# 3. Weenies, Landmarks and Lighting as Wayfinding
Part of [[ProBuilder Gray-Boxing and Landmarks]]. Prev: [[2. Blockout Workflow and Metrics]]. Next: [[4. Beat-Chart to Gray-Box]].
Level 9 in [[Level Up! (Review)]] asks you to design like a theme park: **show the destination early**, guide with **sightlines and landmarks**, hide the backstage. Summaries of the chapter commonly call the tall attractor a **"weenie"** (Walt Disney's term for the castle you see from the parking lot). The review asks you to **verify the term in the book** before you treat the word as Rogers' own; the *idea* is in the chapter either way.
The same idea is already applied to Terrain in [[4. Level Design with Terrain - Landmarks and Sightlines]]. This part is the interior / plaza version, in ProBuilder, with lights doing part of the pointing.
## 3.1 What a weenie has to do
- Be **readable from the entrance** (and, ideally, from the previous beat's exit).
- Be **unique in silhouette** (a cone or cylinder among boxes is enough at gray-box stage). Yellow / gold in the color language.
- Be a **place you will actually go**, or a landmark you navigate *by* (a bell tower you walk toward, even if the door is at its feet).
- Not be a lie. A golden tower with no route is worse than no tower.
Secondary landmarks (a unique arch, a hanging sign, a trashcan fire - [[2.Worked Effect - Trash Can Fire]]) mark fingers and dead-ends. Every finger needs a reward, even a small one.
## 3.2 Lighting as wayfinding
You do not need a baked GI pass to teach this. A handful of realtime lights in the blockout are a design tool; [[Lighting and Baking]] is how you make them cheap later.
| Cue | Blockout recipe | What it says |
|---|---|---|
| Warm key on the weenie | A Spotlight or a slightly emissive yellow material on the tower only | "This is the destination" |
| Cooler, dimmer path | Lower intensity along optional side rooms | "This is secondary" |
| Doorway brightness | A light just beyond a dark threshold | "Come through here" (the classic sightline) |
| Hazard | Red vertex color plus a low point light, or no light in a pit | "Not safe" |
| Backstage | No light, magenta collision, camera should never see it | Hidden service space |
Rules of thumb:
- Contrast does more than brightness. A moderately lit tower at the end of a darker street reads better than everything at full white.
- Do not compete. One dominant warm accent per view.
- If the player needs a pickup to proceed, light *the door they will return to* as well as the pickup. Level 9 foreshadowing: show the goal, then the way.
- Quest 2 / mobile: treat these lights as temporary. Budget them in [[Lighting and Baking]] / [[6. Quest Performance Budgets]] before you ship the art pass. A gray-box may use more realtime lights than the final scene.
An unlit / vertex-color ProBuilder shader (from the URP samples) will *not* respond to lights the way a Lit shader does. For wayfinding tests, put a **Lit** (or sample Lit-with-vertex-color, if the sample includes one - confirm after import) material on the weenie and the doorway reveal, and leave the rest on the cheaper vertex-color material. If the sample does not provide a lit vertex-color shader, use a standard URP Lit material on landmarks only.
## 3.3 A sightline check
A cheap Editor / Play Mode test: from a named viewpoint (the entrance), can a ray reach the weenie without hitting a wall?
```csharp
using UnityEngine;
/// <summary>
/// Reports whether a landmark is visible from a viewpoint.
/// NOT compiled in Unity. Pair with the Terrain sightline checker if you already have it.
/// </summary>
public sealed class LandmarkSightline : MonoBehaviour
{
[SerializeField] Transform viewpoint;
[SerializeField] Transform landmark;
[SerializeField] LayerMask blockers;
[SerializeField] Vector3 landmarkAimOffset = new Vector3(0f, 2f, 0f);
public bool IsLandmarkVisible()
{
if (viewpoint == null || landmark == null) return false;
Vector3 start = viewpoint.position;
Vector3 end = landmark.position + landmarkAimOffset;
Vector3 delta = end - start;
float dist = delta.magnitude;
if (dist < 0.001f) return true;
return !Physics.Raycast(start, delta / dist, dist, blockers, QueryTriggerInteraction.Ignore);
}
#if UNITY_EDITOR
void OnDrawGizmosSelected()
{
if (viewpoint == null || landmark == null) return;
bool ok = IsLandmarkVisible();
Gizmos.color = ok ? Color.yellow : Color.red;
Gizmos.DrawLine(viewpoint.position, landmark.position + landmarkAimOffset);
}
#endif
}
```
If the line is red from the entrance, you do not have a weenie; you have a prop hiding behind a wall. Cut a window, raise the tower, or move the entrance. The Terrain note's checker is the same idea outdoors; do not maintain two incompatible definitions of "visible" in one project if you can share one component.
## 3.4 Exercise
Build a 20 m corridor that bends once, with a gold cone visible *over* the bend from the start (a raised weenie), and a lit doorway at the end of the second leg. If the player has to hug a wall to see the destination, raise the landmark, do not add a map marker.
## Sources
- [[Level Up! (Review)]] Level 9
- [[4. Level Design with Terrain - Landmarks and Sightlines]]
- [[Lighting and Baking]]