Parameter reference

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Audited on 16 October 2026 against the working module, Unity 6000.2.13f1.

The current MapDefinition exposes 214 public recipe fields. See the current catalogue for every field, source default, tooltip and shader property. The following usage notes retain their original audit dates.

Grass details (18 October 2026)

Setting Use and condition
Enable Grass Details Enables grass prefab rules in MapPropsGenerator in both modes. Requires Enable Props Generation.
Grass Detail Density 0–4 multiplier on each grass rule placement chance, capped at 100%. Use 1 for biome percentages. Zero disables placements; higher values never stack patches.
Grass Detail Height Minimum/maximum blade height in cell units (0.05–2), applied through vertical scale. Medium fills a 1 × 1 cell tile and Large 4 × 4, with overlapping border blades to avoid empty seams between adjoining patches. Mesh assets stay shared.
Grass Detail Material Per-map override; otherwise BiomeSetting.GrassDetailMaterial, then the included material for that biome.
BiomeSetting.GrassDetailMaterial Separate from the ground GrassMaterial; shader controls color, blade shape and wind.
InstConfig.IsGrassDetail Marks a grass prefab and opts into map height/material styling. MapPropsGenerator places larger Scale areas first, then fills free tiles with smaller rules; Tile Percent and yaw are respected. GrassPrefab and legacy TransparentFX prefabs named Grass are also recognized. If no grass rule is authored, included rules are added in memory.

See GrassDetails.md for placement, wind, palettes and performance.

How to compare settings

Disable Use Random Seed, keep the seed and all other inputs fixed, change one setting and regenerate. A parameter is active only when its feature, generation mode and required assets apply. Requested counts can be reduced by space, resource, landing and path safety checks.

A screenshot illustrates a visible result; it does not validate gameplay connectivity. Mesh optimization changes vertex/index storage while preserving appearance. Cell Size changes world scale even when the export camera fits the new bounds. Fairness tolerances change the score rather than repositioning terrain.

Corrected behavior

Application by parameter

Direct material and prefab overrides take priority over their biome defaults. Empty overrides use the resolved biome. The consumer links point to implementation, not merely serialization or Inspector display.

General

Parameter Applies when Effect Consumer
MapName Both modes Generated hierarchy name, saved recipe name and screenshot filename. MapGeneratorTester.cs, MapScreenshotCapture.cs
MapSize Both modes Number of cells along each side; imported images are sampled to this resolution. TerrainMeshGenerator.cs, MapGenerationPreview.cs
PlayerCount Procedural Requested player bases, before Additional Main Bases. BasePlacementSystem.cs
FullMapSymetry Procedural Active la symétrie complète ; false par défaut. Désactivé, conserve le générateur naturel et le placement historique des départs sans ajout pour compléter les groupes. Symétrie complète
Symmetry Procedural Placement des départs dans le générateur historique. Avec Full Map Symmetry, s'applique aussi au terrain, à l'eau, aux chemins, aux ressources et aux props ; des départs supplémentaires complètent les groupes. Symétrie complète
GenerationMode Both modes Selects procedural planning or image classification. MapGeneratorTester.cs, TerrainMeshGenerator.cs
Biome Both modes; no explicit Biome Override Biome type used to filter compatible Editor presets. Runtime uses the explicit Biome Override reference. MapDefinition.cs, MapGeneratorTester.cs
BiomeOverride Both modes Explicit biome asset used at runtime; direct per-map fields retain priority. MapDefinition.cs, MapGeneratorTester.cs
WaterLayout Procedural Primary water layout. River skirts settlement clearings and uses opposite borders through the center when the full channel fits; occupied central zones take priority. Additional rivers also respect clearings. Lake keeps chokes and paths on dry land. Random uses the resolved layout rules. MapGeneratorTester.cs, ResourcePlacementSystem.cs

Map Altitude

Parameter Applies when Effect Consumer
EnableMapAltitude Both modes Adds height-map relief while keeping lakes/seas horizontal and through-flow rivers descending toward a common outlet. Seabed and nearby banks follow those levels; objects follow the adjusted terrain. MapGeneratorTester.cs, MapAltitudeHeightMap.cs
AltitudeMinHeight Both modes; Map Altitude enabled Height-map offset in map units at black pixels. Local terrain features are added on top of this altitude. MapAltitudeHeightMap.cs
AltitudeMaxHeight Both modes; Map Altitude enabled Height-map offset in map units at white pixels. Local terrain features are added on top of this altitude. MapAltitudeHeightMap.cs
AltitudeHeightMap Both modes; Map Altitude enabled Optional readable grayscale height map, independent of Source Map Image. Leave empty for seeded hills. Import with Read/Write enabled, sRGB disabled and no compression. MapAltitudeApplier.cs, MapAltitudeHeightMap.cs
AltitudeHeightMapOriginTopLeft Both modes; Map Altitude enabled; custom height map Flip the custom height map vertically. By default its bottom-left pixel maps to the terrain's minimum X/Z corner. MapAltitudeHeightMap.cs
AltitudeNoiseScale Both modes; Map Altitude enabled; no custom height map Frequency of automatically generated hills in cell units. Lower values give broader hills. Ignored when a custom height map is assigned. MapAltitudeHeightMap.cs

Image Import

Parameter Applies when Effect Consumer
SourceMapImage Image Source Map Image setting; applied by the consumer below. ImageMapImportSystem.cs
ImageLayerSet Image Image Layer Set setting; applied by the consumer below. TerrainMeshGenerator.cs, ImageMapImportSystem.cs
SimplifyImageLayers Image For painted/scanned maps: use only the selected palette, sample a wider area to suppress grain, and merge shades of the same terrain/Unity layer into the most-used reference. Disable to preserve separate painted material variants and outline segmentation. ImageMapImportSystem.cs
EnableImageContourSmoothing Image Rounds imported terrain contours with shared mesh vertices fitted to the source image. Preserves tile types, water, resources and narrow passages; independent of cell-color cleanup. ImageMapImportSystem.cs, TerrainContourSmoothing.cs
ImageContourSmoothingStrength Image Image Contour Smoothing Strength setting; applied by the consumer below. ImageMapImportSystem.cs, TerrainContourSmoothing.cs
ImageOriginTopLeft Image Image Origin Top Left setting; applied by the consumer below. ImageMapImportSystem.cs
ImageCellSampleRadius Image Sampling area around a cell. The simplified palette also enforces a minimum wider sample. ImageMapImportSystem.cs
ImageColorTolerance Image Tolerance used to match image colors against palette or fallback reference colors. ImageMapImportSystem.cs
EnableImageRegionSegmentation Image; segmentation enabled and no simplified palette Ink/boundary region voting. Simplify Image Layers with a palette bypasses this pipeline. ImageMapImportSystem.cs
ImageRegionInkValueThreshold Image; segmentation enabled and no simplified palette Maximum pixel value classified as dark region ink. ImageMapImportSystem.cs
ImageRegionInkSaturationThreshold Image; segmentation enabled and no simplified palette Saturation threshold for region ink recognition. ImageMapImportSystem.cs
ImageRegionBoundaryColor Image; segmentation enabled and no simplified palette Reference boundary ink color. ImageMapImportSystem.cs
ImageRegionBoundaryColorTolerance Image; segmentation enabled and no simplified palette Tolerance for the boundary color mask. ImageMapImportSystem.cs
ImageRegionBoundaryExpansion Image; segmentation enabled and no simplified palette Pixel dilation of the detected region boundary mask. ImageMapImportSystem.cs
ImageMinimumRegionPixelCount Image; segmentation enabled and no simplified palette Smallest connected pixel region considered for a cell-region override. ImageMapImportSystem.cs
ImageMinimumRegionCellVoteRatio Image; segmentation enabled and no simplified palette Minimum dominant-region votes required to override local sampling. ImageMapImportSystem.cs
ImageLargeWaterRegionOverrideMaxRatio Image; segmentation enabled and no simplified palette Limit for large-water region overrides relative to the full image. ImageMapImportSystem.cs
ImageLargeWaterRegionLocalKeepRatio Image; segmentation enabled and no simplified palette Local water evidence needed to keep a large-water region decision. ImageMapImportSystem.cs
EnableImageSurfaceSmoothing Image Cell-type cleanup after classification, independent of mesh contour smoothing. ImageMapImportSystem.cs
ImageSurfaceSmoothingIterations Image; Image Surface Smoothing Number of classification cleanup passes. ImageMapImportSystem.cs
EnableImageGroundRelief Image Adds a subtle, deterministic low-frequency elevation relief to imported ground cells. MapDefinition.cs, ImageMapImportSystem.cs
ImageGroundReliefStrength Image; Image Ground Relief Image Ground Relief Strength setting; applied by the consumer below. MapDefinition.cs, ImageMapImportSystem.cs
ImageGroundReliefScale Image; Image Ground Relief Image Ground Relief Scale setting; applied by the consumer below. MapDefinition.cs, ImageMapImportSystem.cs
ImageWaterCleanupNeighborCount Image; Image Surface Smoothing Water neighbors required by cell cleanup. ImageMapImportSystem.cs
ImageWaterIslandCleanupMaxArea Image Largest small land patch considered for water-island cleanup. ImageMapImportSystem.cs
ImageWaterIslandCleanupMinWaterBorderRatio Image Required surrounding-water ratio before removing a small patch. ImageMapImportSystem.cs
ImageMinimumSurfaceVoteRatio Image Votes needed to recognize a sampled non-mountain surface. ImageMapImportSystem.cs
ImageMinimumMountainVoteRatio Image; Has Mountain Zones Votes needed to recognize a mountain patch. ImageMapImportSystem.cs
ImportImageResources Image Imports painted gold/oil markers from the source image. Disabled by default so strategic resources can be placed manually. ImageMapImportSystem.cs
ImageOilFieldVoteRatio Image; Import Image Resources Votes needed to import an oil marker. ImageMapImportSystem.cs
ImageGoldMineVoteRatio Image; Import Image Resources Votes needed to import a gold marker. ImageMapImportSystem.cs
ImageInkValueThreshold Image Threshold excluding dark local ink from terrain-color votes. ImageMapImportSystem.cs
ImagePaperSaturationThreshold Image Low saturation threshold for detecting empty paper. ImageMapImportSystem.cs
ImagePaperValueThreshold Image High value threshold for detecting empty paper. ImageMapImportSystem.cs
ImportedMountainHeight Image; Has Mountain Zones Peak height for mountains painted in an imported image. Procedural mountain settings do not change their authored footprint. ImageMapImportSystem.cs, MountainMassifGenerator.cs
ImageGrassColor Image; no Image Layer Set Fallback reference for grass recognition without a palette. ImageMapImportSystem.cs
ImageDirtForestColor Image; no Image Layer Set Fallback reference for forest recognition without a palette. ImageMapImportSystem.cs
ImageBeachColor Image; no Image Layer Set Fallback beach reference; imports as grass unless Beach As Dirt Path is enabled. ImageMapImportSystem.cs
ImageWaterColor Image; no Image Layer Set Fallback reference for water recognition without a palette. ImageMapImportSystem.cs
ImageDirtPathColor Image; no Image Layer Set Fallback reference for painted dirt paths without a palette. ImageMapImportSystem.cs
ImportImageBeachAsDirtPath Image; no Image Layer Set Classifies fallback beach paint as DirtPath instead of grass. ImageMapImportSystem.cs
ImageMountainColor Image; no Image Layer Set Fallback reference for mountain recognition without a palette. ImageMapImportSystem.cs
ImageOilFieldColor Image; no Image Layer Set; Import Image Resources Fallback oil-marker reference without a palette. ImageMapImportSystem.cs
ImageGoldMineColor Image; no Image Layer Set; Import Image Resources Fallback gold-marker reference without a palette. ImageMapImportSystem.cs

Strategic Layout

Parameter Applies when Effect Consumer
AdditionalMainBases Procedural Extra main-base anchors in addition to Player Count. BasePlacementSystem.cs
ExpansionsPerPlayer Procedural Requested owned expansions per main base. ExpansionPlacementSystem.cs, FairnessValidationSystem.cs
ContestedExpansionCount Procedural Requested neutral contested expansion anchors. Seeded whole-layout planning scatters sites over free terrain, balances estimated access from player bases across the complete set, and favors underused sectors instead of fixed player medians. Crowded maps may fit fewer anchors. ExpansionPlacementSystem.cs
GoldMinesPerPlayer Procedural Starting gold mines per main base. Expansions also request their own mine. ResourcePlacementSystem.cs, FairnessValidationSystem.cs
OilFieldsPerPlayer Procedural Requested starting offshore oil fields; not generated on resolved River layouts. ResourcePlacementSystem.cs, FairnessValidationSystem.cs
NeutralOilFieldCount Procedural Requested additional neutral offshore oil fields, outside River layouts. ResourcePlacementSystem.cs
ChokePoints Procedural Strategic bottlenecks through continuous forest/rock dividers; 0 disables them. Multiple openings are spaced across broad approaches and share land roads. Tiny pockets and crowded optional gates are skipped. Uses final relief, ramps and bridges while preserving settlement access and plateau tops. Lake passages stay dry; Islands creates variable-width straits between irregular low or wooded islands, with optional rock cores. Nearby neutral expansion islands can join without moving resources or adding expansions; player coastlines stay open. Constrained layouts can need extra access openings. StrategicChokePlanner.cs
NavalZones Procedural Additional water features, after the selected layout. Zero keeps the primary feature. MapDefinition.cs, WaterGenerator.cs through AdditionalNavalZones

Terrain Features

Parameter Applies when Effect Consumer
HasWater Both modes Procedural water switch. Image import automatically enables it when water is classified. CliffGenerator.cs, MapGeneratorTester.cs
HasBridges Procedural; respective feature enabled Safe bridge planning perpendicular to the local course on resolved River layouts, including oblique path crossings. Dry approaches reconnect paths to shifted landings; the river remains underneath. MapGeneratorTester.cs, WaterGenerator.cs
HasCliffs Both modes Global cliff details. Plateau walls can still be decorated with this switch disabled. CliffGenerator.cs, MapGeneratorTester.cs
HasPlateaus Procedural; respective feature enabled Crée les plateaux stratégiques et leurs accès. Avec HasWater et WaterLayout = Lake, les expansions contestées restent au niveau du terrain pour former des îles basses. CliffGenerator.cs, MapGeneratorTester.cs
GenerateNaturalExpansionPlateaus Procedural; respective feature enabled When enabled, natural expansions receive their own lower plateau and a shared transition from the main base. Disable it to keep naturals on regular ground. MapDefinition.cs, WaterGenerator.cs
HasForestZones Procedural; respective feature enabled Procedural forest surface patches. Does not erase forests painted in an image. TerrainMeshGenerator.cs
HasMountainZones Both modes Procedural mountain placement, or recognition/shaping of painted image mountains. CliffGenerator.cs, MapGeneratorTester.cs
EnablePropsGeneration Both modes Enable Props Generation setting; applied by the consumer below. MapGeneratorTester.cs
GrassPrefabs Both modes; grass enabled with no authored grass rule Explicit fallback grass library. Editor defaults are prepared as serialized scene references; runtime-created definitions supply this library or their own grass rules. MapDefinition.cs
PropConfigs Both modes; Props enabled; non-empty array overrides biome configs Optional per-map prop placement override. When empty, configs are resolved from the active BiomeSetting as before. BiomeSetting.cs, MapDefinition.cs
PlateauReliefScale Procedural; respective feature enabled Vertical relief multiplier for strategic plateau tiers. HeightMapGenerator.cs, StrategicPlateauGenerator.cs
PlateauFootprintScale Procedural; respective feature enabled Scales the buildable footprint around main bases and expansions. Values above 1 create broader plateau tops; available map space and nearby strategic zones can still limit the final size. BasePlacementSystem.cs, ExpansionPlacementSystem.cs
PlayerPlateauBorderSafetyDistance Procedural; respective feature enabled Minimum distance in grid cells between a player plateau's outer cliff border and the map boundary. Zero allows the plateau to touch the boundary. MapDefinition.cs, BasePlacementSystem.cs
PlateauContourIrregularity Procedural; respective feature enabled Low-frequency contour variation. Higher values create stronger lobes and recesses without cell-by-cell noise. BasePlacementSystem.cs, StrategicPlateauGenerator.cs
MainBaseRampCount Procedural; main plateau; enough safe space for distinct ramps Distinct accesses distributed around the whole main plateau (1–4), including with an attached natural. The shared transition counts as one access. Unsafe directions are replaced with legal alternatives; insufficient space can limit the count. MapDefinition.cs, StrategicPlateauGenerator.cs
PlateauRampWidth Procedural; respective feature enabled Width of planned plateau access ramps in grid cells. TerrainMeshGenerator.cs, ExpansionPlacementSystem.cs
PlateauRampLength Procedural; plateaus enabled Length of the added downhill volume in cells (default 5, range 2–18). Larger values make a longer, gentler descent. A small added landing joins the plateau outline; original plateau faces are retained. PlateauAccessRamp.cs
PlateauEdgeThickness Procedural; respective feature enabled Thickness of the non-walkable cliff border around plateau tops. BasePlacementSystem.cs, ExpansionPlacementSystem.cs
NaturalExpansionSecondAccess Procedural; natural plateau; enough safe space for two exterior exits Creates two distinct exterior exits from each natural plateau instead of one, while retaining the access toward its main base. Requires enough safe space for separate ramps. StrategicPlateauGenerator.cs
RampDirtPathApproachLength Procedural; respective feature enabled Length in cells of the worn DirtPath area generated before and after every ramp. TerrainMeshGenerator.cs
RampDirtPathApproachWidth Procedural; respective feature enabled Width multiplier for the worn DirtPath approaches generated at both ends of every ramp. TerrainMeshGenerator.cs
ForestDensityMultiplier Procedural; respective feature enabled Target forest coverage as a percentage, including values between zero and five. Strategic clearings can reduce the actual coverage. MapDefinition.cs, TerrainMeshGenerator.cs
ForestZoneCountMultiplier Procedural; respective feature enabled Spatial fragmentation at comparable density: 1 gives a few broad woods; 10 gives many smaller groves. The seed fixes the pattern. Strategic clearings, high coverage and small maps can split or merge patches. TerrainMeshGenerator.cs
PlateauForestDensityMultiplier Procedural; plateaus + forests; safe plateau interior Controls forest pockets on safe plateau tops as a proportion of the global forest coverage. Zero disables plateau forests; build pads, ramps and strategic paths remain clear. TerrainMeshGenerator.cs
PlayerBaseForestClearRadius Procedural; forests or resolved River; river clearance also applies without forests Open ground radius around each main base. Clears forests and keeps procedural river channels outside the whole clearing, even with forests disabled. Existing base and plateau footprints stay protected. Also editable under River shape. TerrainMeshGenerator.cs, RiverSettlementClearance.cs
ExpansionForestClearRadius Procedural; forests or resolved River; river clearance also applies without forests Open ground radius around each owned, natural or contested expansion. Clears forests and keeps procedural rivers outside the clearing. Existing expansion and plateau footprints stay protected. Also editable under River shape. TerrainMeshGenerator.cs, RiverSettlementClearance.cs
MountainZoneCount Procedural; Has Mountain Zones; legal footprint and clear routes Base number of independent massifs per 80x80 land cells at density 1. The total follows land area and Mountain Density Multiplier; protected space and connectivity can reduce it. HeightMapGenerator.cs, MountainMassifGenerator.cs
MountainDensityMultiplier Procedural; Has Mountain Zones; legal footprint and clear routes Multiplies the area-scaled number of mountain formations (0.25–4; default 3). Use 0.5–1 for scattered ridges, 3–4 for a mountainous map. The footprint cap and protected travel buffers remain independent. MapDefinition.cs, MountainMassifGenerator.cs
MountainFalloff Procedural; Has Mountain Zones; legal footprint and clear routes Controls how quickly each ridge rises from its foothills. HeightMapGenerator.cs, MountainMassifGenerator.cs
MountainMaxHeight Procedural; Has Mountain Zones; legal footprint and clear routes Mountain Max Height setting; applied by the consumer below. HeightMapGenerator.cs, MountainMassifGenerator.cs
MountainChainWidth Procedural; Has Mountain Zones; legal footprint and clear routes Width multiplier for massifs and ridges. Their two sides vary independently for an asymmetric silhouette. HeightMapGenerator.cs, MountainMassifGenerator.cs
MountainMaxArea Procedural; Has Mountain Zones; legal footprint and clear routes Maximum footprint, including low foothills, for each mountain formation. MapDefinition.cs, HeightMapGenerator.cs
MountainRiseSharpness Procedural; Has Mountain Zones; legal footprint and clear routes Higher values sharpen the rocky crest while keeping a low foothill transition. MapDefinition.cs, HeightMapGenerator.cs
MountainPathClearance Procedural; Has Mountain Zones; legal footprint and clear routes Minimum open buffer reserved around strategic routes, choke corridors, ramps and imported DirtPaths. MapDefinition.cs, MountainMassifGenerator.cs
EnableMountainCliffDetails Both modes Embeds seeded cliff faces along mountain ridges and slopes, with slight lean and joined groups. Independent of Has Cliffs. Full tilted renderer/collider bounds remain inside safe mountain footprints. CliffGenerator.cs, MapGeneratorTester.cs
MountainCliffDetailScale Both modes; Has Mountain Zones + Mountain Cliff Details + eligible cliff prefab Size multiplier for buried mountain cliff formations. Unsafe placements are skipped or reduced to preserve neighboring terrain and passages. CliffGenerator.cs
MountainCliffMaterial Both modes; Has Mountain Zones + Mountain Cliff Details + eligible cliff prefab Optional material override for embedded mountain cliff instances. Empty uses Mountain Material or its biome default; if neither resolves, prefab materials remain. Does not modify the source prefab. MapDefinition.cs

Shared Scene Settings

Parameter Applies when Effect Consumer
CellSize Both modes Cell Size setting; applied by the consumer below. CliffGenerator.cs, MapGeneratorTester.cs
EnableMeshOptimization Both modes Shares compatible vertices and edges, groups surfaces with the same material and Unity layer, and uses 16-bit indices when possible. Custom UV/normal seams are preserved. TerrainMeshGenerator.cs, WaterGenerator.cs
EnableVertexPositionNoise Both modes Small vertex displacement; planar jitter yields to shared contour smoothing. CliffGenerator.cs, TerrainMeshGenerator.cs
EnableProceduralContourSmoothing Procedural Rounds procedural forest, mountain and shoreline contours with shared mesh vertices. Preserves gameplay cells, resources, ramps and reserved passages. Uses contour displacement instead of random planar vertex jitter. TerrainContourSmoothing.cs
ProceduralContourSmoothingStrength Procedural Procedural Contour Smoothing Strength setting; applied by the consumer below. TerrainContourSmoothing.cs
EnablePathSmoothing Both modes Refines road contours. Curved procedural roads, essential settlement access and local pointed town branches exist with this option on or off; it does not choose a different network. TerrainMeshGenerator.cs
PathConnectionCount Generated land-path network; eligible anchors/roads; authored image surfaces take priority Essential settlement access at 1; higher values add alternative links between settlements. Safe terrain and reachable junctions limit actual links. TerrainMeshGenerator.cs
RandomLongPathCount Generated land-path network; eligible anchors/roads; authored image surfaces take priority Optional long roads crossing the map. Keep at zero for a sparse natural network. TerrainMeshGenerator.cs
PathBranchCount Generated land-path network; eligible anchors/roads; authored image surfaces take priority Maximum extra decorative branches, in addition to local town streets. The generated extra count is randomized. TerrainMeshGenerator.cs
WanderingPathCount Procedural Number of additional meandering trails, independent of choke points and strategic roads. They can open narrow passages through forest. Zero disables them. MapDefinition.cs, TerrainMeshGenerator.cs

Terrain Materials

Parameter Applies when Effect Consumer
GrassMaterial Both modes; matching surface; direct material overrides biome Grass Material setting; applied by the consumer below. MapDefinition.cs, MapGenerationPreview.cs
PlateauMaterial Plateau meshes; direct material overrides biome; otherwise grass fallback Optional top material for strategic plateaus. Falls back to Grass Material. MapDefinition.cs
DirtPathMaterial Both modes; matching surface; direct material overrides biome Dirt Path Material setting; applied by the consumer below. MapDefinition.cs
DirtForestMaterial Both modes; matching surface; direct material overrides biome Dirt Forest Material setting; applied by the consumer below. MapDefinition.cs
UnderwaterMaterial Both modes; matching surface; direct material overrides biome Underwater Material setting; applied by the consumer below. MapDefinition.cs
EnvMaterial Both modes; matching surface; direct material overrides biome Env Material setting; applied by the consumer below. MapDefinition.cs
MountainMaterial Both modes; matching surface; direct material overrides biome Mountain Material setting; applied by the consumer below. MapDefinition.cs
ImageLayerMaterials Image; matching palette material index; direct array overrides biome entry Image Layer Materials setting; applied by the consumer below. MapDefinition.cs

Water Settings

Parameter Applies when Effect Consumer
RiverBridgePrefab Procedural; Has Water + Has Bridges + resolved River; safe footprint Prefab deck used for crossings perpendicular to the local river course when Has Bridges is enabled. Paths reconnect to the dry bridge landings. MapDefinition.cs, MapGeneratorTester.cs
RiverBridgeWidth Procedural; Has Water + Has Bridges + resolved River; safe footprint River Bridge Width setting; applied by the consumer below. PlateauConnectivityValidator.cs, RiverBridgeGenerator.cs
RiverBridgeMaxSpan Procedural; Has Water + Has Bridges + resolved River; safe footprint Maximum distance between bridge landings, in grid cells. Bridges follow the local river normal, with a small tolerance for grid-aligned landing cells. Clear banks may have a gentle height difference. RiverBridgeGenerator.cs, RiverPathCrossingPlanner.cs
WaterMaterial Both modes; water present; safety and shoreline constraints Water Material setting; applied by the consumer below. MapDefinition.cs
WaterMinimapMaterial Both modes; water present; safety and shoreline constraints Water Minimap Material setting; applied by the consumer below. MapDefinition.cs
WaterHeight Automatic output / read-only in generator Inspector Fixed water surface at -0.5 before Map Altitude. Normalized during water generation. MapGeneratorTester.cs, ResourcePlacementSystem.cs
WaterFloorHeight Both modes; water present; safety and shoreline constraints Reference deep seabed height; the deepest configured depth can lower it further. TerrainMeshGenerator.cs, WaterGenerator.cs
EnableWaterFloorNoise Water cells; water-floor noise enabled Enable Water Floor Noise setting; applied by the consumer below. WaterGenerator.cs
WaterFloorNoiseStrength Water cells; water-floor noise enabled Water Floor Noise Strength setting; applied by the consumer below. WaterGenerator.cs
WaterFloorNoiseScale Water cells; water-floor noise enabled Water Floor Noise Scale setting; applied by the consumer below. WaterGenerator.cs
WaterFloorNoiseSmoothingIterations Water cells; water-floor noise enabled Water Floor Noise Smoothing Iterations setting; applied by the consumer below. WaterGenerator.cs
WaterVisualBorder Both modes; water present; safety and shoreline constraints Water Visual Border setting; applied by the consumer below. TerrainMeshGenerator.cs, WaterGenerator.cs
RiverWidth Procedural; resolved River or EdgeRiver River Width setting; applied by the consumer below. WaterGenerator.cs, RiverSettlementClearance.cs
CurveStrength Procedural; resolved River or EdgeRiver Curve Strength setting; applied by the consumer below. WaterGenerator.cs
ControlPointCount Procedural; resolved River or EdgeRiver Control Point Count setting; applied by the consumer below. WaterGenerator.cs
IslandRadiusMin Procedural; resolved Islands; enough space and corresponding anchors/features Island Radius Min setting; applied by the consumer below. WaterGenerator.cs
IslandRadiusMax Procedural; resolved Islands; enough space and corresponding anchors/features Island Radius Max setting; applied by the consumer below. WaterGenerator.cs, BasePlacementSystem.cs
IslandContourIrregularity Procedural; resolved Islands; enough space and corresponding anchors/features Controls broad coastline deformation for procedural islands: coves, asymmetric lobes and tapered peninsulas. Strategic footprints remain protected. MapDefinition.cs, WaterGenerator.cs
IslandMinimumWaterGap Procedural; resolved Islands; enough space and corresponding anchors/features Minimum navigable water gap, in grid cells, reserved between separate procedural island footprints. Six keeps islands visually close without merging them. MapDefinition.cs, WaterGenerator.cs
NaturalIslandRadiusMin Procedural; resolved Islands; enough space and corresponding anchors/features Natural Island Radius Min setting; applied by the consumer below. WaterGenerator.cs
NaturalIslandRadiusMax Procedural; resolved Islands; enough space and corresponding anchors/features Natural Island Radius Max setting; applied by the consumer below. WaterGenerator.cs
IsolatedExpansionIslandRadiusMin Procedural; resolved Islands; enough space and corresponding anchors/features Isolated Expansion Island Radius Min setting; applied by the consumer below. WaterGenerator.cs
IsolatedExpansionIslandRadiusMax Procedural; resolved Islands; enough space and corresponding anchors/features Isolated Expansion Island Radius Max setting; applied by the consumer below. WaterGenerator.cs
ContestedIslandRadiusMin Procedural; resolved Islands; enough space and corresponding anchors/features Contested Island Radius Min setting; applied by the consumer below. WaterGenerator.cs
ContestedIslandRadiusMax Procedural; resolved Islands; enough space and corresponding anchors/features Contested Island Radius Max setting; applied by the consumer below. WaterGenerator.cs
BonusIslandRadiusMin Procedural; resolved Islands; enough space and corresponding anchors/features Bonus Island Radius Min setting; applied by the consumer below. WaterGenerator.cs
BonusIslandRadiusMax Procedural; resolved Islands; enough space and corresponding anchors/features Bonus Island Radius Max setting; applied by the consumer below. WaterGenerator.cs
LakeRadiusMin Procedural; Lake feature; radius capped by strategic space Lower bound of the central lake radius in grid cells. The seeded radius is drawn between Min and Max; equal bounds request a fixed radius. Only the map footprint limits large values. Protected bases, plateaus and ramp landings trim the lake locally. Additional lakes use a smaller radius. WaterGenerator.cs
LakeRadiusMax Procedural; Lake feature; radius capped by strategic space Upper bound of the central lake radius in grid cells, independently of Min. Set equal bounds for a fixed radius. The physical map limit is (Map Size - 2) / 2; strategic dry areas trim the shoreline locally rather than shrinking the whole lake. WaterGenerator.cs
MinWaterDepth Both modes; water present; safety and shoreline constraints Shallow seabed target; safety keeps it below the fixed water surface. WaterGenerator.cs
MaxWaterDepth Both modes; water present; safety and shoreline constraints Deep seabed target, combined with Water Floor Height by choosing the deepest value. WaterGenerator.cs
BeachHeightInner Both modes; water present; safety and shoreline constraints Height of the inner beach transition, subject to dry landing safety. WaterGenerator.cs
BeachHeightOuter Both modes; water present; safety and shoreline constraints Height of the outer beach transition and buildable shore-access checks. CliffGenerator.cs, TerrainMeshGenerator.cs

Cliff Settings

Parameter Applies when Effect Consumer
CliffPrefabs Generated cliff details; global cliffs, plateau walls or mountain outcrops Cliff Prefabs setting; applied by the consumer below. MapDefinition.cs
CliffParent Automatic output / read-only in generator Inspector Automatically assigned Env/Cliffs output. Direct CliffGenerator calls can use an explicit parent. CliffGenerator.cs, MapGeneratorTester.cs
CliffHeightThreshold Generated cliff details; global cliffs, plateau walls or mountain outcrops Minimum decorated height break, capped at the terrain face split threshold (0.55). CliffGenerator.cs
CliffEdgeOffset Generated cliff details; global cliffs, plateau walls or mountain outcrops Offsets the center of cliff details from the steep terrain face toward the low ground. CliffGenerator.cs
CliffVerticalOffset Generated cliff details; global cliffs, plateau walls or mountain outcrops Raises cliff details relative to the center of the abrupt face, increasing their visible overhang above the high ground. CliffGenerator.cs
CliffHeightScale Generated cliff details; global cliffs, plateau walls or mountain outcrops Extra vertical coverage. Legacy values below 1.15 are upgraded automatically so cliff details extend beneath the complete abrupt face. CliffGenerator.cs
CliffSegmentOverlap Generated cliff details; global cliffs, plateau walls or mountain outcrops Overlap between consecutive cliff details and at corners, in world units. CliffGenerator.cs
CliffTilesPerPrefab Generated cliff details; global cliffs, plateau walls or mountain outcrops Preferred number of terrain edge tiles covered by one cliff prefab. Twelve strongly reduces object count; curvature and concavity safeguards split unsafe spans automatically. CliffGenerator.cs
CliffDepthScale Generated cliff details; global cliffs, plateau walls or mountain outcrops Scales prefab depth across the terrain break without changing its wall length. Lower values reduce visual overlap over plateau tops and low ground. CliffGenerator.cs
RampCliffDepthScale Ramp-side cliff fitting; eligible prefab Multiplicateur de largeur des bordures basses. Largeur par défaut : environ un tiers de cellule. Le dessus dépasse légèrement de la rampe, le reste est enfoncé dans ses côtés, y compris en altitude. CliffGenerator.cs
RampCliffInset Plateau ramp-side cliff fitting; eligible prefab World-space overlap of each ramp rail beneath the ramp edge. The 0.32 default keeps the prefab tight against the complete descent without materially narrowing its traversable center. CliffGenerator.cs, MapDefinition.cs
CliffVerticalOverlap Generated cliff details; global cliffs, plateau walls or mountain outcrops Extra vertical overlap used to hide the terrain above and below a cliff prefab. CliffGenerator.cs
CliffRunHeightTolerance Generated cliff details; global cliffs, plateau walls or mountain outcrops Maximum high/low height variation merged into one straight cliff run. CliffGenerator.cs
CliffPrefabLengthAxis Generated cliff details; global cliffs, plateau walls or mountain outcrops Local prefab axis treated as its horizontal wall length. Auto selects the largest horizontal extent. CliffGenerator.cs, MapDefinition.cs
MarkCliffCellsUnbuildable Generated cliff details; global cliffs, plateau walls or mountain outcrops Marks cells touching generated cliff walls as non-buildable. CliffGenerator.cs
CliffRotationOffsetY Generated cliff details; global cliffs, plateau walls or mountain outcrops Cliff Rotation Offset Y setting; applied by the consumer below. CliffGenerator.cs

Resource Settings

Parameter Applies when Effect Consumer
GoldMinePrefab Resources present; procedural requests or imported resource markers Gold Mine Prefab setting; applied by the consumer below. MapDefinition.cs
OilFieldPrefab Resources present; procedural requests or imported resource markers Oil Field Prefab setting; applied by the consumer below. MapDefinition.cs
ResourceParent Automatic output / read-only in generator Inspector Automatically assigned Players/Nature output. Direct resource-system calls can use an explicit parent. MapGeneratorTester.cs, ResourcePlacementSystem.cs
GoldMineMinDistanceFromAnchor Procedural Gold Mine Min Distance From Anchor setting; applied by the consumer below. ResourcePlacementSystem.cs
GoldMineMaxDistanceFromAnchor Procedural Gold Mine Max Distance From Anchor setting; applied by the consumer below. ResourcePlacementSystem.cs, StrategicPlateauGenerator.cs
OilFieldMinDistanceFromAnchor Procedural Oil Field Min Distance From Anchor setting; applied by the consumer below. ResourcePlacementSystem.cs
OilFieldMaxDistanceFromAnchor Procedural Oil Field Max Distance From Anchor setting; applied by the consumer below. ResourcePlacementSystem.cs

Gameplay Constraints

Parameter Applies when Effect Consumer
MinimumRushDistance Procedural Requested minimum base spacing and the rush-distance score floor; dense maps may need relaxed placement. BasePlacementSystem.cs, FairnessValidationSystem.cs
ExpansionFairnessTolerance Procedural Relative expansion-access distance spread accepted by the gameplay score. FairnessValidationSystem.cs
ResourceFairnessTolerance Procedural Relative starting-resource access distance spread accepted by the resource score; does not move resources. FairnessValidationSystem.cs

Generation

Parameter Applies when Effect Consumer
Seed Both modes Deterministic generation seed; overwritten for each run when Use Random Seed is enabled. CliffGenerator.cs, MapGeneratorTester.cs
UseRandomSeed Both modes Chooses a new seed for each generation; disable for meaningful comparisons. [RuntimeMapGenerationExample.cs](../../Assets/SorolifRTSMapGenerator/Examples/Runtime Generation/RuntimeMapGenerationExample.cs#L45), MapRulesSystem.cs

Screenshot Settings

Parameter Applies when Effect Consumer
GenerateScreenshotAfterGeneration Screenshot capture Captures a top-down PNG after a successful map generation. MapGeneratorTester.cs
ScreenshotOutputFolder Screenshot capture Absolute folder or relative folder. Relative paths use the Unity project root in the Editor and Application.persistentDataPath in a build. MapScreenshotCapture.cs
ScreenshotWidth Screenshot capture Exported PNG width, independently of map resolution. MapScreenshotCapture.cs
ScreenshotHeight Screenshot capture Exported PNG height, independently of map resolution. MapScreenshotCapture.cs
ScreenshotPadding Screenshot capture Extra space around the rendered map as a ratio of its visible bounds. MapScreenshotCapture.cs
ScreenshotViewMode Screenshot capture Top Down preserves a map-like orthographic view. Isometric reveals terrain height while keeping an orthographic projection. MapScreenshotCapture.cs
ScreenshotIsometricPitch Screenshot capture; Isometric view Downward camera pitch used by Isometric screenshot mode. MapScreenshotCapture.cs
ScreenshotIsometricYaw Screenshot capture; Isometric view Horizontal rotation used by Isometric screenshot mode. MapScreenshotCapture.cs
ScreenshotBackgroundColor Screenshot capture Screenshot Background Color setting; applied by the consumer below. MapScreenshotCapture.cs
ScreenshotTransparentBackground Screenshot capture Screenshot Transparent Background setting; applied by the consumer below. MapScreenshotCapture.cs
ScreenshotLayerMask Screenshot capture Unity layers included by the capture camera; affects the export, not generation. MapScreenshotCapture.cs
ScreenshotOverwriteExisting Screenshot capture Overwrites the map/seed image, or appends a timestamp on collision. MapScreenshotCapture.cs

Biome, decoration and image-palette fields

Owner Parameter Usage
BiomeSetting BiomeType Type used to filter compatible presets in the Editor.
BiomeSetting BorderPrefab Optional map-border prefab instantiated and fitted by the generator.
BiomeSetting BorderBoxMaterial Material applied to the generated border renderer.
BiomeSetting GrassMaterial Default GrassMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting PlateauMaterial Default PlateauMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting DirtPathMaterial Default DirtPathMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting DirtForestMaterial Default DirtForestMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting UnderwaterMaterial Default UnderwaterMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting WaterMaterial Default WaterMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting WaterMinimapMaterial Default WaterMinimapMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting EnvMaterial Default EnvMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting MountainMaterial Default MountainMaterial reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting ImageLayerMaterials Default ImageLayerMaterials reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting RampLayerName Hidden legacy field, retained for saved-data compatibility and ignored. Ramp surfaces use the shared map Walkable layer (BridgeLayerName).
BiomeSetting CliffPrefabs Default CliffPrefabs reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting GoldMinePrefab Default GoldMinePrefab reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting OilFieldPrefab Default OilFieldPrefab reference, used when the map has no direct override and the corresponding feature is present.
BiomeSetting configs Default decoration rules unless MapDefinition.PropConfigs is non-empty.
InstConfig prefab Prefab to instantiate on a matching surface patch.
InstConfig color Standalone Scan By Color only. Normal generation uses Prefix.
InstConfig Prefix Case-sensitive generated surface prefix, for example DirtForest_.
InstConfig tilePercent Placement probability (0–100) per eligible patch. Footprint and altitude checks can reject placement.
InstConfig Scale Patch size in tiles, not object transform scale. Zero uses the one-tile pass; -1 uses the final detail pass.
InstConfig RandomRotation Seeded random yaw; world objects can rotate their children.
InstConfig IsWorldObject Checks occupancy and uses the world-object footprint tolerance.
InstConfig Layer Unity layer assigned to the instantiated root; range 0–31.
InstConfig HasMaxAltitude Enables rejection when the sampled footprint exceeds MaxAltitude.
InstConfig MaxAltitude Maximum sampled footprint altitude. In generated maps, evaluated before the continuous Map Altitude offset.
MapGeneratorImageLayer SourceImageNamePatterns Editor palette suggestion by normalized source-image name; it does not override an explicitly selected palette.
MapGeneratorImageLayer Layers Palette entries used for image classification.
ImageImporterLayer Color Reference color matched against image samples.
ImageImporterLayer UnityLayer Unity layer assigned to the imported surface mesh.
ImageImporterLayer Prefix Surface/resource identity: grass, forest, path, water, mountain, oil or gold tokens.
ImageImporterLayer BiomeMaterialId Material array index; falls back to a material matching the resolved surface.

Visual examples

Visual examples are produced from real Unity generations with fixed seeds. The publishing workspace contains the complete comparison gallery and its per-case recipes, diagnostics, geometry statistics and PNGs. A clean source image will not necessarily demonstrate a cleanup or recognition threshold; its effect requires ambiguous/noisy input.

See the integrated How To Use topic Parameters and conditions / Paramètres et conditions for a concise English/French guide. Screenshot exports and future release artifacts are separate from the frozen rc9 archives.

Strategic markers: B main base (house), N natural expansion (triangle), C choke point (bow tie), X contested expansion (diamond), E other expansion (square). A small ring marks the actual zone center, connected to its label. These documentation overlays do not change the generated map or the screenshot API.

R marks the center of each connected ramp area in the base/plateau close-ups.

ForestDensityMultiplier

4 65
ForestDensityMultiplier = 4 ForestDensityMultiplier = 65

EnablePathSmoothing

False True
EnablePathSmoothing = False EnablePathSmoothing = True

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

ImportedMountainHeight

2.5 6
ImportedMountainHeight = 2.5 ImportedMountainHeight = 6

AltitudeMaxHeight

2 12
AltitudeMaxHeight = 2 AltitudeMaxHeight = 12

ForestZoneCountMultiplier

1 10
ForestZoneCountMultiplier = 1 ForestZoneCountMultiplier = 10

MainBaseRampCount

1 4
MainBaseRampCount = 1 MainBaseRampCount = 4

The example uses no player expansions, a footprint scale of 1.8 and a ramp width of 3 to expose the access bands. R marks connected ramp areas on B1. MainBaseRampCount distributes accesses around the entire main plateau. An attached natural retains its shared transition, counted as one of the requested accesses; additional accesses use the other sides. Obstacles can limit the count; access bands stay separate.

HasMountainZones

False True
HasMountainZones = False HasMountainZones = True

Whole-map comparison at a fixed camera. Mountain formations follow land area and density, spread across central and outer sectors, and preserve connected open terrain. The displayed coverage counts blocked mountain cells; walkable foothills are additional relief. Image mode retains the painted footprint.

MountainDensityMultiplier

0.5 3
MountainDensityMultiplier = 0.5 MountainDensityMultiplier = 3

Whole-map comparison at a fixed camera. Mountain formations follow land area and density, spread across central and outer sectors, and preserve connected open terrain. The displayed coverage counts blocked mountain cells; walkable foothills are additional relief. Image mode retains the painted footprint.

MountainCliffMaterial

None Desert_Mountain
MountainCliffMaterial = None MountainCliffMaterial = Desert_Mountain

EnableWaterFloorNoise

False True
EnableWaterFloorNoise = False EnableWaterFloorNoise = True

Fixed close-up of the actual seabed, with the water surface hidden, height colors and contours every 0.05 units. Both values share the same palette, lighting and camera; vertical scale is unchanged. The publishing gallery also offers the normal water-surface view and an actual depth profile.

WaterFloorNoiseStrength

0 1
WaterFloorNoiseStrength = 0 WaterFloorNoiseStrength = 1

Fixed close-up of the actual seabed, with the water surface hidden, height colors and contours every 0.05 units. Both values share the same palette, lighting and camera; vertical scale is unchanged. The publishing gallery also offers the normal water-surface view and an actual depth profile.

WaterFloorNoiseScale

0.02 0.18
WaterFloorNoiseScale = 0.02 WaterFloorNoiseScale = 0.18

Fixed close-up of the actual seabed, with the water surface hidden, height colors and contours every 0.05 units. Both values share the same palette, lighting and camera; vertical scale is unchanged. The publishing gallery also offers the normal water-surface view and an actual depth profile.

WaterFloorNoiseSmoothingIterations

0 3
WaterFloorNoiseSmoothingIterations = 0 WaterFloorNoiseSmoothingIterations = 3

Fixed close-up of the actual seabed, with the water surface hidden, height colors and contours every 0.05 units. Both values share the same palette, lighting and camera; vertical scale is unchanged. The publishing gallery also offers the normal water-surface view and an actual depth profile.

LakeRadiusMin

1 42
LakeRadiusMin = 1 LakeRadiusMin = 42

LakeRadiusMax

8 50
LakeRadiusMax = 8 LakeRadiusMax = 50

ChokePoints

3 6
ChokePoints = 3 ChokePoints = 6

Islands layout with forests and props enabled, mountains disabled. The same seed and camera show irregular low islands and variable-width straits; only Choke Points changes. Nearby neutral expansion islands retain their coordinates and resources. C marks navigable straits and X contested expansions. Here 6 requested produces 5 safely spaced passages. Each passage works alone, and closing every passage prevents inter-player sea travel.

PlateauRampWidth

3 5
PlateauRampWidth = 3 PlateauRampWidth = 5

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

RampDirtPathApproachLength

2 8
RampDirtPathApproachLength = 2 RampDirtPathApproachLength = 8

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

RampDirtPathApproachWidth

0.75 2
RampDirtPathApproachWidth = 0.75 RampDirtPathApproachWidth = 2

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

RampCliffDepthScale

0.5 2
RampCliffDepthScale = 0.5 RampCliffDepthScale = 2

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

RampCliffInset

0 0.8
RampCliffInset = 0 RampCliffInset = 0.8

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

GenerateNaturalExpansionPlateaus

False True
GenerateNaturalExpansionPlateaus = False GenerateNaturalExpansionPlateaus = True

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

PlateauReliefScale

0.4 1.4
PlateauReliefScale = 0.4 PlateauReliefScale = 1.4

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

NaturalExpansionSecondAccess

False True
NaturalExpansionSecondAccess = False NaturalExpansionSecondAccess = True

Close-up of the main base and its natural, using the same camera for both values. R marks connected ramp areas. Full-map context and diagnostics are available in the publishing gallery.

False creates one exterior exit, true requests two distinct exterior exits, while retaining the main-facing access. A choke exit does not suppress the additional exit. Adequate safe terrain is required.