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UIAssist (Free)

Demo + Lite UIAssist (Free)

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Demos or "Lite" versions of Paid Content
When spawning an Atom as Empty Unity Asset and selecting a single File - how do I make it spawn the third asset in that files assetbundle?
It always selects the first and I don't see an option to choose another one. (The Asset is [OrangeGumi.Cold_BreathFX.1.var].)
 
I solved it for now by saving the UnityAsset as a Preset and loading that in with your [General Preset Select Mode] but the Presets do not save the rotation of the Asset.
I think it's an Issue with VAM but I am not sure.

* Can you extend your UI to allow selecting an inner Asset of Assetbundles?
* Would love to see a Option to take an "in Scene" Objects Rotation to the [Spawn Atom] UI
 
I solved it for now by saving the UnityAsset as a Preset and loading that in with your [General Preset Select Mode] but the Presets do not save the rotation of the Asset.
I think it's an Issue with VAM but I am not sure.

* Can you extend your UI to allow selecting an inner Asset of Assetbundles?
* Would love to see a Option to take an "in Scene" Objects Rotation to the [Spawn Atom] UI
Cant you specify the rotation using the Position tab in UIAssist?
 
Is there a way to manipulate sliders with the UI assist? like for the toyserialcontroller plugin to be able to move a certain value (say L0 Output max) by +/- X? I was able to do it for +X, but it only triggers once and subsequent clicks do not increase further. For the -, it didn't work.
 
Cant you specify the rotation using the Position tab in UIAssist?

If you want to Spawn an Atom of type UnityAsset there should be in the [Position] Tab a [Select Field] with a list of UnityAssets in the current scene which you can select.
When selected it takes on their rotation or additionally there position (but seperated).

It would be similar to the Plugin Load Feature where you can after selecting Single File further down you can select an existing plugin configuration to copy in the active scene.


What about the previous point with the assetbundles - is that something you could implement as well?
 
Hi, is there a way to open the plug-in UI of a specific plugin if you have multiple ones in an atom? Like, I have 3 LogicBrick State Machines for looks, poses, and some plugin stuff for organization but I think the UIAssist only defaults to the top most one so I can't access State Machine #2 or #3 in the atom.
 
Hi, is there a way to open the plug-in UI of a specific plugin if you have multiple ones in an atom? Like, I have 3 LogicBrick State Machines for looks, poses, and some plugin stuff for organization but I think the UIAssist only defaults to the top most one so I can't access State Machine #2 or #3 in the atom.
No there is not. How would you envisage specifying which one to load where there were multiple instances in the same atom?
 
No there is not. How would you envisage specifying which one to load where there were multiple instances in the same atom?

Aww, that's unfortunate. On that question, I thought it would have a drop-down menu where you can click (#2, #16, #17, or #20) according to the plug-in order where the same plug-in exists in that same atom like when you see the plug-in numbering list on an Atom via Triggers. My workaround currently is making another State Machine in a separate atom and using that to relay the triggers for State Machines #2 and #3 via triggers lol.
 
Aww, that's unfortunate. On that question, I thought it would have a drop-down menu where you can click (#2, #16, #17, or #20) according to the plug-in order where the same plug-in exists in that same atom like when you see the plug-in numbering list on an Atom via Triggers. My workaround currently is making another State Machine in a separate atom and using that to relay the triggers for State Machines #2 and #3 via triggers lol.
The problem is that UIAssist is a Session plugin and so the button setup cant be dependent on a specific scene. In other words, the definition of a buttons operations needs to be applicable to any scene irrespective of plugin order / locations. I could make it so that it was dependent on plugin label e.g. it would only execute where the label matched a specific string.
 
i found a bug, for example, when my scene have person1, which have some plugin already loaded, but the order is not plugin#0, plugin#1, plugin#2, plugin#3, plugin$4 and so on, but plugin#2, plugin#0, plugin#1, plugin#3, plugin#4 and so on ,then when i use uiassist to load a new plugin to this person atom, then the plugin number will be given a new number, which make plugin#3 in the front become plugin#0, and make trigger system find wrong plugin and break scens.

for this scene: *STUDIO* - "Big Booty Girl"
load new plugin then the slider: speed has no effect.
pls fix it.
 
i found a bug, for example, when my scene have person1, which have some plugin already loaded, but the order is not plugin#0, plugin#1, plugin#2, plugin#3, plugin$4 and so on, but plugin#2, plugin#0, plugin#1, plugin#3, plugin#4 and so on ,then when i use uiassist to load a new plugin to this person atom, then the plugin number will be given a new number, which make plugin#3 in the front become plugin#0, and make trigger system find wrong plugin and break scens.

for this scene: *STUDIO* - "Big Booty Girl"
load new plugin then the slider: speed has no effect.
pls fix it.
Unfortunately that is a paid scene, so I cant recreate the problem. Is there some way to recreate the problem from a fresh scene?
 
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