BridgeMod.SDK
0.2.2
See the version list below for details.
dotnet add package BridgeMod.SDK --version 0.2.2
NuGet\Install-Package BridgeMod.SDK -Version 0.2.2
<PackageReference Include="BridgeMod.SDK" Version="0.2.2" />
<PackageVersion Include="BridgeMod.SDK" Version="0.2.2" />
<PackageReference Include="BridgeMod.SDK" />
paket add BridgeMod.SDK --version 0.2.2
#r "nuget: BridgeMod.SDK, 0.2.2"
#:package BridgeMod.SDK@0.2.2
#addin nuget:?package=BridgeMod.SDK&version=0.2.2
#tool nuget:?package=BridgeMod.SDK&version=0.2.2
🌉 BridgeMod
Bridging the gap between developers who want mod safety and modders who want clarity.
BridgeMod is a developer-first modding platform designed to give game developers confidence that mods won't break their game, while giving modders transparent expectations about what they can create.
It works on console and PC. It's built on trust, not restriction.
Why BridgeMod Exists
We believe:
- Developers deserve confidence. Mods shouldn't be a risk. They should be a feature.
- Modders deserve clarity. If a mod surface is closed, they should know why. If it's open, they should know the rules.
- Consoles and PC should share. Console modding is possible—it just needs intentional design.
What BridgeMod v1 Does
✅ Pure Data Mods - JSON configs, balance changes, anything data-driven
✅ Behavior Graphs - State machines and ECA rules without scripts
✅ Procedural Control - Seeds and generation parameters
✅ Sandbox Execution - Mods can't crash your game, no matter what
✅ Transparent Surfaces - Modders see exactly what's moddable
✅ Local Validation - Works offline, no cloud dependency required
How It Works
Every mod passes through validation, surface matching, and sandbox guards before your game sees it. Nothing gets through unchecked.
Visual Flow:
flowchart TD
subgraph MODDER["🎮 Modder"]
A["📦 Mod Package\n.zip + manifest.json\n+ data files"]
end
subgraph BRIDGEMOD["🌉 BridgeMod SDK"]
B["🔍 ModValidator\nManifest parsing\nSchema validation\nIntegrity checks"]
C["🎯 Surface Match\nMod targets vs.\ndeclared surfaces"]
D["🛡️ Execution Guards\nSandbox execution\nTimeout enforcement\nPath validation"]
E["📥 ModLoader\nSafe load with\nfailure isolation"]
end
subgraph GAME["🎮 Your Game"]
F["✅ Game Receives\nSafe Data"]
end
subgraph DEV["👨💻 Game Developer"]
G["📋 Declare Surfaces\nBalance · Items · Quests\nControls what's moddable"]
end
A -->|load| B
B -->|"✓ valid"| C
B -->|"✗ invalid"| R1["⛔ Mod Rejected"]
C -->|"✓ matched"| D
C -->|"no match"| R1
G -.->|"defines allowed surfaces"| C
D --> E
E -->|"✓ loaded"| F
E -->|"error"| R2["🔇 Mod Disabled"]
style A fill:#EBF5FB,stroke:#2E5F8A,stroke-width:2px
style B fill:#FDEBD0,stroke:#E67E22,stroke-width:2px
style C fill:#E8F8F5,stroke:#1ABC9C,stroke-width:2px
style D fill:#F5EEF8,stroke:#8E44AD,stroke-width:2px
style E fill:#EBF5FB,stroke:#2E5F8A,stroke-width:2px
style F fill:#D5F5E3,stroke:#27AE60,stroke-width:2px
style G fill:#FEF9E7,stroke:#F1C40F,stroke-width:2px
style R1 fill:#FADBD8,stroke:#C0392B,stroke-width:2px
style R2 fill:#FADBD8,stroke:#C0392B,stroke-width:2px
Platform Support
BridgeMod works with any C# / .NET 10.0+ platform:
- ✅ Unity (C# scripting, any supported version)
- ✅ Godot 4.x+ (C# support)
- ✅ Custom C# Game Engines
- ✅ Console Development (Xbox with .NET support)
- ✅ Any .NET 10.0+ Application
Choose your engine. BridgeMod handles the modding.
Getting Started
For Game Developers
dotnet add package BridgeMod.SDK
Then declare your mod surfaces:
var surfaces = new ModSurfaceDeclaration("MyGame", "1.0.0");
surfaces.DeclareDataSurface("Balance", "Weapon balance", "data/balance.json");
Load mods safely:
var loader = new ModLoader(new ModValidator());
var mod = loader.LoadMod("my_mod.zip");
For Modders
- Check what surfaces your favorite game supports (auto-generated
MOD_SURFACES.md) - Create mods matching those surfaces
- Package as
.zipwithmanifest.json - Drop in the game's
mods/folder
Documentation
| Document | Purpose |
|---|---|
| QUICKSTART.md | Get up and running in 10 minutes |
| README_DEVELOPMENT.md | Full API reference and implementation details |
| CONSTITUTION.md | Our governing principles—the "why" behind everything |
| MOD_SCHEMA.md | Mod package format specification |
| Roadmap & Execution Plan | Full roadmap (Phases 1-5) |
| Implementation Status | Project status and architecture |
Contributing
We welcome contributions. Before you start:
- Read CONSTITUTION.md - understand our principles
- Check CONTRIBUTING.md - our guidelines and expectations
- Follow our Code of Conduct
Whether it's a typo fix, a bug report, or a feature idea—we appreciate your help bridging the gap.
License
MIT License. See LICENSE for details.
What's Next (Phase 2+)
From our roadmap:
- Phase 2: Enhanced mod surface declarations
- Phase 3: Behavior graph runtime executor
- Phase 4: Procedural control layer
- Phase 5: Optional cloud validation services
We're building this intentionally, phase by phase. Stability matters more than speed.
BridgeMod is a passion project. We're learning as we go. If you believe in safer, more transparent modding—whether you're a developer or a modder—you're welcome here.
Let's build something that makes both sides trust each other a little more. 🌉
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- Newtonsoft.Json (>= 13.0.3)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
v0.2.2: Added architecture diagram to documentation. Improved XML doc coverage for better IntelliSense. No API changes.