Update INSTRUCTIONS.md

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@ -80,6 +80,9 @@ The bound should be stored as a MeshInstance child of the room, with a specific
Although the bound will be treated as a convex hull at runtime, you don't have to be perfect when creating it because the geometry will be run through the quickhull algorithm.
### Ignore objects
You can optionally prevent objects being added to LPortal internal room system (so they will not be culled to the planes). To do this, their name should begin with 'ignore_'. Note this is only relevant for objects derived from VisualInstance, LPortal ignores all non-visual instance objects. However note that these objects will still be culled when entire rooms are hidden by LPortal.
### DOBs (Dynamic objects)
While most of the world in the room portal is assumed to be static (non-moving), you will inevitably want some objects to move around in the scene. These objects that can move _between_ rooms are special, the visibility system has to keep track of which room they are in in order to render them correctly.