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unity-moddingUnity modding 搜索

Agent Skill

unity-modding 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

449

周安装

18

GitHub Stars

33

下载量

145
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-modding(Unity modding 搜索)
来源仓库:https://github.com/josiahsiegel/claude-plugin-marketplace
仓库路径:skills/unity-modding
安装命令:
npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-modding
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-modding

简介

unity-modding 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词或任务场景快速定位候选结果。
  • 专注于 Unity 模组开发相关的资源与信息检索。
  • 安装前需确认权限范围、维护状态及是否触发联网或命令执行。
  • 建议结合原始 README 核验具体功能与使用方式。

SKILL.md

Unity Modding Architecture

Overview

Guide for designing Unity games that support community modding. Covers asset loading systems, scripted mod APIs, mod manager patterns, distribution platforms, and techniques for modding existing games.

Modding Architecture Tiers

TierWhat Modders Can DoComplexity
Data ModsReplace textures, sounds, configs (JSON/XML)Low
Asset ModsAdd new models, maps, items via Asset BundlesMedium
Script ModsCustom game logic via Lua/scripting APIHigh
Code ModsPatch game assemblies via Harmony/BepInExExpert

Design your game to support at least Tier 1-2 from the start. Tiers 3-4 require deliberate API design.

Asset Loading for Mods

Addressables (Recommended)

Addressables provide a unified API for loading assets from local bundles, remote servers, or mod directories.

// Load a mod's asset catalog at runtime
public async Awaitable LoadModCatalog(string modPath)
{
    string catalogPath = Path.Combine(modPath, "catalog.json");
    var locator = await Addressables.LoadContentCatalogAsync(catalogPath);
    Debug.Log($"Loaded mod catalog with {locator.Keys.Count()} assets");
}

// Load an asset by address (works for both base game and mods)
var prefab = await Addressables.LoadAssetAsync<GameObject>("enemies/goblin");
Instantiate(prefab);

Mod workflow:

  1. Modders use a Unity project with Addressables configured
  2. Build Addressable groups into Asset Bundles
  3. Ship the catalog.json +.bundle files
  4. Game loads catalogs at runtime from the mod directory

Asset Bundles (Legacy but Simpler)

public async Awaitable<AssetBundle> LoadModBundle(string path)
{
    var request = AssetBundle.LoadFromFileAsync(path);
    await request;
    return request.assetBundle;
}

// Load specific asset from bundle
var bundle = await LoadModBundle("mods/weapons/swords.bundle");
var swordPrefab = bundle.LoadAsset<GameObject>("BroadSword");

Key rules:

  • Never load the same bundle twice (track loaded bundles)
  • Unload bundles when mods are disabled: bundle.Unload(true)
  • Use AssetBundle.LoadFromFileAsync for local files (not LoadFromMemory)

Hot-Reloadable Data Mods

For simple data mods (JSON configs, CSV tables):

public T LoadModConfig<T>(string modPath, string fileName)
{
    string filePath = Path.Combine(modPath, fileName);
    if (!File.Exists(filePath)) return default;
    string json = File.ReadAllText(filePath);
    return JsonUtility.FromJson<T>(json);
}

Use FileSystemWatcher to detect changes and hot-reload during development.

Lua Scripting with MoonSharp

MoonSharp is a Lua interpreter written in C# that runs on all Unity platforms.

Setup

Install via NuGet or download the DLL. Register safe API surfaces for modders:

public class ModScriptEngine
{
    Script _lua;

    public void Initialize()
    {
        _lua = new Script();

        // Register safe game API
        _lua.Globals["SpawnEntity"] = (Func<string, float, float, float, bool>)SpawnEntity;
        _lua.Globals["GetPlayerHealth"] = (Func<float>)(() => player.Health);
        _lua.Globals["ShowMessage"] = (Action<string>)ShowMessage;
        _lua.Globals["RegisterEvent"] = (Action<string, DynValue>)RegisterEvent;
    }

    public void LoadMod(string luaFilePath)
    {
        string code = File.ReadAllText(luaFilePath);
        _lua.DoString(code);
    }

    bool SpawnEntity(string id, float x, float y, float z)
    {
        // Validate and spawn - never trust mod input
        if (!entityRegistry.Contains(id)) return false;
        var pos = new Vector3(x, y, z);
        if (!IsValidSpawnPosition(pos)) return false;
        entityRegistry.Spawn(id, pos);
        return true;
    }
}

Modder-Side Lua

-- my_mod/init.lua
RegisterEvent("OnPlayerEnterZone", function(zoneName)
    if zoneName == "boss_arena" then
        SpawnEntity("dragon_boss", 0, 5, 0)
        ShowMessage("A dragon appears!")
    end
end)

Security Considerations

RiskMitigation
File system accessDo NOT expose System.IO to Lua
Infinite loopsSet instruction count limits: script.Options.InstructionLimit = 100000
Memory abuseLimit table sizes, monitor allocation
Network accessNever expose HTTP/socket APIs
Reflection abuseMoonSharp sandboxes by default, but validate registered types

Mod Manager Pattern

Architecture

Game
├── ModManager (singleton)
│   ├── DiscoverMods(modsFolder)     // Scan for mod manifests
│   ├── ValidateMod(manifest)        // Version compat, dependencies
│   ├── LoadMod(modId)               // Load assets + scripts
│   ├── UnloadMod(modId)             // Clean teardown
│   └── GetLoadOrder()               // Dependency-sorted order
├── ModManifest (ScriptableObject / JSON)
│   ├── id, name, version, author
│   ├── dependencies[]
│   ├── gameVersionMin / gameVersionMax
│   └── entryPoint (script path)
└── ModSandbox
    ├── Lua scripting environment
    └── Restricted API surface

Mod Manifest Format

{
    "id": "com.author.mymod",
    "name": "My Awesome Mod",
    "version": "1.2.0",
    "author": "ModAuthor",
    "description": "Adds new enemies and weapons",
    "gameVersionMin": "1.0.0",
    "gameVersionMax": "2.0.0",
    "dependencies": ["com.author.corelib@1.0.0"],
    "entryPoint": "scripts/init.lua",
    "assets": "bundles/"
}

Steam Workshop Integration

Use Steamworks.NET or Facepunch.Steamworks for Steam Workshop integration:

  1. Upload: Modder packages mod folder, calls SteamUGC.CreateItem + SteamUGC.SubmitItemUpdate
  2. Subscribe: Players subscribe in Steam Workshop UI
  3. Download: Game queries SteamUGC.GetSubscribedItems() at startup
  4. Load: Read from SteamUGC.GetItemInstallInfo path into ModManager

Harmony Patching (Modding Existing Games)

Harmony is used by modders (via BepInEx/MelonLoader) to patch compiled game code at runtime.

[HarmonyPatch(typeof(PlayerHealth), "TakeDamage")]
class DamageModifier
{
    // Prefix: runs before original method
    static bool Prefix(ref float damage)
    {
        damage *= 0.5f; // Halve all damage
        return true;    // true = continue to original
    }

    // Postfix: runs after original method
    static void Postfix(PlayerHealth __instance)
    {
        Debug.Log($"Health after damage: {__instance.CurrentHealth}");
    }
}

If designing a game intended to be modded via Harmony, avoid aggressive code obfuscation and keep method signatures stable across updates.

Additional Resources

Reference Files

  • references/mod-framework-detail.md -- Complete mod manager implementation, dependency resolution algorithm, mod load ordering, versioned API patterns, hot-reload systems, mod testing frameworks, BepInEx/MelonLoader setup guide

适合场景

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能力概览

能力 1

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能力 2

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能力 3

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能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.21%
按下载量换算50

Claude

31.98%
按下载量换算46

Cursor

16.52%
按下载量换算24

Gemini CLI

8.1%
按下载量换算12

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-modding 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

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