Unfortunately, none of the mod hooks have a detailed walkthrough or video tutorial. The documentation assumes that the modder is (generally-speaking) already familiar with using Unity to create mods for Unturned.
Some additional details about each mod hook can be found if you open up the script’s file in a text/code editor. Although some important information may get lost in translation.
There are some topics/posts on this forum that do go into more detail about mod hooks. For example, I’ve made a couple posts about the Weather Event Hook and the Activation Event Hook. You can find them in this topic: Weather Event Hook - #3 by MoltonMontro
The Activation Event Hook is an event listener. When the gameobject is activated, or deactivated, this mod hook is triggered. Here are the summaries for its two functions:
// Invoked when component is enabled and when the game object is activated. OnEnabled()
// Invoked when component is disabled and when the game object is deactivated. // Note that if the component or game object spawn deactivated this will not be immediately invoked. OnDisabled()
The Activation Event Hook cannot activate/deactivate the gameobject on its own. You should use it with something else that can activate/deactivate the gameobject, such as another mod hook.
All mod hooks are script components. Here are the generalized steps you’d use to configure any mod hook that is an event listener:
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Add the mod hook to the gameobject or the component. You should add it to the thing that you want to be listening for the event to occur.
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Choose which gameobject or component the mod hook should effect. By default, this is assigned to “None (Object)”. You should assign this to whatever you want to change, modify, or otherwise affect after the event occurs.
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Select what should happen when the mod hook is triggered. This could be a function available from Unity, or it could be another mod hook.