Unturned

Unturned

Craftable Buildings 1.4.6 [3.28+]
Asdf4847  [developer] 3 Feb, 2019 @ 5:29am
1.4+ Update bugs and errors
Please report any bugs or errors related to this update here.
Last edited by Asdf4847; 13 Mar, 2021 @ 3:33am
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Showing 1-15 of 25 comments
KhanTheMad 22 Feb, 2019 @ 5:30pm 
Stack of 50 bricks item shows up as a 2x2 space item but still takes up 3x3 spaces.
Asdf4847  [developer] 22 Feb, 2019 @ 11:48pm 
This a bug that happens on servers that haven't updated this workshop item. It should be fixed soon.
knightgamer 9 Mar, 2019 @ 8:58am 
You cannot walk into the shops can you fix this please.
Asdf4847  [developer] 9 Mar, 2019 @ 9:16am 
It was fixed in this version, even tested on a server
SoulFlamePoint0 12 Mar, 2019 @ 4:28pm 
My game crashes every time i go into a singleplayer world
Asdf4847  [developer] 13 Mar, 2019 @ 5:57am 
It works fine to me, check error logs in 'workshop' tab in main menu
A-l-a-n 26 Mar, 2019 @ 12:09pm 
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
Asdf4847  [developer] 26 Mar, 2019 @ 12:36pm 
Does this error happen on Singleplayer or a server?
Barushie 29 Jun, 2019 @ 2:11pm 
the buildings are WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYY too high
Asdf4847  [developer] 29 Jun, 2019 @ 11:44pm 
Can you send me a picture?
<s=99>76 20 Jul, 2019 @ 2:18am 
Originally posted by Asdf4847:
This a bug that happens on servers that haven't updated this workshop item. It should be fixed soon.
Mall base floor cant place in server
PentaSquares 7 May, 2020 @ 9:02am 
Originally posted by Asdf4847:
Please report any bugs or errors related to this update here.
I found a building license that spawned ingame as a generated item. I accidentally dropped it and it fell through the map.
Asdf4847  [developer] 8 May, 2020 @ 10:26am 
The collider of the license seems to be working. Might have been a bug of the map.
Hecate 31 Oct, 2020 @ 3:51pm 
can you fix the 50 pine bundle icon not showing please : )
Ernesto 20 Nov, 2020 @ 11:41am 
Attempting to use a doors in a traditional base (I.E with wood walls, floors, ect) causes the doors to become not functional, and causes the doorway/frame to pop out
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Showing 1-15 of 25 comments
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