The map resources are stored on. Pass an accessor if the map can be swapped at runtime.
OptionaldescriptorsOptionaliconsIcon textures keyed by ResourceDescriptor.iconAssetId.
OptionaldataMetadata channel key resources are stored under. Default 'resource'.
Change it only to avoid a collision with your own per-cell data.
OptionalfogFog of war. Icons then hide on unexplored cells and dim on explored ones, matching the terrain underneath. Attach later with setFogData.
OptionalisLiquid predicate (e.g. world.isWater). Icons on liquid cells then sit on
the water surface instead of the seabed floor.
OptionalelevationMust match the terrain geometry's elevationScale. Default ELEVATION_SCALE.
Optionalrenderthree.js render order for the icon meshes. Default 7.
OptionaloccludedWhat happens to an icon behind occluding geometry — a tree, a ridge:
'hidden' (default): depth-tested like a prop; occluders clip it.'dimmed': two passes — full strength where visible, a faint ghost
where occluded, so a marker stays locatable without hiding what stands
in front of it.'visible': no depth test; icons draw at full strength everywhere.
renderOrder still decides what they in turn sit under (weather draws at 10).OptionaloccludedGhost strength for occluded: 'dimmed', 0–1. Default 0.3.
Parent for the icon meshes — usually the scene.