Custom Engine / C++ SDK
For a custom or C++ engine. Two ways to integrate:
Option 1 - REST API directly (available now)
Call the REST API from your engine's HTTP layer. Nothing to install, no SDK. This is the right path for any non-C++ engine (Rust, C#, in-house) and the simplest path for C++ too. Auth is the XF-Api-Key header; scoping is automatic per key.
This is what a custom-engine developer does on AyakaMods as well - their engine plugins are Unreal/Unity only, and a custom engine drops to the raw API there too.
Option 2 - AyakaMods C++ SDK (fork of AyakaMods's MIT SDK, in progress)
AyakaMods maintains a fork of AyakaMods's open-source C++ SDK, repointed to the AyakaMods backend. The transport layer is already repointed:
- Host: single AyakaMods host (not AyakaMods's per-game subdomains)
- Base path:
/api - Auth:
XF-Api-Keyrequest header
What maps cleanly today: browse/get mods, versions, file download, categories, games, submit/edit mods and versions. See Feature Support for the full matrix, including the features that need AyakaMods-side endpoints first (subscriptions, dependencies, collections).
The SDK fork is under active work and requires a C++17 + CMake toolchain to build. For most integrations the REST API (Option 1) is the faster path.
Configuration
Whichever path, you need:
- Your API key (game-scoped for an official developer; broad for a mod manager)
- Base URL:
https://ayakamods.com/api/
See Getting Started and Authentication.