Schedule Dedicated Servers Documentation
  • SDS Documentation
  • Schedule In Unity
    • Extracting the game to unity
    • Creating an assetbundle
  • Creating plugins
    • How to create a plugin
    • The ClientAPI (custom content)
  • Custom Assets
  • Plugin Events
  • Texture/Material Replacement
  • Chat Messages
  • Chat Commands
  • Console Commands
  • HAPI Methods
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  1. Creating plugins

How to create a plugin

PreviousCreating an assetbundleNextThe ClientAPI (custom content)

Last updated 27 days ago

In order to create a plugin follow these steps.

1 ) Go to your BisectHosting server console and type createplugin YourPluginName You should see the following :

2 ) You can now download your plugin project from /MyPluginsProjects/Tutorial.zip in the Files tab.

3 ) After extracting it somewhere on your computer, place all the dll's from your game folder in Schedule I/Schedule I Data/Managed in the GameBinaries folder as shown below.

4 ) You can now open your visual studio project and start coding !

Server Commands

The server software has various commands to help you during the development of your plugin. refreshplugins - will re-fetch the plugins in the plugins folder. Useful if you just uploaded a new one. reloadplugin Name - will reload the plugin with specified name. unloadplugin Name - will unload the plugin with specified name. loadplugin Name - will load the plugin with specified name. reloadplugins - will reload all plugins at once. toggleclientapilogging - will toggle the logs of client api calls (see more here).

5 ) Let's load your plugin. In order to load your plugins there's multiple ways here's some of them : - You can build your solution by right clicking it and selecting Build Solution which will generate a .hplugin file. If you simply upload this .hplugin file to your server in the plugins folder it'll work. However this is a bit annoying when developing. - The recommended way to create plugins on BisectHosting is simply to mount your Bisect SFTP server to a drive in Windows. It can be done by following this tutorial for example Once you've done that, upload your whole plugin project to the plugins folder and create a file with the same name as the folder ending with .dev as shown below : Now your plugin should also load without being in an .hplugin file. It also means that every time you change your code it'll be uploaded on the server.

https://sftptogo.com/blog/how-to-map-sftp-as-a-windows-11/