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DetailInfo

Schema Type: JSON Type: object

No Description Found

rotation

Type: MVector3

Rotation of the object

See Definitions/MVector3

alignRadial

Type: boolean or null

Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.


position

Type: MVector3

Position of the object

See Definitions/MVector3

isRelativeToParent

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.


parentPath

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).


rename

Type: string

An optional rename of this object


assetBundle

Type: string

Relative filepath to an asset-bundle to load the prefab defined in `path` from


path

Type: string

Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle.
If empty, will make an empty game object. This can be useful for adding other props to it as its children.


removeChildren

Type: array

A list of children to remove from this detail

Items

Type: string

No Description Found


removeComponents

Type: boolean

Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
them.


scale

Type: number Default: 1

Scale the prop


stretch

Type: MVector3

Scale each axis of the prop. Overrides `scale`.

See Definitions/MVector3

quantumGroupID

Type: string

If this value is not null, this prop will be quantum. Assign this field to the id of the quantum group it should be a part of. The group it is assigned to determines what kind of quantum object it is


keepLoaded

Type: boolean

Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?
Also makes this detail visible on the map.
Keeping many props loaded is bad for performance so use this only when it's actually relevant
Most logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided.


hasPhysics

Type: boolean

Should this object dynamically move around?
This tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others.


physicsMass

Type: number Default: 0.001

The mass of the physics object.
Most pushable props use the default value, which matches the player mass.


physicsRadius

Type: number Default: 1

The radius that the added sphere collider will use for physics collision.
If there's already good colliders on the detail, you can make this 0.


physicsSuspendUntilImpact

Type: boolean Default: false

If true, this detail will stay still until it touches something.
Good for zero-g props.


ignoreSun

Type: boolean

Set to true if this object's lighting should ignore the effects of sunlight


activationCondition

Type: string

Activates this game object when the dialogue condition is met


deactivationCondition

Type: string

Deactivates this game object when the dialogue condition is met


blinkWhenActiveChanged

Type: boolean Default: true

Should the player close their eyes while the activation state changes. Only relevant if activationCondition or deactivationCondition are set.


item

Type: ItemInfo

Should this detail be treated as an interactible item

See Definitions/ItemInfo

itemSocket

Type: ItemSocketInfo

Should this detail be treated as a socket for an interactible item

See Definitions/ItemSocketInfo