Level Assets
Each map can be associated with a Level Asset. These assets contain gameplay information not necessary for the main menus. Refer to Level Config for information on linking a level asset to a map.
For examples, check the Assets/Levels
directory.
Type string: SDG.Unturned.LevelAsset
Dropship Master Bundle Pointer: Overrides the model seen flying over the map when a care package is dropped.
Airdrop Asset Pointer: Asset pointer to an Airdrop Asset. Overrides the falling care package model.
Crafting_Blacklists array of Asset Pointers: Asset pointers to Crafting Blacklist(s). Prevents specific items or blueprints from being used while crafting in the level.
Min_Stealth_Radius float: Player stealth skill level cannot reduce minimum detection distance below this value.
Weather_Types array: Determines which weather can occur naturally. Refer to schedulable weather properties. If weather is using legacy weather the default rain and snow will be included.
Perpetual_Weather_Asset Asset Pointer: Asset pointer to a Weather Asset. Overrides weather scheduling.
Global_Weather_Mask u32 Mask: Fallback weather mask while player is not inside an ambience volume. Defaults to 0xFFFFFFFF.
Skills array: Overrides skill default and max levels. Refer to skill rule properties.
TerrainColors array: Specifies which colors are too similar to terrain colors. Please refer to Terrain Color Properties below.
Enable_Admin_Faster_Salvage_Duration bool: By default, players in singleplayer and admins in multiplayer have a faster salvage time.
Has_Clouds bool: Disables clouds in skybox when false. Defaults to true.
Loading_Screen_Music array: Randomly selected. Refer to music properties.
Should_Animate_Background_Image bool: If true, the background image moves left/right with loading progress. Defaults to false because maps have important information on the loading screen.
Death_Music Master Bundle Pointer: Audio clip played after death.
Schedulable Weather Properties
Asset Asset Pointer: Points to a Weather Asset.
Min_Frequency float: When chosen to be the next scheduled weather event, minimum number of in-game days before it will start.
Max_Frequency float: When chosen to be the next scheduled weather event, maximum number of in-game days before it will start.
Min_Duration float: Minimum number of in-game days before the weather event will end.
Max_Duration float: Maximum number of in-game days before the weather event will end.
Skill Rule Properties
Id string: Name of skill, for example Sharpshooter.
Default_Level int: Skill level when player spawns. The Spawn_With_Max_Skills
gameplay config option takes priority.
Max_Unlockable_Level int: Maximum skill level attainable through gameplay. Higher levels are hidden in the skills menu.
Cost_Multiplier float: Multiplier for XP upgrade cost.
1Skills
2[
3 {
4 Id Overkill
5 Default_Level 0
6 Max_Unlockable_Level 0
7 }
8 {
9 Id Parkour
10 Default_Level 2
11 Max_Unlockable_Level 2
12 }
13 {
14 Id Crafting
15 Default_Level 1
16 Max_Unlockable_Level 3
17 Cost_Multiplier 5
18 }
19]
Terrain Color Properties
Color color: Actual base color/albedo of terrain material. Players will be kicked from multiplayer servers if their customized skin color is too similar to the value of this property.
HueThreshold float32: Values are clamped from 0 to 1. If difference between hues is greater than this threshold, the colors are not too similar.
SaturationThreshold float32: Values are clamped from 0 to 1. If difference between saturations is greater than this threshold, the colors are not too similar.
ValueThreshold float32: Values are clamped from 0 to 1. If difference between values is greater than this threshold, the colors are not too similar.
Music Properties
Loop Master Bundle Pointer: Looping audio clip played until loading finishes.
Outro Master Bundle Pointer: Audio clip played once loading finishes.