Sea island 5: pier and Godot¶
The pier¶
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Give it its own layer
Click Add Layer at the top of the Outliner. The new layer becomes the current one, so the pier lands on it and you can hide or lock it apart from the terrain.

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Build it
Press Q for the Select tool, since a drag with the Scatter tool still paints models. Then draw plain brushes running out to sea from the middle of the beach, sized like the table below.
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Add props
Go to File > Import > Model Prop (.bbmodel, .glb)… and pick models from the demo project's
models/polyhavenfolder: twocontainers/wooden_crate_01and acontainers/wine_barrel_01on the deck, anautical/lifebuoyagainst a post and anautical/ocean_buoyin the water. Each one lands at the 3D cursor, move it into place from there.
| 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 |
A prop references its model by res:// path, so the file has to be inside the open Godot project. Pick one from
somewhere else and the editor offers to copy it into res://models first.

See it in Godot¶
Save the map inside your Godot project and build it with a FuncGodotMap, see Building maps.
Each part of the map turns into a different kind of node:
| Map part | What you get in Godot |
|---|---|
| Terrain | A TrenchDotTerrain split into chunks, each a mesh that blends the four layers and has its own collision |
| Sea | The func_illusionary brush, visible without collision |
| Tree, bush and boulder sets | MultiMeshes, plus one static body per model with a collision shape for every instance, all sharing one shape |
| Grass sets | MultiMeshes without collision that fade out with distance |

