Skip to content

Repository files navigation

Developer: Mursisru

Nuclear Option SDK

Nuclear Option BepInEx 5 Version License: MIT


Critical warnings

Important

  • BepInEx 5 required for Bridge - Studio connects to ws://127.0.0.1:9005 only when Nuclear Option is running with the Bridge plugin loaded.
  • Restart Nuclear Option after every Bridge rebuild - stale in-game DLL will not match Studio protocol.

Warning

Do not mix Bridge and Studio versions - use matched assets from the same release; mismatched protocol fails the WebSocket handshake.

Note

Game install path required for Studio - API index / ILSpy decompilation needs Assembly-CSharp.dll at Studio startup.

IDE + BepInEx WebSocket bridge for Nuclear Option mod development. Nuclear Studio (Avalonia desktop) connects to an in-game bridge plugin for scene inspection, API exploration, REPL, Visual HUD Editor, and mod scaffolding.

Bridge GUID: com.at747.nuclearoptionsdk.bridge
Release: 0.7.0 · dev 0.7.0 Build DEV2VP1

Important

Game must be running with BepInEx and the Bridge plugin loaded before Studio can connect (ws://127.0.0.1:9005). Restart Nuclear Option after every Bridge rebuild.

Table of contents


Quick start (Visual HUD, no code)

  1. Start Nuclear Option + Bridge, open Nuclear Studio, click Connect.
  2. Tab Visual HUD Editor+ Label → drag on canvas → edit text/color.
  3. Preview in game — labels appear in cockpit overlay.
  4. Save layout%AppData%\NuclearOptionSDK\layouts\visual-hud.json

Requirements

  • Nuclear Option (Steam) with BepInEx 5
  • .NET 8 SDK (Studio) + .NET Framework 4.8 (Bridge)
  • Game install path configured for Cecil / ILSpy index (see docs/API_SURFACE.md)
  • Windows x64

Install

Players / mod authors (release)

  1. Download NuclearOptionSDK-v*-win64.zip from Releases.

  2. Extract Bridge DLLs to:

    Nuclear Option\BepInEx\plugins\NuclearOptionSDK\
    
  3. Run NuclearOptionSDK.Studio.exe from the zip (or build output).

Warning

Do not mix Bridge versions — Studio and Bridge must come from the same release. Mismatched protocol versions fail the WebSocket handshake.


Projects

Project Output
NuclearOptionSDK.Protocol Shared IPC DTOs
NuclearOptionSDK.Decompiler IL→C# via ILSpy engine (MIT), Studio-only
NuclearOptionSDK.Bridge NuclearOptionSDK.Bridge_Engine.dll + deps → BepInEx/plugins/NuclearOptionSDK/
NuclearOptionSDK.Studio Avalonia desktop IDE
NuclearOptionSDK.ModKit Harmony codegen + MSBuild mod scaffold

Build

cd C:\Users\at747\source\repos\NuclearOptionSDK_Engine
dotnet build NuclearOptionSDK.slnx -c Release

Bridge Release copies dependency DLLs to BepInEx\plugins\NuclearOptionSDK\. Restart NO after rebuild.


Usage

  1. Start Nuclear Option with BepInEx and Bridge loaded.
  2. Run NuclearOptionSDK.Studio.
  3. Connect to ws://127.0.0.1:9005, Test ping.
  4. Use Scene Explorer, API Explorer (offline Cecil), REPL, HUD Designer, Mod Builder.
  5. Game Code: ApiSurface index + ILSpy decompilation from Assembly-CSharp.dll — see docs/API_SURFACE.md, docs/DECOMPILER.md. Game required at Studio startup.

Dev logs

Component Path
Studio %AppData%\NuclearOptionSDK\logs\studio-*.log
Bridge BepInEx\plugins\NuclearOptionSDK_Data\logs\bridge-*.log

See docs/DEV_LOGGING.md.


Documentation

Doc Topic
docs/API_SURFACE.md Cecil API index
docs/DECOMPILER.md ILSpy integration
docs/DEV_LOGGING.md Log locations
docs/REFERENCES.md Third-party references (UnityExplorer GPL, read-only)

License

MIT — see LICENSE.


Keywords

nuclear-option, modding, sdk, bepinex, harmony, avalonia, csharp, unity, ilspy

About

IDE and BepInEx bridge for Nuclear Option mod development (pre-release)

Topics

Resources

Stars

Watchers

Forks

Releases

Packages

Contributors

Languages