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# @markdown In this example, we load a box asset with each face as a separate component with its own SceneNode. We demonstrate the result of modiyfing the associated semantic ids via object templates, the Simulator API, and the SceneNode property.
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# @markdown In this example, we load a box asset with each face as a separate component with its own SceneNode. We demonstrate the result of modifying the associated semantic ids via object templates, the Simulator API, and the SceneNode property.
# @markdown The flollowing examples will illustrate all the modifiable properties for each of the different types of primitives, and allow for their synthesis.
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# @markdown The following examples will illustrate all the modifiable properties for each of the different types of primitives, and allow for their synthesis.
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# Primitive Asset Attributes Manager, provides access to AssetAttributesTemplates
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