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
offsetPositionexists, 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
opNoneopAddopSubopMulopDiv
Heck Base Properties
Player
Head
baseHeadPosition[x, y, z] - Players headset position in world spacebaseHeadLocalPosition[x, y, z] - Players headset position in local spacebaseHeadRotation[x, y, z] - Players headset rotation in world spacebaseHeadLocalRotation[x, y, z] - Players headset rotation in local spacebaseHeadLocalScale[x, y, z] - Players headset scale
Hands
baseLeftHandPosition[x, y, z] - Players Left Hand position in world spacebaseLeftHandLocalPosition[x, y, z] - Players Left Hand position in local spacebaseLeftHandRotation[x, y, z] - Players Left Hand rotation in world spacebaseLeftHandLocalRotation[x, y, z] - Players Left Hand rotation in world spacebaseLeftHandLocalScale[x, y, z] - Players Left Hand scalebaseRightHandPosition[x, y, z] - Players Right Hand position in world spacebaseRightHandLocalPosition[x, y, z] - Players Right Hand position in local spacebaseRightHandRotation[x, y, z] - Players Right Hand rotation in world spacebaseRightHandLocalRotation[x, y, z] - Players Right Hand rotation in world spacebaseRightHandLocalScale[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 colorbaseNote1Color[x, y, z, w] - Right/Blue note colorbaseObstaclesColor[x, y, z, w] - Wall colorbaseSaberAColor[x, y, z, w] - Left/Red saber colorbaseSaberBColor[x, y, z, w] - Right/Blue saber colorbaseEnvironmentColor0[x, y, z, w] - Left/Red light colorbaseEnvironmentColor1[x, y, z, w] - Right/Blue light colorbaseEnvironmentColorW[x, y, z, w] - White light colorbaseEnvironmentColor0Boost[x, y, z, w] - Left/Red light boost colorbaseEnvironmentColor1Boost[x, y, z, w] - Right/Blue light boost colorbaseEnvironmentColorWBoost[x, y, z, w] - White light boost color
Scoring
baseCombo[x] - Players combobaseMultipliedScore[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 mapbaseModifiedScore[x] - Players score multiplied by gameplay modifiers (Ghost notes, fast song, etc..)baseImmediateMaxPossibleModifiedScore[x] - Immediate max possible scorebaseRelativeScore[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