#[WIP] Unity AssetRipper / Fixer
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question, did anybody else's Texture3Ds import scuffed? The first is what it's supposed to be, the second is what my project has currently. I know there was the issue where they didn't rip at all, so I'm wondering if now they are ripping but incorrectly or if it's just a me issue
all of them are like this btw, not just the ground smoke
ok wtf? yeah, they're now being treated as png but they used to be .asset?
hmm, I can't say I checked that
probably comes down to the AssetRipper version, but I'm not home to check what that looks like in my copy
also what is your opionin on including OpenXR as a default package that gets installed when you patch a project?
Would there be any downside to that? I'm not really sure what it does
if it helps make VR compatability more widespread I'm all for it I just don't know if there are any side effects to be wary of ๐ค
to my knowledge it just includes extra shader stuff for the base shader if its included
atleast i think thats what i been told
allowing for a bit more optimisation for VR use
Would technically also make it have more parity with the base game as they ship OpenXR as well
I would like content devs to chime in but I'd be down
I mean- I am a moon dev and have used the ripper for that I just haven't done stuff with OpenXR so I lack the knowledge to have a full vote on this
The OpenXR package is dormant and does nothing unless explicitly asked to.
The only exceptions to that are:
- The shader build pipeline is modified a tiny bit to make sure all STEREO keywords are enabled (required for shaders to render in SPI mode)
- If the project is exported as a game (so not applicable to modding, this was only applicable for Zeekerss) then the game may try to communicate with the XR runtime to ask for information (SteamVR behaves weirdly when that happens).
A buddy's telling me it may also cause file size increase for stuff like moons
Around 4mb depending on a few factors, which isn't a lot but for bigger moon packs it can be a ton if it's for each individual one
I was also told if the filesize is an issue (again it very well would be on 30+ moon packs if it's applied to each bundle) that it can also be uninstalled after the fact
So I'm inclined to vote yes, even if for the more popular content stuff like Wesley's the cons can outweigh the pros
I know like 4 people who play in VR vs the 35+ I know who play the game normally but I think this game in VR is cool asf even if I don't have a headset to experience it ๐
I'd be down to have it included even if it's just as an alt. download or some junk like that as a compromise
no point making it an alt download its a official package that anyone can add after its patched
Can blame Unity for that. Likely literally every single AssetBundle in all LC mods, no matter how simple, probably ships the HDRP/Lit shader which is probably a monstrosity. Unfortunately there are no ways of deduping this.
Having it as an optional step in a project setup tutorial would be the key I think
so wait only requirement is that they need specific keywords added?
LC itself has also increased in file size due to the addition of OpenXR but the base game has the benefit of only having to ship 1 shader instead of the same shader having to be shipped in all mods.
I don't know which ones, and there's probably some stripping magic happening outside of only keywords. I checked out the source code for the OpenXR plugin and could not find a single reference to anything shader related, so I'm assuming this is happening internally in the shader compiler in native land.
as in that case idm releasing a mod that just loops over all shader and just add them or replace them to use the vanillia one
as i did it before for another game
replacing shaders removes all material properties so that's something to keep in mind
happened when replacing the posterization shader using .shader = myshader, now I'm shipping a material with the values preloaded.
I cannot guarantee that this will work but idk
if i remember another call has to be made to fix that
after you replace it
i forgot the function name tho
but ye idk how much i would wanna test it in vr lmao
but ye if just adding the keywords works that probs be easiest and fastest for bootup
I'd wager that's a pretty good compromise
So what do you propose then?
Yeah there's some stuff I've bundled in the past that should in no way be that heavy lol
I was gonna say, if smth like that was possible and worked in most cases that'd be awesome
Definitely should be added. I'm guessing it was added after I updated the patcher (which iirc was while it was still in beta)? I have a script to grab the used packages, which should hopefully pick up OpenXR
I don't think it really matters whether it's adding size to asset bundles, since not including it inherently breaks the VR mod, which zeekerss explicitly supports in vanilla now
4MB is a small price to pay for global support for that
maybe @edgy hound has an opinion on this too, but I would assume it should be the same
is it 4mb per assetbundle?
where is the 4mb number coming from, i feel like i missed that
@dull furnace
oh wait i see it now :p
ig this is still unclear then since it was just someone's test on their own moon bundle
yeah, I mean, it really likely depends on the assets involved
even HDRP/Lit gets instantiated multiple times per asset bundle, there are a lot of defines that toggle based on material and cause it to be built anew
i think so too im just wondering how strong that kind of effect is and whether its exacerbated by having a bunch of bundles, cuz coderebirth has like 40 and i'd be a tiny bit concerned if its like 2mb per bundle
not sure really
I wonder if it's possible to use a shared bundle for the shaders
only way to know the effect is to test though, and I'd be very curious for a pathological case like that
yeah, ill have to make some time to test at some point
currently working on bigger lethal projects than my usual stuff so no time ig :p
fair fair
it should be possible
I'm most interested in what DaXcess's opinion is though, since he's the one most affected by this
as when we load a shader in code its via string ref so i dont see why it wouldnt work
it just has to be loaded before anything tries to use it
there are multiple copies of each shader string name though
you can get one with missing features
they're referenced by materials the same way as any other UnityEngine.Object
the real question is whether the Unity editor UI lets you place those generated copies within a shared bundle
it's a builtin shader, so I'm not sure if it'd be possible to set the asset bundle it exports to
multiple bundles, but it's around that number
sometimes it's smaller sometimes it's bigger
up to 6 or so
I'm totally for having it on by default I just think bigger moon packs will def have to opt out if they don't wanna inflate the shit out of their filesize or kill their hotloading
oh that sounds cool
i mean it should be fine for moons since they have hotloading, but it does add up for stuff that doesnt maybe, ill probably still support it even if its like 100mb extra since my stuff is already small
anyone know mods that got known issues with VR? I know alot of it is MRAPI stuff but anything else?
custom moons I believe
so everything that uses a shader is broken got it
I don't know if it's every single one but I've had friends be poked by LCVR users to add compatability (so just install that openxr thang)
I did the math and it shouldn't be that bad I guess, if wesley's were to get 4mb (average increase) added on top of every moon he has it'd go from 1.3gb to 1.4gb, which is big just not as big as I thought
for like, download speeds I mean
this is what I saw on a friend's server a while back
It doesn't really affect me really, it more or less affects VR players that use modded moons/items (I don't even play LC anymore, very rarely at least)
hmm
I think the issue btw (i didn't clarify sorry) was that one eye saw stuff correctly while the other didn't
this is with a fix i added
as otherwise nothing renders in VR for this map
its not a fix all tho as i didnt do everything yet
for example terrians dont render yet on this moon
's a start though! That's sick asf
outside terrian visiable on both eyes
a bit tedious tho..
like it can be automated but ye with the dynamic loading it would need to be done pretty much after you load into the level so computer go brrrr
but i guess better than not being able to play it right
as it only at the start it has to do it
right, I mean it affects you by proxy as maintainer of the VR mod

lc modders once again instantly fixing any problems that arise
if you ever need someone for extensive VR testing, I am available to to help if you need someone, I already do mod compatibility testing on LCVR w/ others in the server, and have nothing but time rn.
from my test it looks like just shipping corrected shaders and then systematically replacing them be easiest way as right now what im doing is pulling a few of the base game shaders from its items on load and using them as a ref to fix up the broken ones automatically
but that doesnt work for everything such as you see all the foliage is gone
It is still a step in the right direction
I wish I could be a bit more helpful, but all I can offer is testing services.
right now im testing using the null driver and a script to load me into the map
as i dont feel like putting on a headset every 2mins to test a change
so i will defo miss stuff
especially that i never even played modded moons lmao
so i dont even really know if me doing stuff is making it look fully wrong or not lmao
but foliage is the main thing i be working on now
but im not sure how its spawned on this map yet
as its not its own objects so i guess its a shader..
and if its not named something custom it might be more painful ๐ as it means adding more overhead to replace shaders..
as right now the replacement for this map is over 1.5k shaders
I pretty much never get out of VR, most editing I do is inside of vr, plus have a quick record bind, quick screenshot, etc. makes bug reporting real easy, lol.