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Create a .me Mod (For Developers Only)
What .ME Mods Support:
- Prefabs
- 3D Models
- Shaders
- Any built-in Unity components
- All existing MateEngine SDK components (e.g.
AvatarMenuController.cs)
Limitations on C# Scripts
.me mods do not support custom C# scripts attached to prefabs that are compiled outside of MateEngine.
This is due to a Unity engine limitation: AssetBundles cannot deserialize MonoBehaviours from external assemblies at runtime.
If you want to develop a mod with your own C# logic:
- You must compile your code into a separate .dll assembly
- And dynamically inject logic into the prefab after loading
- The
.mesystem does not currently support automatic injection of external MonoBehaviours
If You Need Script Support
If your mod depends on custom C# logic (e.g. new MonoBehaviour classes), you will need to:
- Develop your own mod loader
- Or use reflection-based systems to manually attach components after runtime
.dllload
Creating a .me mod is easy! Just follow these steps:
- Clone the full MateEngine Git repository.
- Open Unity Hub, click "Open project", and select the MateEngine folder.
- Once the project loads, navigate to the folder
MATE ENGINE - Scenesand open the scene namedDEV.
This scene always contains the latest Bleeding Edge components, updates, and features.
You will now see a normal Unity project view of MateEngine itself. You’re ready to start developing your mod!
Important: In the Hierarchy window, create a new folder where all your mod content will be stored.
Example Project Structure:
Mate Engine InDev
├── Settings
│ └── Content
├── Menu
│ └── Content
├── Model
│ └── Content
├── APIs
│ └── Content
├── WIPs
│ └── Content
├── Debugging
│ └── Content
├── Steam Exclusives
│ └── Content
├── YOUR_MOD_FOLDER
│ └── YOUR_MOD_CONTENT
Exporting Your Mod
- Once your mod is complete, go to the top menu bar in Unity.
- Click on "MateEngine" > "AssetBundle Exporter".
- Drag and drop your
YOUR_MOD_FOLDERinto the "Prefab or Scene Object" field. - Assign a Bundle Name.
- Click "Export".
This will generate a .me file that contains all your shaders, objects, and scripts.
Testing Your Mod
To try out your mod:
- Open MateEngine.
- Click the "VRM" button.
- Select your exported
.mefile.
Note: Currently, mods and models are loaded using the same button. This means the VRM model will be disabled when you load a mod. A proper external mod loader is planned for version 1.5.0.