Master bundle hash unturned ошибка

Обновлено: 29.06.2024

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The game loads textures, audio, meshes, prefabs, etc. from Unity Asset Bundles at runtime. How these are setup and used has evolved over the years from individual *.unity3d bundles to .content bundles to .masterbundle files.

Master Bundles should be used for essentially all new projects.

Prior to using any of these tools they must be imported into a Unity project

  1. Inside Unity open the Assets > Import Package > Custom Package. wizard.
  2. Find the Unturned installation directory.
  3. Navigate to the Bundles/Sources directory.
  4. Import the Project.unitypackage.

Master Bundles (*.masterbundle)

Most official files including curated maps have been transitioned to master bundles, and they will be used for the forseeable future.

Master bundles can be loaded from any directory the game loads *.dat files from. Unless an override is specified, the nearest master bundle in the file hierarchy is used. While loading each directory is checked for a MasterBundle.dat file signalling the presence of a master bundle. For example, refer to the core.masterbundle in the Bundles directory.

MasterBundle.dat can set the following keys:

Individual asset *.dats can set the following keys:

  1. Follow Tool Setup instructions.
  2. Open the tool from the Window > Unturned > Master Bundle Tool menu.
  3. Select directories of assets in the Project window.
  4. In the Inspector window tag them in any asset bundle.
  5. Click the checkbox next to an asset bundle's name in the tool to mark it as a master bundle. This filters the list of asset bundles to show, and tracks an export path associated with it.
  6. Click the . to choose a destination for the bundle file.
  7. Click Export.
  8. (optional) When redistributing the asset bundle the "multiplatform" toggle should be enabled. This ensures the appropriate shaders for each platform are included, and exports a ".hash" file so the server can validate client asset bundle integrity.

When upgrading to Unity 2017.4 LTS it became apparent that all asset bundles would have to be re-exported from Unity due to shader compatibility changes. This would be an incredible amount of files, so it was time to re-approach the *.content issue in a way that could quickly convert all existing content. This was handled by keeping the file hierarchy 1:1 and guessing the file extension for the by-name loading.

Individual Asset Bundles (*.unity3d)

Most official files have transitioned to the master bundle system, but some uses still exist like the per-map road textures.

  1. Follow Tool Setup instructions.
  2. Open the tool from the Window > Unturned > Bundle Tool menu.
  3. Select individual assets or directories of assets in the Project window.
  4. Click Grab to preview which assets will be exported.
  5. Click Bundle to choose a destination for the asset bundle file.

When beginning development of 3.0, it was key to support runtime loading of custom modded content. At the time files in asset bundles were loaded by name without extension, so each game type looked for specific names like "Item", "Object", "Animal", etc. The .unity3d extension was chosen for web browser compatibility. Obviously this system did not age well.

Content Bundles (*.content) DEPRECATED

This format was used by terrain, material palettes and radio songs. After the 3.21.15.0 update on 2021-04-23 these can all use master bundles instead. Old references from these assets will continue to function, but new references should use a master bundle name and relative path for the "Name" and "Path" properties.

  1. Follow Tool Setup instructions.
  2. Open the tool from the Window > Unturned > Content Tool menu.
  3. Select directories of assets in the Project window.
  4. In the Inspector window tag them in an asset bundle ending with ".content".
  5. Click . to choose a destination for the content bundle file.
  6. Click Export.

In late 2016 and early 2017 development was focused on improving the editor experience, and one aspect of that was asset bundling. Content bundles scanned a manifest of contained assets in order to allow browsing individually from the in-game editor, and the idea was to allow each content reference to be configured per-game-property. Unfortunately, this effort was far too broad - from building an interface between the game code / online subsystem code to revising the ID system to use GUIDs. In retrospect it would have been wiser to crack down on individual features which has been the approach since then.

Никита Киселев


Никита Киселев

DELETED

Данила Корзеёнок

Никита, Ахахах, я обновлял, удалял, проверял целостность кеша, удалял моды из мастерской

Данила Корзеёнок

Никита Киселев


Никита Киселев ответил Даниле Данила, жди новую версию Анта.

Данила Корзеёнок

Максим Кудрявцев

Матвей Саразин

Алена Баранова

Это значит что нет серверов для этой версии либо обнови антёрн либо удали но не через стим а в ручную а потом восстанови файлы или фильтры поставь стандартные или удали моды

Алена Баранова

Данила, third person поменяй на другое просто у тебя стоит вид только от третего лица а таких Серов не делают

Алена Баранова

Данила Корзеёнок

Чувак, если сработает , респект тебе, сча проверю, но игра переустонавливается

Иван Варламов


Иван Варламов

Нажми слева на вкладку Интернет и все, потому что по умолчанию ищет в локалке

Данила Корзеёнок

Данила Корзеёнок

Александр Редин


Александр Редин ответил Даниле

Данила, Нет серверов на данную версию. Крч. Сервера не обновились до данной версии. Подожди. (Это не точно)


A guide that attemps to teach you how to use the Master Bundle tool.


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Install a version of Unity 2019.4.x, to do this, download Unity Hub, and install a version through the client, the latest the better. Install with Mac & Linux support, without this support, Mac and Linux players wouldn't be able to play on your map without issues.

If you have any mods/assets that need updating your gonna have to bundle on this version. If you're on a Curated project, get all the assets into one Unity Project and bundle from there.
Make sure to import the "Project" and "Standard Assets" unity packages into your project. (Unturned>Bundles>Sources>).

This part ain't hard, just takes a lot of time, here's what you do.
Let's say you're making a Curated map, what you need to do is put all your assets into a folder, let's say the map is set in Texas so we'll just call that folder "TexasMasterBundle". Next, you're going to want to start sorting all your unity assets. Set up the folder like in the Unturned bundle's folder. If a tank top in the Map's files is located at Unturned>Maps>Texas>Bundles>Items>Clothing>Shirt>Tank_Top then in unity it would be located in Assets>TexasMasterBundle>Items>Clothing>Shirt>Tank_Top. In the Tank Top's folder should also look something like this: In Unity, you're going to need to make an "Asset Bundle" (You can do this by selecting any .prefab in unity and going to your Inspector tab, at the Bottom right you should see a tab that reads "AssetBundle None" click on the "None" and click new, type in the name of the Master Bundle, something like Texas.masterbundle (you have to have this .masterbundle bit on there for it to work) Now give the TexasMasterBundle and the "Main" folders (would be in here, Assets>TexasMasterBundle) this AssetBundle tag. Now you're finally ready to export. Select TexasMasterBundle and click on the Masterbundle tab. Select "Asset Bundles" and "Master Bundles". Don't select "Multi-Platform" unless this is a final export, it just takes longer and is unneeded. You also need to have installed Mac & Linux support when installing Unity for it to work. Select the AssetBundle Tag you're using in the export (texas.masterbundle) and then click the three . 's, export to your map's Bundles folder.: Now, for the final and easiest part, you need to make a .dat file and put it into your Bundles folder. It needs to be called "MasterBundle.dat" the contents of the .dat should be as follows
Asset_Bundle_Name texas.masterbundle Asset_Prefix Assets/Texas (The texas.masterbundle has to be lowercase)
Of course, replace the Texas part with your maps name/codename (peaks, cliffs, etc)
Your Bundles folder should look like this (of course there would prop be more folders)

In case you applied the Masterbundle Tag to all of you assets, a handy thing you can do is to go to the inspector tab and click "Filter Selected Name" this will show you all the assets with this tag.

If any part of this guide didn't make sense to you let me know and I will try to make it more clear.
Thanks for reading, and happy modding!

. wouldn't reading the guide answer that for you?

No, Masterbundles are not just for maps, but they aren't that useful if you're only bundling one or two asserts, they're useful when you need to bundle a lot of things at once.

im trying to make a rocket launcher vehicle and im wondering how to export all of my folders. do i need to use a masterbundle for it to work (there is an item, magazine and vehicle). if so do i have to bundle it regularly in the individual folders and then start masterbundling?

i learnt all of this from scratch and have made basic mods before. this is the last step before exporting and another test in game.

previously i have failed multiple times. (also, ^^ are masterbundles only for maps?)
/im-a-noob/

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Этот предмет несовместим с Unturned. Пожалуйста, прочитайте справочную статью, почему этот предмет может не работать в Unturned.

Этот предмет виден только вам, администраторам и тем, кто будет отмечен как создатель.

В результатах поиска этот предмет сможете видеть только вы, ваши друзья и администраторы.

Хотите присоединиться к обсуждению? Для этого нужно войти или создать аккаунт.

1 2 0 2 6 мар в 14:59

okay so when i join any elver server it says "asset bundle error: "metro" version mismatch. ive launched it on singleplayer and it worked? it only shows that up for servers, ive tried reinstalling yada yada but it doesn't let me play on any server. anyone know what to do?

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