Recipe: A Furnished Room
A room that feels alive, built from nodes — a door you open, a lamp you switch, a doorbell you press, a sofa you sit on, a cat that wanders, plants in a breeze and a little pond. Every piece is the same for everyone in the session, and an agent can build all of it for you (see Ask an agent at the end). Since 1.64.
Each step gives the object its own flow: select the object, open the node editor, add the nodes there (an effect node in an object's own flow drives that object; no Object Selector needed).
A door that swings on its hinge
- A tall thin box for the door. Add On Click and Rotate To: angle 90, axis y, pivot left, duration 1.
- Wire On Click into Rotate To's toggle.
Press Play and click it: it swings open on its left edge, and shut on the next click.
Opens by itself: wire any boolean into open instead of the click — a Proximity between the door and a character or a cart, or a Toggle on a wall switch — and the door opens while it is true and closes again after.
Opens when a player walks up ("On Near"): use the walk-up door recipe — right-click the node editor ▸ Recipes ▸ Door (opens when you walk up). It adds a sensor zone round the door, with On Enter (who: player) to open and On Exit to close, so every player sees the same door. (A Proximity with to: player measures each player's own distance, so it suits a light for whoever is near rather than a shared door.) For a door that opens with a click in one step, there is the click door recipe.
A lamp you switch
A lamp model with a Point light inside (or just a Point light). On Click into Light Switch toggle, fade 0.4. Its glowing shade dims with the light. For a party, add a Light Colour Cycle to a second light.
A doorbell you can press
A small box on the wall by the door:
- Highlight (leave on unwired) — it lights up while you point at it: the VR laser, the Play crosshair, the mouse in Interact, or a finger resting on it on a phone.
- On Click into Press Button (axis -z for a button facing +z out of the wall) and into a Sound node's trigger with a chime from the Explorer.
Every player hears the chime and sees the button go in.
A sofa to sit on
Put a flat box on each cushion, make it invisible, and give each a Sit Spot facing the room. Click a cushion to sit; any move key (or the stick) stands you up.
A cat that lives there
A cat model (or any animal from the packs) with Ambient Animal: rx 3, rz 2, rest 0.6, restTime 5, lookRadius 3. It strolls, sits, and turns to watch whoever comes near. Raise fleeRadius to 1.5 for a shy one.
Plants in a breeze, a flag outside
Wind Sway on each plant (plant, anchor bottom, strength 0.2) and on the flag (flag, anchor left). The gusts are the same for everyone.
A little pond
A flat box with the Water material preset and Flowing Water (speed 0.15, swell 0.02).
A mug you can pick up
Grabbable on the mug, release stay — players carry it in Play without a physics simulation. On a remote control that should always go back to the coffee table: release return.
Ask an agent
Through the Claude connector or the in-app assistant, describe the room: "Make the door swing
open when clicked, a lamp I can switch, a button that rings a bell, a sofa I can sit on and a cat that wanders around."
The agent places the same nodes with create_flow_nodes — it finds them by name or by everyday words (door, lamp,
button, seat, sofa, cat, pet, flag, river) and describe_node_types tells it every input and setting.