Distribute and Install a Plug-in

Once you have your plug-in set up and working well in your own 3ds Max Interactive installation, you'll probably be excited to distribute it to others in the community. We hope you will! Customers are already taking 3ds Max Interactive in fascinating new directions -- and with the help of developers like you this process will only accelerate.

This page covers some things you need to know about getting a plug-in up and running on someone else's system for the first time.

What you have to do

Get your .stingray_plugin file, along with all the other files your plug-in depends on, to your end-user somehow.

There are no requirements on how you should do this -- you could post a zip for download on the web or on your organization's intranet, you could share the files on GitHub, you could make an installer, you could send a zip by e-mail, post it on the Area, charge money for it on Creative Market, whatever works for you.

NOTE: We're working on opening up the Gamedev portal for third-party developers to post their plug-ins, sample projects and custom assets. This is where the editor finds all the online content it offers in the Project Manager, Plugin Manager and Asset Browser. We're not quite done yet, but stay tuned and we'll let you know when it's ready.

What your plug-in user has to do

First of all, your end-user has to get your plug-in files through whatever means you've chosen to distribute them, and put them somewhere locally on the machine where they have 3ds Max Interactive installed.

Then, they need to use the editor's Plugin Manager to install and load the plug-in. For details on this, see Customize 3ds Max Interactive using Plug-ins.

Ideally, anything else that's necessary would happen automatically. However, depending on what your plug-in adds to the 3ds Max Interactive system, your user may have a few extra steps to do:

Option: including the plug-in in a project

If you want to distribute the whole source folder for a project, so that others can load up the project and edit it in the editor, you don't have to send your plug-ins along in separate packages.

If you put a plug-in folder inside the project, the editor will be able to see it only when that project is loaded. This may be useful if your project needs a particular version of a plug-in in order to work, but it's not important for the user to be able to use that plug-in with other projects too.

Note that although the editor will find the plug-in and show it in the Plugin Manager automatically, all the other extra manual steps above are still needed.