• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
embody lite

Plugins + Scripts embody lite

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There was an issue where possessing a character whose head was tilted downward caused the horizon to tilt as well (a problem related to the Tilt feature). I’ve fixed that.

also added a trigger that returns the view to the initial possession point.

I also tested it in VR, and everything worked correctly.
1. Original Embody’s coordinate-locking and camera-handling restored

Just like the previous “budget Embody” versions I made, all UI options can still be controlled through external triggers.


2. CPU bottleneck reduction is the same as the earlier version

For natural possession, coordinate holding is updated every frame, just like the original Embody.

But things like scanning updates have all been converted into one-time events, reducing bottlenecks.
(I had already done this before, so doing it again was straightforward.)

As always, if there are other bottlenecks in the scene, the FPS difference versus the original Embody becomes small.

3. Added a CS for camera ride

This is also available on the channel—if a trigger is received from another source while possessed, it automatically unpossesses and switches possession to the object that sent the trigger.


4. Fixed the Hub Download Manager bug

In previous versions, the return-to-position behavior after unpossessing differed from the original Embody.
Inside scenes this wasn’t an issue, but in places like the Download Manager—where the player is teleported—the vertical angle became incorrect.

This forced you to exit and reload the scene.

So instead of using Passenger as a base, I went through the full set of original Embody scripts and ported over the relevant parts.
(I had analyzed the structure once already, so it didn’t take as long this time.)


5. Added the original Eye Target control feature

This is brought over exactly as it works in the original Embody, so it doesn’t need much explanation.
The old Floor Mode and Character Mode have been replaced with the original Embody’s roll/tilt system.
Since everything can be controlled via external triggers, you can simply toggle the options depending on the situation.

I also tested it in VR, and everything worked correctly.



Flow is a possession mode designed for VR that minimizes the sense of mismatch with reality when the ground is level.
Match Character is a simpler mode that only follows the character’s head tilt.


Example in actual use

As you can see in the video, there’s really no need for a detailed explanation of the intended use…

The key point is that, just like Passenger, the user can choose between two possession modes for convenience — but in this case, it can be controlled through external triggers.
In the original Embody (Passenger), you had to open the plugin tab and manually toggle the option yourself whenever you wanted to switch modes.
Having the option to choose is extremely useful for scene creation.

Also, the issue where pitch (up/down angle) accumulated during possession and carried over after exiting has now been fixed.
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