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{{Notice|title=Version target|Use Vellocet SDK 1.0.3 with Unity 6000.3.17f1. Current packages use addon schema 9 and VMod API 5.}}


Choose the track that matches what you want to build.
Start with the result you want:


== Maps and content ==
{| class="wikitable"
! Goal !! Guide
|-
| Create a playable map || [[Grimwar/Mapping|Map authoring]]
|-
| Script doors, triggers, objectives, timers, and round logic || [[Grimwar/VSig|VSig]]
|-
| Write C# server gameplay, commands, or a game mode || [[Grimwar/VMod|VMod]]
|-
| Install, enable, select, or test a package || [[Grimwar/Addons|Using addons]]
|-
| Publish a map on Steam || [[Grimwar/Steam Workshop addons|Steam Workshop publishing]]
|-
| Run a community server || [[Grimwar/Dedicated servers|Dedicated servers]]
|}


# Install the [[Vellocet SDK]] in the supported Unity editor version.
== Install the authoring tools ==
# Create or open an SDK content project.
# Follow [[Grimwar/Mapping]] to create a map scene and place gameplay entities.
# Validate and export the addon package.
# Test locally before following the [[Grimwar/Steam Workshop addons|Workshop publishing workflow]].


== Server-side gameplay ==
# Install the current Vellocet SDK with the VSDK app.
# Install Unity <code>6000.3.17f1</code>.
# In Unity, open '''Window > Package Manager''' and select '''+ > Add package from disk...'''.
# Select <code>SDKPackage/package.json</code> inside the VSDK install folder.
# Complete '''Tools > Vellocet > SDK > Welcome & Setup'''.
# Choose an addon export folder outside the Unity project.
# Open '''Tools > Vellocet > SDK > Workbench''' and confirm the Project tab reports current managed content.


# Read the [[Grimwar/Server-side modding|server mod overview]].
See [[Vellocet SDK#Install the SDK|Install the SDK]] for project paths, content sync, and editor support.
# Create an addon and <code>mod.json</code> manifest.
# Compile only against the stable <code>Grimwar.ModApi</code> capability surface.
# Validate the package and test it on a non-public server.


== Server administration ==
== Build and test a first map ==


Start with [[Grimwar/Dedicated servers]] for installation, configuration, addon acquisition, map rotation, and diagnostics.
# In SDK Workbench, select '''Create New Map...''' and save it below <code>Assets/CustomContent/Maps</code>.
# Add geometry, collision, at least one <code>info_player_spawn</code>, and any required mode entities from the '''Entities''' tab.
# Give marker GameObjects stable names.
# Create a <code>.vsig</code> file beside the scene when the map needs scripted behavior.
# Open '''Tools > Vellocet > SDK > Map Exporter''', set stable package and map IDs, and run '''Compile Scene'''.
# Export a Development package.
# Open Grimwar's '''Addons''' screen, enable the package, and select '''Use This Copy''' if another source has the same addon ID.
# Open '''Host''' and select '''Test Map'''. Test the exported scene, spawns, collision, logic, lighting, audio, and round transitions.
 
Use a Release package only after the Development package works. Release export builds all required desktop artifacts and requires complete lighting and spatial bakes.
 
== Build and test a first VMod ==
 
# Create one addon folder with <code>addon.json</code>, <code>mod.json</code>, and a <code>.csx</code> source file.
# Implement <code>Grimwar.ModApi.IMod</code> and register one command in <code>OnLoad</code>.
# On the test server, run <code>vmod_runtime_paths</code> and copy the complete folder into the printed addons root.
# Run <code>vmod_runtime_reload</code>, then <code>vmod_runtime_list</code>.
# Invoke the command through chat and authenticated console, then reload the package again to check cleanup.
 
The [[Grimwar/VMod#Write the entry class|minimal VMod]] contains working manifests and C# source. VMod packages are server-authoritative and are currently installed manually or through the development overlay.
 
== Keep these boundaries straight ==
 
* Original Unity assets belong below <code>Assets/CustomContent</code>.
* <code>Assets/VellocetSDK</code> is managed by SDK content sync.
* A Unity scene is authored content; the exported addon folder is what Grimwar installs.
* VSig controls map entities and map-local logic. VMod controls server gameplay through <code>Grimwar.ModApi</code>.
* The complete addon folder is the install unit.
* Steam Workshop publishing currently accepts map-only Release packages. It does not accept a package containing VMods.


[[Category:Grimwar]] [[Category:Getting started]]
[[Category:Grimwar]] [[Category:Getting started]]

Latest revision as of 01:12, 25 August 2026

Version target. Use Vellocet SDK 1.0.3 with Unity 6000.3.17f1. Current packages use addon schema 9 and VMod API 5.

Start with the result you want:

Goal Guide
Create a playable map Map authoring
Script doors, triggers, objectives, timers, and round logic VSig
Write C# server gameplay, commands, or a game mode VMod
Install, enable, select, or test a package Using addons
Publish a map on Steam Steam Workshop publishing
Run a community server Dedicated servers

Install the authoring tools

  1. Install the current Vellocet SDK with the VSDK app.
  2. Install Unity 6000.3.17f1.
  3. In Unity, open Window > Package Manager and select + > Add package from disk....
  4. Select SDKPackage/package.json inside the VSDK install folder.
  5. Complete Tools > Vellocet > SDK > Welcome & Setup.
  6. Choose an addon export folder outside the Unity project.
  7. Open Tools > Vellocet > SDK > Workbench and confirm the Project tab reports current managed content.

See Install the SDK for project paths, content sync, and editor support.

Build and test a first map

  1. In SDK Workbench, select Create New Map... and save it below Assets/CustomContent/Maps.
  2. Add geometry, collision, at least one info_player_spawn, and any required mode entities from the Entities tab.
  3. Give marker GameObjects stable names.
  4. Create a .vsig file beside the scene when the map needs scripted behavior.
  5. Open Tools > Vellocet > SDK > Map Exporter, set stable package and map IDs, and run Compile Scene.
  6. Export a Development package.
  7. Open Grimwar's Addons screen, enable the package, and select Use This Copy if another source has the same addon ID.
  8. Open Host and select Test Map. Test the exported scene, spawns, collision, logic, lighting, audio, and round transitions.

Use a Release package only after the Development package works. Release export builds all required desktop artifacts and requires complete lighting and spatial bakes.

Build and test a first VMod

  1. Create one addon folder with addon.json, mod.json, and a .csx source file.
  2. Implement Grimwar.ModApi.IMod and register one command in OnLoad.
  3. On the test server, run vmod_runtime_paths and copy the complete folder into the printed addons root.
  4. Run vmod_runtime_reload, then vmod_runtime_list.
  5. Invoke the command through chat and authenticated console, then reload the package again to check cleanup.

The minimal VMod contains working manifests and C# source. VMod packages are server-authoritative and are currently installed manually or through the development overlay.

Keep these boundaries straight

  • Original Unity assets belong below Assets/CustomContent.
  • Assets/VellocetSDK is managed by SDK content sync.
  • A Unity scene is authored content; the exported addon folder is what Grimwar installs.
  • VSig controls map entities and map-local logic. VMod controls server gameplay through Grimwar.ModApi.
  • The complete addon folder is the install unit.
  • Steam Workshop publishing currently accepts map-only Release packages. It does not accept a package containing VMods.