Talos docs

Scene components

31 pages.

NameSummary
animator
audio
buoyancyMakes a dynamic body float on the scene's sea (meta.environment.ocean): every tick, before the physics step, the engine reads the sea at each of the body's probes and adds a buoyancy force (the weight of the water the probe displaces) and a drag force.
camera
colliderCollision shape.
controller
giVolumeA box that scales the indirect (bounced) light of HD's ray-traced GI, like a post-process volume's indirect lighting intensity.
goal
hud
joint
label
light
mesh
navagent
navarea
navlink
particles
rigidbody
roadA road: a ribbon with kerbs, barriers and trigger gates built from a .road.json file, with trimesh colliders and a centreline scripts can read (ctx.world.road).
script
spawn
splat
sprite
terrainA terrain: a heightfield ground built from the op stack of a .terrain.json file, drawn, collided and navigated as one.
terrainmodAn op the entity contributes to a terrain, applied after the terrain file's own stack and moving with the entity (a pad flattened under a building).
tilemap
trigger
vehicleA drivable vehicle — a car, van or kart — with the engine's own vehicle physics: raycast wheels with suspension and tyre grip, a drivetrain, brakes and steering, all as data.
waterA bounded body of water (lake, pond): level from the entity's height, a box or ellipse outline, flat or small waves, its own look.
waterwaysRivers, waterfalls and lakes from a terrain's hydrology, drawn and floated on, with per-id overrides.
wheel