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.
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.
Data source (see the class doc). Editing while attached re-streams.
Cesium ion asset id (see ION_ASSETS for well-known ids). Used by the
'ion' source. Editing while attached re-streams.
Cesium ion access token for the 'ion' source. Optional when the scene's
GeoReference sets GeoReference.ionToken — that token is the
scene-wide default; this one overrides it for this tileset only.
Imagery draped over the 'terrain' source. Editing re-streams.
Screen-space-error target in pixels; lower = more detail / more tiles. Editable live.
Render-distance cap in meters for 'ion' 3D-Tiles and 'osm-buildings'
content (buildings / photogrammetry beyond it are skipped — a perf limit).
0 = unlimited (default): content draws to the horizon like terrain does.
Editable live.
Whether this layer's tiles cast shadows (they receive them either way). Turning casting off roughly halves a dense layer's draw work — the biggest perf lever for building sprawl. Default true. Editable live.
Multiplies 'ion' tile material albedo — brightens photogrammetry content
captured under flat lighting (e.g. Google Photorealistic under a bright
sun). Default 1. Editing re-streams.
Force unlit (KHR_materials_unlit) 'ion' tile materials to lit so engine
lighting/shadows affect them. Default true. Editing re-streams.
Decode 'ion' tile content on a worker (off the main thread) — smoother
frames while streaming, at a small latency cost. Default false. Read live
per tile load.
Extra frustum margin (meters) for 'ion' 3D-Tiles preloading: tiles just
outside the view pre-fetch so a camera turn doesn't hit empty tiles. A good
value scales with altitude. 0 = off (default). Editable live.
Max 'osm-buildings' tile GPU uploads applied per frame — raise for faster
fill-in at the cost of bigger frame hitches. 0 = engine default. Editable
live.
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 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.).
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.
A streamed geospatial layer in the active GeoReference's scene. The source property picks the data:
'ion'— a Cesium ion asset by assetId (OSM Buildings 96188, Google Photorealistic 3D Tiles 2275207, Cesium World Terrain 1, or any asset in your account). The token comes from the GeoReference's GeoReference.ionToken unless token overrides it. ion terrain assets (quantized-mesh) are auto-detected.'terrain'— keyless streamed raster-DEM terrain (AWS Terrarium elevation) draped with the imagery of your choice.'osm-buildings'— keyless OpenStreetMap extruded vector buildings (OpenFreeMap). Buildings only: draped fills/roads are excluded so the layer composes with a terrain source without z-fighting.Requires a GeoReference in the scene. All properties are live-editable (changing them re-streams).