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Version 2.11.0
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IEntityPortrait interface

Live, posed 3D portrait of a player entity — full body, real outfit, idle-animated — rendered by the game’s own UI-model pipeline into a render texture that a RenderTextureHostElement displays. Works for the local player and any other player (the subject is created from the player’s social data, the same way the game’s own character preview windows do it). The plugin calls Show when its portrait slot opens on an entity and reads Texture (the boxed UnityEngine.Texture) to display it.

public interface IEntityPortrait : IEntityPortraitView
name description
IsActive { get; } True while a portrait subject is active (model created or being created).
LightPreset { get; set; } Portrait light preset: -1 = Scene (environment-lit, no override); 0=EarlyMorning, 1=Morning, 2=HighNoon (default), 3=Sunset, 4=Night. Values map to the game’s baked creature-RT light presets.
ShowWeapon { get; set; } When false (default), the portrait hides the subject’s weapon model; true shows it. Global to the portrait service (applies to whatever subject is shown).
Texture { get; } The boxed UnityEngine.Texture to display, or null while inactive / still loading.
Hide() Hide the portrait and release the model back to the game’s pool.
Show(…) Show the portrait for an entity. Non-player ids hide the portrait instead. The model is created asynchronously — Texture stays null for a few frames until the game delivers it.