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License: MIT License
Unity Project using Lethal Company SDK
License: MIT License
I followed your writen tutorial as close as I could but I keep getting this error when I try to use the AssetBundle Builder.
After this error pops up Unity crashes. When I open the project again and try to use the AssetBundle Builder it doesn't work.
I hope you make a video tutorial soon. Or at least a visual tutorial.
[Worker0] Could not allocate memory: System out of memory!
Trying to allocate: 292057776131B with 16 alignment. MemoryLabel: String
Allocation happened at: Line:530 in C:\build\output\unity\unity\Runtime\Core\Containers\StringStorageDefault.h
Memory overview
[ ALLOC_TEMP_TLS ] used: 17307B | peak: 0B | reserved: 56950784B
[ ALLOC_MEMORYPROFILER ] used: 660664B | peak: 1099152B | reserved: 2097152B
[ ALLOC_DEFAULT ] used: 182111912B | peak: 0B | reserved: 218116096B
[ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_4_FRAMES (JobTemp) ] used: 216302B | peak: 0B | reserved: 4194304B
[ ALLOC_TEMP_JOB_ASYNC (Background) ] used: 0B | peak: 0B | reserved: 6291456B
[ ALLOC_GFX ] used: 24613872B | peak: 0B | reserved: 50331648B
[ ALLOC_CACHEOBJECTS ] used: 17188504B | peak: 0B | reserved: 117444608B
[ ALLOC_TYPETREE ] used: 1640080B | peak: 0B | reserved: 8388608B
[ ALLOC_PROFILER ] used: 629344B | peak: 630384B | reserved: 16777216B
[ ALLOC_PROFILER_EDITOR ] used: 0B | peak: 0B | reserved: 0B
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
I've figured out a few things but there's not a lot of chatter at all yet about creating new maps. I can't figure out how to get any assets from the game to load alongside this stuff. I am a bonehead novice but this seems super cool
is it possible to spawn scrap on the surface?
Setting a Resting Rotation Y value doesn't cause any change in-game. One modder in the Lethal Company Modding Discord mentioned that the game ignores the Y value for resting rotation, so that option shouldn't be there.
Full discussion can be found here, in the discord, via this message id:
https://discord.com/channels/1168655651455639582/1168656318345777313/1186678942921412609
The issue appear more commonly now and it really not great
Hey,
The mod is working fine for me, but I have one problem. When viewing mod settings, if I hover the lower options with the mouse, the tooltip gets hidden so I can't see the network sync / mod required text.
I only have this problem with the last 5 options. I will add screens to make the problem more clear.
Thanks in advance, and really enjoy the mod btw
Hello! I love your mod btw and want to eventually be able to make a map. I was testing the SDK through Unity and have been trying to create a new scrap item. I believe I did everything correct but also I do not have much Unity experience. When I try to export the assetbundle I am met with an error. I've tried manually installing bepinex and lethalexpansion to see if that would fix the issue as opposed to using Thunderstore but no matter where I try to import the bundle to I still receive this error. If you could help guide me whatsoever it would be greatly appreciated!
Hi, I've been toying around with this and have been trying to add a metronome scrap as a test, but it seems like the value doesn't match up with the 'Min Value' and 'Max Value' I've set in the Unity editor. The Min value is set to 60 and the Max is set to 85, meaning the value should be within this range. But as you can see in the screenshots, it does not stay within the 60-85 value.
How can I make sure that the scrap's value will stay between these two numbers, is there something I can do on my end or is this a bug?
Hello! For some reason my weather even when the "Overwrite weather" option is checked, is always dust clouds. I have tried replacing every weather option with "None", I also tried having only "None" in the weather array. I then lastly tried the overwrite weather option but I still only get dust clouds.
How do we get snow footprints to show up, or is that feature still in development?
Also what would the correct method be to get different materials to register different footstep sounds?
Was wondering if you can change the MeshFilter from only excepting raw meshes to allowing the whole model package?
Asking because as it stands, I'd like to be able to add an armature for dynamic bones so my item can wobble (As I've seen someone do it with a glizzy) i apologies if my terminology is wrong, I'm still very new to Unity and dont know the names yet.
Of course if adding an Armature is possible atm I'd love to know!
The network config sync doesn't work with certain players leaving them to have the wrong map data and unable to effectively play the game. Other players get synced and work fine. Even when it is the only mod enabled the sync continues to not happen.
I am working on a planet and wanted to use Unity Terrain. It first worked but when i tried sculpting the terrain, it crashed in the game. Is this something fixable or do I have to find a different solution?
The LogOutput doesn't really say anything:
[Info : Unity Log] PLAYER OPENED MENU
[Info : Unity Log] In terminal menu: True
[Info : Unity Log] Calling stop animation function StopUsing server rpc for player: 0
[Info : Unity Log] STOPPING SPECIAL ANIMATION ON LOCAL CLIENT; player who was using: kinderverslinder
[Info : Unity Log] Quit terminal; inTerminalMenu true?: {playerScript.inTerminalMenu}
[Info : Unity Log] Level id: 9
[Info : Unity Log] Lever animation: setting bool to True
[Info : Unity Log] Sent lever animation RPC on this client
[Info : Unity Log] STOPPING SPECIAL ANIMATION ON LOCAL CLIENT; player who was using: kinderverslinder
[Info : Unity Log] Loading scene
[Info : Unity Log] Scene that began loading: InitSceneLaunchOptions
[Info : Unity Log] LOADING GAME!!!!!
[Info : Unity Log] Waiting for all players to load!
[Info :LethalExpansion] Game started.
[Warning: Unity Log] There can be only one active Event System.
[Info :LethalExpansion] Loading scene: InitSceneLaunchOptions
Noticed when I added Soft Bones to add Jiggle to my Scrap Item, it wasnt working.
Learned that the mod whitelists certain components meaning anything outside of the whitelist, will be disabled in game.
Hello, I was able to generate my assetbundle- but now when I load it into the game and start a server the entire LethalExpansion mod gets disabled. No new moons, no extra scrap items, etc. I am sure that it is my additional scrap item mod that is breaking LethalExpansion yet I don't know why as the only difference I see is the lack of the printout in the command prompt when creating the items and adding the moons.
^^ This is what it looks like with my personal trophy.lem assetbundle.
^^ This is what it looks like without my trophy.lem assetbundle.
I'll include the files below. Thanks in advance- I'm new to this and trying to get the hang of it.
Firstly, kudos on the SDK and Unity Project – impressive work!
Yet, diving into the Unity instructions can be perplexing. I suggest simplifying the initial setup; just extract and add it to Unity Hub.
When duplicating the TemplateMod in the Mods folder, rename it for your new mod. Clear guidance is needed here: Do you keep the old template folder? Yes or No? Inside Unity or Windows Explorer?
Modifying the ModManifest is straightforward, ensuring the Mod Name and Folder match. However, creating custom moons from the SceneBuilder scene seems unclear, especially with different boxes in the manifest for moon selection.
The AssetBundle Builder process needs clearer explanation, avoiding jargon like “WTF DOES THIS MEAN?” Maybe a video tutorial would help. Additionally, specifying the correct location for ThunderStore users is crucial.
Addressing the issue of moons not showing up and the importance of the .lem extension in Unity, a comprehensive tutorial with visuals could be immensely beneficial. Photos hint at the necessity of adding the MAIN prefab – a video tutorial might make this step clearer.
In essence, your project is fantastic, but an improved, step-by-step Unity tutorial with video support would greatly enhance user experience.
Photos show MAIN prefab has to be added also... like... bro xD VIDEO LMAO
Hi, I'm in the process of making my first moon, but I've noticed the lack of information for the names of the entities and other things (what is the puffer, what is the sand spider, what are the different "Level Ambience Clips", etc...) , would it be possible to have some form of documentation for those sort of things, like a wiki?
For some reason I'm unable to pick up any of the custom scrap. It is possible to scan them and the grab icon shows up when I look at them but nothing happens when I press E. How could I fix this? There aren't any guides to follow, or at least none that I can find, and the instructions on github doesn't help.
The file location in the instructions of where I'm supposed to put the asset bundle just simply isn't there, I tried making all of the folders myself but that still didn't work, is there some other prerequisite that I need that isn't listed in the requirements or am I simply looking in the wrong place? (steamapps/common/Lethal Company)
Hey. There is this issue i am having that every .lem that i put into the Modules folder after using the AssetBundle Builder.
All of them leave me with pink textures on the Doors and missing SupplyDrop and invisible Prefabs.
My custom prefrabs/textures that i used on a map i was working on showed up fine and worked as intended.
In Unity everything looks fine for all maps
Invisible SupplyDrop with collision
Thanks for your attention. I’m looking forward to your reply.
I created my own scrap. My cubodile mascot (square crocodile)
I first tested the item with it spawning in with it scannable and its own squeak pickup and drop sound effect.
Then I added a sound file that plays, similar to toy robot or chattering teeth, which works.
Now when I added an animation to the cubodile scrap item it completely disappears.
Doesn't load at all into the level.
So is there a specific script or prefab setup I need to animate the object?
I want it to rock back and forth slightly and also a little squishing (kinda rubber hose animation like)
I found a way to animate it and it to appear in the game correctly!
For what I did
I created an empty game object, then applied network object and a box collider to that.
Then the 3d model of the scrap as a child to that empty object.
Then applied my animation to the 3d model of cubo
quick video on what I did
https://www.youtube.com/watch?v=_O-2vGgSsZk
Also quick demo of item in action
Any reason why weather effects show in the dungeon areas? Like when it's raining it is visually seen and heard when in the mansion or other area. I've been trying to troubleshoot if for a few days now.
Just updated to 1.3
When I click on Build AssetBundles, it works like normal up to this point:
Moving Temp/unitystream.unity3d to E:/Modding/Lethal Company/LethalSDK_Project/Assets/AssetBundles/christmasvillage.lem: The system cannot find the file specified.
I put my .lem in and it worked fine, but this error causes me to force quit Unity.
Edit: I can click Cancel and it allows me to just break out of it.
As a sidenote: When updating the SDK, is it as simple as just extracting the new files over the old ones and replacing them?
I am trying to implement a new feature using the 'SDK-1.3.17,' where a sound effect is triggered by clicking the mouse when holding an item. However, I am not quite clear about the triggering conditions and the sound output settings. If not configured, the sound effect triggers immediately when the spaceship lands. This issue is also troubling me when working on the background music for MOONS; the music is audible everywhere, even after adjusting the maximum propagation distance.
I hope to get the URL for tutorial videos (if available)
Hey HolographicWings. Great work on this so far. Unity project is well put together and it didn't take me long at all to figure out how most of it fits together.
Few queries though:
1 - I'd like to understand a little more about your asset bundling process. Are you cycling through the whole project, or specific folders? I just want to make sure I don't accidentally bundle 3rd party tools / unused assets.
2 - Any idea what's causing this error while bundling?
Two properties with the same reference name (_DoubleSidedEnable) using different types
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
LethalSDK.Editor.Lethal_AssetBundleBuilderWindow:BuildAssetBundles ()
3 - What exactly are Outdoor Nodes? This is the one item I haven't been able to identify.
4 - I have the itemshipinstancer in it's template project default position. However in game, it is spawning somewhere else and I have no idea where. I hear it somewhere in the distance, possibly very high on the Y axis. Any insights you can provide on this?
And also one suggestion:
For future users, please make it more clear that the audio reverb presets are also responsible for changing weather and effects. Took me a good while to figure out that those triggers were what I needed to be using.
If you enter a facility the time dissapears and when you exit it never returns until you get to the ship. This only happens on modded moons including Watergate.
Custom dungeons would be a good addition as a next major feature. The ability to make your own dungeons or use already modded dungeons (such as the SCPFoundationDungeon mod) on custom moons.
I added a custom moon a while back, in which everything works perfectly fine right, except for the fact the clock doesn't disappear when you enter the dungeon. Any idea what could be causing this?
If it helps, it is a custom dungeon.
I think I've found the reason why this setting doesn't work. I tried a bunch of stuff in the item properties in the Unity Explorer mod and it seems that Item.grabAnim has to be set to "HoldLung" for it to work. When I apply it to one of my items the hand positions are the same as on vanilla items, such as large axle and v-type engine. Hopefully this is the issue and can be fixed easily
-Manticoils break and fly in a stationary position forever, I saw that is a common issue and it happens in my moon too, do you know why?
-When the night comes the light continues being the same, how can I make it dark?
-I can't get the ladder to work, I have placed the objects with the defaulteco material and added them to the script, what could I be missing?
By the way, many thanks for create all of this, it's an amazing project! <3
Was wondering if we can get a player Arms prefab to help us place items in the hands easier?
Atm we have to guess the coordinates which means alot of going back and fixing it?
A snare flea can damage you up until critical, but won't fully kill you.
Followed the written tutorial as close as possible, once I go to the "LethalSDK" tab and build it.
Only for nothing to be in the folder. it makes the "AssetBundles" folder, loads something, but produces nothing.
For more context, I'm only adding 1 scrap, everything is set up as such too.
As mentioned in the title, I hope to have the option to include "can be wielded as a weapon" for the scrap. I would greatly appreciate it if this could be implemented!
Hello,
I was seeing if there was a way to carry over my current file project to the new update. First time modding and using unity so wasn't sure how to carry a current project file I'm working on to the latest LethalSDK update.
I'm going to look forward to it!
for some reason, when i use this mod, my map desyncs with others and i experience a completely different seed than the others in the game.
everyone else has the same map seed / see the same map except me. I disabled just this mod and im not having this issue anymore so idk whats up.
How should I generate an external config file to adjust the information for waste items, such as generating weights and values?
I for the life of me cannot change where the ship lands in a custom moon. No matter what I change, lock position script, navmesh etc, it always lands on the same spot.
How do you actually decide where it lands?
The moons do not load for me at all. When I launch the game, I see the mod settings but in the terminal both the moons aren't there. Is this an issue on my end? I downloaded both this mod and the lethalSDK mod straight off of thunderstore. and when I run it, only the vanilla moons are in the terminal.
Hey! I've made some scrap items and would like to give them all custom sounds of grabbing and dropping, without using any of the sounds that are already in-game. Is it possible to do so and how?
So i somehow managed to figure out myself how to add scrap (took way to many attempts due to lack of instructions for new users). Im finding my scrap on the map now but when i hit RMB it does not scans. Other working ok (i think). And i set global spawn rate to 100 for all my scraps but i found only one of them, my bad? Thank you very much!!!
Quicksand is indistinguishable from normal terrain on a stormy custom moon. Would it be possible to darken these quicksand spots and maybe include a setting in the Unity Editor to adjust what color they are.
With the addition of the Shotgun, was wondering if it's at all possible to have the option to use it as a "Template" sorta to add new guns.
Personally I'd love to add a raygun just for the fun of it.
That and maybe a template for melee weapons?
(Also as to not spam issues tickets, I noticed the "Two hand animations" doesnt actually use two hands still)
Adding a config option to change the order of moons would be very helpful. Especially for modpacks. For example putting modded mons within the list of easier moons. So it is clearer to a player that the modded moon is an easy moon.
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