User Parameters
- Last UpdatedApr 28, 2023
- 2 minute read
In the MWX exporter, most of the XR specific information about material, shader, physx, and other properties are associated to the scene object by the use of the user buffer. See UserBuffer for ShaderGenerator (FBX).
The graphic engineer can either edit the user buffer manually or use automated tools. The exporter processes this information and conveys it into the MWX files.
The same functionality can be achieved when exporting into FBX files by embedding geometries and materials with properly defined user parameters. This is a functionality supported by most of the 3D graphical editor tools, such 3DSMax, Blender, or Maya.
When the importer reads the user parameters, it uses them to set up the MWX content accordingly, in the same way the exporter would use the user buffer.

Parameters
There are different types of user parameters with different scopes.
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Parameter |
Description |
|---|---|
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These are parameters related to shaders and material assignment. |
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These are parameters used to define geometries, such as as cmesh. |
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These are parameters used to set generic object properties, such as capacity to cast shadows. |
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These are parameters used to assign physx properties to a geometry. |
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These are parameters used to set any custom property that can be consumed by any specific XR functionality. |
In all cases, the naming convention is xr:paramType:paramName. The value depends on the type.
For example, to set the capacity of a geometry to receive shadows, add a user parameter with the name xr:param:bReceiveShadows and set the value to True or False.
Please refer to the various sections of the XR Graphics Guide for information about the various parameters.