⚠️ WARNING⚠️ this mod is currently in beta, future release might heavily change configs and/or rendered images
Runtime Icons brings a much needed update to your hotbar! Enjoy breathtakingly-rendered scrap! With patent-pending technology your suit will scan each item you pick up and place its image on your hotbar so you know what to drop when that friendly neighborhood thumper rolls around the corner!
9/10 employees agree, that with Runtime Icons your productivity goes up up up, and you leave less blood on company scrap, which makes the Company happy!
When the game is loaded, it generates icons for any items that lack them to replace the old gear icons in the HUD. These icons can be fetched and loaded into the correct orientation (or overided in the config) to properly display an image in the players hotbar. This means any "Modded" scrap should be compatible! Aditional options are provided in the config.
Note: Modded scrap may not render if it has not been built correctly. Modders should refer to the Mod Developer Information section.
The following options are provided:
- Blacklist/whitelist items - Select whether to blacklist or whitelist items, then create a list of items to use.
- Manual icon overrides - Provide a mapping from item name to file path to choose an icon on the disk to use as its icon, in the form
Item A: Path/To/Icon A.png, Item B: Path/To/Icon B.png
- Manual rotation per item - Customize the rotation of individual items in their rendered icons, by specifying their rotation in the form
Item A:x,y,z|Item B:x,y,z
, where|
is the item separator. A tool is accessible via LethalConfig to combine rotations into a finalx,y,z
value to use. - Adjust icon emptiness threshold - Specify the amount of fully transparent pixels allowed before the icon is considered empty.
- Dump sprites to disk - This option can be used to collect all generated icons in the
BepInEx/cache
folder. They will be stored in both PNG and EXR, where EXR fully retains specular highlights on transparent objects.
If an item you have created in the Unity editor without assigning an icon does not automatically receive an icon through Runtime Icons, please ensure that the HDRP's Lit Shader Mode
is set to Both
. This can be found under Edit → Project Settings → Quality → HDRP → Lit Shader Mode. This should be the default mode when using the Lethal Company Project Patcher.
Technical explanation: Due to a limitation in Lethal Company's HDRP settings, rendering a camera directly to a render texture with a transparent background results in an opaque image. To work around this, we have implemented a custom pass to render to a transparent render texture. However, custom passes are only able to render using the Forward
mode, meaning that any objects that are built without those shaders will be invisible in the custom pass's output.