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fix: synchronize localization catalogs
2026-11-10 01:57:44 +03:00

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messages version=1 lang=en {
msg "api.aego/action.Action" {
text="Action runs tweens, timers and other actions one after another or together; yield a waits until it ends."
}
msg "api.aego/action.Action.Completed" {
text="Runs once when the action ends; finished is false after Stop or when the node of its script died."
}
msg "api.aego/action.Action.Done" {
text="Reports whether the action ended, was stopped or is nil."
}
msg "api.aego/action.Action.Running" {
text="Is the opposite of Done."
}
msg "api.aego/action.Action.Stop" {
text="Stops every unfinished step; the properties keep their current values."
}
msg "api.aego/action.Action.Then" {
text="Adds a tween created in this frame; it waits for its turn."
}
msg "api.aego/action.Action.ThenAction" {
text="Adds another action that has not started."
}
msg "api.aego/action.Action.ThenTimer" {
text="Adds a timer created in this frame; the step ends when the timer ends."
}
msg "api.aego/action.Action.Wait" {
text="Adds a pause in game seconds."
}
msg "api.aego/action.Parallel" {
text="Makes an action that runs all its steps at once and ends after the last one."
}
msg "api.aego/action.Sequence" {
text="Makes an action that runs its steps one after another, starting at the next tween update."
}
msg "api.aego/anim.EventID" {
text="Returns the id of an event declared in Project Settings → Animation, or -1."
}
msg "api.aego/anim.EventName" {
text="Returns the name of an animation event, or an empty string for an unknown id."
}
msg "api.aego/anim.ParamIndex" {
text="Returns the index of a parameter of a controller, or -1."
}
msg "api.aego/anim.StateName" {
text="Returns the name of a state of a controller, or an empty string."
}
msg "api.aego/audio.Builtin" {
text="Returns a clip that ships with the engine: Beep, Click, Hum (loopable) or Melody (loopable)."
}
msg "api.aego/audio.Bus" {
text="Bus is a mixer bus: Master, Music, Sfx, UI, Ambience or Voice."
}
msg "api.aego/audio.BusVolume" {
text="Returns the session volume of a bus set by SetBusVolume; the player's settings are separate."
}
msg "api.aego/audio.ListenerPosition" {
text="Returns the last effective listener position in world space, or zero outside Play. It includes the camera fallback when no listener is active."
}
msg "api.aego/audio.Music" {
text="Loops a clip on the music bus, crossfading from the music that played over seconds."
}
msg "api.aego/audio.Mute" {
text="Silences a bus for this session."
}
msg "api.aego/audio.Pause" {
text="Pauses or resumes every sound of this world."
}
msg "api.aego/audio.PauseWith" {
text="PauseWith decides whether a sound pauses with the game or keeps playing."
}
msg "api.aego/audio.Play" {
text="Plays a clip on its bus. The sound stops when the node of the script is destroyed."
}
msg "api.aego/audio.PlayAt" {
text="Plays a clip at a world position, fading and panning with the distance to the listener."
}
msg "api.aego/audio.PlayEvent" {
text="Plays an audio event; a spatial event follows the node of the script."
}
msg "api.aego/audio.PlayEventAt" {
text="Plays an audio event at a world position."
}
msg "api.aego/audio.PlayOptions" {
text="PlayOptions tune one play. Volume and Pitch 0 mean 1; Bus Master plays on the bus of the clip; Unscaled keeps playing while the game is paused."
}
msg "api.aego/audio.PlayWith" {
text="Plays a clip with options."
}
msg "api.aego/audio.SetBusVolume" {
text="Sets the session volume of a bus, on top of the player's settings; it is not saved."
}
msg "api.aego/audio.Sound" {
text="Sound is a playing sound. yield s waits until it ends; a nil or finished sound is done. It is a presentation event: wait for game logic with a timer, not a sound."
}
msg "api.aego/audio.Sound.Completed" {
text="Runs once when the sound ends: finished is false after Stop, when it was cut off, or when its node died."
}
msg "api.aego/audio.Sound.Done" {
text="Reports whether the sound ended, was stopped or is nil."
}
msg "api.aego/audio.Sound.Pause" {
text="Holds the sound where it is."
}
msg "api.aego/audio.Sound.Playing" {
text="Reports whether the sound is audible now: not done, not stopping and not paused."
}
msg "api.aego/audio.Sound.Position" {
text="Returns the seconds played, within the loop for a looping sound."
}
msg "api.aego/audio.Sound.Resume" {
text="Continues a paused sound."
}
msg "api.aego/audio.Sound.SetPan" {
text="Pans a sound that is not spatial, -1 to 1."
}
msg "api.aego/audio.Sound.SetPitch" {
text="Changes speed and pitch, 0.25 to 4."
}
msg "api.aego/audio.Sound.SetVolume" {
text="Changes the volume with a short ramp."
}
msg "api.aego/audio.Sound.Stop" {
text="Ends the sound with a short fade."
}
msg "api.aego/audio.Sound.StopFade" {
text="Fades the sound out over seconds."
}
msg "api.aego/audio.Steal" {
text="Steal is what an audio event does at Max Voices: stop the oldest voice, stop the quietest, or skip the new play."
}
msg "api.aego/audio.StopMusic" {
text="Fades the music out over seconds."
}
msg "api.aego/audio.WorldBusGain" {
text="Returns the last zone-selected world-layer target for a bus, or 1 outside Play. It is not the ramped mixer output or the player's settings."
}
msg "api.aego/builtin.NodeRef.AddTag" {
text="Adds a tag and returns false when it is malformed."
}
msg "api.aego/builtin.NodeRef.Child" {
text="Returns the direct child with this name, or nil."
}
msg "api.aego/builtin.NodeRef.Destroy" {
text="Removes the node and its children at the end of the phase."
}
msg "api.aego/builtin.NodeRef.Enabled" {
text="Reports the node's own enabled flag, ignoring its parents."
}
msg "api.aego/builtin.NodeRef.Find" {
text="Resolves a path relative to the node: Weapon/Gun, ../Sibling or /Root/Player."
}
msg "api.aego/builtin.NodeRef.HasTag" {
text="Reports whether the node has the tag or a tag under it: Enemy matches Enemy.Flying."
}
msg "api.aego/builtin.NodeRef.IsAlive" {
text="Reports whether the node exists. It is false right after Destroy."
}
msg "api.aego/builtin.NodeRef.IsPrefabInstance" {
text="Reports whether the node is a prefab copy or lies inside one."
}
msg "api.aego/builtin.NodeRef.Name" {
text="Returns the node name, unique among its siblings."
}
msg "api.aego/builtin.NodeRef.Parent" {
text="Returns the parent node, or nil for top-level nodes."
}
msg "api.aego/builtin.NodeRef.Position" {
text="Returns the local position relative to the parent."
}
msg "api.aego/builtin.NodeRef.Position3" {
text="Returns the local 3D position."
}
msg "api.aego/builtin.NodeRef.PrefabRoot" {
text="Returns the root of the nearest prefab copy that holds the node, the node itself for a root, or nil."
}
msg "api.aego/builtin.NodeRef.RemoveTag" {
text="Removes a tag and returns whether the node had it."
}
msg "api.aego/builtin.NodeRef.Rotation" {
text="Returns the local rotation in radians, clockwise."
}
msg "api.aego/builtin.NodeRef.Rotation3" {
text="Returns the local 3D rotation."
}
msg "api.aego/builtin.NodeRef.Scale" {
text="Returns the local scale."
}
msg "api.aego/builtin.NodeRef.SetEnabled" {
text="Turns the node on or off. Disabled nodes and their children are not drawn."
}
msg "api.aego/builtin.NodeRef.SetPosition" {
text="Sets the local position."
}
msg "api.aego/builtin.NodeRef.SetPosition3" {
text="Sets the local 3D position."
}
msg "api.aego/builtin.NodeRef.SetRotation" {
text="Sets the local rotation in radians."
}
msg "api.aego/builtin.NodeRef.SetRotation3" {
text="Sets the local 3D rotation."
}
msg "api.aego/builtin.NodeRef.SetScale" {
text="Sets the local scale. A negative X mirrors the node."
}
msg "api.aego/builtin.NodeRef.SetTransform2D" {
text="Replaces the local 2D transform."
}
msg "api.aego/builtin.NodeRef.SetTransform3D" {
text="Replaces the local 3D transform."
}
msg "api.aego/builtin.NodeRef.Space" {
text="Returns 0 for 2D nodes and 1 for 3D nodes."
}
msg "api.aego/builtin.NodeRef.Transform2D" {
text="Returns a copy of the local 2D transform. Change it and pass it to SetTransform2D."
}
msg "api.aego/builtin.NodeRef.Transform3D" {
text="Returns a copy of the local 3D transform."
}
msg "api.aego/builtin.NodeRef.WorldPosition" {
text="Returns the position in world space, as of the last transform pass."
}
msg "api.aego/camera.Active" {
text="Returns the virtual camera that drives the main output, or nil."
}
msg "api.aego/camera.ActiveOn" {
text="Returns the virtual camera that drives the named output."
}
msg "api.aego/camera.Blend" {
text="Blend is a running blend between virtual cameras. yield b waits until it ends; a nil blend is done."
}
msg "api.aego/camera.Blend.Completed" {
text="Runs once when the blend ends: finished is false after Stop or when another camera became active first."
}
msg "api.aego/camera.Blend.Done" {
text="Reports whether the blend ended, was replaced or is nil."
}
msg "api.aego/camera.Blend.Running" {
text="Is the opposite of Done."
}
msg "api.aego/camera.Blend.Stop" {
text="Ends the blend at the target camera."
}
msg "api.aego/camera.BlendTo" {
text="Makes vc active over priorities and blends to it; seconds 0 uses its Blend Time. Release hands control back to priorities."
}
msg "api.aego/camera.Cut" {
text="Makes vc active at once, without a blend."
}
msg "api.aego/camera.LogicalPose" {
text="Returns the pose of the main output without shake and pixel snapping."
}
msg "api.aego/camera.Pose" {
text="Pose is a camera position in world units, a rotation in radians and a zoom in pixels per unit."
}
msg "api.aego/camera.Release" {
text="Ends BlendTo or Cut on the main output; priorities decide again, blending over seconds or the camera's Blend Time."
}
msg "api.aego/camera.RenderPose" {
text="Returns the pose the main output was drawn with in the last frame."
}
msg "api.aego/camera.ScreenToWorld" {
text="Converts output pixels to world units with the last drawn view of the main output."
}
msg "api.aego/camera.Shake" {
text="Adds trauma to the main output; shake grows with trauma, which is capped at 1 and fades over time."
}
msg "api.aego/camera.ShakeOn" {
text="Adds trauma to the named output."
}
msg "api.aego/camera.Trauma" {
text="Returns the current trauma of the main output, 0 to 1."
}
msg "api.aego/camera.WorldToScreen" {
text="Converts world units to output pixels with the last drawn view of the main output."
}
msg "api.aego/curve.Duration" {
text="Returns the time between the first and the last key, 1 for a preset."
}
msg "api.aego/curve.Ease" {
text="Returns a preset easing at t, clamped to 0..1."
}
msg "api.aego/curve.Easing" {
text="Easing names a preset curve from 0 to 1. None and Linear move at a constant speed."
}
msg "api.aego/curve.Eval" {
text="Returns the value of a curve at time t; outside its keys the curve repeats as its Before and After settings say."
}
msg "api.aego/curve.EvalClamped" {
text="Returns the value at t clamped to the first and last key."
}
msg "api.aego/curve.InBack" {
text="InBack pulls back past the start before it moves, like a wind-up."
}
msg "api.aego/curve.InBounce" {
text="InBounce bounces off the start with growing hops before it goes."
}
msg "api.aego/curve.InCubic" {
text="InCubic starts slowly and speeds up, more strongly than InQuad."
}
msg "api.aego/curve.InElastic" {
text="InElastic wobbles around the start with growing swings, then springs to the end."
}
msg "api.aego/curve.InExpo" {
text="InExpo barely moves at first, then covers nearly all the way at the end."
}
msg "api.aego/curve.InOutBack" {
text="InOutBack pulls back past the start and goes past the end before it settles."
}
msg "api.aego/curve.InOutBounce" {
text="InOutBounce bounces off the start and bounces on the end."
}
msg "api.aego/curve.InOutCubic" {
text="InOutCubic is slow at both ends and fast in the middle, more strongly than InOutQuad."
}
msg "api.aego/curve.InOutElastic" {
text="InOutElastic wobbles around both the start and the end."
}
msg "api.aego/curve.InOutExpo" {
text="InOutExpo waits at the start, rushes through the middle and creeps to the end."
}
msg "api.aego/curve.InOutQuad" {
text="InOutQuad is slow at both ends and fastest in the middle, gently: for moves between two rest positions."
}
msg "api.aego/curve.InOutSine" {
text="InOutSine is slow at both ends, the softest of the curves: for breathing, bobbing and fades."
}
msg "api.aego/curve.InQuad" {
text="InQuad starts slowly and speeds up, gently: for things that set off, such as a door starting to open."
}
msg "api.aego/curve.InSine" {
text="InSine starts slowly and speeds up, the softest of the curves."
}
msg "api.aego/curve.Linear" {
text="Linear moves at a constant speed from start to end."
}
msg "api.aego/curve.OutBack" {
text="OutBack goes past the end and settles back: for a pop or a bounce-in."
}
msg "api.aego/curve.OutBounce" {
text="OutBounce reaches the end and bounces on it like a dropped ball."
}
msg "api.aego/curve.OutCubic" {
text="OutCubic starts fast and slows down to the end, more strongly than OutQuad."
}
msg "api.aego/curve.OutElastic" {
text="OutElastic springs past the end and wobbles around it as it settles, like a spring."
}
msg "api.aego/curve.OutExpo" {
text="OutExpo covers nearly all the way at once, then creeps to the end: for snappy UI."
}
msg "api.aego/curve.OutQuad" {
text="OutQuad starts fast and slows down gently to the end: the usual choice for UI that slides in."
}
msg "api.aego/curve.OutSine" {
text="OutSine starts fast and slows down to the end, the softest of the curves."
}
msg "api.aego/data.AudioEvent" {
text="AudioEvent is an audio event asset."
}
msg "api.aego/debug.Arrow" {
text="Draws an arrow from one point to another."
}
msg "api.aego/debug.Circle" {
text="Draws a circle outline with radius r in world units."
}
msg "api.aego/debug.Clear" {
text="Removes every primitive whose channel starts with prefix."
}
msg "api.aego/debug.Cross" {
text="Draws a cross of the given size in world units."
}
msg "api.aego/debug.Line" {
text="Draws a line in world units. It lasts one frame unless Pen sets a lifetime."
}
msg "api.aego/debug.Pen" {
text="Sets the channel and the lifetime of the next primitives this script draws. A ttl of 0 lasts one frame, a positive ttl that many game seconds, a negative ttl until Clear."
}
msg "api.aego/debug.PenUnscaled" {
text="Is Pen with a lifetime in real seconds; such primitives fade out while the game is paused."
}
msg "api.aego/debug.Point" {
text="Marks a point with a small cross of constant screen size."
}
msg "api.aego/debug.Ray" {
text="Draws an arrow from origin along dir; the length of dir is the length of the arrow."
}
msg "api.aego/debug.Rect" {
text="Draws a rectangle outline."
}
msg "api.aego/debug.Text" {
text="Draws a label at a world position; it keeps its screen size at any zoom."
}
msg "api.aego/input.ActiveDevice" {
text="Returns the device player 0 used last: -1 none, 0 keyboard and mouse, 1 to 4 a gamepad."
}
msg "api.aego/input.Axis" {
text="Returns the value of an axis action from -1 to 1, or the press strength of a button action."
}
msg "api.aego/input.Axis2" {
text="Returns a 2D action as a vector no longer than 1; Y grows downward like the 2D world."
}
msg "api.aego/input.Axis2P" {
text="Is Axis2 for one player."
}
msg "api.aego/input.AxisP" {
text="Is Axis for one player."
}
msg "api.aego/input.BeginRebind" {
text="Waits for the next key, button or stick and binds it to the slot of the action. Escape cancels."
}
msg "api.aego/input.Buffered" {
text="Reports whether the action was pressed in the last window game seconds and not consumed. A window of 0 uses the action's buffer setting."
}
msg "api.aego/input.Button" {
text="Button is a mouse button."
}
msg "api.aego/input.Consume" {
text="Clears the press and the buffer of the action, so later readers this frame do not see it."
}
msg "api.aego/input.DeviceChanged" {
text="Is true for the frame a gamepad was connected or removed."
}
msg "api.aego/input.Down" {
text="Reports whether a raw key is held. For prototypes; release builds use actions."
}
msg "api.aego/input.Glyph" {
text="Returns the binding of the action for the active device as text, like [Space] or [A]."
}
msg "api.aego/input.Held" {
text="Reports whether the action is active."
}
msg "api.aego/input.HeldP" {
text="Is Held for one player."
}
msg "api.aego/input.Key" {
text="Key is a physical key, independent of the keyboard layout. Prefer actions; raw keys are for prototypes."
}
msg "api.aego/input.KeyA" {
text="The A key."
}
msg "api.aego/input.KeyB" {
text="The B key."
}
msg "api.aego/input.KeyBackspace" {
text="The Backspace key."
}
msg "api.aego/input.KeyC" {
text="The C key."
}
msg "api.aego/input.KeyCapsLock" {
text="The CapsLock key."
}
msg "api.aego/input.KeyD" {
text="The D key."
}
msg "api.aego/input.KeyDelete" {
text="The Delete key."
}
msg "api.aego/input.KeyDigit0" {
text="The Digit0 key."
}
msg "api.aego/input.KeyDigit1" {
text="The Digit1 key."
}
msg "api.aego/input.KeyDigit2" {
text="The Digit2 key."
}
msg "api.aego/input.KeyDigit3" {
text="The Digit3 key."
}
msg "api.aego/input.KeyDigit4" {
text="The Digit4 key."
}
msg "api.aego/input.KeyDigit5" {
text="The Digit5 key."
}
msg "api.aego/input.KeyDigit6" {
text="The Digit6 key."
}
msg "api.aego/input.KeyDigit7" {
text="The Digit7 key."
}
msg "api.aego/input.KeyDigit8" {
text="The Digit8 key."
}
msg "api.aego/input.KeyDigit9" {
text="The Digit9 key."
}
msg "api.aego/input.KeyDown" {
text="The Down key."
}
msg "api.aego/input.KeyE" {
text="The E key."
}
msg "api.aego/input.KeyEnd" {
text="The End key."
}
msg "api.aego/input.KeyEnter" {
text="The Enter key."
}
msg "api.aego/input.KeyEscape" {
text="The Escape key."
}
msg "api.aego/input.KeyF" {
text="The F key."
}
msg "api.aego/input.KeyF1" {
text="The F1 key."
}
msg "api.aego/input.KeyF10" {
text="The F10 key."
}
msg "api.aego/input.KeyF11" {
text="The F11 key."
}
msg "api.aego/input.KeyF12" {
text="The F12 key."
}
msg "api.aego/input.KeyF2" {
text="The F2 key."
}
msg "api.aego/input.KeyF3" {
text="The F3 key."
}
msg "api.aego/input.KeyF4" {
text="The F4 key."
}
msg "api.aego/input.KeyF5" {
text="The F5 key."
}
msg "api.aego/input.KeyF6" {
text="The F6 key."
}
msg "api.aego/input.KeyF7" {
text="The F7 key."
}
msg "api.aego/input.KeyF8" {
text="The F8 key."
}
msg "api.aego/input.KeyF9" {
text="The F9 key."
}
msg "api.aego/input.KeyG" {
text="The G key."
}
msg "api.aego/input.KeyH" {
text="The H key."
}
msg "api.aego/input.KeyHome" {
text="The Home key."
}
msg "api.aego/input.KeyI" {
text="The I key."
}
msg "api.aego/input.KeyInsert" {
text="The Insert key."
}
msg "api.aego/input.KeyJ" {
text="The J key."
}
msg "api.aego/input.KeyK" {
text="The K key."
}
msg "api.aego/input.KeyKP0" {
text="The KP0 key."
}
msg "api.aego/input.KeyKP1" {
text="The KP1 key."
}
msg "api.aego/input.KeyKP2" {
text="The KP2 key."
}
msg "api.aego/input.KeyKP3" {
text="The KP3 key."
}
msg "api.aego/input.KeyKP4" {
text="The KP4 key."
}
msg "api.aego/input.KeyKP5" {
text="The KP5 key."
}
msg "api.aego/input.KeyKP6" {
text="The KP6 key."
}
msg "api.aego/input.KeyKP7" {
text="The KP7 key."
}
msg "api.aego/input.KeyKP8" {
text="The KP8 key."
}
msg "api.aego/input.KeyKP9" {
text="The KP9 key."
}
msg "api.aego/input.KeyKPEnter" {
text="The KPEnter key."
}
msg "api.aego/input.KeyL" {
text="The L key."
}
msg "api.aego/input.KeyLAlt" {
text="The LAlt key."
}
msg "api.aego/input.KeyLCtrl" {
text="The LCtrl key."
}
msg "api.aego/input.KeyLGUI" {
text="The LGUI key."
}
msg "api.aego/input.KeyLShift" {
text="The LShift key."
}
msg "api.aego/input.KeyLeft" {
text="The Left key."
}
msg "api.aego/input.KeyM" {
text="The M key."
}
msg "api.aego/input.KeyN" {
text="The N key."
}
msg "api.aego/input.KeyNumLock" {
text="The NumLock key."
}
msg "api.aego/input.KeyO" {
text="The O key."
}
msg "api.aego/input.KeyP" {
text="The P key."
}
msg "api.aego/input.KeyPageDown" {
text="The PageDown key."
}
msg "api.aego/input.KeyPageUp" {
text="The PageUp key."
}
msg "api.aego/input.KeyPause" {
text="The Pause key."
}
msg "api.aego/input.KeyPressed" {
text="Reports whether a raw key went down this frame. For prototypes."
}
msg "api.aego/input.KeyPrintScreen" {
text="The PrintScreen key."
}
msg "api.aego/input.KeyQ" {
text="The Q key."
}
msg "api.aego/input.KeyR" {
text="The R key."
}
msg "api.aego/input.KeyRAlt" {
text="The RAlt key."
}
msg "api.aego/input.KeyRCtrl" {
text="The RCtrl key."
}
msg "api.aego/input.KeyRGUI" {
text="The RGUI key."
}
msg "api.aego/input.KeyRShift" {
text="The RShift key."
}
msg "api.aego/input.KeyReleased" {
text="Reports whether a raw key went up this frame. For prototypes."
}
msg "api.aego/input.KeyRight" {
text="The Right key."
}
msg "api.aego/input.KeyS" {
text="The S key."
}
msg "api.aego/input.KeyScrollLock" {
text="The ScrollLock key."
}
msg "api.aego/input.KeySpace" {
text="The Space key."
}
msg "api.aego/input.KeyT" {
text="The T key."
}
msg "api.aego/input.KeyTab" {
text="The Tab key."
}
msg "api.aego/input.KeyU" {
text="The U key."
}
msg "api.aego/input.KeyUp" {
text="The Up key."
}
msg "api.aego/input.KeyV" {
text="The V key."
}
msg "api.aego/input.KeyW" {
text="The W key."
}
msg "api.aego/input.KeyX" {
text="The X key."
}
msg "api.aego/input.KeyY" {
text="The Y key."
}
msg "api.aego/input.KeyZ" {
text="The Z key."
}
msg "api.aego/input.MouseDown" {
text="Reports whether a mouse button is held."
}
msg "api.aego/input.MouseLeft" {
text="The Left mouse button."
}
msg "api.aego/input.MouseMiddle" {
text="The Middle mouse button."
}
msg "api.aego/input.MousePos" {
text="Returns the cursor in logical pixels of the game area."
}
msg "api.aego/input.MousePressed" {
text="Reports whether a mouse button went down this frame."
}
msg "api.aego/input.MouseRight" {
text="The Right mouse button."
}
msg "api.aego/input.MouseWorld" {
text="Returns the cursor in world units through the camera under it."
}
msg "api.aego/input.MouseX1" {
text="The X1 mouse button."
}
msg "api.aego/input.MouseX2" {
text="The X2 mouse button."
}
msg "api.aego/input.Pointer" {
text="Returns the cursor in logical pixels."
}
msg "api.aego/input.PointerDelta" {
text="Returns how far the cursor moved this frame."
}
msg "api.aego/input.PopContext" {
text="Removes the top input context."
}
msg "api.aego/input.Pressed" {
text="Reports whether the action started. In Update it is true for one frame; in FixedUpdate for the first fixed step after the press."
}
msg "api.aego/input.PressedP" {
text="Is Pressed for one player."
}
msg "api.aego/input.PushContext" {
text="Puts an input context on top of the stack."
}
msg "api.aego/input.RebindConflict" {
text="Names the action that already used the new control, or explains why it was refused."
}
msg "api.aego/input.Rebinding" {
text="Reports whether a rebind waits for input."
}
msg "api.aego/input.Released" {
text="Reports whether the action ended this frame or fixed step."
}
msg "api.aego/input.ReleasedP" {
text="Is Released for one player."
}
msg "api.aego/input.ResetBinding" {
text="Restores the project bindings of the action."
}
msg "api.aego/input.ResetBindings" {
text="Restores every project binding."
}
msg "api.aego/input.SaveBindings" {
text="Writes the player's settings profile now; changes are also saved on their own."
}
msg "api.aego/input.SetContext" {
text="Replaces the whole stack with one context."
}
msg "api.aego/lighting.Debug" {
text="Returns this world's view debug display: lighting, normals or shadows."
}
msg "api.aego/lighting.Enabled" {
text="Returns whether this world's current view applies lighting."
}
msg "api.aego/lighting.SetDebug" {
text="Selects the view debug display: lighting, normals or shadows. This does not mutate the scene."
}
msg "api.aego/lighting.SetEnabled" {
text="Enables or bypasses lighting in this world's current view without changing scene materials or simulation."
}
msg "api.aego/log.Debug" {
text="Writes a message to the Console. Debug messages are hidden unless the editor runs with -debug."
}
msg "api.aego/log.Error" {
text="Writes an error to the Console. It does not stop the script; use it for problems you can recover from."
}
msg "api.aego/log.Info" {
text="Writes a message to the Console."
}
msg "api.aego/log.Warn" {
text="Writes a warning to the Console."
}
msg "api.aego/material.Assign" {
text="Changes the SpriteRenderer or Mesh2D material reference in this world."
}
msg "api.aego/material.Builtin" {
text="Returns Unlit (Default), Additive, Flash, Dissolve, Outline or PixelSnap. Lit belongs to the lighting module."
}
msg "api.aego/material.Shader" {
text="Returns the prepared shader reference for a named built-in material."
}
msg "api.aego/material.Vec4" {
text="Four numeric lanes, with no color-space conversion."
}
msg "api.aego/math.Abs" {
text="Returns the absolute value of x."
}
msg "api.aego/math.AbsInt" {
text="Returns the absolute value of an int."
}
msg "api.aego/math.Acos" {
text="Returns the angle in radians whose cosine is x, in [0, Pi]."
}
msg "api.aego/math.Angle" {
text="Returns the direction of v in radians."
}
msg "api.aego/math.Asin" {
text="Returns the angle in radians whose sine is x, in [-Pi/2, Pi/2]."
}
msg "api.aego/math.Atan2" {
text="Returns the angle in radians of the vector (x, y), in (-Pi, Pi]."
}
msg "api.aego/math.Ceil" {
text="Returns the least whole number greater than or equal to x."
}
msg "api.aego/math.Clamp" {
text="Limits v to the range [lo, hi]."
}
msg "api.aego/math.ClampInt" {
text="Limits an int to the range [lo, hi]."
}
msg "api.aego/math.Cos" {
text="Returns the cosine of an angle in radians."
}
msg "api.aego/math.Cross" {
text="Returns the z component of the 3D cross product; its sign tells on which side b lies."
}
msg "api.aego/math.Cross3" {
text="Returns a vector perpendicular to a and b."
}
msg "api.aego/math.Deg2Rad" {
text="Converts degrees to radians."
}
msg "api.aego/math.Dist" {
text="Returns the distance between two points."
}
msg "api.aego/math.Dist3" {
text="Returns the distance between two 3D points."
}
msg "api.aego/math.Dot" {
text="Returns the dot product of two Vec2."
}
msg "api.aego/math.Dot3" {
text="Returns the dot product of two Vec3."
}
msg "api.aego/math.Exp" {
text="Returns e raised to the power x."
}
msg "api.aego/math.Floor" {
text="Returns the greatest whole number less than or equal to x."
}
msg "api.aego/math.Length" {
text="Returns the length of a Vec2."
}
msg "api.aego/math.Length3" {
text="Returns the length of a Vec3."
}
msg "api.aego/math.Lerp" {
text="Blends from a to b. t = 0 gives a, t = 1 gives b; t is not clamped."
}
msg "api.aego/math.LerpVec2" {
text="Blends two Vec2 component-wise."
}
msg "api.aego/math.LerpVec3" {
text="Blends two Vec3 component-wise."
}
msg "api.aego/math.Log" {
text="Returns the natural logarithm of x."
}
msg "api.aego/math.Max" {
text="Returns the larger of a and b."
}
msg "api.aego/math.MaxInt" {
text="Returns the larger of two ints."
}
msg "api.aego/math.Min" {
text="Returns the smaller of a and b."
}
msg "api.aego/math.MinInt" {
text="Returns the smaller of two ints."
}
msg "api.aego/math.Normalize" {
text="Returns v scaled to length 1. A zero vector stays zero."
}
msg "api.aego/math.Normalize3" {
text="Returns v scaled to length 1."
}
msg "api.aego/math.Pi" {
text="Pi is the ratio of a circle's circumference to its diameter, about 3.14159."
}
msg "api.aego/math.Pow" {
text="Returns x raised to the power y."
}
msg "api.aego/math.QuatAxisAngle" {
text="Builds a rotation of an angle in radians around an axis."
}
msg "api.aego/math.QuatEuler" {
text="Builds a rotation from Euler angles in radians, applied as Z·Y·X."
}
msg "api.aego/math.QuatLookDir" {
text="Returns the rotation that points -Z along d."
}
msg "api.aego/math.QuatMul" {
text="Combines two rotations: b is applied first, then a."
}
msg "api.aego/math.QuatRotate" {
text="Rotates a vector by q."
}
msg "api.aego/math.QuatSlerp" {
text="Blends two rotations along the shortest arc."
}
msg "api.aego/math.Rad2Deg" {
text="Converts radians to degrees."
}
msg "api.aego/math.Rotate" {
text="Turns v clockwise by an angle in radians."
}
msg "api.aego/math.Round" {
text="Returns x rounded to the nearest whole number; halves round away from zero."
}
msg "api.aego/math.Sign" {
text="Returns -1, 0 or 1 depending on the sign of x."
}
msg "api.aego/math.Sin" {
text="Returns the sine of an angle in radians."
}
msg "api.aego/math.Sqrt" {
text="Returns the square root of x. Negative x gives NaN."
}
msg "api.aego/math.Tan" {
text="Returns the tangent of an angle in radians."
}
msg "api.aego/math.Tau" {
text="Tau is a full turn in radians, 2·Pi."
}
msg "api.aego/math.Trunc" {
text="Drops the fractional part of x."
}
msg "api.aego/particles.Enabled" {
text="Reports whether this world presents particle effects."
}
msg "api.aego/particles.SetEnabled" {
text="Turns particles on or off in this Play world. Turning them off clears current effects."
}
msg "api.aego/physics.Contact" {
text="Contact describes a touch between two colliders from the receiver's side.\nNormal points from the other body into this one, RelativeVelocity is this body's velocity relative to the other at Point."
}
msg "api.aego/physics.Gravity" {
text="Returns the world gravity in units per second squared. +Y points down."
}
msg "api.aego/physics.Layer" {
text="Returns the index of a named physics layer."
}
msg "api.aego/physics.LayerMask" {
text="Returns the mask bit of a named layer. Add masks of different layers to combine them."
}
msg "api.aego/physics.Linecast" {
text="Returns the first hit between from and to on the layers in mask; -1 means every layer."
}
msg "api.aego/physics.OverlapBox" {
text="Writes the bodies touching the axis-aligned box into out and returns the count."
}
msg "api.aego/physics.OverlapCircle" {
text="Writes the bodies touching the circle into out and returns the count."
}
msg "api.aego/physics.OverlapPoint" {
text="Writes the bodies whose colliders contain p into out and returns the count."
}
msg "api.aego/physics.RayHit" {
text="RayHit is the result of a ray query. Hit is false when nothing was found; Node is the body, Collider the node of the shape that was hit."
}
msg "api.aego/physics.Raycast" {
text="Returns the closest hit along dir within maxDist. The caller's own body is ignored, triggers are skipped."
}
msg "api.aego/physics.RaycastAll" {
text="Fills out with hits between from and to, nearest first, and returns how many it wrote. It writes at most len(out)."
}
msg "api.aego/physics.SetGravity" {
text="Changes the world gravity for the rest of the Play session."
}
msg "api.aego/rand.Bool" {
text="Returns true or false with equal chance."
}
msg "api.aego/rand.Float" {
text="Returns a random number in [0, 1)."
}
msg "api.aego/rand.Int" {
text="Returns a random int in [min, max). It returns min when max <= min."
}
msg "api.aego/rand.Range" {
text="Returns a random float in [min, max)."
}
msg "api.aego/rand.Seed" {
text="Returns the seed of the world's generator. Replays with the same seed produce the same numbers."
}
msg "api.aego/save.Autosave" {
text="Saves to the slot named autosave every given number of real seconds; 0 turns it off."
}
msg "api.aego/save.Checkpoint" {
text="Saves the game to the slot named checkpoint."
}
msg "api.aego/save.Delete" {
text="Removes a save and its preview."
}
msg "api.aego/save.Exists" {
text="Reports whether a slot holds a save."
}
msg "api.aego/save.GetBool" {
text="Reads a value this node stored, or def; it works in OnLoad."
}
msg "api.aego/save.GetFloat" {
text="Reads a value this node stored, or def; it works in OnLoad."
}
msg "api.aego/save.GetInt" {
text="Reads a value this node stored, or def; it works in OnLoad."
}
msg "api.aego/save.GetString" {
text="Reads a value this node stored, or def; it works in OnLoad."
}
msg "api.aego/save.GetVec2" {
text="Reads a value this node stored, or def; it works in OnLoad."
}
msg "api.aego/save.GlobalBool" {
text="Reads game-wide progress, or def."
}
msg "api.aego/save.GlobalFloat" {
text="Reads game-wide progress, or def."
}
msg "api.aego/save.GlobalInt" {
text="Reads game-wide progress, or def."
}
msg "api.aego/save.GlobalString" {
text="Reads game-wide progress, or def."
}
msg "api.aego/save.Load" {
text="Reloads the saved scene and restores the slot at the end of the frame."
}
msg "api.aego/save.PutBool" {
text="Stores a value for this node; call it in OnSave."
}
msg "api.aego/save.PutFloat" {
text="Stores a value for this node; call it in OnSave."
}
msg "api.aego/save.PutInt" {
text="Stores a value for this node; call it in OnSave."
}
msg "api.aego/save.PutString" {
text="Stores a value for this node; call it in OnSave."
}
msg "api.aego/save.PutVec2" {
text="Stores a value for this node; call it in OnSave."
}
msg "api.aego/save.Save" {
text="Writes the game to a slot at the end of the frame."
}
msg "api.aego/save.SetGlobalBool" {
text="Stores game-wide progress that every save carries."
}
msg "api.aego/save.SetGlobalFloat" {
text="Stores game-wide progress that every save carries."
}
msg "api.aego/save.SetGlobalInt" {
text="Stores game-wide progress that every save carries."
}
msg "api.aego/save.SetGlobalString" {
text="Stores game-wide progress that every save carries."
}
msg "api.aego/scene.ByID" {
text="Returns the node with this id, as written in the scene file, or nil."
}
msg "api.aego/scene.Despawn" {
text="Returns a spawned copy to its pool; it destroys a node that did not come from a pool."
}
msg "api.aego/scene.Destroy" {
text="Removes a node and its children at the end of the phase."
}
msg "api.aego/scene.Find" {
text="Returns the node at a path from the scene root, or nil."
}
msg "api.aego/scene.InArea" {
text="Writes the bodies touching the rectangle on the layers in mask into out. Without physics it writes every enabled 2D node whose position lies in the rectangle, ignoring mask."
}
msg "api.aego/scene.Instantiate" {
text="Creates a copy of a prefab under parent, or under the root when parent is nil.\nThe new nodes appear at the end of the phase; their scripts get Ready before the next Update."
}
msg "api.aego/scene.Pool" {
text="Makes n copies of a prefab ahead of time; their Ready runs now and Spawn takes them later."
}
msg "api.aego/scene.Spawn" {
text="Places a copy of a prefab at a position under the scene root, taken from its pool when one is free."
}
msg "api.aego/scene.SpawnAt" {
text="Places a copy of a prefab under parent with a local position and rotation."
}
msg "api.aego/scene.WithComponent" {
text="Writes enabled nodes that have the component into out and returns the count."
}
msg "api.aego/scene.WithTag" {
text="Writes enabled nodes with the tag into out and returns the count; Enemy also finds Enemy.Flying. Nodes come in the order they got the tag."
}
msg "api.aego/settings.Apply" {
text="Applies every staged value at once; if one fails, none change."
}
msg "api.aego/settings.ClearOverride" {
text="Removes a session override."
}
msg "api.aego/settings.ClearOverrides" {
text="Removes every session override."
}
msg "api.aego/settings.CloseView" {
text="Hides the settings screen."
}
msg "api.aego/settings.GetBool" {
text="Returns the effective value of an on/off setting."
}
msg "api.aego/settings.GetFloat" {
text="Returns the effective value of a number setting."
}
msg "api.aego/settings.GetInt" {
text="Returns the effective value of an integer or choice setting."
}
msg "api.aego/settings.GetString" {
text="Returns a text setting, or the name of the current choice."
}
msg "api.aego/settings.NeedsRestart" {
text="Reports whether an applied setting takes effect only after a restart."
}
msg "api.aego/settings.OpenView" {
text="Shows the settings screen and pauses the game until it closes."
}
msg "api.aego/settings.OverrideBool" {
text="Sets an on/off value for this session only."
}
msg "api.aego/settings.OverrideFloat" {
text="Sets a value for this session only; it is never saved."
}
msg "api.aego/settings.OverrideInt" {
text="Sets an integer for this session only."
}
msg "api.aego/settings.OverrideString" {
text="Sets a text value for this session only."
}
msg "api.aego/settings.Reset" {
text="Stages a return to the project default."
}
msg "api.aego/settings.Revert" {
text="Drops the staged values."
}
msg "api.aego/settings.Save" {
text="Writes the player profile now; it is also saved on its own shortly after a change."
}
msg "api.aego/settings.SetBool" {
text="Stages a value; Apply makes it take effect."
}
msg "api.aego/settings.SetFloat" {
text="Stages a number."
}
msg "api.aego/settings.SetInt" {
text="Stages an integer or choice index."
}
msg "api.aego/settings.SetString" {
text="Stages a text value."
}
msg "api.aego/settings.ViewOpen" {
text="Reports whether the settings screen is shown."
}
msg "api.aego/testing.Equal" {
text="Fails the test when two ints differ."
}
msg "api.aego/testing.EqualFloat" {
text="Fails the test when got is further than eps from want, or is NaN."
}
msg "api.aego/testing.EqualString" {
text="Fails the test when two strings differ."
}
msg "api.aego/testing.Fail" {
text="Stops the test and reports msg."
}
msg "api.aego/testing.False" {
text="Fails the test with msg when v is true."
}
msg "api.aego/testing.True" {
text="Fails the test with msg when v is false."
}
msg "api.aego/time.Delta" {
text="Returns the game seconds since the previous frame: real time × Scale, 0 while paused. Inside FixedUpdate it is the fixed step."
}
msg "api.aego/time.Elapsed" {
text="Returns the game seconds since Play started. It stops while paused and follows Scale."
}
msg "api.aego/time.Fixed" {
text="Returns the fixed step length in seconds, 1/60 by default. Scale does not change it; it changes how many steps run."
}
msg "api.aego/time.Frame" {
text="Returns the number of frames this world has run, paused frames included."
}
msg "api.aego/time.IsPaused" {
text="Reports whether game time is paused."
}
msg "api.aego/time.Scale" {
text="Returns the time scale: 1 is normal speed, 0.5 is half speed, 0 freezes game time without pausing."
}
msg "api.aego/time.SetPaused" {
text="Pauses or resumes game time. While paused, Update, FixedUpdate and game-time coroutines of ordinary scripts do not run."
}
msg "api.aego/time.SetScale" {
text="Sets the time scale from 0 to 8. The fixed step stays the same, so the simulation stays stable; only the number of steps changes."
}
msg "api.aego/time.Tick" {
text="Returns the number of the current or last fixed step. It is the same number the profiler and the Event Monitor show."
}
msg "api.aego/time.Unscaled" {
text="Returns the real seconds since the previous frame, ignoring Scale and pause."
}
msg "api.aego/time.UnscaledElapsed" {
text="Returns the real seconds since Play started, pauses included."
}
msg "api.aego/timer.Cooldown" {
text="Makes a timer that starts ready; Use takes it and starts the wait."
}
msg "api.aego/timer.New" {
text="Makes a timer that stays after it ends, so Restart can run it again."
}
msg "api.aego/timer.Start" {
text="Makes a one-shot timer that frees itself when it fires."
}
msg "api.aego/timer.Timer" {
text="Timer counts down and fires. yield t waits for the next fire or the end; a timer dies with the node of the script that made it."
}
msg "api.aego/timer.Timer.Cancel" {
text="Ends the timer without firing."
}
msg "api.aego/timer.Timer.Count" {
text="Returns how many times the timer has fired."
}
msg "api.aego/timer.Timer.Done" {
text="Reports whether the timer ended, was cancelled or is nil."
}
msg "api.aego/timer.Timer.Fired" {
text="Runs on every fire of the timer; count is the number of fires so far."
}
msg "api.aego/timer.Timer.Pause" {
text="Stops the countdown."
}
msg "api.aego/timer.Timer.Ready" {
text="Reports whether a cooldown can be used."
}
msg "api.aego/timer.Timer.Remaining" {
text="Returns the seconds left until the next fire."
}
msg "api.aego/timer.Timer.Repeat" {
text="Makes the timer fire n times; -1 repeats until Cancel."
}
msg "api.aego/timer.Timer.Restart" {
text="Starts the countdown again; it does nothing on a one-shot timer that already fired."
}
msg "api.aego/timer.Timer.Resume" {
text="Continues a paused countdown."
}
msg "api.aego/timer.Timer.Unscaled" {
text="Counts real time, also while the game is paused."
}
msg "api.aego/timer.Timer.Use" {
text="Takes a ready cooldown and starts its wait; it returns false while the cooldown runs."
}
msg "api.aego/tween.Position" {
text="Moves a 2D node to a local position."
}
msg "api.aego/tween.ToColor" {
text="Animates a Color property."
}
msg "api.aego/tween.ToFloat" {
text="Animates a float or int property, or one lane of a vector or color.\nPaths: Component.Field, Component.Field.a, transform.rotation, script/Name.Field."
}
msg "api.aego/tween.ToQuat" {
text="Turns a rotation along the short arc."
}
msg "api.aego/tween.ToVec2" {
text="Animates a Vec2 property."
}
msg "api.aego/tween.ToVec3" {
text="Animates a Vec3 property, such as the position of a 3D node."
}
msg "api.aego/tween.Tween" {
text="Tween animates one property of a node. A finished, stopped or nil tween reads as done; yield t waits until it ends."
}
msg "api.aego/tween.Tween.Completed" {
text="Runs once when the tween ends. Its finished parameter is true at the natural end, false after Stop, when a new tween on the same property replaced it, or when its node or target is gone."
}
msg "api.aego/tween.Tween.Curve" {
text="Replaces the easing with a curve field; its time range is stretched over the duration."
}
msg "api.aego/tween.Tween.Delay" {
text="Waits before the tween starts; the start value is read when the delay ends. Call it right after creating the tween."
}
msg "api.aego/tween.Tween.Done" {
text="Reports whether the tween finished, was stopped or is nil."
}
msg "api.aego/tween.Tween.Loop" {
text="Plays the tween n times from the start; -1 repeats until Stop."
}
msg "api.aego/tween.Tween.PingPong" {
text="Plays n legs, every second one backwards; 2 goes there and back, -1 repeats until Stop."
}
msg "api.aego/tween.Tween.Running" {
text="Is the opposite of Done."
}
msg "api.aego/tween.Tween.Stop" {
text="Ends the tween where it is; the property keeps its current value."
}
msg "api.aego/tween.Tween.Unscaled" {
text="Runs the tween in real time, also while the game is paused."
}
msg "api.aego/update.Apply" {
text="Installs the downloaded version and restarts the game on it; save the player's progress first."
}
msg "api.aego/update.Check" {
text="Looks for a newer version on the game's update server in the background; State says what it found."
}
msg "api.aego/update.Download" {
text="Fetches the newer version in the background; Auto mode does it on its own."
}
msg "api.aego/update.Error" {
text="Says why the last check or download failed."
}
msg "api.aego/update.Notes" {
text="Notes are the release notes of the newer version."
}
msg "api.aego/update.State" {
text="Is idle, checking, upToDate, available, downloading, ready or failed."
}
msg "api.aego/update.Version" {
text="Is the newer version the last check found, empty when there is none."
}
msg "api.animation.AnimationPlayer.Event" {
text="Runs when the clip reaches an event; anim.EventName(id) gives its name."
}
msg "api.animation.AnimationPlayer.Finished" {
text="Runs when a clip that does not loop ends, with cycle 0, or after Stop, with cycle -1."
}
msg "api.animation.AnimationPlayer.Pause" {
text="Holds the clip where it is."
}
msg "api.animation.AnimationPlayer.Play" {
text="Starts a clip from its beginning on the next fixed step; nil plays the current clip again."
}
msg "api.animation.AnimationPlayer.Resume" {
text="Continues a paused clip."
}
msg "api.animation.AnimationPlayer.Seek" {
text="Jumps to a time inside the clip on the next fixed step without firing the events in between."
}
msg "api.animation.AnimationPlayer.SetSpeed" {
text="Changes the playback speed; a negative speed plays backwards."
}
msg "api.animation.AnimationPlayer.Stop" {
text="Ends the clip on the next fixed step: tracks with onEnd=restore get back the values they had before Play, Finished runs with cycle -1."
}
msg "api.animation.Animator.CrossFade" {
text="Blends into a state over some seconds, starting on the next fixed step."
}
msg "api.animation.Animator.Event" {
text="Runs when a state reaches an event of its clip; during a blend the state's event policy decides which side reports."
}
msg "api.animation.Animator.GetBool" {
text="Reads a bool or trigger parameter."
}
msg "api.animation.Animator.GetFloat" {
text="Reads a float parameter."
}
msg "api.animation.Animator.GetInt" {
text="Reads an int parameter."
}
msg "api.animation.Animator.IsState" {
text="Reports whether the animator is in a state; during a blend that is the state it blends into."
}
msg "api.animation.Animator.Play" {
text="Switches to a state on the next fixed step, without a blend."
}
msg "api.animation.Animator.ResetTrigger" {
text="Clears a trigger that has not fired yet."
}
msg "api.animation.Animator.SetBool" {
text="Sets a bool parameter; transitions read it on the next fixed step."
}
msg "api.animation.Animator.SetFloat" {
text="Sets a float parameter."
}
msg "api.animation.Animator.SetInt" {
text="Sets an int parameter."
}
msg "api.animation.Animator.SetTrigger" {
text="Sets a trigger for the next fixed step; a transition that uses it, or the end of that step, clears it."
}
msg "api.animation.Animator.StateEntered" {
text="Runs when the animator enters a state, at the start of the transition."
}
msg "api.animation.Animator.StateExited" {
text="Runs when a state stops playing, at the end of the transition."
}
msg "api.animation.Animator.StateName" {
text="Returns the name of a state index, as StateEntered and StateExited report it."
}
msg "api.audio.AudioSource2D.Finished" {
text="Runs when the sound of the source ends; finished is false after Stop or when it was cut off."
}
msg "api.audio.AudioSource2D.IsPlaying" {
text="Reports whether the source plays a sound."
}
msg "api.audio.AudioSource2D.Play" {
text="Starts the source from the beginning, stopping a sound it already plays."
}
msg "api.audio.AudioSource2D.Started" {
text="Runs when the source starts a sound."
}
msg "api.audio.AudioSource2D.Stop" {
text="Ends the sound of the source with a short fade."
}
msg "api.audio.AudioSource2D.StopFade" {
text="Fades the sound of the source out over seconds."
}
msg "api.camera.CameraFollow2D.Snap" {
text="Moves the camera onto the target at once, for example after a teleport."
}
msg "api.camera.CameraShake2D.Add" {
text="Adds trauma to the output of this camera; trauma is capped at 1."
}
msg "api.camera.VirtualCamera2D.IsActive" {
text="Reports whether this virtual camera drives its output now."
}
msg "api.engine.MaterialOverride.GetBool" {
text="Reads the effective bool parameter.\n\nReturns the effective typed boolean. This does not treat a numerical zero or nonzero shader parameter as a bool."
}
msg "api.engine.MaterialOverride.GetColor" {
text="Reads the effective linear Color of a parameter declared with the color hint.\n\nReturns the effective linear Color of a parameter declared with the colour hint. This is not a colour conversion for an ordinary vec4."
}
msg "api.engine.MaterialOverride.GetFloat" {
text="Reads the effective float after shader default, material value and node override.\n\n`name` selects a declared float parameter. The result includes inheritance when this node has no explicit value; an unresolved material or incompatible type faults the script."
}
msg "api.engine.MaterialOverride.GetInt" {
text="Reads the exact signed int32 effective parameter.\n\nReturns the effective signed int32 value as a script `int`, without a floating-point round trip. The declared parameter must have integer type."
}
msg "api.engine.MaterialOverride.GetVec2" {
text="Reads the effective vec2 parameter.\n\nReturns the two effective components of a declared vec2. The getter does not truncate a larger vector."
}
msg "api.engine.MaterialOverride.GetVec3" {
text="Reads the effective vec3 parameter.\n\nReturns the three effective components of a declared vec3. The getter does not truncate a larger vector."
}
msg "api.engine.MaterialOverride.GetVec4" {
text="Reads four numerical effective lanes as material.Vec4, without color conversion.\n\nReturns a numerical [material.Vec4](ref:aego/material.Vec4). A parameter with the colour hint requires GetColor instead."
}
msg "api.engine.MaterialOverride.GetVec4Lane" {
text="Reads one lane from an ordinary vec4 parameter. The lane index must be from 0 through 3.\n\n`lane` is 0 for X, 1 for Y, 2 for Z or 3 for W of an ordinary vec4. An out-of-range lane or colour parameter faults the script."
}
msg "api.engine.MaterialOverride.Reset" {
text="Removes the explicit instance value and inherits the shared material value. Returns whether an explicit value existed.\n\nRemoves this node's explicit value for `name`, including a retained value for a removed shader parameter. Returns false when no explicit value was stored; it does not zero the shared material."
}
msg "api.engine.MaterialOverride.SetBool" {
text="Sets an instance bool parameter on this node.\n\n`name` selects a bool parameter marked `@instance`. This is a typed boolean assignment, not an integer or float conversion."
}
msg "api.engine.MaterialOverride.SetColor" {
text="Sets a linear Color instance parameter declared with the color hint.\n\n`value` is a linear Color for a vec4 parameter with the colour hint and `@instance`. The call does not interpret numerical Vec4 values as colours."
}
msg "api.engine.MaterialOverride.SetFloat" {
text="Sets an instance float parameter on this node. Type mismatch leaves its previous value unchanged.\n\n`name` selects a float parameter marked `@instance`. `value` must be finite; the call writes only this node's override and does not save the scene or shared material."
}
msg "api.engine.MaterialOverride.SetInt" {
text="Sets an exact signed int32 instance parameter. Values outside the int32 range are rejected.\n\n`value` must fit signed int32, even though the script's `int` is wider. A range or type error leaves the old override unchanged."
}
msg "api.engine.MaterialOverride.SetVec2" {
text="Sets an instance vec2 parameter on this node.\n\n`value` supplies two finite components for a declared instance vec2. A different vector size is a type error."
}
msg "api.engine.MaterialOverride.SetVec3" {
text="Sets an instance vec3 parameter on this node.\n\n`value` supplies three finite components for a declared instance vec3. A different vector size is a type error."
}
msg "api.engine.MaterialOverride.SetVec4" {
text="Sets four numerical instance lanes using material.Vec4 without color conversion.\n\n`value` is a numerical [material.Vec4](ref:aego/material.Vec4). Use SetColor instead when the shader declares a colour parameter; these types are not interchangeable."
}
msg "api.engine.MaterialParameter" {
text="Stores one explicit, typed per-node material override. This is a data record inside MaterialOverride, not an addable component or a material asset."
}
msg "api.events.OnAnimEvent" {
text="Runs on the scripts of a node whose Animation Player reaches an event of its clip; anim.EventName(id) gives the name."
}
msg "api.events.OnCollisionEnter" {
text="Runs after the physics step in which this body started touching other."
}
msg "api.events.OnCollisionExit" {
text="Runs when the bodies stop touching, including when one of them is destroyed or disabled. Contact.Point is the last known point."
}
msg "api.events.OnCollisionStay" {
text="Runs after every later physics step while the bodies keep touching. It costs nothing when no script declares it."
}
msg "api.events.OnDespawned" {
text="Runs on every script of a pooled copy when it is despawned, before its coroutines and connections end."
}
msg "api.events.OnLoad" {
text="Runs after Ready on every script that has it when a saved game is loaded; read values with save.Get*."
}
msg "api.events.OnSave" {
text="Runs on every script that has it while a game is saved; write values with save.Put*."
}
msg "api.events.OnSettingChanged" {
text="Runs on every script with this method after a setting's effective value changed: Apply, Revert, an override or a confirmation timeout."
}
msg "api.events.OnSpawned" {
text="Runs on every script of a spawned prefab copy, after Ready for a new copy and instead of it for a copy taken from a pool."
}
msg "api.events.OnTriggerEnter" {
text="Runs when other's collider entered a trigger of this body, or this body entered other's trigger."
}
msg "api.events.OnTriggerExit" {
text="Runs when the overlap with a trigger ends."
}
msg "api.gameplay.Checkpoint2D.Reached" {
text="Fires when a node takes this checkpoint."
}
msg "api.gameplay.Health.Damage" {
text="Removes hit points and reports whether they were removed: not while invulnerable, dead or for amounts below 1."
}
msg "api.gameplay.Health.Damaged" {
text="Fires once per step with the damage taken in it."
}
msg "api.gameplay.Health.Died" {
text="Fires once when the hit points reach zero."
}
msg "api.gameplay.Health.Heal" {
text="Adds hit points up to Max; it does nothing while dead."
}
msg "api.gameplay.Health.Healed" {
text="Fires with the hit points restored."
}
msg "api.gameplay.Health.Kill" {
text="Sets the hit points to zero."
}
msg "api.gameplay.Health.Revive" {
text="Brings the node back with this many hit points; 0 means Max."
}
msg "api.gameplay.Health.Revived" {
text="Fires after Revive."
}
msg "api.gameplay.Health.SetInvulnerable" {
text="Ignores damage for some seconds of game time."
}
msg "api.gameplay.Hitbox2D.Activate" {
text="Starts a new attack: targets hit before can be hit again."
}
msg "api.gameplay.Hitbox2D.Deactivate" {
text="Stops dealing damage."
}
msg "api.gameplay.Hitbox2D.Hit" {
text="Fires for each target damaged."
}
msg "api.gameplay.Hitbox2D.Pulse" {
text="Deals one round of damage in the next step, active or not."
}
msg "api.gameplay.Motion2D.AddDisplacement" {
text="Moves by an offset in world units on the next step, through walls and slopes like a move, without changing the velocity; root motion of an Animator uses it."
}
msg "api.gameplay.Motion2D.AddVelocity" {
text="Adds a push once, for knockback."
}
msg "api.gameplay.Motion2D.Climbed" {
text="Fires when the character starts climbing onto a ledge."
}
msg "api.gameplay.Motion2D.Dash" {
text="Moves at a fixed velocity for some seconds."
}
msg "api.gameplay.Motion2D.HitCeiling" {
text="Fires when the character bumps into a ceiling."
}
msg "api.gameplay.Motion2D.HitWall" {
text="Fires when the character starts touching a wall."
}
msg "api.gameplay.Motion2D.Jump" {
text="Jumps on the next step if grounded, within coyote time or later within the jump buffer."
}
msg "api.gameplay.Motion2D.JumpReleased" {
text="Cuts a rising jump by Jump Cut Multiplier."
}
msg "api.gameplay.Motion2D.Jumped" {
text="Fires when a jump starts."
}
msg "api.gameplay.Motion2D.Landed" {
text="Fires when the character touches a floor, with the falling speed."
}
msg "api.gameplay.Motion2D.LeftGround" {
text="Fires when the character walks off a floor without jumping."
}
msg "api.gameplay.Motion2D.Move" {
text="Sets the horizontal input, -1..1; it stays until the next Move."
}
msg "api.gameplay.Motion2D.MoveDir" {
text="Sets the top-down input; a longer vector is cut to length 1."
}
msg "api.gameplay.Motion2D.Stop" {
text="Zeroes the velocity and ends a dash."
}
msg "api.gameplay.Motion2D.Teleport" {
text="Moves to a position on the next step and resets velocity and state."
}
msg "api.gameplay.Pickup2D.Collected" {
text="Fires with the node that took the pickup."
}
msg "api.gameplay.Respawn.Respawned" {
text="Fires when the node is back at its point."
}
msg "api.gameplay.Respawn.SetPoint" {
text="Sets the respawn point."
}
msg "api.gameplay.Respawn.Trigger" {
text="Respawns the node after Delay."
}
msg "api.gameplay.StateMachine.Changed" {
text="Fires after a state change with the indices of the old and the new state."
}
msg "api.gameplay.StateMachine.Go" {
text="Switches to a state after the current hook returns; Exit of the old state and Enter of the new one run in between. Returns false for an unknown state."
}
msg "api.gameplay.StateMachine.Is" {
text="Reports whether the machine is in a state."
}
msg "api.gameplay.StateMachine.TimeIn" {
text="Returns the seconds spent in the current state."
}
msg "api.particles.ColorKey" {
text="A normalized age and its straight linear color."
}
msg "api.particles.ParticleSystem2D.Burst" {
text="Requests count births at the emitter. Does not start automatic emission."
}
msg "api.particles.ParticleSystem2D.Clear" {
text="Removes live particles without changing the emission schedule."
}
msg "api.particles.ParticleSystem2D.Completed" {
text="A finite emission schedule has ended and its last particle expired. A presentation signal, not a gameplay timer."
}
msg "api.particles.ParticleSystem2D.Count" {
text="Returns the current number of living particles on the emitter."
}
msg "api.particles.ParticleSystem2D.Emitting" {
text="Reports whether automatic emission is running."
}
msg "api.particles.ParticleSystem2D.Play" {
text="Starts automatic emission. Repeating Play while emitting does nothing."
}
msg "api.particles.ParticleSystem2D.Playing" {
text="Reports whether the schedule is running or particles remain."
}
msg "api.particles.ParticleSystem2D.Restart" {
text="Clears live particles and starts a new emission schedule."
}
msg "api.particles.ParticleSystem2D.Stop" {
text="Stops new emissions and lets live particles drain."
}
msg "api.particles.ParticleSystem2D.StopAndClear" {
text="Stops automatic emission and immediately removes living particles."
}
msg "api.physics.Body2D.ApplyForce" {
text="Pushes the body's center of mass during the next physics step. Call it from FixedUpdate."
}
msg "api.physics.Body2D.ApplyForceAt" {
text="Pushes the body at a world point, which also spins it."
}
msg "api.physics.Body2D.ApplyImpulse" {
text="Changes the velocity at once, scaled by mass."
}
msg "api.physics.Body2D.ApplyImpulseAt" {
text="Applies an impulse at a world point."
}
msg "api.physics.Body2D.ApplyTorque" {
text="Spins the body during the next physics step."
}
msg "api.physics.Body2D.Mass.method" {
text="Returns the mass computed from the colliders or the override."
}
msg "api.physics.Body2D.MoveTo" {
text="Drives a kinematic body to the pose by the end of the next physics step, pushing dynamic bodies on the way. Call it from FixedUpdate."
}
msg "api.physics.Body2D.SetAngularVelocity" {
text="Sets the spin in radians per second."
}
msg "api.physics.Body2D.SetVelocity" {
text="Sets the linear velocity in units per second."
}
msg "api.physics.Body2D.Sleep" {
text="Stops the body until something touches it."
}
msg "api.physics.Body2D.Teleport" {
text="Moves the body to a world pose without sweeping, keeping its velocity."
}
msg "api.physics.Body2D.WakeUp" {
text="Makes a sleeping body simulate again."
}
msg "api.render2d.PostEffect" {
text="An independently addressable effect in a camera output stack."
}
msg "api.render2d.PostParameter" {
text="A typed effect parameter. Missing values inherit the descriptor default."
}
msg "api.render2d.PostProcess.SetBool" {
text="Sets a boolean parameter by instanceID:Field.\n\n`key` is `instanceID:Field`; the target must be a boolean parameter. Unknown targets or incompatible field kinds report a script error before assignment."
}
msg "api.render2d.PostProcess.SetEffectEnabled" {
text="Enables or disables an effect by its stable instance ID.\n\n`instanceID` is the stable ID of an existing effect, not its type or position in the stack. A missing instance reports a script error before changing it. This changes the instance switch; the component must also be enabled."
}
msg "api.render2d.PostProcess.SetFloat" {
text="Sets a float parameter using instanceID:Field, without changing any shared material.\n\n`key` is `instanceID:Field`, for example the Bloom instance ID followed by `:Intensity`. `value` must match the descriptor's floating-point field and constraints. An unresolved instance, missing field or incompatible value reports a script error without applying that assignment. This edits the instance, not a shared material."
}
msg "api.render2d.PostProcess.SetInt" {
text="Sets a signed int32 parameter by instanceID:Field.\n\n`key` is `instanceID:Field`. The integer must fit signed int32 and match the field descriptor; an out-of-range integer or unresolved target reports a script error before assignment."
}
msg "api.render2d.PostProcess.SetVec2" {
text="Sets a vec2 parameter using instanceID:Field.\n\n`key` is `instanceID:Field`; `value` supplies two lanes. The field descriptor must accept that value. An unresolved target or type mismatch reports a script error before assignment."
}
msg "api.render2d.PostProcess.SetVec3" {
text="Sets a vec3 parameter by instanceID:Field.\n\n`key` is `instanceID:Field`; `value` supplies three lanes. The field descriptor must accept that value. An unresolved target or type mismatch reports a script error before assignment."
}
msg "api.render2d.PostProcess.SetVec4" {
text="Sets a vec4 parameter by instanceID:Field.\n\n`key` is `instanceID:Field`; `value` is [material.Vec4](ref:aego/material.Vec4), with X, Y, Z and W lanes. The field descriptor must accept that value. An unresolved target or type mismatch reports a script error before assignment."
}
msg "cli.agent.anim.add-event" {
text="add an event; the name must be declared in Project Settings → Animation"
}
msg "cli.agent.anim.expand-frames" {
text="turn a frames block into sprite tracks with step keys, so its frames can be edited one by one"
}
msg "cli.agent.anim.get" {
text="length, loop, tracks with their keys, frames blocks and events of a clip"
}
msg "cli.agent.anim.move-event" {
text="move an event to another time"
}
msg "cli.agent.anim.move-key" {
text="move a key to another time"
}
msg "cli.agent.anim.remove-event" {
text="remove an event"
}
msg "cli.agent.anim.remove-key" {
text="remove a key; the last key removes its track"
}
msg "cli.agent.anim.remove-track" {
text="remove a track with all its keys"
}
msg "cli.agent.anim.set" {
text="set length, loop or fps of a clip; no value clears loop or fps"
}
msg "cli.agent.anim.set-key" {
text="set a key; a new track needs --kind"
}
msg "cli.agent.art.apply" {
text="Propose one atomic graphics edit at the revision returned by art.read. Agent panel edits require approval; CLI and external agents follow the editor's confirmation setting. All use the document's common Undo. Name new entities with as and refer to them as $name later."
}
msg "cli.agent.art.capture" {
text="Capture unsaved CPU pixels with document/frame/channel identity and revision. MCP returns a PNG image; the CLI writes it only with --out to a new file."
}
msg "cli.agent.art.read" {
text="Read the current art document, not its last saved file. Lists are paginated; revision is a decimal string for art.apply."
}
msg "cli.agent.asset.delete" {
text="delete an asset; refuses while it is referenced unless --force"
}
msg "cli.agent.asset.import-variant" {
text="Import an inspected generated PNG variant from this editor conversation as a stable project source asset"
}
msg "cli.agent.asset.list" {
text="assets with their ids and kinds"
}
msg "cli.agent.asset.move" {
text="move an asset with its .meta; the id and every reference stay"
}
msg "cli.agent.asset.paint" {
text="Edit a source PNG, create a transparent canvas, or paint on a copy of another source PNG. A single reversible batch; returns image pixels. Coordinates are top-left source pixels."
}
msg "cli.agent.asset.pixels" {
text="draw a sprite as text: each character of grid is a pixel colored by palette; lines like idle: start frames of one size, which become an atlas with one sprite per frame and a looping flipbook clip. Answers with a preview image"
}
msg "cli.agent.asset.rename" {
text="rename an asset in its folder"
}
msg "cli.agent.asset.svg" {
text="draw a texture from SVG: path, rect, circle, ellipse, line, polyline, polygon, fill, stroke, opacity and transform; no filters, gradients or text. For tiles, UI and item icons. Answers with a preview image"
}
msg "cli.agent.ctrl.add-param" {
text="add a parameter"
}
msg "cli.agent.ctrl.add-state" {
text="add a state"
}
msg "cli.agent.ctrl.add-transition" {
text="add a transition; from may be any"
}
msg "cli.agent.ctrl.entry" {
text="set the state the animator starts in"
}
msg "cli.agent.ctrl.get" {
text="parameters, states and transitions of a controller"
}
msg "cli.agent.ctrl.remove-param" {
text="remove a parameter; conditions on it become problems"
}
msg "cli.agent.ctrl.remove-state" {
text="remove a state and the transitions into and out of it"
}
msg "cli.agent.ctrl.remove-transition" {
text="remove a transition"
}
msg "cli.agent.ctrl.set-state" {
text="set clip, speed, loop, events or pos of a state"
}
msg "cli.agent.ctrl.set-transition" {
text="set to, duration, exitTime or interrupt of a transition"
}
msg "cli.agent.data.add-row" {
text="add a row with defaults"
}
msg "cli.agent.data.base" {
text="set or clear the base asset of a data asset"
}
msg "cli.agent.data.export" {
text="write the rows of a table to a csv file"
}
msg "cli.agent.data.get" {
text="fields set in a data asset or a table row; omitted fields use the base or the type default"
}
msg "cli.agent.data.import" {
text="replace the rows of a table with a csv file"
}
msg "cli.agent.data.remove-row" {
text="remove a row"
}
msg "cli.agent.data.rename-row" {
text="change a row id"
}
msg "cli.agent.data.reset" {
text="remove a field so it falls back to the base or the default"
}
msg "cli.agent.data.rows" {
text="row ids of a table"
}
msg "cli.agent.data.set" {
text="set a field"
}
msg "cli.agent.material.apply" {
text="apply a material transaction atomically, using the same mutations and serialization as Inspector"
}
msg "cli.agent.material.assign" {
text="assign a compatible material to SpriteRenderer or Mesh2D through the scene mutation service"
}
msg "cli.agent.material.create" {
text="create a material inheriting defaults from a shader"
}
msg "cli.agent.material.get" {
text="read explicit/inherited parameters, unknown data, variants and source revision from the current document"
}
msg "cli.agent.material.reset" {
text="remove an explicit parameter and inherit the shader default"
}
msg "cli.agent.material.set" {
text="set a typed explicit parameter as one semantic mutation"
}
msg "cli.agent.material.validate" {
text="validate material values, shader and texture references without changing the source"
}
msg "cli.agent.material.variants" {
text="select an allowed combination of comma-separated keywords; an empty string selects no keywords"
}
msg "cli.agent.postfx.get" {
text="read the authored camera stack including stable instance IDs from the live scene"
}
msg "cli.agent.postfx.set" {
text="set an effect switch or typed numeric parameter by persistent instance ID in one scene edit"
}
msg "cli.agent.prefab.apply" {
text="write instance overrides into the prefab file"
}
msg "cli.agent.prefab.create" {
text="turn a node into a prefab file and link the node to it"
}
msg "cli.agent.prefab.instantiate" {
text="add an instance of a prefab"
}
msg "cli.agent.prefab.overrides" {
text="list the overrides of the instance a node belongs to"
}
msg "cli.agent.prefab.revert" {
text="drop instance overrides"
}
msg "cli.agent.prefab.unpack" {
text="turn an instance into plain nodes"
}
msg "cli.agent.project.get" {
text="module sections of project.aego (physics, …) with their current values"
}
msg "cli.agent.project.input-action" {
text="Create/update one action and add it to a context. Binding strings use the project input syntax. Only an empty initial stack is initialized."
}
msg "cli.agent.project.main-scene" {
text="Set an imported scene as the startup scene by project-relative path."
}
msg "cli.agent.project.set" {
text="set a field of a module section in project.aego, for example physics gravity [0, -15]"
}
msg "cli.agent.project.validate" {
text="missing assets and nodes, import errors, prefabs and scenes that do not load"
}
msg "cli.agent.refs.find" {
text="files and fields that reference an asset"
}
msg "cli.agent.refs.fix" {
text="point every reference to one asset at another (none clears them); originals go to .aego/recovery"
}
msg "cli.agent.refs.missing" {
text="references to assets and nodes that do not exist"
}
msg "cli.agent.scene.add-comp" {
text="add a component with its defaults and the components it requires, or attach a script by its type name"
}
msg "cli.agent.scene.add-node" {
text="add an empty node"
}
msg "cli.agent.scene.apply" {
text="apply a transaction (tx version=1 { op … }) in one step"
}
msg "cli.agent.scene.get" {
text="a node with its transform and every saved field, or one field"
}
msg "cli.agent.scene.move" {
text="move a node under another parent"
}
msg "cli.agent.scene.new" {
text="create an empty scene"
}
msg "cli.agent.scene.remove-comp" {
text="remove a component"
}
msg "cli.agent.scene.remove-node" {
text="remove a node with its children"
}
msg "cli.agent.scene.rename" {
text="rename a node"
}
msg "cli.agent.scene.reset" {
text="reset a field to its default, a transform part to identity"
}
msg "cli.agent.scene.run" {
text="run a scene headless and report the log, the state hash and where the watched nodes went"
}
msg "cli.agent.scene.set" {
text="set a field"
}
msg "cli.agent.scene.tree" {
text="node tree with IDs, components, scripts and prefab links"
}
msg "cli.agent.scene.validate" {
text="load problems and references to nodes the scene does not have"
}
msg "cli.agent.schema.list" {
text="component and data types"
}
msg "cli.agent.schema.show" {
text="fields of a type: kind, range, unit, default, flags and docs"
}
msg "cli.agent.script.create" {
text="create a script file; it fails when the file exists, so change an existing script with script.edit"
}
msg "cli.agent.script.edit" {
text="replace text in a script; old must match exactly once, so quote enough lines around the change"
}
msg "cli.agent.script.read" {
text="text of a script, as the editor has it, with unsaved changes; from and to read a part of a long one"
}
msg "cli.agent.script.write" {
text="replace the whole text of a script; for a small change script.edit is safer"
}
msg "cli.agent.shader.create" {
text="create a portable sprite shader through the registered asset importer"
}
msg "cli.agent.shader.schema" {
text="declared parameters, typed defaults, domain and allowed variants; checks current source and unsaved includes"
}
msg "cli.agent.shader.validate" {
text="validate current source with the registered importer; reports schema/reference validation independently from GPU linking"
}
msg "cli.agent.texture.apply" {
text="atomic typed texture metadata transaction; same validation and Undo rules as Inspector"
}
msg "cli.agent.texture.channel" {
text="assign a normal/height/emission source or frame by stable AssetID; unresolved IDs are retained with diagnostics"
}
msg "cli.agent.texture.channel-reset" {
text="remove the explicit channel mapping without deleting source assets"
}
msg "cli.agent.texture.get" {
text="read current dirty metadata, stable frames, source size, roles and channel references"
}
msg "cli.agent.texture.reset" {
text="remove an explicit import setting and inherit the importer default"
}
msg "cli.agent.texture.schema" {
text="registered import roles/settings and source-frame channel contract"
}
msg "cli.agent.texture.set" {
text="set an import setting using the shared semantic mutation service"
}
msg "cli.agent.texture.validate" {
text="check source metadata and prepare a private import candidate without changing cache or GPU resources"
}
msg "diag.AES1001" {
text="This character cannot appear here."
}
msg "diag.AES1001.fix" {
text="Use ASCII letters for names, put other text inside a string, and use && or || instead of & or |."
}
msg "diag.AES1002" {
text="The string literal has no closing quote."
}
msg "diag.AES1002.fix" {
text="Add \" at the end of the string."
}
msg "diag.AES1003" {
text="The escape sequence after \\ is not supported."
}
msg "diag.AES1003.fix" {
text="Use \\n, \\t, \\\", \\\\ or \\uXXXX."
}
msg "diag.AES1004" {
text="The word is reserved for a future version of the language."
}
msg "diag.AES1004.fix" {
text="Rename the identifier."
}
msg "diag.AES1005" {
text="The number literal is malformed."
}
msg "diag.AES1005.fix" {
text="Write digits after the point (1.0, not 1.) and separate digits with _ only between digits."
}
msg "diag.AES1006" {
text="The block comment has no closing */."
}
msg "diag.AES1006.fix" {
text="Add */ where the comment should end."
}
msg "diag.AES1007" {
text="The file contains bytes that are not valid UTF-8."
}
msg "diag.AES1007.fix" {
text="Save the file as UTF-8."
}
msg "diag.AES1008" {
text="A string literal cannot span lines."
}
msg "diag.AES1008.fix" {
text="Close the string on the same line or use \\n."
}
msg "diag.AES1101" {
text="The parser expected something else at this point."
}
msg "diag.AES1101.fix" {
text="Check for a missing bracket, comma or operator right before this position."
}
msg "diag.AES1102" {
text="Every script file starts with a package clause."
}
msg "diag.AES1102.fix" {
text="Add `package <directory name>` as the first line."
}
msg "diag.AES1103" {
text="Attributes are allowed only on scripts and script fields."
}
msg "diag.AES1103.fix" {
text="Move the attribute above a script or a `var` inside a script, or remove it."
}
msg "diag.AES1104" {
text="Imports must come before any declaration."
}
msg "diag.AES1104.fix" {
text="Move the import to the top of the file, after the package clause."
}
msg "diag.AES1105" {
text="Packages cannot hold mutable state."
}
msg "diag.AES1105.fix" {
text="Use const for fixed values, or move the variable into a script as a field."
}
msg "diag.AES1106" {
text="Types, functions and constants are declared at package level."
}
msg "diag.AES1106.fix" {
text="Move the declaration out of the function body."
}
msg "diag.AES1107" {
text="The left side of := must be one new name."
}
msg "diag.AES1107.fix" {
text="Write `name := value`, or use = to assign to an existing field or element."
}
msg "diag.AES1108" {
text="A composite literal key must be a field name."
}
msg "diag.AES1108.fix" {
text="Write `Type{Field: value}`."
}
msg "diag.AES1109" {
text="The code is nested too deeply."
}
msg "diag.AES1109.fix" {
text="Split the expression or block into helper functions."
}
msg "diag.AES1110" {
text="The single part of a for loop must be a condition."
}
msg "diag.AES1110.fix" {
text="Write `for cond {}` or `for init; cond; post {}`."
}
msg "diag.AES1111" {
text="A slice type here must be followed by a literal."
}
msg "diag.AES1111.fix" {
text="Write `[]T{...}`."
}
msg "diag.AES1112" {
text="Only one value can be assigned per statement."
}
msg "diag.AES1112.fix" {
text="Split the assignment into several statements."
}
msg "diag.AES1113" {
text="else must follow the closing brace on the same line."
}
msg "diag.AES1113.fix" {
text="Write `} else {`."
}
msg "diag.AES2001" {
text="The name is not declared in this scope."
}
msg "diag.AES2001.fix" {
text="Check the spelling, declare it, or add the missing import."
}
msg "diag.AES2002" {
text="The name refers to something that is not a type."
}
msg "diag.AES2002.fix" {
text="Use a type name such as int, Vec2 or a declared struct."
}
msg "diag.AES2003" {
text="The value has a different type than the place it is used."
}
msg "diag.AES2003.fix" {
text="Convert explicitly, for example float(x) or int(f)."
}
msg "diag.AES2004" {
text="The operator is not defined for these operand types."
}
msg "diag.AES2004.fix" {
text="Convert the operands to a type the operator supports."
}
msg "diag.AES2005" {
text="The call passes a different number of arguments than the function expects."
}
msg "diag.AES2005.fix" {
text="Match the function signature; hover the function to see it."
}
msg "diag.AES2006" {
text="The expression is not a function."
}
msg "diag.AES2006.fix" {
text="Remove the parentheses or call a function instead."
}
msg "diag.AES2007" {
text="The left side cannot be assigned to."
}
msg "diag.AES2007.fix" {
text="Assign to a variable, field, slice element or writable component field."
}
msg "diag.AES2008" {
text="The type has no field or member with this name."
}
msg "diag.AES2008.fix" {
text="Check the spelling; press Ctrl+Space after . to see the members."
}
msg "diag.AES2009" {
text="The name starts with a lowercase letter, so it is private to its package."
}
msg "diag.AES2009.fix" {
text="Rename it to start with an uppercase letter if other packages need it."
}
msg "diag.AES2010" {
text="A constant needs a value known at compile time."
}
msg "diag.AES2010.fix" {
text="Use literals and other constants only."
}
msg "diag.AES2011" {
text="Integer division by a constant zero."
}
msg "diag.AES2011.fix" {
text="Check the divisor."
}
msg "diag.AES2012" {
text="The constant does not fit its type."
}
msg "diag.AES2012.fix" {
text="Use a smaller value or a wider type."
}
msg "diag.AES2013" {
text="The function can reach its end without returning a value."
}
msg "diag.AES2013.fix" {
text="Add a return statement on every path."
}
msg "diag.AES2014" {
text="break or continue is outside a loop or switch."
}
msg "diag.AES2014.fix" {
text="Move it inside a for loop, or use return."
}
msg "diag.AES2015" {
text="A switch on an enum must handle every member."
}
msg "diag.AES2015.fix" {
text="Add the missing cases or a default."
}
msg "diag.AES2016" {
text="The same case value appears twice."
}
msg "diag.AES2016.fix" {
text="Remove the duplicate case."
}
msg "diag.AES2017" {
text="A struct cannot contain itself by value."
}
msg "diag.AES2017.fix" {
text="Store the relation in a slice or remove the field."
}
msg "diag.AES2018" {
text="The name is already declared in this scope."
}
msg "diag.AES2018.fix" {
text="Rename one of the declarations or remove one of them."
}
msg "diag.AES2019" {
text="The returned value does not match the function result."
}
msg "diag.AES2019.fix" {
text="Return a value of the declared type, or none in a function without a result."
}
msg "diag.AES2020" {
text="nil has no type of its own here."
}
msg "diag.AES2020.fix" {
text="Give the variable an explicit reference type: `var r NodeRef = nil`."
}
msg "diag.AES2021" {
text="The type argument is not valid here."
}
msg "diag.AES2021.fix" {
text="Use Get<T>/Has<T> with a component name, AssetRef<Texture|Scene|Prefab|Mesh>."
}
msg "diag.AES2022" {
text="A lifecycle method has the wrong signature."
}
msg "diag.AES2022.fix" {
text="Use func Ready(), func Update(dt float), func FixedUpdate(dt float), func Reloaded()."
}
msg "diag.AES2023" {
text="These types cannot be converted into each other."
}
msg "diag.AES2023.fix" {
text="Convert through int, float or string as documented."
}
msg "diag.AES2024" {
text="The expression does not produce a value."
}
msg "diag.AES2024.fix" {
text="Call the function, or use a value instead of a type or package."
}
msg "diag.AES2025" {
text="The value is computed and then thrown away."
}
msg "diag.AES2025.fix" {
text="Assign the result or remove the expression."
}
msg "diag.AES2026" {
text="Constants refer to each other in a cycle."
}
msg "diag.AES2026.fix" {
text="Break the cycle with a literal value."
}
msg "diag.AES2027" {
text="Constants can only be bool, int, float, string or enum."
}
msg "diag.AES2027.fix" {
text="Use a script field for other types."
}
msg "diag.AES2027.why" {
text="Every other constant type is rejected earlier as AES2010 or AES2003."
}
msg "diag.AES2028" {
text="The composite literal does not fit its type."
}
msg "diag.AES2028.fix" {
text="Use all keyed or all positional values, with the right count."
}
msg "diag.AES2029" {
text="The function is too large to compile."
}
msg "diag.AES2029.fix" {
text="Split it into smaller functions."
}
msg "diag.AES2030" {
text="The package was not built because a dependency has errors."
}
msg "diag.AES2030.fix" {
text="Fix the errors in the named package."
}
msg "diag.AES2031" {
text="The variable is declared but never read."
}
msg "diag.AES2031.fix" {
text="Use it or remove it."
}
msg "diag.AES2032" {
text="Slice elements may occupy at most 32 value slots."
}
msg "diag.AES2032.fix" {
text="Make the element struct smaller or store several slices."
}
msg "diag.AES2050" {
text="yield suspends a coroutine, so it is allowed only inside a function declared as coroutine."
}
msg "diag.AES2050.fix" {
text="Declare the method as func Name() coroutine and start it with start Name()."
}
msg "diag.AES2051" {
text="A coroutine cannot be called like a plain function."
}
msg "diag.AES2051.fix" {
text="Write start Name(args); keep the result in a Coroutine field to stop it later."
}
msg "diag.AES2052" {
text="start runs a coroutine method of the current script."
}
msg "diag.AES2052.fix" {
text="Mark the method with coroutine after its signature, or call a plain method directly."
}
msg "diag.AES2053" {
text="A coroutine is a script method and returns no value."
}
msg "diag.AES2053.fix" {
text="Move it into a script and remove the result type; pass results through fields or signals."
}
msg "diag.AES2054" {
text="The handler parameters must match the signal parameters exactly."
}
msg "diag.AES2054.fix" {
text="Change the handler to take the same types in the same order as the signal."
}
msg "diag.AES2055" {
text="Connect takes a plain method of this script or ref.Method; signals are emitted only by their own script."
}
msg "diag.AES2055.fix" {
text="Pass a method name like OnDied or other.OnDied; call Emit only on a signal of this script."
}
msg "diag.AES2056" {
text="Ready, Update, FixedUpdate and Reloaded are called by the engine and cannot be coroutines."
}
msg "diag.AES2056.fix" {
text="Keep the lifecycle method plain and write start Name() inside it."
}
msg "diag.AES2057" {
text="wait and waitUnscaled take seconds as float, frames and fixed take a count as int, a bare yield value must be a Coroutine."
}
msg "diag.AES2057.fix" {
text="Convert the value, for example yield wait(float(n)) or yield frames(int(t))."
}
msg "diag.AES2058" {
text="ScriptRef and GetScript need the name of a script type."
}
msg "diag.AES2058.fix" {
text="Use the script name, or pkg.Name when the short name is ambiguous."
}
msg "diag.AES2059" {
text="Lifecycle methods and coroutines run only on their own instance."
}
msg "diag.AES2059.fix" {
text="Call a plain method of the target that does the work, or connect to a signal."
}
msg "diag.AES2060" {
text="A script method named after an engine event receives that event and must match its signature."
}
msg "diag.AES2060.fix" {
text="Use the parameter types shown in the hover for the event, or rename the method if it is not meant to be a handler."
}
msg "diag.AES2061" {
text="Engine event handlers are called only by the engine."
}
msg "diag.AES2061.fix" {
text="Move the shared code into a plain method and call that from the handler and from your code."
}
msg "diag.AES3001" {
text="Only scalar, vector, enum and reference fields can be exported."
}
msg "diag.AES3001.fix" {
text="Remove @export or change the field type."
}
msg "diag.AES3002" {
text="The attribute is not known."
}
msg "diag.AES3002.fix" {
text="Use @export, @former, @hide or @pause."
}
msg "diag.AES3003" {
text="The attribute argument is not valid."
}
msg "diag.AES3003.fix" {
text="See the attribute in the Script Reference; hover it for the accepted arguments."
}
msg "diag.AES3004" {
text="The attribute or argument is given twice."
}
msg "diag.AES3004.fix" {
text="Keep one."
}
msg "diag.AES3005" {
text="The attribute does not apply to this declaration."
}
msg "diag.AES3005.fix" {
text="Move it to a script or field, or remove it."
}
msg "diag.AES3006" {
text="A field default must be a constant."
}
msg "diag.AES3006.fix" {
text="Use a literal or constant, or set the value in Ready."
}
msg "diag.AES3007" {
text="Only scalar, vector, enum, node and asset fields can be saved."
}
msg "diag.AES3007.fix" {
text="Remove @persist and save the value in OnSave instead."
}
msg "diag.AES4001" {
text="The package clause must match the directory name."
}
msg "diag.AES4001.fix" {
text="Rename the package clause or move the file."
}
msg "diag.AES4002" {
text="No script package or engine module has this path."
}
msg "diag.AES4002.fix" {
text="Check the path; script packages are directories under scripts/."
}
msg "diag.AES4003" {
text="The package is imported twice."
}
msg "diag.AES4003.fix" {
text="Remove one import."
}
msg "diag.AES4004" {
text="A package cannot import itself."
}
msg "diag.AES4004.fix" {
text="Remove the import."
}
msg "diag.AES4005" {
text="Packages import each other in a cycle."
}
msg "diag.AES4005.fix" {
text="Move the shared code into a third package."
}
msg "diag.AES4006" {
text="The name is declared twice."
}
msg "diag.AES4006.fix" {
text="Rename or remove one declaration."
}
msg "diag.AES4007" {
text="An import uses the same name as a declaration."
}
msg "diag.AES4007.fix" {
text="Rename the declaration."
}
msg "diag.AES4008" {
text="The import is not used."
}
msg "diag.AES4008.fix" {
text="Remove it."
}
msg "diag.AES4009" {
text="Package paths under aego/ belong to the engine."
}
msg "diag.AES4009.fix" {
text="Change the project module."
}
msg "diag.AES4009.why" {
text="Needs a project whose module path starts with aego/; projects use their own module."
}
msg "diag.AES4010" {
text="A script package and an engine module share the same path."
}
msg "diag.AES4010.fix" {
text="Rename the script directory."
}
msg "diag.AES4010.why" {
text="Needs a native module in the project with the same path as a script directory."
}
msg "diag.AES5001" {
text="The engine or native module has no such member."
}
msg "diag.AES5001.fix" {
text="Check the name; press Ctrl+Space after the module name to list members."
}
msg "diag.AES6001" {
text="The callback ran more instructions than its budget, usually an endless loop."
}
msg "diag.AES6001.fix" {
text="Make sure every loop ends within one frame."
}
msg "diag.AES6002" {
text="A native Go binding panicked."
}
msg "diag.AES6002.fix" {
text="Fix the Go function; the Console shows its stack."
}
msg "diag.AES6002.why" {
text="Raised when the Go code behind a native binding panics."
}
msg "diag.AES6003" {
text="Calls nested more than 256 levels, usually endless recursion or re-emitting a signal from its handler."
}
msg "diag.AES6003.fix" {
text="Add a stopping condition."
}
msg "diag.AES6004" {
text="A reference is nil or its node, component or script instance no longer exists."
}
msg "diag.AES6004.fix" {
text="Check `if ref != nil` and IsAlive before use."
}
msg "diag.AES6005" {
text="The slice index is outside the slice."
}
msg "diag.AES6005.fix" {
text="Check the index against len(slice)."
}
msg "diag.AES6006" {
text="Integer division by zero at runtime."
}
msg "diag.AES6006.fix" {
text="Check the divisor before dividing."
}
msg "diag.AES6007" {
text="A string or slice handle is invalid."
}
msg "diag.AES6007.fix" {
text="Report this as an engine bug."
}
msg "diag.AES6007.why" {
text="Means the engine passed a damaged string or slice handle; report it as a bug."
}
msg "diag.AES6008" {
text="A function reached its end without returning."
}
msg "diag.AES6008.fix" {
text="Add the missing return."
}
msg "diag.AES6008.why" {
text="The compiler reports a missing return as AES2013 before the code can run."
}
msg "diag.AES6009" {
text="A call or binding could not be linked."
}
msg "diag.AES6009.fix" {
text="Rebuild the scripts and native code."
}
msg "diag.AES6009.why" {
text="Raised when compiled scripts do not match the engine or native code they were built against."
}
msg "diag.AES6010" {
text="An engine or native function reported an error."
}
msg "diag.AES6010.fix" {
text="Read the message; it names the cause."
}
msg "diag.AES6100" {
text="A compiled artifact is corrupt."
}
msg "diag.AES6100.fix" {
text="Reimport the scripts (Assets → Reimport)."
}
msg "diag.AES6100.why" {
text="Reported when a compiled artifact on disk is damaged, not by source code."
}
msg "docs.default_block" {
text="Default block"
}
msg "docs.field.section/debug.enabled" {
text="Turns debug drawing on. When off, every draw call does nothing."
}
msg "docs.field.section/debug.maxPerChannel" {
text="Primitives kept per channel. Zero uses 4096."
}
msg "docs.field.section/debug.maxPrimitives" {
text="Primitives kept per world; extra ones are dropped and counted. Zero uses 16384."
}
msg "docs.field.section/engine.crashScene" {
text="Crash bundles include the play scene."
}
msg "docs.field.section/engine.fixedHz" {
text="Fixed steps per second. Zero uses 60."
}
msg "docs.field.section/engine.maxFixedSteps" {
text="Most fixed steps per frame; extra steps are dropped and counted. Zero uses 4."
}
msg "docs.field.section/engine.maxFrameDelta" {
text="Longest frame the clock accepts, in seconds; longer frames are cut. Zero uses 0.1."
}
msg "docs.field.section/engine.spikeMs" {
text="The editor writes a bundle when a frame takes longer than this, at most once per 10 seconds. Zero turns it off."
}
msg "docs.field.section/render2d.pixelsPerUnit" {
text="Texture pixels per world unit; a texture dropped into the scene gets size = pixels / this value. Zero uses 64."
}
msg "docs.fix" {
text="Fix:"
}
msg "docs.group.components" {
text="Components"
}
msg "docs.group.diagnostics" {
text="Diagnostics"
}
msg "docs.group.editor" {
text="Editor"
}
msg "docs.group.extending" {
text="Extending Aego"
}
msg "docs.group.gameplay" {
text="Gameplay"
}
msg "docs.group.project" {
text="Project"
}
msg "docs.group.ref-cli" {
text="CLI"
}
msg "docs.group.ref-formats" {
text="File formats"
}
msg "docs.group.ref-script" {
text="Script API"
}
msg "docs.group.ref-settings" {
text="Project settings"
}
msg "docs.group.rendering" {
text="Rendering"
}
msg "docs.group.scenes" {
text="Scenes & Prefabs"
}
msg "docs.group.script" {
text="Aego Script"
}
msg "docs.group.start" {
text="Getting started"
}
msg "docs.group.tools" {
text="Tools & Agents"
}
msg "docs.module" {
text="Components of the %s module."
}
msg "docs.module.animation" {
text="Animation"
}
msg "docs.module.audio" {
text="Audio"
}
msg "docs.module.camera" {
text="Cameras 2D"
}
msg "docs.module.engine" {
text="Core"
}
msg "docs.module.gameplay" {
text="Gameplay"
}
msg "docs.module.particles" {
text="Particles"
}
msg "docs.module.physics" {
text="Physics 2D"
}
msg "docs.module.render2d" {
text="Rendering 2D"
}
msg "docs.module.render3d" {
text="Rendering 3D"
}
msg "docs.module.save" {
text="Saving"
}
msg "docs.page.diagnostics" {
text="Diagnostics"
}
msg "docs.page.diagnostics.doc" {
text="Every code the compiler, the script runtime and the engine report, with what it means and how to fix it."
}
msg "docs.page.section/animation" {
text="Animation"
}
msg "docs.page.section/animation.doc" {
text="The `animation` block of `project.aego`, owned by the Animation module."
}
msg "docs.page.section/art" {
text="Art"
}
msg "docs.page.section/art.doc" {
text="The `art` block of `project.aego`, owned by the Art module."
}
msg "docs.page.section/debug" {
text="Debug Draw"
}
msg "docs.page.section/debug.doc" {
text="The `debug` block of `project.aego`, owned by the Debug draw module."
}
msg "docs.page.section/engine" {
text="Engine"
}
msg "docs.page.section/engine.doc" {
text="The `engine` block of `project.aego`, owned by the Core module."
}
msg "docs.page.section/input" {
text="Input"
}
msg "docs.page.section/input.doc" {
text="The `input` block of `project.aego`, owned by the Input module. The current version is 2; older blocks are migrated when the project loads and rewritten on save."
}
msg "docs.page.section/physics" {
text="Physics"
}
msg "docs.page.section/physics.doc" {
text="The `physics` block of `project.aego`, owned by the Physics 2D module."
}
msg "docs.page.section/player" {
text="Player settings"
}
msg "docs.page.section/player.doc" {
text="Options a player changes on the game's settings screen and the editor keeps in the player profile. A project gives them its own starting values in the `defaults` block of `project.aego`; a value there is used until the player changes it."
}
msg "docs.page.section/render2d" {
text="Render"
}
msg "docs.page.section/render2d.doc" {
text="The `render2d` block of `project.aego`, owned by the Rendering 2D module. Older names of the block: `render`."
}
msg "docs.page.section/update" {
text="Updates"
}
msg "docs.page.section/update.doc" {
text="The `update` block of `project.aego`, owned by the Updates module."
}
msg "enum.animation.LoopOverride.clip" {
text="clip"
}
msg "enum.animation.LoopOverride.loop" {
text="loop"
}
msg "enum.animation.LoopOverride.once" {
text="once"
}
msg "enum.animation.LoopOverride.pingPong" {
text="pingPong"
}
msg "enum.animation.RootMotion.none" {
text="none"
}
msg "enum.animation.RootMotion.toMotion" {
text="toMotion"
}
msg "enum.animation.RootMotion.toTransform" {
text="toTransform"
}
msg "enum.animation.TimeDomain.game" {
text="game"
}
msg "enum.animation.TimeDomain.unscaled" {
text="unscaled"
}
msg "enum.audio.Bus.ambience" {
text="ambience"
}
msg "enum.audio.Bus.master" {
text="master"
}
msg "enum.audio.Bus.music" {
text="music"
}
msg "enum.audio.Bus.sfx" {
text="sfx"
}
msg "enum.audio.Bus.ui" {
text="ui"
}
msg "enum.audio.Bus.voice" {
text="voice"
}
msg "enum.audio.PauseWith.game" {
text="game"
}
msg "enum.audio.PauseWith.never" {
text="never"
}
msg "enum.audio.Steal.none" {
text="none"
}
msg "enum.audio.Steal.oldest" {
text="oldest"
}
msg "enum.audio.Steal.quietest" {
text="quietest"
}
msg "enum.camera.TimeDomain.game" {
text="game"
}
msg "enum.camera.TimeDomain.unscaled" {
text="unscaled"
}
msg "enum.engine.BlendMode.additive" {
text="additive"
}
msg "enum.engine.BlendMode.opaque" {
text="opaque"
}
msg "enum.engine.BlendMode.premultiplied" {
text="premultiplied"
}
msg "enum.engine.FilterMode.linear" {
text="linear"
}
msg "enum.engine.FilterMode.nearest" {
text="nearest"
}
msg "enum.engine.Light2DType.directional" {
text="directional"
}
msg "enum.engine.Light2DType.point" {
text="point"
}
msg "enum.engine.Light2DType.spot" {
text="spot"
}
msg "enum.engine.Light2DType.sprite" {
text="sprite"
}
msg "enum.engine.LightOccluderSource.polygon" {
text="polygon"
}
msg "enum.engine.LightOccluderSource.shapeProvider" {
text="shapeProvider"
}
msg "enum.engine.LightOccluderSource.spriteAlpha" {
text="spriteAlpha"
}
msg "enum.engine.LightingColorMode.auto" {
text="auto"
}
msg "enum.engine.LightingColorMode.hdr" {
text="hdr"
}
msg "enum.engine.LightingColorMode.ldr" {
text="ldr"
}
msg "enum.engine.ScaleMode.fitVirtual" {
text="fitVirtual"
}
msg "enum.engine.ScaleMode.free" {
text="free"
}
msg "enum.engine.ScaleMode.pixelPerfect" {
text="pixelPerfect"
}
msg "enum.engine.ShadowCullMode.clockwise" {
text="clockwise"
}
msg "enum.engine.ShadowCullMode.counterClockwise" {
text="counterClockwise"
}
msg "enum.engine.ShadowCullMode.none" {
text="none"
}
msg "enum.gameplay.HitPolicy.onEnter" {
text="onEnter"
}
msg "enum.gameplay.HitPolicy.oncePerActivation" {
text="oncePerActivation"
}
msg "enum.gameplay.HitPolicy.periodic" {
text="periodic"
}
msg "enum.gameplay.MotionMode.platformer" {
text="platformer"
}
msg "enum.gameplay.MotionMode.topDown" {
text="topDown"
}
msg "enum.gameplay.PlatformLeave.add" {
text="add"
}
msg "enum.gameplay.PlatformLeave.drop" {
text="drop"
}
msg "enum.gameplay.PlatformLeave.keep" {
text="keep"
}
msg "enum.gameplay.Shape.box" {
text="box"
}
msg "enum.gameplay.Shape.circle" {
text="circle"
}
msg "enum.particles.ReducedMotionMode.hide" {
text="hide"
}
msg "enum.particles.ReducedMotionMode.keep" {
text="keep"
}
msg "enum.particles.ReducedMotionMode.reduce" {
text="reduce"
}
msg "enum.particles.Shape.circle" {
text="circle"
}
msg "enum.particles.Shape.edge" {
text="edge"
}
msg "enum.particles.Shape.point" {
text="point"
}
msg "enum.particles.Shape.rect" {
text="rect"
}
msg "enum.particles.Shape.spriteMask" {
text="spriteMask"
}
msg "enum.particles.SortMode.age" {
text="age"
}
msg "enum.particles.SortMode.distance" {
text="distance"
}
msg "enum.particles.SortMode.youngestFirst" {
text="youngestFirst"
}
msg "enum.particles.Space.local" {
text="local"
}
msg "enum.particles.Space.world" {
text="world"
}
msg "enum.particles.TimeDomain.game" {
text="game"
}
msg "enum.particles.TimeDomain.unscaled" {
text="unscaled"
}
msg "enum.physics.BodyType.dynamic" {
text="dynamic"
}
msg "enum.physics.BodyType.kinematic" {
text="kinematic"
}
msg "enum.physics.BodyType.static" {
text="static"
}
msg "enum.physics.MassMode.auto" {
text="auto"
}
msg "enum.physics.MassMode.override" {
text="override"
}
msg "schema.animation.AnimationPlayer" {
text="Animation Player"
}
msg "schema.animation.AnimationPlayer.clip" {
text="Clip"
}
msg "schema.animation.AnimationPlayer.clip.doc" {
text="Clip to play."
}
msg "schema.animation.AnimationPlayer.cycle" {
text="Cycle"
}
msg "schema.animation.AnimationPlayer.cycle.doc" {
text="Cycles of a looping clip so far."
}
msg "schema.animation.AnimationPlayer.doc" {
text="Plays an animation clip on its node and the nodes below it: property tracks, sprite frames and events. Clip time, gameplay events and tracks other than the transform pose advance on fixed steps, so a replay gives the same result at any frame rate."
}
msg "schema.animation.AnimationPlayer.loop" {
text="Loop"
}
msg "schema.animation.AnimationPlayer.loop.doc" {
text="clip keeps the loop mode of the clip; once, loop and pingPong override it."
}
msg "schema.animation.AnimationPlayer.playOnStart" {
text="Play On Start"
}
msg "schema.animation.AnimationPlayer.playOnStart.doc" {
text="Starts the clip when Play starts."
}
msg "schema.animation.AnimationPlayer.playing" {
text="Playing"
}
msg "schema.animation.AnimationPlayer.playing.doc" {
text="Whether the clip plays."
}
msg "schema.animation.AnimationPlayer.speed" {
text="Speed"
}
msg "schema.animation.AnimationPlayer.speed.doc" {
text="Playback speed: 1 is normal, 2 twice as fast; a negative speed plays backwards."
}
msg "schema.animation.AnimationPlayer.time" {
text="Time"
}
msg "schema.animation.AnimationPlayer.time.doc" {
text="Time inside the clip, in seconds."
}
msg "schema.animation.AnimationPlayer.timeDomain" {
text="Time Domain"
}
msg "schema.animation.AnimationPlayer.timeDomain.doc" {
text="game follows game time and pauses with it; unscaled runs in real time while paused, for menus and other presentation."
}
msg "schema.animation.Animator" {
text="Animator"
}
msg "schema.animation.Animator.blending" {
text="Blending"
}
msg "schema.animation.Animator.blending.doc" {
text="Whether a transition is blending."
}
msg "schema.animation.Animator.controller" {
text="Controller"
}
msg "schema.animation.Animator.controller.doc" {
text="Controller with the states, parameters and transitions."
}
msg "schema.animation.Animator.doc" {
text="Plays the states of an animation controller and blends between them when its parameters change. The graph, the blends, root motion and gameplay events run on fixed steps, so replays match at any frame rate."
}
msg "schema.animation.Animator.playOnStart" {
text="Play On Start"
}
msg "schema.animation.Animator.playOnStart.doc" {
text="Enters the entry state when Play starts."
}
msg "schema.animation.Animator.progress" {
text="Progress"
}
msg "schema.animation.Animator.progress.doc" {
text="Time in the current state divided by the length of its clip; 1 is one full clip."
}
msg "schema.animation.Animator.rootFallback" {
text="Root Fallback"
}
msg "schema.animation.Animator.rootFallback.doc" {
text="toMotion moves the transform instead when the node has no Motion 2D."
}
msg "schema.animation.Animator.rootMotion" {
text="Root Motion"
}
msg "schema.animation.Animator.rootMotion.doc" {
text="What the root track moves: none ignores it, toMotion moves the node through Motion 2D so walls stop it, toTransform sets its position."
}
msg "schema.animation.Animator.rootScale" {
text="Root Scale"
}
msg "schema.animation.Animator.rootScale.doc" {
text="Multiplies root motion in the node's parent space; set X to -1 while the character faces left."
}
msg "schema.animation.Animator.speed" {
text="Speed"
}
msg "schema.animation.Animator.speed.doc" {
text="Multiplies the speed of every state; 1 is normal speed."
}
msg "schema.animation.Animator.state" {
text="State"
}
msg "schema.animation.Animator.state.doc" {
text="Current state."
}
msg "schema.animation.Animator.time" {
text="Time"
}
msg "schema.animation.Animator.time.doc" {
text="Seconds in the current state."
}
msg "schema.animation.Animator.timeDomain" {
text="Time Domain"
}
msg "schema.animation.Animator.timeDomain.doc" {
text="game follows game time and pauses with it; unscaled runs in real time while paused, for presentation only."
}
msg "schema.audio.AudioEvent" {
text="Audio Event"
}
msg "schema.audio.AudioEvent.bus" {
text="Bus"
}
msg "schema.audio.AudioEvent.bus.doc" {
text="Mixer bus the event plays on."
}
msg "schema.audio.AudioEvent.cooldown" {
text="Cooldown"
}
msg "schema.audio.AudioEvent.cooldown.doc" {
text="Seconds of game time before the event can play again."
}
msg "schema.audio.AudioEvent.doc" {
text="A sound to play with its variants, randomness, bus, voice limit and space."
}
msg "schema.audio.AudioEvent.loop" {
text="Loop"
}
msg "schema.audio.AudioEvent.loop.doc" {
text="Loops until stopped."
}
msg "schema.audio.AudioEvent.maxDistance" {
text="Max Distance"
}
msg "schema.audio.AudioEvent.maxDistance.doc" {
text="Distance in world units at which the sound is silent and fully panned."
}
msg "schema.audio.AudioEvent.maxVoices" {
text="Max Voices"
}
msg "schema.audio.AudioEvent.maxVoices.doc" {
text="Most voices of this event at once in a world; 0 is unlimited."
}
msg "schema.audio.AudioEvent.minDistance" {
text="Min Distance"
}
msg "schema.audio.AudioEvent.minDistance.doc" {
text="Distance in world units up to which the sound is at full volume."
}
msg "schema.audio.AudioEvent.panWidth" {
text="Pan Width"
}
msg "schema.audio.AudioEvent.panWidth.doc" {
text="How far a sound at Max Distance to the side is panned, 0 to 1."
}
msg "schema.audio.AudioEvent.pauseWith" {
text="Pause With"
}
msg "schema.audio.AudioEvent.pauseWith.doc" {
text="game pauses with the world, never keeps playing."
}
msg "schema.audio.AudioEvent.pitch" {
text="Pitch"
}
msg "schema.audio.AudioEvent.pitch.doc" {
text="Playback speed and pitch; 2 is an octave up."
}
msg "schema.audio.AudioEvent.pitchRandom" {
text="Pitch Random"
}
msg "schema.audio.AudioEvent.pitchRandom.doc" {
text="Each play changes the pitch by up to this fraction up or down."
}
msg "schema.audio.AudioEvent.priority" {
text="Priority"
}
msg "schema.audio.AudioEvent.priority.doc" {
text="When the mixer runs out of voices, lower priorities are stolen first."
}
msg "schema.audio.AudioEvent.rolloff" {
text="Rolloff"
}
msg "schema.audio.AudioEvent.rolloff.doc" {
text="Volume from Min Distance (time 0) to Max Distance (time 1)."
}
msg "schema.audio.AudioEvent.spatial" {
text="Spatial"
}
msg "schema.audio.AudioEvent.spatial.doc" {
text="Fades and pans with the distance to the listener."
}
msg "schema.audio.AudioEvent.steal" {
text="Steal"
}
msg "schema.audio.AudioEvent.steal.doc" {
text="What happens at Max Voices: stop the oldest, stop the quietest, or skip the new play."
}
msg "schema.audio.AudioEvent.variants" {
text="Variants"
}
msg "schema.audio.AudioEvent.variants.doc" {
text="Clips; one is picked at random on every play."
}
msg "schema.audio.AudioEvent.volume" {
text="Volume"
}
msg "schema.audio.AudioEvent.volume.doc" {
text="Volume of the event, before the bus."
}
msg "schema.audio.AudioEvent.volumeRandom" {
text="Volume Random"
}
msg "schema.audio.AudioEvent.volumeRandom.doc" {
text="Each play is quieter by up to this fraction."
}
msg "schema.audio.AudioListener2D" {
text="Audio Listener 2D"
}
msg "schema.audio.AudioListener2D.active" {
text="Active"
}
msg "schema.audio.AudioListener2D.active.doc" {
text="The first active listener in the hierarchy is used."
}
msg "schema.audio.AudioListener2D.doc" {
text="Hears spatial sound from its node. Without one the camera of the main output listens."
}
msg "schema.audio.AudioSource2D" {
text="Audio Source 2D"
}
msg "schema.audio.AudioSource2D.bus" {
text="Bus"
}
msg "schema.audio.AudioSource2D.bus.doc" {
text="Mixer bus."
}
msg "schema.audio.AudioSource2D.clip" {
text="Clip"
}
msg "schema.audio.AudioSource2D.clip.doc" {
text="Sound to play; ignored when Event is set."
}
msg "schema.audio.AudioSource2D.doc" {
text="Plays a clip or an audio event from its node."
}
msg "schema.audio.AudioSource2D.event" {
text="Event"
}
msg "schema.audio.AudioSource2D.event.doc" {
text="Audio event to play instead of Clip; its settings replace the fields below."
}
msg "schema.audio.AudioSource2D.loop" {
text="Loop"
}
msg "schema.audio.AudioSource2D.loop.doc" {
text="Loops until stopped."
}
msg "schema.audio.AudioSource2D.maxDistance" {
text="Max Distance"
}
msg "schema.audio.AudioSource2D.maxDistance.doc" {
text="Silent from this distance, in world units."
}
msg "schema.audio.AudioSource2D.minDistance" {
text="Min Distance"
}
msg "schema.audio.AudioSource2D.minDistance.doc" {
text="Full volume up to this distance, in world units."
}
msg "schema.audio.AudioSource2D.pan" {
text="Pan"
}
msg "schema.audio.AudioSource2D.pan.doc" {
text="Left -1 to right 1, for a sound that is not spatial."
}
msg "schema.audio.AudioSource2D.panWidth" {
text="Pan Width"
}
msg "schema.audio.AudioSource2D.panWidth.doc" {
text="How far a spatial sound pans when it is at Max Distance to the side: 0 stays centred, 1 is fully left or right."
}
msg "schema.audio.AudioSource2D.pauseWith" {
text="Pause With"
}
msg "schema.audio.AudioSource2D.pauseWith.doc" {
text="game pauses with the world, never keeps playing."
}
msg "schema.audio.AudioSource2D.pitch" {
text="Pitch"
}
msg "schema.audio.AudioSource2D.pitch.doc" {
text="Playback speed and pitch together: 1 is normal, 2 an octave higher and twice as fast."
}
msg "schema.audio.AudioSource2D.playOnStart" {
text="Play On Start"
}
msg "schema.audio.AudioSource2D.playOnStart.doc" {
text="Plays when Play starts."
}
msg "schema.audio.AudioSource2D.playing" {
text="Playing"
}
msg "schema.audio.AudioSource2D.playing.doc" {
text="True while a sound of this source plays."
}
msg "schema.audio.AudioSource2D.position" {
text="Position"
}
msg "schema.audio.AudioSource2D.position.doc" {
text="Seconds into the sound."
}
msg "schema.audio.AudioSource2D.rolloff" {
text="Rolloff"
}
msg "schema.audio.AudioSource2D.rolloff.doc" {
text="Volume from Min Distance (time 0) to Max Distance (time 1)."
}
msg "schema.audio.AudioSource2D.spatial" {
text="Spatial"
}
msg "schema.audio.AudioSource2D.spatial.doc" {
text="Fades and pans with the distance to the listener."
}
msg "schema.audio.AudioSource2D.volume" {
text="Volume"
}
msg "schema.audio.AudioSource2D.volume.doc" {
text="Volume before the bus: 0 is silent, 1 is the clip as recorded."
}
msg "schema.audio.AudioZone2D" {
text="Audio Zone 2D"
}
msg "schema.audio.AudioZone2D.area" {
text="Area"
}
msg "schema.audio.AudioZone2D.area.doc" {
text="Rectangle in this node's space."
}
msg "schema.audio.AudioZone2D.bus" {
text="Bus"
}
msg "schema.audio.AudioZone2D.bus.doc" {
text="Bus the zone turns down or up."
}
msg "schema.audio.AudioZone2D.doc" {
text="While the listener is inside Area, Bus is turned to Gain."
}
msg "schema.audio.AudioZone2D.fadeTime" {
text="Fade Time"
}
msg "schema.audio.AudioZone2D.fadeTime.doc" {
text="Seconds to fade in and out of the zone."
}
msg "schema.audio.AudioZone2D.gain" {
text="Gain"
}
msg "schema.audio.AudioZone2D.gain.doc" {
text="Volume of the bus inside the zone, 0 to 1."
}
msg "schema.audio.AudioZone2D.priority" {
text="Priority"
}
msg "schema.audio.AudioZone2D.priority.doc" {
text="Among overlapping zones on one bus the highest priority wins, then the one entered later."
}
msg "schema.camera.CameraBrain2D" {
text="Camera Output Selector 2D"
}
msg "schema.camera.CameraBrain2D.doc" {
text="Picks which output of virtual cameras drives this Camera 2D. Without it the camera shows the main output."
}
msg "schema.camera.CameraBrain2D.output" {
text="Output"
}
msg "schema.camera.CameraBrain2D.output.doc" {
text="Output name; virtual cameras with the same Output drive this camera."
}
msg "schema.camera.CameraFollow2D" {
text="Camera Follow 2D"
}
msg "schema.camera.CameraFollow2D.damping" {
text="Damping"
}
msg "schema.camera.CameraFollow2D.damping.doc" {
text="How fast the camera catches up, per second on each axis. 0 follows rigidly."
}
msg "schema.camera.CameraFollow2D.deadzone" {
text="Deadzone"
}
msg "schema.camera.CameraFollow2D.deadzone.doc" {
text="Area of the view, in 0..1 of its width and height, where the target moves without moving the camera."
}
msg "schema.camera.CameraFollow2D.doc" {
text="Moves its virtual camera after Target, with a deadzone, damping and lookahead."
}
msg "schema.camera.CameraFollow2D.lookahead" {
text="Lookahead"
}
msg "schema.camera.CameraFollow2D.lookahead.doc" {
text="Seconds of target velocity the camera looks ahead on each axis."
}
msg "schema.camera.CameraFollow2D.lookaheadSmoothing" {
text="Lookahead Smoothing"
}
msg "schema.camera.CameraFollow2D.lookaheadSmoothing.doc" {
text="How fast the lookahead changes, per second. 0 changes at once."
}
msg "schema.camera.CameraFollow2D.maxLookahead" {
text="Max Lookahead"
}
msg "schema.camera.CameraFollow2D.maxLookahead.doc" {
text="Largest lookahead in world units on each axis. 0 is unlimited."
}
msg "schema.camera.CameraFollow2D.snapDistance" {
text="Snap Distance"
}
msg "schema.camera.CameraFollow2D.snapDistance.doc" {
text="A target jump longer than this, in world units, moves the camera at once. 0 never snaps."
}
msg "schema.camera.CameraFollow2D.target" {
text="Target"
}
msg "schema.camera.CameraFollow2D.target.doc" {
text="Node to follow; its interpolated position is used."
}
msg "schema.camera.CameraShake2D" {
text="Camera Shake 2D"
}
msg "schema.camera.CameraShake2D.decay" {
text="Decay"
}
msg "schema.camera.CameraShake2D.decay.doc" {
text="Trauma lost per second."
}
msg "schema.camera.CameraShake2D.doc" {
text="Tunes the shake of its virtual camera. Shake grows with trauma and fades over time."
}
msg "schema.camera.CameraShake2D.exponent" {
text="Exponent"
}
msg "schema.camera.CameraShake2D.exponent.doc" {
text="Shake is trauma to this power: 2 keeps small hits subtle."
}
msg "schema.camera.CameraShake2D.frequency" {
text="Frequency"
}
msg "schema.camera.CameraShake2D.frequency.doc" {
text="How fast the shake changes, in noise steps per second."
}
msg "schema.camera.CameraShake2D.maxAngle" {
text="Max Angle"
}
msg "schema.camera.CameraShake2D.maxAngle.doc" {
text="Largest rotation in radians at full trauma."
}
msg "schema.camera.CameraShake2D.maxOffset" {
text="Max Offset"
}
msg "schema.camera.CameraShake2D.maxOffset.doc" {
text="Largest offset in world units at full trauma."
}
msg "schema.camera.CameraZone2D" {
text="Camera Zone 2D"
}
msg "schema.camera.CameraZone2D.area" {
text="Area"
}
msg "schema.camera.CameraZone2D.area.doc" {
text="Trigger rectangle in this node's space."
}
msg "schema.camera.CameraZone2D.bounds" {
text="Bounds"
}
msg "schema.camera.CameraZone2D.bounds.doc" {
text="World rectangle used instead of the camera's bounds."
}
msg "schema.camera.CameraZone2D.camera" {
text="Camera"
}
msg "schema.camera.CameraZone2D.camera.doc" {
text="Virtual camera the zone activates. Empty uses the one on this node."
}
msg "schema.camera.CameraZone2D.doc" {
text="While Target is inside Area, Camera gets Priority and the zone's zoom and bounds."
}
msg "schema.camera.CameraZone2D.priority" {
text="Priority"
}
msg "schema.camera.CameraZone2D.priority.doc" {
text="Priority of the camera while the target is inside."
}
msg "schema.camera.CameraZone2D.target" {
text="Target"
}
msg "schema.camera.CameraZone2D.target.doc" {
text="Node that triggers the zone. Empty uses the follow target of the zone's camera."
}
msg "schema.camera.CameraZone2D.useBounds" {
text="Use Bounds"
}
msg "schema.camera.CameraZone2D.useBounds.doc" {
text="Replaces the camera's bounds while the zone is in effect."
}
msg "schema.camera.CameraZone2D.zoom" {
text="Zoom"
}
msg "schema.camera.CameraZone2D.zoom.doc" {
text="Zoom while the zone is in effect. 0 keeps the camera's zoom."
}
msg "schema.camera.VirtualCamera2D" {
text="Virtual Camera 2D"
}
msg "schema.camera.VirtualCamera2D.blendCurve" {
text="Blend Curve"
}
msg "schema.camera.VirtualCamera2D.blendCurve.doc" {
text="Shape of the blend; its time range is stretched over Blend Time."
}
msg "schema.camera.VirtualCamera2D.blendTime" {
text="Blend Time"
}
msg "schema.camera.VirtualCamera2D.blendTime.doc" {
text="Seconds to blend into this camera when it becomes active. 0 cuts."
}
msg "schema.camera.VirtualCamera2D.bounds" {
text="Bounds"
}
msg "schema.camera.VirtualCamera2D.bounds.doc" {
text="World rectangle the view stays inside. A smaller area centres the view on it."
}
msg "schema.camera.VirtualCamera2D.doc" {
text="A camera pose the brain can pick. The highest priority wins; switching blends from the current view."
}
msg "schema.camera.VirtualCamera2D.output" {
text="Output"
}
msg "schema.camera.VirtualCamera2D.output.doc" {
text="Output this camera drives. Empty is the main output; a Camera 2D picks another one with Camera Output Selector 2D."
}
msg "schema.camera.VirtualCamera2D.priority" {
text="Priority"
}
msg "schema.camera.VirtualCamera2D.priority.doc" {
text="The enabled virtual camera with the highest priority drives its output."
}
msg "schema.camera.VirtualCamera2D.snapToPixels" {
text="Snap To Pixels"
}
msg "schema.camera.VirtualCamera2D.snapToPixels.doc" {
text="Rounds the final position to whole screen pixels. pixelPerfect cameras already do this."
}
msg "schema.camera.VirtualCamera2D.timeDomain" {
text="Time Domain"
}
msg "schema.camera.VirtualCamera2D.timeDomain.doc" {
text="unscaled blends and shakes in real time, also during hit-stop and pause; game follows the time scale."
}
msg "schema.camera.VirtualCamera2D.useBounds" {
text="Use Bounds"
}
msg "schema.camera.VirtualCamera2D.useBounds.doc" {
text="Keeps the visible area inside Bounds."
}
msg "schema.camera.VirtualCamera2D.zoom" {
text="Zoom"
}
msg "schema.camera.VirtualCamera2D.zoom.doc" {
text="Pixels per world unit while this camera is active. 0 keeps the zoom of the Camera 2D."
}
msg "schema.category.Runtime" {
text="Runtime"
}
msg "schema.engine.Camera2D" {
text="Camera 2D"
}
msg "schema.engine.Camera2D.active" {
text="Active"
}
msg "schema.engine.Camera2D.active.doc" {
text="Only active cameras render."
}
msg "schema.engine.Camera2D.clear" {
text="Clear"
}
msg "schema.engine.Camera2D.clear.doc" {
text="Clears the viewport before drawing."
}
msg "schema.engine.Camera2D.clearColor" {
text="Clear Color"
}
msg "schema.engine.Camera2D.clearColor.doc" {
text="Background color used when clear is on."
}
msg "schema.engine.Camera2D.doc" {
text="Renders an orthographic view from the node transform."
}
msg "schema.engine.Camera2D.mask" {
text="Mask"
}
msg "schema.engine.Camera2D.mask.doc" {
text="Visibility layers this camera renders. -1 renders every layer."
}
msg "schema.engine.Camera2D.order" {
text="Order"
}
msg "schema.engine.Camera2D.order.doc" {
text="Cameras with a lower order render first."
}
msg "schema.engine.Camera2D.scale" {
text="Scale"
}
msg "schema.engine.Camera2D.scale.doc" {
text="How the view adapts to the window: free, pixelPerfect or fitVirtual."
}
msg "schema.engine.Camera2D.viewport" {
text="Viewport"
}
msg "schema.engine.Camera2D.viewport.doc" {
text="Part of the screen the camera draws into, in normalized coordinates."
}
msg "schema.engine.Camera2D.virtual" {
text="Virtual"
}
msg "schema.engine.Camera2D.virtual.doc" {
text="Virtual resolution used by fitVirtual and pixelPerfect."
}
msg "schema.engine.Camera2D.zoom" {
text="Zoom"
}
msg "schema.engine.Camera2D.zoom.doc" {
text="Pixels per world unit. Larger values show a smaller part of the world."
}
msg "schema.engine.Camera3D" {
text="Camera 3D"
}
msg "schema.engine.Camera3D.active" {
text="Active"
}
msg "schema.engine.Camera3D.active.doc" {
text="Only active cameras render."
}
msg "schema.engine.Camera3D.clear" {
text="Clear"
}
msg "schema.engine.Camera3D.clear.doc" {
text="Clears the viewport before drawing."
}
msg "schema.engine.Camera3D.clearColor" {
text="Clear Color"
}
msg "schema.engine.Camera3D.clearColor.doc" {
text="Background color used when clear is on."
}
msg "schema.engine.Camera3D.doc" {
text="Renders a perspective view looking down the node -Z axis."
}
msg "schema.engine.Camera3D.far" {
text="Far"
}
msg "schema.engine.Camera3D.far.doc" {
text="Distance to the far clipping plane."
}
msg "schema.engine.Camera3D.fov" {
text="Fov"
}
msg "schema.engine.Camera3D.fov.doc" {
text="Vertical field of view in degrees."
}
msg "schema.engine.Camera3D.mask" {
text="Mask"
}
msg "schema.engine.Camera3D.mask.doc" {
text="Visibility layers this camera renders. -1 renders every layer."
}
msg "schema.engine.Camera3D.near" {
text="Near"
}
msg "schema.engine.Camera3D.near.doc" {
text="Distance to the near clipping plane."
}
msg "schema.engine.Camera3D.order" {
text="Order"
}
msg "schema.engine.Camera3D.order.doc" {
text="Cameras with a lower order render first."
}
msg "schema.engine.Camera3D.orthoSize" {
text="Ortho Size"
}
msg "schema.engine.Camera3D.orthoSize.doc" {
text="Half of the vertical extent in world units when orthographic is on."
}
msg "schema.engine.Camera3D.orthographic" {
text="Orthographic"
}
msg "schema.engine.Camera3D.orthographic.doc" {
text="Projects without perspective; sprites and meshes keep their size at any depth."
}
msg "schema.engine.Camera3D.viewport" {
text="Viewport"
}
msg "schema.engine.Camera3D.viewport.doc" {
text="Part of the screen the camera draws into, in normalized coordinates."
}
msg "schema.engine.Light2D" {
text="Light 2D"
}
msg "schema.engine.Light2D.color" {
text="Color"
}
msg "schema.engine.Light2D.color.doc" {
text="Linear light color; the color picker handles display conversion."
}
msg "schema.engine.Light2D.cookie" {
text="Cookie"
}
msg "schema.engine.Light2D.cookie.doc" {
text="Sprite light mask texture. Its own region and trim map to the light square."
}
msg "schema.engine.Light2D.doc" {
text="Forward 2D diffuse light. Local +X defines Spot and Directional azimuth; presentation transforms also drive shadows."
}
msg "schema.engine.Light2D.elevation" {
text="Elevation"
}
msg "schema.engine.Light2D.elevation.doc" {
text="Directional elevation above the surface in radians, greater than zero."
}
msg "schema.engine.Light2D.falloff" {
text="Falloff"
}
msg "schema.engine.Light2D.falloff.doc" {
text="Nonnegative falloff exponent over normalized local-light distance."
}
msg "schema.engine.Light2D.height" {
text="Height"
}
msg "schema.engine.Light2D.height.doc" {
text="Virtual distance above the sprite surface for diffuse normal mapping; shadows remain planar."
}
msg "schema.engine.Light2D.innerAngle" {
text="Inner Angle"
}
msg "schema.engine.Light2D.innerAngle.doc" {
text="Full Spot inner cone angle in radians, centered on local +X."
}
msg "schema.engine.Light2D.intensity" {
text="Intensity"
}
msg "schema.engine.Light2D.intensity.doc" {
text="Nonnegative energy multiplier; zero disables this light's contribution."
}
msg "schema.engine.Light2D.layers" {
text="Layers"
}
msg "schema.engine.Light2D.layers.doc" {
text="64-bit receiver visibility mask. -1 means all bits; zero receives no objects."
}
msg "schema.engine.Light2D.outerAngle" {
text="Outer Angle"
}
msg "schema.engine.Light2D.outerAngle.doc" {
text="Full Spot outer cone angle in radians, no smaller than innerAngle."
}
msg "schema.engine.Light2D.priority" {
text="Priority"
}
msg "schema.engine.Light2D.priority.doc" {
text="Higher priority is selected first when the per-draw light budget is exceeded."
}
msg "schema.engine.Light2D.range" {
text="Range"
}
msg "schema.engine.Light2D.range.doc" {
text="Local light radius in world units, independent of node scale."
}
msg "schema.engine.Light2D.shadowCasterMask" {
text="Shadow Caster Mask"
}
msg "schema.engine.Light2D.shadowCasterMask.doc" {
text="64-bit shadow-occluder mask, independent of visibility and collision masks."
}
msg "schema.engine.Light2D.shadowSoftness" {
text="Shadow Softness"
}
msg "schema.engine.Light2D.shadowSoftness.doc" {
text="Bounded mask filtering radius; this is not a physical area-light penumbra."
}
msg "schema.engine.Light2D.shadows" {
text="Shadows"
}
msg "schema.engine.Light2D.shadows.doc" {
text="Enable cached local-light shadow masks for Point, Spot and Sprite lights."
}
msg "schema.engine.Light2D.type" {
text="Type"
}
msg "schema.engine.Light2D.type.doc" {
text="Point, Spot, Directional or Sprite/cookie. Directional shadows are not supported."
}
msg "schema.engine.LightOccluder2D" {
text="Light Occluder 2D"
}
msg "schema.engine.LightOccluder2D.closed" {
text="Closed"
}
msg "schema.engine.LightOccluder2D.closed.doc" {
text="Close the manual polygon. A ShapeProvider supplies each contour's closed state."
}
msg "schema.engine.LightOccluder2D.cullMode" {
text="Cull Mode"
}
msg "schema.engine.LightOccluder2D.cullMode.doc" {
text="Shadow edge winding policy; independent of any physics one-sided setting."
}
msg "schema.engine.LightOccluder2D.doc" {
text="A planar shadow contour. Manual polygons require no Physics module; ShapeProvider reads local geometry through the shapes2d contract."
}
msg "schema.engine.LightOccluder2D.layers" {
text="Layers"
}
msg "schema.engine.LightOccluder2D.layers.doc" {
text="64-bit shadow participation mask. -1 is all bits; zero casts no shadows."
}
msg "schema.engine.LightOccluder2D.polygon" {
text="Polygon"
}
msg "schema.engine.LightOccluder2D.polygon.doc" {
text="Simple local-space contour without holes; points follow the owner's presentation transform once."
}
msg "schema.engine.LightOccluder2D.shape" {
text="Shape"
}
msg "schema.engine.LightOccluder2D.shape.doc" {
text="Stable provider shape key, such as physics.BoxCollider2D. Empty selects all of the source node's shapes."
}
msg "schema.engine.LightOccluder2D.shapeNode" {
text="Shape Node"
}
msg "schema.engine.LightOccluder2D.shapeNode.doc" {
text="Source node for ShapeProvider. Empty uses this node; unresolved IDs are preserved."
}
msg "schema.engine.LightOccluder2D.source" {
text="Source"
}
msg "schema.engine.LightOccluder2D.source.doc" {
text="Use a manual polygon/chain or a registered local-shape provider."
}
msg "schema.engine.LightingEnvironment2D" {
text="Lighting Environment 2D"
}
msg "schema.engine.LightingEnvironment2D.ambientColor" {
text="Ambient Color"
}
msg "schema.engine.LightingEnvironment2D.ambientColor.doc" {
text="Linear ambient surface illumination. Default white preserves unlit-looking Lit scenes with no lights."
}
msg "schema.engine.LightingEnvironment2D.ambientIntensity" {
text="Ambient Intensity"
}
msg "schema.engine.LightingEnvironment2D.ambientIntensity.doc" {
text="Nonnegative ambient energy multiplier."
}
msg "schema.engine.LightingEnvironment2D.camera" {
text="Camera"
}
msg "schema.engine.LightingEnvironment2D.camera.doc" {
text="Optional Camera2D node. Empty applies to all 2D views of this world."
}
msg "schema.engine.LightingEnvironment2D.colorMode" {
text="Color Mode"
}
msg "schema.engine.LightingEnvironment2D.colorMode.doc" {
text="Auto chooses supported HDR for Lit output; LDR uses RGBA8 and HDR requests RGBA16F."
}
msg "schema.engine.LightingEnvironment2D.doc" {
text="Lighting and output policy for a camera. An empty camera applies to the current output; overlapping environments are an error."
}
msg "schema.engine.LightingEnvironment2D.exposure" {
text="Exposure"
}
msg "schema.engine.LightingEnvironment2D.exposure.doc" {
text="Positive display-resolve exposure, without changing UI or simulation."
}
msg "schema.engine.LightingEnvironment2D.maxShadowedLights" {
text="Max Shadowed Lights"
}
msg "schema.engine.LightingEnvironment2D.maxShadowedLights.doc" {
text="Per-camera local-shadow budget from 0 through 16; actual performance depends on the GPU."
}
msg "schema.engine.LightingEnvironment2D.shadowResolution" {
text="Shadow Resolution"
}
msg "schema.engine.LightingEnvironment2D.shadowResolution.doc" {
text="Power-of-two mask dimension between 64 and 2048. Initial profile uses 256."
}
msg "schema.engine.MaterialOverride" {
text="Material Override"
}
msg "schema.engine.MaterialOverride.doc" {
text="Overrides up to eight numeric shader parameters on this node. Removed parameters remain in the values list."
}
msg "schema.engine.MaterialOverride.values" {
text="Values"
}
msg "schema.engine.MaterialOverride.values.doc" {
text="Explicit typed values. Absent values inherit the shared material; removed shader fields remain serialized."
}
msg "schema.engine.Mesh2D" {
text="Mesh 2D"
}
msg "schema.engine.Mesh2D.doc" {
text="Draws the standard mesh vertex layout in a 2D camera with a compatible Mesh2D material."
}
msg "schema.engine.Mesh2D.layer" {
text="Layer"
}
msg "schema.engine.Mesh2D.layer.doc" {
text="Visual layer for this 2D mesh."
}
msg "schema.engine.Mesh2D.material" {
text="Material"
}
msg "schema.engine.Mesh2D.material.doc" {
text="Shared material asset. The shader domain must be mesh2d."
}
msg "schema.engine.Mesh2D.mesh" {
text="Mesh"
}
msg "schema.engine.Mesh2D.mesh.doc" {
text="Mesh asset with the standard position, normal, UV and vertex color layout."
}
msg "schema.engine.Mesh2D.order" {
text="Order"
}
msg "schema.engine.Mesh2D.order.doc" {
text="Painter order among sprites and meshes in the same layer; higher values draw later."
}
msg "schema.engine.Mesh2D.texture" {
text="Texture"
}
msg "schema.engine.Mesh2D.texture.doc" {
text="Main texture sampled in mesh UV coordinates. Empty uses white."
}
msg "schema.engine.Mesh2D.tint" {
text="Tint"
}
msg "schema.engine.Mesh2D.tint.doc" {
text="Linear color multiplied with the texture; alpha controls transparency."
}
msg "schema.engine.MeshRenderer" {
text="Mesh Renderer"
}
msg "schema.engine.MeshRenderer.blend" {
text="Blend"
}
msg "schema.engine.MeshRenderer.blend.doc" {
text="Opaque writes depth. Premultiplied and additive are drawn after opaque meshes."
}
msg "schema.engine.MeshRenderer.color" {
text="Color"
}
msg "schema.engine.MeshRenderer.color.doc" {
text="Color multiplied with the texture."
}
msg "schema.engine.MeshRenderer.doc" {
text="Draws an unlit mesh at the node transform."
}
msg "schema.engine.MeshRenderer.doubleSided" {
text="Double Sided"
}
msg "schema.engine.MeshRenderer.doubleSided.doc" {
text="Draws the back faces too."
}
msg "schema.engine.MeshRenderer.filter" {
text="Filter"
}
msg "schema.engine.MeshRenderer.filter.doc" {
text="Texture sampling: nearest or linear."
}
msg "schema.engine.MeshRenderer.layer" {
text="Layer"
}
msg "schema.engine.MeshRenderer.layer.doc" {
text="Sorting layer for transparent meshes."
}
msg "schema.engine.MeshRenderer.mesh" {
text="Mesh"
}
msg "schema.engine.MeshRenderer.mesh.doc" {
text="Mesh to draw: an imported .obj or a builtin Cube, Plane, Sphere or Cylinder."
}
msg "schema.engine.MeshRenderer.texture" {
text="Texture"
}
msg "schema.engine.MeshRenderer.texture.doc" {
text="Texture mapped onto the mesh. Empty uses white."
}
msg "schema.engine.PrefabInstance" {
text="Prefab Instance"
}
msg "schema.engine.PrefabInstance.doc" {
text="Links a node to the prefab it was created from."
}
msg "schema.engine.Script" {
text="Scripts"
}
msg "schema.engine.Script.doc" {
text="Holds the Aego Script attachments of a node."
}
msg "schema.engine.SpriteRenderer" {
text="Sprite Renderer"
}
msg "schema.engine.SpriteRenderer.blend" {
text="Blend"
}
msg "schema.engine.SpriteRenderer.blend.doc" {
text="How the sprite blends with what is behind it: premultiplied alpha, opaque or additive."
}
msg "schema.engine.SpriteRenderer.doc" {
text="Draws a texture region at the node transform."
}
msg "schema.engine.SpriteRenderer.filter" {
text="Filter"
}
msg "schema.engine.SpriteRenderer.filter.doc" {
text="Texture sampling: nearest keeps pixel art sharp, linear smooths it."
}
msg "schema.engine.SpriteRenderer.flipX" {
text="Flip X"
}
msg "schema.engine.SpriteRenderer.flipX.doc" {
text="Mirrors the sprite horizontally."
}
msg "schema.engine.SpriteRenderer.flipY" {
text="Flip Y"
}
msg "schema.engine.SpriteRenderer.flipY.doc" {
text="Mirrors the sprite vertically."
}
msg "schema.engine.SpriteRenderer.layer" {
text="Layer"
}
msg "schema.engine.SpriteRenderer.layer.doc" {
text="Sorting layer. Higher layers are drawn on top of lower ones."
}
msg "schema.engine.SpriteRenderer.material" {
text="Material"
}
msg "schema.engine.SpriteRenderer.material.doc" {
text="Shared sprite-domain material. Per-node changes belong to MaterialOverride."
}
msg "schema.engine.SpriteRenderer.order" {
text="Order"
}
msg "schema.engine.SpriteRenderer.order.doc" {
text="Order inside the layer. Higher values are drawn later, on top."
}
msg "schema.engine.SpriteRenderer.origin" {
text="Origin"
}
msg "schema.engine.SpriteRenderer.origin.doc" {
text="Pivot in normalized sprite space. (0.5, 0.5) is the center, (0, 0) the top-left corner."
}
msg "schema.engine.SpriteRenderer.size" {
text="Size"
}
msg "schema.engine.SpriteRenderer.size.doc" {
text="Size in world units. Zero uses the texture size divided by the camera zoom."
}
msg "schema.engine.SpriteRenderer.sprite" {
text="Sprite"
}
msg "schema.engine.SpriteRenderer.sprite.doc" {
text="Texture or atlas region to draw. Empty draws a solid rectangle in the tint color."
}
msg "schema.engine.SpriteRenderer.tint" {
text="Tint"
}
msg "schema.engine.SpriteRenderer.tint.doc" {
text="Color multiplied with the texture. Alpha controls transparency."
}
msg "schema.engine.Tags" {
text="Tags"
}
msg "schema.engine.Tags.doc" {
text="Tags names groups this node belongs to; scripts find them with scene.WithTag."
}
msg "schema.engine.Tags.tags" {
text="Tags"
}
msg "schema.engine.Tags.tags.doc" {
text="Dot-separated names like Enemy.Flying; a node tagged Enemy.Flying is also found by Enemy."
}
msg "schema.engine.Unknown" {
text="Unknown"
}
msg "schema.engine.Unknown.doc" {
text="Holds components whose type is not registered in this build."
}
msg "schema.gameplay.Checkpoint2D" {
text="Checkpoint 2D"
}
msg "schema.gameplay.Checkpoint2D.area" {
text="Area"
}
msg "schema.gameplay.Checkpoint2D.area.doc" {
text="Rectangle in this node's space."
}
msg "schema.gameplay.Checkpoint2D.doc" {
text="Sets the respawn point of a node with Respawn that enters the area."
}
msg "schema.gameplay.Checkpoint2D.once" {
text="Once"
}
msg "schema.gameplay.Checkpoint2D.once.doc" {
text="Works for the first node only."
}
msg "schema.gameplay.Checkpoint2D.priority" {
text="Priority"
}
msg "schema.gameplay.Checkpoint2D.priority.doc" {
text="A checkpoint does not replace one with a higher priority."
}
msg "schema.gameplay.Checkpoint2D.spawnPoint" {
text="Spawn Point"
}
msg "schema.gameplay.Checkpoint2D.spawnPoint.doc" {
text="Node whose position becomes the respawn point. Empty uses this checkpoint's position."
}
msg "schema.gameplay.Health" {
text="Health"
}
msg "schema.gameplay.Health.current" {
text="Current"
}
msg "schema.gameplay.Health.current.doc" {
text="Hit points now."
}
msg "schema.gameplay.Health.dead" {
text="Dead"
}
msg "schema.gameplay.Health.dead.doc" {
text="True from death until Revive."
}
msg "schema.gameplay.Health.despawnOnDeath" {
text="Despawn On Death"
}
msg "schema.gameplay.Health.despawnOnDeath.doc" {
text="Returns the node to its pool at death; a node that was not spawned is destroyed."
}
msg "schema.gameplay.Health.destroyOnDeath" {
text="Destroy On Death"
}
msg "schema.gameplay.Health.destroyOnDeath.doc" {
text="Destroys the node at death, unless it has Respawn."
}
msg "schema.gameplay.Health.doc" {
text="Hit points of a node. Hitboxes, kill zones and scripts damage it; it dies once at zero until revived."
}
msg "schema.gameplay.Health.invulnTime" {
text="Invuln Time"
}
msg "schema.gameplay.Health.invulnTime.doc" {
text="Seconds of game time without damage after a hit. Hits in the same step all count."
}
msg "schema.gameplay.Health.invulnerable" {
text="Invulnerable"
}
msg "schema.gameplay.Health.invulnerable.doc" {
text="True while damage is ignored."
}
msg "schema.gameplay.Health.max" {
text="Max"
}
msg "schema.gameplay.Health.max.doc" {
text="Hit points at the start and after a full revive."
}
msg "schema.gameplay.Health.team" {
text="Team"
}
msg "schema.gameplay.Health.team.doc" {
text="Hitboxes of the same team do not hurt this node unless they allow friendly fire."
}
msg "schema.gameplay.Hitbox2D" {
text="Hitbox 2D"
}
msg "schema.gameplay.Hitbox2D.active" {
text="Active"
}
msg "schema.gameplay.Hitbox2D.active.doc" {
text="Off deals no damage."
}
msg "schema.gameplay.Hitbox2D.area" {
text="Area"
}
msg "schema.gameplay.Hitbox2D.area.doc" {
text="Rectangle in this node's space."
}
msg "schema.gameplay.Hitbox2D.damage" {
text="Damage"
}
msg "schema.gameplay.Hitbox2D.damage.doc" {
text="Damage per hit before the hurtbox multiplier."
}
msg "schema.gameplay.Hitbox2D.doc" {
text="Damages hurtboxes inside its area, once per target per activation, on every entry or periodically."
}
msg "schema.gameplay.Hitbox2D.friendlyFire" {
text="Friendly Fire"
}
msg "schema.gameplay.Hitbox2D.friendlyFire.doc" {
text="Also hits targets of the same team."
}
msg "schema.gameplay.Hitbox2D.knockback" {
text="Knockback"
}
msg "schema.gameplay.Hitbox2D.knockback.doc" {
text="Push on a hit: velocity in units per second for a Motion 2D target, impulse for a dynamic body. Turns with the node."
}
msg "schema.gameplay.Hitbox2D.knockbackFromCenter" {
text="Knockback From Center"
}
msg "schema.gameplay.Hitbox2D.knockbackFromCenter.doc" {
text="Pushes away from the hitbox centre instead, with the length of Knockback."
}
msg "schema.gameplay.Hitbox2D.period" {
text="Period"
}
msg "schema.gameplay.Hitbox2D.period.doc" {
text="Seconds between hits for the periodic policy."
}
msg "schema.gameplay.Hitbox2D.policy" {
text="Policy"
}
msg "schema.gameplay.Hitbox2D.policy.doc" {
text="onEnter hits on every entry, oncePerActivation hits each target once until Activate, periodic hits every Period while overlapping."
}
msg "schema.gameplay.Hitbox2D.shape" {
text="Shape"
}
msg "schema.gameplay.Hitbox2D.shape.doc" {
text="box uses the rectangle; circle uses the circle inside it."
}
msg "schema.gameplay.Hitbox2D.team" {
text="Team"
}
msg "schema.gameplay.Hitbox2D.team.doc" {
text="Team of the attack; -1 takes the team of the nearest Health above."
}
msg "schema.gameplay.Hurtbox2D" {
text="Hurtbox 2D"
}
msg "schema.gameplay.Hurtbox2D.active" {
text="Active"
}
msg "schema.gameplay.Hurtbox2D.active.doc" {
text="Off ignores hits."
}
msg "schema.gameplay.Hurtbox2D.area" {
text="Area"
}
msg "schema.gameplay.Hurtbox2D.area.doc" {
text="Rectangle in this node's space."
}
msg "schema.gameplay.Hurtbox2D.doc" {
text="Area where hitboxes damage a Health: on this node or on its nearest parent with Health."
}
msg "schema.gameplay.Hurtbox2D.health" {
text="Health"
}
msg "schema.gameplay.Hurtbox2D.health.doc" {
text="Health that takes the damage. Empty uses this node or its nearest parent with Health."
}
msg "schema.gameplay.Hurtbox2D.multiplier" {
text="Multiplier"
}
msg "schema.gameplay.Hurtbox2D.multiplier.doc" {
text="Damage taken here is multiplied by this, for weak spots and armour."
}
msg "schema.gameplay.Hurtbox2D.shape" {
text="Shape"
}
msg "schema.gameplay.Hurtbox2D.shape.doc" {
text="box uses the rectangle; circle uses the circle inside it."
}
msg "schema.gameplay.KillZone2D" {
text="Kill Zone 2D"
}
msg "schema.gameplay.KillZone2D.area" {
text="Area"
}
msg "schema.gameplay.KillZone2D.area.doc" {
text="Rectangle in this node's space."
}
msg "schema.gameplay.KillZone2D.doc" {
text="Kills a Health that enters the area, or respawns a node with Respawn and no Health."
}
msg "schema.gameplay.KillZone2D.tag" {
text="Tag"
}
msg "schema.gameplay.KillZone2D.tag.doc" {
text="Only nodes with this tag; empty affects every node with Health or Respawn."
}
msg "schema.gameplay.Lifetime" {
text="Lifetime"
}
msg "schema.gameplay.Lifetime.despawn" {
text="Despawn"
}
msg "schema.gameplay.Lifetime.despawn.doc" {
text="Returns the node to its pool instead of destroying it."
}
msg "schema.gameplay.Lifetime.doc" {
text="Removes the node after some seconds: back to its pool or destroyed."
}
msg "schema.gameplay.Lifetime.remaining" {
text="Remaining"
}
msg "schema.gameplay.Lifetime.remaining.doc" {
text="Seconds left."
}
msg "schema.gameplay.Lifetime.seconds" {
text="Seconds"
}
msg "schema.gameplay.Lifetime.seconds.doc" {
text="Seconds the node lives."
}
msg "schema.gameplay.Lifetime.unscaled" {
text="Unscaled"
}
msg "schema.gameplay.Lifetime.unscaled.doc" {
text="Counts real time, also while paused or slowed down."
}
msg "schema.gameplay.Motion2D" {
text="Motion 2D"
}
msg "schema.gameplay.Motion2D.accel" {
text="Accel"
}
msg "schema.gameplay.Motion2D.accel.doc" {
text="How fast the speed grows towards the target, units per second squared."
}
msg "schema.gameplay.Motion2D.airControl" {
text="Air Control"
}
msg "schema.gameplay.Motion2D.airControl.doc" {
text="Share of Accel and Decel available in the air: 0 cannot steer, 1 steers as on the ground."
}
msg "schema.gameplay.Motion2D.climbTime" {
text="Climb Time"
}
msg "schema.gameplay.Motion2D.climbTime.doc" {
text="Seconds a ledge climb takes: rising, then stepping onto the ledge."
}
msg "schema.gameplay.Motion2D.climbing" {
text="Climbing"
}
msg "schema.gameplay.Motion2D.climbing.doc" {
text="Whether the character is climbing onto a ledge."
}
msg "schema.gameplay.Motion2D.collisionMask" {
text="Collision Mask"
}
msg "schema.gameplay.Motion2D.collisionMask.doc" {
text="Layers the character collides with."
}
msg "schema.gameplay.Motion2D.coyoteTime" {
text="Coyote Time"
}
msg "schema.gameplay.Motion2D.coyoteTime.doc" {
text="Seconds after leaving a ledge during which a jump still works."
}
msg "schema.gameplay.Motion2D.dashGravity" {
text="Dash Gravity"
}
msg "schema.gameplay.Motion2D.dashGravity.doc" {
text="Applies gravity during a dash."
}
msg "schema.gameplay.Motion2D.decel" {
text="Decel"
}
msg "schema.gameplay.Motion2D.decel.doc" {
text="How fast the speed falls without input, in units per second squared."
}
msg "schema.gameplay.Motion2D.doc" {
text="Moves a kinematic Body2D by casting its colliders: walking, jumping, slopes, steps and moving platforms, or free top-down movement. Call Move and Jump from a script; the controller acts on the next fixed step."
}
msg "schema.gameplay.Motion2D.faceMovement" {
text="Face Movement"
}
msg "schema.gameplay.Motion2D.faceMovement.doc" {
text="topDown: turns the node towards the movement."
}
msg "schema.gameplay.Motion2D.floorAngle" {
text="Floor Angle"
}
msg "schema.gameplay.Motion2D.floorAngle.doc" {
text="Slope of the floor in degrees."
}
msg "schema.gameplay.Motion2D.floorNormal" {
text="Floor Normal"
}
msg "schema.gameplay.Motion2D.floorNormal.doc" {
text="Normal of the floor under the character."
}
msg "schema.gameplay.Motion2D.gravityScale" {
text="Gravity Scale"
}
msg "schema.gameplay.Motion2D.gravityScale.doc" {
text="Multiplies the physics gravity; 0 turns gravity off for the character."
}
msg "schema.gameplay.Motion2D.groundBody" {
text="Ground Body"
}
msg "schema.gameplay.Motion2D.groundBody.doc" {
text="Body the character stands on."
}
msg "schema.gameplay.Motion2D.grounded" {
text="Grounded"
}
msg "schema.gameplay.Motion2D.grounded.doc" {
text="Whether the character stands on a floor."
}
msg "schema.gameplay.Motion2D.jumpBuffer" {
text="Jump Buffer"
}
msg "schema.gameplay.Motion2D.jumpBuffer.doc" {
text="Seconds a jump pressed in the air is remembered until landing."
}
msg "schema.gameplay.Motion2D.jumpCutMultiplier" {
text="Jump Cut Multiplier"
}
msg "schema.gameplay.Motion2D.jumpCutMultiplier.doc" {
text="Upward speed is multiplied by this when the jump button is released early."
}
msg "schema.gameplay.Motion2D.jumpHeight" {
text="Jump Height"
}
msg "schema.gameplay.Motion2D.jumpHeight.doc" {
text="Height of a full jump in units; sets the jump speed unless Jump Speed is set."
}
msg "schema.gameplay.Motion2D.jumpSpeed" {
text="Jump Speed"
}
msg "schema.gameplay.Motion2D.jumpSpeed.doc" {
text="Upward speed of a jump. 0 derives it from Jump Height and gravity."
}
msg "schema.gameplay.Motion2D.ledgeClimb" {
text="Ledge Climb"
}
msg "schema.gameplay.Motion2D.ledgeClimb.doc" {
text="platformer: in the air, moving into a wall whose top is at most this far above the feet climbs onto it. 0 never climbs."
}
msg "schema.gameplay.Motion2D.maxFallSpeed" {
text="Max Fall Speed"
}
msg "schema.gameplay.Motion2D.maxFallSpeed.doc" {
text="Fastest fall in units per second. 0 is unlimited."
}
msg "schema.gameplay.Motion2D.maxSlides" {
text="Max Slides"
}
msg "schema.gameplay.Motion2D.maxSlides.doc" {
text="How many surfaces one step may slide along."
}
msg "schema.gameplay.Motion2D.maxSlope" {
text="Max Slope"
}
msg "schema.gameplay.Motion2D.maxSlope.doc" {
text="Steepest floor in degrees; steeper surfaces are walls."
}
msg "schema.gameplay.Motion2D.maxSpeed" {
text="Max Speed"
}
msg "schema.gameplay.Motion2D.maxSpeed.doc" {
text="Top speed in units per second."
}
msg "schema.gameplay.Motion2D.mode" {
text="Mode"
}
msg "schema.gameplay.Motion2D.mode.doc" {
text="platformer walks on floors under gravity; topDown moves freely in the plane."
}
msg "schema.gameplay.Motion2D.movingPlatforms" {
text="Moving Platforms"
}
msg "schema.gameplay.Motion2D.movingPlatforms.doc" {
text="Carries the character with the body it stands on."
}
msg "schema.gameplay.Motion2D.onCeiling" {
text="On Ceiling"
}
msg "schema.gameplay.Motion2D.onCeiling.doc" {
text="Whether the character touched a ceiling in the last step."
}
msg "schema.gameplay.Motion2D.onWall" {
text="On Wall"
}
msg "schema.gameplay.Motion2D.onWall.doc" {
text="Whether the character touched a wall in the last step."
}
msg "schema.gameplay.Motion2D.platformOnLeave" {
text="Platform On Leave"
}
msg "schema.gameplay.Motion2D.platformOnLeave.doc" {
text="keep keeps the platform's velocity after leaving it, drop loses it, add keeps only its horizontal part."
}
msg "schema.gameplay.Motion2D.pushBodies" {
text="Push Bodies"
}
msg "schema.gameplay.Motion2D.pushBodies.doc" {
text="Moves through dynamic bodies and pushes them instead of stopping at them."
}
msg "schema.gameplay.Motion2D.safeMargin" {
text="Safe Margin"
}
msg "schema.gameplay.Motion2D.safeMargin.doc" {
text="Gap in units kept to surfaces so casts never start inside them."
}
msg "schema.gameplay.Motion2D.snapToGround" {
text="Snap To Ground"
}
msg "schema.gameplay.Motion2D.snapToGround.doc" {
text="Keeps the character on slopes and steps down by up to this distance, in units. 0 never snaps."
}
msg "schema.gameplay.Motion2D.stepHeight" {
text="Step Height"
}
msg "schema.gameplay.Motion2D.stepHeight.doc" {
text="Steps up to this height, in units, are climbed without jumping. 0 never steps up."
}
msg "schema.gameplay.Motion2D.upDirection" {
text="Up Direction"
}
msg "schema.gameplay.Motion2D.upDirection.doc" {
text="Up for floors, jumps and gravity. (0, -1) is up on screen."
}
msg "schema.gameplay.Motion2D.velocity" {
text="Velocity"
}
msg "schema.gameplay.Motion2D.velocity.doc" {
text="Velocity in units per second."
}
msg "schema.gameplay.Motion2D.wallNormal" {
text="Wall Normal"
}
msg "schema.gameplay.Motion2D.wallNormal.doc" {
text="Normal of the last wall touched."
}
msg "schema.gameplay.Pickup2D" {
text="Pickup 2D"
}
msg "schema.gameplay.Pickup2D.area" {
text="Area"
}
msg "schema.gameplay.Pickup2D.area.doc" {
text="Rectangle in this node's space."
}
msg "schema.gameplay.Pickup2D.despawn" {
text="Despawn"
}
msg "schema.gameplay.Pickup2D.despawn.doc" {
text="Returns the pickup to its pool instead of destroying it."
}
msg "schema.gameplay.Pickup2D.doc" {
text="Fires Collected when a node enters the area; with Once the pickup then disappears."
}
msg "schema.gameplay.Pickup2D.once" {
text="Once"
}
msg "schema.gameplay.Pickup2D.once.doc" {
text="Removes the pickup after the first collection."
}
msg "schema.gameplay.Pickup2D.tag" {
text="Tag"
}
msg "schema.gameplay.Pickup2D.tag.doc" {
text="Only nodes with this tag; empty accepts every node with Motion 2D."
}
msg "schema.gameplay.Respawn" {
text="Respawn"
}
msg "schema.gameplay.Respawn.delay" {
text="Delay"
}
msg "schema.gameplay.Respawn.delay.doc" {
text="Seconds of game time before the node comes back."
}
msg "schema.gameplay.Respawn.doc" {
text="Brings the node back to its respawn point after death or Trigger. The first point is where the node starts."
}
msg "schema.gameplay.Respawn.persist" {
text="Persist"
}
msg "schema.gameplay.Respawn.persist.doc" {
text="Saves the respawn point with the game."
}
msg "schema.gameplay.Respawn.resetVelocity" {
text="Reset Velocity"
}
msg "schema.gameplay.Respawn.resetVelocity.doc" {
text="Stops a Motion 2D on respawn."
}
msg "schema.gameplay.Respawn.restoreHealth" {
text="Restore Health"
}
msg "schema.gameplay.Respawn.restoreHealth.doc" {
text="Revives Health with full hit points."
}
msg "schema.gameplay.StateMachine" {
text="State Machine"
}
msg "schema.gameplay.StateMachine.current" {
text="Current"
}
msg "schema.gameplay.StateMachine.current.doc" {
text="State now."
}
msg "schema.gameplay.StateMachine.doc" {
text="Named states with Enter, Exit, Fixed and Update hooks found by name on the node's scripts: EnterRun(), ExitRun(), FixedRun(dt), UpdateRun(dt). Scripts change the state with Go."
}
msg "schema.gameplay.StateMachine.index" {
text="Index"
}
msg "schema.gameplay.StateMachine.index.doc" {
text="Index of the current state in States."
}
msg "schema.gameplay.StateMachine.initial" {
text="Initial"
}
msg "schema.gameplay.StateMachine.initial.doc" {
text="State entered when the node starts, after the scripts' Ready. Empty uses the first state."
}
msg "schema.gameplay.StateMachine.previous" {
text="Previous"
}
msg "schema.gameplay.StateMachine.previous.doc" {
text="State before the last change."
}
msg "schema.gameplay.StateMachine.states" {
text="States"
}
msg "schema.gameplay.StateMachine.states.doc" {
text="State names, also the suffix of the hook methods."
}
msg "schema.gameplay.StateMachine.time" {
text="Time"
}
msg "schema.gameplay.StateMachine.time.doc" {
text="Seconds of fixed steps spent in the current state."
}
msg "schema.particles.ParticleSystem2D" {
text="Particle System 2D"
}
msg "schema.particles.ParticleSystem2D.alphaOverLife" {
text="Alpha Over Life"
}
msg "schema.particles.ParticleSystem2D.alphaOverLife.doc" {
text="Opacity multiplier sampled at normalized particle age."
}
msg "schema.particles.ParticleSystem2D.bursts" {
text="Bursts"
}
msg "schema.particles.ParticleSystem2D.bursts.doc" {
text="Cycle keys as (time in seconds, birth count). Times must be in [0, duration)."
}
msg "schema.particles.ParticleSystem2D.color" {
text="Color"
}
msg "schema.particles.ParticleSystem2D.color.doc" {
text="Straight linear tint and opacity at birth."
}
msg "schema.particles.ParticleSystem2D.colorOverLife" {
text="Color Over Life"
}
msg "schema.particles.ParticleSystem2D.colorOverLife.doc" {
text="Ordered keys for the straight color multiplier at normalized ages."
}
msg "schema.particles.ParticleSystem2D.direction" {
text="Direction"
}
msg "schema.particles.ParticleSystem2D.direction.doc" {
text="Central angle of launch in radians."
}
msg "schema.particles.ParticleSystem2D.doc" {
text="Emits visual sprites from a bounded CPU pool. World-space particles stay at their birth location when the emitter moves."
}
msg "schema.particles.ParticleSystem2D.drag" {
text="Drag"
}
msg "schema.particles.ParticleSystem2D.drag.doc" {
text="Nonnegative damping coefficient per second."
}
msg "schema.particles.ParticleSystem2D.duration" {
text="Duration"
}
msg "schema.particles.ParticleSystem2D.duration.doc" {
text="Length of one emission cycle in seconds."
}
msg "schema.particles.ParticleSystem2D.edgeA" {
text="Edge A"
}
msg "schema.particles.ParticleSystem2D.edgeA.doc" {
text="First endpoint in emitter coordinates."
}
msg "schema.particles.ParticleSystem2D.edgeB" {
text="Edge B"
}
msg "schema.particles.ParticleSystem2D.edgeB.doc" {
text="Second endpoint in emitter coordinates."
}
msg "schema.particles.ParticleSystem2D.frameFPS" {
text="Frame FPS"
}
msg "schema.particles.ParticleSystem2D.frameFPS.doc" {
text="Flipbook playback speed in frames per second."
}
msg "schema.particles.ParticleSystem2D.frameLoop" {
text="Frame Loop"
}
msg "schema.particles.ParticleSystem2D.frameLoop.doc" {
text="Repeat the flipbook; otherwise hold its last frame."
}
msg "schema.particles.ParticleSystem2D.frames" {
text="Frames"
}
msg "schema.particles.ParticleSystem2D.frames.doc" {
text="Ordered sprite frame references for a flipbook. Missing frames are diagnosed."
}
msg "schema.particles.ParticleSystem2D.gravity" {
text="Gravity"
}
msg "schema.particles.ParticleSystem2D.gravity.doc" {
text="Acceleration in units per second squared."
}
msg "schema.particles.ParticleSystem2D.killY" {
text="Kill Y"
}
msg "schema.particles.ParticleSystem2D.killY.doc" {
text="Threshold in simulation space, in world units."
}
msg "schema.particles.ParticleSystem2D.killYEnabled" {
text="Kill Y Enabled"
}
msg "schema.particles.ParticleSystem2D.killYEnabled.doc" {
text="Remove particles on the side of increasing Y past Kill Y."
}
msg "schema.particles.ParticleSystem2D.layer" {
text="Layer"
}
msg "schema.particles.ParticleSystem2D.layer.doc" {
text="Painter layer shared with SpriteRenderer and Mesh2D."
}
msg "schema.particles.ParticleSystem2D.lifetime" {
text="Lifetime"
}
msg "schema.particles.ParticleSystem2D.lifetime.doc" {
text="Minimum and maximum particle lifetime in seconds."
}
msg "schema.particles.ParticleSystem2D.loop" {
text="Loop"
}
msg "schema.particles.ParticleSystem2D.loop.doc" {
text="Repeats the schedule at the end of each cycle."
}
msg "schema.particles.ParticleSystem2D.mask" {
text="Mask"
}
msg "schema.particles.ParticleSystem2D.mask.doc" {
text="Source sprite frame. Its prepared alpha mask is independent of atlas packing."
}
msg "schema.particles.ParticleSystem2D.maskThreshold" {
text="Mask Threshold"
}
msg "schema.particles.ParticleSystem2D.maskThreshold.doc" {
text="Minimum source alpha used by the sprite mask, from zero to one."
}
msg "schema.particles.ParticleSystem2D.material" {
text="Material"
}
msg "schema.particles.ParticleSystem2D.material.doc" {
text="Optional unlit sprite-domain material. Its shader controls the blend mode."
}
msg "schema.particles.ParticleSystem2D.maxParticles" {
text="Max Particles"
}
msg "schema.particles.ParticleSystem2D.maxParticles.doc" {
text="Maximum live particles. When full, keep living particles and drop excess births."
}
msg "schema.particles.ParticleSystem2D.noiseFrequency" {
text="Noise Frequency"
}
msg "schema.particles.ParticleSystem2D.noiseFrequency.doc" {
text="How fast the noise field changes."
}
msg "schema.particles.ParticleSystem2D.noiseStrength" {
text="Noise Strength"
}
msg "schema.particles.ParticleSystem2D.noiseStrength.doc" {
text="Magnitude of deterministic presentation noise."
}
msg "schema.particles.ParticleSystem2D.offset" {
text="Offset"
}
msg "schema.particles.ParticleSystem2D.offset.doc" {
text="Local offset of the emitter shape."
}
msg "schema.particles.ParticleSystem2D.order" {
text="Order"
}
msg "schema.particles.ParticleSystem2D.order.doc" {
text="Painter order within the layer."
}
msg "schema.particles.ParticleSystem2D.planeDistance" {
text="Plane Distance"
}
msg "schema.particles.ParticleSystem2D.planeDistance.doc" {
text="Plane offset along its normalized normal."
}
msg "schema.particles.ParticleSystem2D.planeEnabled" {
text="Plane Enabled"
}
msg "schema.particles.ParticleSystem2D.planeEnabled.doc" {
text="Remove particles past the configured clipping plane."
}
msg "schema.particles.ParticleSystem2D.planeNormal" {
text="Plane Normal"
}
msg "schema.particles.ParticleSystem2D.planeNormal.doc" {
text="Outward normal of the clipping plane in simulation space."
}
msg "schema.particles.ParticleSystem2D.playOnStart" {
text="Play On Start"
}
msg "schema.particles.ParticleSystem2D.playOnStart.doc" {
text="Starts the emission schedule when this emitter becomes active."
}
msg "schema.particles.ParticleSystem2D.prewarm" {
text="Prewarm"
}
msg "schema.particles.ParticleSystem2D.prewarm.doc" {
text="Seconds of bounded preparation for a looping effect, up to two."
}
msg "schema.particles.ParticleSystem2D.radius" {
text="Radius"
}
msg "schema.particles.ParticleSystem2D.radius.doc" {
text="Circle radius in world units."
}
msg "schema.particles.ParticleSystem2D.rate" {
text="Rate"
}
msg "schema.particles.ParticleSystem2D.rate.doc" {
text="Continuous births per second. Zero allows manual bursts without a continuous stream."
}
msg "schema.particles.ParticleSystem2D.rectSize" {
text="Rect Size"
}
msg "schema.particles.ParticleSystem2D.rectSize.doc" {
text="Full rectangle dimensions in world units."
}
msg "schema.particles.ParticleSystem2D.reducedMotion" {
text="Reduced Motion"
}
msg "schema.particles.ParticleSystem2D.reducedMotion.doc" {
text="Keep, reduce or hide this effect when Reduce Motion is enabled."
}
msg "schema.particles.ParticleSystem2D.reducedRate" {
text="Reduced Rate"
}
msg "schema.particles.ParticleSystem2D.reducedRate.doc" {
text="Fraction of births kept under the Reduce policy."
}
msg "schema.particles.ParticleSystem2D.rotation" {
text="Rotation"
}
msg "schema.particles.ParticleSystem2D.rotation.doc" {
text="Minimum and maximum initial rotation in radians."
}
msg "schema.particles.ParticleSystem2D.rotationSpeed" {
text="Rotation Speed"
}
msg "schema.particles.ParticleSystem2D.rotationSpeed.doc" {
text="Angular speed in radians per second."
}
msg "schema.particles.ParticleSystem2D.seed" {
text="Seed"
}
msg "schema.particles.ParticleSystem2D.seed.doc" {
text="Nonzero locks the seed. Zero derives it from the session, stable node ID and activation."
}
msg "schema.particles.ParticleSystem2D.shape" {
text="Shape"
}
msg "schema.particles.ParticleSystem2D.shape.doc" {
text="Birth positions come from a point, disk, rectangle, line segment or sprite alpha mask."
}
msg "schema.particles.ParticleSystem2D.size" {
text="Size"
}
msg "schema.particles.ParticleSystem2D.size.doc" {
text="Minimum and maximum starting side length in world units."
}
msg "schema.particles.ParticleSystem2D.sizeOverLife" {
text="Size Over Life"
}
msg "schema.particles.ParticleSystem2D.sizeOverLife.doc" {
text="Size multiplier sampled at normalized particle age."
}
msg "schema.particles.ParticleSystem2D.sortMode" {
text="Sort Mode"
}
msg "schema.particles.ParticleSystem2D.sortMode.doc" {
text="Oldest first, youngest first or farthest first for each camera."
}
msg "schema.particles.ParticleSystem2D.space" {
text="Space"
}
msg "schema.particles.ParticleSystem2D.space.doc" {
text="Local particles follow the emitter; world particles keep their birth transform."
}
msg "schema.particles.ParticleSystem2D.speed" {
text="Speed"
}
msg "schema.particles.ParticleSystem2D.speed.doc" {
text="Minimum and maximum initial speed in units per second."
}
msg "schema.particles.ParticleSystem2D.spread" {
text="Spread"
}
msg "schema.particles.ParticleSystem2D.spread.doc" {
text="Full angular width around direction, in radians."
}
msg "schema.particles.ParticleSystem2D.sprite" {
text="Sprite"
}
msg "schema.particles.ParticleSystem2D.sprite.doc" {
text="Texture region to draw. Empty uses the built-in white texture."
}
msg "schema.particles.ParticleSystem2D.timeDomain" {
text="Time Domain"
}
msg "schema.particles.ParticleSystem2D.timeDomain.doc" {
text="Game pauses with the world; unscaled uses real presentation time."
}
msg "schema.particles.ParticleSystem2D.velocityOverLife" {
text="Velocity Over Life"
}
msg "schema.particles.ParticleSystem2D.velocityOverLife.doc" {
text="Speed multiplier by normalized age, applied without compounding."
}
msg "schema.physics.Body2D" {
text="Rigid Body 2D"
}
msg "schema.physics.Body2D.allowSleep" {
text="Allow Sleep"
}
msg "schema.physics.Body2D.allowSleep.doc" {
text="Lets the body sleep after it comes to rest, which saves time; contacts and scripts wake it."
}
msg "schema.physics.Body2D.angularDamping" {
text="Angular Damping"
}
msg "schema.physics.Body2D.angularDamping.doc" {
text="Slows the rotation every step; 0 keeps spinning."
}
msg "schema.physics.Body2D.angularVelocity" {
text="Angular Velocity"
}
msg "schema.physics.Body2D.angularVelocity.doc" {
text="Rotation speed in radians per second."
}
msg "schema.physics.Body2D.awake" {
text="Awake"
}
msg "schema.physics.Body2D.awake.doc" {
text="Whether the body is simulated this step or sleeping."
}
msg "schema.physics.Body2D.bullet" {
text="Bullet"
}
msg "schema.physics.Body2D.bullet.doc" {
text="Continuous collision against other dynamic bodies, so a fast body cannot pass through them. Costs more."
}
msg "schema.physics.Body2D.doc" {
text="Simulates the node as a rigid body. Colliders on the node and its children form its shape."
}
msg "schema.physics.Body2D.fixedRotation" {
text="Fixed Rotation"
}
msg "schema.physics.Body2D.fixedRotation.doc" {
text="Keeps the body upright: contacts and torque never rotate it."
}
msg "schema.physics.Body2D.gravityScale" {
text="Gravity Scale"
}
msg "schema.physics.Body2D.gravityScale.doc" {
text="Multiplier of the project gravity for this body; 0 makes it float."
}
msg "schema.physics.Body2D.interpolate" {
text="Interpolate"
}
msg "schema.physics.Body2D.interpolate.doc" {
text="Draws the body between physics steps for smooth motion; scripts still see the exact pose."
}
msg "schema.physics.Body2D.layer" {
text="Layer"
}
msg "schema.physics.Body2D.layer.doc" {
text="Collision layer, see Project Settings → Physics."
}
msg "schema.physics.Body2D.linearDamping" {
text="Linear Damping"
}
msg "schema.physics.Body2D.linearDamping.doc" {
text="Slows the movement every step, like air resistance; 0 keeps the speed."
}
msg "schema.physics.Body2D.mask" {
text="Mask"
}
msg "schema.physics.Body2D.mask.doc" {
text="Layers this body collides with."
}
msg "schema.physics.Body2D.mass" {
text="Mass"
}
msg "schema.physics.Body2D.mass.doc" {
text="Mass in kilograms when Mass Mode is override."
}
msg "schema.physics.Body2D.massMode" {
text="Mass Mode"
}
msg "schema.physics.Body2D.massMode.doc" {
text="auto takes the mass from collider density, override uses Mass."
}
msg "schema.physics.Body2D.type" {
text="Type"
}
msg "schema.physics.Body2D.type.doc" {
text="static never moves, kinematic moves by velocity, dynamic reacts to forces and contacts."
}
msg "schema.physics.Body2D.velocity" {
text="Velocity"
}
msg "schema.physics.Body2D.velocity.doc" {
text="Velocity in units per second."
}
msg "schema.physics.BoxCollider2D" {
text="Box Collider 2D"
}
msg "schema.physics.BoxCollider2D.density" {
text="Density"
}
msg "schema.physics.BoxCollider2D.density.doc" {
text="Mass per square unit; gives the body its mass when Mass Mode is auto."
}
msg "schema.physics.BoxCollider2D.doc" {
text="Box shape in node space."
}
msg "schema.physics.BoxCollider2D.friction" {
text="Friction"
}
msg "schema.physics.BoxCollider2D.friction.doc" {
text="Resistance to sliding along other shapes; 0 is ice. Two shapes use the square root of the product."
}
msg "schema.physics.BoxCollider2D.isTrigger" {
text="Is Trigger"
}
msg "schema.physics.BoxCollider2D.isTrigger.doc" {
text="Detects overlaps and sends trigger events without pushing bodies apart."
}
msg "schema.physics.BoxCollider2D.offset" {
text="Offset"
}
msg "schema.physics.BoxCollider2D.offset.doc" {
text="Position of the shape in node space."
}
msg "schema.physics.BoxCollider2D.restitution" {
text="Restitution"
}
msg "schema.physics.BoxCollider2D.restitution.doc" {
text="Bounciness: 0 stops on impact, 1 bounces back at the same speed. Two shapes use the larger value."
}
msg "schema.physics.BoxCollider2D.size" {
text="Size"
}
msg "schema.physics.BoxCollider2D.size.doc" {
text="Width and height in units, before the node scale."
}
msg "schema.physics.CapsuleCollider2D" {
text="Capsule Collider 2D"
}
msg "schema.physics.CapsuleCollider2D.density" {
text="Density"
}
msg "schema.physics.CapsuleCollider2D.density.doc" {
text="Mass per square unit; gives the body its mass when Mass Mode is auto."
}
msg "schema.physics.CapsuleCollider2D.doc" {
text="Capsule along the local X axis; Length is the full extent including the caps."
}
msg "schema.physics.CapsuleCollider2D.friction" {
text="Friction"
}
msg "schema.physics.CapsuleCollider2D.friction.doc" {
text="Resistance to sliding along other shapes; 0 is ice. Two shapes use the square root of the product."
}
msg "schema.physics.CapsuleCollider2D.isTrigger" {
text="Is Trigger"
}
msg "schema.physics.CapsuleCollider2D.isTrigger.doc" {
text="Detects overlaps and sends trigger events without pushing bodies apart."
}
msg "schema.physics.CapsuleCollider2D.length" {
text="Length"
}
msg "schema.physics.CapsuleCollider2D.length.doc" {
text="Full length along the local X axis, caps included."
}
msg "schema.physics.CapsuleCollider2D.offset" {
text="Offset"
}
msg "schema.physics.CapsuleCollider2D.offset.doc" {
text="Position of the shape in node space."
}
msg "schema.physics.CapsuleCollider2D.radius" {
text="Radius"
}
msg "schema.physics.CapsuleCollider2D.radius.doc" {
text="Radius of the caps and half the thickness."
}
msg "schema.physics.CapsuleCollider2D.restitution" {
text="Restitution"
}
msg "schema.physics.CapsuleCollider2D.restitution.doc" {
text="Bounciness: 0 stops on impact, 1 bounces back at the same speed. Two shapes use the larger value."
}
msg "schema.physics.CircleCollider2D" {
text="Circle Collider 2D"
}
msg "schema.physics.CircleCollider2D.density" {
text="Density"
}
msg "schema.physics.CircleCollider2D.density.doc" {
text="Mass per square unit; gives the body its mass when Mass Mode is auto."
}
msg "schema.physics.CircleCollider2D.doc" {
text="Circle shape. Needs a uniform node scale."
}
msg "schema.physics.CircleCollider2D.friction" {
text="Friction"
}
msg "schema.physics.CircleCollider2D.friction.doc" {
text="Resistance to sliding along other shapes; 0 is ice. Two shapes use the square root of the product."
}
msg "schema.physics.CircleCollider2D.isTrigger" {
text="Is Trigger"
}
msg "schema.physics.CircleCollider2D.isTrigger.doc" {
text="Detects overlaps and sends trigger events without pushing bodies apart."
}
msg "schema.physics.CircleCollider2D.offset" {
text="Offset"
}
msg "schema.physics.CircleCollider2D.offset.doc" {
text="Position of the shape in node space."
}
msg "schema.physics.CircleCollider2D.radius" {
text="Radius"
}
msg "schema.physics.CircleCollider2D.radius.doc" {
text="Radius in units, before the node scale."
}
msg "schema.physics.CircleCollider2D.restitution" {
text="Restitution"
}
msg "schema.physics.CircleCollider2D.restitution.doc" {
text="Bounciness: 0 stops on impact, 1 bounces back at the same speed. Two shapes use the larger value."
}
msg "schema.physics.DistanceJoint2D" {
text="Distance Joint 2D"
}
msg "schema.physics.DistanceJoint2D.anchorA" {
text="Anchor A"
}
msg "schema.physics.DistanceJoint2D.anchorA.doc" {
text="Attachment point on this node, in node space."
}
msg "schema.physics.DistanceJoint2D.anchorB" {
text="Anchor B"
}
msg "schema.physics.DistanceJoint2D.anchorB.doc" {
text="Attachment point on the Target node, in its node space."
}
msg "schema.physics.DistanceJoint2D.collideConnected" {
text="Collide Connected"
}
msg "schema.physics.DistanceJoint2D.collideConnected.doc" {
text="Lets the two connected bodies collide with each other."
}
msg "schema.physics.DistanceJoint2D.damping" {
text="Damping"
}
msg "schema.physics.DistanceJoint2D.damping.doc" {
text="Spring damping; 0 never damps, higher values stop the oscillation sooner."
}
msg "schema.physics.DistanceJoint2D.doc" {
text="Keeps a distance between this body and the Target body. Length 0 uses the distance at start."
}
msg "schema.physics.DistanceJoint2D.length" {
text="Length"
}
msg "schema.physics.DistanceJoint2D.length.doc" {
text="Rest length in units; 0 takes the distance between the anchors at start."
}
msg "schema.physics.DistanceJoint2D.maxLength" {
text="Max Length"
}
msg "schema.physics.DistanceJoint2D.maxLength.doc" {
text="Longest allowed length; a rope has Min 0 and Max at the rope length."
}
msg "schema.physics.DistanceJoint2D.minLength" {
text="Min Length"
}
msg "schema.physics.DistanceJoint2D.minLength.doc" {
text="Shortest allowed length. With Min and Max both 0 the joint is a rigid rod, or a spring without a lower limit when Stiffness is set."
}
msg "schema.physics.DistanceJoint2D.stiffness" {
text="Stiffness"
}
msg "schema.physics.DistanceJoint2D.stiffness.doc" {
text="Spring stiffness in newtons per unit; 0 makes the length rigid within Min and Max."
}
msg "schema.physics.DistanceJoint2D.target" {
text="Target"
}
msg "schema.physics.DistanceJoint2D.target.doc" {
text="The other body; both nodes need a Rigid Body 2D."
}
msg "schema.physics.EdgeCollider2D" {
text="Edge Collider 2D"
}
msg "schema.physics.EdgeCollider2D.density" {
text="Density"
}
msg "schema.physics.EdgeCollider2D.density.doc" {
text="Mass per square unit; gives the body its mass when Mass Mode is auto."
}
msg "schema.physics.EdgeCollider2D.doc" {
text="Polyline for level geometry. OneSided lets bodies pass from below."
}
msg "schema.physics.EdgeCollider2D.friction" {
text="Friction"
}
msg "schema.physics.EdgeCollider2D.friction.doc" {
text="Resistance to sliding along other shapes; 0 is ice. Two shapes use the square root of the product."
}
msg "schema.physics.EdgeCollider2D.isTrigger" {
text="Is Trigger"
}
msg "schema.physics.EdgeCollider2D.isTrigger.doc" {
text="Detects overlaps and sends trigger events without pushing bodies apart."
}
msg "schema.physics.EdgeCollider2D.loop" {
text="Loop"
}
msg "schema.physics.EdgeCollider2D.loop.doc" {
text="Joins the last point to the first, for closed outlines; needs at least 3 points."
}
msg "schema.physics.EdgeCollider2D.offset" {
text="Offset"
}
msg "schema.physics.EdgeCollider2D.offset.doc" {
text="Position of the shape in node space."
}
msg "schema.physics.EdgeCollider2D.oneSided" {
text="One Sided"
}
msg "schema.physics.EdgeCollider2D.oneSided.doc" {
text="Collides only from above, so bodies can jump through from below, as on a platform."
}
msg "schema.physics.EdgeCollider2D.points" {
text="Points"
}
msg "schema.physics.EdgeCollider2D.points.doc" {
text="Points of the line in node space, at least 2; edit them in the Scene View."
}
msg "schema.physics.EdgeCollider2D.restitution" {
text="Restitution"
}
msg "schema.physics.EdgeCollider2D.restitution.doc" {
text="Bounciness: 0 stops on impact, 1 bounces back at the same speed. Two shapes use the larger value."
}
msg "schema.physics.PolygonCollider2D" {
text="Polygon Collider 2D"
}
msg "schema.physics.PolygonCollider2D.density" {
text="Density"
}
msg "schema.physics.PolygonCollider2D.density.doc" {
text="Mass per square unit; gives the body its mass when Mass Mode is auto."
}
msg "schema.physics.PolygonCollider2D.doc" {
text="Convex polygon of 3 to 8 points."
}
msg "schema.physics.PolygonCollider2D.friction" {
text="Friction"
}
msg "schema.physics.PolygonCollider2D.friction.doc" {
text="Resistance to sliding along other shapes; 0 is ice. Two shapes use the square root of the product."
}
msg "schema.physics.PolygonCollider2D.isTrigger" {
text="Is Trigger"
}
msg "schema.physics.PolygonCollider2D.isTrigger.doc" {
text="Detects overlaps and sends trigger events without pushing bodies apart."
}
msg "schema.physics.PolygonCollider2D.offset" {
text="Offset"
}
msg "schema.physics.PolygonCollider2D.offset.doc" {
text="Position of the shape in node space."
}
msg "schema.physics.PolygonCollider2D.points" {
text="Points"
}
msg "schema.physics.PolygonCollider2D.points.doc" {
text="Corners in node space, 3 to 8, forming a convex shape; edit them in the Scene View."
}
msg "schema.physics.PolygonCollider2D.restitution" {
text="Restitution"
}
msg "schema.physics.PolygonCollider2D.restitution.doc" {
text="Bounciness: 0 stops on impact, 1 bounces back at the same speed. Two shapes use the larger value."
}
msg "schema.physics.RevoluteJoint2D" {
text="Revolute Joint 2D"
}
msg "schema.physics.RevoluteJoint2D.anchor" {
text="Anchor"
}
msg "schema.physics.RevoluteJoint2D.anchor.doc" {
text="Pivot point in this node's space; both bodies turn around it."
}
msg "schema.physics.RevoluteJoint2D.collideConnected" {
text="Collide Connected"
}
msg "schema.physics.RevoluteJoint2D.collideConnected.doc" {
text="Lets the two connected bodies collide with each other."
}
msg "schema.physics.RevoluteJoint2D.doc" {
text="Pins this body to the Target body at Anchor, with an optional limit and motor."
}
msg "schema.physics.RevoluteJoint2D.enableLimit" {
text="Enable Limit"
}
msg "schema.physics.RevoluteJoint2D.enableLimit.doc" {
text="Keeps the angle between Lower and Upper."
}
msg "schema.physics.RevoluteJoint2D.enableMotor" {
text="Enable Motor"
}
msg "schema.physics.RevoluteJoint2D.enableMotor.doc" {
text="Drives the joint at Speed, up to Max Torque."
}
msg "schema.physics.RevoluteJoint2D.lower" {
text="Lower"
}
msg "schema.physics.RevoluteJoint2D.lower.doc" {
text="Smallest angle in radians, relative to the angle at start."
}
msg "schema.physics.RevoluteJoint2D.maxTorque" {
text="Max Torque"
}
msg "schema.physics.RevoluteJoint2D.maxTorque.doc" {
text="Strongest torque the motor may apply; with 0 the motor does nothing."
}
msg "schema.physics.RevoluteJoint2D.speed" {
text="Speed"
}
msg "schema.physics.RevoluteJoint2D.speed.doc" {
text="Motor speed in radians per second; negative turns the other way."
}
msg "schema.physics.RevoluteJoint2D.target" {
text="Target"
}
msg "schema.physics.RevoluteJoint2D.target.doc" {
text="The body this one turns around; both nodes need a Rigid Body 2D."
}
msg "schema.physics.RevoluteJoint2D.upper" {
text="Upper"
}
msg "schema.physics.RevoluteJoint2D.upper.doc" {
text="Largest angle in radians, relative to the angle at start."
}
msg "schema.render2d.PostProcess" {
text="Post Process"
}
msg "schema.render2d.PostProcess.doc" {
text="Applies an ordered effect stack after all cameras sharing this camera's logical output, before UI."
}
msg "schema.render2d.PostProcess.effects" {
text="Effects"
}
msg "schema.render2d.PostProcess.effects.doc" {
text="Ordered effect instances. Each instance keeps its own identity and typed parameters."
}
msg "schema.render2d.PostProcess.enabled" {
text="Enabled"
}
msg "schema.render2d.PostProcess.enabled.doc" {
text="Enable this camera's output stack. Disabled stacks do not claim the output."
}
msg "schema.save.Persist" {
text="Persist"
}
msg "schema.save.Persist.doc" {
text="Saves the node's transform and enabled flag in save games."
}
msg "schema.save.Persist.noEnabled" {
text="No Enabled"
}
msg "schema.save.Persist.noEnabled.doc" {
text="Leaves the enabled flag out of save games."
}
msg "schema.save.Persist.noTransform" {
text="No Transform"
}
msg "schema.save.Persist.noTransform.doc" {
text="Leaves the transform out of save games, for nodes whose position comes from elsewhere."
}
msg "setting.accessibility.colorblindPalette" {
text="Colorblind Palette"
}
msg "setting.accessibility.colorblindPalette.deuteranopia" {
text="Deuteranopia"
}
msg "setting.accessibility.colorblindPalette.none" {
text="None"
}
msg "setting.accessibility.colorblindPalette.protanopia" {
text="Protanopia"
}
msg "setting.accessibility.colorblindPalette.tritanopia" {
text="Tritanopia"
}
msg "setting.accessibility.highContrast" {
text="High Contrast"
}
msg "setting.accessibility.reducedMotion" {
text="Reduce Motion"
}
msg "setting.accessibility.reducedMotion.doc" {
text="Cameras, particles and transitions cut large or fast motion."
}
msg "setting.accessibility.screenShake" {
text="Screen Shake"
}
msg "setting.accessibility.screenShake.doc" {
text="Scales camera shake; 0 turns it off."
}
msg "setting.accessibility.subtitles" {
text="Subtitles"
}
msg "setting.audio.bufferSize" {
text="Audio Buffer"
}
msg "setting.audio.bufferSize.doc" {
text="Frames per audio block. Smaller blocks lower the latency, larger ones survive slow frames."
}
msg "setting.audio.bufferSize.frames1024" {
text="1024"
}
msg "setting.audio.bufferSize.frames2048" {
text="2048"
}
msg "setting.audio.bufferSize.frames256" {
text="256"
}
msg "setting.audio.bufferSize.frames512" {
text="512"
}
msg "setting.audio.bus.ambience.mute" {
text="Mute Ambience"
}
msg "setting.audio.bus.ambience.volume" {
text="Ambience Volume"
}
msg "setting.audio.bus.master.mute" {
text="Mute Master"
}
msg "setting.audio.bus.master.volume" {
text="Master Volume"
}
msg "setting.audio.bus.music.mute" {
text="Mute Music"
}
msg "setting.audio.bus.music.volume" {
text="Music Volume"
}
msg "setting.audio.bus.sfx.mute" {
text="Mute Effects"
}
msg "setting.audio.bus.sfx.volume" {
text="Effects Volume"
}
msg "setting.audio.bus.ui.mute" {
text="Mute Interface"
}
msg "setting.audio.bus.ui.volume" {
text="Interface Volume"
}
msg "setting.audio.bus.voice.mute" {
text="Mute Voice"
}
msg "setting.audio.bus.voice.volume" {
text="Voice Volume"
}
msg "setting.audio.enabled" {
text="Sound"
}
msg "setting.audio.enabled.doc" {
text="Turns all sound off without closing the audio output."
}
msg "setting.audio.sampleRate" {
text="Sample Rate"
}
msg "setting.audio.sampleRate.auto" {
text="Auto"
}
msg "setting.audio.sampleRate.doc" {
text="Auto uses the rate of the output device."
}
msg "setting.audio.sampleRate.hz44100" {
text="44100"
}
msg "setting.audio.sampleRate.hz48000" {
text="48000"
}
msg "setting.category.Accessibility" {
text="Accessibility"
}
msg "setting.category.Audio" {
text="Audio"
}
msg "setting.category.Display" {
text="Display"
}
msg "setting.category.Gameplay" {
text="Gameplay"
}
msg "setting.category.Graphics" {
text="Graphics"
}
msg "setting.category.Input" {
text="Input"
}
msg "setting.category.Language" {
text="Language"
}
msg "setting.category.Updates" {
text="Updates"
}
msg "setting.display.frameLimit" {
text="Frame Limit"
}
msg "setting.display.frameLimit.doc" {
text="Caps the frame rate while VSync is off, or always on platforms that pace frames themselves. Zero means no limit."
}
msg "setting.display.maxPixelRatio" {
text="Pixel Ratio Limit"
}
msg "setting.display.maxPixelRatio.doc" {
text="Highest screen pixel density the game renders at. Lower values draw fewer pixels on high-density screens."
}
msg "setting.display.preset" {
text="Quality Preset"
}
msg "setting.display.preset.Custom" {
text="Custom"
}
msg "setting.display.preset.High" {
text="High"
}
msg "setting.display.preset.Low" {
text="Low"
}
msg "setting.display.preset.Medium" {
text="Medium"
}
msg "setting.display.preset.Ultra" {
text="Ultra"
}
msg "setting.display.renderScale" {
text="Render Scale"
}
msg "setting.display.uiScale" {
text="UI Scale"
}
msg "setting.display.vsync" {
text="VSync"
}
msg "setting.display.vsync.adaptive" {
text="Adaptive"
}
msg "setting.display.vsync.off" {
text="Off"
}
msg "setting.display.vsync.on" {
text="On"
}
msg "setting.display.window.mode" {
text="Window Mode"
}
msg "setting.display.window.mode.borderless" {
text="Borderless"
}
msg "setting.display.window.mode.fullscreen" {
text="Fullscreen"
}
msg "setting.display.window.mode.windowed" {
text="Windowed"
}
msg "setting.display.window.monitor" {
text="Monitor"
}
msg "setting.display.window.resolution" {
text="Resolution"
}
msg "setting.display.window.resolution.doc" {
text="Window size, or the screen mode in fullscreen. Empty uses the project window size."
}
msg "setting.particles.enabled" {
text="Particle Effects"
}
msg "setting.particles.enabled.doc" {
text="Show particle effects. Turning this off clears live particles without changing gameplay."
}
msg "setting.render2d.postProcessing" {
text="Camera Post-processing"
}
msg "setting.render2d.postProcessing.doc" {
text="Apply the camera's post-processing effects."
}
msg "setting.settings.language" {
text="Language"
}
msg "setting.settings.language.auto" {
text="Automatic"
}
msg "setting.settings.language.doc" {
text="Language of the settings and of the game's translated texts. Automatic follows the system."
}
msg "setting.settings.language.en" {
text="English"
}
msg "setting.settings.language.ru" {
text="Русский"
}
msg "setting.update.channel" {
text="Update channel"
}
msg "setting.update.channel.doc" {
text="Stable versions, or builds the publisher makes between them."
}
msg "setting.update.channel.nightly" {
text="Nightly"
}
msg "setting.update.channel.stable" {
text="Stable"
}
msg "setting.update.mode" {
text="Updates"
}
msg "setting.update.mode.ask" {
text="Ask before downloading"
}
msg "setting.update.mode.auto" {
text="Download and install on restart"
}
msg "setting.update.mode.doc" {
text="How the game updates itself from its publisher."
}
msg "setting.update.mode.off" {
text="Off"
}
}