building
A building the engine makes floor by floor from a style (plinth, shopfronts or a house front, bays of windows set into the wall with frames and sills, shutters, balconies, bands, cornice, a flat roof with its parapet and plant or a hip or gable roof with eaves). The object's position is the middle of its footprint at ground level; rebuild_buildings makes the models and a box collider.
In scene text
building { style "…" width 1 depth 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 9
| Field | Type | Unit / range | What it does |
|---|---|---|---|
style | text | — | Its style: a built-in (downtown_slab, downtown_tower, downtown_podium, house, villa, resort, shed, terrace: a lot's stone retaining wall, no shops and no lit windows) or the project's Assets/Buildings/<name>.style.json. |
width | number | m, 1 … 500 | Footprint along its x. |
depth | number | m, 1 … 500 | Footprint along its z. |
height | number | m, 2 … 600 | Ground to the top of the walls (a pitched roof rises above it). |
floors | number | 0 … 200 | Floors above the ground floor; 0: as many as the height holds. |
seed | number | 0 … 1.67772e+07 | Variation: colours, shutters, balconies, awnings, lit windows. |
front | number | 0 … 3 | The street side: 0 its +z side, 1 +x, 2 -z, 3 -x (the door and the entrance). |
open_shops | number | -1 … 1 | The share of its shops open (a lit room behind the glass); the rest closed, dark glass mirroring the street. -1: its style's open_shops; 1 for a shop the game uses. Only a style with shops on the ground floor has any (rebuild_buildings says so otherwise). |
signs | text | — | lit |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us