#[WIP] Unity AssetRipper / Fixer
1 messages ยท Page 4 of 1
i cant find it AudioPluginDissonance.dll

its in the LC files C:\Program Files (x86)\Steam\steamapps\common\Lethal Company\Lethal Company_Data\Plugins\x86_64
i think it was 0.4.4 or 0.4.6, but i may have updated your tool (without re-patching)
i may have done an oopsie. I dont think i updated after the first crash lol

holy shit Window
it crashes when doing something with shadergraph.

I have a custom shader i made using shadergraph in Mods folder
I don't even know what failed in the log lmao
When did it crash? During the patch? Also can you send over the shader so I can see if it happens on my end?
And does it happen if you use this? I found the line that seems to cause it, but not really sure.
it happened after it said importing... I also have this in my project: https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-hdrp-207454. There is unused stuff in the shader btw.
i pressed the Extract Project Information
oh so that worked fine?
yeah

wait! still on 0.4.6
aAAAAAAAAAAAAAAAAAAAAA
but that is only relevant for the Extract Project Information
well try it on 0.5 
its alive! i do have to say that i removed the custom shader i made because i wanted to test ripping it without the shader

i'll try repatching it without my shader
i think it worked. although i didnt even press the Run Patcher button. i just opened the window and it started doing things
it seems ProBuilder got deleted entirely and one texture is missing
I placed jetpacks in my scene and they their position got set to here
Something happened to my main entrance
but this ^ might be v50 problems
GOOD LORD. I had made a prefab of the ship from SampleSceneRelay and it has changed some models
I don't touch object positions or anything so dunno why that happens. If probuilder is gone then maybe it picked back up after a crash so it didn't do a full step.
everything works, except that some textures and some models have changed. but maybe v50 changed them idk
I'll re-copy them from vanilla levels
Well that's a good sign at least
Better than a full project manual migration anyway
definitely! its great
Ok it might be ready for master merging then
Merged (which supports re-patching now) ๐ Now I have to get back to work but that should help the people who want to go to v50 at least.
Also supports Linux thanks to @swift plank
Hell yea, 3 more people that can use it
Oh shit we have re patching for V50?
@trail oriole i ran a fresh run earlier today on a new project for v50
i dont seem to have Level12 scene
oh it doesnt exist yet i guess
What's Level12
o I haven't seen any of the new stuff yet
ahh
Can someone send layers/tags list in unity project
don't really want to setup the project rn
and collision matrix ๐
i hate to be that guy but you should probably just get it setup dawg
from what youve been glancing at you'll probably appreciate seeing it all
Backing up Starlancer now, then gonna try a re-patch with the new data
Okay, so I encountered some errors
Everything seems fine in my custom moons though. This is the only script that seems to be broken, but it seems to be a base unity one?
Script is broken on Auralis and Triskelion, but oddly not on Solace
The generator looking things on Experimentation reverted to default materials and their UV maps got borked
@clever steeple can you confirm any of these on your end?
Regardless I'mma make a fresh project and import my backed-up stuff and just link project information
it does look like that, i didnt notice it
i tried building my moons to assetbundle and i dont think they work in v49 (if you build them in v50 in the editor)
i gotta test it more
The Selectable Level script wasn't changed, so that seems a little odd
Ah, but Terminal was
it seems it unassigns the PlanetPrefab
ohh that would do it
and the SpawnanbleMapObjects
Weird, maybe the path is too long for some checker lmao, that thing goes off the damn screen 
Considering it's a system io file thing that sounds probable lol
This seems to be the case in my backup as well, so might be a non-issue
@trail oriole my interior still generates fine as well, so I think those errors didn't amount to much
ah nvm, I think the asset ripper aspect completely failed
I don't have the new enemies
I have them when I patched and repatched multiple times yesterday, you sure you are on latest?
Yea I think it just failed cuz of that path mishap, trying again now
Am i able to patch my moon for new v50 now?
@trail oriole re-patched again after deleting those folders (which were just demo stuff bundled into the asset) and it seems to have worked fine
Gonna keep my backup tho ๐คญ
All of my moon scenes load, and my interior still generates :3333
(psst you should make your geometry one-sided)
The materials aren't double-sided :S the asset creator made them with thickness
oh, I see
that'll probably be even worse for performance than double-sided geo then
It seems to do fine, they're simple objects with box colliders
could you show an unlit screenshot of your inteirior
or one of the rooms
zaggy (i think) is talking about triangle counts, not the collision stuff
Inside or outside?
like this ig
premade assets
oh you didnt make them, that makes it harder l ol
yee
basically youre supposed to delete the outer walls because they will never be seen
and yet are still getting rendered
No functions to cull unseen faces?
so if you look at a base game tile, you can see through it, all the walls are one-sided
no would be too costly
correction: ones outside of your fov would be culled (because everything would be culled)
While I understand that it'd be better if I could one-side them, here's a plain wall
The props in the level are more likely to cause a performance drain
wait what, why does it have 44 triangles?
do you have a photo of what it looks like on the inside?
uh okay yeah, i wish you the best of luck in trying to make it optimised
thanks lol, it seems to run well in my tests so far, but I haven't paid a ton of attention to the fps, I was more concerned with fixing flickering lights and stuff
All the meshes are on high compression and textures are 1024 or less with half normals, so we'll just have to see
Actually, I'll boot up rq and see what my latest build runs like
you might evenutally just need to export it into blender and remove the backside and maybe even decimate modifier
I could also try probuilderizing them and doing it that way lol
Yea it's a decent hit, but nothing that can't be fixed. Triskelion had the same or worse fps at one point ๐คญ
oh good, ascii fbx ๐ตโ๐ซ
probuilder it is
โจ
Heck yeah
Still might need to figure out a way to decimate the pipes a bit, but that's a problem for another day
i decimate but i also do limited dissolve
The issue here is that it's in ascii fbx format which blender wouldn't import
I tried autodesk's legacy fbx converter but blender just ignored the converted file, so I'll have to figure out something else if I want to really dig into it
But I think using probuilder and carving away the unnecessary faces will work well enough
indeed I was
and yeah there's no way to make it not render those outer faces without removing them
at least not without CullFactory, and even then some might render unnecessarily, it just prevents entire tiles from rendering so you could potentially still be rendering those outer faces
It seems to be fairly common for store assets people are using to have unnecessary geo like that, which is a bit annoying, but it's definitely worth removing
you're probably right that props will have more of an effect, but removing all that geometry will help give you more headroom to add lots of props
Yeeeee, working on it now
And the beauty of tiles is that you just have to change it once :3
true, having just a few prefabs makes it a lot easier
also, would be good to get a before/after perf measurement with a fixed seed if you want to be really scientific about it
I would be very interested to hear how much of a difference it makes in actuality
Well with the way things are set up, you'll have to settle for my approximation ๐คญ
Current build I have running averaged about 170-180 fps on Auralis (Experimentation with factory interior runs a solid 240)
So once I'm done with all this (probably tomorrow) I'll give it another test and report back
@dull furnace @austere furnace
; w ;
This is a heavily stripped down tileset for testing purposes, but I did fix all of my tiles
hell yeah! it'll help a lot for debugging to be able to see through it like that too
I'm often looking at dungeons from the outside for CullFactory and it makes it so much easier to figure out what's going on when I can see everything
Thanks for the suggestion! I'm happy to have done it before first release ๐คญ
Is this working for the newest patch
It's not version specific, so yes
do you know where this error would come from?
(just woke up) uhhh what did you do to get this
A lotta wrong, I was trynna update my unity project for my mod to this one for some testing stuff and I must've copied or did some files wrong lol
oh I see, your mod wasn't originally in a project with this I assume?
Nope
I was using example enemy's unity project
Gotcha yeah migration into this is still a bit of a gray area. Did you try and use the project guid migration tool in it?
(I actually need to update the readme about that)
Uhhh
There's a project guid migration tool?
Yeah one sec Imma push the updated readme about it
ok I pushed 0.5.1 which updated the readme about that, and also made the extraction script isolated again https://github.com/nomnomab/lc-project-patcher/tree/master?tab=readme-ov-file#can-i-transfer-assets-from-another-project-into-this-after-patching
Good sleeps
@naive steppe as I'm making my way through a side thing, I found a setting that will be useful once I finish said thing in modern Asset Ripper ๐
So is this modern asset ripper designed for any mono game?
@trail oriole cw support when ๐
content warning
oh right
i dont play it just lurkin in the modding channels
that might be my sample game for this 
im jealous the devs are dropping the real shaders
Did zeekers not drop lc's shades?
Damn
What's the server for modding cw?
Hey there! I noticed a while back you talked about having your lethal company game pretty much fully running through unity. Do you have a good step by step on how to do this or would be able to walk me through it real quick? Feel free to shoot me a DM. I wasnt able to DM you since you have it disabled ๐
You can use the tool in this thread https://github.com/nomnomab/lc-project-patcher
Worth following this video to get it in a working state?
Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.
This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!
Bu...
Saw that it is pinned
I am not trying to make a moon, just want to take a look at the new disco ball to try to integrate it into our mod. ๐คฃ
Yes, if you aren't making a moon just follow the first like eight minutes and what not
Ok cool, thanks!
Looks like there has been a change in the options. Which one should I choose?
Oh probably high end since it is core?
Not the sample one, yes
Cool, thanks
@trail oriole Sent you a DM to ask you a quick question if you are available for that.
hey nomnom, do you have the game agnostic/generic version of project patcher on github anywhere?
Generic version is going to be crazy.
i mean developing that doesnt seem too bad but it probably will be a bit like how developing an emulator is
keep having to program in fixes that are only relevant to specific games or unity tools
That's fine, I'm not asking for a trully global solution
I just wanted the repo for the project patcher, excluding the lc specific stuff in it
Need it for something risk of rain 2 related
I ended up just hacking something together with asset ripper on my own though
u would have to say though there may be certain problems cuz lethal company is relatively simple as a game i think
some unity games go nuts...
i'd love to see how well it works though
could test it on a bunch of the games on thunderstore
since a majority of those are unity games
When/if the repo for the generic variant of the patcher goes public, let me know, I'd like to replace my hacky solution
It is very bad
May take awhile as I'm balancing like three work projects and two side projects + the patcher atm
why did i promise to make mods for people randomly? god knows

I was surprised you didnt suddenly decide to port lethal things after getting pinged there 5 times ๐
hmmm
i wanna use the dungen analyzer thing but it seems like the samples that dungen comes with doesnt have their GUIDs correct
Would still love Lethal Things to be improved.
random question, does the asset rip project work on Linux? my Windows installation is self destructing for no apparent reason and I'm about ready to just never touch Microsoft software ever again lol
The latest version supports linux yes (someone else did the support for it)
hell yeah, I'll probably try it out soon enough then
Any idea why my unity is crashing when using the LC project patcher?
Good question
Yeah
Seems like its throwing an error and then deleting all the LC assets that were from the previous version
luckily I have my project in git so I could not have it break my whole project
but its still a bit odd
Well if you have an error or something, send the editor log after it crashes. Otherwise send a video and/or any other useful information to see what the issue might be.
A known problem is if the lc-patcher settings asset gets corrupted and it infinitely tries to re-create it. So make sure that the asset is fine (in the root of the project). If it isn't fine, remake it and/or re-install the package.
Alrighty
I can send the log
From reading the logs myself, it seems like it is corrupted (Maybe idk), How would I go about remaking it/re-installing the package without creating a ton of missing scripts in my pre-existing moons & interiors. Im worried that Ill have to redo a ton of stuff and Id rather not
Go to the project asset in the root of the project, see if you can re-assign the script at the top of the inspector for it, if not, then just delete the asset and remake it via the create menu (I don't have the project open atm so I can't give a direct path. I think it's in the readme)
Apologies if this has been asked a lot lately
Should I just be good to run the tool again after updating
Yep, make a backup and make sure you are on 0.5.1 ๐
Got our project in a github so should be good to roll back if it blows up
I am getting these kinds of errors after ripping
pretty much every .dll the project uses from BepInEx / Thunderstore
Are you coming from 0.3 or somethin?
No prob, let's see if that solves it
that seems to have fixed it, thanks a lot!
some materials like water for example are missing, which was something i noticed back in 0.3, is there a way to fix that at the moment?
other than that, everything seems to be working in-editor
Nah those shaders are still not integrated. There is a PR for shaders and a pipeline that requires them to be rebuilt each time you save (I think), so I just haven't had time to look at that ~~from like two months ago
~~
Ah crap, was there a fix from 0.5 to 0.5.1? I re-ran on 0.5 before I saw this
Nothing critical. Just fixed a situation where some custom shader graphs would crash the importer.
System.Array.System.Collections.IList.RemoveAt (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
Patches.FixBrokenLevelsPatch.Postfix () (at ./Library/PackageCache/com.nomnom.lc-project-patcher@f9a3f2519f/Editor/Libs/BepInEx/Utility/Patches/FixBrokenLevelsPatch.cs:48)
(wrapper dynamic-method) PreInitSceneScript.DMD<PreInitSceneScript::Awake>(PreInitSceneScript)
I'm getting this error everytime im launching my project in Unity, it won't let me load my bundles for my v50 project of LLL, im assuming this is a me issue im just not sure what to look for to fix it
Okidoki
Ill just try loading stuff ingame for the meantime then
if it errors ill know its an issue with my bundles
Seems to be a ProjectPatcher issue, suprised no one else has ran into it before me
wait, maybe not I forgot some stuff
@trail oriole Hows the general ripper coming along, I'm going to use it for content warning,
Wooo
Excited to do this for my moon and interior
Gonna make a backup just in case ๐
Will have to be after I get a work demo out (been crunching since last night to send it out tonight), so if I have time most likely tomorrow
Pushed a fix for it ๐
Not had much time to work on it, but it's slowly getting figured out. Refining all the existing stuff from the lc patcher so I can make an lc layer on top to test it with. It'll get there eventually 
Heya, trying to update my project to V50 but ran into some issues
- I updated the lc-project-patcher version in my project
- Tried running project patcher again on top of my existing v49 project (path to data is correct)
- Patcher tried to run, didnt see any errors but the Assets/LethalCompany/Game folder has no assets, what v49 assets were there were deleted. All the v50 content is in AssetRipperOutput~ folder (which i told the patcher to delete, makes me think it failed before then?)
any ideas whats up with that? good chance i ran it wrong ๐
I'm not available atm, but if you can retry it from a backup (which I hope you did since it tells you multiple times to backup prior in readme and in popups), and if it still fails, then send the Editor.log before the editor re-opens (otherwise it clears it). https://docs.unity3d.com/Manual/LogFiles.html If you can't capture the log in time, then send a video instead of you running it from a backup so I can see what happens. Also make sure you are on the latest version (0.5.3, check the package manger to make sure you have it).
tried from backup, still no assets. no worries if ur not available atm :D
creating a new project works fine
the editor did not restart at all when patching on top of the project actually
@shrewd orchid when you get a chance, can you try it through https://github.com/nomnomab/lc-project-patcher.git#v0.5.4? I might have fixed it
Running now its getting significantly further than it did before. Going to bed now and will check on it when I wake up lol. Thanks for your help :D
i love when unity gets stuck on "Initial Asset Database Refresh" forever, even on new projects :)
Yep
I force closed the editor, and when I re-opened, it had no idea what version the project was and reimported everything which worked xd
I wonder, whatever happened to that custom shader reverse engineering thing? did it not work out in the end?
There was some recent work on shaders in assetripper, but it still can't handle more complicated shaders like what shadergraph puts out sometimes
If you're a shader god and can fix a few errors (read: a lot of errors) here you go
is that the result of this PR or were you making a separate attempt at fixing up the shaders?
It's the latest AssetRipper with this PR applied https://github.com/AssetRipper/AssetRipper/pull/1316
I could try out that PR locally with the new tool rewrite, and see how it goes. Although I'm still wary of the shader regen stuff per project save, especially if a project has a ton of custom shaders (like Ultrakill)
With the core + wrapper rewrite, I've been having to optimize a ton of the process to support games that have considerably more assets than LC
(Like Ultrakill, Content Warning, etc)
It's still pretty broken so I wouldn't recommend tbh
Buuut you might get some usable results if they aren't shader graph shaders
ah, I didn't realize there was separate work going on for shaders, though admittedly I know nothing about asset ripper
my understanding was that the PR to the patcher got the custom pass working in editor, but not sure if anything happened since it was submitted
(maybe I'm mistaken that it worked in the first place though)
Got the core rewrite basically done now. Now I have to figure out the rewrite for the bepinex stuff, as I have lc working much better in editor now (and generates much faster) but has no mod support yet.
Might need someone to test it out on their end soon as well (I'd have to dm the core + wrapper)
Finally got a readme generator
Wdym?
The new core tool generates a basic readme for the current game wrapper being used on top of it.
The core being this
Oh
@naive steppe lemme know when you are free to try this out (I will have to send it to you)
You just need me to test a fresh project?
Yeah would need a test of a fresh project with this, and a repatch of that same project (such as dragging a prefab into the /Assets/Scenes/SampleScene.unity scene with some changes to it).
Mmk, go ahead and send it :3
@tranquil hare how does one use assettools NET to get shader code? I don't understand if it's from UABE or a custom program that uses the api in some way
I'm not familiar with UABE or assettools.net so I'm not sure tbh, unless I'm misunderstanding what you mean?
well how'd you get this then 
AR just breaks with LC for some reason and stops decompiling the shaders past like 20 lines (and stops mid line). And from the one PR it looked like you were using assettools to get them instead, so I assumed you used that for the shader file as well
oh wait am I misremembering who did the PR 
heck that was Bobbie
Well in either case, what did you use to get the shader file haha, and if it was AR what version was it
oh you used a PR for it, christ I need to scroll down more
Yeah, PR 1316
Though it doesn't seem to pull out any cbuffer info, and there are some unhandled instructions, particularly newer shader features from shader model 5 like atomics

I really want to figure out what's going on with it
Been in a huge lull for a while now. Maybe this can reignite the drive to learn something
@trail oriole i have questions
so, i have this project im working on, big mod and whatnot, and i need to start getting it to work in the unity play editor so that i can work on stuff like interiors and moons
problem is the unity project is not an asset ripped version
and ik you've been working on updating a lot of the patching and stuff like that, im wondering if i should just remake the unity project, make it an asset rip and baasically copy files over
or if theres an option to just apply your thing onto my project and the files will transfer over fine, or if i should just wait for whateverr you're cooking lol
Most annoying but probably easiest option would be to make a new ripped project, copy your mod files over, and resolve the guids to game stuff manually (such as with the script recovery tool thing). Otherwise, I'm almost โข๏ธ done with the rewrite for the patcher, so if you want to dm me the project, I can use it as a test case for trying to make an actual migrator (which I need anyway to go from old patcher to new patcher). @flat stag
O alright, ill dm you my current project (is there any eta? I'm being asked to migrate today, all good if its not soon tho)
I'll see what I can do today; depends on if I get pulled away for work stuff or not.
Everything is basically rewritten and done in the new patcher. Just have to figure out the new flexible migrator, and putting the stuff on github and stuff.
Ooh okie, I'll trt to get it to ya immediately then
For some reason it doesn't let me zip up the Unity project, can I give ya access to the github which has it instead?
Trying to zip it just does nothing
Sure
Sent ya an invite
Accepted it ๐ I'll start cracking at it, albeit I just woke up so may be a bit before I get fully into it lol. I'll keep you updated anyhow
Yee that's totally fine
@flat stag let me know when you are around so I can publicize the repos and throw them at ya
I'm hereee
mfw you send that right when I was about to start getting ready for bed. Aight
How much time you got
Oo lovely
After you do the migration, the only file you have to manually copy over is your asset bundle
Yep that makes sense
Since I pushed the migration file moving stuff to your repo (meant to do a PR and a button lied to me)
Lol
So that's all good to go on that end 
So what am I missing 
All the steps
I only put the files where they needed to be so they can be used easily
And I converted the solo plugin dlls into the actual full plugin contents so it can load what it needs
Should be quite straightforward
Step 9 you simply select this folder Assets\CodeRebirth
Perfecto
Well I gotta sleep, so good luck. Should be fine if you follow the steps and follow w/e pop-ups it complains to you about ๐
yee okie
Fix Filelds
the steps confused me ngl.
i didnt realise i had to install 3 packages lol, the bepinex wrapper, game wrapper, and the unity project patcher
hmmmmm
i think i did it wrong :3
was this supposed to go into the managed folder?
lol
yeah didnt seem to work, ill retry with a the managed game folder path
also i think this is missing a .git
oh wait no im stupid lol, its a link 
im ognna also assume the same thing about dungen and add that now
actually ill import it after
yeah tbh cant really figure it out
why is this the game folder path ๐ญ
oh nvm i think i got it patched
i almost did step 7 first lol
oh wait i misunderstood this
lol after running step 9
this error got spammed a bit
here too
then a buuuunch of warnings
this too
ill try it again
this gets fixed in a step, can ignore those
can ignore those
can ignore those
how, it's all in the installation step 
These errors sounding like suggestions lol
cuz im stuuupid
okay im really confused cuz i did the port step
and nothing happened
It's also in the prerequisites 
prerequisites prorequisites
pish posh
who reads that
but yeah its empty
i first do this
then this
then this
ok that one actually seems to be a bug
I put the /Plugins/ as root instead of /Mods/ so it can't find/Plugins/plugins
oh lol
Fixing
@flat stag did the dialogue popup for a missing path direct you properly btw?
Like when you first pressed the button
Making some stuff slightly more clear
How long will you be on btw? I assume you are on a different time zone
ill be on for like 2 more hours
Coolio
im supposed to be making a butterfly enemy but im lazy af
also working with the navmesh agent is so ass
i dont get why unity doesnt let me visualise it
why do i gotta just read numbers and be like "its probably thiiiiis big"
whatcha mean
this is the only visualisation i have
for how big the navmesh is
this green cylinder is also teh navmesh
and i cant see it changing sizes
ah yes, a radius of 0.5
Unless I'm reading what I'm reading wrong, it seems like radius has been moved into the agent itself to replace the one in the type (?)
...
the navmesh agent is just so easy to understand
i like how perfect the UI is
it makes everything so seamless
like you can perfectly visualise how big something is just by changing the radius
no need to look at numbers

this whole time, this guy's navmesh has been the default thing thats under the mapdot
big boi
building?
yeah asset bundle
Original project or new one
You can just remove the tool while building until I look at that
sure
Ok I should have these changes cooked out in a lil bit
noice
so far
@flat stag ok I pushed the changes. I'd try it out on a fresh project to make sure the flow is good
Tweaked the readmes as well
making it rn
how do bepinex wrapper step
if this opens like this lol
ill do it manually but it feels like i should do game wrapper step first?

it did say installed successfully
That's good
Yep
im assuming this gucci
ye
Cool, was the new popup more helpful
by popup you mean this?
If you have a bad path in any of them (or missing) it will yell at you when you try and patch, then redirects you
I'd remake it as it won't complete
alright
It's almost there 
your patcher is gaslighting me
As it should ๐ซต
There we go
Here I can push this real quick
Pushed it
Now it won't default to a wrong path

Doesn't matter either way. If you don't save, then it will keep popping up each restart. I need to force a save if you press either tbh but meh
Yeah I'll just auto save when you open the tool
Anyways, did you get the popup this time?
i almost did, cuz the path just didnt apply the first time and i angrily pressed it back again and forgot 
huh
pretty sure this time its a skill issue of my own
cuz i copy the path, apply it to the top, and probably forgot to press enter to apply the path
I see
lol
how many times does the editor restart lol
Yes
I abuse restarts as I can't rely on recompilation detection for a few steps

oh btw when it finishes, send me the step results json in the project root as I'm curious on how long the steps take for you
Yeah it depends on pc stuff that I'm not sure about specifically yet
A from sccratch patch takes me like 5 minutes 
you must need something super good, mine is decent ๐ญ
just upgraded my RAM to 32gb last month too smh
Doesn't help that some steps rely on assetdatabase stuff which cannot be multithreaded
so sad
okay maybe its the 6th restart
oh this one was instant
nvm
7th time lets gooo
7 times how lovely
this too
that normal?
im assuming i dont press this then
no
where even is this stuff lmao
Edit > Project Settings
It all looks fine to me ๐ค
weird
lol I barely even notice them since you don't have to keep the window focused during the patch
I just go play a game

The who
.
project root
not assets

not bad, might need to add a "real time elapsed seconds" when it finishes
Since it doesn't account for imports
But that's about the same elapsed I get
now for the lovely next step
please put this link its own link
i swear trying to copy this is the most annoying hting ever
It should be in a code block anyway since I put the other gits in them, I'll change that
But yeah
oh it's getting stormy outside
gonna drown 
it's done that a lot here recently

There are dozens of us Fi users
At least 13
At least
I came from Mint since that had bad coverage where I'm at, and I had a discount from a friend for Fi
Fi is kinda expensive for what you get
I don't use data really at all since that's annoyingly priced by usage
It ended up being cheaper than what I was using before for me. I've had both at&t and verizon
Oh yeah that I can see
so i just gotta replace my current unity project with this one right, since the files are going my project to the ripped project?
Imma need you to reword that
im gonna replace the OLD unity project that i've been using with THIS NEW asset ripped UNITY project, Correction?
jesus christ
was batby like a hidden worker for balatro or smthn
was he sponsored???
The plot thickens
okay i think it worked
Now you just need to copy over your bundle
or just make one cuz im lazy
put the bundle inside it just in the folder
i wonder if my project will auto copy it tho
Not sure what you mean
alright looks fine to me
copying from the new mod folder instead of the asset bundle folder? 
theres an asset bundle folder?
nuhuh
it was hamunii technically
blame example enemy
idek what standalone windows is but sounds awesome
well anyways, once you put the one assetbundle file into your mod folder, then you just have to enable BepInEx on its config https://github.com/nomnomab/unity-project-patcher-bepinex?tab=readme-ov-file#bepinexusersettings
idk why this is the one part im not getting
should i be changing this in any way to match the unity project structure or match the unity projecture structure to this
Your bundle has nothing to do with the project structure. When you built your bundle it went to the folder in the screenshot. That's where the bundle is in your old project. Just copy that folder where it was to where it is in the same directory in the new project smh, which is outside of /Assets/. Then copy the bundle from that folder into your mod folder so it can use it.
lol
i didnt realise the recycling bin had a... name length limit
i dont remember naming anything that big 
wait it actually refuses to delete because of the filename? incredible
yeah it asks me to permanently delete
ah I see
I always do permanent delete because I like to live on the edge (have an empty recycling bin), so I've never seen that
oh uhhh
whats the name of the asset bundle package
https://github.com/Unity-Technologies/AssetBundles-Browser.git?
kinda funny that a FAT32 name limitation still lives to this day
oh right I forgot to add that as a default git package
Ye
Or I can just add it to the install steps as an optional, as not everyone will need it
size seems normal
(but I'll add as a default to lc at least)
oh yeah whoops i forgot u wanted me to do smthn with bepinex
ez
version 0.0.1 please
Imma unversion yourself
wheres the bepinex thing located?
all configs are in the project assets root


now just waiting on pressing LAN to have done something
it wasnt thereeeeee
i had to start up game to make it lol
Yes
how did u know i wanted 144p
Peak gamer
Did you enable bepinex in the config
totally
anyway i just realised i didnt build the latest asset bundle with the new enemy stuff 
i gotta do that later after this reload
well i enabled it 
yeah i dunno, im being forced off the pc so i cant test anymore but i dont see my mod's stuff 
That isn't that folder
.
I said do that, and then copy it over
into my mod folder
ah
okay to be FAIR
i think that was like my very very first question
and from there got confused
lmao

Yeah once you do that it'll be good to go
The AssetBundles folder is just where the bundle export thingy puts it, so you still gotta copy it over to the mod itself
Yes
The steps are quite simple now tho
The only complication was with the confusion of the final assbundle folder lol
assetbundle
Also hooked up this toggle to the same compile flag instead of another step

oh wtf project to project conversion exited half way before it finished 
I'm fixing that, but if you notice anything missing let me know
LOL
Nothing, I just rewrote the entire tool into three parts and was curious if it works on linux, and/or what parts would have to linux-ified by someone
testing that may need to wait
unfortunately nvidia broke something with latest drivers on linux causing Unity Editor to have a native crash when using vulkan (required for HDRP)
ouch that sucks
supposedly they're (Nvidia) working on a fix
I'll give it a look over whenever I can to see if it seems fine
Well whenever (and if you wanted to) you want to look at it, this is the rewrite repo for the lc wrapper https://github.com/nomnomab/unity-lc-project-patcher. Doesn't use any custom steps, so the main stuff would be to look at these:
https://github.com/nomnomab/unity-project-patcher
https://github.com/nomnomab/unity-project-patcher-bepinex
I lied it uses one custom step

Everything is a lot more decoupled so it should make your life easier I'd think (but no rush obv)
https://github.com/nomnomab/unity-project-patcher/tree/master/Editor/Steps/Processing these are all the internal steps
Will be bundling a default water shader that replaces the game ones
nice, where'd you get it/how'd you set it up?
Just a free one I found
Just saw your video in dev general and was about to ask :p
got these errors btw @trail oriole
just got around to testing the asset bundle lol
kinda seems to work
eclipsed animator also doesnt work
also lmk how i can replace the water textures lol
Can ignore those
Also the hologram shader isn't rippable so it's pink
ah icic
am i also good to import stuff like dungen or do i gotta do that before the rip 
Typically before. Not actually sure on the process of core things like that after the fact yet.
Can you clarify? I patched the two sun animators to use the proper name. Is there another?
uhh when i went into my weather the sky was still normal
Well do that again and check the log for a warning about it. Also what version of lc patcher did you patch with
uhhh the one we did like, 13 hours ago?
before the readme was flipped
also doesnt like me building i think lol
Update the tools
okie
I also added in version checking after you got off so it'll have that too
Reminds me that I should add a button to the tool that updates all 3 at once if pressed
In bed so can't do that atm
its okay, i like clicking 6 buttons instead of 2
alright all updated, lemme try again
ignore too? 
ah it points to dissonance setup anyway
hmm i updated but my shader's still the same for the water, sky still white
(the redness is particles from my thing)
The water material is fixed when patching, not by the tool existing lol
sed
If you want water now
Go to the material in the lc tool in your project under packages int he project window
The path is above in chat
Copy the material properties of the water shader for both materials with the suffix and go to their same material int he project
Set the shader to the water shader
Then paste the material properties
Hard to text on phone but does that make sense
yee
The 04 one is the flooded water if you were wondering
Nothing about eclipsed?
npoe
Look at sun animator in assets
oh warning
aaa lemme play the thing again lol, thats prolly why its not pointing me anywhere
lmao i got the intro cutscene
Doesn't ping an asset?
do you know where it'd be lol
ahh
i mean i see 2 sun animator controllers
references when i type eclipse in animation clips
Does sun have one
Hm sec
wait what huh
it's supposed to be eclipse? I thought it was throwing warnings when it wasn't eclipsed
Checking
yeah i use eclipse lol
something was using it, trying to find it
ok huh, no warnings when going back ๐ค
Was your mod renamed wrong or something before? I swear it was complaining about it
i have no clue 
mm
Well to fix it on your end for now
Open both animators in a text editor and replace both
m_Name: eclipsed
m_ConditionEvent: eclipsed
to
m_Name: eclipse
m_ConditionEvent: eclipse
okie
All good?
Also for the Dungen part there might be a simple way to add it after the fact until I make an after "import replacement" thing
What I'm thinking:
- import dungen into another project
- take out of unity
- remove all the meta files
- copy everything into the game's ripped dungen folder to override the existing scripts (That way you keep the guids intact)
- move the dungen folder into the project root, or somewhere that isn't in
LethalCompany - done
Should work I think
bet, will give it a try too
Only things that might break is if it has like SOs it uses
So might not want to copy those, and just scripts
whats an SO?
ScriptableObject
ahh
Basically don't copy over any assets, as the guids in them will be wrong
Just scripts/dlls/those things
ill give it a go, im not too impatient to wait for an after import to the tool anyway 
Probably don't need samples
Well in any case, when you do the materials and the animator text replacement lemme know so I can die sleep lol
lets hope im not too slow
for water i gotta copy over the shader and materials and keep the same name? 
- Go to original materials for
VowWaterandWatersomething04 I don't fuckin remember just type water - Assign the new water shader
SGsomething\Water you'll find it - Go to the same two materials in the lc-project-patcher package folder in
Runtime\Waterand open in inspector - Copy material properties from the top into their respective in-project materials
oooh 
It looks complicated but it's like a 10 second thing
yeah that makes sense
yea
alright i think i got it
yeah just trynna figure out how to open em in a text editor
oh yeah lol
works
alright changed that too, time to check ingame
water works, eclipse doesnt :p
you should probably just go sleep lol
then is there a warning about either spelling in the console
oh, same error, weird
is there like a refresh button i gotta do or does editing the file just work
what line does it say
Go to both files, right click, re-import
both have been reimported, checking again now
lol
huh, that might've killed my meteors too
its pretty angry at me
huh
yeah no clue lol
ig ill have to repatch or smthn later lmao
Do this for me
Play, enter the moon, land ship, pause game, search t:TimeOfDay, click object, go to where it says animator in field, click animator, click on its controller, look at its params
Did you not rename both fields in both files
i did
Well that's the event
What about the param
(same with the other one before u try and say it smh)
alright, 5th times teh charm
I believe
noice that works
finally lmao
now i just gotta figure out what went wrong with my script 
yeah
Ye check the console
nothing about it there
a lil hard to tell over the warnings and errors that keep popping up but i dont see anything special
thonk okay stop game, clear console, close window, re-open window
hm that's correct, I'm trying to get something to popup on your end hm
Enter play mode but don't press lan
opening window in lan screen also pops nothing
Just entering the game should be printing some tool related warnings/logs. Show me the console
also wut


:)




