USource is an early-in-development editor plugin for importing Source engine assets into Unity.
It is intended to provide game designers and developers a magnitude of content to work with from the start of the project (Can provide place holder assets for prototyping as an example). This process is streamlined by using Unity's Asset Database system, making this a tool very congruent with how Unity expects you to maintain your project.
Forked from uSource by DeadZoneLuna
- This has only been tested with Counter Strike: Source and Garry's Mod content. Which is to say the 2013 Branch of the Source engine is the only one I would expect this to work consistently with
- Source Models will be imported with their default bodygroup options baked into the prefabs and no intuitive skin swapping supported
- Only supports the Universal Rendering Pipeline (URP) out of the box
- This can only access content from Source games installed on your local machine
- The settings asset's directory is hardcoded at the moment
Everything starts with searching inside the gameinfo.txt file located in your Source game's folder. Gameinfo.txt references various directories and files that themselves have content the game will load. USource looks at these directories and will list all of the supported types in the Asset Browser.
In order to specify which gameinfo.txt files to search, locate the Settings asset in the root folder of USource. From there you can add your game path
This is the interface to all of your Source content. Browse or search for an asset, select it (or multiple), and import.
Source | Notes |
---|---|
Models (.mdl) | Imports the mesh and bone hierarchy as a prefab. Does not support animations/sequences. Does not support changing skins or bodygroups |
Textures (.vtf) | Can import as either a Texture2D or PNG file. PNG format allows you to specify the import settings |
Materials (.vmt) | Imports only for URP. Implements common Source parameters like $phong, $envmap/$envmapmask and transparency |
Hammer files (.vmf) | Not supported yet, WIP. Currently working on a solution that uses RealtimeCSG |
Maps (.bsp) | Not supported yet, WIP |
Sound files | Not supported |
Particles | Not supported |
Animations | Not supported |