public static class ReferenceVolumesThe four sizes every level designer draws by hand on every project.
Remarks
Doc 24 lists these under the group that separates a toolset a professional will use from one they will try, and the reason is that a grey box has no scale. A corridor is four metres wide or eight and there is nothing in an empty scene to tell you which; a 1.8 m capsule beside it answers in one glance and keeps answering while the corridor is dragged.
⚠ Drawn, not shipped. They are lines in the viewport rather than entities in the scene: nothing to select, nothing to save, nothing to accidentally leave in a level and find in a build. That is the whole difference between this and the cube everybody scales to 1.8 and then forgets about.
The numbers are the ones the two reference engines' own documentation uses for their character controllers and their door frames, which is what makes a block-out built against them feel right the first time a character is dropped into it.
Fields and properties (5)
public static ReferenceVolume PersonA standing person: shoulder width, 1.8 m tall, standing on the point.
public static ReferenceVolume DoorA door: the one measurement a wall is judged against.
public static ReferenceVolume CorridorFour metres of corridor, which is a hole you are inside rather than a thing on the floor.
public static ReferenceVolume VehicleA car, for the scenes that have to admit vehicles exist.
public static IReadOnlyList<ReferenceVolume> AllAll four, in the order a menu lists them.
Methods (1)
public static ReferenceVolume? Find(string name)The one with a name, or .
Used by (4)
- EditorApplicationVixen.Editor.App
- PrecisionTestsVixen.Editor.SceneView.Tests
- ViewportIdsVixen.Editor.App
- WorkPlaneCommandTestsVixen.Editor.App.Tests