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You can check your build and navigation boundary, and interaction and snap points by enabling furniture debugging using the command "FURNITURE_DEBUG True" in the console and selecting the furniture you want to review in-game. The navigation boundary is located on the floor and goes from green to pink. The build boundary also illustrates Height1 and Height2 and goes from cyan to red. Interaction points are blue and snap points are yellow:
 
You can check your build and navigation boundary, and interaction and snap points by enabling furniture debugging using the command "FURNITURE_DEBUG True" in the console and selecting the furniture you want to review in-game. The navigation boundary is located on the floor and goes from green to pink. The build boundary also illustrates Height1 and Height2 and goes from cyan to red. Interaction points are blue and snap points are yellow:
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[[File:FurnDebug.png|frame|Note how the navigation boundary(Green/Pink) of the table has been inset to allow for employees to find path to the computer, as it might otherwise be blocked in by the table and the chair.]]
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[[File:FurnDebug.png|frame|Note how the navigation boundary(Green/Pink) of the table has been inset to allow for employees to find a path to the computer, as it might otherwise be blocked in by the table and the chair.]]
    
'''It is highly recommended that you run the command EXPORT_FURNITURE_BOUNDS with your furniture name as parameter if you've used the AutoBounds attribute. This command bakes the bounds information in the XML file so it doesn't have to be recalculated each time the game launches.''' This command has been introduced in alpha 8.10.15.
 
'''It is highly recommended that you run the command EXPORT_FURNITURE_BOUNDS with your furniture name as parameter if you've used the AutoBounds attribute. This command bakes the bounds information in the XML file so it doesn't have to be recalculated each time the game launches.''' This command has been introduced in alpha 8.10.15.

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