#[WIP] Unity AssetRipper / Fixer
1 messages · Page 5 of 1
I seem to have removed from the OnFocus since it broke old unity. Need to add to OnEnable
Yeah I just looked at it
It'll eventually be in the window as well
One day (tm)
ok this will work, sec we do this again in a sec
ok enter play mode again, just not lan and check
should see another one
do i not update anything?
what if you search for com.nomnom.unity-project-patcher
no 
now it checks versions when you open the window
and I removed the animator rename thing
If that somehow breaks something then I'm calling a priest
well technicalllyyyy before all this my meteors did work
so something brokey somewhere (probably my fault)

it is pretty weird, cuz it only broke midway through the testing lol, worked like an hour ago
but i wanted to face punch
Probably didn't, no clue what the code does, but it's probably an easy fix anyhow
But anyways, cool. Probably hold off on the dungen thing until I make the thing for it.
yee sure
ill have to check why its dividing by 0, im gonna guess thats te problem
but yeah all works for me
tyty
okay so i found the problem, all my script stuff got unassigned lol
kind of
its weird
I blame you clearly
probably
alr, started the tutorial today and got stuck at part where you download BepInEx
it looks like UPP isn't detecting the LC game wrapper, so there's no button to download it
it's also weird how using the alternate method of downloading BepInEx ends up fixing it
mm weird, might be that the window didn't refresh. Reopening it would have probably done the same fix.
yeah that’s also weird
bc it didn’t do that for me
i opened it like 3-4 times thinking i either did the tutorial wrong and didn’t do something, or, like you said, it just needed to be refreshed
but it was only after i manually installed BepInEx which was when it actually worked
Weird, I'll try and reproduce it.
alright, i've used the patcher
but i can't see the assets
it says the file location defaults to the project folder, but it's not there, nor in any other folder in my project
like it didn't even do anything
wait a sec imma try something
okay so i had to hit it twice for it to start actually grabbing the assets from the game
?
the first time i hit it (i think, don’t quote me on this bc i forgot) the patcher just made the folders that are supposed to be in the assets folder (like the Assetstore folder, and the LethalCompany folder that has the Game, Mods, and Tools folders in it)
The first time you hit it it will tell you to assign the path in the asset you showed in the second picture
what
first time i hit it and didn’t assign the lethal company data folder location
so i did that and then hit it a second time
which was when i think this happened, still don’t quote me on it
and then i hit it again and now it’s grabbing the assets from LC
honestly it’s kinda hard to explain
bit confused on what’s really happening with it
so sorry if i can’t help you there with figuring out what happened
You sure you just didn't say no to the first popup on the second click? Since it doesn't take three button presses to start working. If you can reproduce it, make a video of it.
i mean it’s not like the button didn’t do anything, bc it did
the first click, i hit it and it said there wasn’t a valid data folder location provided
so i hit the button that came up to bring me to the place where i provide the folder directory
after i did that, i hit the button again, and it started doing stuff
i don’t exactly know what, but after it restarted unity, i saw the LC assets weren’t there
so i hit the button a third time after i said this
and now it’s taking the assets from LC
the wait was way shorter for the second button press than it was for the third
so i knew that it didn’t get the assets the second time i hit it
idk what it did though if it didn’t get the assets
i hope this is making sense, i’m not really the best at explaining stuff
uh
????
i don't know which one to press
Send me the log %LOCALAPPDATA%\Unity\Editor\Editor.log
This shows that something had a problem. Which tells me it had an error when you pressed it the second time. Start from scratch and look at the console if it stops "early".
Wow, this custom game wrapper stuff is astonishing
omg it only took me like six hours straight, but I finally made a way to replace assets after you do a patch without it destroying guids 
I do my best 
The reason it didn't update when you imported the game wrapper is because there was an error, which you didn't see since you didn't have the console open 
Yep there was an error that you just didn't see as well for the second click you did
Fixing it now so I'll let you know when I push the changes
I am also adding a popup so that when there is a step failure you will be told very directly to check the console
btw, just thought i should let you know just in case this contributes to the problem
but whenever i first create a project, unity is just completely white
after i close it/forceclose it with task manager, and i go back in, i can actually see stuff
Unity is white when it does like boot-loading blocking stuff. Isn't related to my tool (in case you were wondering). Some steps later on do logic in that state, but it's generally fine at that point. Never seen it when loading a new project though, weird
Doing a patch before I push the changes
Mhm
while i'm at it i could also clip the issue i'm having here
if it does show up again, that is
as well as the process i go through when doing it
I already posted why that happens
Almost done, had to take a bit to figure out why it was complaining with git packages in the package installer
tldr; unity is dumb
ok I pushed the fixes to the packages
@unborn carbon
alr
@trail oriole alright, i have gone through the pain and torment
once more
this time it only took 2 button clicks instead of 3
and the first one was because i forgot to put the directory in again
i'll be sending a video in a bit
i tried to speedrun the process as fast as i could
kinda proud, i did it so fast it looks like i set the video to 1.5x speed in a video editor to save disk space and time
also just in case, here's the editor log if you need it
That's not the game folder path
The game folder path is literally the game folder's path
Why are you giving it the data folder 
thatssss
because of the tutorial
not your tutorial
but audio knight's

since they had used the tool and put the path into the data folder
so i just did that by default
They use the old version of the tool, not this one 
@naive steppe hey mate you need to update your video it appears
god
fucking
FINALLY
almost an entire week
9 projects created and subsequently deleted
and finally
it actually
fucking
worked
yay
okay, i think i'm honestly done for the day
i can start this tomorrow
right now i'm kinda cooked
thank you for the help
much appreciated
.
okay
honestly
i cannot right now
i'll just deal with this in the morning
because i doubt i can just switch the unity version for the project and everything will be fine
again thank you for the assistance
i'll see yall tomorrow
peace
@trail oriole how should i be setting up the unity project in my github so people can clone and have to do minimal things to have what im having rn?
I'll update the video's pinned comment later 😓
to be fair i dont get how they follow your tutorial since the tool is so different lmao
like how did u notice 99% of the process being different, and decide the file path step isnt 😭
Yeaaaa I should just record a quick setup update vid, I'm just doin other stuff
no clue tbh. The decompiled script version of the project isn't really meant for that (due to legal reasons of the scripts not being stubs, assets being present, etc). What are you "having to do rn"?
well i said "what im having rn" as in so they can get to where i am in terms of the unity project so theres no conflicts on both side if we commit changes etc
but i was recommended to do stuff like exporting the project and having that on its own git and some other magical things ill have to reread later
Gotcha, well if you figure out something good I can make a FAQ for it. Can't test much in-depth atm as I'm a bit busy until monday.
lol
I personally avoid LFS like the plague these days if others have to touch the repo
really? i had someone recommend they setup LFS because its a cooperative project
no clue what LFS is tho
unless you have files over 100MB, you don't need it. And if you need to include a "build" of something, like an asset bundle or w/e, just put it in the releases as that has no file limit, and that's what that section is made for
I mean to be fair, i DID come from the LC moon tutorial, and the process isn’t ALL that different
LFS can backfire quite easily, as every change to an LFS file makes a new duplicate
Every pull of any of the files uses bandwidth
Sure it looks different, but It’s basically downloading 1-2 more packages before running the patcher
Though i did just skim over this part since i just defaulted into thinking it was supposed to be the data folder
@trail oriole my current solution is to completely gitignore the whole unity project except the path and everything inside code Rebirth folder
Then the person would just run the patcher on their own unity project and just copy paste the folder over
okay uh
quick question
if i were to follow the moon tutorial that audioknight made
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...
from 24:55 to 25:38
would i now need to put that stuff in the BepInEx folder here
or would i need to make the path stated in the tutorial in the tools folder
bc i know that some stuff works differently now with the updated patcher
You don't touch the packages.
the packages touch you
yeah wouldn't be the first time it's happened
Hey, @trail oriole!
I'd like to ask you something.
I'm quite new to Unity, so it might just be me being stupid...
Is it somehow possible to actually save the settings I enter in the Runtime Settings thingy?
I keep having to check the boxes to skip the into and stuff
If you don't save the project then it will revert the asset from my asset patch with the old project generator. So modify it, then Ctrl s.
I swear I saved though 🤔
Alright, I am going to try to transfer my project to the new asset ripper, I know there are instructions, but not sure where to find them?
ah nvm I seem have found it
that's a fun warning message to get
i'm assuming that since i already used the patcher that i
really don't need to care about this, right?
The message is there to tell you to update. If you don't want fixes to the tool itself, the bepinex side, or the lc-patcher side, then you can ignore it. But generally you will want to update. It doesn't affect your files. Open the tool window and you can update all at once at the bottom.
alr cool
@trail oriole familiar with this error?
The hell
Never seen that before, something is locked for some reason. Try restarting unity or add via the manifest
gotcha
@flat stag suggested I drop this here: I'm trying to use nomnom's patcher in unity and for some reason it's throwing out a bunch of errors, preventing compiling and playtesting. Am I missing something obvious? I've been following this video as a guide: https://www.youtube.com/watch?v=dnZG5464ZcE&list=LL&index=1
Apologies if this is something stupid, I'm not much of a programmer and have only really worked with UE blueprints.
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...
I suggest using the new patcher at https://github.com/nomnomab/unity-lc-project-patcher @rough pumice (it's a lot more stable)
Does anybody know if the RadMech assets get imported properly here? Whenever they spawn (in Unity player, using debug menu, naturally or if placed as a prefab) they have broken animations for some reason. For example instead of moving their legs while walking, they just slide across the terrain (but before detecting the player they actually walk normally), instead of charging they just freeze, increase their speed and move towards the destination without any collision in a straight line. I wanted to add them to my custom moon, but even if I load the level in an actual game, mechs get f'd up (on this specific level).
I checked and it seems like RadMech related assets are being pulled into an assetbundle, but for some reason not all of them (for example there is no Left/Right foot forward animation in the list, but it's still properly linked in the animator, so idk) can this be a reason?
So after all the problem was with the fact that RadMech assets were pulled into the bundle. I changed my spawning script to prevent it getting associated with these files and it started working. In general Old birds don't work in the Unity editor player (i tried running the patcher twice on clean projects), maybe this will save people some time 😅
after running the patcher and importing assets from my old project, all my items became this, do i have to remake them?
yeah i'm using the new patcher, i tried the steps listed here... not sure what i did wrong
i ran the patcher in a new project, then installed the patcher in my old project and scrubbed it, then imported the assets in my new one
Imported via this?
yep
What script is that Scriptable Object using
Item
hmm
Maybe try this one instead https://github.com/nomnomab/unity-project-patcher?tab=readme-ov-file#q-how-do-i-add-assets-after-patching-to-the-current-project. I can't look at the code atm to see what the issue might be, so if that doesn't work either then I will be confused. Or maybe send a video of you doing those steps so I can see if anything is weird or w/e info you can give me about.
This part of the patcher utility is a bit experimental anyway, so it's obv not perfect haha. Worst case you can fix your refs with https://assetstore.unity.com/packages/tools/utilities/ng-missing-script-recovery-102272
will do, thank you nomnom 👍
i managed to fix the missing scripts with this tool, it seems that i had Item and Scan Node Properties scripts not assigned. thanks a ton!
also about what i said before regarding unity crashing after i ran the game in editor with mods - it's happening with the project using the new patcher too, i think it might be one of the mods i have installed though so i'll have to check that later, here is the log
nope, unity still crashes even after i removed all my mods from the bepinex plugins folder...
Can you show a video of what you do + when it crashes (reload the editor with no mods for a clean test)? I can see what is crashing it from the log, but I can't replicate it.
alright, i'll record one tmr
@trail oriole this project was just created and patched, the crash only begins after i run the game after installing BepInEx, before BepInEx it was fine https://streamable.com/3mg9k3
uninstalling BepInEx and no crash https://streamable.com/ghiv2x
Oh it crashes when you close unity, thought you meant when you stopped playing. That helps.
Well first thing I notice is that you aren't using the game's version
And second of all, it doesn't crash on my end when I do the same steps on 2022.3.9f1 (the game's version)
If you can replicate this on the game's version, then I'll look more into it 👍
will try, maybe i just have to be on the game's version 😅
same thing, still crashes 😔 fresh project, just patched and installed BepInEx https://streamable.com/ta0pqh
When you stop playing, is there not an info log about harmony unpatching all patches? I don't see any logs show up in the footer in your video
was it supposed to show that in the console? i don't see it
nvm my logs were filtered
but that was the last message in the log
Hm I'm not sure then. I can't replicate it at all
With it crashing when you close the editor it's not really that big of an issue per-se, but I'm just confused on why it's doing it in the first place as all patches are unpatched there.
can you show me your bepinex config in the project
this one?
yeah it's not really big but it's bothering when i have to reopen the editor to test a new dll, because i can't replace/delete my plugin in my BepInEx plugins folder because it's in use lol
You can put your plugin in the project itself in Mods btw
I tend to test my own mods by putting them in there, and they get loaded less aggressively like the ones externally
So I'm able to replace them most of the time without reloading
See if that works better for you
sure, thank you 🙏
has the new project patcher been tested on / does it support Linux? Because I'm getting an error on the asset ripper step, and it seem to be uhh trying to run AssetRipper.Tools.SystemTester.exe, which definitely seems wrong considering I'm on Linux
The new one doesn't support linux yet, no (the person who did the other patcher's support hasn't been available)
I see 👍
Perhaps I could take a look at it then at some point if I have time
hi! i hope its not too much of a bother that i ask about this here. i asked in another thread but got no response. i wanted to know how to fix water on my moon. right now the texture is just invisible but i can still walk through it/drown in it. i know this has been addressed here: #1199473521265475745 message but either things have changed since then or i dont understand the directions or something. the third point nomnom mentions i cannot follow as the lc project patcher does not have a runtime/water folder.
It's in the new patcher. If you are using the old patcher then here are the files for the water https://github.com/nomnomab/unity-lc-project-patcher/tree/master/Runtime/Water
i just wanna make sure im looking at the right place before i go putting files in places and screw something up
the path should be packages/Lethal Company Project Patcher/Runtime yes?
That's the root yes. Water was added to it in version 1.0.5, so if you are using the new patcher, check that you have it updated.
seems im using ver 0.5.4
Because you are using the old patcher, like I started with lol
https://github.com/nomnomab/unity-lc-project-patcher this is the rewritten one (where the water I linked above is)
okay, if i update it, will it break things?
https://github.com/nomnomab/unity-project-patcher?tab=readme-ov-file#q-how-do-i-migrate-my-current-project-to-this-one there is a migration guide, but if you upgrade then back up your project first ofc in case anything goes funky.
Otherwise if you just need water then grab the water folder and manually replace your project's waters with the ones in the water folder.
gotcha
i forgot to say, it worked! thank you for your help
Hi, I asked a question in the LethalLevelLoader channel but was advised to ask it here:
"When it comes to keeping a backup of my project in case of emergency I've been keeping a zip file of just the mods folder that is generated after ripping the game into Unity and its contents instead of the whole thing since I figured I could always run the project patcher again for a new project and then extract the zipped files into the new mods folder if something breaks. Would this actually work or would references to materials/scripts/etc possibly break? I assumed it should be fine but I don't want to risk breaking everything trying to update to the next vanilla version since I'm realizing I don't actually know how Unity works in a case like this. I'm kind of nervous since I started working on custom moon stuff in V49 but when V50 came around and I tried to run the patcher again thinking that's how to update it, a lot broke (thankfully I just had a test moon, no real work yet)."
Just tested myself and this DOES NOT WORK, so I’ve basically been working without a backup this whole time. Glad I tried it though instead of figuring it out the hard way. I’ll have to do a different backup method.
You can export project settings (if you go to tools -> nomnom, hope I'm not mistaken, there's an option for that) which will save a JSON file. When you break your project accidentally and have to run the patcher again it will break the references to the game assets, so you need to use that JSON file to restore them (the option is also in tools -> nomnom). This way you indeed can back up only your mod folder, but keep in mind that even with this method some references/links will have to be fixed manually ( I remember that the landmines, turrets and spike traps aren't linked back properly in the level settings after such restoration, there are at least 2 more small things but I can't remember rn)
Alright, thanks. I’ll try to look into it when I get the opportunity.
Alright, I just tried it and it works pretty well. Some references like you mentioned, some terrain textures, audio triggers, etc are broken, but I think they can all be fixed in time, so that’s better than nothing. Thanks!
is there a way i can update my patched project to the newer game version without it breaking all my references?
You can try using the process I described two messages above, not sure how it'll work on this new version tho
dont bother doing it now, wait for the beta to end
Alright, since V56 is now officially out and since I haven't done it yet, does anyone with more experience with this sort of thing know the best way to update the locally patched Unity project preferably without breaking references if possible? If I have to go through all my custom moons and fix things then that's what I have to do, but I'd rather avoid that.
Here’s what I’ve done and it works ok. I figured out which folders needed backing up in order to have a copy of the project (Assets, Lethal Company, Packages, ProjectSettings) and used GitHub to make a repo. I downloaded a copy of the project and opened it in Unity and then Tools>Nomnom>LC - Project Patcher>Extract Project information. Then, still on the copy I ran the patcher again and got the new vanilla files. Then from the same menu as the extract option I used Patch Assets From Other Projects. This fixed several broken references I think but some are still broken. I’m going to go through both projects side by side and locate differences between the original and copy, and fix the copy. Once done I’ll probably replace the original with the copy’s stuff.
@lone gorge Try that^
Thanks, i'll try 🙂
sorry if this is asking before but for this update wouldja say i should run the patcher again in the same project or something
to upgrade it to v56 from v50
or nah
hmm i read the readme a few times over and i think it'd be a better idea to just redo it from scratch
If you don’t have much, starting from scratch could be fine. However, if you want you could try what I did above. Some stuff did break and I have to go in and fix it, but it’s better than nothing.
The comment I mentioned
i forget.. which step do i put DunGen in
its no longer part of the guide it seems..
Before iirc
i ended up just doing it between one of the initial restarts before it ran assetripper
ill remember to do it before now
why is there s dedicated assetstore folder though.. last time i put it in Unity/AssetStore
i think it just works either way
I installed the nomnom unity project patcher via git url and I got a bunch of errors? how do I fix them
most of the errors are The type or namespace name ' ' could not be found (are you missing a using directive or an assembly reference?)
when you created the empty project was it an HDRP project
I believe so. It’s what the game uses I’m pretty sure
I see, I wonder if thats the reason why my lethallib custom scrap wasn't working
like it was generating the item, but it wouldn't spawn it in game
Maybe. I’m not familiar enough with Unity to know the differences between HDRP and the other choices or custom scrap
ok that worked thanks, I am getting different errors but I don't think they're gonna be a problem
I think I get errors too after running, even if it seems it works. They're probably not a problem
kidnapper fox (BushWolf) is having trouble with its main material
i assume its because it uses fur mechanics
it has a fur mask and stuff
but unity just says the material is missing
oh does it use a custom shader?
it puzzles me because i assume it woulda been part of the asset ripping process
lemme open unity im back on my pc
also random question but isnt "\AssetRipperOutput\" directory supposed to be deleted after the files are copied to "\LethalCompany\Game\"
Some stuff like shaders doesn’t seem to properly port. I know water doesn’t (at least, it used to not port. I’m under the impression that a newer, remade version ports it). I’m not certain about the directory deletion, but it might’ve been a setting that you could toggle before running the patcher. I feel like I remember seeing that.
Unrelated, but I asked in the LethalLevelLoader channel and haven’t heard an answer, so just asking again out of curiosity in case anyone here knows:
“Hey, I've been informed that trees now have some sort of collision trigger to destroy them when hit by the car I guess. I see the object in my patched project that should house this script, but it just has a missing script warning. Does anyone know what that script should be? I'm hoping it got ripped but not linked properly because if it's just entirely not in my project then that's going to suck. The cruiser prefab also seems to be missing a collision scrip, but that's not as bad I don't think because that shouldn't impact the actual game's version, right?”
omw to march
TerrainObstacleTrigger
Thank you! Not sure why the script isn’t assigned but I do have it. I was concerned it didn’t get brought into Unity.
ok so this isnt any official kinda question
but just to everyone else who uses it
do you use this project file to make mods
if so, what folder do you put your mod assets in
I used it to make my moons. It generated a folder called “game” where it put vanilla stuff and an empty one called “mods” I think where I do my stuff.
Mods/plugins is where you're supposed to put ur project in yes
really? i thought those were for actual mods
not for putting the assets for my asset bundles
also i ended up just making a new folder in the assets folder
the problem ended up being like
the asset bundle path, right?
its not relative to anything, so if you put it in a complicated path thats the path u gotta deal with now
well for me i made an assetbundle folder inside the coderebirth folder
If it's the same issue as what this solves https://github.com/nomnomab/unity-project-patcher/blob/master/Editor/Steps/Processing/PatchLDRTexturesStep.cs then you just need to go to the LDR_ textures and change their format to RGB24 (or the editor version of that)
hmm that didnt quite seem to do it
i also tried making it automatic too
because LLL has those same files too
and they were set to automatic
that didnt work either
wait no, is that LLL? or is it a file that just happens to have 3 Ls in the name
i wish i knew what files were causing it problems anyway
to me the error message says that something is inputting 3 channels whe nit should just be inputting 1
alright i have set the LDR_LLL1 ones to Alpha8 and that seems to ahve done the trick
the LDR_RGB1 ones are also set to RGB 24
for some reason i'm getting this error for all three packages
and it's not letting me update them
i'm gonna have to go further into it tomorrow to see if i can fix it myself but for now i have no idea
????
yeah no it's just not working
uninstalled the 3 packages and tried to reinstall them
just ending up with this error
Bruh what did you do 😭
Not sure how to help unfortunately. If no one else is able to, eventually you could try to ping Nomnom because they might know.
yeahh i kinda fixed it?
the error only appears on the backup project i made
which is kinda shitty considering that i’m supposed to be updating and running the patchers on that backup in order to update my moon to V55
Maybe something wasn’t backed up properly? I copy Assets, Lethal Company, Packages, and ProjectSettings folders. With my limited knowledge maybe there’s an issue in the Packages folder, because I’d guess that’s where the patcher and stuff is stored somehow.
possibly, i genuinely just copy pasted the entire project folder from the unity hub directory to another hard-drive, then added the project to the hub so i could open it
i tried what you did when it came to github but there was wayyy too many files to realistically take the time to put in a repo
so i just scrapped the idea and went straight to what i did
oh my GOOODDDDD
okay
so i copied my project to my SSD
which i guess can have this problem
so now i gotta delete my entire backup project from my SSD, copy paste my actual project AGAIN, this time in the hard drive i was using BEFORE, and wait 2-3 hours while my computer does that
and pray that it actually works this time
i sure do love unity
Wait huh, your SSD is not formatted as NTFS?
honestly i coulda sworn it was
or at least that’s what i saw at a glance
never really payed much attention to it
what was it then? exfat?
I guess it makes sense if it's an external SSD that you can just plug to a PC via usb or something
yeah
But yeah you could format it to NTFS, if you don't need to use it on something like MacOS probably
yeah
It's something that's commonly done for example if you install Linux, like resizing partitions and then formatting the free space to something that works well on Linux
ye
oh okay so it didn't matter reguardless
pretty much
i was gonna be FILLED with HATE considering i JUST deleted the project from the SSD
lol
haha ye
"haha ye"
wha
okay at least i HAD to do it though
i can just wait the time it takes to get all the files again
and just like
watch spy family while i wait
nice
By "Patch Assets From Other Projects" are you talking about this button?
and if it is, what exactly does it mean about the project's .json file?
cuz i'm getting like 50 errors now and i kinda don't know how to fix em otherwise
I think I’ve got the old patcher, so it looks different. If you find something that generates a json, that’s probably it? I think I got errors too but, like, they didn’t actually cause problems.
As far as I understand, the json file somehow stores the references (like the ID of a texture that an object references). That way, when the patcher is run again and all the IDs behind the scenes get phuked you can give it the json and it’ll try to relink things.
there are multiple jsons, though i think the one that's named steps-results would be the correct one?
then again, maybe something that could possibly solve half the errors i'm getting shouldn't only have a file size of 5kb
so i gotta find out what it means by the project's json
So, for me I can do Tools > Nomnom > LC - Project Patcher > Extract Project Information and that brings up the usual download UI where I can pick where to save the file and what to name it (you should be able to put it anywhere on your device and name it whatever I think). The one I just generated was 1403 KB so I don’t know.
Then if I recall after I rerun the patcher I’d do Tools > Nomnom > LC - Project Patcher > Patch Assets From Other Projects and select that json and most references will fix themselves.
Compared to mine yours does seem really small and my default name was ProjectInformation.json but maybe that’s something to do with old vs new patcher?
yeahhhh that's
not an option for me
there isn't an "Extract Project Information" button from what i can see
which actually might be the .json i'm looking for
It might not be as simple. I pulled up what I think is the one you're using and there's an FAQ: https://github.com/nomnomab/unity-project-patcher?tab=readme-ov-file#faq Maybe some of that would be what you need? Honestly though, not sure so I'm just going to try to ping someone who might be able to help more. @trail oriole if you're not too busy with job would they need to do some of that stuff to update their Unity project next time the game updates?
yeah that's the one
did forget about the FAQ there, so thank you for that
i'll see if anything there can help
Hello, i am not particularly interested in modding lethal company (as i dont play the game). but i must ask about this unity-project-patcher that @swift plank told me about in Risk of Rain 2's modding server
i noticed that the patcher basically also imports the game's assets into the project itself. Does anyone know what's the behaviour of utilizing the base game's assets in the modded project itself?
like, say in this situation:
public class SomeComponent : MonoBehaviour
{
public GameObject objectToSpawn;
//some unecesary code related to spawning the object
}```
if i have this component, and set objectToSpawn to one of the vanilla assets from the game.
- Does the vanilla GameObject get bundled into the mod's assetbundle, causing asset duplication across the vanilla bundles and the mod's bundles
OR
- Does the component somehow save reference to the vanilla asset, causing no asset duplication across the bundles
i'm asking this because over at RoR2, we have these items that are referenced via "ItemDefs" (ScriptableObjects), and with our current project workflow (Thunderkit), We cant use the base game's itemDefs for our own scripts, and instead we need to query them at runtime
that'd be all, thanks for anyone who takes the time to read and answer this question.
wanted to originally send a twitter dm to nomnomab but his twitter dms are disabled
Afaik, it'll just be a duplicate
noted, what i described is basically the holy grail of unity modding so i thought it'd be worth it to ask about it
for content from LLL, it kinda helps that it checks a lot of ur inputs in moon making can be empty scriptable objects and LLL checks if there is a vanilla asset matching that name and just replaces it
apologies, but what's LLL in this context?
LethalLevelLoader, it's a content API
thats interesting
so basically it hooks into whatever asset loading system the mods use, and if the asset matchies a vanilla one, it just returns the vanilla one?
kind of, LLL has its own assetbundle loading since its a content API, looks for assetbundles with .lethalbundle at the end, and then it checks some scriptable objects, looks for empty vanilla references, and replaces those
saves you from referencing like 60mb of vanilla enemy assets
huh, i thought assetbundles by themselves where read only?
it grabs the scriptableobjects from the assetbundle so that u can load ur items etc, it probably replaces the references inside the scriptableobject that it takes from those assetbundles with the vanilla references
@trail oriole hi busy with job, just a quick question, do you know where data for stuff like navmesh agent settings would be stored? since your rip seems to copy them over just fine i was wondering if u did something special to make em rather than just, fill in the strings here
okie, ty
@trail oriole I see I'm going to need to add Linux support again
Yessir
Could add a Linux build of your AssetRipper fork to the releases?
Yeah I can add it if you throw it at me (since you'll have to swap the url when downloading ofc).
thanks
I'm literally crying
having to Ctrl-F all instances of \\ and replace them with Path.DirectorySeparatorChar
👀
Yippie
Hey now most should have been routed to the one utility function
I don't remember where else it was lol
(also if you use any additional file reads/writes make sure you use path.ToValidPath() from 1.1.16 for a conditional windows safety check)
The path length issue happens on linux too

I dunno how to fix it on linux, so if it is api-something you can throw it in .ToValidPath() lol
no your solution would work on linux too
Unity interprets the path passed and converts it to platform specific iirc

it's super annoying
Found that special prefix randomly in an old ass forum post from some random website back in 2006
Where all the real knowledge is
real
I'm not doing any file read/writes anyways
I think
for future reference
it's better to use / instead of \\
even in windows specific situations
because windows interprets / as \\
but Unix/Linux does not interpret \\ as / most of the time
Unity also properly handles / on all platforms
but it doesn't handle \\ correctly on platforms other than windows
I think I had it since paths from Unity would randomly give me one type and Windows gave me another, or some would combine both
So I just made them all the same with w/e function it is
I hate paths
@quasi shadow when you get a chance, are you able to describe your issue with the AssetRipper stuff when you run the patcher? Batby said it might be something related to a Korean locale, but I want to see if there is any other info about it. Or if you can even run normal AssetRipper on its own.
I downloaded the LC project patcher (new one) from upm and ran the patcher. I just followed the procedure, there are no references to plugin script's components that are not default unity scripts, and the LC's scripts are only generated as dummy scripts
That's odd. Can you try running Asset Ripper from its github releases to see if that spits out an error on their end or somethin?
@trail oriole out of curiousity, does the rip sometimes not get animation stuff right? the itemdropship animates enabling and disabling a game object but it enables it at the wrong time and i was wondering if the rip did something weird, cuz it's inconsistent with vanilla ingame
I think AR rips animations a bit offset, since it has to do a lot of guessing/conversion.
gotcha okay
so im trying to patch my project again, and like every other time i try and patch it is struggling IMMENSELY, and i can never figure out what to do to make it work properly.. it just works after the 5th-10th patch or so with nothing changed
if its not due to crashing its almost always due to some scripts just not having the correct code, this update its just 2 errors
when i used to get this i noticed the scripts with the attached errors always were ignored when updating, by that i mean all the scripts say they were last updated today when i ran the patcher but the scripts with errors were dated back to the last time they actually were updated in a patch
this time i thought "what if i just removed every script before patching? then patched. it should create new scripts"
and it did.. BUT still had the same errors
the most confusing part is this happens every update, BUT running the patcher again between 5-10 times fixes it.
and it just magically patches correctly
why? I DONT KNOW.
if anyone has any ideas/suggestions that would be greatly appreciated 🙏
heres my packages and what my patcher window looks like if that helps
hmm thats unfortunate... tried copying my project file stuff to a new dump
interestingly its not the script references that failed to stick
it was the models and materials
I'm trying to make the project working on linux. Everything is working except scripts. They were not copied from AssetRipper output so I copied them manually, but they are so many errors. What did I did wrong?
@trail oriole can i get some help with setting up a package in unity owo, i did all the folder stuff and file stuff i needed to i think, i just dont know how to allow people to be able to get it from git url from a repo
nvm~~ i think i got it 
I'm looking to transfer a project over to the new patcher project (finally), and hoping to put it on Git without including all the LC assets, are the GUIDs after ripping consistent so that any references to vanilla content will work for anyone that pulls and rips the game themselves?
hoping they're deterministic so that references work out of the box after ripping, but I don't know if that was part of the design
I feel like they aren't because I tried to only back up my mods folder instead of the whole project and when I tried to drop that folder into a freshly ripped project a lot was broken.
droping project into a new patcher project has such issues:
*- all vanilla materials assigned for your models, build etc goes missing making them appear pink
- Some vanilla meshes may become missing as well
- all the scripts are gone
- all the extended and selectable level data is gone (at least in my case)
- Sounds might go missing but thats not always the case*
the best solution to do before moving projects:
- Make sure to create copy of every vanilla material you're using in your project and assign them instead of vanilla ones to prevent missing materials errors (this also includes sun etc)
- Make sure to include in your project all the assets from the asset store etc
- After moving project, replace as much things with missing scripts from vanilla scenes, eg: ship mesh, itemship, teleports as possible, there might be some few missing scripts that you need to replace manually like out of bounds trigger
Of course the best idea when moving your project is to create copy of it
@dull furnace hope this helps
Ye
Also my asset bundle builder will let you know if there's missing scripts in a bundle through the asterisk next to the bundle bame
Name*
(This was for detecting changes in a bundle so you can choose to only build changed bundles, but I noticed it has this use too lol)
Ye
It can be added as a Unity package similar to asset store stuff after my last update
whats the difference between this first folder
or
what is it exactly
if its not something to look at is there a way to hide it?
.
Oh sorry for late response, basically these are your asset bundles
The first one is an assetbundle that exists in your project
so i should ignore it
You can if you'd like yeah, if u don't intend for that assetbundle to exist you're able to just delete it from your project by removing it from the assets it holds inside it
ooh, that's handy, does it also let you narrow down to a specific prefab/scene/scriptable?
nope, i've thought about it, but it was something i did unintentionally so i never went deeper on it, it shouldn't be too hard though, i do have a logger that MIGHT tell you what prefab/SO has a "missing" script
kinda disappointing that there's not a way to set it up to use a deterministic method of creating the GUIDs :( the default gitignore includes the vanilla assets, which made me think that it would allow building the same ripped assets at least when ripping the same version in the same project
gotcha
I did find an editor script on GitHub that purported to find missing references, but unfortunately it didn't work quite as well as I hoped, especially when it came to scriptable objects
yeah, i might come back to it at some point and just add a more purposeful way to find missing scripts, people might like that, only problem is that editor scripts are a headache
especially UI...
took me 2 days to try and figure out how to make a button not be bigger than its supposed to be...
and that button is STILL bigger than what its supposed to be
i never figured that one out
yeah lol I have had a similar experience trying to work with its UI framework
hi does anyone have any tips to setting up a git repo where multiple people are able to work on the same lethal unity project?
Our problem is that re-ripping the LC assets only works on one machine but once the other person tries to do the same thing the GUIDs get mixed up and we lose a lot of work having to re-hook everything up
we've got this at the end of our .gitignore template:
# Downloaded package files.
/[Pp]ackages/*/
# Game assets.
/[Aa]ssets/LethalCompany/Game/*
*.dll*
/AssetRipper/*
/AssetRipperOutput/*
# Generated asset bundles.
/[Aa]ssets/LethalCompany/Mods/plugins/AssetBundles/*```
So things semi-work if the second person runs the asset ripper and then discards their changes after, but not everything is carried over after doing so (experimentation missing its skybox image in the HDRI sky for example)
coderebirth might be a good example for ya
i put my mod inside Assets/LethalCompany/Mods/plugins/CodeRebirth, where it has ALL my mods assets
i gitignore literally everything else (except my editor tools)
include basically whatever i need and all my assets in different subfolders etc
just make sure when you do use a vanilla texture or asset
you copy it out of the vanilla folder
put it into your own project's folder inside your mod folder somewhere
then use THAT
this makes it so all a person has to do is run nomnom's project, and drag over the ripped unity project over the cloned one from github, itll say its replacing like 15 things or whatever since u have identical folder names but yeah just let it do that, launch unity, and nothing should be missing
Since im slowly coming back to this, id like to know the best way to transfer from the old patcher to the new, I know its somewhere in here but idk where
I got everything for the new patcher setup but I need to pull my old stuff to this new project
found it
Nice
I'm thinking I might have to modify the patcher so that it uses a seed for the GUIDs at some point
I had the exact same problem with Black Mesa, we ended up just putting everything on a private repo
how come?
my problem with putting that stuff in a private repo is LFS lol
i had to pay github so i said fuck that and did my project properly 
(though that might've been cuz i also saved my assetbundles in my project)
oh, I didn't have any lfs complaints about the vanilla stuff
definitely did with the massive ripped scenes from Black Mesa though
could this have anything to do with the constant crashes ive been receiving with a patched project..?
i have some custom scripts ive been working on but constantly when i hit play, or even just save changes to a script unity will crash, and list tons of complaints related to .dll's
@trail oriole :3 you're needed (if you have the time)
I sadly don't really have time. Been working nonstop for the past like 6 months straight, and I just started a new full time contract, so I barely even have time for my own side project during breaks. If someone who knows what they are doing wants to be a collaborator of the repo(s) to fix/tweak/add things, let me know.
Good luck.
@trail oriole idk if you remember working on stuff for the patcher, me and zaggy almost got it working but for some reason none of the prefabs are ever ripped, I was wondering if you ever had any issues like that :3
It was a bit of a doozy, had to update assetripper, change some of the dll and package targeting in the LC runtime patcher to be more automatic and only use exact dlls and packages, and I was having a lot of trouble with stripping new rpc code lol
(I guess there was also an issue of assetripper not using the proper version of ilspy or something cuz some structs never generated their constructors as they should but I just auto add constructors to them now cuz I couldn't figure that out lol)
i believe the exported project of the assetripper's output is outputting the prefabs/gameobjects but they're not getting copied over for some reason
i think i figured it out
in the old assetripper, prefabs were put into a folder called PrefabInstance
in the new one they're put into one called GameObject
AssetRipperSettings didnt seem to copy over the new GameObject folder
only PrefabInstance, which doesnt exist anymore
I'll give it a try now :p
yep that worked :p, ill have zaggy do a PR and stuff since idk how to really
in case anyone is interested in using the patcher on v73, me and Bongo were able to use these to make a patched project:
- https://github.com/Zaggy1024/unity-project-patcher/tree/lc-v73-fixes - install package from git
https://github.com/Zaggy1024/unity-project-patcher.git#lc-v73-fixes - https://github.com/Zaggy1024/unity-lc-project-patcher/tree/v73-fixes - install package from git
https://github.com/Zaggy1024/unity-lc-project-patcher.git#v73-fixes
also, Xu mentioned that you need .NET 9.0 instead of 8.0, but otherwise it should work out of the box with the same instructions
Xu's guide: https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/wiki/4097-a-unity-setup/
Yippee! Will have to take a look sometime
(This is provided with no warranty until probably sunday evening, as I can't mess with it until then)
i want a refeund
yeah get a refund for your laptop
i should tbh
😔 I wanted to hold you liable if it kills my family
this is not legally binding but I guarantee that it won't kill your family
had to delete this file and Editor/UPPatcherSettingsEditor.cs in the cache to make it build bundles :3 (xu figured it out but apparently forgor)
huh, it didn't automatically remove the old patcher from your cache when you removed it from your package manager?
I've only tested this on a fresh project but that seems a little weird, though it wouldn't exactly surprise me
Bad news. They're dead. All of them 😔
jk
Seemed to work well other than me being stupid. First I went to your repository and then read the readme to refresh my memory on the steps. The readme hasn't changed so I copied the git urls mentioned in there like an idiot. Then after that I realized my mistake and grabbed the git url for your repo but not the one you told us to use so I didn't get the fixed branch, just the old one again. I can't read. pls help
tbf i told zaggy to update readme
Probably not a bad idea unless it's expected to get merged into nomnom's. Then the only thing that would need to change would be just the .net version listed and game version (if it says it, which I think it does? forgot and can't bother to check lol)
Anyway glad it works. Can’t believe I wasted SO MUCH time trying to use the wrong thing twice since I can’t phuking read
yee I thought about going through and fixing that up but I'm very lazy and also haven't decided how to handle making this "properly" available
error in PackagesUtility.cs while building bundles should be fixed in the latest commit to my unity-project-patcher branch
Oh shoot I missed this completely, noice!
hopefully it works well for you, there have been some issues with it that I haven't directly addressed
might just be unity shenanigans from switching package sources
Only thing I’d run the patcher on rn is probably my interiors’ project
Dont know when I’ll get around to it tho 
But I know some peeps who wanted to work on moons / interiors starting with v73
i need to make sure but is it \Library\PackageCache\com.nomnom.unity-project-patcher@8da015b2b3\Editor
nvm i found it
Is it ok to still use the previous version's patcher? I can't get the new one to work
yes but you need to downgrade your LC to v72
and also set up your unity project in the previous version, probably
so pretty much no....... I'll have to figure out whats wrong then
is there anything largely important I should note that is different from setting it up in previous versions?
For just getting it to work, no. Assuming you’re using the version I’m replying to and .NET 9
There was an issue with the bundle building but I think that’s supposed to be fixed now too.
do I need to do anything specific with .Net 9 or just have it installed?
Does this count?
I think just have it installed. I’d think that’s fine
I got some errors while running it. Restarting the editor a couple times seems to have fixed it
I guess I'll try that after remaking my project and repatching
Does the "DawnLibTemplate-0.2.0" unity package work with v73's patcher? I got the game running in the editor without anything, but when I added the package it broke.
Nvm my dumbass forgot Unity pauses the game when there is an error
well dawnlib isn't compatible with the editor im like 99% certain. it does some stuff in a preloader for optmization reasons and i don't think preloaders work in the editor
Oh. That sucks, I mostly wanted to use the patcher to speed up the creation of my mod that uses DawnLib. I'll just do it the normal way then
As in still using the patcher, just not the editor game
Yea that's what I do too, sorry that it can't work in the editor
nvm i fix
thought i was using the upp version linked above but it wasn't referenced in the manifest json ._.
it should be I hope, yeah
@abstract swan, I'm unsure how your tool works but feel free to let me know if you'd like me to insert some text in there about it
idk if you want to mention installing .net9 and git or not, up to you. Also, is "After the patching process is finished, you will not be able to build assetbundles and have to delete two files before then." still true? Zaggy claims to have fixed it in this message I think.
You can if you want to. It's not really going to help in the first rip though, more just following ones. The tldr of the tool is that you have your original project, add the tool and use the "extract" mode to select your Game folder and your Mods folder. It then should find where your custom stuff references base game assets and give you a json file. You then can make a new rip and add your Mods folder, then add the tool and use the "import" mode to select your Mods folder and the new Game folder. Using the json it will try to relink up where your mod stuff references the base assets
actually the order might be mod folder than game folder
Icic
yeah, mod first, then game. Import UI is basically the same but import instead
the prerequisites on the fixed version are outdated, have they changed at all besides the need for .NET 9.0?
@drowsy zinc this should have all prerequisites, afaik all that changed was needing .NET 9.0 yeah
Does anyone know how to fix this error? Exception: Step AssetRipperStep failed
Nomnom.UnityProjectPatcher.Editor.Steps.StepsExecutor.Execute () (at ./Library/PackageCache/com.nomnom.unity-project-patcher@82d1d1b7c3/Editor/Steps/StepsExecutor.cs:136)
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask2[TStateMachine,T].GetResult (System.Int16 token) (at ./Library/PackageCache/com.nomnom.unity-project-patcher@82d1d1b7c3/Libs/UniTask/Runtime/CompilerServices/StateMachineRunner.cs:342)
Cysharp.Threading.Tasks.UniTaskExtensions+<>c__191[T].<Forget>b__19_0 (System.Object state) (at ./Library/PackageCache/com.nomnom.unity-project-patcher@82d1d1b7c3/Libs/UniTask/Runtime/UniTaskExtensions.cs:642)
UnityEngine.Debug:LogException(Exception)
nvm I got it
been having a weird bug for a bit, the vanilla project itself works fine but none of my plugins are actually being loaded. i added a few debug.logs to the preloader and FindPluginTypesPatch, and it looks like it does find my plugins in the folder, but once it reaches the 2nd log it seems the entire function just stops early for some reason
that would be a silent error from the LINQ query you using there
you can try putting it in a try catch block to see what the error is
it just wont work
nothing I can do to help you without more information
there are an infinite number of reasons why it might just not work
its always failing at a step that sometimes changes the log
do i need to send it? last log was pretty big and had to be covered by a notepad
you mean the editor log? if the log contains errors from the patching process that would be helpful, yeah
alright, one sec
i got multiple errors
im trying to get them all
all of this
wait
let me get them in logs files
there
com.nomnom.unity-project-patcher@82d1d1b7c3 is not my branch's latest revision, that's nomnom's master branch
make sure you installed my fork
your asset ripper utility is the one nomnom built, not mine
when i asked in help and troubleshooting i got sent to your message with two gits yours, i imported them both
did you uninstall the originals?
Yes
sounds like you'll just need to try again tbh
i already tried multiple times
make sure the PackageCache folder doesn't contain the old version after uninstalling, and if it does, delete it
PackageCache folder?
Library/PackageCache, it contains all your local copies of your installed packages
that's where they run from
alright ty
oh dayum, tons of stuff, is there something special i should delete?
also delete the AssetRipper folder, if it's present in your project directory
just the project patcher ones, they should start with com.nomnom
alright, do i close unity?
ima just close it
do i delete this?
its the patcher bepinex
alright
its failing at this step
like i just need the assets for an animation
i need the assets of da factory
that's the same step it was failing at before, strange
last time someone had an issue like this, it was because they weren't getting the branch properly, I really wonder if you're omitting part of my branch's URL when installing or something
in the package manager, it should probably say at least the short commit ID for each:
- unity-project-patcher: 8da015b
- unity-lc-project-patcher: 90103fa
if you see hashes somewhere and they don't match these, then you're probably not installing the packages correctly
one sec
how do i check the branches
i figured how to see the branches out, and i have those branches
those commit hashes are what you have installed you mean?
if so, then hopefully the logs will be different
if it's the same error, it will be very apparent you're on the wrong executable still, because the exectuable it runs to rip the game data was renamed
i did had them when i was running the ripper
any idea?
if the logs are the same and you tried nuking Library and AssetRipper folders, and the hashes are the latest from my branches, no idea
it worked for me and everyone else I'm aware of
if all you're after is the assets, you might be better off just using AssetRipper directly
Hey @trail oriole I know you're busy but would you be able to pin this by any chance? You can just use Pawsy's /pin command iirc
should probably pin the guide/wiki itself rather than that
which is this
Oh yeah, I guess that does mention the new links
(just tried) I'm not the owner of the thread so I don't think I can.
Oh yeah, you’re not. I just assumed you were I guess. @cunning spruce are you able to pin either Xu’s guide that mentions the new git URLs or the message from Zagster I referenced above? Just so the new URLs are easily available to reference.
i am not a moderator
Yeah but you are the thread owner right? Pawsy is supposed to let thread owners use /pin in their own threads
Unless dev-resources works differently than the mod releases channel
oh idk how that works
I've edited the guide into my message now so it's all in one place
I did that it said invalid so i gave up
pawsy be useful challenge (IMPOSSIBLE)
Also pin this please
Zaggy put that link in there message so it is already pinned
Well, it doesn’t show in the pin but it’s there #1199473521265475745 message
Might just be a mobile thing and the message is too long? Idk
Hasnt appeared for me, skewer discord.
I followed the tutorial #1199473521265475745 message but it failed on AssetRipperStep, so I realized I needed .net 9 and NOT .net 10 (why link to the page that shows version 10 then?? bruh) 😭 mostly posting so it shows up for anyone searching
hahahahhah
ill fix that, thank you
Well uhm actually
pawsy alerts staff for new modders 
still useless
using the v73 version my visor looks strange idk if it really matters though
I wouldn’t worry about it unless it someohow ends up looking weird in game, which it shouldn’t. There’s a few oddities with playing in editor
yea none of the custom shaders get decompiled
ooooh
I'd like to get some confirmation. I just noticed the Texture3Ds folder didn't rip for my v73 project. Was this just a me thing or did anyone else not have this folder rip? (it contains the blowing effect that snowy moons use on their fog)
i only have this
hmm. So if you open up like Dine for example do you see that the fog mask texture is missing?
yes
Hmm. Well, if I'm not alone in that folder missing, I wonder if there's a bug with the asset ripper
if you have an old version of the project you can just drag that folder over, but that's definitely not ideal
fog mask texture restorer
lol
Oh, do you want me to zip the folder and send it to you or something? Or are you able to grab it from an older project version (if you even want/need it at all)?
nah, i have projects up to v60 i think
Soooo uuuuh, anyone got an idea? 
*Fixed it
Wait, you fixed the AssetRipper not ripping that folder, you got it from somewhere else, or are you talking about something else entirely?
he is talking about error from msg before
It was an already ripped project...
I’m very stupid. In my defense I just somehow didn’t see that image of the error
Hey @dull furnace, I guess you'd be the best person to ping on this but if not I apologize. Would you know why one folder isn't ripping any more? There should be a Texture3Ds folder but there isn't. The first picture is of a fresh rip where it just isn't there. I had to grab a backup of my project off github and reimport the missing folder for my V73 project. I'm not sure what all that stuff is, but the GroundSmoke one is what the snow moon fog and the sandstorm on Experimentation uses to have the blowing effect, so at least one of them is kind of important for moon makers.
You can see here the mask texture for the fog is just marked as missing
I guess I don't know if anything else is missing. This is all I've noticed, but I guess it's possible there's more if the root issue isn't specific to this one folder
not sure why they would be missing, I'm unfortunately not very familiar with the inner workings of AssetRipper
my first idea would be to check if using the web interface of AssetRipper also fails to rip those, and if so, you'll probably need to do some investigating on their issues or git history to figure out where that stopped working
I might be able to look at this sometime, but not sure how long it would take to figure out
I wanna say that the issue we (@flat stag and I) had with AssetRipper that may be related is that the prefabs moved, but I don't remember if it was individually copying ripped asset folders. If it was, then it's possible that the folder that it extracts those to changed at some point
i think there was like a check list of things that would get ripped, but i dont remember toggling off texture3d
Web interface of AssetRipper? I'm not familiar, what/where's that? Do you mean this thing? https://github.com/AssetRipper/AssetRipper?tab=readme-ov-file I found this https://github.com/AssetRipper/AssetRipper/issues/1886 but it's marked as resolved, so idk if that's related.
I'm very much out of my depth here but https://github.com/Zaggy1024/unity-project-patcher/blob/82d1d1b7c3f53044d8f0efd06c08040bf87a73ca/Runtime/AssetRipper/AssetRipperSettings.cs#L95C13-L95C47 like, I see some stuff that looks like it should be in reference to it
and btw, I did search in my project ripped for v73 for the ground smoke by name but never found it, so I don't think it's just being ripped to a new location
I was looking a bit more, and there seems like there is a folder where it should be, but it's empty and doesn't end up in the "Assets/LethalCompany/Game/Textures" directory like I'd expect
I don't really know what this path is for, but it seems all the other game assets are in there
that does look related actually lol
not sure if that error is causing them not to export, but it seems that that fix went out literally the next day after I forked assetripper
gotcha, that lends yet more credence to the idea that it's just that issue causing it not to export
I'll see if I can rebase and rebuild the ripping utility
Hey, is reverse engineering allowed here or sum? like atleast posting pictures of it cuz i keep seeing it
Like the unity thingie
wdym reverse engineering?
we're all getting patched versions of the game because we already own the game, but we arent allowed to spread around the assets
Like the unity project stuff like videos and stuff but no assets obviously
if you mean posting videos and stuff of the game in unity and stuff then yeah that's fine i imagine
Alr lol
Cuz ive been tryna show this but i was scared i was gonna get smited and cooked
as long as you're not spreading around files and assets of the game itself you're fine
alrighty
This is something i did for fun mostly, i love reverse engineering games for the sakes of it and learning
I'm just curious, have you had a chance to look at this? No pressure if you haven't.
I keep forgetting to when I have a chance, I just don't have everything set up on my Linux install to do that as easily
I'll try to remember to this evening, I think I'll have time
alright. again, no rush
just pushed out a new release on my fork here: https://github.com/Zaggy1024/AssetRipper/releases/tag/1.3.9-cmd
@abstract swan you should be able to try it by setting the AssetRipper URL in one of the settings SOs to the download link for Release.zip: https://github.com/Zaggy1024/AssetRipper/releases/download/1.3.9-cmd/Release.zip
I don't have time to test it myself, unfortunately
Alright. I’ll try this soon
@dull furnace I've got a small issue here. Everything works as expected, my Unity project is properly setup by your Project Patcher forks, and AssetRipper extracts the assets just fine (I had to compile your AssetRipper fork for Linux, but it worked just fine).
Until... After a project restart following AssetRipper running, Unity prompts me to update the plugins in the LethalCompany/Plugins folder, because it believes that they are using an older version of the Unity APIs. Several restarts later, and we're onto the GuidRemapperStep, which fails almost immediately after starting with ArgumentOutOfRangeException: Length cannot be less than zero..
I have verified that my Lethal Company version is indeed v73, and I am using your forks of the tools with fixes to work with v73, and I am running the correct Unity version (2022.3.62f).
Do you have any idea what could be happening?
The raw errors from Unity:
Step GuidRemapperStep failed
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
Nomnom.UnityProjectPatcher.Editor.Steps.StepsExecutor/<Execute>d__8:MoveNext () (at ./Library/PackageCache/com.nomnom.unity-project-patcher@8da015b2b3/Editor/Steps/StepsExecutor.cs:132)
Nomnom.UnityProjectPatcher.Editor.Steps.StepsExecutor:Execute ()
Nomnom.UnityProjectPatcher.Editor.PatcherSteps:RunFunction (System.Reflection.MethodInfo) (at ./Library/PackageCache/com.nomnom.unity-project-patcher@8da015b2b3/Editor/PatcherSteps.cs:61)
Nomnom.UnityProjectPatcher.Editor.PatcherSteps:Run () (at ./Library/PackageCache/com.nomnom.unity-project-patcher@8da015b2b3/Editor/PatcherSteps.cs:49)
Nomnom.UnityProjectPatcher.Editor.PatcherSteps:Update () (at ./Library/PackageCache/com.nomnom.unity-project-patcher@8da015b2b3/Editor/PatcherSteps.cs:25)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions () (at /home/bokken/build/output/unity/unity/Editor/Mono/EditorApplication.cs:380)
(Filename: ./Library/PackageCache/com.nomnom.unity-project-patcher@8da015b2b3/Editor/Steps/StepsExecutor.cs Line: 132)
rgumentOutOfRangeException: Length cannot be less than zero.
Parameter name: length
at System.String.Substring (System.Int32 startIndex, System.Int32 length) [0x00031] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
at Nomnom.UnityProjectPatcher.Editor.AssetScrubber+<>c__DisplayClass35_0.<ScrubDiskFolder>b__3 (System.ValueTuple`2[T1,T2] x) [0x00046] in ./Library/PackageCache/com.nomnom.unity-project-patcher@8da015b2b3/Editor/AssetScrubber.cs:1128
at System.Threading.Tasks.Parallel+<>c__DisplayClass32_0`2[TSource,TLocal].<ForEachWorker>b__0 (System.Int32 i) [0x00000] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
at System.Threading.Tasks.Parallel+<>c__DisplayClass19_0`1[TLocal].<ForWorker>b__1 (System.Threading.Tasks.RangeWorker& currentWorker, System.Int32 timeout, System.Boolean& replicationDelegateYieldedBeforeCompletion) [0x000cf] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
--- End of stack trace from previous location where exception was thrown ---
at System.Threading.Tasks.Parallel+<>c__DisplayClass19_0`1[TLocal].<ForWorker>b__1 (System.Threading.Tasks.RangeWorker& currentWorker, System.Int32 timeout, System.Boolean& replicationDelegateYieldedBeforeCompletion) [0x001e5] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
at System.Threading.Tasks.TaskReplicator+Replica`1[TState].ExecuteAction (System.Boolean& yieldedBeforeCompletion) [0x00000] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
at System.Threading.Tasks.TaskReplicator+Replica.Execute () [0x00023] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
Rethrow as AggregateException: One or more errors occurred. (Length cannot be less than zero.
Parameter name: length) (Length cannot be less than zero.
Parameter name: length) (Length cannot be less than zero.
Parameter name: length) (Length cannot be less than zero.
Parameter name: length)
at System.Threading.Tasks.TaskReplicator.Run[TState] (System.Threading.Tasks.TaskReplicator+ReplicatableUserAction`1[TState] action, System.Threading.Tasks.ParallelOptions options, System.Boolean stopOnFirstFailure) [0x0005b] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
at System.Threading.Tasks.Parallel.ForWorker[TLocal] (System.Int32 fromInclusive, System.Int32 toExclusive, System.Threading.Tasks.ParallelOptions parallelOptions, System.Action`1[T] body, System.Action`2[T1,T2] bodyWithState, System.Func`4[T1,T2,T3,TResult] bodyWithLocal, System.Func`1[TResult] localInit, System.Action`1[T] localFinally) [0x00139] in <9c9d7808da6a43e3b68409f2b63b3e6f>:0
--- End of stack trace from previous location where exception was thrown ---
I could be wrong but I don’t think you want to update the plugins, because then they’re not the version the game uses. Idk though, and I don’t know how related that is to the issue
Ok, this seems to be a Linux specific issue, since I don’t get this error when running the patcher on a windows computer. So, as a work around, I’ll copy the generated project from my windows laptop to my Linux laptop and continue from there
you could also just run patcher on VM as some people did
I've got another issue now. I followed a guide on how to make a custom moon, but when I playtest the game in-editor the moon never shows up. More interestingly, checking the unity editor console shows me no logs indicating that any of the plugins have been loaded. The only log related to LLL is "TempLLLFixPatch: Initializing" and "TempLLLFixPatch: Patched!". And the only patches BepInEx "finds" are LC Project Patcher & BepInEx patches, all of which are prefixed with the Nomnom namespace.
The local BepInEx installation seems to be in PROJECTDIR/Lethal Company/BepInEx
Should I try to manually install the plugins and patchers (such as LLL & HookGenPatcher) there?
BepInEx did generate a log, but it's only contents is the last message before the unity playtest shuts down; that being Harmony stating that UnpatchAll has been called
Unity also complains about not being able to find the opus assembly
hello, sorry to bother you but I have an issue and I can’t find a solution
This is from the V73 version of the patcher?
Did you follow the pinned guide in this channel?
no
Then do that
thank you I had put the wrong version unity
This also seems to be a linux only issue, as transfering the project to a windows computer allows LLL to be loaded when playtesting in-editor. Although, something could've changed between the transfer, since I had to fix some missing scripts after transferring.
looks like this is simply AssetScrubber assuming paths are separated by backslashes
I haven't ever run the project patcher on Linux, so I'm not sure what people have done in the past to fix this, but the code is nothing new to my branch, so the fix should probably be whatever people have done before
The mods you don't need scripts from in the actual editor go there, yeah
that said, I may be misremembering, but I wanna say I'm the only one that has gotten LLL working in editor, and that was on a pretty old LLL and LC version, so it wouldn't work with v73 most likely
if you want to playtest your moon, I think you would have to manually set it up to be reachable in editor instead of trying to make LLL do it automatically, but I never tried doing that myself
I wanna say most people just export and launch
I was able to playtest it just fine, the problem is that on Linux BepInEx doesn’t seem to detect or load the plugins at all. It does detect plugins placed in the BepInEx/plugins folder, but doesn’t load them
huh, I thought you meant you were having trouble getting it to load your moon
is there a link for the asset ripper fix?
At the top
To go to the top click this
mb It is in the pinned messages
?
❔
he did that
12 times to be exact
I pressed "Run patcher" and it loaded stuff but in the Game folder it didnt load the assets and it sed "Step AssetRipperStep Failed Check the console for details"
What OS are you using?
win 11
the only other thing I could think of is wrong Unity version, but idk. should be 2022.3.62f2
Weird i am using that version but oh well
would need to know more about the failure than that it's failing the asset ripper step
ok
A friend of mine was trying to patch their unity project with the first link and got this error. Anyone know what causes this?
They did follow all the steps in DawnLib's wiki.
Their GPU cant support volumetric materials like fog if that influences anything.
If it does I feel like it wouldn’t break just adding the package. Asset ripping maybe it would but idk
i would tend to think maybe they copied the link wrong
also clicking on it and seeing what the error is would be helpful
Didn’t know that was a thing, I I’ll ask them to click on it when they’re next online :p
make sure git is working on there system
just open cmd and type git and it will let you know if its functionining correctly
if it says unknown command its not installed correctly
@flat stag
If theres any more details I can provide let me know
I followed the tutorial to set up a patched project for v73, but the project has an error in the console that starts with Failed to find entry-points: System.Exception: Error while loading assembly references for Assembly-CSharp ---> System.Exception: Error while hashing assembly D:\Unity Projects\LC Mods\LCPatchedProject\Library\ScriptAssemblies\Assembly-CSharp.dll
as well as a warning that it failed to fetch com.nomnom.unity-lc-project-patcher. Should I be worried? I can post the full log messages if needed.
The error is the same one I see when I try to change the Unity version of my custom enemy project from v72. I assumed that it's appearance meant I needed to rip a new project and copy things over, but now I'm not sure.
I don’t think those are harmful. I’m pretty sure my project has them too and it’s just fine
I tried to make a project for v73 but I got an error that said 'Step AssetRipperStep failed. Check the console for details'
You tried to use the version of the AssetRipper pinned for V73?
im having the same issue too, ive tried reinstalling everything as well to make sure and i still keep getting the same error
So im getting the same thing from the 2 people above me and i wanted to see if giving more detail into what happens before the error occured will help
- Ive been following the tutorial for making a custom moon that was recently made
- Ive already downloaded all the things stated in that video, i got git, net 9.0, and my unity version as well as the 3 github packages
- ive installed bepinex on the patcher and sent the path to my lethal company address
- the first restart happens and asks if I want to enable backend and i picked yes
- After that it tries to rip and then immediately goes into the same error as rained
heres the popup before the error happens
and the errors
you're using https://github.com/Zaggy1024/unity-project-patcher.git#lc-v73-fixes and https://github.com/Zaggy1024/unity-lc-project-patcher.git#v73-fixes right? Because the readme within those has the old links iirc. And Unity version https://unity.com/releases/editor/whats-new/2022.3.62f2 because having those wrong can do this. The other thing I can think of is I think Linux has issues running it but idk if that applies to you all.
Yea its those 3 and i have exactly that unity version
what about unity project
i took everything straight from the description and i dont see how what else im missing
what about my project?
I did all the things he said to set up for the project in the video
i mean hdrp or not
i turned off show on start
hdrp then
yea
The only thing i can see thats different in the readme is that it used net 8 but that cant be it right?
it's .net 9. The README of the git stuff is still the old version, referencing net 9, the old Unity version, and the old git links
so i should have everything from the video descripton and none of this should be needed
i dont know what else to say besides i followed that video to a t
I really should've updated the readmes 😅 I've been too lazy to make a PR or anything
Managed to fix this :p
that dumbass installed .net 8 when i told him not to
Lmao

Since apparently the asset ripper needs an update (#dev-general message), I was wondering if this might get fixed in the process? Iirc it might’ve been fixed on a branch but I never had time to test and forgot.
If you want to be pinged for when patcher gets updated react to this message i guess
(since a lot of people keep asking when it'll happen), no guarantees on when it'll happen but there's been progress

doing god's work
This is really appreciated, take as much time as you need 
10 years later still no patcher
just in time for v85 to break it
okay so, how do i not get timed out pinging everyone
Xu found away to not get timed out, and that was to lock me up in her basement
-# @hallow anvil @drowsy zinc @fallen wadi @final dune @pastel vault @sterile hamlet @foggy dagger @hot tusk @unborn carbon @hollow adder @loud sierra @pearl peak @thorny fox @rough sandal @abstract swan
It’s done 
also
Do you know if this thing with the texture3D stuff happened to get fixed too?
my stars
well i moreso meant for putting up with me pinging you relentlessly and then following up
@tranquil kite
thx
i wonder if i need to make a v73 version of the patcher tutorial
this, not the v73 thing
oh, yeah that too
We're so back...
Can we repatch the current project or should we make a new one and port a backup over?
make a new one
whenever a new update comes out i just dupe my whole project and re-rip so i can tell you how shit that goes if you want to know
what i do is store all my files that i use, including vanilla if i end up using vanilla files, into one folder, and every time i make a rip i just drag that folder into where it used to be in the old rip
and alls well
ive bricked my project that way because the way my project was saved on github was wrong lmao
ok i ripped the project and i still have the exact same errors as before
with the v73 patcher
and i dont really feel like messing around to figure out why so im just gonna make a fresh project and copy my asset bundle stuff over
Weird, it worked for me
did you do a fresh project
because i didnt
i was actually ripping into my v80 project which was already broken so maybe that's part of the problem lol
wanted to report that too but my internet died
So the patcher updated?
It would appear so
So can it do the beta version?
yes
YEAAAAAAH
so ya, for all you folks ripping v80... just make a new project it's worth it
🥴
if anyone could point me in the right direction that'd be appreciated ^^
this is using the fork of the fork from that Wiki
we got the same issue
@flat stag sorry to bother you, but do you know why this occurs?

