# EnvironmentSkyOverride

> Talos next · Since next

Fields of `meta.environment.sky`, the ones a weather change reaches for named; any other may be written too.

## Signature

```ts
export interface EnvironmentSkyOverride {
  /** What draws the sky: `procedural`, `hdr`, `color` or `atmosphere`. */
  kind?: SkyKind
  /** A procedural sky's preset (`clear-noon`, `golden-hour`, `overcast`, `dusk`, `night`), or an atmosphere sky's time of day. */
  preset?: string | null
  /** Scalar on the whole environment, 0 or more. */
  intensity?: number
  /** Yaw of the whole sky, radians. */
  rotation?: number
  /** An atmosphere sky's cloud layer. */
  clouds?: EnvironmentCloudsOverride | null
  [field: string]: unknown
}
```

Import: `import type { EnvironmentSkyOverride } from "@argus/api"`

## Members

| Member | Signature | Description |
|---|---|---|
| `kind` | `kind?: SkyKind` | What draws the sky: `procedural`, `hdr`, `color` or `atmosphere`. |
| `preset` | `preset?: string \| null` | A procedural sky's preset (`clear-noon`, `golden-hour`, `overcast`, `dusk`, `night`), or an atmosphere sky's time of day. |
| `intensity` | `intensity?: number` | Scalar on the whole environment, 0 or more. |
| `rotation` | `rotation?: number` | Yaw of the whole sky, radians. |
| `clouds` | `clouds?: EnvironmentCloudsOverride \| null` | An atmosphere sky's cloud layer. |

## Example

The tested fixture `fixtures/recipes/jump-pad-and-elevator/scenes/behaviors/camera-zone.ts`.

```ts
import type { Behavior } from "@argus/api"

/**
 * A trigger volume that retunes the camera while the player is inside it.
 *
 * The engine has no camera-zone concept and needs none: a volume, a `trigger` component and this.
 * Here the player's behaviour owns the camera (it re-sends its params when the view is turned), so
 * the zone tells it what to change rather than calling `ctx.camera.set` itself. In a scene where
 * nothing else writes the camera, the zone can call `ctx.camera.set(kind, params)` directly.
 */
interface Props {
  /** `ctx.camera.set` params to merge in on the way in, and on the way out. */
  inside?: Record<string, unknown>
  outside?: Record<string, unknown>
}

export default {
  onTrigger(ctx, trigger) {
    const params = trigger.entering ? ctx.props.inside : ctx.props.outside
    if (params) ctx.events.emit("camera-zone", { target: trigger.other.id, params })
  },
} satisfies Behavior<Record<string, never>, Props>
```
