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.
Choose a starting family
Section titled “Choose a starting family”All paths below begin at Assets/FORGE3D/Planets/.
| Family | First prefab | Best starting point for |
|---|---|---|
| Terrestrial | Terrestrial/Planet_Terrestrial_01.prefab | Land, oceans, clouds and city lights |
| Oceanic | Oceanic/Planet_Oceanic_01.prefab | Water-covered worlds and clouds |
| Moon | Moon/Moon_01.prefab | Rocky surfaces and craters |
| Ice | Ice/Planet_Ice_01.prefab | Layered frozen surfaces |
| Lava | Lava/Planet_Lava_01.prefab | Glowing molten terrain |
| Gas | Gas/Planet_Gas_01.prefab | Banded gas giants and rings |
| Sandstorm | Sandstorm/Planet_Sand_01.prefab | Desert terrain with dust clouds |
| Thunderstorm | Thunderstorm/Planet_Thunderstorm_01.prefab | Turbulent clouds and lightning |
| Sun | Sun/Sun_Blue.prefab | Animated stellar surfaces and corona |
Other numbered or colored prefabs provide additional supplied looks. Preview the collection in Demoscene.unity before choosing one.
Understand the layers
Section titled “Understand the layers”| Layer | Where to edit | What it changes |
|---|---|---|
| Surface | Renderer using a planet-family shader | Ground, water, surface clouds and family-specific effects |
| Atmosphere | Separate renderers using FORGE3D/Planets/Atmosphere | Limb color, glow and the illuminated arc |
| Ring | Ring renderer and its ring material | Radial bands, opacity and ring shading |
| Sun surface | Renderer using FORGE3D/Planets HD/Sun | Stellar color, moving detail and silhouette |
| Corona | Separate renderer using FORGE3D/Planets HD/Sun Corona | Rays, 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.
Preserve a reusable setup
Section titled “Preserve a reusable setup”- Instantiate the closest prefab in your scene.
- Create material copies in your own project folder and assign them to the intended slots.
- Save a prefab variant in that folder if you want to reuse the composition.
- 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.