Your comments

Ah yes, I've seen that. But what I was referring to was games that have walls that are "tall". I.e. walls that are 2-3 tiles in height that act as a wall with corners and the like. See my attached image for reference.


No problem :) I can wait!

Many thanks for the update.
Hi there,

I can confirm that the prefab is not being set to static via script. It is the same prefab I use for the regular passage doors. When a map is generated, the room door prefabs are being placed under the static map game object and are combined into a single mesh. If you have a look at your Sci-Fi example scene and run it, notice how you can simply run straight through the room doors as they have become part of the static combined mesh.
I've now discovered that all static objects are combined into a single mesh before the game starts, so I'm unable to return it to a non-static object during runtime via script. But I still do not understand why room door prefabs are being placed into the static category in the first place.
Please can you clarify? The screen shot clearly illustrates that column models are in those particular slots. Replacing them just spawns walls in their place which clips into the two sci-fi wall types I mentioned previously.

In either case, I have found the problem. By switching the setting "Use Directional Floors" to off, the wall segments option has appeared! This must be a bug, as the using directional floors setting shouldn't hide an option to change the walls. Toggle it at your end and you'll see what I mean.

Hi again,

That's not what I am having problems with - apologies if I didn't make this clear enough, I'll try again to explain.

You have two wall segments provided in your Sci-Fi example: "SciFi01_CorridorWall_01" and "SciFi01_CorridorWall_02"; both of which are generated in the scene when a level is created. I wish to replace these particular segments with my own wall model. However, if you look at the options available under the physical map component (see my screen shot in previous response) there is no visible option to change them...... There are plenty of wall variations I can change, but these are all types of column models and NO straight wall segments. I cannot workout where this script is pulling those two wall prefabs from.

Does this make sense now?
Hey there,

What I mean is, there is no option to change the wall variations. I've attached a screen shot to show what I mean.


The screen shot above shows a column prefab in each wall option available - I can't find the option/parameter to replace "SciFi01_CorridorWall_01" and "SciFi01_CorridorWall_02", which are the Sci-Fi wall prefabs being placed into the scene.