diff --git a/README.md b/README.md index 497dc6dd..65481740 100644 --- a/README.md +++ b/README.md @@ -3,7 +3,7 @@ [![License](https://img.shields.io/badge/license-MIT-brightgreen.svg)](https://github.com/modio/UnityPlugin/blob/master/LICENSE) [![Discord](https://img.shields.io/discord/389039439487434752.svg?label=Discord&logo=discord&color=7289DA&labelColor=2C2F33)](https://discord.mod.io) [![Master docs](https://img.shields.io/badge/docs-master-green.svg)](https://github.com/modio/UnityPlugin/wiki) -[![Unity 3D](https://img.shields.io/badge/Unity-2018.2-lightgrey.svg)](https://unity3d.com/) +[![Unity 3D](https://img.shields.io/badge/Unity-2017.2+-lightgrey.svg)](https://unity3d.com/) Welcome to [mod.io](https://mod.io) Unity Plugin. It allows game developers to easily control the browsing and installation of mod files in their games. It provides a C# interface built on the Unity Engine to connect to the [mod.io API](https://docs.mod.io). We have a [test environment](https://test.mod.io) available which offers developers a private sandbox to try the Unity Plugin out. @@ -112,7 +112,7 @@ int[] modIds = Utility.MapProfileIds(subscribedMods); ModManager.SetSubscribedModIds(modIds); // -- Download, Update, and Install Subscribed Mods -- -activeSceneComponent.StartCoroutine(ModManager.DownloadAndUpdateMods_Coroutine(modIds, +activeSceneComponent.StartCoroutine(ModManager.DownloadAndUpdateMods_Coroutine(modIds, () => OnCompleted())); ``` @@ -156,7 +156,7 @@ mod.io offers the same core functionality as Steamworks Workshop (1 click mod in * Your community can consume the mod.io API to build modding fan sites or discord bots if they want * Communicate and interact with your players, using our built-in emailer -## Large studios and Publishers +## Large studios and Publishers A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. [Contact us](mailto:developers@mod.io?subject=Whitelabel) to discuss. ## Dependencies