|
Class |
Description |
|---|---|
|
Manages the assets library and synchronization of assets to the local assets directory in development. When to use: pulling assets from the shared library during local development. Do NOT use for: production asset loading; the library is disabled in production. | |
|
Represents a audio playback in a world. | |
|
Manages audio instances in a world. When to use: querying or bulk-controlling audio in a specific world. Do NOT use for: individual playback configuration; use | |
|
Represents a block in a world. When to use: reading block data from queries like raycasts or chunk lookups. Do NOT use for: creating or placing blocks directly; use | |
|
Manages block textures and block texture atlas generation of the game. When to use: querying texture atlas UVs and transparency hints for blocks. Do NOT use for: runtime texture modifications; regenerate atlas offline in dev. | |
|
Represents a block type definition. When to use: defining new block types (textures, colliders, liquid behavior). Do NOT use for: placing blocks directly; use | |
|
Manages known block types in a world. When to use: registering and retrieving block types for a specific world. Do NOT use for: placing blocks; use | |
|
Manages chat and commands in a world. When to use: broadcasting chat, sending system messages, or registering chat commands. Do NOT use for: player HUD/menus; use | |
|
A 16^3 chunk of blocks representing a slice of world terrain. When to use: reading chunk data or working with bulk block operations. Do NOT use for: creating terrain directly; prefer | |
|
A lattice of chunks that represent a world's terrain. When to use: reading or mutating blocks in world space. Do NOT use for: per-entity placement logic; prefer higher-level game systems. | |
|
Represents a collider in a world's physics simulation. When to use: defining collision shapes for rigid bodies or entities. Do NOT use for: gameplay queries; use | |
|
A helper class for building and decoding collision groups. When to use: creating custom collision filters for colliders and rigid bodies. Do NOT use for: per-frame changes; collision group changes are usually infrequent. | |
|
Represents the default player model entity. When to use: standard player avatars with built-in cosmetics and default controls. Do NOT use for: fully custom player rigs that don't match the default model's anchors/animations. | |
|
The default player entity controller implementation. When to use: player-controlled avatars using | |
|
Represents a dynamic or static object in a world. When to use: any non-player object that needs physics, visuals, or interactions. Do NOT use for: player-controlled avatars (use | |
|
Manages entities in a world. When to use: querying and filtering entities within a specific world. Do NOT use for: cross-world queries; access each world's manager separately. | |
|
Represents a single animation of the model used for an Entity. When to use: controlling individual animation playback, blending, and looping on model entities. Do NOT use for: block entities (they have no model animations). | |
|
Represents a name-match model node override rule for an Entity. When to use: configuring visual and transform overrides for one or more model nodes selected by name match. | |
|
Manages error and warning logging. When to use: reporting recoverable issues or fatal errors with consistent formatting. Do NOT use for: normal control flow; prefer explicit return values or exceptions. | |
|
Routes events to listeners in local, world, or global scope. When to use: event-driven hooks within server subsystems. Do NOT use for: high-frequency per-entity updates; prefer direct method calls for hot paths. | |
|
Global entry point for server systems (players, worlds, assets). When to use: accessing global managers and registries after startup. Do NOT use for: constructing your own server instance. | |
|
A high-performance Map-like data structure optimized for frequent iteration. When to use: per-tick collections that are built, iterated, and cleared each frame. Do NOT use for: long-lived maps with rare iteration; a standard Map is simpler. | |
|
Represents a 2x2 matrix. When to use: 2D transforms or linear algebra utilities. Do NOT use for: immutable math; most methods mutate the instance. | |
|
Represents a 3x3 matrix. When to use: 2D homogeneous transforms or normal matrix math. Do NOT use for: immutable math; most methods mutate the instance. | |
|
Represents a 4x4 matrix. When to use: 3D transforms (translation, rotation, scale) and camera math. Do NOT use for: immutable math; most methods mutate the instance. | |
|
Manages model data for all known models of the game. When to use: querying model metadata (bounds, node names, animations, trimesh). Do NOT use for: runtime mesh editing; use dedicated tooling or physics colliders. | |
|
Represents a particle emitter in the world. Emit 2D particles that always face the camera. | |
|
Manages ParticleEmitter instances in a world. When to use: querying or bulk-cleaning particle emitters for a world. Do NOT use for: configuring emitters; use | |
|
A pathfinding entity controller built on top of When to use: obstacle-aware movement to a target coordinate. Do NOT use for: per-tick recalculation; pathfinding is synchronous and can be expensive. | |
|
Manages persistence of player and global data. When to use: reading or writing persisted data shared across lobbies or per player. Do NOT use for: per-tick state; cache data in memory and write back periodically. | |
|
A connected player in the game. When to use: interacting with a connected player's state, UI, and world membership. Do NOT use for: constructing players or representing offline users. | |
|
The camera for a Player. When to use: controlling a player's view, mode, and camera offsets. Do NOT use for: moving the player or entities; use entity movement APIs. | |
|
Represents an entity controlled by a player in a world. When to use: custom player avatars that respond to player input. Do NOT use for: non-player NPCs; use | |
|
Manages all connected players in a game server. When to use: accessing online players, reacting to connection lifecycle events, or routing players to worlds. Do NOT use for: constructing or persisting players yourself; players are created automatically on connection. | |
|
The UI for a player. When to use: showing overlays, HUDs, menus, and custom UI for a specific player. Do NOT use for: world-level UI shared by all players; use scene UI systems instead. | |
|
Represents a quaternion. When to use: rotation math for entities, cameras, or transforms. Do NOT use for: immutable math; most methods mutate the instance. | |
|
Represents a rigid body in a world's physics simulation. When to use: physics-simulated or kinematic objects that need forces, collisions, or velocity. Do NOT use for: purely visual transforms; use entity transforms without physics when possible. | |
|
UI rendered within the 3D space of a world's game scene. | |
|
Manages SceneUI instances in a world. When to use: querying or bulk-unloading scene UI elements in a world. Do NOT use for: player HUD/menus; use | |
|
A simple entity controller with basic movement functions. When to use: straightforward movement and facing without pathfinding. Do NOT use for: obstacle-aware movement; use | |
|
Represents the physics simulation for a world. When to use: advanced physics queries, custom gravity, or debug rendering. Do NOT use for: typical movement; use entity/rigid body APIs instead. | |
|
Manages performance telemetry and error tracking through your Sentry account. When to use: profiling and diagnosing slow ticks or runtime errors in production. Do NOT use for: high-volume custom metrics; use a dedicated metrics pipeline instead. | |
|
Represents a 2D vector. When to use: performance-sensitive math in game loops or geometry utilities. Do NOT use for: immutable math; most methods mutate the instance. | |
|
Represents a 3-dimensional vector. When to use: performance-sensitive 3D math and transforms. Do NOT use for: immutable math; most methods mutate the instance. | |
|
Represents an isolated simulation space (a world) on the server. When to use: your primary container for game objects, physics, and players. Use multiple worlds to run separate rooms, arenas, or instances. Do NOT use for: cross-world global state; keep that in your own services or | |
|
Manages the tick loop for a world. When to use: advanced scheduling or instrumentation of a world's tick cycle. Do NOT use for: normal lifecycle control—use | |
|
Manages all worlds in a game server. When to use: creating additional worlds, routing players, or querying the active world set. Do NOT use for: instantiating |
|
Abstract Class |
Description |
|---|---|
|
A base class for entity controller implementations. When to use: implementing custom entity behavior and movement logic. Do NOT use for: one-off entity changes; prefer direct entity APIs. |
|
Enumeration |
Description |
|---|---|
|
Event types an Audio instance can emit. See **Category:** Events | |
|
Event types a BaseEntityController instance can emit. See **Category:** Events | |
|
Event types a BlockType instance can emit. See **Category:** Events | |
|
Event types a BlockTypeRegistry instance can emit. See **Category:** Events | |
|
Event types a ChatManager instance can emit. See **Category:** Events | |
|
Event types a ChunkLattice instance can emit. See **Category:** Events | |
|
The coefficient for friction or bounciness combine rule. **Category:** Physics | |
|
The shapes a collider can be. **Category:** Physics | |
|
The default collision groups. | |
|
Event types an Entity instance can emit. See **Category:** Events | |
|
The blend mode of an entity model animation. **Category:** Entities | |
|
Event types an EntityModelAnimation instance can emit. See **Category:** Events | |
|
The loop mode of an entity model animation. **Category:** Entities | |
|
The state of an entity model animation. **Category:** Entities | |
|
Event types an EntityModelNodeOverride instance can emit. See **Category:** Events | |
|
Event types a GameServer instance can emit to the global event router. See **Category:** Events | |
|
Event types a ParticleEmitter instance can emit. See **Category:** Events | |
|
Event types a PlayerCamera can emit. See **Category:** Events | |
|
The mode of the camera. **Category:** Players | |
|
Event types a Player can emit. See **Category:** Events | |
|
Event types a PlayerManager can emit. See **Category:** Events | |
|
Event types a PlayerUI can emit. See **Category:** Events | |
|
The types a RigidBody can be. **Category:** Physics | |
|
Event types a SceneUI instance can emit. See **Category:** Events | |
|
Event types a Simulation instance can emit. See **Category:** Events | |
|
Performance telemetry span operation types. **Category:** Telemetry | |
|
Event types a World instance can emit. See **Category:** Events | |
|
Event types a WorldLoop instance can emit. See **Category:** Events | |
|
Event types a WorldManager instance can emit to the global event router. See **Category:** Events |
|
Function |
Description |
|---|---|
|
Boots the server runtime, runs your init callback, and starts accepting connections. Use for: normal server startup in your entry file. Do NOT use for: restarting an already running server within the same process. |
|
Interface |
Description |
|---|---|
|
Event payloads for Audio emitted events. **Category:** Events | |
|
Options for creating an Audio instance. Positional audio can be configured via Use for: configuring audio before calling **Category:** Audio | |
|
The options for a ball collider. Use for: sphere-shaped colliders. Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
The base options for a collider. Use for: configuring colliders when creating entities or rigid bodies. Do NOT use for: runtime changes; use **Category:** Physics | |
|
Event payloads for BaseEntityController emitted events. **Category:** Events | |
|
The base options for an entity. Use for: common entity configuration shared by block and model entities. Do NOT use for: runtime changes after spawn; use **Category:** Entities | |
|
The base options for a rigid body. Use for: initial rigid body configuration when creating entities or bodies. Do NOT use for: runtime changes; use **Category:** Physics | |
|
The options for a block collider. Use for: axis-aligned box colliders. Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
The options for creating a block entity. Use for: entities rendered as blocks with a **Category:** Entities | |
|
A block placement in world coordinates. **Category:** Blocks | |
|
Event payloads for BlockType emitted events. **Category:** Events | |
|
Options for creating a block type instance. Use for: defining new block types to register in a **Category:** Blocks | |
|
Event payloads for BlockTypeRegistry emitted events. **Category:** Events | |
|
The options for a capsule collider. Use for: capsule-shaped colliders. Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
Event payloads for ChatManager emitted events. **Category:** Events | |
|
Event payloads for ChunkLattice emitted events. **Category:** Events | |
|
The options for a cone collider. Use for: cone-shaped colliders. Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
The options for a cylinder collider. Use for: cylinder-shaped colliders. Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
Options for creating a DefaultPlayerEntityController instance. Use for: configuring default player movement and animation behavior at construction time. Do NOT use for: per-frame changes; override methods or adjust controller state instead. **Category:** Controllers | |
|
The options for a dynamic rigid body, also the default type. Use for: physics-driven bodies affected by forces and collisions. Do NOT use for: kinematic bodies; use the kinematic option types instead. **Category:** Physics | |
|
Event payloads for Entity emitted events. **Category:** Events | |
|
Event payloads for EntityModelAnimation emitted events. **Category:** Events | |
|
The options for creating an EntityModelAnimation instance. **Category:** Entities | |
|
Event payloads for EntityModelNodeOverride emitted events. **Category:** Events | |
|
The options for creating an EntityModelNodeOverride instance. **Category:** Entities | |
|
The payloads for all events in the game server. **Category:** Events | |
|
The options for a fixed rigid body. Use for: immovable bodies (world geometry, static platforms). Do NOT use for: moving objects; use dynamic or kinematic options. **Category:** Physics | |
|
Event payloads for GameServer emitted events. **Category:** Events | |
|
The options for a kinematic position rigid body. Use for: moving bodies by setting target positions each tick. Do NOT use for: physics-driven motion; use dynamic bodies instead. **Category:** Physics | |
|
The options for a kinematic velocity rigid body. Use for: moving bodies by setting velocities each tick. Do NOT use for: physics-driven motion; use dynamic bodies instead. **Category:** Physics | |
|
The options for creating a model entity. Use for: entities rendered from a glTF model. Do NOT use for: block entities; use **Category:** Entities | |
|
The options for an error type "none" collider. Use for: explicitly disabling collider creation. Do NOT use for: physical interactions; no collider will be created. **Category:** Physics | |
|
The options for rendering an outline. **Category:** Types | |
|
Event payloads for ParticleEmitter emitted events. **Category:** Events | |
|
Options for creating a ParticleEmitter instance. Use for: configuring an emitter before calling **Category:** Particles | |
|
Event payloads for PlayerCamera emitted events. **Category:** Events | |
|
Event payloads for Player emitted events. **Category:** Events | |
|
Event payloads for PlayerManager emitted events. **Category:** Events | |
|
Event payloads for PlayerUI emitted events. **Category:** Events | |
|
A quaternion. **Category:** Math | |
|
An RGB color. **Category:** Types | |
|
The options for a round cylinder collider. Use for: rounded cylinder colliders. Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
Event payloads for SceneUI emitted events. **Category:** Events | |
|
Options for creating a SceneUI instance. Use for: configuring scene UI before **Category:** UI | |
|
Event payloads for Simulation emitted events. **Category:** Events | |
|
A 3x3 symmetric positive-definite matrix for spatial dynamics. **Category:** Math | |
|
The options for a trimesh collider. Use for: mesh-based colliders from model data. Do NOT use for: simple primitives; prefer analytic shapes when possible. **Category:** Physics | |
|
A 2-dimensional vector of boolean values. **Category:** Math | |
|
A 2-dimensional vector. **Category:** Math | |
|
A 3-dimensional vector of boolean values. **Category:** Math | |
|
A 3-dimensional vector. **Category:** Math | |
|
The options for a voxels collider. Use for: voxel-based colliders (block volumes). Do NOT use for: simple primitives; prefer analytic shapes when possible. **Category:** Physics | |
|
The options for a wedge collider. Use for: wedge-shaped colliders (inclined planes). Do NOT use for: other shapes; use the matching collider option type. **Category:** Physics | |
|
Event payloads for World emitted events. **Category:** Events | |
|
Event payloads for WorldLoop emitted events. **Category:** Events | |
|
Event payloads for WorldManager emitted events. **Category:** Events | |
|
A map representation for initializing a world. Use for: importing static maps or tooling exports via | |
|
Options for creating a World instance. Use for: initializing a world and its environment at construction time. Do NOT use for: runtime changes; use the corresponding |
|
Variable |
Description |
|---|---|
|
All valid block rotations, named as N prefix = negative axis (e.g. **Category:** Blocks | |
|
The default rigid body options for a model entity when **Category:** Entities | |
|
The inputs that are included in **Category:** Players |
|
Type Alias |
Description |
|---|---|
|
A block rotation from **Category:** Blocks | |
|
Block texture metadata including UVs and rendering hints. **Category:** Textures | |
|
The options for a collider. Use for: providing collider definitions when creating rigid bodies or entities. Do NOT use for: runtime changes; use **Category:** Physics | |
|
A callback function that is called when a collision occurs. | |
|
A set of collision groups. **Category:** Physics | |
|
A callback function for a chat command. | |
|
Data for contact forces. **Category:** Physics | |
|
A contact manifold. **Category:** Physics | |
|
A decoded set of collision groups represented as their string equivalents. **Category:** Physics | |
|
Options for creating a DefaultPlayerEntity instance. Use for: customizing the default player avatar (for example cosmetic visibility). Do NOT use for: changing movement behavior; use **Category:** Entities | |
|
The options for creating an Use for: constructing an entity; choose **Category:** Entities | |
|
Callback invoked as the entity rotates toward a target. | |
|
Callback invoked when the entity finishes rotating to face a target. | |
|
Options for Use for: customizing a single **Category:** Controllers | |
|
Filter options for raycasting and intersection queries. Use for: scoping physics queries to specific colliders or groups. Do NOT use for: persistent collision configuration; use **Category:** Physics | |
|
An intersection result. **Category:** Physics | |
|
A bounding box for a model. **Category:** Models | |
|
A trimesh for a model. **Category:** Models | |
|
Callback invoked as the entity moves toward a target coordinate. | |
|
Callback invoked when the entity reaches the target coordinate. | |
|
Options for Use for: customizing a single **Category:** Controllers | |
|
The orientation mode for particles. **Category:** Particles | |
|
Callback invoked when pathfinding aborts. **Category:** Controllers | |
|
Callback invoked when pathfinding completes and the entity reaches the target. **Category:** Controllers | |
|
Options for Use for: configuring a single pathfinding request. Do NOT use for: per-tick recalculation; call **Category:** Controllers | |
|
The camera orientation state of a Player. **Category:** Players | |
|
The cosmetics of a player. **Category:** Networking | |
|
An equipped item of a player's cosmetics. **Category:** Networking | |
|
The slots used for player cosmetics. **Category:** Entities | |
|
Options for creating a PlayerEntity instance. Use for: creating a player-bound entity (requires **Category:** Entities | |
|
The input state of a **Category:** Players | |
|
A raw collider object from the Rapier physics engine. **Category:** Physics | |
|
A raw set of collision groups represented as a 32-bit number. **Category:** Physics | |
|
A raw shape object from the Rapier physics engine. **Category:** Physics | |
|
A hit result from a raycast. **Category:** Physics | |
|
Options for raycasting. Use for: configuring **Category:** Physics | |
|
Additional mass properties for a RigidBody. **Category:** Physics | |
|
The options for a rigid body. Use for: constructing rigid bodies; choose an option type matching **Category:** Physics | |
|
Options for creating a telemetry span. Use for: configuring **Category:** Telemetry | |
|
Callback invoked when the entity finishes moving to a waypoint. | |
|
Callback invoked when a waypoint is skipped due to timeout. |