#[WIP] Unity AssetRipper / Fixer

1 messages · Page 5 of 1

trail oriole
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Ok there we fuckin go

flat stag
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lmao

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how am i outdated KaguyaPensive

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this just popped up when i pressed play tho i think

trail oriole
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I seem to have removed from the OnFocus since it broke old unity. Need to add to OnEnable

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Yeah I just looked at it

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It'll eventually be in the window as well

flat stag
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One day (tm)

trail oriole
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ok this will work, sec we do this again in a sec

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ok enter play mode again, just not lan and check

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should see another one

flat stag
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do i not update anything?

trail oriole
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not yet just say if you see one for the core as well

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(I just updated it)

flat stag
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search for oudated only shows this one

trail oriole
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what if you search for com.nomnom.unity-project-patcher

flat stag
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im up to date trust

trail oriole
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ok check now

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Took a bit to update on my end for some reason

flat stag
trail oriole
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yippie

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Now you can update both :)

flat stag
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lovely

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and both will break just for me

trail oriole
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no SCGgun

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now it checks versions when you open the window

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and I removed the animator rename thing

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If that somehow breaks something then I'm calling a priest

flat stag
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well technicalllyyyy before all this my meteors did work

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so something brokey somewhere (probably my fault)

trail oriole
flat stag
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it is pretty weird, cuz it only broke midway through the testing lol, worked like an hour ago

trail oriole
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Wonder if your mod somehow deleted an asset

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idfk

flat stag
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but i wanted to face punch

trail oriole
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Probably didn't, no clue what the code does, but it's probably an easy fix anyhow

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But anyways, cool. Probably hold off on the dungen thing until I make the thing for it.

flat stag
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yee sure

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ill have to check why its dividing by 0, im gonna guess thats te problem

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but yeah all works for me

trail oriole
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Sick

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Well I'm out, good luck salute

flat stag
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tyty

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okay so i found the problem, all my script stuff got unassigned lol

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kind of

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its weird

trail oriole
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I blame you clearly

flat stag
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probably

trail oriole
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should be useful I think

unborn carbon
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alr, started the tutorial today and got stuck at part where you download BepInEx

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it looks like UPP isn't detecting the LC game wrapper, so there's no button to download it

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it's also weird how using the alternate method of downloading BepInEx ends up fixing it

trail oriole
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mm weird, might be that the window didn't refresh. Reopening it would have probably done the same fix.

unborn carbon
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yeah that’s also weird

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bc it didn’t do that for me

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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

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but it was only after i manually installed BepInEx which was when it actually worked

trail oriole
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Weird, I'll try and reproduce it.

unborn carbon
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alright, i've used the patcher

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but i can't see the assets

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it says the file location defaults to the project folder, but it's not there, nor in any other folder in my project

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like it didn't even do anything

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wait a sec imma try something

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okay so i had to hit it twice for it to start actually grabbing the assets from the game

trail oriole
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?

unborn carbon
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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)

trail oriole
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The first time you hit it it will tell you to assign the path in the asset you showed in the second picture

unborn carbon
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oh yeah right

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so it was the third time i hit it

trail oriole
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what

unborn carbon
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first time i hit it and didn’t assign the lethal company data folder location

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so i did that and then hit it a second time

unborn carbon
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and then i hit it again and now it’s grabbing the assets from LC

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honestly it’s kinda hard to explain

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bit confused on what’s really happening with it

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so sorry if i can’t help you there with figuring out what happened

trail oriole
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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.

unborn carbon
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the first click, i hit it and it said there wasn’t a valid data folder location provided

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so i hit the button that came up to bring me to the place where i provide the folder directory

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after i did that, i hit the button again, and it started doing stuff

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i don’t exactly know what, but after it restarted unity, i saw the LC assets weren’t there

unborn carbon
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and now it’s taking the assets from LC

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the wait was way shorter for the second button press than it was for the third

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so i knew that it didn’t get the assets the second time i hit it

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idk what it did though if it didn’t get the assets

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i hope this is making sense, i’m not really the best at explaining stuff

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uh

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????

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i don't know which one to press

trail oriole
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Send me the log %LOCALAPPDATA%\Unity\Editor\Editor.log

unborn carbon
trail oriole
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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".

tulip widget
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Wow, this custom game wrapper stuff is astonishing

trail oriole
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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 dead

trail oriole
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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 dead

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Yep there was an error that you just didn't see as well for the second click you did

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Fixing it now so I'll let you know when I push the changes

unborn carbon
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alr

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i’m creating a new project rn

trail oriole
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I am also adding a popup so that when there is a step failure you will be told very directly to check the console

unborn carbon
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btw, just thought i should let you know just in case this contributes to the problem

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but whenever i first create a project, unity is just completely white

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after i close it/forceclose it with task manager, and i go back in, i can actually see stuff

trail oriole
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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

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Doing a patch before I push the changes

unborn carbon
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alr

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just say when so i can start testing

trail oriole
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Mhm

unborn carbon
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if it does show up again, that is

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as well as the process i go through when doing it

trail oriole
unborn carbon
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ah

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okay

trail oriole
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Almost done, had to take a bit to figure out why it was complaining with git packages in the package installer

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tldr; unity is dumb

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ok I pushed the fixes to the packages

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@unborn carbon

unborn carbon
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alr

unborn carbon
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@trail oriole alright, i have gone through the pain and torment

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once more

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this time it only took 2 button clicks instead of 3

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and the first one was because i forgot to put the directory in again

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i'll be sending a video in a bit

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i tried to speedrun the process as fast as i could

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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

trail oriole
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That's not the game folder path

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The game folder path is literally the game folder's path

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Why are you giving it the data folder Hmm

unborn carbon
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because of the tutorial

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not your tutorial

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but audio knight's

trail oriole
unborn carbon
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since they had used the tool and put the path into the data folder

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so i just did that by default

trail oriole
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They use the old version of the tool, not this one pensivewobble

tulip widget
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@naive steppe hey mate you need to update your video it appears

unborn carbon
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god

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fucking

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FINALLY

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almost an entire week

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9 projects created and subsequently deleted

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and finally

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it actually

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fucking

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worked

trail oriole
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yay

unborn carbon
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okay, i think i'm honestly done for the day

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i can start this tomorrow

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right now i'm kinda cooked

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thank you for the help

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much appreciated

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.

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okay

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honestly

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i cannot right now

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i'll just deal with this in the morning

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because i doubt i can just switch the unity version for the project and everything will be fine

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again thank you for the assistance

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i'll see yall tomorrow

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peace

flat stag
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@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?

naive steppe
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I'll update the video's pinned comment later 😓

flat stag
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to be fair i dont get how they follow your tutorial since the tool is so different lmao

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like how did u notice 99% of the process being different, and decide the file path step isnt 😭

naive steppe
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Yeaaaa I should just record a quick setup update vid, I'm just doin other stuff

trail oriole
flat stag
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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

trail oriole
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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.

flat stag
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yee will do

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also github got angry at me

trail oriole
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lol

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I personally avoid LFS like the plague these days if others have to touch the repo

flat stag
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really? i had someone recommend they setup LFS because its a cooperative project

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no clue what LFS is tho

trail oriole
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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

unborn carbon
trail oriole
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LFS can backfire quite easily, as every change to an LFS file makes a new duplicate

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Every pull of any of the files uses bandwidth

unborn carbon
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Sure it looks different, but It’s basically downloading 1-2 more packages before running the patcher

unborn carbon
# trail oriole

Though i did just skim over this part since i just defaulted into thinking it was supposed to be the data folder

flat stag
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@trail oriole my current solution is to completely gitignore the whole unity project except the path and everything inside code Rebirth folder

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Then the person would just run the patcher on their own unity project and just copy paste the folder over

unborn carbon
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okay uh

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quick question

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if i were to follow the moon tutorial that audioknight made

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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...

▶ Play video
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from 24:55 to 25:38

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would i now need to put that stuff in the BepInEx folder here

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or would i need to make the path stated in the tutorial in the tools folder

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bc i know that some stuff works differently now with the updated patcher

trail oriole
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You don't touch the packages.

flat stag
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the packages touch you

unborn carbon
rancid cobalt
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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

trail oriole
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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.

harsh blade
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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?

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ah nvm I seem have found it

unborn carbon
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that's a fun warning message to get

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i'm assuming that since i already used the patcher that i

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really don't need to care about this, right?

trail oriole
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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.

unborn carbon
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alr cool

flat stag
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@trail oriole familiar with this error?

trail oriole
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The hell

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Never seen that before, something is locked for some reason. Try restarting unity or add via the manifest

rough pumice
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@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...

▶ Play video
trail oriole
leaden spruce
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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?

leaden spruce
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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 😅

iron dagger
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after running the patcher and importing assets from my old project, all my items became this, do i have to remake them?

iron dagger
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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

trail oriole
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Imported via this?

iron dagger
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yep

trail oriole
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What script is that Scriptable Object using

iron dagger
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Item

trail oriole
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hmm

iron dagger
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will do, thank you nomnom 👍

iron dagger
iron dagger
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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

iron dagger
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nope, unity still crashes even after i removed all my mods from the bepinex plugins folder...

trail oriole
iron dagger
trail oriole
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Oh it crashes when you close unity, thought you meant when you stopped playing. That helps.

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Well first thing I notice is that you aren't using the game's version

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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)

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If you can replicate this on the game's version, then I'll look more into it 👍

iron dagger
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will try, maybe i just have to be on the game's version 😅

iron dagger
trail oriole
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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

iron dagger
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was it supposed to show that in the console? i don't see it

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nvm my logs were filtered

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but that was the last message in the log

trail oriole
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Hm I'm not sure then. I can't replicate it at all dead 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.

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can you show me your bepinex config in the project

iron dagger
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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

trail oriole
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You can put your plugin in the project itself in Mods btw

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I tend to test my own mods by putting them in there, and they get loaded less aggressively like the ones externally

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So I'm able to replace them most of the time without reloading

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See if that works better for you

iron dagger
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sure, thank you 🙏

tribal jolt
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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

trail oriole
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The new one doesn't support linux yet, no (the person who did the other patcher's support hasn't been available)

tribal jolt
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I see 👍
Perhaps I could take a look at it then at some point if I have time

knotty prairie
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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.

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trail oriole
knotty prairie
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i just wanna make sure im looking at the right place before i go putting files in places and screw something up

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the path should be packages/Lethal Company Project Patcher/Runtime yes?

trail oriole
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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.

knotty prairie
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seems im using ver 0.5.4

trail oriole
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Because you are using the old patcher, like I started with lol

knotty prairie
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okay, if i update it, will it break things?

trail oriole
knotty prairie
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gotcha

knotty prairie
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i forgot to say, it worked! thank you for your help

abstract swan
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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)."

abstract swan
leaden spruce
# abstract swan Just tested myself and this DOES NOT WORK, so I’ve basically been working withou...

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)

abstract swan
abstract swan
leaden berry
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is there a way i can update my patched project to the newer game version without it breaking all my references?

leaden spruce
flat stag
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dont bother doing it now, wait for the beta to end

abstract swan
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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.

abstract swan
# abstract swan Alright, since V56 is now officially out and since I haven't done it yet, does a...

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.

devout holly
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@lone gorge Try that^

lone gorge
pearl burrow
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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

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hmm i read the readme a few times over and i think it'd be a better idea to just redo it from scratch

abstract swan
pearl burrow
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i forget.. which step do i put DunGen in

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its no longer part of the guide it seems..

flat stag
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Before iirc

pearl burrow
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i ended up just doing it between one of the initial restarts before it ran assetripper

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ill remember to do it before now

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why is there s dedicated assetstore folder though.. last time i put it in Unity/AssetStore

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i think it just works either way

quasi lance
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I installed the nomnom unity project patcher via git url and I got a bunch of errors? how do I fix them

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most of the errors are The type or namespace name ' ' could not be found (are you missing a using directive or an assembly reference?)

pearl burrow
# quasi lance

when you created the empty project was it an HDRP project

quasi lance
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hmm seems like no

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does it only work in HDRP?

abstract swan
quasi lance
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I see, I wonder if thats the reason why my lethallib custom scrap wasn't working

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like it was generating the item, but it wouldn't spawn it in game

abstract swan
quasi lance
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ok that worked thanks, I am getting different errors but I don't think they're gonna be a problem

abstract swan
pearl burrow
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kidnapper fox (BushWolf) is having trouble with its main material

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i assume its because it uses fur mechanics

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it has a fur mask and stuff

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but unity just says the material is missing

flat stag
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oh does it use a custom shader?

pearl burrow
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lemme open unity im back on my pc

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also random question but isnt "\AssetRipperOutput\" directory supposed to be deleted after the files are copied to "\LethalCompany\Game\"

abstract swan
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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?”

pearl burrow
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omw to march

abstract swan
pearl burrow
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ok so this isnt any official kinda question

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but just to everyone else who uses it

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do you use this project file to make mods

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if so, what folder do you put your mod assets in

abstract swan
flat stag
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Mods/plugins is where you're supposed to put ur project in yes

pearl burrow
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really? i thought those were for actual mods

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not for putting the assets for my asset bundles

flat stag
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maybe

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but thats how i have my project setup and it works perfectly lol

pearl burrow
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also i ended up just making a new folder in the assets folder

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the problem ended up being like

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the asset bundle path, right?

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its not relative to anything, so if you put it in a complicated path thats the path u gotta deal with now

flat stag
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well for me i made an assetbundle folder inside the coderebirth folder

pearl burrow
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do any of you guys know whats causing this error anyway

trail oriole
pearl burrow
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hmm that didnt quite seem to do it

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i also tried making it automatic too

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because LLL has those same files too

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and they were set to automatic

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that didnt work either

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wait no, is that LLL? or is it a file that just happens to have 3 Ls in the name

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i wish i knew what files were causing it problems anyway

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to me the error message says that something is inputting 3 channels whe nit should just be inputting 1

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alright i have set the LDR_LLL1 ones to Alpha8 and that seems to ahve done the trick

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the LDR_RGB1 ones are also set to RGB 24

unborn carbon
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for some reason i'm getting this error for all three packages

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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

unborn carbon
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yeah no it's just not working

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uninstalled the 3 packages and tried to reinstall them

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just ending up with this error

abstract swan
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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.

unborn carbon
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the error only appears on the backup project i made

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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

abstract swan
unborn carbon
#

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

unborn carbon
#

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

tribal jolt
#

Wait huh, your SSD is not formatted as NTFS?

unborn carbon
#

honestly i coulda sworn it was

#

or at least that’s what i saw at a glance

#

never really payed much attention to it

tribal jolt
#

what was it then? exfat?

unborn carbon
#

also kinda forgot how to checkkk

#

wait

#

nope

#

just found out

#

it is exfat

tribal jolt
#

I guess it makes sense if it's an external SSD that you can just plug to a PC via usb or something

unborn carbon
#

yeah

tribal jolt
#

But yeah you could format it to NTFS, if you don't need to use it on something like MacOS probably

unborn carbon
#

what .

#

that’s something i can just

#

do????

tribal jolt
#

yeah

flat stag
#

ye

#

u can format ur drive

tribal jolt
#

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

flat stag
#

it'll get rid of everything in ur drive

#

but yeah

tribal jolt
#

ye

unborn carbon
flat stag
#

pretty much

unborn carbon
#

i was gonna be FILLED with HATE considering i JUST deleted the project from the SSD

flat stag
#

lol

tribal jolt
#

haha ye

flat stag
#

"haha ye"

tribal jolt
#

wha

unborn carbon
#

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

unborn carbon
#

yeeeahhhh

#

that was it alright

tribal jolt
#

nice

unborn carbon
#

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

abstract swan
# unborn carbon By "Patch Assets From Other Projects" are you talking about this button?

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.

unborn carbon
#

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

abstract swan
# unborn carbon 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?

unborn carbon
#

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

abstract swan
# unborn carbon there isn't an "Extract Project Information" button from what i can see

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?

GitHub

Contribute to nomnomab/unity-project-patcher development by creating an account on GitHub.

unborn carbon
#

yeah that's the one

#

did forget about the FAQ there, so thank you for that

#

i'll see if anything there can help

azure thorn
#

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

tribal jolt
azure thorn
#

noted, what i described is basically the holy grail of unity modding so i thought it'd be worth it to ask about it

flat stag
azure thorn
#

apologies, but what's LLL in this context?

flat stag
#

LethalLevelLoader, it's a content API

azure thorn
#

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?

flat stag
#

saves you from referencing like 60mb of vanilla enemy assets

azure thorn
#

huh, i thought assetbundles by themselves where read only?

flat stag
#

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

azure thorn
#

i see

#

thats... an interesting approach

#

maybe i could end up replicating that

flat stag
#

@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

trail oriole
#

I think they are in the ProjectSettings folder

#

/ProjectSettings/NavMeshAreas.asset

flat stag
#

okie, ty

sullen bison
#

??????

#

Did you remember to take your meds

swift plank
#

@trail oriole I see I'm going to need to add Linux support again

trail oriole
#

Yessir

swift plank
#

Could add a Linux build of your AssetRipper fork to the releases?

trail oriole
#

Yeah I can add it if you throw it at me (since you'll have to swap the url when downloading ofc).

swift plank
#

I'm literally crying

#

having to Ctrl-F all instances of \\ and replace them with Path.DirectorySeparatorChar

trail oriole
#

Yippie

#

Hey now most should have been routed to the one utility function Kappa 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)

swift plank
trail oriole
swift plank
#

it's because Unity needs to fix their FrankenMono impl

#

it's really dumb

trail oriole
#

I dunno how to fix it on linux, so if it is api-something you can throw it in .ToValidPath() lol

swift plank
#

no your solution would work on linux too

trail oriole
#

The windows fix is dumb

#

wtf

swift plank
#

Unity interprets the path passed and converts it to platform specific iirc

trail oriole
swift plank
#

it's super annoying

trail oriole
#

Found that special prefix randomly in an old ass forum post from some random website back in 2006

#

Where all the real knowledge is

swift plank
#

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

trail oriole
#

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

trail oriole
#

@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.

quasi shadow
trail oriole
#

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?

flat stag
#

@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

trail oriole
#

I think AR rips animations a bit offset, since it has to do a lot of guessing/conversion.

flat stag
#

gotcha okay

slim halo
#

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

pearl burrow
#

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

tepid crest
#

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?

flat stag
#

@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

flat stag
#

nvm~~ i think i got it AG_KannaPog

dull furnace
#

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

abstract swan
#

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.

dull furnace
#

ah, damn

#

I'll try it out to see what happens but that doesn't sound hopeful

mystic trench
#

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

flat stag
#

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)

mystic trench
#

question to your asset bundler

#

its CR bundle builder, right? @flat stag

flat stag
#

Ye

#

It can be added as a Unity package similar to asset store stuff after my last update

mystic trench
#

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?

mystic trench
flat stag
#

The first one is an assetbundle that exists in your project

mystic trench
flat stag
#

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

dull furnace
flat stag
dull furnace
dull furnace
flat stag
#

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

dull furnace
#

yeah lol I have had a similar experience trying to work with its UI framework

rugged sentinel
#

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)

flat stag
#

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

harsh blade
#

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

harsh blade
#

found it

flat stag
#

Nice

dull furnace
#

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

flat stag
#

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 DogeKEK

#

(though that might've been cuz i also saved my assetbundles in my project)

dull furnace
#

oh, I didn't have any lfs complaints about the vanilla stuff

#

definitely did with the massive ripped scenes from Black Mesa though

slim halo
#

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

flat stag
#

@trail oriole :3 you're needed (if you have the time)

trail oriole
# flat stag <@162189038965489664> :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.

flat stag
#

its alright, thanks for letting us know :p

#

good luck on your own stuff

abstract swan
flat stag
#

@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)

flat stag
#

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

flat stag
#

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

flat stag
#

yep that worked :p, ill have zaggy do a PR and stuff since idk how to really

dull furnace
#

in case anyone is interested in using the patcher on v73, me and Bongo were able to use these to make a patched project:

Xu's guide: https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/wiki/4097-a-unity-setup/

abstract swan
dull furnace
#

(This is provided with no warranty until probably sunday evening, as I can't mess with it until then)

flat stag
#

i want a refeund

dull furnace
#

yeah get a refund for your laptop

flat stag
#

i should tbh

abstract swan
dull furnace
#

this is not legally binding but I guarantee that it won't kill your family

drifting burrow
#

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)

dull furnace
#

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

abstract swan
#

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

flat stag
#

tbf i told zaggy to update readme

abstract swan
#

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

dull furnace
#

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

dull furnace
#

error in PackagesUtility.cs while building bundles should be fixed in the latest commit to my unity-project-patcher branch

viral snow
dull furnace
#

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

viral snow
#

Only thing I’d run the patcher on rn is probably my interiors’ project

#

Dont know when I’ll get around to it tho animeshrug

#

But I know some peeps who wanted to work on moons / interiors starting with v73

vapid pollen
#

nvm i found it

indigo flame
#

wish i saw any of this before pushing out my mod 😭

#

let the grind resume ig

sly slate
#

Is it ok to still use the previous version's patcher? I can't get the new one to work

steel forge
#

and also set up your unity project in the previous version, probably

sly slate
#

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?

abstract swan
sly slate
#

do I need to do anything specific with .Net 9 or just have it installed?

#

Does this count?

abstract swan
#

I think just have it installed. I’d think that’s fine

rough ferry
sly slate
#

I guess I'll try that after remaking my project and repatching

sly slate
#

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.

sly slate
#

Nvm my dumbass forgot Unity pauses the game when there is an error

drifting burrow
#

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

sly slate
#

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

flat stag
#

Yea that's what I do too, sorry that it can't work in the editor

fickle island
#

anyone know what is causing this?

fickle island
#

nvm i fix

#

thought i was using the upp version linked above but it wasn't referenced in the manifest json ._.

flat stag
abstract swan
flat stag
#

Oh did he?

#

Oh

#

Noice, I missed this message

abstract swan
# flat stag <@1144003036348420178>, I'm unsure how your tool works but feel free to let me k...

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

flat stag
#

Icic

abstract swan
#

yeah, mod first, then game. Import UI is basically the same but import instead

drowsy zinc
#

the prerequisites on the fixed version are outdated, have they changed at all besides the need for .NET 9.0?

flat stag
pearl peak
#

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)

pearl peak
#

nvm I got it

final skiff
#

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

proven jewel
#

you can try putting it in a try catch block to see what the error is

dull furnace
#

nothing I can do to help you without more information

#

there are an infinite number of reasons why it might just not work

keen surge
#

do i need to send it? last log was pretty big and had to be covered by a notepad

dull furnace
#

you mean the editor log? if the log contains errors from the patching process that would be helpful, yeah

keen surge
#

i got multiple errors

#

im trying to get them all

#

all of this

#

wait

#

let me get them in logs files

#

there

dull furnace
#

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

keen surge
dull furnace
#

did you uninstall the originals?

keen surge
dull furnace
#

sounds like you'll just need to try again tbh

keen surge
dull furnace
#

make sure the PackageCache folder doesn't contain the old version after uninstalling, and if it does, delete it

dull furnace
#

Library/PackageCache, it contains all your local copies of your installed packages

#

that's where they run from

keen surge
dull furnace
#

also delete the AssetRipper folder, if it's present in your project directory

dull furnace
keen surge
#

ima just close it

dull furnace
#

probably should yeah

#

after uninstalling the packages

keen surge
#

its the patcher bepinex

dull furnace
#

that one shouldn't matter

#

(I don't think anyway, up to you)

keen surge
keen surge
#

like i just need the assets for an animation

#

i need the assets of da factory

dull furnace
# keen surge its failing at this step

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

keen surge
dull furnace
#

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

keen surge
keen surge
dull furnace
#

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

abstract swan
flat stag
#

should probably pin the guide/wiki itself rather than that

abstract swan
#

Oh yeah, I guess that does mention the new links

trail oriole
abstract swan
#

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.

abstract swan
#

Unless dev-resources works differently than the mod releases channel

cunning spruce
#

oh idk how that works

steel forge
dull furnace
#

I've edited the guide into my message now so it's all in one place

cunning spruce
steel forge
#

@nimble carbon

#

assetripper thread needs a hero

steel forge
steel forge
#

teehee

drowsy zinc
#

@them

#

@nimble carbon pin it

abstract swan
#

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

drowsy zinc
#

Hasnt appeared for me, skewer discord.

radiant coral
#

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

flat stag
#

ill fix that, thank you

nimble carbon
steel forge
#

still useless

subtle canopy
haughty cosmos
#

using the v73 version my visor looks strange idk if it really matters though

abstract swan
radiant coral
#

yea none of the custom shaders get decompiled

haughty cosmos
abstract swan
#

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)

abstract swan
abstract swan
#

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

abstract swan
#

lol

abstract swan
# lilac pelican yes

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)?

lilac pelican
rancid cobalt
#

Soooo uuuuh, anyone got an idea? SCaraara

rancid cobalt
#

*Fixed it

abstract swan
# rancid cobalt *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?

lilac pelican
rancid cobalt
abstract swan
abstract swan
# abstract swan I'd like to get some confirmation. I just noticed the Texture3Ds folder didn't r...

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.

abstract swan
#

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

dull furnace
#

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

flat stag
#

i think there was like a check list of things that would get ripped, but i dont remember toggling off texture3d

abstract swan
abstract swan
#

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

abstract swan
#

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

dull furnace
#

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

dull furnace
#

I'll see if I can rebase and rebuild the ripping utility

lone copper
#

Like the unity thingie

flat stag
#

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

lone copper
flat stag
#

if you mean posting videos and stuff of the game in unity and stuff then yeah that's fine i imagine

lone copper
#

Cuz ive been tryna show this but i was scared i was gonna get smited and cooked

flat stag
#

as long as you're not spreading around files and assets of the game itself you're fine

lone copper
#

alrighty

abstract swan
dull furnace
#

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

abstract swan
#

alright. again, no rush

dull furnace
#

I don't have time to test it myself, unfortunately

abstract swan
#

Alright. I’ll try this soon

quiet shoal
#

@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 ---
abstract swan
quiet shoal
#

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

lilac pelican
quiet shoal
#

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

azure drum
#

hello, sorry to bother you but I have an issue and I can’t find a solution

abstract swan
azure drum
#

I don’t know, sorry

#

but surely

flat stag
flat stag
#

Then do that

azure drum
#

thank you I had put the wrong version unity

quiet shoal
dull furnace
#

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

dull furnace
#

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

quiet shoal
dull furnace
#

huh, I thought you meant you were having trouble getting it to load your moon

pallid folio
#

is there a link for the asset ripper fix?

pearl peak
#

To go to the top click this

pallid folio
#

ik but im still confused i dont know what some of this means

#

most of it*

pearl peak
#

mb It is in the pinned messages

pallid folio
#

?

pearl peak
pallid folio
#

pearl peak
#

he did that

pallid folio
#

12 times to be exact

pallid folio
#

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"

abstract swan
#

What OS are you using?

pearl peak
#

He is using Win 11

pallid folio
#

win 11

abstract swan
#

the only other thing I could think of is wrong Unity version, but idk. should be 2022.3.62f2

pallid folio
#

Weird i am using that version but oh well

dull furnace
#

would need to know more about the failure than that it's failing the asset ripper step

pallid folio
#

ok

drowsy zinc
#

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.

abstract swan
flat stag
#

i would tend to think maybe they copied the link wrong

#

also clicking on it and seeing what the error is would be helpful

drowsy zinc
#

Didn’t know that was a thing, I I’ll ask them to click on it when they’re next online :p

proven jewel
#

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

drowsy zinc
#

@flat stag
If theres any more details I can provide let me know

daring quartz
#

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.

abstract swan
#

I don’t think those are harmful. I’m pretty sure my project has them too and it’s just fine

twilit egret
#

I tried to make a project for v73 but I got an error that said 'Step AssetRipperStep failed. Check the console for details'

abstract swan
loud linden
#

im having the same issue too, ive tried reinstalling everything as well to make sure and i still keep getting the same error

azure tangle
#

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

#
  1. Ive been following the tutorial for making a custom moon that was recently made
  2. 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
  3. ive installed bepinex on the patcher and sent the path to my lethal company address
  4. the first restart happens and asks if I want to enable backend and i picked yes
  5. 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

abstract swan
#

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.

Unity

2022.3.62f2 download and release notes.

azure tangle
#

Yea its those 3 and i have exactly that unity version

lilac pelican
#

what about unity project

azure tangle
#

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

lilac pelican
azure tangle
#

i turned off show on start

lilac pelican
#

hdrp then

azure tangle
#

yea

#

The only thing i can see thats different in the readme is that it used net 8 but that cant be it right?

abstract swan
#

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

azure tangle
#

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

azure tangle
#

nevermind i solved it

#

for some reason my urls didnt have the #v73-fixes in it

dull furnace
#

I really should've updated the readmes 😅 I've been too lazy to make a PR or anything

drowsy zinc
#

that dumbass installed .net 8 when i told him not to

flat stag
#

Lmao

thorny fox
abstract swan
flat stag
#

If you want to be pinged for when patcher gets updated react to this message i guess perceive (since a lot of people keep asking when it'll happen), no guarantees on when it'll happen but there's been progress

thorny fox
loud sierra
#

doing god's work

drowsy zinc
#

This is really appreciated, take as much time as you need stare

drowsy zinc
flat stag
#

okay so, how do i not get timed out pinging everyone

nimble carbon
#

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

abstract swan
#

It’s done perceive

final dune
#

you are So AWome

#

thank

#

z

flat stag
abstract swan
unborn carbon
#

my stars

final dune
#

well i moreso meant for putting up with me pinging you relentlessly and then following up

flat stag
#

lol, it's alright :p

#

it only took me 10 patchers to have a working build

tranquil kite
#

thx

flat stag
#

fuck fuck fuck

#

im such a fucking chud

final dune
#

oh i was about to post that

#

lol

flat stag
#

i wonder if i need to make a v73 version of the patcher tutorial

final dune
flat stag
#

oh, yeah that too

drowsy zinc
#

We're so back...

drowsy zinc
final dune
#

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

flat stag
#

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

final dune
#

yeah i had to do that for v73

#

so that's option B

drowsy zinc
#

ive bricked my project that way because the way my project was saved on github was wrong lmao

final dune
#

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

flat stag
#

Weird, it worked for me

final dune
#

because i didnt

#

i was actually ripping into my v80 project which was already broken so maybe that's part of the problem lol

flat stag
#

Oh lol

#

Yeah I always do fresh projects

final dune
#

yeah

#

i decided to tempt fate

#

and i lost

#

Find & Replace

flat stag
#

fuck

#

i blame @dreamy hawk

dreamy hawk
#

huh

#

hi

#

wha happened...

lilac pelican
abstract swan
#

It would appear so

rough sandal
flat stag
#

yes

final dune
#

ripping into a fresh project works

#

for me

nimble carbon
#

I'm just the messenger

final dune
#

so ya, for all you folks ripping v80... just make a new project it's worth it

jaunty horizon
#

if anyone could point me in the right direction that'd be appreciated ^^

#

this is using the fork of the fork from that Wiki

thorny fox
#

fug

thorny fox
#

@flat stag sorry to bother you, but do you know why this occurs?