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If thats the case you would need to use Unity Editor and create an asset bundle for the texture, perhaps that will be the topic for another post. For eyes this ends up not mattering but for other textures clamping can be very important. If you look at my eye folder example picture above there is one texture that is used for the high-poly models and one for the low-poly models, same name just with low.The biggest downside to emulated folders is the inability to specify whether the texture repeats or clamps. While they dont get referenced in the list file, if there is no texture in that slot with the same name and low appended, it will not display the eyes correctly in the overworld. Regarding eyes specifically, low quality eyes need to be included in the emulated folder. If your list file is not formatted correctly or invalid the game will load a bunch of junk assets and be unplayable so keep that in mind if you use decide to use a program other than notepad. Do not use Microsoft Excel to edit your.csv as it will ruin the formatting. In this case the name of the list file does not matter.Example Formatting:4080Assets/Illusion/assetbundle/chara/list/characustom/00/tesID,Kind,Possess,Name,MainAB,EyeTex,ThumbAB,ThumbTex0,0,1,type1,chara/mteye00.unit圓d,cwthitomi000,chara/thumb/mteye00.unit圓d,thumbhitomi0001,0,1,type2,chara/mteye00.unit圓d,cwthitomi001,chara/thumb/mteye00.unit圓d,thumbhitomi001Important things to note about emulated folders and textures: The only image file type supported by emulated folders is.PNG and the only file type supported for lists is.CSV. From here you want to use notepad and its just a matter of keeping the format intact, adding references to your new eyes and then placing the new list file in “Koikatuabdata-emulatedlistcharacustom00”.
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