# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Unified city surfaces
City and Districts submit their solid boxes to one shared builder. Ground surfaces extend to a common bed, so the union removes covered terrain beneath roads, water, sand, parking and buildings across district boundaries. A spatial index clips buried faces; exposed rectangles subdivide at 8m for affine UVs and vertex fog. Materials produce one batch each. Main scene calls begin(), adds both districts, then finish(build, parent). This replaces the earlier independent geometry batches that left broad ground overlap.
# Connected districts
Instantiated by main.scene/build.luau under Connected Districts. Generates the extended six-by-six road grid, shared building footprints, sidewalks divided at intersections, facades, warehouse/retail details, palms and destination signs. Batches exposed box faces by material using spatially filtered union clipping. Material GUIDs are part of generated mesh identities, preventing two material batches from sharing one mesh asset.
The root owns its static children. When the generated entity naming/layout changes, remove this owned subtree and save before rebuilding; old baked scene records otherwise survive beside newly generated children. Final layout: 162 direct children, including 11 mesh batches. Original ViceCity geometry remains under its separate root.
# Apartment pickup set
A covered occupied entrance leads to a red graffiti lift, corridor, Raymond's workroom and a furnished occupied escape apartment. Two compact same-height loading cells emulate separate lift landings. Visible structural walls and Collision share game.shared missionWalls. Jobs owns the opening door leaves and their collision state.
SurfaceBuilder unions structural boxes. Tile grout is painted in the texture rather than overlaid coplanar geometry. Furniture uses direct imported mesh references with measured floor offsets. The wider city and reveal scene are separate assets.
# Vice City coastal slice
A static Art Deco Vice City district for the GTA VI PS1 demake, consuming game.shared building footprints. Instantiate this sceneModule directly inside main.scene content() so its complete geometry is baked into scene.json. A SceneModule component placement in the current engine may mark rebuilt children temporary; root uses direct instantiation to preserve the scene.
The rectangular avenue ring has 14m streets at x=0 and -54 and z=±78. The west store door at x17.2 is open across z[-1.6,1.6], with a counter at x24 and clear shared interaction position x21. Motel marker(-31,82) sits outside front z86.5. A highway sign points toward Port Gellhorn; this compact map remains Vice City.
Geometry is emitted as exterior-only material batches. Each axis-aligned box face is clipped against all other solids, removing buried wall faces beneath windows/signs and pavement beneath road paint. The foundation belongs to this union; the root ground entity keeps its BoxCollider but must have no Model. Palm crowns use separated radial leaflets. All textures are deterministic nearest-filtered 64px grunge textures.
No camera, lighting, gameplay state or input is owned here. Root owns scene save/reload, gameplay verification and publishing. Evidence captures live under game/city/evidence. 55 generated mesh/material/texture assets have descriptive READMEs.
# Leonida getaway controller
Owner-only PlayerPrototype controller for Lucia and Jason in Vice City. Start opens free roam. WASD walks relative to the camera; Shift sprints; E near the liquor-store marker starts an optional job, then takes the cash. E also enters/exits the coupe and changes to the motel escape van. Q switches protagonists on foot or driver/passenger role in the car. F fires at a pursuing patrol; three hits disable it. The partner drives the street ring while the player shoots. Space brakes; R replays the score.
The score progresses through robbery, two-star pursuit, eight seconds unseen, ditching the known red coupe at the motel, and leaving in an unknown white van for a clean getaway. Vehicle collisions use separating-axis tests of oriented body footprints for player/patrol and patrol/patrol contact, with separation and speed loss. Crashes reduce health and police can arrest a stationary player. WASTED or BUSTED shows a five-second countdown and returns the player to free roam outside Leonida Medical with restored health and a $500 deduction. Vehicles remain in the city. A new job can begin at the store.
Public methods: begin(), retry(), interact(), freeRoam(), swap(), shoot(), reportCrime(severity). Ambient pedestrian crimes call reportCrime without starting or advancing the robbery mission. Fields: phase, cash, wanted, health, driving, speed, objective, x, z, heading, heat, caught, respawnIn, activeCharacter, shooter, evidence, copsRemaining, shotsFired, vehicle. Heat and caught are normalized progress values. Presentation observes these fields.
Generated character bundles have painted textures and repaired meter-scale skeletons, rig data and fresh skinned meshes. Temporary visual roots, vehicle/cop roots and input claims are cleaned with the component. Retry resets vehicles, burned-car effect, health, heat and cash.
# Pickup high-rise alley
High-rise frontage, recessed entrance and opposite service-alley facade built from existing PS1 materials and SurfaceBuilder. Main scene starts/stops the exterior with its lifecycle; Collision.installAlley provides matching movement footprints. Conversation owns the sliding elevator leaves. The interior remains two compact loading cells rather than a physically stacked tower.
# Living streets
Sixteen animated beachgoers walk eight sidewalk, promenade, beach and crosswalk routes. They flee near speeding vehicles or gunshots; vehicle strikes knock them down and alert police through Driver.reportCrime. On foot, G greets the nearest person within3.2m; T takes their wallet once and starts a police response. Dialogue supplies local directions. Pedestrians recover after15s. The owner-local simulation uses the repaired generated protagonist rigs as scaled/tinted beachwear variants; no static or unanimated placeholder characters.
A.start/update/stop are called from main.entrypoint. A.message supplies the HUD with current interaction feedback; A.stats exposes measurable live counts. Populating waits for a local player avatar. Temporary entities and inputs are cleaned on scene unload, and each player owns their own story simulation.
ZeroMind searched twice; avatar_a was inspected but its costume/shape was unsuitable for this setting. Runtime reuses the already generated and repaired game.play.Visuals models/animation.
# GTA VI PS1 presentation
Full title artwork with clickable Start and Enter/gamepad Start, mission objective, live player-centered street radar, wanted stars, health, cash and driving MPH, success/free-roam/replay and automatic hospital respawn screens. HUD updates at 12.5 Hz; menu controls breathe in play.
Main scene owns the persistent lifecycle: start(), update(dt), stop() and forwarded onCallback(id,data). Resolve game.shared.driver() for the local player every time; Driver owns all state. begin/retry/freeRoam are colon calls. No camera or player rig is created.
WASD moves/drives; E interacts or enters/exits; G greets and T robs a nearby pedestrian; Ambient.message() appears in the existing notification panel while nonempty, preserving any active story message beneath it; Q switches active protagonist or driving/shooting role; F fires from the passenger seat; Shift sprints; Space brakes; mouse looks. The HUD shows six wanted slots, active Lucia/Jason role, vehicle evidence state and original partner text messages at real mission transitions. shotsFired increments cue the generated pistol sound. Enter starts or continues mission success. Wasted shows the hospital respawn countdown; the local Driver automatically returns the player to free roam at Vice City Medical (-62.8,-52). Death never opens the title. The radar marks the hospital with a white + when it is in range. Pointer/touch clicks actual buttons. The Menu input map adds gamepad Start without polling raw keyboard state.
Two original generated music loops crossfade with wanted state. Engine pitch follows speed, siren follows pursuit, doors sound on entering/exiting, register chime on the score and success, collision sound on damage/failure. Sources are temporary local nonspatial Audio entities removed on stop. The existing CameraRig holds the listener.
PS1Post adapts the installed game.reuse.ps1.shader Bayer quantizer to a 320x240 pass over every layer. Widget coordinates and font sizes snap to that raster. Options offers COMPOSITE / RGB, changing colour bleed and scanline strength while keeping the low resolution. Buttons remain real interactive widgets. During Conversation, the HUD gives way to speaker-labelled subtitles with three fixed-size rows and timed pages for long utterances; Start / Escape / the onscreen Skip button exits. The existing reveal uses the shader's original default signal setting.
# coastal grass
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# road yellow
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# cracked asphalt
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# PalmCrown
Low-polygon radial palm fronds assembled from double-sided triangular leaflets. Thirty crowns share this mesh. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# palm bark
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# sunbleached stucco
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# iron trim
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# faded teal
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# rose sidewalk
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# violet ocean
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# sign red
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# dark window
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# neon blue
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# cream plaster
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# foot
On-foot Vice City controls for keyboard, gamepad and touch. Walk, sprint, interact with store or coupe, and replay completed missions.
Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
# palm fronds
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# Partner and combat controls
Q switches Lucia/Jason on foot or driver/passenger in a vehicle. The partner follows the road route while the passenger fires with F or LMB. RMB aims, Tab cycles pistol/SMG/shotgun, and R reloads. M opens the city map; gamepad Select and the touch MAP button do the same. Driver owns one activation alongside its current movement map and releases it on destruction. Action handlers guard pause, map, title and failure states.
# coral stucco
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# paint white
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# bottle green
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# beach sand
Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# Mesh
Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
# beach sand 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# bottle green 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# coastal grass 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# coral stucco 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# cracked asphalt 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# cream plaster 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# dark window 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# faded teal 64
A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
# geometry OceanView mass
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry OceanView tower
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry OceanView vertical sign
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry OceanView window
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry Washington mass
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry avenue
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry avenue palm 98 trunk
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry beach
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry bottle
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry coastal grass strip
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry crosswalk
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry curb
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# Exterior foundation and coastal grass
Material-batched exterior union geometry for the Vice City district. Foundation surfaces beneath parking, streets and buildings are cut out by the City.sceneModule producer so near-coplanar background faces never compete with their visible surfaces. Root ground retains only its physics collider. Regenerate through the parent init.luau.
# geometry lane dash
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry liquor neon back
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry ocean
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry sawgrass
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry sidewalk
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
# geometry signal red
Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.