Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.
Whether this component participates in simulation and rendering. When false,
the GameObject skips its update/updateRender and the scene's
render collectors (mesh renderers, camera, lights, …) ignore it — the
component stays attached and keeps its state, like Unity's Behaviour.enabled
/ Renderer.enabled. Defaults to true.
The owning GameObject; assigned by addComponent before onAttach runs.
True between onAttach and onDetach — i.e. while this component sits on a GameObject that is part of a live Scene. Managed by GameObject. Internal — do not set directly.
How the sky background is produced:
'atmosphere' — procedural physically-based sky (the scattering knobs
below). Stars can be layered on top via enableStars for day/night.'color' — flat skyColor clear.'texture' — equirectangular HDR panorama at skyTexture.'stars' — a dark (skyColor) sky with the starfield always on.Flat sky color (linear RGB) for 'color' / 'stars' modes.
Equirectangular panorama path for 'texture' mode (host resolves it).
Sun radiance at the top of the atmosphere (HDR units).
Multiplier on Rayleigh (molecular) scattering — higher = bluer, hazier.
Multiplier on Mie (aerosol) scattering — higher = whiter haze/glow.
Multiplier on ozone absorption — shapes twilight colors.
Ground albedo (linear RGB) feeding the atmosphere's bounce term.
Render a procedural starfield on sky pixels (fades in as the sun sets).
Always on in 'stars' mode; opt-in for 'atmosphere' (day/night).
Attenuate stars by the sky luminance behind them (0 = full strength).
Linear brightness multiplier for catalog stars.
Render the real Yale Bright Star Catalog instead of the procedural field.
0 clamps stars to the upper hemisphere (ground); 1 wraps the full sphere.
Observer latitude (degrees, +N) for catalog star orientation.
Sidereal rotation of the catalog sky (degrees about the celestial pole).
Switch the atmosphere into spherical "planet" mode — a curved horizon and scattering scaled to a planet of planetRadius. Off = the default Earth-scale flat-world sky.
Planet surface radius in world units (planet mode only).
Atmosphere shell thickness above the surface, world units (planet mode only).
Wrap the sky across the full sphere with no hard planet limb (planet mode only). Useful for space / fully-airborne scenes.
The simulation clock of the scene this component belongs to. Read inside
update (or any time after the GameObject is added to a scene) for
absolute time, frame count, FPS, and timeScale-aware delta — e.g.
this.time.elapsed, this.time.delta, this.time.frameCount.
this.time.delta equals the dt argument passed to update, so
components can ignore that argument entirely and pull everything from here.
Connect to a Signal with automatic disconnect when this component is removed from its GameObject — the safe default for cross-object listening, so a destroyed component never leaks into (or gets called by) a signal it once observed. Typically called from onAttach:
onAttach(): void {
const health = this.gameObject.getComponent(Health)!;
this.listen(health.died, () => this.playDeathEffect());
}
The signal to connect to.
Listener, forwarded to Signal.connect.
Optionalopts: SignalConnectOptionsSee SignalConnectOptions.
The unsubscribe function, for listeners that also want to disconnect early; calling it is optional and idempotent.
Disconnect every signal connection made through listen. Called by GameObject.removeComponent after onDetach (so it runs even when a subclass overrides onDetach without calling super). Internal — do not call directly.
Called when the component joins a live scene — from addComponent when the
GameObject is already in a scene, otherwise when the GameObject is added to
one. this.gameObject.scene (and scene.engine) is always set here.
Override to acquire references to siblings/children or initialize resources.
Called when the component leaves the scene — removed via GameObject.removeComponent, or its GameObject removed from the scene. Override to release resources or unsubscribe from events.
Called every frame by the GameObject's update traversal.
Frame delta time in seconds.
Called when this component's GameObject begins touching another body, with the GameObject it collided with. Dispatched by the physics system after each world step (only while playing), so handlers may freely mutate the scene. Requires a physics body (RigidBody / CharacterBody) on the object.
The other GameObject involved in the contact.
Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).
Active render context (provides canvas width/height etc.).
Scene authoring handle for the procedural atmosphere. Carries a friendly, curated subset of the atmosphere LUT parameters; the editor (or any host) reads these and pushes them into the registered atmosphere render features via
engine.getFeature(AtmosphereFeature)/AtmosphereLutsFeature.The sun direction is not owned here — it comes from the scene's DirectionalLight, matching how the atmosphere pass already sources it.
Defaults mirror the engine's Earth preset so adding a Sky changes nothing until the user edits a value.