Ocean
Overview
This component will create an ocean inside your level. The height of the ocean is determined by the Y position of the object holding this component.
The object holding this component should not be rotated in any way. Doing so will create holes on the surface of the ocean mesh.
The object holding this component should not be moved after the level has loaded. Doing so will change where the game thinks the ocean is, but not move the visual representation, causing players to drown in air.
Component Fields
Field | Description |
---|---|
Prefab Address | The ocean prefab to use when ocean quality is set to high. |
Low Quality Prefab Address | The ocean prefab to use when ocean quality is set to low. |
Low Quality | A custom low-quality ocean asset to use. This should not be a prefab. |
Show Only When In Room | If this ocean is part of a dungeon room, enabling this will have it only render when the player is within the room. |
Ocean Prefab Addresses
Any of the following addresses can be entered into the Prefab Address
and Low Quality Prefab Address
fields to change the appearance of the created ocean.
High-Quality
Bas.Ocean.Citadel
Bas.Ocean.Greenland.CharSelection
Bas.Ocean.Greenland.Lighthouse
Bas.Ocean.Greenland.Outpost
Bas.Ocean.Greenland.LostCove
Bas.Ocean.Greenland.Zipline
Bas.Ocean.Greenland.WatchTower
Low-Quality
Bas.Ocean.LowQuality
Bas.Ocean.LowQuality.Interior
Bas.Ocean.LowQuality.LostCove
Bas.Ocean.Home.LowQuality
Bas.Ocean.Citadel.LowQuality