{"id":10207,"date":"2024-07-13T01:44:52","date_gmt":"2024-07-13T05:44:52","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-pro-docs&p=10207"},"modified":"2024-11-08T00:37:04","modified_gmt":"2024-11-08T05:37:04","slug":"primitives","status":"publish","type":"sceneri-pro-docs","link":"https:\/\/www.sceneri.com\/sceneri-pro-docs\/components-interface\/primitives\/","title":{"rendered":"Primitives"},"content":{"rendered":"
In Sceneri, a primitive 3D component refers to basic geometric shapes that can be easily created and manipulated in a 3D space. These primitives serve as foundational elements for building more complex objects and environments in your game. Sceneri provides several built-in primitive 3D shapes, which you can use directly in your scenes.<\/p>\n
Icon<\/p>\n<\/div><\/div><\/div>
Description<\/p>\n<\/div><\/div><\/div><\/div><\/div><\/div>
The arc is a quarter of a cylinder with the center hollow similar to the torus but hardened. With the arc component you can create unique obstacles with the rotation component and prototype pendulums.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
The arrow is a simple composite of both of the cone and cylinder meshes. With the arrow component you can debug direction of objects or create directional indicators in your scenes.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
This is a simple cube with sides one unit long, textured so that the image is repeated on each of the six faces. As it stands, a cube isn\u2019t really a very common object in most games but when scaled, it is very useful for walls, posts, boxes, steps and other similar items.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
A capsule is a cylinder with hemispherical caps at the ends. The object is one unit in diameter and two units high (the body is one unit and the two caps are half a unit each). It is textured so that the image wraps around exactly once, pinched at each hemisphere\u2019s apex.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
The Cone Component is a a geometric shape that resembles a cone deriving from a pyramid, which can be used for various purposes, such as visual representation, collision detection, or physics interactions.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
This is a simple cylinder which is two units high and one unit in diameter, textured so that the image wraps once around the tube shape of the body but also appears separately in the two flat, circular ends.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
The quad primitive resembles the plane but its edges are only one unit long and the surface is oriented in the XY plane of the local coordinate space. Also, a quad is divided into just two triangles whereas the plane contains two hundred.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
The pyramid primitive is a four-sided shape with a square base and a single apex point above the base. Pyramids can represent hills, buildings, or monuments in your game world, helping to block player movement or create visual interest.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
This is a sphere of unit diameter (ie, 0.5 unit radius), textured so that the entire image wraps around once with the top and bottom \u201cpinched\u201d at the poles. Spheres are obviously useful for representing balls, planets and projectiles.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
The torus primitive is a donut-shaped object characterized by a circular ring that curves around a central void. In gameplay, a torus can be utilized as a race track for a futuristic hovercraft game, where players navigate around the ring-shaped course.<\/p>\n<\/div><\/div><\/div><\/div><\/div>
Primitive 3D components are fundamental tools in Sceneri that allow developers to quickly and easily construct 3D environments and gameplay elements. They are especially useful during the early stages of game development for prototyping and iteration.<\/p>\n<\/div><\/div><\/div><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"
Primitive Components can be used to create basic shapes or triggers around other objects, indicate debug information in design or create paths within a scene.<\/p>\n","protected":false},"author":251212454,"featured_media":0,"parent":10195,"menu_order":0,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"sceneri-docs-tag":[1720],"class_list":["post-10207","sceneri-pro-docs","type-sceneri-pro-docs","status-publish","format-standard","hentry","sceneri-docs-tag-components"],"acf":[],"yoast_head":"\n