Setting up Unity

From KSP 2 Modding Wiki
Revision as of 02:05, 31 December 2023 by Munix (talk | contribs) (Updated Importing ThunderKit)

This page will help you install everything you need to work your on Unity.

Installing Unity

  1. Download Unity Hub from https://unity.com/download.
  2. Download Unity 2022.3.5f1 by clicking on the “Install this version with Unity Hub” link on this page: https://unity.com/releases/editor/whats-new/2022.3.5.

Initializing the Unity project

  1. Follow the instructions on this page: https://luxstice.notion.site/Creating-a-Unity-Project-dae1a51ab2a84fc4b5c5e1eeef4b90b3 but use Unity 2022.3.5f1 instead.

For a quick presentation of the Unity interface: https://luxstice.notion.site/Learning-Unity-faf0ab10f24c4925bf4b51a997a41666.

Configure the Unity project

Installing the addressables package

Unity doesn’t come with this package natively, so we need to install it. Its easy!

  1. You start by going into Window>Package Manager on the top left area of Unity.
  2. This will open a new window where you can manage almost all the packages inside Unity.
  3. Go where it says Packages: In Project and change that to Unity Registry.
  4. On the search bar, look for Addressables. Select it and click install! It will show a couple pop-ups, and once its finished, it will show a green checkmark next to the Addressables’s version.

Importing ThunderKit

ThunderKit is a package for unity. but its instalation is a bit different from the usual.

  1. Go to Window>Package Manager and click on the + sign on the top left corner of the window that opens, after that click on Add Package from Git URL and paste https://github.com/PassivePicasso/ThunderKit.git#at3-update and click Add.
  2. The ThunderKit Settings window should open, if it doesn’t just go to Tools>Thunderkit>Settings on the top part of Unity.
  3. Go to Import Configuration and on Import Project Settings change the dropdown to Everything.
  4. Go to ThunderKit Settings and in Locate and load game files for project, click on Browse and select your main Kerbal Space Program 2 executable (KSP2_x64.exe).
  5. Click Import and wait for KSP2 to be imported, if asked, click I made a backup, Go Ahead
  6. If Unity asks you to restart your project to disable the assembly importer, click Restart Project. It may ask you a second time after the import is finished, this time do not restart.
  7. To check if the game was correctly imported, select any game object and on the inspector click Add Component then search for Core Part Data.
Sometimes, the component wont appear right after the import, if so:
1. Skip to the step for Importing KSP2 Unity Tools, and use the Tools/Fix Unity button

This also fixes if Unity looses track of KSP2’s components like so. If your components look like this, do the same shown above.

Importing Unity KSP tools

  1. Go to Window>Package Manager and click on the + sign on the top left corner of the window that opens, after that click on Add Package from Git URL and paste https://github.com/KSP2Community/KSP2UnityTools.git and click Add.
If you already had an earlier version installed, you will need to delete the whole "KSP2UnityTools" folder from your Assets folder and then do the installation.

Setting up swinfo.json and addressables

  1. After installing KSP2UnityTools, go to Tools>KSP2 Unity Tools.
  2. Do either one of two following steps.
  3. If you have a mod you want to copy addressables into:
    1. Select "Copy Assets Only" as the Build Mode.
    2. In the build path select the addressables for your mod.
    3. At the bottom of the window, press Import swinfo.json and select your mods swinfo.json.
  4. If you want to build a full mod from Unity:
    1. Set Build Mode to "Everything".
    2. Set build path to where you want to output your packaged mod (you can set this later, just set it before build).
    3. If you already have a swinfo, you can skip the next steps using the import swinfo.json as described in the previous section.
    4. Input your mods ID (this is critically important).
    5. Setup the rest of your mods info (these correspond to the swinfo).
  5. After doing one of the previous two processes, press Set Up Addressables From Mod Info, and it should automatically set up everything needed in addressables so you dont need to touch it.