Rules, Profiles, Palettes and Styles
Everything the Prefab Builder decides is data you can change. Nothing assumes a particular game.
RuleSet #
A RuleSet holds every placement rule. One is active at a time. The Default Rule Set is based on common city-building practice.
| Section | What it holds |
|---|---|
| Snap | Default grid, Snap to pieces distance, rotation step (90°), height step, Snap to pieces on/off. |
| Categories | The categories pieces are sorted into (see below). |
| Street furniture | Your kinds of street furniture (Dress > Street): each with its picked pieces, density (per 100 m of road side), alternating sides and distance from the road edge. |
| Closure types | Road closed, bridge closed, private road: the sign texts Dress > Closures offers (plain data, one line per entry). |
| Corner pieces | Off / Warn / Block for non-corner pieces on corners. |
| Style mixing | Off / Warn / Block for kits of different styles within a radius. |
| Empty ground cells | An empty cell next to a building, the most empty cells in a row by a road. |
| Scale rules | Door headroom and side clearance, aisle clearance, curb height as a share of the step height: all applied to the Character Profile. |
| Scatter | What counts as scatter (max height and width), chunk size for combining, cull distance. |
| Performance | Most objects and triangles (Check > Performance compares against them), props per cell, scatter triangle limit. |
Categories #
Each category has an id (stored in kits: don't change it once used), a display name, and:
- Grid: the grid a piece snaps to when alone; 0 = the kit's grid cell (road and ground tiles).
- Setback min / max from the road edge, minimum spacing, triangle budget.
- Ground-like: its pieces get a Surface Tag and other pieces stand on them.
- Mark static, Add collider if missing: used when making placeable copies.
- Name keywords, folder keywords, exclude keywords: how the scanner recognises it. Keywords are comma separated. A word matches its plural, and keywords of 4+ letters also match longer words starting with them ("lamp" → "lamppost"); 5+ letters also match words ending with them ("light" → "streetlight"). "street" never matches "tree". Exclude keywords rule a category out ("signal" for signs).
- Order matters: when two categories match a name equally well, the one listed first wins.
The default categories: closures, signs, lights, fences, vehicles, nature, interiors, roads, ground, buildings, props. Add your own with any id ("market" with the keywords "stall, stand").
Character Profile #
The character the world is built for: height (1.8 m by default), radius, step height, steepest slope, walk, run and vehicle speeds. Every scale rule reads from it (a doorway must be at least height + headroom), and travel-time estimates use its speeds. A RuleSet points to one profile.
Palettes #
Named colours (tints and accents), each with a role: wall, trim, accent, ground. Recolouring applies them through material variants of a kit's shared materials (one per colour, shared by every piece using it) never through unique materials per object. Two palettes are made on first use: Warm Town and Clean Suburb.
Styles #
A style is a look that kits belong to. It has a description and a colour (for lists and markers). The RuleSet's Style mixing rule uses it.
Project settings #
Stored in ProjectSettings/AllInOneWorldBuilderSettings.asset:
| Setting | Default |
|---|---|
| Data folder | Assets/AllInOnePrefabBuilderData |
| Packs folder | Assets/Imported Packs (where packs added from disk are copied) |
| Small-props layer | SmallProps |
| Facade / enterable tags | Facade, Enterable |
| Floor types (surfaces) | Asphalt, Concrete, Grass, Gravel, Dirt, Sand, Wood, Metal, Ceramic, Stone, Water: each with a colour and the words that suggest it (edited in Settings > Floors & Terrain) |
| Floor colour tolerance | 22: how different a ground piece's colour may be and still join a floor type |
| Default ground / road surface | Concrete / Asphalt |
| Scene folders | A root (World) and a folder per category; scatter folders Scatter (source) and Scatter |
| Terrain | Awareness off; slope for nature, props, vehicles; flatten under buildings off, 1.5 m margin |
| Never re-parent | Component types whose objects are never moved into folders (for example networked objects) |
| Pack detection | On; ignored folders; at least 5 pieces to count as a pack |
Layers and tags named here are only created after asking you, never silently.