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PROTOSHOCK Mod Guide:
Here you can find informations about modding protoshock with network compatibility. This is for creating custom maps and custom networking.
To create a mod you’ll need the mod tool and you can find it in the games folder and here ProtoshockModTools.unitypackage
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Create a project in Unity
2022.3.12f1and use the "Universal Render Pipeline" template- Get unity 2022.3.12f1
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Go to
file > build settings > player settings > other settingsand change the Api compatibility level from.NET Standard 2.1to.NET Framework -
Import the
ProtoshockModTools.unitypackagefile found in your steam installation directory -
If prompted to change your project settings, continue, this may unassign the URP asset in
edit > project settings > graphics, just reassign the asset and you will be good to go -
Create a folder called
"ModAssets", any file found in the"ModAssets"folder will be included in your mod output folder in the form of assetbundles and dlls -
To build a mod, go to
ProtoshockModding > Build Asset Bundle, the output will be found in a folder called"ModOutput"
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You must put your modded level on the mod.io page (https://mod.io/g/protoshock) to allow others to join, they will only be able to join you on the latest mod.io version, or if they have a mod with the same name currently installed already.
- Make sure you upload the mod with the same mod name in both
mod.io and same folder name so mods can be downloaded automatically.
- You must have a spawn point in your scene, to create one, make an empty gameobject and give it the
spawnpointtag.- It is advised to delete any cameras, as these could decrease performance or make the level unplayable
- You can do custom post processing, however post processing effects is already applied when on high graphics quality in game: use the "Post Processing" layer
To load a mod, create a Mods folder in your protoshock install folder, then place the mod output folder in the Mods folder you just made. (ändrad)