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manual:subwaysim:getting_started [2025/12/11 14:07] dcsmanual:subwaysim:getting_started [2025/12/12 12:13] (current) dcs
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     Learn how to install and configure everything you need before opening the SDK, including Unreal Engine, the .NET Runtime, Visual Studio Code and the Modding SDK itself.     Learn how to install and configure everything you need before opening the SDK, including Unreal Engine, the .NET Runtime, Visual Studio Code and the Modding SDK itself.
          
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   * **[[manual:subwaysim:getting_started:modding_framework_explained|Modding Framework Explained]]**     * **[[manual:subwaysim:getting_started:modding_framework_explained|Modding Framework Explained]]**  
     Understand how the SDK is structured, how the plugin system works, and which folders are important for creating stable and functional mods.     Understand how the SDK is structured, how the plugin system works, and which folders are important for creating stable and functional mods.
          
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   * **[[manual:subwaysim:getting_started:create_plugin|Creating a Plugin]]**     * **[[manual:subwaysim:getting_started:create_plugin|Creating a Plugin]]**  
     Create your own plugin — the core container where all assets, maps, and scripts of your mod will live.     Create your own plugin — the core container where all assets, maps, and scripts of your mod will live.
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 Together, these topics give you everything you need to build a solid foundation before moving on to more advanced modding features to start creating content for SubwaySim 2. Together, these topics give you everything you need to build a solid foundation before moving on to more advanced modding features to start creating content for SubwaySim 2.
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manual/subwaysim/getting_started.1765458437.txt.gz · Last modified: by dcs

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