Guides¶
Task-oriented walkthroughs for building, fixing and shipping a mod. If you know what you want to do but not where the button is, start here.
I Want To…¶
| Goal | Where to go |
|---|---|
| Install the tools and build my very first mod | Getting Started |
| Make a firework without assembling one from scratch | Templates & Sample Assets |
| Find a menu item — "where is Build Mod / Generate Preview / Rebuild Reference Cache?" | Editor Menu Reference |
| Give my firework an inventory icon | Icons & Sounds |
| Use one of the built-in game sounds, or add my own | Icons & Sounds |
| Build a custom map | Custom Maps |
| Fix a build that fails, or an error in the Console | Troubleshooting & Build Errors |
| Fix "my mod looks brighter and flatter in the Editor than in game" | Getting Started |
| Name things properly and lay out my project sensibly | Best Practices |
| Make my mod smaller and quicker to load | Optimization |
| Put my mod on mod.io so other people can play it | Publishing Your Mod |
| Write C# code for my mod | Scripting |
| Just get a quick answer | FAQ |
The Guides¶
| Guide | What it covers |
|---|---|
| Editor Menu Reference | Every menu item the Mod Tools add, with exact paths and which right-click they live under |
| Templates & Sample Assets | The ready-made firework templates, the sample assets that ship with the package, and the prefab editing scene |
| Icons & Sounds | Generating inventory icons, and how the game sound picker works |
| Custom Maps | MapDefinition, spawn points, and the scene rules the build enforces |
| Troubleshooting & Build Errors | Symptom → cause → fix for the errors you will actually hit |
| Publishing Your Mod | Pre-flight checklist, mod.io, and versioning without breaking anyone's blueprints |
Two more pages sit alongside these guides: Best Practices for conventions, and Optimization for keeping your mod lean.
Two Rules Worth Knowing Up Front¶
Never change an EntityDefinition Id after publishing
The Id is what gets written into players' blueprints, and there is no migration or aliasing mechanism anywhere in the Mod Tools. See Publishing Your Mod.
Always restart Unity after upgrading the Mod Tools
Back up the project, update the package, then restart Unity — the CHANGELOG calls the restart out as very important on every release. See Troubleshooting & Build Errors.
No Coding Required¶
Everything in these guides can be done through the Unity Inspector. Scripting is entirely optional — if you do want to write code, the Scripting section covers setup, lifecycle, and the parts of the API that are safe to use.