TextureSwitch
- Last UpdatedDec 14, 2023
- 2 minute read
The TextureSwitch node enables you to change the texture of a geometry mesh or of a human node at runtime.
Platform support
This node is supported on XR-Windows platform only.
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XR-WIN |
XR-P-WIN |
XR-P-IOS |
XR-P-AND |
XR-P-WASM |
|---|---|---|---|---|
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Full support |
No support |
No support |
No support |
No support |
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Code example
This is a code example for the TextureSwitch node.
<TextureSwitch name="simsetup_switch" human="simsetup_human"
texture="avatar_body_sumitomoVRayRawTotalLightingMap.dds"
states="avatar_body_sumitomo_empty.dds,avatar_body_sumitomo_glasses.dds,
avatar_body_sumitomo_hardhead.dds,avatar_body_sumitomoVRayRawTotalLightingMap.dds"/>
TextureSwitch fields
These are the fields for TextureSwitch node. Only the node-specific fields are indicated, not fields obtained by inheritance.
Field inheritance: NodeBase > TextureSwitch
|
Fields |
Type |
Use |
Default value |
Description |
|---|---|---|---|---|
|
human |
sstring |
Alternative to mesh |
Not set |
Human node name. This can be an alternative to mesh. |
|
mesh |
sstring |
Alternative to human |
Not set |
The complete geometry mesh name (including "|" pipes). |
|
preload |
sbool |
Optional |
false |
If true, all the textures are loaded into memory from beginning to reduce switch time. |
|
state |
ssint |
Optional |
0 |
Performs the switch between states 0-(n-1). |
|
states |
mstring |
Optional |
Not set |
The list of texture files, including the default one. There is no need to indicate specify path. |
|
texture |
sstring |
Mandatory |
Not set |
Texture name. |