Actor Options
Settings that control how actor models are loaded and replaced.
Caching
Models are kept in an in-memory cache after first load so switching between actors is near-instant. Cache Size sets how many models are held at once — increase it if you switch frequently, lower it to reduce RAM use.
Texture Compression
Enabling Compress Textures converts textures to a GPU-compressed format on load. This reduces VRAM significantly for complex models but may introduce minor quality loss on some materials.
Transition
Controls transition effects when adding, removing or replacing actor models.
Auto Actor Change
When multiple models are in cache, the value of Auto Actor Change will automatically switch between them at runtime.
With the auto update enabled for this value you can achieve automatic actor switching from music progress or any other data source you choose.
Sub-Components
Transition Effect
Reusable transition effect applied when actors or other optional
meshes are added, removed, or replaced. The effect dissolves the
mesh along a moving edge with optional particles, color, and
glow — a single configuration drives both the shader-side burn
and the VFX spawn.
Edge Shape
Direction picks whether the edge sweeps Up or Down the
mesh. V Shape bends the edge from a flat horizontal line
(0) into an angled V — useful for less mechanical-looking
dissolves. Transition Mode selects the pattern that breaks
up the edge: Cells for a chunky cellular look, Mosaic for
square tiling, Noise for a soft organic dissolve. Scale
resizes that pattern (logarithmic) and Width widens the
band the dissolve spans, from a sharp line to a diffuse fade.
Color and Glow
Color is the burn color drawn at the leading edge of the
dissolve. Glow boosts that edge to an emissive intensity
so it reads as a hot burn rather than a tint. Blend
controls how much that burn color overrides the mesh’s own
color in the transition band — drop it to keep the original
material visible through the effect.
Duration and Particles
Transition Duration is an on/off float — toggle it on to
use a custom duration, off to fall back to the system default.
On Quest builds the transition is force-disabled regardless.
Particle Effect sets the spawn rate (logarithmic — 0
disables particles entirely) and Particle Duration sets
how long they live. If particle duration exceeds the
transition duration, the transition is stretched to match so
particles do not get cut off mid-air.
Configurations
| Setting | Type | Range / Values | Default | Condition | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Preset | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Cache Size | Integer | 0 – 20 | 10 | How many actor models to keep in cache | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Retain Options | Toggle | on / off | off | Automatically applies the settings from the outgoing actor to the incoming actor when replacing actors. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Compress Textures | Toggle | on / off | off | Compress textures to reduce VRAM use | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Transition Effect
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| Auto Actor Change | Float | 0 – 1 | 0 | Automatically switch between actors in the cache based on the value | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||