SceneManager is defined in, which we have already added, so there must be no issues with dependencies. Let’s add delegates for them to log something when they are called. It has sceneLoaded, sceneUnloaded, and activeSceneChanged events. Unity provides a static class SceneManager to work with scenes. These events are triggered when the active scene is changed: the main menu scene and the core gameplay scene correspondingly. Compiler notifies that the class BSEvents and its events are undefined now. At this step, we need to remove BS_Utils from dependencies and manifest.json. It’s time to jump into the Beat Saber code. BS_Utils simplifies work with the Beat Saber logic and BSML allows to create UI panels using XML config files.ĭiff with the previous step Step 3: Delete BS_Utils, use the game code directly If a game has a big modding community, it has probably already created many tools and libraries to simplify mod development. However, this is a tutorial/research, so we need to go deeper. It uses an external mod BS_Utils, but most of the mods have dependencies. The mod is ready it does everything that we need and how we need it. If we developed a regular Beat Saber mod, we could stop right now. It must be marked as EmbeddedResource to be added to the output DLL file. It’s a JSON file with metadata for BSIPA. NET version compatible with Unity (I use 4.7.2). Just take a favorite C# IDE (I use JetBrains Rider), create a new C# project, pick Class Library as a target and pick a. There are multiple Visual Studio project templates suggested that can be used to create a new project configured to work with BSIPA. The first steps are written well in Beat Saber Modding Group’s website (BSMG). Step 0: Minimal working modĪt this step, we will create a C# project and a minimal set of entities that we need to verify that the mod is loaded by the mod injector and is instantiated. There might be critical changes in the future for the game and the mod injector, which are not compatible with the article. Disclaimer about versionsĮverything written here works at least with Beat Saber 1.9.1 and BSIPA 4.0.5. The mods are injected, and the game is ready to run.įor other games, you need to either find a plugin injector used there or check the chapter 1 and inject them yourself. For Beat Saber, we need to download ModAssistant, configure it, and install mandatory mods BSIPA and BS_Utils. Preparationsįirst of all, we need to make the game working with mods. It will show current clock time, total time spent in the current session, and time actively spent in the current session, i.e., in the core game hitting notes with sabers. Let’s write a mod that shows time spent in the game in the current session. If not, then you might have seen one of the game videos on Youtube in the Recommended section. If you have one, you most probably know about this game. Image sources: 1, 2 About Beat Saber and a mod we are going to writeīeat Saber is one of the most popular games for VR headsets. Everything written here is suitable, with some assumptions, for any Unity game based on Mono and running on Windows. We will also look at Harmony, a library to modify code in runtime, used in mods for RimWorld, Battletech, Cities: Skylines, and many other games. I make mods since RimWorld A12.In this chapter, we will examine how to write a Beat Saber mod in C# using BSIPA and what common problems we need to solve to make a mod for a Unity game. The Comments section is disabled and your only way to send feedback is via my discord: link Q: Where can I find the non-Steam version? It cannot cause any errors by itself.Ī: No, there is no need for a Harmony mod in that version. To be exact: stuff that mod programmers want and need. It will allow you to add code to any method inside RimWorld or other mods. There is nothing wrong (any mod that uses code will trigger those bogus messages)Ī: You don’t need it but one of your mods depends on it to work correctly.Ī: Nothing. Harmony is a simple dll that you embed in your mods. Q: I get lines like "Fallback handler could not load library" in my log!Ī: These are not errors and can simply be ignored. Place this mod all the way on top of the mod list and before Core. However, RimWorld versions after 1.x changed that and including it in every mod is no longer possible so it needs to be loaded before any other mod. In RimWorld 1.x or older the library was included inside C# mods and there was no need to load it as a separate mod. Harmony is a library that is used by many mods. This mod contains the C# library Harmony for all RimWorld mods.
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