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Vicious Squid edited this page Jun 4, 2026 · 34 revisions

World portal for non-Euclidean environmental design

Brute-force stencil implementation without a PVS -- Inspired by Prey (2006)

Introduced in Beta with version 1.2.6.0

Portal A will show what Portal B sees (when linked via `Portal Target` field)
Portals act as doorways which the player can step through. Use this to make endless corridors or similar confusing designs.
Height and width can be customised - Portals A and B should be the same.

  • Portals can be attached to moving brushes and will move/rotate with them (see example maps below)

maps/Portal_Test.json and maps/Portal_Test_dynamic.json

BUG: Portal B does not show what Portal A sees (camera is one-way) - This will be fixed in a future build

Also see: portal-specific console commands


  • Attach to mover
  • Portal Target
  • Active
  • Angle
  • Color
  • Height
  • Visible
  • Width

Inputs:

  • Enable: Sets active = True and fires OnActivate
  • Disable: Sets active = False and fires OnDeactivate
  • Toggle: Flips the active state

Outputs:

  • OnPlayerEnter: Fired once per transit when the player passes through
  • OnActivate: Fired when the portal is enabled
  • OnDeactivate: Fired when the portal is disabled

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