recursal/Fanatic-Fandom huggingface dataset:
EmpireBuilding001

### Animatable

The **EmpireBuilding001** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 25.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
Dust

## Dust

### Animatable

The **Dust** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
BiodomeAudioInterpolator

### Animatable

The **BiodomeAudioInterpolator** is an editor object in the Dev folder of the library.

## Usage

Main articles: Biodome and Audio IDs

The BiodomeAudioInterpolator functions exactly as the Biodome but with some extra audio-related logic. Its audio logic and the applications are not well-understood yet, though what is known is that it accepts specific RTPC values for when the car is inside the biodome volume. The effect for the audio RTPC can be inverted to apply the RTPC effect when the player is outside of the biodome volume instead, and remove the effect when the player is inside. The level creator can also specify the default RTPC effect value when the player is not inside (or outside) the biodome volume.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 200.0

#### Ambient Light

 Ambient Ground Color | {{{ambientgroundcolor}}}

### BiodomeAudioInterpolator

 Rtpc Value2
 Rtpc Value3
 Default T
 Invert
 Hide After Warp
 Virus Spirit ID
 Disable After Warp Before
ChestofFools Particles

### Animatable

The **ChestofFools Particles** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 0.045

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*

### Light (Light)

*Adds light to the scene*

 Detailed Light
EmpireFloaterTrio

### Animatable

The **EmpireFloaterTrio** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 10.0

### Axis Rotation (EmpireFloaterTrioSymbols)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (EmpireFloaterTrioSymbols)

*Adds light to the scene*

 Detailed Light
EmpireBuilding014

### Animatable

The **EmpireBuilding014** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 7.0

### Axis Rotation (EmpireBuilding015\_Spiral)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireCheckpoint2

## Usage

After a player passes through the trigger volume, they will respawn at this object's center. If the center is raised or obstructed by another object then the logic will attempt to compensate and spawn the player elsewhere on the Y axis closest to and above the checkpoint's center yet outside of an object, however, this compensation is not always reliable. Using the Translation Gizmo in Local Mode, the blue arrow on the gizmo will show the direction that the player will spawn facing.

The Checkpoint component in the object properties has two colors: *Start Color* and *Finish Color*. All of the Emit Colors on the object will be originally dictated by the Start Color no matter what they are otherwise set to until the checkpoint volume is triggered. The Start Color also dictates what color the "REGENERATING" text that appears next to the car when triggered is. Once triggered, all Emit Colors will fade and then be dictated by the Finish Color. These colors cannot be overridden despite how the object may appear while in Editor Mode.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 42.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.667

### Checkpoint

*Restores car damage / heat, and sets new respawn point when entering.*

### Light

*Adds light to the scene*

 Detailed Light
Downloading old game versions (steam)

A list of available game updates can be found here: Game updates.

This page lists game versions with the appropriate depots, branches and manifest ids to download older game versions. The information has been obtained from SteamDB using the history tab manually and may be missing some game versions.

## Tools

In order to download older game versions on steam, you can use one of the following methods.

### Steam console (does not work for experimental builds)

In your web browser enter the following URL: **steam://nav/console**. This should open the steam console where you can type commands.

To download older versions type the following command: **download\_depot 233610 <depot id> <manifest id>**

There won't be any download progress indicators when you start the command.

The downloaded files will be located in the following folder: **<steam installation directory>/steamapps/content/app\_233610/depot\_<depot id>**

### Using DepotDownloader (external program)

You can download an external program called depot downloader on Github at this address github.com/SteamRE/DepotDownloader/releases

Remember: you will need the .NET runtime to run the app. You can download this at this address dotnet.microsoft.com/download (select .NET core runtime).

Once you have downloaded DepotDownloader, extract it in a folder and open a command prompt in that folder. The syntax to use this tool is the following: **dotnet DepotDownloader.dll -app 233610 -depot <depot id> -manifest <manifest id> -beta <branch name> -username <steam account username> -password <steam account password>**

You can add an optional **-dir <directory>** argument to specify where to download the files

As you can see the tool requires you to enter your steam credentials. Using this tool is up to your responsibility.

#### **Using SteamDepotDownloaderGUI (graphical variant of DepotDownloader)**

An easier method is using SteamDepotDownloaderGUI. This works exactly the same but instead it has a graphical user interface which makes it easier to use.

## Download informations

Some game versions may have duplicate entries. This is not a bug, those versions did have multiple manifest ids.

Game versions are listed from most recent to oldest.
Two Republic Shipyard

Two Republic was built in 2156 as the successor to One Republic Shipyard, utilizing the lessons learned from the destruction of the orbital shipyard in order to better protect its facilities and people. Built quickly and prioritizing function and protection over beauty, Two Republic is a large concrete facility covered in soil and shielding on the southern coast of Greenland, where larger ERSN ships can be serviced outside, in or just above the water, after making a safe ocean landing in the Atlantic. Much of the facility and its smaller shipyards are underground, dug out by large boring devices, and they include a hangar for small crafts, two escort-sized shipyards, and a large underground Destroyer-sized hangar still under construction in 2157.

One arm of the facility, which includes views of the permafrost and the ocean through large windows in the concrete, features conference rooms intended for the ERSN brass to conduct meetings or welcome special guests and civilian leaders.

The shipyard is almost farcically uncomfortable, especially between October and April; officer quarters and engineer barracks alike are freezing, and personnel in the know are famous for bringing their own space heaters.

Commanding Officer (2156-): Rear-Admiral Valerian Cage
EmpireCircleBroken003

### Animatable

The **EmpireCircleBroken003** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 4.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
ERS Valkyrie

The ERS Valkyrie is a Daimajin-class Star Destroyer, and it served as the Star Navy's flagship until the launch of the ERS Titan (the current flag). It was the second Star Destroyer ever commissioned and built, after the ERS Daimajin, and launched in 2132. It became the flagship after the ERS Daimajin was lost in hyperspace.

The Valkyrie class (V-class) is named in its honor.

    It features full weapons (two lasers, two pulse cannons and a missile launcher), and a crew complement of one hundred souls. It has a full wing with six Apex Starfighters, called the Raven Wing. It has a reputation as one of the most ferocious Star Destroyers in the fleet.

The ERS Valkyrie is the oldest and longest-running player ship, and it is still running currently, operating out of UCLA. The Valkyrie features a straightforward crisis simulator and sees a great deal of battle action, with high player agency and median difficulty. It is public, and a good ship for a new player.

## Commanding Officers

2132-2138: Blaze Kearney

2138-2142: Koris Honbashi

2142-2148: Nyx Vantage

2148-2151: Tier Gantry

2151-2152: Padeo Kearney

2152-2153: Cade Adesida

2153-2155: Ash Cai
Dark Ages

## Overview

Dark Ages is the fourth era of the Inside Joke list, dating from the beginning of college until Bobby's trip to Africa while studying abroad in the Spring semester of junior year. Although its name derived from the fact that the two best friends would be separated by a large distance, it ironically would prove to be the most affluent and productive inside joke era. The time period is also marked by the inclusion of many tertiary characters to the friend group.
EmpireEndZone

"EndZone" redirects here. For other uses, see EndZone (disambiguation).

### Animatable

The **EmpireEndZone** is an editor object in the Attachments folder of the library.
The EmpireEndZone, EmpireEndZoneSimple, NitronicEndZone, NitronicEndzoneWall, and NitronicEndZoneEmpty are where sprint and challenge mode races end.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 16.0

### Track Segment

*This object can connect to other Track segments*

### Light (EmpireEndZoneCircle)

*Adds light to the scene*

 Detailed Light

### Axis Rotation (EmpireEndZoneCircle)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (Spotlight02)

*Adds light to the scene*

 Detailed Light

### Light (Spotlight01)

*Adds light to the scene*

 Detailed Light

### Light (Spotlight03)

*Adds light to the scene*

 Detailed Light

### TextMesh (SectorNumberTextCeiling)

*Settings for the 3D Text.*

 Font Style
 Font
EmpireCircle

### Animatable

The **EmpireCircle** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 4.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireCameraDrone

### Animatable

The **EmpireCameraDrone** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.5

### SmoothRandomPosition

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Range

### Light

*Adds light to the scene*

 Detailed Light

### Lens Flare (Flare1)

*Simulated camera lens flare.*

 Color

### Lens Flare (Flare3)

*Simulated camera lens flare.*

 Color

### Lens Flare (Flare2)

*Simulated camera lens flare.*

 Color

### Light (Flash1)

*Adds light to the scene*

 Detailed Light

### Lens Flare (Flare4)

*Simulated camera lens flare.*

 Color

### Light (Flash2)

*Adds light to the scene*

 Detailed Light

### Light (MovieLight)

*Adds light to the scene*

 Detailed Light
Cetian Sector

The Cetian Sector (named for Tau Ceti, its border star with the Republic Sector) is a loose grouping of stars in the Orion Spur of the Milky Way galaxy, in the Prime Universe. Taken on a single plane viewed from outside the galaxy, facing toward the core, the Cetian Sector is approximately east/southeast of the Praezorian Sector and the Machine Sector, east of the Republic Sector, southeast of Skelow Space, and northeast of the Xi Sector.

The MCS Drake first made inroads here, prospecting for business opportunities and resources on behalf of Maxicorp. The ERS Einheri is currently exploring the Cetian Sector.

## Main Stars

Its constituent portal-linked stars:

- Teegarden's Star

- Cincinnat

- Van Maanen's Star

- Epsilon Indi

- Luyten 726-8 (UV Ceti)

- YZ Ceti (A stellar companion but not gravitationally linked with Tau Ceti)

- Keid

- Alsafi

- Eta Cassiopeia

- Tabit

- Delta Trianguli

- Lambda Serpentis

- Formalhaut

- Cy'Kalon

- 70 Ophiuchi

- Zavijah

- Deneb

- Chara

- Ceti Orionis

- Gamma Leporis

- Rana

## Border Stars

- Tau Ceti (Borders the Republic Sector)

- Altair (Republic Sector)

- Ardis (Borders the Praezorian Sector)
EmpireBuilding003

### Animatable

The **EmpireBuilding003** is an editor object in the Buildings folder of the library.

## Flaws

Object's Emit Textures have a forest green tinge at all times.
When Emit Colors are changed to completely black in it's Properties, EmpireBuilding003 emissive textures will show a dark forest green coloring instead. It's main glass panel's reflections may hide this however when it too is turned black, this same green will also show.
Using vibrant colors will be needed to mask this flaw, the more bleak your colors the more the green will show.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 6.0
EmpireBrokenBuilding006 PiecesSeparated

### Animatable

The **EmpireBrokenBuilding006 PiecesSeparated** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 3.0

### Broken Pieces

*Add movement, rotation, and/or explosion forces.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Move Speed
 Rotate
 Rotate Speed
 Explode
 Explode Speed
Dreamwave

## Dreamwave

### Animatable

The **Dreamwave** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
EmpireFloater002

### Animatable

The **EmpireFloater002** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Light

*Adds light to the scene*

 Detailed Light

### Axis Rotation (EmpireFloater002OutsideRing)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireEndZoneSimple

### Animatable

The **EmpireEndZoneSimple** is an editor object in the Attachments folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 16.0

### Track Segment

*This object can connect to other Track segments*

### Light (EmpireEndZoneCircle)

*Adds light to the scene*

 Detailed Light

### Axis Rotation (EmpireEndZoneCircle)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (Spotlight03)

*Adds light to the scene*

 Detailed Light
DiscoverableStuntAreaSpecialEffect

### Animatable

The **DiscoverableStuntAreaSpecialEffect** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
Dev mode

**Dev mode** is a mode in the Level editor accessed through unofficial modding that allows access to the Dev folder in the Library. These objects are often unstable or incomplete and aren't meant to be widely used. Some dev objects can be accessed without modding by opening an official map, copying the object, and pasting it into another map.
CubeMapRenderer

## Usage

The CubeMapRenderer is used to change the reflections on nearby reflective objects. Note that objects get batched together if they have the same properties, so it is common practice to change the properties of one of two objects by a minuscule amount to prevent this batching if the objects and CubeMapRenderers are within 100 units of each-other.

It is recommended to not use more than 20 CubeMapRenderers as they increase the load time of a level. The average computer can handle up to 75 CubeMapRenderers, but this is not recommended especially if the level is not long.

In order to achieve the most accurate reflection of an object, place a CubeMapRenderer in the same position as the reflective object. This is useful for large flat areas or buildings. Be wary of objects that can be seen from the inside as this method will not work as properly. If there are many objects within the area that have reflective properties this method is not ideal. Instead, place the CubeMapRenderer in an open area that is close by.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 10.0

### CubeMap Renderer

*Captures the level from here to be used on nearby reflective objects.*
DesaturateSphere

## Usage

The DesaturateSphere doesn't actually do anything. When placed in the level, or when a car enters its trigger bounds, nothing happens. Speculation suggests that the logic for this object was either never finished, or cut from the game. One theory is that this object would have applied a desaturation filter over the game, making everything look greyscale, similar to the Film Noir cheat, as long as the car was inside the trigger bounds.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Sphere Trigger

*Spherical zone which detects when the player's car enters or leaves it.*

 Radius | 1.0
DJRaveBot

Rotation
 Scale | 120.0

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Lens Flare

*Simulated camera lens flare.*

 Color

### Light

*Adds light to the scene*

 Detailed Light

### SmoothRandomPosition

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Range

### Axis Rotation (EmpireCheckpointHead)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (Light001)

*Adds light to the scene*

 Detailed Light

### Light (Light002)

*Adds light to the scene*

 Detailed Light
Distance Wiki

Wiki that anyone can edit devoted to the game Distance by Refract Studios.

## Distance

Main article: Distance
Distance is a survival-racing game developed by Refract Studios. It is the spiritual successor to Nitronic Rush which was created by some of the same people while they were students at Digipen Institute of Technology. The game takes place in a tron-like city where your goal is to reach the end of the track while avoiding obstacles along the way. You control a unique car that has various abilities such as boosting, jumping, and even flying. The game consists of various game modes such as sprint, challenge, stunt, trackmogrify, and reverse tag. It also contains a powerful in-game level editor for others to create their own track and upload to the Steam workshop.

### Updates

Main article: Updates
Game updates are oftentimes pushed to the experimental branch first before being moved to stable.

### Level editor

Main article: Level editor
There are many objects available in the editor that can be used to make maps. Some of these objects can offer very complex options and properties.

## Latest activity

Welcome to the Distance Wiki! You can get involved by looking through the Wanted Pages, expanding Stubs, or by adding some images to the pages without images.
EmpireBrokenBuilding006 Pieces

### Animatable

The **EmpireBrokenBuilding006 Pieces** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 3.0

### Broken Pieces

*Add movement, rotation, and/or explosion forces.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Move Speed
 Rotate
 Rotate Speed
 Explode
 Explode Speed
EmpireHexScaffold

### Animatable

The **EmpireHexScaffold** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 7.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
CubeMIDI

## CubeMIDI

### Animatable

The **CubeMIDI** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Pulse Material

*Pulse Material property to a beat or interval.*

 Rgb
 Degrade Time
 Channel
 Use MIDI
 Color Channel
 Ignore Color Channel

### PulseRotateOnTrigger

 Rotation Amount
 Rotation Axis

### Light

*Adds light to the scene*

 Detailed Light

### PulseLight

 Use MIDI
 Degrade Time
 Color Channel
 Ignore Color Channel
EmpireCameraDroneStatic

### Animatable

The **EmpireCameraDroneStatic** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.5

### Light

*Adds light to the scene*

 Detailed Light

### Lens Flare (Flare1)

*Simulated camera lens flare.*

 Color

### Lens Flare (Flare3)

*Simulated camera lens flare.*

 Color

### Lens Flare (Flare2)

*Simulated camera lens flare.*

 Color

### Light (Flash1)

*Adds light to the scene*

 Detailed Light

### Lens Flare (Flare4)

*Simulated camera lens flare.*

 Color

### Light (Flash2)

*Adds light to the scene*

 Detailed Light

### Light (MovieLight)

*Adds light to the scene*

 Detailed Light
DNA

## DNA

### Animatable

The **DNA** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
EmpireArray

### Animatable

The **EmpireArray** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 3.25

### Axis Rotation (ArrayInterior)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (EmpireArray\_Sectors)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
Machine Sector

The Machine Sector (once known as the Skelow Sector, a misnomer) is a loose grouping of stars in the Orion Spur of the Milky Way galaxy, in the Prime Universe. It possesses stars that are holdings of or occupied by several different races and beings: the Tardek, the Z, the Infernal Machine and the Draor. It is named for the Infernal Machine, which is a constant, almost environmental menace in this sector of space; the Skelow know to generally stay away for this reason (as well as the Tardek's proclivities in terms of "trade"). Taken on a single plane viewed from outside the galaxy, facing toward the core, the Machine Sector is approximately west of the Cetian and Republic Sectors, north of the Xi Sector, west/southwest of the Praezorian Sector, and southwest/south of Skelow Space.

## Main Stars

- Delta Pavonis

- 72 Herculis (Star of Itona, the Tardek homeworld)

- Chi Draconis

- 26 Draconis

- V538 Aurigae

- 54 Piscium

- Gliese 86

- Nu Lupi 2

- Iota Piscium

- Mu Cancri

- Eta Draconis

- Avart

- Vark

- Sigma Pegasi

- Lyra 758 (Z colonial world)

- Cygnus 7670 (Z colonial world)

- Phoenix Alpha (Z colonial world)

- Mu Arae (Z homeworld)

- Cetus 159 (Z colonial world)

## Border Stars

- Wolf (Republic Sector and Earth Republic holding)

- Algol 3 (Skelow Space)

There is also a possible portal between Cetus and a star in the Praezorian Sector, though this is unsubstantiated.
DiscoverableStuntArea

### Animatable

The **DiscoverableStuntArea** is an editor object in the Mode folder of the library.

## Usage

The DiscoverableStuntArea creates a zone that will provide extra points in Stunt mode once the player enters its trigger boundaries. A DiscoverableStuntArea can be given a name as well as an arbitrary number of points. Once the player enters the trigger, a "Discovered" alert will appear showing the name and point value of the zone discovered, along with a visual and sound effect. Note that the visual will always expand along the object's local X and Z axis while the sound effect plays at the object's origin, if the origin is too far from the player, it may not be heard or seen though the text will always display. Despite being intended primarily for Stunt mode, the object behaves the same way in all modes, including Sprint. DiscoverableStuntAreas are usually used to reward players for finding secret areas or easter eggs.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 150.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0
Electrospiral

### Animatable

The **Electrospiral** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
Disease

## Disease

### Animatable

The **Disease** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
EmpireGear001

"Gear" redirects here. For the clutter variant, see EmpireGear001Clutter.

### Animatable

The **EmpireGear001** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
Pleine lune

**Pleine lune** est une attaques de Okamigami.

Pleine lune
 Utilisateurs

## Description

Le mage fait tourner son katana puis, alors que l'ennemis surpris se demande se qu'elle fait, elle s'élance rapidement en courant vers lui pour le trancher sans qu'il puisse réagir. La coupure sur l'ennemis est en forme de demi cercle.
EmpireEndZoneSimpleFake

### Animatable

The **EmpireEndZoneSimpleFake** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 16.0

### Track Segment

*This object can connect to other Track segments*

### Light (EmpireEndZoneCircle)

*Adds light to the scene*

 Detailed Light

### Axis Rotation (EmpireEndZoneCircle)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (Spotlight03)

*Adds light to the scene*

 Detailed Light
EmpireEndZoneFake

Rotation
 Scale | 16.0

 Detailed Light

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (Spotlight02)

*Adds light to the scene*

 Detailed Light

### Light (Spotlight01)

*Adds light to the scene*

 Detailed Light

### Light (Spotlight03)

*Adds light to the scene*

 Detailed Light
EmpireFloater003

### Animatable

The **EmpireFloater003** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 10.0

### Axis Rotation (EmpireFloater003\_Inside01)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (EmpireFloater003\_Inside02)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (EmpireFloater003\_Inside03)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (EmpireFloater003\_OutPieces)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireCheckpoint

"Checkpoint" redirects here. For other uses, see Checkpoint (disambiguation).

### Animatable

The **EmpireCheckpoint** is an editor object in the Attachments folder of the library.
The EmpireCheckpoint, CheckpointNoVisual, and EmpireCheckpointHalf are some objects where players will respawn on death.

## Usage

After a player passes through the trigger volume, they will respawn at this object's center. If the center is raised or obstructed by another object then the logic will attempt to compensate and spawn the player elsewhere on the Y axis closest to and above the checkpoint's center yet outside of an object, however, this compensation is not always reliable. Using the Translation Gizmo in Local Mode, the blue arrow on the gizmo will show the direction that the player will spawn facing.

The Checkpoint component in the object properties has two colors: *Start Color* and *Finish Color*. All of the Emit Colors on the object will be originally dictated by the Start Color no matter what they are otherwise set to until the checkpoint volume is triggered. The Start Color also dictates what color the "REGENERATING" text that appears next to the car when triggered is. Once triggered, all Emit Colors will fade and then be dictated by the Finish Color. These colors cannot be overridden despite how the object may appear while in Editor Mode.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 14.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 5.0

### Checkpoint

*Restores car damage / heat, and sets new respawn point when entering.*

### Light

*Adds light to the scene*

 Detailed Light

### Axis Rotation (SpinningVisual)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireGas Top

### Animatable

The **EmpireGas Top** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 2.0

### Axis Rotation (EmpireGas\_TopSpin)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
DreamHaze

## DreamHaze

### Animatable

The **DreamHaze** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
EmpireBuilding015

### Animatable

The **EmpireBuilding015** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 5.0

### Axis Rotation (EmpireBuilding015\_Bottom)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
DiscoDanceFloor

### Animatable

The **DiscoDanceFloor** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
EmpireCheckpointHalf

### Animatable

The **EmpireCheckpointHalf** is an editor object in the Attachments folder of the library.
The **EmpireCheckpointHalf**, EmpireCheckpoint, and CheckpointNoVisual are where players will respawn on death.

## Usage

After a player passes through the trigger volume, they will respawn at this object's center. If the center is raised or obstructed by another object then the logic will attempt to compensate and spawn the player elsewhere on the Y axis closest to and above the checkpoint's center yet outside of an object, however, this compensation is not always reliable. Using the Translation Gizmo in Local Mode, the blue arrow on the gizmo will show the direction that the player will spawn facing.

The Checkpoint component in the object properties has two colors: *Start Color* and *Finish Color*. All of the Emit Colors on the object will be originally dictated by the Start Color no matter what they are otherwise set to until the checkpoint volume is triggered. The Start Color also dictates what color the "REGENERATING" text that appears next to the car when triggered is. Once triggered, all Emit Colors will fade and then be dictated by the Finish Color. These colors cannot be overridden despite how the object may appear while in Editor Mode.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 14.0

### Box Trigger (CheckpointLogic)

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 5.0

### Checkpoint (CheckpointLogic)

*Restores car damage / heat, and sets new respawn point when entering.*

### Light (CheckpointLogic)

*Adds light to the scene*

 Detailed Light
EmpireLargeTower

### Animatable

The **EmpireLargeTower** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 15.0

### Axis Rotation (EmpireLargeTower1)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (EmpireLargeTower2)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpirePosterSalvationIn

### Animatable

The **EmpirePosterSalvationIn** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Axis Rotation (EmpirePosterSalvationInEmpireSymbol)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpirePosterPowerStatus

### Animatable

The **EmpirePosterPowerStatus** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Axis Rotation (EmpirePowerUnit)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireOrbCamera

### Animatable

The **EmpireOrbCamera** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 120.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Lens Flare

*Simulated camera lens flare.*

 Color

### Light

*Adds light to the scene*

 Detailed Light

### SmoothRandomPosition

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Range

### Axis Rotation (EmpireCheckpointHead)

*Rotates the object about a cardinal axis.*

This is not a Rigidbody animation, which means this object *can* have the Animator, Golden animator, and Event listener components added to it unless this object has another property that includes a Rigidbody.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
EmpireLaserArch1

### Animatable

The **EmpireLaserArch1** is an editor object in the Obstacles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.8

### Capsule Trigger (Laser1)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Lens Flare (LensFlare)

*Simulated camera lens flare.*

 Color

### Pulse Material (LaserVisual)

*Pulse Material property to a beat or interval.*

 Rgb
 Degrade Time
 Channel
 Use MIDI
 Color Channel
 Ignore Color Channel

### Capsule Trigger (Laser2)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Lens Flare (LensFlare)

*Simulated camera lens flare.*

 Color

### Pulse Material (LaserVisual)

*Pulse Material property to a beat or interval.*

 Rgb
 Degrade Time
 Channel
 Use MIDI
 Color Channel
 Ignore Color Channel
Dev mode/Objects

All Dev mode objects are listed here. For a list of public editor objects, see Level editor/Objects.

## Dev

There are 95 objects in the Dev folder (showing 95).

### Adventure

There are 35 objects in the Adventure folder (showing 35).

### FinishCutscene

There are 4 objects in the FinishCutscene folder (showing 4).

### Audio

There are 1 objects in the Audio folder (showing 1).

### Clutter

There are 1 objects in the Clutter folder (showing 1).

### Credits orbs

There are 18 objects in the Credits orbs folder (showing 18).

### CreditsPosters

There are 4 objects in the CreditsPosters folder (showing 4).

### Decorations

There are 6 objects in the Decorations folder (showing 6).

### DwarvenKingdom

There are 7 objects in the DwarvenKingdom folder (showing 7).

#### Dwarf001

There are 4 objects in the Dwarf001 folder (showing 4).

### EchoesEnding

There are 2 objects in the EchoesEnding folder (showing 2).

### LabEnvironment

There are 21 objects in the LabEnvironment folder (showing 21).

### LegacyLights

There are 4 objects in the LegacyLights folder (showing 4).

### LegacyLogic

There are 1 objects in the LegacyLogic folder (showing 1).

### LegacyMode

There are 3 objects in the LegacyMode folder (showing 3).

### LegacyObjects

There are 1 objects in the LegacyObjects folder (showing 1).

### LegacyParticles

There are 7 objects in the LegacyParticles folder (showing 7).

### LegacyRoads

There are 2 objects in the LegacyRoads folder (showing 2).

### LegacySimples

There are 24 objects in the LegacySimples folder (showing 24).

#### Emissive

There are 20 objects in the Emissive folder (showing 20).

##### With Collision

There are 20 objects in the With Collision folder (showing 20).

#### Irregulars

There are 23 objects in the Irregulars folder (showing 23).

##### Emissive

There are 22 objects in the Emissive folder (showing 22).

###### With Collision

There are 23 objects in the With Collision folder (showing 23).

##### With Collision

There are 23 objects in the With Collision folder (showing 23).

#### With Collision

There are 20 objects in the With Collision folder (showing 20).

### MIDITriggers

There are 9 objects in the MIDITriggers folder (showing 9).

#### Misc

There are 1 objects in the Misc folder (showing 1).

### NewNitronicAssets

There are 3 objects in the NewNitronicAssets folder (showing 3).

#### Cutscene

There are 1 objects in the Cutscene folder (showing 1).

### OpeningCutScene

There are 26 objects in the OpeningCutScene folder (showing 26).

### SkyIslands

There are 1 objects in the SkyIslands folder (showing 1).

### StuntObjects

There are 9 objects in the StuntObjects folder (showing 9).

### TempPosters

There are 3 objects in the TempPosters folder (showing 3).

### The Other Side

There are 2 objects in the The Other Side folder (showing 2).

### VirusSpiritObjects

There are 10 objects in the VirusSpiritObjects folder (showing 10).
EmpireLogoMIDI

## EmpireLogoMIDI

### Animatable

The **EmpireLogoMIDI** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 5.0

### Pulse Material

*Pulse Material property to a beat or interval.*

 Rgb
 Degrade Time
 Channel
 Use MIDI
 Color Channel
 Ignore Color Channel

### PulseLight

 Use MIDI
 Degrade Time
 Color Channel
 Ignore Color Channel
GPSTrigger

## Usage

The GPSTrigger is an object that shows a GPS HUD on the car screen outlining the track to the end zone. The car screen plays a short animation of scrolling text and glitching moments before the actual GPS appears. The track shown on the GPS is a rendering of the track visualization defined by the level creator. The icon of the end zone depends on whether the level is being played in Adventure mode or Nexus mode. In Adventure mode, the end zone icon shows the distance project logo. In Nexus mode, the icon shows a red target.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0

### GPSTrigger

 Glitch Duration
 Delay Duration