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SexyFluids

Plugins + Scripts SexyFluids

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Is there a way to disable the fluids collision for the applied person atom? For instance, the milk sprays seem to clip into the breast colliders, and I would have to adjust them all manually.
No, the sprays/streams are all Unity particles for now and those don't support disabling specific colliders (natively), only whole layers. But you can go to the Burst Shape tab and offset the emitter a bit forwards if it's clipping.

I have some plans for future improvements to this, but my idea pretty much involves writing (at least partially) my own particle simulation. So it might take a while. There are ways to abuse Unity's particle system to somewhat achieve "no collisions for a bit" but I don't think I will bother with that.
 
No, the sprays/streams are all Unity particles for now and those don't support disabling specific colliders (natively), only whole layers. But you can go to the Burst Shape tab and offset the emitter a bit forwards if it's clipping.

I have some plans for future improvements to this, but my idea pretty much involves writing (at least partially) my own particle simulation. So it might take a while. There are ways to abuse Unity's particle system to somewhat achieve "no collisions for a bit" but I don't think I will bother with tA button Okhat.
Okay, perhaps a button to disable collision overall would be fine too. Thanks for this great plugin!
 
Foost updated SexyFluids with a new update entry:

v5.f2 - emit forces

Added slider to various forces that changes the behavior from applying the value as a force to directly rotating the emitter instead.

For example, for the penis orgasm and the Left-Right force, if set the Use Side Force to Rotate Emitter slider all the way to 1.0, instead of applying a sideways force to the penis' tip, the cum will just shoot sideways. Values between 0 and 1 will combine forces and emitter rotation at given ratio.

This can be useful if you want to randomize the...

Read the rest of this update entry...
 
That sounds frickin' awesome. Thanks for much for all the effort!
The updates are now out. I did few rounds of tweaking of how it all works to support the VRRenderer plugin better. In the end I still managed to break the renderer by combining mirrored surfaces and WindowCamera, but that seems unrelated to the fluids plugin 😅

Please let me know if it works for you or if there are still some problems with it.
 
The updates are now out. I did few rounds of tweaking of how it all works to support the VRRenderer plugin better. In the end I still managed to break the renderer by combining mirrored surfaces and WindowCamera, but that seems unrelated to the fluids plugin 😅

Please let me know if it works for you or if there are still some problems with it.
THANK YOU SO MUCH!!!! I plan on making use of your plugin today!!!!
 
Is there a limit to the number of plugin instances you can have? I'm probably just doing something wrong here, but in a group scene with 3 male atoms, I added the plugin to the first one and it was fine, second one was fine, when I add the plugin to the 3rd male atom I get the following

Code:
!> Error during attempt to load assetbundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle. Not valid
!> Failed to load bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Failed to load required assets from bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Can't finialize fluid renderer init, shaders are missing
!> Error during attempt to load assetbundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle. Not valid
!> Failed to load bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Failed to load required assets from bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Can't finialize fluid renderer init, shaders are missing

It's weird because I have the scene saved with the plugin on the first two male atoms and the scene loads fine, the plugin works fine on those two, but whenever I try to add it to the 3rd atom; error.

edit:
figured it out. the first 2 male atoms had sexy fluids v1. The 3rd one i was trying to add it too, i was trying to add sexy fluids v5. I removed the sexy fluids plugin from the first 2 atoms, saved a temp version of the scene, reloaded it and was able to add v5 to all 3. Only problem was doing so invalidated all the triggers i had configured that trigger sexy fluid functions so i had to track them all down and reset everything.
 
Is there a limit to the number of plugin instances you can have? I'm probably just doing something wrong here, but in a group scene with 3 male atoms, I added the plugin to the first one and it was fine, second one was fine, when I add the plugin to the 3rd male atom I get the following

Code:
!> Error during attempt to load assetbundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle. Not valid
!> Failed to load bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Failed to load required assets from bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Can't finialize fluid renderer init, shaders are missing
!> Error during attempt to load assetbundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle. Not valid
!> Failed to load bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Failed to load required assets from bundle Foost.SexyFluids.5:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Can't finialize fluid renderer init, shaders are missing

It's weird because I have the scene saved with the plugin on the first two male atoms and the scene loads fine, the plugin works fine on those two, but whenever I try to add it to the 3rd atom; error.

edit:
figured it out. the first 2 male atoms had sexy fluids v1. The 3rd one i was trying to add it too, i was trying to add sexy fluids v5. I removed the sexy fluids plugin from the first 2 atoms, saved a temp version of the scene, reloaded it and was able to add v5 to all 3. Only problem was doing so invalidated all the triggers i had configured that trigger sexy fluid functions so i had to track them all down and reset everything.
Yep, as always with anything involving Unity assetbundle, all plugins in the scene must use the same version. Otherwise VAM will try to load the assetbundle multiple times, once from each version, and Unity will shout at it that it's trying to load the same assetbundle multiple times which is not allowed. Not something under my control, unless I rebuild the shader bundle with forced different hash even when it's the same for each plugin release.

However, you don't have to remove the old plugin versions from your scene, which breaks the triggers. You should be able to load new version of the plugin into the same plugin slot (just click Select File on it again) and that should keep triggers intact. Also unlike most other plugins, if you do this and have the scene saved, the plugin will not lose its settings if you replace it by another version - it always tries to synchronize its settings from the last loaded scene. This also works if you click Reload on the plugin. You might still have to reload the whole scene after you update the versions, since Unity might still keep the old assetbundle cached.
 
Question: If the plugin is on a male atom, does it automatically trigger a penis burst if VamMoan is triggered from Timeline to voice orgasm? I added this to an existing scene, and it seems like that's what happens.
 
Question: If the plugin is on a male atom, does it automatically trigger a penis burst if VamMoan is triggered from Timeline to voice orgasm? I added this to an existing scene, and it seems like that's what happens.
No, the plugin will never trigger burst on its own, it has to be triggered manually, from your scene's triggers, or from other plugins. Recent version of Realistic Foreskin & Erection Simulation integrates with SexyFluids though, and would trigger fluids if enabled in the Simulation's settings. So maybe that's what's happening in your scene?
 
No, the plugin will never trigger burst on its own, it has to be triggered manually, from your scene's triggers, or from other plugins. Recent version of Realistic Foreskin & Erection Simulation integrates with SexyFluids though, and would trigger fluids if enabled in the Simulation's settings. So maybe that's what's happening in your scene?
Thanks, I'll check that. I added it to somebody else's scene by creating a trigger in Timeline at the right time. It does it at the right time, but it also does it right at the beginning, which is odd. More digging...
 
Yep, as always with anything involving Unity assetbundle, all plugins in the scene must use the same version. Otherwise VAM will try to load the assetbundle multiple times, once from each version, and Unity will shout at it that it's trying to load the same assetbundle multiple times which is not allowed. Not something under my control, unless I rebuild the shader bundle with forced different hash even when it's the same for each plugin release.

However, you don't have to remove the old plugin versions from your scene, which breaks the triggers. You should be able to load new version of the plugin into the same plugin slot (just click Select File on it again) and that should keep triggers intact. Also unlike most other plugins, if you do this and have the scene saved, the plugin will not lose its settings if you replace it by another version - it always tries to synchronize its settings from the last loaded scene. This also works if you click Reload on the plugin. You might still have to reload the whole scene after you update the versions, since Unity might still keep the old assetbundle cached.
Thanks for the info! I'm pretty new to creating anything in VaM so this was helpful :)
 
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