Live Skin - Soft Tissue Physics, Touch Reactions, Skin Details - Desktop & VR Ready

Paid Plugins + Scripts Live Skin - Soft Tissue Physics, Touch Reactions, Skin Details - Desktop & VR Ready

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Hi! I absolutely love this plugin, its definitely a new Must-Use for me;
I just wanted to report a bug I have found. When Contact Denting is turned on, the "sources" tab is set to "Everything" or "Persons", VR hand interactions are enabled, and another person atom is nearby- if you move away from the character with live skin (not very far even, maybe 10-12 feet away from the Person atom) it breaks the VR hand interactions with Contact Denting. The Person atom nearby's (and also pressor balls) Contact Denting still works (so Persons and Pressor balls still dent after moving away, but VR hands don't).
Double tapping the master enable button does fix it until you move away again, etc. Something about moving away with those conditions breaks VR hand interactivity.
Thank you!

Thanks for the report and the kind words! This one isn't really a bug, it's a side effect of a performance limit. To keep things reasonably fast, Live Skin only tracks up to 68 colliders near the body at a time. Another Person close by brings a lot of small ones (fingers, toes, face and so on), so those 68 spots fill up fast. When you walk away, your VR hands give up their spots and the other Person's colliders take them. When you come back there's no free spot left, so your hands have to wait until the plugin is turned off and on, which clears everything and hands the spots out again.

You can check it with Diagnose. Press it while it's happening and look for "collider sources: ... bound 68 of 68". If it says 68 of 68, you've hit the limit.

For now, turning the plugin off and on after you come back fixes it. Or you can set Sources to Pressor Balls Only or something else that doesn't track other Person Atms, which keeps your VR hands workin). I'll most likely fix this properly when I rework and improve Contact Dent, so the colliders that matter most, like your hands, always get a spot first ♡
 
Thanks for the report and the kind words! This one isn't really a bug, it's a side effect of a performance limit. To keep things reasonably fast, Live Skin only tracks up to 68 colliders near the body at a time. Another Person close by brings a lot of small ones (fingers, toes, face and so on), so those 68 spots fill up fast. When you walk away, your VR hands give up their spots and the other Person's colliders take them. When you come back there's no free spot left, so your hands have to wait until the plugin is turned off and on, which clears everything and hands the spots out again.

You can check it with Diagnose. Press it while it's happening and look for "collider sources: ... bound 68 of 68". If it says 68 of 68, you've hit the limit.

For now, turning the plugin off and on after you come back fixes it. Or you can set Sources to Pressor Balls Only or something else that doesn't track other Person Atms, which keeps your VR hands workin). I'll most likely fix this properly when I rework and improve Contact Dent, so the colliders that matter most, like your hands, always get a spot first ♡
Thank you for the explaination,

Thankfully the issue isn't really a big deal in my opinion, since you're usually either having the person atom interacting with the other, or your vr hands are.

Looking forward to future updates and enhancements!
 
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