Utilities
Utilities are components that add features to the scene. In this section you will learn about the following components:
- Value to String
- Generic Timer
- Scene Time
- Counter
- Teleport Area
- Override Outline
- Material Switcher
Value to String

The Value to String component allows printing the indicated string on a GameObject text component.
| Property | Function |
|---|---|
| Prefix | Define a string that is used as a prefix of the floating string text. |
| Format | Define how to format the incoming GameObject texts. For example, {0} shows the first text parameter of the incoming GameObject in quotes, while {0} {1} shows the first text parameter of the incoming GameObject in quotes followed by the second text parameter. |
| Float Format | Define how to format float numbers. |
Generic Timer

The Generic Timer component tracks the passing time and, if required, triggers events as the time goes by.
To visualize time on text, a formatting component is mandatory: Value To String, Timer Formatter, or Time Text.
| Property | Function |
|---|---|
| Auto Start | If enabled, the timer starts in Play mode. |
| Mode | Timer = triggers an event only when the End Value is reached. Stopwatch = triggers events when it reaches indicated time values. |
| Text Mesh | Text component on which the timer is printed. |
| Start Value | Timer start value. |
| End Value | If enabled, timer end value. To switch the start and end values, click Swap. Both modes allow tracking the passing time by incrementing or decrementing it. |
| Paused | Debug parameter that shows if the timer is paused. |
| Stopwatch Events | Events that are triggered when a certain time is reached. |
Scene Time

The Scene Time component traces the passing time according to the selected time type.
| Property | Function |
|---|---|
| Time Type | Type of the timer. Component = time starts when the component is activated. Scene = time starts when the scene is loaded. Application = time starts when entering play mode. Current = current daytime. |
Counter

The Counter component is used as a counter that increments or decrements by an event or procedure whenever the required condition occurs.
| Property | Function |
|---|---|
| Value | Current value of counter. |
| Reset Value | Reset value of counter. |
| Limits | If enabled, enter the minimum and maximum counter values. |
Teleport Area
The Teleport Area components sets the GameObject as a teleport space for VR experiences. The GameObject's layer must be set to TeleportArea.
| Property | Function |
|---|---|
| Disable When Teleport | Disable the Teleport Area GameObject after teleporting. |
Override Outline
The Override Outline component lets you choose exactly which renderers are outlined when WEAVR highlights an object (on hover, with the Outline Object action, or during visual inspection). Normally WEAVR outlines the object's own renderers; with this component you can point the outline at a specific set of renderers instead — useful when the object has no suitable renderer of its own, or when you want to outline particular child meshes.
| Property | Function |
|---|---|
| To Outline | The list of Renderers to outline in place of the object's default ones. |
| Alpha Threshold | If enabled, the transparency threshold for the outline. If the outline is not visible (typically on transparent materials), lower this value to make it appear. |
Material Switcher
WEAVR can run in either URP or HDRP. The WEAVR Material Switcher component converts an object's materials to match the render pipeline currently in use, so a scene authored for one pipeline still looks correct in the other.
You add it in bulk from WEAVR > Utilities > Add Material Switcher, which places a WEAVR Material Switcher on every object that has a Renderer in the scene. Once present, the component automatically converts the renderer's materials to the active pipeline (HDRP ↔ URP), keeping a separate material set for each pipeline so switching back and forth is lossless. Lit and Unlit materials are converted fully; custom shaders are converted on a best-effort basis.
| Property | Function |
|---|---|
| Target Renderer | The renderer whose materials are converted (by default, the Renderer on the same object). |
For custom or complex shaders the conversion is best-effort, so some advanced material features may be lost.