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Vicious Squid edited this page May 19, 2026 · 34 revisions

World portal for non-Euclidean environmental design

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


  • Active - Portal starts active
  • Angle - Facing direction
  • Color - Portal Border R G B
  • Height - Aperture Height
  • Parent Local Pos
  • Parent Local Yaw
  • Parent Mover
  • Parent Offset
  • Portal Target - Name of Portal partner to link
  • Visible
  • 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:

  • 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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