.. _doc_assets_level: Level Assets ============ Each map can be associated with a **Level Asset**. These assets contain gameplay information not necessary for the main menus. Refer to :ref:`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** :ref:`Master Bundle Pointer `: Overrides the model seen flying over the map when a care package is dropped. **Airdrop** :ref:`Asset Pointer `: Asset pointer to an :ref:`Airdrop Asset `. Overrides the falling care package model. **Crafting_Blacklists** array of :ref:`Asset Pointers `: Asset pointers to :ref:`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** :ref:`Asset Pointer `: Asset pointer to a :ref:`Weather Asset `. Overrides weather scheduling. **Global_Weather_Mask** :ref:`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** :ref:`Master Bundle Pointer `: Audio clip played after death. Schedulable Weather Properties ------------------------------ **Asset** :ref:`Asset Pointer `: Points to a :ref:`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. .. code-block:: unturnedasset :linenos: Skills [ { Id Overkill Default_Level 0 Max_Unlockable_Level 0 } { Id Parkour Default_Level 2 Max_Unlockable_Level 2 } { Id Crafting Default_Level 1 Max_Unlockable_Level 3 Cost_Multiplier 5 } ] Terrain Color Properties ------------------------ **Color** :ref:`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** :ref:`float32 `: Values are clamped from 0 to 1. If difference between hues is greater than this threshold, the colors are not too similar. **SaturationThreshold** :ref:`float32 `: Values are clamped from 0 to 1. If difference between saturations is greater than this threshold, the colors are not too similar. **ValueThreshold** :ref:`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** :ref:`Master Bundle Pointer `: Looping audio clip played until loading finishes. **Outro** :ref:`Master Bundle Pointer `: Audio clip played once loading finishes.