Quest Mod Configuration
Most mods require a configuration to allow users to change the functionality of the mod.
This section will guide you through the basics of using config-utils
to create configuration for your mod.
Prerequisites
- Install
config-utils
by runningqpm-rust dependency add config-utils
in your project directory.
Make sure to restore after adding the dependencies.
Declaring Your Configuration
First, you will need to define what your configuration will be. Create a ModConfig.hpp
header file, this will contain the definition.
In ModConfig.hpp
, you should put the following:
#pragma once
#include "config-utils/shared/config-utils.hpp"
// Declare the mod config as "ModConfiguration" and declare all its values and functions.
DECLARE_CONFIG(ModConfig,
// Declare "VariableA"
CONFIG_VALUE(VariableA, std::string, "Variable Name", "Variable Value");
)
Here is an example that uses all the types except const char*
and char*
#pragma once
#include "config-utils/shared/config-utils.hpp"
#include "UnityEngine/Color.hpp"
#include "UnityEngine/Vector2.hpp"
#include "UnityEngine/Vector3.hpp"
#include "UnityEngine/Vector4.hpp"
DECLARE_CONFIG(ModConfig,
CONFIG_VALUE(VariableString, std::string, "String Example", "Var Value");
CONFIG_VALUE(VariableInteger, int, "Integer Example", 5);
CONFIG_VALUE(VariableFloat, float, "Float Example", 1.5f);
CONFIG_VALUE(VariableBoolean, bool, "Bool Example", false);
CONFIG_VALUE(VariableDouble, double, "Double Example", 0.39221);
// Dividing by 255 in color constructor because UnityEngine::Color represents RGB as values in the range of 0 to 1,
Alpha is simply 0 to 1 as usual.
CONFIG_VALUE(VariableColor, UnityEngine::Color, "Color Example", UnityEngine::Color(10 / 255, 155 / 255, 90 / 255 , 0));
CONFIG_VALUE(VariableVector2, UnityEngine::Vector2, "Vector2 Example", UnityEngine::Vector2(1, 2));
CONFIG_VALUE(VariableVector3, UnityEngine::Vector3, "Vector3 Example", UnityEngine::Vector3(1, 2, 3));
CONFIG_VALUE(VariableVector4, UnityEngine::Vector4, "Vector4 Example", UnityEngine::Vector4(1, 2, 3, 4));
)
Defining Your Configuration
All we have to do is include our ModConfig.hpp
#include "ModConfig.hpp"
Loading your Config
Now you can call it by doing getModConfig().{#config_value}
and replace {#config_value}
with a value you declared in you ModConfig.hpp
extern "C" void load() {
// Load the config - make sure this is after il2cpp_functions::Init();
getModConfig().Init(modInfo);
// ... rest of code.
}
Using Your Configuration
In the following examples, we will be using the example that uses all the types from Declaring Your Configuration
// Get VariableString
getModConfig().VariableString.GetValue();
// Set VariableString to "Eris cute"
getModConfig().VariableString.SetValue("Eris cute");
// Get VariableVector2 and store it as vec
UnityEngine::Vector2 vec = getModConfig().VariableVector2.GetValue();
// Add 30 to the x value.
vec = vec + UnityEngine::Vector2(30, 0, 0);
// Save VariableVector2 to the new vector
getModConfig().VariableVector2.SetValue(vec);
Setting a config variable will automatically save the configuration file.
The configuration file is usually stored at ~/ModData/com.beatgames.beatsaber/Config/
on the Quest. Your mod name will be used to create the configuration file, eg: Qosmetics.json