ModHost Methods |
The ModHost type exposes the following members.
Name | Description | |
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![]() | Activate |
Activates all mod content.
All mod asset and scene information will become available.
The default scene may be loaded depending upon the mod settings.
All mod entry point scripts will be security checked, initialized and executed.
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![]() ![]() | CreateNewHost |
Static methods that provides a quick and simple method of creating a new mod host component in the scene.
The method will create associated game objects and dependant components automatically to ensure that the created
host is valid.
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![]() | DestroyModObjects |
Destroys all active game objects that have been created by this mod.
This may be called automatically as a result of calling UnloadMod depending upon the value of cleanupModObjects.
This method needs the mod to be loaded in order to succeed. If the mod has been unloaded and this method is called then it will fail silently.
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![]() ![]() | IsModInUse |
Returns true if any mod host currently has the specified mod loaded.
This method is used to avoid shared memory corruption which orrurs when the shared mod data is accessed by 2 different mod hosts.
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![]() | UnloadMod |
Attempts to unload the mod owned by this host.
If the host does not have a mod loaded then no action is taken.
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![]() | UnloadMod(Boolean) |
Attempts to unload the mod owned by this host. Depending on settings this may cause all mod related game objects to
also be destroyed.
If the host does not have a mod loaded then no action is taken.
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Name | Description | |
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![]() ![]() | IModAsyncHandlerRunAsync |