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A global API providing functions that change the way Minecraft renders your player

Sets the color of the selected block outline
Default alpha is 0.4
Might not be compatible with shaders

overload 1:
RendererAPI.blockOutlineColor(rgb: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rgb accepts
Return Value
overload 2:
RendererAPI.blockOutlineColor(rgba: Vector4): RendererAPI
typings.2002444081typings.45746743
Method PropertyFluent DescriptionRepresentation
rgba accepts
Return Value
overload 3:
RendererAPI.blockOutlineColor(r: Number, g: Number, b: Number, a: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
r accepts
g accepts
b accepts
a accepts
Return Value

Sets the camera matrix with the given matrix

overload 1:
RendererAPI.cameraMatrix(matrix: Matrix4): RendererAPI
typings.-1789003661typings.45746743
Method PropertyFluent DescriptionRepresentation
matrix accepts
Return Value

Sets the camera normal matrix with the given matrix

overload 1:
RendererAPI.cameraNormal(matrix: Matrix3): RendererAPI
typings.-1789003662typings.45746743
Method PropertyFluent DescriptionRepresentation
matrix accepts
Return Value

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values, check out the "offset" pivot function

overload 1:
RendererAPI.cameraPivot(pivot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pivot accepts
Return Value
overload 2:
RendererAPI.cameraPivot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the position offset for the camera
Nil values for position are assumed to be 0

overload 1:
RendererAPI.cameraPos(pos: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pos accepts
Return Value
overload 2:
RendererAPI.cameraPos(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values, check out the "offset" rot function

overload 1:
RendererAPI.cameraRot(rot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rot accepts
Return Value
overload 2:
RendererAPI.cameraRot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the offset of your crosshair

overload 1:
RendererAPI.crosshairOffset(vec: Vector2): RendererAPI
typings.2002444079typings.45746743
Method PropertyFluent DescriptionRepresentation
vec accepts
Return Value
overload 2:
RendererAPI.crosshairOffset(x: Integer, y: Integer): RendererAPI
typings.-672261858typings.-672261858typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
Return Value

Sets an offset for the entity eye position, altering the targeted block and entity

overload 1:
RendererAPI.eyeOffset(pos: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pos accepts
Return Value
overload 2:
RendererAPI.eyeOffset(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the multiplier of your fov
The default value is nil, which means no changes will be applied to your fov

overload 1:
RendererAPI.fov(): RendererAPI
typings.45746743
Method PropertyFluent DescriptionRepresentation
Return Value
overload 2:
RendererAPI.fov(fov: Number): RendererAPI
typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
fov accepts
Return Value

Returns the set color for the selected block outline
Default nil

overload 1:
RendererAPI.getBlockOutlineColor(): Vector4
typings.2002444081
Method PropertyFluent DescriptionRepresentation
Return Value

Returns the modified camera matrix

overload 1:
RendererAPI.getCameraMatrix(): Matrix4
typings.-1789003661
Method PropertyFluent DescriptionRepresentation
Return Value

Returns the modified camera normal matrix

overload 1:
RendererAPI.getCameraNormal(): Matrix3
typings.-1789003662
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the offset pivot for the camera

overload 1:
RendererAPI.getCameraOffsetPivot(): Vector3
typings.2002444080
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the offset rotation for the camera

overload 1:
RendererAPI.getCameraOffsetRot(): Vector3
typings.2002444080
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the absolute pivot for the camera

overload 1:
RendererAPI.getCameraPivot(): Vector3
typings.2002444080
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the position offset for the camera

overload 1:
RendererAPI.getCameraPos(): Vector3 | nil
typings.-1037998211
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the absolute rotation of the camera

overload 1:
RendererAPI.getCameraRot(): Vector3
typings.2002444080
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the offset of your crosshair

overload 1:
RendererAPI.getCrosshairOffset(): Vector2
typings.2002444079
Method PropertyFluent DescriptionRepresentation
Return Value

Returns the offset for the entity eye position
Default nil

overload 1:
RendererAPI.getEyeOffset(): Vector3
typings.2002444080
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the multiplier of your fov

overload 1:
RendererAPI.getFOV(): Number
typings.-1950496919
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the custom glowing effect's outline color

overload 1:
RendererAPI.getOutlineColor(): Vector3
typings.2002444080
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the current custom primary fire texture

overload 1:
RendererAPI.getPrimaryFireTexture(): String
typings.-1808118735
Method PropertyFluent DescriptionRepresentation
Return Value

Gets if the left arm should be rendered while in first person

overload 1:
RendererAPI.getRenderLeftArm(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Gets if the right arm should be rendered while in first person

overload 1:
RendererAPI.getRenderRightArm(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Gets if the model should have root rotations applied

overload 1:
RendererAPI.getRootRotationAllowed(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the current custom secondary fire texture

overload 1:
RendererAPI.getSecondaryFireTexture(): String
typings.-1808118735
Method PropertyFluent DescriptionRepresentation
Return Value

Gets the radius of your shadow

overload 1:
RendererAPI.getShadowRadius(): Number
typings.-1950496919
Method PropertyFluent DescriptionRepresentation
Return Value

Checks if your camera is in the backward third person view

overload 1:
RendererAPI.isCameraBackwards(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Checks if your camera is in the first person view

overload 1:
RendererAPI.isFirstPerson(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Checks if this entity should be rendered upside down

overload 1:
RendererAPI.isUpsideDown(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Sets the offset pivot for the camera
The pivot will also move the camera
Its values are relative to the world
Nil values for pivot are assumed to be 0
For relative rotation values, check out the non-offset pivot function

overload 1:
RendererAPI.offsetCameraPivot(pivot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pivot accepts
Return Value
overload 2:
RendererAPI.offsetCameraPivot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the offset rotation for the camera
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values, check out the non-offset rot function

overload 1:
RendererAPI.offsetCameraRot(rot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rot accepts
Return Value
overload 2:
RendererAPI.offsetCameraRot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the custom glowing effect's outline color

overload 1:
RendererAPI.outlineColor(rgb: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rgb accepts
Return Value
overload 2:
RendererAPI.outlineColor(r: Number, g: Number, b: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
r accepts
g accepts
b accepts
Return Value

Sets the current rendering effect
Same as the discontinued Super Secret Settings

overload 1:
RendererAPI.postEffect(effect: String): RendererAPI
typings.-1808118735typings.45746743
Method PropertyFluent DescriptionRepresentation
effect accepts
Return Value

Sets a custom primary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback

overload 1:
RendererAPI.primaryFireTexture(id: String): RendererAPI
typings.-1808118735typings.45746743
Method PropertyFluent DescriptionRepresentation
id accepts
Return Value

Toggle if the left arm should be rendered in first person, regardless if you are holding an item or not

overload 1:
RendererAPI.renderLeftArm(bool: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
bool accepts
Return Value

Toggle if the right arm should be rendered in first person, regardless if you are holding an item or not

overload 1:
RendererAPI.renderRightArm(bool: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
bool accepts
Return Value

Sets if the model should have root rotations applied to it or not
Default true

overload 1:
RendererAPI.rootRotationAllowed(bool: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
bool accepts
Return Value

Sets a custom secondary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback

overload 1:
RendererAPI.secondaryFireTexture(id: String): RendererAPI
typings.-1808118735typings.45746743
Method PropertyFluent DescriptionRepresentation
id accepts
Return Value

Sets the color of the selected block outline
Default alpha is 0.4
Might not be compatible with shaders

overload 1:
RendererAPI.setBlockOutlineColor(rgb: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rgb accepts
Return Value
overload 2:
RendererAPI.setBlockOutlineColor(rgba: Vector4): RendererAPI
typings.2002444081typings.45746743
Method PropertyFluent DescriptionRepresentation
rgba accepts
Return Value
overload 3:
RendererAPI.setBlockOutlineColor(r: Number, g: Number, b: Number, a: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
r accepts
g accepts
b accepts
a accepts
Return Value

Sets the camera matrix with the given matrix

overload 1:
RendererAPI.setCameraMatrix(matrix: Matrix4): RendererAPI
typings.-1789003661typings.45746743
Method PropertyFluent DescriptionRepresentation
matrix accepts
Return Value

Sets the camera normal matrix with the given matrix

overload 1:
RendererAPI.setCameraNormal(matrix: Matrix3): RendererAPI
typings.-1789003662typings.45746743
Method PropertyFluent DescriptionRepresentation
matrix accepts
Return Value

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values, check out the "offset" pivot function

overload 1:
RendererAPI.setCameraPivot(pivot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pivot accepts
Return Value
overload 2:
RendererAPI.setCameraPivot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the position offset for the camera
Nil values for position are assumed to be 0

overload 1:
RendererAPI.setCameraPos(pos: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pos accepts
Return Value
overload 2:
RendererAPI.setCameraPos(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values, check out the "offset" rot function

overload 1:
RendererAPI.setCameraRot(rot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rot accepts
Return Value
overload 2:
RendererAPI.setCameraRot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the offset of your crosshair

overload 1:
RendererAPI.setCrosshairOffset(vec: Vector2): RendererAPI
typings.2002444079typings.45746743
Method PropertyFluent DescriptionRepresentation
vec accepts
Return Value
overload 2:
RendererAPI.setCrosshairOffset(x: Integer, y: Integer): RendererAPI
typings.-672261858typings.-672261858typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
Return Value

Sets an offset for the entity eye position, altering the targeted block and entity

overload 1:
RendererAPI.setEyeOffset(pos: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pos accepts
Return Value
overload 2:
RendererAPI.setEyeOffset(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the multiplier of your fov
The default value is nil, which means no changes will be applied to your fov

overload 1:
RendererAPI.setFOV(): RendererAPI
typings.45746743
Method PropertyFluent DescriptionRepresentation
Return Value
overload 2:
RendererAPI.setFOV(fov: Number): RendererAPI
typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
fov accepts
Return Value

Sets if the paperdoll should forcefully be rendered

overload 1:
RendererAPI.setForcePaperdoll(forcePaperdoll: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
forcePaperdoll accepts
Return Value

Sets the offset pivot for the camera
The pivot will also move the camera
Its values are relative to the world
Nil values for pivot are assumed to be 0
For relative rotation values, check out the non-offset pivot function

overload 1:
RendererAPI.setOffsetCameraPivot(pivot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
pivot accepts
Return Value
overload 2:
RendererAPI.setOffsetCameraPivot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the offset rotation for the camera
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values, check out the non-offset rot function

overload 1:
RendererAPI.setOffsetCameraRot(rot: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rot accepts
Return Value
overload 2:
RendererAPI.setOffsetCameraRot(x: Number, y: Number, z: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
x accepts
y accepts
z accepts
Return Value

Sets the custom glowing effect's outline color

overload 1:
RendererAPI.setOutlineColor(rgb: Vector3): RendererAPI
typings.2002444080typings.45746743
Method PropertyFluent DescriptionRepresentation
rgb accepts
Return Value
overload 2:
RendererAPI.setOutlineColor(r: Number, g: Number, b: Number): RendererAPI
typings.-1950496919typings.-1950496919typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
r accepts
g accepts
b accepts
Return Value

Sets the current rendering effect
Same as the discontinued Super Secret Settings

overload 1:
RendererAPI.setPostEffect(effect: String): RendererAPI
typings.-1808118735typings.45746743
Method PropertyFluent DescriptionRepresentation
effect accepts
Return Value

Sets a custom primary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback

overload 1:
RendererAPI.setPrimaryFireTexture(id: String): RendererAPI
typings.-1808118735typings.45746743
Method PropertyFluent DescriptionRepresentation
id accepts
Return Value

Sets if your crosshair should be rendered

overload 1:
RendererAPI.setRenderCrosshair(renderCrosshair: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
renderCrosshair accepts
Return Value

Sets if the fire effect should be rendered

overload 1:
RendererAPI.setRenderFire(renderFire: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
renderFire accepts
Return Value

Sets if the vanilla HUD should be rendered

overload 1:
RendererAPI.setRenderHUD(renderHUD: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
renderHUD accepts
Return Value

Toggle if the left arm should be rendered in first person, regardless if you are holding an item or not

overload 1:
RendererAPI.setRenderLeftArm(bool: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
bool accepts
Return Value

Toggle if the right arm should be rendered in first person, regardless if you are holding an item or not

overload 1:
RendererAPI.setRenderRightArm(bool: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
bool accepts
Return Value

Sets if your vehicle should be rendered

overload 1:
RendererAPI.setRenderVehicle(renderVehicle: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
renderVehicle accepts
Return Value

Sets if the model should have root rotations applied to it or not
Default true

overload 1:
RendererAPI.setRootRotationAllowed(bool: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
bool accepts
Return Value

Sets a custom secondary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback

overload 1:
RendererAPI.setSecondaryFireTexture(id: String): RendererAPI
typings.-1808118735typings.45746743
Method PropertyFluent DescriptionRepresentation
id accepts
Return Value

Sets the radius of your shadow
The default value is nil, which means to use the vanilla default of 0.5 for players
The maximum value is 12

overload 1:
RendererAPI.setShadowRadius(): RendererAPI
typings.45746743
Method PropertyFluent DescriptionRepresentation
Return Value
overload 2:
RendererAPI.setShadowRadius(radius: Number): RendererAPI
typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
radius accepts
Return Value

Sets if this entity will be rendered upside down

overload 1:
RendererAPI.setUpsideDown(upsideDown: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
upsideDown accepts
Return Value

Sets the radius of your shadow
The default value is nil, which means to use the vanilla default of 0.5 for players
The maximum value is 12

overload 1:
RendererAPI.shadowRadius(): RendererAPI
typings.45746743
Method PropertyFluent DescriptionRepresentation
Return Value
overload 2:
RendererAPI.shadowRadius(radius: Number): RendererAPI
typings.-1950496919typings.45746743
Method PropertyFluent DescriptionRepresentation
radius accepts
Return Value

Check if the paperdoll should forcefully be rendered

overload 1:
RendererAPI.shouldForcePaperdoll(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Check if your crosshair should be rendered

overload 1:
RendererAPI.shouldRenderCrosshair(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Checks if the fire effect should be rendered

overload 1:
RendererAPI.shouldRenderFire(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Check if the vanilla HUD should be rendered

overload 1:
RendererAPI.shouldRenderHUD(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Check if your vehicle should be rendered

overload 1:
RendererAPI.shouldRenderVehicle(): Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Return Value

Sets if this entity will be rendered upside down

overload 1:
RendererAPI.upsideDown(upsideDown: Boolean): RendererAPI
typings.1729365000typings.45746743
Method PropertyFluent DescriptionRepresentation
upsideDown accepts
Return Value

Toggles if the paperdoll should render regardless of the player doing an action
If the paperdoll is disabled, or set to always render, nothing will change
False by default

field signature:
RendererAPI.forcePaperdoll: Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Field Type

Toggles whether or not your crosshair should render
True by default

field signature:
RendererAPI.renderCrosshair: Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Field Type

Whether or not you should visually have the fire effect while on fire
True by default

field signature:
RendererAPI.renderFire: Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Field Type

Toggles whether or not the vanilla HUD should be rendered
Hands and the Figura HUD are not included

field signature:
RendererAPI.renderHUD: Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Field Type

Whether or not your vehicle (boat, minecart, horse, whatever) will be rendered
True by default

field signature:
RendererAPI.renderVehicle: Boolean
typings.1729365000
Method PropertyFluent DescriptionRepresentation
Field Type