Asset types
The content an asset-typed property names: a file in the project, or a definition written inline.
animation_library
A library holds clips, and a clip keys node properties over time. loop_mode is none, linear or pingpong; each track names a target, a property, an…
bone_map
Lets one rig play another's clips: [bones] pairs canonical bone names with node paths on this rig, profile names the skeleton_profile they come from.
heightfield
A grid of heights for terrain: rows by columns samples in heights, row-major, one value per grid point. holes lists cells with no ground, each as the…
material
A shader and its values, or kiss3d's own surface and its values. shader names a .wesl file, [features] sets its @if flags, [params] fills its Params…
mesh
Geometry for mesh properties: a source file, a primitive kind, or its own positions and indices. skin, colors and morphs add bone weights, vertex tints…
multimesh
Godot's MultiMesh: a mesh and the instances it is drawn at, for multimesh3d.source and multimesh2d.source. Each instance is a transform in the node's…
path2d
path2d: A bezier path: points runs anchor, two handles, next anchor, then three more per segment; closed joins the last segment back to the first anchor.
path3d
path3d: A bezier path: points runs anchor, two handles, next anchor, then three more per segment; closed joins the last segment back to the first anchor.
skeleton_profile
The canonical skeleton a bone_map names bones from. Each [[bones]] entry has a name, a rest_rotation and a rest_position; no bones means the built-in…
sprite_sheet
An image cut into frames, for sprite.sheet. texture names the image; frames each hold a rect and duration; [tags.<name>] and [slices.<name>] add runs and…
state_machine
Switches an animation player between clips. start is the first state, [states] maps states to clips or to nested machines, each [[transitions]] entry…
texture
An image and the import settings it is read with. A texture property takes a plain image path, which reads the image with its sidecar; this is for one…
tileset
An image cut into equal tiles for tilemap: texture, tile_size in pixels and columns per row. [tiles.<id>] gives a tile collision; [[terrains]] auto-tiles…
voxels
A voxel grid for a collider: size is one cell in world units, cells the filled coordinates. physics3d.set_voxel adds or removes a cell.
widget_theme
How each widget kind is drawn, one table per kind. [colors] and [sizes] hold the tokens every table may name, and [roles.<name>] is a look a widget picks…