#I need help with a Mod and it won't work when i put it in bundle or anything at all
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@cosmic nova The current Unity version for Unturned is 2020.3.38f1 LTS (Long Term Support) https://unity3d.com/unity/qa/lts-releases?version=2020.3
the 2020.3.38f1
and i did every step, changed the Prefab with my model, seted the icon with the camera, i used a Crowbar for it, and i just changed the Prefab with my model and the Mesh Filter, then i exported it puted it in bundles and it won't work
can anyone help me pls
it worked with my clothes mods that ubication but this is my first Item Mod and i have no Idea what is happening
Pls???
i would really appreciate help pls
It would appear that the item doesn't even get loaded since the game hasn't generated a GUID. Since you have Exclude_From_Master_Bundle present in your .dat it must be due to an issue in your export folder (in Unity). Could you please take a screenshot of it?
It should be logged in the Error logs why it doesn't get loaded. To find the Error logs go to the Main Menu => Workshop => Error Logs . Easy as that!
Try find the Error related to your item and send an Image of it
i will do that tysm
Remove the camera from the Icon gameobject
Also Size_Z doesnt matter anymore unless youre not using auto measurements for icons which is default turned on
i see
it is
that's the scale for the normal object
and is the same size as the crowbar i did it from
This is not scale 1 1 1
Its scale 112 114 120
Looks like you also forgot to apply scale in Blender / your modelling program
i putted 1 1 1 but now it looks bigger than the object based on
so i apply in blender 112 114 and 120 to the scale?
Looks like you also forgot to apply scale in Blender / your modelling program
No
Go to blender and open the model
Select the model and use hotkey CTRL+A and click rotation and scale
Export
Now in Unity
Drag it in and if its too small or big
Scale it in the Model's import settings
ok so i imported it in unity again the fixed model
Good everything should be working now
the one thing i didn't understand, and i am sorry, is what did you meant by scale it in the Model's Import settings
you mean in blender?
No in unity
Click on the imported model
Tge .fbx file
Or .blend file whatever you imported
Import scale parameter
Change that
and if i play with the scale factor?
it can get into the same result aswell right?
it worked 😄
well thanks a lot @glossy cove you were a huge help
gn sorry for bothering you
if you see this later, i would like to ask how could i make it for the microphone to not hit
like for it to not be a melee
i already fixed it entirely
and also for it to not necesarilly to be in a weapon slot
Make it a Cloud
And add Gravity 1
Also id recommend adding custom animations perhaps, would make it look way better
Wdym make it a cloud
Yeah i think the same but i am still trying to learn the animation part
Make it an umbrella
Its called a Cloud in the game files
Type Cloud
Useable Cloud
Just add Gravity 1
and if i want to put an animation, like if it's leaning forward, then it should be melee right?
I went into a .DAT of an umbrella and found this Use_Auto_Icon_Measurements false
should i use it? or what is it for?
Its for if you want to use Size_Z
.
What
For a Cloud you have a single Animation named Equip
For melee weapons you have additionally to Equip Inspect Weak Strong and more
can i make an animation where it holds? like with the click
like holding the click and the animation stays still?
What
where you hold the left click and it's stays
i would like to do that with my mod
Then you wouldnt make it a Cloud
Just look at the Useable and Type of that mods geasture item and figure it out
i will, ty
also i am having problems with the handle of my object, do u know how could i fix this?
i used a hammer, is just that the handle is too up, how could i fix that?
Move the Origin of the hammer in Blender upwards
also please shade your Model smooth
Or make it a seperate Model_0 and make the Item an empty gameobject and move it upwards that way
Also make SMOOTHNESS of your material 0
it was easier with moving the origin but still thanks i will keep that in mind
and thanks with that aswell
i just need help with 1 more thing
there is this way for putting sound to the melee attack
Yes add audio clips and name them Strong (Right click) and Weak (Left click)
into unity or the file?
In the Unity Export folder
and what is the AttackAudioClip Sounds/MeleeAttack_02.mp3
when i was trying to do it i finded that
thought it was that but it didn't worked
Like that?, and then i export it?
and i export it all together just like that?
yes
it didn't worked, but i guess is because of this, AttackAudioClip Sounds/MeleeAttack_02.mp3, i finded it in the .DAT of the hammer but i guess it is for that right?
You can also use RedirectableAssets
but its not necessary
having an audio file in your export folder named Use is the same thing
ok already did it i am gonna see it works
You dont need to have your imports in the same folder as your exports
I like to seperate my Textures, Materials and Models into their own seperate folder
and then have my Prefabs audio and animations (the export stuff) in another
just makes it look cleaner
specially if youre importing the same model over and over again because you made a minor mistake but you dont want to modify the already existing objects
ok
i see
so what i need to put in the game in one folder and what i need to Use for the project in another one
Audio clips shouldnt be seperated
you mean like it should be in the export one?
Yes
Yes!
check error logs and client logs
remove this from your .dat
Its because the hit sound is in the middle of the audio clip
it shouldd be at the start
yup i fixed it
Alright if everything is working could you close this Forum post?
sure