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.