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Arena, camera and lighting

Project settings, a visible arena, physical floor and camera for the 3D prototype.

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Ready project or manual assembly

The archive includes all settings. For manual assembly, create SquashPrototype with the Compatibility renderer, Levels, Prefabs, Scripts folders and an editor-generated C# solution. Use Reckfell.NET.Sdk/1.0.0 and net10.0.

In Project Settings → Display → Window, set the viewport to 960 × 640 and disable Resizable. Use File → Create Scene… with an Entity3D root and save Levels/Arena.rscene:

Text
Arena (Entity3D, SquashGame.cs)
├── Floor (StaticBody3D)
│   ├── CollisionShape3D
│   └── MeshInstance3D
├── Player (instance: Prefabs/Player.rprefab)
├── Mobs (Entity3D)
├── SpawnTimer (Timer)
├── Camera3D
├── DirectionalLight3D
├── WorldEnvironment
└── Hud (instance: Prefabs/Hud.rprefab)

For manual assembly, assign asset://Levels/Arena.rscene under Project Settings → Application → Run → Main Scene. A new project may already use the automatically created Main.rprefab; F5 need not ask for another path. The main Play button and F6 run the current document. For the main level use F5 or the menu beside Play → Run Project (Main Scene).

Floor and visible geometry

ObjectValue
Floor.Position(0, -0.1, 0)
Floor/CollisionShape3D.ShapeBoxShape3D, Size (14, 0.2, 14)
Floor/MeshInstance3D.MeshBoxMesh, Size (14, 0.2, 14)
Floor.Collision LayerLayer 1 only; numeric value 1
Floor.Collision MaskAll off; numeric value 0

The floor top is Y = 0. The mesh renders it; the shape supports physics bodies. Keep child local positions at (0, 0, 0) and scales at (1, 1, 1). Change resource dimensions rather than scaling the physics body. Use a gray StandardMaterial3D with Roughness 0.9 on the mesh.

Camera and light

Camera3D: Position (0, 11, 12), inspector Rotation (-42.5, 0, 0) in degrees, Orthogonal Projection, Size 18, Current on. This camera looks down at the arena and does not follow the player.

DirectionalLight3D: Rotation (-50, -30, 0), Energy 1.2. Create an Environment on WorldEnvironment: Custom Color Background Mode with a dark color; Color Ambient Light Source with white color and Energy 0.4. This lights side surfaces without a sky texture.

Enter camera rotation in inspector degrees; Size = 18 applies to Orthogonal projection. Leaving Perspective selected will not give the specified framing through that Size.

Add player and UI prefabs using the next sections. For a blank game, check the launched document, Camera3D.Current and assigned meshes first. Editor preview cameras and lighting do not replace level objects.

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