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uMod 2.0 is a complete modding solution for the Unity game engine and makes it quick and painless to add mod support to your game. Modders are able to extend to and modify game-play by creating mods with assets, scripts and even entire scenes, all within the Unity editor.
Features
- Basic mod support out of the box
- Supports all assets that Unity can handle, Yes! even scenes and scripts can be included
- Load from the local file system of from remote server
- Supports command line launching of mods
- Supports multi-mod loading
- Catches exceptions and errors generated by mods
- Modders can create their content in the Unity editor and export easily using uMod Exporter
- C# scripts and assemblies can be included in mods
- Cross domain scripting allows communication between game and mod scripts
- Script execution security allows developers to restrict modded code
- Customizable build pipeline allows for custom exporter tools to be created
- Supports asset sharing allowing modders to make use of game assets
- Includes a directory utility for managing a mod directory
- Dedicated online scripting reference
- Many more features
Upgrading
If you purchased uMod 1.0 then you are entitled to a free upgrade to uMod 2.0. You should already be able to upgrade for free via the asset store even though the displayed upgrade price is $1.
Add-Ons
uMod 2.0 Runtime Compiler Add-On is an integration asset designed to add the features of our Roslyn C# asset to uMod 2.0 seamlessly. This means that the Roslyn compiler can now be used to compile and load scripts into a uMod script domain or as a standalone compiler. Compiled scripts will also be subject to code security verification checks when loaded which are performed by uMod.
The runitme compiler add-on is avaiable on the asset store here…
Want to know more? Take a look here for more information about uMod 2.0
uMod 2.0 - Moddable Tanks Example Game
You can downlod the demo game from the asset store here (Currently pending review)
uMod 2.0 has an example game coming soon to demonstrate some of the modding concepts and how they can be implemented.
As you may have guessed, this example project adds modding support to the Unity Tanks tutorial game allowing for new levels to be created, props to be modded or replaced and new features to be added. This example game has been submitted to the store and could take a few weeks to be approved but here are some of the features of the project:
• Demonstrates usage of the ModDirectory to scan for available mods
• Shows how a mod manager UI could be implemented to allow users to manager mods in game
• Shows how mod levels could be loadable by the user by implementing a dynamic level list
• Allows mod levels to be created using assets from the Tanks game via Asset Sharing
• Demonstrates how utility scripts can be used in the mod tool package to help modders setup scene defaults when creating mod levels
• Shows how game assets could be used to draw custom spawn point gizmos to give a visual representation to the modder
• Demonstrates how a scene validator script can be run when building mods to ensure that created levels contain the necessary objects such as spawn points
• Shows how mod levels can be loaded via a bootstrap scene so that game systems and game managers can manage a mod level
• Shows how environment props can be modded using the uMod 2.0 moddable content system
• Shows how basic Game-Mod communication can be achieved using an interface assembly.
• Includes 6 example mods to add features or modify the game
There are 6 mods included by default with the ability to create your own. The default mods are:
- Canyon Level: A mod which adds a new canyon level to the game to do battle in.
- Hangars To Circus Tents: A fun little mod which replaces all hangar building with circus tent models
- Tank AI: A mod which makes the player 2 tank AI controlled (Requires more work to complete but it does move around a bit)
- Tank Direction indicator: Adds a direction indicator to the player 1 tank pointing to the player 2 tank
- Timer Rounds: Adds a countdown timer to the game making each round time limited. The player with the most health when the timer reaches 0 wins or a draw is declared if both players have the same health
- Whilte Cliffs: Another environmental mod which modifies the boundary cliffs to have a white material
All mods are capable of running in the default game scene or in modded scenes meaning that mods such as the tank indicator and hangars to circus tents can also affect mod scenes. As this is an example project, raw mod assets are included for the mods listed above. We also include the source code for game scripts and the interface assembly we created for Mod-Game communication.
Here are a few screenshots where you can see some of the mods in action:
Take a look at the Tanks example game User Guide here.