If you cannot do something, are you able to get by without it, and make it a limitation? Are they able to manipulate terrain? Are they able to spawn enemy and ally AI? Even with manipulating terrain, is there a max and min limit to the terrain size? is terrain manipulation done with height map, or full on marching cube voxels? and alot more, as said before can the player import their own models and animations, can the player write their own behavior. You need to get more detailed in thinking what you want the player to be able to manipulate. With that said, what you mentioned does not narrow down the complexity of the modding. Even if it is an attempt telling you everything you did was the worst possible way to do it, it will still be a valuable attempt that narrows down unknowns. It feels like you are at the stage where you should try something, anything, to narrow down your unknowns. Because the way I described it earlier could be pretty inconvenient for modders, I just don't know. So the question that remains for me is the title of this thread: how to provide assets for modders. I already got that to work with the "Mod Tool" ( ) from the asset store. Each dll file in such a assetpack is loaded in the runtime via c# reflection and searched for a class that derives from the "Mod" class and then instantiated.Ī map would just be a scene that is registered from a "Mod" class and then loaded. A mod is exported as a unity assetbundle (or assetpack, I don't know what's what) with a dll file in it. The modding process I imagine is: modders get a template unity project from me with a library I built, so they have access to the code they need to have to register their stuff and dummy assets they can use, which I replace at runtime with the correct assets.Įach mod has to have a class that derives from the "Mod" class (similar to minecraft modding where you have to have a class with the " annotation). It is an FPS game where modders should be able to build levels and register Items, etc. Yeah you are right, I could have been more clear about what kind of game it is and what modders should be able to do. If your own experience has been different, then I can only hope you have a secure method you have tried before. And this is for people building the mod in the Unity engine and passing it to the game. If both of these conditions cannot be fulfilled, you do not have much hope of getting player written behavior into your game. The scripts have to be built into a DLL, and the platform you use needs to able to make use of DLLs. Again in my own experience, you can certainly store a script as a TextAsset, but you won't be able to use it in that form without great effort. With that said, Trilib will be able to do the job in an overwhelming majority of cases, but comes with the upfront cost of getting it in the first place.įor importing scripts, it might not be as simple as you think. In my own experience, putting 3D files at runtime, Trilib has its limitations, taking far longer than is comfortable or even crashing if the model is complex enough, forcing me to find alternatives. I have no idea about the methods has mentioned, so I will just assume will be able to fill you in on that when you need it. Maybe give more detail on what the game is about and what you hope for players to be able to build/edit, and later repliers can advise better. The type of mod building tool you eventually make is going to depend entirely on the nature of your game, which no one can predict. The problem with that is, that I have no idea how complicated this will be and that the level a modder build does not represent what it will actually look like in game. So modders can use the assets I payed for without me having to actually hand them out (which I cannot just do). I had an idea the other day: I could just provide dummy materials and dummy prefabs that get changed out at runtime. So thats just a thing I'd do only if there is no other option. To build a 3D Level Builder is the thing I am trying to avoid, because it would be so much effort to do so and I have absoultely no idea where I'd have to begin. I used it a little, but it got rather useless to me, since I can do the same as it does and it uses an old version of the Mono.Cecil library, so I got a bunch of version conflicts. There is an asset in the asset store called mod tool. It can be done using the asset bundles/pack system that unity provides. Hello, and thanks for the fast replies, sadly I didn't get an email so I missed it.Īs far as I know it is not really that bad to load scripts at runtime or assets for that matter.
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