Umod Framework [new] Here
: The framework was rewritten to be game-agnostic . While Rust remains its primary home, uMod is designed to support any game built on the .NET Framework .
: Uses C# for high-performance, native-speed plugins .
By continuing to develop and improve the UMod framework, we can ensure that it remains a valuable resource for the gaming community, providing a standardized and efficient way of creating and managing game modifications. umod framework
[Info("MyPlugin", "Author", "1.0.0")] [Description("Does something cool")] class MyPlugin : RustPlugin
While heavily associated with the survival genre, the framework’s flexibility allows it to extend to various Unity-engine games: : The framework was rewritten to be game-agnostic
The UMod framework was first introduced in 2018 as a solution for managing mods in Unity-based games. The framework was designed to provide a unified and standardized way of creating, installing, and managing mods across different games and platforms. Since its inception, UMod has gained significant traction in the gaming community, with thousands of developers and gamers using the framework to create and share mods.
Future work on the UMod framework could include: By continuing to develop and improve the UMod
Your (e.g., Local PC, Linux VPS, Game Server Provider)
: Developers can subscribe to events like OnPlayerChat or OnEntityTakeDamage .
| Issue | Fix | |-------|-----| | Plugin not loading | Check for missing [Info] attribute or compilation errors | | NullReferenceException | Verify hooks receive valid objects (e.g., BasePlayer != null ) | | Permission not working | Register permission in Init() , grant with oxide.grant user <steamid> <perm> | | Config not saving | Call SaveConfig() after modifying |