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Portal
Vicious Squid edited this page May 19, 2026
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34 revisions
Prey (2006) 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
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Active- Portal starts active -
Angle- Facing direction -
Color- Portal Border R G B -
Height- Aperture Height Parent Local PosParent Local YawParent MoverParent OffsetPortal Target- Name of Portal partner to linkVisible-
Width- Aperture Width
The following fields are automatically filled by the engine when a Portal is attached to a mover:
Parent Local Pos,Parent Local Yaw,Parent Mover,Parent Offset
Inputs:
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Enable: Sets active = True and fires OnActivate -
Disable: Sets active = False and fires OnDeactivate -
Toggle: Flips the active state
Outputs:
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OnPlayerEnter: Fired once per transit when the player passes through -
OnActivate: Fired when the portal is enabled -
OnDeactivate: Fired when the portal is disabled