ground_area

A paved ground area: a flat polygon (x, z pairs about the object, turned by its yaw) at `height` above the object, in a building look (its surface: lava setts, plaza tiles, car park asphalt), with an optional kerb band round its edge and sides running `depth` into the ground. rebuild_buildings merges it into the chunk models with the buildings and makes it solid to walk and drive on: forecourts, plazas, car parks, lot ground with crisp edges.

In scene text

ground_area { points [1, 2]  look "…"  height 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 7

FieldTypeUnit / rangeWhat it does
pointslist of numbersmCorners x, z about the object, two numbers each: (x1, z1, x2, z2, ...), either winding.
looktext—The paving's building look (building_styles lists them; a project's Assets/Buildings/looks.json adds its own).
heightnumberm, -2 … 5Its top above the object (0.02 flush on flat land; 0.15 a kerbed raised slab).
kerbnumberm, 0 … 3Width of the kerb band round its edge (0 none).
kerb_looktext—The kerb band's and the sides' look.
depthnumberm, 0.05 … 20How far its sides run down into the ground.
drapetrue / false—Lay it over the land: its top follows the terrain, `height` above it (0.05 clears it), with a vertex every 2 m, kerb and sides following (a lot on a slope). Off: one flat level.
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