Point Entity

EnvCubemap

Captures a cubemap at its position on the first render frame and uses it for reflections and environment lighting on nearby surfaces.

Universal Inputs

These inputs are available on every entity in the engine, not just this one.

Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details.
AddVelocity x,y,z Adds the given vector to the entity's current velocity.
SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity.
SetPosition x,y,z Teleports the entity to the given world position.
SetScale x,y,z Sets the entity's scale.
SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees.
AddImpulse x,y,z Applies an instantaneous physics impulse to the entity.
Destroy Despawns this entity on the next frame.

Notes

EnvCubemap renders a full 360-degree snapshot of the world from its position on the first render frame, generates a series of progressively blurred mip levels for use in specular and diffuse environment lighting, then despawns. The captured data persists in memory for the lifetime of the map.

Place EnvCubemap entities in areas where you want accurate local reflections and environment contributions — typically the centre of each distinct room or zone. One cubemap per room is usually sufficient. Very large open spaces may benefit from several placed at different points.

The capture happens at runtime so it naturally includes the skybox, lighting, and all rendered geometry visible from that point. No baking step is required.

Because the capture only happens on the first render frame, any geometry or lighting changes that occur after that point will not be reflected. The cubemap is a static snapshot of the map’s initial state.