Reference
Room and Pack Fields for AI Agents
Room and pack field ids for AI agents: room decor, lights, sounds and openings, table pack values, pack assignment and the environment in DiceyTable.
On this page19 sections
These are the fields of a room and a table pack. A room has decor, lights, sounds and openings. A table has its play surface and seat ring. You also set which packs a project uses, and the environment.
Panels in this group#
18 panels, with the id prefixes room, table-pack, pack, environment. The field catalogue lists every group.
| Panel | Label | Tab | Fields | Actions |
|---|---|---|---|---|
room.settings |
Game and room settings | editor |
6 | 0 |
room.exterior |
Outside the room | editor |
2 | 0 |
room.surfaces |
Room surfaces | editor |
5 | 2 |
room.posters |
Posters | editor |
7 | 1 |
room.openings |
Openings | editor |
7 | 11 |
room.decor |
Room decor | editor |
15 | 2 |
room.scenery-lights |
Scenery lights | editor |
5 | 1 |
room.lights |
Room lights | editor |
0 | 1 |
room.light |
Room light | editor |
33 | 1 |
environment |
Environment | editor |
7 | 1 |
table-pack |
Table pack | editor |
8 | 5 |
table-pack.collider |
Table collider | editor |
4 | 3 |
table-pack.play-surface |
Play surface | editor |
4 | 0 |
table-pack.seat-ring |
Seat ring | editor |
3 | 2 |
pack.assign |
Pack assignment | editor |
0 | 8 |
room.shell |
Room shell | editor |
3 | 2 |
room.sounds |
Room sounds | editor |
0 | 1 |
room.sound |
Sound emitter | editor |
16 | 2 |
room.settings#
Game and room settings · surface editor · singleton (no target)
How it opens: Select the Room row in the Hierarchy; the settings block.
Fields (6)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.settings.debug-rigidBodies |
Rigid Bodies | boolean |
— | — | W | — | Editor overlay: draw rigid-body wireframes. |
room.settings.debug-triggers |
Triggers | boolean |
— | — | W | — | Editor overlay: draw trigger volumes. |
room.settings.debug-playerZones |
Player Zones | boolean |
— | — | W | — | Editor overlay: draw player zones. |
room.settings.min-players |
Min Players | integer |
— | — | W | ≥ 1, step 1 | Fewest players the game supports (raises Max to match). |
room.settings.max-players |
Max Players | integer |
— | — | W | ≥ 1, step 1 | Most players the game supports (never below Min). |
room.settings.player-counts |
Supported Player Counts | text |
— | — | W | — | Comma-separated exact player counts (e.g. 2, 3, 4); blank allows any count from Min to Max. |
room.exterior#
Outside the room · surface editor · singleton (no target)
How it opens: Select the Room row; the exterior block (shown once the room has an opening).
Fields (2)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.exterior.ground |
Outside the room | select |
— | — | W | plane, none |
What shows below the horizon through an opening: a ground plane (recommended) or sky all the way down. |
room.exterior.color |
Ground colour | text |
— | — | W | — | The exterior ground colour as #rrggbb. |
room.surfaces#
Room surfaces · surface editor · target room
How it opens: Select Floor, Ceiling or a wall under Room ▸ Walls.
Fields (5)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.surfaces.hidden |
Hide this surface | boolean |
— | room |
W | — | Hide the surface (visual only; its collider stays). Target id: one of ceiling, floor, north, east, south, west. |
room.surfaces.color |
Color | color |
— | room |
W | — | Surface colour as [r, g, b] in 0..1. Target id: the surface id. |
room.surfaces.tiling |
Tiling | number |
— | room |
W | ≥ 0.1, ≤ 16, step 0.1 | Texture repeats across the surface. Target id: the surface id. |
room.surfaces.texture |
Texture | asset-ref |
— | room |
W | — | Surface texture (a project image path; null clears). Target id: the surface id. |
room.surfaces.material |
Material | asset-ref |
— | room |
W | — | The surface's scene material (a material id; null clears). Target id: the surface id. |
Actions (2)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.surfaces.openings |
Openings | R | room |
Select this surface's Openings folder. |
room.surfaces.add-poster |
Add Poster | W | room |
Add a poster to this wall. |
room.posters#
Posters · surface editor · target room
How it opens: Select a poster under its wall.
Fields (7)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.posters.label |
Label | text |
— | room |
W | — | The poster's name. |
room.posters.u |
Horizontal (U) | number |
— | room |
W | ≥ -1, ≤ 1, step 0.05 | Horizontal position across the wall, -1 (left edge) … 1 (right edge). |
room.posters.v |
Vertical (V) | number |
— | room |
W | ≥ -1, ≤ 1, step 0.05 | Vertical position up the wall, -1 … 1. |
room.posters.width |
Width | length |
length |
room |
W | ≥ 0.1, ≤ 8, step 0.1 | Poster width in feet. |
room.posters.height |
Height | length |
length |
room |
W | ≥ 0.1, ≤ 6, step 0.1 | Poster height in feet. |
room.posters.rotation |
Rotation (deg) | angle |
degrees |
room |
W | step 1 | Poster rotation in degrees. |
room.posters.image |
Image | asset-ref |
— | room |
W | — | The poster's image (a project image path; null clears). |
Actions (1)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.posters.delete |
Delete Poster | D | room |
Delete this poster. Undoable. |
room.openings#
Openings · surface editor · target room
How it opens: Select an opening under its wall.
Fields (7)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.openings.label |
Label | text |
— | room |
W | — | The opening's name. |
room.openings.surface |
Surface | select |
— | room |
W | ceiling, floor, north, east, south, west |
Which surface the opening is cut in. |
room.openings.u |
Across (-1…1) | number |
— | room |
W | ≥ -1, ≤ 1, step 0.05 | Centre across the surface, -1 … 1 (±1 is flush with the edge). |
room.openings.v |
Up (-1…1) | number |
— | room |
W | ≥ -1, ≤ 1, step 0.05 | Centre up (or along) the surface, -1 … 1. |
room.openings.width |
Width | length |
length |
room |
W | ≥ 0.1, ≤ 64, step 0.5 | Opening width in feet (clipped to the surface). |
room.openings.height |
Height | length |
length |
room |
W | ≥ 0.1, ≤ 64, step 0.5 | Opening height in feet. |
room.openings.open |
Open (no glass) | boolean |
— | room |
W | — | On: no collider across the opening, so pieces can leave the room. Off (glazed): an invisible collider still holds them in. |
Actions (11)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.openings.add-window |
Add window | W | room |
Cut a window-shaped opening in this surface (target id: the surface id). |
room.openings.add-door |
Add door | W | room |
Cut a door-shaped opening in this surface. |
room.openings.add-wide |
Add wide opening | W | room |
Cut a wide opening in this surface. |
room.openings.add-whole |
Remove whole surface | W | room |
An opening the size of the surface (a missing wall). |
room.openings.select |
Select opening | R | room |
Select this opening in the Hierarchy (target id: the opening id). |
room.openings.reshape-window |
Re-shape: window | W | room |
Re-shape this opening to the window preset. |
room.openings.reshape-door |
Re-shape: door | W | room |
Re-shape this opening to the door preset. |
room.openings.reshape-wide |
Re-shape: wide | W | room |
Re-shape this opening to the wide preset. |
room.openings.reshape-whole |
Re-shape: whole surface | W | room |
Re-shape this opening to cover the whole surface. |
room.openings.duplicate |
Duplicate | W | room |
Duplicate this opening. |
room.openings.delete |
Delete Opening | D | room |
Delete this opening. Undoable. |
room.decor#
Room decor · surface editor · target room
How it opens: Select a decor item under Room.
Fields (15)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.decor.add-model |
Add from model | select |
— | room |
W | — | Place a project model (repo-relative path). Target id decor adds a prop, environment adds scenery. Each set adds one placement. |
room.decor.label |
Label | text |
— | room |
W | — | The placement's name. |
room.decor.scope |
Scope | select |
— | room |
W | decor, environment |
Decor: a prop inside the play box, kept within the room's bounds. Environment: the building/terrain around the box, no collision. |
room.decor.position-x |
Position X | length |
length |
room |
W | step 0.1 | X in feet (the live control carries the scope's bounds). |
room.decor.position-y |
Position Y | length |
length |
room |
W | step 0.1 | Y in feet. |
room.decor.position-z |
Position Z | length |
length |
room |
W | step 0.1 | Z in feet. |
room.decor.rotation-x |
Rotation X | angle |
degrees |
room |
W | step 5 | Rotation about X in degrees. |
room.decor.rotation-y |
Rotation Y | angle |
degrees |
room |
W | step 5 | Rotation about Y in degrees. |
room.decor.rotation-z |
Rotation Z | angle |
degrees |
room |
W | step 5 | Rotation about Z in degrees. |
room.decor.uniform-scale |
Lock scale to uniform | boolean |
— | — | W | — | While on, editing one Scale axis writes all three. Editor view state; nothing is saved. |
room.decor.scale-x |
Scale X | number |
— | room |
W | ≥ 0.01, step 0.1 | Scale along X. |
room.decor.scale-y |
Scale Y | number |
— | room |
W | ≥ 0.01, step 0.1 | Scale along Y. |
room.decor.scale-z |
Scale Z | number |
— | room |
W | ≥ 0.01, step 0.1 | Scale along Z. |
room.decor.cast-shadows |
Cast shadows | boolean |
— | room |
W | — | Adds a shadow caster (off by default; shadow views can refuse a publish). |
room.decor.locked |
Lock placement | boolean |
— | room |
W | — | Not clickable in the viewport (still selectable in the Hierarchy). |
Actions (2)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.decor.align-floor |
Align floor to room floor | W | room |
Move this environment scenery up or down so its floor lands on the room floor. Undoable. |
room.decor.delete |
Delete Placement | D | room |
Delete this decor / scenery placement. Undoable. |
room.scenery-lights#
Scenery lights · surface editor · target light
How it opens: Select a scenery light under Environment Scenery.
Fields (5)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.scenery-light.enabled |
Light is on | boolean |
— | light |
W | — | Stored as an override on the placement; the model is untouched. |
room.scenery-light.color |
Colour | color |
— | light |
W | — | Light colour override. |
room.scenery-light.intensity |
Intensity | number |
— | light |
W | ≥ 0, ≤ 8, step 0.1 | Intensity override. |
room.scenery-light.range |
Range | length |
length |
light |
W | ≥ 0.1, ≤ 120, step 0.5 | Range override in feet (point/spot). |
room.scenery-light.cast-shadows |
Cast shadows | boolean |
— | light |
W | — | Opt this scenery light into shadows (off by default whatever the model says). |
Actions (1)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.scenery-light.reset |
Reset to the model's values | W | light |
Drop this scenery light's overrides. |
room.lights#
Room lights · surface editor · singleton (no target)
How it opens: Select Room ▸ Lights in the Hierarchy (Add Light, the room budget).
Actions (1)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.light.add |
Add Light | W | — | Add a room light (open the room.lights panel first: the button lives on the Lights folder). The new light is selected, so its room.light fields are on screen next. |
room.light#
Room light · surface editor · target light
How it opens: Select the light under Room ▸ Lights.
Fields (8)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.light.label |
Label | text |
— | light |
W | — | The light's name in the Hierarchy. |
room.light.type |
Type | select |
— | light |
W | point, spot, directional |
Room lights spell the omni type point (the engine and the light component say omni). |
room.light.color |
Color | color |
— | light |
W | — | Light colour as [r, g, b] in 0..1 (stored as #rrggbb). |
room.light.intensity |
Intensity | number |
— | light |
W | ≥ 0, ≤ 8, step 0.1 | Brightness, 0..8. |
room.light.position |
Position | length-vec3 |
length |
light |
W | — | World position [x, y, z] in feet. |
room.light.rotation |
Rotation | vec3 |
degrees |
light |
W | — | Euler rotation [x, y, z] in degrees. Meaningful for directional and spot lights. |
room.light.followSkyRotation |
Follow sky | boolean |
— | light |
W | — | Turn this light with the sky (the "sun" flag). Costs a shadow-map rebuild while the sky spins. |
room.light.range |
Range | length |
length |
light |
W | ≥ 0.1, ≤ 60, step 0.1 | Falloff distance in feet (point and spot lights). |
Derived field families (1)
| Id pattern | Family | Fields | Keys | Target |
|---|---|---|---|---|
room.light.<key> |
room light — shadow, bake and layer block | 25 | falloffMode, innerConeAngle, outerConeAngle, isStatic, bake, bakeDir, bakeNumSamples, bakeArea, affectLightmapped, affectDynamic, affectSpecularity, castShadows, shadowUpdateMode, shadowResolution, numCascades, shadowDistance, shadowIntensity, shadowType, shadowSamples, shadowBlockerSamples, penumbraSize, penumbraFalloff, shadowBias, normalOffsetBias, layers |
light |
Actions (1)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.light.delete |
Delete Light | D | light |
Delete this room light. Undoable. |
environment#
Environment · surface editor · singleton (no target)
How it opens: Select the Room row; the Environment block (ambient, fog, sky).
Fields (7)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
environment.ambient |
Ambient | color |
— | — | W | — | Ambient light colour as [r, g, b] in 0..1. |
environment.fog |
Fog | boolean |
— | — | W | — | Enable scene fog. |
environment.fog-color |
Fog color | color |
— | — | W | — | Fog colour as [r, g, b] in 0..1. |
environment.fog-density |
Fog density | number |
— | — | W | ≥ 0, step 0.01 | Exponential fog density (>= 0). |
environment.skybox |
Skybox | asset-ref |
— | — | W | — | Sky texture asset (panorama), or null for none. The sky also lights the room. |
environment.sky-rotation |
Sky rotation | vec3 |
degrees |
— | W | — | Sky orientation [x, y, z] in degrees. Rotates what the sky lights the room with, too. Only shown with a skybox assigned. |
environment.sky-spin |
Sky spin (°/sec) | vec3 |
degrees |
— | W | ≥ -360, ≤ 360, step 0.01 | Continuous sky rotation per axis in degrees per second. Every peer derives the angle from the clock; nothing replicates per frame. Only shown with a skybox assigned. |
Actions (1)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
environment.bake |
Bake | W | — | Bake static lighting for the room and any model flagged Static scenery. Freezes the viewport while it runs; local to this tab, nothing replicates. |
table-pack#
Table pack · surface editor · singleton (no target)
How it opens: Select the Table row in the Hierarchy.
Fields (8)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
table-pack.model-path |
Model | select |
— | — | W | — | The table's GLB as a repo-relative path from this project ("" for no model). The fit below is data, never measured from the mesh. |
table-pack.model-scale |
Scale | vec3 |
— | — | W | — | Model scale [x, y, z]. Zero is treated as 1. |
table-pack.model-offset |
Offset | length-vec3 |
length |
— | W | — | Model offset [x, y, z] in feet. |
table-pack.model-yaw |
Yaw (deg) | angle |
degrees |
— | W | ≥ -360, ≤ 360, step 5 | Model yaw in degrees. |
table-pack.model-cast-shadows |
Cast shadows | boolean |
— | — | W | — | Whether the table model casts shadows. |
table-pack.model-receive-shadows |
Receive shadows | boolean |
— | — | W | — | Whether the table model receives shadows. |
environment.table-surface-color |
Surface color | color |
— | — | W | — | Pre-mode editor only (the Table row without a table pack): the built-in table's top colour as [r, g, b] in 0..1. |
environment.table-surface-texture |
Surface texture | asset-ref |
— | — | W | — | Pre-mode editor only: the built-in table top's texture (a project image path; null clears it). |
Actions (5)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
table-pack.fit-model |
Fit to play surface | W | — | Scale and place the model so its top sits on the play surface, its base on the room floor, and its footprint matches the authored footprint. Undoable. |
table-pack.rest-on-floor |
Rest on floor | W | — | Adjust Scale Y and Offset Y so the base sits on the room floor and the top stays on the play surface. Undoable. |
table-pack.edit-model |
Edit model | R | — | Open the table's model in the Model tab (tree, colliders, trigger volumes). |
table-pack.edit-triggers |
Edit in model editor | R | — | Trigger volumes live on the model asset: open it in the model editor. |
table-pack.surface-rebase.apply |
Move objects / Use this table | W | — | Apply the staged table switch and move the listed objects and seat layouts onto the new play-surface height. Undoable. |
table-pack.collider#
Table collider · surface editor · singleton (no target)
How it opens: Select the Table row; the collider panel.
Fields (4)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
table-pack.collider.mode |
Collider | select |
— | — | W | primitive:box, primitive:cylinder, visible-geometry |
The table's collider: a box or cylinder primitive (recommended), or the visible geometry as a static triangle mesh. Switching to visible geometry clears the under-table-gaps acknowledgement. |
table-pack.collider.extend-to-floor |
Extend to floor | boolean |
— | — | W | — | Primitive collider only: solid from the play surface down to the room floor, so nothing can rest under the table. |
table-pack.collider.half-height |
Half-height | length |
length |
— | W | — | Primitive collider with Extend to floor off: half the slab's thickness in feet. Thinner than 0.03 ft is refused (pieces tunnel through it). |
table-pack.collider.acknowledge-gaps |
I accept under-table gaps | boolean |
— | — | W | — | Visible-geometry collider only: records that pieces may end up under the table, out of reach. |
Actions (3)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
table-pack.collider.edit-model |
Edit in model editor | R | — | Open the model editor for a collider authored on the model asset. |
table-pack.collider.use-suggestion |
Use this | W | — | Adopt the detected collider shape shown above the Collider select (only offered once a detection has run). |
table-pack.collider.detect |
Detect shape | R | — | Measure the table model and show a suggested collider shape with its reason. Suggests only; applies nothing. |
table-pack.play-surface#
Play surface · surface editor · singleton (no target)
How it opens: Select the Table row; the play-surface panel.
Fields (4)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
table-pack.play-surface.surface-y |
Surface Y | length |
length |
— | W | ≥ -8, ≤ 8, step 0.01 | World height of the play surface in feet. The table is its only owner (O-30); changing it offers to re-derive the seat ring. |
table-pack.play-surface.half-x |
Half X | length |
length |
— | W | ≥ 0.1, ≤ 9, step 0.05 | Half the surface's X extent, in feet. |
table-pack.play-surface.half-z |
Half Z | length |
length |
— | W | ≥ 0.1, ≤ 9, step 0.05 | Half the surface's Z extent, in feet. |
table-pack.play-surface.material |
Material | select |
— | — | W | wood, cardboard, metal, plastic, card, tile, felt, cloth, glass, stone |
What the top is covered with; every piece landing on it is heard through it (felt and cloth muffle, glass and stone ring). |
table-pack.seat-ring#
Seat ring · surface editor · singleton (no target)
How it opens: Select the Table row; the seat-ring panel.
Fields (3)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
table-pack.seat-ring.seats |
Seats | integer |
— | — | W | ≥ 1, ≤ 10, step 1 | How many seats the table lays out. |
table-pack.seat-ring.layout |
Layout | select |
— | — | W | edge, radial |
Edge walks the rectangle; Radial spaces seats evenly in a circle (round or oval tables). |
table-pack.seat-ring.radius |
Distance from centre | length |
length |
— | W | ≥ 0, ≤ 50, step 0.05 | Radial layout only: the ring's radius override in feet (Fit to table clears it). |
Actions (2)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
table-pack.seat-ring.fit-radius |
Fit to table | W | — | Clear the radial ring's radius override so it tracks the table footprint again. |
table-pack.seat-ring.rederive |
Re-derive seat ring | W | — | Move seats onto the table's current seat ring (keeps everything else authored). Undoable. |
pack.assign#
Pack assignment · surface editor · singleton (no target)
How it opens: Open the Pack tab, or the pack block on the Room/Table row.
Actions (8)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
pack.assign.retry |
Try again | R | room |
Re-read the pack registry after a failed fetch. |
pack.assign.bump |
Update pin | W | room |
Re-pin the assigned pack to the newer published version offered. Undoable. |
pack.assign.change |
Change / Choose… | R | room |
Open the room / table picker (dialog.pack-picker). Nothing changes until the picker applies. |
pack.assign.remove |
Remove | W | room |
Remove the pack assignment and go back to the built-in room / table. Undoable. |
pack.assign.open-tab |
Open pack tab | R | room |
Open (or focus) the in-app Pack tab. |
pack.assign.extract |
Extract to a pack… | R | room |
Review extracting this game's room / table into its own pack (dialog.pack-move). Nothing moves until that dialog confirms. |
pack.assign.detach |
Detach & vendor… | R | room |
Review copying the pack's content into this game and dropping the pin (dialog.pack-move). |
pack.assign.lift-out |
Lift out… | R | room |
Open the picker to lift a room / table out of any published pack. |
room.shell#
Room shell · surface editor · singleton (no target)
How it opens: Select the Room group row in the Hierarchy (floor, walls, ceiling switches).
Fields (3)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.shell.floor |
Floor | boolean |
— | — | W | — | Show the built-in floor. Hiding is visual only: the collider stays. |
room.shell.walls |
Walls | boolean |
— | — | W | — | Show all four built-in walls. Hiding is visual only: the colliders stay. |
room.shell.ceiling |
Ceiling | boolean |
— | — | W | — | Show the built-in ceiling. |
Actions (2)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.shell.hide-all |
Hide all | W | — | Hide the built-in floor, walls and ceiling (visual only; colliders stay). |
room.shell.show-all |
Show all | W | — | Show the built-in floor, walls and ceiling. |
room.sounds#
Room sounds · surface editor · singleton (no target)
How it opens: Select Room ▸ Sounds in the Hierarchy (Room Editor).
Actions (1)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.sound.add |
Add Sound Emitter | W | — | Add an ambient sound emitter to the room (silent until a Sound is picked). |
room.sound#
Sound emitter · surface editor · target room
How it opens: Select the emitter under Room ▸ Sounds.
Fields (16)
| Field id | Label | Kind | Unit | Target | Class | Range / options | Description |
|---|---|---|---|---|---|---|---|
room.sound.label |
Label | text |
— | room |
W | — | The emitter's name in the Hierarchy. |
room.sound.sound |
Sound | asset-ref |
— | room |
W | — | The audio file this emitter plays: a project path such as sounds/rain.mp3 (list them with asset_list). null = silent until one is picked. |
room.sound.enabled |
Enabled | boolean |
— | room |
W | — | Off = placed but silent, settings kept. |
room.sound.position |
Position | length-vec3 |
length |
room |
W | — | World position [x, y, z] in feet — where the sound comes from. |
room.sound.volume |
Volume | slider |
percent |
room |
W | ≥ 0, ≤ 1, step 0.01 | 0..1. Each listener also applies their own Environment and Master volume. |
room.sound.playback |
Playback | select |
— | room |
W | loop, delay, random-delay |
loop = continuous seamless loop; delay = wait Delay seconds, play once, repeat; random-delay = the same with each wait drawn between Min and Max delay. The wait also happens before the FIRST play. |
room.sound.delay |
Delay | number |
— | room |
W | ≥ 0, ≤ 3600, step 0.5 | Seconds before the first play and after each play (Playback = delay). |
room.sound.min-delay |
Min delay | number |
— | room |
W | ≥ 0, ≤ 3600, step 0.5 | Shortest random wait, in seconds (Playback = random-delay). |
room.sound.max-delay |
Max delay | number |
— | room |
W | ≥ 0, ≤ 3600, step 0.5 | Longest random wait, in seconds (Playback = random-delay). A max below the min is treated as the pair swapped. |
room.sound.pitch |
Pitch | number |
— | room |
W | ≥ 0.25, ≤ 4, step 0.05 | Playback rate; 1 = as recorded. |
room.sound.pitch-variation |
Pitch variation | number |
— | room |
W | ≥ 0, ≤ 0.5, step 0.01 | ± random pitch per play (0..0.5). Delayed modes only; keeps a repeated one-shot from sounding mechanical. |
room.sound.positional |
3D positional | boolean |
— | room |
W | — | On = heard from its position and fades with distance; off = the same level everywhere (a room tone). |
room.sound.distance-model |
Distance model | select |
— | room |
W | linear, inverse, exponential |
How volume falls off between Ref distance and Max distance (PlayCanvas's linear / inverse / exponential). |
room.sound.ref-distance |
Ref distance | length |
length |
room |
W | — | Within this distance (feet) the sound plays at full volume. |
room.sound.max-distance |
Max distance | length |
length |
room |
W | — | Beyond this distance (feet) it stops attenuating — with Linear, it is silent. |
room.sound.rolloff |
Roll-off | number |
— | room |
W | ≥ 0, ≤ 10, step 0.1 | How quickly the volume falls between the two distances (0..10). |
Actions (2)
| Action id | Label | Class | Target | Description |
|---|---|---|---|---|
room.sound.delete |
Delete Emitter | D | room |
Delete this sound emitter. Undoable. |
room.sound.preview |
Restart | R | room |
Restart this emitter's schedule now, so its sound plays (after its first delay) without reloading the room. |
