Talos docs

Scene types

210 pages.

Plain text
NameSummary
Aabb
AnimEvent
AnimIk
AnimLayerA playback layer over the animator's state machine, on the masked bones: an upper-body action over locomotion, or an additive lean.
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
FoliagePrototypeOne kind of plant in a foliage layer: the instancedMesh child that holds its instances and how a brush places them.
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
RenderAoOptional contact ambient occlusion on the standard renderer: darkens the scene where surfaces meet (a prop on the ground, a wall's foot, a kart over the road), from the depth buffer.
RenderBloomOptional bloom on the standard renderer: a soft glow around bright pixels (emissive surfaces, the sun on metal).
RenderExposureAdaptationPartial adaptation of HD's auto exposure: how far a dark scene is brightened.
RenderLookThe scene's colour grade: a look preset and overrides on top of it.
RenderScreenEffectOne full-screen effect of a scene: a kind: post shader and the values for its params and textures.
ScanCut
ScanRuler
ScanSettings
Scene
SceneAirThe scene's air: its density (the buoyancy of bodies out of the water) and its wind (what their dry probes are dragged against).
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.
ScenePlayersLocal players: how many seats, how devices take them, and who the keyboard belongs to.
SceneRender
SceneSky
SceneUiThe game UI this scene asks for.
SceneWindThe scene's wind: a steady speed along a bearing plus optional seeded gusts, a pure function of position and simulation time.
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
SkyBackgroundWhat the sky looks like behind the scene, apart from what it lights: the standard renderer draws these colours in place of the sky's own drawing; HD draws its own sky.
SkyClouds
SkySun
SpringChainOne chain of bones swung by springs.
SpringColliderA sphere or capsule that follows a bone and keeps spring tails out of it.
SpriteAnimation
SpriteFrame
SpriteView
TerrainGroundCoverGrass, flowers and forest-floor cover a terrain grows near the camera in HD, dense where the terrain's channels or layers say and coloured by the ground under it.
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.
TerrainVolumePartOne solid of a volume.shape op and how it combines with the parts before it, in order.
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
VehicleContactContact handling: a wall hit at a glance slides along it keeping its speed, a head-on one keeps some, with no yaw kick and the nose turned along the wall; a low lip is hopped; a bump from another moving body is capped.
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
VehicleHandlingArcade handling guard: no spins from steering, no pivoting at low speed, a reverse speed limit.
VehicleOffRoadOff road is slower, not a spin: with wheels on an off-road surface the vehicle is dragged back toward a lower top speed, its handling guard is calmer, and (with a road) its nose turns gently back toward the road.
VehicleRecoveryAutomatic recovery: a vehicle flipped, stuck, fallen out of the world or drowned is put back where it can go on, and vehicle-recovered { entity, why, from, position } is raised (from: where it was before the move).
VehicleSteeringSteering geometry and feel.
VehicleSuspension
VehicleTyres
VehicleWaterWater handling: the vehicle floats by the buoyancy component on its body and is pushed and steered through the water by the same throttle, brake (reverse thrust) and steer as on land.
VehicleWaterKeelA keel: resistance to sliding sideways through the water, so the hull carves a turn instead of skidding, and optionally to heaving up and down.
VehicleWaterPlaningPlaning: hydrodynamic lift on the hull's bottom rising with speed, so a fast hull rises out of the water and the water's drag on it (the buoyancy drag, which acts on the submerged hull) falls.
VehicleWaterRudderA rudder: a side force at its point, growing with the square of the speed through the water.
VehicleWaterThrusterOne thruster of a vehicle's water handling.
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; changed in 0.7

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

Values

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

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

ColliderMode

Since 0.7

How a mesh that collides as itself collides.

"full": as its mesh (the asset's convex hulls when it carries them, a convex built-in's own hull, else its triangles). "simple": a capsule: a generated plant's own trunk capsule (its glb's extras.flora.collider) when it carries one, else an upright capsule around the model's bounds. "none": no collider, so bodies pass through it. Set on the mesh (mesh.colliderMode), the asset (assets.<id>.colliderMode) or the scene (meta.physics.colliderMode); the most specific wins. Unset everywhere: "simple" for a generated plant (a glb carrying extras.flora), "full" for anything else.

Type: "simple" | "full" | "none"

Values

  • simple
  • full
  • none

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

FogPreset

Since 0.7

A named fog for meta.environment.fog.preset: light-haze (a faint haze, visibility 30 km), valley-mist (6 km, pooling in valleys), morning-mist (3 km, low to the ground), dense (500 m) or aerial (20 km, faint depth for a 0.3-1 km scene).

Each sets the density, height falloff and maximum opacity; anything the fog block writes wins.

Type: "light-haze" | "valley-mist" | "morning-mist" | "dense" | "aerial"

Values

  • light-haze
  • valley-mist
  • morning-mist
  • dense
  • aerial

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; changed in 0.7

Type: "third-person" | "first-person" | "racing" | "platformer" | "top-down" | "side-scroller" | "puzzle" | "sandbox"

Values

  • third-person
  • first-person
  • racing
  • platformer
  • top-down
  • side-scroller
  • puzzle
  • sandbox

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

InstanceCollisionLayout

Since 0.7

How an instanced mesh's instances collide.

"perInstance": one static collider each, exactly as that many static meshes would. "cells": one static collider per 64 m cell holding its instances (about a tenth of the memory and broad-phase leaves at a million instances); rays and shape casts answer bit for bit as "perInstance" does, contacts per instance with stated differences (several instances under one body solved as one pair, contact recycling, GJK's warm start). Default "perInstance".

Type: "perInstance" | "cells"

Values

  • perInstance
  • cells

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

PlayersJoin

Since 0.7

How a free device takes a seat: on a press (default), as soon as a pad connects, or only from a script.

Type: "press" | "auto" | "script"

Values

  • press
  • auto
  • script

PlayersKeyboard

Since 0.7

Who the keyboard and mouse belong to: one player (default), two players sharing it by halves, or no one.

Type: "player" | "split" | "none"

Values

  • player
  • split
  • none

Quat

Since 0.6

Type: unknown[]

RenderAntiAliasing

Since 0.6

Type: "fxaa" | "off"

Values

  • fxaa
  • off

RenderExposureMode

Since 0.7

How HD picks exposure: manual uses the fixed exposure value; auto meters the frame with eye adaptation, and exposure then shifts the result by log2(exposure) stops.

Type: "manual" | "auto"

Values

  • manual
  • auto

RenderFilter

Since 0.6

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

Values

  • linear
  • nearest
  • three-point

RenderLookPreset

Since 0.7

A named colour grade, HD's look presets: natural (no grade), natural-plus, cinematic, bright-day, overcast, night, stylised.

Type: "natural" | "natural-plus" | "cinematic" | "bright-day" | "overcast" | "night" | "stylised"

Values

  • natural
  • natural-plus
  • cinematic
  • bright-day
  • overcast
  • night
  • stylised

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; changed in 0.7

The noise an op draws: fbm (smooth hills), ridged (sharp crests), billow (rounded lumps), warped (fbm bent by a second noise), or ridgedMulti (ridged multifractal: fine detail only on the coarse crests and walls, with warpM bending the sample point).

Type: "fbm" | "ridged" | "billow" | "warped" | "ridgedMulti"

Values

  • fbm
  • ridged
  • billow
  • warped
  • ridgedMulti

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

TerrainVolumeMode

Since 0.7

How a volume part combines, in order: add (union with the rock so far), cut (subtract), keep (intersect the latest added solid: a chisel).

Type: "add" | "cut" | "keep"

Values

  • add
  • cut
  • keep

TerrainVolumePrim

Since 0.7

A solid of a volume.shape op: box, polytope (a seeded fractured block), slab or tube along a curve, or ellipsoid.

Type: unknown

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

VehicleRecoveryTarget

Since 0.7

Where a recovered vehicle goes back to: lastGood (its newest good spot), road (the nearest road point to it) or upright (where it is, back on its wheels).

Type: "lastGood" | "road" | "upright"

Values

  • lastGood
  • road
  • upright

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