Scenes
A scene (.scene package) is the town's layout: which building, character and object stands
where. The package is the design; the scene is where its copies stand in this town; the world
points at its scene and Play runs it.
New › Sakin › Scene makes caria.scene/object.json with a grid.
The grid
The town has a grid from the start, as in Unreal's World Partition: the size of a cell is the scene's setting.
"grid": {"cell": 64, "origin": {"x": -160, "z": -160},
"bounds": {"min": {"x": -160, "z": -160}, "max": {"x": 160, "z": 160}}}
cellis in metres;originis where the cells start (by default the bounds' north-west corner, so the cells tile the town);boundsis the town's edge. What the document does not give, or gives out of range, is the default: 64 m cells, ±160 m.- Cells are named like a map: columns by letter from west to east, rows by number from north to south. A 320 m town in 64 m cells is A1 to E5, and its middle is the middle of C3.
- A placement's cell comes from where it stands; it is never written in a file, so moving a placement or changing the cell size needs no data change.
The Design tab
A scene has no model and no Import Model. The view draws the town's ground, the cell edges, the axes, and the names of the cells in view; Show Grid hides them. The camera reaches back to 1 km.
Drag a Building, a Character or an Object from the Project tree onto the tab to place it (Placements); the tools are the same as in packages. The Node Tree lists the placements, the Inspector shows where the selected one stands. Animations and scenes are not placed.
The world's scene
The world chooses its scene in its form (World). Play runs the world in it: every placement is an object of its own, named by its placement id, running its own scripts (Play).