room
A room for visibility: the box holding one room (walls to walls, floor to ceiling). The renderer draws the room the camera is in and the rooms seen through its open portals (doorways, windows), each only through its opening; what lies wholly inside a room nobody can see isn't drawn and its lamps fade out. Rooms within a few metres stay on, so nothing pops in at a doorway. Put one in every room and a portal in every doorway and window; objects spanning rooms (the house shell) are always drawn; what lies outside every room is the outdoors, seen through windows and outer doors.
In scene text
room { size (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 1
| Field | Type | Unit / range | What it does |
|---|---|---|---|
size | (x, y, z) | m | The room's box (x, y, z), centred on the object, axis-aligned: wall to wall, floor to ceiling. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us