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UMod.Moddable Namespace

 
Classes
  ClassDescription
Public classAppliedModdableContent
Public classModdableComponentContentProvider
Public classModdableComponentContentProviderTComponent
Public classModdableContent
A ModdableContent component can be attached to a scene game object or a prefab and allows a single component to be moddable be swapping its source asset(s) with equivilent modded content. Modders are able to create new asset content in their mods such as materials, textures and more. These assets can then be placed in specific folders with specific names relating to the target game object/prefab that they intend to modify. The target folder and asset name is dictated by the NamingSettings naming scheme which is auto generated when moddable content components are added to the scene. The developer will have the option to modify the naming scheme via the UMod Settings window.
Public classModdableContentNamingSchemeOverride
Public classModdableObjectReference
Represents a unique reference to a moddable game object identified by a 64-bit Id value. Note that the reference is to the game object and not the ModdableContent component.
Structures
  StructureDescription
Public structureModdableComponentContent
Moddable content info that is used to store or retrieve component asset information.
Enumerations
  EnumerationDescription
Public enumerationModdableContentModdableAssetType
The type of asset that is moddable on the target component.
Public enumerationModdableContentModdableConflictBehaviour
Conflit behaviour that specifies what should happen when one or more mods with identical moddable content are loaded.
Public enumerationModdableContentModdableSettingsSource
Where the moddable component should get its configuration settings from.
Public enumerationModdableContentModdableUnloadBehaviour
Unload behaviour that specifies what should happen when the mod owning the moddable content will be unloaded.