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.