manual:subwaysim:getting_started
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| manual:subwaysim:getting_started [2025/12/11 14:07] – dcs | manual:subwaysim:getting_started [2026/01/09 14:10] (current) – dcs | ||
|---|---|---|---|
| Line 10: | Line 10: | ||
| * **[[manual: | * **[[manual: | ||
| 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. | ||
| - | | ||
| - | |||
| * **[[manual: | * **[[manual: | ||
| 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. | ||
| - | | ||
| - | |||
| * **[[manual: | * **[[manual: | ||
| 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. | ||
| - | | + | * **[[manual: |
| + | Learn how to update your Modding SDK to the latest version. | ||
| + | |||
| + | Together, these topics give you everything you need to build a solid foundation before moving on to more advanced modding features and 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. | + | {{page> |
manual/subwaysim/getting_started.1765458462.txt.gz · Last modified: by dcs
