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rules
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101
.cursor/rules/roblox/reference/engine/classes/WrapTarget.yaml
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101
.cursor/rules/roblox/reference/engine/classes/WrapTarget.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: WrapTarget
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type: class
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memory_category: Instances
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summary: |
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The WrapTarget object defines a target. A target is the 3D body with only an
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outer surface, or an Outer Cage.
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description: |
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The WrapTarget object defines a target. A target is the 3D body with only an
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outer surface, or an Outer Cage.
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This target, often an Avatar, is what 3D accessories (using WrapLayer) will be
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applied to, allowing multiple accessories items to naturally layer over the
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source target.
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code_samples: []
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inherits:
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- BaseWrap
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: WrapTarget.Color
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summary: |
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Sets color used for the debug rendering. See `Class.WrapTarget.DebugMode`.
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description: |
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Sets color used for the debug rendering. See `Class.WrapTarget.DebugMode`
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code_samples: []
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type: Color3
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tags:
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- NotReplicated
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- NotScriptable
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Debug
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Avatar
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- name: WrapTarget.DebugMode
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summary: |
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Allows switching between different debugging visualization modes for cage
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meshes.
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description: |
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Allows switching between different debugging visualization modes for cage
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meshes.
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code_samples: []
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type: WrapTargetDebugMode
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tags:
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- NotReplicated
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- NotScriptable
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Debug
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Avatar
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- name: WrapTarget.Stiffness
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summary: |
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Defines how much the body mesh can be compressed by clothing.
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description: |
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Defines how much the body mesh can be compressed by clothing. Super tight
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clothing may lead to an intersection between the clothing mesh and body
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mesh. To solve this visual artifact, the deformer can compress the body
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mesh slightly to solve possible intersections.
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Valid range is 0 to 1. A value of 0 will compress the body mesh as much as
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necessary to ensure that the intersections are eliminated (visible body
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parts might look a little bit deformed). A value of 1 will prevent the
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body mesh from being compressed (may lead to visible intersections or
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Z-fighting). A value of 0.9 (default) is a reasonable default that solves
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most of the intersections without introducing any significant body
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deformation.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Avatar
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methods: []
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events: []
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callbacks: []
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