This example demonstrates how to show and hide an item using a transparent portion of a texture.
The item doesn't actually disappear, it just looks like it's being disappeared.
local _TransparentIsActive = false function onUse() TransparentChange() end function TransparentChange() -- If it's transparent, change to opaque if _TransparentIsActive == true then local offset = Vector2.__new(0, 0) -- Specify the material name and change the UV vci.assets._ALL_SetMaterialTextureOffsetFromName("TransparentMaterial", offset) print("opaque") end -- If it's opaque, change to transparent if _TransparentIsActive == false then local offset = Vector2.__new(0.5, 0.5) -- Specify the material name and change the UV vci.assets._ALL_SetMaterialTextureOffsetFromName("TransparentMaterial", offset) print("Transparent") end -- Flip the state _TransparentIsActive = not(_TransparentIsActive) end
vci.assets._ALL_SetMaterialTextureOffsetFromName()
Specify the material name in the first argument and desired offset value for the UV in the second argument. The UV coordinates of the material specified in the first argument will be shifted.
The script above will offset the UV position to the transparent area, which will make the item transparent, thus it seems like it is disappeared.
For details on this, refer to vci.assets(ExportAssets).
_TransparentIsActive = not(_TransparentIsActive)
You can flip the state of a bool containing either true or false by enclosing it with “not()”.
You can write a toggle switch like behavior that flips the current state using this technique.
The value is flipped every time the “TransparentChange()” is called.
If a non-transparent portion of the texture becomes visible when the SubItem is far away
When the object is far away from you and the size of the UV and the transparent portion of the texture are fitting perfectly with each other, you might see a non-transparent area of the texture seeping through the edge of the UV.
This is because objects in faraway positions get their textures replaced with lower resolution ones by a feature called mipmap. When the texture resolution is lowered, some of the non-transparent pixels could infiltrate into the visible area.
You can resolve this issue by creating more gaps between the UV and the opaque area by making the UV smaller or enlarging the transparent area.