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Reference Tables

A page to reference various

Geometry Reference Table

Primitives Shaders
Sphere Standard
Capsule OpaqueLight
Cylinder TransparentLight
Cube BaseWater
Plane BillieWater
Quad BTSPillar
Triangle InterscopeConcrete
Interscope Car
Obstacle (Broken)
WaterfallMirror

Conversion Ratios

Unity Units to Noodle Units

1 meter (Unity Unit) => 0.6 meters (Noodle Unit)

Why?

Because Noodle Extensions focuses on manipulation of gameplay objects like notes, the mod uses the width of a lane (0.6 meters) on the grid as 1 unit.
This makes gameplay mods like note animations easier, as shifting a note to the left 1 unit would keep it in line with the grid.

This is why offsetPosition exists, to offset the gameplay object from the note grid.

Environment Objects (Including the player) are normal Unity objects, so they use the normal 1 meter unit.

To Noodle: xyz * 0.6

To Unity (Environment/Player): xyz / 0.6

Heck Modifier Operations

  • opNone
  • opAdd
  • opSub
  • opMul
  • opDiv

Heck Base Properties

Player

  • baseHeadPosition [x, y, z] - Players headset position in world space
  • baseHeadLocalPosition [x, y, z] - Players headset position in local space
  • baseHeadRotation [x, y, z] - Players headset rotation in world space
  • baseHeadLocalRotation [x, y, z] - Players headset rotation in local space
  • baseHeadLocalScale [x, y, z] - Players headset scale

Hands

  • baseLeftHandPosition [x, y, z] - Players Left Hand position in world space
  • baseLeftHandLocalPosition [x, y, z] - Players Left Hand position in local space
  • baseLeftHandRotation [x, y, z] - Players Left Hand rotation in world space
  • baseLeftHandLocalRotation [x, y, z] - Players Left Hand rotation in world space
  • baseLeftHandLocalScale [x, y, z] - Players Left Hand scale
  • baseRightHandPosition [x, y, z] - Players Right Hand position in world space
  • baseRightHandLocalPosition [x, y, z] - Players Right Hand position in local space
  • baseRightHandRotation [x, y, z] - Players Right Hand rotation in world space
  • baseRightHandLocalRotation [x, y, z] - Players Right Hand rotation in world space
  • baseRightHandLocalScale [x, y, z] - Players Right Hand scale

Colors

These will return your maps colors. Although if the player has these values overidden, those will be returned instead.

  • baseNote0Color [x, y, z, w] - Left/Red note color
  • baseNote1Color [x, y, z, w] - Right/Blue note color
  • baseObstaclesColor [x, y, z, w] - Wall color
  • baseSaberAColor [x, y, z, w] - Left/Red saber color
  • baseSaberBColor [x, y, z, w] - Right/Blue saber color
  • baseEnvironmentColor0 [x, y, z, w] - Left/Red light color
  • baseEnvironmentColor1 [x, y, z, w] - Right/Blue light color
  • baseEnvironmentColorW [x, y, z, w] - White light color
  • baseEnvironmentColor0Boost [x, y, z, w] - Left/Red light boost color
  • baseEnvironmentColor1Boost [x, y, z, w] - Right/Blue light boost color
  • baseEnvironmentColorWBoost [x, y, z, w] - White light boost color

Scoring

  • baseCombo [x] - Players combo
  • baseMultipliedScore [x] - Players score (Ranges from 0 - infinity)
  • baseImmediateMaxPossibleMultipliedScore [x] - Max possible score if all notes were hit perfectly up to the current time in the map
  • baseModifiedScore [x] - Players score multiplied by gameplay modifiers (Ghost notes, fast song, etc..)
  • baseImmediateMaxPossibleModifiedScore [x] - Immediate max possible score
  • baseRelativeScore [x] - Players score percentage (Ranges from 0 - 1)
  • baseMultiplier [x] - Players Multiplier (1,2,4,8)
  • baseEnergy [x] - Players Energy (Ranges from 0 - 1)
  • baseSongTime [x] - Current time in the map (seconds)
  • baseSongLength [x] - Length of the map (seconds)

Smoothing

Smoothing uses the .s[x] syntax after defining the base property. (Ex: .s69)

Lower values (like 5) smooth values more compared to higher values (like 25).

Decimals (like a smooth factor of 6.9) are represented as underscores. Ex: s.6_9