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Recent content by TBD

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    Plugins + Scripts Triggers: Inputs and Collisions

    It is but there are limitations due to the way altfuta modifies the character's colliders (or rather the timing of it). You need to refresh the collision triggers plugin after altfuta is done with its' initialization. That's exactly why I exposed the refresh function as a triggerable action in a...
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    Plugins + Scripts SexyFluids

    Haha, I came here to suggest just that! While I had some success by playing with the squirt configuration, it's clearly not meant for that. It'd be great if we could get a variation of the male cum visuals dripping out, when orgasm is triggered during insertion.
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    Plugins + Scripts Triggers: Inputs and Collisions

    TBD updated Triggers: Inputs and Collisions with a new update entry: bugfix Read the rest of this update entry...
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    Plugins + Scripts Triggers: Inputs and Collisions - bugfix

    changelog v7 fixed atom name filter not being saved
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    Plugins + Scripts Triggers: Inputs and Collisions

    I'm not quite sure. Looking at vam's code, they do very similar things. RemoteGrab excludes some GUI interactions, it seems.
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    Plugins + Scripts Triggers: Inputs and Collisions

    Yeah, the reason for that is similar. VaM has an abstraction layer, through which you can read the state of common buttons. Without it you'd have to deal with all of the different hardware and with the SteamVR and OpenVR APIs individually. I'm not even sure you can talk to those APIs from the...
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    Plugins + Scripts Triggers: Inputs and Collisions

    PS: If you need it, you can create modifier logic with e.g. MacGruber.LogicBricks relay. Set up a trigger for shift, which toggles "accept trigger" on the relay, and then trigger the relay with another key.
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    Plugins + Scripts Triggers: Inputs and Collisions

    Hi, modifiers aren't handled by unity and the plugin doesn't implement custom support for it. As of now, only individual keys can be used. The plugin uses UnityEngine.KeyCode to identify buttons: https://docs.unity3d.com/6000.1/Documentation/ScriptReference/KeyCode.html It seems VAM did not...
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    Plugins + Scripts Triggers: Inputs and Collisions

    TBD updated Triggers: Inputs and Collisions with a new update entry: requested features Read the rest of this update entry...
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    Plugins + Scripts Triggers: Inputs and Collisions - requested features

    changelog v6 collision triggers can now be restricted to a specific atom name added a debug log option for collisions to identify atom names exposed the refresh function so you can call it from triggers fix: added carpal colliders to hand categories
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    Plugins + Scripts Orifice Dynamics

    Why is the plugin's default multiplier 1 if the morph is designed for 0.5?
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    Plugins + Scripts Orifice Dynamics

    Ah, I ended up reducing the multiplier to 0.5 to prevent it (mostly.)
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    Plugins + Scripts Orifice Dynamics

    Sorry it took me so long to respond.
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    Plugins + Scripts Orifice Dynamics

    The AutoGensGape penetration effects look pretty good with only minor deformation issues. However, the morphs should be categorized as pose morphs to prevent them from being included in morph or appearance presets.
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    Paid Plugins + Scripts BodyNet (Pro)

    I was talking about tying the preset to the look itself instead the scene, creator or var. The issue with that is there's nothing identifying a look except for the unique combination of morph values. Your proposal isn't ideal because the user would still have to save a new preset for each and...
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