Shader and script catalogue
This page is generated (python tools/gen_catalog.py). Every new project gets 426 shaders (assets/shaders/library/) and 236 scripts (scripts/src/<folder>/), plus the materials (catalogue).
How to use
Object shader: drag the .wgsl onto an object or pick it in the shader field of the MeshRenderer. Camera shader: drop it into the scene view or add it to the camera effects (params.x is the strength). The constants at the top of a file are its settings. Script: drag the file from the Project panel onto an object; its fields show in the Inspector.
Shader instead of material
An object shader currently replaces the material on an object; it is not layered on top. To combine them use a node graph (.kshader / .kmat) or export the graph with Export as WGSL shader. Shader layers over a material are planned.
Shaders (426)
Camera / general (20)
black_white, chromatic_pop, cinematic_bars, crt, damage_flash, dream_glow, drunk, edge_outline, film_grain, glitch, night_vision, pixelate, posterize, sepia, sharpen, teal_orange, thermal, tilt_shift, underwater, vhs
Camera / grade (36)
Contrast12, Contrast15, Contrast20, Contrast7, GradeBleach, GradeCool, GradeCross, GradeDusk, GradeFade, GradeGolden, GradeMatrix, GradeMoon, GradeNoir, GradeToxic, GradeVivid, GradeWarm, HueShift120, HueShift180, HueShift240, HueShift60, Saturation0, Saturation14, Saturation20, Saturation4, TintBlue, TintCyan, TintGreen, TintLime, TintMagenta, TintOrange, TintPink, TintRed, TintTeal, TintViolet, TintWhite, TintYellow
Camera / lens (13)
Chromatic1, Chromatic2, Chromatic4, Chromatic8, Grain15, Grain4, Grain8, Sharpen, SoftBlur, WaveDistort12, WaveDistort20, WaveDistort5, WaveDistort8
Camera / pixel (62)
Pixel128Autumn, Pixel128Candy, Pixel128Cga, Pixel128GameBoy, Pixel128GameBoyPocket, Pixel128Ice, Pixel128Neon, Pixel128Sepia, Pixel160Autumn, Pixel160Candy, Pixel160Cga, Pixel160GameBoy, Pixel160GameBoyPocket, Pixel160Ice, Pixel160Neon, Pixel160Sepia, Pixel240Autumn, Pixel240Candy, Pixel240Cga, Pixel240GameBoy, Pixel240GameBoyPocket, Pixel240Ice, Pixel240Neon, Pixel240Sepia, Pixel320Autumn, Pixel320Candy, Pixel320Cga, Pixel320GameBoy, Pixel320GameBoyPocket, Pixel320Ice, Pixel320Neon, Pixel320Sepia, Pixel64Autumn, Pixel64Candy, Pixel64Cga, Pixel64GameBoy, Pixel64GameBoyPocket, Pixel64Ice, Pixel64Neon, Pixel64Sepia, Pixel96Autumn, Pixel96Candy, Pixel96Cga, Pixel96GameBoy, Pixel96GameBoyPocket, Pixel96Ice, Pixel96Neon, Pixel96Sepia, PixelColour120x3, PixelColour120x4, PixelColour120x6, PixelColour160x3, PixelColour160x4, PixelColour160x6, PixelColour240x3, PixelColour240x4, PixelColour240x6, PixelColour80x3, PixelColour80x4, PixelColour80x6, PixelOutline120, PixelOutline200
Camera / retro (15)
Pixelate120, Pixelate180, Pixelate240, Pixelate60, Pixelate90, Posterize12, Posterize2, Posterize3, Posterize4, Posterize6, Posterize8, Scanlines120, Scanlines200, Scanlines300, Scanlines480
Camera / stylize (6)
Duotone, Heat, Invert, Sepia, Solarize, Threshold
Camera / vignette (6)
Vignette120, Vignette20, Vignette35, Vignette50, Vignette70, Vignette90
Object / fx3d (28)
CoverBlue, CoverGreen, CoverOrange, CoverPink, CoverViolet, CoverWhite, DissolveCyan, DissolveGreen, DissolveOrange, DissolveRed, DissolveViolet, DissolveWhite, FlameBlue, FlameCyan, FlameGreen, FlameOrange, FlameRed, FlameViolet, GlitterCyan, GlitterPink, GlitterWhite, GlitterYellow, MatCapCandy, MatCapFire, MatCapForest, MatCapOcean, MatCapSunset, MatCapToxic
Object / general (26)
bricks, checker_floor, dissolve, fire, force_field, glass, gold_metal, height_gradient, hologram, ice, lava, marble, moss_on_top, neon_glow, outline_toon, pearl, rainbow_height, rim_light, sand_ripples, snow_cover, toon, triplanar_blend, tron_grid, unlit_color, wind_sway, wood_planks
Object / glow (48)
ForceFieldCyan, ForceFieldGreen, ForceFieldMagenta, ForceFieldOrange, ForceFieldViolet, ForceFieldWhite, GhostBlue, GhostCyan, GhostGreen, GhostMagenta, GhostOrange, GhostRed, GhostViolet, GhostWhite, HologramBlue, HologramCyan, HologramGreen, HologramMagenta, HologramOrange, HologramRed, HologramWhite, HologramYellow, IridescentGreen, IridescentLime, IridescentOrange, IridescentRed, IridescentTeal, IridescentYellow, PulseBlue, PulseCyan, PulseGreen, PulseMagenta, PulseOrange, PulseRed, PulseViolet, PulseYellow, RimGlowBlue, RimGlowCyan, RimGlowGreen, RimGlowLime, RimGlowMagenta, RimGlowOrange, RimGlowPink, RimGlowRed, RimGlowTeal, RimGlowViolet, RimGlowWhite, RimGlowYellow
Object / noise (24)
FlowCandy, FlowDesert, FlowFire, FlowForest, FlowGold, FlowIce, FlowLava, FlowMono, FlowNight, FlowOcean, FlowSunset, FlowToxic, NoiseCandy, NoiseDesert, NoiseFire, NoiseForest, NoiseGold, NoiseIce, NoiseLava, NoiseMono, NoiseNight, NoiseOcean, NoiseSunset, NoiseToxic
Object / pattern (53)
Checker3DCandy, Checker3DFire, Checker3DForest, Checker3DIce, Checker3DNight, Checker3DOcean, Checker3DSunset, Checker3DToxic, GridBlue, GridCyan, GridGreen, GridMagenta, GridOrange, GridWhite, HeightGradientCandy, HeightGradientDesert, HeightGradientFire, HeightGradientForest, HeightGradientGold, HeightGradientIce, HeightGradientLava, HeightGradientMono, HeightGradientNight, HeightGradientOcean, HeightGradientSunset, HeightGradientToxic, PolkaDotsCandy, PolkaDotsFire, PolkaDotsForest, PolkaDotsOcean, PolkaDotsSunset, PolkaDotsToxic, RadialGradientCandy, RadialGradientDesert, RadialGradientFire, RadialGradientForest, RadialGradientGold, RadialGradientIce, RadialGradientLava, RadialGradientMono, RadialGradientNight, RadialGradientOcean, RadialGradientSunset, RadialGradientToxic, StripesXForest, StripesXOcean, StripesXSunset, StripesYForest, StripesYOcean, StripesYSunset, StripesZForest, StripesZOcean, StripesZSunset
Object / pixel (25)
PixelNoise10, PixelNoise16, PixelNoise6, PixelTexture128, PixelTexture16, PixelTexture32, PixelTexture64, VoxelLook16Cga, VoxelLook16GameBoy, VoxelLook16GameBoyPocket, VoxelLook16Ice, VoxelLook16Neon, VoxelLook16Sepia, VoxelLook32Cga, VoxelLook32GameBoy, VoxelLook32GameBoyPocket, VoxelLook32Ice, VoxelLook32Neon, VoxelLook32Sepia, VoxelLook8Cga, VoxelLook8GameBoy, VoxelLook8GameBoyPocket, VoxelLook8Ice, VoxelLook8Neon, VoxelLook8Sepia
Object / texture (6)
ConveyorDiagonal, ConveyorFast, ConveyorScrollDown, ConveyorScrollLeft, ConveyorScrollRight, ConveyorScrollUp
Object / toon (16)
OutlineHeavy, OutlineInk, OutlineThick, OutlineThin, Toon2BandsCyanRim, Toon2BandsOrangeRim, Toon2BandsWhiteRim, Toon3BandsCyanRim, Toon3BandsOrangeRim, Toon3BandsWhiteRim, Toon4BandsCyanRim, Toon4BandsOrangeRim, Toon4BandsWhiteRim, Toon5BandsCyanRim, Toon5BandsOrangeRim, Toon5BandsWhiteRim
Object / vertex (16)
BounceSoft, BounceStrong, BreatheSoft, BreatheStrong, FlagSoft, FlagStrong, JitterSoft, JitterStrong, RippleSoft, RippleStrong, TwistSoft, TwistStrong, WaveSoft, WaveStrong, WindSoft, WindStrong
Object / water (26)
ToonWaterInk, ToonWaterLake, ToonWaterLava, ToonWaterMilk, ToonWaterOcean, ToonWaterPool, ToonWaterRiver, ToonWaterSwamp, ToonWaterToxic, ToonWaterTropical, WaterInk, WaterLake, WaterLava, WaterMilk, WaterOcean, WaterPool, WaterRiver, WaterSwamp, WaterToxic, WaterTropical, WavySurfaceLake, WavySurfaceOcean, WavySurfacePool, WavySurfaceRiver, WavySurfaceSwamp, WavySurfaceTropical
Scripts (236)
animate (67)
| Script | Description |
|---|---|
blink_alarm | Blinks between the original colour and a flash colour. |
blink_cyan | Blinks between the original colour and a flash colour. |
blink_green | Blinks between the original colour and a flash colour. |
blink_red | Blinks between the original colour and a flash colour. |
blink_warning | Blinks between the original colour and a flash colour. |
bob_x | Moves up and down along X like a buoy. |
bob_xbig | Moves up and down along X like a buoy. |
bob_xsmall | Moves up and down along X like a buoy. |
bob_y | Moves up and down along Y like a buoy. |
bob_ybig | Moves up and down along Y like a buoy. |
bob_ysmall | Moves up and down along Y like a buoy. |
bob_z | Moves up and down along Z like a buoy. |
bob_zbig | Moves up and down along Z like a buoy. |
bob_zsmall | Moves up and down along Z like a buoy. |
color_cycle | Cycles the object colour through the rainbow. |
color_cycle_disco | Cycles the object colour through the rainbow. |
color_cycle_fast | Cycles the object colour through the rainbow. |
color_cycle_slow | Cycles the object colour through the rainbow. |
drive | Moves forward (local -Z) at a constant speed in metres per second. |
drive_fast | Moves forward (local -Z) at a constant speed in metres per second. |
drive_slow | Moves forward (local -Z) at a constant speed in metres per second. |
flicker | Switches the object on and off irregularly like a broken lamp. |
flicker_fast | Switches the object on and off irregularly like a broken lamp. |
flicker_slow | Switches the object on and off irregularly like a broken lamp. |
hover_float | Bobs up and down while slowly turning: pickups, crystals, floating signs. |
hover_hover | Bobs up and down while slowly turning: pickups, crystals, floating signs. |
hover_idle | Bobs up and down while slowly turning: pickups, crystals, floating signs. |
hover_levitate | Bobs up and down while slowly turning: pickups, crystals, floating signs. |
orbit_centre | Circles around the point where the object started (or an object named in center). |
orbit_centre_close | Circles around the point where the object started (or an object named in center). |
orbit_centre_fast | Circles around the point where the object started (or an object named in center). |
orbit_centre_slow | Circles around the point where the object started (or an object named in center). |
orbit_centre_tiny | Circles around the point where the object started (or an object named in center). |
orbit_centre_wide | Circles around the point where the object started (or an object named in center). |
pulse_scale | Scales the object smoothly between a minimum and a maximum. |
pulse_scale_breathing | Scales the object smoothly between a minimum and a maximum. |
pulse_scale_gentle | Scales the object smoothly between a minimum and a maximum. |
pulse_scale_heartbeat | Scales the object smoothly between a minimum and a maximum. |
pulse_scale_pop | Scales the object smoothly between a minimum and a maximum. |
pulse_scale_strong | Scales the object smoothly between a minimum and a maximum. |
slide_x | Slides back and forth along X. |
slide_xlong | Slides back and forth along X. |
slide_xshort | Slides back and forth along X. |
slide_y | Slides back and forth along Y. |
slide_ylong | Slides back and forth along Y. |
slide_yshort | Slides back and forth along Y. |
slide_z | Slides back and forth along Z. |
slide_zlong | Slides back and forth along Z. |
slide_zshort | Slides back and forth along Z. |
spin_x | Rotates around the X axis (90 degrees per second by default). |
spin_xfast | Rotates around the X axis (360 degrees per second by default). |
spin_xslow | Rotates around the X axis (20 degrees per second by default). |
spin_y | Rotates around the Y axis (90 degrees per second by default). |
spin_yfast | Rotates around the Y axis (360 degrees per second by default). |
spin_yslow | Rotates around the Y axis (20 degrees per second by default). |
spin_z | Rotates around the Z axis (90 degrees per second by default). |
spin_zfast | Rotates around the Z axis (360 degrees per second by default). |
spin_zslow | Rotates around the Z axis (20 degrees per second by default). |
wobble_xrock | Swings around X by +-10 degrees. |
wobble_xshake | Swings around X by +-4 degrees. |
wobble_xsway | Swings around X by +-25 degrees. |
wobble_yrock | Swings around Y by +-10 degrees. |
wobble_yshake | Swings around Y by +-4 degrees. |
wobble_ysway | Swings around Y by +-25 degrees. |
wobble_zrock | Swings around Z by +-10 degrees. |
wobble_zshake | Swings around Z by +-4 degrees. |
wobble_zsway | Swings around Z by +-25 degrees. |
audio (7)
| Script | Description |
|---|---|
ambient_loop | Starts a music or ambience loop when the game starts. |
master_volume_full | Sets the master volume to 1.0. |
master_volume_half | Sets the master volume to 0.5. |
master_volume_quiet | Sets the master volume to 0.2. |
stereo_loop_centre | Plays a looping 2D sound panned to the centre. |
stereo_loop_left | Plays a looping 2D sound panned to the left. |
stereo_loop_right | Plays a looping 2D sound panned to the right. |
camera (24)
| Script | Description |
|---|---|
camera_shake | Shakes the camera when a "shake" message arrives (send it with ctx.emit("shake", json!({}))), |
zoom_on_key | Hold the right mouse button to zoom the camera in (a field-of-view change), release to return. |
camera_pan | Turns the camera around the vertical axis for trailers and menus. |
camera_pan_fast | Turns the camera around the vertical axis for trailers and menus. |
camera_pan_slow | Turns the camera around the vertical axis for trailers and menus. |
follow_behind_smooth | Follows the object named target with an offset (0.0, 3.0, 7.0), smoothing 5.0. |
follow_behind_tight | Follows the object named target with an offset (0.0, 3.0, 7.0), smoothing 14.0. |
follow_close_smooth | Follows the object named target with an offset (0.0, 1.8, 3.5), smoothing 5.0. |
follow_close_tight | Follows the object named target with an offset (0.0, 1.8, 3.5), smoothing 14.0. |
follow_high_smooth | Follows the object named target with an offset (0.0, 9.0, 6.0), smoothing 5.0. |
follow_high_tight | Follows the object named target with an offset (0.0, 9.0, 6.0), smoothing 14.0. |
follow_shoulder_smooth | Follows the object named target with an offset (1.2, 1.9, 3.0), smoothing 5.0. |
follow_shoulder_tight | Follows the object named target with an offset (1.2, 1.9, 3.0), smoothing 14.0. |
follow_side_smooth | Follows the object named target with an offset (9.0, 2.5, 0.0), smoothing 5.0. |
follow_side_tight | Follows the object named target with an offset (9.0, 2.5, 0.0), smoothing 14.0. |
follow_top_down_smooth | Follows the object named target with an offset (0.0, 14.0, 0.5), smoothing 5.0. |
follow_top_down_tight | Follows the object named target with an offset (0.0, 14.0, 0.5), smoothing 14.0. |
fov_breath_cinematic | Slowly changes the field of view between two values. |
fov_breath_sprint | Slowly changes the field of view between two values. |
fov_breath_wide | Slowly changes the field of view between two values. |
shake_on_key | Shakes the camera for a moment when you press C (impact feeling). |
shake_on_key_hard | Shakes the camera for a moment when you press C (impact feeling). |
shake_on_key_quake | Shakes the camera for a moment when you press C (impact feeling). |
shake_on_key_soft | Shakes the camera for a moment when you press C (impact feeling). |
control (31)
| Script | Description |
|---|---|
drive_arrows | Car-style control with the ARROWS keys: forward / back and steering. |
drive_ijkl | Car-style control with the IJKL keys: forward / back and steering. |
drive_wasd | Car-style control with the WASD keys: forward / back and steering. |
jump | Jumps with Space when the body is close to the ground (a physics RigidBody is required). |
jump_high | Jumps with Space when the body is close to the ground (a physics RigidBody is required). |
jump_low | Jumps with Space when the body is close to the ground (a physics RigidBody is required). |
jump_moon | Jumps with Space when the body is close to the ground (a physics RigidBody is required). |
move_arrows_run | Moves the object on the ground with the ARROWS keys (7.0 m/s). Not physics based. |
move_arrows_sprint | Moves the object on the ground with the ARROWS keys (12.0 m/s). Not physics based. |
move_arrows_walk | Moves the object on the ground with the ARROWS keys (3.0 m/s). Not physics based. |
move_ijkl_run | Moves the object on the ground with the IJKL keys (7.0 m/s). Not physics based. |
move_ijkl_sprint | Moves the object on the ground with the IJKL keys (12.0 m/s). Not physics based. |
move_ijkl_walk | Moves the object on the ground with the IJKL keys (3.0 m/s). Not physics based. |
move_wasd_run | Moves the object on the ground with the WASD keys (7.0 m/s). Not physics based. |
move_wasd_sprint | Moves the object on the ground with the WASD keys (12.0 m/s). Not physics based. |
move_wasd_walk | Moves the object on the ground with the WASD keys (3.0 m/s). Not physics based. |
shoot_ball_e | Throws a physics ball forward with E. |
shoot_ball_f | Throws a physics ball forward with F. |
shoot_ball_mouse | Throws a physics ball forward with the left mouse button. |
sound_on_e | Plays a sound when E is pressed. |
sound_on_f | Plays a sound when F is pressed. |
sound_on_num1 | Plays a sound when Num1 is pressed. |
sound_on_num2 | Plays a sound when Num2 is pressed. |
sound_on_space | Plays a sound when Space is pressed. |
toggle_e | Shows or hides the object when you press E. |
toggle_enter | Shows or hides the object when you press Enter. |
toggle_f | Shows or hides the object when you press F. |
toggle_space | Shows or hides the object when you press Space. |
turn_arrows | Turns left and right with the ARROWS keys. |
turn_ijkl | Turns left and right with the IJKL keys. |
turn_wasd | Turns left and right with the WASD keys. |
debug (7)
| Script | Description |
|---|---|
log_fps_five | Prints the frame rate every 5.0 s. |
log_fps_second | Prints the frame rate every 1.0 s. |
log_globals | Prints the shared variable score every 2 s. |
log_position_five | Prints the object position every 5.0 s. |
log_position_second | Prints the object position every 1.0 s. |
log_position_tenth | Prints the object position every 0.1 s. |
log_tags | Prints the tags of the object once at start. |
gameplay (65)
| Script | Description |
|---|---|
collectible | A pickup: spins, bobs, and is collected when the player (an object named "Player") gets close. |
look_at | Turns the object towards another object (turrets, eyes, signs). |
respawn | Puts the object back at its start (or a chosen point) when it falls out of the world. |
score_counter | Counts "collected" messages and shows the score; announces the win. |
spawner | Drops a new physics primitive at this object every few seconds, and removes it later. |
button_click | Sends the signal open when the Player is near and presses E. |
button_enter | Sends the signal open when the Player is near and presses Enter. |
count_clicks | Increments the shared variable clicks each time Space is pressed (a test counter). |
count_deaths | Increments the shared variable deaths each time Space is pressed (a test counter). |
count_kills | Increments the shared variable kills each time Space is pressed (a test counter). |
count_score | Increments the shared variable score each time Space is pressed (a test counter). |
despawn_after10s | Removes the object 10 seconds after the game starts. |
despawn_after1s | Removes the object 1 seconds after the game starts. |
despawn_after2s | Removes the object 2 seconds after the game starts. |
despawn_after30s | Removes the object 30 seconds after the game starts. |
despawn_after3s | Removes the object 3 seconds after the game starts. |
despawn_after5s | Removes the object 5 seconds after the game starts. |
heartbeat_five | Broadcasts the signal tick_5 every 5.0 s. |
heartbeat_minute | Broadcasts the signal tick_60 every 60.0 s. |
heartbeat_second | Broadcasts the signal tick_1 every 1.0 s. |
heartbeat_ten | Broadcasts the signal tick_10 every 10.0 s. |
kill_zone_deep | Teleports the object back to where it started when it falls below y = -100.0. |
kill_zone_floor | Teleports the object back to where it started when it falls below y = -20.0. |
kill_zone_shallow | Teleports the object back to where it started when it falls below y = -5.0. |
message_hint | Shows the message "Press E to interact" once when the game starts. |
message_objective | Shows the message "Find the exit" once when the game starts. |
message_warning | Shows the message "Careful!" once when the game starts. |
message_welcome | Shows the message "Welcome!" once when the game starts. |
message_win | Shows the message "You win!" once when the game starts. |
pickup_ammo | Adds 10 to the shared variable ammo when the Player touches it. |
pickup_coin | A pickup worth 1 point(s): spins, and is collected by the object named Player. Adds to the shared variable score. |
pickup_coins | Adds 5 to the shared variable coins when the Player touches it. |
pickup_crystal | A pickup worth 25 point(s): spins, and is collected by the object named Player. Adds to the shared variable score. |
pickup_energy | Adds 50 to the shared variable energy when the Player touches it. |
pickup_gem | A pickup worth 10 point(s): spins, and is collected by the object named Player. Adds to the shared variable score. |
pickup_health | Adds 25 to the shared variable health when the Player touches it. |
pickup_lives | Adds 1 to the shared variable lives when the Player touches it. |
pickup_orb | A pickup worth 2 point(s): spins, and is collected by the object named Player. Adds to the shared variable score. |
pickup_star | A pickup worth 5 point(s): spins, and is collected by the object named Player. Adds to the shared variable score. |
proximity_signal | Sends a signal once when the Player comes close. |
proximity_signal_far | Sends a signal once when the Player comes close. |
proximity_signal_near | Sends a signal once when the Player comes close. |
proximity_signal_wide | Sends a signal once when the Player comes close. |
respawn | Puts the object back at its start after 3.0 s without moving (stuck objects). |
respawn_fast | Puts the object back at its start after 1.0 s without moving (stuck objects). |
respawn_slow | Puts the object back at its start after 8.0 s without moving (stuck objects). |
slide_door_x | Slides 3.5 m along X when it receives the signal open and back on close. |
slide_door_xshort | Slides 2.0 m along X when it receives the signal open and back on close. |
slide_door_y | Slides 3.5 m along Y when it receives the signal open and back on close. |
slide_door_yshort | Slides 2.0 m along Y when it receives the signal open and back on close. |
slide_door_z | Slides 3.5 m along Z when it receives the signal open and back on close. |
slide_door_zshort | Slides 2.0 m along Z when it receives the signal open and back on close. |
spawn_capsule_fast | Drops a physics capsule every 0.4 s above the object (at most max_alive at a time). |
spawn_capsule_slow | Drops a physics capsule every 2.0 s above the object (at most max_alive at a time). |
spawn_cone_fast | Drops a physics cone every 0.4 s above the object (at most max_alive at a time). |
spawn_cone_slow | Drops a physics cone every 2.0 s above the object (at most max_alive at a time). |
spawn_cube_fast | Drops a physics cube every 0.4 s above the object (at most max_alive at a time). |
spawn_cube_slow | Drops a physics cube every 2.0 s above the object (at most max_alive at a time). |
spawn_cylinder_fast | Drops a physics cylinder every 0.4 s above the object (at most max_alive at a time). |
spawn_cylinder_slow | Drops a physics cylinder every 2.0 s above the object (at most max_alive at a time). |
spawn_sphere_fast | Drops a physics sphere every 0.4 s above the object (at most max_alive at a time). |
spawn_sphere_slow | Drops a physics sphere every 2.0 s above the object (at most max_alive at a time). |
teleport_camera | Moves the object to the object named Main Camera when T is pressed. |
teleport_player | Moves the object to the object named Player when T is pressed. |
teleport_target | Moves the object to the object named Target when T is pressed. |
movement (9)
| Script | Description |
|---|---|
bobber | Floats up and down like a pickup or a buoy. |
fly_camera | Free-fly camera: WASD, mouse look, Space / Ctrl for up and down, Shift to go faster. |
follow_camera | Smoothly follows an object from behind and above, always looking at it. |
fps_player | First-person player on a capsule body: WASD, mouse look, Space to jump, Shift to sprint, |
jumper | Adds a jump (Space) to a physics body: only when something is under its feet. |
orbit | Circles around a point and keeps looking at it: product shots, menus, cutscenes. |
patrol | Moves back and forth along an axis (a moving platform, a patrolling enemy). |
spinner | Rotates the object continuously (degrees per second around each axis). |
top_down_mover | Moves a body on the ground plane with WASD (top-down and isometric games). |
ui (1)
| Script | Description |
|---|---|
welcome_message | Shows a message and an objective when the game starts. |
world (25)
| Script | Description |
|---|---|
clouds_clear | Sets the cloud cover to 0.0. |
clouds_cloudy | Sets the cloud cover to 0.6. |
clouds_few | Sets the cloud cover to 0.25. |
clouds_overcast | Sets the cloud cover to 1.0. |
day_night | Sets the day length: 0.2 game hours per second. |
day_night_fast | Sets the day length: 1.0 game hours per second. |
day_night_frozen | Sets the day length: 0.0 game hours per second. |
day_night_slow | Sets the day length: 0.05 game hours per second. |
day_night_timelapse | Sets the day length: 4.0 game hours per second. |
exposure_blinding | Sets the exposure to 3.0. |
exposure_bright | Sets the exposure to 1.5. |
exposure_dark | Sets the exposure to 0.5. |
look_cinematic | Applies the cinematic post-processing look when the game starts. |
look_crisp | Applies the crisp post-processing look when the game starts. |
look_dreamy | Applies the dreamy post-processing look when the game starts. |
look_plain | Applies the none post-processing look when the game starts. |
look_retro | Applies the retro post-processing look when the game starts. |
set_time_dawn | Sets the time of day to 6.0 h and freezes it. |
set_time_dusk | Sets the time of day to 18.5 h and freezes it. |
set_time_evening | Sets the time of day to 20.0 h and freezes it. |
set_time_midnight | Sets the time of day to 0.0 h and freezes it. |
set_time_morning | Sets the time of day to 9.0 h and freezes it. |
set_time_noon | Sets the time of day to 12.0 h and freezes it. |
day_night_cycle | Runs the sky clock. Clouds thicken towards evening. Keys T / Y change the hour by hand. |
night_light | A lamp that switches on at dusk, flickers like a flame and goes out at dawn. |