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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
density | number | 0 … 2 | The density dial on this Mac (1: the table as written). |
deck_density | number | 0 … 2 | The density dial on the Deck. |
platform | text | — | Whose budgets apply: this machine's, or try the Mac's or the Deck's. |
pedestrian_budget | number | 0 … 600 | Most pedestrians round the player at the table's 1.0 (Mac). |
pedestrian_budget_deck | number | 0 … 600 | The same on the Deck. |
car_budget | number | 0 … 400 | Most traffic cars round the player at the table's 1.0 (Mac). |
car_budget_deck | number | 0 … 400 | The same on the Deck. |
spawn_near | number | m, 5 … 500 | New people and cars appear no nearer than this (and out of view). |
hour | number | h, -1 … 24 | The clock for the table (-1: from the scene's time of day, else the sun). |
weekend | true / false | — | Weekend rows of the table. |
table | text | — | A table file under the project (Population/*.json); empty: the built-in city. |
crowd_distance | number | m, 0 … 500 | Past this, pedestrians are drawn as a crowd (baked animation, instanced); 0 off. |
impostor_distance | number | m, 0 … 2000 | Past this, as billboards; 0 off. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us