Space (Data Type)

A String that defines which coordinate system is used for directions.

A String that defines which coordinate system is used for directions.

Values

ValueDescription
worldThe axes are global: x points to west (negative) or east (positive), y points to bottom (negative) or top (positive) and z points to north (negative) or south (positive).
localThe axes are local to the entity: x points to its left side and is always horizontal, y points to the top of the entity’s head and z points to the direction the entity is facing.
local_horizontalSame as local, except it considers the vertical length of the direction of the entity is facing to be 0, resulting in z being projected (flattened out) onto the horizontal plane, making it shorter. x and y also become shorter by the same amount and y always points upwards. The axes shrink as the direction the entity is facing diverges from being horizontal. (e.g: if the entity is looking straight up or straight down, the axes will have a length of 0, akin to forcing x, y and z to be 0)
local_horizontal_normalizedSame as local_horizontal, except the axes are normalized — the offset keeps its full length whatever the entity’s pitch is. This is a pure rotation around the entity’s yaw, so unlike local_horizontal it stays well-defined when the entity looks straight up or straight down. (Before Apoli 1.45.0 those two poses collapsed the result to 0, the same as local_horizontal.)
velocityThe axes are local to the entity’s velocity, similar to local. If the velocity is purely vertical, the way the entity is pointing is used to determine the direction of x and y instead of the velocity. The axes scale based on how fast the entity is moving. (e.g: if the entity is not moving, the axes will have a length of 0, akin to forcing x, y and z to be 0)
velocity_normalizedSame as velocity, except the axes are normalized. (e.g: the axes’ length are brought back to its previous length of 1 if it’s of non-zero length, making it not depend on the speed of the entity’s movement, only as long as the entity is moving)
velocity_horizontalSame as velocity, except the vertical velocity is considered to be 0.
velocity_horizontal_normalizedSame as velocity_horizontal, except the axes are normalized. (e.g: the axes’ length are brought back to its previous length of 1 if it’s of non-zero length)