Before Releasing
Before you release your own mod there are a couple of things you should do.
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Renamed the productThe way to change product name
- Go to
Edit -> Project Settings -> Player
. - Modify field
Product Name
to your new mod name. Use the format:YOURPREFIX_MyModName
. (Example:UF_ChevalierSword
)
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Prefix your new mod- Open
Assets -> Resources -> AddressableConfig.asset
- Modify field
Prefix
to your new prefix name. Use the format:YOURPREFIX_MyModName_
. (Example:UF_ChevalierSword_
) - Press the button "Create And Refresh Addressable Name to automatically create (or update) all addressables with the correct prefix"
- Manually check if all your addressables are now prefixed correctly under
window -> asset management -> addressables -> groups
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Add a configRight click under Assets -> Build -> YourWeaponName -> Config
, then create an ItemInfoConfig
then rename it as you need.(ItemInfoConfig
is one of our entry point of your mod. Battle Talent will load all the ItemInfoConfig
files in your mod, and add them into the game. Another entry point of mod, is entry script. Battle Talent will always load this script if your mod have it with
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Add an iconCreate an icon under Assets -> Build -> YourWeaponName -> ICon -> YourWeaponName.png
Make sure an icon is added, else the store will crash.
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Added addressablesGo to Resources/AaddressablesConfig
and click Create and Refresh Addresable Name
.
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Cleared the project of files you are not using.Two ways to clear the project of examples
- Delete all weapons under
Build
folder that you are not gonna use. - Delete all models and other files under
Resources
folder that you are not gonna use.
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No errorsOpen the in-game console
(cheat menu must be unlocked
) and make sure no errors are shown when you've spawned and tested a weapon. It will cause unexpected issues throughout the game so DONT RELEASE MODS WITH ERRORS.