Damn, just realized that your response was on another page. Thank you! I did have it downloaded I just didnt realize I was opening the project as a directory instead of specific file. Thank you again!
With todays update please downgrade your projects to Unity 2022.1.24f1 Re-compile your bundles Downgrading is not supported so use at your own risk It will fix collider issues on custom blocks
What a mess. At least now I know the reason why I can no longer access my installed hydroponic bays on a RE scenario.
Hello, how can I import Empyrion graphics and blocks into unity? it would be nice if there could be a totorial for this.
Hello. What could be the problem? the version matches, the file was downloaded from here last. I tried it on 2 different computers.
You tried downloading the latest copy of the example project? May be a question for the devs then. Sorry.
Try to complete download the project again and start fresh. If it still does this after, let me know then i need to check the project from our side Sorry for the late reaction, its Easter and Weekend we are closed
an error (downloaded from here https://ugvvf0ktbg.taelynshome.com/BlockModelsAndSuitPropsModding.zip the version matches
Hello, Could not reproduce your issue but updated the project to the latest version we use. Redownload it. Start complete fresh and see if you have no longer a problem
Hello, The import of a block with animation and sound works great, the Sound und Animation starts by placing the block. But with the "X Ref Active Script" I can't figure it out how it works. I have Signal on the Block but nothing work. I have also tried the BigFlower Example, but i cant see the Partikels. Does anyone have a quick tutorial on how to set this up correctly in Unity? what needs to be in the Inspector for this? what needs to be in the Hierarchy? am a pure beginner in Unity....
Set the script on the root of your object then in the BlocksConfig.ecf on your block you set IsAccessible: true, type: bool IsActivateable: true EnergyIn: 1, type: int, display: true, formatter: Watt Then in the CP you can turn the Block ON/OFF
Hello At first I wanted to just change the pentaxid terrain deco crystal color to green, but after reading this thread I figure I must import my own custom model. So that is what I am going to attempt to do. Any suggestions/advice?
I have been able to use custom models for my own custom terrain blocks BUT I couldn't get collision to work on them. So you couldn't interact with them, attack them, and you could walk through them.
Even by setting any of the collider options on them in blockconfig? such as: IsPhysicsColliders: true Shape: Config3DCollider Collide: "bullet,rocket,melee,movement" And what if we simply replaced a model of an already existing block? Wouldn't the collision work then, or is it up to the model itself?