Rayman UBIArt Games Modding
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Rayman UBIArt Games Modding
This thread is for anything related to modding the UBIArt Rayman games! Modding these games has come a long way, with ubi-canvas allowing for level edits and Rayman Control Panel allowing for texture and sound mods.
Getting started
NOTE: Before starting it is highly recommended to create a copy of the game files, primarily the .ipk files, in case something goes wrong. Alternatively you can verify the game files through Steam/Ubisoft Connect to undo any changes.
For pretty much any mod you'll be wanting to modify the game's files. Since they're packed inside of the .ipk archives you'll have to use the Rayman Control Panel to modify them.
You'll find this by pressing the "Open" button for the Archive Explorer.
Then you can navigate to the files you want to modify and right-click to export/import them. If it's a texture then you can export it to a .png file which can then be edited in any image editor program and then imported back into the game! Just make to not press the "Replace" button when importing as that won't convert the file and will thus make the file unreadable by the game! Through this you can modify any texture you want, as well as other supported file formats like sounds. However if you want to edit more things, like levels, game configurations, actors etc. then it's more complicated and you'll need to use ubi-canvas, which also requires Unity.
ubi-canvas level viewer/editor
To start with you'll need to install Unity. Check the ubi-canvas repository to see which is the currently supported version of Unity to use! After that you'll need to either download the repository as a zip or clone it with a git client (such as GitHub Desktop) and add it to Unity. Then you can open the ubi-canvas project.
Here's a tutorial on how to use ubi-canvas:
GameBanana mods
The easiest way to distribute your mods is through GameBanana. That'll also make them directly downloadable in Rayman Control Panel through the mod loader.
In order to create a mod you'll want to use the mod creator in Rayman Control Panel. Check the box for the "FILES" module, press the create button and save it in a new empty folder. The created mod folder will contain a metadata.jsonc file, which contains all the general information for your mod, and a files folder, where the files you want to replace will go.
To start with you'll want to add the files. Let's say you want to replace the logo texture in Rayman Legends. That is located in the Bundle_PC.ipk archive file at cache/itf_cooked/pc/enginedata/defaultloadingscreen/logoraymanlegends/animation/logoraymanlegend_pack_basic_001_0.tga.ckd. What you will need to do is to create these same folders in your mod, as well as one for the .ipk that it's in. You do this under the folder added_files which is in the files folder. So the final path will be files/added_files/Bundle_PC.ipk/cache/itf_cooked/pc/enginedata/defaultloadingscreen/logoraymanlegends/animation/logoraymanlegend_pack_basic_001_0.tga.ckd. In here you now want to place your modified logoraymanlegend_pack_basic_001_0.tga.ckd file. Now make sure this is a .tga.ckd file and not a .png file! So you will need to import your .png into the game using the Archive Explorer and then exporting that as a .tga.ckd file so you can use it in your mod.
Note that for Rayman Origins the .ipk file is under GameData/bundle_PC.ipk meaning that the path will have to start with files/added_files/GameData/bundle_PC.ipk.
Once you've added the files then you'll have to edit the metadata.jsonc file. This is easiest to do with a text editor that has JSON support, such as Notepad++ or VS Code, but can also just be done with Notepad. There are a lot of fields to edit, but all you really need to change is the name, description and author. The rest already have default values that will work.
Before finishing you can also optionally add a thumbnail for your mod. This is done my simply placing a file into the folder named thumbnail.png. The recommended image size is 128x128.
Now you're done! All that remains is to zip the mod folder (make sure to zip the contents of the folder and not the folder itself!) and then upload it to GameBanana. Although it is highly recommended to test it first by installing it as a local mod in Rayman Control Panel.
For more details on how mods work in Rayman Control Panel, check the documentation.
Getting started
NOTE: Before starting it is highly recommended to create a copy of the game files, primarily the .ipk files, in case something goes wrong. Alternatively you can verify the game files through Steam/Ubisoft Connect to undo any changes.
For pretty much any mod you'll be wanting to modify the game's files. Since they're packed inside of the .ipk archives you'll have to use the Rayman Control Panel to modify them.
You'll find this by pressing the "Open" button for the Archive Explorer.
Then you can navigate to the files you want to modify and right-click to export/import them. If it's a texture then you can export it to a .png file which can then be edited in any image editor program and then imported back into the game! Just make to not press the "Replace" button when importing as that won't convert the file and will thus make the file unreadable by the game! Through this you can modify any texture you want, as well as other supported file formats like sounds. However if you want to edit more things, like levels, game configurations, actors etc. then it's more complicated and you'll need to use ubi-canvas, which also requires Unity.
ubi-canvas level viewer/editor
To start with you'll need to install Unity. Check the ubi-canvas repository to see which is the currently supported version of Unity to use! After that you'll need to either download the repository as a zip or clone it with a git client (such as GitHub Desktop) and add it to Unity. Then you can open the ubi-canvas project.
Here's a tutorial on how to use ubi-canvas:
GameBanana mods
The easiest way to distribute your mods is through GameBanana. That'll also make them directly downloadable in Rayman Control Panel through the mod loader.
In order to create a mod you'll want to use the mod creator in Rayman Control Panel. Check the box for the "FILES" module, press the create button and save it in a new empty folder. The created mod folder will contain a metadata.jsonc file, which contains all the general information for your mod, and a files folder, where the files you want to replace will go.
To start with you'll want to add the files. Let's say you want to replace the logo texture in Rayman Legends. That is located in the Bundle_PC.ipk archive file at cache/itf_cooked/pc/enginedata/defaultloadingscreen/logoraymanlegends/animation/logoraymanlegend_pack_basic_001_0.tga.ckd. What you will need to do is to create these same folders in your mod, as well as one for the .ipk that it's in. You do this under the folder added_files which is in the files folder. So the final path will be files/added_files/Bundle_PC.ipk/cache/itf_cooked/pc/enginedata/defaultloadingscreen/logoraymanlegends/animation/logoraymanlegend_pack_basic_001_0.tga.ckd. In here you now want to place your modified logoraymanlegend_pack_basic_001_0.tga.ckd file. Now make sure this is a .tga.ckd file and not a .png file! So you will need to import your .png into the game using the Archive Explorer and then exporting that as a .tga.ckd file so you can use it in your mod.
Note that for Rayman Origins the .ipk file is under GameData/bundle_PC.ipk meaning that the path will have to start with files/added_files/GameData/bundle_PC.ipk.
Once you've added the files then you'll have to edit the metadata.jsonc file. This is easiest to do with a text editor that has JSON support, such as Notepad++ or VS Code, but can also just be done with Notepad. There are a lot of fields to edit, but all you really need to change is the name, description and author. The rest already have default values that will work.
Before finishing you can also optionally add a thumbnail for your mod. This is done my simply placing a file into the folder named thumbnail.png. The recommended image size is 128x128.
Now you're done! All that remains is to zip the mod folder (make sure to zip the contents of the folder and not the folder itself!) and then upload it to GameBanana. Although it is highly recommended to test it first by installing it as a local mod in Rayman Control Panel.
For more details on how mods work in Rayman Control Panel, check the documentation.
Re: Rayman UBIArt Games Modding
I am working on a mod that replaces all normal skins with event ones in Rayman Adventures and I will link it here soon is that allowed raycarrot, to link mods here?
Re: Rayman UBIArt Games Modding
Hi, I've been playing unused levels and on dragons86 I tried moving the spawn point to another place (using ubi-canvas) and wehn i went to "Bundle Export" I got an error. Is it because I am using ubi-canvas-delta?RayCarrot wrote: Wed Apr 16, 2025 8:50 pm This thread is for anything related to modding the UBIArt Rayman games! Modding these... Rayman Control Panel, check the documentation.
Best Regards
RayWizard (TeenWiz)
Re: Rayman UBIArt Games Modding
Hey, ubi-canvas does not support saving/writing for Adventures/Mini (whether it's -delta or not does not matter here, it isn't implemented in any version). So I'm afraid mods like that are currently impossible.RayWizard wrote: Mon Jan 19, 2026 1:32 pmHi, I've been playing unused levels and on dragons86 I tried moving the spawn point to another place (using ubi-canvas) and wehn i went to "Bundle Export" I got an error. Is it because I am using ubi-canvas-delta?
Re: Rayman UBIArt Games Modding
Oh thanks, but is there a posibility that Rayman Adventures level modding and adding sprites from RL to RA possible in the future?Droolie wrote: Mon Jan 19, 2026 5:46 pm Hey, ubi-canvas does not support saving/writing for Adventures/Mini (whether it's -delta or not does not matter here, it isn't implemented in any version). So I'm afraid mods like that are currently impossible.![]()
Re: Rayman UBIArt Games Modding
I don't really know. I might try it in the future, but right now I think I should focus on completing the DLC first - people have been waiting for too long already.RayWizard wrote: Mon Jan 19, 2026 8:10 pmOh thanks, but is there a posibility that Rayman Adventures level modding and adding sprites from RL to RA possible in the future?
Re: Rayman UBIArt Games Modding
I guess, good luck on the DLC!Droolie wrote: Mon Jan 19, 2026 8:30 pm I don't really know. I might try it in the future, but right now I think I should focus on completing the DLC first - people have been waiting for too long already.![]()
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victinitotodilepro

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Re: Rayman UBIArt Games Modding
How hard would it be to add or modify a script in game? Im interested in doing a bit more than just texture swaps
Re: Rayman UBIArt Games Modding
What's the game you're talking about. Every game is different in it's possiblities, for example in Adventures you cannot edit levels or pbk's while in Legends you can (:victinitotodilepro wrote: Sat Feb 07, 2026 3:25 pm How hard would it be to add or modify a script in game? Im interested in doing a bit more than just texture swaps
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victinitotodilepro

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Re: Rayman UBIArt Games Modding
I want to modify origins, don't really wanna change how the levels are laid out but I'd want to be able to check when certain items are collected for instance and then do something with that (most likely give a different item)RayWizard wrote: Sun Feb 08, 2026 1:03 pm What's the game you're talking about. Every game is different in it's possiblities, for example in Adventures you cannot edit levels or pbk's while in Legends you can (:
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Raynic

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Re: Rayman UBIArt Games Modding
i want to make a sprite mod but idk how to find the images in rayman origins
i'm using rayman control panel btw
i'm using rayman control panel btw
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victinitotodilepro

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Re: Rayman UBIArt Games Modding
Go to the utilities tab and find the archive explorer, choose the .ipk file extension, choose rayman origins and press open. You will be prompted to open the ipk file, if you are making a mod you probably want to copy the one thats actually in your game files and modify that one instead, select it. This will open the game files, from there you can search around the folders for the one with the sprites you want to modify, the sprites luckily show in the file explorer so they should be relatively easy to find. You want to export them as png / jpg or whatever, edit them and then import them back using the rayman control panel so they get turned into the proper file extension. The rest of the steps you can see in the control panel when you press on the "create a mod" button, any questions you can ask.Raynic wrote: Sun Feb 08, 2026 6:53 pm i want to make a sprite mod but idk how to find the images in rayman origins
i'm using rayman control panel btw
Re: Rayman UBIArt Games Modding
Atleast that's possible. I wonder what will people make in the future. I'll definitely make a DLC for RA making more BabelTower, Fiesta De Los Muertos and LOTLD levels.Droolie wrote: Mon Jan 19, 2026 8:30 pm I don't really know. I might try it in the future, but right now I think I should focus on completing the DLC first - people have been waiting for too long already.![]()
also I think i know something about the fan DLC that not a lot of people know.
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RayGamer99

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Re: Rayman UBIArt Games Modding
Hey everyone! I've started using Ubi-Canvas to get a better look at the levels of Rayman Legends, but one thing is still bugging me: where are the level backgrounds?
This is a screenshot I took of the opening bit of Swinging Caves, as seen through Ubi-Canvas. For some reason, the forest background is completely absent, and I don't really know why. Any help with solving this issue would be greatly appreciated, as I'm pretty sure I'm just missing something. 
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Ramen Oranges

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Re: Rayman UBIArt Games Modding
Hello.
I have created a fully featured animation and skeleton editor for Rayman Origin's file format as a weekend hobby project. I'd like to continue this into making a level editor, but it looks like Ubi Canvas already is that. I'm not knowledgeable about the modding scene at all so I figured I'd make this post to get my barrings.
I have created a fully featured animation and skeleton editor for Rayman Origin's file format as a weekend hobby project. I'd like to continue this into making a level editor, but it looks like Ubi Canvas already is that. I'm not knowledgeable about the modding scene at all so I figured I'd make this post to get my barrings.
Last edited by Ramen Oranges on Fri Apr 24, 2026 9:17 am, edited 1 time in total.
Re: Rayman UBIArt Games Modding
Hi, welcome to RaymanPC!Ramen Oranges wrote: Fri Apr 24, 2026 9:09 am Hello.
I have created a fully featured animation and skeleton editor for Rayman Origin's file format as a weekend hobby project. I'd like to continue this into making a level editor, but it looks like Ubi Canvas already is that. I'm not knowledgeable about the modding scene at all so I figured I'd make this post to get my barrings.
That's very interesting about your animation and skeleton editor. Have you published this somewhere? I'd like to try it out or see it in action if possible.
I'm the creator of ubi-canvas - yes, it is indeed a level editor for all UbiArt Rayman games and it also has quite a bit of support for animation formats, which was not easy to do. That's why I find it impressive that you were able to make an editor like that. Good job!
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
you have no idea how much we need thisRamen Oranges wrote: Fri Apr 24, 2026 9:09 am Hello.
I have created a fully featured animation and skeleton editor for Rayman Origins
can you show it in action?
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Ramen Oranges

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Re: Rayman UBIArt Games Modding
Here's a preview of the animation editor. It's more or less done at this point, I just want to clean up the UI. Skeleton editor still has a few days to go.
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
can it edit polylines? and/or animevents?
and do you plan on making this available for RL too?
and do you plan on making this available for RL too?
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Giant Chicken

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Re: Rayman UBIArt Games Modding
Im curious, how did you go about making it? Looks impressive!


