BiologicalController generates bone physics controllers for CUA (Custom Unity Asset) models with one click. The controller concept is inspired by Stopper's CUA controller, and the plugin is mainly made to better fit my own CUA assets.
The plugin has built-in multi-language support for:
2. Creature Type — choose the preset that matches your creature's body feel.
3. Creature Weight — adjust the overall bone mass (higher = heavier and more stable).
4. Check the options you need (Create Rigidbodies / Create Joints / Create Leaf Controllers / Disable Self-Collision).
5. Click Create Controllers.
6. Fine-tune with Controller Visibility, Bone Scale, and Collider Editor.
The plugin has built-in multi-language support for:
Regular Users
Features
- One-click bone physics — automatically creates Rigidbody + ConfigurableJoint + FreeControllerV3 for every bone in the skeleton.
- 7 physics presets — Mechanical / Rigid / Stiff / Normal / Soft / Elastic / Jelly, each tuned for a different feel.
- Creature Weight — one slider (1–1000) controls the mass of all bones and automatically adjusts joint forces and controller hold springs.
- Custom Properties — fine-tune linear drag, angular drag, joint spring/damper/max force, with its own save/load presets.
- Bone Scale — resize individual bones to fix clipping or reshape the model.
- Collider Editor — visually adjust collider sizes (Sphere / Box / Capsule) with X-ray-style previews, plus independent collider presets.
- Self-collision control — one click to disable bone self-collision; automatically detects and locks the model's own `Self_Collision` configuration.
- Collision sync — bone collision follows the `Physics Object → Collision` toggle in real time.
- Controller Visibility — show or hide any bone controller, node by node.
- Material conversion — auto-converts Unity Standard Shader materials to the `Custom/Subsurface/GlossNMCull` shader for correct rendering.
- Color settings — diffuse, specular, and subdermis color pickers.
- Animation control — speed animation up to 5× or disable it completely.
- Other settings — Prevent Disappearance, Skinned Motion Vectors, Dynamic Occlusion, and Hide Control Atom.
- Plugin presets — save and load the whole configuration as a JSON file, with an auto-generated thumbnail.
- Multilingual — built-in English and Chinese, plus external language files (Japanese, Korean, German, French, and more).
- Scene persistence — every controller state is saved and restored with the scene.
Usage
Add the `BiologicalController.cslist` plugin to a CUA model that has a bone hierarchy.Notes
The first time you click Create Controllers, a hidden helper Atom named `CustomUnityAsset#BoneControllers` is created. Do not delete it — deleting it breaks the controllers. You can hide it from the scene list with Hide Control Atom in Other Settings.Quick Start
1. Root Node — select the bone that is the root of the hierarchy you want to control.2. Creature Type — choose the preset that matches your creature's body feel.
3. Creature Weight — adjust the overall bone mass (higher = heavier and more stable).
4. Check the options you need (Create Rigidbodies / Create Joints / Create Leaf Controllers / Disable Self-Collision).
5. Click Create Controllers.
6. Fine-tune with Controller Visibility, Bone Scale, and Collider Editor.
Creators
Tentacle Bone Chain Setup (Experimental)
The plugin automatically detects bone chains whose names start with `Tentacle.` (for example `Tentacle.Root` → `Tentacle.1` → ...). To use it:- In Root Node, select a bone that starts with `Tentacle.` as the root.
- Click Create Controllers.
- Mass, drag, and collider radius gradually decrease from root to tip, making the tentacle tip lighter and more agile.
- The root zone (first 20%) has limited joint angles for stability; the middle and tail zones rotate freely for natural sway.
- The first 3 bones get directly grabbable controllers; the rest follow automatically.
- Adjacent bones automatically ignore each other's collisions, preventing long chains from intersecting themselves.
- Chains longer than 25 bones automatically get higher physics solver iterations for stability.
Setting the Self-Collision State
- In the Unity Asset model, create an `HM_Config/Self_Collision` path using empty GameObjects. The plugin detects it automatically and locks the toggle (it cannot be changed manually), so it follows the model's own collision settings.
- Bone collision state follows the scene's Physics Object → Collision toggle in real time.
Ignore Neighbor Collision - INC_*
- "INC_" UnityAsset config path. Inside the UnityAsset scene asset, create an empty object path `HM_Config` and add an `INC_` object under it, e.g. `HM_Config/INC_4`. When the CUA with the plugin loads the asset, the plugin automatically reads the "Ignore Neighbor Collision" slider parameter from it.