Unturned – How to Make Foliage Asset Files Guide

Unturned – How to Make Foliage Asset Files Guide 6 - steamlists.com
Unturned – How to Make Foliage Asset Files Guide 6 - steamlists.com

Welcome to Unturned – How to Make Foliage Asset Files Guide.

This guide will show you how to create an a.a*set file to place foliage in the Unturned editor. Some old foliage does not have the required a*set files.

What is a leaf a*set file?

Since the editor update ( –, To place or bake foliage, you will need to have a*set files On a map

The a*set file is a type of tool/preset that can be used to place or bake specific leaves or a group thereof.

The long story is short.

– There are two types of foliage a*set files: Single foliage files and Collections.

– Single leaf a*set files are Not the same for details and resources .

It is easier to upload your a*set files along your main bundles To avoid any problem.

“Technical” stuff in detail

About resources Trees/bushes/metal nosdes):

Asset files are available in addition to main foliage files (Unturned/Bundles/Trees). The a*set file is only required to place or bake the resource. Players will see the a*set file once it is placed on a map. As long as they have the main resource bundles, the a*set file will not be needed to place or bake the resource. (.dat and Unity prefab files stored in a unity3d, or masterbundle) .

About details (gra*s/pebbles):

To load the details, you need to have a*set files. A player who doesn’t have these files will be unable to load them.

This is what you should be doing. It is better to upload all a*set files together with your other bundles .

Single leaf files and collections

There are two types of foliage a*set files:

– The single a*set file is linked to one a*set

– The collection a*set file is a grouping of single a*set files

Vanilla a*set file names end with “_Foliage” and “_Collection”, depending on the type.

This can also be seen in the editor’s foliage section. The paint and exact tools let you place a*sets or collect them.

Single leaf a*sets – Resources

Single leaf a*sets are files for resources These are used to place a specific resource

(bush, tree, or metal node) Use the Brush or exact .

How do I create an a*set file to place resources?

– Copy a vanilla a*set file and paste it into your bundles.

You can create a Bundles folder if you don’t have one.

Vanilla a*set files can be found here for resources. “Unturned\Bundles\Assets\Landscapes\Foliage\Resources” . I will copy Bush_8_Foliage.a*set for this section.

After you have copied the file into your Bundles, you will need a custom name. This name will be displayed in the editor’s foliage tab.

Unturned - How to Make Foliage Asset Files Guide - Single foliage assets - Resources - 36CEACF

– Once the name has been renamed, you will need to You can open it with any text editor software (I recommend Notepad++).

Unturned - How to Make Foliage Asset Files Guide - Single foliage assets - Resources - 48471E3

The GUIDE in red is your a*set file’s ID. And must be unique . You will need to generate a new one (. The game won’t generate any) by itself; you can use.
This website can generate a GUID: [guidgenerator.com]

(You’ll need to uncheck the “Hyphens”.) .

You can adjust many settings in the section in Green These do not appear to change much in the editor (I would be delighted to provide more information) .

The GUID in blue is your resource GUID You won’t have to create one since The a*set file for the resource you’re referring to should already have one .

You can find a resource GUID in its.dat files For example, the Green Maple Tree’s GUID is 63cb368c94b14000aabc5325b048cfa3

(Unturned\Bundles\Trees\Maple_0 – .

Unturned - How to Make Foliage Asset Files Guide - Single foliage assets - Resources - D6FBFA4

Radius obstruction (in Yellow)) Is the Minimum radius Resources will only be used to paint an object from its center . My resource is in my example. You should not paint any object closer than 4 meters from it.

Single Foliage Asset – Details

Single a*set files are used for details Load, Place, and Bake Details.

These files are more difficult to create than resource a*set files because they refer to the detail via masterbundle paths instead of GUID.

How do I make an a*set file for loading or placing details?

– You will need to duplicate an existing detail foliage file And Paste it into your own Bundles .

You can find vanilla a*set files in:



Unturned\Bundles\Assets\Landscapes\Foliage\Gra*s (only the ones ending with “_Foliage”)

In this section, I will use the Peaks_Brambles_00_Foliage.a*set As an example.

Once you have pasted the file, you will need to Give your a*set file a unique name

(is the same as the Resources a*set. This name will be displayed in the editor’s foliage tab.).

– Then you will have to To make a few changes, you can open it with any text editor software :

Unturned - How to Make Foliage Asset Files Guide - Single Foliage Asset - Details - 4605849

The GUID in red is the GUID of your a*set file and must be custom generated. The game will not generate one (is the same as) for the resource a*set file .

The Green section offers many settings for detail.

(rotation and size mostly) .

The blue section indicates the mesh of detail; the mesh Depends on the details, it may not be the same.

(Gra*s/Tall Gra*s/Pebble/Custom mesh detail) ;

If you are using vanilla mesh, I recommend that you duplicate a foliage a*set file close to what you want to create at the end.

The yellow section indicates the material that should be applied to the selected mesh. .

The Purple section offers even more options for your detail I don’t recommend changing them though.


Collection is a group of leaf elements These are extremely useful. You can paint multiple details or resources at once Or Baking a leaf group from a particular material .

How to make a Foliage Collection

– First, create an a*set file for each leaf in your collection. Collections refer to other a*set files, not resources directly.

As always It is much easier to duplicate an existing collection. You can find collections in Unturned\Bundles\Assets\Landscapes\Foliage\Gra*s ; their names always end in “_Collection”.

I will duplicate this section. Washington_Gra*s_00_Collection.a*set.

– Once Paste the following into your custom Bundles folder And Rename with a custom-made name You will need to Edit it with any text editor software :

Unturned - How to Make Foliage Asset Files Guide - Collections - 93380B4

The red GUID is your Collection’s GUID. It must be generated

(The game will not generate one) .

The collection contains A list of a*sets identified using their GUIDs (Asset files GUIDs)

The image is shown above One of the a*sets is highlighted with a blue rectangle :

  • Comments that begin with // are not intended to affect the collection.
  • An a*set can be made lighter to increase its chances of spawning. (also takes into consideration the a*set’s density.)
  • {You can add or remove a*sets from the list, but you will need to duplicate or delete everything inside the blue rectangle (starting with “”, ending with “”)|You can add or delete a*sets from the list. However, you will need duplicate or delete everything within the blue rectangle (beginning with “”, and ending with “”.
  • You need not to comas (“,”) between each property


How to use a collection

You can Use the exact tool or paint tool to paint the collection (randomly between each leaf) or you may To bake your collection automatically, link it to a material .

Useful Tip : A custom material can be used to replace vanilla materials (is basically to duplicate the a*set file, rename and give it a custom GUID. Click on the link and a*sign your collection to it.

This will save you time and effort if you don’t like the vanilla baked foliage you are using.


Written by Tiway

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