Regions
The Region Extension is in early access, available to sponsors.
You must have installed the Region Extension before starting this section.
Make sure you have read the layout documentation and know how to create static, sequence, and manifest pages.
A region is a 3D volume in your world. You define it once on a manifest page in one of six shapes, and every other entry that needs it points back at that single definition.
With a region in place you can fire triggers when a player crosses its boundary, filter an audience by it, read facts about it, draw its edge with particles or blocks, hold players inside or outside of it, and give it flags that rule what may happen to the blocks and players in it.
Regions do not have to stand still. Anchor one to an NPC or to the player and the whole volume travels along; events, audiences, facts, displays and flags keep working while it moves.
What is in this section
| Page | What it covers |
|---|---|
| Defining Regions | The six shape entries and their placement fields |
| The In Game Editor | Marking a shape in game and the transform tools |
| Region Events | Reacting to crossings, blocking them, pushing players out |
| Region Audiences | Filtering an audience by a region, and the barrier |
| Boundary Displays | Showing the boundary with particles, blocks, or entities |
| Facts and Variables | Reading region state, and sharing facts inside one |
| Dynamic Regions | Regions that move, with a guard vision cone tutorial |
| Region Flags | Rules about what may happen inside, and how priority works |
| Region Commands | Editing, visualizing, debugging and inspecting from chat |
Start with Defining Regions; everything else builds on it.