Unturned II Devlog #035

SDG Blog update introducing the first melee weapon: a fire axe.

These past two weeks were focused on core melee functionality for the fire axe item, fisticuffs, and gun smacking. There is still more work needed for the fists and guns however, so only the fire axe is included in the update.

Melee Part I

Warning: the blood and gore setting is enabled in this video.

Melee damage is dealt entirely from the 3rd-person animation intersections. (Whereas in Unturned the damage is “hitscan” directly toward your crosshair.) This means an attack of the weapon can strike multiple targets as long as the blade itself hits them.

Each weapon defines multiple hit shapes (boxes, capsules) that optionally deal damage. For example, the handle of the axe will interrupt an attack causing you to falter if it hits a solid object. Using these shapes ought to increase the utility in different scenarios, as a polearm and katana do not have the same profile.

At the moment the fire axe only has a single attack, but directional attacks, blocking, and other strategic melee features are under consideration. For a thorough rundown of the future of melee read the suggestions list here: https://trello.com/c/Ns9jDz2r

Persistent Identifiers

Everything is now saved and loaded with a persistent GUID rather than by name. Persistent objects can then reference each other with a GUID sub-object path combination. For example, if an item needs to reference a blueprint component on a car it could do so with the car’s GUID and component sub-object path.

Using GUIDs rather than unique names should allow save data to be transferred between servers without conflicts. I imagine this being used to support a bank of items in the safezone to transfer between servers on the same network, or support travel between maps within a vehicle.


I’m already waiting for part 2.


Everything looks good so far, good work Nelson :+1:


The game also runs a lot better now,Nelson really did a good job with the optimization,i can finally run the shooting range with more than 10 fps (40-50 now)


I want the beta but I don’t want it at the same time
what should I do

I think you be fine,if my toaster can run it sure anything will

I wonder what was the problem that killed the fps I got now on firing range from 15 fps to 70-80 fps. Also snow displacement cost 15 fps even there is no snow.Did u guys whit higher specs got big fps improvments?

Here is a follow-up about the performance difference: The FOV increases the fps


This update has made UII significantly more playable, thanks Nelson!

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I am definitely feeling these optimizations - I’m now getting 80fps on firing range where before I’d get 40!

do we get a special beret if we got the game before the tickets were given out

im not playing unless i have a special beret

imagine not playing a game solely because you don’t get nice hat


Nice, animation looks good. I like the mark the axe leaves as well.

As always is an excellent job, Nelson, now I can run the game with almost everything in the middle, without being below 30 to 35 fps, unfortunately we had to temporarily give up on the snow shift feature, but in the future it will return to applied sense through a different feature that doesn’t affect fps, all of this was possible thanks to the community’s feddback and Nelson’s work.

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if i dont get a nice hat i won’t need to imagine it

Will we see sky bases in Unturned II? I think that they have to be in the game, cuz it’s really fun to live in a giant sky base, as well as raid them, I know that they’re very OP, but who cares about it, the main reason we’re playing games is fun, they can be also added with a new game mechanic that will allow building sky bases legally, for example, to build 3 by 3 plate in the air you will need to put some sort of a giant balloon on it, but it will only work with wooden materials.

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I went from 50-60 fps on the shooting range (max settings) to around 90

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You are honestly amazing , me and some more people pointed out the problem and you fixed it in no time !

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Balloons seem like an interesting way to make them but I’d see skybases being more of something that gets modded in instead. Restricting them to lighter materials like wood could give some people an incentive to not make them though. Maybe add on too much weight and they aren’t able to stay as high. I may consider making a mod that does that if we don’t have any other alternative to skybases.