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Client-based script & custom assets that get injected into each room.
Set to run last after all callbacks so that it can modify the behavior or labels/objects/etc...
This will remove the need for creating a new gamemode for a featureset that should be compatible with all gamemodes.
Custom assets loaded on map load to allow for the creation of custom UI elements/images.
Example use cases:
Creation of custom moderation toolsets for hosts. (Allow hosts to define generic custom commands)
Allow custom UI/Prefabs shared across all rooms. (panels for custom moderation/user defined tools)
Reason:
Remove further reasons for modding and instead support this behavior in the base game.
Implementation:
Implement as a second gamemode class which is called after all other callbacks are called for the game.
The text was updated successfully, but these errors were encountered:
Client-based script & custom assets that get injected into each room.
Set to run last after all callbacks so that it can modify the behavior or labels/objects/etc...
This will remove the need for creating a new gamemode for a featureset that should be compatible with all gamemodes.
Custom assets loaded on map load to allow for the creation of custom UI elements/images.
Example use cases:
Creation of custom moderation toolsets for hosts. (Allow hosts to define generic custom commands)
Allow custom UI/Prefabs shared across all rooms. (panels for custom moderation/user defined tools)
Reason:
Remove further reasons for modding and instead support this behavior in the base game.
Implementation:
Implement as a second gamemode class which is called after all other callbacks are called for the game.
The text was updated successfully, but these errors were encountered: