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 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 RGBA as values in the range of 0 to 1
CONFIG_VALUE(VariableColor, UnityEngine::Color, "Color Example", UnityEngine::Color(10.0/255, 155.0/255, 90.0/255, 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));
)
Loading your Config
Make sure to initialize the config! If you attempt to get values from it before it's loaded, your game will crash. You can run this in setup()
, load()
, late_load()
, or even anytime later if you really want to, but it only ever needs to be run once.
#include "modconfig.hpp"
// other code
extern "C" void late_load() {
// Initialize and load the config
getModConfig().Init(modInfo);
// other 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/Configs/
on the Quest. Your mod id will be used to create the configuration file, eg: qosmetics.json
.