What the Area owns

  • World bounds and perspective mode.
  • References to Type Set, Source Data, density/noise/mask data and generated atlas/runtime data.
  • Duplicating or copying an Area creates independent Source Data and authored Density/Noise/Color/Placement Mask assets for the copy. Type Sets, atlas/material resources and other reusable configuration can remain shared; Runtime Data is regenerated for the copied Area.
  • Global color/shadow defaults and render/sorting behavior.
  • Editor presentation and runtime streaming/bake settings.

Top-down vs Platformer

Top-down uses the plants' vertical position to let characters walk in front of and behind them. Platformer draws plants on surfaces in a side-view game and uses simpler grouping. Choose the mode that matches your camera view.

  • Choose Top-down for Zelda/OneShot/Omori-style world depth.
  • Choose Platformer for side-view grass on floors, ledges and walls.

Global appearance

Global tint, two-color gradient, shadow mode, sun direction and blob shape are inexpensive presentation controls. Types and variants can inherit them or override selected properties.

Recovery and diagnostics

Normal authoring should stay in the compact cards and Painter. Recovery/rebuild controls are for diagnosed problems. Broad rebuilds are intentionally not the first response to a stale visual because they discard locality and can hide the original cause.