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ModTool makes it easy to add mod support to your project. It enables modders to use the Unity Editor to create scenes, prefabs and code and export them as mods for your game.
See the included examples and the Documentation for more info on how to use ModTool.
- Let modders use the Unity editor to create scenes, prefabs and code for your game
- Scripts and assemblies are fully supported
- Code validation
- Supports Windows, OS X, Linux, Android, and iOS
- Modular per platform settings
- Mod conflict detection
- Automatic Mod discovery
- Asynchronous discovery and loading of mods
- ModTool relies on AssetBundles, which means there could be some issues if mods are created with the wrong Unity version. The exporter will check if the same version is used and inform the user if that's not the case.
- Unity can't deserialize fields of [Serializable] types that have been loaded at runtime. This means that a Mod can't use fields of its own serializable Types in the inspector. Serializable types that aren't loaded at runtime and are part of the game do work.
- Mods have to rely on the game's project settings. This means mods can not define their own new tags, layers and input axes. The created Mod exporter includes the game's project settings
- Supports Unity 2019.4 and up
- Mono.Cecil by Jb Evain
- Open ModTool.sln in Visual Studio
- Add Unity .dll References to the individual PROJECTS not the solution
- Project > Add Reference > Browse > Click "Browse..." (bottom right)
- Find your installed Unity Editor .exe location (ex: C:\Program Files\Unity\Hub\Editor\2019.2.12f1\Editor)
- Add the following:
- UnityEngine.AssetBundleModule.dll
- UnityEngine.CoreModule.dll
- UnityEngine.dll
- UnityEditor.dll
- At the top Build > Build Solution