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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.