Dicey Table

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.

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