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Discussion in 'FAQ & Feedback' started by Pantera, Dec 17, 2020.
I will look into it.
You can use the standard Unity Shader for now
Thank you for your quick reply
means there is really something wrong with it?
idk, i have to test it first
What about adding new weapons to ships?
Cant be done. You can only use our models
After quickly checking, the shader works fine for me both in Unity and in the game
If you can show me in PM the setup of your model maybe i can see whats wrong
I will take care of it after my work in about an hour you will get the files
Hi Content Creators!
Anyone who has issues compiling his AssetBundles. Please re-download the project from the first post.
Delete the Library Folder and overwrite the files with the content from the ZIP.
Start Unity after and let it import everything, after this is should work again.
- Updated Example Project to Unity 2022.1.15f1
- Updated core packages
- Removed not used packages
Thank you this worked!
X Ref Active Script is missing bool function "the hook" for active/inactive so both Objects will be permanently active
Oh no, that's a pretty important function I made use of.
I made different types off shield charge modules but now the capazitator's just messed up
Just redownload the project and overwrite just the script.
Sorry about that
- Fixed XRefActivate Script
Done on purpose or did you just messed up xyz axis?
@Taelyn : Thanks
@Myrmidon :Nope its a spindle in the middle that rotates and glow when it got activated
after the new update Unity to 2022.2.0f1
do we get a bundle update or does everything work with the current one?
Bundle update? You have to update your own project to the new unity and re-compile your own bundles
I've had success adding custom block models. Very grateful this Unity project exists.
I have a silly hat I've already bundled and added to the scenario with the suitspropext.
From the instructions I'm still unsure how to add it in my itemsConfig and it mentions setting the shape to modelEntity in the blocksconfig.
Can someone post an example of how they added their custom hat, nvg, etc in their scenario configs?
Please and ty.
Search the itemsconfig for the SnowmanHead and just copy that.
Switch the PropHead to the bundle and model name you're using, just like you would with a block model.
Is the example project part of Unit? Empyrion? I am trying to figure this stuff out but cant seem to find this example project that is used in the examples at the beginning of this thread.