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Version: 0.14.0

Buildings

Buildings give the simulation meaningful places.

Agents use them as homes, workplaces, and structured locations for behaviours, ownership, and item access.

Why buildings matter​

Without buildings, the system has nowhere believable to anchor:

  • residency
  • jobs
  • workplace duties
  • item ownership groups
  • room-based interactions

Building types​

House​

Houses define where agents live.

They are important for:

  • assigning residents
  • supporting home-based needs such as rest
  • giving agents a personal or household context

Workplace​

Workplaces define where agents perform their roles.

They are important for:

  • assigning work roles
  • linking jobs to real scene locations
  • exposing items and spaces that workers can use
  • creating action targets such as stations, zones, and points of interest

Practical setup advice​

For a first test scene, create at least:

  • one house
  • one workplace
  • one valid work role in that workplace

That gives the population system enough structure to create simple town behaviour.

Colliders​

Buildings should have the colliders needed for their scene presence and related setup.

If a building has missing or incorrect colliders, you can end up with invalid room bounds, bad interaction placement, or agents failing to use the building as expected.

Rooms and ownership​

The room system lets you describe sub-areas inside a building.

This is useful when different parts of the same building should behave differently, for example:

  • private sleeping area
  • shared dining area
  • workshop floor
  • storage room

Those boundaries influence how agents interpret and use items within those spaces.

Medieval fantasy examples​

Useful first buildings for a small village scene:

  • cottage
  • blacksmith shop
  • tavern
  • granary
  • guard post

These give you a good spread of homes, workplaces, and interaction spaces without too much complexity.