Skip to content

SILVIA Core ApiModding Reference

Version: 3.1

Namespace: CognitiveCode.Silvia.Api


Hot-Swappable Mission Logic & Runtime Extensibility

SILVIA's Modding API is a runtime plugin architecture that enables hot-swappable mission logic without requiring brain recompilation or application restart. It separates core brain controls from mission-specific behaviors, allowing you to dynamically load C# scripts that extend or replace SILVIA's capabilities on the fly.

This is not just a scripting system. It's a mission logic separation framework that transforms SILVIA from a static AI into a dynamically extensible platform. Load custom behaviors for specific missions, swap out vehicle controllers mid-flight, inject domain-specific logic without touching the core brain—all through runtime C# compilation with full IL2CPP and interpreter support.

Architectural Philosophy: Separation of Concerns

Traditional AI systems: Monolithic brain + hardcoded behaviors = inflexible
SILVIA Modding: Core brain + hot-swappable mission mods = infinite extensibility

Core Principles:

  1. Mission Logic Separation - Core controls stay stable, mission code swaps freely
  2. Runtime Compilation - C# source code → compiled assembly at runtime
  3. Hot-Swapping - Replace behaviors without restart or brain reload
  4. Platform Agnostic - Works on Mono (JIT) and IL2CPP (interpreter)

Why It Matters:

  • Deploy mission updates without recompiling the entire brain
  • Swap vehicle controllers for different drone models dynamically
  • Inject domain expertise (ballistics, logistics, finance) on demand
  • A/B test behaviors by hot-swapping implementations
  • Isolate experimental code from production brain files

Use Cases: From Mission Patches to Live Development

Tactical Deployments:

  • Load mission-specific behavior packs per operation
  • Swap navigation algorithms for different terrain
  • Inject ballistics calculations for specific weapons
  • Replace communication protocols mid-mission

Development Workflows:

  • Edit mod scripts and hot-reload without restart
  • Test multiple behavior implementations side-by-side
  • Iterate on complex logic with instant feedback
  • Debug mission code in isolation from core brain

Ecosystem Building:

  • Distribute behavior mods as standalone .cs files
  • Community-contributed extensions
  • Domain-specific expert modules (finance, logistics)
  • Platform-specific adapters (Unity, console, embedded)

Modern Use Cases

1. Hot-Swap Mission Controller: Runtime Behavior Update

Load a custom mission controller without restarting the application.

csharp
var modding = core.ApiModding();

// Mission mod script
string missionMod = @"
using System;
using CognitiveCode.Silvia.Api;
using RoslynCSharp.Modding;

[ModReplaceableBehaviour(""MissionController"")]
public class TacticalMission : IModReplaceableObject {
    private SilviaCore _core;
    
    public void Init(SilviaCore core) {
        _core = core;
        core.ApiApp().SetDiagOutput(""Tactical Mission Loaded"");
    }
    
    public bool ExecuteMission(string target) {
        _core.ApiBrain().GetResponseManaged(""Execute tactical approach to "" + target);
        return true;
    }
    
    public Type ObjectType => GetType();
    public string InstanceId => GetType().Name + ""_"" + GetHashCode();
}";

// Load mod at runtime (compiles C# → assembly)
bool success = modding.LoadModScript(missionMod, "TacticalMission", replaceExisting: false);

if (success) {
    Console.WriteLine("Mission controller loaded successfully");
}

2. Mission-Specific Vehicle Controller: Drone Type Adaptation

Swap vehicle control logic based on drone model without recompilation.

csharp
var modding = core.ApiModding();

// QuadcopterController mod
string quadMod = @"
using CognitiveCode.Silvia.Api;
using RoslynCSharp.Modding;

[ModReplaceableBehaviour(""VehicleController"")]
public class QuadcopterController : IModReplaceableObject {
    private SilviaCore _core;
    
    public void Init(SilviaCore core) {
        _core = core;
    }
    
    public void UpdateControl(float pitch, float roll, float yaw, float throttle) {
        // Quadcopter-specific PID tuning
        float kP = 1.2f, kI = 0.05f, kD = 0.8f;
        // Custom control logic...
    }
    
    public Type ObjectType => GetType();
    public string InstanceId => GetType().Name + ""_"" + GetHashCode();
}";

modding.LoadModScript(quadMod, "QuadController", replaceExisting: true);

// Later, hot-swap to fixed-wing
string fixedWingMod = @"
// Fixed-wing controller with different aerodynamics...
";
modding.ReloadModScript("QuadController", fixedWingMod, replaceExisting: true);

3. Domain Expert Injection: Ballistics Calculator On-Demand

Load ballistics calculations only when needed, keeping core brain lean.

csharp
var modding = core.ApiModding();

// Load ballistics mod from file
bool loaded = modding.LoadModScriptFromFile(
    "Mods/BallisticsExpert.cs",
    replaceExisting: false
);

if (loaded) {
    // Ballistics mod now available to brain behaviors
    core.ApiBrain().GetResponseManaged("Calculate trajectory for 155mm shell");
    // Brain can now call BallisticsExpert methods via mod system
}

// Unload when mission complete
modding.UnloadModScript("BallisticsExpert");

4. Live Development: Iterative Behavior Refinement

Edit and reload mod scripts without application restart.

csharp
var modding = core.ApiModding();

// Initial load
modding.LoadModScriptFromFile("Mods/PathfindingV1.cs", replaceExisting: false);

// ... test behavior, find issues ...

// Edit PathfindingV1.cs in IDE, then hot-reload
string updatedCode = File.ReadAllText("Mods/PathfindingV1.cs");
modding.ReloadModScript("PathfindingV1", updatedCode, replaceExisting: true);

// Instantly test new behavior without restart

5. Mission Pack Loading: Operation-Specific Behavior Bundle

Load multiple mods as a mission pack for specific operations.

csharp
var modding = core.ApiModding();

// Load all mods from operation directory
int loaded = modding.LoadModScriptsFromDirectory(
    "Mods/Operation_Sunrise/",
    replaceExisting: false
);

Console.WriteLine($"Loaded {loaded} mission-specific mods");

// Check what's active
string[] activeMods = modding.GetLoadedModScripts();
foreach (string mod in activeMods) {
    Console.WriteLine($"  - {mod}");
}

// After operation, clean slate
modding.UnloadAllModScripts();

6. Community Extension: Load Third-Party Behavior

Load community-contributed mods for extended functionality.

csharp
var modding = core.ApiModding();

// Validate before loading (security check)
string communityMod = File.ReadAllText("Community/CustomSensor.cs");

if (modding.ValidateModScript(communityMod, out string error)) {
    modding.LoadModScript(communityMod, "CommunitySensor", replaceExisting: false);
} else {
    Console.WriteLine($"Mod validation failed: {error}");
}

Core Concepts

1. Mod Script Structure

Required Interface:

csharp
using RoslynCSharp.Modding;

public interface IModReplaceableObject {
    Type ObjectType { get; }
    string InstanceId { get; }
}

Minimal Mod Template:

csharp
using System;
using CognitiveCode.Silvia.Api;
using RoslynCSharp.Modding;

[ModReplaceableBehaviour("MyModName")]
public class MyCustomMod : IModReplaceableObject {
    private SilviaCore _core;
    
    // Initialization (called after compilation)
    public void Init(SilviaCore core) {
        _core = core;
        // Setup code here
    }
    
    // Custom methods
    public void DoSomething() {
        // Your logic here
    }
    
    // Required properties
    public Type ObjectType => GetType();
    public string InstanceId => GetType().Name + "_" + GetHashCode();
}

2. Runtime Compilation

Compilation Flow:

  1. Source Input - C# string or file content
  2. Syntax Analysis - Roslyn parses C# syntax tree
  3. Compilation - IL assembly generated
  4. Platform Detection - Mono (JIT) or IL2CPP (interpreter)
  5. Execution - Mod instance created and initialized

Platform Modes:

  • Mono/JIT - Full runtime compilation to native IL
  • IL2CPP - dotnow interpreter execution (Unity builds)
  • Auto-Detection - System selects appropriate mode

3. Hot-Swapping Mechanism

Replacement Process:

csharp
// Load initial mod
modding.LoadModScript(modV1, "MyMod", replaceExisting: false);

// Hot-swap to new version
modding.LoadModScript(modV2, "MyMod", replaceExisting: true);

What Happens:

  1. Old instances marked for replacement
  2. New mod compiled and loaded
  3. Matching types replaced in script system
  4. Old instances disposed
  5. New instances take over immediately

No Downtime:

  • Brain continues operating during swap
  • Behaviors using mod instantly get new version
  • State can be preserved via serialization (advanced)

4. Cross-Platform Compatibility

Unity (IL2CPP Builds):

  • Uses dotnow interpreter for script execution
  • No native code generation (IL2CPP restriction)
  • Slightly slower but fully functional
  • Supports all C# features

Standalone (.NET/Mono):

  • JIT compilation to native code
  • Full performance, no interpretation overhead
  • Supports dynamic code generation

Auto-Detection:

csharp
// System automatically selects correct mode
bool useInterpreter = SilviaCompilerService.ShouldUseInterpreter();
// Returns true for IL2CPP, false for Mono

5. Mod Lifecycle

Loading:

csharp
LoadModScript(source, name, replaceExisting)
  → Compile source
  → Instantiate mod class
  → Call Init(core) if exists
  → Register in mod system

Execution:

csharp
// Brain behaviors can call mod methods
// Mods can call SILVIA APIs via _core reference

Unloading:

csharp
UnloadModScript(name)
  → Find mod instances
  → Dispose/cleanup
  → Remove from mod system
  → Free resources

6. Security & Validation

Pre-Load Validation:

csharp
bool isValid = modding.ValidateModScript(source, out string error);
// Checks:
// - Not empty
// - Contains class definition
// - Has required usings (warning if missing)

Advanced Validation (Recommended):

csharp
// Add your own security checks
if (source.Contains("File.Delete") || source.Contains("Process.Start")) {
    Console.WriteLine("Potentially dangerous operations detected");
    return false;
}

// Check for required interfaces
if (!source.Contains("IModReplaceableObject")) {
    Console.WriteLine("Mod must implement IModReplaceableObject");
    return false;
}

API Reference: ApiModding

Mod Loading

LoadModScript(modSource, modName, replaceExisting = false)

Loads a mod script from C# source code string.

Parameters:

  • modSource (string) - C# source code for the mod script
  • modName (string) - Unique name for this mod (used for management)
  • replaceExisting (bool, optional) - Replace existing script instances with matching types (default: false)

Returns: bool - True if mod was successfully compiled and loaded

Behavior:

  • Compiles C# source at runtime using Roslyn
  • Creates mod instance and calls Init(core) if exists
  • Registers mod in internal tracking system
  • If replaceExisting=true, replaces matching types

Example:

csharp
string modSource = @"
using System;
using CognitiveCode.Silvia.Api;
using RoslynCSharp.Modding;

[ModReplaceableBehaviour(""CustomController"")]
public class CustomController : IModReplaceableObject {
    private SilviaCore _core;
    
    public void Init(SilviaCore core) {
        _core = core;
    }
    
    public Type ObjectType => GetType();
    public string InstanceId => GetType().Name + ""_"" + GetHashCode();
}";

bool success = modding.LoadModScript(modSource, "CustomController", false);

LoadModScriptFromFile(modFilePath, replaceExisting = false)

Loads a mod script from a C# source file.

Parameters:

  • modFilePath (string) - Path to the C# mod script file
  • replaceExisting (bool, optional) - Replace existing instances (default: false)

Returns: bool - True if mod was successfully compiled and loaded

Example:

csharp
bool loaded = modding.LoadModScriptFromFile(
    "Mods/MissionController.cs",
    replaceExisting: true
);

if (loaded) {
    Console.WriteLine("Mod loaded from file");
}

UnloadModScript(modName)

Unloads a previously loaded mod script.

Parameters:

  • modName (string) - Name of the mod to unload

Returns: bool - True if mod was successfully unloaded

Behavior:

  • Removes mod from script system
  • Disposes mod instances
  • Frees resources

Example:

csharp
bool unloaded = modding.UnloadModScript("CustomController");

Mod Management

GetLoadedModScripts()

Gets list of all currently loaded mod script names.

Returns: string[] - Array of loaded mod names, or empty array if none loaded

Example:

csharp
string[] loadedMods = modding.GetLoadedModScripts();

Console.WriteLine("Active mods:");
foreach (string mod in loadedMods) {
    Console.WriteLine($"  - {mod}");
}

IsModLoaded(modName)

Checks if a specific mod is currently loaded.

Parameters:

  • modName (string) - Name of the mod to check

Returns: bool - True if mod is currently loaded

Example:

csharp
if (modding.IsModLoaded("TacticalMission")) {
    Console.WriteLine("Tactical mission mod is active");
}

ReloadModScript(modName, newModSource = null, replaceExisting = false)

Reloads an existing mod script (unload + load).

Parameters:

  • modName (string) - Name of mod to reload
  • newModSource (string, optional) - New C# source code (if null, cannot reload without original)
  • replaceExisting (bool, optional) - Replace existing instances (default: false)

Returns: bool - True if mod was successfully reloaded

Behavior:

  • Unloads existing mod
  • Loads new version (if source provided)
  • Hot-swaps instances if replaceExisting=true

Example:

csharp
// Edit mod source, then reload
string updatedSource = File.ReadAllText("Mods/PathfindingV2.cs");

bool reloaded = modding.ReloadModScript(
    "PathfindingV1",
    updatedSource,
    replaceExisting: true
);

if (reloaded) {
    Console.WriteLine("Pathfinding updated to V2");
}

UnloadAllModScripts()

Unloads all currently loaded mod scripts.

Returns: bool - True if all mods were successfully unloaded

Behavior:

  • Iterates through all loaded mods
  • Unloads each one
  • Provides clean slate for mod management

Example:

csharp
// Clean up after mission
modding.UnloadAllModScripts();
Console.WriteLine("All mods unloaded");

Utility Functions

GetModSystemStatus()

Gets information about the mod system's current state.

Returns: string - Formatted string with mod system status

Output Format:

=== SILVIA Mod System Status ===
Mission Logic Support: Enabled
Loaded Mods: 3
Active Mods:
  - MissionController
  - PathfindingV2
  - BallisticsExpert
Compilation Mode: JIT (Mono)

Example:

csharp
string status = modding.GetModSystemStatus();
Console.WriteLine(status);

ValidateModScript(modSource, out errorMessage)

Validates mod script structure before loading.

Parameters:

  • modSource (string) - C# source code to validate
  • errorMessage (out string) - Error details if validation fails

Returns: bool - True if mod script appears valid

Validation Checks:

  • Not empty
  • Contains class definition
  • Has required usings (warning if missing)

Example:

csharp
string modSource = GetModFromUser();

if (modding.ValidateModScript(modSource, out string error)) {
    modding.LoadModScript(modSource, "UserMod", false);
} else {
    Console.WriteLine($"Invalid mod: {error}");
}

Advanced Features

LoadModScriptsFromDirectory(modDirectory, replaceExisting = false)

Loads multiple mod scripts from a directory.

Parameters:

  • modDirectory (string) - Directory containing .cs mod files
  • replaceExisting (bool, optional) - Replace existing instances (default: false)

Returns: int - Number of mods successfully loaded

Behavior:

  • Scans directory for .cs files
  • Loads each as individual mod
  • Continues on error, logs failures
  • Returns count of successful loads

Example:

csharp
int loaded = modding.LoadModScriptsFromDirectory(
    "Mods/MissionPack_Alpha/",
    replaceExisting: false
);

Console.WriteLine($"Loaded {loaded} mods from mission pack");

GetModDetails(modName)

Gets detailed information about a specific loaded mod.

Parameters:

  • modName (string) - Name of mod to inspect

Returns: string - Formatted string with mod details, or null if not found

Example:

csharp
string details = modding.GetModDetails("MissionController");

if (details != null) {
    Console.WriteLine(details);
}

Advanced Patterns

Pattern 1: Mission-Based Mod Swapping

csharp
var modding = core.ApiModding();

void LoadMissionPack(string missionType) {
    // Unload previous mission mods
    modding.UnloadAllModScripts();
    
    // Load mission-specific pack
    string modDir = $"Mods/{missionType}/";
    int loaded = modding.LoadModScriptsFromDirectory(modDir, replaceExisting: false);
    
    Console.WriteLine($"Loaded {loaded} mods for {missionType}");
    
    // Verify critical mods loaded
    if (!modding.IsModLoaded("MissionController")) {
        Console.WriteLine("ERROR: Mission controller not found");
    }
}

// Switch between missions
LoadMissionPack("Tactical_Recon");
// ... execute mission ...

LoadMissionPack("Surveillance_Ops");
// ... different mission logic active ...

Pattern 2: Hot Development Loop

csharp
// Development mode: watch for file changes and auto-reload
void DevelopmentMode() {
    FileSystemWatcher watcher = new FileSystemWatcher("Mods/Dev/");
    watcher.Filter = "*.cs";
    
    watcher.Changed += (sender, e) => {
        string modName = Path.GetFileNameWithoutExtension(e.Name);
        string source = File.ReadAllText(e.FullPath);
        
        // Hot-reload on save
        if (modding.IsModLoaded(modName)) {
            modding.ReloadModScript(modName, source, replaceExisting: true);
            Console.WriteLine($"Hot-reloaded: {modName}");
        } else {
            modding.LoadModScript(source, modName, replaceExisting: false);
            Console.WriteLine($"Loaded: {modName}");
        }
    };
    
    watcher.EnableRaisingEvents = true;
}

Pattern 3: Version-Based Mod Selection

csharp
// Load best available version of a mod
bool LoadBestVersion(string modBaseName) {
    string[] versions = { "V3", "V2", "V1" };
    
    foreach (string version in versions) {
        string modPath = $"Mods/{modBaseName}_{version}.cs";
        
        if (File.Exists(modPath)) {
            bool loaded = modding.LoadModScriptFromFile(modPath, replaceExisting: false);
            
            if (loaded) {
                Console.WriteLine($"Loaded {modBaseName} {version}");
                return true;
            }
        }
    }
    
    Console.WriteLine($"No version of {modBaseName} found");
    return false;
}

LoadBestVersion("PathfindingAlgorithm");

Pattern 4: Conditional Mod Loading Based on Hardware

csharp
// Load platform-specific mods
void LoadPlatformMods() {
    // Check platform capabilities
    bool hasGPU = SystemInfo.supportsComputeShaders;
    bool isEmbedded = SystemInfo.systemMemorySize < 4096;
    
    if (hasGPU) {
        modding.LoadModScriptFromFile("Mods/GPUPathfinding.cs", false);
    } else {
        modding.LoadModScriptFromFile("Mods/CPUPathfinding.cs", false);
    }
    
    if (isEmbedded) {
        modding.LoadModScriptFromFile("Mods/LightweightSensors.cs", false);
    } else {
        modding.LoadModScriptFromFile("Mods/FullSensorSuite.cs", false);
    }
}

Pattern 5: Mod Dependency Management

csharp
// Load mods with dependencies
Dictionary<string, string[]> modDependencies = new Dictionary<string, string[]> {
    ["AdvancedPathfinding"] = new[] { "BasicNavigation", "CollisionDetection" },
    ["TacticalAI"] = new[] { "SensorFusion", "ThreatAnalysis" }
};

bool LoadModWithDependencies(string modName) {
    // Check if already loaded
    if (modding.IsModLoaded(modName)) {
        return true;
    }
    
    // Load dependencies first
    if (modDependencies.ContainsKey(modName)) {
        foreach (string dependency in modDependencies[modName]) {
            if (!LoadModWithDependencies(dependency)) {
                Console.WriteLine($"Failed to load dependency: {dependency}");
                return false;
            }
        }
    }
    
    // Load the mod itself
    string modPath = $"Mods/{modName}.cs";
    return modding.LoadModScriptFromFile(modPath, false);
}

Pattern 6: A/B Testing Behaviors

csharp
// Test multiple behavior implementations
void ABTestBehaviors() {
    // Load variant A
    modding.LoadModScript(behaviorVariantA, "BehaviorA", replaceExisting: true);
    
    // Run tests with variant A
    var resultsA = RunBehaviorTests();
    
    // Hot-swap to variant B
    modding.LoadModScript(behaviorVariantB, "BehaviorA", replaceExisting: true);
    
    // Run tests with variant B
    var resultsB = RunBehaviorTests();
    
    // Compare results
    if (resultsB.Score > resultsA.Score) {
        Console.WriteLine("Variant B performs better");
    } else {
        // Swap back to A
        modding.LoadModScript(behaviorVariantA, "BehaviorA", replaceExisting: true);
    }
}

Best Practices

1. Mod Naming Conventions

csharp
// Use descriptive, version-aware names
modding.LoadModScript(source, "PathfindingAStar_V2", false);
modding.LoadModScript(source, "SensorFusion_GPU", false);
modding.LoadModScript(source, "MissionController_TacticalRecon", false);

// Avoid generic names
// BAD: "Controller", "Algorithm", "Helper"

2. Graceful Mod Loading

csharp
bool SafeLoadMod(string modPath, string modName) {
    if (!File.Exists(modPath)) {
        Console.WriteLine($"Mod file not found: {modPath}");
        return false;
    }
    
    string source = File.ReadAllText(modPath);
    
    if (!modding.ValidateModScript(source, out string error)) {
        Console.WriteLine($"Validation failed: {error}");
        return false;
    }
    
    try {
        return modding.LoadModScript(source, modName, false);
    } catch (Exception e) {
        Console.WriteLine($"Load failed: {e.Message}");
        return false;
    }
}

3. Resource Cleanup

csharp
// Always unload mods when done
void ExecuteMission() {
    // Load mission mods
    modding.LoadModScriptsFromDirectory("Mods/Mission_Alpha/", false);
    
    try {
        // Execute mission logic
        RunMission();
    } finally {
        // Clean up regardless of success/failure
        modding.UnloadAllModScripts();
    }
}

4. Version Management

csharp
// Track mod versions
Dictionary<string, int> modVersions = new Dictionary<string, int>();

void LoadVersionedMod(string modName, int version) {
    string modPath = $"Mods/{modName}_V{version}.cs";
    
    if (modding.LoadModScriptFromFile(modPath, replaceExisting: true)) {
        modVersions[modName] = version;
        Console.WriteLine($"Loaded {modName} V{version}");
    }
}

int GetModVersion(string modName) {
    return modVersions.ContainsKey(modName) ? modVersions[modName] : 0;
}

5. Development vs Production

csharp
// Separate development and production mod paths
string modPath = Application.isEditor 
    ? "Assets/Mods/Dev/" 
    : "Mods/Production/";

int loaded = modding.LoadModScriptsFromDirectory(modPath, false);

#if DEVELOPMENT
    // Enable hot-reload in dev
    SetupHotReloadWatcher();
#endif

6. Error Reporting

csharp
void LoadModWithErrorReporting(string modPath, string modName) {
    string source = File.ReadAllText(modPath);
    
    if (!modding.ValidateModScript(source, out string validationError)) {
        // Log to SILVIA error stack
        core.ApiApp().SetErrorOutput($"Mod validation failed: {validationError}");
        return;
    }
    
    if (!modding.LoadModScript(source, modName, false)) {
        core.ApiApp().SetErrorOutput($"Mod compilation failed: {modName}");
        core.ApiApp().SetDiagOutput($"Check mod source at: {modPath}");
    } else {
        core.ApiApp().SetDiagOutput($"Mod loaded: {modName}");
    }
}

Platform Compatibility

Unity Integration

Mono (Editor/Standalone):

  • Full JIT compilation
  • Native performance
  • All C# features supported

IL2CPP (Mobile/Console):

  • dotnow interpreter
  • ~10-20% slower than JIT
  • Full C# language support
  • No runtime code generation restrictions

Platform Detection:

csharp
bool useInterpreter = SilviaCompilerService.ShouldUseInterpreter();
Console.WriteLine($"Compilation mode: {(useInterpreter ? "Interpreter" : "JIT")}");

.NET / Standalone

Fully Supported:

  • .NET Framework 4.x
  • .NET Core / .NET 5+
  • Mono runtime

Compilation:

  • Roslyn C# compiler
  • Full IL generation
  • Maximum performance

Security Considerations

Code Execution Risks

Mods execute with full application privileges

  • Can access file system
  • Can make network calls
  • Can call any SILVIA API
  • Can load additional assemblies

1. Source Validation:

csharp
bool IsSafeCode(string source) {
    string[] dangerousPatterns = {
        "File.Delete",
        "Process.Start",
        "Assembly.Load",
        "Reflection.Emit"
    };
    
    foreach (string pattern in dangerousPatterns) {
        if (source.Contains(pattern)) return false;
    }
    
    return true;
}

2. Sandboxed Directories:

csharp
// Only allow mods from trusted directories
string trustedPath = Path.Combine(Application.dataPath, "TrustedMods");
if (!modPath.StartsWith(trustedPath)) {
    Console.WriteLine("Mod must be in trusted directory");
    return false;
}

3. Code Signing (Advanced):

csharp
// Verify mod signature before loading
if (!VerifyModSignature(modPath)) {
    Console.WriteLine("Mod signature invalid");
    return false;
}

Remarks

SILVIA's Modding API delivers hot-swappable mission logic and runtime extensibility that transforms SILVIA from a static AI into a dynamically evolving platform. By separating core brain controls from mission-specific behaviors, you gain the flexibility to update, test, and deploy new capabilities without recompilation or restart.

Key Advantages:

  1. Hot-Swapping - Replace behaviors at runtime without restart
  2. Mission Separation - Core brain stays stable, mission code swaps freely
  3. Cross-Platform - Mono (JIT) and IL2CPP (interpreter) support
  4. Development Velocity - Edit → Reload → Test in seconds
  5. Ecosystem Ready - Community mods, behavior packs, domain experts
  6. Zero Downtime - Swap implementations while brain operates

From tactical mission patches to live behavior development to community-contributed extensions, SILVIA Modding proves that the best AI systems are the ones that can evolve without boundaries.


© Copyright Cognitive Code Corp. 2007-2026

SILVIA is a registered Trademark of Cognitive Code Corp.

SILVIA is a registered Trademark of Cognitive Code Corp.