# Project manifest

> Talos next

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-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*
