Grimwar/SDK setup: Difference between revisions
Guide custom Unity materials and models into Vertex |
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| Reusable media || In VSDK, select '''Media pack''', create it, and open '''Content…'''. See [[Grimwar/Custom content]]. | | Reusable media || In VSDK, select '''Media pack''', create it, and open '''Content…'''. See [[Grimwar/Custom content]]. | ||
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| | | Sounds, ambience, or music || Follow [[Grimwar/Custom content#Sounds and music|Sounds and music]] for importing audio, sharing it across maps, and playing it in the game. | ||
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| Shared custom materials, models, and prefabs || Follow [[Grimwar/Custom content/Materials and models]] to keep one asset library outside your map folders. Author assets in its <code>Compiler/Assets/CustomContent/</code> and connect your maps to the same Materials and Models selection. | |||
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Latest revision as of 12:29, 4 October 2026
The Grimwar SDK includes Vertex for maps, VSDK for setup and standalone resources, and Grimwar's assets and compiler. This wiki is the maintained source for Vellocet SDK guidance.
Install the SDK
- In Steam's Library, enable the Tools filter and install Grimwar SDK. Install Grimwar too if you want to playtest.
- Launch the SDK to open VSDK.
- For map builds, install and activate Unity
6000.3.17f1through Unity Hub. Add build support for the targets you will use. VSDK detects standard installations; choose the Unity executable if detection misses yours. - Choose your installed Grimwar executable or macOS app for playtesting.
- Select Finish setup and open Vertex. Setup prepares a writable compiler cache and registers the game.
- Create a map and save it outside the SDK installation.
Map compilation runs Unity through the SDK. You author in Vertex and play in Grimwar. You do not need to create a Unity project or install a Unity package by hand for this workflow.
A VMod containing only scripts, sounds, or ordinary data can be validated and built without Unity. Imported models, materials, textures, fonts, and video use the Unity compiler. Map lighting also needs a working graphics device.
Choose a workflow
| What you are making | Start here |
|---|---|
| Map | Open Vertex, then make a map. |
| Map logic | Open the map's Code workspace and follow VSig. |
| Standalone server mod | In VSDK, select VMod and Create…. See Grimwar/VMod. |
| C# behavior attached to one map | Use Map → SDK resources → VMod → Create… in Vertex. |
| Reusable media | In VSDK, select Media pack, create it, and open Content…. See Grimwar/Custom content. |
| Sounds, ambience, or music | Follow Sounds and music for importing audio, sharing it across maps, and playing it in the game. |
| Shared custom materials, models, and prefabs | Follow Grimwar/Custom content/Materials and models to keep one asset library outside your map folders. Author assets in its Compiler/Assets/CustomContent/ and connect your maps to the same Materials and Models selection.
|
Files and updates
Keep your maps, scripts, thumbnails, content.json, and imported files together in a source folder you control. Keep build output separate. Steam can replace SDK files during an update.
Update the complete SDK through Steam and launch VSDK again. Do not mix an editor executable from one SDK release with the catalogs or compiler from another. Your source files and local preferences stay outside the installation.
In Vertex, use Settings → Game and resources → Reload resources after changing or refreshing the game connection. Engine and game executable paths are under Build → Advanced. Standalone Vertex can open the same installation through File → Open game SDK….
Build profiles
Vertex's Preview profile builds for local testing on the selected platform. VSDK calls its local standalone-resource output a Development package. These packages are for testing and cannot be published to Workshop.
Release map exports include Windows client, macOS client, and Linux dedicated-server artifacts. Install the matching Unity build modules. The SDK enforces the required navigation, spatial, occlusion, and lighting policy.
Choose a 1920 × 1080 thumbnail before publishing. Vertex maps accept PNG or JPEG through Map → Thumbnail; standalone VMods use a PNG path in mod.json.thumbnail. A map can compile without artwork, but Workshop publication requires it. See Grimwar/Steam Workshop addons.
If you are integrating your own game
Read Vertex/Integrating your game. Your game supplies its own catalogs, entity behavior, compiler, and runtime loader. A local developer connection can offer Save to Unity for that game project. Grimwar's public SDK supplies a compiler, so its community workflow is Export add-on and Play in Game.