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tools installing authoring tools
This guide takes you from an empty machine to an open Captivity Reloaded project with the authoring tools ready. You do not need every optional tool for every kind of mod.
| Section | Go there |
|---|---|
| Choose what to install | Requirements |
| Install the Unity editor | Downloading Unity |
| Set up without Git | Quick setup: ZIP and Unity Hub |
| Set up for contributing | Contributor setup: Git and a C# editor |
| Add the map editor | Installing Tiled |
| Add the animation editor | Installing DragonBones Pro |
| Confirm everything works | Checking the setup |
Pick the row that matches what you want to make:
| Work | Required tools |
|---|---|
| JSON packs, asset replacements, weapons, clothing, and rules | A text editor; Unity is recommended for validation and packaging |
| Authored stages | Tiled; Unity is recommended for validation and play testing |
| Original or paired skeletal animation | Unity and DragonBones Pro 5.6.3 |
| Game development or release builds | Unity, Git, a C# editor, and the applicable build-support modules |
Warning
Captivity Reloaded is already a complete Unity project. There is no separate Captivity
.unitypackage. Do not create a blank project and import the repository into it.
Captivity Reloaded uses Unity Editor 2021.3.45f1. Use that exact patch version; ProjectSettings/ProjectVersion.txt records the same version.
- Install Unity Hub.
- Sign in with an account that has a valid Unity license.
- In the Hub, install Unity Editor 2021.3.45f1.
- For ordinary Windows mod authoring, install the editor and your preferred C# editor integration.
- Add Android Build Support and WebGL Build Support only if you will build or verify those targets. They can be added later through Installs > 2021.3.45f1 > Add modules.
After Unity is installed, choose one of the following project setup routes.
Use this route if you want to make a mod and do not plan to contribute changes through Git.
- Open the Captivity Reloaded repository.
- Select Code > Download ZIP.
- Extract the archive to a normal writable directory. Do not work from inside the ZIP file.
- Open the extracted directory and confirm that
Assets,Packages, andProjectSettingsare directly inside it.
- Open Unity Hub.
- Select Open > Add project from disk.
- Choose the extracted
Captivity-Reloadeddirectory. Do not select itsAssetsdirectory. - If the Hub asks which editor to use, select 2021.3.45f1.
- Let Unity restore
Packages/manifest.jsonand finish its first import. This can take several minutes. - Wait until the progress indicator and script compilation finish before opening scenes or authoring windows.
- Open
Assets/Scenes/Main.unity.
The Captivity Reloaded > Modding menu should now be visible at the top of the Unity editor.
Use this route if you want version control, plan to update your copy, or expect to contribute code or documentation.
- Git
- Unity Editor 2021.3.45f1
- A C# editor; the repository's
.vsconfigselects Visual Studio's Game development with Unity workload
Open PowerShell in the directory where you keep projects and run:
git clone https://github.com/RealmsStuff/Captivity-Reloaded.git
cd Captivity-ReloadedIf you intend to contribute through your own GitHub fork, clone the fork instead and keep the main repository as an upstream remote.
- In Unity Hub, select Open > Add project from disk.
- Select the cloned
Captivity-Reloadeddirectory containingAssets,Packages, andProjectSettings. - Open it with Unity 2021.3.45f1 and allow the initial package restore and import to finish.
- Open
Assets/Scenes/Main.unity. - Open the generated solution in your C# editor only after Unity has finished creating the project files.
Unity creates Library, Temp, Logs, obj, solution files, and user settings locally. These generated files should not be copied into a mod or committed.
Tiled is required only for authored stages.
- Download the desktop application for Windows, macOS, or Linux from the official Tiled download page.
- Install and launch it. Captivity maps do not require a Tiled plugin or scripted extension.
- Copy the complete
ModSDK/MapTemplates/TiledStagedirectory into the workspace for your mod. - Keep its
levels,templates,tilesets,assets, andreferencedirectories together. Their files use relative paths. - Open the copied
levels/starter-map.jsonin Tiled. - Keep the map in finite, orthogonal JSON form.
Do not copy only starter-map.json; its preview art, templates, and tilesets will appear missing. Continue with Tiled maps for the supported layers, gameplay objects, properties, restrictions, and verification command.
DragonBones is optional and is needed only when editing bone animation outside Unity. Captivity neither uses nor ships the DragonBones runtime.
The project author's Windows tool bundle contains DragonBones Pro 5.6.3 at:
../Tools/DragonBones/DragonBonesPro-v5.6.3.exe
The path is relative to the Unity project. A normal Git clone may not include this sibling Tools directory; obtain the authoring bundle from the project maintainer. Avoid unofficial executable mirrors. The official DragonBones download page is the upstream reference, but Captivity's bridge is tested specifically with version 5.6.3 on Windows.
In PowerShell, run:
Get-FileHash ..\Tools\DragonBones\DragonBonesPro-v5.6.3.exe -Algorithm SHA256The expected SHA-256 digest is:
593053196DA93BBE9822E2923145F800AFEFEA3DA00E6E9E174FECE0AAF8C796
- Run
DragonBonesPro-v5.6.3.exe. - Retain its bundled Adobe AIR support.
- Launch
C:/Program Files/Egret/DragonBonesPro/DragonBonesPro.exe. - Confirm that the displayed version is 5.6.3.
Do not add DragonBones packages to Packages/manifest.json, install a DragonBones Unity runtime, or import a DragonBones .unitypackage. In Unity, open Captivity Reloaded > Modding > DragonBones Round Trip. This window exchanges JSON and PNG files with the standalone editor.
Continue with DragonBones round trip for exporting, editing, analyzing, backing up, and importing animations.
- Confirm that
Assets/Scenes/Main.unityopens without compile errors. - Confirm that Captivity Reloaded > Modding contains the creation, packaging, preview, and DragonBones commands.
- Open Captivity Reloaded > Modding > Create Mod....
- Enter a test pack ID such as
yourname.test-modand confirm that the wizard can select or create anExampleModsfolder.
The first-pack guide continues from this point.
Confirm that the copied starter map opens with its preview artwork, templates, and tilesets intact.
When animation work is required, confirm that DragonBones Pro 5.6.3 can import a Unity-generated <enemy>_ske.json file.
- New mod authors: Your first pack
- Map authors: Tiled maps
- Animation authors: DragonBones round trip
- Project contributors: Development setup and Building and testing
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