Creating props


Importing a model


  1. Set aside a 3D model of your choice. Make sure it's an .fbx, .dae, .3ds, .dxf, or .obj file. For this guide I'll be using Suzanne from Blender. Everyone say "Hi Suzanne!"


  2. This is optional, but before starting, I like organizing my props into a folder for all the props in my project, one for the addon itself, and a subfolder for its assets. Something like this:


  3. Drag your model file and its textures into the assets folder. Your explorer should now look something like this:



    Your model may also contain special textures called "maps," which help add certain properties to your models, such as depth, smoothness, et cetera. Of note here are "normal maps," which can help add the illusion of depth and texture to models.

    If your model contains a normal map you must define the texture as such by single clicking the file in the project explorer and setting the "Texture type" dropdown in the inspector to your right to "Normal map," and clicking "Apply."



  4. Depending on its type, your model may come with built in textures and materials. For the sake of convenience and so we can edit them independently, however, we should separate these from the model. You can so so by single clicking your model file in the explorer, clicking the "Materials" button in the inspector, and then clicking "Extract materials."



    If said materials' textures imported correctly with the model (so if the materials aren't depicted as white spheres,) also click "Extract textures."

    Your explorer should look like this now:


  5. Drag the appropriate textures into their right slots in the materials and set them up to your liking. For more info on how to do so, check out this page on Unity's documentation.

Setting up your prop


  1. Drag your model from the explorer into the scene, either by dragging it into the hierarchy near the top left, or into the main game window itself.


  2. Select your model by clicking it on the hierarchy, or by directly single clicking the model in the scene.

  3. Move your attention towards the inspector on the right. Here is where you will add all of the needed to turn your model into a Semicolon Island prop.

  4. Click the "Add component" button, search "Mesh collider," and click to add the component, then make sure to check the "Convex" check box.





    Make sure you don't accidentally change any of the component's values!

    This will give your model collisions.

  5. Click the "Add component" button once more, and search for and add the "Rigidbody" component.



  6. Set up the rigidbody's values according to your model. The "Mass" value should be your prop's weight in Kilos, and for more information on the other values, check out this page on Unity's documentation.

Setting up the mod


Now that you have all of the requirements for a prop, you are ready to export your mod for Semicolon Island!

  1. In Unity's menu bar click on "Window" then hover above "Asset Management > Addressables" and then click on "Groups." A new window labeled "Addressable Groups" should open.

  2. Right click on an empty spot on said window, hover above "Create New Group" then select "Packed Assets."

  3. Single click the newly created "Packed Assets" item on the list, you may notice your project browser has automatically selected it. Ignore that for now. Rename the asset group so it matches your prop's name through the "Addressables Groups" window.

  4. Direct your attention back to the project browser and drag your Addressable Group to the same folder as your prop like so:



  5. Create a new folder under the same directory as the addressable group and name it "Props."

  6. Single click this folder and check the "Addressable" box in the inspector to the right. A text input field should appear beside the check box with your prop's location in your project. Change it to "Props/[A UNIQUE ID FOR YOUR MOD]"

  7. Under the Addressable box, there should be a radio menu labeled "Group." Click the circle at the right of the box and select your addon's group from the list. Your inspector should now look like this:


  8. Open the Addressble Groups window once more and expand your mod's group.

  9. Single click the blank drop down menu, and check "Prop."

  10. Now, drag your model from the hierarchy into the "Props" folder. A popup may appear asking if you wish to create a variant, if so select "Yes."

Exporting your mod


Now, you should be ready to simply export your addon and test it in game!

  1. In your project browser, right click your addon's Addressable group, right click it and select "Build Map"

  2. Semicolon Island requires that all its addons are built for both Windows and Linux for the sake of dedicated server support. Once your mod is done building, navigate to "File > Build Settings" through Unity's menu bar, then change your Target Platform to Linux and select "Build Map" in your Addon's addressable group once more.

  3. Once the mod is finished building your project's "ModExports" folder should open. Create a new folder with your addon's name and drag "StandaloneWindows64" and "StandaloneLinux64" into it.
  4. And that's it! Your prop is ready to publish to the Workshop! And if you need some help with that...


However, if you wish to quickly test it in-game without fully uploading it, go to "C:\Users\[YOUR WINDOWS USERNAME]\appdata\LocalLow\Semicola Games\Semicolon Island" in explorer, and drag your addon into the "Mods" folder. Be sure to delete your mod from this folder after uploading it to the Workshop!



I uh... Might have accidentally made her a tad too big.