Reference

Components

Each component lists its type name, which is what set_property(type, property, value) takes, and each property’s script name, the second argument. Properties appear in the Inspector under the label shown first; a property marked From scripts has no row in the Inspector and is set by a script.

This page is generated from the engine itself, so its names, defaults and choices are always the engine’s.

The manual explains how they fit together: scenes and objects, meshes and materials, lighting, cameras, physics, particles, audio and game UI.

Transform

Core · TransformComponent

Where an object is, how it’s turned, and how big it is, relative to its parent. Every object has one.

PropertyScript nameDefault
Translation translation 0, 0, 0 Position, in units.
Rotation rotation 0, 0, 0 Degrees about x, y and z, applied Y first: Y is always the heading.
Scale scale 1, 1, 1 Size as a multiple of natural size.

Mesh Renderer

Rendering · RendererComponent

Draws a shape or a mesh with a material.

PropertyScript nameDefault
Shape shape Cube Which shape to draw. Custom draws the Mesh below. Cube, Sphere, Cylinder, Capsule, Cone, Plane, Custom
From scripts size 1, 1, 1 A cube’s or plane’s size. The Inspector sizes shapes with the object’s Scale instead; scripts can set this.
From scripts radius 0.5 A sphere’s, cylinder’s, capsule’s or cone’s radius. Set from scripts; the Inspector uses Scale.
From scripts height 2 A cylinder’s, capsule’s or cone’s whole height. Set from scripts; the Inspector uses Scale.
Segments segments 32 How smooth a round shape is, around.
Rings rings 16 How smooth a sphere or capsule is, top to bottom.
Mesh mesh none With Custom, the mesh to draw.
Material material_guid none The surface. None is plain white.
Visible visible on Drawn at all.
Cast shadows cast_shadows on Throws a shadow.
Receive shadows receive_shadows on Shadows fall on it.

Reflection Probe

Rendering · ReflectionProbeComponent

Captures its surroundings for reflections inside a box.

PropertyScript nameDefault
Active is_active on Used at all.
Half extents half_extents 5, 5, 5 Half the size of its box.
Box projection box_projection on Reflections line up with the box’s walls. On for rooms.
Blend distance blend_distance 0.25 How far inside its walls it fades out, in meters.
Intensity intensity 1 How bright its reflections are.

Text

Rendering · TextComponent

A line of text in the world.

PropertyScript nameDefault
Text text empty What to draw. A new line breaks the line.
Size size 0.25 Height of a line, in world units.
Color color #FFFFFF Tint. Its alpha fades the whole label.
Align align Center Where the text sits against the object’s position. Left, Center, Right
Billboard billboard off Turns to face the camera, staying upright.
Visible visible on Drawn at all.

World Environment

Rendering · EnvironmentComponent

The sky, and the light that fills the scene from everywhere.

PropertyScript nameDefault
Active is_active on Used at all.
Global is_global on Covers the whole scene. (Environments covering only part of one aren’t supported yet; turned off, it’s ignored.)
Priority priority 0 Where several apply, the highest wins.
Half extents half_extents 5, 5, 5 For a non-global environment, half the size of its box.
Sky top color sky_top_color #8898B1 Straight up.
Sky horizon color sky_horizon_color #D3D7E0 At the horizon.
Sky bottom color sky_bottom_color #93939C Straight down.
Ambient source ambient_source Sky Where the fill light comes from: the sky’s colors, one flat color, or nowhere. Sky, Color, Disabled
Ambient color ambient_color #AEAEB5 The flat fill color. Its alpha is ignored.
Ambient sky contribution ambient_sky_contribution 1 With Sky, 1 is all sky, 0 all Ambient color.
Ambient intensity ambient_intensity 1 How bright the fill light is.
Ambient occlusion ambient_occlusion on Darkens corners and creases.
AO radius ao_radius 1 How far, in units, a surface looks for what hems it in.
AO intensity ao_intensity 1 How dark it gets.

Directional Light

Lighting · DirectionalLightComponent

Light from one direction, everywhere: the sun. Always casts shadows.

PropertyScript nameDefault
Color color #FFFEFA The light’s color.
Intensity intensity 1 Brightness.
Enabled enabled on Lights the scene at all.

Point Light

Lighting · PointLightComponent

Light in every direction from a point.

PropertyScript nameDefault
Color color #FFFCF4 The light’s color.
Intensity intensity 1 Brightness.
Range range 10 How far it reaches, in units.
Enabled enabled on Lights the scene at all.
Cast shadows cast_shadows off The two nearest the camera get shadows.

Spot Light

Lighting · SpotLightComponent

A cone of light.

PropertyScript nameDefault
Color color #FFFFFF The light’s color.
Intensity intensity 1.5 Brightness.
Range range 15 How far it reaches.
Inner angle inner_angle 20 Degrees from the center that are fully lit.
Outer angle outer_angle 35 Degrees from the center where it fades to nothing.
Enabled enabled on Lights the scene at all.
Cast shadows cast_shadows off The four nearest the camera get shadows.

Camera

Camera · CameraComponent

What the game draws from.

PropertyScript nameDefault
Projection projection_type Perspective Perspective for a normal 3D view; Orthographic for a flat one where nothing shrinks with distance. Perspective, Orthographic
Field of view fov 60 Degrees, top to bottom.
Size ortho_size 10 Orthographic height, in units.
Near clip near_clip 0.1 Closest it sees.
Far clip far_clip 1000 Farthest it sees.
Active is_active off This is the camera the game draws from.
Tonemap tonemap ACES How a bright frame is fit onto the screen. ACES is filmic; Reinhard is gentler. ACES, Reinhard, None
Exposure exposure 1 Brightness before tonemapping.
Bloom intensity bloom_intensity 0.15 Glow around bright areas. 0 is off.
Bloom threshold bloom_threshold 1 How bright something must be to glow.
Clear color clear_color #9F9F9F Background color.
Clear clear_color_enabled on Uses Clear color for the background.

Character Controller

Physics · CharacterControllerComponent

Walks, climbs steps and slides along walls, driven by velocity from a script.

PropertyScript nameDefault
Slope limit slope_limit_degrees 45 Steepest floor it walks up, in degrees.
Step height step_height 0.3 Tallest ledge it steps over.
Snap distance snap_distance 0.2 How far below its feet it keeps hold of the floor, so walking downhill isn’t falling.
Skin width skin_width 0.02 A small gap kept from everything else.
Gravity scale gravity_scale 1 Gravity for this character.
Mass mass 80 How hard it shoves dynamic bodies. 0 shoves nothing.

Collider

Physics · ColliderComponent

The shape an object collides with.

PropertyScript nameDefault
Shape shape Box The shape it collides as. The two mesh shapes use Mesh. Box, Sphere, Capsule, Cylinder, ConvexMesh, TriangleMesh
Half extents half_extents 0.5, 0.5, 0.5 Box: half its size.
Radius radius 0.5 Sphere, capsule, cylinder.
Half height half_height 0.5 Capsule, cylinder.
Mesh mesh none ConvexMesh and TriangleMesh.
Restitution restitution 0.3 Bounciness. 0 is a dead stop.
Friction friction 0.5 Grip. 0 is ice.
Friction combine friction_combine Min How this friction combines with the other collider’s when they touch. Average, Min, Multiply, Max
Restitution combine restitution_combine Min How this bounciness combines with the other collider’s. Average, Min, Multiply, Max
Density density 1000 Mass per unit of volume.
Sensor is_sensor off Reports overlaps instead of blocking.
Collision groups collision_groups 4294967295 The layers it’s in, as a mask.
Collision mask collision_mask 4294967295 The layers it hits, as a mask.

Fixed Joint

Physics · FixedJointComponent

Glues two bodies together.

PropertyScript nameDefault
Connected body connected_body none The other body.
Anchor anchor 0, 0, 0 Where it attaches on this body, in its own space.
Connected anchor connected_anchor 0, 0, 0 Where it attaches on the other.

Hinge Joint

Physics · HingeJointComponent

Lets two bodies turn about one axis.

PropertyScript nameDefault
Connected body connected_body none The other body.
Anchor anchor 0, 0, 0 Where it attaches on this body, in its own space.
Connected anchor connected_anchor 0, 0, 0 Where it attaches on the other body.
Axis axis 0, 1, 0 The axis to turn about, in this body’s space.
Limits use_limits off Stops between Min angle and Max angle.
Min angle min_angle -90 Degrees.
Max angle max_angle 90 Degrees.
Motor use_motor off Drives itself.
Motor speed motor_speed 0 Degrees per second.
Motor max force motor_max_force 100 How hard it may push.

Rigid Body

Physics · RigidBodyComponent

How an object moves under physics.

PropertyScript nameDefault
Body type body_type Dynamic Dynamic moves under physics, Static never moves, Kinematic moves only when a script moves it. Static, Dynamic, Kinematic
Mass mass 1 Kilograms.
Linear damping linear_damping 0.1 Slows movement over time.
Angular damping angular_damping 0.1 Slows turning over time.
Gravity scale gravity_scale 1 0 floats.
Can sleep can_sleep on Rests until touched, costing nothing.
Can rotate can_rotate on Off keeps it upright.

Spring Joint

Physics · SpringJointComponent

Pulls two bodies toward a distance apart.

PropertyScript nameDefault
Connected body connected_body none The other body.
Anchor anchor 0, 0, 0 Where it attaches on this body, in its own space.
Connected anchor connected_anchor 0, 0, 0 Where it attaches on the other body.
Rest length rest_length 1 The distance it settles at.
Stiffness stiffness 100 How hard it pulls back.
Damping damping 5 How quickly it stops bouncing. 0 bounces forever.

Audio Listener

Audio · AudioListenerComponent

The ears. The first active one hears.

PropertyScript nameDefault
Active is_active on The first active listener in the scene is the one that hears.

Audio Source

Audio · AudioSourceComponent

Plays a sound.

PropertyScript nameDefault
Clip clip_guid none The sound file.
Volume volume 1 1 is the clip’s own level.
Pitch pitch 1 Speed and pitch together.
Looping looping off Starts again when it ends.
Play on awake play_on_awake on Starts when the game does.
Spatial spatial on Fades with distance and pans.
Streaming streaming off For long music and ambience.
From scripts play_requested off Set true from a script to play once.
From scripts stop_requested off Set true from a script to stop.

Script

Scripting · ScriptComponent · an object can have several

A Cog script. An object can have several. Your script components appear under their own names.

PropertyScript nameDefault
Script script_guid none The .cog file.

Animator

Animation · AnimatorComponent

Switches an object’s mesh or material between named states, from a script: get_component("Animator").play("hurt"). (Swapping, not skeletal animation.)

PropertyScript nameDefault
Current state current_state empty The state showing now.

Particle Emitter

Effects · ParticleEmitter

Throws out sprites: smoke, sparks, dust.

PropertyScript nameDefault
Playing playing on Emitting at all.
Rate rate 10 Per second.
Burst burst 0 At once, when it starts.
Looping looping on Forever, or for Duration.
Duration duration 5 Seconds, when not looping.
Max particles max_particles 1000 The most alive at once.
Shape shape Cone Where particles come from. Point, Sphere, Cone
Radius radius 0.5 Sphere and cone.
Angle angle 25 Cone spread, in degrees.
Space space World World leaves particles behind; Local carries them. World, Local
Lifetime lifetime 1, 2 Seconds.
Speed speed 1, 2 Units per second.
Size size 0.2, 0.4 Units, at birth.
Size at death size_end 1 Multiple of the birth size.
Color color #FFFFFF At birth.
Color at death color_end #FFFFFF (clear) At death.
Gravity gravity 0 Multiple of gravity. Negative rises.
Drag drag 0 Slowing down.
Texture texture none The sprite. None is a soft dot.
Blend blend Alpha Additive brightens what’s behind it: fire, sparks, magic. Alpha, Additive
Seed seed 0 0 is random each play.
From scripts emit_requested 0 Set by a script’s emit(count).
From scripts clear_requested off Set by a script’s clear().
From scripts restart_requested off Set by a script’s play() on an emitter that isn’t looping.

Canvas

UI · CanvasComponent

Shows a UI document over the screen.

PropertyScript nameDefault
Document document none The .ogui.
Visible visible on Drawn at all.
Order order 0 Higher draws on top.
Scaling scaling ConstantPixels ConstantPixels keeps every size in pixels; ScaleWithScreen scales the document as if the screen were Reference size. ConstantPixels, ScaleWithScreen
Reference size reference_size 1920, 1080 The screen size it was made for.
Screen match screen_match 0.5 0 follows width, 1 height.