Mod SDK
By using Unity + Warudo Mod SDK, you can create mods including characters, character animations, props, environments, and even write C# plugins to add new resource types and blueprint node types to Warudo.
The mods exported by the Mod SDK have a
.warudo
extension and can be recognized by Warudo when placed in the corresponding subfolder of the Warudo data folder.Download the following project and extract the contents anywhere, say
C:\WarudoModding
.Warudo SDK 0.10.0 Mod Project.zip
13MB
Binary
In Unity Hub, click on "Open" and select the mod project folder (such as
C:\WarudoModding
). Then wait for Unity to launch the project.When you open the mod project for the first time, Unity can take 5-10 minutes to download dependencies and set up the project.
Check the console for any errors. If there are none, you are all set! Now you may create your first mod.
If you see some errors, keep in mind that some "errors" are really just warnings that can be cleared. Try click on "Clear" to see if these errors can be removed.
You can also import Warudo Mod SDK into an existing Unity project, but we strongly recommend creating a new project instead, and copying assets from your old projects to the new project. Mod SDK may override many of your project's settings (e.g. tags, layers, quality levels) which may be undesired.
After opening the Unity project, open the
Packages/manifest.json
file under your Unity project folder (note that this file is not visible in the Unity editor) and add the following 9 dependencies in the dependencies
section:{
"dependencies": {
"com.unity.burst": "1.7.2",
"com.unity.cinemachine": "2.8.9",
"com.unity.collections": "1.4.0",
"com.unity.postprocessing": "3.2.2",
"com.unity.nuget.newtonsoft-json": "3.0.2",
"com.vrmc.gltf": "https://github.com/vrm-c/UniVRM.git?path=/Assets/UniGLTF#v0.107.0",
"com.vrmc.univrm": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRM#v0.107.0",
"com.vrmc.vrmshaders": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRMShaders#v0.107.0",
"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask",
// ...
Return to Unity and wait for the project to reload; make sure there are no errors.
If you encounter an error with the message
An error occurred while resolving packages / Error adding package
and clicking on it reveals a message similar to No 'git' executable was found. Please install Git on your system then restart Unity and Unity Hub
, it means that Git is not installed on your system.
To resolve this issue, you need to download Git from https://git-scm.com/download and then restart both Unity and Unity Hub.
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Confirm that the "Api Compatibility Level" in "File -> Build Settings... -> Player Settings... -> Other Settings" is set to .NET Framework.

Download the SDK and import it into your Unity project, either by creating a new project or using an existing one.
WarudoSDK 0.10.0.unitypackage
2MB
Binary
If you are importing into an existing project, and you have any of the following installed:
Please uncheck the corresponding folders from import, or your components will be replaced by stub files:
Plugins/Animancer
Packages/DynamicBone
Plugins/RootMotion/FinalIK
Plugins/MagicaCloth
Plugins/RootMotion/PuppetMaster
Check the console for any errors. If there are none, you are all set! Now you may create your first mod.
If you see some errors, keep in mind that some "errors" are really just warnings that can be cleared. Try click on "Clear" to see if these errors can be removed.
To create a new Mod, go to the menu bar and select "Warudo" -> "New Mod":

Give your mod a name, and click "Create Mod!" to create it:

You should be able to see that a folder for your mod has been created under the Assets folder:

Q: Can I use custom shaders?
A: Yes! However, please note that Warudo's Steam version only supports the built-in (legacy) rendering pipeline. If you need to use the URP/HDRP pipeline, please contact [email protected].
Q: Can I use C# scripts?
A: Yes! For example, in an environment mod, the
EnvironmentSettings
script placed in the scene will be exported and packaged into the mod and will be activated (Awake()
) when the environment is loaded. Another example would be a custom C# script put on your character mod to animate your character's ears.However, please note the following limitations:
- Assembly definitions (
.asmdef
) are not currently supported. C# scripts covered by the assembly definitions will not be packaged into the mod.