Get the details below.
■ Two ways to modify and expand RPG Maker UniteFunctionality!
Method 1: Using “Add-ons”.
In RPG creator users have always been able to develop and use scripts known in the community as “plugins” to extend engine features not available by default. Because of this, many users volunteer to develop and generously share plugins with the community, which e.g. RPG creator series spawned so many great titles, even now.
Similarly, in RPG Maker Unite, users can use Addons to enhance and extend the engine. We’ve changed the name because of how in-house development differs from the past RPG creator titles, but the concept and usage are identical. However, please note that as always, we cannot provide official support for the development or use of Addons. Before this part, we briefly touched on our 02.09.2022.
—RPG Maker Unite’s Addon Manager UI. This feature allows users to enable or disable in-game add-ons as desired.
Method 2: Rewrite the source code using the Unity editor
The second option, which we cannot provide official support to anyone, is to edit RPG Maker Unitesource code directly using the Unity Editor. In RPG Maker Unite, users can invoke the Unity Editor UI at any time when needed. This allows users to validate and rewrite part of the source code as they see fit (Note: except for some DLL files). This is especially useful for large-scale change. Although the source code is open for viewing in the Unity Editor, please follow the EULAs that we will publish in the future.
— Users can open the Unity Editor from the RPG Maker Unite UI anytime they need it.
— You can have both editors side by side, making changes while confirming each other.
■ Which method to choose?
Both plugins and direct editing with Unity use the C# programming language. However, depending on the user’s knowledge level or goals, there are clear reasons to prefer one over the other.
The biggest difference is whether users want to modify RPG Maker Unitesource code directly or not.
Additions by nature are not modified RPG Maker Unite, and therefore will not cause conflicts caused by changes to the source. This is great for processing multiple plugins at once, independently. Simply using other people’s plugins is still as easy as ever and won’t require any programming or Unity Editor knowledge. Also due to not messing with the source when there is an official update RPG Maker Unite, users can also apply it safely. (Note: Some add-ons may need to be updated to be compatible with the latest updates.)
On the other hand, modifying the source code directly through the Unity Editor will give users unprecedented freedom. Naturally, this will require a fairly high level of programming skills and a deep knowledge of how the Unity Editor and RPG Maker Unite the works.
■ Dev Log #10 is now available on Steam
Dev Log #10 digs deeper into Addon development this time. Next month we plan to follow it up with more detailed examples. If you RPG creator plugin developer, you might be interested in reading this.
RPG Maker Unite It’s slated for PC via the Unity Asset Store in spring 2023 worldwide, followed by Steam “somewhat later”.