I was thinking about how to enable modding. Some things could certainly be just defined as json or straight data. Placing models in 3d space on the other hand is something that’s really not so straight forward.
I started thinking about workarounds, and since Unity 5 is free for all users, I started thinking about the feasibility of putting together a limited set of tools and basically putting together a modding kit package.
Security is a big problem, but didn’t Cities Skylines offer compiled c# - how did they deal with this?
Is this actually a feasible approach? Any thoughts?
The idea would be that I would put together a limited set of tools and behaviours that would be public and included in the mod kid. User would download unity, import the mod kit, and more or less, just work within Unity.
I’ve been looking into this too. Seems like now that asset bundles are more widely available (thanks Unity 5!), you could make a package that supports bundling models and data. Couldn’t do scripts though, at least not without reflection. If you included support for something interpreted, like Lua, then you could have a scripting system as well.
I’m more curious if UT would allow this? if we get a way to use the Unity editor as a modding tool, would there be something in the license preventing users to do it?
Absolutely. Part of the process for modding Kerbal Space Program involves Unity. They haven’t stopped them. If anything I strongly believe part of the decision to give Unity 5 Personal the full engine features was to better enable modding.
Not as far as I’m aware. And if it is, it’s a mistake that Unity will rectify quickly. Many mods will require asset store items. That’s a ton of cash that could be pouring into Unity from the Mod scene.