Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Sideload
Write a mod interface as HTML, CSS and JavaScript. Sideload renders the web bundle into real Unity UI and puts it on the in game phone, so an app is three files instead of a thousand lines of panel code.
| Last updated | 13 hours ago |
| Total downloads | 12 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | DooDesch-Sideload-1.0.1 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3README
Sideload - Web UIs for Schedule I Mods
🛟 Need help or found a bug? Get support at support.doodesch.de/sideload.
A framework, not a feature. Sideload renders mod interfaces written as
index.html+app.css+app.jsinto real Unity UI and TextMeshPro. No browser, no native code, no subprocess. Install it because a mod you want depends on it.
Source + docs · Reference app (WhatsDab) · Support
Players
Sideload adds no gameplay, no menu and no phone app of its own. Mods that build their interface with it list it as a dependency and your mod manager installs it for you. It sits idle until one of those mods registers an app, and every developer tool inside it is off until you switch it on.
Installed by hand? Sideload.dll goes in Mods/, and AngleSharp.dll + Jint.dll + Esprima.dll go in
UserLibs/ (the mod also finds them next to itself in Mods/). Without them no page will build.
Mod authors
- HTML instead of nested panels, CSS instead of
sizeDeltaarithmetic. Real flexbox, a real cascade, real selectors, TextMeshPro text. - One call for a phone app.
Apps.Register(id, bundlePrefix, title)and your bundle renders behind an icon on the in game phone. Registering before Sideload loads is fine; the call replays. - A two way bridge.
s1.call('name', arg)reaches a C# handler in the same frame and returns its string;app.Emit('name', payload)pushes back intos1.on(...). - Chrome DevTools. One preference and the real inspector attaches to a page running inside the game: console, evaluate, Elements tree, reload from disk.
- No hard dependency. The
Sideload.Apishim is one file with zero references. It is a no op when Sideload is absent and lights up when it is there, so your mod ships one DLL either way. fetchis default deny. A page reaches no host until your mod names it withAllowHost.
Start here: WhatsDab is a complete chat app for the in game phone, written as three web files, that you can install, read and copy. The step by step guide, the exact CSS subset and the layout rules that differ from a browser are in the wiki.
Requirements
Schedule I (IL2CPP) with MelonLoader 0.7.3+. No S1API.
Settings
Under Sideload_01_Main in UserData/MelonPreferences.cfg. All of it
is developer tooling and all of it is off by default.
DevTools (false) turns on the Chrome DevTools Protocol server on 127.0.0.1; anything that can reach
that port can run code in your pages, so leave it off unless you are building an app. DevToolsPort
(9333) is the loopback port. DevToolsAutoOpen (true) opens the browser at the landing page once the
first page mounts. DevToolsFetchFrontend (true) lets Sideload download the DevTools interface once into
UserData/, so the inspector works offline afterwards. DevToolsFrontend (empty) overrides that with a
folder holding your own copy.
License
MIT. See the included LICENSE.md. Bundles AngleSharp (MIT) and Jint with Esprima (BSD-2).