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VAMStory

Plugins + Scripts VAMStory

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2026-05-05_102043.jpg
I'm sure this question has been asked many times, but I couldn't find an answer...
Could you include a "toggle" feature in future updates, so there's a single hotkey to show and hide the UI and VAMStore?
Right now, I have to use two plugins with different hotkeys: one to show them and another to hide them.
2026-05-05_1026151.jpg
 
I'm sure this question has been asked many times, but I couldn't find an answer...
Could you include a "toggle" feature in future updates, so there's a single hotkey to show and hide the UI and VAMStore?
Right now, I have to use two plugins with different hotkeys: one to show them and another to hide them.

Ho sure! no problem at all!
I'll add that in the next release ^^
 
Thank you for the ''Render Layer'' option.

Is it possible to have a direct ON/OFF toggle in the Actions tab for the UI, without needing the icon?

1778184759848.png
 
I think I litterally don't understand what you mean :p
And that red box does not even start to make it clearer haha
 
When using FOVController, is it possible for you to add the functionality to stop forcing the FOV value with a button or by disabling the plugin?

In my scenes, I animate the camera AND the FOV, but I want the FOV to no longer be affected when the user leaves the embody of the cinematic camera. Naturally, you would think to just trigger the FOVController plugin to be disabled when leaving embody, but even with the plugin (or the Empty atom) disabled, the FOV value will still be forced by the animation.

Still, many thanks for these useful plugins!


EDIT: I've tried an adjustment in the code and was able to get it to properly disable:

Code:
private void FOVValueCallback(float FOVValue)
{
    if (!enabled || _fovEnabled == false) return;
    SetFovValue(FOVValue);
}

private void ForceFOVValueCallback(float FOVValue)
{
    if (!enabled || _fovEnabled == false) return;
    SetFovValue(FOVValue);
}

and adding OnDisable() so that toggling the plugin off restores the original FOV (this could be optional I guess):

Code:
void OnDisable()
{
    if (SuperController.singleton != null)
        SuperController.singleton.monitorCameraFOV = _originalFOV;
}
 
Last edited:
Sure! No problem!

I'll add the fix to the next update ^^
I have several things I fixed for some tools so I'll probably push a hotfix "soon" (ie: not tonight but probably in a couple of days :p)
 
I think I litterally don't understand what you mean :p
And that red box does not even start to make it clearer haha
Sorry I should have provided more context here. Adding a button here would allow for faster access to that function :)

1778452072709.png
 
Sorry I should have provided more context here. Adding a button here would allow for faster access to that function :)

Ho. So a litteral button to execute / flip the toggle state?

I'm not certain/sure of the goal of that. If I'm assuming the situation, let's say you have that panel open, generally it means you are editing the panel so... you probably would have the panel opened in the world (in the scene). Which would allow you to immediately click and test the change. So I'm failing to see the advantage it gives over simply testing the panel.

On top of that, it would be quite weird to only have that for toggles... if I found that relevant overall, I would obviously put that on every single action in there, or it would be a non-homogenous implementation that makes no sense (why could you test the toggles and not the buttons or the sliders?).

Recently (you probably have noticed it), the Show/Hide panel and the focus atom were added following a discussion with @atani / @VAMFantasy / @Spacedog , for scripting efficiency. I'm not sure I find it really useful to have that test system added to the main UI as I'm really really trying to keep available space for additional future updates and features.

Could you eventually reframe your issue/situation to help me understand why you'd need that?
 
Could you eventually reframe your issue/situation to help me understand why you'd need that?
Sure. I use this UI to adjust lighting for either the POV or Camera Ride perspective. I usually keep the eye icon hidden to keep the recording clean.
Right now, if I jump into POV and need to tweak the lights, I have to follow all the steps shown in the video. It’s not a huge deal, but when you’re doing it constantly, those extra steps really start to add up.
Just wanted to know if that is easy to add such a button without distracting you much :)

Also sorry it took me 3 posts to explain myself

 
No problem at all haha... nice explaination demo ^^

Here is one thing I could do: I could ensure the UI is unhidden by clicking the show/hide panel when you are using it. So that by default, if it is hidden through the eye icon (which is only user interactable btw) it would reforce the toggled state.

Which btw, shows a bug that the state of the window is not preserved properly (we see you click twice to get the window back).

In your case specifically, I don't know why... but if your "UI hide toggle button" is enabled. Then it should NEVER be in a state where the window is hidden with that button (the double click bug), so technically if it was in a proper state... using the Show/hide panel button should immediately display it.

Unless you're doing some fancy stuff by controlling the "eye button" on top of your base UI which is a bit convoluted. In my case when I disable the eye, I generally fully control it's state through a custom button.
Could you explain me, or show me how your light panel works? Is that a scene thing or is that a dev thing of yours?

Beyond that, the thing I'm doing is also this :

debugpanel.jpg


When scenes get super complex, I'm building a temporary debug panel which allows shortcuts to different thing (including sub-panels on/offing sometimes).
I'm doing that because it's kind of superfluous to have systems like this integrated in the UI as a scene structure differs widely from another...
 
Hi, dunno if anyone said the same before (looked but cdn´t find anything), there is some weird incompatibility with vamstoryvfx plugin... sometimes it gets bugged, and in my experience one of 2 things happen:

1.- the scene gets stuck in "loading custom unity assets" forever
2.- the scene opens but all plugin instances of Vamstory get nullified.... no panels, no interface, no nothing... as if the plugins were blank. Doesn´t matter if you reload them, if you try to add a new action nothing happens...

Happened to me in 2 scenes so far... one of them didn´t even have any instance of Vamstoryvfx in it o_O. I thought the scenes were corrupted and i had lost them, so i did a clean Vam install, and started to try load the scenes restoring addons to the folder one by one (i have 785 addons atm, so it was pretty exhausting hehe), until i found out that taking out vamstoryvfx.var out from the folder everything got fixed... scenes loaded ok, and Vamtory panels appeared again with no problems.

Worst thing is that it doesn´t give any errors when the problem happens... so i cannot help you to poinpoint the problem. All i can say to help is that the first time it happened, when the scene got stuck in "loading custom unity assets", i downgraded Vamstoryfx from version 4 to version 3 and it fixed it, but the second time (when vamstory got nullified), it was with version 3 of vamstoryvfx and only uninstalling Vamstoryfx fixed it.

If u need any info on the scenes or something i can help with just ask :D thanks for the wonderfull plugins!
 
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