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Portal
Vicious Squid edited this page May 16, 2026
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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 but make sure both portals are the same.
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: 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:
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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