roof_2d
2D: a roof group's reveal area. While a player's feet are inside the box, every sprite and tilemap whose roof is this group fades out (walk under a roof or canopy and see inside); it fades back once they leave the box grown by margin (no flicker at the edge). Collision is separate. Scripts: game.roof("inn").
In scene text
roof_2d { group "…" size (0, 1, 0) offset (0, 1, 0) }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 6
| Field | Type | Unit / range | What it does |
|---|---|---|---|
group | text | — | The roof group it reveals ("inn"): sprites and tilemaps with roof "inn" fade. |
size | (x, y, z) | units | The area (width, height), centred on the position. |
offset | (x, y, z) | units | Moves the area from the position. |
hidden_opacity | number | 0 … 1 | Opacity of the roof while revealed (0 gone, 0.15 a ghost). |
fade | number | s, 0 … 10 | Seconds for the fade. |
margin | number | units, 0 … 10000 | Leaving needs this much past the edge (hysteresis). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us