Translations:Mirrors/25/en: Difference between revisions

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* Disabling mirrors when a user leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Users will often not do this themselves, so use a script to do it for them.
* Disabling mirrors when a user leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Users will often not do this themselves, so use a script to do it for them.
* Considering the placement of mirrors. A mirror facing away from the center of the world will have to render less than one facing inward.
* Considering the placement of mirrors. A mirror facing away from the center of the world will have to render less than one facing inward.
* Changing the [[Special:MyLanguage/Layers{{#translation:}}|Layers]]
* Changing the [[Special:MyLanguage/Layers|Layers]] a mirror reflects. A mirror only renders objects on the defined layers. For example, if you have a large outdoor world with a house in the middle, you could set the outdoor environment objects to the environment layer, and then disable the environment layer on the mirrors inside the house. This will stop the mirrors from trying to render the environment that they can't see.
When interacting with a Mirror in a world, users will be able to enable or toggle different options to save on performance, such as:

Latest revision as of 01:28, 19 March 2026

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Message definition (Mirrors)
Creators can reduce the performance cost for mirrors in many ways, such as:
* Disabling all mirrors by default. Only enable a mirror when the user pushes a button, or physically approaches them.
* Disabling mirrors when a user leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Users will often not do this themselves, so use a script to do it for them.
* Considering the placement of mirrors. A mirror facing away from the center of the world will have to render less than one facing inward.
* Changing the [[Special:MyLanguage/Layers|Layers]] a mirror reflects. A mirror only renders objects on the defined layers. For example, if you have a large outdoor world with a house in the middle, you could set the outdoor environment objects to the environment layer, and then disable the environment layer on the mirrors inside the house. This will stop the mirrors from trying to render the environment that they can't see.
When interacting with a Mirror in a world, users will be able to enable or toggle different options to save on performance, such as:

Creators can reduce the performance cost for mirrors in many ways, such as:

  • Disabling all mirrors by default. Only enable a mirror when the user pushes a button, or physically approaches them.
  • Disabling mirrors when a user leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Users will often not do this themselves, so use a script to do it for them.
  • Considering the placement of mirrors. A mirror facing away from the center of the world will have to render less than one facing inward.
  • Changing the Layers a mirror reflects. A mirror only renders objects on the defined layers. For example, if you have a large outdoor world with a house in the middle, you could set the outdoor environment objects to the environment layer, and then disable the environment layer on the mirrors inside the house. This will stop the mirrors from trying to render the environment that they can't see.

When interacting with a Mirror in a world, users will be able to enable or toggle different options to save on performance, such as: