sceneContent
The things in the house the player can use. Called by the scene build, after the house slice has built the twelve areas, so everything it refers to exists.
game.systems.sceneContent
The things in the house the player can use. Called by the scene build, after the house slice has built the twelve areas, so everything it refers to exists.
Two jobs
It marks what is already standing. Every door leaf gets an Interactable
saying which door it is and what key it wants; every hiding place gets one
saying it is a place to get inside; the front door gets one that is the way
out. That is what makes the whole house interactive without a line of code
per door.
It places what the house has none of: the torch, the four keys, the six
notes that carry the clues, four batteries, and the switchboard that brings
the power back — put where GameRules says they belong, so the objective
chain is walkable in order. The pickups are small named boxes: slots, at the
size and place the real prop belongs, so the game plays now and the polish
pass puts the torch and the keys exactly here.
It also puts the torch light on the player's own camera: a point light on
a child just ahead of the eye, authored at zero brightness for the Player
component to turn up. A point light rather than a spot, because the house's
own lamps are point lights and light their rooms, while a spot authored here
was on and lit nothing at any brightness.
Scoped to this part · feeds back into the world's score.