Talos docs

Scene types

178 pages.

Plain text
NameSummary
Aabb
AnimEvent
AnimIk
AnimLookAt
AnimLookAtLimits
AnimOnce
AnimParam
AnimParamSourceA 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
BuoyancyProbeOne 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
OceanBathymetryThe ground under the sea, as a 16-bit height raster.
OceanLookThe sea's look: render only, never part of a replay or a physics hash.
OceanShoreShoreline controls: shoaling and the breaker index shape the waves the CPU sea sees; the rest are render only.
OceanWaveLayerOne layer of the sea: a fully developed wind sea or a swell train, with a direction and a spread.
OceanWaveMaskA painted scale on the waves over a world rectangle (a calm harbour, a rough patch).
OceanWeatherKeyA sea state at a moment of simulation time, as a Beaufort force or explicit layers.
PhysicsMaterialWhat 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
RenderBloomOptional bloom on the standard renderer: a soft glow around bright pixels (emissive surfaces, the sun on metal).
RenderScreenEffectOne 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
SceneGiThe scene's global controls of HD's ray-traced GI (meta.environment.gi).
SceneInput
SceneMeta
SceneNav
SceneOceanThe scene's sea: one unbounded ocean at seaLevel.
SceneOutliner
ScenePhysicsPhysics quality: a preset plus per-field overrides.
SceneRender
SceneSky
SceneUiThe game UI this scene asks for.
ShotOne shot of a timeline: a move, where it looks, a field of view, and how it blends in from the previous shot.
ShotKeyOne keyframe of a path shot: a time, an eye position, and optionally a field of view and an ease.
ShotPointWhere a shot looks, or what an orbit circles: a world point or an entity (read every sample), plus an offset.
ShotTimelineCinematic camera shots as data, played on sim time so recordings are reproducible.
SkyAtmosphere
SkyClouds
SkySun
SpriteAnimation
SpriteFrame
SpriteView
TerrainMaterialRuleOne rule of material.rules: a layer to weight, and where.
TerrainTileRefA sculpt or paint op's reference to one cell's delta tile, named by the SHA-256 of its bytes.
TerrainWhereA filter on height, slope and named channels, with a soft edge, choosing where a material rule applies.
TilemapLayer
TilemapTileset
TouchBindingThe touch source an action reads: a screen region and what a finger in it does.
TouchRegionA 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
VehicleDriftArcade 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.
VehicleDriftBoostTierOne mini-boost tier: the longest tier whose time the drift charge reached is the one earned on release.
VehicleDrivetrain
VehicleEngine
VehicleSteeringSteering geometry and feel.
VehicleSuspension
VehicleTyres
WaterwaysLookRender only; never part of a replay or a physics hash.
WaterwaysOverrideA 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

  • sequence
  • random

AnimSync

Since 0.6

Type: "phase" | "markers"

Values

  • phase
  • markers

AssetKind

Since 0.6

Type: "glb" | "texture" | "material" | "audio" | "envmap" | "splat" | "shader"

Values

  • glb
  • texture
  • material
  • audio
  • envmap
  • splat
  • shader

AtmospherePreset

Since 0.6

Type: "earth-clear" | "hazy" | "polluted" | "stylised"

Values

  • earth-clear
  • hazy
  • polluted
  • stylised

AudioRolloff

Since 0.6

Type: "linear" | "inverse" | "log"

Values

  • linear
  • inverse
  • log

Axis

Since 0.6

Type: "Y" | "Z" | "-Y" | "-Z" | "X" | "-X"

Values

  • Y
  • Z
  • -Y
  • -Z
  • X
  • -X

BlendKind

Since 0.6

Type: "linear" | "cartesian"

Values

  • linear
  • cartesian

BodyKind

Since 0.6

Type: "static" | "dynamic" | "kinematic"

Values

  • static
  • dynamic
  • kinematic

CameraEase

Since 0.6

Type: "linear" | "smoothstep" | "ease-in" | "ease-out"

Values

  • linear
  • smoothstep
  • ease-in
  • ease-out

CameraKind

Since 0.6

Type: "first-person" | "third-person" | "fixed" | "orbit"

Values

  • first-person
  • third-person
  • fixed
  • orbit

CameraOutput

Since 0.6

Type: "screen" | "overlay" | "viewport"

Values

  • screen
  • overlay
  • viewport

CameraProjection

Since 0.6

Type: "perspective" | "orthographic"

Values

  • perspective
  • orthographic

CloudPreset

Since 0.6

Type: "clear" | "fair" | "broken" | "overcast" | "storm"

Values

  • clear
  • fair
  • broken
  • overcast
  • storm

ColliderShape

Since 0.6

Type: "box" | "sphere" | "capsule" | "trimesh" | "hulls"

Values

  • box
  • sphere
  • capsule
  • trimesh
  • hulls

ControllerInputBasis

Since 0.6

Type: "world" | "controller" | "camera"

Values

  • world
  • controller
  • camera

ControllerInputMode

Since 0.6

Type: "auto" | "script"

Values

  • auto
  • script

ControllerKind

Since 0.6

Type: "player"

Values

  • player

FogMode

Since 0.6

Type: "height" | "exponential" | "linear"

Values

  • height
  • exponential
  • linear

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-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

Genre

Since 0.6

Type: "third-person" | "first-person"

Values

  • third-person
  • first-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

  • camera
  • region

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-left
  • top-center
  • top-right
  • center-left
  • center
  • center-right
  • bottom-left
  • bottom-center
  • bottom-right

HudElement

Since 0.6

Type: "objective" | "prompt" | "timer" | "score" | "custom"

Values

  • objective
  • prompt
  • timer
  • score
  • custom

HudFormat

Since 0.6

Type: "number" | "time"

Values

  • number
  • time

ImportCollider

Since 0.6

Type: "none" | "box" | "trimesh" | "hulls"

Values

  • none
  • box
  • trimesh
  • hulls

InputKind

Since 0.6

Type: "axis2" | "axis1" | "button"

Values

  • axis2
  • axis1
  • button

JointKind

Since 0.6

Type: "fixed" | "revolute" | "prismatic"

Values

  • fixed
  • revolute
  • prismatic

JointMotorMode

Since 0.6

Type: "velocity" | "position"

Values

  • velocity
  • position

LightKind

Since 0.6

Type: "directional" | "point" | "spot"

Values

  • directional
  • point
  • spot

LockAxis

Since 0.6

Type: "x" | "y" | "z"

Values

  • x
  • y
  • z

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

  • delta
  • wheel
  • left
  • right
  • middle

NavLinkKind

Since 0.6

Type: "jump" | "drop" | "generic"

Values

  • jump
  • drop
  • generic

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

  • wind
  • swell

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-i
  • oceanic-ib
  • oceanic-ii
  • oceanic-iii
  • coastal

ParticlePreset

Since 0.6

Type: "smoke" | "fire" | "sparks" | "dust" | "steam" | "drips" | "debris" | "glow"

Values

  • smoke
  • fire
  • sparks
  • dust
  • steam
  • drips
  • debris
  • glow

PhysicsCcdMode

Since 0.6

Type: "off" | "fast" | "all" | "static"

Values

  • off
  • fast
  • all
  • static

PhysicsColliderDetail

Since 0.6

Type: "exact" | "convex-hull" | "box"

Values

  • exact
  • convex-hull
  • box

PhysicsQualityPreset

Since 0.6

Type: "low" | "medium" | "high" | "ultra"

Values

  • low
  • medium
  • high
  • ultra

Quat

Since 0.6

Type: unknown[]

RenderAntiAliasing

Since 0.6

Type: "fxaa" | "off"

Values

  • fxaa
  • off

RenderFilter

Since 0.6

Type: "linear" | "nearest" | "three-point"

Values

  • linear
  • nearest
  • three-point

RenderShading

Since 0.6

Type: "pbr" | "unlit" | "vertex" | "toon"

Values

  • pbr
  • unlit
  • vertex
  • toon

RenderStyle

Since 0.6

Type: "default" | "retro"

Values

  • default
  • retro

RenderTonemap

Since 0.6

Type: "aces" | "neutral" | "none" | "agx" | "agx-punchy" | "unreal-filmic"

Values

  • aces
  • neutral
  • none
  • agx
  • agx-punchy
  • unreal-filmic

RigKind

Since 0.6

Type: "none" | "humanoid" | "custom"

Values

  • none
  • humanoid
  • custom

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

  • hold
  • release

ShotInterpolation

Since 0.6

How a path travels between keys: linear (straight) or spline (a smooth curve through every key).

Type: "linear" | "spline"

Values

  • linear
  • spline

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

  • world
  • entity

SkyKind

Since 0.6

Type: "procedural" | "hdr" | "color" | "atmosphere"

Values

  • procedural
  • hdr
  • color
  • atmosphere

SkyPreset

Since 0.6

Type: "clear-noon" | "golden-hour" | "overcast" | "dusk" | "night"

Values

  • clear-noon
  • golden-hour
  • overcast
  • dusk
  • night

SplatAxes

Since 0.6

Type: "y-up" | "z-up" | "y-down"

Values

  • y-up
  • z-up
  • y-down

SpriteBillboard

Since 0.6

Type: "cylindrical" | "spherical" | "fixed" | "flat"

Values

  • cylindrical
  • spherical
  • fixed
  • flat

SpriteFilter

Since 0.6

Type: "nearest" | "linear"

Values

  • nearest
  • linear

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

  • add
  • set
  • max
  • min
  • lerp

TerrainCollisionMode

Since 0.6

Whether the terrain makes a heightfield collider: heightfield, or off.

Type: "heightfield" | "off"

Values

  • heightfield
  • off

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

  • alpine
  • temperate
  • arid

TerrainLineMode

Since 0.6

What a line op does along its polyline: raise, lower, or flatten.

Type: "raise" | "lower" | "flatten"

Values

  • raise
  • lower
  • flatten

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

  • slope
  • height
  • curvature
  • flow
  • moisture
  • waterDistance
  • noise

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

  • fbm
  • ridged
  • billow
  • warped

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

  • rect
  • circle
  • polygon

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

  • mean
  • median
  • min
  • max

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

  • auto
  • off

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

  • both
  • cut
  • fill

TerrainSmoothKernel

Since 0.6

The blur a smooth op uses: box, or gaussian (three box blurs).

Type: "box" | "gaussian"

Values

  • box
  • gaussian

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

  • crater
  • hill
  • mesa
  • image

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

  • stick
  • drag
  • button
  • tap

Vec2

Since 0.6

Type: unknown[]

Vec3

Since 0.6

Type: unknown[]

VehicleDifferential

Since 0.6

Type: "open" | "locked" | "lsd"

Values

  • open
  • locked
  • lsd

VehicleModel

Since 0.6

Type: "arcade" | "simulation"

Values

  • arcade
  • simulation

VehicleShift

Since 0.6

Type: "auto" | "manual"

Values

  • auto
  • manual

VehicleTorquePoint

Since 0.6

Type: unknown[]

VehicleTyreModel

Since 0.6

Type: "clamp" | "curve"

Values

  • clamp
  • curve

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

  • box
  • ellipse

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-i
  • oceanic-ib
  • oceanic-ii
  • oceanic-iii
  • coastal
  • alpine-clear
  • alpine-glacial
  • lowland
  • tannin