action
Value: action id (string)
Assign a click action. See Actions & UI.
aiNode
Value: node id (string)
Declare mesh to be an AI node. This removes the mesh from the scene. See AI.
aiSpawn
Value: none
Declare mesh to be an AI spawn. This removes the mesh from the scene. See AI.
animation
Value: animation id (string)
Assign a global animation script. See Controlling Animations.
bottom
Value: absolute offset (number or percentage suffixed with %
) or variable (:variable:)
Align UI element to the bottom of the screen. See UI Alignment.
cacheMaterial
Value: none
Save mesh material to AssetsService
. Material can be retrieved in-code using AssetsService.getMaterial(materialName)
. Material is disposed on scene change.
camera
Value: camera id (string)
Declare mesh to be a camera. This removes the mesh from the scene. See Camera.
fullscreen
Scale mesh to cover the entire screen based on camera position and FOV. This effect is continuous and may affect performance.
Note: If fullscreenOffset
is not defined, object will be scaled continously. This may severely affect framerate.
fullscreenOffset
Value: constant offset (number)
Offset at which camera is assumed to be located.
fullscreenPreserveRatio
Value: none
Preserve scale ratio when applying fullscreen
effect.
gameObject
Value: game object id (string)
Declare mesh to be a game object. See Game Objects.
if
Value: value (string) or variable (:variable:)
Show mesh only if value is truthy.
ifNot
Value: value (string) or variable (:variable:)
Show mesh only if value is falsy.
label
Value: text (string) or variable (:variable:)
Declare mesh to be a label placeholder. This removes the mesh from the scene. See Actions & UI.
labelFont
Value: font id (string)
Assign font family to a label
. Font must be defined using GameInfoService.font
. Falls back to GameInfoService.config.fonts.default
.
labelSize
Value: font size (number)
Define font size for label
. Default is 1.0
.
labelAlign
Value: left
, center
, right
Define font alignment for label
. Default is center
.
labelColor
Value: color (string, prefixed with #
)
Define font color for label
. Default is #ffffff
. Color value must be compatible with Three.Color
.
labelOutlineColor
Value: color (string, prefixed with #
)
Define outline color for label
. If not defined, outline is not added. Color value must be compatible with Three.Color
.
left
Value: absolute offset (number or percentage suffixed with %
) or variable (:variable:)
Align UI element to the left of the screen. See UI Alignment.
material
Value: material id (string) or variable (:variable:)
Assign material to mesh. Material must be defined using AssetsService.saveMaterial
or cacheMaterial
.
navmap
Value: none
Declare mesh to be a navmap. This removes the mesh from the scene. See Views & Scenes and Physics.
right
Value: absolute offset (number or percentage suffixed with %
) or variable (:variable:)
Align UI element to the right of the screen. See UI Alignment.
navpath
Value: navpath id (string)
Declare mesh to be a navpath. See SceneService.parseScene#navpath. If defined, mesh is only added to the scene if value matches the current parseScene
navpath value.
rotateX / Y / Z
Value: angular velocity (number)
Rotate mesh.
scroll
Value: scroll container id (number)
Assign mesh to a scroll container. Meshes in a container can be scrolled by panning.
shader
Value: shader id (string)
Assign shader to mesh. Shader must be defined using GameInfoService.shader
.
shading
Value: basic
, normal
, depth
, lambert
, phong
, standard
, physical
, toon
, matcap
(string) or variable (:variable:)
Convert default MeshStandardMaterial
to another material type.
slideshow
Value: none
Declare mesh to be a slideshow. Slideshow mesh UV map is split into X/Y panels and shifts over time. Requires either slidesX
or slidesY
.
slidesX
Value: slide count (number)
Amount of horizontal UV slides. Default is 1.0
;
slidesY
Value: slide count (number)
Amount of vertical UV slides. Default is 1.0
;
surface
Value: surface id (string)
Declare mesh to be of specific surface type. Surface handler must be registered using PhysicsService.registerSurfaceHandler
. See Physics.
top
Value: absolute offset (number or percentage suffixed with %
) or variable (:variable:)
Align UI element to the top of the screen. See UI Alignment.