Rebuilding the smithy interior, starting with what bugged me in the guild
Rebuilt the smithy interior as a 14.4 m square workshop, using the approach I settled on for the guild. I fixed the guild's short walk and bare walls from the start, with 10.8 m from the entrance to the anvil and walls filled with decorations and lights.
With the guild interior done, the next interior was the smithy. This time I decided to handle what bugged me in the guild (the short walk from the entrance to the interaction spot, the bare walls) from the start. The smithy has no second-floor gallery, so the height issue doesn't apply.
What I built
The approach is the same as the guild. I copied the old smithy scene, kept the blacksmith Bran, the gold UI, the smithy BGM and door transitions, and rebuilt only the room. 0.8× scale, 1.6 m modules, the third-person camera, wall hiding and a 7.2 m ceiling all match the guild.
It's 14.4 × 14.4 m, with about 10.8 m from the south wall to the front of the anvil.
The north side is the workshop. In the middle of the north wall there's a big forge (1.25×, with a flickering light) and its flue, a round stone brazier (with embers), an anvil and hammer, a quenching tub, a cauldron and a tool workbench. Bran stands behind the anvil, and the talk spot is in front of it. Since the anvil sits between them, I used the same setup as the guild counter.
On the west side there are 2 weapon racks, on the east side a material storage area, a ladder and a wall tool rack, and in the middle a repair workbench. The aisle from the door to the anvil is left clear.
On the walls I put in second-tier half-timber braces, a smithy crest over the door (big shield + sword), shields, paintings and antlers from the start. For lighting there are 3 chandeliers (with shadows), the forge light, wall lanterns in 8 spots and a weak 0.5 directional light, for 16 active lights in total.
I connected the smithy door in the village to the new scene and checked the transitions both ways and the conversation with Bran. The first time, it didn't switch from the village to the smithy. That was because of an existing rule: if you start out already standing inside the door, you have to step out and back in for it to trigger. Once I stepped out and back in, it worked. Paths from the arrival point to the talk spot and the door connect too, and there are 0 Rigidbodies in the scene.
Things I thought about
- Sharing the guild builder's common functions. I made the guild's placement, collider, shield-hanging, camera and NavMesh-baking functions public and reused them, and only the wall and floor functions tied to room size live separately in the smithy builder. The guild's result doesn't change.
Rabbit hole: a gap between the forge and the flue
There was a visible gap between the top of the forge and the flue. The cause was stacking from the flue height value of the SUNTAIL houses (3.31). I changed it to stack from 3.0, and they joined up.
Next up
- Changing the guild builder's common functions will affect the smithy too
- The tavern interior is still the old one
- The camera starting at the north angle when coming back out to the village is the same issue as in 147


