Ghost Body

Assets + Accessories Ghost Body

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GhostHead Additions
- Face and Lips — Initially created as "GhostMouth" (consisting only of lips and a tongue), this has been updated so that the lips on the head model itself now move. Separate lip meshes and the membrane behind the tongue have been removed. "Mouth Open" creates a rounded opening, while "Lip Pucker" causes the lips to protrude and purse slightly; the mouth can still be opened even when fully pursed.
- Tongue Manipulation and Physics — The tongue is composed of 9,600 triangles and 18 bones. With its base anchored inside the mouth, it can be extended or retracted, moved vertically and horizontally, and the tip can be curled upward or downward. The maximum extension distance is now twice that of the initial implementation. Physics have been applied so that the tongue bends upon contact and returns to its original position.
- Face and Tongue Visualization — The color and alpha (transparency) of the face and tongue can be adjusted independently. The face features a gradient that fades from front to back; when the face alpha is set to 50%, the opacity at the back of the head is 30%, and at 100% alpha, it is 40%. Setting "Rear Fade" to its maximum value hides the back of the head, leaving only the area around the lips visible. The tongue is rendered as double-sided, and an issue where it appeared black from certain angles when overlapping with the head has been resolved.
- Positioning and Tracking — The targeting system used for "GhostHand" has been applied to the head. Features include target-based position and rotation (XYZ), a "Lock (Follow Target)" function, and "Current Position Save," which allows manually adjusted poses to be captured as XYZ coordinate values.

GhostBody Back-Side Rendering Update
The front side retains its original lighting and shading, while the back side is rendered as a solid, unshaded color, defined by the "Body Back Color" setting. Transparency has been split into "Body Alpha" and "Back Alpha," allowing for independent adjustment of the front and back sides. The inclusion of 80 body colliders and the restoration of the model's shape upon scene loading were already implemented in previous versions.
Organization of Names and Distribution Paths
All references to "GhostMouth"—including plugins, related scripts, Unity prefabs, and VaM presets—have been renamed to "GhostHead." Local bundles have been standardized as **`GhostHead.assetbundle`, `GhostBody.assetbundle`, and `GhostHand.assetbundle`**. The "GhostHand" component retains its existing hand functionality while being updated to align with the new bundle paths.
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