Introduction (C4C)
Get started with understanding how Carbon 4 Client works, how to create your own content and expand Rust modding capabilities.
Carbon 4 client (or "C4C") is a sub-project which allows extended communication between Carbon servers and clients running C4C. It allows developers to load up various features and content server and client-side.
Download
Here are the download links required:
Carbon.Client.Release.zip Carbon.Client.Release.info
How to Install
Download the
Carbon.Client.Release.zip
archive from the attachments below.Unzip the archive to the root of your Rust Client.
Launch RustClient.exe (and not through Steam or Rust.exe, as EAC must be disabled).
How to Uninstall
Move or remove the
winhttp.dll
from the root of your Rust client.Launch Rust through Steam or with EAC as usual. C4C is completely disabled.
Server
To mark your server as C4C-enabled, there are a few things that you are able to configure. Here's the <root>/carbon/config_client.json
:
VERY IMPORTANT
Enabling your Carbon server to be C4C-compatible, will disallow regular Rust clients from joining due to our custom network packets which Carbon server uses to communicate with the clients.
Addons
The packages that contain custom created content, Rust asset metadata information, and other types of data, go in C4C addons, generated by the Carbon editor.
INFO
Addon extensions are *.cca
which stands for Carbon Content Addon.
The properties of an addon are the following:
Name: The full display name of the addon.
Author: Information about who created & maintains the addon.
Description: A multi-line description of the addon.
Version: The version in major.minor.build format (eg. 1.0.0).
Assets (aka Unity AssetBundles):
Name: The file name of the asset. Maintain it lowercase.
Extension: Defaults to "carbon".
Prefabs: A list of Project gameobject prefabs which are considered to be shipped with the addon, which can be used for various cases, like instantiating the prefabs server & client side.
Prefabs
Ideally, both Scene and Model prefabs that are added in the Addon asset prefab lists should default position & rotation to 0,0,0 and scale to 1,1,1 for consistency purposes. This is relative to Rust's world for the position/rotation and scale.
Any child object under any of the prefabs can be freely positioned, rotated and scaled however you want and need.
IMPORTANT
To learn about custom entity models, please check this out.
Animations
Prefabs can be animated, and the Animation Unity component must remain on the top-most gameobject of your prefab - so the one that has position and rotation set all the way to 0.
IMPORTANT
This rule I just mentioned is ONLY specific for custom entity models, as that's how Carbon detects what Animation component to network the animations for.
You may have scene prefabs that have sub-gameobjects with Animation components however you want.
Last updated