Appearance
Scene
Properties
cameraTransform
- Type: Transform
- Current camera transform in world space
id
- Type: string
- Scene identifier
microphone
- Type: Microphone
- Microphone audio streaming
time
- Type: number
- Time elapsed since scene started (seconds)
viewportSize
- Type: Vector2
- Viewport size in points (iOS only)
Methods
_removeEntity()
javascript
_removeEntity(): voidRemove an entity from the scene
Returns: void
animateBy()
javascript
animateBy(objectOrId: string | ObjectEntity, properties: Object, duration: number, options?: Object): Promise<void>Animate object by relative values
Parameters:
objectOrId(string | ObjectEntity) - ObjectEntity or entity IDproperties(Object) - Relative change valuesduration(number) - Animation duration in secondsoptions(Object) (optional) - Animation options
Returns: Promise<void>
animateFromTo()
javascript
animateFromTo(objectOrId: string | ObjectEntity, fromProperties: Object, toProperties: Object, duration: number, options?: Object): Promise<void>Animate object from starting to target properties
Parameters:
objectOrId(string | ObjectEntity) - ObjectEntity or entity IDfromProperties(Object) - Starting propertiestoProperties(Object) - Target propertiesduration(number) - Animation duration in secondsoptions(Object) (optional) - Animation options
Returns: Promise<void>
animateTo()
javascript
animateTo(objectOrId: string | ObjectEntity, properties: Object, duration: number, options?: Object): Promise<void>Animate object to target properties
Parameters:
objectOrId(string | ObjectEntity) - ObjectEntity or entity IDproperties(Object) - Target properties (position, rotation, scale, opacity)duration(number) - Animation duration in secondsoptions(Object) (optional) - Animation options (timingFunction, delay, repeatCount, etc.)
Returns: Promise<void>
createAudioStream()
javascript
createAudioStream(options: Array<any>): AudioStreamCreate a streaming audio player
Parameters:
options(Array<any>) - Stream configuration (sampleRate, channels, format, elementId, representationId)
Returns: AudioStream
createEntity()
javascript
createEntity(descriptor: ObjectDescriptor): Promise<ObjectEntity>Create an object in the scene.
Example:
javascript
const box = createBox(0.3, 0.3, 0.3)
.anchor(Anchor.position(0, 0, -1))
.name('hero-box');
const entity = await scene.createEntity(box);Parameters:
descriptor(ObjectDescriptor) - Object descriptor from createBox, createSphere, createModel, createPlane, createMesh, etc. Configure the object via the descriptor's chainable builder methods (.anchor(...),.name(...),.physics(...),.material(...),.shadow(...),.gestures(...), …), not as a second argument.
Returns: Promise<ObjectEntity>
createPath() beta
javascript
createPath(options: { points: [[x,y,z] | {x,y,z} | Vector3, …], closed?: boolean }): PathCreate a catmull-rom path from control points.
Returns a runtime path handle (not persisted): query it with point(t), pointAtDistance(d), tangent(t), length, or drive an entity along it with entity.followPath(path, { duration, constantSpeed, alignsToTangent, timing, repeat }).
Parameters:
options({ points: [[x,y,z] | {x,y,z} | Vector3, …], closed?: boolean }) - (≥ 2 points).
Returns: Path
emitHaptic()
javascript
emitHaptic(feedback?: string | Object): Promise<void>Play haptic feedback on the viewer's device.
Haptics are device-level rather than positional – they play on the device no matter which object triggered them – so this lives on the scene rather than on an entity. Devices without a haptic engine ignore it.
Example:
javascript
// Thud when the ball knocks a can over.
can.on('collision', function() {
scene.emitHaptic('impactHeavy');
});Parameters:
feedback(string | Object) (optional) -"impactLight","impactMedium","impactHeavy","impactSoft","impactRigid","selection", or{ asset: urlOrId }for a custom haptic pattern file.
Returns: Promise<void>
findEntity()
javascript
findEntity(query: any): ObjectEntityFind an entity by ID or name
Example:
javascript
// By ID
var entity = scene.findEntity("ABC123");
// By ID (explicit)
var entity = scene.findEntity({ id: "ABC123" });
// By name
var entity = scene.findEntity({ name: "My Cool Box" });Parameters:
query(any) - Entity ID string, or object with { id: "..." } or { name: "..." }
Returns: ObjectEntity
getAnchors()
javascript
getAnchors(kind?: string): Array<any>Get detected AR anchors
Parameters:
kind(string) (optional) - Filter by anchor type ("plane", "image", "face", etc.), or nil for all
Returns: Array<any>
getCustomEvents()
javascript
getCustomEvents(): Array<any>List custom-trigger scene events on the current segment. Useful for debug panels that enumerate triggerable events at runtime. Each entry has the event's id, optional name (omitted when unset), and isEnabled flag. System events (tap, render, screenTap, schedule, etc.) are not included – those are handled by the engine, not scripted.
Example:
javascript
scene.getCustomEvents().forEach(function(evt) {
console.log(evt.id, evt.name, evt.isEnabled);
});Returns: Array<any>
getVariable()
javascript
getVariable(id: string): anyGet a scene-scoped variable
Parameters:
id(string) - Variable identifier
Returns: any
off()
javascript
off(eventId: string): voidRemove a scene event listener
Example:
javascript
var eventId = scene.on('render', function() {});
// Later...
scene.off(eventId);Parameters:
eventId(string) - Event ID returned from on()
Returns: void
on()
javascript
on(type: string, options?: Object | function, listener?: function): stringRegister a scene event listener
Example:
javascript
scene.on('start', function() {
console.log('Scene started!');
});Parameters:
type(string) - Event type: "start", "render", "screenTap", "pan", "pinch", "rotate", "variableChange", "schedule"options(Object | function) (optional) - Event options or callbacklistener(function) (optional) - Callback if options provided
Returns: string
once()
javascript
once(type: string, options?: Object | function, listener?: function): stringRegister a one-time scene event listener
Example:
javascript
scene.once('start', function() {
console.log('Scene started (once)!');
});Parameters:
type(string) - Event typeoptions(Object | function) (optional) - Event options or callbacklistener(function) (optional) - Callback if options provided
Returns: string
playAnimation()
javascript
playAnimation(objectOrId: string | ObjectEntity, animation: Object, representationId?: string): Promise<void>Play animation on object
Parameters:
objectOrId(string | ObjectEntity) - ObjectEntity or entity IDanimation(Object) - Animation datarepresentationId(string) (optional) - Optional representation ID
Returns: Promise<void>
playAudioBuffer()
javascript
playAudioBuffer(base64: string, options?: Object): Promise<void>Play audio from PCM buffer data
Example:
javascript
// Play at user's position (non-spatial)
await scene.playAudioBuffer(base64Data, { sampleRate: 24000 });
// Play spatially on an entity
await scene.playAudioBuffer(base64Data, {
sampleRate: 24000,
elementId: box.id
});Parameters:
base64(string) - Base64-encoded PCM audio dataoptions(Object) (optional) - Buffer and playback optionsoptions.sampleRate(number) (optional) - Sample rate in Hzoptions.channels(number) (optional) - Number of channels (1 = mono, 2 = stereo)options.format(string) (optional) - Sample format: "pcm16" or "float32"options.gain(number) (optional) - Volume gain (0.0 to 4.0, default 1.0)options.elementId(string) (optional) - Target element ID (optional, uses POV if omitted)options.representationId(string) (optional) - Target representation ID (optional)
Returns: Promise<void>
preload()
javascript
preload(sources: string | Array<string>, options?: Object): Promise<void>Warm one or more assets so their first use doesn't hitch – the decode / GPU upload happens now (e.g. during scene setup) instead of on the frame you first play or show them.
Example:
javascript
// Warm the impact sounds during setup so the first hit doesn't drop a frame.
await scene.preload(['48D3…','12F9…'], { type: 'audio' });Parameters:
sources(string | Array<string>) - Asset id(s) orhttps://URL(s). Fortype: 'entity'or'material', pass the element / material id instead of an asset reference.options(Object) (optional)options.type(string) (optional) - How to warm it:'audio'(decode + buffer),'model'(parse + GPU upload),'entity'(an element and everything it pulls in),'material','shader', or'file'(just download the bytes).
Returns: Promise<void>
projectToScreen()
javascript
projectToScreen(worldPosition: Vector3): Vector2Convert world position to normalized screen coordinates (iOS only)
Parameters:
worldPosition(Vector3) - Position in world space
Returns: Vector2
raycast()
javascript
raycast(origin: Vector3, direction: Vector3): Array<any>Cast ray through scene entities and scene mesh
Parameters:
origin(Vector3) - Ray origin in world spacedirection(Vector3) - Ray direction (will be normalized)
Returns: Array<any>
raycastAR()
javascript
raycastAR(origin: Vector3, direction: Vector3, target: string, alignment: string): Array<any>Cast ray against AR planes (iOS only)
Parameters:
origin(Vector3) - Ray origin in world spacedirection(Vector3) - Ray direction (will be normalized)target(string) - Target type - "plane", "planeExtended", "surface"alignment(string) - Surface alignment - "horizontal", "vertical", "any"
Returns: Array<any>
runAction()
javascript
runAction(action: Action): Promise<void>Run an action and wait for completion.
Parameters:
action(Action) - Action to run.
Returns: Promise<void>
screenToRay()
javascript
screenToRay(normalizedPosition: Vector2): RayConvert normalized screen coordinates to a ray for raycasting (iOS only)
Parameters:
normalizedPosition(Vector2) - Screen position in normalized coordinates (0-1)
Returns: Ray
setVariable()
javascript
setVariable(id: string, value: any, options: any): voidSet a scene-scoped variable (cleared on scene transition)
Parameters:
id(string) - Variable identifiervalue(any) - Value to store (number, string, boolean, Vector3, Color, etc.)options(any) - Optional type hint { type: "vector3" | "color" | ... }
Returns: void
toggle()
javascript
toggle(entities: Array<ObjectEntity>, isEnabled: boolean): Promise<void>Reveal or hide a batch of objects in a single frame.
Calling entity.toggle(true) in a loop enables each object on its own frame – so physics bodies start at different times and a stack settles against its half-built self. This runs one grouped action instead, so every object reveals and every physics body starts together.
Pairs with cloning a disabled template: clone the batch (each copy stays hidden, physics off), then scene.toggle(copies, true) to bring them all up at once.
Example:
javascript
const cans = [];
for (const slot of layout) {
cans.push(await template.clone({ position: slot })); // hidden, deferred
}
await scene.toggle(cans, true); // all appear togetherParameters:
entities(Array<ObjectEntity>) - Objects to toggle.isEnabled(boolean) - Reveal (true) or hide (false).
Returns: Promise<void>
triggerCustomEvent()
javascript
triggerCustomEvent(query: any): voidTrigger one or more custom-trigger events.
or { name: "..." }. Multiple events can share a name – passing { name: ... } fires all matches.
Example:
javascript
scene.triggerCustomEvent("evt-abc"); // by ID
scene.triggerCustomEvent({ id: "evt-abc" }); // by ID, explicit
scene.triggerCustomEvent({ name: "spawn-box" }); // by name (fires all matches)Parameters:
query(any) - Lookup form. Pass a string ID,{ id: "..." },
Returns: void