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This repository was archived by the owner on Oct 1, 2025. It is now read-only.
Currently changing opacity is easiest done using ShellRendering (but this is universal for all models with the Hierarchical State Override). So you cannot give different models a different opacity.
It would be lovely if you could simply change the opacity of a model on a model basis, without having to sync all children, and loop over them to loop over all meshes, to loop over all materials, to change the opacity. Which is, performance wise, impossible with large models.
If there is something obvious I am missing, please let me know.