tint is 0xBGR I think. for some reason red & blue are not in the correct order they are supposed to be, so red would be something along the lines of 0x00ff00 instead of 0xff0000.I am aware of that (in BGR Red would be 0x0000ff), but that is not my Problem. I just do not know how to visualize the Value so I can check what it looks like, because I have to assume the Conversion Code cannot handle it, and if I depict tostring(Characters["Player"].Tint) in an Object Text via <vs> (since I cannot seem to make Sense of the print-Function in Visionaire), I only get -1 or nil as a Result. Depicting or utilizing (in the Shader) a manually written Hex-Code is no Problem, so I have to assume there is something odd about the Tint's Format, and it is not just that it is BGR.Here is the Conversion-Code, and the Line to depict it as an ObjectText for the Value "DebugText"; "Erlene" is a Global that refers to my Player-Character, getObject("Characters[Erlene]"). What could I be doing wrong?Values.DebugText.String = tostring(Erlene.Tint)hex = tostring(Erlene.Tint):gsub("0x","")graphics.shaderUniform(eff, "ObjTint", { tonumber("0x"..hex:sub(1,2)), tonumber("0x"..hex:sub(3,4)), tonumber("0x"..hex:sub(5,6))} );