Entity Components Reference
core
Decal Projector
decal_projector
Decal Projector.
SchemazIndex
Integer
Default:0
Z-Index order of the decal projection. The higher index will render on top of the lower ones.
Z-Index order of the decal projection. The higher index will render on top of the lower ones.
Entity UID
euid
Unique identifier for an entity.
Schemavalue
Entity Unique Identifier
Unique identifier value.
Unique identifier value.
Lineage
lineage
Lineage of the entity through linkers.
Schemaordinal
Integer
Default:0
Ordinal number of this entity in respect of its siblings.
Ordinal number of this entity in respect of its siblings.
parentUUID
Entity Unique Identifier
UUID of the parent of this entity (default is root).
UUID of the parent of this entity (default is root).
Local AABB
local_aabb
Local Axis Aligned Bounding Box of the entity.
Schemamax
Vector3
Maximum point of the box.
Maximum point of the box.
min
Vector3
Minimum point of the box.
Minimum point of the box.
Name
debug_name
Name of the entity.
Schemavalue
String
Entity name.
Entity name.
Overrider
overrider
Overrides a given entity in a sub scene.
SchemacomponentsToDetach
Hashes of the components to detach from the overridden entity.
Hashes of the components to detach from the overridden entity.
deleter
Boolean
Default:false
Mark the overridden entity as deleted.
Mark the overridden entity as deleted.
entityRef
Entity Reference
Entity to override.
{linkage,originalEUID,}Entity to override.
Script Element
script_element
References a script and specifies input values if needed.
SchemadataJSON
JSON
Input values as described in the referenced script in their original JSON format.
Input values as described in the referenced script in their original JSON format.
scriptRef
Asset UUID
UUID of the referenced script.
UUID of the referenced script.
Script Map
script_map
References multiple scripts.
Schemaelements
List of scripts.
List of scripts.
Transform
local_transform
Local transform of the entity.
SchemaeulerOrientation
Vector3
Default:[0,0,0]
Orientation of the entity expressed as euler angles.
Orientation of the entity expressed as euler angles.
globalEulerOrientation
Vector3
Default:[0,0,0]
Last global orientation of the entity expressed as euler angles submitted by a user. This value may not be valid, and should be checked.
Last global orientation of the entity expressed as euler angles submitted by a user. This value may not be valid, and should be checked.
orientation
Quaternion
Default:[0,0,0,1]
Orientation of the entity expressed as a quaternion.
Orientation of the entity expressed as a quaternion.
position
Vector3
Default:[0,0,0]
x, y, z position of the entity.
x, y, z position of the entity.
scale
Vector3
Default:[1,1,1]
x, y, z scale of the entity.
x, y, z scale of the entity.
asset
Environment
environment
The environment of a scene. Used to give a scene a skybox.
SchemairradianceUUID
Asset UUID
Reference to the irradiance cubemap.
Reference to the irradiance cubemap.
radianceUUID
Asset UUID
Reference to the radiance cubemap.
Reference to the radiance cubemap.
skyboxUUID
Asset UUID
UUID of the skybox cubemap.
UUID of the skybox cubemap.
Material
material
References a shader and specifies input values if needed.
Requires:
mesh_refSchemaconstantsJSON
JSON
Specialization constants values as described in the referenced shader in their original JSON format.
Specialization constants values as described in the referenced shader in their original JSON format.
dataJSON
JSON
Input values as described in the referenced shader in their original JSON format.
Input values as described in the referenced shader in their original JSON format.
isDoubleSided
Boolean
Default:false
Whether the material is double sided or not.
Whether the material is double sided or not.
shaderRef
Asset UUID
UUID of the referenced shader.
UUID of the referenced shader.
Material Reference
material_ref
Reference to a material.
SchemafaceCulling
Integer
Default:0(Inherit from material)
Face culling mode. 0 to inherit from material, 1 for single sided, 2 for double sided.
0Inherit from material1Single Sided2Double Sided
Face culling mode. 0 to inherit from material, 1 for single sided, 2 for double sided.
value
Asset UUID
UUID of the referenced material.
UUID of the referenced material.
Mesh Reference
mesh_ref
Reference to a mesh.
Requires:
local_transformSchemashadowCastingMode
Unsigned Byte
Default:1(On)
Whether or not this mesh casts shadows.
0Off1On
Whether or not this mesh casts shadows.
submeshIndex
Integer
Default:0
Index of the submesh inside the mesh's submesh array.
Index of the submesh inside the mesh's submesh array.
value
Asset UUID
UUID of the referenced mesh.
UUID of the referenced mesh.
Point Cloud Reference
point_cloud_ref
Reference to a point cloud.
Requires:
local_transformSchemavalue
Asset UUID
UUID of the referenced point cloud.
UUID of the referenced point cloud.
Scene Reference
scene_ref
Reference to a scene.
Requires:
local_transformSchemamaxRecursionCount
Unsigned Integer
Default:1
Maximum number of times a scene appears when it references itself.
Maximum number of times a scene appears when it references itself.
value
Asset UUID
UUID of the referenced scene.
UUID of the referenced scene.
Sound Reference
sound_ref
Reference to a sound.
Requires:
local_transformSchemaattenuationModel
Unsigned Byte
Default:0(No Attenuation)
Attenuation Model.
0No Attenuation1Inverse Distance2Linear Distance3Exponential Distance
Attenuation Model.
attenuationRolloffFactor
Float
Default:1
Attenuation rolloff factor.
Attenuation rolloff factor.
autoPlayOnStart
Boolean
Default:false
Whether or not the sound plays automatically when the simulation starts.
Whether or not the sound plays automatically when the simulation starts.
dopplerFactor
Float
Default:1
Reduce or enhance the doppler effect.
Reduce or enhance the doppler effect.
inaudibleBehavior
Unsigned Byte
Default:0(Tick)
Behavior of a sound when it becomes inaudible.
0Tick1Don't Tick2Kill
Behavior of a sound when it becomes inaudible.
looping
Boolean
Default:false
Whether or not the sound loops.
Whether or not the sound loops.
maxDistance
Float
Default:50
If distance from audio souce is >= maxDistance, audio is inaudible.
If distance from audio souce is >= maxDistance, audio is inaudible.
minDistance
Float
Default:5
If distance from audio souce is < minDistance, audio is at max volume.
If distance from audio souce is < minDistance, audio is at max volume.
pan
Float
Default:0
Pan. -1.0 is left, 1.0 is right.
Pan. -1.0 is left, 1.0 is right.
playSpeed
Float
Default:1
The speed at which the sound will play. 1.0 is normal.
The speed at which the sound will play. 1.0 is normal.
value
Asset UUID
UUID of the referenced sound.
UUID of the referenced sound.
volume
Float
Default:1
Volume from 0.0f to 1.0.
Volume from 0.0f to 1.0.
camera
Camera
camera
Virtual camera.
Requires:
local_transformSchemadataJSON
JSON
Input values as described in the referenced render graph in their original JSON format.
Input values as described in the referenced render graph in their original JSON format.
renderGraphRef
Asset UUID
UUID of the referenced render graph this camera should use.
UUID of the referenced render graph this camera should use.
renderTargetIndex
Integer
Default:-1
Index of the render target to blit.
Index of the render target to blit.
Custom Lens
stereoscopic_lens
A lens that applies a custom projection.
Requires:
cameraSchemacs_from_vs
Matrix4
Projection matrix.
Projection matrix.
Orthographic Lens
orthographic_lens
A lens that applies an orthographic projection.
Requires:
cameraSchemazFar
Float
Default:100
Far plane.
Far plane.
zNear
Float
Default:0
Near plane.
Near plane.
zoomFactor
Vector2
Default:[1,1]
Zoom factor to apply to the projection.
Zoom factor to apply to the projection.
Perspective Lens
perspective_lens
A lens that applies a perspective projection.
Requires:
cameraSchemafarPlane
Float
Default:0
Distance from the viewer to the far clipping plane.
Distance from the viewer to the far clipping plane.
fovy
Float
Default:60
Field of view angle in the y direction.
Field of view angle in the y direction.
nearPlane
Float
Default:0.01
Distance from the viewer to the near clipping plane.
Distance from the viewer to the near clipping plane.
offset
Vector2
Default:[0,0]
Offset of the projection for stereoscopic rendering.
Offset of the projection for stereoscopic rendering.
light
Light
point_light
A light with color and intensity. A point light by default, add a spot light component to add a cutoff. Can be parameterized to simulate the atmosphere sun.
Requires:
local_transformSchemacolor
Vector3
Default:[1,1,1]
Light color.
Light color.
intensity
Float
Default:1
Light intensity.
Light intensity.
isDirectional
Boolean
Default:false
Make this light directional, position is ignored in this case.
Make this light directional, position is ignored in this case.
isSun
Boolean
Default:false
Make this light direction control the atmosphere sun direction. If more than one light is marked to be a sun results are undefined.
Make this light direction control the atmosphere sun direction. If more than one light is marked to be a sun results are undefined.
range
Float
Default:0
The range for the point light. If the range is 0, then physically correct point light attenuation function is used.
The range for the point light. If the range is 0, then physically correct point light attenuation function is used.
Reflection probe
reflection_probe
Omni directional reflection probe parameters, used for local cubemap reflection generation.
SchemafarDist
Float
Default:100
Distance to the far plane.
Distance to the far plane.
nearDist
Float
Default:0.1
Distance to the near plane.
Distance to the near plane.
offset
Vector3
Default:[0,0,0]
x, y, z offset of the probe reflection origin.
x, y, z offset of the probe reflection origin.
quality
Integer
Default:128
Resolution of the reflection map.
Resolution of the reflection map.
Shadow caster
shadow_caster
Enables a light to cast shadows.
Requires:
point_lightSchemaaccumulateShadowCascades
Boolean
Default:true
For directional lights, accumulate all shadow cascades.
For directional lights, accumulate all shadow cascades.
bias
Float
Default:0.004
Bias to apply to avoid self shadowing artifacts.
Bias to apply to avoid self shadowing artifacts.
cascadeCount
Byte
Default:4(Quad Cascade)
For directional lights, number of cascades.
0Static Shadow Map1Single Cascade2Dual Cascade3Triple Cascade4Quad Cascade
For directional lights, number of cascades.
cascadeSplitLambda
Float
Default:0.94
For directional lights, adjusts the distribution of cascade splits in Cascaded Shadow Mapping for directional lights. A value of 0 results in uniform (linear) splits across the view frustum, while a value of 1 skews the splits toward the camera, providing higher shadow resolution near the viewer and lower resolution in the distance. Intermediate values blend linear and logarithmic distributions for a balanced result. The value ranges from 0 to 1.
For directional lights, adjusts the distribution of cascade splits in Cascaded Shadow Mapping for directional lights. A value of 0 results in uniform (linear) splits across the view frustum, while a value of 1 skews the splits toward the camera, providing higher shadow resolution near the viewer and lower resolution in the distance. Intermediate values blend linear and logarithmic distributions for a balanced result. The value ranges from 0 to 1.
farDist
Float
Default:100
Distance to the far plane.
Distance to the far plane.
nearDist
Float
Default:0.1
Distance to the near plane.
Distance to the near plane.
quality
Integer
Default:1024(Low (1024x1024))
Resolution of the shadow map.
256Ultra-Low (256x256)512Very Low (512x512)1024Low (1024x1024)2048Medium-Low (2048x2048)3072Medium (3072x3072)4096Medium High (4096x4096)6144High (6144x6144)8192Ultra High (8192x8192)
Resolution of the shadow map.
Spot Light
spot_light
Adds a cutoff to a point light to simulate a spot light.
Requires:
point_lightSchemaIESProfile
Asset UUID
Reference to a IES 2d texture.
Reference to a IES 2d texture.
cutoff
Float
Default:30
Cutoff angle.
Cutoff angle.
Volume Filter
volume_filter
Filtering properties applied to the volume.
Requires:
volume_refSchemaapplyGaussianFiltering
Boolean
Default:false
Apply gaussian filtering on voxels.
Apply gaussian filtering on voxels.
enable3D
Boolean
Default:true
Whether or not this volume is visible in the 3D view.
Whether or not this volume is visible in the 3D view.
enableMPR
Boolean
Default:true
Whether or not this volume is visible in the MPR view.
Whether or not this volume is visible in the MPR view.
range
Vector2
Default:[0,1]
Voxel intensity range displayed, not applicable if outside volume material range.
Voxel intensity range displayed, not applicable if outside volume material range.
sampleUnfiltered
Boolean
Default:false
Are texel values from the voxel texture sampled unfiltered.
Are texel values from the voxel texture sampled unfiltered.
Volume Material Reference
volume_material_ref
Reference to a material to use with a volume.
Requires:
volume_refSchemavalue
Asset UUID
UUID of the referenced volume material.
UUID of the referenced volume material.
Volume Reference
volume_ref
Reference to a volume made of voxels.
Schematexture3dRef
Asset UUID
UUID of the referenced 3D texture.
UUID of the referenced 3D texture.
geometry
Box Geometry
box_geometry
Box geometry.
Requires:
local_transformSchemadimension
Vector3
Default:[1,1,1]
Width, height and depth of the box.
Width, height and depth of the box.
offset
Vector3
Default:[0,0,0]
Geometry offset.
Geometry offset.
Capsule Geometry
capsule_geometry
Capsule geometry.
Requires:
local_transformSchemaaxis
Integer
Default:1(Y-Axis)
Alignment axis. 0 for X, 1 for Y, 2 for Z.
0X-Axis1Y-Axis2Z-Axis
Alignment axis. 0 for X, 1 for Y, 2 for Z.
height
Float
Default:1
Height of the cylindrical part of the capsule.
Height of the cylindrical part of the capsule.
offset
Vector3
Default:[0,0,0]
Geometry offset.
Geometry offset.
radius
Float
Default:0.5
Radius of the spheres at each end of the capsule.
Radius of the spheres at each end of the capsule.
Culling Geometry
culling_geometry
Culling geometry. Add this component in addition to another geometry component (e.g. box geometry, sphere geometry, etc.) to enable culling geometry.
Requires:
local_transformSchemaisAdditive
Boolean
Default:true
Additive geometry will only display elements (vertices or voxels) inside the geometry. Subtractive will only display elements outside the geometry.
Additive geometry will only display elements (vertices or voxels) inside the geometry. Subtractive will only display elements outside the geometry.
Cylinder Geometry
cylinder_geometry
Cylinder geometry.
Requires:
local_transformSchemaaxis
Integer
Default:1(Y-Axis)
Alignment axis. 0 for X, 1 for Y, 2 for Z.
0X-Axis1Y-Axis2Z-Axis
Alignment axis. 0 for X, 1 for Y, 2 for Z.
height
Float
Default:1
Height of the cylinder.
Height of the cylinder.
offset
Vector3
Default:[0,0,0]
Geometry offset.
Geometry offset.
radius
Float
Default:0.5
Radius of the cylinder.
Radius of the cylinder.
Plane Geometry
plane_geometry
Plane geometry.
Requires:
local_transformSchemadistance
Float
Default:0
Distance from the origin in the plane's normal direction.
Distance from the origin in the plane's normal direction.
normal
Vector3
Default:[0,1,0]
Normal of the plane.
Normal of the plane.
Sphere Geometry
sphere_geometry
Sphere geometry.
Requires:
local_transformSchemaoffset
Vector3
Default:[0,0,0]
Geometry offset.
Geometry offset.
radius
Float
Default:0.5
Radius of the sphere.
Radius of the sphere.
animation
Animation Controller
animation_controller
Animation controller with reference to an animation graph and an animation set. Enables skeletal animation on its skinned mesh descendents whose skeleton is compatible with the animations in the animation set.
SchemaanimationGraphRef
Asset UUID
UUID of the referenced animation graph.
UUID of the referenced animation graph.
animationSetRef
Asset UUID
UUID of the referenced animation set.
UUID of the referenced animation set.
dataJSON
JSON
Input values as described in the referenced animation graph in their original JSON format.
Input values as described in the referenced animation graph in their original JSON format.
rootBoneEntityRef
Entity Reference
Reference to the entity with the bone component that corresponds the root bone of the skeleton.
{linkage,originalEUID,}Reference to the entity with the bone component that corresponds the root bone of the skeleton.
rootMotionEnabled
Boolean
Default:false
Whether or not root motion is enabled.
Whether or not root motion is enabled.
Animation Sequence Controller
animation_sequence_controller
Animation sequence controller with reference to an animation sequence and assigned entities.
SchemaanimationSequenceRef
Asset UUID
A reference to an animation sequence.
A reference to an animation sequence.
entities
Track to entity map. Key is track uuid, value is the entity to assign to it.
Track to entity map. Key is track uuid, value is the entity to assign to it.
loop
Boolean
Default:false
Whether or not the animation loops when it reaches the end of the sequence.
Whether or not the animation loops when it reaches the end of the sequence.
playbackSpeed
Float
Default:1
The speed at which to play the animation sequence. The sequence will go in reverse if set to a value lower than 0.
The speed at which to play the animation sequence. The sequence will go in reverse if set to a value lower than 0.
startOffset
Float
Default:0
The normalized offset at which to start the playback.
The normalized offset at which to start the playback.
stopOffset
Float
Default:1
The normalized offset at which to stop the playback (or loop back to start offset).
The normalized offset at which to stop the playback (or loop back to start offset).
Bone
bone
Links entity to bone in skeleton.
Requires:
local_transformSchemaboneIndex
Unsigned Integer
Index of bone in skeleton.
Index of bone in skeleton.
Morph Targets
morph_targets
Contains weights assigned to morph targets of the mesh referred to by the entity's mesh_ref.
Requires:
local_transformSchemaweights
Weights assigned to morph targets of the submesh.
Weights assigned to morph targets of the submesh.
Skeleton Reference
skeleton_ref
Reference to a skeleton.
Requires:
local_transformSchemavalue
Asset UUID
UUID of the referenced skeleton.
UUID of the referenced skeleton.
editor
Label
label
Display a label in the 3d view.
Requires:
local_transformSchemacamera
Default:[0,0,0,0,0,0,1]
Camera distance from the label.
Camera distance from the label.
description
String
Description of the label.
Description of the label.
speed
Float
Default:15
Travel speed in units per second.
Travel speed in units per second.
title
String
Title of the label.
Title of the label.
Measure
measure
Display a measure in the 3d view.
Requires:
local_transformSchemacolor
Vector3
Default:[1,1,1]
Color of the measure
Color of the measure
type
Unsigned Integer
Default:0(Linear)
Define the type of the measure.
0Linear1Angle2Area3Volume
Define the type of the measure.
Spline
spline
Display a spline in the 3d view.
Requires:
local_transformSchemacolor
Vector3
Default:[1,1,1]
Color of the curve.
Color of the curve.
tension
Float
Default:0.5
When type is catmullrom, defines catmullrom's tension.
When type is catmullrom, defines catmullrom's tension.
type
Unsigned Integer
Default:0(Centripetal)
Define the type of the curve.
0Centripetal1Chordal 2Catmullrom
Define the type of the curve.
physic
Character Controller
character_controller
Character controller used for movement constrained by collisions without having to deal with a rigid body. A character controller is kinematic, and so is not affected by forces. It uses its own tweaked collision algorithm to give a good feeling while controlling the character.
SchemaskinWidth
Float
Default:0
The character's collision skin width.
The character's collision skin width.
slopeLimit
Float
Default:45
Slope limit in degrees. A slope steeper than the slopeLimit will not be walkable by the controller.
Slope limit in degrees. A slope steeper than the slopeLimit will not be walkable by the controller.
stepOffset
Float
Default:0
Step offset. If the height of a step is greater than stepOffset, the controller cannot climb automatically and gets stuck.
Step offset. If the height of a step is greater than stepOffset, the controller cannot climb automatically and gets stuck.
Collision Geometry Reference
collision_geometry_ref
Reference to a collision geometry.
SchemacollisionGeometryRef
Asset UUID
UUID of the referenced collision geometry.
UUID of the referenced collision geometry.
Constraint
constraint
A physics constraint that can be configured along 6 degrees of freedom. In its default state it behaves as a fixed constraint - that is, it rigidly fixes the constraint frames of its two entities. However, individual degrees of freedom may be unlocked to permit any combination of rotation around the x-, y- and z- axes, and translation along these axes.
Requires:
jointSchemamotionLimitSpringDamping
Vector3
Default:[0,0,0]
If greater than zero, this is the damping of the limit spring.
If greater than zero, this is the damping of the limit spring.
motionLimitSpringStiffness
Vector3
Default:[0,0,0]
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
motionLowerLimit
Vector3
Default:[0,0,0]
The lower distance of the limit.
The lower distance of the limit.
motionUpperLimit
Vector3
Default:[0,0,0]
The upper distance of the limit.
The upper distance of the limit.
swingLimitAngle
Vector2
Default:[0,0]
The limit angle from the Y-axis and the Z-axis of the constraint frame. The cone limit is used if either or both swing axes are limited. The extents are symmetrical and measured in the frame of the parent. If only one swing degree of freedom is limited, the corresponding value from the cone limit defines the limit range. An angle of 0° will not restrict the rotation around the axis. The maximum value for each angle is 180°.
The limit angle from the Y-axis and the Z-axis of the constraint frame. The cone limit is used if either or both swing axes are limited. The extents are symmetrical and measured in the frame of the parent. If only one swing degree of freedom is limited, the corresponding value from the cone limit defines the limit range. An angle of 0° will not restrict the rotation around the axis. The maximum value for each angle is 180°.
swingSpringDamping
Float
Default:0
If greater than zero, this is the damping of the limit spring.
If greater than zero, this is the damping of the limit spring.
swingSpringStiffness
Float
Default:0
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
twistLimitAngle
Vector2
Default:[0,0]
The twist limit controls the range of motion around the twist axis. The limit angle range is (-360, 360).
The twist limit controls the range of motion around the twist axis. The limit angle range is (-360, 360).
twistSpringDamping
Float
Default:0
If greater than zero, this is the damping of the limit spring.
If greater than zero, this is the damping of the limit spring.
twistSpringStiffness
Float
Default:0
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
unlockedMotion
Unsigned Integer
Default:0
Unlock motion along/around the specified axis.
1Along X2Along Y4Along Z8Around X16Around Y32Around Z
Unlock motion along/around the specified axis.
Constraint Actuator
constraint_actuator
Requires:
constraintSchemaangularDamping
Vector3
Default:[0,0,0]
If greater than zero, this is the damping of the limit spring.
If greater than zero, this is the damping of the limit spring.
angularForceLimit
Vector3
Default:[-1,-1,-1]
The maximum impulse or force that can be exerted by the drive. -1 for no limit.
The maximum impulse or force that can be exerted by the drive. -1 for no limit.
angularStiffness
Vector3
Default:[0,0,0]
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
angularVelocity
Vector3
Default:[0,0,0]
The goal velocity for angular drive.
The goal velocity for angular drive.
goalOrientation
Quaternion
Default:[0,0,0,1]
The goal orientation for angular drive.
The goal orientation for angular drive.
goalPosition
Vector3
Default:[0,0,0]
The goal position for linear drive.
The goal position for linear drive.
linearDamping
Vector3
Default:[0,0,0]
If greater than zero, this is the damping of the limit spring.
If greater than zero, this is the damping of the limit spring.
linearForceLimit
Vector3
Default:[-1,-1,-1]
The maximum impulse or force that can be exerted by the drive. -1 for no limit.
The maximum impulse or force that can be exerted by the drive. -1 for no limit.
linearStiffness
Vector3
Default:[0,0,0]
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
If greater than zero, the limit is soft, i.e. a spring pulls the joint back to the limit.
linearVelocity
Vector3
Default:[0,0,0]
The goal velocity for linear drive.
The goal velocity for linear drive.
type
Integer
Default:1(ACCELERATION)
The drive type
0FORCE1ACCELERATION
The drive type
Joint
joint
Base component of all the other joint components (revolute_joint, etc.). By itself it will lock the orientations and distances of the constrainer and constrainee.
SchemabreakForce
Float
Default:10
The force that needs to be applied for this joint to break.
The force that needs to be applied for this joint to break.
breakTorque
Float
Default:10
The torque that needs to be applied for this joint to break.
The torque that needs to be applied for this joint to break.
constrainee
Entity Reference
An entity that is a rigid body. The constrainee is dependent on the constrainer entity.
{linkage,originalEUID,}An entity that is a rigid body. The constrainee is dependent on the constrainer entity.
constrainer
Entity Reference
An entity that is a rigid or static body, or simply null. If null, the constrainee is dependent upon world origin.
{linkage,originalEUID,}An entity that is a rigid or static body, or simply null. If null, the constrainee is dependent upon world origin.
enableCollision
Boolean
Default:false
Whether to enable collision between constrainer and constrainee.
Whether to enable collision between constrainer and constrainee.
Physics Material
physics_material
Physics material which represents a set of physical surface properties.
SchemacontactVelocity
Vector3
Default:[0,0,0]
The velocity applied to the contact between this physics body and another body. Only applies if modifyContact is true.
The velocity applied to the contact between this physics body and another body. Only applies if modifyContact is true.
dynamicFriction
Float
Default:0.5
The friction coefficient applied between this surface and another surface if they are moving relative to each other. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving. If set to greater than staticFriction, the effective value of staticFriction will be increased to match. Resulting dynamic friction of a physics body colliding with another is determined by the average of both bodies' dynamic friction coefficient.
The friction coefficient applied between this surface and another surface if they are moving relative to each other. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving. If set to greater than staticFriction, the effective value of staticFriction will be increased to match. Resulting dynamic friction of a physics body colliding with another is determined by the average of both bodies' dynamic friction coefficient.
isTrigger
Boolean
Default:false
Whether to consider the geometry associated to this physics material as a trigger or not.
Whether to consider the geometry associated to this physics material as a trigger or not.
modifyContact
Boolean
Default:false
Whether to modify the contact when this physics body collides with another body.
Whether to modify the contact when this physics body collides with another body.
restitution
Float
Default:0
Restitution coefficient, or bounciness of surface. A coefficient of 0 indicates as little bounce as possible, higher values up to 1.0 result in more bounce. Should be in the range [0,1]. Resulting bounciness of a physics body colliding with another is determined by the average of both bodies' restitution.
Restitution coefficient, or bounciness of surface. A coefficient of 0 indicates as little bounce as possible, higher values up to 1.0 result in more bounce. Should be in the range [0,1]. Resulting bounciness of a physics body colliding with another is determined by the average of both bodies' restitution.
staticFriction
Float
Default:0.5
The friction coefficient applied between this surface and another surface if they are not moving lateral to each other. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving. Resulting static friction of a physics body colliding with another is determined by the average of both bodies' static friction coefficient.
The friction coefficient applied between this surface and another surface if they are not moving lateral to each other. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving. Resulting static friction of a physics body colliding with another is determined by the average of both bodies' static friction coefficient.
Rigid Body
rigid_body
Rigid body parameters.
SchemaangularDamping
Float
Default:0.05
Angular damping coefficient. Used to slow down the rigid body's angular velocity, i.e. how much it rotates. Zero represents no damping. Must be non-negative.
Angular damping coefficient. Used to slow down the rigid body's angular velocity, i.e. how much it rotates. Zero represents no damping. Must be non-negative.
centerOfMass
Vector3
Default:[0,0,0]
Center of mass. Relative to the entity's transform.
Center of mass. Relative to the entity's transform.
collisionDetection
Unsigned Byte
Default:0(Discrete)
The type of collision detection to use for this rigid body.
0Discrete1LinearContinuous2AngularContinuous3Continuous
The type of collision detection to use for this rigid body.
isKinematic
Boolean
Default:false
Specifies if rigid body is kinematic. Kinematic rigid bodies are not affected by forces such as gravity.
Specifies if rigid body is kinematic. Kinematic rigid bodies are not affected by forces such as gravity.
linearDamping
Float
Default:0
Linear damping coefficient. Used to slow down the rigid body's linear velocity. Zero represents no damping. Must be non-negative.
Linear damping coefficient. Used to slow down the rigid body's linear velocity. Zero represents no damping. Must be non-negative.
lockedAxis
Unsigned Byte
Default:0
Lock motion along/around the specified axis.
1Linear X2Linear Y4Linear Z8Angular X16Angular Y32Angular Z
Lock motion along/around the specified axis.
mass
Float
Default:1
Mass of the rigid body. A value of 0 is interpreted as infinite mass.
Mass of the rigid body. A value of 0 is interpreted as infinite mass.
maxAngularVelocity
Float
Default:100
The maximum angular velocity permitted for this body in rad/s. Must be non-negative.
The maximum angular velocity permitted for this body in rad/s. Must be non-negative.
maxLinearVelocity
Float
Default:10000000000000000
The maximum linear velocity permitted for this body in m/s. Must be non-negative.
The maximum linear velocity permitted for this body in m/s. Must be non-negative.
useGravity
Boolean
Default:true
Controls whether rigid body is affected by gravity.
Controls whether rigid body is affected by gravity.
Vehicle Controller
vehicle_controller
Vehicle Controller parameters.
Requires:
local_transformSchemachassis
Entity Reference
The chassis.
{linkage,originalEUID,}The chassis.
frontLeftWheel
Entity Reference
The front left wheel.
{linkage,originalEUID,}The front left wheel.
frontRightWheel
Entity Reference
The front right wheel.
{linkage,originalEUID,}The front right wheel.
rearLeftWheel
Entity Reference
The rear left wheel.
{linkage,originalEUID,}The rear left wheel.
rearRightWheel
Entity Reference
The rear right wheel.
{linkage,originalEUID,}The rear right wheel.