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Gorilla Time V2 is built with the standard MSBuild toolchain via a Visual Studio solution. The project targets .NET Framework 4.8 and references DLLs directly from your local Gorilla Tag installation, so both Gorilla Tag and BepInEx must be present on the build machine before the solution will compile successfully.

Prerequisites

Before opening the solution, confirm you have the following installed and set up:
  • Visual Studio 2022 (Community or higher) with the .NET desktop development workload, or JetBrains Rider
  • .NET Framework 4.8 SDK — included with Visual Studio 2022 by default
  • Gorilla Tag installed via Steam at the default location (C:\Program Files (x86)\Steam\steamapps\common\Gorilla Tag\)
  • BepInEx installed inside the Gorilla Tag directory (the BepInEx/ folder must exist with its core/ and plugins/ subdirectories)

Build steps

1

Clone the repository

Clone the repository from GitHub to your local machine:
git clone https://github.com/ASTRA228b/Gorilla-Time-V2.git
2

Open the solution

Open ASTRAS BASIC ROOM JOINER.sln in Visual Studio 2022 or Rider. The solution contains a single project — Gorilla Time V2.csproj.
3

Verify DLL references

Check that all references in the project resolve without errors. In Visual Studio, expand References in Solution Explorer — any unresolved reference will show a warning icon.
All DLL reference HintPath values in Gorilla Time V2.csproj are hardcoded to the default Steam installation path (C:\Program Files (x86)\Steam\steamapps\common\Gorilla Tag\). If Gorilla Tag is installed in a different directory, you must update every HintPath in the .csproj to match your actual installation path before the project will build.
The core dependencies that must resolve are:
ReferenceLocation
0HarmonyBepInEx\core\0Harmony.dll
BepInExBepInEx\core\BepInEx.dll
Assembly-CSharpGorilla Tag_Data\Managed\Assembly-CSharp.dll
UnityEngineGorilla Tag_Data\Managed\UnityEngine.dll
Unity.InputSystemGorilla Tag_Data\Managed\Unity.InputSystem.dll
4

Build the solution

Press Ctrl+Shift+B (Visual Studio) or Ctrl+F9 (Rider) to build the solution. You can also use the Build → Build Solution menu item.A successful build produces no errors in the Error List. Warnings about nullable reference types or unused variables are non-fatal.
5

Confirm the output

The compiled DLL is written automatically to the BepInEx plugins directory — no manual copying required.
The output path is configured directly in Gorilla Time V2.csproj via the OutputPath and AppendTargetFrameworkToOutputPath properties:
<PropertyGroup>
  <OutputPath>C:\Program Files (x86)\Steam\steamapps\common\Gorilla Tag\BepInEx\plugins\MO\</OutputPath>
  <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
  <AppendRuntimeIdentifierToOutputPath>false</AppendRuntimeIdentifierToOutputPath>
</PropertyGroup>
The DLL lands at BepInEx\plugins\MO\Gorilla Time V2.dll. BepInEx loads all DLLs from subdirectories of plugins\, so the MO\ subfolder is picked up automatically.
6

Launch Gorilla Tag to test

Start Gorilla Tag via Steam. BepInEx will load the plugin during startup. Once in-game, press T to open the Gorilla Time V2 GUI and verify that time and weather controls are working correctly.

Project structure

Understand every file, namespace, and the plugin lifecycle before diving in.

Contributing

Report bugs, suggest features, or open a pull request.

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