Modding:C Sharp Scripting: Difference between revisions

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# Right click on your mod project in the Solution Explorer, and select Add > Reference, and then go to "Projects" in the sidebar and select the disassembled code, before clicking "OK"
# Right click on your mod project in the Solution Explorer, and select Add > Reference, and then go to "Projects" in the sidebar and select the disassembled code, before clicking "OK"
# Congrats, Visual Studio should now correctly parse your mod scripts against the existing game scripts.   
# Congrats, Visual Studio should now correctly parse your mod scripts against the existing game scripts.   
You may also want to add a reference to UnityEngine.CoreModule.dll in CoQ_Data/Managed if you want to have Visual Studio correctly include Unity code, and the same goes for any of the other dll's used by Qud, though I have found that just including UnityEngine.CoreModule.dll has been enough for all of my purposes.


== Debugging ==
== Debugging ==
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