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How to extract Textures and Pictures from any Game (UE4, Unity and more)īaiJie90 Offline. This is a guide that will teach you how to put your self made vehicle skin in-game! This item has been added to your Favorites. This item will only be visible in searches to you, your friends, and admins. This item will only be visible to you, admins, and anyone marked as a creator. Please see the instructions page for reasons why this item might not work within Flashing Lights. This item is incompatible with Flashing Lights. If you believe your item has been removed by mistake, please contact Steam Support. Home Discussions Workshop Market Broadcasts.
To build the AssetBundle requires the sprite to be in a SpriteAtlas, but Atlas.Sprite is the type oft-required by Subnautica.How to decompile apk and sharedassets1.resource file Notice we must create the AssetBundle with our sprite in a SpriteAtlas, but we later cast it into an Atlas.Sprite. In other words, we have the folder structure Subnautica/QMods/MY_MOD_NAME/assets/MY_ASSET_BUNDLE
In this example, the AssetBundle is placed in a folder called "assets" which is placed inside the mod folder in the QMods folder.
The following is an example of how to load an AssetBundle and extract a GameObject and a Sprite from it. CreateDirectory( assetBundleDirectory) īuildPipeline. String assetBundleDirectory = "Assets/AssetBundles " Any non-AssetBundles in the folder will by tiny in comparison- on the order of 1 or 2 KB. This file will be stored in the Assets/AssetBundles folder, and it will be easily recognizable both by its lack of an extension (no file type) and by its considerable size. This might take several minutes to execute, but when you're done you should have a file given the same name you gave the AssetBundle in the Inspector earlier. The button is called "Build AssetBundles," and it does exactly what it says. This adds a button to the bottom of the Assets menu in the Unity editor. So you should have the folder structure "Assets/Editor/thisFile". The following is a file you should put in a directory called exactly "Editor" in the Assets folder of your Unity project.
For example, 2019.2.17 might suffice if we cannot find 2019.2.17f1. In this case, we should download Unity version 2019.2.17f1, or at least the closest version we can find. In the top few lines, you should find a line that looks like this: Initialize engine version: 2019.2.17f1 (441) You can find which version was used to build Subnautica in the qmodmanager_log-Subnautica.txt file in the Subnautica root directory. You should prepare your AssetBundle in a Unity Editor which matches the version used to build Subnautica. Load the AssetBundle and extract your GameObject.Move the AssetBundle file into your mod folder.Add that prefab to an AssetBundle in the Inspector Window.Ensure you have an appropriate version of Unity.You know your way around the basic elements of the Unity Editor interface.You know how to write a mod for Subnautica.You know how to create a prefab in Unity.The following are knowledge prerequisites: This document should cover all AssetBundle-related topics in modding Subnautica.