![]() * Designer Plugin - An object with a 'DesignerPlugin' component will be loaded every time the designer is entered and destroyed every time the designer is exited. * PersistentObject - An object with a 'PersistentObject' component will be instantiated instantiated once when the mod is first loaded and will remain active until the game is closed. ![]() Any child objects of the map game object that have a 'MapStartLocation' component will flag the game object as a starting location in sandbox mode, allowing players to see the location in their locations dialog. * Map - Saving an object with the 'Map' component will flag that object as a map in the game (for use in sandbox mode and/or custom challenges). There are a few special components defined in the API that, if attached to a game object being saved, will be handled in a special way by the mod tools. When a game object is saved, the entire hierarchy of that object and its child objects is saved along with it. Saved scene objects can be loaded via the ResourceLoader in the modding API similar to loading a prefab from scripts. If changes are made to the object afterwards, the object must be re-saved for changes to apply to the mod. Selecting an object in the hierarchy and clicking the 'Save Selected Scene Objects' button will save that object to be included in the mod. Using this custom editor window, you can start creating a mod. Under the SimplePlanes menu item, you can find the mod builder window. The mod tools window adds a new menu item to Unity's menu bar. Create a new Unity project, import the SimplePlanes mod tools asset package, and you are ready to go. Whenever a mod changes (such as due to an update or rebuild of the mod), the mod will have to be manually re-enabled. A mod can be disabled the same way it is enabled, however the game will need to be restarted before the mod is fully unloaded. The game should remember which mods are enabled between play sessions. Once a mod has been enabled, custom maps and challenges included in the mod should immediately appear in the menu above. ![]() Selecting a mod here will popup an info dialog with the option to enable the mod. Scrolling down to near the bottom of the main menu, there should be a mods section containing a list of discovered mods. ![]() These mods must be enabled before the can be used. When SimplePlanes is started, it will scan the mods folder for any mods that it may contain. * For Android users: "Android/data//files/Mods/"Īlternatively, if SimplePlanes is has been associated with the ".spmod" or ".spmod-android" file extension (should always be the case for android), simply opening up the ".spmod" or ".spmod-android" file should automatically deploy the mod to the correct directory and start up the game. * For PC users: "%USERPROFILE%\AppData\LocalLow\Jundroo\SimplePlanes\Mods\" A basic getting started video can be found () and a nice start-to-finish video on creating a mod can be found ().īefore starting SimplePlanes, place your mod files in the SimplePlanes mod folder. These may have have some outdated information in them, but they are still available here. There are a couple additional tutorials recorded during the modding alpha release. () - A tutorial that covers the basics of creating a custom part with a custom mesh. This covers the basics of modifiable designer properties and wiring up an input controller. () - This tutorial builds off of the custom trail emitter part created in the previous tutorial and enhances it. The concepts covered here are still valid though. Due to the floating origin, the existing trail renderer no longer behaves as desired when the origin repositions. ![]() NOTE: This tutorial was recorded before implementing a floating origin in SimplePlanes. This tutorial shows how to create a part that leaves trails behind it as it flies through the air. () - A tutorial that shows how to implement a custom behaviour for a part. () - A tutorial that covers the basics of creating custom parts by tweaking an existing part. () - A tutorial that covers the basics of the developer's console. () - A tutorial that shows how to change the default skybox using a 'Map Plugin' object. () - A tutorial that covers the basics of creating a custom challenge. () - A tutorial that covers the basics of creating a custom map. () - A basic tutorial on how to get started with modding SimplePlanes. * Visual Studio Tools For Unity - If using Visual Studio, this extension is essential. * Visual Studio 2015 Community Edition - Optional but recommended. * Unity 5 - Its free and you can get it here: * () - A Unity package needed for creating SimplePlanes mods in Unity ![]()
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