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Asset Appearances ​

Select an object and open its Appearance tab to control how it looks and sits in the scene. (Behaviour like gestures and physics lives in Asset Properties.)

Transform & alignment ​

  • Transform – offset (position), rotation (in degrees), and scale. Scale has a proportional lock (closed = scale all axes together; open = scale each axis independently). Tip: drag inside a value field to adjust it smoothly.
  • Vertical alignment – how the object sits vertically:
    • None – stays exactly where you place it.
    • Floor – snaps to the floor, wherever it's placed.
    • Eye level – rises or lowers to the viewer's height. Good for accessibility – e.g. collectibles that stay reachable for both a tall adult and a small child.
  • Alignment constraints:
    • None – fixed orientation.
    • Billboard – always faces the user (great for characters, readable UI).
    • Look At – faces the user or another object you choose, with optional transition smoothing for a natural, lazy follow.

Transform and alignment – offset, rotation, scale with the proportional lock, vertical alignment, and the alignment constraintThe Transform & Alignment section of the Appearance tab.

Compare the Billboard and Look At alignment constraints on the same object.

Model ​

The object's kind – Primitive, Integrated asset, Custom model, Media, or Web view – and its core look. The kind and its type-specific options live in Adding Content; here you also set its opacity (0 transparent to 1 opaque).

Switch an object's kind – Primitive, Integrated asset, User Interface, or Custom model.

Render & adjustments ​

  • Render model – on by default; turn off to keep an object in the scene but invisible until shown by an action.
  • Size adjustment (fitting box) – very large models are auto-fit into a 1 m³ box (preserving proportions) so an accidentally huge import doesn't fill the room. Set to None to use the model's real size.
  • Pivot adjustment – which face of the object sits at its origin: None, Top, Center, Bottom, Left, Right, Front, or Back. It decides how content seats against whatever it is attached to – Bottom stands a model on a floor, Back hangs one flat against a wall. Left on its own origin, a model straddles the surface it is placed on, so half of anything solid ends up inside a wall.
Switch the Pivot Adjustment between Bottom, Center, and Top to move where the object's origin sits.

Hover effect ​

On Apple Vision Pro, looking at an interactive object highlights it. Set this to Automatically, Always, or Never (turn it off if it clashes with your visual style). When on, choose a Highlight, Spotlight, or shader-based effect, with a custom colour, strength, and transparency behaviour:

  • Full – the effect always renders at full opacity, ignoring the object's transparency.
  • Mask – appears only where the object's opacity is above ~5% (visible parts only).
  • Blend – the effect's opacity follows the object's, fading in and out together.

The hover effect options – effect type, colour, strength, and transparency behaviourThe Apple Vision Pro Hover Effect options.

Lighting & shadows ​

  • Cast dynamic light shadows – the object casts shadows onto the real environment (not on the web yet).
  • Bloom – let this object glow. Only takes effect when the scene's Bloom is set to Selected objects; the switch is dimmed otherwise, since under Whole scene anything bright enough already blooms. The object still has to be bright enough to pass the scene's threshold – marking it opts it in, it doesn't force it to glow.
  • Cast grounding shadows – a shadow beneath the object, as if lit from above.
  • Receive grounding shadows – the object receives other objects' grounding shadows.
  • Fade behaviour near physical objects – how a grounding shadow behaves where it falls close to real-world objects:
    • Default – the system's standard handling.
    • Constant – the shadow stays at full strength even right up against nearby real-world objects.
    • Fade – the shadow softens and fades out as it approaches detected real-world objects, so it doesn't read as painted across a surface it shouldn't touch.

The lighting and shadows controls – cast dynamic light shadows, cast and receive grounding shadows, and the fade behaviour menuThe Lighting & Shadows section.

Reveal & removal animations ​

How the object animates in and out. Default is fade and scale; you can also choose fade only, or disable it. Each has a duration and scale factor – e.g. a playful pop-in (fade + scale from small) or a quiet, slow fade so users barely notice it appear.

The reveal and removal animation options – kind, duration, and scale factorThe Reveal and Removal Animation options.

Material overrides ​

  • Face culling – each surface of a model has an outer and an inner side, and only one is drawn by default (the other is left invisible, which saves work). This controls which:
    • Back (default) – draws the outer side; the normal choice for solid objects, whose insides you never see.
    • Front – draws the inner side instead, so the object looks hollow or inside-out – handy for seeing inside a shape.
    • None – draws both sides; use it for thin, flat, double-sided things like a plane or sheet that would otherwise vanish when seen from behind.

The default-materials face-culling menu – Back, Front, NoneFace Culling sits at the top of Material Overrides, above the custom-material reference.

  • Custom material – reference a material from the Materials section. Materials are created independently there, then referenced here per object.