Skip to content

Sea island 5: pier and Godot

The pier

  1. 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.

    The Outliner with Add Layer hovered and its tooltip: new layer, it becomes the current layer new objects go into

  2. 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.

  3. Add props

    Go to File > Import > Model Prop (.bbmodel, .glb)… and pick models from the demo project's models/polyhaven folder: two containers/wooden_crate_01 and a containers/wine_barrel_01 on the deck, a nautical/lifebuoy against a post and a nautical/ocean_buoy in the water. Each one lands at the 3D cursor, move it into place from there.

    The File menu with Import open and Model Prop (.bbmodel, .glb)… hovered

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.

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. 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

The finished island in Godot

The pier in Godot