Freakout AIFreakout AI

World Tab

Open Models → World to organise a large site and control how nearby geometry loads.

Planet#

Turn on Lay the world out on a planet to wrap your room onto a sphere. Everything keeps the position you gave it on the flat map: the centre of the map is the top of the planet, and an object 100 m from the centre sits 100 m round the surface in the same direction. Visitors and the player can walk all the way round.

  • Radius sets the size of the planet, from 50 m to 10,000 m. The card shows the distance round the planet, how far a standing visitor can see before the ground curves away, and how far your furthest content is from the centre.
  • Ground colour colours the planet's surface.
  • Keep content within half way to the far side. Beyond that, objects are squeezed closer together sideways, and nothing should reach the far side itself.
  • Objects do not bend. Keep floors, roads and plazas under one eighth of the radius wide, or their ends lift off the ground; split long pieces into shorter ones.
  • Grassland, beach and island locations are flat and are hidden on a planet. Their settings are kept if you turn the planet off.
  • The sun and sky follow the visitor, so every part of the planet is lit the way you set up the room.

A planet room opens on the planet in the editor. You can select objects, move them with the gizmo, edit them in their cards, draw walls and floors, and test the player there. Turn on Edit on the flat map to drop objects onto the ground or to use the drawing grid; it changes only your editor view and is not saved.

Spatial loading#

Enable spatial loading to divide passive geometry into cells. Cell size controls their footprint. Load within brings nearby cells into the scene; Unload beyond releases distant cells. Keep the unload distance larger than the load distance to avoid repeated loading at a boundary.

The counters show loaded geometry and cells. Models and textures may still remain in memory. Spatial loading draws far fewer triangles for a few more draw calls, so it pays off most on very large sites. Check the frame rate with the performance panel before and after turning it on. Large objects crossing cells, repeat groups, animated and annotated objects stay available. Selected objects and objects referenced by lights or scene triggers also stay available. Physics, player testing and scene hands pause spatial unloading.

Districts#

Add a district at the current view target, then refine its name, centre, width and depth. Districts are named areas for organising work; runtime cells are calculated separately.

The district map is a top-down mini map of the site, with a crosshair at the world origin (0,0) and a dot at the current camera. Drag a district to move it and drag its edges or corners to resize it; hold Shift to snap to the cell grid. The change saves when you let go. Click a district on the map or use Go to to frame it. Isolate temporarily limits the editor's geometry view to that district; Show all districts clears isolation. Isolation is not saved and does not affect visitors. Selected and referenced geometry can remain visible outside it.

Camera bookmarks#

Bookmark this view saves the camera position and target. Rename it and use Go to to return. Bookmarks do not change the visitor's start camera.

Use the pin button on a bookmark to make it a visitor stop. Visitors then reach that view when they step through the room with the arrow keys, the viewer's previous and next buttons or scene-hand gestures, and under Views in the viewer's list menu: the camera flies to the saved position after the selectable products and highlights.

Turning a stop on moves the editor camera to it and captures a thumbnail for the list menu. The thumbnail button next to the pin shows it; press it to capture again after you change the room. Unlock the camera and stop player testing first, because a capture needs the editor camera. If the room limits how far visitors can tilt or turn the camera, a stop outside those limits is pulled back to the nearest allowed view. Districts, bookmarks and loading settings follow the usual Save room and Undo controls.

Connected agents#

Ask your agent to read room_capabilities or room_schema for scene.world, and room_examples for large-world or planet-world. Agents use the same settings through the existing preview and save workflow. District and bookmark arrays replace their whole saved array; agents must preserve existing entries when appending. Agents can pass a bookmark's position and target to room_view to navigate.