Talos docs

Project manifest

62 pages.

Plain text
NameSummary
AudioBus
AudioEffects
InputAction
LayerDef
PhysicsQualityOverrides
PhysicsSleep
ProjectApplicationApplication identity: what the player's operating system sees.
ProjectAssetsAsset generation, off unless the project opts in.
ProjectAssetsConceptThe concept step (2D concept images), opt in.
ProjectAssetsGenerationThe model generator (3D generation), opt in.
ProjectAssetsMusicThe music generator, opt in.
ProjectAssetsSpendSpend controls for generation.
ProjectAssetsStyleThe project's art style for generated assets.
ProjectAudioProject audio defaults: the shape of a scene's meta.audio mixer fields.
ProjectEffectClassHow one class of effect gives way under load.
ProjectEffectsHow a project's effects give way under load: its classes and its budget.
ProjectEffectTiersOne value per quality tier.
ProjectExportExport settings shared by every platform.
ProjectGraphicsProject graphics defaults.
ProjectManifestargus.project.json: versioned project settings, separate from any scene.
ProjectPhysicsProject physics defaults: the shape of a scene's meta.gravity and meta.physics.
ProjectPluginA plugin this project loads, with its settings.
ProjectRenderRenderer settings for the whole project.
ProjectRenderQualityHD quality: a preset plus per-knob overrides (docs/status/hd-quality.md).
ProjectRenderQualityCustomA named set of HD quality knobs: the Custom preset, a base preset plus the knobs it changes.
ProjectRenderQualityPlatformOne platform's layer over render.quality (D19): what a game exported for, or run on, that platform starts from.
ProjectRenderShadersUser shader settings of the project.
ProjectRenderXrRendering in VR, for every renderer.
ProjectSettingsSettings that are about the game rather than about the application.
ProjectUiSettingsGame UI settings for the whole project.
ProjectWindowInitial game window.
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.
RenderLocalExposureHD's local exposure: pulls bright regions and lifts dark ones so a sky and a room read in one view.
RenderLookThe scene's colour grade: a look preset and overrides on top of it.
RenderLookHueSaturationSaturation by hue (a hue-versus-saturation curve): each field multiplies the colour of pixels of that hue, 0..2 (0 greys it out, 1 leaves it, 2 doubles it; default 1), joined linearly between red 0, orange 30, yellow 60, green 120, aqua 180, blue 240, purple 270 and magenta 300 degrees.
RenderLookLutA 3D colour LUT (.cube) with its blend and the space it maps.
RenderLookRangeContrast and saturation for one tonal range, multipliers of the look's own contrast and saturation.
RenderLookRangesContrast and saturation per tonal range (shadows, midtones and highlights colour correction): a pixel's range comes from its exposed scene-linear luminance (shadows fade out from 0 to shadowsMax, highlights fade in from highlightsMin to 1, midtones are the rest).
RenderLookWheelA colour wheel: a hue, how far toward it (amount) and a brightness (luminance).
RenderScreenEffectOne full-screen effect of a scene: a kind: post shader and the values for its params and textures.
SceneInput
SceneRender
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.

GamepadBinding

Since 0.6

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

InputKind

Since 0.6

Values

  • axis2
  • axis1
  • button

MouseBinding

Since 0.6

Values

  • delta
  • wheel
  • left
  • right
  • middle

PhysicsCcdMode

Since 0.6

Values

  • off
  • fast
  • all
  • static

PhysicsColliderDetail

Since 0.6

Values

  • exact
  • convex-hull
  • box

PhysicsQualityPreset

Since 0.6

Values

  • low
  • medium
  • high
  • ultra

RenderAntiAliasing

Since 0.6

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.

Values

  • manual
  • auto

RenderFilter

Since 0.6

Values

  • linear
  • nearest
  • three-point

RenderLookLutSpace

Since next

display: sRGB-encoded display values after the tonemapper and the wheels, as a grading tool exports a LUT (Rec.709 / sRGB in and out; not applied to an HDR output).

Values

  • display
  • scene

RenderLookPreset

Since 0.7; changed in next

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

Values

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

RenderShading

Since 0.6

Values

  • pbr
  • unlit
  • vertex
  • toon

RenderStyle

Since 0.6

Values

  • default
  • retro

RenderTonemap

Since 0.6

Values

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

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.

Values

  • stick
  • drag
  • button
  • tap

Vec3

Since 0.6