unity-modding
Guide for designing Unity games that support community modding. Covers asset loading systems, scripted mod APIs, mod manager patterns, distribution platforms, and techniques for modding existing games.
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---
name: "unity-modding"
description: "Guide for designing Unity games that support community modding. Covers asset loading systems, scripted mod APIs, mod manager patterns, distribution platforms, and techniques for modding existing games."
license: "MIT"
---
# Unity Modding Architecture
## Overview
Guide for designing Unity games that support community modding. Covers asset loading systems, scripted mod APIs, mod manager patterns, distribution platforms, and techniques for modding existing games.
## Modding Architecture Tiers
| Tier | What Modders Can Do | Complexity |
|------|---------------------|------------|
| **Data Mods** | Replace textures, sounds, configs (JSON/XML) | Low |
| **Asset Mods** | Add new models, maps, items via Asset Bundles | Medium |
| **Script Mods** | Custom game logic via Lua/scripting API | High |
| **Code Mods** | Patch game assemblies via Harmony/BepInEx | Expert |
Design your game to support at least Tier 1-2 from the start. Tiers 3-4 require deliberate API design.
## Asset Loading for Mods
### Addressables (Recommended)
Addressables provide a unified API for loading assets from local bundles, remote servers, or mod directories.
```csharp
// Load a mod's asset catalog at runtime
public async Awaitable LoadModCatalog(string modPath)
{
string catalogPath = Path.Combine(modPath, "catalog.json");
var locator = await Addressables.LoadContentCatalogAsync(catalogPath);
Debug.Log($"Loaded mod catalog with {locator.Keys.Count()} assets");
}
// Load an asset by address (works for both base game and mods)
var prefab = await Addressables.LoadAssetAsync<GameObject>("enemies/goblin");
Instantiate(prefab);
```
**Mod workflow:**
1. Modders use a Unity project with Addressables configured
2. Build Addressable groups into Asset Bundles
3. Ship the catalog.json + .bundle files
4. Game loads catalogs at runtime from the mod directory
### Asset Bundles (Legacy but Simpler)
```csharp
public async Awaitable<AssetBundle> LoadModBundle(string path)
{
var request = AssetBundle.LoadFromFileAsync(path);
await request;
return request.assetBundle;
}
// Load specific asset from bundle
var bundle = await LoadModBundle("mods/weapons/swords.bundle");
var swordPrefab = bundle.LoadAsset<GameObject>("BroadSword");
```
**Key rules:**
- Never load the same bundle twice (track loaded bundles)
- Unload bundles when mods are disabled: `bundle.Unload(true)`
- Use `AssetBundle.LoadFromFileAsync` for local files (not `LoadFromMemory`)
### Hot-Reloadable Data Mods
For simple data mods (JSON configs, CSV tables):
```csharp
public T LoadModConfig<T>(string modPath, string fileName)
{
string filePath = Path.Combine(modPath, fileName);
if (!File.Exists(filePath)) return default;
string json = File.ReadAllText(filePath);
return JsonUtility.FromJson<T>(json);
}
```
Use `FileSystemWatcher` to detect changes and hot-reload during development.
## Lua Scripting with MoonSharp
MoonSharp is a Lua interpreter written in C# that runs on all Unity platforms.
### Setup
Install via NuGet or download the DLL. Register safe API surfaces for modders:
```csharp
public class ModScriptEngine
{
Script _lua;
public void Initialize()
{
_lua = new Script();
// Register safe game API
_lua.Globals["SpawnEntity"] = (Func<string, float, float, float, bool>)SpawnEntity;
_lua.Globals["GetPlayerHealth"] = (Func<float>)(() => player.Health);
_lua.Globals["ShowMessage"] = (Action<string>)ShowMessage;
_lua.Globals["RegisterEvent"] = (Action<string, DynValue>)RegisterEvent;
}
public void LoadMod(string luaFilePath)
{
string code = File.ReadAllText(luaFilePath);
_lua.DoString(code);
}
bool SpawnEntity(string id, float x, float y, float z)
{
// Validate and spawn - never trust mod input
if (!entityRegistry.Contains(id)) return false;
var pos = new Vector3(x, y, z);
if (!IsValidSpawnPosition(pos)) return false;
entityRegistry.Spawn(id, pos);
return true;
}
}
```
### Modder-Side Lua
```lua
-- my_mod/init.lua
RegisterEvent("OnPlayerEnterZone", function(zoneName)
if zoneName == "boss_arena" then
SpawnEntity("dragon_boss", 0, 5, 0)
ShowMessage("A dragon appears!")
end
end)
```
### Security Considerations
| Risk | Mitigation |
|------|-----------|
| File system access | Do NOT expose System.IO to Lua |
| Infinite loops | Set instruction count limits: `script.Options.InstructionLimit = 100000` |
| Memory abuse | Limit table sizes, monitor allocation |
| Network access | Never expose HTTP/socket APIs |
| Reflection abuse | MoonSharp sandboxes by default, but validate registered types |
## Mod Manager Pattern
### Architecture
```text
Game
├── ModManager (singleton)
│ ├── DiscoverMods(modsFolder) // Scan for mod manifests
│ ├── ValidateMod(manifest) // Version compat, dependencies
│ ├── LoadMod(modId) // Load assets + scripts
│ ├── UnloadMod(modId) // Clean teardown
│ └── GetLoadOrder() // Dependency-sorted order
├── ModManifest (ScriptableObject / JSON)
│ ├── id, name, version, author
│ ├── dependencies[]
│ ├── gameVersionMin / gameVersionMax
│ └── entryPoint (script path)
└── ModSandbox
├── Lua scripting environment
└── Restricted API surface
```
### Mod Manifest Format
```json
{
"id": "com.author.mymod",
"name": "My Awesome Mod",
"version": "1.2.0",
"author": "ModAuthor",
"description": "Adds new enemies and weapons",
"gameVersionMin": "1.0.0",
"gameVersionMax": "2.0.0",
"dependencies": ["com.author.corelib@1.0.0"],
"entryPoint": "scripts/init.lua",
"assets": "bundles/"
}
```
## Steam Workshop Integration
Use Steamworks.NET or Facepunch.Steamworks for Steam Workshop integration:
1. **Upload:** Modder packages mod folder, calls `SteamUGC.CreateItem` + `SteamUGC.SubmitItemUpdate`
2. **Subscribe:** Players subscribe in Steam Workshop UI
3. **Download:** Game queries `SteamUGC.GetSubscribedItems()` at startup
4. **Load:** Read from `SteamUGC.GetItemInstallInfo` path into ModManager
## Harmony Patching (Modding Existing Games)
Harmony is used by modders (via BepInEx/MelonLoader) to patch compiled game code at runtime.
```csharp
[HarmonyPatch(typeof(PlayerHealth), "TakeDamage")]
class DamageModifier
{
// Prefix: runs before original method
static bool Prefix(ref float damage)
{
damage *= 0.5f; // Halve all damage
return true; // true = continue to original
}
// Postfix: runs after original method
static void Postfix(PlayerHealth __instance)
{
Debug.Log($"Health after damage: {__instance.CurrentHealth}");
}
}
```
If designing a game intended to be modded via Harmony, avoid aggressive code obfuscation and keep method signatures stable across updates.
## Additional Resources
### Reference Files
- **`references/mod-framework-detail.md`** -- Complete mod manager implementation, dependency resolution algorithm, mod load ordering, versioned API patterns, hot-reload systems, mod testing frameworks, BepInEx/MelonLoader setup guideMore General & Other skills
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