Sea island 5: pier and Godot

The pier

Click Add Layer in the Outliner, so the pier lands on its own layer, then draw plain brushes running out to sea from the middle of the beach:

Part Size Material
Deck 128 wide, 1100 long, 8 thick, top 48 above the water showcase/planks
Posts 16 units square, two rows every 200 units, from 320 below the water up to the deck showcase/beam
Railing Two short posts at the far end, 40 high showcase/beam

Add props from the demo project's models/polyhaven folder with File > Import > Model Prop (.bbmodel, .glb)...: two wooden_crate_01 and a wine_barrel_01 on the deck, a lifebuoy against a post and an ocean_buoy in the water. A prop references its model by res:// path, so the file has to be inside the open Godot project.

The pier from the sea

See it in Godot

Save the map inside your Godot project and build it with a FuncGodotMap, see Building maps.

Map part Godot result
Terrain GodotTrenchTerrain, chunked meshes with the four layer blend, each chunk with its own collision
Sea The func_illusionary brush, visible without collision
Tree, bush and boulder sets MultiMeshes, with one static body per instance sharing a collision shape
Grass sets MultiMeshes without collision that fade out with distance

The finished island in Godot

The pier in Godot

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