#I'm having trouble. When I configure my Unturned model, it doesn't appear in the editor.

49 messages · Page 1 of 1 (latest)

fast current
#

I'm using Unity 2021.3.45f2.

I obtained the GUIDID from a website that generates them.

#

My access path is like this
Unturned\Bundles\Objects\bote_test (my mod)

chrome carbon
fast current
chrome carbon
#

Why are you putting your own Object with Unturned's Bundles files?

#

You are supposed to be utilizing the Sandbox folder for anything custom that is being tested.

fast current
chrome carbon
# fast current

So this folder here needs to be in the Sandbox folder by itself.

chrome carbon
#

But yeah, definitely don't mix custom files with the official ones, bad idea.

chrome carbon
chrome carbon
#

In every scenario, the folder that contains the .dat file needs to have the same name as the .dat file

#

The .dat file for the mod (most of the time when I'm referring to the .dat I mean bote.dat) should have Exclude_From_Master_Bundle one of its lines.

fast current
fast current
#

I also put the folder in the sandbox.

#

but it won't let me put it

chrome carbon
#

@calm summit Hey, I know YouTube has the ability to insert text into the video after publication. Or you can edit the description.

Could you edit in a disclaimer on:
https://www.youtube.com/watch?v=HvptMBGgZHo
https://www.youtube.com/watch?v=sFqxsOIDzdE
https://youtu.be/qCQng0EQJIY

We should always be advocating for the separation of vanilla assets from anyone's custom assets. If someone tries to apply the idea of using the game's 'Bundles' folder to masterbundles, then they'll have another masterbundle in the same space at the core one.
Additionally, by using the Sandbox folder, the creator doesn't have to click through multiple directories just to access their one test asset.

fast current
#

that's good?

chrome carbon
fast current
chrome carbon
#

Alright you also want Asset_Bundle_Version 5 in that file too.

#

Because at that point it would indicate an issue in Unity.

chrome carbon
# calm summit will do

Thanks, I know those videos are relatively old. Now that YouTube allows collaboration videos, I might partner with the community to make a new playlist. Appreciate it man.

fast current
#

@chrome carbon Did I have to use this to import it?

chrome carbon
#

No.

fast current
#

okey

fast current
#

I think I've already figured out the problem: I never made a prefab for it.

chrome carbon
#

Well, that would do it.

fast current
#

The important thing is that it's like this.

chrome carbon
#

Yeah that ain't working at all.

#

Most of the video is correct. Just follow that to make the prefab.

fast current
#

that's good?

chrome carbon
#

No.

#

In the video, it is called 'Object'

#

The game searches for a prefab called 'Object'

#

Also if you aren't going to include the additional 'Clip' prefab then you also need Has_Clip_Prefab false in the .dat

fast current
#

Thank you so much for everything, you're the best!
!!!