Superliminal/Unused Areas and Objects/Somnasculpt Workshop
This is a sub-page of Superliminal/Unused Areas and Objects.
Contents
- 1 Unused Lighting
- 2 Unused Objects
- 2.1 WorkshopRoom
- 2.2 DreamConstructionRoom
- 2.2.1 BackupForOtherPrefabs
- 2.2.2 BuiltInPrefabs_EnsureCorrectVertexChannels
- 2.2.3 Caution_Tape_Museum_Prop
- 2.2.4 Cube (12 & 15)
- 2.2.5 End_Table_Hotel_Prop (2)
- 2.2.6 FlagCanister
- 2.2.7 Mop_Bucket_Common
- 2.2.8 OpticalFloorLong
- 2.2.9 OpticalFloorSquare
- 2.2.10 OpticalShortWall
- 2.2.11 OpticalSquareCeiling
- 2.2.12 OpticalSquareWall
- 2.2.13 OpticalTallWall
- 2.2.14 PlasterRoom001
- 2.2.15 PortalHolder_NotYetNeedsWork
- 2.3 Other
Unused Lighting
To do: Check if the two point lights that are out of bounds are viewable. (They're inside WorkshopRoom/Astral_Somnasculpt_New (1)/_SleepClinic_Lobby/Bedroom/) |
WorkshopRoom
Unused lights off | Unused lights on |
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All of the buttons on the soda machine have disabled point lights because the only button that is made triggerable is the Random Soda button, while the rest are covered by tape and have their UnityEngine.Light component turned off.
DreamConstructionRoom
Unused lights off | Unused lights on |
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Inside the goal elevator are four unused lights, one area light, one spot light, one point light and a reflection probe. (Only the spot and point lights are viewable).
Unused Objects
WorkshopRoom
Note: Most of this area's objects seems to be copied over from Whitespace's _PortalInPortalIntro area. This section will only be showing objects that are unique to this area.
To do:
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ChoicesClonable_DISABLEDFORNOW
To the left of the Keep Upright switch is a Clonable switch that seems to be fully working in dream mode, but not in the actual levels (custom objects gets replaced by a "Random Soda" can). It is unknown if this feature will be added in a future update.
Computer_Keyboard_Common_Prop (1) & Phone_001_Common_Prop (1)
On the Upload desk is an unused keyboard and phone.
DropTemplate
On both of the Subscribed Objects and Personal Collection folding tables, where the first loaded in model is supposed to be is an unused label template that's labelled "BEBASNEUE BOLD SDF". Bebas Neue is the font seen in the title, loading screens and variously throughout the game. SDF stands for Signed Distance Fields, a mathematical concept that, applied to computer graphics, is particularly useful for rendering text.
Light_Industrial_003_Back_Light (3)
By one of the corners of the room is an unused industrial light.
Trash_Can_001_Hotel_Prop_DeleteFromHideyHole
In front of the soda machine is an unused trash can that reads "BEBASNEUE BOLD SDF".
DreamConstructionRoom
Note: Most of the unused grabbable objects (Except for BackupForOtherPrefabs) will disappear once a playtest dream has been exited out of.
To do:
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BackupForOtherPrefabs
In front of the doorways is an unused grabbable doorway.
BuiltInPrefabs_EnsureCorrectVertexChannels
Under the map are copies of all of the used and unused objects but masked in a red texture (except for PortalHolder_NotYetNeedsWork). When one of the objects is grabbed, placed onto the playtest area and going in and out of playtest mode, they turn back into their default objects.
Caution_Tape_Museum_Prop
In front of the door to the construction room is an unused caution tape structure. If enabled it does block off the player from entering the room.
Cube (12 & 15)
Near where the two doorway walls are are two unused walls with no doorways.
End_Table_Hotel_Prop (2)
The start flag has an unused end table with an alarm clock that flashes the words WAKE UP.
FlagCanister
The end elevator has an alternate object that's an unused green canister with an alarm clock and a green goal flag.
Mop_Bucket_Common
To the left of the personal collection shelf is an unused mop bucket.
OpticalFloorLong
In front of the white wall is an unused and un-grabbable long floor that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.
OpticalFloorSquare
Near the white wall is an unused grabbable square floor that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.
OpticalShortWall
Next to the white wall is an unused and un-grabbable short wall that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.
OpticalSquareCeiling
In front of the black wall is an unused grabbable square ceiling that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.
OpticalSquareWall
In front of the white wall is an unused and un-grabbable square wall that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.
OpticalTallWall
In front of the white wall is an unused and un-grabbable tall wall that seems to be to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.
PlasterRoom001
Near the top left corner of the room is an unused grabbable room with plastered on walls and flooring with some strange properties. It's grab area is placed on the top right area of the room and it seems pretty lightweight when dropped. It is unknown if this object will be added in a future update.
PortalHolder_NotYetNeedsWork
To the left of the exit elevator is an unused portal doorway that really only works when used in playtest mode and is cloned (cloning is only possible with hacks). It is unknown if this object will be added in a future update.
Other
(For unused objects that appear in both areas or in the root of the scene library).
ChoiceTemplate
Every choice button label has an unused template label that's labelled THING.
Cube
In front of the door to the construction room is an unused is a single piece of "DO NOT CROSS" tape.
Disabled Button Objects
Each button and the photos area has disabled exit door functionality.