Updating to C16.2.2 Using Enemy Exporter

Understanding What The Exporter Does

This page is optional, but I advise looking at the ‘Notes’ section.

It may be useful to understand what the exporter does.

exporter_detailsWhen exporting, it:

  • Saves the bundle ID, company name, etc
  • Loads the menu scene, grabs the title image, deletes everything else, and saves it as ‘Menu-Skybox’
  • Goes through each level:
    • Exports all of the enemies, with their settings
    • Exports the player start point and pickups (without any settings)
    • Gets rid of everything in the scene that has a script on it and saves the scene as ‘LevelX-Geometry’
  • Collects a list of all enemy prefabs used in all the levels and saves their settings
  • Saves copies the enemy skins and materials

What does the importer do?

  • It sets the company name, and the bundle ID (and even bumps it up for you)
  • It applies the changes to the enemy prefabs
  • It takes the menu skybox, adds in the C16 menu stuff, and saves it over the existing menu scene
  • For each level:
    • it takes the LevelX-Geometry file
    • it adds in all the new C16 stuff that should be in every level
    • it imports all the enemies with their settings
    • it places the player start point and pickups

Notes

  1. When something is exported (like, say, a pickup, or even an enemy), the exporter remembers the unique ID of the prefab used for that game object. When it imports it, it instantiates the latest version of the prefab.
    • the enemies placed in the scene will be C16-style enemies. (The exporter has special code to update the saved data for the enemies from C10-style to C16-style).
    • the player starting point and pickups will all use the latest versions and artwork in the branch that you started from.
  2. You may want to go through your levels beforehand and make sure that the buildings and other level-geometry items do not have any scripts on them. You may need to break prefab references. (Look at the troubleshooting steps for the levels for more details).
  3. Things that use scripts in your scenes (like elevators and particle effects) will not come over during the import. You’ll need to re-add them manually.
  4. The game’s icon isn’t exported, but that is just as well as you’ll want to get the latest version available for the game (as explained in a later step).
  5. Spiderbots aren’t likely to export at the moment.
  6. The exporter should work as-is for C10 and E versions of the game, and should work for games generated from C16.2.2 or newer. It will need tweaking to work with earlier C16 games.

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