Scene components
37 pages.
| Name | Summary |
|---|---|
| animator | |
| attach | Follows a bone of another entity's animated skeleton (a held prop; with a trigger collider, a sensor reporting overlap events): world = owner * bone * (position, rotation), after the owner's animator samples each tick. |
| audio | |
| buoyancy | Makes 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 | |
| collider | Collision shape. |
| controller | |
| face | Keeps a face alive: blinks, eye saccades, brows and cheeks that follow the voice (when the entity also has lipsync), and head sway and nods. |
| foliage | A foliage layer: prototypes (each an instancedMesh child) and how a brush fills them (density, scale, yaw, lean). |
| giVolume | A box that scales the indirect (bounced) light of HD's ray-traced GI, like a post-process volume's indirect lighting intensity. |
| goal | |
| hud | |
| instancedMesh | One mesh drawn at many places (rocks, fences, trees, props): N instances in a binary .instances file, each with a stable id that hits, picks and scripts report. |
| joint | |
| label | |
| light | |
| lipsync | Moves the mouth shapes (morph targets) of this entity's animated model with the voice its audio component plays. |
| mesh | |
| navagent | |
| navarea | |
| navlink | |
| particles | |
| rigidbody | |
| road | A 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 | |
| springBones | Secondary motion for this entity's animated model: chosen bones swing on springs after the animation, with gravity, damping and colliders. |
| sprite | |
| terrain | A terrain: a heightfield ground built from the op stack of a .terrain.json file, drawn, collided and navigated as one. |
| terrainmod | An 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 | |
| vehicle | A 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. |
| water | A bounded body of water (lake, pond): level from the entity's height, a box or ellipse outline, flat or small waves, its own look. |
| waterways | Rivers, waterfalls and lakes from a terrain's hydrology, drawn and floated on, with per-id overrides. |
| wheel |