UltraPortal
Adding portal guns to ULTRAKILL!
| Date uploaded | 3 months ago |
| Version | 0.1.6 |
| Download link | averyocean65-UltraPortal-0.1.6.zip |
| Downloads | 8601 |
| Dependency string | averyocean65-UltraPortal-0.1.6 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100averyocean65-FixPluginTypesSerialization
Fixes custom Serializable structs and such stored in mod plugin assemblies not getting deserialized by the native Unity engine code.
Preferred version: 1.0.0averyocean65-AUU
A small utility library for mods developed by averyocean65
Preferred version: 1.0.0README
ULTRAPORTAL
Adding portal guns to ULTRAKILL!

Teleport around like a maniac, shoot enemies with your portal gun to send them through your existing portals, what's not to love?
And uh...
break levels.
For example, the room in 8-3 where Layer 7 and Layer 8 meet!
I'm not supposed to be here, am I?...
Installation
- Ensure you have BepInEx installed.
- Download
Configgy. - Export the
UltraPortalfolder from the zip file into your BepInEx plugins folder. - Enjoy!
How to use?
Once in a level, you will be able to press 7 (can be changed in settings) to pull up the Portal Gun or the Mirror Gun. Beware that equipping either gun within a level causes your score/leaderboard submission for that level to be DISABLED, once you finish the level you will see a text saying PORTAL GUN USED to indicate the invalid run.
The Portal Gun
The Portal Gun is the blue variation, it allows you to shoot two portals using your primary or alternative fire.

The Mirror Gun
The Mirror Gun is the green variation, it allows you to shoot one big mirror portal using your primary fire. As of now, the alternative fire doesn't do anything.

Credits
All art assets in the mod were either sourced from the ULTRAKILL game files or created by RoseWarbug.
A majority of the bugs were found by:
- ballsoda
- RoseWarbug
CHANGELOG
ULTRAPORTAL 0.2.3
Changes
Formalities
- Updated README to fix errors and update installation instructions.
0.2.2 Changelog
## Changes ### Backend - Changed `PortalTransform` property of `DynamicPortalExit.cs` to `NativePortalTransform` to adopt changes made by the ULTRAKILL developers in [Patch 17c](https://store.steampowered.com/news/app/1229490/view/498351387739950730). - `PortalAwareCollider` now gets disabled on player when passing through a portal, fixing ground portal issues introduced in [Patch 17c](https://store.steampowered.com/news/app/1229490/view/498351387739950730).Bugfixes
- Portals can now be travelled through in ULTRAKILL Patch 17c.
0.2.1 Changelog
Changes
Config
- Increased default value of
Gameplay/Portals/Experimental/Portal Sphere Check Radius.
Backend
- Mod now relies on
FixPluginTypesSerializationby xiaoxiao921 to load assemblies. (see package for ULTRAKILL) - Changed a logger call in
DynamicPortalExit.csto verbose to prevent lag. - Swapped several functions with functions from Avery's ULTRAKILL Utilities.
Bugfixes
- Fix bug where secondary fire cooldown was linked to primary fire cooldown
Known Bugs
- It is possible to trigger a portal from behind, which causes things like wall and floor collisions to disable when they shouldn't.
- Bug can only occur with floor/ceiling portals as of 0.2.1.
- You cannot save a sandbox level if it contains portals.
- Enemies may phase through the floor sometimes if teleported after surpassing a certain velocity.
0.2.0 Changelog
Changes
Bugfixes
- Fixed mirror portal projectile from teleporting enemies if portal was despawned.
- Ground portals now detect the proper colliders in the cybergrind. (see issue)
- Portals now reset colliders when they're destroyed.
- Increased size of portal gun projectile to decrease collision errors at higher projectile speeds.
- +SAFETY HAZARD now gets shown reliably.
- Fixed portal duplication with frozen sandbox objects.
- Fixed leaderboard submission not being handled properly.
Gameplay
- Added the Twist Gun.
- Changed +SAFETY HAZARD from 500 points to 100 points.
- Added new style bonus +DISPLACEMENT.
- Added alternative fire for mirror gun.
- +USED PORTAL GUN in the level end screen is only enabled when a portal gun was actually fired.
- Buffed damage of portal projectile.
- Portal projectiles only teleport light enemies now.
- Portal guns can now be configured to instantly shoot portals instead of using projectiles. (see issue)
- Custom portals can now be modified in sandbox.
Audio
- Added sound effects for portal guns.
- Portal Open
- Portal Close
- Added ambiance sound effect for (custom) portals.
Config
- Changed categorization of config values
- Renamed
Advancedsub-categories toExperimentalto indicate that tweaking the values may cause significant bugs. - Moved portal color properties to
Visuals/Portals.
- Renamed
- Added individual colors for all portals.
- Found under:
Visuals/Portal Gun,Visuals/Mirror GunandVisuals/Twist Gun
- Found under:
- Added setting to disable portal borders.
- Found at:
Visuals/Portals/Can See Portal Borders
- Found at:
- Added setting to change max recursions of portals.
- Found at:
Visuals/Portals/Maximum Portal RecursionsandVisuals/Portals/Infinite Portal Recursions
- Found at:
- Added setting to scale portals.
- Found at:
Gameplay/Portals/Portal Scale Modifier
- Found at:
- Added setting to shoot portals instantaneously. (see issue)
- Found at:
Gameplay/Projectiles/Use Beam For Projectiles
- Found at:
- Added
Debugcategory to configuration. - Added
Audiocategory to configuration.
Visuals
- Improved portal and portal gun designs by RoseWarbug.
- Voronoi Shader for portal blockage taken from ronja-tutorials.
Known Bugs
- It is possible to trigger a portal from behind, which causes things like wall and floor collisions to disable when they shouldn't.
- Chance of bug occuring has been reduced with 0.2.0, although it is not impossible.
- You cannot save a sandbox level if it contains portals.
- Enemies may phase through the floor sometimes if teleported after surpassing a certain velocity.