Table of Contents

Class PrimitiveEntityOptions

Namespace
Stride.CommunityToolkit.Engine
Assembly
Stride.CommunityToolkit.dll

Base (non-physics) option set used when creating primitive entities (2D or 3D).

public abstract class PrimitiveEntityOptions
Inheritance
PrimitiveEntityOptions
Derived

Remarks

This abstraction intentionally contains only rendering / identification related settings. Physics specific configuration is layered in derived option types such as Bepu2DPhysicsOptions, Bepu3DPhysicsOptions, Bullet2DPhysicsOptions, and Bullet3DPhysicsOptions. Additional shared options can be added here as they become engine‑agnostic.

Properties

EntityName

Gets or sets the (optional) human friendly name for the entity to aid scene inspection or debugging. If null, a name may be assigned by higher level factory helpers or remain empty.

public string? EntityName { get; set; }

Property Value

string

Material

Gets or sets the material to apply to the generated primitive model (if it creates a visual component). When null, a default toolkit / engine material is typically assigned by the creation helper.

public Material? Material { get; set; }

Property Value

Material

RenderGroup

Gets or sets the render group for the entity. Defaults to Group0. Use render groups to route subsets of entities through specific rendering passes or layers (e.g. separating world geometry, UI routed meshes, debug overlays, etc.).

public RenderGroup RenderGroup { get; set; }

Property Value

RenderGroup