quantum-space-buddies/UnityProject
Ricardo Lopes 4ec5a39aa6
WIP: Sync ship position (#22)
* Add TransformSync behaviour

* NetworkPlayer using TransformSync

* TransformSync adjustments to make it work for more than just player objects

* Rename for clarity

* Network ship being created from prefab

* Use isAuthority instead of isLocalPlayer

* Actually sync ships

* Fix offset

* Perfect offset

* Smooth damp position

* Smooth damn transform rotation

* Showing ship landing gear

* Sync ships with sectors

* Source comment for quaternion smooth damp

* just some small tweaks (#25)

Co-authored-by: AmazingAlek <alek.ntnu@gmail.com>
2020-02-21 21:51:58 +01:00
..
Assets WIP: Sync ship position (#22) 2020-02-21 21:51:58 +01:00
ProjectSettings Unity Helper Project (#13) 2020-02-16 00:12:40 +01:00
UnityPackageManager Unity Helper Project (#13) 2020-02-16 00:12:40 +01:00
.gitignore Unity Helper Project (#13) 2020-02-16 00:12:40 +01:00
README.md Create README with development setup instructions (#10) 2020-02-16 11:34:52 +01:00

QSB Helper Unity Project

This Unity project is mainly used for generating asset bundles to be imported by QSB at runtime. It is a Unity 2017.4 project, since that's the version used by Outer Wilds.

There's a "Build Assetbundles" option that generates the assetbundles in UnityProject/Assets/AssetBundles.

Detailed instructions:

  • Create a new GameObject on the scene;
  • Change the name of the GameObject on the inspector panel;
  • Add models, behaviours, etc to that GameObject;
  • Create a prefab from that GameObject by dragging it from the scene hierarchy to the assets panel (usually at the bottom);
  • Select the newly created prefab;
  • On the bottom right, select the AssetBundle for that prefab (either from an existing one, or create one);
  • Save the scene (File -> Save Scenes);
  • Select "Assets" -> "Build Assetbundles" from the top menu;
  • The new asset bundles will be generated in QSB/AssetBundles;
  • When you build QSB in Visual Studio, the asset bundle files will be copied to the mod folder.