Scene types
252 pages.
| Name | Summary |
|---|---|
| Aabb | |
| AnimEvent | |
| AnimFootLock | Planted feet stay where they land. |
| AnimIk | |
| AnimLayer | A playback layer over the animator's state machine, on the masked bones: an upper-body action over locomotion, or an additive lean. |
| AnimLookAt | |
| AnimLookAtLimits | |
| AnimOnce | |
| AnimParam | |
| AnimParamSource | A fact the engine already has, written into this parameter every tick before the animator samples. |
| AnimPelvis | |
| AnimRetarget | |
| AnimSpeedParam | |
| AnimState | |
| AnimTransition | |
| AssetImport | |
| AssetProvenance | |
| AssetRef | |
| AssetSkeleton | |
| AudioAsset | |
| AudioBus | |
| AudioBusState | |
| AudioEffects | |
| AudioLayer | |
| AudioMusic | |
| AudioSnapshot | |
| BlendPoint | |
| BlendTree | |
| BuoyancyProbe | One cell of a floating body's hull: its centre in the body's local space, its volume and its height. |
| CameraBlend | |
| CameraRigSettings | |
| CameraSensor | A thermal camera look: hot-tagged entities bright (or dark), the rest from the scene's brightness, with contrast and noise. |
| CameraTexture | What an output: "texture" camera draws into: its size in pixels, how many pictures a second, whether it is mirrored, and how near the screen camera must be for it to draw. |
| CloudForms | What a sculpted cloud layer is built of: how much deck, how many cumulus and towers, how tall, how many anvils, how lumpy, and the seed that places them. |
| Entity | |
| FoliagePrototype | One kind of plant in a foliage layer: the instancedMesh child that holds its instances and how a brush places them. |
| GeoPoint | A latitude and longitude in degrees on the WGS84 ellipsoid. |
| Georeference | Where the scene is on the earth. |
| HudLayout | |
| InputAction | |
| JointMotor | |
| JunctionArm | One road meeting a junction: { road, end } for a road that ends there, { road, atS } for one that passes through. |
| LakeLook | A lake or pond's look: render only, never part of a replay or a physics hash. |
| LayerDef | |
| LightShadowTint | A directional light's shadow tint: the share of the sun, in a colour of its own, that a surface in its shadow still receives, so shadows lift to a cool shade instead of going black. |
| LockAxes | |
| MultirotorRotor | One rotor of a multirotor: its hub in the body's local space and its spin direction. |
| NavAutoLinks | |
| OceanBathymetry | The ground under the sea, as a 16-bit height raster. |
| OceanLook | The sea's look: render only, never part of a replay or a physics hash. |
| OceanShore | Shoreline controls: shoaling and the breaker index shape the waves the CPU sea sees; the rest are render only. |
| OceanWaveLayer | One layer of the sea: a fully developed wind sea or a swell train, with a direction and a spread. |
| OceanWaveMask | A painted scale on the waves over a world rectangle (a calm harbour, a rough patch). |
| OceanWeatherKey | A sea state at a moment of simulation time, as a Beaufort force or explicit layers. |
| PhysicsMaterial | What a collider is made of: its friction, its bounce and, for a character standing on it, how steep it may be before it is slid down. |
| PhysicsQualityOverrides | |
| PhysicsSleep | |
| PrefabInstance | |
| 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. |
| ScanCut | |
| ScanRuler | |
| ScanSettings | |
| Scene | |
| SceneAir | The scene's air: its density (the buoyancy of bodies out of the water) and its wind (what their dry probes are dragged against). |
| SceneAudio | |
| SceneBackdrop | A stylised backdrop drawn in the standard renderer's sky pass: cel clouds and distant ridges, no geometry. |
| SceneBackdropClouds | Flat cel clouds on the sky: one lit tone, one shadow tone, a hard edge. |
| SceneBackdropRidge | One distant silhouette layer around the whole horizon, drawn on the sky (never in front of the world). |
| SceneBudgets | |
| SceneEnvironment | |
| SceneFog | |
| SceneFogHd | |
| SceneFogHdVolumetric | HD's volumetric fog: how many lamps it sees through their shadows, how far it reaches and how much of the previous frame it keeps. |
| SceneGi | The scene's global controls of HD's ray-traced GI (meta.environment.gi). |
| SceneInput | |
| SceneMeta | |
| SceneNav | |
| SceneNetplay | How a networked session draws other players and the corrections a rollback makes. |
| SceneOcean | The scene's sea: one unbounded ocean at seaLevel. |
| SceneOutliner | |
| ScenePhysics | Physics quality: a preset plus per-field overrides. |
| ScenePlayers | Local players: how many seats, how devices take them, and who the keyboard belongs to. |
| SceneRender | |
| SceneRipples | Small waves on the water around the camera (HD): rings run out where a floating body, a splash, an effect or a script (ctx.water.poke) touches the sea, a lake or a river, and fade. |
| SceneSky | |
| SceneUi | The game UI this scene asks for. |
| SceneWeather | How hard it is raining and how wet that has left the ground, for a vehicle's tyres: the wetness follows the rain over wetTime and dryTime (docs/VEHICLES.md, Surfaces and weather). |
| SceneWind | The scene's wind: a steady speed along a bearing plus optional seeded gusts, a pure function of position and simulation time. |
| Shot | One shot of a timeline: a move, where it looks, a field of view, and how it blends in from the previous shot. |
| ShotKey | One keyframe of a path shot: a time, an eye position, and optionally a field of view and an ease. |
| ShotPoint | Where a shot looks, or what an orbit circles: a world point or an entity (read every sample), plus an offset. |
| ShotTimeline | Cinematic camera shots as data, played on sim time so recordings are reproducible. |
| SkyAtmosphere | |
| SkyBackground | What the sky looks like behind the scene, apart from what it lights: the standard renderer draws these colours in place of the sky's own drawing; HD draws its own sky. |
| SkyClouds | |
| SkySun | |
| SpringChain | One chain of bones swung by springs. |
| SpringCollider | A sphere or capsule that follows a bone and keeps spring tails out of it. |
| SpriteAnimation | |
| SpriteAnimationEvent | A bus event a sprite animation raises each time it reaches one of its frames. |
| SpriteFrame | |
| SpriteView | |
| TerrainGroundCover | Grass, flowers and forest-floor cover a terrain grows near the camera in HD, dense where the terrain's channels or layers say and coloured by the ground under it. |
| TerrainMaterialRule | One rule of material.rules: a layer to weight, and where. |
| TerrainTileRef | A sculpt or paint op's reference to one cell's delta tile, named by the SHA-256 of its bytes. |
| TerrainVolumePart | One solid of a volume.shape op and how it combines with the parts before it, in order. |
| TerrainWhere | A filter on height, slope and named channels, with a soft edge, choosing where a material rule applies. |
| TilemapLayer | |
| TilemapLegendCell | A tilemap legend entry that draws a tile mirrored and turned, not as cut. |
| TilemapTileset | |
| 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. |
| Transform | |
| VehicleAero | |
| VehicleAssists | |
| VehicleBrakes | |
| VehicleChassis | |
| VehicleContact | Contact handling: a wall hit at a glance slides along it keeping its speed, a head-on one keeps some, with no yaw kick and the nose turned along the wall; a low lip is hopped; a bump from another moving body is capped. |
| VehicleDrift | Arcade drift: with this block, holding the handbrake input while steering above minSpeed drops the rear lateral grip and a yaw assist holds a controllable slide angle that steering modulates; releasing pays a boost proportional to the drift's duration. |
| VehicleDriftBoostTier | One mini-boost tier: the longest tier whose time the drift charge reached is the one earned on release. |
| VehicleDrivetrain | |
| VehicleEngine | |
| VehicleHandling | Arcade handling guard: no spins from steering, no pivoting at low speed, a reverse speed limit. |
| VehicleOffRoad | Off road is slower, not a spin: with wheels on an off-road surface the vehicle is dragged back toward a lower top speed, its handling guard is calmer, and (with a road) its nose turns gently back toward the road. |
| VehicleRecovery | Automatic recovery: a vehicle flipped, stuck, fallen out of the world or drowned is put back where it can go on, and vehicle-recovered { entity, why, from, position } is raised (from: where it was before the move). |
| VehicleSteering | Steering geometry and feel. |
| VehicleSuspension | |
| VehicleTyres | |
| VehicleWater | Water handling: the vehicle floats by the buoyancy component on its body and is pushed and steered through the water by the same throttle, brake (reverse thrust) and steer as on land. |
| VehicleWaterKeel | A keel: resistance to sliding sideways through the water, so the hull carves a turn instead of skidding, and optionally to heaving up and down. |
| VehicleWaterPlaning | Planing: hydrodynamic lift on the hull's bottom rising with speed, so a fast hull rises out of the water and the water's drag on it (the buoyancy drag, which acts on the submerged hull) falls. |
| VehicleWaterRudder | A rudder: a side force at its point, growing with the square of the speed through the water. |
| VehicleWaterThruster | One thruster of a vehicle's water handling. |
| WaterWakeSolve | The hull's real wake (HD, visual only): a wave equation stepped 60 times a second in a window that trails its course, with the hull a moving pressure patch in it. |
| WaterwaysLook | Render only; never part of a replay or a physics hash. |
| WaterwaysOverride | A per-id override of one river, waterfall or lake of the terrain's hydrology: its look, its flow speed, or hiding it. |
AnimClipOrder
Since 0.6
Type: "sequence" | "random"
Values
sequencerandom
AnimSync
Since 0.6
Type: "phase" | "markers"
Values
phasemarkers
AssetKind
Since 0.6; changed in 0.7
Type: "glb" | "texture" | "material" | "audio" | "envmap" | "splat" | "shader" | "effect" | "visemes"
Values
glbtexturematerialaudioenvmapsplatshadereffectvisemes
AtmospherePreset
Since 0.6
Type: "earth-clear" | "hazy" | "polluted" | "stylised"
Values
earth-clearhazypollutedstylised
AudioRolloff
Since 0.6
Type: "linear" | "inverse" | "log"
Values
linearinverselog
Axis
Since 0.6
Type: "Y" | "Z" | "-Y" | "-Z" | "X" | "-X"
Values
YZ-Y-ZX-X
BlendKind
Since 0.6
Type: "linear" | "cartesian"
Values
linearcartesian
BodyKind
Since 0.6
Type: "static" | "dynamic" | "kinematic"
Values
staticdynamickinematic
CameraEase
Since 0.6
Type: "linear" | "smoothstep" | "ease-in" | "ease-out"
Values
linearsmoothstepease-inease-out
CameraKind
Since 0.6
Type: "first-person" | "third-person" | "fixed" | "orbit"
Values
first-personthird-personfixedorbit
CameraOutput
Since 0.6; changed in next
Type: "screen" | "overlay" | "viewport" | "texture"
Values
screenoverlayviewporttexture
CameraProjection
Since 0.6
Type: "perspective" | "orthographic"
Values
perspectiveorthographic
CameraSensorMode
Since next
thermal-white: hot is white; thermal-black: hot is black.
Type: "thermal-white" | "thermal-black"
Values
thermal-whitethermal-black
CloudPreset
Since 0.6
Type: "clear" | "fair" | "broken" | "overcast" | "storm"
Values
clearfairbrokenovercaststorm
CloudStyle
Since next
How a cloud layer is drawn: noise (clouds cut out of drifting noise) or sculpted (built decks, cumulus and towers that keep their shape when flown past).
Type: "noise" | "sculpted"
Values
noisesculpted
ColliderMode
Since 0.7
How a mesh that collides as itself collides.
"full": as its mesh (the asset's convex hulls when it carries them, a convex built-in's own hull, else its triangles). "simple": a capsule: a generated plant's own trunk capsule (its glb's extras.flora.collider) when it carries one, else an upright capsule around the model's bounds. "none": no collider, so bodies pass through it. Set on the mesh (mesh.colliderMode), the asset (assets.<id>.colliderMode) or the scene (meta.physics.colliderMode); the most specific wins. Unset everywhere: "simple" for a generated plant (a glb carrying extras.flora), "full" for anything else.
Type: "simple" | "full" | "none"
Values
simplefullnone
ColliderShape
Since 0.6
Type: "box" | "sphere" | "capsule" | "trimesh" | "hulls"
Values
boxspherecapsuletrimeshhulls
ControllerInputBasis
Since 0.6
Type: "world" | "controller" | "camera"
Values
worldcontrollercamera
ControllerInputMode
Since 0.6
Type: "auto" | "script"
Values
autoscript
ControllerKind
Since 0.6
Type: "player"
Values
player
FogMode
Since 0.6
Type: "height" | "exponential" | "linear"
Values
heightexponentiallinear
FogPreset
Since 0.7
A named fog for meta.environment.fog.preset: light-haze (a faint haze, visibility 30 km), valley-mist (6 km, pooling in valleys), morning-mist (3 km, low to the ground), dense (500 m) or aerial (20 km, faint depth for a 0.3-1 km scene).
Each sets the density, height falloff and maximum opacity; anything the fog block writes wins.
Type: "light-haze" | "valley-mist" | "morning-mist" | "dense" | "aerial"
Values
light-hazevalley-mistmorning-mistdenseaerial
GamepadBinding
Since 0.6
Type: "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"
Values
left-stickright-stickdpadsoutheastnorthwestleft-bumperright-bumperleft-triggerright-triggerleft-thumbright-thumbselectstartmodedpad-updpad-downdpad-leftdpad-right
Genre
Since 0.6; changed in 0.7
Type: "third-person" | "first-person" | "racing" | "platformer" | "top-down" | "side-scroller" | "puzzle" | "sandbox"
Values
third-personfirst-personracingplatformertop-downside-scrollerpuzzlesandbox
GiVolumeMode
Since 0.6
How a giVolume applies: camera (default) scales the indirect light of the whole view by where the camera is, fading over blend metres outside the box; region scales only the surfaces inside the box, with a soft edge of blend metres inside its faces.
Type: "camera" | "region"
Values
cameraregion
GripSocket
Since next
A place on the canonical humanoid where a held prop goes, defined once and carried onto any rig through its retarget map, so a sword or shield sits the same on every character whatever its bones' axes.
The prop is modelled with its grip at its origin; a weapon or tool points its working end along +Y with its guard along ±Z, and a shield faces +Z with its top towards +Y. "rightHandGrip" / "leftHandGrip": in the fist, the working end out of the thumb side. "rightForearmShield" / "leftForearmShield": halfway along the forearm, facing out of its back, its top towards the thumb.
Type: "rightHandGrip" | "leftHandGrip" | "rightForearmShield" | "leftForearmShield"
Values
rightHandGripleftHandGriprightForearmShieldleftForearmShield
HudAnchor
Since 0.6
One of nine points.
Input also accepts the bare edges top, bottom, left and right, stored as top-center, bottom-center, center-left and center-right.
Type: "top-left" | "top-center" | "top-right" | "center-left" | "center" | "center-right" | "bottom-left" | "bottom-center" | "bottom-right"
Values
top-lefttop-centertop-rightcenter-leftcentercenter-rightbottom-leftbottom-centerbottom-right
HudElement
Since 0.6
Type: "objective" | "prompt" | "timer" | "score" | "custom"
Values
objectiveprompttimerscorecustom
HudFormat
Since 0.6
Type: "number" | "time"
Values
numbertime
ImportCollider
Since 0.6
Type: "none" | "box" | "trimesh" | "hulls"
Values
noneboxtrimeshhulls
InputKind
Since 0.6
Type: "axis2" | "axis1" | "button"
Values
axis2axis1button
InstanceCollisionLayout
Since 0.7
How an instanced mesh's instances collide.
"perInstance": one static collider each, exactly as that many static meshes would. "cells": one static collider per 64 m cell holding its instances (about a tenth of the memory and broad-phase leaves at a million instances); rays and shape casts answer bit for bit as "perInstance" does, contacts per instance with stated differences (several instances under one body solved as one pair, contact recycling, GJK's warm start). Default "perInstance".
Type: "perInstance" | "cells"
Values
perInstancecells
JointKind
Since 0.6
Type: "fixed" | "revolute" | "prismatic"
Values
fixedrevoluteprismatic
JointMotorMode
Since 0.6
Type: "velocity" | "position"
Values
velocityposition
LightKind
Since 0.6
Type: "directional" | "point" | "spot"
Values
directionalpointspot
LockAxis
Since 0.6
Type: "x" | "y" | "z"
Values
xyz
ModelForward
Since 0.6
Type: "+Z" | "-Z" | "+X" | "-X"
Values
+Z-Z+X-X
MouseBinding
Since 0.6
Type: "delta" | "wheel" | "left" | "right" | "middle"
Values
deltawheelleftrightmiddle
MultirotorMode
Since next
How a multirotor reads its sticks: body rates (acro), a tilt that holds level and altitude, or a ground velocity that also holds its point.
Type: "rate" | "angle" | "velocity"
Values
rateanglevelocity
MultirotorPreset
Since next
A multirotor's starting numbers: a 1 kg camera quad, a 4 kg utility quad, a 15 kg six-rotor lifter, or a 0.7 kg racing quad.
Type: "camera-quad" | "utility-quad" | "heavy-hex" | "racer"
Values
camera-quadutility-quadheavy-hexracer
NavLinkKind
Since 0.6
Type: "jump" | "drop" | "generic"
Values
jumpdropgeneric
NetplayRemotes
Since next
How a networked session shows the other players: where this machine predicts they are now ("predicted"), or where they were last confirmed ("confirmed").
Type: "predicted" | "confirmed"
Values
predictedconfirmed
OceanLayerKind
Since 0.6
Which kind of wave an ocean layer is: "wind", a wind sea from a wind speed and a fetch, or "swell", a narrow-band train from a height and a period.
Type: "wind" | "swell"
Values
windswell
OceanWaterType
Since 0.6
The optical water type that tints the sea, after Jerlov's classes: oceanic-i clearest deep blue, oceanic-ib clear tropical teal (the default look), oceanic-ii blue-green, oceanic-iii turbid grey-green, coastal green to brown.
Render only.
Type: "oceanic-i" | "oceanic-ib" | "oceanic-ii" | "oceanic-iii" | "coastal"
Values
oceanic-ioceanic-iboceanic-iioceanic-iiicoastal
ParticlePreset
Since 0.6
Type: "smoke" | "fire" | "sparks" | "dust" | "steam" | "drips" | "debris" | "glow"
Values
smokefiresparksduststeamdripsdebrisglow
PhysicsCcdMode
Since 0.6
Type: "off" | "fast" | "all" | "static"
Values
offfastallstatic
PhysicsColliderDetail
Since 0.6
Type: "exact" | "convex-hull" | "box"
Values
exactconvex-hullbox
PhysicsQualityPreset
Since 0.6
Type: "low" | "medium" | "high" | "ultra"
Values
lowmediumhighultra
PlayersJoin
Since 0.7
How a free device takes a seat: on a press (default), as soon as a pad connects, or only from a script.
Type: "press" | "auto" | "script"
Values
pressautoscript
PlayersKeyboard
Since 0.7
Who the keyboard and mouse belong to: one player (default), two players sharing it by halves, or no one.
Type: "player" | "split" | "none"
Values
playersplitnone
Quat
Since 0.6
Type: unknown[]
RenderAntiAliasing
Since 0.6
Type: "fxaa" | "off"
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.
Type: "manual" | "auto"
Values
manualauto
RenderFilter
Since 0.6
Type: "linear" | "nearest" | "three-point"
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).
scene: HD's log shaper of exposed scene-linear colour before the tonemapper (a LUT made for it).
Type: "display" | "scene"
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.
Type: "natural" | "natural-plus" | "cinematic" | "bright-day" | "warm-afternoon" | "overcast" | "night" | "stylised"
Values
naturalnatural-pluscinematicbright-daywarm-afternoonovercastnightstylised
RenderShading
Since 0.6
Type: "pbr" | "unlit" | "vertex" | "toon"
Values
pbrunlitvertextoon
RenderStyle
Since 0.6
Type: "default" | "retro"
Values
defaultretro
RenderTonemap
Since 0.6
Type: "aces" | "neutral" | "none" | "agx" | "agx-punchy" | "unreal-filmic"
Values
acesneutralnoneagxagx-punchyunreal-filmic
RigKind
Since 0.6
Type: "none" | "humanoid" | "custom"
Values
nonehumanoidcustom
RigProfile
Since 0.6
Type: "humanoid"
Values
humanoid
RoadEnd
Since next
Which end of a road: its first point (start) or its last (end).
Type: "start" | "end"
Values
startend
SceneBackdropPreset
Since next
A ready backdrop: coast (clouds, a sandstone headland, green hills), hills (clouds, two green rolling layers), alpine (few clouds, a jagged grey-blue range, a near forest layer).
Type: "coast" | "hills" | "alpine"
Values
coasthillsalpine
ShotEnd
Since 0.6
What a shot list does after its last shot: hold the last pose, or release the view to the scene camera.
Type: "hold" | "release"
Values
holdrelease
ShotInterpolation
Since 0.6
How a path travels between keys: linear (straight) or spline (a smooth curve through every key).
Type: "linear" | "spline"
Values
linearspline
ShotMove
Since 0.6
A shot's camera position over its own time: hold, path, orbit, follow or two-shot.
Type: unknown
ShotSide
Since next
Which side of the line from a two-shot's first subject to its second the eye keeps to: auto (the sun's side, then the side the pair already has), left or right.
Type: "auto" | "left" | "right"
Values
autoleftright
ShotSpace
Since 0.6
What a follow shot's offset is measured in: world axes, or axes that turn with the entity.
Type: "world" | "entity"
Values
worldentity
SkyKind
Since 0.6
Type: "procedural" | "hdr" | "color" | "atmosphere"
Values
proceduralhdrcoloratmosphere
SkyPreset
Since 0.6
Type: "clear-noon" | "golden-hour" | "overcast" | "dusk" | "night"
Values
clear-noongolden-hourovercastdusknight
SplatAxes
Since 0.6
Type: "y-up" | "z-up" | "y-down"
Values
y-upz-upy-down
SpriteAnimationMode
Since next
How a sprite animation plays its frames: repeating, once, forward and back, or last to first.
Type: "loop" | "once" | "pingpong" | "reverse"
Values
looponcepingpongreverse
SpriteBillboard
Since 0.6
Type: "cylindrical" | "spherical" | "fixed" | "flat"
Values
cylindricalsphericalfixedflat
SpriteFilter
Since 0.6
Type: "nearest" | "linear"
Values
nearestlinear
SurfaceKind
Since next
What a vehicle's tyres feel a ground as: asphalt, concrete, cobble, wood, gravel, dirt, mud, grass, sand, snow or ice, each with its own grip dry and soaked, rolling resistance and standing water (docs/VEHICLES.md, Surfaces and weather).
Type: "asphalt" | "concrete" | "cobble" | "wood" | "gravel" | "dirt" | "mud" | "grass" | "sand" | "snow" | "ice"
Values
asphaltconcretecobblewoodgraveldirtmudgrasssandsnowice
TerrainBlend
Since 0.6
How an op combines with the height below it: add, set, max, min, or lerp toward its own value by the op's strength.
Type: "add" | "set" | "max" | "min" | "lerp"
Values
addsetmaxminlerp
TerrainCollisionMode
Since 0.6
Whether the terrain makes a heightfield collider: heightfield, or off.
Type: "heightfield" | "off"
Values
heightfieldoff
TerrainDemNoData
Since next
Where an import.dem op's DEM has no data: fill (keep the ground the ops below made) or hole (cut a hole there).
Type: "fill" | "hole"
Values
fillhole
TerrainDemResample
Since next
How an import.dem op reads heights between DEM pixels: bilinear, or bicubic (Catmull-Rom; bilinear next to no data).
Type: "bilinear" | "bicubic"
Values
bilinearbicubic
TerrainFluvialPreset
Since 0.6
The stream-power constants of a climate: alpine (fast uplift, steep and incised), temperate, or arid (slow, little rain).
Type: "alpine" | "temperate" | "arid"
Values
alpinetemperatearid
TerrainLineMode
Since 0.6
What a line op does along its polyline: raise, lower, or flatten.
Type: "raise" | "lower" | "flatten"
Values
raiselowerflatten
TerrainMaskSource
Since 0.6
What a derived mask is measured from: slope, height, curvature, flow, moisture, waterDistance, or noise.
Type: "slope" | "height" | "curvature" | "flow" | "moisture" | "waterDistance" | "noise"
Values
slopeheightcurvatureflowmoisturewaterDistancenoise
TerrainNoiseKind
Since 0.6; changed in 0.7, next
The noise an op draws: fbm (smooth hills), ridged (sharp crests), billow (rounded lumps), warped (fbm bent by a second noise), ridgedMulti (ridged multifractal: fine detail only on the coarse crests and walls, with warpM bending the sample point), or cells (blocky rock: jointed blocks about wavelengthM across standing at different levels, smaller blocks on them octave by octave, for crags, tors and outcrops; warpM bends the blocks' edges).
Type: "fbm" | "ridged" | "billow" | "warped" | "ridgedMulti" | "cells"
Values
fbmridgedbillowwarpedridgedMulticells
TerrainOp
Since 0.6
One step of a terrain's op stack, picked by op: a pure function of its parameters, its seed and the stack below it.
Type: unknown
TerrainPadShape
Since 0.6
The outline of a flattened pad: rect, circle, or polygon.
Type: "rect" | "circle" | "polygon"
Values
rectcirclepolygon
TerrainPadStat
Since 0.6
Which height under a pad it flattens to: the mean, median, min or max of the ground there.
Type: "mean" | "median" | "min" | "max"
Values
meanmedianminmax
TerrainRegion
Since 0.6
A rectangle on the terrain's x/z plane as [minX, minZ, maxX, maxZ], in metres in the terrain frame.
Type: unknown[]
TerrainRenderMode
Since 0.6
Whether the terrain is drawn: auto, or off.
Type: "auto" | "off"
Values
autooff
TerrainSlopeLimitMode
Since 0.6
How slope.limit relaxes a too-steep pair: cut lowers the high side, fill raises the low side, both takes the mean.
Type: "both" | "cut" | "fill"
Values
bothcutfill
TerrainSmoothKernel
Since 0.6
The blur a smooth op uses: box, or gaussian (three box blurs).
Type: "box" | "gaussian"
Values
boxgaussian
TerrainStampShape
Since 0.6
The shape a stamp op raises or digs: crater, hill, mesa, or image (heights read from an image asset).
Type: "crater" | "hill" | "mesa" | "image"
Values
craterhillmesaimage
TerrainVolumeMode
Since 0.7
How a volume part combines, in order: add (union with the rock so far), cut (subtract), keep (intersect the latest added solid: a chisel).
Type: "add" | "cut" | "keep"
Values
addcutkeep
TerrainVolumePrim
Since 0.7
A solid of a volume.shape op: box, polytope (a seeded fractured block), slab or tube along a curve, or ellipsoid.
Type: unknown
TilemapLegendEntry
Since next
A tile index (a whole number from 0), or `{ tile, flipX?, flipY?, rot?
}: the tile mirrored and/or turned. A bare number is the same as an object with only tile`.
Type: number | TilemapLegendCell
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.
Type: "stick" | "drag" | "button" | "tap"
Values
stickdragbuttontap
Vec2
Since 0.6
Type: unknown[]
Vec3
Since 0.6
Type: unknown[]
VehicleDifferential
Since 0.6
Type: "open" | "locked" | "lsd"
Values
openlockedlsd
VehicleModel
Since 0.6
Type: "arcade" | "simulation"
Values
arcadesimulation
VehicleRecoveryTarget
Since 0.7
Where a recovered vehicle goes back to: lastGood (its newest good spot), road (the nearest road point to it) or upright (where it is, back on its wheels).
Type: "lastGood" | "road" | "upright"
Values
lastGoodroadupright
VehicleShift
Since 0.6
Type: "auto" | "manual"
Values
automanual
VehicleTorquePoint
Since 0.6
Type: unknown[]
VehicleTyreModel
Since 0.6
Type: "clamp" | "curve"
Values
clampcurve
WaterShape
Since 0.6
The outline of a water body on the ground plane.
box: a rectangle of size (x, z) metres. ellipse: the ellipse inscribed in that rectangle. Either turns with the entity's yaw and stretches with its x and z scale.
Type: "box" | "ellipse"
Values
boxellipse
WaterwaysWaterType
Since 0.6
The optical water type of rivers and lakes from a terrain's hydrology: the sea's classes, and fresh water: alpine-clear (green-blue, very clear: the default for rivers), alpine-glacial (milky turquoise: the default for hydrology lakes; a water body defaults to alpine-clear), lowland (green-brown, murky), tannin (dark tea).
Render only.
Type: "oceanic-i" | "oceanic-ib" | "oceanic-ii" | "oceanic-iii" | "coastal" | "alpine-clear" | "alpine-glacial" | "lowland" | "tannin"
Values
oceanic-ioceanic-iboceanic-iioceanic-iiicoastalalpine-clearalpine-glaciallowlandtannin
XrTrackingMode
Since next
How an xrOrigin places the tracking space: seated (the eye eyeHeight above the entity) or standing (the entity is the floor).
Type: "seated" | "standing"
Values
seatedstanding