Modding Unity Games

Source: Internet
Author: User

Objective:

To modify and expand the game (MOD) is something I have always been interested in, my program career, but also because of the junior high school contact with the GBA Pokemon revision began, the change has also studied some of the game's MoD implementation way, have long wanted to implement the "mod system" in their own game In order to support the player to modify my game, but too lazy has not done, recently in the study of u3d game Hack way, by the way also saw a few u3d game mod article, sorting out is to give their own future "MoD game framework" do point extraction planning.

Start with a few blogs and take notes:

1.How Easy is it-to-allow for modding in a Unity game?

So the first one was often overlooked by people and this was quite tricky to does, as when you load your current game Are you doing? I assume you load a scene which is your main menu. However this is a hardcoded thing, if your mod was an entire game you want to show the Mods main Menu not yours You go about doing this? You can basically does a DLL scan of a given folder or expect some command line arg or something to trigger it, however what If your mod is just adding a feature to your existing game (i.e World of Warcraft mods), how does you achieve partial Moddi Ng while keeping the underlying game the same? Generally you would has an event based system where all component interactions raise events, and theseModsWhen loaded subscribe and either proxies or completely take over the handling of those events. Such as adding a god mode to your game via a mod would require you to either proxy the Onentitydamage events or ignore them So the entity does not take damage etc.

2.Let ' s talk about modding Unity games.

3.Creating A moddable Unity Game

4.Github Unity-csharp-mod

Modding Unity Games

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