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Custom Properties List

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.

Value: none

Declare mesh to be a navmap. This removes the mesh from the scene. See Views & Scenes and Physics.

Value: absolute offset (number or percentage suffixed with %) or variable (:variable:)

Align UI element to the right of the screen. See UI Alignment.

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.