anchor.diff:  playerNode.setUserData("health", 100);
   ----
   
  -The second example adds a set of custom accessor methods to the player object. You create a <<jme3/advanced/custom_controls#,custom PlayerControl() class>> and you add this control to the Spatial:
  +The second example adds a set of custom accessor methods to the player object. You create a xref:jme3/advanced/custom_controls.adoc[custom PlayerControl() class] and you add this control to the Spatial:
   
   [source,java]
   ----
  
positive.code: ----
  
  *  You can add as many data objects (of String, Boolean, Integer, Float, Array types) to a Spatial as you want. Just make sure to label them with unique case-sensitive strings (`health`, `Inventory`, `equipment`, etc).
  *  The saved data can even be a custom Java object if you make the custom Java class <<jme3/advanced/save_and_load#custom_savable_class,implement the Savable interface>>!
  *  When you save a Spatial as a .j3o file, the custom data is saved, too, and all Savables are restored the next time you load the .j3o!
  
  This is how you list all data keys that are already defined for one Spatial:
  
negative.code: 
  *Face culling* means not drawing certain polygons of a mesh. Face culling behaviour is a property of the material.
  
  Usage: The “inside of a mesh (the so called backface) is typically never visible to the player, and as an optimization, the `Back` mode skips calculating all backfaces by default. Activating the `Off` or `Front` modes can be useful when you are debugging xref:jme3/advanced/custom_meshes.adoc[custom meshes] and try to identify accidental inside-out faces.
  
  You can switch the com.jme3.material.RenderState.FaceCullMode to either:
  
  