Talos docs

Scene components

37 pages.

NameSummary
animator
attachFollows 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
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
faceKeeps a face alive: blinks, eye saccades, brows and cheeks that follow the voice (when the entity also has lipsync), and head sway and nods.
foliageA foliage layer: prototypes (each an instancedMesh child) and how a brush fills them (density, scale, yaw, lean).
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
instancedMeshOne 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
lipsyncMoves the mouth shapes (morph targets) of this entity's animated model with the voice its audio component plays.
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
springBonesSecondary motion for this entity's animated model: chosen bones swing on springs after the animation, with gravity, damping and colliders.
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