# World authoring The active test world uses the human-authored starter island through `world/regions/starter_island_region.tscn`. ## Active composition `world/test_world.tscn` owns the gameplay-wide environment, sun, world bounds, and below-world failsafe. `StarterIslandRegion` owns the placed island content: ```text StarterIslandRegion ├── Terrain │ ├── Visual │ └── Collision ├── WaterBodies │ ├── Pond │ │ ├── VisualWater │ │ ├── FishingRegion │ │ └── RecoveryRegion │ └── Ocean │ ├── VisualWater │ ├── FishingRegions │ └── RecoveryRegions ├── PlayerSpawn ├── SafeRespawns └── Interactables ├── FishingShopWorld └── PelicanCoolerPerch ``` Move the meaningful feature root rather than one of its implementation children. Child transforms are local offsets owned by that feature. ## Water bodies Select `WaterBodies/Pond` to move or resize the pond. Its transform is the authoritative surface position. The `surface_size`, fishing padding, recovery padding, and recovery depth properties update the visible water and gameplay coverage together. Fishing and recovery derive the surface height from the owned surface transform. Select `WaterBodies/Ocean` to move the surrounding water as one feature. Its visual, fishing lobes, and recovery lobes use local transforms beneath the ocean root. The existing multi-lobe footprint remains intentionally explicit; changing that footprint still requires editing its owned lobe children. ## Placed features - `PlayerSpawn` is the authoritative initial player transform. Its rotation controls initial facing. - Each marker under `SafeRespawns` is an authoritative recovery destination. Recovery preserves the player's current facing; marker rotation is intentionally not applied. - `Interactables/FishingShopWorld` owns the shop visual, collision, interaction area, prompt, and entrance marker. - `Interactables/PelicanCoolerPerch` owns the complete Pelican landmark visual. Pelican selling remains a Cooler action and has no world interaction area. - `Terrain` owns both the imported visual and generated terrain collision. - `BelowWorldFailsafe/Coverage` exposes the below-world recovery coverage as a saved collision shape in `world/test_world.tscn`. The active `Environment`, `Sun`, and external starter-island grass material remain directly editable through the Inspector. Their tuning is not recreated by runtime scripts. ## Reusable world props Use a single placed `WorldProp` root for trees, rocks, buildings, benches, signs, vegetation, and similar landmarks: ```text WorldProp ├── Visual └── Collision └── CollisionShape3D ``` Add optional interaction areas, labels, and markers beneath the same root. Instance imported GLB visuals beneath `Visual`; keep gameplay collision Godot-owned beneath `Collision`. Place and duplicate the complete prop scene, not its visual child. Author reusable assets at scale `(1, 1, 1)`. Uniform root scaling is acceptable for provisional props when visual and collision scale together. Avoid non-uniform root scaling because it can deform collision and imported geometry unpredictably. Make mutable per-instance shapes, meshes, and materials local to the scene so editing one prop does not change unrelated instances.