void CreatePlanet(float radius, float variation, float seaLevel, Color planetColor, float atmosphereRadius, Color atmosphereColor, bool habitableAtmosphere, Orbit orbit)
    {
        PlanetVars planetVars = new PlanetVars(radius, variation, seaLevel, planetColor, atmosphereRadius, atmosphereColor, habitableAtmosphere, orbit);
        GameObject planet     = new GameObject();

        Icosphere.Create(planet, 6, planetVars.radius, Mathf.RoundToInt(Random.value * int.MaxValue), planetVars.variation, planetVars.variation);
        planet.AddComponent <MeshRenderer>();
        planet.AddComponent <MeshCollider>();
        planet.AddComponent <Orbiter>();

        //Generate Material
        Material planetMaterial = new Material(triplanar);

        planetMaterial.SetTexture("_MainTex", ground);
        planetMaterial.SetTexture("_MainTex1", ground);
        planetMaterial.SetTexture("_MainTex2", ground);
        planet.GetComponent <MeshRenderer>().material = planetMaterial;

        //Generate Orbit
        planet.GetComponent <Orbiter>().orbit = planetVars.orbit;

        //Make ocean
        GameObject ocean = new GameObject();

        Icosphere.Create(ocean, 6, planetVars.radius, Mathf.RoundToInt(Random.value * int.MaxValue), 0, 0);
        ocean.AddComponent <MeshRenderer>();
        ocean.transform.parent = planet.transform;

        //Make ocean material
        Material oceanMaterial = new Material(triplanar);

        oceanMaterial.SetTexture("_MainTex", water);
        oceanMaterial.SetTexture("_MainTex1", water);
        oceanMaterial.SetTexture("_MainTex2", water);
        ocean.GetComponent <MeshRenderer>().material = oceanMaterial;


        //Set starting position
        planet.transform.localScale = new Vector3(radius, radius, radius);
        planet.transform.position   = Orbiter.GetPointOnEclipse(90, planetVars.orbit);
    }