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README.md

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---
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id: unity-introduction
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title: Unity Introduction
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sidebar_label: Unity Introduction
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slug: /unity-plugin
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sidebar_position: 0
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---
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<a href="https://mod.io"><img src="https://mod.io/images/branding/modio-logo-bluedark.svg" alt="mod.io" width="360" align="right"/></a>
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# mod.io Unity Plugin v2023.7.1
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[![License](https://img.shields.io/badge/license-MIT-brightgreen.svg)](https://github.com/modio/modio-unity/blob/master/LICENSE)
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All of the methods required to use the plugin can be found in ModIOUnity.cs. If you prefer using async methods over callbacks you can alternatively use ModIOUnityAsync.cs to use an async variation of the same methods.
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### Initialise the plugin
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```c#
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```csharp
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void Example()
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{
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Result result ModIOUnity.InitializeForUser("ExampleUser");
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```
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### Get the user's installed mods
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```c#
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```csharp
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void Example()
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{
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UserInstalledMod[] mods = ModIOUnity.GetInstalledModsForUser(out Result result);
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```
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### Enable automatic mod downloads and installs
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```c#
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```csharp
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void Example()
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{
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Result result = ModIOUnity.EnableModManagement(ModManagementDelegate);
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### Authenticate a user
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In the current version of the plugin it is required that a user session is authenticated in order to subscribe and download mods. You can accomplish this with an email address or through another third party service, such as Steam or Google. Below is an example of how to do this from an email address provided by the user. A security code will be sent to their email account and can be used to authenticate (The plugin will cache the session token to avoid having to re-authenticate every time they run the application).
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```c#
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```csharp
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async void RequestEmailCode()
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{
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Result result = await ModIOUnityAsync.RequestAuthenticationEmail("johndoe@gmail.com");
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```
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### Get Mod profiles from the mod.io server
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```c#
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```csharp
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async void Example()
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{
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// create a filter to retreive the first ten mods for your game
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### Adding a mod
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Here we go through the mod addition flow. Generate Token, Create Mod Profile, and Upload Mod File
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```c#
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```csharp
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public async void CreateMod()
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{
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//token used to create mod profile
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### Loading mods
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Here is an example that grabs all mods installed for the current user, finds the png files in the mod's directory if they are tagged as a "Texture" and then loads them into a Texture2D asset.
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```c#
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```csharp
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public void LoadModExample()
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{
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UserInstalledMod[] mods = ModIOUnity.GetInstalledModsForUser(out Result result);

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