Defining Regions
A region definition holds the shape of a region and where that shape sits in the world. Definitions live on manifest pages. You define a region once and reference it from as many other entries as you like.
Picking a shape
There is one definition entry per shape:
| Shape | Entry | Good for |
|---|---|---|
| Sphere | Sphere Region Definition | Zones around a single point |
| Cuboid | Cuboid Region Definition | Rooms, buildings, rectangular areas |
| Ellipsoid | Ellipsoid Region Definition | Wide flat zones or tall narrow columns |
| Capsule | Capsule Region Definition | Bubbles around a player or NPC |
| Cone | Cone Region Definition | Vision cones in front of an NPC |
| Polygon | Polygon Region Definition | Irregular outlines that no box fits |
Creating your first region
For this example we create a spherical zone around a market square.
- Open a manifest page.
- Click on the + icon in the top right corner of the panel and search for
Sphere Region Definition. Add it to your page by clicking on the + icon. - Name the entry
market_square.
Placement fields
Every definition shares the same placement fields: an origin position the region is anchored to, an
offset from that origin, a yaw, pitch and roll rotation, and a Rotate With Origin toggle explained
in Dynamic Regions. Each shape adds its own size fields on top, like the sphere's
radius. You rarely type pitch and roll yourself; the rotate tool's tilt mode writes whichever of the two
matches the side you tilt from.
Color decides how the region is drawn in every editor preview, visualization and debug view. Left fully
transparent, Typewriter picks a stable color per region, which is enough to tell overlapping regions apart.
Set it yourself when you want your own color coding, like red for danger zones and blue for shops.
The definition also carries a Priority Override field. It does nothing on its own and only settles which
region wins where two of them overlap, so it is covered in Region Flags.
Capturing the shape in game
You do not have to type coordinates by hand. Two capture icons sit next to the Origin field. The right one
writes your current in game location into the field, which is the fastest way to anchor a region where you
stand. The left icon opens the
in game editor, where you mark the shape with a golden axe, nudge it into
place with the transform tools, and apply it back to the entry.
Whichever way you set the values, the region only goes live once you publish on the web panel.
Referenced or inline
Every entry that uses a region has a region field with two options. A reference points at a definition
entry, which is right when several entries share one region. An inline definition keeps the shape inside
the entry itself, which is right for a one off region that nothing else needs.
An inline definition captures exactly like a definition entry does. The icon
next to its Origin opens the same editor, with the same tools, undo history and edit lock, for whichever
shape you picked in the inline Shape field. Applying writes back into the entry that holds the region.
Inline regions also show up in the workspace, listed as
Entry Name (field) with an inline definition tag, so you can edit a one off region in game without
hunting down its owning entry on the panel.
When is a player inside?
A player counts as inside a region as soon as any part of their body overlaps it, not just the point they stand on. A cone brushing a player's shoulder counts, and so does a thin wall region passing through their head. Events, audience filters, and the in region facts all use this body based check.
Distance based features measure from the player's position instead, since they report a number rather than a yes or no. That covers the boundary distance fact, the boundary distance variable, and the proximity bands.