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Unity Tools Export
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- There are 16 spawn tiles (see Track Editor: tiles)
- Lighting has been "baked" & saved for the track (see Unity Tools Lightmapper)
Exporting[edit | edit source]
|Save the Unity scene.
Note: the Unity scene name, will be the track name shown in BallisticNG.
For testing purposes, just choose the 1 platform you are currently using.
These 2 options come into play, when you upload a track to the Steam workshop.
|Save it into the "MyTracks\Uncategorised" folder.
Windows path example: "C:\Program Files (x86)\Steam\steamapps\common\BallisticNG\UserData\MyTracks\Uncategorised\"
|Open BallisticNG & play the track!
On the track selection screen, you may have to press "down" a couple times to see the "uncategorised" tracks.
Not seeing recent changes in your track?[edit | edit source]
- Recent light changes have been baked (see Unity Tools Lightmapper)
- The Unity scene is saved
- You are selecting the "MyTracks\Uncategorised" folder, not the "MyTracks" folder.
After doing these, recent changes should appear in your track.
But in very rare cases, this "track was built" prompt may still show, even if the track failed to build.
Note that if a track build fails, track files generated from the last successful build still remain.
If you become suspicious about new changes not appearing in your track:
- Manually delete the ".trk" file in the "MyTracks\Uncategorised" folder
- Check to see if a new ".trk" file is in "MyTracks\Uncategorised"
If not, then the build is failing silently.
You'll have to find the root cause of the problem:
- Save the Unity scene
- Close Unity
- Backup the Unity project folder
- Open the Unity project
- Delete objects 1-by-1 until the ".trk" is generated in "MyTracks\Uncategorised"
You've reached the end of the essential documentation[edit | edit source]
Congratulations! You now have the know-how to create a playable track.
When you feel ready to take your tracks to the next level, the supplemental documentation awaits.