![]() Taking fonts as example I did a simple format for it, is just a bunch of ints and floats that are used to reconstruct at runtime the font. Textures are easy to import at runtime as there are helpers to do the job, but for other things I needed to write my own parsers and my own file formats, for example for fonts. First I studied what Unity can do in terms of importing assets at runtime that are not from asset bundles ( consider that I started this before Unity5 release) and how I can facilitate it, like for textures. In Unity Editor itself I do very little, a game scene is just 3 gameobjects, all is managed trough code. ![]() Basicly I do the main game as a mod itself reading everything from external files. Quake, Doom 3 etc.) so I wanted to do something similar on that regard. I come from modding Id Tech based engine games, (eg. Going to share how I'm doing modding support, maybe it can help you or give a hint. More people find dynamically typed languages easier to get into than statically typed). We believe the easier we can make it, the more people will get into modding (another reason we picked Lua over C# since we wanted to lower the bar for entry. This is one of the reasons we've spent so much time setting up a mod framework for our game on top of Unity. So many benefits can come from allowing users to experiment and change things with your game. Back in the day I came from the Fallout modding community and I feel very, very strongly about moddable games. I completely agree with you about how even great games can benefit from modding. My next post will be about integrating Lua into Unity then future articles will go into Unity runtime model importing (since it's not supported by Unity out of the box) and various other useful things. ![]() We do series of blogs and one of them I write is about modding games (only two articles so far). If anyone is interested in mod creation my company blogs about development. I'd be interested in knowing the results if you do get around to testing it. ![]()
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