Using Your Own Assets In The Endless Mission

Note: Importing your own assets into The Endless Mission is an experimental feature. Bugs might occur, please follow carefully the steps and instructions. If you would like to use the work in progress feature, and encounter an issue or error, or have feedback on how to improve it please report it via email to support@theendlessmission.com.

Using The Endless Mission Exporter
One of the more powerful features of The Endless Mission is being able to import your own assets for use in the editor!

So let's talk about how to do that!

This assumes you have some familiarity with the Unity Engine and how to use it/navigate it.

Step 1: Download our Unity Exporter Project
Download the Exporter! - Current Version 1.0.2 as of 5/01/2020

Step 2: Download Unity!
{| !

Open Unity Hub
! ! ! ! ! !
 * The Hub keeps track of your projects, and what version of Unity they are using. It's a great way to manage multiple projects.

Install Correct Version of Unity (2019.1.2f1) - 11/12/2019
! ! Select the correct version from the list, as of the time of this writing the correct version is 2019.1.2f1! {|
 * Go to the "Installs Tab"
 * Go to the "Installs Tab"
 * Go to the "Installs Tab"
 * Installspage.png
 * If you don't see the version you are looking for, click on the "download archive" link and find it the archived list of Unity versions.
 * Installslist.png
 * If you don't see the version you are looking for, click on the "download archive" link and find it the archived list of Unity versions.
 * Installslist.png
 * Installslist.png
 * style="width: 1500px;" |

Add MacOS and Linux Modules to Install

 * }
 * Make sure you install the MacOS and Linux build modules when prompted. (This can be done later if this step was missed)
 * Make sure you install the MacOS and Linux build modules when prompted. (This can be done later if this step was missed)
 * Make sure you install the MacOS and Linux build modules when prompted. (This can be done later if this step was missed)
 * Make sure you install the MacOS and Linux build modules when prompted. (This can be done later if this step was missed)
 * Make sure you install the MacOS and Linux build modules when prompted. (This can be done later if this step was missed)

These build modules are important, as they ensure that your assets can be seen and used by Linux and MacOS users too! {|
 * Modules_the_ones_you_need.png
 * style="width: 1500px;" |

Add Exporter Project to Unity Hub
Click the Add button on the projects page in the top right.
 * }
 * After you have Unity Hub installed, you can add the project you downloaded to the list of projects.
 * After you have Unity Hub installed, you can add the project you downloaded to the list of projects.
 * After you have Unity Hub installed, you can add the project you downloaded to the list of projects.
 * After you have Unity Hub installed, you can add the project you downloaded to the list of projects.
 * After you have Unity Hub installed, you can add the project you downloaded to the list of projects.
 * TheAddbutton.png
 * Navigate to where you extracted the Exporter Project and select it, then hit Select Folder.
 * Gotoyourprojectandselectthefolder.png
 * You should now see the project in your list!
 * Theprojectinthelist.png
 * Make sure that you have the same version of Unity installed that the project is looking for.
 * UnityHub_Add_Exporter_version2.png
 * }
 * You should now see the project in your list!
 * Theprojectinthelist.png
 * Make sure that you have the same version of Unity installed that the project is looking for.
 * UnityHub_Add_Exporter_version2.png
 * }
 * Make sure that you have the same version of Unity installed that the project is looking for.
 * UnityHub_Add_Exporter_version2.png
 * }
 * }
 * }

Step 4: Bring in your assets
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Add Your Files to the Project
! ! !
 * I've decided to add Fearn and Duir from Adventure Mode as optional characters for an RTS spinoff game I'd like to make. So first I bring in all my assets that I need.
 * I've decided to add Fearn and Duir from Adventure Mode as optional characters for an RTS spinoff game I'd like to make. So first I bring in all my assets that I need.

This is as simple as dragging in the files I want from a folder on my computer, into the project window.
 * Mytopsecretfiles.png
 * In this case, I want to bring in my meshes, my animations, and my materials and textures, then I set them all up the way I want.
 * In this case, I want to bring in my meshes, my animations, and my materials and textures, then I set them all up the way I want.
 * In this case, I want to bring in my meshes, my animations, and my materials and textures, then I set them all up the way I want.
 * In this case, I want to bring in my meshes, my animations, and my materials and textures, then I set them all up the way I want.


 * Draggingtothehierarchy.png

Drag Your Files into the Scene
Select one of your objects and add an Entity Component to the base object in the scene. This let's your asset communicate with The Endless Mission and be seen by, and used in The Editor!
 * After they are good to go, drag them from the Project view to the Hierarchy, this adds them to the scene.
 * After they are good to go, drag them from the Project view to the Hierarchy, this adds them to the scene.
 * After they are good to go, drag them from the Project view to the Hierarchy, this adds them to the scene.
 * After they are good to go, drag them from the Project view to the Hierarchy, this adds them to the scene.
 * After they are good to go, drag them from the Project view to the Hierarchy, this adds them to the scene.


 * Theentitycomponentsetup.png

Add the Entity Component to your Objects
Click on the Add component button to see a list of available components. Search for Entity Component, click it to add it to your object.
 * Clicking on the object in the hierarchy ensures you have the right object.
 * Clicking on the object in the hierarchy ensures you have the right object.
 * Clicking on the object in the hierarchy ensures you have the right object.
 * Clicking on the object in the hierarchy ensures you have the right object.
 * Clicking on the object in the hierarchy ensures you have the right object.
 * Addingtheentitycomponent.png

Make your Objects into Prefabs (Optional/Recommended)

 * Once that's done, drag the object back from the hierarchy into the project view to make it a prefab. When it asks what type, click on Original Prefab.
 * Originalprefabsonlyplz.png
 * }
 * Once that's done, drag the object back from the hierarchy into the project view to make it a prefab. When it asks what type, click on Original Prefab.
 * Originalprefabsonlyplz.png
 * }
 * }
 * }
 * }

Step 6: Make Your Packages
{|

Drag your Objects or Prefabs into the Exporter Tool
! ! !
 * To make a package, simply drag the prefab you made earlier into the window while the configure tab is open.
 * Dragprefab.png
 * Dragprefab.png

Rename and Check Your Package(s)

 * From here you can rename packages, explore what each package contains in terms of assets, and even see if your packages are sharing data.
 * From here you can rename packages, explore what each package contains in terms of assets, and even see if your packages are sharing data.
 * From here you can rename packages, explore what each package contains in terms of assets, and even see if your packages are sharing data.
 * From here you can rename packages, explore what each package contains in terms of assets, and even see if your packages are sharing data.
 * From here you can rename packages, explore what each package contains in terms of assets, and even see if your packages are sharing data.

You will get a warning if your packages are both uploading the same assets. However...
 * Packagebrowser_packages_asset_list.png

Ensure Your Package Contains ALL of the necessary files!



 * Make sure all of the assets you need are included. Think of each package as a self contained unit.
 * }
 * }
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Step 7: Build Your Packages
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Step 8: Use Your new Assets!
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Load The Endless Mission!
! ! !
 * Launch The Endless Mission through Steam using the account you registered with.
 * Goplay.png
 * Goplay.png

Open The Endless Mission Editor

 * Open the Editor through the starting menu and load a preset, or one of your own scenes. You can also start a blank scene.
 * Local.png
 * Open the Editor through the starting menu and load a preset, or one of your own scenes. You can also start a blank scene.
 * Local.png
 * Open the Editor through the starting menu and load a preset, or one of your own scenes. You can also start a blank scene.
 * Local.png

Check your Local Content

 * Once there, you can filter by Local, and see all of your own personal assets you've uploaded, you should find them there in the Library.
 * Once there, you can filter by Local, and see all of your own personal assets you've uploaded, you should find them there in the Library.
 * Once there, you can filter by Local, and see all of your own personal assets you've uploaded, you should find them there in the Library.
 * Once there, you can filter by Local, and see all of your own personal assets you've uploaded, you should find them there in the Library.
 * Once there, you can filter by Local, and see all of your own personal assets you've uploaded, you should find them there in the Library.

Drag them into the scene or the far left panel to add them to your game.
 * Twoofthreebestfriends.png
 * }
 * }
 * }

Congratulations, you've just taken a huge step into the world of The Endless Mission.

See you on the Content Portal!

Troubleshooting:
Q: Why does the tool keep asking me to log into Steam?

A: If you launch the project before you are logged into steam, you may run into this. To fix it, simply go up to the menu you use to load the tool and manually select "Login".

Q: Why are my materials purple?

A: This could mean that either the material uses a shader you forgot to include, or the materials themselves are missing. Try embedding the materials. Importing into Unity

Q: Why won't my models animate?

A: This can happen if the animator controller that was used doesn't have the correct setup. Or the code doesn't call the correct parameter names. Writing a custom animation script for your character using the parameter names you picked can work around this.

'''Q: My model has an animator with the correct parameters but won't animate! My models materials and/or textures are missing!'''

A: The required files are either the same as files currently in your project or, they weren't included in the package. Try duplicating them and renaming them, then re exporting, or make sure they are dragged into the proper references.