The Untold Engine uses a consistent style for its API:
setDomain(.property(value))
setDomain(.group(.property(value)))This keeps user-facing setup code predictable and avoids requiring developers to remember which singleton or global variable owns each value.
Existing direct APIs such as LODConfig.shared, SSAOParams.shared, antiAliasingMode, and assetBasePath are still available for compatibility and advanced tuning.
setRendering(.antiAliasing(.fxaa))
setRendering(.antiAliasing(.smaa))
setRendering(.antiAliasing(.msaa))
setRendering(.antiAliasing(.none))
setRendering(.debugView(.lit))
setRendering(.debugView(.depth))
setRendering(.debugView(.ssaoBlurred))
setRendering(.postProcessing(.enabled))
setRendering(.postProcessing(.disabled))Wireframe parameters can also be configured through the same domain:
setRendering(.wireframe(.params(
color: simd_float4(0.2, 0.85, 1.0, 0.65),
fadeEnabled: true,
fadeStart: 8.0,
fadeEnd: 40.0,
minimumAlpha: 0.08
)))Use setPostFX for individual post-processing and SSAO settings:
setPostFX(.preset(.cinematic))
setPostFX(.ssao(.enabled(true)))
setPostFX(.ssao(.radius(0.8)))
setPostFX(.ssao(.bias(0.025)))
setPostFX(.ssao(.intensity(0.75)))
setPostFX(.ssao(.quality(.balanced)))
setPostFX(.colorGrading(.enabled(true)))
setPostFX(.colorGrading(.exposure(-0.2)))
setPostFX(.colorGrading(.saturation(0.9)))
setPostFX(.vignette(.enabled(true)))
setPostFX(.vignette(.intensity(0.5)))
setPostFX(.vignette(.radius(0.8)))
setPostFX(.bloomThreshold(.enabled(true)))
setPostFX(.bloomThreshold(.threshold(0.6)))
setPostFX(.bloomThreshold(.intensity(0.8)))
setPostFX(.bloomComposite(.enabled(true)))
setPostFX(.bloomComposite(.intensity(1.0)))
setPostFX(.chromaticAberration(.enabled(true)))
setPostFX(.chromaticAberration(.intensity(0.02)))
setPostFX(.depthOfField(.enabled(true)))
setPostFX(.depthOfField(.focusDistance(4.7)))
setPostFX(.depthOfField(.focusRange(1.5)))
setPostFX(.depthOfField(.maxBlur(10.0)))The nested property shape is intentional: the compiler keeps effect-specific settings grouped with the effect they belong to.
setEngine(.assetBasePath(gameDataURL))
setEngine(.metrics(.enabled))
setEngine(.metrics(.disabled))setGeometryStreaming(.enabled(true))
setGeometryStreaming(.tileConcurrency(2))
setGeometryStreaming(.meshConcurrency(3))
setGeometryStreaming(.lodConcurrency(4))
setGeometryStreaming(.hlodConcurrency(4))
setGeometryStreaming(.queryRadius(500.0))
setGeometryStreaming(.frustumGate(.enabled(meshPadding: 5.0, tilePadding: 20.0)))
setGeometryStreaming(.velocityLookAhead(time: 0.5, minSpeed: 1.5))
setGeometryStreaming(.candidateSorting(importance: true, occlusion: true))
setGeometryStreaming(.minimumParsedTileResidentSeconds(8.0))
setGeometryStreaming(.timeouts(tileParse: 60.0, meshLoad: 60.0))Keep one-shot streaming actions as commands:
GeometryStreamingSystem.shared.forceUnloadAllParsedTiles()setBatching(.enabled(true))
setBatching(.cellSize(32.0))
setBatching(.maxDirtyCellsPerTick(8))
setBatching(.visibilityGatedBuild(true))
setBatching(.backgroundArtifactBuild(true))
setBatching(.runtimeTuning(.visionOSBalanced))Entity tagging and rebuild commands remain explicit:
setEntityStaticBatchComponent(entityId: entity)
generateBatches()
clearSceneBatches()setLOD(.fadeTransitions(.enabled(duration: 0.25)))
setLOD(.fadeTransitions(.disabled))
setLOD(.distanceBias(1.0))
setLOD(.hysteresis(5.0))
setLOD(.updateFrameInterval(4))
setLOD(.minimumCameraDisplacement(0.5))
setLOD(.distanceThresholds([50, 100, 200, 500]))setLOD(.fadeTransitions(.enabled(duration:))) replaces the older direct configuration:
LODConfig.shared.enableFadeTransitions = true
LODConfig.shared.fadeTransitionTime = 0.25setSpatialDebug(.octreeLeafBounds(.enabled(
maxLeafNodeCount: 0,
occupiedOnly: true,
colorMode: .culling
)))
setSpatialDebug(.tileBounds(enabled: true, maxTileNodeCount: 500))
setSpatialDebug(.staticBatchCellBounds(enabled: true, maxCellCount: 2000, colorMode: .lod))
setSpatialDebug(.lodLevels(true))
setSpatialDebug(.textureStreamingTiers(true))
setSpatialDebug(.disabled)setLogger(.level(.debug))
setLogger(.category(.tileStreaming, true))
setLogger(.categories([.streamingHeartbeat, .oocTiming], true))
setLogger(.resetCategories)Logging itself stays message-oriented:
Logger.log(message: "Scene loaded", category: LogCategory.general.rawValue)let camera = findGameCamera()
setCamera(.active(camera))
setCamera(.defaultFOV(70.0))
setCamera(.clipPlanes(near: 0.1, far: 1000.0))For Contributors, when adding new public settings, prefer one of these forms:
setLOD(.newProperty(value))
setRendering(.newProperty(value))
setPostFX(.effect(.newProperty(value)))
setEngine(.newProperty(value))
setGeometryStreaming(.newProperty(value))
setBatching(.newProperty(value))
setSpatialDebug(.newProperty(value))
setLogger(.newProperty(value))
setCamera(.newProperty(value))
setSceneChannel(.contextGeometry, .renderMode(.wireframe))Avoid adding new public examples that require direct mutation of shared singletons unless the setting is intentionally advanced/internal.