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<Render/>

The <Render/> component allows an <Entity/> to display a 3D asset or primitive shape. Adding the <Render/> component to an <Entity/> will add a RenderComponent to the entity. The type prop allows you to select the primitive shape to render.

Rendering an Asset

To render a 3D model loaded from a URL, you can use the asset type and pass the asset directly to the asset prop. You can learn more about loading assets in the loading assets guide.

import { Render } from '@playcanvas/react/components'
import { useModel } from '@playcanvas/react/hooks'

const RenderModel = () => {
const { asset } = useModel('model.glb')

if (!asset) return null

return <Entity>
<Render type="asset" asset={asset} />
</Entity>
}

Learn more about the Render Component in the PlayCanvas documentation.

Properties

NameTypeDefault
type
"asset" | "box" | "capsule" | "cone" | "cylinder" | "plane" | "sphere" | "torus"
The type of primitive shape to render.
"box"
asset?
Asset
The asset to render.
-
children?
ReactNode
-
isStatic?
boolean
Mark meshes as non-movable (optimization).
-
renderStyle?
number
Sets the render style of this component's MeshInstances. Can be: - RENDERSTYLE_SOLID - RENDERSTYLE_WIREFRAME - RENDERSTYLE_POINTS Defaults to RENDERSTYLE_SOLID. Gets the render style of this component's MeshInstances.
-
customAabb?
BoundingBox | null
Sets the custom object space bounding box that is used for visibility culling of attached mesh instances. This is an optimization, allowing an oversized bounding box to be specified for skinned characters in order to avoid per frame bounding box computations based on bone positions. Gets the custom object space bounding box that is used for visibility culling of attached mesh instances.
-
meshInstances?
MeshInstance[]
Sets the array of meshInstances contained in the component. Gets the array of meshInstances contained in the component.
-
lightmapped?
boolean
Sets whether the component is affected by the runtime lightmapper. If true, the meshes will be lightmapped after using lightmapper.bake(). Gets whether the component is affected by the runtime lightmapper.
-
castShadows?
boolean
Sets whether attached meshes will cast shadows for lights that have shadow casting enabled. Gets whether attached meshes will cast shadows for lights that have shadow casting enabled.
-
receiveShadows?
boolean
Sets whether shadows will be cast on attached meshes. Gets whether shadows will be cast on attached meshes.
-
castShadowsLightmap?
boolean
Sets whether meshes instances will cast shadows when rendering lightmaps. Gets whether meshes instances will cast shadows when rendering lightmaps.
-
lightmapSizeMultiplier?
number
Sets the lightmap resolution multiplier. Gets the lightmap resolution multiplier.
-
layers?
number[]
Sets the array of layer IDs (Layer#id ) to which the mesh instances belong. Don't push, pop, splice or modify this array. If you want to change it, set a new one instead. Gets the array of layer IDs (Layer#id ) to which the mesh instances belong.
-
batchGroupId?
number
Sets the batch group for the mesh instances in this component (see BatchGroup). Default is -1 (no group). Gets the batch group for the mesh instances in this component (see BatchGroup).
-
material?
Material
Sets the material Material that will be used to render the component. The material is ignored for renders of type 'asset'. Gets the material Material that will be used to render the component.
-
materialAssets?
number[] | Asset[]
Sets the material assets that will be used to render the component. Each material corresponds to the respective mesh instance. Gets the material assets that will be used to render the component.
-
rootBone?
Entity | null
Sets the root bone entity (or entity guid) for the render component. Gets the root bone entity for the render component.
-
materialAsset?
any
-
system?
ComponentSystem
The ComponentSystem used to create this Component.
-
entity?
Entity
The Entity that this Component is attached to.
-
enabled?
boolean
Sets the enabled state of the component. Gets the enabled state of the component.
-