Talos docs

mesh

Since 0.6
Plain text

Use it in a scene entity's components list as { "type": "mesh", … }. The contract writes the fields flat and refuses unknown keys.

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
assetstringyesA key of scene.assets whose kind is "glb": a model file, or a built-in mesh — builtin:cube, builtin:sphere, builtin:capsule, builtin:plane, builtin:cylinder, builtin:cone (see AssetRef.path for their sizes).
materialstringno
colorstringno
castShadowbooleanno
receiveShadowbooleanno
collidebooleannofalse: the mesh gets no automatic collider, so bodies pass through it (grass, a banner, a pickup's look). Absent or true: an entity with a mesh and no collider collides as its mesh, a static body built once at load, when nothing moves it: no rigidbody, controller, vehicle, wheel, navagent, animator or script on it or any parent, no goal, spawn, trigger or water on it, and not spawned by a behaviour. The shape is the asset's convex hulls when it carries them, a convex built-in's own hull, else the mesh's triangles. A collider component on the entity replaces it.

Rules that can refuse it

  • component-not-writable
  • plant-bake-missing
  • plant-too-heavy
  • render.hd.rt-proxy-invalid
  • render.hd.vg_resident_full
  • render.shader.vg-skipped
  • script-call-inapplicable
  • ui.model-view.unresolved.tentative

Example

From the contract's tested fixture fixtures/contract/full20/scene.json#ramp.

{
  "type": "mesh",
  "asset": "ramp"
}