Modding Quickstart Guide¶
Welcome to the AeroBeat Creator Community! This guide will help you create your first Skin, Song, or Environment and publish it to the in-game browser.
1. Choose Your SDK¶
We provide specialized Godot projects for different types of content. Download the one that matches your goal.
| SDK Name | Use Case |
|---|---|
| Musician Portal (Web) | Uploading Songs, converting audio, and setting BPM. |
| Coaching Studio (Web) | Creating immersive Coaching content (Warmups, Overlays). |
| Choreography Studio | Mapping songs. Specialized Apps for Boxing, Flow, etc. |
| Skins SDK | (Godot Editor) Creating Gloves, Bats, Targets, and Obstacles. |
| Avatars SDK | (Godot Editor) Rigging and importing 3D Characters. |
| Cosmetics SDK | (Godot Editor) Creating Accessories (Hats, Glasses). |
| Environments SDK | (Godot Editor) Building 3D scenes, Lighting setups, and Skyboxes. |
Note: The Skins, Avatars, Cosmetics, and Environments SDKs require you to download the Godot 4.x Editor. The others run directly in your browser or as standalone apps built with Godot.
2. Project Setup¶
- Unzip the SDK folder.
- Open Godot Engine.
- Click Import and select the
project.godotfile inside the SDK folder. - Log In: In the top-right corner of the editor, click the "AeroBeat" button and log in with your Verified AeroBeat Account.
3. Creating Your Mod¶
Step A: Import Assets¶
Drag your .glb (Models), .png (Textures), or .ogg (Audio) files into the FileSystem dock.
* Tip: Keep your files organized in a folder named after your mod (e.g., res://mods/my_cool_skin/).
Step B: Create the Resource¶
- Right-click in the FileSystem -> Create New -> Resource.
- Search for the specific type (e.g.,
AeroSkin,AeroSongData,AeroEnvironment). - Fill in the properties (drag your mesh/audio into the slots).
Step C: Create the Manifest¶
Every mod needs a Manifest to tell the game what it is.
- Create a new Resource of type
AeroModManifest. - ID: A unique string (e.g.,
neon_gloves_v1). - Display Name: What players see in the browser.
- Content Resource: Drag the resource you created in Step B here.
4. Validation (The Quality Gate)¶
Before you can upload, your mod must pass local validation checks.
- Click the "AeroBeat Uploader" tab at the bottom of the screen.
- Select your
manifest.tres. - Click "Validate".
Common Errors:
* ❌ Texture too large: Max size is 2048x2048.
* ❌ Polycount exceeded: Skins must be under 10k triangles.
* ❌ Script detected: You cannot include .gd scripts in Asset Packs.
5. Upload & Publish¶
Once validation passes (Green Checkmark ✅):
- Check Quota: The bar shows how much cloud storage you have left.
- Upload: Click "Publish to Server".
- Wait: The status will change to
UPLOADING->PROCESSING.
What happens next?¶
Your mod is sent to our cloud validator for a final security scan. This usually takes 1-2 minutes. Once approved, it will immediately appear in the "New Releases" section of the in-game browser for all athletes!
💡 Pro Tips¶
- Testing: You can test your mod locally by clicking the "Play" button in the SDK. It will launch a preview window with your asset loaded.
- Thumbnails: The uploader will ask for a
thumbnail.png. Make it 512x512 for best results. - Updates: To update a mod, simply keep the same ID in the manifest and increment the Version number.