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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
points | list of numbers | m | Corners x, z about the object, two numbers each: (x1, z1, x2, z2, ...), either winding. |
look | text | — | The paving's building look (building_styles lists them; a project's Assets/Buildings/looks.json adds its own). |
height | number | m, -2 … 5 | Its top above the object (0.02 flush on flat land; 0.15 a kerbed raised slab). |
kerb | number | m, 0 … 3 | Width of the kerb band round its edge (0 none). |
kerb_look | text | — | The kerb band's and the sides' look. |
depth | number | m, 0.05 … 20 | How far its sides run down into the ground. |
drape | true / 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. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us