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pages/docs/animation/skeletal-animation/animation-clip-asset.md

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* `PreviewMesh`: The [animated mesh](animated-mesh-asset.md) to use for previewing this animation clip. This has to be set to see any preview.
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* `PreviewAnim`: For additive animation clips, this optionally selects another animation clip to use as the reference pose in the editor preview. The first keyframe of that clip is used to reconstruct the base pose, and the additive animation is layered on top. This makes the preview more representative of how the clip will look in practice. If left empty, the rest pose is used instead.
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* `UseAnimationClip`: The (case sensitive) name of the animation clip to import from the file. *Transform* the asset once to populate the list of `AvailableClips`. Then type the name of the desired clip into this field and transform the asset again. If a clip doesn't show up in the list, make sure it is correctly exported. See the chapter [Authoring and Exporting Animations with Blender](blender-export.md) for known issues.
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* `FirstFrame`, `NumFrames`: It is best to put every animation into a separate clip and export them that way. However, sometimes files contain only a single animation and each clip is found at another interval. By specifying the index of the first frame and the number of frames to use, you can extract individual clips from such data. Note that setting NumFrames to zero always means to use all the remaining frames after the first frame.
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> **Important**
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> Additive animations usually only work well, if they are applied to a skeleton that is in a similar pose as the reference pose of the additive animation. The animation clip window always displays the animation on top of the *rest pose*. This can look very broken, especially when the rest pose is a proper *T-pose* or *A-pose*.
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> Additive animations usually only work well, if they are applied to a skeleton that is in a similar pose as the reference pose of the additive animation. By default the animation clip window displays the animation on top of the *rest pose*. This can look very broken, especially when the rest pose is a proper *T-pose* or *A-pose*. Use the `PreviewAnim` property to select a more representative reference animation for the editor preview.
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* `RootMotion`: If the animation clip should be able to move the [game object](../../runtime/world/game-objects.md), this can be achieved through [root motion](root-motion.md). This option allows you to select how root motion should be incorporated into the animation clip.
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pages/docs/custom-code/visual-script/nodes/vscript-nodes-game-object.md

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* **Hierarchy navigation** - Find parent and child objects, search by name
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* **Component access** - Get components attached to game objects
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* **Object state** - Check if objects are active, valid, or tagged
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* **Tag management** - Set and remove tags on game objects with `SetTag` and `RemoveTag`
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* **Object creation** - Spawn and destroy game objects dynamically
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Game object nodes are fundamental to most visual scripts, as they allow you to locate and manipulate objects in the scene. Use them together with [component nodes](vscript-nodes-component.md) to access specific functionality, and [prefab nodes](vscript-nodes-prefabs.md) to instantiate new objects.

pages/docs/custom-code/visual-script/visual-script-class-asset.md

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### Variable Types
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Variables support various data types including numbers, strings, vectors, and more. Additionally, you can create:
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Variables support various data types including numbers, strings, and vectors. The available vector types are `Vec2`, `Vec3`, and `Vec4`. Additionally, you can create:
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* **Array Variables:** Set the variable category to *Array* to create a typed array. On the component side, arrays are displayed with their element type for better readability. Note that internally within visual scripts, arrays store variants and are not strictly typed.
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pages/docs/materials/materials-overview.md

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**UseEmissiveTexture:** If enabled, the *Emissive Texture* is used to define per pixel where the material will *glow*. This is multiplied with the *EmissiveColor*, so make sure that is not set to black (its default).
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**UseHeightTexture:** If enabled, a *Height Texture* (also called a heightmap) is used to apply *Parallax Occlusion Mapping (POM)*. This technique offsets texture coordinates based on the viewing angle and the stored height values, giving flat surfaces an apparent depth without additional geometry. All other textures (base color, normal, roughness, etc.) are sampled from the offset coordinates, so the entire surface appears to have relief.
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The height texture should store height values in the red channel. Brighter values represent raised areas, darker values represent recessed areas.
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**HeightScale:** Controls the strength of the parallax effect. The range is `-0.3` to `0.3`, with a default of `0.05`. Negative values invert the depth direction. Larger absolute values produce a stronger apparent depth but can introduce artifacts at grazing angles.
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**PomMaxSteps:** The maximum number of raymarching iterations used to resolve the parallax offset. Higher values produce more accurate results at grazing angles but increase the per-pixel cost. The range is `4` to `64`, with a default of `16`.
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## Material Preview
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The 3D viewport of the material editor allows you to switch the [render mode](../editor/editor-views.md#render-modes) to inspect only specific aspects of the material.

pages/docs/terrain/procedural/procgen-graph-output-vertexcolor.md

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A [ProcGen graph](procgen-graph-asset.md) can contain multiple vertex color output nodes. Each one represents an independent RGBA layer of vertex color data. They are consumed by the [Procedural Vertex Color Component](procgen-vertex-color-component.md), which applies them to a mesh at runtime.
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<!-- ![ProcGen vertex color output node](media/procgen-vertexcolor-output-node.jpg) -->
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<!-- !ProcGen vertex color output node media/procgen-vertexcolor-output-node.jpg -->
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## How It Works
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pages/docs/terrain/procedural/procgen-vertex-color-component.md

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The *Procedural Vertex Color Component* applies procedurally computed vertex colors to a mesh at runtime. It uses a [ProcGen graph](procgen-graph-asset.md) containing one or more [Vertex Color Output](procgen-graph-output-vertexcolor.md) nodes, and writes the resulting per-vertex RGBA data into a GPU buffer that the mesh's material shader can sample.
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<!-- ![Procedural vertex colors applied to a mesh](media/procgen-vertexcolor-component.jpg) -->
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<!-- Procedural vertex colors applied to a mesh media/procgen-vertexcolor-component.jpg -->
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This is the vertex-color equivalent of the [Procedural Placement Component](procgen-placement-component.md). It is what connects the graph's vertex color outputs to an actual mesh in the scene.
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pages/docs/terrain/terrain-overview.md

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Vegetation can be created with standard meshes. Using custom [visual shaders](../materials/visual-shaders.md), a basic per-vertex wind animation can be applied.
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Additionally, ezEngine has built in support for [Kraut](kraut-overview.md), a tool that allows you to procedurally generate tree meshes.
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Additionally, ezEngine has built in support for [Kraut](kraut-overview.md), a system for procedurally generating tree meshes directly inside the editor.
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Finally, there is a system to procedurally place objects, typically plants, around the current player position. This system is currently undocumented, but the [Testing Chambers](../../samples/testing-chambers.md) project contains scenes which show basic usage.
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