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Developer Setup
This documentation is for developers of Gothic-UnZENity only. If you need support on playing the game, please visit Player's Guide.
Q: When I start UnityEditor for the first time, I receive the following error: The type or namespace name 'HurricaneVR' could not be found (are you missing a using directive or an assembly reference?)
A: By default, our project is configured to work with Hurricane VR. To use this paid asset, you need to import your own installation inside /Assets/HurricaneVR. Alternatively, deactivate VR module and switch to Flat module to test the game in certain areas. For this, you need to do the following changes:
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You need to deactive UnZENity-VR module compilation via:

(It will alter /ProjectSettings/ProjectSettings.asset and remove GUZ_HVR_INSTALLED from key Standalone) -
Open up the Bootstrap scene and double click on GameManager.DeveloperConfig.

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The configured DeveloperConfig.asset will open, where you can change Controls.GameControls from HVR to Flat

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Hit start end enjoy Gothic-UnZENity
Q: My Hurricane VR hands are purple
A: The materials need to be converted to Universal Render Pipeline (URP) ones. UnZENity provides a menu for it: UnZENity->VR-> HVR - Convert Materials to URP

- For local Gothic installation directory, please create file GameSettings.dev.json next inside Assets/StreamingAssets. This file is ignored by git and you need to set its values to make the game run in Unity.
- Load scene "Bootstrap" in your Editor. Hit play and you're good to go.
- You can configure the runtime through a GameConfiguration scriptable object (see below).
- One for Production is set by default
- You can create your own by:
- Navigating to the
Gothic-UnZENity-Core/Resources/GameConfigurationsdirectory in Unity - creating a new GameConfiguration object via
Right Click > Create > ScriptableObjects > GameConfiguration - dragging it into the "Config" inspector-slot of the GameManager scene object
- Navigating to the
- Can be edited in the inspector by either selecting it in the file view, or double-clicking its field in the Inspector
Links about common Gothic modding information like how Daedalus works or meshes are set up.
Visuals/Mesh:
- (ger) 3dmax information how armor is placed on an NPC mesh (ger): https://www.gothic-editing.de/index_tuts.php?page=tuts_3dsmax_ruestung
Copyright © 2026. Gothic Unity Contributors
Contents
Home
Get Started
Developer Setup
Module & Project Structure
Coding Style Guide
Core Architecture
Software Architecture
Technical Designs
Asset Loading and Animations
Integrations
Hurricane VR Integration
(TBD) Mod Support
Resources & Tools
OBS & Recording Setup
Build Pipelines