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.
Cesium ion access token used by every Geo3DTileset in the scene that doesn't set its own — the scene-wide default token. Copy it from your ion account (Access Tokens page).
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.
Anchor longitude in degrees. Editing while attached re-bases the world there.
Anchor latitude in degrees. Editing while attached re-bases the world there.
Anchor height in meters above the ellipsoid. Editing while attached re-bases.
Show the on-screen data-provider attribution overlay (bottom-left of the presentation canvas). Required by most providers' terms of service — leave on unless you render the copyrights yourself from GeoScene.copyrights. Default true.
Frustum-cull streamed tiles against the camera (default true). A live debug toggle — turn off to see everything the streamer selected.
Rebase the atmosphere sky dome onto the real globe so the horizon dips
with altitude and the dome paints a lit ground sphere below it (ocean /
far land the streamed tiles don't cover). Needs a Sky in atmosphere
mode; quietly does nothing otherwise. Default true. Editable live.
GPU byte budget per streamed layer's tile cache, in MB (default 512). Editing while attached rebuilds the streaming scene (layers re-add themselves and re-stream).
Max concurrent in-flight tile loads per layer (default 16). Editing while attached rebuilds the streaming scene.
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.
The scene's georeference: a floating-origin frame anchored at a longitude/latitude. Streamed content comes from sibling Geo3DTileset components; this component owns the frame they share, the scene-wide ion token, the camera reanchor, and the on-screen data-attribution overlay. Renders in both edit and play so the world is visible while authoring.