BepInEx Configuration Manager

版本 v19.0.0·更新於 2026-09-12

Mod to assist with configuration of BepInEx mods

截圖 共 1 張

模組介紹 作者原文

  • Warning: At least BepInEx v5.4.20 is required as of v17.1!

The mod was created and hosted by the BepInEx team

I do not own the code, all credits go to the BepInEx team. I just uploaded it for ease of access to the latest version.

Check the mod out:

Plugin / mod configuration manager for BepInEx 5

An easy way to let user configure how a plugin behaves without the need to make your own GUI. The user can change any of the settings you expose, even keyboard shortcuts.

The configuration manager can be accessed in-game by pressing the hotkey (by default F1). Hover over the setting names to see their descriptions, if any.

How to use

There are two versions of this plugin, for BepInEx 5 (version 5.4.20 or newer, mono only) and BepInEx 6 (nightly build 664 or newer, IL2CPP only).

  • Install and configure the correct BepInEx version for your game (see above).
  • Download latest release for your BepInEx from the Releases.
  • Extract the plugin directly into your game directory, where the BepInEx folder is (the.dll should end up inside your BepInEx\Plugins folder).
  • Start the game and press F1.

Note: The.xml file include in the release zip is useful for plugin developers when referencing ConfigurationManager.dll in your plugin, it will provide descriptions for types and methods to your IDE. Users can ignore it.

Known issues

  • If no text is visible anywhere in RUE windows, most likely the Arial.ttf font is missing from the system (Unity UI default font, may be different in some games). This can happen when running a game on Linux with misconfigured wine.
  • The IL2CPP version currently only works in some games that have unstripped UnityEngine.IMGUIModule.dll (support for some of the games can be added with a patcher that restores missing members, example).

For Developers

Expand Me

How to make my mod compatible?

ConfigurationManager will automatically display all settings from your plugin's Config. All metadata (e.g. description, value range) will be used by ConfigurationManager to display the settings to the user.

In most cases you don't have to reference ConfigurationManager.dll or do anything special with your settings. Simply make sure to add as much metadata as possible (doing so will help all users, even if they use the config files directly). Always add descriptive section and key names, descriptions, and acceptable value lists or ranges (wherever applicable).

How to make my setting into a slider?

Specify AcceptableValueRange when creating your setting. If the range is 0f - 1f or 0 - 100 the slider will be shown as % (this can be overridden below).

CaptureWidth = Config.Bind("Section", "Key", 1, new ConfigDescription("Description", new AcceptableValueRange(0, 100)));

How to make my setting into a drop-down list?

Specify AcceptableValueList when creating your setting. If you use an enum you don't need to specify AcceptableValueList, all of the enum values will be shown. If you want to hide some values, you will have to use the attribute.

Note: You can add System.ComponentModel.DescriptionAttribute to your enum's items to override their displayed names. For example:

public enum MyEnum

{

// Entry1 will be shown in the combo box as Entry1

Entry1,

[Description("Entry2 will be shown in the combo box as this string")]

Entry2

}

How to allow user to change my keyboard shorcuts / How to easily check for key presses?

Add a setting of type KeyboardShortcut. Use the value of this setting to check for inputs (recommend using IsDown) inside of your Update method.

The KeyboardShortcut class supports modifier keys - Shift, Control and Alt. They are properly handled, preventing common problems like K+Shift+Control triggering K+Shift when it shouldn't have.

private ConfigEntry ShowCounter { get; set; }

public Constructor()

{

ShowCounter = Config.Bind("Hotkeys", "Show FPS counter", new KeyboardShortcut(KeyCode.U, KeyCode.LeftShift));

}

private void Update(

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

檔案與校驗

檔案名稱
BepInEx_Configuration_Manager-19.0.0.zip
檔案大小
107.6 KiB