BepInExConfigManager
In-Game Configuration Management tool to adjust plugin configurations.
模組介紹 作者原文
_(DISCLOSURE: Credit to sinai-dev for the original build. I have updated for BepInEx 6.0.0 Bleeding Edge)_
BepInExConfigManager
In-game UI for managing BepInEx Configurations, for IL2CPP and Mono Unity games.
Requires BepInEx 6 for IL2CPP, and BepInEx 5 for Mono.
✨ Powered by UniverseLib
Releases
- Download (IL2CPP)
- Download (Mono)
How to use
- Put the plugins/BepInExConfigManager.{VERSION}.dll and the UniverseLib.{VERSION}.dll files in your BepInEx/plugins/ folder.
- Put the patchers/BepInExConfigManager.{VERSION}.Patcher.dll file in your BepInEx/patchers/ folder.
- Start the game and press F5 to open the Menu.
- You can change the keybinding under the BepInExConfigManager category in the Menu, or by editing the file BepInEx/config/com.sinai.BepInExConfigManager.cfg.
Common issues and solutions
Although this tool should work out of the box for most Unity games, in some cases you may need to tweak the settings for it to work properly.
To adjust the settings, open the config file: BepInEx\config\com.sinai.bepinexconfigmanager.cfg
Try adjusting the following settings and see if it fixes your issues:
- Startup_Delay_Time - increase to 5-10 seconds (or more as needed), can fix issues with the UI being destroyed or corrupted during startup.
- Disable_EventSystem_Override - if input is not working properly, try setting this to true.
If these fixes do not work, please create an issue in this repo and I'll do my best to look into it.
Info for developers
Advanced (hidden) settings
This config manager supports advanced settings, defined either with the ConfigurationManagerAttributes tag or with a simple "Advanced" tag.
Simple method ("Advanced" string tag):
Config.Bind("Section", "Hidden setting", true, new ConfigDescription("my description", null, "Advanced"));
Advanced method (official attributes class):
- You will need to include the ConfigurationManagerAttributes class in your project as outlined here
- I have not implemented any other attributes from the class, but I may at some point if there is enough demand.
Config.Bind("Section", "Advanced setting", true, new ConfigDescription("my description", null,
new ConfigurationManagerAttributes() { IsAdvanced = true }));
Setting type support
The UI supports the following types by default:
- Toggle: bool
- Number input: int, float etc (any primitive number type)
- String input: string
- Key binder: UnityEngine.KeyCode or UnityEngine.InputSystem.Key
- Dropdown: enum or any setting with AcceptableValueList
- Multi-toggle: enum with [Flags] attribute
- Color picker: UnityEngine.Color
- Struct editor: UnityEngine.Vector3, UnityEngine.Quaternion, etc
- Toml input: Anything else with a corresponding TypeConverter registered to BepInEx.Configuration.TomlTypeConverter.
Sliders
To make a slider, use a number type and provide an AcceptableValueRange when creating the entry. For example:
Config.Bind("Section", "Int slider", 32, new ConfigDescription("You can use sliders for any number type",
new AcceptableValueRange(0, 100)));
Dropdowns
Dropdowns are used for enum types, as well as any setting with an AcceptableValueList provided.
If you use an AcceptableValueList it will override any other UI handler and force it to be a dropdown.
Config.Bind(new ConfigDefinition("Section", "Some list"), "One", new ConfigDescription("An example of a string list",
new AcceptableValueList("One", "Two", "Three", "Four", "etc...")));
Custom UI Handlers
You can override the Toml input for a Type by registering your own InteractiveValue for it. Refer to existing classes for more concrete examples.
// Define an InteractiveValue class to handle 'Something'
public class InteractiveSomething: InteractiveValue
{
// declaring this ctor is required
public InteractiveSomething(object value, Type fallbackType): base(value, fallbackType) { }
// you could also check "if type == typeof(Something)" to be more strict
public override bool SupportsType(Type type) => typeof(Something).IsAssignableFrom(typ
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: