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.