HolographicWings / LethalSDK-Unity-Project

Unity Project using Lethal Company SDK
MIT License
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Moons made pre-1.3.36 are broken after updating #72

Open Wesley-wasnietavailabledusdanmaarzo opened 7 months ago

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

I noticed that even though I am 10000% sure I've updated it to the latest version, it still tells me "the SDK is not up to date: 1.3.36".

HolographicWings commented 7 months ago

True, i forgot to increment the version number inside of the SDK

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

I knew I wasn't crazy lol

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

I have noticed another problem though. image It seems like the moons aren't able to find the assets from Lethal Expansion.

To add some information to that, any moon made before lethalSDK version 1.3.34 seems fine while using LECore. Though any moon made after will have the same issues with both LE and LECore.

Scrap that, Moons made after SDK 1.3.34 do work fine with the LE 1.3.37 patch.

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

Actually it might just be every moon that's been made before SDK version 1.3.34. Cause even when updated to the latest version, they still have the same issue.

HolographicWings commented 7 months ago

Actually it might just be every moon that's been made before SDK version 1.3.34. Cause even when updated to the latest version, they still have the same issue.

do Wateridge have the issue too ? https://thunderstore.io/c/lethal-company/p/HolographicWings/LEDefaultModules/ and on any weather ? or only specific ones ?

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

I'll take a look real quick I know it's on any weather

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

uh, wateridge isn't there anymore? Only using LE for this test

HolographicWings commented 7 months ago

uh, wateridge isn't there anymore? Only using LE for this test

i send you the link for wateridge

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

Where? I didn't receive any messages

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

omg I am blind

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

Hmm, wateridge seems fine I tried a few other moons as well like Orion and they had similar issues

HolographicWings commented 7 months ago

Hmm, wateridge seems fine I tried a few other moons as well like Orion and they had similar issues

If Wateridge is fine that would mean the mappers must repack their maps with the last SDK version Sun material may got another unique id :/ The best thing to do is to write to them to repack their maps with the last SDK version

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

Yeah but that's exactly the thing, I have updated my maps to the latest SDK version But for whatever reason it's still a thing. And it's not only the sun texture, It's also unable to find the droppod for instance or the door teleporters get set to their default object and the SunAnimContainer is also missing its script from what I can tell

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

Has wateridge been updated to use SDK version 1.3.36?

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

From the research I've done, I've concluded that a bunch of names for materials, scripts etc. from le were changed between updates which caused the issues

HolographicWings commented 7 months ago

From the research I've done, I've concluded that a bunch of names for materials, scripts etc. from le were changed between updates which caused the issues

I will upload a new SDK version today, this is weird

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

From the research I've done, I've concluded that a bunch of names for materials, scripts etc. from le were changed between updates which caused the issues

I will upload a new SDK version today, this is weird

This might be related but another thing I've noticed is that EntranceTeleportInstancer prefabs reset when a moon is loaded in game For instance if I add a material to the "door" object or change anything about them, in game they'll be set back to the default prefab from LE And when loaded with LECore for instance, the doors dissapear entirely as if the instancer prefab doesn't exist So there's definitely something weird going on

HolographicWings commented 7 months ago

From the research I've done, I've concluded that a bunch of names for materials, scripts etc. from le were changed between updates which caused the issues

I will upload a new SDK version today, this is weird

This might be related but another thing I've noticed is that EntranceTeleportInstancer prefabs reset when a moon is loaded in game For instance if I add a material to the "door" object or change anything about them, in game they'll be set back to the default prefab from LE

because the prefabs are in the LethalExpansion.lem, you can't and are not supposed to edit what is inside of this module create a copy of the entrance prefab inside of your mod folder, and register it in the asset bank as a network prefab you can watch how it's made in the Christmas Village

And when loaded with LECore for instance, the doors dissapear entirely as if the instancer prefab doesn't exist So there's definitely something weird going on

LECore is not my mod, i can't help you with issues about it, in fact, LECore is not up to date with the new LE additions.

From the research I've done, I've concluded that a bunch of names for materials, scripts etc. from le were changed between updates which caused the issues

After investigation i can't resolve the issue with an SDK update, mappers must check on their side if the material is found, or use the original Lighting prefab from the LethalExpansion module of the SDK to automatically get updated. Unity is tricky in the way of manage asset IDs and i barely have a control on it.

Wesley-wasnietavailabledusdanmaarzo commented 7 months ago

because the prefabs are in the LethalExpansion.lem, you can't and are not supposed to edit what is inside of this module create a copy of the entrance prefab inside of your mod folder, and register it in the asset bank as a network prefab you can watch how it's made in the Christmas Village

Ah that makes sense, I've been doing the way I described, which used to work strangely enough

LECore is not my mod, i can't help you with issues about it, in fact, LECore is not up to date with the new LE additions.

That's true

After investigation i can't resolve the issue with an SDK update, mappers must check on their side if the material is found, or use the original Lighting prefab from the LethalExpansion module of the SDK to automatically get updated. Unity is tricky in the way of manage asset IDs and i barely have a control on it.

I found that it's an easy fix on the mappers side but it's still a bit strange how most of the names are capitalised now Thanks for looking into it though

ryudious commented 5 months ago

Have latest version, still Unity warns me everytime I hit play lol