Scene Exporter¶
Every scene needs exactly one PSXSceneExporter component on a root GameObject. This is the master controller for the export pipeline.
Adding a Scene Exporter¶
Go to GameObject -> PlayStation 1 -> Scene Exporter. SplashEdit enforces a singleton - only one per scene.
Settings¶
| Field | Description | Default |
|---|---|---|
| Scene Type | Interior or Exterior (see below) | Exterior |
| GTE Scaling | Vertex position scale factor. Higher = more precision, but can overflow on large scenes. | 100.0 |
| Scene Lua File | Optional Lua script that runs at the scene level. Used for initialization, UI setup, and shared functions. | None |
| Fog Color | RGB color for distance fog | Black |
| Fog Enabled | Toggle fog on/off | Off |
| Fog Density | How quickly fog appears with distance | 0 |
| Cutscenes | Array of PSXCutsceneClip assets used in this scene | Empty |
| Animations | Array of PSXAnimationClip assets used in this scene | Empty |
| Loading Screen Prefab | Optional prefab shown while the scene loads | None |
Scene Types¶
Exterior¶
Uses a Bounding Volume Hierarchy (BVH) for frustum culling. The BVH groups triangles spatially and culls entire branches that fall outside the camera's view.
Best for: open areas, outdoor environments.
Warning
Exterior BVH rendering currently has significant issues and needs a full rewrite. See Known Issues. Use Interior scene type whenever possible.
Interior¶
Uses a room/portal occlusion system. Only rooms visible through portal connections are rendered. Much more efficient for enclosed spaces.
Best for: buildings, dungeons, hallways, any enclosed space.
Important
Interior scenes must have at least one PSXRoom defined. Without rooms, rendering glitches will occur.
Debug Visualization¶
The inspector has debug toggles at the bottom:
| Toggle | Description |
|---|---|
| Preview BVH | Show the bounding volume hierarchy in the Scene view |
| Preview Rooms/Portals | Show room volumes (green) and portal connections (orange) |
| BVH Preview Depth | How deep into the BVH tree to visualize |
BVH Preview is broken
The BVH preview visualization is not working correctly in the current version. The Rooms/Portals preview works fine.
Export Pipeline¶
When you export (via the Control Panel or directly), the exporter runs this sequence:
- Collects all
PSXObjectExportercomponents in the scene - Quantizes and deduplicates textures, packs into VRAM
- Converts meshes to PS1 format with pre-baked lighting
- Builds BVH (exterior) or room/portal structure (interior)
- Generates navigation regions from walkable geometry
- Exports UI canvases, custom fonts, and font pixel data
- Exports cutscenes, animations, audio, interactables, and trigger boxes
- Writes the complete
.splashpackbinary - Optionally writes a
.loadingfile for the loading screen