Scene types
178 pages.
| Name | Summary |
|---|---|
| Aabb | |
| AnimEvent | |
| AnimIk | |
| AnimLookAt | |
| AnimLookAtLimits | |
| AnimOnce | |
| AnimParam | |
| AnimParamSource | A fact the engine already has, written into this parameter every tick before the animator samples. |
| AnimPelvis | |
| AnimRetarget | |
| AnimSpeedParam | |
| AnimState | |
| AnimTransition | |
| AssetImport | |
| AssetProvenance | |
| AssetRef | |
| AssetSkeleton | |
| AudioAsset | |
| AudioBus | |
| AudioBusState | |
| AudioEffects | |
| AudioLayer | |
| AudioMusic | |
| AudioSnapshot | |
| BlendPoint | |
| BlendTree | |
| BuoyancyProbe | One cell of a floating body's hull: its centre in the body's local space, its volume and its height. |
| CameraBlend | |
| CameraRigSettings | |
| Entity | |
| HudLayout | |
| InputAction | |
| JointMotor | |
| LayerDef | |
| LockAxes | |
| NavAutoLinks | |
| OceanBathymetry | The ground under the sea, as a 16-bit height raster. |
| OceanLook | The sea's look: render only, never part of a replay or a physics hash. |
| OceanShore | Shoreline controls: shoaling and the breaker index shape the waves the CPU sea sees; the rest are render only. |
| OceanWaveLayer | One layer of the sea: a fully developed wind sea or a swell train, with a direction and a spread. |
| OceanWaveMask | A painted scale on the waves over a world rectangle (a calm harbour, a rough patch). |
| OceanWeatherKey | A sea state at a moment of simulation time, as a Beaufort force or explicit layers. |
| PhysicsMaterial | What a collider is made of: its friction, its bounce and, for a character standing on it, how steep it may be before it is slid down. |
| PhysicsQualityOverrides | |
| PhysicsSleep | |
| PrefabInstance | |
| RenderBloom | Optional bloom on the standard renderer: a soft glow around bright pixels (emissive surfaces, the sun on metal). |
| RenderScreenEffect | One full-screen effect of a scene: a kind: post shader and the values for its params and textures. |
| ScanCut | |
| ScanRuler | |
| ScanSettings | |
| Scene | |
| SceneAudio | |
| SceneBudgets | |
| SceneEnvironment | |
| SceneFog | |
| SceneFogHd | |
| SceneGi | The scene's global controls of HD's ray-traced GI (meta.environment.gi). |
| SceneInput | |
| SceneMeta | |
| SceneNav | |
| SceneOcean | The scene's sea: one unbounded ocean at seaLevel. |
| SceneOutliner | |
| ScenePhysics | Physics quality: a preset plus per-field overrides. |
| SceneRender | |
| SceneSky | |
| SceneUi | The game UI this scene asks for. |
| Shot | One shot of a timeline: a move, where it looks, a field of view, and how it blends in from the previous shot. |
| ShotKey | One keyframe of a path shot: a time, an eye position, and optionally a field of view and an ease. |
| ShotPoint | Where a shot looks, or what an orbit circles: a world point or an entity (read every sample), plus an offset. |
| ShotTimeline | Cinematic camera shots as data, played on sim time so recordings are reproducible. |
| SkyAtmosphere | |
| SkyClouds | |
| SkySun | |
| SpriteAnimation | |
| SpriteFrame | |
| SpriteView | |
| TerrainMaterialRule | One rule of material.rules: a layer to weight, and where. |
| TerrainTileRef | A sculpt or paint op's reference to one cell's delta tile, named by the SHA-256 of its bytes. |
| TerrainWhere | A filter on height, slope and named channels, with a soft edge, choosing where a material rule applies. |
| TilemapLayer | |
| TilemapTileset | |
| TouchBinding | The touch source an action reads: a screen region and what a finger in it does. |
| TouchRegion | A rectangle of the screen in normalised coordinates (0..1 on each axis, origin top left), so one region fits every resolution and orientation. |
| Transform | |
| VehicleAero | |
| VehicleAssists | |
| VehicleBrakes | |
| VehicleChassis | |
| VehicleDrift | Arcade drift: with this block, holding the handbrake input while steering above minSpeed drops the rear lateral grip and a yaw assist holds a controllable slide angle that steering modulates; releasing pays a boost proportional to the drift's duration. |
| VehicleDriftBoostTier | One mini-boost tier: the longest tier whose time the drift charge reached is the one earned on release. |
| VehicleDrivetrain | |
| VehicleEngine | |
| VehicleSteering | Steering geometry and feel. |
| VehicleSuspension | |
| VehicleTyres | |
| WaterwaysLook | Render only; never part of a replay or a physics hash. |
| WaterwaysOverride | A per-id override of one river, waterfall or lake of the terrain's hydrology: its look, its flow speed, or hiding it. |
AnimClipOrder
Since 0.6
Type: "sequence" | "random"
Values
sequencerandom
AnimSync
Since 0.6
Type: "phase" | "markers"
Values
phasemarkers
AssetKind
Since 0.6
Type: "glb" | "texture" | "material" | "audio" | "envmap" | "splat" | "shader"
Values
glbtexturematerialaudioenvmapsplatshader
AtmospherePreset
Since 0.6
Type: "earth-clear" | "hazy" | "polluted" | "stylised"
Values
earth-clearhazypollutedstylised
AudioRolloff
Since 0.6
Type: "linear" | "inverse" | "log"
Values
linearinverselog
Axis
Since 0.6
Type: "Y" | "Z" | "-Y" | "-Z" | "X" | "-X"
Values
YZ-Y-ZX-X
BlendKind
Since 0.6
Type: "linear" | "cartesian"
Values
linearcartesian
BodyKind
Since 0.6
Type: "static" | "dynamic" | "kinematic"
Values
staticdynamickinematic
CameraEase
Since 0.6
Type: "linear" | "smoothstep" | "ease-in" | "ease-out"
Values
linearsmoothstepease-inease-out
CameraKind
Since 0.6
Type: "first-person" | "third-person" | "fixed" | "orbit"
Values
first-personthird-personfixedorbit
CameraOutput
Since 0.6
Type: "screen" | "overlay" | "viewport"
Values
screenoverlayviewport
CameraProjection
Since 0.6
Type: "perspective" | "orthographic"
Values
perspectiveorthographic
CloudPreset
Since 0.6
Type: "clear" | "fair" | "broken" | "overcast" | "storm"
Values
clearfairbrokenovercaststorm
ColliderShape
Since 0.6
Type: "box" | "sphere" | "capsule" | "trimesh" | "hulls"
Values
boxspherecapsuletrimeshhulls
ControllerInputBasis
Since 0.6
Type: "world" | "controller" | "camera"
Values
worldcontrollercamera
ControllerInputMode
Since 0.6
Type: "auto" | "script"
Values
autoscript
ControllerKind
Since 0.6
Type: "player"
Values
player
FogMode
Since 0.6
Type: "height" | "exponential" | "linear"
Values
heightexponentiallinear
GamepadBinding
Since 0.6
Type: "left-stick" | "right-stick" | "dpad" | "south" | "east" | "north" | "west" | "left-bumper" | "right-bumper" | "left-trigger" | "right-trigger" | "left-thumb" | "right-thumb" | "select" | "start" | "mode" | "dpad-up" | "dpad-down" | "dpad-left" | "dpad-right"
Values
left-stickright-stickdpadsoutheastnorthwestleft-bumperright-bumperleft-triggerright-triggerleft-thumbright-thumbselectstartmodedpad-updpad-downdpad-leftdpad-right
Genre
Since 0.6
Type: "third-person" | "first-person"
Values
third-personfirst-person
GiVolumeMode
Since 0.6
How a giVolume applies: camera (default) scales the indirect light of the whole view by where the camera is, fading over blend metres outside the box; region scales only the surfaces inside the box, with a soft edge of blend metres inside its faces.
Type: "camera" | "region"
Values
cameraregion
HudAnchor
Since 0.6
One of nine points.
Input also accepts the bare edges top, bottom, left and right, stored as top-center, bottom-center, center-left and center-right.
Type: "top-left" | "top-center" | "top-right" | "center-left" | "center" | "center-right" | "bottom-left" | "bottom-center" | "bottom-right"
Values
top-lefttop-centertop-rightcenter-leftcentercenter-rightbottom-leftbottom-centerbottom-right
HudElement
Since 0.6
Type: "objective" | "prompt" | "timer" | "score" | "custom"
Values
objectiveprompttimerscorecustom
HudFormat
Since 0.6
Type: "number" | "time"
Values
numbertime
ImportCollider
Since 0.6
Type: "none" | "box" | "trimesh" | "hulls"
Values
noneboxtrimeshhulls
InputKind
Since 0.6
Type: "axis2" | "axis1" | "button"
Values
axis2axis1button
JointKind
Since 0.6
Type: "fixed" | "revolute" | "prismatic"
Values
fixedrevoluteprismatic
JointMotorMode
Since 0.6
Type: "velocity" | "position"
Values
velocityposition
LightKind
Since 0.6
Type: "directional" | "point" | "spot"
Values
directionalpointspot
LockAxis
Since 0.6
Type: "x" | "y" | "z"
Values
xyz
ModelForward
Since 0.6
Type: "+Z" | "-Z" | "+X" | "-X"
Values
+Z-Z+X-X
MouseBinding
Since 0.6
Type: "delta" | "wheel" | "left" | "right" | "middle"
Values
deltawheelleftrightmiddle
NavLinkKind
Since 0.6
Type: "jump" | "drop" | "generic"
Values
jumpdropgeneric
OceanLayerKind
Since 0.6
Which kind of wave an ocean layer is: "wind", a wind sea from a wind speed and a fetch, or "swell", a narrow-band train from a height and a period.
Type: "wind" | "swell"
Values
windswell
OceanWaterType
Since 0.6
The optical water type that tints the sea, after Jerlov's classes: oceanic-i clearest deep blue, oceanic-ib clear tropical teal (the default look), oceanic-ii blue-green, oceanic-iii turbid grey-green, coastal green to brown.
Render only.
Type: "oceanic-i" | "oceanic-ib" | "oceanic-ii" | "oceanic-iii" | "coastal"
Values
oceanic-ioceanic-iboceanic-iioceanic-iiicoastal
ParticlePreset
Since 0.6
Type: "smoke" | "fire" | "sparks" | "dust" | "steam" | "drips" | "debris" | "glow"
Values
smokefiresparksduststeamdripsdebrisglow
PhysicsCcdMode
Since 0.6
Type: "off" | "fast" | "all" | "static"
Values
offfastallstatic
PhysicsColliderDetail
Since 0.6
Type: "exact" | "convex-hull" | "box"
Values
exactconvex-hullbox
PhysicsQualityPreset
Since 0.6
Type: "low" | "medium" | "high" | "ultra"
Values
lowmediumhighultra
Quat
Since 0.6
Type: unknown[]
RenderAntiAliasing
Since 0.6
Type: "fxaa" | "off"
Values
fxaaoff
RenderFilter
Since 0.6
Type: "linear" | "nearest" | "three-point"
Values
linearnearestthree-point
RenderShading
Since 0.6
Type: "pbr" | "unlit" | "vertex" | "toon"
Values
pbrunlitvertextoon
RenderStyle
Since 0.6
Type: "default" | "retro"
Values
defaultretro
RenderTonemap
Since 0.6
Type: "aces" | "neutral" | "none" | "agx" | "agx-punchy" | "unreal-filmic"
Values
acesneutralnoneagxagx-punchyunreal-filmic
RigKind
Since 0.6
Type: "none" | "humanoid" | "custom"
Values
nonehumanoidcustom
RigProfile
Since 0.6
Type: "humanoid"
Values
humanoid
ShotEnd
Since 0.6
What a shot list does after its last shot: hold the last pose, or release the view to the scene camera.
Type: "hold" | "release"
Values
holdrelease
ShotInterpolation
Since 0.6
How a path travels between keys: linear (straight) or spline (a smooth curve through every key).
Type: "linear" | "spline"
Values
linearspline
ShotMove
Since 0.6
A shot's camera position over its own time: hold, path, orbit or follow.
Type: unknown
ShotSpace
Since 0.6
What a follow shot's offset is measured in: world axes, or axes that turn with the entity.
Type: "world" | "entity"
Values
worldentity
SkyKind
Since 0.6
Type: "procedural" | "hdr" | "color" | "atmosphere"
Values
proceduralhdrcoloratmosphere
SkyPreset
Since 0.6
Type: "clear-noon" | "golden-hour" | "overcast" | "dusk" | "night"
Values
clear-noongolden-hourovercastdusknight
SplatAxes
Since 0.6
Type: "y-up" | "z-up" | "y-down"
Values
y-upz-upy-down
SpriteBillboard
Since 0.6
Type: "cylindrical" | "spherical" | "fixed" | "flat"
Values
cylindricalsphericalfixedflat
SpriteFilter
Since 0.6
Type: "nearest" | "linear"
Values
nearestlinear
TerrainBlend
Since 0.6
How an op combines with the height below it: add, set, max, min, or lerp toward its own value by the op's strength.
Type: "add" | "set" | "max" | "min" | "lerp"
Values
addsetmaxminlerp
TerrainCollisionMode
Since 0.6
Whether the terrain makes a heightfield collider: heightfield, or off.
Type: "heightfield" | "off"
Values
heightfieldoff
TerrainFluvialPreset
Since 0.6
The stream-power constants of a climate: alpine (fast uplift, steep and incised), temperate, or arid (slow, little rain).
Type: "alpine" | "temperate" | "arid"
Values
alpinetemperatearid
TerrainLineMode
Since 0.6
What a line op does along its polyline: raise, lower, or flatten.
Type: "raise" | "lower" | "flatten"
Values
raiselowerflatten
TerrainMaskSource
Since 0.6
What a derived mask is measured from: slope, height, curvature, flow, moisture, waterDistance, or noise.
Type: "slope" | "height" | "curvature" | "flow" | "moisture" | "waterDistance" | "noise"
Values
slopeheightcurvatureflowmoisturewaterDistancenoise
TerrainNoiseKind
Since 0.6
The noise an op draws: fbm (smooth hills), ridged (sharp crests), billow (rounded lumps), or warped (fbm bent by a second noise).
Type: "fbm" | "ridged" | "billow" | "warped"
Values
fbmridgedbillowwarped
TerrainOp
Since 0.6
One step of a terrain's op stack, picked by op: a pure function of its parameters, its seed and the stack below it.
Type: unknown
TerrainPadShape
Since 0.6
The outline of a flattened pad: rect, circle, or polygon.
Type: "rect" | "circle" | "polygon"
Values
rectcirclepolygon
TerrainPadStat
Since 0.6
Which height under a pad it flattens to: the mean, median, min or max of the ground there.
Type: "mean" | "median" | "min" | "max"
Values
meanmedianminmax
TerrainRegion
Since 0.6
A rectangle on the terrain's x/z plane as [minX, minZ, maxX, maxZ], in metres in the terrain frame.
Type: unknown[]
TerrainRenderMode
Since 0.6
Whether the terrain is drawn: auto, or off.
Type: "auto" | "off"
Values
autooff
TerrainSlopeLimitMode
Since 0.6
How slope.limit relaxes a too-steep pair: cut lowers the high side, fill raises the low side, both takes the mean.
Type: "both" | "cut" | "fill"
Values
bothcutfill
TerrainSmoothKernel
Since 0.6
The blur a smooth op uses: box, or gaussian (three box blurs).
Type: "box" | "gaussian"
Values
boxgaussian
TerrainStampShape
Since 0.6
The shape a stamp op raises or digs: crater, hill, mesa, or image (heights read from an image asset).
Type: "crater" | "hill" | "mesa" | "image"
Values
craterhillmesaimage
TouchMode
Since 0.6
What a touch region does: stick (a virtual stick) and drag (finger travel, like the mouse's delta) are two-component axes; button (held while a finger that landed in the region is down) and tap (one tick on a quick lift without travel) are buttons.
Type: "stick" | "drag" | "button" | "tap"
Values
stickdragbuttontap
Vec2
Since 0.6
Type: unknown[]
Vec3
Since 0.6
Type: unknown[]
VehicleDifferential
Since 0.6
Type: "open" | "locked" | "lsd"
Values
openlockedlsd
VehicleModel
Since 0.6
Type: "arcade" | "simulation"
Values
arcadesimulation
VehicleShift
Since 0.6
Type: "auto" | "manual"
Values
automanual
VehicleTorquePoint
Since 0.6
Type: unknown[]
VehicleTyreModel
Since 0.6
Type: "clamp" | "curve"
Values
clampcurve
WaterShape
Since 0.6
The outline of a water body on the ground plane.
box: a rectangle of size (x, z) metres. ellipse: the ellipse inscribed in that rectangle. Either turns with the entity's yaw and stretches with its x and z scale.
Type: "box" | "ellipse"
Values
boxellipse
WaterwaysWaterType
Since 0.6
The optical water type of rivers and lakes from a terrain's hydrology: the sea's classes, and fresh water: alpine-clear (green-blue, very clear: the default for rivers), alpine-glacial (milky turquoise: the default for lakes), lowland (green-brown, murky), tannin (dark tea).
Render only.
Type: "oceanic-i" | "oceanic-ib" | "oceanic-ii" | "oceanic-iii" | "coastal" | "alpine-clear" | "alpine-glacial" | "lowland" | "tannin"
Values
oceanic-ioceanic-iboceanic-iioceanic-iiicoastalalpine-clearalpine-glaciallowlandtannin