Object Layers and Static values - naelstrof/ChurnVectorSDK GitHub Wiki
Object layers
Straight to the point, on any object you add to the scene (other than those premade in the SDK by us) you are going to need to choose its layer here:
These layers control a few interactions with the game world and are relevant to how they are rendered and in some cases work with the lighting bakes. Generally in Churn Vector you are only going to be concerned about the World and World but ignored by Camera but the other layers available to you should be self explanatory in what they are for.
Check out the existing prefabs we've made for the game to see what layers those are on if you are unsure about what to choose
Static values
Likewise above, things you add to your scene are going to need some Static flags:
These control a lot of important stuff but for ease of use the following examples should suit most needs without going and explaining what they do in fine detail (you can find Unity docs on these if you want to know more)
Example 1: Object that NPC's need to path around and isn't part of the map geo like a table or a bucket
In this case you need to hit the tickbox next to static in order for it to turn on "Navigation Static" as this is deprecated and Unity won't let you just toggle it on yourself (despite the fact that we still use this for our navmesh generation...)
Then you want to untick "Contribute to GI" and "Batching Static" as this object is not going to be part of the GI light bake.
Example 2: An entire building
In this case since this is part of the map geo we want this to be fully static and included as part of the GI bake