zztong
Hunter
(1) I'm working my way through @xyth's "Unity model creation and exporting for 7D2D SDX - Tutorial" series from 2017. My Unity 2020.3.14f1 is slightly different. He talks about adding Tags and leaves "Tag 0" blank/unused.
Questions:
(2) The tutorial involves an "ExportAssetBundles.cs" which I downloaded and added as an asset. I found that code here:
https://github.com/7D2DSDX/SDXModding/blob/master/Scripts/Unity/ExportAssetBundles.zip
When I did so, Unity detected an error "Assets\ExportAssetBundles.cs(12,18): error CS1501: No overload for method 'BuildAssetBundle' takes 4 arguments. It must be talking about this line of the code...
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Questions:
Questions:
- Can I make Tag 0 be "T_Block" or does "T_Block" have to be Tag 1?
- Likewise, must "T_Mesh_B" be Tag 2?
- Is there a list of all the Tags and their meanings, somewhere? I know @Telric mentioned T_Mesh_B as important in the Bicycle discussion as being related to player interraction and Xyth mentioned it was for the "E" to Pickup feature.
(2) The tutorial involves an "ExportAssetBundles.cs" which I downloaded and added as an asset. I found that code here:
https://github.com/7D2DSDX/SDXModding/blob/master/Scripts/Unity/ExportAssetBundles.zip
When I did so, Unity detected an error "Assets\ExportAssetBundles.cs(12,18): error CS1501: No overload for method 'BuildAssetBundle' takes 4 arguments. It must be talking about this line of the code...
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Questions:
- Did I get the code from the correct place? (IIRC, the path mentioned in the tutorial did not exist.)
- What did I do wrong?