EyeTravelerInfo
No Description Found
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
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
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
id
A unique ID to associate this traveler with their corresponding quantum instruments and instrument zones. Must be unique for each traveler.
requiredFact
If set, the player must know this ship log fact for this traveler (and their instrument zones and quantum instruments) to appear. The fact does not need to exist in the current star system; the player's save data will be checked directly.
requiredPersistentCondition
If set, the player must have this persistent dialogue condition set for this traveler (and their instrument zones and quantum instruments) to appear.
startPlayingCondition
The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler.
participatingCondition
If specified, this dialogue condition must be set for the traveler to participate in the campfire song. Otherwise, the song will be able to start without them.
signal
The audio signal to use for the traveler while playing around the campfire (and also for their paired quantum instrument if another is not specified). The audio clip should be 16 measures at 92 BPM (approximately 42 seconds long).
finaleAudio
The audio to use for the traveler during the finale of the campfire song. It should be 8 measures of the main loop at 92 BPM followed by 2 measures of fade-out (approximately 26 seconds long in total). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
dialogue
The dialogue to use for this traveler. If omitted, the first CharacterDialogueTree in the object will be used.
afterTraveler
The name of the base game traveler to position this traveler after at the campfire, starting clockwise from Riebeck. Defaults to the end of the list (right before Riebeck).