Quest Mod Development Intro

Learn how to get started writing your own Quest Mods.

Getting Started


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

If you use Oculus Link or similar, you want to visit the PC Mod Development Guide as that uses the PC version of the game.

This guide assumes you have a basic to intermediate understanding of the following:

You may have difficulty understanding what is covered here if you do not have this foundation.

While this guide is for development on Windows, it is not dependent on an IDE. Instead you should configure your preferred IDE accordingly by referring to the documentation. For example, you would need to install C++ tools for VSCode or configure CMake for CLion.

Setup your Environment

The following pieces of software are needed to follow this guide.

QPM Rust

Download the latest QPM Rust binary for your systemopen in new window from the Actions tab and add it to your PATH variable.


Download the latest Ninja binary for your systemopen in new window from the Releases tab and add it to your PATH variable.


You can download the latest release in new window

Click the most recent build, than scroll down and download the artifact for your OS.

Extract the zip and add the executable to your PATH variable.

Linux/MacOS users will need to run chmod +x templatr before using templatr.

To check if templatr was installed, run the help command in Powershell.

templatr --help

Android NDK

Download the Android NDKopen in new window, unzip it and add it to your PATH variable.

Create a Project

Once you have setup your environment you can now generate a mod template. The template this guide uses is one by Lauriethefishopen in new window. To start run the following command in Powershell.

templatr --git <destination>
# Older templatr versions:
templatr use Lauriethefish/quest-mod-template

Templatr will then ask a series of questions to create a mod project.

Templatr Example

Add and Update Dependencies

Once the project has been generated, you should now update the following two dependencies, beatsaber-hookopen in new window and codegenopen in new window, to the version best suited for the game version you are developing for.

beatsaber-hook is a library that allows for modding il2cpp games. codegen is a library that allows modders to interface with the game's code.

To update these, open a Powershell terminal in the project directory then run the following commands, adjusting the version numbers accordingly:

qpm-rust dependency add beatsaber-hook -v ^3.8.1
qpm-rust dependency add codegen -v ^0.22.0

Restore Dependencies

Before you can open the project in an IDE, you must restore all of the dependencies. Consider this step similar to fully initializing the project.

In a Powershell terminal in the project directory run:

qpm-rust restore

Migrate from qpm to qpm-rust

If you had an install of qpm before following this guide and want to migrate to qpm-rust, you will need to fix the cache paths for old dependencies (such as codegen before Beat Saber version 1.17.0) by running the following command in the project directory.

qpm-rust cache legacy-fix


This is a one way conversion. Old qpm will no longer work for this project!

Project Contents

Your project should contain the following structure:

// Files in .gitignore have been excluded
└── ... dependencies should be here
└── main.hpp
└── main.cpp

Code Breakdown


main.cpp contains the setup() and load() methods. These methods can exist anywhere as long as they are accessible by the modloader. Take a look inside of main.cpp for more information. Laurie has thankfully commented most of the code, which will greatly help you.


The shared folder can be exposed by QPM to other mods and published to the QPM dependency registry. Useful if you want to make an API to let other mods control your mod in certain ways (for example Qosmetics has a model loading API)


The extern folder should be ignored (and or in some cases excluded), it contains dependencies, similarly to node_modules (nodejs) or packages (.net core)

Script Breakdown

It is recommended to run these scripts using Powershell Core (v7) - however, it is not required.


Usage: build.ps1

Builds your mod. Does not produce a .qmod file. See inside build.ps1 for information on what arguments can be inputted.


Usage: buildQMOD.ps1 {file name}

Builds your mod, then generates a .qmod file that can be parsed by BMBF and or QuestPatcher.


Usage: copy.ps1

Builds your mod, then copies it to your quest and launches Beat Saber if your quest is plugged in.


Usage: start-logging.ps1 -Self

Usage of -Self is recommended, it allows you to read logs from only your mod. Starts logging using adb logcat for Beat Saber output.


Hooking is core to modding. beatsaber-hook provides a simple way of hooking onto methods and other miscellaneous stuff like constructors.

In computer programming, the term hooking covers a range of techniques used to alter or augment the behavior of an operating system, of applications, or of other software components by intercepting function calls or messages or events passed between software components. Code that handles such intercepted function calls, events or messages is called a hook. Wikipediaopen in new window

To view a list of classes, methods and fields you can hook onto, checkout Phaze's hook viewer in new window

In this example, we will hook onto the initialization of the main menu and change the text on the solo button to something funny.

The main menu runs the event DidActivate when it is fully initialized. This is useful for us because we can hook onto this event and extend it further.

Firstly, create your hook using the MAKE_HOOK_MATCH macro:

// Think of these as C#, using MainMenuViewController, using UnityEngine.UI.Button, using HMUI.CurvedTextMeshPro ect.
// Classes without a namespace are assigned to the GlobalNamespace
#include "GlobalNamespace/MainMenuViewController.hpp"
#include "UnityEngine/UI/Button.hpp"
#include "UnityEngine/GameObject.hpp"
#include "HMUI/CurvedTextMeshPro.hpp"

// Create a hook struct, named MainMenuUIHook.
// Target "void MainMenuViewController::DidActivate" and takes the following arguments:
// bool firstActivation, bool addedToHierarchy, bool screenSystemEnabling

// General format: MAKE_HOOK_MATCH(HookName, method, method return type, method class pointer, arguments...) { 
//  HookName(arguments...);
//  // your code here 

MAKE_HOOK_MATCH(MainMenuUIHook, &GlobalNamespace::MainMenuViewController::DidActivate, void, GlobalNamespace::MainMenuViewController
*self, bool firstActivation, bool addedToHierarchy, bool screenSystemEnabling) {
    // Run the original method before our code.
    // Note, you can run the original method after our code if you want to change arguments.
    MainMenuUIHook(self, firstActivation, addedToHierarchy, screenSystemEnabling); 
    // Get the _soloButton text using the dyn_ method and simple unity jazz. dyn_ safely get fields and shouldn't change
    // much during updates.
    UnityEngine::UI::Button *soloMenuButton = self->dyn__soloButton();
    UnityEngine::GameObject *gameObject = soloMenuButton->get_gameObject();
    HMUI::CurvedTextMeshPro *soloMenuText = gameObject->GetComponentInChildren<HMUI::CurvedTextMeshPro *>();
    // Set the text to "Skill Issue"
    soloMenuText->SetText("Skill Issue");

Now, you have to install your hook. Usually, hooks are installed on load() in main.cpp:

extern "C" void load() {

    getLogger().info("Installing hooks...");
    INSTALL_HOOK(getLogger(), MainMenuUIHook);
    getLogger().info("Installed all hooks!");

You can now test to see if this was successful!

Testing your Mod

Without BMBF

You can test your mod without BMBF quickly using the copy.ps1 command. This is recommended whilst developing. You should always test using a QMOD and BMBF if you're about to release your mod.

What the copy.ps1 command does, is copying the to the correct place, and launch your game for you. You can also specify while launching to log or not with the -Log argument and logging to only itself with the -Log -Self arguments. The following example is the recommended setup for copy.ps1.

copy.ps1 -Log -Self > _latest.log


Testing your mod with BMBF is useful to check if BMBF presents, or handles your mod.json correctly (copying files, etc.)

You will need to generate a QMOD file, using the buildQMOD.ps1 command.

You can then upload the generated QMOD file to BMBF, BMBF should install your mod - it should appear on the mods list.

You can start logging using the start-logging.ps1 -Self > latest.log command.

Utilizing mod.json

mod.json contains basic information on your mod. It can also allow you to define other features such as:

  • Cover Image (the preview image shown on the BMBF Mods tab)
  • File Copies (extract files from the QMOD to a location on the quest device.)
  • Downloading dependency QMODs if missing.

Cover Image

A cover image is used by certain mods and BMBF to show a preview of your mod.

To add a cover image, simply create cover.png at any point in your project and add the following to your mod.json:

"coverImage": "cover.png"
// or
"coverImage": "path/to/cover.png"

Cover Image Recommendations

  • 1024x512 (BMBF will resize the image to be this size)
  • File format either png, jpg or gif.
  • Under 2mb to prevent load lag (larger cover.png, longer it'll take to show on BMBF)

Example Cover Images

Click on the arrow beside the mod name to see the image.

Noodle Extensions

Noodle Extensions

Slice Details Quest

Slice Details Quest

File Copies

File copies is an array that specifies what files should be copied where - you can include files by adding them to the files list in buildqmod.ps1.


This example will add secret-data.json to the QMOD and copy it to /sdcard/ModData/com.beatgames.beatsaber/Mods/Secret/secret-data.json

Edit the buildqmod.ps1 script to include secret-data.json.

# This is line 41 of buildqmod.ps1
$filelist = @($mod, "secret-data.json")

Next, add the following to your mod.json

"fileCopies": [
        "name": "secret-data.json",
        "destination": "/sdcard/ModData/com.beatgames.beatsaber/Mods/Secret/secret-data.json"

This will extract secret-data.json from your QMOD file on installation and place it at the path defined at destination


You can specify mod dependencies and how to download them using the dependencies field in mod.json like so:

"dependencies": [
        "version": ">=0.4.6",
        "id": "tracks",
        "downloadIfMissing": ""
        "version": ">=0.14.2",
        "id": "custom-json-data",
        "downloadIfMissing": ""

This example will download custom-json-data and tracks if the mods are missing. Useful if you want to split your mod up into modules and make the final QMOD file smaller.

A disadvantage of this is that without internet, your mod will fail to install if the dependencies are missing and cannot be downloaded by BMBF.

Mod Configuration

Most mods require a configuration to allow users to change the functionality of the mod.

Visit the Quest Mod Configuration page to learn the basics of using config-utils to create a configuration for your mod.

Custom Types

Custom Types is a library that allows you to create C# types using macros. These types can extend classes such as MonoBehaviour and much more. Custom Types also allows you to create in new window

Custom Types are complex and requires knowledge of basic C#. Visit the Quest Custom Types page to learn more about integrating this into your mod.

User Interface

A user interface (UI) is used by many mods to show configuration options. Visit the Quest User Interface page to see how to use questui to create a settings screen for your mod.


Initial guide content was integrated from the Beat Saber Quest Modding Guideopen in new window by cal117 with contributions from Raineopen in new window and Pangwenopen in new window. Integration and editing was done by Bloodcloak.