The Screen Object in Incari contains the technical specifications of the physical display that the Project will ultimately displayed on. In addition, it also has Attributes relating to the virtual Camera and rendering.


A Screen's Attributes can be edited by selecting it in the Project Outliner and adjusting them in the Attribute Editor, like you would with Scene Objects.


Each Scene has the standard Transformation Attributes, however it is worth noting that, in order to have two-dimensional Objects, such as Text and Sprites, be displayed correctly, they should have the same Transformation as the Screen and sit on the same plane.


Each Screen has a built-in Camera Object, with the same Attributes. For more information, take a look at the Camera page.

Simulation Window

Position defines the offset position, in pixels, that the Simulation will be displayed on your monitor. This means that when you are working on a multi-display system, you can preview Screens on separate parts of your monitor.

By default, the Simulation will be shown in the left-hand corner of your monitor (0, 0), with x representing the amount of pixels between the left-hand side of the Simulation window and the left hand side of your monitor, and y representing the amount between the top of the window and top of your monitor.


The Color Attribute defines the background colour of the Simulation and is solid black by default.


Fast Approximate Anti-Aliasing (FXAA) is a post-processing effect, which detects edges in an image and smooths them. This may help improve how 2D and 3D Objects are displayed. After each frame has been rendered, the effect is applied per-pixel and doesn't consider 3D geometry or know what should be smoothed and what shouldn't. As a result, it may unintentionally smooth the wrong parts of the image and may not be the best option. It is often a trade-off between improved smoothness of jagged areas of geometry at the loss of some crispness of textures.

In terms of options, Mode changes the way the effect is calculated, with fast being more performant than accurate, which may give better results at the expense of some calculation speed.

Enabled enables/disables the effect entirely. Turning the effect off is of course the most performant option, and should be considered if it isn't necessary or you are having performance issues. Another point worth noting is that FXAA doesn't consider movement at all, and may produce undesirable results in cases where you have fast moving objects.


Screen Space Ambient Occlusion (SSAO) is a post-processing effect, which takes both the depth, and normal information of 3D geometry within a Scene, to approximate areas of occlusion and exposure to ambient light. What this means is that areas such as corners and cavities are darker, creating a more realistic representation of the way light behaves in the real world.

Like FXAA, the effect can be disabled/enabled by toggling the Enabled option, but it also has a few extra Attributes to consider.

Radius defines the spread of darkened areas, with a lower value resulting in smaller, crisper occluded areas, and bigger values producing a darker, but softer result.

Samples defines the amount of samples to be used in the calculation, with lower values being cheaper in terms of processing time required, at the expense of quality. Higher samples invariably give a better result, but you also sacrifice performance. It often comes down to tweaking the Radius and Samples values to find the sweet spot between quality and performance.