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| '''Other Windows''' | | '''Other Windows''' | ||
| [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]] | | [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]] - [[Action Editor]] | ||
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<div class="main-page-section"> | <div class="main-page-section"> | ||
==Other Concepts== | ==Other Concepts== | ||
These are some other miscellaneous concepts that are useful to know when creating mods. | These are some other miscellaneous concepts that are useful to know when creating mods. |
Revision as of 03:16, 21 August 2023
Welcome to the Pummel Party Mod Editor Documentation
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.
Getting started
If you're new to the mod editor, start here!
Information
Tutorials
Mod Editor Windows
Learn about the different windows that make up the Mod Editor.
Primary Windows | Hierarchy Window - Inspector Window - Scene View - Asset Browser - Log Window |
Other Windows | Mod Validator Window - Publish Window - Published Mods Window - Action Editor |
Other Concepts
These are some other miscellaneous concepts that are useful to know when creating mods.
General
Advanced
Components
Components are blocks of logic that are added to Gameobjects to give them unique functionality.
Gameplay | |
General | Mover - Simple Animator |
Minigame only | Item - AI Navigation Node - Logic - Player Spawn - Spawner - Trigger - Weapon |
Board only | Board Space - Board Space Event |
Rendering | Light - Line Renderer - Mesh Renderer - Particle System - Prop - Text - Water |
Audio | Audio Source |
Physics | Box Collider - Capsule Collider - Mesh Collider - Sphere Collider |
Other | Transform - Prefab Instance - Note |
Assets
Assets are objects used in the creation of mods.
Assets | Mesh Asset - Texture Asset - Audio Clip Asset - Material Asset - Prefab Asset |
Importing Assets | Importing Audio - Importing Images - Importing Models |
Actions
Actions are used with gameplay components to perform tasks whenever an Event is fired.