DetailInfo
No Description Found
alignRadial
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.
isRelativeToParent
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
parentPath
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
rename
An optional rename of this object
assetBundle
Relative filepath to an asset-bundle to load the prefab defined in `path` from
path
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
A list of children to remove from this detail
Items
No Description Found
removeComponents
Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
them.
scale
Scale the prop
quantumGroupID
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
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
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
The mass of the physics object.
Most pushable props use the default value, which matches the player mass.
physicsRadius
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
If true, this detail will stay still until it touches something.
Good for zero-g props.
ignoreSun
Set to true if this object's lighting should ignore the effects of sunlight
activationCondition
Activates this game object when the dialogue condition is met
deactivationCondition
Deactivates this game object when the dialogue condition is met
blinkWhenActiveChanged
Should the player close their eyes while the activation state changes. Only relevant if activationCondition or deactivationCondition are set.
itemSocket
Should this detail be treated as a socket for an interactible item