
This was done to ensure that back-porting any blocks or items can be done easier in the future. The 1.3.1.0 update changes block registration names in order to conform to 1.13 and later standards. You can find the page here: īreaking Changes for 1.12.2 Mod Version!!!!! Thank you all for your interest in a Fabric version and all of your continued support. Lets build something cool together! įabric Version: We migrated Prefab to Fabric! We plan on keeping both projects up-to-date with structures and fixes if they make sense for both projects. Just remember to keep your contributions constructive and friendly for all ages.

Note: 1.17.1 will no longer be supported in any fashion.ĭiscord: We've created a new Discord that you can use to reach out to us with problems, solutions, ideas, musings, thoughts, commentary and anything else you may want to share with us and the community of Prefab users. Open the FPS Prefab Sandbox scene in Assets/RFPSP Integration/Demo.Supported Versions: We are currently planning to support 1.12, 1.16.5 and 1.18.1 at this time.Set the path to the Database in the Main Editor to Assets/RFPSP Integration/FPS Databases.Remember to add the type of Ammunition each weapon uses in the item definition.Do not add any of these scripts to your items: AmmoPickup, WeaponPickup, FoodPickup, DrinkPickup, HealthPickup.Use triggers to make it possible for items to get picked up.You can also call this function for other purposes. Add an action to this method on show and hide for all UIWindows that need mouse interaction. The FPSGame component provide a function that toggles pausing the game (which allows you to use the mouse to interact with the UI).To have this same behavior on a collection, you need to add the WeaponRestrictionBehaviour on your player (next to the creator script), and specify the collection name. RFPSP only allows you to have one weapon of each type.Add the Weapon component to each weapon under FPS Weapons, and link in the appropriate item definition file for that weapon.Add the following components to your FPS Player object, and configure the collections you will need.Also add the following components to the _Managers object: Add the _Managers object to your scene, with all required managers.More details on how to setup items are given below. This is done just like creating normal items through the Main Editor. Define the items you will need, including weapons and ammunition.

To setup your scene to use these items, you need to do the following: For example, if you pickup a weapon, it becomes available as a weapon you can use to shoot using Food will reduce your player's hunger and boost its health. These items all work with the setup of RFPSP. This integration provides components that work with the RFPSP asset.
