CubeCom Pro Docs
3D Editor

Connect options to 3D

Understand what changes in the scene, what triggers it, and what the current Editor can modify.

A visual binding connects one product option value to one change in the 3D scene. For example, choosing Forest Green can apply a material to the seat, while choosing No Arms can hide the arm assembly.

Authoring model

For every visual behavior, identify:

  1. Trigger: the product choice and value selected by the shopper.
  2. Target: the named scene object or material slot that changes.
  3. Action: what happens to that target.
  4. Value: the material, visibility state, linked component, or root model used by the action.

At runtime, CubeCom Pro evaluates the complete selection and returns the actions that apply. The same final selection should produce the same visual state regardless of click order.

Current Editor support

The Editor's Option → Scene Bindings panel currently hydrates existing bindings from the product revision and supports editing:

Product actionAPI operationCurrent control
Change a surface materialSET_MATERIALChoose a material asset
Show or hide a scene objectSET_VISIBILITYToggle Visible

The panel does not currently create new bindings. It also reports replacement and root-model operations as unsupported instead of editing them. Those operation names remain part of the GraphQL schema and resolver, but do not imply a control exists in the current Editor.

Edit a material or visibility binding

  1. Open the product revision in the 3D Editor.
  2. Open Option → Scene Bindings.
  3. Find the row whose choice key, value key, and target match the intended behavior.
  4. Choose a material or change Visible.
  5. Use the preview selection to activate that option value.
  6. Confirm the intended scene object changes and unrelated objects do not.
  7. Select Save visual bindings.

An UNSAVED badge indicates local edits. HYDRATED means the panel reflects the loaded revision and has no local edits.

What reaches runtime

After the revision is published, resolveConfiguration returns active actions in threeD.effects for valid selections. Each action identifies its target and provides operation-specific data. See Resolved visual state.

Common mistakes

  • Editing a binding against a draft but testing the active published revision.
  • Reusing a target key for two different scene objects.
  • Renaming a choice/value key without updating its binding.
  • Testing only the newly selected state and missing stale visuals when switching back.
  • Assuming a linked component appears merely because it is registered; it still needs an authored replacement action.

Verify

  1. Preview every value with a visual binding.
  2. Switch between values repeatedly and confirm the scene returns to the correct full state.
  3. Save, reload the Editor, and confirm the binding persists.
  4. Publish the revision and confirm the Customizer response contains the expected target and action.
  5. Test one invalid selection and confirm the storefront does not claim its visual preview is complete.

On this page