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Planet types and prefabs

Choose the family closest to your intended look, then customize its materials. A supplied prefab keeps the mesh mapping and the surface/effect proportions together.

All paths below begin at Assets/FORGE3D/Planets/.

FamilyFirst prefabBest starting point for
TerrestrialTerrestrial/Planet_Terrestrial_01.prefabLand, oceans, clouds and city lights
OceanicOceanic/Planet_Oceanic_01.prefabWater-covered worlds and clouds
MoonMoon/Moon_01.prefabRocky surfaces and craters
IceIce/Planet_Ice_01.prefabLayered frozen surfaces
LavaLava/Planet_Lava_01.prefabGlowing molten terrain
GasGas/Planet_Gas_01.prefabBanded gas giants and rings
SandstormSandstorm/Planet_Sand_01.prefabDesert terrain with dust clouds
ThunderstormThunderstorm/Planet_Thunderstorm_01.prefabTurbulent clouds and lightning
SunSun/Sun_Blue.prefabAnimated stellar surfaces and corona

Other numbered or colored prefabs provide additional supplied looks. Preview the collection in Demoscene.unity before choosing one.

LayerWhere to editWhat it changes
SurfaceRenderer using a planet-family shaderGround, water, surface clouds and family-specific effects
AtmosphereSeparate renderers using FORGE3D/Planets/AtmosphereLimb color, glow and the illuminated arc
RingRing renderer and its ring materialRadial bands, opacity and ring shading
Sun surfaceRenderer using FORGE3D/Planets HD/SunStellar color, moving detail and silhouette
CoronaSeparate renderer using FORGE3D/Planets HD/Sun CoronaRays, discharge and radial glow

Select each renderer and inspect Mesh Renderer > Materials to identify it. Not every prefab uses every layer. The surface clouds in Terrestrial, Oceanic and Sand are shader layers, so you will not find a separate cloud GameObject for each map.

  1. Instantiate the closest prefab in your scene.
  2. Create material copies in your own project folder and assign them to the intended slots.
  3. Save a prefab variant in that folder if you want to reuse the composition.
  4. Scale the root uniformly before changing individual shells. Check the atmosphere fit, ring shadow and camera clipping afterward.

Keep the supplied mesh, UVs, origin and child proportions while learning the effects. Texture projection and cloud pole/middle blending depend on this setup. Swapping to a generic sphere is a separate integration task, not a necessary first step.

For a new composition, duplicate a supplied renderer/mesh arrangement and assign a compatible copied material. Planets does not create a new terrain mesh or collider from the material’s Height Map. Use Materials and customization for ownership and Technical reference for mapping details.