Grimwar/Getting started: Difference between revisions
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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.}} | ||
Start with the result you want: | |||
= | {| 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 authoring tools == | |||
# 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. | |||
# | See [[Vellocet SDK#Install the SDK|Install the SDK]] for project paths, content sync, and editor support. | ||
== | == Build and test a first map == | ||
# 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
- Install the current Vellocet SDK with the VSDK app.
- Install Unity
6000.3.17f1. - In Unity, open Window > Package Manager and select + > Add package from disk....
- Select
SDKPackage/package.jsoninside 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.
See Install the SDK for project paths, content sync, and editor support.
Build and test a first map
- In SDK Workbench, select Create New Map... and save it below
Assets/CustomContent/Maps. - Add geometry, collision, at least one
info_player_spawn, and any required mode entities from the Entities tab. - Give marker GameObjects stable names.
- Create a
.vsigfile 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
addon.json,mod.json, and a.csxsource file. - Implement
Grimwar.ModApi.IModand register one command inOnLoad. - On the test server, run
vmod_runtime_pathsand copy the complete folder into the printed addons root. - Run
vmod_runtime_reload, thenvmod_runtime_list. - 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/VellocetSDKis 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.