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Audio Packaging for Unturned Mods

Sound brings an Unturned™ mod to life: a gun without a fire sound is unsatisfying, a vehicle without an engine note is silent and broken, a melee weapon without a hit sound feels weightless. Authoring audio for an Unturned mod requires matching three specifications precisely: the source file format (.wav), the Unity import settings, and the .dat file references that connect the gameplay action to the audio asset. A mismatch on any one of the three produces silent items even when the rest of the mod loads correctly. This article documents the audio packaging workflow that 57 Studios™ and the broader Unturned modding community use, the format requirements that the Unturned audio system imposes, and the diagnostic steps for the most common audio failures.

The audio pipeline assumes the modder has Unity installed per Unity Setup, the mod folder created per Project Folder Structure and GUIDs, and the master bundle export workflow understood per Master Bundle Export. Audio assets are typically packaged in the same master bundle as the prefabs that reference them.

WAV file properties in File Explorer

Prerequisites

  • Unity editor installed at the version required by the current Unturned build.
  • The mod's folder structure in place, with a Bundles/ subfolder and the master bundle ready to be rebuilt.
  • An audio editor capable of exporting .wav files. Free options include Audacity; commercial options include Adobe Audition, Reaper, and FL Studio.
  • The source audio files in any format the audio editor can open.

What you'll learn

  • The exact .wav format Unturned expects: 16-bit, 44.1 kHz, mono or stereo.
  • Why .mp3 and .ogg files fail to play in Unturned even though Unity supports them.
  • Where audio assets live in the Unity project's folder structure.
  • The Unity audio import settings each Unturned audio asset must use.
  • How Unturned references audio assets in .dat files.
  • The procedure for previewing audio in Unity before building.
  • The in-game test procedure for verifying audio plays correctly.

Background: how Unturned plays audio

Unturned uses Unity's built-in audio system to play sounds at runtime. The audio system loads audio clips from the master bundle, attaches them to AudioSource components on the prefabs, and plays them in response to gameplay events (gun fire, vehicle engine, melee hit, item pickup). The audio clip is a Unity asset like any other; the source .wav file is imported into the Unity project, processed by the Unity audio importer, and packaged into the bundle.

Unturned's audio system depends on the audio clip being in the format the Unturned runtime expects. Unity's audio importer is flexible and can convert source files of many formats during import, but Unturned has stricter expectations than Unity's defaults. The cohort's documented experience is that audio assets that play correctly in Unity's editor preview can fail to play in Unturned if the source format and import settings are not tightly controlled.

The sequence diagram above traces the audio asset from authoring through to playback. Each step can introduce a defect; the cohort's documented failure modes are concentrated at the export step (wrong source format) and at the import step (wrong Unity settings).

The WAV format requirement

Unturned's audio system requires source files to be .wav files at 16-bit sample depth and 44.1 kHz sample rate. The format is the standard CD-quality audio specification and is supported by every audio editor in common use.

Why WAV

.wav is an uncompressed audio container format. The file holds raw audio samples with a small header describing the sample rate, channel count, and bit depth. Unity's audio importer can read .wav files directly without decoding a compressed stream, which produces predictable results and avoids the format-conversion edge cases that compressed formats can introduce.

Sample rate: 44.1 kHz

Unturned expects audio at 44.1 kHz, the same sample rate used for CDs. Audio at other sample rates (48 kHz, 22 kHz, 96 kHz) can be imported by Unity but is resampled during import, which adds processing time and occasionally introduces artifacts. The cohort recommendation is to author and export at 44.1 kHz to match Unturned's expected rate exactly.

Bit depth: 16-bit

16-bit sample depth is the standard for distributed audio. Higher bit depths (24-bit, 32-bit float) are useful during authoring for headroom and processing precision, but the export should be at 16-bit. Unity can import 24-bit files but the additional bit depth is lost when the file is packaged for the runtime.

Channels: mono or stereo

Unturned's audio system handles both mono and stereo source files. The choice depends on how the audio will be used in the game:

Source channelsUse caseNotes
Mono3D positional audio (gun fire, vehicle engine, melee hit)Required for correct 3D spatialization
StereoNon-positional audio (UI sounds, ambient music)Stereo defeats 3D spatialization

The Unity audio importer has a "Force To Mono" option that downmixes a stereo source to mono at import time. The cohort recommendation for positional audio is to author and export as mono to avoid the down-mix step; for non-positional audio, author and export as stereo.

Common mistake

Authoring positional audio (gun fire, vehicle engine) as stereo. Stereo audio defeats Unity's 3D positional audio system: the audio plays at the same volume in both ears regardless of the player's position relative to the source, which sounds wrong in a 3D environment. Always export positional audio as mono.

Why MP3 and OGG do not work

Unity's audio importer can read .mp3 and .ogg files, but Unturned's audio system is documented to expect .wav source files. The cohort's experience is that .mp3 and .ogg files placed in the Assets/Sounds/ folder either fail to load in the bundle, load but produce no audible output, or load and play but produce timing artifacts (clipped attacks, missed cues).

The reason is technical: .mp3 and .ogg are compressed lossy formats that require a decoder at load time. Unity's decoders introduce a small startup latency on first play and produce slightly different output than the source. For an Unturned mod where audio cues are tightly timed to gameplay events (the gun fire sound must align with the muzzle flash, the impact sound must align with the projectile hit), the latency and the lossy artifacts produce noticeably worse playback than uncompressed .wav source.

Critical warning

A compressed .ogg or .mp3 file placed in the Assets/Sounds/ folder where Unturned expects raw .wav may load silently in the bundle and then fail to play in the game with no error message. The cohort's recommendation is to convert every source audio file to .wav at 16-bit 44.1 kHz before importing into Unity. Audacity can perform the conversion in a few seconds: File → Open the source, File → Export → Export as WAV, select 16-bit PCM and 44100 Hz in the export dialog.

Format compatibility table

Source formatUnity import behaviourUnturned playback
WAV 16-bit 44.1 kHz monoImported as-isPlays correctly
WAV 16-bit 44.1 kHz stereoImported as-isPlays correctly (defeats 3D positional audio)
WAV 24-bit 48 kHzResampled and re-quantizedPlays but with import processing
WAV 32-bit floatQuantized to 16-bitPlays but with import processing
MP3Decoded at importInconsistent playback
OGG VorbisDecoded at importInconsistent playback
FLACDecoded at importInconsistent playback
AAC / M4ADecoded at importInconsistent playback
AIFFImported similarly to WAVPlays correctly

The cohort recommendation is to use WAV 16-bit 44.1 kHz exclusively. The other formats can work in some cases but produce unreliable behaviour that costs more to diagnose than the conversion costs to perform.

Where audio assets live

The Unity project should hold audio assets under a single Assets/Sounds/ folder, organized by mod name and optionally by category. A typical layout:

Assets/Sounds/
└── ExamplePistol/
    ├── Fire.wav
    ├── Reload.wav
    ├── DryFire.wav
    ├── MagazineIn.wav
    └── MagazineOut.wav

The folder name Sounds is conventional rather than required; Unity scans the entire Assets/ tree for files and any folder name works. The convention helps the modder find audio assets quickly and signals to other modders reading the project that the folder holds audio.

For mods with many items, each item gets its own subfolder under Sounds/:

Assets/Sounds/
├── ExamplePistol/
│   ├── Fire.wav
│   └── Reload.wav
├── ExampleRifle/
│   ├── Fire.wav
│   ├── Reload.wav
│   └── DryFire.wav
└── ExampleVehicle/
    ├── EngineLoop.wav
    ├── EngineStart.wav
    └── HornHonk.wav

The cohort convention is one folder per item, mirroring the per-item folder structure in the mod's Items/ directory documented in Project Folder Structure and GUIDs.

Unity audio import settings

Once a .wav file is dropped into the Unity project, Unity applies a set of default import settings that are not always correct for Unturned. The modder must review and adjust the settings for each audio asset before building the bundle.

To access the import settings: select the audio asset in the Project window. The Inspector displays the Audio Importer settings.

Required settings

SettingRequired valueNotes
Force To MonoOff if source is mono; On if source is stereo and positionalMono required for 3D positional audio
NormalizeOffDisturbs the loudness relationship between samples
Load In BackgroundOnPrevents main-thread stall on first play
AmbisonicOffNot applicable to standard Unturned audio
Load TypeDecompress On LoadSmallest startup latency; appropriate for short sounds
Preload Audio DataOnKeeps the clip in memory; no first-play delay
Compression FormatPCMMatch the source's uncompressed format
Sample Rate SettingPreserve Sample RateAvoid resample

The most important of these are Load Type (Decompress On Load), Compression Format (PCM), and Preload Audio Data (On). The combination produces the lowest playback latency in the game.

Did you know?

Unity's default Load Type for new audio assets is "Decompress On Load," which is exactly what Unturned wants. The default Compression Format is "Vorbis," which compresses the audio with the Ogg Vorbis codec; this is not what Unturned wants. The cohort recommendation is to change the Compression Format to PCM for every audio asset in the project.

Alternative load types for special cases

The three Unity load types serve different use cases. The cohort's recommended mapping for Unturned audio:

Load typeBehaviourRecommended for
Decompress On LoadDecompress entirely into memory at loadShort sounds (under 5 seconds); gun fire, melee hit, UI
Compressed In MemoryKeep compressed in memory; decompress on playMedium sounds; vehicle engines
StreamingStream from disk during playbackLong sounds (over 30 seconds); music tracks

For most Unturned mod audio, "Decompress On Load" is correct. "Streaming" is appropriate only for music tracks or extended ambient loops that would consume excessive memory if decompressed.

Referencing audio in .dat files

Once the audio is imported and packaged in the bundle, the item's .dat file references the audio by the asset's name in the bundle. The specific .dat fields depend on the item type:

Gun audio references

A gun .dat file has several audio-related fields:

FieldPurpose
Shoot_AudioThe fire sound played on each shot
Reload_AudioThe reload sound played when the player reloads
Hammer_AudioThe hammer cock sound (for bolt-action and similar guns)
Aim_AudioThe sound played when the player aims down sights
Magazine_Insert_AudioThe sound when a magazine is inserted
Magazine_Remove_AudioThe sound when a magazine is removed

The field's value is the name of the audio asset as packaged in the bundle (without the .wav extension and without the folder path). For an audio asset at Assets/Sounds/ExamplePistol/Fire.wav assigned to the bundle examplepistol, the .dat field is:

Shoot_Audio Fire

The Unturned runtime resolves the reference against the bundle's contents and attaches the resolved AudioClip to the gun prefab's AudioSource.

Vehicle audio references

A vehicle .dat file has different audio fields:

FieldPurpose
Engine_AudioThe engine loop played while the engine runs
Horn_AudioThe horn sound triggered by the horn key
Skid_AudioThe skid sound played during heavy braking
Crash_AudioThe crash sound played on collision

Melee weapon audio references

A melee weapon has:

FieldPurpose
Use_AudioThe swing sound
Hit_AudioThe impact sound on hit

Generic item audio

Many other item types have audio fields. The naming convention is <Action>_Audio where <Action> is the gameplay verb the sound is associated with. The full list of fields per item type is documented in the Smartly Dressed Games modding documentation.

Common mistake

Referencing an audio asset by its full file path instead of just its asset name. The .dat field expects the bundle asset name, not the file system path. A value such as Shoot_Audio Assets/Sounds/ExamplePistol/Fire.wav will fail to resolve; the correct value is Shoot_Audio Fire.

Build and packaging procedure

The full procedure to package audio into an Unturned mod:

  1. Author or acquire source audio. Open the source files in an audio editor.
  2. Confirm the source is 16-bit 44.1 kHz. Re-export from the audio editor if not.
  3. Export each source file as a WAV. For positional audio (gun fire, vehicle engine, melee hit), export as mono. For non-positional audio (UI, music), export as stereo.
  4. Import the WAV files into Unity by dragging them into the Assets/Sounds/<ModName>/ folder.
  5. Select each imported asset in the Unity Project window and review the import settings in the Inspector.
  6. Set Compression Format to PCM for each asset.
  7. Set Load Type to Decompress On Load for short sounds.
  8. Click Apply at the bottom of the Inspector to commit the import settings.
  9. Assign each audio asset to the mod's master bundle via the AssetBundle dropdown at the bottom of the Inspector.
  10. Build the master bundle per Master Bundle Export.
  11. Edit the item's .dat file in Notepad++ to add the audio references (Shoot_Audio, Engine_Audio, etc.).
  12. Save the .dat file as UTF-8 without BOM per How to Save a DAT File with Correct Encoding.
  13. Test in Unturned by spawning the item and triggering the gameplay action.

Verification

Step 1: Preview the audio in Unity

Select the imported audio asset in the Unity Project window. The Inspector displays a waveform preview at the bottom. Click the play button below the waveform to hear the audio as Unity will package it. A silent preview indicates the audio failed to import correctly; a preview that sounds wrong (clipped, distorted, mono when stereo was expected) indicates the import settings need adjustment.

Step 2: Confirm the asset is in the bundle

After the bundle build, open the .manifest file (see Master Bundle Export) and confirm the audio asset appears in the Assets list. An audio asset that does not appear was not assigned to the bundle; return to Unity, assign it, and rebuild.

Step 3: Test in-game

Launch Unturned, spawn the item with the /give command, and trigger the gameplay action that should play the audio. The audio should play at the expected volume and from the expected 3D position.

Pro tip

Test audio with the in-game volume set to a moderate level rather than full or off. Faint or near-silent audio may indicate the audio source has clipped to silence during import; testing at moderate volume catches the issue.

Unity audio importer with PCM compression

Common audio failures

The audio plays in Unity but not in Unturned

The most common cause is the wrong Compression Format setting. Unity's default is Vorbis, which compresses the audio with the Ogg Vorbis codec; Unturned expects PCM. Open the Inspector for the audio asset, change Compression Format to PCM, click Apply, and rebuild the bundle.

A second cause is the .dat field referencing the wrong asset name. Open the bundle's .manifest to find the actual asset name, then update the .dat field to match exactly (case-sensitive in older Unturned versions).

The audio plays but at the wrong position in 3D space

The audio source is stereo but should be mono. Re-export the source as mono from the audio editor, or enable Force To Mono in the Unity import settings, then rebuild.

A second cause is the prefab's AudioSource component having Spatial Blend set to 2D (non-positional). Open the prefab in Unity, select the GameObject with the AudioSource, and set Spatial Blend to 1.0 (fully 3D).

The audio is too quiet or too loud

The audio source's loudness should be normalized at authoring time to approximately -6 dB peak. Audio louder than 0 dB peak clips during import; audio quieter than -20 dB peak is barely audible against the game's other sounds.

For a quick test, the audio editor's normalize function can adjust peak loudness. Audacity's Effect → Normalize sets the peak to a target level (-6 dB is a reasonable choice for Unturned audio).

The audio plays once and then stops

The AudioSource on the prefab may have Loop disabled when it should be enabled (for engine loops, ambient sounds) or vice versa. Open the prefab in Unity, select the AudioSource, and adjust the Loop setting.

The audio has a noticeable delay before playing

The audio asset's Load Type is set to Streaming or Compressed In Memory instead of Decompress On Load. Open the Inspector for the audio asset, change Load Type to Decompress On Load, click Apply, and rebuild.

3D audio attenuation

For positional audio (gun fire, vehicle engine), the AudioSource on the prefab determines how the audio attenuates with distance. The relevant settings:

AudioSource settingRecommended value
Spatial Blend1.0 (fully 3D)
Min Distance1 meter
Max DistanceDepends on sound; gun fire ~200 m, melee hit ~10 m
Rolloff ModeLogarithmic
Volume RolloffDefault logarithmic curve
Doppler Level0 for static items; 1 for moving items

The values above are the cohort's defaults; specific items may require adjustment. A loud gun (rifle, shotgun) typically has a Max Distance of 200-400 meters; a quiet weapon (knife, suppressed pistol) has a Max Distance closer to 30 meters.

Audio loops

Loops require additional attention to the source authoring. A loop that does not transition smoothly from end to start produces an audible click on every iteration.

The cohort's loop-authoring guidance:

  1. Author the loop in the audio editor with the first and last samples at zero amplitude (or matching amplitudes).
  2. Export as WAV with no trailing silence.
  3. Import into Unity and confirm the preview loops smoothly when the play button is held.
  4. Enable Loop on the prefab's AudioSource.

A click at the loop boundary almost always indicates a source authoring issue rather than a Unity import issue. Re-edit the source to align the start and end amplitudes and re-export.

Advanced considerations

Audio in a separate Sounds folder

Some mods package audio outside the master bundle, as raw .wav files in the mod's Sounds/ folder. Unturned can load audio from either location; the choice is a packaging decision rather than a format decision. The cohort recommendation is to package audio in the master bundle alongside the prefabs, because the single-bundle approach simplifies the build pipeline and reduces the number of files the modder manages.

Localized audio

For mods with localized voice lines, each language has its own audio asset and the .dat file references differ per language. The cohort's recommendation is to use a naming convention that incorporates the language code (Greeting_EN.wav, Greeting_FR.wav) and to reference the language-specific asset in the corresponding English.dat, French.dat, etc.

Memory budget

Decompress On Load keeps the audio in memory after loading. For a small mod with a few short sounds (under 50 MB total), the memory cost is negligible. For a content-heavy mod with hundreds of audio assets, the memory cost can become significant. The trade-off is between memory (Decompress On Load uses more memory but no per-play CPU) and CPU (Compressed In Memory uses less memory but pays a per-play decode cost).

Sample-accurate timing

Some gameplay effects require sample-accurate audio timing: a gun fire sound that lines up with a muzzle flash, an impact sound that lines up with a projectile hit. The cohort's recommendation is to keep audio assets short (under 1 second for hit and fire sounds), to author them with a sharp attack at sample 0, and to use the Decompress On Load load type to avoid first-play latency.

Stereo sounds for non-positional audio

Music tracks and UI sounds should be stereo. They are not attached to a 3D position; they play at the same volume regardless of the player's location. Stereo preserves the spatial mix the composer intended. For these assets, leave Force To Mono off and set the prefab's AudioSource Spatial Blend to 0 (fully 2D).

Audio compression for very large mods

A mod with hundreds of audio assets can produce a bundle that is several hundred megabytes of audio alone. For published mods where bundle size matters, the modder can change the Compression Format from PCM to Vorbis or ADPCM. The trade-off is reduced bundle size for slightly less predictable playback. The cohort recommendation is to stay on PCM for any mod under 100 MB total audio; switch to ADPCM or Vorbis only if the mod's audio budget is genuinely problematic for Workshop distribution.

Audio editor settings reference

The export settings to use in common audio editors:

Audacity

  1. File → Export → Export as WAV.
  2. In the Format dropdown, select "WAV (Microsoft) signed 16-bit PCM."
  3. Set the Project Rate (bottom-left of the main window) to 44100 Hz before exporting.
  4. Confirm Channels is set to Mono for positional audio or Stereo for non-positional.
  5. Click Save.

Reaper

  1. File → Render.
  2. Set Sample rate to 44100 Hz.
  3. Set Channels to Mono or Stereo as appropriate.
  4. Set Format to WAV.
  5. Set Bit depth to 16 bit PCM.
  6. Click Render.

Adobe Audition

  1. File → Export → File.
  2. Set Format to Wave PCM.
  3. In Format Settings, set Sample Rate to 44100 Hz and Bit Depth to 16 bit.
  4. Set Channels to Mono or Stereo.
  5. Click OK.

FL Studio

  1. File → Export → Wave file.
  2. Set Sampling rate to 44100 Hz.
  3. Set Bit depth to 16 bit int.
  4. Set Format to WAV (16-bit integer).
  5. Click Start.

All four editors produce identical output when set to 16-bit 44.1 kHz PCM mono or stereo WAV; the choice between editors is a matter of preference and existing workflow.

Frequently asked questions

What WAV format does Unturned require?

16-bit sample depth, 44.1 kHz sample rate, PCM-encoded, mono for positional audio (gun fire, vehicle engine, melee hit) or stereo for non-positional audio (UI, music).

Why doesn't my MP3 file play in Unturned?

Unturned expects uncompressed WAV source audio. MP3 files can sometimes load into the bundle but the runtime behaviour is inconsistent: silent playback, clipped attacks, missed cues. Convert the MP3 to 16-bit 44.1 kHz WAV in Audacity (File → Export → Export as WAV) and re-import into Unity.

Can I use OGG Vorbis audio in an Unturned mod?

OGG Vorbis files have the same compatibility issues as MP3. The cohort recommendation is to convert to WAV before importing into Unity.

My gun fire sound is silent in-game but plays in Unity. What's wrong?

The most likely cause is the Unity Compression Format setting. Unity's default is Vorbis; Unturned expects PCM. Select the audio asset in Unity's Project window, change Compression Format to PCM in the Inspector, click Apply, and rebuild the master bundle.

How do I make my Unturned audio play at the right position in 3D space?

Three things must be correct: the source must be mono (not stereo), the prefab's AudioSource Spatial Blend must be 1.0 (fully 3D), and the Min Distance and Max Distance on the AudioSource must be appropriate for the sound (loud sounds carry farther). See the "3D audio attenuation" section above for recommended values.

Why does my engine loop click on every iteration?

The audio source's start and end samples do not match. Open the source in the audio editor, trim or fade so the first and last samples have zero or matching amplitudes, re-export, and re-import.

How do I add multiple sounds to a single gun in Unturned?

A gun .dat file has separate audio fields for each gameplay action: Shoot_Audio, Reload_Audio, Hammer_Audio, Aim_Audio, Magazine_Insert_Audio, Magazine_Remove_Audio. Each field references a separate audio asset packaged in the bundle. See the "Referencing audio in .dat files" section above for the full list.

Can I share an audio asset across multiple items?

Yes. Multiple .dat files can reference the same audio asset name in the bundle. The cohort's pattern for shared sounds (e.g., a generic reload sound used by several rifles) is to put the shared assets in a common subfolder under Assets/Sounds/Shared/ and reference them by name from each item.

What sound categories does Unturned support?

Unturned's audio system has internal categories (UI, gameplay, ambient, music) that the player's audio settings control independently. The category is typically assigned by the item type and the .dat field used (e.g., a Shoot_Audio reference is gameplay; a Use_Audio on a UI item is UI). The cohort's recommendation is to use the appropriate .dat field for each gameplay action; the category assignment follows automatically.

Why is my audio too quiet?

Two common causes: the source audio is too quiet (peak below -20 dB), or the prefab's AudioSource Min Distance is too small, causing the sound to attenuate to inaudible at a short distance. Re-author the source at -6 dB peak and confirm Min Distance is at least 1 meter.

Can I use stereo audio for a vehicle engine?

Technically yes, but the cohort's recommendation is mono. A stereo engine loop attached to a vehicle that moves in 3D space defeats Unity's positional audio system: the engine sounds the same in both ears regardless of which direction the vehicle is from the player. Author and export as mono for positional audio.

How long can an audio file be?

There is no hard limit, but very long audio assets (over 30 seconds) should use the Streaming load type to avoid loading the entire file into memory. For short gameplay sounds (under 5 seconds), use Decompress On Load. Most Unturned gameplay audio is under 2 seconds; only music tracks and extended ambient loops typically need Streaming.

Does Unturned support 3D positional audio with reverb?

Unturned's audio system supports the standard Unity audio settings, including reverb zones. The cohort's recommendation is to avoid relying on reverb for the core gameplay audio (gun fire, melee hit) because reverb settings vary across maps and servers; bake any required reverberation into the source audio at authoring time.

Best practices

  • Export every audio asset as WAV at 16-bit 44.1 kHz PCM.
  • Use mono for positional audio (gun fire, vehicle engine, melee hit); use stereo only for non-positional audio (UI, music).
  • Set Compression Format to PCM in the Unity Inspector for every audio asset.
  • Set Load Type to Decompress On Load for short sounds; use Streaming only for music tracks.
  • Normalize source audio to approximately -6 dB peak at authoring time.
  • Keep gameplay audio short (under 2 seconds for hit and fire sounds).
  • Use the AudioSource Min Distance, Max Distance, and Logarithmic Rolloff Mode to control 3D attenuation.
  • Document the audio assets in the mod's README so future maintainers know which sounds come from which sources.

Cross-references

Document history

VersionDateNotes
1.02024-08-04Initial publication. WAV format requirements and Unity import settings.
1.12024-11-19Added compression format guidance and .dat field reference.
1.22025-02-26Added 3D audio attenuation section and audio editor reference.
2.02025-05-18Major revision. Added Mermaid diagrams, expanded FAQ, common failures section.

Closing note

Audio is the dimension of an Unturned mod that distinguishes a complete mod from a passable one. A correctly packaged audio asset takes a few minutes to author and import; an incorrectly packaged asset takes hours to diagnose because the failure mode is silence rather than an error message. The format requirements documented in this article are strict, but the strictness is the source of the reliability: a WAV file at 16-bit 44.1 kHz PCM with the Unity import settings documented above will play correctly in Unturned every time.

Next steps

Continue to Animations Export Blender to Unity for the animation export workflow that complements the audio packaging documented here. Return to Items for the section overview.