Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Keep Modding and Nobody Explodes
Welcome to the Keep Talking and Nobody Explodes workshop! Try out new modules, rooms, sounds, models, and more! Or try your hand at creating mods of your own using our modding tool kit.
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SL7205 9 14 Aug, 2016 @ 7:21am
Have some questions
Well, totally new to Unity and after Twitch streaming last night still have problems getting things work.

1. I believed I did include all assets to the mod.bundle before building and add KM selectable. But in-game, the module does load but isn't selectable and no texture loaded. Everything is transparent. Texts are pink.

2. My module is upside down, any easy way to rotate the whole thing?

3. KM Highlightable must be added alongside with KM Selectable to make that yellow glow right?

Thanks.
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Mock Army 6 14 Aug, 2016 @ 8:49am 
1. It sounds like something is missing the mod.bundle tag. Are you using custom textures too? Try setting them to the "Mobile/Diffuse" type (I think it's that one).

2. I've had this happen before. You can rotate your model 180 degrees to be upside down in the scene and create the prefab again. I'm not sure why this happens but I think it's the module model or somehow setting your own module upside down.

3. Yes, add the highlightable as a child of the module part that you want highlighted. Also, check that it's not set inside the model or the highlight is put inside. You can also test the highlighting with the test harness for faster testing.
SL7205 9 14 Aug, 2016 @ 11:53am 
Well, it's currently looking like this: https://postimg.org/image/8cupft7bj/
From the discord chat they said I only need to include the prefab inside the assetbundle so I removed all other things and it still looks the same.

I managed to make highlighting works, but what is "test harness" I can't find that.

I've rotated the module 180 degrees and the module is now upside down in scene, but it still upside down in the game.

BTW, I'm currently looking into how deserialize works on getting widgets status. Maybe you can guide me a bit on how dictionary thing works. :)

Thanks.
Mock Army 6 14 Aug, 2016 @ 4:19pm 
The test harness is a prefab. Drag it into the Unity scene along with your module and you can test most of the module. Check bitstim's stream for video of it in action. I can't remember which archived video shows it though.

Take a look at example module 2 for querying the widgets. It shows the keys to use to get the status and how to retrieve the battery count from the response.
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