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
Building types
Houses
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.
You can set buildings up manually by adding BuildingService, or use CIVIL-AI-SYSTEM -> Template and Actions to apply a building template.
Colliders and entrance points
Buildings should have valid colliders.
If you use the building template tool, it creates a basic trigger collider and an entrance child object for you.
If you set buildings up manually, make sure you still provide:
- valid colliders for physical bounds and setup
- a sensible entrance position, because building entry logic falls back to the
entrancechild object when present
Without those, interaction placement and building-related movement can become unreliable.
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.