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# ModsLoader | ||
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In order to make a mod that can be loaded using ModLoader, we create a folder in Unity and call it the name of our mod. Now we have the root folder of the mod. <br> | ||
In the root folder of the mod, create RMB > ModLoader s> Mod. | ||
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<img src="Tutorial/1.png"> | ||
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Enter the name of the mod, description. | ||
<br><br> | ||
<img src="Tutorial/2.png"> | ||
<br><br> | ||
The mod will see the files and folders that lie next to it. | ||
<br><br> | ||
In the mod file, click on the "Create Assembly" button. After the Assembly is created, all mods inside the folder will be created in the mod's namespace. | ||
<br><br> | ||
If we want to connect TMP, then add it to the Assembly Definition Asset. | ||
<br><br> | ||
After you have finished making the mod, you need to export it. Select the mod and click "Build Mod". | ||
The mod will appear in the Mods folder at the root of the project. | ||
<br><br> | ||
If we want to add a prefab that is not in the scenes and there are no links to it, then we put it in Prefabs in Mod. | ||
<br><br> | ||
If you use prefabs on the stage or spawn them via a link, then there should be no problems, but if you need to search for a prefab, then it is better to put it in the Prefabs array so that you always have access to them. | ||
<br><br> | ||
If you want to create a mod that runs on an interface or needs to be initialized at application startup, then such scripts should be placed in the Scripts array in the mod file. | ||
<br><br> | ||
At the start, an object will be created on which the specified scripts will be. In order to get a link to the mod itself, inherit your script from the ModInit script, it will contain a link to the mod object. | ||
<br><br> | ||
To work with mods, learn more about working with <b>AssetBunles</b>. | ||
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