Reference
Units & coordinates
Time, distance, angle and UI units used across the API.
| Quantity | Unit |
|---|---|
| Simulation time | 60 steps per simulated second; tick_interval and ctx.tick count steps |
Weapon rate | Seconds between shots |
Projectile velocity | World units per step |
Projectile remaining | Seconds |
direction (before_fire) | Radians |
Entity position | Native world coordinates |
ctx.round | Completed rounds |
| Upgrade paths / tiers | Paths 0–2, tiers 1–5 (tower.upgrade); tier strings like "100" in helpers |
Spawn spacing | Seconds between bloons |
| UI rects | 3840 × 2160 reference canvas, Y up |
| Models | Game units; the starter robot is about 14 units tall |
Model axes
| Source | Up | Forward | Origin |
|---|---|---|---|
| OBJ import | +Y | +Z | Feet at the origin |
| Blender export | +Z | −Y | Feet at the origin |
--muzzle X HEIGHT FORWARD is in the model's own units; --release is seconds into the Attack clip.
IDs
- Content IDs are namespaced by your mod ID (the SDK adds the prefix).
- Entity IDs are stable within a match and are not array positions. Bloons also have a
layerID that changes as layers pop. - Mode IDs are stable names, not indices.