Setting Up Rooms In Shipbreaker: Shipbuilder

1. Right click in an empty folder, Create > Shipbreaker > Create Room Asset 2. Right click in the folder again, Create > Scriptable Objects > Dynamic Room Container Asset 3. Open the prefab created in the first step, and select the “Room” game object in the Hierarchy. Then drag the Dynamic Room Container Asset you created into its place in the Inspector (Second Down in the Room Container) 4. Delete the Addressable SO Loader in the inspector 5. Right click yet again in the folder, Create > Scriptable Objects > Room Data Asset 6. Open the Dynamic Room Container from step 2, and drag the Room Data Asset into the “Default Room Data” (See the bottom for randomizing rooms) 7. Right click in the folder again, Create > Scriptable Objects > Room Type Asset 8. Right click the new asset and select “Copy GUID” 9. In the inspector, paste the GUID into the “Asset GUID” slot 10. Under “Data” in the inspector, put the full room name in the “Name” slot. Put the shortened name in the “Short Name” slot. (I am not sure these names are ever used, but just in case, I would put it in) 11. Open the Room Data Asset in the inspector 12. Under “Data”, fill in “Room Name” and “Short Room Name” like you did in step 9. 13. Drag the Room Type Asset into its place in the inspector That is it, you’re good to go! There are a few extra things though.

A) Room Randomization: The Dynamic Room Container Asset allows us to randomize what Room Data Asset gets used, or to change the Room Data Asset depending on certain restrictions. I don’t know how restrictions work, so let’s focus on the former part. i. Open the Dynamic Room Container Asset in the inspector ii. Add an element to Weighted Room Datas iii. Drag the Room Data Asset into the “Value” slot iv. Input a weight, the probability of this room being chosen is weight / total weight in the list

Do this for every Room Data Asset you want to use. You will need to create a Room Data Asset and Room Type Asset for each one, just follow the same steps. (step 5, then jump to 7 and continue as normal)

B) Room Data: The Room Data Asset has some sliders that can be adjusted. i. Pressurization Probability: The chance that the room will start pressurized when the ship is loaded ii. Dust Level Min/Max: When a ship is loaded, the game generates a number between the min and max. The higher the number, the more dust there is in the room.