Revision Difference
Addons/GettingStarted#551434
<cat>Code.Misc</cat>
<title>Creating a runtime addon</title>
# Creating an addon project
Start s&box in "Content Mode".
<upload src="b4bc4/8db9a1f9d9d8b43.png" size="12387" name="contentmode.png" />
Once in game, select "New Project..." under "File" on the menu bar.
<upload src="b4bc4/8db9a20127ec8df.png" size="9083" name="newproject.png" />
Select the "Addon" project type and give it a name.
<upload src="b4bc4/8db9a20822c03f6.png" size="16584" name="image.png" />
# Coding your runtime addon
Once created, right-click your addon under the "Addon" list in the "Projects" dock
and select "Open in Visual Studio". See [Setting up Visual Studio](https://wiki.facepunch.com/sbox/Setting_up_Visual_Studio) for a guide on setting up VS.
and select "Open in Visual Studio". See: [Setting up Visual Studio](/sbox/Setting_up_Visual_Studio) for a guide on setting up VS.
<upload src="b4bc4/8db9a20f111a4a5.png" size="14081" name="image.png" />
Right click your project and create a new class with Add->New Item... (or press **CTRL+SHIFT+A**), and then give your new class a name.
<upload src="b4bc4/8db9a21646b8a36.png" size="23789" name="image.png" />
The file you just created is where you'll be creating the "Primary Type" class for your runtime addon.
In the case of the Sandbox gamemode, this is the entity that users of your addon will spawn when they select it in the entities list. You'll need a class which inherits from some kind of [Entity](https://asset.party/api/Sandbox.Entity).
You'll most likely want to use [ModelEntity](https://asset.party/api/Sandbox.ModelEntity).
The code for the runtime addon featured in this article is very basic:
```csharp
namespace Sandbox;
public partial class MyAddonThing : ModelEntity
{
private TimeSince _lastJump;
public override void Spawn()
{
base.Spawn();
Model = Cloud.Model( "facepunch.soda_can" );
SetupPhysicsFromModel( PhysicsMotionType.Dynamic );
}
[GameEvent.Tick.Server]
private void OnTickServer()
{
if ( _lastJump >= 3 )
{
PhysicsGroup?.AddVelocity( Vector3.Up * Game.Random.Next( 80, 120 ) + Rotation.Forward * 60 );
_lastJump = 0;
}
}
}
```
This code defines a soda can entity that'll hop forwards every 3 seconds.
# Preparing to upload your addon to asset.party
Once you are ready to upload your addon to [asset party](https://asset.party/) click the cog on your addon in the "Projects" dock. (Or right-click it and select "Project Settings...".)
<upload src="b4bc4/8db9a23f7a29995.png" size="5002" name="image.png" />
<upload src="b4bc4/8db9a2447553b2d.png" size="46800" name="image.png" />
## Assigning your addon to your organisation and tags
Once here, make sure to set "Organisation Ident" to that of your asset.party organisation.
Make sure to add the tags **"entity"** and **"runtime"** to the "Tags" of your addon.
<upload src="b4bc5/8db9bc18e9d3f8f.png" size="1808" name="tags.png" />
<warning>
These tags are required for your entity to show up in the entity list in the Sandbox gamemode and be eligible to spawn. These requirements may change in the future, especially if/when the Sandbox gamemode is re-written.
</warning>
If you're creating an NPC, include the tag **"npc"**.
## Target Game
As this guide assumes you are making addons for the "Sandbox" gamemode, you'll need to set "Target Game" to "facepunch.sandbox". For other gamemodes, it's as simple as: `orgident.gamemodeident`.
<upload src="b4bc4/8db9a2483c3c470.png" size="1949" name="image.png" />
## Primary Type
Find "Runtime Addon" under "Addon".
<upload src="b4bc4/8db9a249afc7739.png" size="1720" name="image.png" />
Set "Primary Type" to the class you made earlier. The way you do this is by typing the full class path, including namespaces.
In our case, it's `Sandbox.MyAddonThing`.
<upload src="b4bc5/8db9a31274397e4.png" size="12868" name="type.png" />
<upload src="b4bc4/8db9a25437118ff.png" size="1979" name="image.png" />
If your class were under a different namespace, such as `Sandbox.Entities.Fun`, then you would include it in full: `Sandbox.Entities.Fun.MyAddonThing`.
The reason you need to set Primary Type is so that the target gamemode knows which class to instantiate when you want to create/spawn your addon in-game.
For example, the Sandbox gamemode does something like this:
```csharp
var entityname = package.GetMeta( "PrimaryAsset", "" );
await package.MountAsync( true );
var type = TypeLibrary.GetType( entityname );
var ent = type.Create<Entity>();
// Do stuff with "ent"
```
See [Mounting assets at runtime](https://wiki.facepunch.com/sbox/Downloading_Assets_For_Your_Server) for more information about mounting packages at runtime.
See: [Mounting assets at runtime](/sbox/Downloading_Assets_For_Your_Server) for more information about mounting packages at runtime.
# Uploading to asset.party
Under "Publishing", click "Upload To Asset Party".
<upload src="b4bc4/8db9a2655cabf40.png" size="2598" name="image.png" />
Select your org like before, click "Next" and follow the upload wizard's steps.
## Addon Publish State
After your addon is done uploading, click the "View on asset.party" button on your addon in the "Projects" dock.
<upload src="b4bc4/8db9a27937a33f3.png" size="2028" name="image.png" />
Set the "Publish State" to Released, otherwise your addon will not appear in-game. After that's done, click "Save Changes". Your addon is now ready to be used in the Sandbox gamemode.
<warning>
It may occur that the asset.party version of your addon no longer has the tags you applied earlier. You may have to re-apply them on the website.
</warning>
<upload src="b4bc5/8db9bc188f0f802.png" size="27445" name="tags2.png" />