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development setup
For a first-time installation, including Unity Hub, obtaining the source project, Tiled, and DragonBones, start with Install the authoring tools.
- Git
- Unity Editor
2021.3.45f1 - The Unity Windows, Android, and WebGL build-support modules when working on release builds
- A C# editor;
.vsconfigselects Visual Studio's Game development with Unity workload - A supported .NET SDK for the standalone schema and catalog validators
- A valid Unity license for batch-mode test and build commands
- Clone or obtain the complete repository in a new directory. This repository is the Unity project; it is not a
.unitypackageto import into another project. - Confirm
ProjectSettings/ProjectVersion.txtnames Unity2021.3.45f1. - Add the repository root as a project in Unity Hub and open it with that exact editor line.
- Allow Unity to restore packages and create
Library,Temp,Logs,obj, solution files, and project files. - Wait for script compilation to finish before opening scenes or authoring windows.
- Open
Assets/Scenes/Main.unityfor the normal player entry scene.
Generated directories and IDE files are ignored by Git. Do not commit Library, Temp, Logs, obj, UserSettings, Builds, generated .csproj/.sln files, test results, local mods, saves, or authoring backups.
The Captivity Reloaded > Modding menu includes:
- Create Mod... for a loose pack and authoring profile;
- Create Original Enemy... for a complete original-enemy starter;
-
Captivity Mod Packager for
.capmodvalidation and packaging; - Player Animation Preview for Core and modded animation inspection;
- DragonBones Round Trip for optional external animation editing;
- Core animation and clothing exporters used during migration.
These tools may create working data outside the pack under directories such as DragonBonesExports, ModAuthoringBackups, or Temp. Treat those as local authoring state unless a reviewed result is intentionally promoted into ModSDK or ExampleMods.
After Unity imports successfully:
- Run the EditMode tests.
- Run the PlayMode tests.
- Run the repository schema validator.
- Open the title screen and check that the Mods panel loads the Core registry without errors.
See Building and testing for repeatable commands.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
Captivity Reloaded wiki* Captivity Reloaded Wiki
- Getting started
- Core concepts
- Content types
- Authoring tools
-
Reference
- Example pack index
- Schema index
- Field-by-field API reference
- Public asset-slot catalog
- Core enemy asset slots
- Validation and errors
- Validation/error-code catalog
- Mod API changelog
- Migration guides
- Troubleshooting
- Glossary
- Defaults and compatibility
- Resource limits
- Mod-author test matrix
- Implementation status
- Mod API v1 release checklist
- Release verification runbook
- Release evidence template
- Licensing and redistribution
- Development