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Genies Web SDK v0.1.65

Updated: June 29, 2026

What's New

  • API Changes
    • Added runtime material color editing without rebuilding the avatar mesh: NafAvatarHandle.setColor(colorId, color, options?) and NafAvatarHandle.unsetColor(colorId, options?). Colors are applied through the native ColorEditor (re-baking the affected procedural textures), so no material-data asset needs to be equipped. color accepts { r, g, b, a } or an [r, g, b, a] array; both return whether the color attribute exists on the built materials.
    • Added NafAvatarHandle.replaceAssets(assetIdsToRemove, assetEntry?), which removes one or more equipped assets and optionally adds a replacement in a single rebuild — useful for mutually-exclusive presets (e.g. swapping a hair-color material).
    • Added top-level writeFileToVFS(data, path) for writing binary data directly into the WASM virtual filesystem.

What's Fixed

  • glTF material support in the WebGL material path: alphaMode (MASK → alpha-test cutoff, BLEND → soft alpha blend), doubleSided, and emissiveFactor are now honored, and glTF texture slots (baseColorTexture, normalTexture, metallicRoughnessTexture, occlusionTexture, emissiveTexture) map to the corresponding Three.js material maps. The material extractor prefers native glTF material data (toWebMaterialData) and falls back to the legacy Unity texture-name mapping.