
Unity Modding
- 87 installs
- 50 repo stars
- Updated June 18, 2026
- josiahsiegel/claude-plugin-marketplace
Helps with ai & agent building tasks.
About
unity-modding is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.
- unity-modding
- AI & Agent Building
- AI-coding skill
Unity Modding by the numbers
- 87 all-time installs (skills.sh)
- +4 installs in the week ending Aug 2, 2026 (Skillselion tracking)
- Ranked #4,982 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 3, 2026 (Skillselion catalog sync)
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| Installs | 87 |
|---|---|
| repo stars | ★ 50 |
| Last updated | June 18, 2026 |
| Repository | josiahsiegel/claude-plugin-marketplace ↗ |
What it does
Helps with ai & agent building tasks.
Files
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
| Tier | What Modders Can Do | Complexity |
|---|---|---|
| Data Mods | Replace textures, sounds, configs (JSON/XML) | Low |
| Asset Mods | Add new models, maps, items via Asset Bundles | Medium |
| Script Mods | Custom game logic via Lua/scripting API | High |
| Code Mods | Patch game assemblies via Harmony/BepInEx | Expert |
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.LoadFromFileAsyncfor local files (notLoadFromMemory)
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
| Risk | Mitigation |
|---|---|
| File system access | Do NOT expose System.IO to Lua |
| Infinite loops | Set instruction count limits: script.Options.InstructionLimit = 100000 |
| Memory abuse | Limit table sizes, monitor allocation |
| Network access | Never expose HTTP/socket APIs |
| Reflection abuse | MoonSharp 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 surfaceMod 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