Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.
The owning GameObject; assigned by addComponent before onAttach runs.
Bottom altitude of the cloud volume (world Y).
Top altitude of the cloud volume (world Y).
Sky cover ratio, 0..1.
Multiplier on the sampled density field.
Henyey-Greenstein anisotropy (forward scattering), 0..1.
Extinction coefficient (Beer's law).
Linear-RGB ambient/sky tint feeding the clouds.
Exposure scaling on cloud lighting.
Wind velocity on X/Z (world units per second); integrated by the host.
The simulation clock of the scene this component belongs to. Read inside
update (or any time after the GameObject is added to a scene) for
absolute time, frame count, FPS, and timeScale-aware delta — e.g.
this.time.elapsed, this.time.delta, this.time.frameCount.
this.time.delta equals the dt argument passed to update, so
components can ignore that argument entirely and pull everything from here.
Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.
Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.
Called every frame by the GameObject's update traversal.
Frame delta time in seconds.
Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).
Active render context (provides canvas width/height etc.).
Scene authoring handle for the volumetric cloud layer. Mirrors the renderer's CloudSettings as friendly, editable fields; a host (the editor, or any app) reads these and pushes them into the registered
CloudFeature.settings. Adding this component to a scene is the signal that clouds should render — the editor enables the feature while a Clouds component is present.Wind is authored as a velocity (units/sec on X/Z); the host integrates it into the feature's
windOffsetover time so the field animates.Defaults mirror the renderer's DEFAULT_CLOUD_SETTINGS.