#[WIP] Unity AssetRipper / Fixer

6121 messages ยท Page 7 of 7 (latest)

fallen wadi
#

huh

abstract swan
#

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

abstract swan
#

ok wtf? yeah, they're now being treated as png but they used to be .asset?

dull furnace
#

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

proven jewel
#

also what is your opionin on including OpenXR as a default package that gets installed when you patch a project?

steel forge
#

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 ๐Ÿค”

proven jewel
#

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

edgy hound
#

Would technically also make it have more parity with the base game as they ship OpenXR as well

steel forge
#

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

edgy hound
#

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).
steel forge
#

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 ๐Ÿ˜†

#

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

proven jewel
edgy hound
foggy dagger
#

Having it as an optional step in a project setup tutorial would be the key I think

proven jewel
edgy hound
#

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.

edgy hound
proven jewel
#

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

edgy hound
#

replacing shaders removes all material properties so that's something to keep in mind

proven jewel
#

im aware i recreaste it using the base bascially

#

but at runtime

edgy hound
#

happened when replacing the posterization shader using .shader = myshader, now I'm shipping a material with the values preloaded.

edgy hound
proven jewel
#

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

steel forge
steel forge
steel forge
dull furnace
#

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

flat stag
#

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

flat stag
dull furnace
#

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

flat stag
#

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

dull furnace
#

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

flat stag
#

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

dull furnace
#

fair fair

proven jewel
dull furnace
#

I'm most interested in what DaXcess's opinion is though, since he's the one most affected by this

proven jewel
#

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

dull furnace
#

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

steel forge
#

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

steel forge
flat stag
proven jewel
#

anyone know mods that got known issues with VR? I know alot of it is MRAPI stuff but anything else?

proven jewel
#

so everything that uses a shader is broken got it

steel forge
#

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)

steel forge
#

for like, download speeds I mean

#

this is what I saw on a friend's server a while back

edgy hound
proven jewel
steel forge
# steel forge

I think the issue btw (i didn't clarify sorry) was that one eye saw stuff correctly while the other didn't

proven jewel
#

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

steel forge
#

's a start though! That's sick asf

proven jewel
#

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

dull furnace
thorny fox
#

lc modders once again instantly fixing any problems that arise

twilit dirge
#

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.

proven jewel
#

but that doesnt work for everything such as you see all the foliage is gone

twilit dirge
#

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.

proven jewel
#

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 ๐Ÿ˜„ as it means adding more overhead to replace shaders..

#

as right now the replacement for this map is over 1.5k shaders

twilit dirge
#

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.

proven jewel
#

so something probs broke more than just the foliage outside

#

also we maybe should move to the VR thread or something to talk about it as this is for project patcher