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AsteroidBeltModule

Celestial Body Schema / Definitions / AsteroidBeltModule
Schema Type: JSON Type: object

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amount

Type: integer Minimum: -1Maximum: 200Default: -1

Amount of asteroids to create.


inclination

Type: number

Angle between the belt and the equatorial plane of the planet.


innerRadius

Type: number Minimum: 0

Lowest distance from the planet asteroids can spawn


longitudeOfAscendingNode

Type: number

Angle defining the point where the belt rises up from the planet's equatorial plane if inclination is nonzero.


maxSize

Type: number Minimum: 0Default: 50

Maximum size of the asteroids.


minSize

Type: number Minimum: 0Default: 20

Minimum size of the asteroids.


outerRadius

Type: number Minimum: 0

Greatest distance from the planet asteroids can spawn


procGen

Type: ProcGenModule

How the asteroids are generated, unless you supply a detail yourself using "assetBundle" and "path"

See Definitions/ProcGenModule

randomSeed

Type: integer

Number used to randomize asteroid positions


assetBundle

Type: string

You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by "minSize" and "maxSize", so ideally it should be near a 1 meter radius.
This is a relative filepath to an asset-bundle to load the prefab defined in `path` from.


path

Type: string

You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by "minSize" and "maxSize", so ideally it should be near a 1 meter radius.
This is either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle.


gravity

Type: number Minimum: 0Default: 1

Surface gravity of the asteroids.


randomOrientation

Type: boolean Default: true

Should the detail of the asteroid be randomly oriented, or should it point towards the center.