My Summer Car offers a unique and deeply engaging gameplay experience, and for those looking to expand upon it, modding provides a powerful avenue for customization and creativity. If you’re eager to dive into the world of My Summer Car modding, understanding the essential tools and how to use them is your first step. This guide will walk you through the necessary software and techniques to get you started, even if you have no prior modding experience.
Essential Tools for My Summer Car Modding
To begin your modding journey, you’ll need to equip yourself with the right tools. These are primarily software applications that will allow you to write, compile, and test your mods within the game environment.
Visual Studio (IDE)
Visual Studio is your Integrated Development Environment (IDE). Think of it as your modding workshop. It’s where you’ll write and manage your code, debug issues, and build your mod files. Visual Studio Community edition is free and perfectly adequate for My Summer Car modding. It provides code editing, debugging, and project management features crucial for developing mods.
MSCLoader
MSCLoader is the backbone of My Summer Car modding. It’s a mod loader that allows the game to recognize and load your custom modifications. Essentially, MSCLoader acts as a bridge between your mods and the game itself. Without it, your mods won’t be recognized by My Summer Car. It handles the loading of your mod code into the game at runtime, enabling your modifications to take effect.
Developer Toolkit
The Developer Toolkit plugin is an invaluable tool, especially for beginners. It allows you to inspect and manipulate game objects in real-time without having to constantly rebuild and restart the game. This toolkit significantly speeds up the development process by allowing you to see the immediate effects of your changes and quickly iterate on your mod ideas. It’s like having an in-game editor that lets you tweak and adjust elements directly.
Getting Started: Setting Up Your Modding Environment
Once you have an understanding of the tools, let’s get them set up so you can start modding.
Installing Visual Studio
- Download Visual Studio Community: Head to the Visual Studio website and download the Community edition.
- Installation: Run the installer. During installation, ensure you select the “.NET desktop development” workload. This is crucial as My Summer Car mods are typically written in C#, which is part of the .NET framework.
- Complete Installation: Follow the prompts to complete the installation process.
Setting up MSCLoader
- Download MSCLoader: Go to the MSCLoader Wiki and find the latest release.
- Installation: Extract the downloaded MSCLoader files into your My Summer Car game directory. This directory is usually found at
SteamsteamappscommonMy Summer Car
. - Verification: Run the game. If MSCLoader is installed correctly, you should see a message indicating MSCLoader initialization in the game’s output log (you can usually access this log via the MSCLoader menu in-game or through console commands if enabled).
Using Developer Toolkit
- Download Developer Toolkit: Find the Developer Toolkit plugin on modding communities or forums related to My Summer Car (like RaceDepartment as mentioned in the original article).
- Installation: Place the Developer Toolkit plugin DLL file into the
Mods
folder within your My Summer Car game directory (DocumentsMySummerCarMods
). If theMods
folder doesn’t exist, create it. - In-Game Access: Launch My Summer Car. The Developer Toolkit usually has an in-game menu or hotkey (refer to the toolkit’s documentation) that allows you to access its features.
Example of setting up a post-build event in Visual Studio to automatically copy your mod to the My Summer Car Mods folder.
Basic Modding Techniques: Code Snippets and Examples
Now that your environment is set up, let’s explore some fundamental modding techniques with code examples. These examples are written in C# and are designed to be used within the MSCLoader environment.
Accessing Game Objects
To interact with elements in My Summer Car, you first need to access the game objects. Game objects are fundamental entities in Unity (the game engine My Summer Car uses), representing every object in the game world.
GameObject satsuma; // Declaring a GameObject variable
satsuma = GameObject.Find("SATSUMA(557kg, 248)"); // Assigning the 'satsuma' variable to the game object named "SATSUMA(557kg, 248)"
This code snippet demonstrates how to find a specific game object by its name. GameObject.Find()
is a Unity function that searches the current scene for a GameObject with the given name. In this case, we’re finding the Satsuma car. Once you have a reference to a GameObject, you can manipulate its properties, such as position, rotation, and scale.
Modifying Components
GameObjects are made up of components, which define their behavior and properties. To modify aspects like engine performance or vehicle handling, you need to access and modify these components.
drivetrain satsumaDriveTrain; // Declare a variable to hold the 'drivetrain' component
satsumaDriveTrain = GameObject.Find("SATSUMA(557kg, 248)").GetComponent<drivetrain>(); // Get the 'drivetrain' component from the Satsuma GameObject
This code retrieves the drivetrain
component attached to the Satsuma. Components are specific scripts or functionalities attached to GameObjects. GetComponent<T>()
is used to access a component of type T
attached to a GameObject. After getting the component, you can access and modify its variables and functions, effectively changing how the car drives, for example.
Working with PlayMaker FSM
My Summer Car heavily utilizes PlayMaker, a visual scripting tool for Unity. Finite State Machines (FSMs) in PlayMaker control much of the game’s logic and behavior. To modify game logic, you might need to interact with PlayMaker FSMs.
using HutongGames.PlayMaker; // Import the PlayMaker namespace
// Example of iterating through PlayMaker global float variables
foreach (var flt in PlayMakerGlobals.Instance.Variables.FloatVariables)
{
switch (flt.Name)
{
case "PlayerFatigue":
// Access and modify player fatigue value
float currentFatigue = flt.Value;
flt.Value = currentFatigue - 0.1f; // Reduce fatigue slightly
break;
// Add cases for other PlayMaker variables you want to access
}
}
This example shows how to access and modify PlayMaker global variables. It iterates through all global float variables and checks their names. You can use this to find and alter game parameters like player fatigue, hunger, thirst, and stress, as demonstrated in the original article’s example.
Importing Custom Assets
To add new objects, textures, or sounds to My Summer Car, you’ll work with custom assets. These assets are typically bundled into .unity3d
files.
AssetBundle assets; // Declare an AssetBundle variable
GameObject turbo; // Declare a GameObject variable for the turbo prefab
// Load the AssetBundle
assets = LoadAssets.LoadBundle(this, "turbo.unity3d");
// Load a specific prefab from the AssetBundle
turbo = assets.LoadAsset("turbo_prefab.prefab") as GameObject;
assets.Unload(false); // Unload the AssetBundle to free memory
// Instantiate the prefab in the game world
turbo = GameObject.Instantiate(turbo);
// Optionally, set the parent, position, rotation, and scale
turbo.transform.SetParent(GameObject.Find("satsu").transform, false);
turbo.transform.localPosition = new Vector3(0.3f, 0.16f, 1.02f);
turbo.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
turbo.transform.localScale = new Vector3(0.0005f, 0.0005f, 0.0005f);
This code demonstrates how to load a custom asset bundle, extract a prefab (a pre-built GameObject) from it, and instantiate it in the game world. This is how you would add new parts to the car, new objects to the environment, or any other custom content.
Finding the Player Object
Finding the player GameObject is essential for many mods that interact with the player character.
GameObject player = GameObject.Find("PLAYER"); // Simple way to find the player GameObject
This straightforward line of code finds the GameObject named “PLAYER”, which represents the player character in My Summer Car. You can then access the player’s components, such as position, health, or inventory, to create mods that affect the player directly.
Tips and Best Practices for Modding
Modding can be a rewarding but sometimes challenging process. Here are some tips to make your modding experience smoother:
Streamlining the Build Process
Manually copying your mod DLL to the Mods
folder after each build can become tedious. Automate this process using Visual Studio’s post-build events. As shown in the original guide, add a post-build event command to your project settings to automatically copy the DLL. This saves time and reduces the chance of errors.
Dealing with Game Updates
My Summer Car is still under development, and updates can sometimes break mods. Stay active in the modding community to learn about updates and potential compatibility issues. Be prepared to update your mods when the game receives significant updates.
Community and Resources
The My Summer Car modding community is a valuable resource. Forums, communities like RaceDepartment, and Discord servers are great places to ask questions, share your work, and get help. Utilize the provided useful links to access documentation, code examples, and helpful tools created by other modders.
Conclusion
Modding My Summer Car opens up a world of possibilities, allowing you to customize and expand the game in countless ways. By understanding and utilizing the essential tools like Visual Studio, MSCLoader, and the Developer Toolkit, and by learning basic modding techniques, you can start creating your own unique modifications. Dive in, experiment, and don’t hesitate to explore the resources available within the community. Happy modding!
Useful Links:
- MSCLoader Wiki: https://github.com/piotrulos/MSCModLoader/wiki
- PlayMaker FSM Documentation: https://github.com/piotrulos/MSCModLoader/wiki/All-known-playmaker-Variables-and-Events
- zamp’s MSC Mods (Example Code): https://github.com/zamp/MSC-Mods
- Roman266’s Plugins (Example Plugins): https://github.com/GishaSeven/Plugins-for-MSC-ModLoader
- tommojphillips’ ModAPI Wiki: https://github.com/tommojphillips/ModAPI/wiki
- tommojphillips’ AttachObjectDemo: https://github.com/tommojphillips/AttachObjectDemo