Developer: Mursisru
Important
- BepInEx 5 required for Bridge - Studio connects to
ws://127.0.0.1:9005only 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.
- Critical warnings
- Quick start (Visual HUD)
- Requirements
- Install
- Projects
- Build
- Usage
- Dev logs
- Documentation
- License
- Start Nuclear Option + Bridge, open Nuclear Studio, click Connect.
- Tab Visual HUD Editor → + Label → drag on canvas → edit text/color.
- Preview in game — labels appear in cockpit overlay.
- Save layout —
%AppData%\NuclearOptionSDK\layouts\visual-hud.json
- 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
-
Download
NuclearOptionSDK-v*-win64.zipfrom Releases. -
Extract Bridge DLLs to:
Nuclear Option\BepInEx\plugins\NuclearOptionSDK\ -
Run
NuclearOptionSDK.Studio.exefrom 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.
| 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 |
cd C:\Users\at747\source\repos\NuclearOptionSDK_Engine
dotnet build NuclearOptionSDK.slnx -c ReleaseBridge Release copies dependency DLLs to BepInEx\plugins\NuclearOptionSDK\. Restart NO after rebuild.
- Start Nuclear Option with BepInEx and Bridge loaded.
- Run NuclearOptionSDK.Studio.
- Connect to
ws://127.0.0.1:9005, Test ping. - Use Scene Explorer, API Explorer (offline Cecil), REPL, HUD Designer, Mod Builder.
- Game Code: ApiSurface index + ILSpy decompilation from
Assembly-CSharp.dll— seedocs/API_SURFACE.md,docs/DECOMPILER.md. Game required at Studio startup.
| Component | Path |
|---|---|
| Studio | %AppData%\NuclearOptionSDK\logs\studio-*.log |
| Bridge | BepInEx\plugins\NuclearOptionSDK_Data\logs\bridge-*.log |
See docs/DEV_LOGGING.md.
| 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) |
MIT — see LICENSE.
nuclear-option, modding, sdk, bepinex, harmony, avalonia, csharp, unity, ilspy