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- Personal computer / Laptop.
- Basic knowledge of any programming language (C#, the programming language that Unity uses, is so simple that just knowing any other language gets you like 50% of the way to learning C# as well).
- For Unity not to take ages to import/compile/build the project you should have at least a 6 core processor, and 8-16GB of RAM.
- Download and install Unity Hub from here.
- Create a Unity account and login to Unity Hub.
- Download and then unzip the 3.0.1 Decomp from here.
- Open Unity Hub, go to the Projects tab, click Add, Add from disk, open the 3.0.1 Decomp folder.
- Click on the 3.0.1 Decomp project, it's going to tell you that the editor version is missing. Install whatever version is required (currently it is 2021.3.6f1)
- From this menu you can also install modules. They are required if you'd like to publish your mod on multiple platforms. I recommend installing Microsoft Visual Studio Community 2022, Android Build Support, Windows Build Support (IL2CPP) and iOS build support ONLY if you have the necessary tools to actually make the ipa.
In case you already installed this editor version without any modules you can always go to the Installs tab in Unity Hub, press the settings icon next to the desired version, and download any modules from there.
- This is going to take quite a while, so in the meantime, you can watch some tutorials on the programming language Angry Birds Epic uses, C#, or a tutorial on how to get started making games in Unity as this is pretty much what you'll be doing with decomp, turning ABE into your own game!
- Once everything is done downloading, you can click on the 3.0.1 Decomp project and wait for it to open. Again, this is going to take a while so in case you haven't finished those videos from earlier, now is your chance.
- Now to actually play the game, use the Unity File Explorer to search for ContentLoader.unity and double click this file, then press play.
You can also use the Root scene for this (Root.unity) which has some advantages but ContentLoader is the intended way of starting the game.
I recommend JetBrains Rider as it has recently been made free for non-commercial use and has really powerful debugging tools, quality of life features, and is sometimes suspiciously good at predicting the exact lines of code I want to write. Rider's only flaw is that it uses a ton of resources.
Visual Studio (NOT Visual Studio Code)
Visual Studio is a good alternative to Rider in case your PC can't handle running both Rider and Unity at the same time.
Koxx12's All In One Multitool
Usage tutorial made by Drip. The path to the Balancing and Localization files is 3.0.1Decomp\Assets\StreamingAssets\local. This tool is 100% required as there is no other way of editing balancing unless you remove the code that encrypts it. You can use this for decoding Balancing, Localization files, and Savefiles.
I use this for modifying BalancingData, you can also use Notepad++ for this but I think VSC just looks better. It's highly customizable and useful even outside of ABE Modding.
Notepad++ has a ton of features that can come in handy in the most unexpected times. It doesn't crash when opening large files, unlike the normal Notepad. Has a Find / Find & Replace feature, which is really useful when modifying balancing, manually editing a scene file, meta file, or any other type of file that you would usually not be modifying by hand.
After installing this, switching to dark mode should be the first thing you do...
I usually use this for its more advanced Find / Find & Replace feature when they're necessary. Really, you shouldn't get this unless you run into a more complicated problem that Notepad++ can't fix.
The 3.0.1 Decomp is a fully decompiled and reconstructed Unity project version of Angry Birds Epic. Using tools like IDA, Ghidra, and AssetRipper, we converted the original game code into readable and editable C# scripts that Unity can work with. This means you're essentially working with a Unity project similar to what the original developers at Chimera/Rovio used internally, complete with game logic, assets, and scenes.
Modding games can be a gray legal area, I wouldn't be worried about Rovio taking any legal action but I felt like I had to mention this somewhere.
Finally i dont have to do it