Introducing mod.io, an open platform for hosting mods from the team behind ModDB.com and IndieDB.com. Created over the last 2 years, the mod.io Mod Browser and Manager for Unity makes it easy to integrate user generated content directly into your game. It is highly adaptable, open-source, supports all stores, is platform agnostic and takes minutes to setup and get running through the use of the pre-built UI.
If you are familiar with Steam Workshop but need a solution that works on Steam as well as the Epic Games Store, itch.io, Discord, GOG and other places in the future, then mod.io for Unity is the tool for you. Our aim is to make it easy to enable the creativity of your community, and extend the life and success of your game with mods.
Features include:
Platform agnostic, supporting 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io with plans for full-console support.
Clientless, with no other dependencies and works behind the scenes in your game.
Simple C# interface for connecting with workshop API built on the Unity Engine that manages all the interaction with the mod.io servers, supporting basic caching and download management.
User Management, allowing for synchronized subscriptions, mod rating, and content submission.
Powerful and flexible default UI, providing a solid and extensible mod browsing interface to facilitate easy integration.
Fast and easy integration:
Download the Unity package and import it into your project.
Drop the _ModBrowser prefab into your menu scene, or adapt the ExampleScene for your purposes.
Set up your game on mod.io (or our private test environment) to get your game ID and API key.
In your code, make a call to ModManager.GetInstalledModDirectories() to get a list of mod data your player has installed.
Done!
Join our community:
This project is constantly receiving updates, has an active development community who have built Discord bots, wrappers and command line tools you can use. We welcome feedback to help us ensure we’re providing your game with the best mod support possible. Join us on Discord if you need support or have questions and we will continue to share updates here.
[DownloadClient] Implemented the ability to cancel mod binary downloads, adding the “wasAborted” field to the FileDownloadInfo object.
Improvements:
[General] APIClient no provides uses the gameId, gameAPIKey, or apiURL key. These fields should now be accessed through the PluginSettings.data object.
[APIClient] Now handles the encoding of Steam Encrypted App Tickets within the function call.
[ModManager] Changed UpdateAllInstalledMods() to DownloadAndUpdateMods() which accepts a list of ids as a parameter, allowing it to be called for subscriptions, instead of just mods that are already installed.
[UserAuthenticatedData] Now loads the instance from file whenever called if the Application is not playing to allow for changes made to PluginSettings within the editor.
Fixes:
[UI.ModBrowser] Now correctly cancels mod downloads that are unsubscribed during the download process.
[UI.ExplorerView] Now clears collected mod views OnDisable, preventing null-refs in the modViews iterator.
[UI.ScaleFitter] Now performs the resize earlier, preventing a “jump” on load
[IOUtilities] Allows for a null value when using CombinePath
We are very proud to welcome ModBot to the mod.io family. If you run a Discord server and want your community to be alerted when mods for your game(s) on mod.io are added or updated, invite the ModBot in.
If you are interested to see the mod.io Unity Plugin in action, I highly recommend you grab Totally Accurate Battle Simulator on Steam. They launched 7 days ago on mod.io and already 7,500 battles have been shared and downloaded 125,000 times. It has been amazing to see a community create so much content, with daily challenges issued to players and streamers.
Hey Unity developers! Thanks to our communities questions we’ve prepared a FAQ for new comers to mod.io, which covers stuff like how we compare to Workshop, what our business model is, and how easy the platform is to use: mod.io
If you are looking for a powerful cross-platform modding solution for your game, we invite you to take a look and reach out if you’d like to know more.
Excited to welcome the latest Unity game to mod.io Descenders. If high speed downhill mountain biking riding is your thing, check out these awesome levels the community has shared:
Latest update from us for VR developers, is full cross-platform mod support for VR games. We’re excited by the update because modding is an awesome way to push forward creativity, and VR is one area that could certainly benefit from people trying new things.
Using mod.io tech, for the first time gamers can enjoy modding supported VR games on Steam, Oculus and Viveport. What’s particularly notable, is that the support includes the Oculus Quest an Android based device, which highlights the flexibility of the mod.io SDK/API for VR game developers.
The new capability is live in the VR games SWORDS of GARGANTUA and Contractors VR. SWORDS of GARGANTUA modders can create enemy waves and adjust enemy, player and weapon stats right now. Contractors VR modders can create new maps, guns and game modes and mix them together to make unique experiences.
WW2 and Bow and Arrow Loadout mods for Contractors VR
Sorry @mgear didn’t get an alert of your response. Absolutely 0 catch, mod.io is created by the ModDB.com team (we’ve been supporting mod communities for 18 years now) and wanted to build a cross-platform mod system that offers the same ease-of-use as Steam Workshop to expand modding.
All core functionality is provided free, but if you decide you enable marketplace functionality we will take a 10% fee from all sales. We also offer a commercial whitelabel version for studios / publishers that want a private fully customized version of mod.io.
Would love for you to take a love and give us a mention on your blog and/or twitter if possible