BiologicalController

Plugins + Scripts BiologicalController

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New

1. Bone scale is now trigger-controllable in real time​
Every scaled bone gets a permanently registered "Scale <bone>" slider parameter on the plugin. AnimationPattern transition triggers (or any other trigger action) can drive it live. Parameters are re-registered automatically after scene restore/rebuild, and deregistered when controllers are unloaded or the asset is switched. The Bone Scale page sliders stay in sync with the registered parameters.​
2. Chain-bone real-time scaling now matches the rebuild path​
Live scale changes teleport each managed chain bone's rigidbody and controllers to the hierarchy-derived stretched positions and zero their velocities so joints settle smoothly. Fixes chains not stretching/shrinking in real time and the "scale stuck after scene reload" case.​
3. External links to the plugin's bone controllers now survive scene save/load​
FreeControllerV3 "link to" references from other atoms and AnimationPattern (MoveProducer) receiver targets pointing at the plugin's bone controllers are recorded and automatically re-bound. Links lost in older saves must be re-created once.​
4. New "HM_Config/Override_Rigidbody" and "HM_Config/Disable_Kinematic" config paths​
Create a "HM_Config" empty object and the corresponding child object in the UnityAsset. On load, the plugin auto-checks the matching toggles on the Custom Properties page — no manual setup needed. Like "Self_Collision", root-level detection works; like "INC_*", states re-sync on asset switch/reload. Toggles are only auto-checked, never locked, and remain manually changeable.​

Fixed

1. Bone scale settings now save and restore with scenes on ALL assets​
Including assets whose bones already carry rigidbodies/joints in the asset bundle. For older saves without stored original-scale records, the plugin falls back to the bone's current scale as the original, so scales apply correctly.​

Changed

1. Bone Scale page sliders now apply in real time​
Exactly like AnimationPattern trigger sliders — no Apply button press needed. The "[▲] Apply Scales" button was removed; the full controller-rebuild path is now only used internally on asset load/scene restore.​
2. The "Reset All" button now also resets the registered "Scale <bone>" trigger parameters back to 1​
3. "HM_Config/Self_Collision" no longer forces/locks the setting​
It is still auto-detected and checks the "Disable Self-Collision" toggle, but only pre-checked once. The user can freely uncheck or re-check it at any time, including after switching assets or restoring a scene.​
Fixed:
  1. an issue where changing the "Disable Self-Collision" state in the same scene would simultaneously alter the state of other CUAs that have controllers loaded.
Changed:
  • "Create Rigidbodies" and "Create Joints" toggles moved from the Setup page to the Custom Properties page. They now sit under their respective section headers (Rigidbodies / Joints), so the physics creation toggles live alongside the parameters they control.

New:
  1. The Custom Properties preset save/load now also persists the "Create Rigidbodies" and "Create Joints" toggle states.
  2. Bone chains whose names start with "_Tentacles" are now recognized as tentacle chains and get the same specialized physics, replacing the previous "Tentacle." prefix. The leading-dot requirement was dropped, so names like "_Tentacles" and Tentacles.001" both match. "_Tails" prefixed chains keep that behavior as well.
  3. Added a "Bone Joint Mode" dropdown on the Custom Properties page to control how bone-to-bone joints resist being pulled apart. "Default" keeps the original hard Locked joints, "Rope" allows them to stretch with a small gap (never breaking), and "Fixed" removes the gap so joints cannot be stretched at all.
  4. Added an "Other Settings" section at the bottom right of the Custom Properties page, containing two new toggles.
  5. "Override Rigidbodies": when enabled, the plugin forces creation / in-place conversion of rigidbodies for existing asset rigidbodies already present on the bones, and synchronizes that existing rigidbody's Constraints freeze position and freeze rotation states (for example, if the original froze position X, the new rigidbody also freezes position X). All other parameters follow the plugin's settings. Also works on tentacle chains.
  6. "Disable Kinematic": when enabled, creating rigidbodies (including the existing rigidbodies already present on the bones) clears the "Is Kinematic" property on all of them.

Fixed:
  1. On the first load of a scene, the plugin asked for run permission; after granting it, the CUA atom state was lost and a full scene reload was required to recover. The plugin now detects when the asset finished loading before it initialized, and automatically replays the restore path once the scene data is restored, rebuilding the controllers and all saved state without reloading the scene.
  2. Entering the Custom Properties page required a double-click on the next visit; now a single click opens it again.
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