Talos docs

attach

Since 0.7

Follows a bone of another entity's animated skeleton (a held prop; with a trigger collider, a sensor reporting overlap events): world = owner * bone * (position, rotation), after the owner's animator samples each tick.

Plain text

Use it in a scene entity's components list as { "type": "attach", … }. The contract writes the fields flat and refuses unknown keys.

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
tostringyesThe entity whose animator's skeleton carries this one. It needs an animator component.
bonestringyesA bone of that skeleton, by the rig's own name (for a rig that is retargeted, the canonical name from retarget.map also works). Resolved once when the scene loads: a name the rig does not have is reported as attach-bone-unknown and the entity stays where it is.
positionVec3no[0,0,0]Offset from the bone, metres, in the bone's frame. Default [0, 0, 0].
rotationQuatnoidentityTurn relative to the bone, a quaternion [x, y, z, w] in the bone's frame. Default identity.
activeWhilestringnoFor a sensor (a trigger collider on this entity): query only while the owner's animator has its window of this name open (an animator events entry with until).

Rules that can refuse it