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Component · terrain

TerrainChunk

Collision for one terrain tile (grid coordinates of the level's Terrain). Author these in world cells to stream collision with the cells.

Fields

x

i32
Tile index along world X.
default 0

z

i32
Tile index along world Z.
default 0

Usage

Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.

Add it

ara do component.add -p entity=name:Crate -p component=TerrainChunk --why "Add TerrainChunk"

Set a field

ara do property.set -p entity=name:Crate -p path=TerrainChunk.x -p value=0 --why "Tune TerrainChunk"

In a scene document

{
  "TerrainChunk": {
    "x": 0
  }
}

From C#

/// <summary>Place a terrain chunk in the next grid column.</summary>
public static void UseTerrainChunk(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<TerrainChunk>(entity);
    component.X = 1;
}

From C#

Scripts read and write it with Get<TerrainChunk>(); see the TerrainChunk struct.