4.7 KiB
UI Compiler
Scripts for easier editing of Unity assets for Higurashi.
The main rust script will generate a new emip file, apply it to the assets and pack the assets into 7zip archive we need for a release.
Documentation Notes
Please note that documentation is in two places:
- This Readme.md file (for basic usage information)
- Detailed documentation with images etc. on our Wiki.
- You don't need to read all of this to use the tool!
Usage instructions for translators and dev team
Setup (Windows Only)
The below instructions only work on Windows!
- Follow the instructions here to install Python 3, and make sure Python is on your path
- If the above link doesn't work, just make sure you do the following:
- During the install, make sure you tick the checkbox "Add Python 3 to PATH"
- After the install is finished, open a fresh command window, then type
pythonto check if python is correctly on your path (should display the python prompt)
- For translators, fork this repository (Github forking instructions)
- A fork is recommended for translators as you can check in your changes to github. It also allows you to use Github for building and hosting assets
- Clone the repository (either this repository, or the one you forked) to your computer
Using the tool to generate sharedassets0.assets (Windows Only)
To list the supported Higurashi chapters for this tool, run
python build.py
which should show an error message complaining about a missing chapter argument
Then run
python build.py onikakushi
for example, to build the sharedassets required for onikakushi. You can also run python build.py all to build all chapters.
NOTE: The script should automatically detect if the vanilla assets or UABE has changed, and re-download them. But if that doesn't work, use the '--force-download' option like so:
python build.py rei --force-download
You may encounter the following problems:
- Windows Defender may block/delete our precompiled
ui-compiler.exe. In this case, you can either try to unblock it, or install Rust to make the script compile it on your own computer. Contact us if you have this issue. - For any other error, likely we just need to update the build script, so please contact us.
Modifying Assets
Assets are located in the assets folder. Replace any file in the assets folder, then run the script again, and it should be included in the generated assets files.
Building assets using Github Actions
Note for forks/translators
Github actions might be disabled for your forks. Clicking on the 'Actions' tab should allow you to enable it. Please do this before proceeding.
Building a release
To use Github Actions to build a release, create a tag like v1.0.6_onikakushi which contains the chapter name (separated by an underscore) you want to build (or 'all' for all chapters).
Click on the 'Actions' tab to observe the build process.
Once the build is complete, go to the 'Releases' page, and a new draft release should appear. You can check everything is OK before publishing the release, or just download the files without publishing the release.
Usage instructions when preparing for a new episode
The following information is only used when generating a new episode.
Please look through the detailed documentation, especially if you're working on a new chapter, new language, or using UABE - this file does not contain information on those topics.
Preparing font files
You'll need to extract the 'msgothic' font files from the stock .assets file before starting:
- Open one of the
sharedassets0.assetsfrom the new episode in UABE - Find two font files (search for
*msgothic*and hit F3 a couple times). Note there are other files with msgothic in the name, you're looking for ~100kb files with the exact names below:MonoBehaviour msgothic_0 SDFMonoBehaviour msgothic_2 SDF
- Click "Export Raw" and save the files to disk
- Rename them as
msgothic_0.datandmsgothic_2.dat - Move them to
assets/vanilla/<chapter>/msgothic_0.dat&assets/vanilla/<chapter>/msgothic_2.dat
Building ui-compiler.exe
To build just the ui-compiler.exe, push any tag to the repository.
Extra Notes
If you want to use this tool to compile assets for a different language, you can change the files in the assets directory to your needs.
Developer Notes
Documentation for the underlying python scripts can be found here.