> For the complete documentation index, see [llms.txt](https://docs.gamecreator.one/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gamecreator.one/game-creator/systems/module-manager.md).

# Module Manager

## What is the Module Manager

**Game Creator** is a large ecosystem of different parts brought together. Instead of shipping **Game Creator** as a single tool with lots of functionalities, it's split into what is called **Modules**.

![(See at a glance what modules are in your Project)](/files/-LB0Kdhjr74uT4DNpD68)

A **Module** extends or adds new functionalities to the core tools. Their complexity can range from a simple new **Action** to a complete RPG toolbox with stats, buffs and animations.

{% hint style="info" %}
All modules can be found at the [Game Creator Hub](https://hub.gamecreator.one).
{% endhint %}

## How to use Module Manager

### Import a Module

To add or import a module:

* If you download it from the [Unity Asset Store](https://assetstore.unity.com/?publisher=Catsoft%20Studios\&orderBy=1) skip to **Managing Modules**
* If you download it from our [hub.gamecreator.one](https://hub.gamecreator.one), double click the `.unitypackage` file.

### Managing modules

Once you've imported a **Module**, you can enable, disable or remove it. You can also create a backup copy of an enabled module if you don't use `git` or any repository management tool.

![(Game Creator Examples module manager page)](/files/-Le6ldRpXJ9Jasroh7yz)

#### Backup

You can create a backup file from the select active **Module** at any time. Backups are located at the root of the project, inside a folder called `Backups/[backup-date]/`. The name of the file is the **id** of the module followed by its **version** number.

#### Enable

Enabling a **Module** allows you to work with the content of the module. In some cases, a **Module** might override some of your data (such as **Variables**). This happens mostly when using example modules that teach you how to use a certain tool (**Dialogue Examples**, **Game Creator Examples**, ...). If that's the case, a dialog box will prompt warning you about the consequences of enabling the module.

{% hint style="success" %}
Before enabling or disabling a **Module** it's advised to make a backup of your project.
{% endhint %}

#### Disable

Disabling a **Module** will remove all functionalities and scripts from your project, but as long as the installer is still present in your project, you can re-enable it at any time.

{% hint style="info" %}
Upon disabling a **Module** all data generated by this module will be removed. We recommend  making a backup before disabling it. It's just one click away.&#x20;

For example, the **Inventory** module will remove all generated **Items** and **Recipes** from the project when disabling it.
{% endhint %}

#### Remove

When a **Module** is disabled, you'll have the option of deleting its *installer*. This is perfectly safe and will allow you to free some space from your project. Once a **Module** is removed, it will no longer appear in your **Module Manager** and you'll have to import it again to enable it.

## Available Modules

{% content-ref url="/pages/-LAsE3\_jyB4uUjFzsOJS" %}
[Inventory](/inventory/inventory.md)
{% endcontent-ref %}

{% content-ref url="/pages/-LB0173QZaHsIFdmAYLF" %}
[Dialogue](/dialogue/dialogue.md)
{% endcontent-ref %}

{% content-ref url="/pages/-LDXSSGvBR6rQzurIpAU" %}
[Quests](/quests/quests.md)
{% endcontent-ref %}

{% content-ref url="/pages/-LKLu1yKxotLXiCkl23Q" %}
[Stats](/stats/stats.md)
{% endcontent-ref %}
