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Introduction to Sub Library

Indigocoder1 edited this page Oct 24, 2024 · 10 revisions

Hello, and welcome to the Sub Library wiki.

This wiki contains a number of guides and explanations about the library, but there is some expected knowledge before diving in.

Required Knowledge

First off, you have to know basic modding knowledge to follow these tutorials. Concepts like prefabs, how scripts work in Unity, and object hierarchy are crucial for using this library.

Unlike another submarine library—Vehicle Framework—this library is designed to work with ThunderKit (TK), which is a tool designed for Unity that allows you to use the scripts from the game in Unity, and have them attach correctly when build to an asset bundle.
This means, for example, that you could make a cube, attach the ReaperLeviathan component to it, and after some stitching together of scripts, get it to work in game without manually adding that script during prefab setup.

You will also need some knowledge of Unity and AssetBundles to use this library effectively, so I recommend reading through this Asset Bundles guide beforehand if you haven't already. While it doesn't use TK, the concept is the same and you can convert the same project to TK once you're done.

Common Occurrences

Most fields that are accessible in Unity provided by this library have tooltips on them. This means that if you hover over the field name in Unity it will give you a description of what that field is. Use this if you are ever confused about something

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