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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

  1. SPHERERadius, Face Resolution, Seed.
  2. CONTINENTSCoverage %, Scale, Coast Width, Height (×Radius).
  3. WATER & COLORSSea Level, Ocean Overlap, Land/Water Color.
  4. GEO UNDERWATER — keep base geo inside the ocean to avoid coastline gaps.
  5. GEO STYLE (Shape) — silhouette variants (Crystal / MesaTerraced / Cratered).
  6. LAND SURFACE (Geo Shader) — optional Pattern Texture (Scale, Strength).
  7. ATMOSPHERE / FOGColor (alpha) and Thickness.
  8. RINGS — choose a type or use CustomFromObject to instance your prefab.
  9. ACTIONSRandomize 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 Overlap greater than Underwater Inset (e.g., 0.8–1.2% vs 0.2–0.6%).
  • Ring too harsh: raise Segments (≥256), adjust Inner/Outer, reduce Tint alpha.