Grimwar/Getting started
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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.