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Doodads

Doodads

Doodads are reusable, non-interactive map objects — trees, rocks, statues, lamp posts, furniture, props, and any other piece of scenery placed on a map. A doodad defines its visual model or sprite, its collider, the light it emits, and any rotation or translation applied to it, and acts as a template that can be placed any number of times on any number of maps.

Doodads differ from Entities in that they have no scripts, no movement, and no script pages. They exist purely as decorative or environmental objects that the player or other actors can collide with (or pass through), making them the right choice for filling out a scene without the overhead of a fully scripted entity.

![Maps.Doodads](Maps.Doodads.png)

Note: Doodads can emit light through the Light property, which is how torches, lanterns, glowing crystals, and other light-source props are typically built — the doodad itself is the visual, and the attached light is what actually illuminates the surrounding scene at runtime.

Properties

System

Name Explanation Type
Category The category of organization for the doodad. String
Collider The settings for the dimensions of the doodad collider. Values are measured in tiles. Collider
Collider Points The relative X, Y, Z coordinates of the doodad for collision purposes. Vector
Light The light that the doodad emits. Light
Name The name of the doodad. String
Rotation The rotation to apply to the doodad. Vector
Translation The translation to apply to the doodad. Vector

Appearance

Name Explanation Type
Shape The shape of the doodad in 3D. Sprite Shape
Sprite / Model The sprite or model of the doodad. Sprite or Model
Visual The visual of the doodad in the editor. Sprite or Model

Collider

Name Explanation Type
Ignores Collision Whether the doodad ignores all collisions. Toggle
Use Default Collider Whether the doodad should use the default collider specified in the Map Configuration. Toggle