Getting Started
ThunderKit is a Unity Extension developed by Passive Picasso (AKA: Twiner) that provides an expansive and expandable environment for mod development. It can be used for developing multiple mods in a single project, ease of testing by streamlining the building and testing processes with automation.
Why ThunderKit?
ThunderKit contains a good chunk of utilities and features that streamline the mod creation process, including but not limited to: - Multiple mod projects in a single unity project. - Automated creation of AssetBundles for RoR2 - Ease of creation on using ContentPacks. - Access to using the plethora of Scriptable Objects that Risk of Rain 2 has. (which reduces load time since normally by creating them in code it increases the mod's load time) - Give generally a close aproximation to what Hopoo uses to develop mods. - Easily manage DLL dependencies and mod dependencies. - Complete component access and editing via the Editor's Inspector - Loadable ingame assets using AssetRipper. - Simplified workload using Addressables with the AddressableBrowser
What do I need to get started?
One thing to keep in mind: Just like getting used to and learning any mod creation enviroment, learning the basics of ThunderKit and how to use it to its fullest potential takes time. Do not be discouraged if you bump into a roadblock or you're not sure how to do something. You can always ask in the the ThunderKit Discord Server
When it comes to getting started with ThunderKit, it is reccomended to check out 2 specific guides:
The first is a guide created by Heyimnoop which goes over how to install thunderkit to your project and setup a basic mod, all the way to actually loading it
(Clicking the image above will redirect you to the guide)
The second is a guide created by Kevin, which goes into detail on how to create a mod for Risk of Rain 2 with code, asset bundles, content packs, etc. The guide covers:
- Creating Assemblies (.dll files)
- Creating Manifests/AssetBundles
- Building your Mod
- Using Content Packs
- Loading your Asset Bundle and Content packs in code
- Using Custom Components/Scriptable Objects in the editor
- Using a Stubbed/Publicized Assembly
- Using Stubbed Shadders (And how to Swap them for the complete ones)
What now?
The guides you see below contain examples and walkthroughs on creating Content for Risk of Rain 2 using ThunderKit. The guides Expect you to have at least watch Twiner's video guide and read Kevin's guide, alongside having a basic understanding on how the Unity Engine/Editor works.
Extracting The Game's Assets using Thunderkit and AssetRipper