Attack on Toys

Attack on Toys

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🔧 Attack on Toys MOD: Bake Toys & Final Step!
By N7T-GAMES
The FINAL step for your modding project!
   
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⚑ Insert Final Mod Prefab to Toy-Box & Player Mod to 'PlayerPrefabList'
    ● Insert FINAL Mod to Toy-Box
  • This is important final step before start baking your Final Project Mods. Make sure all FINAL Mod Prefab is added to the Toy-Box, this will generate PrefabID for your Mod so the game will able to load it into the Game!
  • IMPORTANT: Only add the FINAL product! DO NOT add Asset only prefab!
    • Example:
    ✘ [TROOP] Base Rifle Man
    ✔ [TROOP] Rifle Man

    ✘ [MESH] Cowboy Hat
    ✔ [ITEM] Cowboy Hat

    ✘ [WEAPON] Cowboy Rifle
    ✔ [ITEM] Cowboy Rifle

  • Insert [PROP] Mod to # Place My Mod '[PROP] Only' Here (Blue Arrow)
    and Toys Mod to # Place My Mod Toys Here (Yellow Arrow)
  • You might not need to add Final Mod to Toy-Box, if it's already added to [MOD] General Setting 'My Mod Pool Prefabs'
    • Example: [BULLET] Nuke
    ● Insert FINAL [PLAYER] Mod to 'PlayerPrefabList'
  • Only FINAL [PLAYER] Mod that need to be added to 'PlayerPrefabList' instead of Toy-Box like others.
⚑ Bake Functions Details
• Basic Functions:
  • CleanPrefabVariantName: Remove all Variant name in your prefab name, so you don't to remove Variant name each time you create a Variant Clone from other Mod Prefab.
    • Example: [TROOP] Rifle Man Variant ➤ [TROOP] Rifle Man
  • RenameAllGhostPrefabName: Automatically rename Ghost Prefab based from Profile Data Spawn, so you don't need to rename it each time you created a Ghost Prefab Mod.
  • OptimizeAll3D: Optimize All 3D Files Automatically.
    MAKE SURE ALL [PROP] Mod is inside "_Prop" Folder. To avoid any GAME CRASH because the 3D Data is not set to Read/Write Enabled
  • OptimizeAllTextureImporter: Optimize All Texture data & Resize Files Automatically.
  • OptimizeAllAudioClip: Optimize All Audio Data Automatically.

• Check For Any Error:
  • CheckForAnyError: Show any Error or something that might missing in your MOD. You could also check here for Error & Troubleshooting
  • PrintCheckAllBasePrefab: For checking only purposes, please make sure your final product doesn't contain any "Base" name, it won't be baked properly!
    Example:
    ✘ [TROOP] Base Rifle Man
    ✔ [TROOP] Rifle Man

• Bake All Mod:
  • BakeAllRootLOD: Bake All LOD Data automatically, make sure all Mesh Data name is in correct order. Example: Mesh, Mesh.001, Mesh.002
  • BakeAllRootSkinnedMeshRagdoll: Bake All [SKINNED MESH] Prefab.
  • BakeAllWeaponPrefab: Bake All [WEAPON] Prefab.
  • BakeAllSpawnPointPrefab: Bake All [SPAWN POINT] Prefab.
  • BakeAllPrefab: Bake All Prefabs.
  • BakeAllStaticSkinnedAnimations: Bake All [SKINNED MESH] Static Prefab.
  • BakeAllGhost: Bake All [GHOST] Prefab
  • BakeAllSpawnableList: Bake all that has Spawnable.
    • Example: Toys Army Builder, Player Item Builder.
✔ Make sure to bake in-order correctly! Recommended to bake (x2) two times for final product.

• Bake Prefab Individually:
  • BakeThisDynamicTeamNationScript: Bake Dynamic Nation Prefabs.
    • Example: [ITEM], [PLAYER], [TROOP], etc.
  • BakeThisWeaponBaseScript: Bake [WEAPON] Prefabs
Use this feature for faster testing & debugging your Mod. For an example, you just want to change Weapon Damage, or edit Vehicle Speed. You could assign them here and bake them individually, you don't want use BakeAllPrefab because it might takes a long time to bake, so use this feature instead!
⚑ Start Bake
#Basic & #Bake All Mods (Bake Method)
  • #Basic: Bake all basic data for your Mod. It doesn't use often except if you keep creating new [PROP] Mod to bake that 3D Model.
  • #Bake All Mods: Bake All your Prefab Mods like [TROOP], [ITEM], etc.
    • Recommended use this (Bake Method) for your Final Baking, before using game tester mod.
    • Recommended to bake one at a time, don't bake #Basic & #Bake All Mods at the same time. It might take too much time or even might cause some error.

#Bake Prefab Individually (Bake Method)



#Bake All Mods (Bake Method)
  • This is the most common method that you will use to bake your Toys Mod before doing some testing.

#Check For Any Error
  • it's your first time baking, this error sometime might happen. If the Prefab Rigid Cube changed icon to Prefab Plain Cube and [GAME SYSTEM] ToyBox is Blank. That's some indication that something wrong happened with the file, you will need to 'Reimport AOT Assets' once again to fix this issue. How to Reimport AOT Assets


  • This is the final step that you might need before testing your mod. This will tell you any error or object that might missing.
  • Then you could do some testing using the Mod Tester and then Upload your Mod to the Workshop!
★ The Final Button!!! - Build Your Mod
  • After you finished building your Mod, all that left is to do some mod testing using the game Mod Tester
  • Upload your finished Mod from Attack on Toys in-game, just like you would upload a Toy-Box Map
  • Done! Your Mod is now Available and everyone in Attack on Toys Community can play your Mods! and Thanks you!