# Scene types

> Talos 0.6

178 pages.

| Name | Summary |
|---|---|
| Aabb |  |
| AnimEvent |  |
| AnimIk |  |
| 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 |  |
| Entity |  |
| HudLayout |  |
| InputAction |  |
| JointMotor |  |
| LayerDef |  |
| LockAxes |  |
| 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 |  |
| RenderBloom | Optional bloom on the standard renderer: a soft glow around bright pixels (emissive surfaces, the sun on metal). |
| RenderScreenEffect | One full-screen effect of a scene: a `kind: post` shader and the values for its params and textures. |
| ScanCut |  |
| ScanRuler |  |
| ScanSettings |  |
| Scene |  |
| SceneAudio |  |
| SceneBudgets |  |
| SceneEnvironment |  |
| SceneFog |  |
| SceneFogHd |  |
| SceneGi | The scene's global controls of HD's ray-traced GI (`meta.environment.gi`). |
| SceneInput |  |
| SceneMeta |  |
| SceneNav |  |
| SceneOcean | The scene's sea: one unbounded ocean at `seaLevel`. |
| SceneOutliner |  |
| ScenePhysics | Physics quality: a preset plus per-field overrides. |
| SceneRender |  |
| SceneSky |  |
| SceneUi | The game UI this scene asks for. |
| 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 |  |
| SkyClouds |  |
| SkySun |  |
| SpriteAnimation |  |
| SpriteFrame |  |
| SpriteView |  |
| 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. |
| TerrainWhere | A filter on height, slope and named channels, with a soft edge, choosing where a material rule applies. |
| TilemapLayer |  |
| 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 |  |
| 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 |  |
| VehicleSteering | Steering geometry and feel. |
| VehicleSuspension |  |
| VehicleTyres |  |
| 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

- `sequence`
- `random`

### AnimSync 

*Since 0.6*

Type: `"phase" | "markers"`

#### Values

- `phase`
- `markers`

### AssetKind 

*Since 0.6*

Type: `"glb" | "texture" | "material" | "audio" | "envmap" | "splat" | "shader"`

#### Values

- `glb`
- `texture`
- `material`
- `audio`
- `envmap`
- `splat`
- `shader`

### AtmospherePreset 

*Since 0.6*

Type: `"earth-clear" | "hazy" | "polluted" | "stylised"`

#### Values

- `earth-clear`
- `hazy`
- `polluted`
- `stylised`

### AudioRolloff 

*Since 0.6*

Type: `"linear" | "inverse" | "log"`

#### Values

- `linear`
- `inverse`
- `log`

### Axis 

*Since 0.6*

Type: `"Y" | "Z" | "-Y" | "-Z" | "X" | "-X"`

#### Values

- `Y`
- `Z`
- `-Y`
- `-Z`
- `X`
- `-X`

### BlendKind 

*Since 0.6*

Type: `"linear" | "cartesian"`

#### Values

- `linear`
- `cartesian`

### BodyKind 

*Since 0.6*

Type: `"static" | "dynamic" | "kinematic"`

#### Values

- `static`
- `dynamic`
- `kinematic`

### CameraEase 

*Since 0.6*

Type: `"linear" | "smoothstep" | "ease-in" | "ease-out"`

#### Values

- `linear`
- `smoothstep`
- `ease-in`
- `ease-out`

### CameraKind 

*Since 0.6*

Type: `"first-person" | "third-person" | "fixed" | "orbit"`

#### Values

- `first-person`
- `third-person`
- `fixed`
- `orbit`

### CameraOutput 

*Since 0.6*

Type: `"screen" | "overlay" | "viewport"`

#### Values

- `screen`
- `overlay`
- `viewport`

### CameraProjection 

*Since 0.6*

Type: `"perspective" | "orthographic"`

#### Values

- `perspective`
- `orthographic`

### CloudPreset 

*Since 0.6*

Type: `"clear" | "fair" | "broken" | "overcast" | "storm"`

#### Values

- `clear`
- `fair`
- `broken`
- `overcast`
- `storm`

### ColliderShape 

*Since 0.6*

Type: `"box" | "sphere" | "capsule" | "trimesh" | "hulls"`

#### Values

- `box`
- `sphere`
- `capsule`
- `trimesh`
- `hulls`

### ControllerInputBasis 

*Since 0.6*

Type: `"world" | "controller" | "camera"`

#### Values

- `world`
- `controller`
- `camera`

### ControllerInputMode 

*Since 0.6*

Type: `"auto" | "script"`

#### Values

- `auto`
- `script`

### ControllerKind 

*Since 0.6*

Type: `"player"`

#### Values

- `player`

### FogMode 

*Since 0.6*

Type: `"height" | "exponential" | "linear"`

#### Values

- `height`
- `exponential`
- `linear`

### 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-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`

### Genre 

*Since 0.6*

Type: `"third-person" | "first-person"`

#### Values

- `third-person`
- `first-person`

### 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

- `camera`
- `region`

### 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-left`
- `top-center`
- `top-right`
- `center-left`
- `center`
- `center-right`
- `bottom-left`
- `bottom-center`
- `bottom-right`

### HudElement 

*Since 0.6*

Type: `"objective" | "prompt" | "timer" | "score" | "custom"`

#### Values

- `objective`
- `prompt`
- `timer`
- `score`
- `custom`

### HudFormat 

*Since 0.6*

Type: `"number" | "time"`

#### Values

- `number`
- `time`

### ImportCollider 

*Since 0.6*

Type: `"none" | "box" | "trimesh" | "hulls"`

#### Values

- `none`
- `box`
- `trimesh`
- `hulls`

### InputKind 

*Since 0.6*

Type: `"axis2" | "axis1" | "button"`

#### Values

- `axis2`
- `axis1`
- `button`

### JointKind 

*Since 0.6*

Type: `"fixed" | "revolute" | "prismatic"`

#### Values

- `fixed`
- `revolute`
- `prismatic`

### JointMotorMode 

*Since 0.6*

Type: `"velocity" | "position"`

#### Values

- `velocity`
- `position`

### LightKind 

*Since 0.6*

Type: `"directional" | "point" | "spot"`

#### Values

- `directional`
- `point`
- `spot`

### LockAxis 

*Since 0.6*

Type: `"x" | "y" | "z"`

#### Values

- `x`
- `y`
- `z`

### 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

- `delta`
- `wheel`
- `left`
- `right`
- `middle`

### NavLinkKind 

*Since 0.6*

Type: `"jump" | "drop" | "generic"`

#### Values

- `jump`
- `drop`
- `generic`

### 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

- `wind`
- `swell`

### 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-i`
- `oceanic-ib`
- `oceanic-ii`
- `oceanic-iii`
- `coastal`

### ParticlePreset 

*Since 0.6*

Type: `"smoke" | "fire" | "sparks" | "dust" | "steam" | "drips" | "debris" | "glow"`

#### Values

- `smoke`
- `fire`
- `sparks`
- `dust`
- `steam`
- `drips`
- `debris`
- `glow`

### PhysicsCcdMode 

*Since 0.6*

Type: `"off" | "fast" | "all" | "static"`

#### Values

- `off`
- `fast`
- `all`
- `static`

### PhysicsColliderDetail 

*Since 0.6*

Type: `"exact" | "convex-hull" | "box"`

#### Values

- `exact`
- `convex-hull`
- `box`

### PhysicsQualityPreset 

*Since 0.6*

Type: `"low" | "medium" | "high" | "ultra"`

#### Values

- `low`
- `medium`
- `high`
- `ultra`

### Quat 

*Since 0.6*

Type: `unknown[]`

### RenderAntiAliasing 

*Since 0.6*

Type: `"fxaa" | "off"`

#### Values

- `fxaa`
- `off`

### RenderFilter 

*Since 0.6*

Type: `"linear" | "nearest" | "three-point"`

#### Values

- `linear`
- `nearest`
- `three-point`

### RenderShading 

*Since 0.6*

Type: `"pbr" | "unlit" | "vertex" | "toon"`

#### Values

- `pbr`
- `unlit`
- `vertex`
- `toon`

### RenderStyle 

*Since 0.6*

Type: `"default" | "retro"`

#### Values

- `default`
- `retro`

### RenderTonemap 

*Since 0.6*

Type: `"aces" | "neutral" | "none" | "agx" | "agx-punchy" | "unreal-filmic"`

#### Values

- `aces`
- `neutral`
- `none`
- `agx`
- `agx-punchy`
- `unreal-filmic`

### RigKind 

*Since 0.6*

Type: `"none" | "humanoid" | "custom"`

#### Values

- `none`
- `humanoid`
- `custom`

### RigProfile 

*Since 0.6*

Type: `"humanoid"`

#### Values

- `humanoid`

### 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

- `hold`
- `release`

### ShotInterpolation 

*Since 0.6*

How a path travels between keys: linear (straight) or spline (a smooth curve through every key).

Type: `"linear" | "spline"`

#### Values

- `linear`
- `spline`

### ShotMove 

*Since 0.6*

A shot's camera position over its own time: hold, path, orbit or follow.

Type: `unknown`

### 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

- `world`
- `entity`

### SkyKind 

*Since 0.6*

Type: `"procedural" | "hdr" | "color" | "atmosphere"`

#### Values

- `procedural`
- `hdr`
- `color`
- `atmosphere`

### SkyPreset 

*Since 0.6*

Type: `"clear-noon" | "golden-hour" | "overcast" | "dusk" | "night"`

#### Values

- `clear-noon`
- `golden-hour`
- `overcast`
- `dusk`
- `night`

### SplatAxes 

*Since 0.6*

Type: `"y-up" | "z-up" | "y-down"`

#### Values

- `y-up`
- `z-up`
- `y-down`

### SpriteBillboard 

*Since 0.6*

Type: `"cylindrical" | "spherical" | "fixed" | "flat"`

#### Values

- `cylindrical`
- `spherical`
- `fixed`
- `flat`

### SpriteFilter 

*Since 0.6*

Type: `"nearest" | "linear"`

#### Values

- `nearest`
- `linear`

### 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

- `add`
- `set`
- `max`
- `min`
- `lerp`

### TerrainCollisionMode 

*Since 0.6*

Whether the terrain makes a heightfield collider: heightfield, or off.

Type: `"heightfield" | "off"`

#### Values

- `heightfield`
- `off`

### 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

- `alpine`
- `temperate`
- `arid`

### TerrainLineMode 

*Since 0.6*

What a line op does along its polyline: raise, lower, or flatten.

Type: `"raise" | "lower" | "flatten"`

#### Values

- `raise`
- `lower`
- `flatten`

### 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

- `slope`
- `height`
- `curvature`
- `flow`
- `moisture`
- `waterDistance`
- `noise`

### TerrainNoiseKind 

*Since 0.6*

The noise an op draws: fbm (smooth hills), ridged (sharp crests), billow (rounded lumps), or warped (fbm bent by a second noise).

Type: `"fbm" | "ridged" | "billow" | "warped"`

#### Values

- `fbm`
- `ridged`
- `billow`
- `warped`

### 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

- `rect`
- `circle`
- `polygon`

### 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

- `mean`
- `median`
- `min`
- `max`

### 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

- `auto`
- `off`

### 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

- `both`
- `cut`
- `fill`

### TerrainSmoothKernel 

*Since 0.6*

The blur a smooth op uses: box, or gaussian (three box blurs).

Type: `"box" | "gaussian"`

#### Values

- `box`
- `gaussian`

### 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

- `crater`
- `hill`
- `mesa`
- `image`

### 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

- `stick`
- `drag`
- `button`
- `tap`

### Vec2 

*Since 0.6*

Type: `unknown[]`

### Vec3 

*Since 0.6*

Type: `unknown[]`

### VehicleDifferential 

*Since 0.6*

Type: `"open" | "locked" | "lsd"`

#### Values

- `open`
- `locked`
- `lsd`

### VehicleModel 

*Since 0.6*

Type: `"arcade" | "simulation"`

#### Values

- `arcade`
- `simulation`

### VehicleShift 

*Since 0.6*

Type: `"auto" | "manual"`

#### Values

- `auto`
- `manual`

### VehicleTorquePoint 

*Since 0.6*

Type: `unknown[]`

### VehicleTyreModel 

*Since 0.6*

Type: `"clamp" | "curve"`

#### Values

- `clamp`
- `curve`

### 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

- `box`
- `ellipse`

### 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 lakes), `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-i`
- `oceanic-ib`
- `oceanic-ii`
- `oceanic-iii`
- `coastal`
- `alpine-clear`
- `alpine-glacial`
- `lowland`
- `tannin`
