PC Mod Development Intro

Learn how to get started writing your own PC Mods.

Getting Started

WARNING

This guide is for making mods for the PC version of Beat Saber!

If you want to develop mods for the Quest Standalone version of the game, visit the Quest Mod Development Guide

Make sure your game is modded before trying to make a mod.
See instructions for modding Beat Saber on PC.

This guide assumes you have a basic to intermediate understanding of C# and Unity.
You may have difficulty understanding what is covered here if you do not have this foundation.

Beat Saber is made in Unity 2019.3 using C# with .NET framework 4.6
You will need to download the latest version of Visual Studio Communityopen in new window.

Setup Modding Tools

We will be using the BeatSaberModdingTools extension in this tutorial, as it comes with modding templates and useful features.
BeatSaberModdingTools is maintained by Zingabopp. If you find the tools to be useful, consider throwing some support their way.

You can download it on their GitHubopen in new window.
You will need to download BeatSaberModdingTools.vsix. (Expand the Assets dropdown if you cannot find it)

Once downloaded, open the .vsix and it will install itself as a Visual Studio Plugin.
If you have any issues, consult the project's READMEopen in new window and WIKIopen in new window.

Template setup

First, create a new project using the template.
We are going to use the BSIPA4 Plugin (Core) template, and we'll be calling our mod BSPlugin1. You should change the name to whatever you want to call your mod.

Modding Template Select
Modding Template Name

You will then need to set your Beat Saber Directory in Visual Studio. Follow the instructions on the template readmeopen in new window, or see the screenshot below.

Setup Beat Saber Directory

At this point, try and build the project, and it should automatically find the references for you and the build should succeed.

If your build does not succeed, check that you don't have any missing references.

TIP

BeatSaberModdingTools will automatically handle references. If your references could not be found, double-check the instructionsopen in new window.

If you need to manually add references, right click on References in the Project folder, then Beat Saber Reference Manager.... Select your references, then click "Apply".

You can find more information about the reference manager hereopen in new window.

Inspecting the Code

You should have 5 files open automatically with the template.

FilenameAbout
manifest.jsonInformation about your mod for BSIPA.
Plugin.csThe main file that is loaded for your mod.
AssemblyInfo.csFile information about your mod. This is mostly managed by Modding Tools.
PluginConfig.csA template for enabling config for your mod. This is commented out by default.
BSPlugin1Controller.csA generic MonoBehaviour for your mod.

Edit your mod's Manifest

Fill out the manifest.json file with your information.
The name and id keys are used to identify your mod. The ID should match the ID used when uploading your mod to BeatMods.

WARNING

Do not remove the dependency on BSIPA. As of BSIPA v4.1 this is required for your mod to load.

Compiling

Build your plugin with Build -> Build Solution or CTRL + SHIFT + B
Your compiled DLL should automatically be copied to the Plugins folder in your Beat Saber directory! This will be done for both debug and release builds.

NOTE

When you are ready to release your mod, select the Release option to make a Release build of your mod.

Building in Release mode will generate a packaged .zip file ready to upload to BeatMods.

Testing your mod in-game

To test if your mod is loaded in-game, you will need to launch Beat Saber with the BSIPA Console enabled. Add --verbose as a launch argument and run the game.
For more information on launch arguments, see here.

When you launch the game, you should see BSIPA load your mod in the console window.

Testing console screenshot

Next Steps

Here are some useful resources in continuing your modding career.