Difference between revisions of "Custom Assets"
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* Note: The bundle path can be a local path for testing but for your live community server you will need to host the file on a web server. In the future, Citadel will look into providing a host for cluster subscribers. | * Note: The bundle path can be a local path for testing but for your live community server you will need to host the file on a web server. In the future, Citadel will look into providing a host for cluster subscribers. | ||
+ | |||
+ | == Known Issues == | ||
+ | |||
+ | * Collision editor should not be under Dynamic Editors | ||
+ | * Custom map dialog does not close on login scene (Fix callback name) | ||
+ | * Adding custom libraries does not enable the save button' | ||
+ | * WorldData extents writes out multiple times | ||
+ | * Collision scene does not unload before build (must unload manually) | ||
+ | * No support for custom UI sprites |
Revision as of 19:28, 23 August 2017
The basics
Legends of Aria uses Unity3d Asset Bundles to load in custom content. We currently support two types of custom bundles: Custom Maps and Custom Object Libraries. Currently the bundle locations are specified in the server configuration file for your server regions (ClusterConfig.xml, see below for syntax).
- Note: Custom object libraries are global to the server and must be in ever ClusterConfig.xml used for that server.
Configuration Syntax
<Mod Name="MODNAME"> <ClientBundle Type="Scene" Name="CUSTOMMAPNAME">PATHTOBUNDLE</ClientBundle> <ClientBundle Type="ClientObjects" Name="CUSTOMLIBRARYNAME">PATHTOBUNDLE</ClientBundle> </Mod>
- Note: The bundle path can be a local path for testing but for your live community server you will need to host the file on a web server. In the future, Citadel will look into providing a host for cluster subscribers.
Known Issues
- Collision editor should not be under Dynamic Editors
- Custom map dialog does not close on login scene (Fix callback name)
- Adding custom libraries does not enable the save button'
- WorldData extents writes out multiple times
- Collision scene does not unload before build (must unload manually)
- No support for custom UI sprites