Strata - v1.4.10
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Examples
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core
Module core
Core Mathematical and Procedural Generation Utilities.
References - World Building
WeatherSystem
→
WeatherSystemCore
References - Effects & Atmosphere
ParticleEmitter
→
ParticleEmitterCore
References - Player Experience
CameraShake
→
CameraShakeCore
References - Other
adaptCloudColorsForTimeOfDay
→
adaptCloudColorsForTimeOfDay
AdapterMap
→
AdapterMap
addComponent
→
addComponent
addEdge
→
addEdge
addNode
→
addNode
AdvancedWaterMaterialOptions
→
AdvancedWaterMaterialOptions
aGreedy
→
aGreedy
angleToAxis
→
angleToAxis
AnimationBlendReturn
→
AnimationBlendReturn
AnimationChunk
→
AnimationChunk
AnimationContext
→
AnimationContext
AnimationEvent
→
AnimationEvent
AnimationMachineConfig
→
AnimationMachineConfig
AnimationMachineReturn
→
AnimationMachineReturn
animationSnippet
→
animationSnippet
AnimationStateConfig
→
AnimationStateConfig
AnimationStateName
→
AnimationStateName
AnimationTransitionConfig
→
AnimationTransitionConfig
apertureToBokehScale
→
apertureToBokehScale
applyDrag
→
applyDrag
applySpriteSheetFrame
→
applySpriteSheetFrame
approximately
→
approximately
Archetype
→
Archetype
ARCHETYPES
→
ARCHETYPES
aStar
→
aStar
AudioBus
→
AudioBus
AudioConfig
→
AudioConfig
AudioFormat
→
AudioFormat
AudioListenerState
→
AudioListenerState
AudioMixer
→
AudioMixer
AutoSaveConfig
→
AutoSaveConfig
axisToAngle
→
axisToAngle
axisToMagnitude
→
axisToMagnitude
BaseEntity
→
BaseEntity
batchLODObjects
→
batchLODObjects
BillboardConfig
→
BillboardConfig
BiomeData
→
BiomeData
blendGodRayColors
→
blendGodRayColors
blendPostProcessingPresets
→
blendPostProcessingPresets
BlendTreeConfig
→
BlendTreeConfig
BlendTreeNode
→
BlendTreeNode
BlendWeights
→
BlendWeights
BloomSettings
→
BloomSettings
BoneChain
→
BoneChain
BoneConstraint
→
BoneConstraint
BrightnessContrastSettings
→
BrightnessContrastSettings
buffer
→
buffer
buildFragmentShader
→
buildFragmentShader
buildVertexShader
→
buildVertexShader
BuoyancyConfig
→
BuoyancyConfig
button
→
button
calcNormal
→
calcNormal
calculateAverageStats
→
calculateAverageStats
calculateBlendWeights
→
calculateBlendWeights
calculateBoneRotation
→
calculateBoneRotation
calculateBuoyancyForce
→
calculateBuoyancyForce
calculateChecksum
→
calculateChecksum
calculateDistance
→
calculateDistance
calculateExplosionForce
→
calculateExplosionForce
calculateFade
→
calculateFade
calculateFocusDistance
→
calculateFocusDistance
calculateFocusDistanceToMesh
→
calculateFocusDistanceToMesh
calculateForce
→
calculateForce
calculateGodRayIntensityFromAngle
→
calculateGodRayIntensityFromAngle
calculateHeadBob
→
calculateHeadBob
calculateImpostorAngle
→
calculateImpostorAngle
calculateImpulse
→
calculateImpulse
calculateJumpImpulse
→
calculateJumpImpulse
calculateLandingVelocity
→
calculateLandingVelocity
calculateLODLevel
→
calculateLODLevel
calculateLookAhead
→
calculateLookAhead
calculateScatteringIntensity
→
calculateScatteringIntensity
calculateScreenShakeIntensity
→
calculateScreenShakeIntensity
calculateScreenSpaceSize
→
calculateScreenSpaceSize
calculateSlopeAngle
→
calculateSlopeAngle
calculateSteeringAngle
→
calculateSteeringAngle
calculateSuspensionForce
→
calculateSuspensionForce
calculateTemperature
→
calculateTemperature
calculateVegetationDensity
→
calculateVegetationDensity
calculateWindOffset
→
calculateWindOffset
CameraDebugValues
→
CameraDebugValues
CameraPath
→
CameraPath
CameraShakeConfig
→
CameraShakeConfig
CameraShakeCore
→
CameraShakeCore
CameraShakeType
→
CameraShakeType
CCDSolver
→
CCDSolver
CharacterControllerConfig
→
CharacterControllerConfig
CheckpointData
→
CheckpointData
CheckpointOptions
→
CheckpointOptions
ChromaticAberrationSettings
→
ChromaticAberrationSettings
clamp
→
clamp
clamp01
→
clamp01
clampAngle
→
clampAngle
clampAxis
→
clampAxis
clampProgress
→
clampProgress
clearTunnels
→
clearTunnels
CloudLayerConfig
→
CloudLayerConfig
CloudMaterialOptions
→
CloudMaterialOptions
CloudSkyConfig
→
CloudSkyConfig
CollisionFilter
→
CollisionFilter
collisionFilters
→
collisionFilters
CollisionLayer
→
CollisionLayer
ColorChunk
→
ColorChunk
ColorGradingSettings
→
ColorGradingSettings
colorSnippet
→
colorSnippet
combineSystems
→
combineSystems
ComponentKeys
→
ComponentKeys
composeShaderChunks
→
composeShaderChunks
conditionalSystem
→
conditionalSystem
countEntities
→
countEntities
create
→
create
createAdvancedWaterMaterial
→
createAdvancedWaterMaterial
createAnimationMachine
→
createAnimationMachine
createBillboardMatrix
→
createBillboardMatrix
createBloodSplatterTexture
→
createBloodSplatterTexture
createBoneChain
→
createBoneChain
createBoneChainFromLengths
→
createBoneChainFromLengths
createBulletHoleTexture
→
createBulletHoleTexture
createCloudLayerGeometry
→
createCloudLayerGeometry
createCloudLayerMaterial
→
createCloudLayerMaterial
createColorUniform
→
createColorUniform
createCombatMachine
→
createCombatMachine
createDebugButton
→
createDebugButton
createDebugPanel
→
createDebugPanel
createDecalTexture
→
createDecalTexture
createDefaultBuoyancyConfig
→
createDefaultBuoyancyConfig
createDefaultCharacterConfig
→
createDefaultCharacterConfig
createDefaultCloudSkyConfig
→
createDefaultCloudSkyConfig
createDefaultCrosshair
→
createDefaultCrosshair
createDefaultDamageNumber
→
createDefaultDamageNumber
createDefaultDestructibleConfig
→
createDefaultDestructibleConfig
createDefaultDialog
→
createDefaultDialog
createDefaultInventory
→
createDefaultInventory
createDefaultMinimap
→
createDefaultMinimap
createDefaultNameplate
→
createDefaultNameplate
createDefaultNotification
→
createDefaultNotification
createDefaultPhysicsConfig
→
createDefaultPhysicsConfig
createDefaultProgressBar
→
createDefaultProgressBar
createDefaultTooltip
→
createDefaultTooltip
createDefaultVehicleConfig
→
createDefaultVehicleConfig
createDitherPattern
→
createDitherPattern
createFootprintTexture
→
createFootprintTexture
createFromArchetype
→
createFromArchetype
createGameStore
→
createGameStore
createGeometryFromMarchingCubes
→
createGeometryFromMarchingCubes
createGodRaysMaterial
→
createGodRaysMaterial
createGraph
→
createGraph
createGridGraph
→
createGridGraph
createHumanoidRagdoll
→
createHumanoidRagdoll
createImpostorGeometry
→
createImpostorGeometry
createImpostorTexture
→
createImpostorTexture
createInputManager
→
createInputManager
createInstancedMesh
→
createInstancedMesh
createLocomotionMachine
→
createLocomotionMachine
createLODLevels
→
createLODLevels
createNGraph
→
createNGraph
createNoise2D
→
createNoise2D
createNoise3D
→
createNoise3D
createNoise4D
→
createNoise4D
createParticleEmitter
→
createParticleEmitter
createPathfinder
→
createPathfinder
createPersistenceAdapter
→
createPersistenceAdapter
createPointLightSphereGeometry
→
createPointLightSphereGeometry
createProgressUniform
→
createProgressUniform
createRaymarchingGeometry
→
createRaymarchingGeometry
createRaymarchingMaterial
→
createRaymarchingMaterial
createReactAPI
→
createReactAPI
createScorchMarkTexture
→
createScorchMarkTexture
createSkyGeometry
→
createSkyGeometry
createSkyMaterial
→
createSkyMaterial
createSoundManager
→
createSoundManager
createSpatialAudio
→
createSpatialAudio
createSpotlightConeGeometry
→
createSpotlightConeGeometry
createSpriteSheetAnimation
→
createSpriteSheetAnimation
createSpriteSheetMaterial
→
createSpriteSheetMaterial
createStatsSnapshot
→
createStatsSnapshot
createSystem
→
createSystem
createSystemScheduler
→
createSystemScheduler
createTerrainNoise
→
createTerrainNoise
createTimeUniform
→
createTimeUniform
createTunnel
→
createTunnel
createUnderwaterOverlayMaterial
→
createUnderwaterOverlayMaterial
createVector2Uniform
→
createVector2Uniform
createVector3Uniform
→
createVector3Uniform
createVegetationLODLevels
→
createVegetationLODLevels
createVolumetricCloudGeometry
→
createVolumetricCloudGeometry
createVolumetricCloudMaterial
→
createVolumetricCloudMaterial
createVolumetricFogMeshMaterial
→
createVolumetricFogMeshMaterial
createVolumetricPointLightMaterial
→
createVolumetricPointLightMaterial
createVolumetricSpotlightMaterial
→
createVolumetricSpotlightMaterial
createWaterGeometry
→
createWaterGeometry
createWaterMaterial
→
createWaterMaterial
createWaterPuddleTexture
→
createWaterPuddleTexture
createWeatherSystem
→
createWeatherSystem
createWebPersistenceAdapter
→
createWebPersistenceAdapter
createWindSimulation
→
createWindSimulation
createWorld
→
createWorld
CrosshairConfig
→
CrosshairConfig
DamageNumberConfig
→
DamageNumberConfig
dampedSpring
→
dampedSpring
dampedSpringVector3
→
dampedSpringVector3
DayNightConfig
→
DayNightConfig
DebugInputs
→
DebugInputs
DebugOverlayTunnel
→
DebugOverlayTunnel
DebugPanelConfig
→
DebugPanelConfig
DebugPanelTheme
→
DebugPanelTheme
DebugPreset
→
DebugPreset
DebugSchema
→
DebugSchema
DebugStore
→
DebugStore
DebugTunnelId
→
DebugTunnelId
DebugValue
→
DebugValue
DecalInstance
→
DecalInstance
DecalProjector
→
DecalProjector
DecalProjectorConfig
→
DecalProjectorConfig
DEFAULT_FBM_CONFIG
→
DEFAULT_FBM_CONFIG
DEFAULT_SPATIAL_CONFIG
→
DEFAULT_SPATIAL_CONFIG
defaultEffectSettings
→
defaultEffectSettings
degToRad
→
degToRad
deltaAngle
→
deltaAngle
DestructibleConfig
→
DestructibleConfig
detectCapabilities
→
detectCapabilities
detectPlatform
→
detectPlatform
DialogChoice
→
DialogChoice
DialogConfig
→
DialogConfig
DialogLine
→
DialogLine
DistanceModel
→
DistanceModel
distanceSquared2D
→
distanceSquared2D
distanceSquared3D
→
distanceSquared3D
dofScenarios
→
dofScenarios
DOFSettings
→
DOFSettings
DragState
→
DragState
easeInCubic
→
easeInCubic
easeInOutCubic
→
easeInOutCubic
easeOutCubic
→
easeOutCubic
easeOutElastic
→
easeOutElastic
easing
→
easing
EasingFn
→
EasingFn
EdgeData
→
EdgeData
EffectsChunk
→
EffectsChunk
EmissionShape
→
EmissionShape
EmitterShapeParams
→
EmitterShapeParams
ENVIRONMENT_PRESETS
→
ENVIRONMENT_PRESETS
EnvironmentEffectConfig
→
EnvironmentEffectConfig
EnvironmentPreset
→
EnvironmentPreset
evaluateCatmullRom
→
evaluateCatmullRom
FABRIKSolver
→
FABRIKSolver
fbm
→
fbm
fbm2D
→
fbm2D
fbm3D
→
fbm3D
FBMConfig
→
FBMConfig
FilmGrainSettings
→
FilmGrainSettings
findClosestNode
→
findClosestNode
findEntityById
→
findEntityById
findPath
→
findPath
findPathDijkstra
→
findPathDijkstra
focalLengthToFOV
→
focalLengthToFOV
folder
→
folder
formatNumber
→
formatNumber
formatProgressText
→
formatProgressText
formatStats
→
formatStats
FormatStatsOptions
→
FormatStatsOptions
FormattedStats
→
FormattedStats
fovToFocalLength
→
fovToFocalLength
FOVTransition
→
FOVTransition
FOVTransitionConfig
→
FOVTransitionConfig
FPSCounterTunnel
→
FPSCounterTunnel
fromNavMesh
→
fromNavMesh
GaitConfig
→
GaitConfig
GaitState
→
GaitState
GamepadState
→
GamepadState
GameStore
→
GameStore
GameStoreActions
→
GameStoreActions
GameStoreApi
→
GameStoreApi
generateDebrisVelocity
→
generateDebrisVelocity
generateEntityId
→
generateEntityId
generateInstanceData
→
generateInstanceData
generateLODGeometries
→
generateLODGeometries
generateTerrainChunk
→
generateTerrainChunk
getAnchorOffset
→
getAnchorOffset
getAudioContext
→
getAudioContext
getBiomeAt
→
getBiomeAt
getDamageNumberColor
→
getDamageNumberColor
getDebugTunnel
→
getDebugTunnel
getLightScreenPosition
→
getLightScreenPosition
getNotificationColor
→
getNotificationColor
getNotificationIcon
→
getNotificationIcon
getPrecipitationType
→
getPrecipitationType
getSpriteSheetUVs
→
getSpriteSheetUVs
getTerrainHeight
→
getTerrainHeight
getTextDirection
→
getTextDirection
getTimeOfDayEffects
→
getTimeOfDayEffects
getTunnel
→
getTunnel
GodRaysMaterialOptions
→
GodRaysMaterialOptions
GraphEdge
→
GraphEdge
GraphNode
→
GraphNode
HapticFeedback
→
HapticFeedback
HapticPattern
→
HapticPattern
hasComponents
→
hasComponents
hermiteInterpolate
→
hermiteInterpolate
Howl
→
Howl
Howler
→
Howler
IKSolverResult
→
IKSolverResult
immer
→
immer
ImpostorConfig
→
ImpostorConfig
InputAxis
→
InputAxis
InputEvent
→
InputEvent
InputManager
→
InputManager
InputManagerConfig
→
InputManagerConfig
InputStateMachine
→
InputStateMachine
InstanceData
→
InstanceData
InstancingOptions
→
InstancingOptions
interpolateLODMaterials
→
interpolateLODMaterials
InventoryConfig
→
InventoryConfig
InventorySlot
→
InventorySlot
inverseLerp
→
inverseLerp
isAudioContextUnlocked
→
isAudioContextUnlocked
isCapacitor
→
isCapacitor
isNative
→
isNative
isWalkableSlope
→
isWalkableSlope
isWeb
→
isWeb
lerp
→
lerp
lerpAngle
→
lerpAngle
LerpFn
→
LerpFn
lerpVector3
→
lerpVector3
Leva
→
Leva
LevaPanel
→
LevaPanel
LightingChunk
→
LightingChunk
LightingDebugValues
→
LightingDebugValues
lightingSnippet
→
lightingSnippet
LODConfig
→
LODConfig
LODLevel
→
LODLevel
LODManager
→
LODManager
LODState
→
LODState
LookAtConfig
→
LookAtConfig
LookAtController
→
LookAtController
LookAtState
→
LookAtState
LUTConfig
→
LUTConfig
lutConfigs
→
lutConfigs
marchingCubes
→
marchingCubes
MarchingCubesOptions
→
MarchingCubesOptions
MarchingCubesResult
→
MarchingCubesResult
MinimapConfig
→
MinimapConfig
MinimapMarker
→
MinimapMarker
misc
→
misc
moveTowards
→
moveTowards
NameplateConfig
→
NameplateConfig
NavMesh
→
NavMesh
NavMeshConversionOptions
→
NavMeshConversionOptions
nba
→
nba
NGraph
→
NGraph
NLink
→
NLink
NNode
→
NNode
NodeData
→
NodeData
NodeId
→
NodeId
Noise2D
→
Noise2D
noise3D
→
noise3D
Noise3D
→
Noise3D
Noise4D
→
Noise4D
NoiseChunk
→
NoiseChunk
NoiseSettings
→
NoiseSettings
noiseSnippet
→
noiseSnippet
normalizeAxisValue
→
normalizeAxisValue
NotificationConfig
→
NotificationConfig
NPathFinder
→
NPathFinder
opIntersection
→
opIntersection
opSmoothIntersection
→
opSmoothIntersection
opSmoothSubtraction
→
opSmoothSubtraction
opSmoothUnion
→
opSmoothUnion
opSubtraction
→
opSubtraction
OptionalComponents
→
OptionalComponents
opUnion
→
opUnion
ParticleBehavior
→
ParticleBehavior
ParticleEmitterConfig
→
ParticleEmitterConfig
ParticleEmitterCore
→
ParticleEmitterCore
ParticleEmitterType
→
ParticleEmitterType
ParticleForces
→
ParticleForces
PathfinderConfig
→
PathfinderConfig
PathResult
→
PathResult
PerformanceStats
→
PerformanceStats
PersistenceAdapter
→
PersistenceAdapter
PhysicsConfig
→
PhysicsConfig
PhysicsDebugValues
→
PhysicsDebugValues
PhysicsMaterial
→
PhysicsMaterial
pingPong
→
pingPong
Platform
→
Platform
PlatformCapabilities
→
PlatformCapabilities
PointerState
→
PointerState
Position3D
→
Position3D
PostProcessingDebugValues
→
PostProcessingDebugValues
PostProcessingMood
→
PostProcessingMood
PostProcessingPreset
→
PostProcessingPreset
ProceduralGait
→
ProceduralGait
ProgressBarConfig
→
ProgressBarConfig
projectVelocityOntoGround
→
projectVelocityOntoGround
QueryResult
→
QueryResult
radToDeg
→
radToDeg
RagdollBodyPart
→
RagdollBodyPart
RagdollConfig
→
RagdollConfig
RagdollJointConfig
→
RagdollJointConfig
random
→
random
RandomFn
→
RandomFn
Range
→
Range
RaymarchingMaterialOptions
→
RaymarchingMaterialOptions
remap
→
remap
remapRange
→
remapRange
removeComponent
→
removeComponent
RequiredComponents
→
RequiredComponents
resetEntityIdCounter
→
resetEntityIdCounter
resetPlatformCache
→
resetPlatformCache
resumeAudioContext
→
resumeAudioContext
ridgedNoise2D
→
ridgedNoise2D
sampleCloudDensity
→
sampleCloudDensity
sampleCurve
→
sampleCurve
SaveData
→
SaveData
ScreenPosition
→
ScreenPosition
ScreenShakeIntensity
→
ScreenShakeIntensity
screenToWorld
→
screenToWorld
sdBox
→
sdBox
sdCapsule
→
sdCapsule
sdCaves
→
sdCaves
sdCone
→
sdCone
sdPlane
→
sdPlane
sdRock
→
sdRock
sdSphere
→
sdSphere
sdTerrain
→
sdTerrain
sdTorus
→
sdTorus
selectAdapter
→
selectAdapter
SepiaSettings
→
SepiaSettings
setupAutoUnlock
→
setupAutoUnlock
ShaderChunkCategory
→
ShaderChunkCategory
ShaderChunks
→
ShaderChunks
ShaderUniform
→
ShaderUniform
ShaderUniforms
→
ShaderUniforms
shouldUseLOD
→
shouldUseLOD
SimplificationOptions
→
SimplificationOptions
simplifyGeometry
→
simplifyGeometry
simplifyPath
→
simplifyPath
SkyMaterialOptions
→
SkyMaterialOptions
slerp
→
slerp
smoothDamp
→
smoothDamp
smoothDampScalar
→
smoothDampScalar
smoothDampVector3
→
smoothDampVector3
smootherstep
→
smootherstep
smootherStep
→
smootherStep
SmoothingOptions
→
SmoothingOptions
smoothPath
→
smoothPath
smoothstep
→
smoothstep
smoothStep
→
smoothStep
sortBillboardsByDepth
→
sortBillboardsByDepth
SoundConfig
→
SoundConfig
SoundManager
→
SoundManager
SpatialAudio
→
SpatialAudio
SpatialConfig
→
SpatialConfig
SpringChain
→
SpringChain
SpringConfig
→
SpringConfig
SpringDynamics
→
SpringDynamics
SpringState
→
SpringState
SpriteAnimationState
→
SpriteAnimationState
SpriteSheetConfig
→
SpriteSheetConfig
SSAOSettings
→
SSAOSettings
StateChangeEvent
→
StateChangeEvent
StateChangeType
→
StateChangeType
StateListener
→
StateListener
StatsConfig
→
StatsConfig
StatsPanelTunnel
→
StatsPanelTunnel
StatsSnapshot
→
StatsSnapshot
StoreConfig
→
StoreConfig
StrataGraph
→
StrataGraph
StrataGraphInstance
→
StrataGraphInstance
StrataPathfinderInstance
→
StrataPathfinderInstance
StrataWorld
→
StrataWorld
suspendAudioContext
→
suspendAudioContext
SystemConfig
→
SystemConfig
SystemFn
→
SystemFn
SystemScheduler
→
SystemScheduler
TemperatureConfig
→
TemperatureConfig
temporal
→
temporal
TERRAIN_PRESETS
→
TERRAIN_PRESETS
TerrainChunk
→
TerrainChunk
TerrainNoisePreset
→
TerrainNoisePreset
TextDirection
→
TextDirection
TimeOfDayState
→
TimeOfDayState
ToneMappingSettings
→
ToneMappingSettings
TooltipConfig
→
TooltipConfig
triangle
→
triangle
Tunnel
→
Tunnel
TunnelConfig
→
TunnelConfig
tunnelRat
→
tunnelRat
TwoBoneIKSolver
→
TwoBoneIKSolver
UIAnchor
→
UIAnchor
UnderwaterOverlayMaterialOptions
→
UnderwaterOverlayMaterialOptions
unlockAudioContext
→
unlockAudioContext
updateBillboardRotation
→
updateBillboardRotation
updateImpostorUV
→
updateImpostorUV
updateSpriteSheetAnimation
→
updateSpriteSheetAnimation
useAnimationBlend
→
useAnimationBlend
UseAnimationBlendOptions
→
UseAnimationBlendOptions
useAnimationMachine
→
useAnimationMachine
UseAnimationMachineOptions
→
UseAnimationMachineOptions
useCameraDebug
→
useCameraDebug
useControls
→
useControls
useCreateStore
→
useCreateStore
useCrossFade
→
useCrossFade
useDebugControls
→
useDebugControls
useDebugFolder
→
useDebugFolder
useLightingDebug
→
useLightingDebug
usePhysicsDebug
→
usePhysicsDebug
usePostProcessingDebug
→
usePostProcessingDebug
useScheduler
→
useScheduler
useStats
→
useStats
useStore
→
useStore
useSyncAnimationActions
→
useSyncAnimationActions
useSystem
→
useSystem
UseSystemOptions
→
UseSystemOptions
UVChunk
→
UVChunk
Vec2Like
→
Vec2Like
Vec3Like
→
Vec3Like
Vec4Like
→
Vec4Like
VegetationLODConfig
→
VegetationLODConfig
VehicleConfig
→
VehicleConfig
verifyChecksum
→
verifyChecksum
VignetteSettings
→
VignetteSettings
VolumetricCloudOptions
→
VolumetricCloudOptions
VolumetricFogMeshMaterialOptions
→
VolumetricFogMeshMaterialOptions
VolumetricPointLightMaterialOptions
→
VolumetricPointLightMaterialOptions
VolumetricSpotlightMaterialOptions
→
VolumetricSpotlightMaterialOptions
warpedFbm
→
warpedFbm
warpedNoise2D
→
warpedNoise2D
warpedNoise3D
→
warpedNoise3D
WaterMaterialOptions
→
WaterMaterialOptions
WeatherState
→
WeatherState
WeatherStateConfig
→
WeatherStateConfig
WeatherSystemCore
→
WeatherSystemCore
WeatherSystemType
→
WeatherSystemType
WeatherTransition
→
WeatherTransition
WeatherType
→
WeatherType
webPersistenceAdapter
→
webPersistenceAdapter
WebPersistenceAdapter
→
WebPersistenceAdapter
WheelConfig
→
WheelConfig
WindConfig
→
WindConfig
WindSimulation
→
WindSimulation
WindSimulationConfig
→
WindSimulationConfig
withTiming
→
withTiming
World
→
World
WorldConfig
→
WorldConfig
worldToScreen
→
worldToScreen
wrapAngle
→
wrapAngle
YukaVector3
→
YukaVector3
Settings
Member Visibility
Inherited
External
Theme
OS
Light
Dark
On This Page
References - World Building
Weather
System
References - Effects & Atmosphere
Particle
Emitter
References - Player Experience
Camera
Shake
References - Other
adapt
Cloud
Colors
For
Time
Of
Day
Adapter
Map
add
Component
add
Edge
add
Node
Advanced
Water
Material
Options
a
Greedy
angle
To
Axis
Animation
Blend
Return
Animation
Chunk
Animation
Context
Animation
Event
Animation
Machine
Config
Animation
Machine
Return
animation
Snippet
Animation
State
Config
Animation
State
Name
Animation
Transition
Config
aperture
To
Bokeh
Scale
apply
Drag
apply
Sprite
Sheet
Frame
approximately
Archetype
ARCHETYPES
a
Star
Audio
Bus
Audio
Config
Audio
Format
Audio
Listener
State
Audio
Mixer
Auto
Save
Config
axis
To
Angle
axis
To
Magnitude
Base
Entity
batch
LOD
Objects
Billboard
Config
Biome
Data
blend
God
Ray
Colors
blend
Post
Processing
Presets
Blend
Tree
Config
Blend
Tree
Node
Blend
Weights
Bloom
Settings
Bone
Chain
Bone
Constraint
Brightness
Contrast
Settings
buffer
build
Fragment
Shader
build
Vertex
Shader
Buoyancy
Config
button
calc
Normal
calculate
Average
Stats
calculate
Blend
Weights
calculate
Bone
Rotation
calculate
Buoyancy
Force
calculate
Checksum
calculate
Distance
calculate
Explosion
Force
calculate
Fade
calculate
Focus
Distance
calculate
Focus
Distance
To
Mesh
calculate
Force
calculate
God
Ray
Intensity
From
Angle
calculate
Head
Bob
calculate
Impostor
Angle
calculate
Impulse
calculate
Jump
Impulse
calculate
Landing
Velocity
calculate
LOD
Level
calculate
Look
Ahead
calculate
Scattering
Intensity
calculate
Screen
Shake
Intensity
calculate
Screen
Space
Size
calculate
Slope
Angle
calculate
Steering
Angle
calculate
Suspension
Force
calculate
Temperature
calculate
Vegetation
Density
calculate
Wind
Offset
Camera
Debug
Values
Camera
Path
Camera
Shake
Config
Camera
Shake
Core
Camera
Shake
Type
CCD
Solver
Character
Controller
Config
Checkpoint
Data
Checkpoint
Options
Chromatic
Aberration
Settings
clamp
clamp01
clamp
Angle
clamp
Axis
clamp
Progress
clear
Tunnels
Cloud
Layer
Config
Cloud
Material
Options
Cloud
Sky
Config
Collision
Filter
collision
Filters
Collision
Layer
Color
Chunk
Color
Grading
Settings
color
Snippet
combine
Systems
Component
Keys
compose
Shader
Chunks
conditional
System
count
Entities
create
create
Advanced
Water
Material
create
Animation
Machine
create
Billboard
Matrix
create
Blood
Splatter
Texture
create
Bone
Chain
create
Bone
Chain
From
Lengths
create
Bullet
Hole
Texture
create
Cloud
Layer
Geometry
create
Cloud
Layer
Material
create
Color
Uniform
create
Combat
Machine
create
Debug
Button
create
Debug
Panel
create
Decal
Texture
create
Default
Buoyancy
Config
create
Default
Character
Config
create
Default
Cloud
Sky
Config
create
Default
Crosshair
create
Default
Damage
Number
create
Default
Destructible
Config
create
Default
Dialog
create
Default
Inventory
create
Default
Minimap
create
Default
Nameplate
create
Default
Notification
create
Default
Physics
Config
create
Default
Progress
Bar
create
Default
Tooltip
create
Default
Vehicle
Config
create
Dither
Pattern
create
Footprint
Texture
create
From
Archetype
create
Game
Store
create
Geometry
From
Marching
Cubes
create
God
Rays
Material
create
Graph
create
Grid
Graph
create
Humanoid
Ragdoll
create
Impostor
Geometry
create
Impostor
Texture
create
Input
Manager
create
Instanced
Mesh
create
Locomotion
Machine
create
LOD
Levels
create
N
Graph
create
Noise2
D
create
Noise3
D
create
Noise4
D
create
Particle
Emitter
create
Pathfinder
create
Persistence
Adapter
create
Point
Light
Sphere
Geometry
create
Progress
Uniform
create
Raymarching
Geometry
create
Raymarching
Material
create
React
API
create
Scorch
Mark
Texture
create
Sky
Geometry
create
Sky
Material
create
Sound
Manager
create
Spatial
Audio
create
Spotlight
Cone
Geometry
create
Sprite
Sheet
Animation
create
Sprite
Sheet
Material
create
Stats
Snapshot
create
System
create
System
Scheduler
create
Terrain
Noise
create
Time
Uniform
create
Tunnel
create
Underwater
Overlay
Material
create
Vector2
Uniform
create
Vector3
Uniform
create
Vegetation
LOD
Levels
create
Volumetric
Cloud
Geometry
create
Volumetric
Cloud
Material
create
Volumetric
Fog
Mesh
Material
create
Volumetric
Point
Light
Material
create
Volumetric
Spotlight
Material
create
Water
Geometry
create
Water
Material
create
Water
Puddle
Texture
create
Weather
System
create
Web
Persistence
Adapter
create
Wind
Simulation
create
World
Crosshair
Config
Damage
Number
Config
damped
Spring
damped
Spring
Vector3
Day
Night
Config
Debug
Inputs
Debug
Overlay
Tunnel
Debug
Panel
Config
Debug
Panel
Theme
Debug
Preset
Debug
Schema
Debug
Store
Debug
Tunnel
Id
Debug
Value
Decal
Instance
Decal
Projector
Decal
Projector
Config
DEFAULT_
FBM_
CONFIG
DEFAULT_
SPATIAL_
CONFIG
default
Effect
Settings
deg
To
Rad
delta
Angle
Destructible
Config
detect
Capabilities
detect
Platform
Dialog
Choice
Dialog
Config
Dialog
Line
Distance
Model
distance
Squared2
D
distance
Squared3
D
dof
Scenarios
DOF
Settings
Drag
State
ease
In
Cubic
ease
In
Out
Cubic
ease
Out
Cubic
ease
Out
Elastic
easing
Easing
Fn
Edge
Data
Effects
Chunk
Emission
Shape
Emitter
Shape
Params
ENVIRONMENT_
PRESETS
Environment
Effect
Config
Environment
Preset
evaluate
Catmull
Rom
FABRIK
Solver
fbm
fbm2
D
fbm3
D
FBM
Config
Film
Grain
Settings
find
Closest
Node
find
Entity
By
Id
find
Path
find
Path
Dijkstra
focal
Length
To
FOV
folder
format
Number
format
Progress
Text
format
Stats
Format
Stats
Options
Formatted
Stats
fov
To
Focal
Length
FOV
Transition
FOV
Transition
Config
FPS
Counter
Tunnel
from
Nav
Mesh
Gait
Config
Gait
State
Gamepad
State
Game
Store
Game
Store
Actions
Game
Store
Api
generate
Debris
Velocity
generate
Entity
Id
generate
Instance
Data
generate
LOD
Geometries
generate
Terrain
Chunk
get
Anchor
Offset
get
Audio
Context
get
Biome
At
get
Damage
Number
Color
get
Debug
Tunnel
get
Light
Screen
Position
get
Notification
Color
get
Notification
Icon
get
Precipitation
Type
get
Sprite
Sheet
U
Vs
get
Terrain
Height
get
Text
Direction
get
Time
Of
Day
Effects
get
Tunnel
God
Rays
Material
Options
Graph
Edge
Graph
Node
Haptic
Feedback
Haptic
Pattern
has
Components
hermite
Interpolate
Howl
Howler
IK
Solver
Result
immer
Impostor
Config
Input
Axis
Input
Event
Input
Manager
Input
Manager
Config
Input
State
Machine
Instance
Data
Instancing
Options
interpolate
LOD
Materials
Inventory
Config
Inventory
Slot
inverse
Lerp
is
Audio
Context
Unlocked
is
Capacitor
is
Native
is
Walkable
Slope
is
Web
lerp
lerp
Angle
Lerp
Fn
lerp
Vector3
Leva
Leva
Panel
Lighting
Chunk
Lighting
Debug
Values
lighting
Snippet
LOD
Config
LOD
Level
LOD
Manager
LOD
State
Look
At
Config
Look
At
Controller
Look
At
State
LUT
Config
lut
Configs
marching
Cubes
Marching
Cubes
Options
Marching
Cubes
Result
Minimap
Config
Minimap
Marker
misc
move
Towards
Nameplate
Config
Nav
Mesh
Nav
Mesh
Conversion
Options
nba
N
Graph
N
Link
N
Node
Node
Data
Node
Id
Noise2
D
noise3
D
Noise3
D
Noise4
D
Noise
Chunk
Noise
Settings
noise
Snippet
normalize
Axis
Value
Notification
Config
N
Path
Finder
op
Intersection
op
Smooth
Intersection
op
Smooth
Subtraction
op
Smooth
Union
op
Subtraction
Optional
Components
op
Union
Particle
Behavior
Particle
Emitter
Config
Particle
Emitter
Core
Particle
Emitter
Type
Particle
Forces
Pathfinder
Config
Path
Result
Performance
Stats
Persistence
Adapter
Physics
Config
Physics
Debug
Values
Physics
Material
ping
Pong
Platform
Platform
Capabilities
Pointer
State
Position3
D
Post
Processing
Debug
Values
Post
Processing
Mood
Post
Processing
Preset
Procedural
Gait
Progress
Bar
Config
project
Velocity
Onto
Ground
Query
Result
rad
To
Deg
Ragdoll
Body
Part
Ragdoll
Config
Ragdoll
Joint
Config
random
Random
Fn
Range
Raymarching
Material
Options
remap
remap
Range
remove
Component
Required
Components
reset
Entity
Id
Counter
reset
Platform
Cache
resume
Audio
Context
ridged
Noise2
D
sample
Cloud
Density
sample
Curve
Save
Data
Screen
Position
Screen
Shake
Intensity
screen
To
World
sd
Box
sd
Capsule
sd
Caves
sd
Cone
sd
Plane
sd
Rock
sd
Sphere
sd
Terrain
sd
Torus
select
Adapter
Sepia
Settings
setup
Auto
Unlock
Shader
Chunk
Category
Shader
Chunks
Shader
Uniform
Shader
Uniforms
should
Use
LOD
Simplification
Options
simplify
Geometry
simplify
Path
Sky
Material
Options
slerp
smooth
Damp
smooth
Damp
Scalar
smooth
Damp
Vector3
smootherstep
smoother
Step
Smoothing
Options
smooth
Path
smoothstep
smooth
Step
sort
Billboards
By
Depth
Sound
Config
Sound
Manager
Spatial
Audio
Spatial
Config
Spring
Chain
Spring
Config
Spring
Dynamics
Spring
State
Sprite
Animation
State
Sprite
Sheet
Config
SSAO
Settings
State
Change
Event
State
Change
Type
State
Listener
Stats
Config
Stats
Panel
Tunnel
Stats
Snapshot
Store
Config
Strata
Graph
Strata
Graph
Instance
Strata
Pathfinder
Instance
Strata
World
suspend
Audio
Context
System
Config
System
Fn
System
Scheduler
Temperature
Config
temporal
TERRAIN_
PRESETS
Terrain
Chunk
Terrain
Noise
Preset
Text
Direction
Time
Of
Day
State
Tone
Mapping
Settings
Tooltip
Config
triangle
Tunnel
Tunnel
Config
tunnel
Rat
Two
Bone
IK
Solver
UI
Anchor
Underwater
Overlay
Material
Options
unlock
Audio
Context
update
Billboard
Rotation
update
Impostor
UV
update
Sprite
Sheet
Animation
use
Animation
Blend
Use
Animation
Blend
Options
use
Animation
Machine
Use
Animation
Machine
Options
use
Camera
Debug
use
Controls
use
Create
Store
use
Cross
Fade
use
Debug
Controls
use
Debug
Folder
use
Lighting
Debug
use
Physics
Debug
use
Post
Processing
Debug
use
Scheduler
use
Stats
use
Store
use
Sync
Animation
Actions
use
System
Use
System
Options
UV
Chunk
Vec2
Like
Vec3
Like
Vec4
Like
Vegetation
LOD
Config
Vehicle
Config
verify
Checksum
Vignette
Settings
Volumetric
Cloud
Options
Volumetric
Fog
Mesh
Material
Options
Volumetric
Point
Light
Material
Options
Volumetric
Spotlight
Material
Options
warped
Fbm
warped
Noise2
D
warped
Noise3
D
Water
Material
Options
Weather
State
Weather
State
Config
Weather
System
Core
Weather
System
Type
Weather
Transition
Weather
Type
web
Persistence
Adapter
Web
Persistence
Adapter
Wheel
Config
Wind
Config
Wind
Simulation
Wind
Simulation
Config
with
Timing
World
World
Config
world
To
Screen
wrap
Angle
Yuka
Vector3
GitHub
Examples
Strata - v1.4.10
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Core Mathematical and Procedural Generation Utilities.