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.
Skillset_Loadouts dictionary: Overrides per-skillset starting items. Can be used to prevent skillset default items in singleplayer. Server “Loadout” command takes priority over this option. Please refer to Skillset Loadout properties below for more details.
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.
UnderwaterFogDensity float: Overrides fog effect intensity while the camera is underwater. Defaults to 0.075.
Allow_Building_In_Safezone_In_Singleplayer bool: If true, players can bypass safezone’s no-buildables mode in singleplayer. Defaults to false.
Tags list of Asset Pointer to Tag Assets: Blueprints can test for these tags as an alternative to Map name check. May be extended in the future.
Supports_Fishing_Volumes bool: If true, this level has assigned fishing spawn tables to water volumes (or set the default table). Defaults to false.
Default_Fish_Spawn_Table Asset Pointer: Fishing rods using per-water-volume fishing spawn table fallback to this table.
Cloud Override Properties
When clouds are disabled (Has_Clouds false), these properties can be used to control a custom particle system using the cloud color and intensity from the lighting settings.
Warning
Custom clouds are not recommended as they behave inconsistently at lower max draw distances.
Early versions of 3.x had a very high max draw distance (~8 km). The sun, moon, clouds, and stars were 3D objects scaled almost to the edge of the far clip plane.
Later versions combined these details into a skybox shader which enabled the max draw distance to be configured by players, but at the cost of reduced customization.
As a workaround, mappers created 3D cloud particles attached to the camera. Distant particles were cut off at the far clip plane, but a shader with the ZClip False resolved this.
Unfortunately, it seems after the engine update in 3.25.9.2 this workaround broke: the particle system can be culled at low draw distances. This is understandable from the engine’s perspective, as using the particle system’s origin for culling is suboptimal. As of March 2026 we’re not aware of a workaround to force the particle system to render.
CloudOverride_Prefab Master Bundle Pointer: Prefab to instantiate and attach to lighting.
CloudOverride_ParticleSystems list: Dictionaries describing particle systems in CloudOverride_Prefab with the following additional properties:
Path string: Path to a Particle System component relative to CloudOverride_Prefab. This renderer should likely use the Unturned “Particles/Standard Surface (ZClip False)” shader to prevent a harsh transition with low max draw distance.
RateOverTimeScale float: Particle System’s emission rate is multiplied by current time of day’s cloud slider value (between zero and one) scaled by this value.
MaterialColorPropertyNames list: Particle System’s material instance will have these color properties set to the current time of day’s cloud color. Defaults to just _Color.
WarmupTime float: When restarting the particle system it is simulated this number of seconds. Alternative to enabling Particle System’s Prewarm option. Defaults to zero.
For example:
1CloudOverride_ParticleSystems
2[
3 {
4 Path System1
5 RateOverTimeScale 1.5
6 WarmupTime 10
7 MaterialColorPropertyNames
8 [
9 _Color
10 _EmissionColor
11 ]
12 }
13 {
14 Path System2
15 RateOverTimeScale 3
16 MaterialColorPropertyNames
17 [
18 _Color
19 _EmissionColor
20 ]
21 }
22]
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.
Base_Cost int: If set, overrides XP cost to purchase first level of the skill.
Per_Level_Cost_Increase int: If set, overrides XP cost increase with each level. Added to Base_Cost after the first level.
Cost_Multiplier float: Multiplier for total 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]
Skillset Loadout Properties
Can contain the following keys: None, Fire, Police, Army, Farm, Fish, Camp, Work, Chef, Thief, Medic
Each key is a list of items with the following properties:
Asset: Asset Pointer: Item or spawn table to grant an item from.
Amount int: Number of times to grant this item. Defaults to 1.
Origin EItemOrigin: Determines starting state of the item. Defaults to World.
Example:
1Skillset_Loadouts
2{
3 Army
4 [
5 {
6 // Eaglefire at max quality with full ammo
7 Asset 4
8 Origin Admin
9 }
10 {
11 // Military magazine x2 with random ammo
12 Asset dbfb1d0d11ca438e9dffb95f76e61274
13 Amount 2
14 }
15 ]
16
17 // Other skillsets will spawn with nothing
18}
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.