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8 changes: 4 additions & 4 deletions public/console-platforms/console-sdks.md
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For studios that have signed the appropriate NDA with the relevant platfrom, we offer console modules for each SDK and accompanying documentation:

* [PlayStation®4](https://docs.mod.io/partners/ps4/)
* [PlayStation®5](https://docs.mod.io/partners/ps5/)
* [Xbox GDK](https://docs.mod.io/partners/xbox/)
* [Nintendo Switch](https://docs.mod.io/partners/switch/)
* [PlayStation®4](/partners/ps4)
* [PlayStation®5](/partners/ps5)
* [Xbox GDK](/partners/xbox)
* [Nintendo Switch](/partners/switch)

:::note
These links will only work for studios who we have verified as being under the applicable NDA. If you believe you are, but cannot access the documentation, please contact us.
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4 changes: 2 additions & 2 deletions public/console-platforms/gdk.md
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Expand Up @@ -45,11 +45,11 @@ This will provide users with a streamlined login experience tailored to the appr

![Xbox Live log in interface available in the mod.io web UI](images/console-support/xbox_auth_web.png)

Please contact us for further instructions for authenticating with Xbox Live: [developers@mod.io](mailto:developers@mod.io)
Please contact us for further instructions for authenticating with Xbox Live: developers@mod.io

## Consent

If you choose to use Xbox Live authentication (this isn’t required for email), it is a requirement from Microsoft that consent is collected before a user is authenticated for the first time. So when a user clicks the “UGC” button in-game, you must display an acceptance dialog similar to the one explained [Terms & User Consent](/user-consent/) guide.
If you choose to use Xbox Live authentication (this isn’t required for email), it is a requirement from Microsoft that consent is collected before a user is authenticated for the first time. So when a user clicks the “UGC” button in-game, you must display an acceptance dialog similar to the one explained [Terms & User Consent](/terms) guide.

## Networking & Storage

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9 changes: 4 additions & 5 deletions public/console-platforms/overview.md
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Expand Up @@ -4,12 +4,11 @@ title: Supporting Console Platforms
slug: /platforms
sidebar_position: 0
---

import CrossLink from '@site/src/components/CrossLink'

# Supporting Console Platforms

[mod.io](https://mod.io/) is a fully authorized middleware provider for Xbox, PlayStation®4, PlayStation®5 and Nintendo Switch.
mod.io is a fully authorized middleware provider for Xbox, PlayStation®4, PlayStation®5 and Nintendo Switch.

| | **Service Availability** | **Certification Support** | **Native SDK** | **Single Sign-On** |
|------|------|------|------|------|
Expand All @@ -19,12 +18,12 @@ import CrossLink from '@site/src/components/CrossLink'
| **PlayStation 4** |||||
| **PlayStation 5** |||||

You can see examples of [mod.io](https://mod.io/) running on consoles in the following titles today:
You can see examples of mod.io running on consoles in the following titles today:
* SnowRunner - Xbox, PS4™/PS5®, Switch ([https://mod.io/g/snowrunner](https://mod.io/g/snowrunner))
* Space Engineers - Xbox ([https://mod.io/g/spaceengineers](https://mod.io/g/spaceengineers))
* Skater XL - Xbox, PS4/PS5 ([https://mod.io/g/skaterxl](https://mod.io/g/skaterxl))

If you would like to see an example of [mod.io](https://mod.io/) working in any of these games or other titles, please contact [developers@mod.io](mailto:developers@mod.io) for demonstration keys.
If you would like to see an example of mod.io working in any of these games or other titles, please contact developers@mod.io for demonstration keys.

## mod.io Console Featureset

Expand All @@ -34,7 +33,7 @@ We provide a number of tools and features, built directly into our dashboard, AP
* Fully compliant moderation systems that allow you to control UGC released onto each platform
* Ability to upload platform-specific UGC files, helpful if you need to “compile” UGC to work with each respective platform
* Tagging and metadata systems to manage UGC on a per-platform basis
* [Platform and portal headers](https://docs.mod.io/restapiref/#platforms) used to localize content (i.e. display names) and other settings automatically
* [Platform and portal headers](/restapiref/#platforms) used to localize content (i.e. display names) and other settings automatically
* Word filtering and other processes required by each platform
* Support for onboarding, and certification requirements around UGC
* Advanced metrics and reporting so you can compare the usage of UGC, trending content and other key stats across all platforms your games are released
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14 changes: 7 additions & 7 deletions public/console-platforms/ps4.md
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Typical requirements for PS4™ & PS5® games include:
* UGC cannot run scripts or execute code, unless sufficient mitigations are demonstrated to be in place (e.g. sandboxing or manual curation of content)
* UGC must work without the need for manual installation
* Titles utilising [mod.io](https://mod.io/) must allow users the option of playing without mod.io functionality
* If content is created by a user on PS4/PS5, the display name of the user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](https://docs.mod.io/restapiref/#platforms))
* Titles utilising mod.io must allow users the option of playing without mod.io functionality
* If content is created by a user on PS4/PS5, the display name of the user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](/restapiref/#platforms))
* User consent is required the first time before authenticating a user on PS4/PS5 or accessing data from mod.io. Note: a users consent in one game cannot be used in another, all games must get a users consent individually.
* If the user has UGC parental controls disabled, the UGC menu and any UGC installed must be disabled
* Users must be able to play your game without having to create a mod.io account, however UGC should not be made available to users without a mod.io account. This is required to adhere to the TRCs of ensuring consent is collected, and the user has the ability to block content from other users.
* All data [mod.io](https://mod.io/) provides relating to metrics and usage connected to PS4/PS5, are provided at a partner level only, and for private internal use by your team only
* Disclose usage of [mod.io](https://mod.io/) when submitting proposals for UGC implementations and approval via DevNet
* All data mod.io provides relating to metrics and usage connected to PS4/PS5, are provided at a partner level only, and for private internal use by your team only
* Disclose usage of mod.io when submitting proposals for UGC implementations and approval via DevNet
* All existing Technical Requirements, cross-platform Policy requirements and business policies remain in effect. You need to seek appropriate waivers via standard process if your implementation of mod.io contravene these requirements.

All games supporting UGC must be approved individually, and you will be required to go through a dedicated UGC approval process with Sony Interactive Entertainment directly once you are ready to launch the functionality. We recommend contacting your Sony Interactive Entertainment representative to establish their rules for UGC on PS4/PS5 and any specific requirements you will need to meet. We can assist you with this process, and introduce you to our contact in Sony Interactive Entertainment: Antonio Grasso - Global Technology Partnerships if this would be helpful, to get these approvals processed.

## SDK Access

Please contact us for access to the PS4/PS5 SDKs so we can guide you through the steps: [developers@mod.io](mailto:developers@mod.io)
Please contact us for access to the PS4/PS5 SDKs so we can guide you through the steps: developers@mod.io

## Moderation

Expand All @@ -34,7 +34,7 @@ On PS4/PS5, only UGC which follows the rules should be made available to downloa

On PS4/PS5, you can authenticate the user via our PlayStation™Network authentication flow, or by using their email address. We highly recommend using the authentication flow where possible, as it is instant vs email which is not, and more importantly synchronizes a user's PlayStation Network blocklist. The ability to be able to block content from users is a TRC requirement, therefore users must be authenticated before they can access your UGC content via mod.io.

If you choose to use PlayStation Network authentication, Sony Interactive Entertainment requires that you collect user consent before they are authenticated for the first time. So when a user clicks the “UGC” button in-game, you must display an [acceptance dialog](/user-consent/).
If you choose to use PlayStation Network authentication, Sony Interactive Entertainment requires that you collect user consent before they are authenticated for the first time. So when a user clicks the “UGC” button in-game, you must display an [acceptance dialog](/terms).

If your implementation displays the mod.io website or custom web app through a browser overlay, we recommend adding the following query strings to the URL depending on the authentication method you have chosen to support:
* PlayStation Network Authentication: `?portal=psn&login=auto`
Expand All @@ -44,7 +44,7 @@ This will provide users with a streamlined login experience tailored to the appr

![PlayStation Network log in interface available in the mod.io web UI](images/console-support/psn_auth_web.png)

Please contact us for more details on how to authenticate with PSN: [developers@mod.io](mailto:developers@mod.io)
Please contact us for more details on how to authenticate with PSN: developers@mod.io

## Networking & Storage

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8 changes: 4 additions & 4 deletions public/console-platforms/switch.md
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Expand Up @@ -12,7 +12,7 @@ Typical Nintendo Switch requirements include:
* UGC cannot run scripts or execute code, unless sufficient mitigations are demonstrated to be in place (e.g. sandboxing or manual curation of content)
* Nintendo prefers that UGC is called “UGC”, “Items”, “Content”, “Maps” or something similar, not "Mods"
* UGC must work without the need for manual installation
* If content is created by a Nintendo user, the display name of the Nintendo user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](https://docs.mod.io/restapiref/#platforms))
* If content is created by a Nintendo user, the display name of the Nintendo user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](/restapiref/#platforms))
* User consent is required the first time before authenticating a Nintendo user
* If the Nintendo user has UGC parental controls disabled, the UGC menu and any UGC installed must be disabled

Expand All @@ -24,23 +24,23 @@ For Nintendo Switch access, use the verification link at the bottom of this page

![Screenshot of the contact form used for NDA verification via the Nintendo Dev Portal](images/console-support/nintendo_verification.png)

Once verified, notify your [mod.io](https://mod.io/) contact and we will provide access to the Nintendo Switch support module for your integration solution. Alternatively, contact us directly at [developers@mod.io](mailto:developers@mod.io).
Once verified, notify your mod.io contact and we will provide access to the Nintendo Switch support module for your integration solution. Alternatively, contact us directly at developers@mod.io.

## Moderation

Only UGC which follows the rules should be made available to download and play. Also as the most resource constrained platform, often you will find not all content can run on the Switch. Our moderation tools and web dashboard allow you to control this process and manage the types of UGC available on the Nintendo Platform without any additional development required.

## Authentication

On Nintendo platforms, you can authenticate the user with mod.io using their email address, or you can authenticate the user with Nintendo Network ID authentication. Our developers are available to assist and advise on the best implementation: [developers@mod.io](mailto:developers@mod.io)
On Nintendo platforms, you can authenticate the user with mod.io using their email address, or you can authenticate the user with Nintendo Network ID authentication. Our developers are available to assist and advise on the best implementation: developers@mod.io

:::note
We do not currently support login via Nintendo on the mod.io site. Users who are authenticated using a Nintendo Network ID will be limited to only the in-game experience. As such we recommend using Nintendo Network ID authentication where a full in-game integration has been implemented. We are currently negotiating with Nintendo to support authentication on mod.io website with Nintendo Network ID in a future update.
:::

## Consent

If you choose to use Nintendo Network ID authentication (this isn’t required for email), you are required to collect the user's consent before they are authenticated for the first time. So when a user clicks the “UGC” button in-game, you must display an [acceptance dialog](/user-consent/).
If you choose to use Nintendo Network ID authentication (this isn’t required for email), you are required to collect the user's consent before they are authenticated for the first time. So when a user clicks the “UGC” button in-game, you must display an [acceptance dialog](/terms).

## Networking & Storage

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6 changes: 3 additions & 3 deletions public/game-integration/unity/browser.md
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Expand Up @@ -7,18 +7,18 @@ sidebar_position: 3

# UGC Browser

The [mod.io](https://mod.io/) Unity Engine plugin comes with a configurable in-game UGC browser.
The mod.io Unity Engine plugin comes with a configurable in-game UGC browser.

:::warning
> The Browser UI relies on the *config file* that is configured during the [setup instructions](/unity/setup/). Ensure you have completed all of those steps before proceeding.
> The Browser UI relies on the *config file* that is configured during the [setup instructions](/unity/setup). Ensure you have completed all of those steps before proceeding.
:::

The Browser UI is incredibly simple to set up, and completely avoids the complexity that can come with building a full-featured mod browser:

1. Drag the Browser UI prefab at `Assets/Plugins/mod.io/UI/Examples/ModIOBrowser` into your scene.
2. Call its `ModIOBrowser.Browser.Open()` method to show the browser in your scene.

If you want a fuller understanding of the plugin and its features, we recommend following the [getting started guide](/unity/getting-started/).
If you want a fuller understanding of the plugin and its features, we recommend following the [getting started guide](/unity/getting-started).

<p float="left">
<img src="https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/a7f9360d-4837-4d6e-b5cb-db5544a27b8c_orig.png" width="49%" alt="Browser UI screenshot" />
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6 changes: 3 additions & 3 deletions public/game-integration/unity/getting-started.md
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Expand Up @@ -493,7 +493,7 @@ new SearchFilter(2, 10); // Will return results 21-30
```

:::note
Search Filters have a number of options for filtering and ordering your results. See the [reference documentation](https://docs.mod.io/unityref/) (or use code completion in your IDE) for its available options.
Search Filters have a number of options for filtering and ordering your results. See the [reference documentation](/unityref/) (or use code completion in your IDE) for its available options.
:::

### Downloading Images
Expand Down Expand Up @@ -536,7 +536,7 @@ async void SetRandomMod()
The code above relies on `allMods`, which is set in the first [searching for mods](#searching-for-mods) section. **Ensure that `allMods` has been set before running this method.**
:::

This method is downloading the smallest version of the logo, `logoImage_320x180`. However, Mod Profiles have a number of sizes for each image. See the [reference documentation](https://docs.mod.io/unityref/) (or use code completion in your IDE) to view available options.
This method is downloading the smallest version of the logo, `logoImage_320x180`. However, Mod Profiles have a number of sizes for each image. See the [reference documentation](/unityref/) (or use code completion in your IDE) to view available options.

## Getting Subscribed Mods

Expand Down Expand Up @@ -683,7 +683,7 @@ void Update()
In a real implementation, you'll likely track the `modId`'s download and install progress separately to display in your UI. But, this should give you an idea of what's possible with the mod management feature.

:::note
There are a number of mod management events available. See the [reference documentation](https://docs.mod.io/unityref/) (or use code completion in your IDE) for a complete list.
There are a number of mod management events available. See the [reference documentation](/unityref/) (or use code completion in your IDE) for a complete list.
:::

## Using Mods
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4 changes: 2 additions & 2 deletions public/game-integration/unity/installation.md
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# Installation & Setup

## Dependencies
The [mod.io](https://mod.io) Unity Plugin requires the functionality of two other open-source Unity plugins to run. These are included as libraries in the UnityPackage in the `Assets/Plugins/mod.io/ThirdParty` directory:
The mod.io Unity Plugin requires the functionality of two other open-source Unity plugins to run. These are included as libraries in the UnityPackage in the `Assets/Plugins/mod.io/ThirdParty` directory:
* Json.Net for improved Json serialization. ([GitHub Repo](https://github.com/SaladLab/Json.Net.Unity3D) || [Unity Asset Store Page](https://assetstore.unity.com/packages/tools/input-management/json-net-for-unity-11347))
* SharpZipLib to zip and unzip transmitted files. ([GitHub Repo](https://github.com/icsharpcode/SharpZipLib))

Expand Down Expand Up @@ -47,4 +47,4 @@ You'll need your `game ID` and `API key` for the following steps.
Deselect the config file before entering Play mode. A known Unity bug can cause the Editor to crash in Unity 2019-2021.
:::

Your setup is now complete. The [Getting Started guide](/unity/getting-started) will guide you through getting your [mod.io](https://mod.io) integration up and running quickly. If you have any questions or need some help join our [Discord](https://discord.mod.io) server.
Your setup is now complete. The [Getting Started guide](/unity/getting-started) will guide you through getting your mod.io integration up and running quickly. If you have any questions or need some help join our [Discord](https://discord.mod.io) server.
6 changes: 3 additions & 3 deletions public/game-integration/unity/overview.md
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# mod.io Unity Plugin

The [mod.io](https://mod.io/) Unity Engine plugin is the simplest and fastest way to integrate UGC into your Unity **2020.3+** game. It handles all of the common tasks, allowing game developers to quickly and easily implement a solution that enables players to access and discover user-generated content for their games.
The mod.io Unity Engine plugin is the simplest and fastest way to integrate UGC into your Unity **2020.3+** game. It handles all of the common tasks, allowing game developers to quickly and easily implement a solution that enables players to access and discover user-generated content for their games.

A custom built [ready-made UI](/unity/ugc-browser/) for UGC discovery is included, along with installation and collection management, and a full-featured C# interface which connects to the [mod.io REST API](https://docs.mod.io/restapiref/).
A custom built [ready-made UI](/unity/ugc-browser) for UGC discovery is included, along with installation and collection management, and a full-featured C# interface which connects to the [mod.io REST API](/restapiref/).

## Platform Support

To access console platforms and documentation, see [Supporting Console Platforms](/platforms/).
To access console platforms and documentation, see [Supporting Console Platforms](/platforms).

| Platform | Support |
|-----------------|:-------:|
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