1.76 Scene .650 1.76.1 Scene.FindEntity .650 1.76.2 Scene.FindScreen .651 1.76.3 Scene.FindTriggerVolume .651 1.76.4 Scene.GetGraphicsEngineParam .652 1.76.5 Scene.Getlnstanceld .653 1.76.6 Scene.GetLaunchParam .653 1.76.7 Scene.GetLayerCollisionDefault .654 1.76.8 Scene.GetListenerObjects .654 1.76.9 Scene.GetMaxSaveDataSize .655 1.76.10 Scene.GetSaveDataPermission .656 1.76.11 Scene. GetStartupInstanceParam .656 1.76.12 Scene.GetStartupValueParam .657 1.76.13 Scene.GetVirtualObject .658 1.76.14 Scene.IsLoading .658 1.76.15 Scene.IsLoadingObjects .659 1.76.16 Scene.IsSaveDataBusy .659 1.76.17 Scene.LoadData .660 1.76.18 Scene.LockPadControls .661 1.76.19 Scene.OverrideAvatarCloseUpCamAspect .661 1.76.20 Scene.OverrideAvatarCloseUpCamFov .662 1.76.21 Scene. OverrideAvatarCloseUpCamZFar .663 1.76.22 Scene.OverrideAvatarCloseUpCamZNear .663 1.76.23 Scene.OverrideAvatarStandardCamAspect .664 1.76.24 Scene.OverrideAvatarStandardCamFov .665 1.76.25 Scene.OverrideAvatarStandardCamZFar .665 1.76.26 Scene.OverrideAvatarStandardCamZNear .666 1.76.27 Scene.ResetAvatarCamOverrides .667 1.76.28 Scene.SaveData .667 1.76.29 Scene.SetGraphicsEngineParam .668 1.76.30 Scene.SetLayerCollisionDefault .669 1.76.31 Scene.SetLightProbeData .669 1.76.32 Scene.SetLightProbeTransform .670 Scene Scene.FindEntity Brief Finds an entity that was created from the scene Definition Entity Scene.FindEntity( string name ) Arguments name - The name of the entity as set in the HDK's Scene Editor application. Return Values The entity if it is found and nil otherwise. Description Finds an entity that was created from the scene, (i.e. one added to the world as part of the .scene file) Examples ! anotherDancingMonkey = Scene.FindEntity( "DancingMonkey342" ) i Entity.SetAnim( anotherDancingMonkey, "monkey_excited" ) See Also Scene.FindScreen Brief Finds a screen in the active scene. Definition Screen Scene.FindScreen( string name ) Arguments name - The name of the screen as set in the FIDK's Scene Editor application. Return Values The screen matching the specified name or nil if the screen is not found. Description Finds a screen in the active scene. Examples screen = Scene.FindScreen( "MyVideoScreen" ) if screen ~= nil then Screen.SetContent( screen, "http://www.example.com/myvideo.mp4" ) end See Also • Screen.SetContent Scene.FindTriggerVolume Brief Finds a trigger volume that was created from the scene Definition ! TriggerVolume Scene.FindTriggerVolume( string name ) Arguments name - The name of the trigger volume as set in the HDK's Scene Editor application. Return Values The trigger volume if it is found and nil otherwise. Description Finds a trigger volume that was created from the scene, (i.e. one added to the world as part of the .scene file) Examples trigVol = Scene.FindTriggerVolume( "sceneTriggerVolumel" ) TriggerVolume.AddCallback( trigVol, MySceneTriggerVolumeCallback ) See Also • TriggerVolume.AddCallback Scene.GetGraphicsEngineParam Brief Get the value of a parameter from the graphics engine. Definition Scene.GetGraphicsEngineParam(paramName) Arguments paramName - a valid graphics engine param name. Valid values are: GraphicsEngine.ShadowEnable GraphicsEngine.ShadowQuality GraphicsEngine.SunlightColor GraphicsEngine.SunlightDir GraphicsEngine.ColorBalance GraphicsEngine.Saturation GraphicsEngine.Contrast GraphicsEngine.ShadowPlaneDistance GraphicsEngine.ShadowPlaneMultiplier GraphicsEngine.ShadowPlaneCount GraphicsEngine.ShadowDarkness GraphicsEngine. AlphaSortEnable GraphicsEngine. LightProbeTint GraphicsEngine.GlowType GraphicsEngine.GlowColor GraphicsEngine. GlowBlendMode Return Values The current value of the graphics engine parameter in question. Description For details of the types returned by this function, see Scene.SetGraphicsEngineParam. Examples print(Scene.GetGraphicsEngineParam(GraphicsEngine.SunlightColor)) — output is "[1.64, 1.52, 1.08, 0] i print(Scene.GetGraphicsEngineParam(GraphicsEngine.ShadowEnable)) — output is "true" See Also • Scene.SetGraphicsEngineParam Scene.Getlnstanceld Brief Returns a unique id for the scene instance the user is currently in Definition ! string Scene.GetInstanceld() Arguments None. Return Values string - The unique scene instance id Description Returns a unique id for the scene instance the user is currently in Examples ! scenelnstaceld = Scene.GetInstanceld() See Also None Scene.GetLaunchParam Brief Returns one of the text parameters that may have been passed to PS Plome when launched. Definition ! string Scene.GetLaunchParam( number index = 1 ) Arguments index - index of the parameter to fetch (1-16). Return Values The indexed string that PS Home was launched with, or "none" if none. Description This function allows your script to query optional values passed to Home through a configuration file either set up by SCE regional teams or generated from a game launched by Home. This allows you to gamelaunch from Home into your external title, then when the user selects to return to PS Home they are directed to different spaces depending on whether they won or lost (for instance). Note that these values are only valid in the first scene the user enters after returning to Home. See external documentation for more details on setting up this system. Examples param = Scene.GetLaunchParam( 1 ) if ( param ~= "none" ) then if ( param == "winner" ) then — custom string passed to PS Home by title print("You won!") else print("You lost.") end end See Also None Scene.GetLayerCollisionDefault Brief Query the default enabledness of collision detection between collision of the specified layers. Definition boolean Scene.GetLayerCollisionDefault( enum layerA, enum layerB ) Arguments layerA - The first layer.layerB - The second layer. Return Values true if collision detection is enabled by default, false otherwise. Description Query the default enabledness of collision detection between collision of the specified layers. Examples ! print( Scene.GetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement ) ) See Also • Scene.SetLayerCollisionDefault Scene.GetListenerObjects Brief Returns an array of scene objects that are listening for data. Definition Object[] Scene.GetListenerObjects( number startIndex = 1, number maxCount = -1 ) Arguments startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be. Return Values A table of Object instances. Description Returns an array of scene objects that are listening for data. Examples sceneListenerObjects = Scene.GetListenerObjects() t = { letters={ "a", "b", "c" }, type="letter_message" } for i, sceneListenerObject in ipairs( sceneListenerObjects ) do resultl, result2, result3 = Object.SendListenerData( sceneListenerObject, t ) end See Also None Scene.GetMaxSaveDataSize Brief Indicates the maximum size in bytes of the available save data storage area. Definition ! number Scene.GetMaxSaveDataSize() Arguments None Return Values The maximum size in bytes of the save data storage area. Description This function will return the maximum size in bytes of the available save data storage area. This number will never decrease. The number is valid only if the scene has save data access. Examples local access = Scene.GetSaveDataPermission() i if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() ) — modify container here Scene.SaveData( me ) j end L_I See Also None Scene.GetSaveDataPermission Brief Obtain the level of save data access available to the current user in this scene. Definition SaveDataPermission Scene.GetSaveDataPermission() Arguments None Return Values A permission level (see details). Description Some scenes (currently personal spaces and clubhouses) provide the ability for a script to save data. Public scenes will not provide this ability. Only the owner or club leader is currently able to read or write the save data, so the Readonly permission level below is not yet available. This function will return the save data access level for the current user in the current scene, from the following values: SaveDataPermission.None SaveDataPermission. Readonly SaveDataPermission. ReadWrite For convenience these values can also be compared in the expected order (see example). Note that the save data system may also temporarily be busy, even if the user has permission. This can be checked with the IsSaveDataBusy function. Examples local access = Scene.GetSaveDataPermission() if (access > SaveDataPermission.None and not Scene.IsSaveDataBusy()) then Scene.LoadData(memContainer) end See Also • Scene.IsSaveDataBusy Scene.GetStartupInstanceParam Brief Returns the Instance parameter that was passed to the scene when it was initialised Definition number Scene.GetStartupInstanceParam() Arguments None. Return Values number - The Instance parameter that the scene was started with Description When the user is relocated to a new scene (either by using a relocate region placed in another scene, or by the Local Player. Relocate function), an optional 'instance' parameter can be passed. The instance parameter is used to create different instances of the scene, and can then be queried by the destination scene's scene script to change the behaviour in this new instance of the scene. For example, you might have a 'lobby' scene and a 'game-room' scene connected to it. When the user chooses to move from the lobby to the game-room, the lobby's script might decide (for instance), to send all European users to game-room instance 1, and all US users to game-room instance 2. European users would all appear in one set of instances of the game-room, US users would all appear in another set of instances of the game-room. The game-room script could then use this function to determine if the current instance is a European or US one and change behaviour appropriately. Examples param = Scene.GetStartupInstanceParam() See Also Scene.GetStartupValueParam Brief Returns the value parameter that was passed to the scene when it was initialised Definition number Scene.GetStartupValueParam() Arguments None. Return Values number - The value parameter that the scene was started with Description The value parameter is usually derived from relocation regions in the scene editor, e.g. You might have one scene that has 2 doorways leading to copies of the same scene When placing the relocation region for the doorways, you add the name of the scene the doorways lead to and (optionally) a value and text parameter. Hence, the first doorway could lead to space B with value parameter 1, and the second doorway could lead to space B with value parameter 2. The scene script in space B could then use this function to, for instance, set different screen content depending on which doorway the user came through. Note that users entering the same scene will see other users in that scene, even though they might have entered with a different value parameter To create separate instances of the scene controlled by parameter, see Scene.GetStartuplnstanceParam() Examples param = Scene.GetStartupValueParam() See Also Scene.GetVirtualObject Brief Returns the current scene's virtual Object and nil if not present. Definition Object Scene.GetVirtualObject() Arguments None Return Values the current scene's virtual Object and nil if not present. Description Returns the current scene's virtual Object and nil if not present. Examples sceneObject = Scene.GetVirtualObject() t = { letters={ "a", "b", "c" }, type="letter_message" } results = Object.SendListenerData( sceneObject, t ) See Also None Scene.IsLoading Brief Indicates if current scene is currently loading. Definition boolean Scene.IsLoading() Arguments None Return Values True if a scene is currently loading or false if fully loaded. Description A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned. Object and scene scripts will start to run before a scene is fully loaded, this is by design as it allows background loading to continue where necessary. If a script wishes to disable certain functionality while the scene is still loading, this function can be used to identify this state. Note that scene objects not marked as load before spawn will continue to load after this function returns true; to detect this state use Scene. IsLoadingObjects. Examples if (Scene.IsLoading()) then g_canStartGame = false — disallow playing a game until scene is loaded end See Also • Scene. IsLoadingObjects Scene.IsLoadingObjects Brief Indicates if current scene is currently loading scene objects. Definition boolean Scene.IsLoadingObjects() Arguments None Return Values True if a scene is currently loading scene objects or false if all scene objects are loaded. Description A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned. Scene objects not marked as load before spawn will however continue to be downloaded after this point. This function will return true while there are still scene objects downloading and loading in the scene, and will only return false when all scene objects are loaded and active. If you only wish to detect when the scene and local player and all load before spawn objects are loaded, use Scene.IsLoading. Examples if (g_isLoading and not Scene.IsLoadingObjects()) then g_isLoading = false SendListenerDataToAllObjects() — user function end See Also • Scene.IsLoading Scene.lsSaveDataBusy Brief Returns true if the save data system is currently busy indicating a save data request would fail. Definition boolean Scene.IsSaveDataBusy() Arguments None Return Values true if the save data system is busy and false otherwise. Description This function is only useful if the user has save data access (see GetSaveDataPermission). If this function returns true, any attempt to use the save data system will cause a Lua error. Examples local access = Scene.GetSaveDataPermission() if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() ) — modify container here Scene.SaveData( me ) end See Also • Scene.GetSaveDataPermission Scene.LoadData Brief Copies the scene's save data (if available) into the supplied memory container. Definition void Scene.LoadData( MemoryContainer memContainer, int size = Scene.GetMaxSaveDataSize( ), int offset = 0 ) Arguments memContainer - The memory container to load into.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to store the data. Return Values None. Description All scenes which allow saving (clubhouses and personal space), have an allocated save data area which allow embedded objects and scenescripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete their Home save data at any time) and thus actives should be able to recognise and handle the case where no save data is present. When a scene is accessed for the first time, all of its save data is set to zero. Examples local access = Scene.GetSaveDataPermission() if access > SaveDataPermission.None and not Scene.IsSaveDataBusy() then local memContainer = MemoryContainer.Create( Scene.GetMaxSaveDataSize( ) ) Scene.LoadData(memContainer) if (memContainer:GetUintl6(0) == 48879) then -- OxBEEF print('Save data is valid: found the beef') g_mySize = memContainer:GetFloat32(4) end end See Also • Scene.SaveData • Scene.GetSaveDataPermission • Scene.IsSaveDataBusy Scene.LockPadControls Brief Locks the pad controls. Definition Scene.LockPadControls(boolean val) Arguments val - true or false to lock or unlock the pad controls respectively. Return Values Description Locks the input pad controls, bar the SELECT button (for the Safe Screen). The developer is advised to use this with care, and to interact with the user appropriately during the time the controls are locked. If it's not obvious why the controls are locked, the user should be informed. Examples ! Scene.LockPadControls(true) See Also None Scene.OverrideAvatarCloseUpCamAspect Brief Set the aspect for the standard close-up camera that follows the Avatar. Definition Scene.OverrideAvatarCloseUpCamAspect(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarCloseUpCamAspect(true, 16.0 / 9.0) ! Scene.OverrideAvatarCloseUpCamAspect(false) See Also • Scene.OverrideAvatarClosellpCamFov • Scene.OverrideAvatarClosellpCamZNear • Scene.OverrideAvatarStandardCamAspect • Scene.OverrideAvatarStandardCamZNear • Scene.OverrideAvatarStandardCamZFar Scene.OverrideAvatarCloseUpCamFov Brief Set the Field Of View for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarCloseUpCamFov(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarCloseUpCamFov(true, 60) ! Scene.OverrideAvatarCloseUpCamFov(false) See Also Scene.OverrideAvatarCloseUpCamAspect • Scene.OverrideAvatarClosellpCamZNear • Scene.OverrideAvatarStandardCamAspect • Scene. OverrideAvatarStandardCamZNear • Scene. OverrideAvatarStandardCamZFar Scene. OverrideAvatarCloseUpCamZFar Brief Set the far clipping for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarCloseUpCamZFar(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarCloseUpCamZFar(true, 1000) 1 Scene.OverrideAvatarCloseUpCamZFar(false) See Also • Scene. OverrideAvatarClosellpCamFov • Scene. OverrideAvatarClosellpCamAspect • Scene.OverrideAvatarStandardCamAspect • Scene.OverrideAvatarStandardCamZNear • Scene.OverrideAvatarStandardCamZFar Scene.OverrideAvatarCloseUpCamZNear Brief Set the near clipping for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarCloseUpCamZNear(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples 1 Scene.OverrideAvatarCloseUpCamZNear(true, 0.1) ! Scene.OverrideAvatarCloseUpCamZNear(false) See Also • Scene.OverrideAvatarClosellpCamFov • Scene.OverrideAvatarClosellpCamAspect • Scene.OverrideAvatarStandardCamAspect • Scene.OverrideAvatarStandardCamZNear • Scene.OverrideAvatarStandardCamZFar Scene.OverrideAvatarStandardCamAspect Brief Set the aspect for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarStandardCamAspect(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarStandardCamAspect(true, 16.0 / 9.0) ! Scene.OverrideAvatarStandardCamAspect(false) See Also • Scene. OverrideAvatarStandardCam Fov • Scene.OverrideAvatarStandardCamZNear • Scene.OverrideAvatarClosellpCamAspect • Scene. OverrideAvatarClosellpCamZNear • Scene. OverrideAvatarClosellpCamZFar Scene.OverrideAvatarStandardCamFov Brief Set the Field Of View for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarStandardCamFov(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarStandardCamFov(true, 60) ! Scene.OverrideAvatarStandardCamFov(false) See Also • Scene. OverrideAvatarStandardCamAspect • Scene. OverrideAvatarStandardCamZNear • Scene. OverrideAvatarClosellpCamAspect • Scene.OverrideAvatarClosellpCamZNear • Scene.OverrideAvatarClosellpCamZFar Scene.OverrideAvatarStandardCamZFar Brief Set the far clipping for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarStandardCamZFar(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarStandardCamZFar(true, 1000) ! Scene.OverrideAvatarStandardCamZFar(false) See Also • Scene.OverrideAvatarStandardCamFov • Scene.OverrideAvatarStandardCamAspect • Scene.OverrideAvatarClosellpCamAspect • Scene. OverrideAvatarClosellpCamZNear • Scene. OverrideAvatarClosellpCamZFar Scene. OverrideAvatarStandardCamZNear Brief Set the Far clipping for the standard close-up camera that follows the Avatar. Definition ! Scene.OverrideAvatarStandardCamZNear(boolean isOverride, number value) Arguments isOverride - whether or not to override the default setting.value - the value to set. Return Values None. Description Examples ! Scene.OverrideAvatarStandardCamZNear(true, 0.1) ! Scene.OverrideAvatarStandardCamZNear(false) See Also • Scene.OverrideAvatarStandardCamFov • Scene.OverrideAvatarStandardCamAspect • Scene. OverrideAvatarClosellpCamAspect • Scene.OverrideAvatarClosellpCamZNear • Scene.OverrideAvatarClosellpCamZFar Scene. ResetAvatarCamOverrides Brief Resets all previously set Avatar Camera overrides. Definition ! Scene.ResetAvatarCamOverrides() Arguments None Return Values None. Description Examples ! Scene.ResetAvatarCamOverrides() See Also • Scene. OverrideAvatarStandardCamFov • Scene.OverrideAvatarStandardCamAspect • Scene.OverrideAvatarStandardCamZNear • Scene. OverrideAvatarClosellpCamAspect • Scene.OverrideAvatarClosellpCamZNear • Scene.OverrideAvatarClosellpCamZFar Scene.SaveData Brief Copies the data from the supplied memory container into the scene's save data area and requests it to save. Definition ! Scene.SaveData( MemoryContainer memContainer, number size = Scene.GetMaxSaveDataSize( ), int offset = I 0 ) Arguments memContainer - The memory container to read data from.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to start reading the data to save. Return Values None. Description All scenes which allow saving (clubhouses and personal spaces), have an allocated save data area which allow embedded objects and scene scripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete their Home save data at any time) and thus a script should be able to recognise and handle the case where no or invalid save data is present. When a scene is accessed for the first time, all of its save data is set to zero. Note: If size is not specified and your memory container is bigger than the maximum save data size an error will occur to catch accidental data truncation. Examples local access = Scene.GetSaveDataPermission() if (access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy()) then local memContainer = MemoryContainer.Create( 8 ) memContainer:SetUint16(0, 48879) — OxBEEF, tags our data as valid memContainer:SetFloat32(4, mySize) — save our current size so we can keep growing next time Scene.SaveData(memContainer, 8) end See Also • Scene. Load Data • Scene.GetSaveDataPermission • Scene. IsSaveDataBusy Scene.SetGraphicsEngineParam Brief Set the value of a parameter in the graphics engine. Definition ! Scene.SetGraphicsEngineParam(paramName, value) Arguments paramName - a valid graphics engine param name. Valid values are: GraphicsEngine.ShadowEnable boolean - enable or disable shadows, defaults to true) GraphiceEngine.ShadowQuality set the sun shadow quality. Should be one of: ShadowQuality.Low ShadowQuality.Medium ShadowQuality.High GraphicsEngine.SunlightColor Vector4 - set the color/brightness of the sun, w component is ignored. Each channel range is 0=>3 GraphicsEngine.SunlightDir Vector4 - set the direction of the sun. The value does not need to be normalized GraphicsEngine.ColorBalance Vector4 - set the post-process color balance, components should be in the range -1 =>1, defaults to (0,0,0) GraphicsEngine.Saturation scalar - set the post-process saturation, should be in the range -2=>2, defaults to 1 GraphicsEngine.Contrast scalar - set the post-process contrast, should be in the range -1 =>1, defaults to 0 GraphicsEngine.ShadowPlaneDistance scalar - distance to the first shadow plane in metres, defaults to 2.0 GraphicsEngine.ShadowPlaneMultiplier scalar - value to muliply each shadow plane distance by to get the distance to the next plane, defaults to 3.0 and must be greater than 1.0 GraphicsEngine.ShadowPlaneCount scalar - number of shadow planes to render, should be in the range 0=>4, defaults to 4 GraphicsEngine.ShadowDarkness scalar - set the darkness of indoor shadows (has no effect in sunlit scenes), should be in the range 0=>1, defaults to 0.2 GraphicsEngine.AlphaSortEnable boolean - enable or disable sorting of semitransparent meshes, for scenes exported with HDK1.40 onwards, this defaults to true. GraphicsEngine.LightProbeTint Vector4 - set a global tint colour for the light probes, defaults to (1,1,1) GraphicsEngine.GlowType set the type of glow. Should be one of: GlowType.Disabled GlowType.Small GlowType.Default GlowType.Large GlowType. ExtraLarge GlowType. Horizontal GlowType.Vertical GraphicsEngine.GlowColor Vector4 - set the tint colour for the glow GraphicsEngine.GlowBlendMode set the blend type for the glow, should be one of: GlowBlend.Default GlowBlend.Add - add the glow buffer to the framebuffer GlowBlend.Squared - square the glow buffer and add it to the framebuffer GraphicsEngine.EnvironmentMap Set the current environment map for dynamic objects. The argument should be the name of a texture resource, or the resource itselfvalue - the value to set. Return Values None. Description Examples Scene.SetGraphicsEngineParam(GraphicsEngine.SunlightColor, Vector4.Create(2, 2,0)) — set the sun color to bright yellow Scene.SetGraphicsEngineParam(GraphicsEngine.ShadowEnable, false) — disable shadows in this scene See Also None Scene.SetLayerCollisionDefault Brief Set the default enabledness of collision detection between collision of the specified layers. Definition ! Scene.SetLayerCollisionDefault( enum layerA, enum layerB, boolean enabled ) Arguments layerA - The first layer; must be a "user layer".layerB - The second layer.enabled - true to enable collision detection by default, false otherwise. Return Values None. Description Set the default enabledness of collision detection between collision of the specified layers. Examples ! Scene.SetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement, false ) See Also • Scene.GetLayerCollisionDefault Scene.SetLightProbeData Brief Set the light probe data for the scene Definition Scene.SetLightProbeData(string resourcename, number slotlndex, bool updateSun=false) Scene.SetLightProbeData(Resource resource, number slotlndex, bool updateSun=false) Arguments resource - The probe data file resource, or resource name, or nil to clear the slot This resource can not be released whilst it is in use on a slot. Set the slot to another resource or nil before attempting to release it.slotlndex - The light probe volume index to set. There are 9 slots (numbered 0-8) available.updateSun - If this is true, update the sun parameters based on the values from the given probe data Return Values none Description Sets the light probe volume at the given index to the given data. If this volume overlaps an existing volume, then the one with the lowest slot number will have precedence. Note, there is no way to query the light probe slots once assigned. Examples — load in new scene geometry — entity = Entity.Create () entity:SetModel( "my_new_scene_geometry.mdl" ) — load corresponding lighting data — Scene.SetLightProbeData( "mylighting.probe", 1 ) — clear old lighting — Scene.SetLightProbeData( nil, 0 ) See Also • Scene.SetLightProbeTransform Scene.SetLightProbeTransform Brief Set the transform for the light probe volume in the given slot Definition Scene.SetLightProbeTransform(Matrix44 transform, number slotlndex) Arguments transform - The transform to apply to the light probe volume in the given slotslotlndex - The light probe volume index to set. There are 9 slots (numbered 0-8) available. Return Values none Description Sets the transform for the light probe volume at the given index Examples — load in new scene geometry — entity = Entity.Create () entity:SetModel( "my_new_scene_geometry.mdl" ) — load corresponding lighting data — Scene.SetLightProbeData( "mylighting.probe", 1 ) — reposition model and probes — pos = Vector4.Create(10, 10, 0) entity:SetPosition( pos ) Scene.SetLightProbeTransform( Matrix44.Create( Quaternion.Create (), pos ), 1 ) See Also • Scene.SetLightProbeData