# Scene types

> Talos 0.7

210 pages.

| Name | Summary |
|---|---|
| Aabb |  |
| AnimEvent |  |
| AnimIk |  |
| AnimLayer | A 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 |  |
| 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 |  |
| FoliagePrototype | One 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 |  |
| 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 |  |
| RenderAo | Optional 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. |
| RenderBloom | Optional bloom on the standard renderer: a soft glow around bright pixels (emissive surfaces, the sun on metal). |
| RenderExposureAdaptation | Partial adaptation of HD's auto exposure: how far a dark scene is brightened. |
| RenderLook | The scene's colour grade: a look preset and overrides on top of it. |
| RenderScreenEffect | One full-screen effect of a scene: a `kind: post` shader and the values for its params and textures. |
| ScanCut |  |
| ScanRuler |  |
| ScanSettings |  |
| Scene |  |
| SceneAir | The 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 |  |
| 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. |
| ScenePlayers | Local players: how many seats, how devices take them, and who the keyboard belongs to. |
| SceneRender |  |
| SceneSky |  |
| SceneUi | The game UI this scene asks for. |
| SceneWind | The scene's wind: a steady speed along a bearing plus optional seeded gusts, a pure function of position and simulation time. |
| 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 |  |
| SkyBackground | What 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 |  |
| SpringChain | One chain of bones swung by springs. |
| SpringCollider | A sphere or capsule that follows a bone and keeps spring tails out of it. |
| SpriteAnimation |  |
| SpriteFrame |  |
| SpriteView |  |
| TerrainGroundCover | Grass, 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. |
| 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. |
| TerrainVolumePart | One solid of a volume.shape op and how it combines with the parts before it, in order. |
| 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 |  |
| VehicleContact | Contact 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. |
| 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 |  |
| VehicleHandling | Arcade handling guard: no spins from steering, no pivoting at low speed, a reverse speed limit. |
| VehicleOffRoad | Off 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. |
| VehicleRecovery | Automatic 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). |
| VehicleSteering | Steering geometry and feel. |
| VehicleSuspension |  |
| VehicleTyres |  |
| VehicleWater | Water 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. |
| VehicleWaterKeel | A keel: resistance to sliding sideways through the water, so the hull carves a turn instead of skidding, and optionally to heaving up and down. |
| VehicleWaterPlaning | Planing: 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. |
| VehicleWaterRudder | A rudder: a side force at its point, growing with the square of the speed through the water. |
| VehicleWaterThruster | One thruster of a vehicle's `water` handling. |
| 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

- `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`
