ReadyM.SDK.Oblivion.Common
1.0.0-rc.2
dotnet add package ReadyM.SDK.Oblivion.Common --version 1.0.0-rc.2
NuGet\Install-Package ReadyM.SDK.Oblivion.Common -Version 1.0.0-rc.2
<PackageReference Include="ReadyM.SDK.Oblivion.Common" Version="1.0.0-rc.2" />
<PackageVersion Include="ReadyM.SDK.Oblivion.Common" Version="1.0.0-rc.2" />
<PackageReference Include="ReadyM.SDK.Oblivion.Common" />
paket add ReadyM.SDK.Oblivion.Common --version 1.0.0-rc.2
#r "nuget: ReadyM.SDK.Oblivion.Common, 1.0.0-rc.2"
#:package ReadyM.SDK.Oblivion.Common@1.0.0-rc.2
#addin nuget:?package=ReadyM.SDK.Oblivion.Common&version=1.0.0-rc.2&prerelease
#tool nuget:?package=ReadyM.SDK.Oblivion.Common&version=1.0.0-rc.2&prerelease
ReadyM.SDK.Oblivion.Common
Shared types for an OblivionMP mod: the archetypes, ECS components and RPC contracts that the two halves of a mod have to agree on, plus the ReadyM source generator that turns them into registrations.
Reference this from your mod's shared project. The client and server packages both depend on it, so you do not need to add it again alongside them.
Which package do I need
A mod is three projects, and there is one package per project:
| your project | package |
|---|---|
| shared code | ReadyM.SDK.Oblivion.Common |
| the mod that runs in the game | ReadyM.SDK.Oblivion.Client |
| the mod that runs on the relay server | ReadyM.SDK.Oblivion.Server |
All three target net10.0. Client and Server both depend on Common, and neither depends on the
other. That is deliberate: shared code cannot reach into client-only API and then fail when the
server loads it, and neither half can reference the other's SDK by accident.
dotnet add package ReadyM.SDK.Oblivion.Common
Add --prerelease while the version you want is a preview.
What is in it
OblivionMp.Sdk.Common, with the Oblivion archetypes and shapes such as Player and Actor, and the
Oblivion component types and values both halves agree on.
The game-agnostic part comes from ReadyM.SDK.Common, a dependency of this package: the ReadyM SDK and its
attributes, the core API and multiplayer layer, and the ECS. Its source generator ships as an analyzer, so it
runs in every project that references this package, directly or through the client or server package.
The game and the relay server load these assemblies themselves, so your mod folder only needs your own.
| 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
- ReadyM.SDK.Common (>= 1.0.0-rc.2)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on ReadyM.SDK.Oblivion.Common:
| Package | Downloads |
|---|---|
|
ReadyM.SDK.Oblivion.Server
SDK for the server-side half of an OblivionMP mod, hosted by the ReadyM relay server. |
|
|
ReadyM.SDK.Oblivion.Client
SDK for the in-game half of an OblivionMP mod. Includes the game-side mod and the CEF web UI with its page RPC generator. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.0.0-rc.2 | 80 | 10/16/2026 |
| 1.0.0-rc.1 | 105 | 10/15/2026 |