ModelKit
Library for mod authors: load custom OBJ/MTL/PNG models without AssetBundles, so a game update cannot invalidate your art. Handles pipeline-correct materials, cutout transparency and player overrides.Changelog
v1.0.1
Links only. No code change — the library is identical to 1.0.0.
- The page now points at ModelKit's own Nexus page rather than the page for How To Fish - Extended, which is the mod it was extracted from.
v1.0.0
FIRST RELEASE
A library for mod authors. It does nothing on its own — install it only because another mod asked for it.
Loads Wavefront OBJ, MTL and PNG models so a mod's custom art does not depend on a Unity AssetBundle, and therefore cannot be invalidated by a game update.
- OBJ reader — positions, normals, texture coordinates, faces of any size fanned into triangles, one submesh per material. Handles 1-based and negative indices, exporters that omit normals, empty groups, and meshes past the 65k vertex limit.
- MTL reader —
map_Kdtextures andKdcolours, with exporter absolute paths stripped down to the filename. - Textures — PNG and JPG, point filtering by default, with automatic cutout detection so a texture with transparent pixels gets an alpha-clipped material rather than rendering as an opaque rectangle.
- Pipeline-correct materials — clones a material off something the game already draws, then sets both the built-in and URP property names, strips the inherited emission and secondary maps, and falls back to building a plain lit material when the only thing to copy is a Shader Graph shader.
- Asset sources — read from a folder, from resources embedded in your own DLL, or chain the two so a player's file overrides the one you ship.
.gzsupport — OBJ text compresses about six to one and is read transparently, so a compressed model is a smaller download for no loss.
Extracted from How To Fish - Extended, where this code loads the Lucky Charm stand. Verified against that model: the parser agrees with the running game exactly — 144 vertices, 68 triangles, 4 materials.
Static props only. No animation, skinning, smoothing groups or curves.
