BigScreen
A shared in-world screen for watching YouTube together in Big Walk. Everyone with the mod sees and hears the same video, in sync.
About this mod Author’s original text
BigScreen
A shared, in-world screen for Big Walk.
The host places a screen somewhere on the island, pastes a YouTube link, and everyone with
the mod sees and hears the same video at the same moment. Sit around it, heckle, walk off
and let the sound fade behind you.
Status: alpha, runs in-game. As of 2026-09-19 the mod compiles against Big Walk
(Unity 6000.3.17f1, BepInEx 6.0.0-be.755), loads, hooks Mirror, and places a working screen
that syncs and tears down correctly. Video playback is the remaining unverified step.
All three risks in docs/ARCHITECTURE.md are now resolved or retired
and annotated with what actually happened; docs/PLAYTEST.md tracks what
is still unverified.
How it works, in one paragraph
Big Walk is a Unity (IL2CPP) game networked with Mirror. BigScreen is a BepInEx plugin.
Every player who wants to watch installs it. The host owns a tiny piece of shared state
(where the screen is, which video, playing or paused, and a timeline anchor); it is sent
to modded guests over the game's own Mirror connection on a private message id. Each
player resolves the YouTube link to a direct stream URL locally with yt-dlp and plays it
with Unity's built-in VideoPlayer onto a quad in the world, with positional audio. Everyone
keeps their playback locked to the host's timeline using Mirror's shared clock. Players
without the mod are unaffected: they see nothing and receive nothing.
Requirements
- Big Walk on Steam (Windows, or Linux through Proton)
- BepInExPack IL2CPP
(installed for you by a mod manager such as Gale or r2modman)
- yt-dlp.exe. BigScreen downloads it automatically the first time it is needed
(from the official yt-dlp GitHub releases), or set YtDlp.Path in the config.
Install
With a mod manager (recommended): in Gale or r2modman, select Big Walk, create a profile,
install BepInExPack_IL2CPP, then import the BigScreen zip (or install it
once it is published). Launch the game from the manager.
Manually: install BepInExPack IL2CPP into the game folder, launch the game once (the first
launch takes a few minutes while it generates interop files), then drop BigScreen.dll into
BepInEx\plugins\BigScreen\.
Everyone who wants to watch needs the mod. The host does not need to do anything special.
Use
- Host or join a walk.
- Press F8 to open the panel.
- Place screen here puts a screen 4 m in front of you, facing you.
- Paste a YouTube URL and press Load. Everyone with the mod resolves and starts the
video in sync a few seconds later.
- Play/pause and seek from the panel. Guests can only control playback if the host ticks
"Let modded guests control playback".
Your own volume slider is local. The audio is positional: stand close to hear it, walk away
and it fades (configurable range).
Configuration
BepInEx\config\dev.h223chen.bigscreen.cfg (created on first launch). Highlights:
| Section | Key | Default | Meaning |
| --- | --- | --- | --- |
| Keys | ToggleUI | F8 | Open/close the panel |
| Audio | Volume / MaxDistance | 0.8 / 40 | Local volume; distance at which the screen goes silent |
| Screen | WidthMeters | 4 | Physical screen width (16:9) |
| YtDlp | Path / AutoDownload | "" / true | Where yt-dlp.exe lives; download it if missing |
| YtDlp | FormatSelector | muxed-MP4 chain | yt-dlp -f expression. Unity needs a single H.264+AAC MP4 |
| Sync | DriftToleranceSeconds | 1.0 | Re-seek when you are further than this from the host's timeline |
| Sync | GuestsCanControl / AutoPlay | false / true | Host-side permissions |
| Debug | Diagnostics | false | Verbose log line every 2 s |
Building from source
Prerequisites:
1..NET SDK 10 or newer
- A mod manager: Gale or r2modman
- BepInExPack_IL2CPP installed via your chosen mod manager
- Big Walk launched modded at least once so that BepInEx\interop exists
Setup:
- Install and launch the game modded through Gale or r2modman
(this generates the interop files you need to build)
- Verify.NET SDK is installed
dotnet --version
- Build and de
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: