Room Stage Settings
Creates a procedural room around the scene. Choose a preset first, then adjust its shape and surfaces. This is an enclosed environment; Ground’s Stage / Pool controls instead create a platform or pool, and Stages describes imported stage models.
Build a simple room
- Open Room Stage Settings and select Wood Seamless for a starting room, or Glow Box for a box-shaped scene.
- Open Shape and choose Box or Circle. Set Radius and Height so the actors have room to move.
- Use Offset X and Offset Z to align the room with the performance area. Rotation turns the entire room around the vertical axis.
- Adjust Ceiling, Walls and Floor independently. Back and Edge have their own surface settings as well.
- Set the lighting after the geometry and surfaces are in place. For an indoor look, reduce sky ambient lighting if it washes out the room.
Shape and appearance
Edge Radius rounds the room edges and Edge Steps controls their subdivisions. Gap adds spacing between elements. The five surfaces each expose their own material/texture settings so the floor and walls do not have to share a look.
The preset list also includes Projector Screen Far, Projector Screen Near, Emissive Screen and Gloss Circle. Presets set both geometry and surface appearance; fine-tune them after selection. Screen describes a separate media prop, while Video Player controls playback.
Save the finished arrangement with Save Scene when you want to restore the complete performance setup.
Settings reference
Toon shading (Toon Shader)
Overrides the actor’s material with a global toon shader.
Enable the toggle to replace all materials with a unified toon style. Adjust Shading and Shadow for the light/dark balance, Outline for edge thickness, and Ambient for the fill light level.
Highlight Area and Soft Highlight control how sharp the bright areas are. Shadow Area and Soft Shadow do the same for dark areas.
Specular and Soft Specular add shiny reflections to lit surfaces.
Receive Shadow (non-HDRP only) lets the material receive shadows from other objects.
Special shader (Special Shader)
Overrides the shader type for all materials on the actor.
Mode selects the shader: Off uses the default shader; Refraction Thick/Thin simulates glass with refractive transparency; Outline renders only the outline edges; Unlit disables all lighting; Experiment is a placeholder for custom shader effects.
Refraction controls the index of refraction for glass modes — higher values bend light more.
Thickness adjusts the perceived depth of thin glass refraction.
Audio Visualizer
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Color and glow (Ring Color)
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Background Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Foreground Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Toon Shader
See Toon shading. Defaults and available controls for this instance are listed in Config Reference.
Special Shader
See Special shader. Defaults and available controls for this instance are listed in Config Reference.
Audio Visualizer
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Ring Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Background Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Foreground Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Toon Shader
See Toon shading. Defaults and available controls for this instance are listed in Config Reference.
Special Shader
See Special shader. Defaults and available controls for this instance are listed in Config Reference.
Audio Visualizer
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Ring Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Background Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Foreground Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Toon Shader
See Toon shading. Defaults and available controls for this instance are listed in Config Reference.
Special Shader
See Special shader. Defaults and available controls for this instance are listed in Config Reference.
Audio Visualizer
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Ring Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Background Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Foreground Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Toon Shader
See Toon shading. Defaults and available controls for this instance are listed in Config Reference.
Special Shader
See Special shader. Defaults and available controls for this instance are listed in Config Reference.
Audio Visualizer
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Ring Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Background Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Foreground Color
See Color and glow. Defaults and available controls for this instance are listed in Config Reference.
Shape
Nested config for room geometry. Shape selects Box or Circle. Radius and Height set room size. Edge Radius rounds corners. Edge Steps controls edge mesh subdivision. Offset X/Z shifts the room. Gap adds spacing between surfaces. Wall/Edge/Ceiling Shadow toggles shadow casting per surface.