Skip to content

DEV BLOG

Modding SDK: Unity Editor Integration

Redux Update: Modding tools - Unity Editor

Recently efforts have been made in the “modding support” side of Redux, today I want to share with you a breakthrough that will make modding the game a much smoother process.

Using Redux’s modding SDK, which will be partly based on the KSP2 Unity Tools package, in conjunction with PassivePicasso’s ThunderKit you will be able to test your mods by running KSP2 Redux directly in the Unity editor!

This allows you to:

  • Very quickly iterate, with changes being able to be tested in a matter of seconds, not minutes.
  • View what’s happening in-game in real time using the Scene view.
  • Access the full suite of Unity Editor tools, including for example custom inspectors for Unity and KSP2 components.
  • Use built-in Unity C# debugging tools and any other Unity package library.

On a technical note, we are still figuring out stuff like Harmony which does not really work in the editor (but will work fine in the compiled mods), we’ll keep you updated if we make progress on this front. For simplicity, we will also want the modding API to provide as many endpoints as possible that allow you to mod the game without the use of Harmony.

Unity editor integration 1

Unity editor integration 2

Resource Scanning System - Work in Progress

Resource scanning - work in progress

Here’s another quick look at the latest version of the resource scanning system for a future Redux version.

As you can see in the video, the system is designed in such a way where you may need specialized scanner parts to be able to find certain resources, and so in this showcase, only two (or one in the second clip) out of the three available resources are revealed.

Resource Extraction System Preview

Small teaser: preliminary exploration of resource extraction system

Section titled “Small teaser: preliminary exploration of resource extraction system”

Redux developers have been exploring some implementation ideas for the resource extraction system in KSP2. Here are videos of a drill and a resource indicator UI (everything very WIP).

We have been brainstorming ideas on how the resource system should work, where in the complexity - usability scale we should be and other ideas.

We will try to keep you updated as continue fleshing out those ideas.

Resource extraction UI

Graphics Update: Dynamic Sunflares

Redux Update: Sunflares

Hello! I’m dan, one of the developers on KSP2 Redux. You might know me as the guy who made some KSP1 & 2 mods (mostly relating to graphics).

One of the things mentioned in the Redux Trailer were improved graphics, and I’m here to share a nice change I’ve done to the sunflare.

Sunflare Colors

I’ve changed it so that flare elements use the color of LocalSpace_Light_Kerbol (the light source for Kerbol in flight view). This means you get a white sunflare in space, a blue sunflare on Duna (on sunset/sunrise of course), and etc. While it’s a small change, it does add a lot to the cinematic experience!

Duna sunset

Kerbol space flare

Kerbin sunrise

Community Update: Contributing to Redux

Hi! We are starting to think about how to integrate people who want to contribute to Redux into our processes. Right now we mainly think that external contributions would be best suited for asset development (parts design, model and textures, sound, animations, …) and possibly QA in the future. If you have experience working on this kind of stuff and would like to contribute to Redux, send me a DM or ping me in https://discord.com/channels/1078696971088433153/1340177797196414996. This message also extends to modders who would like to be guided through migrating their mods to Redux when we get closer to release. People familiar with UI design and Unity UITK are welcome too.