How to make mod unturned

How to make mod unturned

How to make mod unturned

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Blender and You as a Potential Modder

Blender will be your best friend during your time creating mods. Although Blender can have it’s challenges, such as a steep learning curve, it has many pros, such as being a free application and being able to export into other file types, which we will be essential in mod creation. Below is a little cheat-sheet of sorts in case you forget or haven’t learned the essential keybinds and controls of Blender yet.

Selection and Editing Modes

Navigation and Movement

Left Control + A Allows for the selected object to have a set scale and rotation when imported.

Left Control + J Allows for the selected objects to be joined, making them act as one.

R + Scroll Wheel Button Allows for rotation to be snapped to the X,Y, and Z axis.

That concludes the most essential keybinds and commands required to create the 3D Models for your mods. I have included an image of the map below if you need a visual layout of the keybinds. Note I haven’t covered every keybind in Blender, as it would be stupid to confuse users who are new to Blender with countless information they will never use themselves.

Keybind Chart (UK Keyboard layout shown, nearly identical to US Keyboards)

All rights reserved to Kats Bits for the creation of the keyboard layout graphic.

Using Painting Tools to Design Textures

One of the most important aspects of your mod is how it looks. If your shirt looks just like the others, what makes your mod special? In order to create the textures we will need to give our mods the color and personal touch it needs we will have to use some sort of graphic design tool, like Photoshop, Manga Studio, or any other photo and image design tool. While MS Paint (Microsoft Studio Paint) will work for most of the steps of texture creation, it is a much better alternative to purchase yourself a copy of Photoshop, as I highly recommend it for any sort of image creation or art projects.

Important Tools for Texture Creation (Photoshop)

Paint Bucket Icon

Rectangle Marquee Tool Icon

Getting A Model

As a modder, it’s perfectly acceptable to not create the models you use, as long as they are properly cited and given rights to the work. This can be easily done by saying something like «Thanks to *Model Creator* for the Use of This Model» at the bottom of your Steam page. Do not, however, take work that is not licensed for use. Websites like Thingiverse are perfectly acceptable, and offer a plethora of models for use.

Making Your Own Model

If you choose to make the model yourself, watch these videos by Shift below. He helped me get a much better understanding of Blender, and demonstrates the proper creation of a model well. It also teaches many of the helpful keybinds I discussed earlier.

Weapon Tutorial Part 1 By Shift

Weapon Tutorial Part 2 By Shift

I haven’t included the other two simply for sake of time, but you can easily find them on his channel.

Making the Texture for Your Model
Using Photoshop CS4 and Blender

The first step is to create a new Photoshop document, with a 128×128 resolution. Leave all other settings at their defaults.

Once you’ve created your image, click on the rectange marquee tool and have it selected. You will know when the tool is selected when your cursor changes to an image of the rectange marquee tool.

Drag a box with the rectangle marquee tool which encompasses (encloses) about half of your image. Next, select the paint bucket tool. Choose the color you want at the top right in the rainbow slider, and click anywhere in your dotted line box to fill the area. Now, click on the rectangle marquee tool again. Once it is selected, click anywhere on the image to reset your box. Create another box, but this time have it enclose the side of the screen you didn’t paint last time. Now, repeat the steps you just did earlier to fill this area with your preferred color. You now have your texture!

Putting Textures Into Blender

Click the «File» option at the top right of the screen.

The first step to prepare our model for Unity is to decrease the complexity of the model. Doing this will not only make the model look more Unturned like in appearance, but will also allow for less frame rate decrease when the model is spawned or used. There are many different ways to do this, but the easiest way is to use the Decimate feature of Blender.

How to Decimate your Model

First, you’re going to want to look to the right side of your Blender screen, with your model selected (A key). You should see a row of icons below the hierarchy of your project. Click on the image of a wrench (Shown below) to enter the Modifiers catagory.
Location of Icons Row

An Image of the Modifier Category

Once in the modifiers category, click the «Add Modifier» button and select the Decimate option from the selection that appears.

An Image of the Modifier Options

Once you have the decimate modifier enabled, you will need to pay attention to the «Ratio» meter at the near bottom of the Decimate box, as well as the «Face Count» number. For those who don’t know, face count is how complex your model is, measured by the amount of faces it has. By lowering the Ratio, you decrease the number of faces, which then lowers the owerall complexity of your model. A warning: It is important not to decimate your model less that about 0.1 if you have detailed textures such as stripes or other decals on your model. Doing so will cause the texture to become disfigured and look incorrect. If your model only consits of 2-5 different colors, you do not need to pay attention to this message. This is one of the cons to downloading models off of the internet. Always take a lower poly version of a model over the higher poly, as there is absolutely no need for extremely high resolution models in Unturned, they would look out of place. Once you have simplified the model to your liking (10k or less faces is a must for Unturned as more will lag out your game), you are going to want to enter Edit Mode (Press Tab). When you are in edit mode, press Control + A and select the option «Rotation and Scale» at the bottom of the menu which appears. Do not press Location, as this will mess up your model when you import into Unity 5. Once you have done this, check your model in texture mode by navigating to the near bottom left of your screen where the words «Object Mode» or «Edit Mode» will be.

Solidifying your Model
For models which have interiors, such as vehicles, buildings, and other objects, a Solidify modifier is necessary so that the interior will have a texture and won’t be invisible. In order to do this, follow the same instructions as for decimation but this time select «Solidify» instead of «Decimate». You’re going to want to play around with the settings some, as depending on your model you may want the decimate scale to be higher or lower. At least a little solidification is usually enough, but adding more can give your model an interesting look.
The Modify Options List

The Mode Selector Box

Change the mode to Texture Mode, and inspect your model for any incorrectly placed textures. When you feel satisfied with your model, begin the next step.

Making a New Project

Open Unity, and select the «New» button at the near top right. You don’t have to name your project if you don’t want to, but I recommend it in order to keep track of your files.

What A New Project Will Look Like

Once you’ve opened your new project, navigate to the top right of the screen, where you will find the Inspector and Services tabs. You will be default in the Services tab, you want to switch yourself over into the Inspector tab in order to edit the objects.

Now, we will actually move the model into Unity. Go back into Blender and select «File» at the top of the screen.

Name your file «Model_0» and save it to your Desktop.

We will actually put the file into Unity in the next step.

Nelson’s Example Files and How They Can Help You

Mac OSX
/Library/Application Support/Steam/Common/Unturned/Bundles/Sources/Examples

Windows OS
C:\Program Files\Steam\Common\Unturned\Bundles\Sources\Examples

Installing the Bundler Tool

In the Bundles folder, locate the folder Sources. Then find the folder called Tools. Inside you will see a document called «README.TXT» and »Bundletool.cs». Go back into your open Unity project, and right click at the bottom of the screen and select create, than Folder. Create two folders, one called Assets and one called Bundler. Go back into your computer files, and drag the bundletool.cs file into the Bundler folder. You will know when the folder is selected by it being highlighted in blue. Once the bundletool file is installed in the Bundler folder, go and click ‘Window» at the top of your screen (At the top of your computer screen not Unity, but still with Unity selected). Click on «Bundle Tool» in the drop down menu and it will open a small window next to your main window. This window should have two options: grab and bundle. We won’t be using this yet, but later in the tutorial. Now comes the important part, installing the specific tutorial file that you need.

The Correct Example File For You

Going back to the Sources folder, navigate into «Examples» this time. Since we are doing a weapon tutorial, select the «Gun.unity3d» file and drag it onto your Unity project. When you see the green plus icon you can let go of the mouse and it will select the file for you. A window should pop open, explaining to you what the file contains, with a small button saying «Import» at the bottom. Click this, and your file should import. Once it finishes, you are now almost ready to start the creation process in Unity. But before we do that, some organization should be done to separate the «Bundler» folder from the «Assets» folder. To do this, we will first create a new folder (Right click). Once you have created a new folder, press «Return» with the folder selected and rename the folder to «Assets». As a check to make sure everything imported, you should have two new folders besides «Bundler» and the «Assets» folder you just created. These two other folders should be called «Game» and «Resources». If you don’t see these folders, make sure you are in the original «Assets» folder that all of your game files are located in. This is the highest folder, with all the Project files being in there. If you cannot find it, check in the «Models» section to see if any files show up in there. If they do, than your imported data is misplaced, and you will need to locate it. If not, then drag the file into Unity again and select «Import» as before. Once you have the Game and Resources folders, drag both of these into the «Assets» folder you just created. Make sure when you bundle later to select the «Assets» folder next to the «Bundler» folder, and not the «Assets» folder which is containing the previous folders. It’s not too much harm if you do, but I wouldn’t recommend it.

Now that we have all of the files we need, these files need to be tagged and layered. This will be covered in the next section.

How Unity uses Tags

In just a few words, tags are simply labels which define what Unity interprets the files to be. Without tags, Unturned has no idea what exactly these files do, and either incorrectly tagged or untagged items will cause your mod to crash or error when used, making it broken. Unturned uses around 30 tags and layers to label it’s objects, and each specific item or object will have it’s own tag and layer to determine what the object does in context. The naming of objects in the hierarchy is also extremely important, as the names also tell the game exactly what the object does in each tag and layer category. For example, the tag and layer «Vehicle’ don’t tell the game exactly what this section of the vehicle is, but having the object named something like «Headlights» would tell the game that the object is Headlights, and it will then treat the object like so.

The Original Tag List, From Nelson Himself

How Unity uses Layers

Layers function almost exactly like tags, being a labeling system which is used to mark what different objects in your Scene do. In fact, the name of each tag doesn’t matter at all, but the actual number for the tag and label matter much more because this is what the system actually looks for. You can name the tags and layers whatever you want, but I would personally recommend you to name them as they are named in the Tag and Layer images shown. This way, you will be able to remember exactly what each tag and layer is for and how you use them. Names like «Vehicle», «Ground», and other things are reasonably intuitive as to what each of these tags and layers stands for. In order to tag or layer an item, select the item in either the scene or the project manager menu. Navigate to the top of the inspector tab, and look for two different boxes. One should be labeled «Tag» and the other should be labeled «Layer». Select the Tag box first and navigate in the drop down menu to the «New Tag» or «Add Tag» option at the complete bottom of the drop down menu. Select this option and you will be taken to a window which will show a Tag list and a Layer list. The tag list should be completely empty, albeit for a plus icon to add new tags. The layers menu will have around 30 open slots and around 10 locked slots. You are going to interested in the open slots. Refer to the layer and tag images below and fill out both the tag and layer lists. Every time you will create a new project you will have to add these again, so once you have in memory what tags each type of mod will need, you can strategize your tagging and only add tags and layers which your project needs, without any of the other ones. Doing this will save you gratuitous amounts of time if you decide to make a new project for each mod, which I would recommend simply so you can update your mod content if needed without having to recreate it. Once you bundle that file, unity3d files cannot be unbundled or opened and only work with Unturned. Once you have all the tags set up, refer to what each object was originally called in the Tag section (Tag and layer names are always the same) and tag them accordingly.

Objects in Unity

Objects are what Unity uses for pretty much everything. An object is some sort of device used by the game, whether it be a Mesh or a Light. Anything that you see in the project menu would be considered an object. To rename an object or anything else, highlight it and press «Return». This will allow you to rename the object. Remember that when you rename objects the model name does originally matter since it is what Unity uses to define what the object does.

This video I made should get you the rest of the way there!

How to make mod unturned

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Для начала работы нам необходимо скачать и установить Unity hub. Для этого нам необходимо перейти на официальный сайт [unity3d.com] Unity и скачать Unity hub.

Теперь нам необходимо установить Unity, на наш компьютер. Для этого запускаем наш только что скаченный файл, после нажимаем на кнопку принять в нижнем правом углу. У нас появляется путь установки, который при желании можно изменить. После нажимаем на кнопку установить, и ждём некоторое время. После успешной установки закрываем программу установки.

Теперь для того чтобы нам скачать программу, необходимо зайти в Unity Hub, перейти в раздел Installs, нажать на кнопку Install Editor, и выбрать версию 2019.4.34f1. Дожидаемся полной установки, это довольно долгий процесс

После загрузки Unity, нам необходимо создать проект в Unity. Для этого заходим в Unity hub, нажимаем на кнопку New project в верхнем правом углу, выбираем проект 3d core, меняем название проекта, и нажимаем на кнопку Create project.

После того как мы создали проект в Unity, заходим в него, важно что бы Unity был открыт при импорте файлов. Нам нужно импортировать все необходимые ресурсы, для создания и экспорта нашего мода. Заходим в steam библиотеку, нажимаем правой кнопкой мыши по иконе игры, далее свойства, локальные файлы. У нас откроется папка с игрой Unturned, открываем Bundles, Sources. У нас будут 2 файла ExampleAssets и Project, необходимо загрузить оба файла в наш проект Unity. Для этого жмём по одному из них 2 раза левой кнопкой мыши, после у нас выскакивает окно, в котором необходимо выбрать программу, выбираем Unity. После у нас откроется Unity, и начнёт загрузку. После загрузки, у нас появится окно, в правом нижнем углу которого, необходимо нажать на кнопку Import. Unity начнёт загрузку файлов. После успешной загрузки, повторяем то же самое с другим файлом.

Перед началом создания, нам необходимо создать иерархию, для будущего экспорта в MasterBundle и редактирования Vehicle. Для начала, нам необходим создать папку с любым названием. Для этого нажимаем правой кнопкой мышки, по нижней серой области, выскакивает большое окно, вверху которого нажимаем на кнопку Create, далее тоже вверху выбираем Folder. У нас создалась папка, нажимаем правой кнопкой мыши, по только что созданной папке, у нас появляется большое окно, где необходимо нажать на Rename и ввести желаемое вами название. После создание папки, нам необходимо внутри только что созданной папки создать ещё одну папку с другим названием. После создаём папку Bundles, внутри которой необходимо создать папку Vehicles. Теперь нам необходимо вернуться в начало проекта, и перейти по пути Coremasterbundle/Vehicles, ищем папку с названием Police_German, нажимаем правой кнопкой мыши, по папке Police_German, у нас появляется большое окно в котором нажимаем на пункт ShowInExplorer. У нас открывается проводник, копируем папку Police_German, и переходим в папку Vehicle, которую мы недавно, создавали и вставляем её туда, обязательно не забываем переименовать папку. Закрываем проводник, и обратно переходим в Unity, заходим в ту папку куда скопировали недавно файл.

Кликаем по файлу с названием Vehicle, у вас сменится пространство и появится машина.
Слева мы увидим большое количество объектов, каждый из них я сейчас попробую разобрать для вас.

Игровые объекты у транспорта

Замена сетки
К примеру, нам необходимо заменить модель нашего транспорта. Для этого сперва, нам нужна сама модель, которую мы перед этим должны были создать, или можете взять мою модель [cloud.mail.ru] сделанную специально для руководства. Создаём папку, куда мы будем импортировать наши модели, желательно создавать не в нашей недавно созданной иерархии. С рабочего стола или проводника, перетаскиваем нашу модель в Unity, где мы недавно создали папку, для моделей. Кликаем по модели которую мы скинули, справа открылось окно с настройками модели, ищем параметр Scale Factor, и ставим его на 100. Если модель оказалась больше чем вам нужно, то меняем этот параметр в меньшую сторону. Далее там же переходим во вкладку Materials, если будет параметр sRGB Albedo Colors, то напротив его мы должны убрать галочку, если не будет то просто закрываем. Обратно заходим в наш Vehicle, слева открываем игровой объект у которого бы хотели поменять модель, с компонентами Mesh Filter, и Mesh Render. Не выходя из нашего Vehicle, переходим обратно к нашей модели, там мы увидим небольшую стрелочку, направленную вправо, нажимаем по ней, и у нас раскрывается ваша модель, где будут все материалы и сетка вашей модели. Нажимаем на игровой объект у которого мы хотим поменять модель, и перетаскивает сетку с нашей модели в компонент mesh filter.

Замена материалов
Будет представлено 2 способа. Для тех у кого идёт 1 текстура на всю модель, и для тех у кого много разных материалов в модели.

Для тех у кого текстура
Далее если у вас была текстура, то необходимо создать материал с текстурой. Для этого нужно, перекинуть текстуру, в нашу папку с моделью, нажимаем правой кнопкой мыши по свободно области, у нас выскочит большое окно где необходимо выбрать creat, далее выбрать Material. Нажимаем левой кнопкой, по только что созданному материалу, и перетаскиваем в параметр Albedo нашу текстуру. Далее нажимаем левой кнопкой мыши, по текстуре, и далее с права меняем настройки текстуры. Filter Mode меняем с Bilinear на Point (no Filter), Resize Algorithm меняем с Mitchell на Bilinear, Compression меняем с Normal Quality на None. Далее перетаскиваем наш только что созданный материалов в компонент Mesh Render.

Для тех у кого материалы
Если у вас материалы, то нужно закинуть все ваши текстуры вместе с моделью, если их нет – то это не требуется. Вытаскиваем вашу модель в окно вида, у нас должна появится ваша модель, слева появился новый игровой объект, нажимаем по нему левой кнопкой мыши, справа у него вы наблюдаем 2 компонента Mesh Filter и Mesh Render, нажимаем по компоненту Mesh Render правой кнопкой мыши, выбираем Copy Component, удаляем объект со сцены. Переходим обратно в Vehicle, там мы нажимаем на игровой объект, у которого недавно меняли сетку, видим там компонент Mesh Render, кликаем по нему правой кнопкой мыши, и выбираем Paste Component Values. Можете отдельно создать материал, задать ему цвет, зеркальность, и после перетащить прямо на модель.

Заменим для начала наши модели в Model_0, Model_1. Если хотите поменять прорисовку, то нажимаем вот сюда.
Справа вы заметите компонент LOD Group. LOD # отвечает за прорисовку моделей. В LOD 0 находятся модели высокой прорисовки, которые прорисовываются вблизи. Переместив курсор в самый конец LOD 0, и зажав кнопку мыши, можно увеличить его, что увеличит дальность прорисовки LOD 0. LOD 1 отвечает за прорисовку моделей в дали, можно удалить model_1, это не желательно. После чего модели LOD 0 будут прорисовываться на любом расстоянии которое мы настроим, желательно увеличить LOD 0, при удалении LOD1. Теперь нам необходимо, поменять модель в Headlights_Model, и с помощью инструментов, в левом верхнем углу перемещаем, Headlights_Model под нашу модель, рекомендую при вращении зажимать Ctrl. То же самое делаем с Taillights_Model. Если вы хотите сделать мигалки, то меняем модель у Siren_0_Model, Siren_1_Model и так же инструментами в левом верхнем углу, перемещаем под нашу модель машины. Если вам не нужны мигалки, то просто удаляем Siren_0_Model, Siren_1_Model, Sirens. Далее настроим Headlights, перемещаем его поближе к фарам машины, и компонент Lamp который находится в Headlights, передвигаем к одной из фар, также делаем с другим, компонент с прожектером мы перемещаем между фар, и выше к капоту машины. Если вам необходимо больше источников света фар, то нажимаем правой кнопкой мыши, по одному из Lamp, выбираем Duplicate. То же самое делаем с Taillights, только с задними фарами. Зажав Ctrl кликаем по компонентам Fire, Smoke_1, Smoke_0, и перемещаем туда, где у вас должен появляться эффект возгорания. Теперь будем менять модель у колёс, можете оставить стандартные, перед заменой убедитесь, что центр вашей модели, на которую вы будете менять, находится посередине. Раскрываем компонент Wheels, и видим Wheel_#, у каждого из них необходимо поменять, Model_0, Model_1, которые находятся внутри него. Меняем на нашу модель которую мы приготовили. Обязательно надо проверить что у Model_0, Model_1, значения позиции стоят на 0. Это можно посмотреть в компоненте Transform, вращаем чтобы колёса смотрели от стороны машины. Далее после того как поменяли везде модели, выбираем Wheel_#, и каждый из них перемещаем, так как считаем нужным. Теперь раскрываем Tires, и видим там Tire_#, их необходимо переместить, под каждое колесо которое мы недавно настраивали, если радиус Tire маленький, то можете в компоненте Wheel Collider, изменить параметр Radius. Далее раскрываем Objects, и видим seat_#, это модель сиденья, если хотите эту модель заменить. Раскрываем Seats, видим seat_#, на это месте будет игрок при посадке на это место, их мы можем сделать бесконечное количество, но необходимо соблюдать нумерацию. С зажатым ctrl кликаем по seat_#, расположенный у нас в seats, и по тому который находится в Objects. Обязательно соблюдаем нумерацию, чтобы seat_# в seats и в Objects были одинаковы, и при выборе seat_0, выбираем так же steer. Перемещаем наше выделывание, так чтобы это подходило к вашей модели машины. Так делаем со всеми Seat_#. Кликаем по Nav, справа видим компонент Box Collider, это навигация для зомби, животных. Кликаем в этом компоненте на кнопку в пункте Edit Collider, в окне вида мы теперь можем редактировать данный Box Collder. Настраиваем его таким образом, что бы он захватывал полностью модель, и что бы его стенки не уходили далеко от модели машины. Кликаем по Bumper, справа видим компонент Box Collider, настраиваем его таким же способом, как и Nav только не учитываем крышу нашей мышины. Теперь кликаем по игровому объекту Vehicle, который находится в самом верху. Здесь мы видим 2 Box Collider, кликаем по Edit Collider, первый Box Collider мы настраиваем так же как мы настраивали Bumper, 2 под крышу нашей модели.

How to make mod unturned

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As of 2020, a lot of this tutorial is outdated. Won’t be updating. Sorry.

Modding is not easy, it is a very amazing aspect of Unturned though. Be noted that you need to be patient when learning to mod, very patient. Read every single word carefully and do not skip anything.

If this guide helped you in any way, i would deeply appreciate it if you rated and shared this guide.
Thank you and the best of luck on your modding journeys! 😀

1. Get your model ready in blender. This tutorial does not include creating models, since there is no real exact tutorial for creating models.

We will be using the 3Dmodel editor, Blender since it is free and easy to learn.

-In blender, select any models you have and press Ctrl + A and select Rotation & Scale. This will prevent any scaling or rotation problems in Unity. Note: Do not press Location.

-The origin of the gun should be somewhat infront or where the trigger is, if you are using nelson’s provided animations

Make sure your model is facing to your right in the ‘Numpad 3’ (Right Ortho) view. If your model is not then go into either ‘Numpad 7’ or ‘Numpad 1’ and roatate it by pressing ‘R’ and typing in the degree of rotation. Eg: ‘R + 360’ will roate your model a whole 360 degrees.

Your model should be along the lines on this screenshot
———————————

2. Export your model by selecting the objects you DO NOT want to export first and delete them by pressing ‘X’. Make sure you save before doing this incase of any lost models. Then in the top menu click ‘File > Export > Fbx’ and save it on your desktop or in a folder where you can find it later.

3. Export any extra models you have by pressing ‘Ctrl + V’ one or two times until your models come back. The repeat step 2, on towards undoing your deletes once more. Or just close the window if you have already saved your model before deleting anything.

4. Make sure you have Unity 5.5+ and the latest version of the Asset Bundler for unity.

Unturned Is currently using version 5.5.1, so 5.5.1f is reccomended.

Asset Bundler Tuorial:

-Installing and Set-Up:
So, for starters, I suggest that you uninstall Unity (Don’t worry, if you dont know how to do that, the installer will do it for you, it will just take longer). Then, all you do is go to the Archive page [unity3d.com] of Unity and download Unity 5.5.0 or later 5.5.1f is recommended

Now, start-up Unity and create a new project. Once that’s done, in the Assets folder create a folder named Editor, in it, create a folder named Tools.

Now, you need to go to your Unturned game files located in:
[Your Hard Drive]:\Program Files (x86)\Steam\steamapps\common\Unturned\
OR
[Your Hard Drive]:\Program Files\Steam\steamapps\common\Unturned\

Now go in Bundles\Sources\Tools\Bundle Tool\ There will be a file named BundleTool.cs, copy that file and put it in the Tools folder created earlier. Now go on the top-left corner of the screen in Unity and find the tab named Window, click on it and then click on the drop-down option named Bundle Tool, it will open the Bundle Tool and put it wherever you see fit.

Now I suggest that you set back the Layers and Tags. You can also bring the example files provided by Nelson. I also strongly suggest that you salvage what’s left of your old project like the models and assets. If you bring only the assets but not the models, you wont see the model in Unity or in-game.

-Bundle Items:
Now to bundle your item it’s pretty easy, create an Asset Bundle folder in Assets, there you can import all of your previous work or your new work in separated folders. Remember, each of your items must have their own folders. To bundle them just select the folder containing your assets, go in the Bundle Tool, press Grab, and press Bundle Item, it will open a directory to where you want to save your unity3d file, I suggest that you save it in a different folder than where you put your assets to bundle for example «Bundled Assets» Give it a name and now the process is the same as before, put that unity3d file wherever it should go, like before.

Credit to «Mordecai Sanders» for the original Asset Bundler tutorial that can be found inside of his group. I do not take any right for the Asset Bundler tutorial.
————————————————————-

5. After setting unity up, drag your fbx files into unity. [Bottom Section] ‘Model’ Folders are recommended for easy access to all your models.

6. Go to where your gun’s Fbx file is located and click on it once. On the right of unity, click the ‘Animations’ Tab and unselect Import Animations. Then click Apply.

7. On the left side of Unity, right click and press ‘Create Empty’

8. Right click on it and rename it ‘Item’

9. Make another but this time, drag it into ‘Item’ and duplicate it (Ctrl + D) 6 times

10. In this specific order, rename them to ‘Icon, Grip, Barrel, Sight, Tactical, Eject and Magazine’

11. Drag your gun’s fbx file and drag it into ‘Item’

12. Rename it to ‘Model_0’

14. Make sure everything’s scale is set to 1 apart from Model_0 which you might tweak later on

15. Make sure everything’s rotation is set to 0 apart from Icon which you will might tweak later on

16. Make sure everything’s location is set to 0 but keep in mind you are going to be moving most around

17. Move ‘Grip, Barrel, Sight, Tactical, Eject and Magazine’ to their designated spot on your model.

-If a Tactical is placed on the left of a gun, set its roation to: X=0 Y=-90 Z=0

‘Eject’ is where the bullet shells come out from. Its rotation should be: X=0 Y=90 Z=0 [My Opinion. Edit to whatever you want]

‘Sight’ is where you aim without a sight. It is also where the origin [Blender Origin] of sights will be placed.
————————

18. For ‘Icon’, Add the camera component and set ‘Projection’ to Orthographic. Then set the size to 0.4

19. Rotate ‘Icon’ to your preffered rotation and adjust it to fit the whole gun in the camera preview. Do not change the size, only move ‘Icon’ around.

20. Now remove the Camera component by right clicking on it and pressing ‘Delete Component’. If you do not, Your game will glitch out.

21. In your Asset Bundle folder, create another folder by right clicking and pressing ‘Create > Folder’

22. Name this folder to what you want your unity3d file to be named.

23. We will use this folder later so just keep it there until a few steps after.

24. Click on ‘Item’ and on your right, add two components; ‘LOD Group’ and ‘Box Collider’
25. In ‘LOD Group’, right click and press delete. Do this twice until you only have ‘LOD 0’ and ‘Culled’

26. Drag ‘Culled’ to about 3% or 4%

27. Click on ‘LOD 0’ and press the big ‘Add’ Button. Select ‘Model_0’ and press Enter

28. Press the two buttons that say ‘Bounds’ and ‘Lightmap Scale’

29. For the box collider, simply press the button next to the words ‘Edit Collider’ and drag the green dots to the edges or your model. Don’t forget to size in all axis’

30. Re-check that you havent missed any steps in this tutorial.

31. Drag ‘Item’ into the folder created earlier

32. Create a new gameobject in the left section of unity and rename is Animations. (Make sure it’s it own game object and isn’t in the ‘Item’ gameobject)

33. Click on your ‘Animations’ gameobject and on the right section of unity, add the animation component. Also, Set the Tag and Layer to Logic

34. For the animation component, set the size to 10 and leave everything else.

35. Make sure you have the Animations.fbx file in unity otherwise you will not be able to finish your mod.

(To get the updated animations, go to whichever Program Files folder you use, ‘Steam/steamapps/common/Unturned/Bundles/Sources/Examples’ and take the Gun.unitypackage file and double click it. Then accept the Importing and find the Game file which should be at the bottom left side of Unity and keep on clicking each file until you find the animation file. Take this file and put it in a folder where you can go back and use it. A Models Folder would be useful for this)
——————————————————
Folder Example:
C:\Program Files (x86)\Steam\steamapps\common\Unturned\Bundles\Sources\Examples
OR
C:\Program Files\Steam\steamapps\common\Unturned\Bundles\Sources\Examples
——————————————————
—————————————————-
MAKE SURE YOU DO THIS
1. Right click on the folder where you put your Animations.fbx file and click ‘Show in explorer’

3. Scroll down all the way until you find useFileScale. (You can press Ctrl + F to find) Then set 1 to 0.
(If you don’t do this your animations will literally break)

Few more things:
1. Make sure your animation fbx file is set to ‘Legacy’ and ‘Store in Root (New)’ in the ‘Rig’ tab.
-To do this, click on the fbx and in the inspector tab on the right, you should see 3 tabs. Click on Rig and for ‘Animation Type’, make it ‘Legacy. Then make sure the ‘Generation’ is set to Store in Root (New)

2. Make sure all your animations are set to ‘Clamp forever’.
-To do this, open your animation.fbx’s inspector tab (right of unity after you click on it) and click on each animation. Make sure each one has ‘Clamp Forever’ instead of ‘Default’ on the Inspector tab on the right of unity. The setting should be at the bottom of the component, not the top one.

For the second last one, nelson should have already done those steps (No Guarantee so i still recommend checking), but if you are using custom animations, make sure it is set properly.
—————————————————-

36. Now drag and drop the animations (from the Animations.fbx to the animation component of the object you just made) in the exact same order: Equip, Aim_Start, Aim_Stop, Attach_Start, Attach_Stop, Sprint_Start, Sprint_Stop, Reload, Hammer and Inspect.

37. Now drag your animation gameobject (Left of unity) to your folder in the asset bundle folder. (Assets > Data > Asset Bundles > [Your folder])
If you have any sound files, (MP3 or WAV files) place them in your folder each named either ‘Shoot, Hammer, Reload or Aim’

38. To Asset bundle, go to your Asset Bundle Folder and select the folder you just put everything in.

39. Then, on top of Unity, there should be a tab called Window, click on it and then, on the pop down bar, there should be a option called ‘Asset Bundle’

40. Click on this and a small window should pop up.

41. Make sure you have your folder selected and press grab in the asset bundle window.

42. Another Window should pop up asking you where you want your ‘Unity3d’ file to be, i would recommend leaving it on your desktop or in a deticated folder on your desktop

45. Drag and drop your bundled gun file inside the folder and open up the English.dat to set up gun’s in-game name and description

This is just a small section of this tutorial where i want everyone to discuss their issues and problems.

The main thing to do if you have any problems is to re-read the whole tutorial to make sure you didnt miss anything. Make sure to follow all steps unless told not to in certain cases. The «Make sure you do this (etc)» sections are very important and must be read to solve many problems, which goes along with what i just said; read carefully.

If you have any issues either solved or unsolved please put them in the comments so i can add them here for others to read.

Q: My gun wont spawn in!
A: There are actually multiple causes for this. Your biggest bet here is to re-read the guide. Other reasons include the following:
-The names of everything arent spelt correctly in Unity. (They are case sensitive)
-ID is conflicted
-Names of files inside your finished mod arent the same

Q: My character wont equip the gun!/ My Character’s hands has the gun stuck in it!
A: Again, there is more than one reason, here following are the main reasons:
-You didnt set Clamp Forever to your animations
-Files arent set out or made properly
-ID is conflicted
-Layers and Tags arent set properly
-You arent playing singleplayer
-You didnt add the files to a workshop mod folder

Q: Hands arent lined up with the gun!
A: Move the origin in Blender or move the model inside ‘Item’ in Unity

Q: The gun is rotated and is too big!
A: Just scale down and rotate the gun to the right size/rotation in Unity. Although, Make sure to edit Model_0, And NOT Item

Q: I cant see it in First-Person!
A: This can be caused by false tagging and layering or LODs, re-read the guide

Q: I cant see my gun in Thirdperson!
A: Similar to the reason just above this one, tagging or LODs

(There are many more reasons but these are the main, if you have any more please comment them below!)

This FAQ/Q&A is still in progress, more will be added

Note that this tutorial is just a simple one, no step by step, just wording. I will be improving this later on though.

Magazines are probably the easiest part of modding guns, so this will be pretty simple. Making magazines is as simple as dragging two of your magazine models onto the left section of Unity. Name one of them «Item» and the other «Magazine».

For «Item», just add a «Icon» the same way you would to the gun. And for «Magazine», just leave it the way it is. You do not need to place another model inside any of the folders since the folders themselves are already models.

Now, all you need to do is set up the tags, layers, LODs, and box colliders the same way you would for the Guns. [If you don’t know, read the tutorial on basic gun making above]
———————————————————
Again, sorry for the late tutorial.

I will be updating this tutorial soon. (How to make custom magazines)

If i have missed anything please tell me! Otherwise everyone would get problems!

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README.md

The first-ever modding tutorial for Unturned II.

Note that this is not the official modding tool. It was made by reverse engineering the game’s code. Be aware of possible breaking changes. At this time, it’s only possible to create maps and commands.

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Click the ‘Create Mod’ button on the toolbar. In the opened window, give your new Mod a name. Click ‘Create Mod’ in the right bottom corner.

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List your map in the game’s main menu

There are 2 IMPORTANT things:

You need to create the Level Definition Data Asset (see ExampleMod/Maps/ExampleMap/LevelDefinition_ExampleMap for example). Right click on the Content Browser window > Miscellaneous > DataAsset.

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Select the U4_LevelDefinition class.

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Configure the created asset.

Create a command

Right click on the Content Browser window > Blueprint class.

Select the U4_AdminCommand class.

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Add the ‘Execute Command’ event and implement it.

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To make commands usable, you need to register them first: create an instance of /Content/ModsCommon/Blueprints/BP_CommandRegistrator on your map and select what commands you want.

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Click the ‘Package Mod’ button on the toolbar and select which one to build.

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Create a folder named Mods in the game’s U4 folder.

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How to make mod unturned

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As of 2020, a lot of this tutorial is outdated. Won’t be updating. Sorry.

Modding is not easy, it is a very amazing aspect of Unturned though. Be noted that you need to be patient when learning to mod, very patient. Read every single word carefully and do not skip anything.

If this guide helped you in any way, i would deeply appreciate it if you rated and shared this guide.
Thank you and the best of luck on your modding journeys! 😀

1. Get your model ready in blender. This tutorial does not include creating models, since there is no real exact tutorial for creating models.

We will be using the 3Dmodel editor, Blender since it is free and easy to learn.

-In blender, select any models you have and press Ctrl + A and select Rotation & Scale. This will prevent any scaling or rotation problems in Unity. Note: Do not press Location.

-The origin of the gun should be somewhat infront or where the trigger is, if you are using nelson’s provided animations

Make sure your model is facing to your right in the ‘Numpad 3’ (Right Ortho) view. If your model is not then go into either ‘Numpad 7’ or ‘Numpad 1’ and roatate it by pressing ‘R’ and typing in the degree of rotation. Eg: ‘R + 360’ will roate your model a whole 360 degrees.

Your model should be along the lines on this screenshot
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2. Export your model by selecting the objects you DO NOT want to export first and delete them by pressing ‘X’. Make sure you save before doing this incase of any lost models. Then in the top menu click ‘File > Export > Fbx’ and save it on your desktop or in a folder where you can find it later.

3. Export any extra models you have by pressing ‘Ctrl + V’ one or two times until your models come back. The repeat step 2, on towards undoing your deletes once more. Or just close the window if you have already saved your model before deleting anything.

4. Make sure you have Unity 5.5+ and the latest version of the Asset Bundler for unity.

Unturned Is currently using version 5.5.1, so 5.5.1f is reccomended.

Asset Bundler Tuorial:

-Installing and Set-Up:
So, for starters, I suggest that you uninstall Unity (Don’t worry, if you dont know how to do that, the installer will do it for you, it will just take longer). Then, all you do is go to the Archive page [unity3d.com] of Unity and download Unity 5.5.0 or later 5.5.1f is recommended

Now, start-up Unity and create a new project. Once that’s done, in the Assets folder create a folder named Editor, in it, create a folder named Tools.

Now, you need to go to your Unturned game files located in:
[Your Hard Drive]:\Program Files (x86)\Steam\steamapps\common\Unturned\
OR
[Your Hard Drive]:\Program Files\Steam\steamapps\common\Unturned\

Now go in Bundles\Sources\Tools\Bundle Tool\ There will be a file named BundleTool.cs, copy that file and put it in the Tools folder created earlier. Now go on the top-left corner of the screen in Unity and find the tab named Window, click on it and then click on the drop-down option named Bundle Tool, it will open the Bundle Tool and put it wherever you see fit.

Now I suggest that you set back the Layers and Tags. You can also bring the example files provided by Nelson. I also strongly suggest that you salvage what’s left of your old project like the models and assets. If you bring only the assets but not the models, you wont see the model in Unity or in-game.

-Bundle Items:
Now to bundle your item it’s pretty easy, create an Asset Bundle folder in Assets, there you can import all of your previous work or your new work in separated folders. Remember, each of your items must have their own folders. To bundle them just select the folder containing your assets, go in the Bundle Tool, press Grab, and press Bundle Item, it will open a directory to where you want to save your unity3d file, I suggest that you save it in a different folder than where you put your assets to bundle for example «Bundled Assets» Give it a name and now the process is the same as before, put that unity3d file wherever it should go, like before.

Credit to «Mordecai Sanders» for the original Asset Bundler tutorial that can be found inside of his group. I do not take any right for the Asset Bundler tutorial.
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5. After setting unity up, drag your fbx files into unity. [Bottom Section] ‘Model’ Folders are recommended for easy access to all your models.

6. Go to where your gun’s Fbx file is located and click on it once. On the right of unity, click the ‘Animations’ Tab and unselect Import Animations. Then click Apply.

7. On the left side of Unity, right click and press ‘Create Empty’

8. Right click on it and rename it ‘Item’

9. Make another but this time, drag it into ‘Item’ and duplicate it (Ctrl + D) 6 times

10. In this specific order, rename them to ‘Icon, Grip, Barrel, Sight, Tactical, Eject and Magazine’

11. Drag your gun’s fbx file and drag it into ‘Item’

12. Rename it to ‘Model_0’

14. Make sure everything’s scale is set to 1 apart from Model_0 which you might tweak later on

15. Make sure everything’s rotation is set to 0 apart from Icon which you will might tweak later on

16. Make sure everything’s location is set to 0 but keep in mind you are going to be moving most around

17. Move ‘Grip, Barrel, Sight, Tactical, Eject and Magazine’ to their designated spot on your model.

-If a Tactical is placed on the left of a gun, set its roation to: X=0 Y=-90 Z=0

‘Eject’ is where the bullet shells come out from. Its rotation should be: X=0 Y=90 Z=0 [My Opinion. Edit to whatever you want]

‘Sight’ is where you aim without a sight. It is also where the origin [Blender Origin] of sights will be placed.
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18. For ‘Icon’, Add the camera component and set ‘Projection’ to Orthographic. Then set the size to 0.4

19. Rotate ‘Icon’ to your preffered rotation and adjust it to fit the whole gun in the camera preview. Do not change the size, only move ‘Icon’ around.

20. Now remove the Camera component by right clicking on it and pressing ‘Delete Component’. If you do not, Your game will glitch out.

21. In your Asset Bundle folder, create another folder by right clicking and pressing ‘Create > Folder’

22. Name this folder to what you want your unity3d file to be named.

23. We will use this folder later so just keep it there until a few steps after.

24. Click on ‘Item’ and on your right, add two components; ‘LOD Group’ and ‘Box Collider’
25. In ‘LOD Group’, right click and press delete. Do this twice until you only have ‘LOD 0’ and ‘Culled’

26. Drag ‘Culled’ to about 3% or 4%

27. Click on ‘LOD 0’ and press the big ‘Add’ Button. Select ‘Model_0’ and press Enter

28. Press the two buttons that say ‘Bounds’ and ‘Lightmap Scale’

29. For the box collider, simply press the button next to the words ‘Edit Collider’ and drag the green dots to the edges or your model. Don’t forget to size in all axis’

30. Re-check that you havent missed any steps in this tutorial.

31. Drag ‘Item’ into the folder created earlier

32. Create a new gameobject in the left section of unity and rename is Animations. (Make sure it’s it own game object and isn’t in the ‘Item’ gameobject)

33. Click on your ‘Animations’ gameobject and on the right section of unity, add the animation component. Also, Set the Tag and Layer to Logic

34. For the animation component, set the size to 10 and leave everything else.

35. Make sure you have the Animations.fbx file in unity otherwise you will not be able to finish your mod.

(To get the updated animations, go to whichever Program Files folder you use, ‘Steam/steamapps/common/Unturned/Bundles/Sources/Examples’ and take the Gun.unitypackage file and double click it. Then accept the Importing and find the Game file which should be at the bottom left side of Unity and keep on clicking each file until you find the animation file. Take this file and put it in a folder where you can go back and use it. A Models Folder would be useful for this)
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Folder Example:
C:\Program Files (x86)\Steam\steamapps\common\Unturned\Bundles\Sources\Examples
OR
C:\Program Files\Steam\steamapps\common\Unturned\Bundles\Sources\Examples
——————————————————
—————————————————-
MAKE SURE YOU DO THIS
1. Right click on the folder where you put your Animations.fbx file and click ‘Show in explorer’

3. Scroll down all the way until you find useFileScale. (You can press Ctrl + F to find) Then set 1 to 0.
(If you don’t do this your animations will literally break)

Few more things:
1. Make sure your animation fbx file is set to ‘Legacy’ and ‘Store in Root (New)’ in the ‘Rig’ tab.
-To do this, click on the fbx and in the inspector tab on the right, you should see 3 tabs. Click on Rig and for ‘Animation Type’, make it ‘Legacy. Then make sure the ‘Generation’ is set to Store in Root (New)

2. Make sure all your animations are set to ‘Clamp forever’.
-To do this, open your animation.fbx’s inspector tab (right of unity after you click on it) and click on each animation. Make sure each one has ‘Clamp Forever’ instead of ‘Default’ on the Inspector tab on the right of unity. The setting should be at the bottom of the component, not the top one.

For the second last one, nelson should have already done those steps (No Guarantee so i still recommend checking), but if you are using custom animations, make sure it is set properly.
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36. Now drag and drop the animations (from the Animations.fbx to the animation component of the object you just made) in the exact same order: Equip, Aim_Start, Aim_Stop, Attach_Start, Attach_Stop, Sprint_Start, Sprint_Stop, Reload, Hammer and Inspect.

37. Now drag your animation gameobject (Left of unity) to your folder in the asset bundle folder. (Assets > Data > Asset Bundles > [Your folder])
If you have any sound files, (MP3 or WAV files) place them in your folder each named either ‘Shoot, Hammer, Reload or Aim’

38. To Asset bundle, go to your Asset Bundle Folder and select the folder you just put everything in.

39. Then, on top of Unity, there should be a tab called Window, click on it and then, on the pop down bar, there should be a option called ‘Asset Bundle’

40. Click on this and a small window should pop up.

41. Make sure you have your folder selected and press grab in the asset bundle window.

42. Another Window should pop up asking you where you want your ‘Unity3d’ file to be, i would recommend leaving it on your desktop or in a deticated folder on your desktop

45. Drag and drop your bundled gun file inside the folder and open up the English.dat to set up gun’s in-game name and description

This is just a small section of this tutorial where i want everyone to discuss their issues and problems.

The main thing to do if you have any problems is to re-read the whole tutorial to make sure you didnt miss anything. Make sure to follow all steps unless told not to in certain cases. The «Make sure you do this (etc)» sections are very important and must be read to solve many problems, which goes along with what i just said; read carefully.

If you have any issues either solved or unsolved please put them in the comments so i can add them here for others to read.

Q: My gun wont spawn in!
A: There are actually multiple causes for this. Your biggest bet here is to re-read the guide. Other reasons include the following:
-The names of everything arent spelt correctly in Unity. (They are case sensitive)
-ID is conflicted
-Names of files inside your finished mod arent the same

Q: My character wont equip the gun!/ My Character’s hands has the gun stuck in it!
A: Again, there is more than one reason, here following are the main reasons:
-You didnt set Clamp Forever to your animations
-Files arent set out or made properly
-ID is conflicted
-Layers and Tags arent set properly
-You arent playing singleplayer
-You didnt add the files to a workshop mod folder

Q: Hands arent lined up with the gun!
A: Move the origin in Blender or move the model inside ‘Item’ in Unity

Q: The gun is rotated and is too big!
A: Just scale down and rotate the gun to the right size/rotation in Unity. Although, Make sure to edit Model_0, And NOT Item

Q: I cant see it in First-Person!
A: This can be caused by false tagging and layering or LODs, re-read the guide

Q: I cant see my gun in Thirdperson!
A: Similar to the reason just above this one, tagging or LODs

(There are many more reasons but these are the main, if you have any more please comment them below!)

This FAQ/Q&A is still in progress, more will be added

Note that this tutorial is just a simple one, no step by step, just wording. I will be improving this later on though.

Magazines are probably the easiest part of modding guns, so this will be pretty simple. Making magazines is as simple as dragging two of your magazine models onto the left section of Unity. Name one of them «Item» and the other «Magazine».

For «Item», just add a «Icon» the same way you would to the gun. And for «Magazine», just leave it the way it is. You do not need to place another model inside any of the folders since the folders themselves are already models.

Now, all you need to do is set up the tags, layers, LODs, and box colliders the same way you would for the Guns. [If you don’t know, read the tutorial on basic gun making above]
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Again, sorry for the late tutorial.

I will be updating this tutorial soon. (How to make custom magazines)

If i have missed anything please tell me! Otherwise everyone would get problems!

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