Difference between revisions of "Mods and Consoles"
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Players on both consoles won't be able to load mods. Unity on consoles uses IL2CPP (Ahead-of-time (AOT) compilation), which makes it impossible to runtime load Mono-based mods (just-in-time (JIT) compilation). The Steam workshop, which is responsible for delivering mods to players on Steam, is also unavailable. | Players on both consoles won't be able to load mods. Unity on consoles uses IL2CPP (Ahead-of-time (AOT) compilation), which makes it impossible to runtime load Mono-based mods (just-in-time (JIT) compilation). The Steam workshop, which is responsible for delivering mods to players on Steam, is also unavailable. | ||
| − | Apart from the technical challenges, we're forced to follow rules outlined by each ecosystem. There's a reason why modding support is rare on consoles. Designing a system that ticks '''all''' the boxes on '''all''' the platforms is hard. | + | Apart from the technical challenges, we're forced to follow rules outlined by each ecosystem. There's a reason why modding support is rare on consoles. Designing a system that ticks '''all''' the boxes on '''all''' the platforms is hard. Our modding system was created for Steam and trying to bend it to the rules proved unfeasible ''for now''. |
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| + | We therefor focused our time to making the cross platform experience as | ||
Revision as of 20:07, 2 July 2025
Foreword
Starting with version v3.0, PS5 and Xbox Series players will join the Holdfast community via cross platform play.
Players on both consoles won't be able to load mods. Unity on consoles uses IL2CPP (Ahead-of-time (AOT) compilation), which makes it impossible to runtime load Mono-based mods (just-in-time (JIT) compilation). The Steam workshop, which is responsible for delivering mods to players on Steam, is also unavailable.
Apart from the technical challenges, we're forced to follow rules outlined by each ecosystem. There's a reason why modding support is rare on consoles. Designing a system that ticks all the boxes on all the platforms is hard. Our modding system was created for Steam and trying to bend it to the rules proved unfeasible for now.
We therefor focused our time to making the cross platform experience as