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It would be cool if we could have a Material.SetFloat("_CustomName", value) type of access to a certain material on the avatar to set a shader value locally. For example to have a working watch on our avatar wrist to show all kind of informations, even messages.
I know this can be done with avatar parameters as a workaround, but if it doesn't need to be synced, why sync it? It would also take aways bits that you maybe don't have leftover, plus limit you in the amount of data you can receive. Besides, I'm not sure if avatar parameters can access custom shader parameters & what kind of miracle you need to perform to make that happen.
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It would be cool if we could have a Material.SetFloat("_CustomName", value) type of access to a certain material on the avatar to set a shader value locally. For example to have a working watch on our avatar wrist to show all kind of informations, even messages.
I know this can be done with avatar parameters as a workaround, but if it doesn't need to be synced, why sync it? It would also take aways bits that you maybe don't have leftover, plus limit you in the amount of data you can receive. Besides, I'm not sure if avatar parameters can access custom shader parameters & what kind of miracle you need to perform to make that happen.
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