![]() 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, 2019.4.36 might suffice if we cannot find 2019.4.36f1. In this case, we should download Unity version 2019.4.36f1, or at least the closest version we can find. Or this Running under Unity v2019.4.36.870 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. ![]()
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