#plugins-dev-chat
1 messages · Page 181 of 1
only info i could find was this
https://github.com/northwood-studios/LabAPI/wiki/Permissions
But no mention of the base game group stuff thingys
Guh
hm
So this would work?
As long as i give someone "owner"
in whatever file thats in
No its the permissions: element
ohhhh
owner is the group
right
so now, whoever has the owner group would pass that check?
i wonder how that star wildcard works
Its a wildcard so everything under mpr. is allowed
do wildcards also work in the HasPermissions check?
like, i have permissions test.foo and test.bar and then i do
sender.HasPermissions("test.*")
would that pass for someone who has "test.foo"?
never tried ¯_(ツ)_/¯
Is that Eli from half life?
its micheal jackson
This is a video I did for a contest machinima.com was hosting some time back
(EDIT: if I remember right, it was a tribute to Eli contest, which I did not even place in because it was rejected for copyright music, right at the start of YouTube really starting to crack down on copyright music). .. That made me make my own silly music, because I ...
I think using without .* Should check for the widecard
Why is ZombieAudioPlayer sounds null? Zombies growl ability doesnt work
what 😭
Not quite on topic, but I don’t know where it’s appropriate to ask this. How can I disable the "UserIdBans.txt" file?
The latter
What
Maybe client side only?
just patch the method to ban or just do a system of your own you can take a look how cedmod does it for example
Change its permissions so the server can't write to it 
But its server side method
idk its sl being sl
Zombie growl ability? I guess it hasn't been working for a while
since when does that exist
I don't know, but the sounds in the unity editor may not have been assigned, maybe forgotten, so it may not be working.
since a shit ton of time
ZombieAudioPlayer
i'm gonna kill unity
The change was around 12.0
fr?
that old
and someone just found it now
i remember tho there are events there?
so
I think maybe the Halloween version has it
introduce back the halloween

Nvm
Well I guess it never got implemented
I gonna record me growling like a zombie and mr-ing it 
What does it mean?
[2026-02-05 11:07:03.251 +03:00] [STDOUT] UPnP failed: Exception of type 'LiteNetLib4Mirror.Open.Nat.NatDeviceNotFoundException' was thrown.
[2026-02-05 11:07:03.252 +03:00] [STDOUT] [T10] UPnP failed: Exception of type 'LiteNetLib4Mirror.Open.Nat.NatDeviceNotFoundException' was thrown.
Ignore

So it's in the zombie prefab, I can access it on the server, so the only problem is that the sounds are empty.
Subroutine exist on zombie just sounds null
The pc is not behind nat and not support upnp.
If you publicly hosting and you have external ip that player connects to can be ignored
Ye ik it's empty
Ok
If you really wanna know in-depth search for upnp, nat, open-nat
gotta love networking

🛜
Wirefull
Cus it goes tru your pocket
How to get DeathTranslation?
Its skittle time
wdym exactly
are you lookign for DeathTranslations?
Yep
I didn't find it in DamageHandlerBase and in StandardDamageHanlder
Society without SL vs Society with SL
This is crazy (ai)
How get the unit name of the NTF?
Yes
evil ax
I'm not you
what the flip
You might be looking for the Announcer class, not sure which method is it
Sooooo did anything happen regarding this?
how to fix it?
i simply use Server.RunCommand("/forceclass 11. NtfPrivate 1");
any way to disable SLs automatic player spawning when waiting for players ends?
gameplay setting
no idea what you do, need prev things to actually understand whats happening
?w?
public override void Enable()
{
PlayerEvents.ChangingRole += OnSpawned;
}
public override void Disable()
{
PlayerEvents.ChangingRole -= OnSpawned;
}
public static void OnSpawned(PlayerChangingRoleEventArgs ev)
{
if (ev.Player == null)
return;
if (ev.Player.Role == RoleTypeId.FacilityGuard)
{
Server.RunCommand($"/forceclass {ev.Player.PlayerId}. NtfPrivate 1");
}
}
why r u doing Server.RunCommand
isnt there just
ev.Role
forget it
doesn't work
my guess without line numbers would be ev.Player.Role being null
idk why

oh shit, sorry, it's new code
public override void Enable()
{
PlayerEvents.Spawned += OnSpawned;
}
public override void Disable()
{
PlayerEvents.Spawned -= OnSpawned;
}
public void OnSpawned(PlayerSpawnedEventArgs ev)
{
if (ev.Player == null)
return;
if (ev.Player.Role == RoleTypeId.FacilityGuard)
{
Server.RunCommand($"/forceclass {ev.Player.PlayerId}. NtfPrivate 1");
}
}
wait 1 frame and set the player as ntf then
RoleAssigner checks this:
public static void CheckLateJoin(ReferenceHub hub, ClientInstanceMode cim)
{
if (!NetworkServer.active || !RoleAssigner.CheckPlayer(hub) || !RoleAssigner._spawned)
return;
float num = ConfigFile.ServerConfig.GetFloat("late_join_time");
if (!RoleAssigner.AlreadySpawnedPlayers.Add(hub.authManager.UserId) || RoleAssigner.LateJoinTimer.Elapsed.TotalSeconds > (double) num)
hub.roleManager.ServerSetRole(RoleTypeId.Spectator, RoleChangeReason.LateJoin);
else
HumanSpawner.SpawnLate(hub);
}
yea uh
i dont see why u dont use ev.NewRole on the other
or why not just
set role through labapi
why use runcommand
the same thing happens
doesn't let you move, starts teleporting back
i dont find anything about spawning in config_gameplay.txt
i set late join to 0, but i dont want anyone to spawn when the waiting for players reaches 0 or the game manually starts
i want to handle spawning manually
i don't think that's gonna be changed
Do speakers count towards the limit?
I have people reporting issues with as low as 10 players
oh
i see
again RoleAssigner
likely patch needed
Looks like i should prefix RoleAssigner.OnRoundStarted and instantly return false 
It being private shouldnt matter right?
correct
What would be the best way to fetch a very specific door via identifiers like Zone or type?
Like what if i want the Gate in SCP914, or the Checkpoint B Armory door in entrance zone?
Same with rooms, like what if i want the Class-D spawning room?
Im hoping there is some enum that im overlooking
The generic hallways are probably only identified via Shape and Zone if i had to guess...
DoorNametagExtension
for rooms check out this "table"
should i use your Roomnames in quotes for checking/finding rooms i want or what are your RoomType enum values for?
the room names start with the ones in the attribute
i was gonna do this :x
that works too
oki :3
Mostly need the unique rooms right now
I think we're thinking of two different things? I mean a situation where sometimes the voice chat just stops working, with one of these scenarios:
- No one can hear each other
- The person affected hears everyone / certain people, but they are not heard by others
- The person affected doesn't hear everyone / certain people, but can be heard by others
- Affected persons cannot hear each other, but can communicate with other non-affected players
I saw this happening on large vanilla servers, but my server (which utilises a lot of speakers) will sometimes run into this issue with even 10 players online.
could be related to the fake role sync AC stuff, but we don't know for sure
and nobody's been able to give concrete reproduction steps yet, unfortunately
ah right, thats why i had false memories
I was using Exileds Door.Type in the past which was nice to find exact doors
use rooms as clues or find the door with the nametag in RA
currently trying to basically force close and lockdown all classd prison cells, but not the main entrance door there
Idk how to differentiate them in Room.Doors
that works ig
How get the unit name of the NTF for cassie?
NamingRulesManager and player.UnitId
Thx
np
Can i set a players position on the same tick as i set their role from spectator to alive or should i delay it a second?
Or any way to spawn a player in one a location immediately?
i hate ts 💔
I believe you can set their position and then set their role with the flags set to not use spawn location
thats how zombie revival works as far as im aware
typescript
ye that might work
What is this for ?
I want to permanently lock a few specific doors i have in mind
And you can still get the exiled doortype
I have no clue how Exiled determine doortypes, couldnt find it
It's in door file
You can remove the one you don't need
But at least you easily find how to get each door
https://github.com/ExMod-Team/EXILED/blob/master/EXILED%2FExiled.API%2FFeatures%2FRoom.cs#L461-L540
That the one for RoomType
Has AbilityCooldown::InitialTime syncing been fixed yet?
Fire thank you big man
i know understand why unity isn't multithread
concurrent modification of a collection? 
That's easy to fix
yeah either by using locks
Locks exist
or by not using multiple threads
Or concurrentstavk
you mean ConcurrentBag?
that's not indexable though
Cassie
no
far worst
I made the client and worlds run on different threads
💀
and what happened was that when i connect i have a temp connection with just the Preauth i discard it and then make a client and full connection
but the connection in preparation couldn't call the client to spawn stuff like the FACILITY
so i was stuck on endless loading
I did a fix that seems to work and im happy and memory is down even more
a player seems to be 1MB
2.2% seems to be the worst one in terms which is a thread for updating the world
WAKE UP
what
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Why do you even care like
server is 300MB
ram
wait wait
what?
there many stuff that wouldn't handle that in SL
yes and thats why its a sperate thing
its not even using SL code
its just an emulation through a Console app
How hard it would be to implement other players?
Death
wdym?
do what you doing rn custom server
yea its cool
im trying to optimize and remade a Listpool just to remove more ram
got to 30MB stable with a player 
not vvery yummers
too much effort to take it
idk, i would be down to recieve help
because some net code takes a bit to figure it out but some stuff like sitelink generator helped me alot
ngl
if u open sursuu it
maro isn't too on the idea
not like its gonna get updates once we change server to IL 
at that point
this is a joke
why not ida
ida is paid
and had so many issues to run unity game il
without paid version
idk after taking a shit ton of classes before quitting uni about assembly
they thought me how to use it
so i kinda understand it
well cant help if not open sauce
idk about opening it up it depends all on maro, even tho im a bit against because my code isn't the best nor im a professional at doing this shit
im doing it for fun
lmfao
if you didn't work for maro this wouldn't be an issue
all of them are just literally
yyyymmdd_hhmmss.jpg
idk i love working for her, and idc at the end of the day i have fun doing this stuff
and helps me develop my skills and critical thinking on how to approach a problem
im gonna assign more issues to you

yk i can't do shit rn
i'm buzi with other stuff
like
procrastination
crazy

Exiled would still exist
Lol
nuh uh\

how if not made in my for changing to il2cpp
There no more plugin
ye
unplug them
unplug all the plugins
only vanilla allowed
(chaos will ensue and SL will die)
chaos

not if we remove all plugins 
Yeah
tell that to hungarian servers
That kinda chaos
there was one guy i knew who made their own moderation panel for their server not via the plugin means, so their server was marked as totally vanilla even tho it had a portal
which i thought was kinda cool
i forgot how he did it tho
modifying assembly-csharp -perhaps
or
theyjust messed with bans.txt
through a separate process
¯_(ツ)_/¯
that could be disastrous ngl
smh
I know a lot of people that directly made change through modifying directly assemblycsharp lol
Very cursed
society if no cedmod
Lol
idk i think the only people who would benefit
would be cheaters
everyone sl would just loose
i had more hope for the other one i forgot the name
they were even making a client
but got shutdown instantly
I recently tried working on a custom server build as a learning experience. Nothing worth sharing but was insightful. I might have or can find answers on some backend stuff.
And Synapse maybe?
I pratically have a working server
Yea it was synapse
My message system works 
should have just used discordlab smh
Making my own im currently using SCPDiscord
discordlab has built in support for you to make your own thing, your own, the base bot comes with nothing but the bot and some utilities for discord + unity compat smh
what
I tried doing shit with twitch system and i hate it
doesnt even receive subscribed method
everything sucsks
I had a system but even after subscribing to twiches eventsub channel message send it still didnt do shit
soonTM (although to be specific imma make SL the VNC client, so players can interact with a VM, which I will host on my PC cuz I dont want to add any vulnerabilities to the pterodactyl node my plugin might run on)
I have working eventsub for twitch websockets
Works on unity
Auth done via device
I did subscibte but it never got called
Hi guys... i would like to ask... how to get current Ammo of Firearm...
what i know... i need to get the MagazineModule of the firearm and then its AmmoStored...
but it gives me always 0, when run on ReloadingWeapon event...
Firearm wrapper has it...
I definitely wanted BooleanArrayFormatter instead of bool
thanks.. that worked
Does a Pickup have an Item instance too? Or would they only be connected via serials
I do this to get the item instance of a pickup
keycardPickup.Base.Info.ItemId.TryGetTemplate<InventorySystem.Items.Keycards.KeycardItem>(out var item);
item.ItemSerial = keycardPickup.Serial;
o.o
holy macaroni
Okay so what do you use this for
I was too lazy to port my keycard wrapper to pickups
Honestly
Fair
I was gonna say that whatever you're doing, there's gotta be a better way to do it than getting the template but if you're doing it purely to avoid work then I fully get it lmao
I will give that advice to you though
The answer to your question is no, not really
Pickups/Items are destroyed/created when they swap between the two, the only data that's preserved is data that the game codes to preserve
im eve
Like the levels for custom keycards would be lost when they become a pickup if not for the CustomPermsDetail and related classes, as the pickup itself isn't saved
idk how i still forget it
I see
I have like 7 meds a day
whoops
i just have them on my desk and just remember it
Well apparently you don't
i lowk pretty sure i took double one time
i have never seen one in my life
and for me its pretty organised
its just me being dement and not taking my pills at all thats the issue
What if you get one of those automatic pet feeders except it's for pills
It's called a problem-solving mindset
xd
I'm now thinking about the opening scene to Back to the Future
holy shit valentines is in a week
which actually
will be quite important day for me
ANYWAY RECH
TECH
did you have like stuff for the code gen
or am i dumb
Source gen?
yes that
I didn't make anything cause I've barely programmed for a couple weeks 😭
i see
Medical stuff
Prob just gonna lay around
Yes but COMPLICATED AND MAKES ME WANNA RIP MY EYES OUT
i see
im prob gonna spend the day w gf if she doesn't get caught up in stuff
That's epic!
That's right valentine's is in like a week lol
That is what i said 5 minutes ago
xd
Maybe I'll get a heart-shaped box of chocolates and eat it myself
They do those like varieties and I am a casual enjoyer of sweets
I do like to cook though so I might make a good meal
My local meat shop sometimes has good discounts
I'd love to get my gf smth but
I should lowk be saving
And actually yk...
Get my future not cooked
I need to find devs and shi and then pay em
😭
That's so fire
one day ill be able to actually give her good gifts for events like this
but until then i need employment (very likely self employment)
I mean if you're dedicated to the craft you could make something by hand
Something about how it's the thought that counts
Oof yeah true
And uh, even if many believe it, im still not 18 yet
Yeah you're like 16/17 right
Haha sucks to suck
Yeah I'm 18 and in roughly the same boat
Though I do make a little money from server donations now
I make like a bit, but yk
The intention is to use it
For the future
Like devs...
Of which i lack many of
very sad
What project do you need to pay devs for
I plan to do game dev!
I do have a concept brewing rn, but
I'm lacking intelligence to make it a reality and my main other guy is busy w college stuff
That's awesome!
I mean tbh I'm sure there are people out there who'd be happy to volunteer
I wasn't paid for dev work here for like the first year I did it
True
I do have like 10-15 spare to spend on paying devs a bit
so its not like its fully volunteer
But
it mostly is for the most part lmao
my words only make half sense
lmao
Lmao yeah I get it
But uh, im doing volunteer with yk... Secret api
I mean my position is still mostly volunteer, I make a bit here and there
even if i dont put much time into it since its draining my energy but yeah
I feel that
Tbh I just don't have a lot else to do these days
I'm waiting to hear back for employment
I refuse to let it be archived and let everyone using it need to fix it themself or whatever
Entirely fair
i do plan to eventually move on from it, very likely with someone taking overrr
Or
SecretAPI will become obsolete
which either case works
PR LabAPI with SecretAPI
How so?
I mean SSSS needs some basegame changes to actually be clean imo
my way isnt exactly clean having to like add basegame stuff and check stuff
Imo it could be cleaned up a ton w basegame improvements
Same with custom effects, thats kinda.. not an intended thing
Custom effects are dope though
It's like the easiest way to do things like healable damage vulnerability
It is!
But
NW making it basegame rather than having to hope game doesnt do stuff too quick is yk.. a lot better
we'll see
other than that yk
prefabs
NW has already said they'd prefer a better way
which valid
After Cedric told me he's vetoing simple changes because he feels they're unnecessary I have little hope for future QoL changes
I just wanna be able to make communication plugins that respect player mutes without having to rebuild a mute system for my server lol
i mean
i assume my suggestion will end up being it
or smth close
Text chat:
Cedric told me for those things he's vetoing other changes and I'll have to make my own muting system
i mean he veto'd having access to clients mute list no?
which yeah
does cause the issue of text chat integration
im not sure 
i dont disagree w Cedric (or well NW in general) saying no to this sort of info, itd just be nice to have integration that works for everything
No like they're not adding any functionality for text chat
Period
yeahh
my not sure was less about whether it would be like that and more that im not sure on how it'll play it in the end
I will always be against that, having such a restrictive development philosophy is part of why devs come and go all the time in this community
Genuinely frustrating the refusal to make simple changes to improve QoL for both developers and players who have to deal with this
im indifferent since yk im off sl
My bad this stuff riles me up lol
yeah i noticed lel
I just want to be able to make stuff my community likes, and it sucks continually telling them that changes for their ideas aren't happening just because NW doesn't want to
Starting can be the hardest part
it tends to be
There'll be difficulties but
I won't be alone while having my girlfriend, so
Even if all goes wrong w game dev I'm not gonna be fully cooked
Just a little
yes!
I mean
we still need to finish all our studies
Even if I'm struggling quite a bit
But hopefully, that'll end in us having smth good
School is lame
So am I lol
ive been like having mega issues in every way since like 6th grade
Preach
gotta love autism and depression
It makes for a great time when you live in a strict household
im still thinking about possible bipolar, but diagnosis on that one will prob have to wait a while
I don't actually
I'm quite lucky
Holy yapping
My doc is getting me checked for it
Despite my own issues, I do have a decent family
You're welcome
slime boy ur evil
Hehe
No
I also have many ideas for my own game but damn, I have million projects on me rn
I see
You should totally join my completely disorganised dev team lowk
Or join mine 
No ur evil
Fully moddable game, client & server. FPS shooter with many gamemodes
me when ur gunna want to waterboard yourself
torture method
Idk what that sentence means

Basically
Hold your head underwater
A long time
Anyway
Check yo dm
I'm scared
I would be too
It's when a cloth is put over your face and water is dumped on you
Ah
Well I did some very basic part
Made a md what I want to do
But got carried away doing everything else
And godots UI making isnt the best
Good
Stay scared
why is lumi lowk old
@icy knoll holy aunt status smh
granny even
Player A has Light armor in their Inventory
Player B sees that Player A has Light armor on their playermodel
How does this work? What method/Network request is responsible for Player B being able to see Player A's armor?
likely something in Inventory
or something in the armor itself
it seems that whenever a player receives an armor, WearableSync.EnableWearables is called which ends up sending a WearableSyncMessage to all players
so if you need to fake a players armor, I'd say just send a WearableSyncMessage to all players with whatever data you want after a player picks up armor

Thank you ^^
For my purposes, i dont want any armor to show, ever, so i might just patch EnableWearables to never do anything? 
ohhhh wearable is also responsible for the hat and 1344, interesting
omg wait is this how i could make the hat show for someone without the status effect o.o
noting this down even harder
And i should probably use OverrideWearables/DisableWearables so even late joining players would see it (faked) correctly
in what scenario would BodyArmorItem in the PickedUpArmor event be null o.O
¯_(ツ)_/¯
I hope doing
WearableSync.DisableWearables(ev.Player.ReferenceHub, WearableElements.Armor);
in the PickedUpArmor event works and the wearablesync isnt a frame late or sth
too late to figure out how to find the game code that calls that event
me too 😭
finally, the first actual argument i have ever heard about why rider is better than visual studio xD
it should be fine cuz ServerAddItem calls OnAdded which does the wearable stuff, which all happens before OnPickedUpArmor
thank you so so much 🙏
wonder how i could remove those stat penalties too
hmm
ev.BodyArmorItem.ActualMovementSpeedMultiplier is only get;
grrr
oooo how could i make someone immune to heavy item penalties
aw, only through effects
Can i just make my own effect with that interface and apply it...??

probably I guess, cuz stamina is synced to client I think you can just control it server side
another option is just patching the getters of the stamina penalty to just return 1 or 0 or whatever
anyways
who coded this gang
it's >= not > 😭
what does ++ before a value do?
increments and stores it
so the same as
maxExclusive++;
if (maxExclusive > 64)
but one line?
yes
so what's happening here is for each room basically if that room passes some check, NW saves it to a static array (hence the NonAlloc name), then increments maxExclusive and checks if it's > 64 before breaking
what's happening though is maxExclusive is getting up to 64
failing the break check
then the next room goes by
then the method tries to index ValidPositionsNonAlloc at position 64 but the array has only 64 entries
C# is 0-indexed so that 64 index is out of bounds
and then the error gets thrown
no the check itself is just wrong
^
There's like 50 billion reasons
yo btw, this this a W code matcher?
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
CodeMatcher matcher = new(instructions);
// change all (maxExclusive > 64) to (maxExclusive >= 64)
matcher
.MatchStartForward(new CodeMatch(OpCodes.Ldc_I4_S, (sbyte)64))
.Advance(1)
.ThrowIfInvalid("Transpiler failed first match")
.SetOpcodeAndAdvance(OpCodes.Blt_S)
.MatchStartForward(new CodeMatch(OpCodes.Ldc_I4_S, (sbyte)64))
.Advance(1)
.ThrowIfInvalid("Transpiler failed second match")
.SetOpcodeAndAdvance(OpCodes.Blt_S);
return matcher.Instructions();
}
This is fire although you could just
Loop it
¯_(ツ)_/¯
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
CodeMatcher matcher = new(instructions);
// change all (maxExclusive > 64) to (maxExclusive >= 64)
for (var n = 0; n < 2; n++)
{
matcher.MatchStartForward(new CodeMatch(OpCodes.Ldc_I4_S, (sbyte)64))
.Advance()
.ThrowIfInvalid($"Transpiler failed match {n}")
.SetOpcodeAndAdvance(OpCodes.Blt_S);
}
return matcher.Instructions();
}
I just use .Advance() without 1 specified because in later Harmony versions, that's the default
alr
did u see this btw?
Though if you made this with old Harmony (I believe Exiled uses an outdated version), you have to specify
this too?
Lmao isn't this in the LabAPI tracker
Ong I saw some shit about 106 items
that's what the transpiler fixes btw
I actually couldn't find it
See that's odd for me
probably an outdated version lol
buts till, why were there obsoletes and no IsDestroyed, even for a single version 😭
How does that even happen
dunno
@soft depot exiled has custom doortype stuff right? Do you guys have a check to see if a door is normal vs like 096 door
what's an 096 door?
are you talking about the half door in 096's room that accesses the operative keycard?
Yeah
closest thing I can find is GetDoorType in Exiled.API.Features.Door
basically all it does, is if the door has no name, returns a generic DoorType (or a more specific one if possible), otherwise if it has a name Exiled just removes any excess stuff in its name and then just has a giga switch statement
I mean, you can just copy paste the method off the GitHub if you need every door type
otherwise just run this on the name of a door (from a DoorNametagExtension component)
public static string RemoveBracketsOnEndOfName(this string name)
{
int bracketStart = name.IndexOf('(');
if (bracketStart > 0)
name = name.Remove(bracketStart, name.Length - bracketStart).TrimEnd();
return name;
}
then check if the name that is left is "096", idk if it's the inner or the outer but I reckon it's probably the inner
I just need to figure out if a door is busted or not
Well that’s gotta be somewhere in exiled (though it’s probably a base game thing)
Merge issue
spawntextcommand.cs
yes
physics is hard
especially collisions
;(
it took me a bit not having transform nor gameobjects and making them from scratch
Matrix4x4 🗣️🗣️🗣️
gl
in theory they aren't that difficult
you just gotta combine the matrices
when doing transform stuff
I still have no clue why you combining multiple stuff
wdym?
Processing and message struct shouldnt be in the same place
thats networking section
and structs are in the Core, because they use to handle stuff like Preauth etc...
I seen you mix the two dont lie to me!
im telling you they are seperated lol
So you did fix after I told u so
structs are in utils with pooling
no?
i didn't change anything it was like this since the start lol
I seen you mixed the RA stuff inside whatever message was it
OH
I have for messages classes that handles them
and you saw that one
you saw this, this is in message and its used to handle that specific packet
Ah I was thinking you mixed the message struct and the processing itself
nonono
i use this for my personal preference of handling packets
so i can just see where the error is at in the class instead of a massive switch case
and its cleaner in my opinion
RPCs are handled the same way
Im seriously confused on why this is happening
https://r2.e-z.host/171331e7-c2fd-416b-bbde-8e9ffe19985a/f7l5yhw3.png
https://r2.e-z.host/171331e7-c2fd-416b-bbde-8e9ffe19985a/v61g9evi.png
Like why is this even happening?
why?
culling parents must be root objects
thats a root object
doesn't look like it based on your hierarchy
so i cannot use them just for that?
so ig its a no i cannot use them in this way
so sad
btw
the toy works normally too
if i use it
just for what
like it behaves correctly its just offset
Wait
technically in the client it is a root
just not on the editor
ig you serialize it incorrectly
because i spawn them with parent just when they have a culling toy
and assume that text origin is in top left corner
yes it is top left corner
public override void Write(NetworkWriter writer)
{
writer.WriteVector3(Bounds.center);
writer.WriteVector3(Bounds.size.Abs());
}
yea
this is how i write the additional specific stuff for this toy
/// <summary>
/// Gets the world-space axis aligned bounding box of a primitive. The returned
/// <see cref="Bounds"/> includes both the center and size of the primitive in world space.
/// </summary>
/// <param name="primitive">The primitive to calculate bounds for.</param>
/// <returns>
/// The <see cref="Bounds"/> representing the primitive's world-space bounding box. If no renderer,
/// collider or mesh is available, the primitive's transform position and lossy scale are used as a
/// best-effort fallback.
/// </returns>
public static Bounds GetBoundingBox(this MeowEditorPrimitive primitive)
{
if (primitive == null)
return default;
if (TryGetColliderBounds(primitive, out Bounds bounds)
|| TryGetRendererBounds(primitive, out bounds)
|| TryGetMeshFilterBounds(primitive, out bounds))
{
return bounds;
}
#if !EDITOR
Vector3 center = primitive.Position;
Vector3 size = primitive.Scale;
#else
Vector3 center = primitive.transform.position;
Vector3 size = primitive.transform.lossyScale;
#endif
if (size == Vector3.zero)
size = Vector3.one;
return new Bounds(center, size);
}
maybe this causes the issue?
maybe
assign the bounds in the editor and you won't have issues
True
I might rework it to work like this
[ContextMenu] void RecalculateBounds or something could also be good, but it's best not to compute that stuff at runtime
True… i might rework it, its been since when they got released i never used them
I made a prototype
Saw it worked and forgot to update the editor
sa
very important to keep that in mind
this summary in #labapi-announcements is taking its time
🔥 🇹🇷
pls speak english here :3
Doesnt change the fact that you gotta speak english here
☝️ SİZDEN BÜYÜK ALLAH VAR☝️ 🇹🇷 🔥🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥
🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥
mods get that guy
is this a ban speedrun
ok
i am sigma
didnt ask
thx
@upper vapor cheeseburger
in the meantime, have a look at this video
Stage event recorded at 2026.01.31
Times:
0:00 - Start
0:50 - Recap of 2025
1:55 - 2:40 - Builds for host early
2:55 - 4:05 - Polaris update
4:25 - 15.0 started in development
4:55 - DisplayKit!
6:42 - DiplayKit example code.
8:55 - DisplayKit available time (Soon)
9:10 - Clickable UI talk
10:10 - Questions from the Stage
11:32 - "Get Sopfie'd...
bro
it might very well be a ban speedrun
not sure why this channel was chosen
🇹🇷 🔥
dev talk lwk
i am türkish
🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥 🇹🇷 🔥
im starting to think hes just google translating
I AM GERMAN
you can be anything
YEAH
you can be gay
is he getting censored
oh clipped
at scp sl
ping moment
it's axwabo
yeah cuz stupid discord has pings on by default
its me
...
hi me
🖕
wrong ping buddy
ı am scp 939
no
bark bark
ur shy dog?
no no no no,
*never seen a light
blud is like
that's a pretty dark joke
never gone outside
get out
ok bye bye
6......
see ya
6.....7
you going to see ur boyfriend?
finally
what is the gic for
Honestly I read that as gay allergic
XD
eve would be in quite a bit of a pickle if she was allergic to gays
woah
big question
does someone have the code to get ALL Spawnpoint on the map ?
i remind making one before
but i don't find it anymore
like structure spawnpoints, or player spawnpoints, or both?
@slate flume do you like destroying objects the same frame they're created
cuz now i'm suffering with that
thanks unity for adding no reliable way to check whether the object will be destroyed this frame
oh
right
i can just check if it's active
how brilliant
yeah all is kinda hard
Whats happening in the vc? 😨
i love
unity
😂
nerds
holy shit is that a kitten
Is there a list of characters that would prevent a badge from showing up?
yes!!
the game is scared of running
@static meteor
Yo when did UCI had optional for LabApiExt?
& aslo since i changed the api it no longer works.
This is what to change to if you still want it
LabApiExtensions.Managers.FakeRoleManager
AddFakeRole(Player, RoleTypeId)
Been added since ive released 4.0.0
lol
someone knows how to fix 1344 dupe bug?
there is no 1344 dupe bug






