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

FieldTypeUnit / rangeWhat it does
styletext—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.
widthnumberm, 1 … 500Footprint along its x.
depthnumberm, 1 … 500Footprint along its z.
heightnumberm, 2 … 600Ground to the top of the walls (a pitched roof rises above it).
floorsnumber0 … 200Floors above the ground floor; 0: as many as the height holds.
seednumber0 … 1.67772e+07Variation: colours, shutters, balconies, awnings, lit windows.
frontnumber0 … 3The street side: 0 its +z side, 1 +x, 2 -z, 3 -x (the door and the entrance).
open_shopsnumber-1 … 1The 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).
signstext—lit
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