Overview
The list of current supported component mappings and details for the mapping API.
Mappings List 1
Transform.Position : Vector3 { get; set; }
Transform.Rotation : Vector3 { get; set; }
Transform.LossyScale : Vector3 { get; }
Transform.LocalPosition : Vector3 { get; set; }
Transform.LocalRotation : Vector3 { get; set; }
Transform.LocalScale : Vector3 { get; set; }
RectTransform.SizeDelta : Vector2 { get; set; }
Machine.BlockCount : int { get; }
Machine.ClusterCount : int { get; }
Machine.IsSimulating : bool { get; }
Machine.IsReady : bool { get; }
Machine.IsRespawning : bool { get; }
Light.RenderMode : LightRenderMode { get; set; }
Light.Range : float { get; set; }
Light.Colour : Color { get; set; }
Light.Intensity : float { get; set; }
Light.ShadowStrength : float { get; set; }
Light.AmbientMode : Rendering.AmbientMode { get; set; }
Light.AmbientColour : Color { get; set; }
Light.Flares : Dictionary<string, Flare> { get; }
Light.CurrentFlare : string { get; }
Renderer.MaterialName : Material { get; }
Renderer.MaterialShader : Shader { get; }
Renderer.MaterialTexture : Texture { get; }
Renderer.Color : Color { get; set; }
Renderer.TintColor : Color { get; set; }
Renderer.EmissiveColor : Color { get; set; }
MeshFilter.sharedMesh.Name : string { get; }
Camera.MinRenderDistance : float { get; set; }
Camera.MaxRenderDistance : float { get; set; }
Camera.Orthographic : bool { get; set; }
Camera.FOV/OrthographicSize : float { get; }
Camera.DepthTextureMode : DepthTextureMode { get; set; }
Camera.ClearFlags : CameraClearFlags { get; set; }
Camera.Depth : float { get; set; }
Camera.LayerMask : string { get; }
MouseOrbit.MaxZoom : float { get; set; }
MouseOrbit.MinZoom : float { get; set; }
MouseOrbit.Distance : float { get; set; }
MouseOrbit.FocusLerpSmooth : float { get; set; }
MouseOrbit.TargetMask : string { get; }
Rigidbody.Drag : float { get; set; }
Rigidbody.AngularDrag : float { get; set; }
Rigidbody.Mass : float { get; set; }
Rigidbody.CenterOfMass : Vector3 { get; }
Rigidbody.Constraints : RigidbodyConstraints { get; set; }
Rigidbody.IsKinematic : bool { get; set; }
Rigidbody.Velocity : Vector3 { get; set; }
Rigidbody.IsSleeping : bool { get; }
Rigidbody.Interpolation : RigidbodyInterpolation { get; set; }
Collider.IsTrigger : bool { get; }
Collider.StaticFriction : float { get; }
Collider.DynamicFriction : float { get; }
Collider.Bounciness : float { get; }
Collider.FrictionCombine : PhysicMaterialCombine { get; }
Collider.BounceCombine : PhysicMaterialCombine { get; }
BoxCollider.Center : Vector3 { get; set; }
BoxCollider.Size : Vector3 { get; set; }
CapsuleCollider.Center : Vector3 { get; set; }
CapsuleCollider.Height : float { get; set; }
CapsuleCollider.Radius : float { get; set; }
CapsuleCollider.Direction : string { get; }
SphereCollider.Center : Vector3 { get; set; }
SphereCollider.Radius : float { get; set; }
ParticleSystem.StartSize : float { get; set; }
ParticleSystem.StartSpeed : float { get; set; }
ParticleSystem.StartColour : Color { get; set; }
ParticleSystem.Lifetime : float { get; }
ParticleSystem.InheritVelocity : bool { get; }
ParticleSystem.InheritVelocityMode : ParticleSystemInheritVelocityMode { get; }
ParticleSystem.InheritVelocityCurveType : ParticleSystemCurveMode { get; }
ParticleSystem.InheritVelocityMultiplier : float { get; }
ParticleSystem.ParticleDrag : bool { get; }
ParticleSystem.ParticleDragForce : float { get; }
ParticleSystem.ParticleDragThresholdStart : float { get; set; }
ParticleSystem.ParticleDragThresholdEnd : float { get; set; }
ParticleAddForce.AddForceSelf : bool { get; set; }
ParticleAddForce.UseRelativeForce : bool { get; set; }
ConfigurableJoint.BreakForce : float { get; }
ConfigurableJoint.BreakTorque : float { get; }
HingeJoint.BreakForce : float { get; }
HingeJoint.BreakTorque : float { get; }
EntityScaleTool.scaleTools : EntityScaleTool[] { get; }
EntityScaleTool.scaleParent : Transform { get; }
EntityScaleTool.toolTransform : Transform { get; }
EntityScaleTool.renderers : Renderer[] { get; }
EntityScaleTool.scaleAxis : EntityScaleTool.ScaleAxis { get; }
EntityScaleTool.highlightMaterialShader : Shader { get; }
EntityScaleTool.highlightMaterialColor : Color { get; }
EntityScaleTool.highlightMaterialEmissiveColor : Color { get; }
EntityScaleTool.highlightMaterialSpecularColor : Color { get; }
EntityScaleTool.highlightMaterialShininess : float { get; }
EntityScaleTool.selectedMaterialShader : Shader { get; }
EntityScaleTool.selectedMaterialDiffuseColor : Color { get; }
EntityScaleTool.selectedMaterialEmissiveColor : Color { get; }
EntityScaleTool.selectedMaterialSpecularColor : Color { get; }
EntityScaleTool.selectedMaterialShininess : float { get; }
SkyboxController.SelectSkybox : Dictionary<string, Cubemap>), }
SkyboxController.=> Selected : string { get; }
SkyboxController.SkyboxTint : Color { get; set; }
SkyboxController.SkyboxRotation : float { get; set; }
SkyboxController.SkyboxExposure : float { get; set; }
SkyboxController.AmbientLightIntensity : float { get; set; }
OpenFogVolume.Status : int { get; }
OpenFogVolume.Reset : bool { get; set; }
OpenFogVolume.Color : Color { get; }
OpenFogVolume.FogStartDistance : float { get; }
OpenFogVolume.Visibility : float { get; }
OpenFogVolume.InscatteringEnabled : bool { get; }
OpenFogVolume.InscatteringRotation : Vector3 { get; }
OpenFogVolume.InscatteringColor : Color { get; }
OpenFogVolume.InscatteringTransitionWideness : float { get; }
OpenFogVolume.InscatteringStartDistance : float { get; }
OpenFogVolume.InscatteringIntensity : float { get; }
OpenFogVolume.InscatteringExponent : float { get; }
GlobalFog.FogMode : FogMode { get; set; }
GlobalFog.Color : Color { get; set; }
GlobalFog.StartDistance : float { get; set; }
GlobalFog.GlobalDensity : float { get; set; }
GlobalFog.Height : float { get; set; }
GlobalFog.HeightScale : float { get; set; }
ColorfulFog.FogDensity : float { get; set; }
ColorfulFog.StartDistance : float { get; set; }
ColorfulFog.FogTexture : string { get; set; }
ColorfulFog.HeightFog : bool { get; set; }
ColorfulFog.HeightDensity : float { get; set; }
ColorfulFog.Height : float { get; set; }
FogVolumeController.Reset : bool { get; set; }
FogVolumeController.Color : Color { get; }
FogVolumeController.FogStartDistance : float { get; }
FogVolumeController.Visibility : float { get; }
FogVolumeController.InscatteringEnabled : bool { get; }
FogVolumeController.InscatteringRotation : Vector3 { get; }
FogVolumeController.InscatteringColor : Color { get; }
FogVolumeController.InscatteringTransitionWideness : float { get; }
FogVolumeController.InscatteringStartDistance : float { get; }
FogVolumeController.InscatteringIntensity : float { get; }
FogVolumeController.InscatteringExponent : float { get; }
ColorfulFogController.FogDensity : float { get; }
ColorfulFogController.StartDistance : float { get; }
ColorfulFogController.FogTexture : string { get; }
ColorfulFogController.HeightFog : bool { get; }
ColorfulFogController.HeightDensity : float { get; }
ColorfulFogController.Height : float { get; }
GlobalFogController.Fog : bool { get; set; }
GlobalFogController.FogColor : Color { get; set; }
GlobalFogController.fogDensity : float { get; set; }
GlobalFogController.fogStartDistance : float { get; set; }
GlobalFogController.fogEndDistance : float { get; set; }
GlobalFogController.fogMode : FogMode { get; set; }
MainLightController.Elevation : float { get; set; }
MainLightController.Azimuth : float { get; set; }
MainLightController.Colour : Color { get; set; }
MainLightController.Intensity : float { get; set; }
MainLightController.AmbientColour : Color { get; set; }
MainLightController.BackgroundColor : Color { get; }
MainLightController.SelectFlare : Dictionary<string, Flare> { get; set; }
MainLightController.=> Selected : string { get; }
MainLightController.ShadowDistance : float { get; set; }
MainLightController.ShadowCascadeSplits : Vector3 { get; set; }
IslandConqueredFX.ShowConqueredFX : bool { get; set; }
Mappings List 2
Tooltip.TooltipParent : Transform { get; }
Tooltip.Renderers : List<Renderer> { get; }
Tooltip.Colliders : Transform[] { get; }
Tooltip.TextMeshes : List<TextMesh> { get; }
Tooltip.TextMeshTransform : Transform { get; }
Tooltip.TextRenderers : List<Renderer> { get; }
Tooltip.BlurSize : float { get; }
Tooltip.FadeBlur : bool { get; }
Tooltip.FadeSpeed : float { get; }
Tooltip.LerpPosDirection : Vector3 { get; }
Tooltip.ListenToStatMaster : bool { get; }
Tooltip.Mask : int { get; }
Tooltip.RenOrgColors : Dictionary<Renderer, Color> { get; }
Tooltip.TextMeshOffColours : List<Color> { get; }
Tooltip.TextOrgColors : Dictionary<GameObject, Color> { get; }
Tooltip.TimeToProc : float { get; }
Tooltip.UseDeltaTime : bool { get; }
Tooltip.UseFadeOut : bool { get; }
DynamicText.Alignment : TextAlignment { get; set; }
DynamicText.Anchor : DynamicTextAnchor { get; set; }
DynamicText.Color : Color { get; set; }
DynamicText.Font : Font { get; }
DynamicText.Text : string { get; set; }
DynamicText.Size : float { get; set; }
TextMesh.Alignment : TextAlignment { get; set; }
TextMesh.Anchor : TextAnchor { get; set; }
TextMesh.Color : Color { get; set; }
TextMesh.Font : Font { get; }
TextMesh.Text : string { get; set; }
TextMesh.CharacterSize : float { get; set; }
TextMesh.FontSize : int { get; set; }
TweaksController.Cosmetic: Scaled Particle Emitters : bool { get; set; }
TweaksController.Cosmetic: Hide Conquered Island Effect : bool { get; set; }
TweaksController.Disable: Selection Occluders : bool { get; set; }
TweaksController.Disable: Rotation Arrows (with HUD) : bool { get; set; }
TweaksController.Disable: Tutorial Text Boxes : bool { get; set; }
TweaksController.Disable: World Boundary Collision (host only) : bool { get; set; }
TweaksController.Disable: Ice Layer : bool { get; set; }
TweaksController.Disable: Barren Sky : bool { get; set; }
TweaksController.Placement: Flatangle Props : bool { get; set; }
TweaksController.Placement: Align Water Cannon Thrust With Grid : bool { get; set; }
TweaksController.Placement: Merge Surface Nodes On Deselect : bool { get; set; }
TweaksController.Other: Hide Cursor With HUD : bool { get; set; }
TweaksController.Other: Screenshot Scale : int { get; set; }
TweaksController.Physics: Gravity (does not save) : Vector3 { get; set; }
AudioSource.Mute : bool { get; set; }
AudioSource.Volume : float { get; set; }
AudioSource.RolloffMode : AudioRolloffMode { get; set; }
AudioSource.MinDistance : float { get; set; }
AudioSource.MaxDistance : float { get; set; }
AudioSource.IgnoreListenerVolume : bool { get; set; }
AudioSource.Pitch : float { get; set; }
AudioSource.PanStereo : float { get; set; }
AudioSource.DopplerLevel : float { get; set; }
AudioSource.Spread : float { get; set; }
AudioSource.Spatialise : bool { get; set; }
AudioSource.SpatialBlend : float { get; set; }
AudioSource.BypassEffects : bool { get; set; }
AudioSource.Loop : bool { get; set; }
AudioSource.IsPlaying : bool { get; set; }
BlockBehaviour.LocalPosition : Vector3 { get; set; }
BlockBehaviour.LocalRotation : Vector3 { get; set; }
AxialDrag.AxisDrag : Vector3 { get; set; }
AxialDrag.VelocityCap : float { get; set; }
AxialDrag.UpTransform : Transform { get; }
BalloonController.LiftStrength : float { get; }
BalloonController.LerpInSpeed : float { get; }
SteeringWheel.TargetAngleSpeed : float { get; }
SteeringWheel.Axis : Vector3 { get; }
WaterCannonController.WaterParticles : ParticleSystem[] { get; }
WaterCannonController.SteamParticles : ParticleSystem[] { get; }
WaterCannonController.WaterNegativeForce : float { get; }
WaterCannonController.SteamNegativeForce : float { get; }
ReduceBreakForceOnImpact.ImpactThreshold : float { get; }
ReduceBreakForceOnImpact.ReduceMultiplier : float { get; }
ReduceBreakForceOnImpact.MaxImpactSpeed : float { get; }
KeySelector.KeyList : string[] { get; }
KeySelector.Key1 : KeyCode { get; set; }
KeySelector.Key2 : KeyCode { get; set; }
KeySelector.Key3 : KeyCode { get; set; }
SSAOPro.Distance : float { get; set; }
SSAOPro.CutoffDistance : float { get; set; }
TakeScreenshot.ScreenshotScaler : int { get; set; }
DepthOfFieldScatter.Aperture : float { get; set; }
DepthOfFieldScatter.FocalLength : float { get; set; }
DepthOfFieldScatter.FocalSize : float { get; set; }
DepthOfFieldScatter.ForegroundOverlap : float { get; set; }
DepthOfFieldScatter.BlurType : DepthOfFieldScatter.BlurType { get; }
Mappings API
Functions are defined for adding your own mappings, if you decide you need something mapped which isn’t in this list or you need to remove faulty/obsolete mappings.
– componentType: Specifies the component type.
– set: Specifies the mapping ‘set’; used to avoid conflicts with other mappings.
– name: Display name of the mapping.
– fieldType: The type to cast the results of getValue and setValue to.
– getValue: A function delegate, which returns the display value of the mapping. Takes an arbitrary component – this needs to be manually cast to the component type.
– setValue: A function delegate, which sets the mapped variable. Takes an arbitrary component and an input – both need to be cast to their actual types.
A function is defined for adding a GameObject to the shortcuts in the default screen.
– objectGetter: A function specifying the target object.