Vellocet SDK: Difference between revisions
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{{ | {{Notice|title=Version target|These instructions cover Vellocet SDK 1.0.3, Unity 6000.3.17f1, SDK content schema 3, addon schema 9, and Grimwar VMod API 5.}} | ||
The '''Vellocet SDK''' is the | The '''Vellocet SDK''' is the Unity authoring package for Grimwar maps and addon content. It installs the map compiler, entity markers, VSig tools, validation, spatial baking, custom audio support, and the addon exporter. | ||
== | == Install the SDK == | ||
# Install the current SDK with the VSDK app. | |||
# Open '''Window > Package Manager''' in Unity. | |||
# Select '''+ > Add package from disk...'''. | |||
# Open <code>SDKPackage/package.json</code> inside the VSDK install folder. | |||
# Use Unity <code>6000.3.17f1</code> if Unity reports a version mismatch. | |||
# When setup asks for SDK content, select the VSDK folder that contains <code>SDKPackage</code> and <code>SDKContent</code>. | |||
# Choose an addon export folder outside the Unity project. | |||
# Install VSig editor support when prompted, then reload VS Code or restart Rider. | |||
Run '''Tools > Vellocet > SDK > Welcome & Setup''' to repeat setup. The SDK rejects map compilation and export in other Unity versions. | |||
== Keep authored and managed files separate == | |||
{| class="wikitable" | |||
! Path !! Owner !! Rule | |||
|- | |||
| <code>Assets/CustomContent</code> || Map author || Put maps, materials, models, audio, and other original assets here. | |||
|- | |||
| <code>Assets/CustomContent/Maps</code> || Map author || New SDK maps use this folder by default. | |||
|- | |||
| <code>Assets/VellocetSDK</code> || VSDK and SDK sync || Do not edit these files. Copy an asset into <code>CustomContent</code> before changing it. | |||
|- | |||
| <code>ProjectSettings/VellocetSdkContentOwnership.json</code> || SDK sync || Commit this receipt in team projects. It preserves ownership and GUID migration state. | |||
|} | |||
Referenced custom assets are found during export and included in the addon package. SDK-owned Grimwar props remain shared references where the package format permits it. | |||
== SDK Workbench == | |||
Open '''Tools > Vellocet > SDK > Workbench'''. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Tab !! Use it for | ||
|- | |- | ||
| | | Project || Link or sync the installed SDK content and manage VSig editor support. | ||
|- | |- | ||
| | | Map || Create or prepare a scene, run map bakes, and inspect map state. | ||
|- | |- | ||
| | | Entities || Find, place, and manage entity markers in loaded scenes. | ||
|- | |||
| Spatial || Bake and inspect the spatial octree and path probes. | |||
|} | |} | ||
The Workbench quick actions can create a map, prepare the active scene, or open the Map Exporter. Preparing a scene adds the map contract and enables Probe Volumes when the current Unity project supports them. | |||
== Pick the right authoring path == | |||
{| class="wikitable" | |||
! Goal !! Files and tools !! Guide | |||
|- | |||
| Build a map || Unity scene, entity markers, paired <code>.vsig</code>, Map Exporter || [[Grimwar/Mapping|Map authoring]] | |||
|- | |||
| Script map logic || <code>.vsig</code> and optional <code>.vsiglib</code> modules || [[Grimwar/VSig|VSig guide]] | |||
|- | |||
| Write server gameplay || <code>addon.json</code>, <code>mod.json</code>, and <code>.csx</code> sources || [[Grimwar/VMod|VMod scripting]] | |||
|- | |||
| Install or select content || Grimwar Addons screen or the server addon directory || [[Grimwar/Addons|Using addons]] | |||
|- | |||
| Publish a map || Release package and 1920 x 1080 Workshop thumbnail || [[Grimwar/Steam Workshop addons|Workshop publishing]] | |||
|} | |||
Maps and VMods use the same addon package format. An addon can contain a map, a VMod, audio, or a supported combination of those entries. | |||
== Sync SDK content after an update == | |||
After VSDK updates the installed SDK, open '''SDK Workbench > Project''' and run '''Sync SDK Content'''. Sync keeps Unity GUIDs when managed assets move. When an asset must receive a new GUID, the content manifest supplies the old and new identities and the sync process rewrites references in creator-owned scenes, prefabs, materials, and assets. | |||
Older projects may still contain SDK files under <code>Assets/Art</code> or <code>Assets/GameContent</code>. Verified managed files move to <code>Assets/VellocetSDK</code>. Modified legacy files move to <code>Assets/CustomContent/LegacySdkBackup</code> with independent GUIDs. | |||
If sync reports an ownership error, stop and make a project backup before changing files. Do not delete the ownership receipt to force a clean state. | |||
== VSig editor support == | |||
Open '''SDK Workbench > Project > VSig Editor Support''' or '''Tools > Vellocet > SDK > VSig Editor Support...'''. The installer detects VS Code and Rider profiles and installs syntax support for <code>.vsig</code> and <code>.vsiglib</code>. The '''Auto''' option updates that editor integration when its packaged content changes. | |||
Editor support provides syntax coloring and file association. Unity and the Map Exporter remain the authority for parsing, type checks, entity contracts, and package validation. | |||
== Custom audio == | |||
The SDK accepts WAV, Ogg Vorbis, and MP3 sources below <code>Assets/CustomContent</code>. Create an '''Addon Audio Cue''' from '''Assets > Create > Vellocet > Audio''', give it an addon-owned dotted ID, choose a playback template, and assign the source file. | |||
Map export includes cues referenced by <code>env_ambient</code> markers. A VMod can ship cues through an '''Addon Audio Collection''' and the collection Inspector's '''Build Into Existing Mod Addon...''' action. The target folder must already contain a schema-current <code>addon.json</code>. | |||
Supported templates are <code>Announcer</code>, <code>Sfx2D</code>, <code>Sfx3D</code>, <code>AmbientLoop</code>, and <code>MusicLoop</code>. The package contains source audio and <code>audio.json</code>; authors do not build Wwise SoundBanks or WEM files. | |||
== | == Before exporting content == | ||
* | * Save the scene and every referenced asset. | ||
* | * Keep custom files below <code>Assets/CustomContent</code>. | ||
* | * Resolve every entity and VSig diagnostic. | ||
* | * Use a stable addon ID, map ID, and VMod ID. Do not recycle an ID for unrelated content. | ||
* | * Export a Development package for local iteration. | ||
* | * Export a Release package for distribution. Release map packages always build Windows client, macOS client, and Linux dedicated-server artifacts and require complete lighting and spatial bakes. | ||
[[Category:Vellocet SDK]] | [[Category:Vellocet SDK]] [[Category:Grimwar]] | ||
Latest revision as of 01:13, 25 August 2026
The Vellocet SDK is the Unity authoring package for Grimwar maps and addon content. It installs the map compiler, entity markers, VSig tools, validation, spatial baking, custom audio support, and the addon exporter.
Install the SDK
- Install the current SDK with the VSDK app.
- Open Window > Package Manager in Unity.
- Select + > Add package from disk....
- Open
SDKPackage/package.jsoninside the VSDK install folder. - Use Unity
6000.3.17f1if Unity reports a version mismatch. - When setup asks for SDK content, select the VSDK folder that contains
SDKPackageandSDKContent. - Choose an addon export folder outside the Unity project.
- Install VSig editor support when prompted, then reload VS Code or restart Rider.
Run Tools > Vellocet > SDK > Welcome & Setup to repeat setup. The SDK rejects map compilation and export in other Unity versions.
Keep authored and managed files separate
| Path | Owner | Rule |
|---|---|---|
Assets/CustomContent |
Map author | Put maps, materials, models, audio, and other original assets here. |
Assets/CustomContent/Maps |
Map author | New SDK maps use this folder by default. |
Assets/VellocetSDK |
VSDK and SDK sync | Do not edit these files. Copy an asset into CustomContent before changing it.
|
ProjectSettings/VellocetSdkContentOwnership.json |
SDK sync | Commit this receipt in team projects. It preserves ownership and GUID migration state. |
Referenced custom assets are found during export and included in the addon package. SDK-owned Grimwar props remain shared references where the package format permits it.
SDK Workbench
Open Tools > Vellocet > SDK > Workbench.
| Tab | Use it for |
|---|---|
| Project | Link or sync the installed SDK content and manage VSig editor support. |
| Map | Create or prepare a scene, run map bakes, and inspect map state. |
| Entities | Find, place, and manage entity markers in loaded scenes. |
| Spatial | Bake and inspect the spatial octree and path probes. |
The Workbench quick actions can create a map, prepare the active scene, or open the Map Exporter. Preparing a scene adds the map contract and enables Probe Volumes when the current Unity project supports them.
Pick the right authoring path
| Goal | Files and tools | Guide |
|---|---|---|
| Build a map | Unity scene, entity markers, paired .vsig, Map Exporter |
Map authoring |
| Script map logic | .vsig and optional .vsiglib modules |
VSig guide |
| Write server gameplay | addon.json, mod.json, and .csx sources |
VMod scripting |
| Install or select content | Grimwar Addons screen or the server addon directory | Using addons |
| Publish a map | Release package and 1920 x 1080 Workshop thumbnail | Workshop publishing |
Maps and VMods use the same addon package format. An addon can contain a map, a VMod, audio, or a supported combination of those entries.
Sync SDK content after an update
After VSDK updates the installed SDK, open SDK Workbench > Project and run Sync SDK Content. Sync keeps Unity GUIDs when managed assets move. When an asset must receive a new GUID, the content manifest supplies the old and new identities and the sync process rewrites references in creator-owned scenes, prefabs, materials, and assets.
Older projects may still contain SDK files under Assets/Art or Assets/GameContent. Verified managed files move to Assets/VellocetSDK. Modified legacy files move to Assets/CustomContent/LegacySdkBackup with independent GUIDs.
If sync reports an ownership error, stop and make a project backup before changing files. Do not delete the ownership receipt to force a clean state.
VSig editor support
Open SDK Workbench > Project > VSig Editor Support or Tools > Vellocet > SDK > VSig Editor Support.... The installer detects VS Code and Rider profiles and installs syntax support for .vsig and .vsiglib. The Auto option updates that editor integration when its packaged content changes.
Editor support provides syntax coloring and file association. Unity and the Map Exporter remain the authority for parsing, type checks, entity contracts, and package validation.
Custom audio
The SDK accepts WAV, Ogg Vorbis, and MP3 sources below Assets/CustomContent. Create an Addon Audio Cue from Assets > Create > Vellocet > Audio, give it an addon-owned dotted ID, choose a playback template, and assign the source file.
Map export includes cues referenced by env_ambient markers. A VMod can ship cues through an Addon Audio Collection and the collection Inspector's Build Into Existing Mod Addon... action. The target folder must already contain a schema-current addon.json.
Supported templates are Announcer, Sfx2D, Sfx3D, AmbientLoop, and MusicLoop. The package contains source audio and audio.json; authors do not build Wwise SoundBanks or WEM files.
Before exporting content
- Save the scene and every referenced asset.
- Keep custom files below
Assets/CustomContent. - Resolve every entity and VSig diagnostic.
- Use a stable addon ID, map ID, and VMod ID. Do not recycle an ID for unrelated content.
- Export a Development package for local iteration.
- Export a Release package for distribution. Release map packages always build Windows client, macOS client, and Linux dedicated-server artifacts and require complete lighting and spatial bakes.