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13 — Feature List

Everything the kit can author in Blender and consume at runtime, in one place. Use this page to answer “does the kit support X?” and “where do I click?” Follow the trace link when you need the step-by-step file chain.

I want to…

GoalStart here
See how one feature flows Blender → game10 — Feature Traces (pick a card)
Write or debug a behavior script14 — API Guide · 05 — Scripting
Understand load order04 — Load Pipeline · trace-load
Understand the frame loop02 — Runtime Basics · trace-runtime-loop
Fix export warningsValidator · trace-validate
Iterate in Blender (Ctrl+S)09 — Workflow · trace-livelink

Where you click in Blender

PanelScopeWhat it controls
Babylon Object (viewport N-panel)Selected objectComponent stack (collider, script, audio, GUI, …), light/camera/animation child panels
Babylon Scene (viewport N-panel)Whole sceneEnvironment, fog, atmosphere, post-processing, input actions, export, Live Link, debug build, large-world rendering
Properties › Material › BabylonMaterial datablockNME JSON, Scan NME, Extract Textures…, texture/input/gradient overrides

Object components

Each row in the Babylon Object Components list becomes one entry in entities[].components[] in the manifest (when enabled). Multiple rows of the same type are allowed where noted.

ComponentWhat it does (plain)Runtime resultTrace
TAGText label for queries and Event Message filtersentity.tag, attachment rowfeature trace
SCRIPTAttach a TypeScript behavior + tunable @exposed fieldsBehavior instance on entity.behaviorsfeature trace · trace-exposed
COLLIDERCollision shape (box, sphere, convex, mesh, …); optional Event MessagesPart of one PhysicsBody per entity (compound if several)feature trace · trace-physics
RIGIDBODYMass, friction, dynamics (static / dynamic / animated)Same body as colliders on that objectfeature trace
CONSTRAINTPhysics joint to another body (hinge, slider, 6DoF, …)Havok constraint on level.constraintsfeature trace · trace-constraint
CAMERAReplace exported camera with orbit / follow / geospatial controlsTyped Babylon camera; may become level.activeCamerafeature trace · trace-cameras
AUDIOSound file (2D or 3D spatial)StaticSound on entity.soundsfeature trace · trace-audio
GUI2D HUD or mesh-projected UI from GUI Editor JSONAdvancedDynamicTexturefeature trace · trace-gui
PARTICLEParticle or Node Particle system JSONIParticleSystem on entityfeature trace · trace-particles
MSDF_TEXTCrisp 3D labels (bmfont JSON + atlas PNG)TextRenderer; draws after main passtrace-msdfText · 11 — UI
RENDERING_GROUPBabylon draw-order group (0–3); optional propagation to owned meshes / child entitiesmesh.renderingGroupId (+ particle systems on entity)feature trace · 07 — Rendering
LAYER_MASKBabylon visibility bitmask for multi-camera / light filteringmesh.layerMask on owned meshesfeature trace · 07 — Rendering
COLLISION_LAYERNamed Havok collision layer; optional propagation to owned colliders / child entitiesPhysicsShape.filterMembershipMask / filterCollideMaskfeature trace · 06 — Physics
REFLECTION_PROBELocal cubemap for nearby geometry inside an influence volume (not a sky replacement)ReflectionProbe on entity; skybox keeps IBL07 — Rendering
GUI3D_BUTTON3D button plate (text or image)Control3D; click → OnMessagefeature trace · trace-gui3d
GUI3D_HOLOHolographic buttonControl3D
GUI3D_TOUCH_HOLOHolographic button with near-touchControl3D
GUI3D_MESHThis mesh becomes clickableControl3D
GUI3D_STACKRow/column layout panel for child controlsControl3D panel
GUI3D_SPHEREArrange controls on a sphereControl3D panel
GUI3D_CYLINDERArrange controls on a cylinderControl3D panel
GUI3D_PLANEArrange controls on a planeControl3D panel
GUI3D_SCATTERRandomized scatter layoutControl3D panel

Auto-derived per object (no component row)

These come from ordinary Blender objects and export blocks on the entity — you do not add a component for them.

Blender objectManifest blockRuntimeTrace
Lamplight (+ optional shadow)Babylon light; may cast shadowslights · trace-lights
CameracameraFreeCamera (+ optional CAMERA component override)camera
NLA stripsanimationAutoplay chosen clip after loadanimation
Mesh + material— (geometry in glb)Imported mesh; optional NME override via materialmaterials

Scene-wide settings (scene block)

Edited in Babylon Scene; serialized into the manifest’s scene object (not per-entity components).

FeatureWhat it doesProseTrace
Clear / ambient colorBackground and fill light07 — Renderingtrace-load
Environment / skyboxIBL from World texture or default studio HDR07 — Renderingscene-settings
FogLinear, exponential, or exponential²07 — Rendering
AtmospherePhysical sky (replaces env skybox when on)07 — Renderingfeature trace · trace-atmosphere
Post-processingBloom, DOF, SSAO, tone mapping, LUTs, …07 — Renderingfeature trace · trace-post
Input ActionsMaps, actions, bindings + scene default map12 — Inputfeature trace · trace-input
Collision LayersNamed layer list + N×N collision matrix (Unity-style)06 — Physicsfeature trace
Light budget / clusteringForward vs clustered punctual lights07 — Renderingtrace-lights
Freeze shadowsBake shadow maps once (static worlds)07 — Renderingtrace-shadows
Large World RenderingFloating-origin engine + Havok region radius07 — Rendering02 — Runtime Basics

Material-level (NME)

FeatureBlenderManifestTrace
Node materialsProperties › Material › Babylon — link NME JSON, extract embedded textures, scan textures/inputs/gradientsTop-level materials[] (matched by material name on meshes; JSON may embed data: textures; optional inputs[] and gradients[])feature trace · trace-materials

Export artifacts

File / folderContains
level.glbMeshes, hierarchy, standard materials, lights, cameras, animation clips, GUIDs in node extras
level.scene.jsonComponents, scene block, per-entity light/camera/animation, materials[], debug flag (schema v4)
audio/, gui/, env/, post/, particles/, materials/, fonts/Sidecar media referenced from the manifest

Workflow & tooling

FeatureWhat it doesTrace
ExportValidate + write glb + manifest + sidecarsBlender trace-export
ValidatorPre-export warnings (missing scripts, bad refs, physics traps, …)trace-validate
Live LinkCtrl+S re-export + browser reloadfeature trace
Debug BuildGates collider overlay (C) and inspector (I)feature trace
Collider / CoM / probe previewViewport wireframes, center-of-mass cross, and reflection-probe influence volumecollider preview · CoM preview
Scaffolder (npm run create)New app from playground template09 — Workflow
Babylon LauncherDesktop hub for editors and docsLauncher docs

Runtime-only concepts (not authored in Blender)

ConceptMeaningAPI
EntityOne exported object + its runtime attachmentsAPI Guide — Entity
BehaviorYour TypeScript class from a SCRIPT componentAPI Guide — Behavior
AttachmentOne applied component row (data + runtime object)API Guide — Attachments
LevelContainer for all entities, scene subsystems, frame loopAPI Guide — Level
OnMessageString messages from Event Messages, GUI, or SendMessagetrigger trace

Common mistakes (silent or confusing failures)