Skip to main content
Version: 0.13.0

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.