R2API Prefab
API for Prefab creation, networking and duplication
About this mod Author’s original text
R2API.Prefab - Prefab Creation, Networking and Duplication.
About
R2API.Prefab is a submodule assembly for R2API that allows mod creators to add new Prefabs to the game, these prefabs can later be instantiated like regular prefabs.
Use Cases / Features
The prefabs created via PrefabAPI are mainly created using the InstantiateClone method, which instantiates a clone of an existing prefab and leaves it disabled and stored in memory, or create a new prefab using the CreateEmptyPrefab method,
this sleeping state mimic the behaviour like regular prefabs in the Unity Editor.
By default the InstantiateClone method assume that it is a prefab with a NetworkIdentity component, and will attempt to register it internally using the RegisterNetworkPrefab method described below
If its not the case make sure to make the bool argument is false when calling InstantiateClone.
You can also use this API for registering prefab to the network client catalog so that its properly networked (when using NetworkServer.Spawn for example)
by using the RegisterNetworkPrefab method.
Related Pages
Changelog
'1.1.1'
- Remove unused parameter from CreateEmptyPrefab method.
'1.1.0'
- Add CreateEmptyPrefab method.
'1.0.4'
- Initial fixes for SOTS DLC2 Release.
'1.0.3'
- Add missing BepInDependency to R2API.ContentManagement
'1.0.2'
- Fix the NuGet package which had a dependency on a non-existent version of R2API.Core.
'1.0.1'
- Fix some rare cases of prefabs not being correctly network registered.
'1.0.0'
- Split from the main R2API.dll into its own submodule.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: