Slipstream is an in-dev mod that expands on RoR2 with stages, enemies, items, and survivors. (hopefully)
Slipstream is open source but please inform the main team of any contributions you plan to make. If you are familiar with contributing to Starstorm 2, the process of contribution will be very similar. In fact the "How to clone and develop" section is copied directly from Starstorm 2's github page.
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You'll need:
- Unity Hub
- Unity version 2019.4.26f1
- A GIT client (IE: GithubDesktop, Gitkraken, etc)
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Begin by cloning the repository to your hard drive
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Once the project downloads, open the
Slipstreamfolder with Unity 2019.4.26f1, keep in mind that opening the project for the first time will take time, so patience is key -
During your importing or opening the project, or any other scenario, there is a chance you'll see this box pop up, Always hit "No Thanks", as hitting the other option WILL cause issues with specific assemblies.
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Once the project opens, you'll have a bunch of errors, these errors are normal, and are caused by missing ror2 assemblies. To fix this, Go to
Assets/ThunderKitSettingsfolder, and look for the "ImportConfiguration" file.- If there are no Configuration Executors, delete the ImportConfiguration so Thunderkit can regenerate it.
- If no configurations exist after this, please contact Jace and ask for help
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Once the import configurations are created, go to Tools/Thunderkit/Settings
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Select the Import Configurations, ensure that your configurations match the one from the image.
- If you can't find one of the configurations, delete the import configuration.
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Make sure your import config matches the following:
| Importer Name | Enabled or Disabled | Extra Config |
|---|---|---|
| Check Unity Version | Enabled | |
| Disable Assembly Updater | Enabled | |
| PostProcessing Unity Package Installer | Enabled | |
| TextMeshPro Uninstaller | Enabled | |
| Unity GUI Uninstaller | Enabled | |
| Wwise Blacklister | Disabled | At the moment we don't have WWise in our project |
| Assembly Publicizer | Enabled | Publicize at least RoR2.dll and KinematicCharacterController.dll |
| MMHook Generator | Enabled | Generate MMHook assemblies for at least RoR2.dll and KinematicCharacterController.dll |
| Import Assemblies | Enabled | |
| RoR2 LegacyResourceAPI Patcher | Enabled | |
| Import Project Settings | Enabled | Set the enum to Everything |
| Set Deferred Shading | Enabled | |
| Create Game Package | Enabled | |
| Import Addressable Catalog | Enabled | |
| Configure Addressable Graphics Settings | Enabled | |
| Ensure RoR2 Thunderstore Source | Enabled | |
| Install BepInEx | Enabled | |
| R2API Submodule Installer | Enabled | Hit disable all button, the Serialized Hard Dependencies will stay enabled |
| Install RoR2MultiplayerHLAPI | Disabled | |
| Install RoR2EditorKit | Disabled | |
| Install Risk of Options | Enabled | |
| Get Bitness | Enabled | |
| Beep | Enabled | |
| Prompt Restart | Enabled |
- Select
ThunderKit Settingsand click Browse.- Find your RoR2 Executable, select it
- Hit Import
- You're now ready to start development.
- Some materials will have lost data and you need the ripped shaders to work with them.
- Follow this guide until you reach the Export -> Export all files step.
- Instead, find a singular shader file and select it.
- Do Export -> Export all files of selected type
- After all the shaders are exported, go to the export location, GameAssets -> Risk of Rain 2 -> ExportedProject -> Assets. In there, drag out the listed folders into the Assets -> Shaders folder.
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- Calm Water
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- Decalicious
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- Le Tai's Asset
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- Psychose Interactive
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- RoR2
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- Shader
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- TextMesh Pro
- DO NOT remove the gitignore in the folder. Doing so will allow the shaders to be pushed onto github.
Q: I'm having an issue where certain components cannot be added or general instability
- A: Make sure you didn't leave Install RoR2MultiplayerHLAPI and Install RoR2EditorKit enabled, having these enabled will cause issues due to duplicate assemblies
Q: How do I build?
- A: Do the following:
- Go into Assets/Editor/Base
- Click on the Nebby folder
- Press
Ctrl+Dto duplicate, rename the duplicate to your username - Enter the duplicate folder
- Rename pipelines, and path assets
- Click the "Build" pipeline
- On the Copy job, click Destination, make sure the destination is the same name as your Path asset, enclosed by <>
- Click the "TestingPath" asset
- On the Constant path component, set the value to your R2ModMan profile's plugins folder
- Running the build pipeline should output the built mod into your r2modman profile
Q: When I build my project using the pipelines no DLL is created
- A: Check the pipeline log, it usually logs anything and everything regarding issues with the build process, there's also a high chance that a duplicate MMHook assembly (such as AssemblyCSharp mmhook) is causing issues. If this is the case, go into HookGenPatcher's plugins folder and delete MMHOOK_AssemblyCSharp.dll
Q: I fetched origin on my fork, and now i have general instability and/or weird error logs on my console.
- A: This tends to be normal and usually caused when a dependency is updated on the package's manifest file. we recommend doing the following:
- Close your unity project
- Go to the project root folder
- Open the Packages folder
- Select everything on the folder EXCECPT
manifest.jsonandpackages-lock.json - Delete the selected contents
- Open your unity project
- Reimport your game, remember to recheck your import configuration