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skills/build-3d-game-rooms/references/families/display-gallery.md
1.41 KB · Sep 30, 2026 · 23:15 UTC
# Display gallery adapter - Use for rooms whose primary purpose is presenting one selectable or interactive hero object. - Reserve a quiet, readable hero silhouette at the target viewport and production camera. - Place any floor marker flat on the ground with its largest face horizontal. Center it beneath the hero anchor in plan and verify that it reads beneath the hero in the production camera. - Keep orbit or camera controls from hiding the hero or confusing object manipulation with room navigation. - Validate hero scale, contrast, attachment/contact, and interaction at both desktop and handheld viewports. - If the shell is radial, carry its order through barriers, circulation, repeated props, and display bays; record each exception. - Prefer sparse offset lower-order prop sets over repeating every family at the shell's maximum radial order. - Aim seating at the displayed hero unless the brief declares another focus. Keep backdrops outside the hero reserve and distribute secondary focal features according to their count. - Use separate lower-room and reflected-ceiling orthographic line plans. Keep optional inspiration imagery outside the evidence plan and include it only when explicitly requested. - Preserve any assigned equirectangular environment by stable room identity and capture six environment-only review directions. - Favor a broad open approach or short entry hallway that frames the hero from outside the room.
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