Since Linux and OSX account for such a small proportion of Steam players, it isn't really worth it to maintain builds for them and solve platform-specific bugs (Especially because I have tried to build IL2CPP for Linux in the past and haven't been able to get it to compile). I might implement it in the future if enough people show support for it
RugbugRedfern
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Short answer: no
Long answer: If you press Ctrl + Shift + I and go to the Application tab, then expand IndexedDB, then expand /idbfs - https://v6p9d9t4.ssl.hwcdn.net/ and then click FILE_DATA you can see your world's save file, but I have no idea how to download it.
To fix your always updating issue: sometimes GitHub adds an extra space to the end of your hash, which will make the Update Utility detect an update when there isn't one.
To have the Update Utility ignore the extra space, find this line in the code:
updateHash = client.DownloadString(hashURL.ToAntiCacheURL());
and replace it with
updateHash = client.DownloadString(hashURL.ToAntiCacheURL()).Trim();
1. You first need a .ico file to use as an Icon. You can use something like https://www.freeconvert.com/png-to-ico to convert from a .png to a .ico file
2. Once you have your .ico file, put it in the RedlabsUpdateUtility folder in the source code
3. Open the project in Visual Studio (double click the RedlabsUpdateUtility.sln file in the folder above)
4. Right click on "RedlabsUpdateUtility" in the Solution Explorer window in Visual Studio and click "Properties"
5. Select your icon in the "Resources" section
6. Publish it (as described in the QuickStart Guide PDF
It depends on your computer. I wouldn't go over 2GB though. The normal redlabs update utility (https://rugbugredfern.itch.io/update-utility) can support more, because it doesn't have hashing
The capsule materials are customizable by just modifying the material texture.
renderer.material.mainTexture = yourTexture;
Death effects are just prefabs instantiated when the player dies. A different prefab is used depending on the death effect. They contain things like particle systems and animators to achieve the effects.