OptionalboidsBoid weights.
OptionalbuildMilliseconds per frame spent spawning groups, nearest first.
Camera groups stream around.
OptionalcastWhether animals cast shadows.
OptionaldensityGroup candidates per km²; candidates in unsuitable places are dropped.
OptionaldetailMesh resolution.
OptionalgridSamples per side of each group's environment grid.
OptionalmarginExtra clearance (metres) from the bed and the surface, on top of each fish's own size.
OptionalmaxGroups farther than this from the camera are dropped (and nothing spawns while the camera is higher than this).
OptionalminSkip world detail smaller than this (metres) when sampling.
OptionaloriginWorld position that is (0, 0, 0) in render space.
OptionalpredatorsObjects fish flee from (e.g. the camera, a diver, a shark).
OptionalreceiveWhether animals receive shadows.
OptionalreframePlanets: distance (metres) from the frame's centre at which a new frame is centred on the camera.
OptionalrendererA WebGPURenderer; initialised if needed.
OptionalsceneIf given, the layer is added to it and updates whenever it renders.
OptionalseedSeed: the same seed, world and settings always spawn the same groups.
OptionalsimGroups farther than this are drawn but not simulated.
OptionalspeciesSpecies that can spawn, by id (defaults to FISH_SPECIES). Set a species' habitat.weight to 0 to turn it off.
OptionalstatesMaterial states (wetness, snow, burn, damage).
OptionalstepFixed simulation steps per second.
OptionaltileEdge length of a streaming tile, metres.
OptionalwaterHow river water is told from sea water.
World that decides where animals live. Groups respawn when it changes.
Options for FishSchools.create.