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Modder's Side (End User)

Brandon Smith edited this page Apr 30, 2022 · 3 revisions

When making a mod ideally, the user should have some pre-requisites such as:

  • Unity3d Installed with the same version that the game was released in.
  • Some knowledge on Unity3d's Monobehaviour Components and GameObjects.
  • An Understanding that modding doesn't always require scripting.

Why do we not allow the user to script freely.

Well the user having the ability to add scripts freely comes with great costs, this can be security and stability. When developing your game it is very important to identify how much exposure you want to give to the user. Regardless, the user can add scripts to your game legally or illegally.

Though overall, users would be satisficed with a simple editor and some modules to attach to the game objects. This is speaking for most game designers, but game engineers may want to expand the mods. Just to keep in mind of all this.

End-Users' Experience

Once the modder has opened Unity into a new project. They would need to import your version of the SDK, then they will have to install the addressable package, found in their package manager provided by Unity.

After the installed your modding SDK, they would start by creating their own scene either as a world that they want to create or just to modify prefabs on.

Then once the modder has completed their modifications and additions, they will have to create prefabs out of the objects that they want to stream into the game. Once the make them prefabs, they will have to mark them Addressable. image

Finally they will have to locate the assets that they have created in the Window > Asset Management > Addressables > Groups, they will have to create a group that will represent the mod; and place all the assets within that group. Note: The user doesn't need to simplify the asset entries in the groups, this is done at build time. image

Once the modder is ready to build/publish their mod, they can click build locally or build & upload within the ModSDK Tool, found in ModSDK menu tab. Note, build & upload may not be available for all projects. After that the modder may drag and drop the assets from their Assets/Exported folder, and put it into the locally install game's location Game/Game_Data/Resources/Mods. image

Profit, the modder is done.

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