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Vicious Squid edited this page May 16, 2026 · 34 revisions

World portal for non-Euclidean environmental design

Humanhead Prey (2006) style rather than Valve Portal style

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.

Portal features are demonstrated in 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


Portal Target: Name of the paired Portal entity

Width: Aperture width in world units (default 128)

Height: Aperture height in world units (default 256)

Rotation (Angle): orientation

Active - True/False - when False the portal acts as a solid wall

Color: [r, g, b] 0-255 rim/glow tint (default white)


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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