Creating new assets

= Creating new assets = New and custom models can be created and loaded into the game, as per the usual Unity process, with a couple of additional steps.

Custom Cutpoint
As an example, these are the steps that were taken to create a new cutpoint, that is used to hold the roof and base of the Wombat in place.
 * 1) Create a new, empty prefab called "Cutpoint" in the Project window. Open it in the prefab view.
 * 2) To the prefab, add a ModuleDefinition component.
 * 3) Drag your model into the prefab as a child, name it "Mesh" (Note that it must be a convex mesh! Concave meshes will need to be split into separate pieces).
 * 4) Create a new material for your mesh, set it's Shader to "Fake/_Lynx/Surface/HDRP/Lit" and fill in it's properties
 * 5) Add these components:
 * 6) MeshCollider, check Convex
 * 7) StructurePart
 * 8) EntityBlueprint
 * 9) AddressableSOLoader, with two sets of entries:
 * 10) Comp: "BBI.Unity.Game.StructurePart" | Field: "m_StructurePartAsset" | Refs: "5121d7efc8bd7584785ee27651b677e4"
 * 11) Comp: "BBI.Unity.Game.EntityBlueprintComponent" | Field: "m_BlueprintAsset" | Refs: "5c9d25175ecd37e49859559837c14888"
 * 12) Close your prefab, and add it to your ship's prefab. It should now act as a cutpoint when loaded in game