diff --git a/docs/src/assets/docs-images/details/asset_bundle.webp b/docs/src/assets/docs-images/details/asset_bundle.webp deleted file mode 100644 index 9484111f..00000000 Binary files a/docs/src/assets/docs-images/details/asset_bundle.webp and /dev/null differ diff --git a/docs/src/content/docs/guides/details.md b/docs/src/content/docs/guides/details.md index ea05b3d0..e9b54a8c 100644 --- a/docs/src/content/docs/guides/details.md +++ b/docs/src/content/docs/guides/details.md @@ -9,73 +9,23 @@ For physical objects there are currently two ways of setting them up: specify an - Generally you can find planets by writing their name with no spaces/punctuation followed by "\_Body". - There's also [this community-maintained list of props](https://docs.google.com/spreadsheets/d/1VJaglB1kRL0VqaXhvXepIeymo93zqhWex-j7_QDm6NE/edit?usp=sharing) which you can use to find interesting props and check to see if they have collision. -## Using the Prop Placer +## Debug Raycast -The Prop Placer is a convenience tool that lets you manually place details from inside the game. Once enabled, press "G" and your currently selected prop will be placed wherever your crosshair is pointing. +If you turn on debug mode (the mod option), you can press P to shoot a ray where you're looking. This will print location info to the console that you can paste into your console, as well as paths that you can explore further in Unity Explorer. +Of note: the rotation of the raycast will have the up direction facing away from the ground/wall/ceiling and the forward direction facing you. -### Enabling +## Unity Explorer -1. Pause the game. You will see an extra menu option titled "Toggle Prop Placer Menu". Click it -2. The prop placer menu should now be open. At the bottom of the menu, you will see a list of mods. Click yours. - 1. This menu scrolls. If you do not see your mod, it may be further down the list. -3. The Prop Placer is now active! Unpause the game, and you can now place Nomai vases using "G" - -### How to Select Props - -1. Pause the game again. The prop placer menu should still be visible. -2. At the top of the menu, you'll see a text box containing the path for the vase. Replace this with the path for the prop you want to place. For example: `DreamWorld_Body/Sector_DreamWorld/Sector_DreamZone_1/Props_DreamZone_1/OtherComponentsGroup/Trees_Z1/DreamHouseIsland/Tree_DW_M_Var` -3. Tip: use the Unity Explorer mod to find the path for the object you want to place. You only have to do this once. -4. Unpause the game and press "G". Say hello to your new tree! -5. Pause the game again. You will now see the prop you just placed on the list of recently placed props just below the "path" text box. -6. Click on the button titled "Prefab_NOM_VaseThin". You can now place vases again. - -### Extra features - -1. Made a mistake? **Press the "-" key to undo.** Press the "+" key to redo. -2. If you have the Unity Explorer mod enabled, you can use this to tweak the position, rotation, and scale of your props. Your changes will be saved. -3. Want to save some recently placed props between game launches? On the recently placed props list, click the star next to the prop's name to favorite it. -4. Found a bug that ruined your configs? Check `AppData\Roaming\OuterWildsModManager\OWML\Mods\xen.NewHorizons\configBackups` for backup saves of your work. Folders are titled "\[date\]T\[time\]". -5. Want to add props to Ember Twin but don't feel like making a config file for it? We got you! Place that prop and the config file will be created automatically on your next save. -6. This even works for planets that were created by other mods! +You can use this to tweak the position, rotation, and scale of your props. These docs will not elaborate too much on this tool. There are other tutorials out there. ## Asset Bundles -Here is a template project: [Outer Wilds Unity Template](https://github.com/xen-42/outer-wilds-unity-template) +There is an [old unity template](https://github.com/xen-42/outer-wilds-unity-template) and a [new one](https://github.com/ow-mods/outer-wilds-unity-wiki/wiki#outer-wilds-unity-assets) -The template project contains ripped versions of all the game scripts, meaning you can put things like DirectionalForceVolumes in your Unity project to have artificial gravity volumes loaded right into the game. +The project contains ripped versions of all the game scripts, meaning you can put things like DirectionalForceVolumes in your Unity project to have artificial gravity volumes loaded right into the game. +Either one works, but the tool one has more tools and more feature-full versions of the scripts (in exchange for being invite-only) -If for whatever reason you want to set up a Unity project manually instead of using the template, follow these instructions: - -1. Start up a Unity 2019.4.39f1 project -2. In the "Assets" folder in Unity, create a new folder called "Editor". In it create a file called "CreateAssetBundle.cs" with the following code in it: - -```cs title="Editor/CreateAssetBundle.cs" -using UnityEditor; -using UnityEngine; -using System.IO; - -public class CreateAssetBundles -{ - [MenuItem("Assets/Build AssetBundles")] - static void BuildAllAssetBundles() - { - string assetBundleDirectory = "Assets/StreamingAssets"; - if (!Directory.Exists(Application.streamingAssetsPath)) - { - Directory.CreateDirectory(assetBundleDirectory); - } - BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64); - } -} -``` - -3. Create your object in the Unity scene and save it as a prefab. -4. Add all files used (models, prefabs, textures, materials, etc.) to an asset bundle by selecting them and using the dropdown in the bottom right. Here I am adding a rover model to my "rss" asset bundle for the Real Solar System add-on. - -![setting asset bundle](@/assets/docs-images/details/asset_bundle.webp) - -1. In the top left click the "Assets" drop-down and select "Build AssetBundles". This should create your asset bundle in a folder in the root directory called "StreamingAssets". -2. Copy the asset bundle and asset bundle .manifest files from StreamingAssets into your mod's "planets" folder. If you did everything properly they should work in game. To double-check everything is included, open the .manifest file in a text editor to see the files included and their paths. +Read [this guide](https://github.com/ow-mods/outer-wilds-unity-wiki/wiki/Tutorials-%E2%80%90-Using-asset-bundles) on how to work with asset bundles in editor. ## Importing a planet's surface from Unity diff --git a/docs/src/content/docs/guides/troubleshooting.md b/docs/src/content/docs/guides/troubleshooting.md index 77ca1796..16cd60f3 100644 --- a/docs/src/content/docs/guides/troubleshooting.md +++ b/docs/src/content/docs/guides/troubleshooting.md @@ -16,4 +16,8 @@ which interact poorly with the fluid detector and can mess up the movement of th ## My Nomai text isn't updating -Either clear the .nhcache files or enable Debug mode to always regenerate the text cache. \ No newline at end of file +Either clear the .nhcache files or enable Debug mode to always regenerate the text cache. + +## Prop placer is gone! +This is not a bug, actually. We removed prop placer because it was inconsistent and buggy, and no one in years cared enough to fix it. +Use the debug raycast button and Unity Explorer to place your props, or otherwise work in unity editor. \ No newline at end of file