population

The living city (one per scene): how many pedestrians and cars live round the player, from a table of kinds of place (population_zone) by the hour, scaled by a density dial per platform; spawned out of view in a band, recycled from pools, the farthest culled first; far people drawn as a crowd (baked animation) and past that as billboards. Uses the road_network's pedestrian and traffic templates.

In scene text

population { density 1  deck_density 1  platform "…" }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 13

FieldTypeUnit / rangeWhat it does
densitynumber0 … 2The density dial on this Mac (1: the table as written).
deck_densitynumber0 … 2The density dial on the Deck.
platformtext—Whose budgets apply: this machine's, or try the Mac's or the Deck's.
pedestrian_budgetnumber0 … 600Most pedestrians round the player at the table's 1.0 (Mac).
pedestrian_budget_decknumber0 … 600The same on the Deck.
car_budgetnumber0 … 400Most traffic cars round the player at the table's 1.0 (Mac).
car_budget_decknumber0 … 400The same on the Deck.
spawn_nearnumberm, 5 … 500New people and cars appear no nearer than this (and out of view).
hournumberh, -1 … 24The clock for the table (-1: from the scene's time of day, else the sun).
weekendtrue / false—Weekend rows of the table.
tabletext—A table file under the project (Population/*.json); empty: the built-in city.
crowd_distancenumberm, 0 … 500Past this, pedestrians are drawn as a crowd (baked animation, instanced); 0 off.
impostor_distancenumberm, 0 … 2000Past this, as billboards; 0 off.
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
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