Atrium Pillar
Provides a stationary physical and visual pillar obstacle in the Atrium area, with animated idle states that respond to power status.
Provides a stationary physical and visual pillar obstacle in the Atrium area, with animated idle states that respond to power status.
Creates and configures a Crabs vs. King-exclusive ice spike obstacle entity that acts as a hostile, non-healable wall with dynamic visual variation and health-based state transitions.
Manages dynamic physics behavior for large in-game obstacles that transition between solid, falling, and pushed states based on proximity and interactions.
Controls whether an entity can interact with heavy obstacles and updates the `can_use_heavy` tag accordingly.
A reactive environmental obstacle that physically rises or lowers based on nearby player sanity status, used in the sanity rock mechanics.
A static obstacle prefab used in Quagmire mode that blocks pathfinding and visual movement.
A static environmental object representing a salt pond in the Quagmire biome that acts as a water source and obstacle.
Manages a structured spawning point for Bunnymen with lighting, burnable physics, and world-state-aware door mechanics in DST.
Acts as a dynamic, physics-based obstacle in ruins caves that shrinks to allow character passage and falls when triggered, dealing damage or destroying nearby entities upon impact.
A renewable, growable water obstacle that yields salt rocks and rock items when mined, and regrows over time.
Manages the landing and blocking behavior of a boss-related physics-based obstacle that reacts to environmental changes and boss presence.
A anchored marine structure that functions as a mineable resource and upgradeable water obstacle, dropping rocks when harvested or upgraded.