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Tweaked docs encoding
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intenscia committed Jul 4, 2024
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6 changes: 3 additions & 3 deletions public/en-us/console-platforms/console-sdks.md
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Expand Up @@ -9,11 +9,11 @@ sidebar_position: 4

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/)
* [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/)

:::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.
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](mailto:developers@mod.io).
:::
2 changes: 1 addition & 1 deletion public/en-us/console-platforms/gdk.md
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Expand Up @@ -45,7 +45,7 @@ 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
Please contact us for further instructions for authenticating with Xbox Live: developers@mod.io.

## Consent

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8 changes: 4 additions & 4 deletions public/en-us/console-platforms/overview.md
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Expand Up @@ -8,18 +8,18 @@ import CrossLink from '@site/src/components/CrossLink'

# Supporting Console Platforms

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** |
|------|------|------|------|------|
| **Xbox One** |||||
| **Xbox Series X** |||||
| **Nintendo Switch** |||||
| **PlayStation 4** |||||
| **PlayStation 5** |||||
| **PlayStation®4** |||||
| **PlayStation®5** |||||

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)
* SnowRunner - Xbox, PS4/PS5®, Switch (https://mod.io/g/snowrunner)
* Space Engineers - Xbox (https://mod.io/g/spaceengineers)
* Skater XL - Xbox, PS4/PS5 (https://mod.io/g/skaterxl)

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10 changes: 5 additions & 5 deletions public/en-us/console-platforms/ps4.md
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---
import CrossLink from '@site/src/components/CrossLink'

# PlayStation®4 & PlayStation®5
# PlayStation®4 & PlayStation®5

Typical requirements for PS4™ & PS5® games include:
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 must allow users the option of playing without mod.io functionality
Expand All @@ -24,15 +24,15 @@ All games supporting UGC must be approved individually, and you will be required

## SDK Access

Please contact us for access to the PS4/PS5 SDKs so we can guide you through the steps: 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

On PS4/PS5, only UGC which follows the rules should be made available to download and play. Our moderation tools and web dashboard allow you to control this process and manage the types of UGC available on PS4/PS5 without any additional development required.

## Authentication

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.
On PS4/PS5, you can authenticate the user via our PlayStationNetwork 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](/terms/).

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
Please contact us for more details on how to authenticate with PSN: developers@mod.io.

## Networking & Storage

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2 changes: 1 addition & 1 deletion public/en-us/console-platforms/switch.md
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Expand Up @@ -32,7 +32,7 @@ Only UGC which follows the rules should be made available to download and play.

## 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
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.
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4 changes: 2 additions & 2 deletions public/en-us/game-integration/unity/overview.md
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Expand Up @@ -22,8 +22,8 @@ To access console platforms and documentation, see [Supporting Console Platforms
| Linux ||
| Xbox One ||
| Xbox Series X ||
| PlayStation®4 ||
| PlayStation®5 ||
| PlayStation®4 ||
| PlayStation®5 ||
| Nintendo Switch ||
| iOS ||
| Android ||
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Expand Up @@ -118,7 +118,7 @@ You’re able to selectively restrict a user from being able to perform the foll
Depending on the user’s actions and their severity, you can select one, some, or all of these options to limit their interactions with other users and the UGC for your game.

:::note
In extreme cases, users can also be banned entirely - if you require a user to be banned, please contact us.
In extreme cases, users can also be banned entirely - if you require a user to be banned, please [contact us](mailto:support@mod.io).
:::

To restrict a user, visit their profile page by clicking their display name anywhere it is displayed on the mod.io website. Once you are on their profile page, click **Manage permissions**.
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4 changes: 2 additions & 2 deletions public/en-us/game-management/monetization/how-it-works.md
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Expand Up @@ -18,7 +18,7 @@ Token Packs are sold at a price of USD$0.01 per-token, so $1 for 100, on which w

When $1 is spent to purchase 100 tokens, and those tokens are then used to purchase a piece of content:

* USD$0.48 (48%) is used to cover the payment processor fee (e.g. Steam, PlayStation&trade:Store, Xbox, iOS, Android, or Tilia on Web), and the remainder is profit for the game studio
* USD$0.48 (48%) is used to cover the payment processor fee (e.g. Steam, PlayStationStore, Xbox, iOS, Android, or Tilia on Web), and the remainder is profit for the game studio
* USD$0.52 (52%) is used to cover the fixed wholesale rate of the tokens, broken down as follows:
- USD$0.4 (40%) is allocated to the tokens earnings pool (i.e. the Marketplace economy)
- When these 100 tokens are spent, the default is for 70% of the tokens to go to the creator, and 30% go to the studio (this split can be adjusted in your dashboard)
Expand Down Expand Up @@ -77,7 +77,7 @@ So in total, the studio share after the sale of this token pack, and its use to

### Sales originating from external platforms (Steam, PlayStation, Xbox, etc.)

Player purchases tokens from an external platform (Steam, PlayStation store, Microsoft Store, etc). The price is still $0.01 per token. In this example, we’ll again assume the sale of a token pack of 1000 tokens for $10.
Player purchases tokens from an external platform (Steam, PlayStation Store, Microsoft Store, etc). The price is still $0.01 per token. In this example, we’ll again assume the sale of a token pack of 1000 tokens for $10.

The external platform would charge 30% of that, leaving $7. Platforms rate vary, for example Epic Game Store would only charge 12%, but for this example we’ll assume a 30% rate which is the standard for Steam, PlayStation or Xbox. The studio will then get the remaining $7 paid directly to them by the platform as royalties.

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2 changes: 1 addition & 1 deletion public/en-us/game-management/monetization/invoices.md
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Expand Up @@ -6,7 +6,7 @@ slug: /monetization/invoices/

# Invoices

For any Token SKU sales made on external platforms (ex: Steam, Microsoft Store, PlayStation Store), the game publisher or studio will be issued an invoice at the start of the next month, for all sales made through that previous month.
For any Token SKU sales made on external platforms (ex: Steam, Microsoft Store, PlayStationStore), the game publisher or studio will be issued an invoice at the start of the next month, for all sales made through that previous month.

Studios will have the ability to pay the invoice through their game admin dashboard. Please note you will need to have sufficient funds in your game or individual wallet in order to pay the transaction.

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2 changes: 1 addition & 1 deletion public/en-us/game-management/monetization/marketplace.md
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Expand Up @@ -38,7 +38,7 @@ Once purchased, the player is automatically subscribed to the premium UGC and th

Players will be able to self-service refund any transactions they have made through their Account on mod.io, with some restrictions detailed below.

- **Token Packs** - Players can request a refund for any unused token packs they have purchased via the mod.io website within 30 days of purchase. If they've used any part of the tokens purchased, it won't be eligible for a refund. One token pack refund request is available automatically every year. If they've purchased token packs through other platforms (ex: Steam, Microsoft Store, PlayStation Store), they’ll need to request a refund through the relevant platform, and follow their own refund policy.
- **Token Packs** - Players can request a refund for any unused token packs they have purchased via the mod.io website within 30 days of purchase. If they've used any part of the tokens purchased, it won't be eligible for a refund. One token pack refund request is available automatically every year. If they've purchased token packs through other platforms (ex: Steam, Microsoft Store, PlayStationStore), they’ll need to request a refund through the relevant platform, and follow their own refund policy.

- **Premium UGC** - Players can refund a premium UGC purchase via the mod.io website within 7 days of purchase. Up to eight refunds of premium UGC purchases are available automatically every year.

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2 changes: 1 addition & 1 deletion public/en-us/modio/getting-started.md
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Expand Up @@ -43,6 +43,6 @@ Web-apps or games that require atomic control over their mod.io implementation a

## Enable Cross-Platform UGC

mod.io is an authorized middleware provider for PlayStation®4 & PlayStation®5, Xbox and Switch. We offer [full support and compliance with certification](/platforms/), native SDKs and single sign-on. mod.io enables seamless, cross-platform UGC, and helps your creators to reach their audience across PC, consoles and mobile.
mod.io is an authorized middleware provider for PlayStation®4 & PlayStation®5, Xbox and Switch. We offer [full support and compliance with certification](/platforms/), native SDKs and single sign-on. mod.io enables seamless, cross-platform UGC, and helps your creators to reach their audience across PC, consoles and mobile.

To get started, speak to your platform account managers about adding mod.io and UGC to your game. You can also reach out to us directly, where we can introduce you to our dedicated account managers who are experienced in (and enthusiastic about) [mod.io](https://mod.io) and UGC.
2 changes: 1 addition & 1 deletion public/en-us/modio/terms-user-consent.md
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Expand Up @@ -79,7 +79,7 @@ To make this easy to manage, all of the [platform authentication flows](https://

## Considerations

You are able to change when, where, and how you present the acceptance dialog (for example same games require acceptance every time a player clicks into the mod menu). If you do make changes to the flow above, be aware that you are responsible for ensuring that the users agreement is properly collected and reported. Failure to do so correctly is a breach of the [mod.io Game Terms](https://mod.io/gameterms). If you have any questions or want mod.io to review your implementation, please contact us.
You are able to change when, where, and how you present the acceptance dialog (for example same games require acceptance every time a player clicks into the mod menu). If you do make changes to the flow above, be aware that you are responsible for ensuring that the users agreement is properly collected and reported. Failure to do so correctly is a breach of the [mod.io Game Terms](https://mod.io/gameterms). If you have any questions or want mod.io to review your implementation, please [contact us](mailto:developers@mod.io).

:::tip
If you have your own UGC EULA or terms, you can use your discretion as to when you incorporate them.
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2 changes: 1 addition & 1 deletion public/en-us/web-services/authentication/overview.md
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Expand Up @@ -17,4 +17,4 @@ When interacting with mod.io you may wish to use your own managed identity provi
| Embeddable ModHub | OpenID or OAuth 2.0 Authorization Code Flow |
| mod.io Website | OAuth 2.0 Authorization Code Flow |

mod.io recommends that unless you require the ability to use your own identity provider, you should default to using our first party authentication options such as Steam, Xbox Live, PlayStation™Network, etc. which are flows supported both in-game and via our official website. Studio authentication is considered an advanced feature for studios that wish to develop and support their own identity provider.
mod.io recommends that unless you require the ability to use your own identity provider, you should default to using our first party authentication options such as Steam, Xbox Live, PlayStationNetwork, etc. which are flows supported both in-game and via our official website. Studio authentication is considered an advanced feature for studios that wish to develop and support their own identity provider.
2 changes: 1 addition & 1 deletion public/en-us/web-services/marketplace/overview.md
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Expand Up @@ -13,7 +13,7 @@ mod.io supports the management of player-owned entitlements on first party platf

#### Glossary

- **Platform**: A first party platform, such as Steam, Xbox Live, PlayStation™Network, etc.
- **Platform**: A first party platform, such as Steam, Xbox Live, PlayStationNetwork, etc.
- **Virtual Token**: mio's - mod.io's Virtual Token Currency which underpins your studios currency (which may have a vanity title).

When it comes to implementing monetization features provided by mod.io, there is an important decision your studio must make as to who is processing the platform entitlements and their subsequent transactions with mod.io.
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Expand Up @@ -158,7 +158,7 @@ Refer to the table below to determine if you can defer entitlement state where t
**Platform API** | **Manages Entitlement State?**
|----------|----------
| Xbox Live | Yes
| PlayStation™Network | Yes
| PlayStationNetwork | Yes
| Steam | Yes
| Google Play Store | No
| Apple App Store | No
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