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ObjectEffect

public enum ObjectEffect

Namespace MapExpansions

Hide

Renderers off, colliders stay.

NoCollision

Colliders off, renderers stay.

Remove

Renderers and colliders off.

DoubleSided

Renderers draw both faces. For one-sided outer walls whose back faces the main world and would otherwise show as gaps in the sky.

Skirt

Hangs a wall of the same material from the open lower edges of each selected mesh down to ObjectRule.Bottom. Only edges inside the rule’s area count. For a cliff whose lower edge floats over the ground, so the view passes under it. The wall has no collider.

ExactCollision

Convex mesh colliders collide with the mesh’s own triangles instead of their hull. For a ramp whose hull stands as a step over the road at its foot. Colliders on a moving body stay convex.

ColliderTop

The top face of box colliders moves by ObjectRule.TopShift, the bottom face stays. For a deck whose boxes reach up to its kerbs, above the road drawn on it.

Cut

Cuts the triangles of each selected mesh, renderers and mesh colliders, out of the rule’s area; the rest of the mesh stays. For a backdrop that runs through the other world, such as a ring of distant mountains.

Hollow

Solid box colliders become shells: thin boxes on the outside of their six faces, open wherever one of ObjectRule.Openings crosses a face. For a building that was a closed block and gets an interior. With ObjectRule.Bands, ObjectRule.CeilingMaterial or ObjectRule.FloorMaterial the inside also gets walls, a ceiling and a floor of main-world materials, open at the openings and at ObjectRule.Windows; without them, pair it with DoubleSided so the outer walls show from inside.

CloseHoles

Closes the hole cells of each selected terrain inside the rule’s area. For a cellar entrance cut into the ground under a building the rules removed.

CutCollision

Like Cut, but only for mesh colliders; renderers stay whole. For a doorway whose drawn lintel stays, while its collider stops the player, who tests every step a little above their head height.