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unity-modding

unity-modding

github.com/josiahsiegelDevelopment59126 installsUpdated 19w ago
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About unity-modding

An architecture guide for Unity developers designing community mod support or modding existing games. It covers asset loading, scripted APIs, mod management, distribution, and security considerations.

Key features

  1. 01Tiers for data, asset, script, and code mods
  2. 02Addressables and Asset Bundles loading
  3. 03MoonSharp Lua scripting API
  4. 04Manifests, dependencies, and load order
  5. 05Steam Workshop and Harmony guidance
  6. 06Script sandbox security guidance

Use cases

  1. 01Plan mod support for a new Unity game
  2. 02Load mod assets and configuration at runtime
  3. 03Build a Lua mod API and manager
  4. 04Design code patches for an existing game

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-modding

After installing, type/unity-moddingin Claude Code to confirm it loaded.

Details

From the project README

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

TierWhat Modders Can DoComplexity
Data ModsReplace textures, sounds, configs (JSON/XML)Low
Asset ModsAdd new models, maps, items via Asset BundlesMedium
Script ModsCustom game logic via Lua/scripting APIHigh
Code ModsPatch game assemblies via Harmony/BepInExExpert

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.

// 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)
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):

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:

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
-- 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
RiskMitigation
File system accessDo NOT expose System.IO to Lua
Infinite loopsSet instruction count limits: script.Options.InstructionLimit = 100000
Memory abuseLimit table sizes, monitor allocation
Network accessNever expose HTTP/socket APIs
Reflection abuseMoonSharp sandboxes by default, but validate registered types

Mod Manager Pattern

Architecture
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
{
    "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": ["[email protected]"],
    "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.

[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 guide

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