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Ground

Controls the floor and surrounding stage that the scene sits on — ground surface, procedural stage and pool geometry, and (on HDRP) the water system. A set of presets bundles these sub-features into one-click looks like Wood, Stage, Pool, Ocean and Audio Visualizer.

Ground Height

Vertical offset for the stage center, in meters. Use this to line the floor up with a tracked play area or a captured set so actors do not sink into or float above the ground. Other anchors (lights, cameras attached to the stage) follow this offset.

Ground Settings

Sub-group that defines the floor disc itself — its surface material, radius, and stage-aware visibility. See the Ground group below for details.

Stage Geometry

Procedural stage, runway, walls, and inner pool well that surround the ground disc. See the Stage / Pool group below for details. Stage geometry composes with the ground disc — both can be visible at once.

Water (HDRP)

HDRP-only water surface anchored to the stage center, used by ocean and pool presets. See the Water System group below for details. Re-applies whenever the stage geometry changes so the water tracks the pool well. Not available on URP — the water shader globals are cleared instead.

Presets

The preset list combines the sub-features into named looks. Picking a preset toggles the ground on or off, selects a floor surface, and chooses a stage-geometry and water variant in one step. Presets are the fastest way to switch between a plain floor, a runway stage, a pool, an ocean, an audio visualizer floor, a projector screen, or an LED box.

Sub-Components

Ground

The flat ground disc that the scene sits on. Toggling it off hides the ground entirely (useful when a stage prop or AR passthrough should take over). Radius sets the size of the disc — large enough to fill the visible horizon for outdoor looks, smaller for tighter indoor scenes. Hide If Stage Present automatically suppresses the ground whenever an actor with the Stage purpose is loaded, so a physical stage model does not stack on top of the procedural disc. The Surface sub-group picks the floor material — textured tiles, sky-projected dome, or solid color — and also shares its preset list with the parent’s preset bundles.

Stage / Pool

Procedural stage built from a runway slab plus optional outer walls, inner well, and back wall — used for runways, pools, rooms, projector screens, and LED boxes. Built-in presets cover the common shapes; the fields below let you tune them.

Position

Lift raises the stage above the ground or sinks it below; a negative lift carves a hole through the ground disc so the inner well can hold water. Front / Back Offset shifts the whole stage forward or back along the Z axis, useful for aligning with a tracked play area.

Geometry

The Geometry sub-group sizes the slab. Center Width / Center Depth define the main rectangle; Side / Front / Back Extension add runway sections beyond it. Wall Height and Wall Thickness control the rim that wraps around — set Wall Height to 0 for a flush platform. Back Height raises a vertical board behind the stage, used for backdrops and projector screens. Floating detaches the slab from the ground geometry so it can sit on water without z-fighting.

Surfaces

Three independent floor surfaces — Top, Sides, and Background — each with their own texture, tiling, and color. This lets the stage top, the wrap-around rim, and the back board read as different materials (e.g. wood top with metal sides).

Custom Hole

By default the carved hole follows the stage outline. Toggle Custom Hole to override the bounds explicitly with the Left / Right / Front / Back / Top / Bottom values — handy for non-rectangular cutouts or aligning the hole with an imported set.

Water System

HDRP water surface anchored to the stage center. Pro-only. Used for pools sitting in the stage’s inner well, still lakes, and infinite oceans. Presets bundle the common looks.

Type and Height

Type picks the water geometry. Pool sizes the surface to the stage’s runway dimensions and is the right choice when the stage has a carved well. River is a finite quad covering the ground disc. Ocean is infinite — use it for horizon-filling water unbounded by the stage.

Height is the water level relative to the stage center. Negative values sit the water below the floor (matching a pool well dug by a negative stage Lift).

Waves

Ripples drives the small wind-chop wavelets — keep this low for still water. Large Wave drives the broad swell that defines the look of an ocean; set it to 0 for glass-still surfaces. Wave Range controls how high the wet effect reaches up onto materials touching the water.

Optical Properties

Absorption Distance is how far you can see through the water from above; lower it for murky water, raise it for clear. Absorption Multiplier scales that distance when viewing from below the surface. Refraction Max Distance clamps under-water refraction depth — higher values exaggerate distortion. Caustics sets the brightness of the projected caustic patterns on submerged geometry.