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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:

Property Type Description
Material Slots List A list of named slots (e.g., “Front”, “Top”). Drag materials here to assign them.
Build Button Triggers 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:

Property Description
Text The content string to display.
Font The font asset to use.
Size The scale of the text.
Depth The extrusion depth (thickness) of the 3D letters.
Bevel The amount of beveling on the edges.
Bevel Style The style of the bevel (e.g., Round, Flat).
Front Material Material for the face of the text.
Side Material Material for the extruded sides.
Bevel Material Material for the beveled edges.
Shadow Cast Mode How the text casts shadows (On, Off, TwoSided, ShadowsOnly).
Receive Shadows Whether the text receives shadows from other objects.
Alignment Major (Horizontal) and Minor (Vertical) alignment.
Spacing Line 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:

Property Type Description
Render On All Cameras Bool If true, it appears on every camera. If false, only on specific ones.
Cameras List The specific cameras this canvas should stick to.
Content Material The material (image/video/web source) to display.
Canvas Distance Float How 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:

Property Description
Rebuild Button to regenerate the shape mesh.
Shape The type of shape to generate (e.g., Rectangle, Circle, Arrow, Star, PolyLine).
Fill Material used for the interior of the shape.
Stroke Material 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:

Mode Description Shows
Recording Device Captures from a microphone or audio input device Device dropdown
Playback Device Captures system audio (loopback) - everything playing through your speakers Device dropdown
Stage Audio Player Analyzes audio from a specific Audio Player 3D in your scene Audio Player selector
All Stage Audio Analyzes all audio currently playing in the scene Nothing extra

📋 Core Settings:

Property Type Description
Reload Button Refreshes the audio device connection and restarts analysis
Input Source Enum Audio input type (see modes above)
Recording/Playback Device Dropdown Select specific audio hardware (label changes based on Input Source)
Audio Player Object Reference to Audio Player 3D component (only for Stage Audio Player mode)
Window Function Enum FFT analysis method: Rectangular, Triangle, Hamming, Hanning, Blackman, BlackmanHarris
Material Override Material Custom material for visualization bars
Min Frequency Float Lower frequency bound (0-20000 Hz)
Max Frequency Float Upper frequency bound (0-20000 Hz)

📋 Visualization Settings:

Property Type Description
Global Scale Float Overall size multiplier for the visualization (0.75-10000)
Sound Bars Quantity Int Number of frequency bars to display (32-512)
Scale From Enum Bar growth direction: Center or Downside
Sound Bars Enabled Bool Toggle bar visibility
Sound Bars Width Float Width of each bar (0-100)
Sound Bars Depth Float Depth of each bar (0-100)
Visualization Enum Layout shape: Line, Circle, ExpansibleCircle, Sphere, Square
Mirror Bool Mirror the visualization (bass in center, treble on edges)
Scale By Rhythm Bool Enable rhythm-reactive scaling
Length Float Spread/length of the visualization (10-200)
Angle Offset Float Rotation offset for circular visualizations (0-360)
Initial Angle Float Starting angle for circular visualizations (0-360)
Extra Scale Velocity Float Speed of scale animations (1-100)
Min Height Float Minimum bar height (0-5)
Smooth Velocity Int Smoothing amount for bar movement (1-15)

📋 Ray Settings:

Property Type Description
Rays Width Float Width of ray particles (0-100)
Rays Length Float Length of ray particles (0-50)
Rays Alpha Float Transparency of rays (0-1)

📋 Camera Settings:

Property Type Description
Velocity Float Camera orbit rotation speed (-35 to 35)
Height Float Camera height offset (0-200)
Orbit Distance Float Distance from center (0-1000)
Field Of View Int Camera FOV (1-179)

📋 Frequency Analysis:

Property Type Description
Channels Enum FFT sample size: n512, n1024, n2048, n4096, n8192 (higher = more accurate, more CPU)

📋 Bass Settings:

Property Type Description
Bass Sensibility Float Sensitivity to bass frequencies (1-300)
Bass Height Float Height multiplier for bass bars (0.5-2)
Bass Horizontal Scale Int Width multiplier for bass bars (1-5)
Bass Offset Int Starting frequency bin for bass range (0-256)

📋 Treble Settings:

Property Type Description
Treble Sensibility Float Sensitivity to treble frequencies (1-300)
Treble Height Float Height multiplier for treble bars (0.5-2)
Treble Horizontal Scale Int Width multiplier for treble bars (1-5)
Treble Offset Int Starting frequency bin for treble range (0-256)

📋 Rhythm Detection (Experimental):

Property Type Description
Auto Rhythm Particles Bool Emit particles on detected beats
Rhythm Sensibility Float Beat detection threshold (0-100)
Amount To Emit Int Particles per detected beat (1-150)
Rhythm Particles Max Interval Float Minimum time between particle bursts (0.01-1)

📋 Appearance Settings:

Property Type Description
Sound Bars Particles Bool Enable particles on bar tips
Particles Max Interval Float Time between particle emissions (0-0.1)
Min Particle Sensibility Float Volume threshold for particles (0.1-2)
Lerp Color Bool Smoothly transition between colors
Color Interval Time Float Time between color changes (0.1-5)
Color Lerp Time Float Duration of color transitions (0.1-5)
Use Gradient Bool Use gradient instead of discrete colors
Gradient Gradient Color gradient for visualization
Rhythm Particle System Color Color Color for rhythm-triggered particles
Smoothed Bool Apply 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:

Property Description
Type Directional, Point, Spot, Rectangle.
Color The color of the light.
Intensity Brightness of the light.
Range How far the light reaches (Point/Spot).
Spot Angle The width of the cone (Spot).
Shadow Type No Shadows, Hard Shadows, Soft Shadows.
Shadow Strength Darkness of the shadows (0-1).
Culling Mask Selects 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:

Property Description
Clear Flags What to show in empty space (Skybox, Solid Color, Depth Only).
Background The background color if Clear Flags is Solid Color.
Culling Mask Selects which objects this camera can see.
Projection Perspective (3D) or Orthographic (2D/Flat).
Field of View How wide the camera sees (Zoom).
Clipping Planes Near and Far distances to render.
Viewport Rect Where on the screen this camera draws (usually full screen 0,0,1,1).
Depth Drawing 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:

Property Description
Source Image Optional sprite to apply to the shape.
Color Base color of the shape.
Material Material applied to the shape.
Shape The geometric shape: Rectangle, Circle, Triangle, Pentagon, Hexagon, N-Star.
Stroke Width Thickness of the shape’s stroke.
Outline Width Thickness of the outer outline.
Outline Color Color of the outline.
Falloff Distance Softness of the edges (anti-aliasing).
Corner Radius Roundness of the corners (for Rectangle/Triangle/etc.).
Gradient Adds a color gradient effect to the shape.
Fill Type Simple, 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.

Property Description
Text The text content.
Font The font asset.
Font Style Bold, Italic, Underline, Strikethrough, etc.
Font Size Size of the text in points.
Color Text color.
Alignment Horizontal and Vertical alignment (Left, Center, Right, Top, Bottom).
Wrapping Whether text wraps to the next line or overflows.
Overflow How to handle text that doesn’t fit (Overflow, Ellipsis, Truncate).
Spacing Character, Word, Line, and Paragraph spacing.
Rich Text Enables HTML-like tags for formatting (e.g., <b>bold</b>).

A standard 2D image container.

Property Description
Source Image The sprite to display.
Color Tint color for the image.
Material Optional material for special effects.
Image Type Simple (stretch), Sliced (9-slice), Tiled (repeat), Filled (radial/linear progress).
Preserve Aspect Keeps the image from being distorted when resized.
Set Native Size Resets the size to the original image dimensions.
Raycast Target If checked, the image blocks mouse clicks.

The root container for all UI elements.

Property Description
Render Mode Screen Space - Overlay (on top of everything), Screen Space - Camera (aligned with a camera), or World Space (floating in 3D).
Pixel Perfect Forces UI elements to align with pixels for sharpness.
Sort Order Determines drawing order relative to other canvases.
Target Display Which display monitor to render to.