Back in 2016 the Unity engine did not have built-in support for cutting the terrain. "Hole volumes" were hacked together as a solution for Unturned, and basically acted as a portal which disabled collision against the terrain. There were a lot of drawbacks to this approach however: for example bullets had to check whether they would pass through a hole before doing collision tests, and each pixel of the terrain shader tested whether its 3D position was inside a hole for transparency (which is why there was a limit on the max number of holes). Nowadays Unity DOES have built-in support for an unlimited number of holes fully integrated with physics, so the custom workarounds can be removed!
Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the changes. Alongside this upgrade any maps using the old terrain tools are automatically converted to the new terrain tools, which have also finally been merged into the regular editor. In order to "dogfood" these changes I manually upgraded Germany, Hawaii, and Greece (which was using the old terrain system), so hopefully that shows I really believe this is an important improvement for the game even if there are some wonky effects on older maps that need manual revision. (Sorry!) If you are working on a map and run into any problems with this conversion please feel free to email me nelson@smartlydressedgames.com.
Miscellaneous:
Following feedback on the scope zoom and sensitivity fixes in the previous update: we should now have the best of both worlds! A new "Sensitivity Scaling Mode" option has been added to the Controls menu. The default "Focal Length" option is new, and should perfectly adjust the sensitivity according to the perceived size of enemies on screen. I would recommend at least giving it a try, but if you want both the zoom levels and sensitivity to be reverted to how they were before the previous update you can choose the "Legacy" option. Alternatively the "Zoom Level" choice is available which preserves the behaviour of the previous update.
Grass loading (especially with "scope focus foliage" enabled) often felt unresponsive because it started in a grid pattern North-West of the camera. Loading now instead follows a spiral pattern outward from the camera, so the closest foliage is loaded first.
In sadder news I am sorry to say that Unturned II (4.0) development has been paused. This post summarizes some relevant factors from my personal life, and how Unturned (3.0) will be affected going forward:
Climb interaction on ladder to snap without jumping.
Graphics option for maximum draw distance.
Options menus are available in the level editor.
Quit to desktop buttons.
NPC reward to override player spawnpoint.
Changed:
Zoom factors use preferred field of view.
Invert water mask while camera is underwater.
Updated Unity from 2019.4.37f1 to 2019.4.38f1.
Fixed:
Disabled specular on vanilla static materials.
Not applying conditions/rewards on quest and vendor dialogue responses.
Disable sky fog on water backface.
Missing character limit in uGUI text chat input field.
Edit: Patch #1:
Reduced ladder interact range from 6m to 4m.
Prevent interacting with horizontal/angled ladders.
Fixed in-game quit button was blocked by combatlogging/Alt-F4 prevention on PvP servers.
Fixed unable to decline quests.
Ladders:
After the character movement update it became more difficult to climb down ladders, so at long last you can optionally press the Interact key to mount at the point you are looking! Hopefully this reduces the number of hospital visits caused by jumping to climb down. Walking into a ladder to climb is also still supported.
Max Draw Distance Option:
You are probably sick and tired of hearing about fog adjustments with these past few updates.
100% is a balance between performance and quality. It was the intended maximum in the first of these updates, reducing the draw distance from its previous insanely high value. 50% is available for some lower-end hardware, but players at the maximum network distance will be slightly within the fog. 200% is available for higher-end systems.
Keep in mind that 2x the draw distance (radius) is 4x the area, so 100% has 4x the area considered for rendering compared to 50%, and 200% has 16x the area compared to 50%. The level editor max draw distance is separate from the in-game max draw distance, and its values are 2x as large. Landmark draw distance is automatically adjusted for the max draw distance, so for example landmarks 100% with a max of 150% is not rendering any landmarks in the fog.
Miscellaneous:
Controls, options, graphics, and display settings can be adjusted in the level editor without returning to the main menu. You can also quit to desktop from the level editor or in-game pause menus, however the disconnect timer applies while playing in multiplayer.
NPCs can set a spawn location override so that the player will respawn at a marked location or vehicle spawnpoint. This override is saved between sessions. For example it could be useful for story sections or safezones.
Previously scopes and optics multiplied a base field of view of 90 degrees, whereas now your configured field of view is used.
Mask when camera near clip plane intersects water.
PvP damage penalty when client is potentially faking lag. (e.g. "lag switch")
Changed:
Various minor gameplay balance adjustments. (detailed below)
Render sky fog before transparent objects. Water transparency renders sky fog in forward pass.
Updated Unity from 2019.4.35f1 to 2019.4.37f1.
Converted hardcoded Anastasia door to text chat component + IOBS component.
Fixed:
Warning when item blueprints have identical conditions.
Leftover holiday chicken on Liberator. [Thanks danaby2]
Capturing satellite image when assets are missing from level.
Singleplayer pause menu also pauses audio globally. [Thanks Toothy Deerryte]
Balance Improvements:
It is widely agreed that some balance adjustments are long overdue, so this update combines a variety of work-in-progress upgrades from the past few months of tuning and feedback:
Edit: these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one!
Recoil on the Maplestrike has been decreased by 5%, and the recoil control buff from Sharpshooter has been changed from 50% to 95%.
Draw distance has been further reduced down to 256m. Inflation of map sizes in open-world AAA games make it harder for us to compete, so the extremely exaggerated fog in Unturned at least makes the map FEEL bigger.
Green skin color hues have been removed from the Permanent Gold Upgrade. They made it too easy to blend into grassy maps like Kuwait and Arid. Instead, they are now a complimentary benefit of the new subscription-based Platinum Upgrade DLC. Locking them behind a more expensive paywall makes them rarer, and thus more balanced.
Helicopter audio volume has been increased by 220% to better convey how intimidating it should feel to see a helicopter flying toward your base. The deafening volume for passengers helps balance out how useful they are.
It was unfair for zombies to use navmesh pathfinding when animals cannot, so zombie AI has been replaced by animal AI. Use of flares and other zombie-attracting items is encouraged to help them get unstuck from corners.
Devkit was overpowered because it had features missing from the regular editor, so two new level editors "modKit" and "BoxEd" have been added which combine some features and remove others, evening the playing field for beginners to the modding scene. Editing mods without re-uploading to the workshop first is no longer supported.
Edit: again to clarify, these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one!
Underwater Mask:
The lower-left of this screenshot would previously have been a clear view of underwater zones, but now gets filled with the water color. This should help protect secret underwater locations and bases.
Fake Lag Threshold:
In recent weeks the exploit of artificially delaying game packets AKA "lag switching" has become more of a nuisance. To combat this, a new setting in the server Config.json file "Fake_Lag_Threshold_Seconds" has been added with a default value of 3 seconds. If there is a delay between input packets from the client greater than this threshold they will be penalized for a corresponding duration minus one second. For example if the threshold is 3 seconds and the server does not receive any inputs from a client for 3.2 seconds, they will be under penalty for 2.2 seconds.
During a fake lag penalty the client's damage against other players is multiplied by the "Fake_Lag_Damage_Penalty_Multiplier" setting which defaults to 0.1 or 10%. For example if the multiplier is 0.2 then the client will only deal 20% gun and melee damage against other players while under penalty.
Unfortunately false positives are relatively likely if the client framerate hitches, for example while loading a dense region. With the netcode rewrites of the past year these hitches should gradually be ironed out, but for the meantime the "Fake_Lag_Log_Warnings" setting can be enabled to help tune the threshold.
"Disable" option for weather command which cancels active weather and future scheduled weather. Useful for maps like Yukon which otherwise immediately start different weather when cancelled.
Editor setting to disable clouds on a map. [Has_Clouds in level asset]
Button to open file explorer in workshop item's install folder.
Button to open Logs folder from errors window.
Changed:
Save preferred in-game player list sort mode.
Increased level editor far clip plane distance back to 4,096m.
Sky transition fog only starts blending in past 75% of the far clip plane. This feels less foggy than the previous update, and helps hide issues with transparency.
Using weather command with currently active weather guid will reschedule rather than toggling.
Gentle snowfall no longer overrides sky fog.
Fixed:
Planar reflection skybox projection matrix.
Hide holiday-restricted props from satellite capture.
With streamer mode enabled show in-game player list using redacted names.
In-game option to sort player list alphabetically or by group.
Transition fog near edge of maximum render distance.
New clouds and aurora borealis rendered in skybox.
Changed:
Added more trashbags to the fall-cushioning blue trashbag areas under the Seattle, Washington crane, and adjusted their positioning. The changes to mid-air strafing made these more difficult to land on, and they could be difficult to see from atop the crane while in first-person. These changes make the landing easier to see and achieve.
Adjusted the car parkour at Rainbridge Island, Washington to be more forgiving. The changes to mid-air strafing made it more difficult to traverse. It should now be easier to climb down without breaking bones, and easier to climb up without getting stuck.
Added wild animal spawns in the wilderness near Chersky Farm, Russia.
Added item spawns to the upper floor of the Kivgrad Harbor, Russia office building.
Added item spawns to the interior rooms (and outdoor picnic table) of the ship docked at Kivgrad Harbor, Russia.
Tweaked the Industrial Generator from Rare Rarity to Epic Rarity.
Renamed the Umbrella (barricade) items from "Umbrella" to "Patio Umbrella".
Renamed the Flare (barricade) items from "Flare" to "Flare Sconce".
Updated the item descriptions of the Golf Club and Wreath.
Updated localization of the legacy editor's transformation tools for accuracy and consistency.
Updated localization of various console commands for typos, correctness, and missing localization.
Fixed:
Explosion armor value while naked.
Planting seeds on ghillie netting.
Overriding material IsArable / HasOil.
See-through underside of debris clipping into the unfinished building in Seattle, Washington.
Bad clipping and misalignment with objects around Kivgrad Harbor, Russia.
Misaligned objects at the Keryev, Russia factory building.
Railway track at the factory building in Keryev, Russia that briefly travelled beneath the floor.
Floating railway bridge in Germany.
Spot where players could rarely get stuck atop a crate at Shelton Farm, PEI.
Floating or misaligned objects in Stratford, PEI.
Floating snow around the Yukon road tunnel.
Bugged zombie spawn point in the Ibex Valley, Yukon where the zombie would immediately fall through the world once alerted.
Usage of various deprecated item properties.
Skybox tree backface depth pass on forward rendering.
Not returning attached effects to pool after parent was deactivated.
Special thanks to MoltonMontro for the localization improvements, map changes, and bug fixes!
Known issue: with TAA there are some visual artifacts between the fog and skybox.
Draw Distance:
The "draw distance" setting affects which nearby entities are visible. Separately, the "far clip plane" is the absolute maximum draw distance for everything including terrain, water, clouds, etc. Prior to this update the clouds and aurora borealis were drawn as 3D meshes, and similarly prior to the previous update (3.22.4.0) the stars, sun, and moon were also drawn as 3D meshes. This meant the far clip plane distance had to be long enough to cover essentially the atmosphere, but as a benefit the entire terrain was visible at ultra settings. Now that the sun, moon, stars, etc are rendered in the skybox the far clip plane has been reduced to 1,024 meters which means the entire terrain is no longer visible at once, but has quite a few upsides:
Culling is one of the main CPU bottlenecks, and takes less time thanks to the early rejection.
On first impression the old mesh clouds were often mistaken for flying boulders. The new clouds are a bit flat, but look less like rocks, and might be upgraded to 3D/volume textures in the future.
Skybox reflections on metallic objects include clouds, stars, moon, etc.
Sky transition fog makes the level feel bigger because it cannot all be seen at once, and is visually impressive / fun / colorful on many maps.
Improved depth precision within the actual level reduces Z-fighting.
The improved depth precision should allow a future update to merge the first person and third person models, which will make lighting and animations more consistent between both.
Patch #1:
Fixed:
Cloud ambient lighting flash while rendering item thumbnails.
Lowered airdrop plane height from so they are less obscured by the reduced draw distance.
"DefaultGoodbyeResponse" per-level override for NPC dialogue in level's translation file.
Removed:
Support for deprecated *.content files. Reduces loading overhead.
Support for useless devkit asset browser. Reduces loading overhead.
Changed:
Improved parsing speed of .dat files by reducing redundant work.
Improved sun, stars, and moon rendering, allowing increased near depth precision.
Cannot purchase vehicles in bulk from NPCs, and minimum five second cooldown between vehicle purchases per-player.
Renamed Silver augewehr skin to Silvered to avoid confusion with Silver trophy skins.
Sort in-game player list by name rather than by group ID.
Fixed:
Pump jack placement on grass accidentally disabled during physics material rewrite.
Able to plant seeds on top of each other after physics material rewrite. [Thanks WWTC]
Trap and vehicle bumper player/zombie/animal impact sounds missing after physics material rewrite.
Sirens missing from editor-placeable police boat.
Crouch to prone event passing through standing stance.
Performance with many group compass markers.
Performance of in-game player list with many players.
Road editor material checkbox out of view.
Server not immediately closing rejected connections. [Thanks D-AIRY]
Queue not rejecting connections with duplicate steamid. [Thanks Rubberduck63]
Russian Invasion of Ukraine:
We stand with the Ukrainian community. Our hearts go out to all of the innocent people affected by this appalling and unprovoked attack. Please keep safe, and stay healthy.
Converted vehicle save/load/network to use asset guids.
Replaced remaining code usage of physic material enums.
Updated Unity to 2019.4.35f1 LTS.
Clarified invalid guid and hash mismatch kick messaging.
Fixed:
Consumeable item exception if NPC item reward was missing asset.
Glasses mythical attachment incorrect while wearing NVGs or blindfold.
Do not log server password when enabled.
Official Wiki:
There's a new official wiki for Unturned, and all other things Smartly Dressed Games (SDG)! Welcome to the SDG Wiki – the official Smartly Dressed Games reference written and maintained by the community. For all things Unturned, and anything else we do.
With 4,000+ pages and 2,000+ media files, the SDG Wiki is roughly on par with its predecessor in terms of content coverage, while also managing to provide many higher-quality pages and templates.
Perhaps most importantly: we are hosting the SDG Wiki ourselves. Just like with our official forum, there are no third-party advertisements on the wiki. This also means that we can directly tailor the various features available to readers and editors. For more information, view the full announcement on our blog.
Especially huge thanks to MoltonMontro for the massive amount of time and effort he put into this overhaul of the wiki! It has been one of his main projects at SDG for the past several years, so reaching this milestone is a big accomplishment and achievement!
Command-line override for active holiday. [-Holiday=]
Optional masterbundle source workshop file check.
Better asset integrity check system for barricades and structures.
Changed:
Expanded vehicle turret events with local aiming and inspecting attachment events.
Fixed:
Profanity filter was not being applied to UI for placeable note.
Toggle sprint not reseting when stopping movement.
Potential fix for dedicated server overwriting steam_appid.txt with extra zero.
Optional Workshop File Owner Check:
Modders can optionally include ownership metadata in their asset bundles now. If the game is loading an asset bundle from a Steam workshop file but the file ID does not match then loading will be cancelled. The intention is to help prevent asset bundles from being easily copied/stolen.
Allow_Placement_Inside_Clip_Volumes option for barricades. Defaults to true for charges.
Arena_Compactor_Extra_Damage_Per_Second option to prevent hiding outside compactor.
BinaryRandom component for events in Unity.
Changed:
Each client has multiple hwids.
Reduce NPC buy/sell rate limit from 10 Hz to 2 Hz now that we have bulk buy/sell.
Enable rich text for level descriptions.
Simplified holiday levels to just use server's holiday state.
Fixed:
Animal startle animation cancelled by moving.
Clamp requested stereo volume.
Crafted mythical effect not visible on main menu character skins.
Vehicle engine audio source not disabling.
Snowman slightly poking through wardrobe in main menu barn.
Zero kelvin tool will hide skins which already have a ragdoll effect.
Layering of emissive clothing textures.
Missing holiday redirected trees/objects not changing level hash.
Wicked aura and bananza transparency sorting.
Potential vulnerability requesting pre-connect server info.
Discrepency between how return button and Interact hotkey close vendor.
Arid skull bandana horizontal texture alignment.
Multiple HWIDs Change:
Note that this is not expected to catch cheaters because cheaters will still spoof their HWID(s). It should help make it more difficult for griefers to bypass HWID bans however. Previously the single HWID was a hashed combination of hardware info, so changing any minor detail would result in a different HWID. Now the details making up each of the HWIDs would all need to change before bypassing a ban.
Arid, the new map from Renaxon, danaby2, and Dug, features a complete overhaul of the game's style and gameplay.
Featuring multiple tiers of deadzones and over 800 new items, with unique bartering, looting, and crafting systems that will make you rethink the way you play Unturned.
A gasmask isn't the only key to progression on this map, you will require numerous keys hidden around as well as a full biohazard suit and NVGs to unlock the full potential of the deadzones. (Powerful firearms, tough armor, hardened base materials) NPC quests will allow you to unlock blueprints for unique items and open the door to a wide range of new shops and barters. Barters are also a new way to get good items, allowing you to exchange junk in exchange for something more exciting.
Zombies won't be the only threat to your existence, watch out for military grade explosives left over by armed forces (and brick-wielding nakeds).
The map's layout is barren and fierce but worry not, the Bus Driver can take you anywhere out of the kindness of his own heart! Don't forget to thank him though.
Weapons and protective equipment will have important information within their descriptions, so make sure to pay attention to those! Especially to the ammunition and sights which specific types of guns accept.
To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat.
This project was created by Renaxon, danaby2, and Dug. If you enjoy the map and would like to support them, consider checking out the Arid Mystery Box or Arid Bundle on the Stockpile: