Scene components
31 pages.
| Name | Summary |
|---|---|
| animator | |
| audio | |
| buoyancy | Makes a dynamic body float on the scene's sea (meta.environment.ocean): every tick, before the physics step, the engine reads the sea at each of the body's probes and adds a buoyancy force (the weight of the water the probe displaces) and a drag force. |
| camera | |
| collider | Collision shape. |
| controller | |
| giVolume | A box that scales the indirect (bounced) light of HD's ray-traced GI, like a post-process volume's indirect lighting intensity. |
| goal | |
| hud | |
| joint | |
| label | |
| light | |
| mesh | |
| navagent | |
| navarea | |
| navlink | |
| particles | |
| rigidbody | |
| road | A road: a ribbon with kerbs, barriers and trigger gates built from a .road.json file, with trimesh colliders and a centreline scripts can read (ctx.world.road). |
| script | |
| spawn | |
| splat | |
| sprite | |
| terrain | A terrain: a heightfield ground built from the op stack of a .terrain.json file, drawn, collided and navigated as one. |
| terrainmod | An op the entity contributes to a terrain, applied after the terrain file's own stack and moving with the entity (a pad flattened under a building). |
| tilemap | |
| trigger | |
| vehicle | A drivable vehicle — a car, van or kart — with the engine's own vehicle physics: raycast wheels with suspension and tyre grip, a drivetrain, brakes and steering, all as data. |
| water | A bounded body of water (lake, pond): level from the entity's height, a box or ellipse outline, flat or small waves, its own look. |
| waterways | Rivers, waterfalls and lakes from a terrain's hydrology, drawn and floated on, with per-id overrides. |
| wheel |