Read a build back and hold it against its city source: every building present, no hollow or inverted mass, far layer complete. Exits 1 below 99% or on any problem.
helix city buildings check [options] <source-dir> <out-dir>
Argument
Required
Description
source-dir
yes
the city-source folder the build was made from
out-dir
yes
the build output folder
Option
Description
--min-pct <n>
least share of buildings that must be present (default "99")
Complete the collision of a published city Scene: collider cells for elevated decks, ramps and rails, and a collider-only child Scene of building boxes
Read a published city root from a data prefix (https origin or folder) and write the new objects (resealed root, deck-collider cells, building-box child Scene) to --out
helix city colliders apply [options]
Option
Description
--source <prefix>
data prefix holding scene/<root>/ (https origin or folder) (required)
--root <name>
the root Scene folder under scene/ to complete (required)
--new-root <name>
the folder name the completed root is written as (required)
--out <dir>
output folder (mirrors the prefix layout) (required)
--road-cell <m>
road render/collider cell size in metres (default "1024")
--no-decks
skip the elevated-deck collider cells
--no-lips
skip the bevels on kerbs and deck edges (3-35 cm steps a wheel cannot roll up)
--no-buildings
skip the building-box child Scene
--stream-radius <m>
physics radius of the building colliders in metres (default "120")
--per-block <n>
buildings per collider set (default "60")
--inline
write the building collision sets into the root document instead of a mounted child Scene (a document within 32 MiB of its memory cap cannot afford the mount)
A Cities: Skylines II source-v2 bundle to desktop and phone World roots with every shared optimization applied, collision completed, both tiers perf-gated, and a receipt that proves which ran
Build the 1 km road cells of a helix.city-source/1 folder: one meshopt GLB per cell (asphalt, kerb and sidewalk, markings), a collider, and the conformed terrain
Rewrite baked CS2 road cells onto the engine city materials: procedural asphalt, kerb and sidewalk, the game's paint ribbons, cells clipped at 1,024 m, colliders welded to 60k triangles
folder to write: roads/ (render, collider, markings-a, mesh-cells.json) and, with --scene, the patched document (required)
--scene <file>
a sealed Scene v2 document whose roads.* elements are replaced by the restyled cells (and the city material library added)
--terrain <dir>
terrain source folder to carve under the roads at every stride the engine draws it at (default: the folder beside --scene when it holds terrain.json); written to <out>/terrain
--no-carve
leave the terrain as it is
--placements <dir>
placements bake (placements.json + objects/) to re-seat on the carved terrain (default: placements/ beside --scene); written to <out>/placements
--no-snap-placements
leave the placements at the heights they were baked at (trees at the cut rims will float or sink)
--engine-asphalt
keep the engine's own asphalt textures (calibrated to the engine goldens' lighting) instead of the CS2 calibration for the Granit shell's lighting
--library <dir>
city material library pack (default: the CLI's own assets/city-materials/v1)
--collider-max-triangles <n>
collider triangle budget per cell (default "60000")
--no-far
skip the far road layer (roads-lod/: simplified driving surface merged into 2,048 m cells, eager, so roads read from altitude)
Write a Continuum publication descriptor (and the GLBs beside it) per prop: public asset Package, LOD variants, a public Vault Listing with the search tags