Project manifest
62 pages.
| Name | Summary |
|---|---|
| AudioBus | |
| AudioEffects | |
| InputAction | |
| LayerDef | |
| PhysicsQualityOverrides | |
| PhysicsSleep | |
| ProjectApplication | Application identity: what the player's operating system sees. |
| ProjectAssets | Asset generation, off unless the project opts in. |
| ProjectAssetsConcept | The concept step (2D concept images), opt in. |
| ProjectAssetsGeneration | The model generator (3D generation), opt in. |
| ProjectAssetsMusic | The music generator, opt in. |
| ProjectAssetsSpend | Spend controls for generation. |
| ProjectAssetsStyle | The project's art style for generated assets. |
| ProjectAudio | Project audio defaults: the shape of a scene's meta.audio mixer fields. |
| ProjectEffectClass | How one class of effect gives way under load. |
| ProjectEffects | How a project's effects give way under load: its classes and its budget. |
| ProjectEffectTiers | One value per quality tier. |
| ProjectExport | Export settings shared by every platform. |
| ProjectGraphics | Project graphics defaults. |
| ProjectManifest | argus.project.json: versioned project settings, separate from any scene. |
| ProjectPhysics | Project physics defaults: the shape of a scene's meta.gravity and meta.physics. |
| ProjectPlugin | A plugin this project loads, with its settings. |
| ProjectRender | Renderer settings for the whole project. |
| ProjectRenderQuality | HD quality: a preset plus per-knob overrides (docs/status/hd-quality.md). |
| ProjectRenderQualityCustom | A named set of HD quality knobs: the Custom preset, a base preset plus the knobs it changes. |
| ProjectRenderQualityPlatform | One platform's layer over render.quality (D19): what a game exported for, or run on, that platform starts from. |
| ProjectRenderShaders | User shader settings of the project. |
| ProjectRenderXr | Rendering in VR, for every renderer. |
| ProjectSettings | Settings that are about the game rather than about the application. |
| ProjectUiSettings | Game UI settings for the whole project. |
| ProjectWindow | Initial game window. |
| 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. |
| RenderLocalExposure | HD's local exposure: pulls bright regions and lifts dark ones so a sky and a room read in one view. |
| RenderLook | The scene's colour grade: a look preset and overrides on top of it. |
| RenderLookHueSaturation | Saturation 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. |
| RenderLookLut | A 3D colour LUT (.cube) with its blend and the space it maps. |
| RenderLookRange | Contrast and saturation for one tonal range, multipliers of the look's own contrast and saturation. |
| RenderLookRanges | Contrast 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). |
| RenderLookWheel | A colour wheel: a hue, how far toward it (amount) and a brightness (luminance). |
| RenderScreenEffect | One full-screen effect of a scene: a kind: post shader and the values for its params and textures. |
| SceneInput | |
| SceneRender | |
| 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. |
GamepadBinding
Since 0.6
Values
left-stickright-stickdpadsoutheastnorthwestleft-bumperright-bumperleft-triggerright-triggerleft-thumbright-thumbselectstartmodedpad-updpad-downdpad-leftdpad-right
InputKind
Since 0.6
Values
axis2axis1button
MouseBinding
Since 0.6
Values
deltawheelleftrightmiddle
PhysicsCcdMode
Since 0.6
Values
offfastallstatic
PhysicsColliderDetail
Since 0.6
Values
exactconvex-hullbox
PhysicsQualityPreset
Since 0.6
Values
lowmediumhighultra
RenderAntiAliasing
Since 0.6
Values
fxaaoff
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
manualauto
RenderFilter
Since 0.6
Values
linearnearestthree-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
displayscene
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
naturalnatural-pluscinematicbright-daywarm-afternoonovercastnightstylised
RenderShading
Since 0.6
Values
pbrunlitvertextoon
RenderStyle
Since 0.6
Values
defaultretro
RenderTonemap
Since 0.6
Values
acesneutralnoneagxagx-punchyunreal-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
stickdragbuttontap
Vec3
Since 0.6