Quick Start (Unity)¶
Render Pipeline: URP recommended (Built-in works; HDRP planned)
Tested Unity: 2021.3+ / 2022–2023 LTS
Install¶
Import the package under Assets/OrbitalBuilderKit/.
Open the Builder¶
Menu: Pixit → Orbital Builder → Planet Builder
This window generates a full planet GameObject with child layers.
Basic Workflow¶
- SPHERE —
Radius,Face Resolution,Seed. - CONTINENTS —
Coverage %,Scale,Coast Width,Height (×Radius). - WATER & COLORS —
Sea Level,Ocean Overlap,Land/Water Color. - GEO UNDERWATER — keep base geo inside the ocean to avoid coastline gaps.
- GEO STYLE (Shape) — silhouette variants (Crystal / MesaTerraced / Cratered).
- LAND SURFACE (Geo Shader) — optional Pattern Texture (
Scale,Strength). - ATMOSPHERE / FOG —
Color (alpha)andThickness. - RINGS — choose a type or use CustomFromObject to instance your prefab.
- ACTIONS —
Randomize Values,Generate Random,Generate Planet,Create Prefab.
Hierarchy¶
Planet_[Name]
├─ _Geo (land mesh)
├─ _Ocean (water sphere)
├─ _Atmosphere (fog shell)
└─ _Ring (procedural or custom instance)
Custom Materials¶
All layers are standard MeshRenderers — assign your own URP/Built‑in materials. - Ocean queue ~2990 - Atmosphere ~3000 (Transparent, ZWrite Off) - Ring ~3010 (often double‑sided)
Troubleshooting¶
- Coastline gaps: keep
Ocean Overlapgreater thanUnderwater Inset(e.g., 0.8–1.2% vs 0.2–0.6%). - Ring too harsh: raise
Segments(≥256), adjustInner/Outer, reduceTint alpha.