Creating an asset bundle that contains the created TextMeshPro font asset.Creating a TextMeshPro font asset from a "standard font" (good choice is "Arial Unicode MS Regular" or "arialuni" which I think can always be found in the windows Fonts folder.Installing a TextMeshPro version that is compatible with that Unity Editor.Obtaining an appropriate Unity Editor from.Which likely means that if we can actually generated a bundle that is compatible with this engine, it is going to work. This asset bundle was not created with UncompressedAssetBundle flag, expected id 'UnityRaw', got 'UnityFS' The following message appears in output_log.txt: The problem is just substituted with another, and that is the fact that this asset bundle is not compatible with the game because it was generated by a much newer version of the Unity Editor. Now, just because it doesn't freeze doesn't mean it works. I can imagine BepInEx not working particularly well on such old games. Here's a new version that fixes the freezes (the plugin was using a "new" API not available in these old games): From there, there is a File version and Production version which represents the unity engine version. You can see which version of unity is used by right clicking on the game exe file and going to Details. I would like to know, if you can tell me, where it works and where it doesn't. These asset bundles can be generated without programming knowledge, but the older the version of unity to target, the more difficult it may be. XUnity.AutoTranslator-ReiPatcher-4.7.1.zip These files are generated using Unity 2018.1 and the TMP that comes with it and I can confirm it works with that ResizeMe game from #69 There is a significant chance that this is not going to work in all games and it probably depends on both the version of the Unity Engine that is used and the version of TextMeshPro. Place the unzipped font files in the game root and set config OverrideFontTextMeshPro=notosanscjk-regular_sdf
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