From 8f7db28a3a6927efbd0f69d46e7055eebb577f08 Mon Sep 17 00:00:00 2001 From: GitHub Action Date: Tue, 7 May 2024 00:49:27 +0000 Subject: [PATCH] [GitHub Action] Update docs --- .../Developer-Reference/Prefabs.md | 28 +++++++++++++------ 1 file changed, 19 insertions(+), 9 deletions(-) diff --git a/docs/Mod-Creation/Developer-Reference/Prefabs.md b/docs/Mod-Creation/Developer-Reference/Prefabs.md index 1a3b4950..20314232 100644 --- a/docs/Mod-Creation/Developer-Reference/Prefabs.md +++ b/docs/Mod-Creation/Developer-Reference/Prefabs.md @@ -3,16 +3,26 @@ From the Unity Documentation : > Unity’s Prefab system allows you to create, configure, and store a GameObject complete with all its components, property values, and child GameObjects as a reusable Asset. \ The Prefab Asset acts as a template from which you can create new Prefab instances in the Scene. -RoR2 isn't an exception and uses Prefabs to load most of its game objects, from bodies of all entities (classes, monsters...) to projectiles, skills and so on. +RoR2 isn't an exception and uses Prefabs to load most of its game objects, from bodies of all entities (classes, monsters...) to projectiles, skills, and so on. -## Getting the values of the Prefabs -Dumper code here : https://gist.github.com/xiaoxiao921/9d7f5aa50676b475f3cf750b5ef57955 \ -Dumper code version with state configuration + expanded collection values : https://gist.github.com/yekoc/d632468df9ebc53641170301ac2f67ef +## Prefab text dump +Last updated on 2024/05/06: [prefabs.zip](https://github.com/risk-of-thunder/R2Wiki/files/15218065/prefabs.zip) +ITS ACTUALLY A 7z FILE !!! Change extension from .zip to .7z and use 7zip or winrar for opening. -Already made dump here : -[prefabs.7z](https://github.com/risk-of-thunder/R2Wiki/files/8508041/prefabs.zip) -ITS ACTUALLY A 7z FILE !!! change extension from .zip to .7z and use 7zip or winrar for opening +[Original dumper code](https://gist.github.com/xiaoxiao921/9d7f5aa50676b475f3cf750b5ef57955) -## A more natural approach of reading the values of prefabs is by using Thunderkit with its Addressable Browser +[Extended dumper code](https://gist.github.com/yekoc/d632468df9ebc53641170301ac2f67ef) with state configuration + expanded collection values -TODO FIXME: LINK \ No newline at end of file +[Further extended dumper code](https://gist.github.com/SChinchi/7dd6b321807e9166b65705e6aec96634) including inherited fields/properties and some serialised classes/structs, such as DCCS categories + +## Using a runtime inspector + +Both the RuntimeInspector and UnityExplorer mods allow you to view and manipulate any loaded game objects in-game. + +For a short-lived object, such as a projectile, freezing time is required to inspect it thoroughly. This can be achieved by either UnityExplorer's "Time" input field from the top bar, or by using DebugToolkit and its command `time_scale`, e.g., `time_scale 0`. + +Keep in mind that with UnityExplorer you need to have its overlay disabled before entering the lobby or it will break the UI. + +## Using Thunderkit + +A more natural approach of reading the values of prefabs is by using [Thunderkit's Addressable Browser](https://risk-of-thunder.github.io/R2Wiki/Mod-Creation/Thunderkit/Getting-Started/). \ No newline at end of file