Quest Home Editor v0.10.20
Quest Home Editor v0.10.20
Coherent multi-mesh backdrop fitting (#19)
Distant skylines made of several meshes used to be scaled one-by-one, which tore their layout apart (buildings drifting relative to each other). Marking meshes as a backdrop now creates a fit group: every mesh in the group is scaled by one shared factor around the real player spawn, so the whole composition keeps its shape while fitting inside the Quest shell's 5000 m far clip.
- Right-click → "Fit as coherent backdrop" (or the mesh-panel checkbox). Each marking action on a multi-selection makes one group; separate groups fit independently.
- A fit radius field (default 3000 m, clamped below your configured far clip and the 5000 m device plane) appears when a fitted mesh is selected.
- Fitting resolves from the actual player spawn (your spawn item → navmesh → scene bounds) — never the free editor camera, so orbiting the camera no longer changes the cook.
- Fitted backdrops are visual-only: excluded from auto colliders, navmeshes, playable bounds, and the player simulator. Animated / skinned / non-static groups are rejected and fall back to the normal cook path.
- Old sessions load fine: legacy
SKYBOXmarks migrate to one coherent fit group automatically; the.geomsidecar bumps to v3 to remember groups on editor-created meshes. - Fog is never silently changed — the cook warns if your current fog would hide most of a fitted backdrop.
Thanks @nikitat21 for the contribution!