Sphere
A UV sphere centered on the origin. rings is the latitudinal count (from pole to pole), segments is the longitudinal count. Higher counts → smoother sphere, more triangles (rings * segments * 2 triangles total).
Parameters
The material applied to the whole sphere, or null while it is still loading.
World-space position of the pivot point.
World-space rotation.
Per-axis scale.
Point in mesh space that rotation/scale revolve around. Defaults to the sphere centre.
Sphere radius in mesh space.
Latitude subdivisions. Minimum 2.
Longitude subdivisions. Minimum 3.
Whether this renderable is in the scene. False removes it from the scene (cheaply, keeping the entity alive) — a show/hide toggle without losing state.
Whether the sphere casts shadows onto other renderables. On by default.
Whether the sphere receives shadows cast by others. On by default.
Runs once when the sphere enters the scene, with the renderable entity and engine in scope (EntityScope).