Skip to content

Scene Objects

Scene Objects are the elements you place directly into the Stage (3D Viewport). They range from simple geometric shapes to complex functional tools that react to your stream.


🏷️ Category: Special Object

💡 Simple Explanation: A smart 3D box where you can easily change the material of each side individually.

⚙️ Technical Description: A parametric 3D box object that generates geometry based on an underlying model, allowing for dynamic material assignment to specific faces/slots.

📖 Full Details & Properties

🔧 How It Works: Unlike a standard cube which uses one material (or a complex UV map), this box exposes “slots” for each of its faces or components. You can assign different images or videos to each side without needing 3D modeling software.

Perfect For:

  • Creating 3D rooms or stages
  • Display boxes for products or alerts
  • Multi-screen setups (one screen per face)

📋 Properties:

PropertyTypeDescription
Material SlotsListA list of named slots (e.g., “Front”, “Top”). Drag materials here to assign them.
BuildButtonTriggers a rebuild of the model geometry. Use this if the shape looks wrong.

🎬 Streaming Example: “[Dynamic Shadow Box] used as a ‘room’ for your avatar, with different wallpapers on each wall.”


🏷️ Category: Special Object

3D Text object in scene

💡 Simple Explanation: Text that exists as a 3D object in your scene.

⚙️ Technical Description: A 3D text object that has depth and volume, unlike standard 2D UI text.

📖 Full Details & Properties

🔧 How It Works: Generates 3D geometry for text characters. This text can cast shadows, receive lighting, and be rotated in 3D space just like a cube or sphere.

Perfect For:

  • Floating logos
  • Big 3D headers
  • Signage in your virtual set

📋 Properties:

PropertyDescription
TextThe content string to display.
FontThe font asset to use.
SizeThe scale of the text.
DepthThe extrusion depth (thickness) of the 3D letters.
BevelThe amount of beveling on the edges.
Bevel StyleThe style of the bevel (e.g., Round, Flat).
Front MaterialMaterial for the face of the text.
Side MaterialMaterial for the extruded sides.
Bevel MaterialMaterial for the beveled edges.
Shadow Cast ModeHow the text casts shadows (On, Off, TwoSided, ShadowsOnly).
Receive ShadowsWhether the text receives shadows from other objects.
AlignmentMajor (Horizontal) and Minor (Vertical) alignment.
SpacingLine Spacing and Letter Spacing.

🎬 Streaming Example: “[3D Text] displaying your channel name floating above the stage.”


🏷️ Category: Special Object

💡 Simple Explanation: A canvas that sticks to the camera lens. It looks like a 2D UI overlay but exists in the 3D world.

⚙️ Technical Description: A specialized render quad that automatically aligns its position and rotation to remain fixed in front of a specific camera, simulating a Screen Space UI while remaining in World Space.

📖 Full Details & Properties

🔧 How It Works: Every frame, this object calculates the camera’s position and rotation and moves itself to stay exactly in front of it. This creates the illusion of a 2D HUD (Heads Up Display) or overlay, but allows for 3D lighting and effects to still interact with it.

Perfect For:

  • HUDs and UI overlays
  • “Sticker” effects that follow the view
  • Chat boxes that need to stay on screen

📋 Properties:

PropertyTypeDescription
Render On All CamerasBoolIf true, it appears on every camera. If false, only on specific ones.
CamerasListThe specific cameras this canvas should stick to.
ContentMaterialThe material (image/video/web source) to display.
Canvas DistanceFloatHow far from the camera the canvas floats.

🎬 Streaming Example: “[Sticky Canvas] holding your chat box so it’s always visible, even when the camera moves.”


🏷️ Category: Special Object

Vector Shape in the scene

💡 Simple Explanation: Crisp, clean 2D shapes like circles, stars, and arrows.

⚙️ Technical Description: Generates high-quality 2D geometry based on vector primitives. Supports fills and strokes.

📖 Full Details & Properties

🔧 How It Works: Procedurally generates mesh geometry for common shapes. Unlike an image texture, these stay crisp at any resolution because they are real geometry.

Perfect For:

  • UI backgrounds
  • Decorative elements
  • Arrows and pointers
  • Masks

📋 Properties:

PropertyDescription
RebuildButton to regenerate the shape mesh.
ShapeThe type of shape to generate (e.g., Rectangle, Circle, Arrow, Star, PolyLine).
FillMaterial used for the interior of the shape.
StrokeMaterial used for the outline of the shape.
[Shape Specific]Dynamic properties based on the selected shape (e.g., Sides, Radius, Thickness, Corner Radius).

🎬 Streaming Example: “[Vector Shape] creating a rounded rectangle background for your webcam border.”


🏷️ Category: Special Object

💡 Simple Explanation: Makes things move or light up to the music. Creates animated bar visualizations that react to audio in real-time.

⚙️ Technical Description: Analyzes audio spectrum data via FFT (Fast Fourier Transform) from microphones, system audio, or in-scene audio players. Generates customizable bar-based visualizations and exposes spectrum data for use with the DecibelLevel node.

📖 Full Details & Properties

Audio Visualizer

🔧 How It Works: Listens to an audio source and breaks it down into frequency bands (bass, mids, treble). It renders animated bars that respond to the audio and can output volume data via the DecibelLevel node for driving other effects.

Perfect For:

  • Music visualizers for streams
  • Talking animations (lip sync)
  • Beat-reactive lighting and effects
  • VU meters and audio level displays

The Audio Visualizer supports four different audio input modes:

ModeDescriptionShows
Recording DeviceCaptures from a microphone or audio input deviceDevice dropdown
Playback DeviceCaptures system audio (loopback) - everything playing through your speakersDevice dropdown
Stage Audio PlayerAnalyzes audio from a specific Audio Player 3D in your sceneAudio Player selector
All Stage AudioAnalyzes all audio currently playing in the sceneNothing extra

📋 Core Settings:

PropertyTypeDescription
ReloadButtonRefreshes the audio device connection and restarts analysis
Input SourceEnumAudio input type (see modes above)
Recording/Playback DeviceDropdownSelect specific audio hardware (label changes based on Input Source)
Audio PlayerObjectReference to Audio Player 3D component (only for Stage Audio Player mode)
Window FunctionEnumFFT analysis method: Rectangular, Triangle, Hamming, Hanning, Blackman, BlackmanHarris
Material OverrideMaterialCustom material for visualization bars
Min FrequencyFloatLower frequency bound (0-20000 Hz)
Max FrequencyFloatUpper frequency bound (0-20000 Hz)

📋 Visualization Settings:

PropertyTypeDescription
Global ScaleFloatOverall size multiplier for the visualization (0.75-10000)
Sound Bars QuantityIntNumber of frequency bars to display (32-512)
Scale FromEnumBar growth direction: Center or Downside
Sound Bars EnabledBoolToggle bar visibility
Sound Bars WidthFloatWidth of each bar (0-100)
Sound Bars DepthFloatDepth of each bar (0-100)
VisualizationEnumLayout shape: Line, Circle, ExpansibleCircle, Sphere, Square
MirrorBoolMirror the visualization (bass in center, treble on edges)
Scale By RhythmBoolEnable rhythm-reactive scaling
LengthFloatSpread/length of the visualization (10-200)
Angle OffsetFloatRotation offset for circular visualizations (0-360)
Initial AngleFloatStarting angle for circular visualizations (0-360)
Extra Scale VelocityFloatSpeed of scale animations (1-100)
Min HeightFloatMinimum bar height (0-5)
Smooth VelocityIntSmoothing amount for bar movement (1-15)

📋 Ray Settings:

PropertyTypeDescription
Rays WidthFloatWidth of ray particles (0-100)
Rays LengthFloatLength of ray particles (0-50)
Rays AlphaFloatTransparency of rays (0-1)

📋 Camera Settings:

PropertyTypeDescription
VelocityFloatCamera orbit rotation speed (-35 to 35)
HeightFloatCamera height offset (0-200)
Orbit DistanceFloatDistance from center (0-1000)
Field Of ViewIntCamera FOV (1-179)

📋 Frequency Analysis:

PropertyTypeDescription
ChannelsEnumFFT sample size: n512, n1024, n2048, n4096, n8192 (higher = more accurate, more CPU)

📋 Bass Settings:

PropertyTypeDescription
Bass SensibilityFloatSensitivity to bass frequencies (1-300)
Bass HeightFloatHeight multiplier for bass bars (0.5-2)
Bass Horizontal ScaleIntWidth multiplier for bass bars (1-5)
Bass OffsetIntStarting frequency bin for bass range (0-256)

📋 Treble Settings:

PropertyTypeDescription
Treble SensibilityFloatSensitivity to treble frequencies (1-300)
Treble HeightFloatHeight multiplier for treble bars (0.5-2)
Treble Horizontal ScaleIntWidth multiplier for treble bars (1-5)
Treble OffsetIntStarting frequency bin for treble range (0-256)

📋 Rhythm Detection (Experimental):

PropertyTypeDescription
Auto Rhythm ParticlesBoolEmit particles on detected beats
Rhythm SensibilityFloatBeat detection threshold (0-100)
Amount To EmitIntParticles per detected beat (1-150)
Rhythm Particles Max IntervalFloatMinimum time between particle bursts (0.01-1)

📋 Appearance Settings:

PropertyTypeDescription
Sound Bars ParticlesBoolEnable particles on bar tips
Particles Max IntervalFloatTime between particle emissions (0-0.1)
Min Particle SensibilityFloatVolume threshold for particles (0.1-2)
Lerp ColorBoolSmoothly transition between colors
Color Interval TimeFloatTime between color changes (0.1-5)
Color Lerp TimeFloatDuration of color transitions (0.1-5)
Use GradientBoolUse gradient instead of discrete colors
GradientGradientColor gradient for visualization
Rhythm Particle System ColorColorColor for rhythm-triggered particles
SmoothedBoolApply smoothing to spectrum data

🎬 Streaming Examples:

  • “Create a circle visualizer that pulses with your Spotify music using Playback Device mode.”
  • “Make a talking head animation react to your microphone using Recording Device and the DecibelLevel node.”
  • “Sync bar heights to in-game sound effects using Stage Audio Player mode.”

🎯 Tips:

  • Use the DecibelLevel node to get the volume level from this object for driving other effects.
  • Playback Device captures desktop audio without needing virtual audio cables - it captures everything you hear (game + music + Discord).
  • Higher Channels values give more accurate frequency analysis but use more CPU.
  • Adjust Bass Sensibility and Treble Sensibility to balance the visualization for your audio source.
  • Use Mirror mode for symmetric visualizations where bass appears in the center.
  • The Min/Max Frequency sliders let you focus on specific frequency ranges (e.g., just bass for a subwoofer effect).
  • For voice reactivity, use Recording Device mode. For music reactivity, use Playback Device mode.

🏷️ Category: Special Object

Light object with visible gizmo

💡 Simple Explanation: Illuminates your scene.

⚙️ Technical Description: Adds a light source to the scene (Directional, Point, Spot).

📖 Full Details & Properties

🔧 How It Works: Simulates a real light source. Essential for seeing 3D objects.

Types:

  • Directional: Like the sun, illuminates everything from one direction.
  • Point: Like a lightbulb, shines in all directions from a point.
  • Spot: Like a flashlight, shines in a cone.
  • Rectangle: A flat panel light (Area Light).

📋 Properties:

PropertyDescription
TypeDirectional, Point, Spot, Rectangle.
ColorThe color of the light.
IntensityBrightness of the light.
RangeHow far the light reaches (Point/Spot).
Spot AngleThe width of the cone (Spot).
Shadow TypeNo Shadows, Hard Shadows, Soft Shadows.
Shadow StrengthDarkness of the shadows (0-1).
Culling MaskSelects which layers this light affects.

🎬 Streaming Example: “[Light] adding a dramatic spotlight on your avatar.”


🏷️ Category: Special Object

💡 Simple Explanation: Another viewpoint for your scene.

⚙️ Technical Description: Adds an additional camera to the scene.

📖 Full Details & Properties

🔧 How It Works: Adds a new camera object. You can switch to this camera using the SwitchCamera node.

Perfect For:

  • Multi-camera setups (e.g., “Close up” vs “Wide shot”)
  • Render textures

📋 Properties:

PropertyDescription
Clear FlagsWhat to show in empty space (Skybox, Solid Color, Depth Only).
BackgroundThe background color if Clear Flags is Solid Color.
Culling MaskSelects which objects this camera can see.
ProjectionPerspective (3D) or Orthographic (2D/Flat).
Field of ViewHow wide the camera sees (Zoom).
Clipping PlanesNear and Far distances to render.
Viewport RectWhere on the screen this camera draws (usually full screen 0,0,1,1).
DepthDrawing order priority.
Target Texture(Optional) Render directly to a texture asset.

🎬 Streaming Example: “[Scene Camera] placed backstage to show a ‘behind the scenes’ view on a monitor.”


🏷️ Category: 2D/UI Object

💡 Simple Explanation: Creates UI buttons and panels that look perfect at any size.

⚙️ Technical Description: A tool for generating highly optimized procedural UI sprites (Rounded Rectangles, Circles) without texture assets.

📖 Full Details & Properties

🔧 How It Works: Generates a sprite with mathematical rounded corners and borders. It’s much more efficient and flexible than importing PNGs for every button size.

Perfect For:

  • Creating custom UI panels
  • Buttons and backgrounds
  • Clean, modern overlays

📋 Properties:

PropertyDescription
Source ImageOptional sprite to apply to the shape.
ColorBase color of the shape.
MaterialMaterial applied to the shape.
ShapeThe geometric shape: Rectangle, Circle, Triangle, Pentagon, Hexagon, N-Star.
Stroke WidthThickness of the shape’s stroke.
Outline WidthThickness of the outer outline.
Outline ColorColor of the outline.
Falloff DistanceSoftness of the edges (anti-aliasing).
Corner RadiusRoundness of the corners (for Rectangle/Triangle/etc.).
GradientAdds a color gradient effect to the shape.
Fill TypeSimple, Sliced, Tiled, or Filled.

🎬 Streaming Example: “[Procedural UI Shapemaker] used to create a clean background panel for your donation goal.”


🏷️ Category: Standard Object

💡 Simple Explanation: Basic geometric shapes for blocking out scenes.

📖 Full Details & Types
  • Empty: An invisible container object. Good for grouping other objects.
  • Cube: A standard box.
  • Capsule: A pill shape.
  • Sphere: A ball.
  • Big Sphere: A larger ball (often used for skyboxes).
  • Cylinder: A tube.
  • Plane: A flat 1-sided floor.
  • Quad: A flat 1-sided square (often used for screens).

🏷️ Category: Standard Object

💡 Simple Explanation: Objects designed for user interfaces.

📖 Full Details & Types

Standard 2D text for UI.

Note: Uses TextMeshProUGUI.

PropertyDescription
TextThe text content.
FontThe font asset.
Font StyleBold, Italic, Underline, Strikethrough, etc.
Font SizeSize of the text in points.
ColorText color.
AlignmentHorizontal and Vertical alignment (Left, Center, Right, Top, Bottom).
WrappingWhether text wraps to the next line or overflows.
OverflowHow to handle text that doesn’t fit (Overflow, Ellipsis, Truncate).
SpacingCharacter, Word, Line, and Paragraph spacing.
Rich TextEnables HTML-like tags for formatting (e.g., <b>bold</b>).

A standard 2D image container.

Note: Uses OverMoxImage (wrapping Unity Image).

PropertyDescription
Source ImageThe sprite to display.
ColorTint color for the image.
MaterialOptional material for special effects.
Image TypeSimple (stretch), Sliced (9-slice), Tiled (repeat), Filled (radial/linear progress).
Preserve AspectKeeps the image from being distorted when resized.
Set Native SizeResets the size to the original image dimensions.
Raycast TargetIf checked, the image blocks mouse clicks.

The root container for all UI elements.

Note: Uses Unity Canvas.

PropertyDescription
Render ModeScreen Space - Overlay (on top of everything), Screen Space - Camera (aligned with a camera), or World Space (floating in 3D).
Pixel PerfectForces UI elements to align with pixels for sharpness.
Sort OrderDetermines drawing order relative to other canvases.
Target DisplayWhich display monitor to render to.