Talos docs

navlink

Since 0.6
Plain text

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

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
toVec3yesThe far end, relative to this entity's position and turned by its rotation (scale is ignored). Both ends are snapped to the navmesh within radius; a link with no navmesh near an end is left out and reported at load.
kindNavLinkKindyesjump, drop, generic
bidirectionalbooleannofalseCrossable from to back to this entity as well. Default false.
actionstringnoThe input action a player-driven traverser performs at the start while moving toward the end — what the playtester presses. Default jump for a jump link, none otherwise.
radiusnumberno0How far from each end to look for navmesh to attach to, in metres. Default 0.6.
holdnumberno0Seconds the traverser holds action down from the start, the way a player holds jump for a full-height jump in a game that cuts the rise on an early release. Default 0.25; 0 is a one-tick tap. A finite number of seconds, 0 or more (navlink-invalid).

Rules that can refuse it

Example

From the contract's tested fixture fixtures/contract/full20/scene.json#island-goal.

{
  "type": "navlink",
  "to": [
    -3,
    -0.5,
    0
  ],
  "kind": "drop"
}