Comments (6)
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?
Because you just can't, the ship always spawn in same coordinates in every vanilla map, it's why i added a lock position script ^^"
move the entire map instead
from lethalsdk-unity-project.
Not sure if I missed this in the readme, but it'd be nice to be in there, instead of having to figure it out after already designing a map. Now to figure out how to rotate terrain, if that's even possible in this old version of Unity.
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Not sure if I missed this in the readme, but it'd be nice to be in there, instead of having to figure it out after already designing a map. Now to figure out how to rotate terrain, if that's even possible in this old version of Unity.
Terrain is just an object in the scene, you can't rotate it ?
This is not an old version btw Oo
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Terrain is just an object in the scene, you can't rotate it ?
No, if you rotate the terrain in the prefab, it will just move it weirdly. No rotation is actually applied at all, so the result is just odd offsets to the original position.
This is not an old version btw Oo
Considering that the latest 2022.3.x version is 2022.3.16f1, yes 2022.3.9 is old. Most of my Unity addons don't work in this specific version, but happily work in 2022.3.15 and 2022.3.16 for unknown reasons. I can still work with it, I just have to switch back and forth between Blender and Unity.
Edit:
the ship always spawn in same coordinates in every vanilla map
Not entirely sure if this correct, but it is a current limitation until someone figured out how the game itself manages to move the ship location. Three maps (Offense, Dine, March) place the ship at a completely different location than the usual (0,0,0). I'm still decompiling the game itself, so I don't know how it does this yet.
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Terrain is just an object in the scene, you can't rotate it ?
No, if you rotate the terrain in the prefab, it will just move it weirdly. No rotation is actually applied at all, so the result is just odd offsets to the original position.
You are supposed to edit your moon in the SceneBuilder scene, not in the prefab, it's better to edit the nav mesh later
And you are right my bad, the terrain can't be rotated in the regular way
You can try this : https://assetstore.unity.com/packages/tools/terrain/terrain-rotator-21303
It's an old script but it may work without too much code fixes
This is not an old version btw Oo
Considering that the latest 2022.3.x version is 2022.3.16f1, yes 2022.3.9 is old. Most of my Unity addons don't work in this specific version, but happily work in 2022.3.15 and 2022.3.16 for unknown reasons. I can still work with it, I just have to switch back and forth between Blender and Unity.
I mean 2022.x is not old compared to when some games requires 2018-2021 to be modded
the ship always spawn in same coordinates in every vanilla map
Not entirely sure if this correct, but it is a current limitation until someone figured out how the game itself manages to move the ship location. Three maps (Offense, Dine, March) place the ship at a completely different location than the usual (0,0,0). I'm still decompiling the game itself, so I don't know how it does this yet.
You can check, it's hard coded in the animation clip of the ship landing
The ship always lands on the same coordinates
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The ship always lands on the same coordinates
Ah you're right. The position offsets they add is (mostly) negated by the entire environment being rotated 180° and moved back in the same direction. So on those maps the navmesh is slightly off.
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Related Issues (20)
- Unable to disable Level Ambience Clips
- Unable to include scripts in AssetBundle HOT 15
- Noisemakers Pitch Issue HOT 3
- Enemies, instead of patrolling the map, go to zero coordinates and get stuck. HOT 2
- Any way to add configurations? HOT 1
- Damage Player on scrap? HOT 1
- LevelAmbienceClips not working
- Nav mesh issue with custom moons HOT 3
- Custom Scraps aren't able to pickup HOT 5
- How to localize water effect HOT 3
- Moons made pre-1.3.36 are broken after updating HOT 20
- Problems syncing interactable objects HOT 7
- I have a error when a try to make the assetBundle HOT 2
- Moon cannot be added, "missing or incompatible bundles" HOT 7
- AssetBank Audio not working HOT 3
- audio problem, I would like to set a time limit on the use of my "airhorn/clownhorn" HOT 15
- Created AssetBundle is extremely large (~15mb of assets->283mb bundle) HOT 5
- Some Questions HOT 5
- The map created cannot be landed HOT 2
- Not Up To Date? HOT 1
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