User:DarleneX/UnityExplorer To-Do Template
This is a sub-page of User:DarleneX.
Note: Remove the map's checklist from this page and transfer it over to the map page when the page created. This page only documents what locations in maps have disabled objects. Note that not every disabled object isn't unused and some maybe only triggered by something in the game's scripting (ex. the ToggleDoors in Opticial).
Contents
- 1 UnityExplorer Compatibility List
- 2 FMOD Logger Notes (for Superliminal)
- 3 To-Do Template
- 4 The Stanley Parable: Ultra Deluxe
- 4.1 map1 (Main Office)
- 4.2 apartment_ending (Apartment Ending) (double-checking next)
- 4.3 boss-return-1 (Elevator Ending Part 1)
- 4.4 boss-return-2 (Elevator Ending Part 2)
- 4.5 boss-return-3 (Elevator Ending Part 3)
- 4.6 bucket_confusion_ending (Bucket Confusion Ending)
- 4.7 incorrect (Not Stanley Ending [Post-Presentation])
- 4.8 map_death (Museum Ending)
- 4.9 map_one (Confusion Ending Part 2)
- 4.10 map_two (Confusion Ending Part 1)
- 4.11 map (Confusion Ending Part 5)
- 4.12 MemoryzonePartOne (Skip Ending/Memory Zone Part 1)
- 4.13 MemoryzonePartThree (Epilogue)
- 4.14 MemoryzonePartTwo (Skip Ending/Memory Zone Part 2)
- 4.15 NewContentPartOne (New Content Ending Part 1)
- 4.16 NewContentPartTwo (New Content Ending Part 2)
- 4.17 redstairs (Escape Pod Ending)
- 4.18 thefirstmap (Confusion Ending Part 3)
- 4.19 theonlymap (Confusion Ending Part 4)
- 4.20 zending (Zending)
UnityExplorer Compatibility List
Note: List will only be of games I've checked. Not a full list.
Game | Compatible? | Notes |
---|---|---|
Life is Strange: Before the Storm (2017-2018, Deck Nine Games) | No | Missing DLLs |
Museum of Simulation Technology (2014, Pillow Castle) | No | |
Omnibus (2016, Buddy Cops, LLC) | No | |
Patrick's Paradox (2022, Patrick Traynor) | No | Missing DLLs |
Superliminal (EGS 2019, Pillow Castle) | Yes | MelonLoader only |
Superliminal (Steam 2020, Pillow Castle) | Yes | |
The Stanley Parable: Ultra Deluxe (2022, Crows Crows Crows) | Yes |
FMOD Logger Notes (for Superliminal)
To do:
|
- FMODUnity.StudioEventEmitter.Event gives out the name of the audio file inside of an object (if the component is listed). (Component is stored in Assembly-CSharp-firstpass.dll)
- To log what most objects are playing sounds (mostly just Music, UI & SFX that don't come from objects or the player's movement), add FMODUnity.StudioEventEmitter.Play() into the Hooks.
- PlayerControllerPrefab/FMOD Audio Controller's PlayerMovementSoundController has the player's sound effects.
To-Do Template
To do:
|
The Stanley Parable: Ultra Deluxe
Notes: LightsBaked doesn't seem to do anything, actual lighting is stored in LightsRealtime.
Only listing areas that have unused content. ugh i wish the object lists were easier to scroll through
- This is listing is a work in progress. (ugh this scene list is unorganized, might have to not make pages for areas that just have one unused object)
map1 (Main Office)
- Accessability Flipper (what is this?)
- Area_2_StartingArea (Has unused content)
- Area_5_MAP1 (Has unused content)
- Area_6_OfficeHallways (Has unused content?)
- Area_12_Doors (Has unused content)
- Area_27_OfficeHallways_#2 (Has unused content?)
- Area_28_Lounge (Has unused content)
- Area_30_OfficeArea (Has unused content?)
- Area_32_ShortOfficeHallway#2 (Has unused content?)
- Bucket Blocker (is this used?)
- static world geo (1)
apartment_ending (Apartment Ending) (double-checking next)
- Area_9_Warehouse_Back DO NOT BAKE (Unused Area, probably meant for bucket ending)
- Area_Bucket_Apartment_01
- Area_Bucket_Apartment_02
- Area_Bucket_Apartment_03
- Area_Bucket_Apartment_04
- Office Part 1
- Office Part 2
- Office Part 3
boss-return-1 (Elevator Ending Part 1)
- Area_0_StanleysToilet (Does this even have anything?)
- Area_18_BossOffice
- Area_20_BossEscape
- Area_69_BossOutro (Does this even have anything?)
The IMPORT objects may be of interest too.
boss-return-2 (Elevator Ending Part 2)
- Area_0_StanleysToilet (Does this even have anything?)
- Area_18_BossOffice
- Area_20_BossEscape
- Area_69_BossOutro (Does this even have anything?)
This is basically the same as boss-return 1
boss-return-3 (Elevator Ending Part 3)
- Area_38_PressElevatorLong
- Area_39_GreenRoom
- Area_40_Stadium
bucket_confusion_ending (Bucket Confusion Ending)
- Area_BD_1
- Area_BD_2
- Area_BD_3
- Area_BD_4
- Area_BD_5
- Area_BD_6
- Area_BD_7
- Area_BD_8
incorrect (Not Stanley Ending [Post-Presentation])
- BOSS OFFICE
- OFFICE 1
- TWO DOORS REPEAT
- Leave Me Alone
- WAREHOUSE
- Area_5_Void
map_death (Museum Ending)
- Area_1_Museum
- Area_2_MachineArea
- Area_90_MuseumExtra1
- Area_91_MuseumExtra2
- Area_92_MuseumExtra3
- Area_93_MuseumExtra4
- Area_94_MuseumExtra5
- Area_95_MuseumBucket1
- Area_96_MuseumBucket2
- Area_97_MuseumBucket3
- Area_98_MuseumBucket4
map_one (Confusion Ending Part 2)
- Area_1_Office_Part1
- Area_2_Office_Part2
map_two (Confusion Ending Part 1)
- Area_1_map_two
- Area_FAKE_TVArea
Also, there seems to be stuff in an object called "REPLACE ME ASSHOLE". Don't know why it's named that.
map (Confusion Ending Part 5)
- Area_1_Hallways
- Area_3_lastRoom
- Area_4_Hallways_Ending_A
MemoryzonePartOne (Skip Ending/Memory Zone Part 1)
- Unpack When Done Editing
- Area_A_MemZ_Entrance
- Area_A_MemZ_Ext
- Area_A_MemZ_Int
- Area_B_MemZ_Ext
- Area_B_MemZ_Int
- Area_C_MemZ_Int
- Area_D_MemZ_Int
- Area_E_MemZ_Int
- Area_F_MemZ_Storm
- Area_G_MemZ_Storm
- Area_H_MemZ_Storm
- ENDING
- Area_Skip_L
- Area_Skip_M_END
- Area_Skip_N_END2
- Area_Skip_O_END3
- Skip
- Area_Skip_J
- Area_Skip_I
- Area_Skip_L
- Area_Skip_K
- Area_Skip_H
- Area_Skip_G
- Area_Skip_F
- Area_Skip_E
- Area_Skip_D
- Area_Skip_C
- Area_Skip_B
- Area_Skip_A
- BackgroundCamera_MemoryZonePartOne_Combined
- Skybox_1_SUNNY
- Skybox_1_STORM
- Skybox_1_THE_NEW_WORLD
- Area_1_SeriousRoom
Also there may be some stuff scattered around in non map holder objects, it will probably be a pain to get all of them.
MemoryzonePartThree (Epilogue)
- Area 1 Day
- Area 2 Night
- Area 3 Storm
- Area 4 Night B
- Area 5 Dawn
Also, there seems to be stuff in an object called "Delete My Ass".
MemoryzonePartTwo (Skip Ending/Memory Zone Part 2)
To do: Check if the Memory areas consistent with the save file. |
- --------------------------------
- Area_MZ_NCP2
- Area_MZ_NCP2_Hall_B
- DYNAMIC (has various stuff)
- New Intro
- Area_1_StanleysRoom
- Area_2_StartingArea
- Memory Zone Interior
- Area_A_MemZ_Int
- Memory Zone Exterior
- Area_A_MemZ_Ext
- First Figley
- Memory A - Behind Boss
- Memory B - Stairs
- Memory C - Warehouse
- Memory D - Red Blue
- Memory E - Bathroom
- Finale
- Area_6_OfficeHallways
- Area_MZ_twodoors
- Area_1_StanleysRoom
- Area_NC1_D
- Area_MZ_NCP2
Not checking the Memory areas until i double check with a second save file. Also there's a few things scattered around that are not in the map objects.
NewContentPartOne (New Content Ending Part 1)
- Area_NC1_B
- Area_NC1_C
- Area_NC1_D
- Area_NC1_E
NewContentPartTwo (New Content Ending Part 2)
Seems to be all baked inside
redstairs (Escape Pod Ending)
- Area_1_Stairs
- Area_2_OfficeArea
- Area_3_Stairs
thefirstmap (Confusion Ending Part 3)
- Area_1_Barn
- Area_2_Office
- Move me (1)
- Area_1_StanleysRoom
- Area_2_StartingArea
- Area_3_SmallCurvedRoom
- Area_4_MAP1
- Area_5_MAP1
theonlymap (Confusion Ending Part 4)
- Area_4_Office_Part3_Extra
- map2 areas
- Area_Confusion_TVArea
- Area_6_TVAreaPlatforms
- Dynamic Objects (organize later)
- Intro-Modified-Areas (organize later)
- Area_2_Office_Part2_Extra
- Area_4_Office_Part3
- Area_3_PeerReview_Extra
- Area_2_Office_Part2
- Area_Tiny_But_Vital
- Area_6_PeerReview_Hidden
- Area_5_Office_Part4
- Area_3_PeerReview
zending (Zending)
- Area_1_Stairs
- Area_2_SuicideStairs
- Area_3_SuicideStairs_Extra