Creating_a_modded_map - CanInBad/KK_wiki GitHub Wiki
title: Creating a modded map contributors:
- HolyBanana
- Naelstrof
- Goat
This article assumes you have finished Installing the KoboldKare SDK.
KoboldKare maps are Unity scenes. They require a few specific elements in order to function properly.
A Game Manager prefab and an Objective Manager/Scene Descriptor object. The Game Manager prefab is maintained by naelstrof and contains most of the necessary components to create a map.The Objective Manager, as it's known in the Main Map, is a game object that has attached scripts.

At the time of writing there is not a centrally maintained prefab for this. It contains the following scripts:
- Objective Manager
- Photon View
- Scene Descriptor
- Play Area Enforcer
- Music Manager
- Day Night Cycle
- Orbit Camera Pivot Basic
In addition to these components within the scene, you'll need three asset files created in Unity and one image to use as the map select image.
The three assets each contain a single script. Used scripts are as follows:
- PlayableMap
- AudioPack
- ExternalCatalogSetup
The next sections will cover the basics of culminating the above into a playable map.
Important
This is working in progress
Open up the KoboldKare SDK and create a new scene.
Tip
You can create a new scene from File → New Scene. You can also import a custom scene, but this guide does not cover that.
In your Unity project view, navigate to KoboldKare\Prefabs. Drag the GameManager prefab directly into your Hierarchy.
Now create a new empty Game Object and name it "Scene Descriptor". It will be used to house the script mentioned in the overview. This name is not strictly required, but having consistency is nice.
Select the game object and add the following scripts.
- Objective Manager
- Photon View
- Scene Descriptor
- Play Area Enforcer
- Music Manager
- Day Night Cycle
- Orbit Camera Pivot Basic
Now create a basic terrain. All terrain should be in the "World" layer in your Inspector.
Note
Any water on your map should be in the "Water" layer.
Lastly, decide your spawn position and create a new empty Game Object there. The object name is not critical, but for the same of consistency, name it "PlayerSpawn". This object must have the "PlayerSpawn" tag in the Inspector.
Now that you have a spawn point, select your Scene Descriptor object, then go to the Scene Descriptor script. Press the plus button next to Spawn Locations to create a new position in the array. Drag and drop the PlayerSpawn game object into the created position.
Your work in the Unity scene is done! Save your scene to it's own folder and move on below.
Select your scene and click "Addressable" in the Inspector and then the Select button that appears.
Your map will be under the Default Local Group. Click the label drop down and select "PlayableMap". Now right click on the asset in the list and select Move Addressables to New Group with the default option.
In the same folder you saved your scene, right click in the project view and go to Create → Data, then create a "PlayableMap" and an "AudioPack".
In the same folder, right click and Create → Addressables → New External Catalog
Open Unity Editor, and from the top menu, select "Tools" → "KoboldKare" → "Upload Steam Workshop Mod".
This will launch the wizard. You should see this window.

Workshop upload wizard