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Update INSTRUCTIONS.md
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@ -72,6 +72,11 @@ Somewhat counter-intuitively, all DOBs should be maintained in your game __OUTSI
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All the following functions should be called on the LRoomManager node.
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* Call `dob_register(cam, 0.0)` to register a DOB to be handled
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The number 0.0 is the radius of the DOB in the visibility system. All DOBs are managed as spheres. For a camera the radius can be zero because it will never be visible (however it DOES require to be a DOB so that the system can keep track of which room it is in).
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If a DOB is being culled (popping out of view) when it should not, it is normally because the bounding radius needs to be larger. On the other hand, too large a radius will make the DOB render when it is not necessary, so it is a good idea to tweak this value. It is in Godot world units, so you may be able to simply measure you object in the IDE.
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* Each frame, call `dob_update(cam)` to keep that DOB updated in the system
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If the DOB is not moving, or you want to deactivate it to save processing, simply don't call update again until you want to reactivate it.
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