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195 bytes added ,  11:27, 19 May 2016
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The root tag can also have a Base attribute to inherit from an existing furniture from the game. If you define the attribute AutoBounds to “True”, the game will auto generate the navigation mesh, building boundary, vertical span, x and y grid offset, width and vertical offset for wall furniture, and collision box for selection, based on the furniture meshes, otherwise these can be controlled in the Furniture component by setting the variables BuildBoundary, NavBoundary, Height1, Height2, OnXEdge, OnYEdge, WallWidth, YOffset and the BoxCollider component.
 
The root tag can also have a Base attribute to inherit from an existing furniture from the game. If you define the attribute AutoBounds to “True”, the game will auto generate the navigation mesh, building boundary, vertical span, x and y grid offset, width and vertical offset for wall furniture, and collision box for selection, based on the furniture meshes, otherwise these can be controlled in the Furniture component by setting the variables BuildBoundary, NavBoundary, Height1, Height2, OnXEdge, OnYEdge, WallWidth, YOffset and the BoxCollider component.
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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.
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[[File:FurnDebug.png]]
    
'''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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