OptionaltravelOptionalheightY offset applied above the terrain surface, in world units. Set to half the model's height when the pivot is at the model center, or a small value (e.g. 0.05) when the pivot is at the model's foot. Default 0.
OptionalfogBFS fog-of-war reveal radius in cells. 0 = unit does not reveal fog. Default 0.
OptionalsurfaceSurface height parameters — pass the same values you gave the terrain
geometry (elevationScale, noiseScale, elevPerturbStrength) if you
customized them, plus an isWater predicate if units should ride the
water surface instead of the seabed. Defaults match the default terrain.
OptionaldomainWhere this unit can go — see MovementDomain. Informational on the
unit itself (the cost function you hand findPath is what enforces it —
build one with createDomainCost), but it is what a game reads to pick
that cost function, and what the editor and save files carry. Default 'land'.
OptionalisWhich terrains are liquid, for embark/disembark detection and for riding
the water surface: when set and surfaceOptions.isWater is not, it is
used as that predicate too, so a ship floats at the surface instead of
standing on the sea bed. HexWorld.isWater is the usual value.
Cells per second. Default 4.