Lighting
Every light, grouped 1 / 2 / 3.
1 · Campfire — fire light
1 · Campfire — ground glow
The pool of firelight on the dirt. Width and length are separate, so it can be stretched along the camp instead of staying circular. Falloff is edge softness - higher pulls it into a tighter hot core. Flicker and breathe are multipliers; 0 holds it perfectly still.
1 · Campfire — flame
1 · Campfire — laptop screen
Kenney laptop near the fire. Brightness scales both the screen's emissive tint and the point light that spills onto the ground in front of it.
1 · Campfire — camping lamps
Applies to every emissive lamp in the old-bear camping diorama (string-lights, lantern bulbs, etc). One knob per property, applied uniformly to all lamps.
2 · Arcade — fire & screens
Second campfire in the arcade sector. Placement is shared with the main-fire Group above; every visual knob below is INDEPENDENT of the primary campfire.
Fades the WHOLE fire — flame, ground glow, sparks and both point lights together — on top of whatever “Fire intensity” is set to. Intensity now drives all of that too (at 0 the fire is out, not just unlit), so reach for this only when you want the fire lit but quieter.
Slides the CRTs, cubs, consoles, picnic table and snacks around scene 2 as one block, keeping their layout.
3 · Cabin — whole study set
Slides the table, chair, computer, books, mug, papers, boxes, toilet paper and the bear around scene 3 as one block, keeping their arrangement. Their own override rows were dialled in back when the desk lived in the camping scene, which is why they needed bringing back to the cabin.
3 · Cabin — cabin lamp
The lantern on the wooden cabin. X/Y/Z are in the cabin model's own space (it spans ~140 units before the 0.1 base scale), so they move in big steps; reach and decay are in world units.
3 · Cabin — lanterns
The two hanging lanterns, moved over from the desk scene. Keys are still named deskLantern* - the objects changed scene, the config names did not.
2 · Arcade — ground glow
Same controls for the arcade campfire's ground pool.
2 · Arcade — truck lights
The actual lights. Head aim X/Y/Z is an OFFSET from each headlight's own position, so leaving X and Y at 0 keeps the two beams parallel instead of splayed. Colours are linear, like the fire-light sliders.
2 · Arcade — truck headlight lens
The lens is built at runtime, so its SHAPE is live here. Roundness 0 = hard rectangle, 1 = full stadium oval. Sideways/Height/Along-truck place it; stand-off is how far the lens sits proud of its bezel.
2 · Arcade — truck taillight lens
Same controls as the headlight lens. Roundness defaults to 1 here, which gives the oval LED look.
2 · Arcade — campfire
The diorama's own fire (a flat orange blob on a log, ringed by 15 stones) was deleted from camping.glb. This is the same procedural fire scenes 1 and 2 run - flame cones, ground glow, sparks and two point lights - with the rocks-and-logs pile cloned out of campfire_scene.glb. Every knob is independent of the other two fires, because the camping diorama is authored much larger than them.
2 · Arcade — string-light bar
One rectangular area light over the run of 26 bulbs, which stay emissive-only. Defaults are fitted to the bulbs themselves: their centroid, their top at y 4.05, and the 44.9° axis through them. Position and rotation are in camp units and follow the diorama; width and height are world units — three normalises the parent scale out of a rect light. Leave the bar shown while you place it.
2 · Arcade — string bulbs (the bulbs themselves)
How the 26 bulbs look at the source — their own glow. The bar group above is the light they cast onto the scene; these three change nothing about that. Brightness multiplies each bulb's authored strength (the file varies them 2.06–4.25), so the run keeps its unevenness.
2 · Arcade — camp lamps
One block per fixture - five real lamps, each with its own switch, brightness, reach, falloff and colour. The 26 string bulbs stay emissive-only on purpose: a point light each was measured at about 4x the fragment cost.
Near/Far are world units. The camp is scaled ~0.17, so the dock lantern is only 0.042 world units above the deck — three's default near of 0.5 would swallow it and cast nothing. A point lamp costs six depth passes a frame, a beam one.
Prop lights · lanterns + computer (3 · Cabin), ambient + caravan (2 · Arcade)
Prop-mounted lights. The lanterns and the computer are in scene 3 (Cabin); the ambient fill and the caravan windows light scene 2 (Arcade). Each moves with its prop, so this group is shown under both scenes.
HemisphereLight scoped to scene 2 (Arcade) - sky color is the warm cast, kept dim so it never washes the lanterns.
Flame color follows the lantern R/G/B above; these knobs place the flame on the actual wick and set its size.
Emissive on the two caravan side windows plus the warm point-light behind them that spills onto the ground. Color is shared between both so a tinted pane also tints the ground glow.
Controls
Camera rig, fire light height/reach, fog, flicker, glow, and fill lighting.
Camera
1 · Title fly-in
How pulled-back the camera sits while the title card is on screen — that's the shot the visitor sees behind the letters, and where the fly-in starts from.
Locations
Pick a location in the View bar to frame its camera. You can drag the scene to reframe it, and still click and move props while you do.
2 · Arcade — terrain
Ceiling on the camping set's landscape. Any terrain or rock vertex above this is pulled down to it, so the mountains behind the caravan flatten while the ground under the camp stays put. The range tops out around y 11.3, so push this past 12 to get the mountains back.
One slab of geometry running y -1.63 to 0.56 in the model. Height is an offset, so 0 is where it was authored; below 1 opacity it joins the transparent pass and the riverbed shows through.
2 · Arcade — fish A · under the dock
Mills about beneath the deck and spills out from under it. Twist and Scatter are what keep it from reading as one carousel: Twist turns each fish's own path, Scatter moves each path's centre off the group's. They swim under a surface at y 0.561, so if you can't see them raise Y or drop Water opacity in the terrain group above.
2 · Arcade — fish B · loop past the lantern
One long lap that passes under the dock lantern and back out along the river. Rotate lays the ellipse along the shoreline (2.64 rad) — a round loop this big runs aground. Twist 0 keeps them all on the same lap. They swim under a surface at y 0.561, so if you can't see them raise Y or drop Water opacity in the terrain group above.
2 · Arcade — fish C · spare
A third shoal, off by default. Turn it on and give it a Count. They swim under a surface at y 0.561, so if you can't see them raise Y or drop Water opacity in the terrain group above.
2 · Arcade — bug swarm
One swarm design, worn by whichever lamps have Bug swarmswitched on in the group above. They orbit the emitter, so they follow that lamp's Light X/Y/Z rather than its lens. Each bug keeps its own orbit — radius, height, plane tilt, speed, and direction, with every other one going the opposite way, which is what stops it reading as a carousel. Lunge is the part that sells it: every so often one dives at the bulb and pulls back out. Turn it to 0 and they just circle, which looks like debris. Every value here is in world units, including the ones on the arcade cabin's lantern: one camp unit is 5.6 cabin units, so each site divides its own frame scale back out and the same numbers give the same real swarm in both places.
Where the motes sit rather than how they move. Every one of these is neutral at its default, so the swarm you have now is unchanged until you touch them.
2 · Arcade — fish swim motion (all shoals)
How the fish move, as opposed to where they go. fish.glb's swim clip only animates Spine3, the tail and the two fins — and it moves Spine3 and the tail in phase, so out of the box the fish holds a rigid body and hinges its back third, which at this size barely reads. Wiggle stretches that motion about the clip's own neutral pose and bends Spine1/Spine2, which the clip never touches, slightly ahead of the tail — the hinge becomes a wave running head to tail. 1 is the clip exactly as authored; 0 holds them straight.
2 · Arcade — fish in the dock's shadow
Applies to all three shoals. The dock lantern already casts a real shadow on the water, but a shadow map darkens pixels — it can't tell a fish it's in the dark, so they used to swim through the shadow just as brightly lit as out in the open. This works out the same occlusion against the deck's actual outline (the two planks crossing, not their bounding box) and takes the fish down with it. Nothing happens while the dock lantern is off — no light, no shadow to be in.
1 · Campfire — trodden ground
Two flat irregular polygons laid on the ground disc — the same trick camping.glb uses, where the camp dirt is its own mesh over the terrain rather than a texture. Jag pulls each boundary vertex in at random, which is what makes the edge spiky;Sides is the vertex count, fewer being chunkier. Keep the radii under about 8 — past that the fire's light has gone and the ground is black.
Ground
Color of the circular ground under the whole campsite. Try the presets or dial each channel by hand.
1 · Campfire scene GLB
Benches
Trees
Forest & paths
Procedural pine forest around the campsite with clear corridors between each pair of camps. Toggle the paths to show/hide the white ground strips.
Bonfire
Tent
Camp items
Animals
Flopping fish
2 · Arcade — truck plate
Size of the TWLO decal laid over the pickup's front and rear plates. 1 = the baseline quad (84% of the plate slab's width, 78% of its height); both plates resize together so they stay matched.
2 · Arcade — truck bed walls
Runtime panels rising above the bed's authored top rail. Height 0 = off. Extension covers left inner wall, right inner wall, and cab-side wall. Thickness sets how chunky the rail reads; color tunes it to match the body.
1 · Banjo (back-left bear)
Offsets applied inside the paw's socket frame; scale multiplies the baseline. Reload to see the sit_log animation carry the banjo along with the breathing.
Offsets stack on top of the shared glasses fit (Animals group). Zero everything to inherit the shared fit.
Sound
Master multiplies every track. Per-track values rebalance one against another; zero mutes just that sound.