if you have a masterbundle then you don’t need to specify the assetbundle version, this should be done via the masterbundle.dat file.
You also don’t need ID anymore, that’s not breaking anything in this case, but you don’t need them.
Check your masterbundle.manifest file and see what the file path displayed in there is and double check that it matches the directory in your bundles file hierarchy.
Sorry for the somewhat late reply, but I think I see what’s wrong, I don’t have a Decal.png image inside of the decal folder, but unity should’ve already dealt with that, right?
iirc the main reason is that a lot of the tricks GPUs use to render 10 billion tris every second cannot be applied to decals, and thus they require their own dedicated stage for rendering.
edit: nvm this may be complete miss-info. idk if unturned even uses unity’s built in decal projector, i’m assuming it does but unturned is old enough that it may be proprietary or a 3rd party plugin.
Installing the Unity Editor is required for exporting custom content into the game. Most 2021.3 LTS version should be compatible; Unturned currently uses 2021.3.29f1. U3 Docs
I’m pretty sure most bundles on outdated unity versions will still work as long as they have the right asset bundle version set and don’t do any weird shader stuff since the game’s modding tools were designed with backwards compatibility in mind.
Sorry that I couldn’t help you get to a solution. Hopefully it’s just something silly and it’ll become apparent with fresh eyes. If I’m forgetting anything obvious, Molton or someone else will probably step in and correct me.