Optional outputs and project integration
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Minimap and Aerial generation are disabled by default. In the Simple Inspector, open Output and enable Generate Minimap Layer or Generate Aerial Layer only when your game needs them. Expert mode groups these switches and project conventions under Optional outputs and project layers. Regenerate the map after changing settings, including when removing outputs from an older map. Procedural generation, image import and saved-recipe regeneration use the same switches.
Minimap
EnableMinimapGeneration creates MeshGround/WaterMinimap when water exists. This is a separate rendering copy of the water surface, without colliders; a minimap camera can render it together with the normal terrain. It does not create a camera or a minimap UI. Disabling it leaves normal water, its shader and physics intact.
MinimapLayerName chooses an existing Unity layer, initially BackgroundMinimap. A missing or empty name falls back to the configured water layer. WaterMinimapMaterial overrides its material; otherwise the biome's minimap material is used. For a custom setup without a biome, assign Water Minimap Material explicitly. Contour refresh and altitude keep the copy aligned with the final water surface. Embedded meshes retain those final heights after scene reload.
Aerial
EnableAerialGeneration creates a hidden mesh and MeshCollider at MeshGround/AerialGround. AerialClearance sets the minimum clearance above ordinary ground, water and bridge decks, in world units; its default is 3. Cell Size and generator scale are accounted for. Mountains intersect the surface: rock above the plane remains an obstacle through its existing collider. See Aerial navigation.
AerialLayerName chooses an existing layer, initially Aerial. A missing or empty name falls back to Ignore Raycast. The renderer stays hidden and the collider uses the existing adaptive simplification. Enabling the output does not bake navigation or configure flying units.
Project layers
Names select entries in Unity's Tags and Layers; generation does not create or rename project layers.
| Parameter |
Initial name |
Missing/empty fallback |
Applies to |
GroundLayerName |
Ground |
Default |
Ground, paths and plateau surfaces |
EnvironmentLayerName |
Environment |
Default |
Mountain rock, seabed, cliffs and altitude side walls |
WaterLayerName |
Water |
Default |
Normal water surface and collider |
BridgeLayerName |
Walkable |
Configured ground layer, then Default |
Bridge roots and all children, including inactive colliders |
MinimapLayerName |
BackgroundMinimap |
Configured water layer |
Optional water rendering copy |
AerialLayerName |
Aerial |
Ignore Raycast |
Optional flight collider |
Explicit image-palette layers retain priority. Per-prop rule layers retain their controls. Ramp surfaces share the map Walkable layer (BridgeLayerName), with GroundLayerName as fallback. The hidden legacy biome RampLayerName is ignored. Prop placement automatically includes Default, TransparentFX and the configured ground/environment/bridge layers. AdditionalPropPlacementLayers adds other collider layers without replacing this mask or changing prop instance layers.
Navigation adapter
EnableNavigationGraphUpdates is false by default. Enable it only when using a compatible installed Pathfinding.GraphUpdateScene API. The optional adapter assigns WaterNavigationTag (initially 1) and AerialNavigationTag (initially 2), each in 0–31. These are graph node tags, not Unity GameObject tags or layers. Aerial tagging also requires Aerial generation.
No navigation package is required. An absent optional API is skipped; the module still generates its terrain and colliders. Actual movement, graph scanning and navigation baking remain your game's responsibility.
Bridge prefab lookup
Configure BiomeSetting > Biome Prefabs > River Bridge Prefab to choose the
default deck for that biome. Use a bridge prefab with a non-trigger deck collider.
Enable Has Bridges on a River map, then regenerate.
The map's River Bridge Override (MapDefinition.RiverBridgePrefab) takes
priority when assigned. Leave it empty to follow the selected biome. For an
existing map with an explicit bridge, Use biome / default bridge clears that
override. Changing biomes then changes the bridge without copying it into the
map override. New Starter presets provide their bridge through this biome field.
If neither the map nor the biome supplies a bridge, EditorBridgePrefabSearchPath
optionally looks up a project-relative prefab in the Editor. Its initial value
points to the module's generated Starter bridge. Clear the string to disable
lookup, or set an Assets/... / Packages/... prefab path. Keep the fallback
reference serialized for player builds. Serialized biome references work in
players directly; runtime generation never uses AssetDatabase.
Bridge alternatives and barrier colliders
A bridge prefab may use MapPropVariants, with inline child models or external
prefab alternatives. The map seed and crossing position choose one alternative
before fitting. Replanning, reversed endpoints and mirrored crossings keep the
same choice. Only that model is instantiated; packing preserves its selection.
Put the walking deck's non-trigger BoxCollider or MeshCollider on
Walkable (or the configured Bridge Layer). Keep railings and barriers on
separate GameObjects. The generator fits the deck collider to both landings and
assigns other physical colliders to the configured Environment Layer Name,
the same layer used for mountains. It does not use their height or outer bounds
to position the deck. Legacy plain bridge prefabs remain supported; named Fence,
Barrier and Railing branches are excluded from automatic deck detection.
Create the Walkable and Environment layers in your project. Starter setup creates
them when project-layer configuration is enabled; missing custom layers retain
the map definition's existing fallback behavior. The validation project's
Environment layer is available at slot 10. Regenerate existing maps after updating.