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02. Setting up a Mod
Regardless of the mod you want to make, you'll need to set up a ModDefinition.
Using the Project view at the bottom of the Unity editor, navigate into the /_ModDevelopment/ folder and create a new subfolder with an appropriate name.
This set of tutorials will create some star-themed assets, so I'll name my folder /Sample-StarwalkersDelight/.
- Navigate into the folder
- Right click and select
Create -> Scriptable Objects -> ModDefinition
- Give it a sensible name. It will be used as the file name on disk if you export the mod.
If it worked, you'll see the asset with a little ⭐ star icon next to it.
These "Scriptable Objects" are how ALL metadata and configuration is done for Yinglet Creator. You'll see them a lot.
With this asset clicked, look up in the top-right corner where the Inspector panel should be.
Configure a sensible Title, Short Description, and Author.
Ignore the icon for now, we'll add that later.
Aaaand, that's it!
As the text states, any properly configured content you add in this new folder hierarchy will bundled when the mod is built.
For example: if your only goal is to add .yingsave presets, you can just drop them in and you'll be good to go.
For anything else, we're going to need some third-party art applications.