EditorShipPhysics
v1.4.8
Editor marker stored on a ship hull next to the naval physics. The managed class declares no fields and does not read the two checkboxes the hulls save.
Find placed ones in the Scene panel with s:EditorShipPhysics. See Filter.
Where you put it
It is already on packed ship hulls, on the same entity as EditorShipUpgradeViewer and the ship attachment logic. Add it only on a hull you are previewing in the editor.
What you set
The class body is empty. Every opened placement still stores these two rows, both off. Nothing in the managed script reads them.
| Panel field | What to do with it |
|---|---|
| Ram Debug Mode | Checkbox. Packed hulls and both scenes store false. |
| CameraFollowShip | Checkbox. Same placements store false. |
What it does
The managed class has no init and no tick. Naval physics on a real ship comes from NavalPhysics and MissionShip, not from this script.
Where it lives
Managed script. 45 copies are in NavalDLC\AssetPackages\nested_prefabs_packed.xml. Two scenes store it as well.
Examples
Burning cog hull. Packed entity burning_cog_ship_nested_storyline. Both checkboxes are off. EditorShipUpgradeViewer is the next script on that entity and stores no variables.
Funeral boat. NavalDLC\SceneObj\scn_cutscene_main_hero_naval_battle_death. Entity tagged funeral_boat (funeral_boat_nested). Both checkboxes are off.
Multi-agent sea conversation. NavalDLC\SceneObj\conversation_scene_sea_multi_agent. One copy, both checkboxes off, on the entity that also has the ship cloth fixer.