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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)mod.io: Mod Browser and Manager for Unity
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Author Topic: mod.io: Mod Browser and Manager for Unity  (Read 327 times)
intenscia
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« on: May 01, 2019, 08:06:38 PM »



mod.io: Mod Browser and Manager for Unity


Introducing mod.io, an open platform for hosting mods from the team behind ModDB.com and IndieDB.com. Created over the last 2 years, the mod.io Mod Browser and Manager for Unity makes it easy to integrate user generated content directly into your game. It is highly adaptable, open-source, supports all stores, is platform agnostic and takes minutes to setup and get running through the use of the pre-built UI.


If you are familiar with Steam Workshop but need a solution that works on Steam as well as the Epic Games Store, itch.io, Discord, GOG and other places in the future, then mod.io for Unity is the tool for you. Our aim is to make it easy to enable the creativity of your community, and extend the life and success of your game with mods.


Features include:

  • Platform agnostic, supporting 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io with plans for full-console support.
  • Clientless, with no other dependencies and works behind the scenes in your game.
  • Simple C# interface for connecting with workshop API built on the Unity Engine that manages all the interaction with the mod.io servers, supporting basic caching and download management.
  • User Management, allowing for synchronized subscriptions, mod rating, and content submission.
  • Powerful and flexible default UI, providing a solid and extensible mod browsing interface to facilitate easy integration.






Fast and easy integration:

  • Download the Unity package and import it into your project.
  • Drop the _ModBrowser prefab into your menu scene, or adapt the ExampleScene for your purposes.
  • Set up your game on mod.io (or our private test environment) to get your game ID and API key.
  • Input your ID and API key by selecting "Plugin Settings" on the ModBrowser component inspector, or under the mod.io/Edit Settings menu item.
  • In your code, make a call to ModManager.GetInstalledModDirectories() to get a list of mod data your player has installed.
  • Done!


Join our community:

This project is constantly receiving updates, has an active development community who have built Discord bots, wrappers and command line tools you can use. We welcome feedback to help us ensure we're providing your game with the best mod support possible. Join us on Discord if you need support or have questions and we will continue to share updates here.


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Founder of ModDB, IndieDB and mod.io. Creating communities for game developers is my jam.
intenscia
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« Reply #1 on: July 10, 2019, 12:51:30 AM »

If you are interested to see the mod.io Unity Plugin in action, I highly recommend you grab Totally Accurate Battle Simulator on Steam. They launched 7 days ago on mod.io and already 7,500 battles have been shared and downloaded 125,000 times. It has been amazing to see a community create so much content, with daily challenges issued to players and streamers.


Some of our favorite campaigns include a recreation of the 4th crusade and a tower of mammoths because you can never have too many mammoths in your life apparently.
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nickgravelyn
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« Reply #2 on: July 10, 2019, 02:52:43 PM »

This seems like a really great platform. How are you making money on it to keep it running if it’s (as it seems to be) free to sign up? Is the white label service the funding model?

Curious because as a creator I’d hate to integrate and see the site go away due to lack of adequate funding. Making this more clear on the site might help developers better gauge the stability/longevity of the service.
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intenscia
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« Reply #3 on: July 10, 2019, 03:49:49 PM »

Hi Nick, it's a question that commonly comes up so I need to make it clear when we redesign the homepage.

The first thing I always say in response is that we also run ModDB.com and IndieDB.com, so we've survived 17 years, know how to scale a web-service and expect to be around for another 17 years at least!

Secondly, if we ever do shut down, we intend to make it part of our terms that we release our source code to all partners, so they can continue operating.

Finally, our business model is two fold. For larger studios and publishers that want a "private" solution, we have a licensed white label product that they need to pay to use. It's basically a "Steam Workshop in a box", and geared at companies who want only their games and users on the platform and don't want to be part of a larger community. For everyone else mod.io is free to use, and in 2020 we intend on rolling out marketplace tools to faciliate patronage, trading and a few other services. These services will be optional for game developers to use, however if they do a revshare will be attached.

This will be much clearer when we get around to redesigning the homepage!
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nickgravelyn
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« Reply #4 on: July 11, 2019, 06:33:46 AM »

Sounds great. Thanks for the detailed response and best of luck!
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brushfire.games
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