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- Define how walls and floors function in-game and in-edit mode.
- Establish modularity rules for fast building and clean visuals.
- In scope: placement, snapping, connections, variants, decorative trims, doors (placement)
- Out of scope: decals, advanced materials
- Grid-first, readable at a glance
- Modular, reusable pieces with minimal unique parts
- Clear feedback for placement and editing
- Dynamic sizing
- Simple material system
- Simple trims
- 90° placement
- 45° placement as a future feature
- Units are game units (
u), where 1 u = 1 Unity metre (~2 real-world metres). The grid is a 0.5 u sub-grid (IJ horizontal, K up); 1 u is only a display/simulation aggregation, never the placement step. See Grid system — the canonical source for grid dimensions, coordinate mapping, and the unit/scale convention.
- Walls can be placed in 0.5 u increments, horizontal and vertical
- Floors can be sized in 0.5 u increments
- Types: solid tile
- Future types: fences, glass
- Built from flat-ended modules (25×25, 25×50, 50×25, 50×50). Exposed ends use bevelled pieces (TL, TR, BL, BR, Left, Right, Top, Bottom)
- Heights extend in 0.5 u increments only
- Placement along cell edges in 0.5 u horizontal increments; corners and ends determined by neighbours
- Prefer largest tiles first to minimise count, avoid 0.25 u residuals, pick correct bevels automatically
- Optional trims 0.3 u wide at top and/or bottom and bevel when the wall bevels
- Doors, windows, arches cut through wall
- Intersections (top-down) use flat-ended pieces at T and cross joins
- Bevels only on exposed ends
- Corners (side view overlap):
- Types: solid tile
- Future types: glass, grate, grass
- Built from wall modules rotated: 25×25, 25×50, 50×25, 50×50
- Place in 0.5 u increments
- Platforms only at 1 u stacks (~2 m) to create deck height; non-overlapping floors can be placed with 0.5 u increments
- Bevel only on unfinished/exposed borders; at wall intersections, bevel only when no adjacent floor continues past the wall
- Merge floor bevel with wall bottom bevel when applicable
- Grid-aligned snapping with neighbour seam alignment
- Choose minimal-count tiling with largest modules first; generate border strips as needed; apply bevels only to exposed edges
- Floor-to-stair, wall-to-stair junctions
- Wall-floor seam alignment and priority
- Door/window system integration details
- Dynamic vs baked lighting constraints