# WorldScript Objects {{% tagged "internal" %}} // CALLOUT This object is not available when the Scenery Editor is in [World Hub Mode](../../the-scenery-editor/#worldhub). {{% /tagged %}} A **WorldScript** object is an object element that is used to place a **script** in the world. When you select this object type you will be presented with a list of different WorldScript object elements listed in the [Objects](../../menus/the-view-menu/#objects) window: {{< image-center src="images/2_DevMode/scenery_editor/Objects/worldscript/script_obj_1_list.png" alt="Different WorldScript Object Elements Listed In The Objects Window" >}} The exact number and kind of elements listed will depend on the version of Microsoft Flight Simulator 2024 that you are running as well as what packages you have installed and whether you have added any custom scripts. These elements can be added to a scene using the methods outlined on the page for the [Objects](../../menus/the-view-menu/#objects) window, and can be used to create world elements like flocks of birds or for missions. To place a WorldScript object element in the scene you can click the {{< button "Add" />}} button, and then use the Translate [Gizmo](../../menus/the-view-menu/#gizmo) to position the object where you want, or you can enable `One-Click Placing` and simply click in the world to place it. ### Properties WorldScript objects have the following [Properties](../../menus/the-view-menu/#properties) which can be edited: {{< image-center src="images/2_DevMode/scenery_editor/Objects/worldscript/script_obj_2_props.png" alt="The Properties Window For A WorldScript Object" >}} - ##### Name This is the name of the element as defined from its file. - ##### Display Name This is the name of the element as it will be displayed in the [The Scenery Contents List](../../the-scenery-editor/#the-scenery-contents-list). This can be edited and is helpful for identifying elements when you have a lot of items in the content list. - ##### Assign Instance ID Clicking this button will create a {{< glossterm >}}guid{{< /glossterm >}}-formatted **Instance ID** unique to the instance of the object element placed within the simulation. This can be useful for many things like when [creating mission scripts](../../../../../content-configuration/mission-xml-files/flights-and-missions/) (for example). - ##### Object File This is the path to the file used bu the worldscript object. - ##### Snap To Ground This option is enabled by default, and will "snap" the worldscript object to the ground so that - regardless of the terrain height - the element will always be at ground level, even when moving it. Enabling this means that the altitude [Gizmo](../../menus/the-view-menu/#gizmo) does nothing, while disabling this will permit you to change the altitude. When this is disabled, you will have a new option present in the Properties window: - ##### Offset To Ground This value is the altitude from the ground for the object, and editing it will raise or lower the element (and changing the altitude using the Translate Gizmo will also change this value automatically). - ##### Snap To Normal When enabled, the worldscript object object will change orientation based on the terrain surface normal underneath the center-point of the tower. When disabled, it will maintain the default orientation regardless of the terrain underneath (or the orientation which is set using the Rotation [Gizmo](../../menus/the-view-menu/#gizmo) and note that when enabled the Rotation Gizmo will only affect the horizontal axis around the center of the element). This option is disabled by default. - ##### Snap To Building When enabled, the scenery object element will snap to the height of any procedural building that is at the position where it has been placed. This option is disabled by default. - ##### Use Low Resolution Altitude This option, when checked, will force the simulation to use a lower resolution altitude calculation when calculating the placement of the object in relation to the camera. In general this option only needs to be checked when the object is placed on a slope and you can see it "bounce" up or down in altitude as the camera gets closer/farther from it. Enabling this option should stop this changing visual altitude. - ##### Ground As Reference When this is enabled, the object altitude will be based on {{< glossterm >}}agl{{< /glossterm >}}, meaning that the object will always follow the height of the terrain and adapt to any changes that have been made by other scenery. - ##### Hide on TIN When checked, this option will hide the worldscript object element unless the {{< glossterm >}}tin{{< /glossterm >}} data is unavailable, for example when the user is offline, at which point it will be visible. The option is disabled by default.