Transform
Transform is required on every 2D and 3D Object. Each Object has one Transform. It holds placement, presentation and motion settings. Component positions are measured from the Object’s fixed origin; moving its selection box leaves that origin in place.
Use Coordinates for axes and screen placement; Object components explains definitions and instance overrides.
World lengths use meters; Window / UI lengths use pixels. Scale is a dimensionless multiplier. Rotations use degrees. See World Units before copying values between spaces.
Defaults come from normalizing an empty Transform; presets and authored Objects can start differently. A Not stored row needs its behavior column: absent motion settings use the defaults described there, while velocity exists during play.
Writable means exposed for Logic property writes. A No entry can still be editable in the Object Editor; set Physics Object, for example, under Transform > Physics. A blank Object starts with Physics Object off, with Collider shape and contact settings configured separately.
Physics Settings shows the native motion controls and a landing check. Window / UI Objects have no Physics section.
Properties
| Property and path | Type | Factory default | Behavior | Writable |
|---|---|---|---|---|
| Presentation Space (presentation.space) | text | “world2d” | Presentation coordinate space: world2d, world3d, window, or surface. The window space is screen space: Objects remain aligned with the view rather than the world camera. | Yes |
| View (presentation.view) | text | “” | View identifier used for presentation. Blank uses the default view; named views support separate camera regions. | Yes |
| Render Layer (presentation.layer) | text | “world” | Render layer: world, ui, or overlay. This selects a presentation layer; Z-Index orders content inside its layer. | Yes |
| Screen Anchor (presentation.anchor) | text | “top-left” | Screen anchor used by screen-space presentation; world-space placement uses the world position instead. | Yes |
| Surface (presentation.surface) | text | “” | Named presentation surface, whose configuration must exist. | Yes |
| Position (position) | vec3 | {“x”:0,“y”:0,“z”:0} | Object position, measured in meters for world presentation or pixels for Window / UI. Axis directions follow the project convention. | Yes |
| Position X (position.x) | number | 0 | Position along X, in the current presentation space. | Yes |
| Position Y (position.y) | number | 0 | Y position follows the project convention; see Coordinates for the axis directions. | Yes |
| Position Z (position.z) | number | 0 | Position on the Z axis, using the presentation space’s length units. | Yes |
| Rotation (rotation) | vec3 | {“x”:0,“y”:0,“z”:0} | Object rotation in degrees. Two-dimensional Objects turn around Z; 3D follows the project axes. | Yes |
| Rotation X (rotation.x) | number | 0 | Rotation about X, in degrees. | Yes |
| Rotation Y (rotation.y) | number | 0 | Y-axis rotation, measured in degrees for the current project axes. | Yes |
| Rotation Z (rotation.z) | number | 0 | Rotation about Z; this is the planar rotation for 2D. | Yes |
| Scale (scale) | vec3 | {“x”:1,“y”:1,“z”:1} | Size multiplier on each axis; a value of 1 preserves the size authored in that direction. | Yes |
| Scale X (scale.x) | number | 1 | Scale along X; 1 keeps the authored width. | Yes |
| Scale Y (scale.y) | number | 1 | Y-axis scale is a multiplier of the authored size. | Yes |
| Scale Z (scale.z) | number | 1 | Scale along Z. Use 1 to preserve the authored depth. | Yes |
| Bounds Position (boundingBox.position) | vec3 | {“x”:0,“y”:0,“z”:0} | Selection-box offset measured from the Object’s fixed origin; moving this box leaves that origin in place. | Yes |
| Bounds Position X (boundingBox.position.x) | number | 0 | Selection-box offset along X, in the presentation space’s length units. | Yes |
| Bounds Position Y (boundingBox.position.y) | number | 0 | Y offset of the selection box from the Object origin. | Yes |
| Bounds Position Z (boundingBox.position.z) | number | 0 | Selection-box offset on Z. World Objects use meters. | Yes |
| Bounds Size (boundingBox.size) | vec3 | {“x”:1,“y”:1,“z”:1} | Selection-box extents, measured in meters for World Objects or pixels for Window / UI. Visual and Collider sizes are separate. | Yes |
| Bounds Width (boundingBox.size.x) | number | 1 | Selection-box width in the current presentation space. | Yes |
| Bounds Height (boundingBox.size.y) | number | 1 | Height of the selection box, using the presentation space’s length units. | Yes |
| Bounds Depth (boundingBox.size.z) | number | 1 | Selection-box depth. | Yes |
| Physics Object (physics) | boolean | Not stored; see behavior | Whether gravity, forces and pushes can move an eligible Object. Absent means Off. Velocity and position Logic can still move it when Off. | No |
| Velocity (velocity) | vec2 | Not stored; see behavior | Live X/Y velocity, rather than a saved starting value; world speeds use meters per second, with signs following the project convention. | Yes |
| Velocity X (velocity.x) | number | Not stored; see behavior | Live velocity along X, in meters per second for World Objects. | Yes |
| Velocity Y (velocity.y) | number | Not stored; see behavior | Live Y velocity follows the project convention, with World Objects using meters per second. | Yes |
| Gravity (gravity) | boolean | Not stored; see behavior | Applies world gravity to an eligible Physics Object. The editor calls this Affected by gravity; absent means Off. A held body stays put. | Yes |
| Mass (mass) | number | Not stored; see behavior | Body mass, with an absent value using 1. Authored values have a minimum of 0.01; forces and impulses account for mass. | Yes |
| Fixed Rotation (fixedRotation) | boolean | Not stored; see behavior | Prevents physics from turning the Object; absent means On, and Allow rotation in the editor is the inverse switch. | No |
| Angular Drag (angularDrag) | number | Not stored; see behavior | Angular damping when physics can turn the Object, with an absent value using 0. The editor calls this Spin drag and accepts nonnegative values. | No |
| Stay in World Bounds (worldBounds) | boolean | Not stored; see behavior | In 2D, keeps the Object inside configured Scene bounds; absent means Off, and the editor calls this Stay inside the scene. Screen wrapping takes precedence. | No |
| Wrap Around the Screen (wrapScreen) | boolean | Not stored; see behavior | In 2D, wraps across the camera view, with or without a Collider; absent means Off. The editor calls this Wrap around the screen. | No |
| Step Height (stepHeight) | number | Not stored; see behavior | 3D walking step setting, authored in meters and clamped from 0 to 2. Blank inherits Scene Step Height. It applies independently of Physics Object. | Yes |
Myth Engine Documentation
