8/28/2023 0 Comments Umm true gameString tokens = line.Split(new string, StringSplitOptions. String config = System.IO.File.ReadAllLines(configFilePath) These folks are on their game Up-to-date knowledge on UAE regs and policies is critical to workable and sustainable corporate structures. If (System.IO.File.Exists(configFilePath)) System.IO.File.WriteAllText(configFilePath, sb.ToString(), Encoding.UTF8) Sb.AppendLine("configValue=" + m圜onfigValue + " ") String configFilePath = System.IO.Path.Combine(dataDirectory, configFileName) If (System.IO.Directory.Exists(dataDirectory)) Best regards, Cervantes, Forum Moderator. Read the forum rules: Rules Thread closed. String dataDirectory = System.IO.Path.Combine(Environment.GetFolderPath().Replace("Local", "LocalLow"), Team Games\Stranded Deep\Data\") You can use: My Feedback, from the community app to report a bug. Private static bool m圜onfigValue = false Private static string configFileName = "nfig" Another caveeat is that the access to the core code the game is sometimes more complicated, and in some rare cases, impossible. The downside is that sometimes, we need to update them to use the new code, whenever a feature has been deeply modified. The advantage is that those mods are "version independant", as long as their code is compatible with the new version. For SD, you may use BepIn, or Unity Mod Manager (UMM). "Hook mods" are made with external programs which "hook" into the update loop to allow the modder to change the game behavior. The advantage is that it is easier, and less restricted than a hook mod, since you can basically edit anything in the game. The downside is that the edits will be overwritten by every game update. net code from a Unity game humanly readable, and allows to modify it. "Recompile mods" are made with DnSpy which is a "decompiler-recompiler", which makes the. It is complicated to add shaders to a game via mods, and for pure graphical improvements, we use more often external shading programs like "ReShade" or "ENB". Shaders are very powerful elements that can change the way surfaces react to light, and ever deform or animate objects (vertex shading). Unity ships some "native" or "builtin" shaders, but programmers can write their own shaders (Beam Team has made some custom shaders). Shaders are precompiled specific elements interpreted by the graphic card for extremely fast rendering. The rendering is done in a 3D space, using what are called "Shaders". whatever)Īsset are compiled with the Unity Editor, a standalone program, but there are some hacks that allow to explore asset libraries without the editor, like UABE Unity uses a library of "Assets" which are basically 3D models and textures (but also various texts, databases.Unity is a big container of "GameObjects" which are enriched with "Behaviors", and rendered with "Renderers" (MeshRenderers. Unity is sequential programming, meaning it's a big loop called "Update", which is executed every frame.It's even harder when modding because you won't have the Unity IDE to help you, so it will mostly be try/log/die/retry. I found it to be the hardest part, because Unity has its own logic and principles, which are necessary to understand before starting. I was a complete n00b with Unity when I started my first mod, and to be honest, I most probably still am.
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