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This page collects screenshots from the current game, Unity project, and installed authoring applications. For installation and enable-state screenshots, see Installing mods.
Open Captivity Reloaded > Modding > Create Mod... to create the pack folder, starter manifest, content directory, and Unity authoring profile. The pack ID becomes the namespace for content owned by the mod.

Open Captivity Reloaded > Modding > Create Original Enemy... for a schema-valid original enemy scaffold. The first tab selects topology, movement behavior, attacks, and optional generated authoring files.

Open Captivity Reloaded > Modding > Player Animation Preview to inspect player, paired-finisher, Core-enemy, or mod-enemy motion. The preview also exposes diagnostic overlays, facing, playback, framing, clothing, event, and portable-effect tools.

Open Captivity Reloaded > Modding > DragonBones Round Trip. Choose the reference family or original-enemy atlas workflow, verify the rig and animation directories, select an export directory, and export the armature, animations, and images.

Open ModSDK/MapTemplates/TiledStage/levels/starter-map.json or copy the complete ExampleMods/tiled-training-yard example. Keep the Layers panel visible while editing so object layers are not confused with decorative tile layers.

The example separates gameplay objects, map objects, decoration, platform art, repeated ground art, and the editable background into named layers. Preserve that separation when extending the map.

Select an object to inspect its template, name, position, and Custom Properties. Template-backed objects should keep the supplied template link; use Custom Properties only for supported per-instance overrides.

See Tiled maps for supported layers, properties, and export rules.
Import the JSON and texture files exported by Captivity Reloaded > Modding > DragonBones Round Trip. Do not rename bones or slots during the round trip; the importer maps them back to the frozen rig reference.

See DragonBones round trip for the complete export/edit/import sequence.
The core screenshot set is complete. Future releases can add these when their states are naturally available:
- an invalid pack with its exact validation code;
- a conflicting pack pair;
- a local
.capmodselected under Local Files; - the Unity Captivity Mod Packager after successful validation;
- an update or rollback confirmation containing more than one dependency.
Capture additions from the current release candidate at the default application theme, crop to the relevant application window, avoid personal paths or account names, and include enough surrounding UI for the reader to locate the control.
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