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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