Talos docs

Scene components

44 pages.

NameSummary
animator
attachFollows 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.
audio
buoyancyMakes a dynamic body float on the scene's sea (meta.environment.ocean): every tick, before the physics step, the engine reads the sea at each of the body's probes and adds a buoyancy force (the weight of the water the probe displaces) and a drag force.
camera
colliderCollision shape.
controller
faceKeeps a face alive: blinks, eye saccades, brows and cheeks that follow the voice (when the entity also has lipsync), and head sway and nods.
foliageA foliage layer: prototypes (each an instancedMesh child) and how a brush fills them (density, scale, yaw, lean).
giVolumeA box that scales the indirect (bounced) light of HD's ray-traced GI, like a post-process volume's indirect lighting intensity.
goal
gradeVolumeA box with its own colour grade (HD), a post-process volume: as the camera enters, the scene's look blends toward look by weight, fading over blend metres outside; higher priority wins where volumes overlap.
hud
hullMaskKeeps the drawn water out of a hull: inside a footprint that rides with the entity the water is held down to capHeight, and optionally held in a skirt around it, so crests do not come up through the deck in a rough sea.
instancedMeshOne mesh drawn at many places (rocks, fences, trees, props): N instances in a binary .instances file, each with a stable id that hits, picks and scripts report.
joint
junctionWhere roads meet: the road surface between their mouths, with rounded corners, stop lines and the lanes through it (ctx.world.junction).
label
light
lipsyncMoves the mouth shapes (morph targets) of this entity's animated model with the voice its audio component plays.
mesh
multirotorA drone: a dynamic body (multirotor-without-body) held up and steered by rotors, with a flight controller.
navagent
navarea
navlink
particles
rigidbody
roadA road: a ribbon with kerbs, barriers and trigger gates built from a .road.json file, with trimesh colliders and a centreline scripts can read (ctx.world.road).
script
spawn
splat
springBonesSecondary motion for this entity's animated model: chosen bones swing on springs after the animation, with gravity, damping and colliders.
sprite
terrainA terrain: a heightfield ground built from the op stack of a .terrain.json file, drawn, collided and navigated as one.
terrainmodAn op the entity contributes to a terrain, applied after the terrain file's own stack and moving with the entity (a pad flattened under a building).
tilemap
trigger
uiPanelA world-space UI panel: a game UI screen drawn into a texture and shown on a quad at this entity's transform, so it moves with the entity and is seen in every view and XR eye.
vehicleA drivable vehicle — a car, van or kart — with the engine's own vehicle physics: raycast wheels with suspension and tyre grip, a drivetrain, brakes and steering, all as data.
waterA bounded body of water (lake, pond): level from the entity's height, a box or ellipse outline, flat or small waves, its own look.
waterWakeHow a hull's wake looks: how much foam its arms, trail and fill carry, how wide the trail runs and how long each lasts.
waterwaysRivers, waterfalls and lakes from a terrain's hydrology, drawn and floated on, with per-id overrides.
wheel
xrOriginWhere XR's tracking space sits in the world (a headset, or the run command's --xr-sim): head, hands and controllers are placed relative to this entity.