• Hi Guest!

    We are extremely excited to announce the release of our first Beta for VaM2, the next generation of Virt-A-Mate which is currently in development.
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
New Features

New State Type - "Others"
Now, along with the specialized types (eg. Controllers), and the "All" type, this option legs you include "everything else" (*see Image 1). It excludes all specialized types.
An example use case is when you want to change the state of an in-game interactive menu, without resetting its location or reloading any scripts the menu elements may be making use of.

Snap To Linked Controller

You now have the option, when creating Controller states (*see Image 1), to have the controller snap to any controller it is linked to for that state.
An example use case is when you want 'Person A' to reach for a specific target, but that target could be in different places each time that 'reach for' state is active/activated.


Controller Spring Transition Time
You now have the option, when creating Controller states (*see Image 1), to have the controller linearly animate its spring value, from '0', to the value set for that state. The slider controls the time in seconds it takes for the value to transition. The affects Hold Spring and Rotation Hold Spring values only (but could be extended in a future version).

Bugfixes

UIButton Triggers
A small bug was disallowing UIButtons to change their own state with a single click/activation. You now need only click a UIButton once in these cases. This allows for infinitely extensive menu systems using a minimal set of Atoms through reuse / state swapping -- now, without the need for "double clicking".

1751564031487.png

Image 1 - 'SubScene/Parent' instance UI.

The Bad News:
SimpleStateMachine (SSM) v18 is not backwards-compatible with v11, meaning you will not be able to load up and start working with any older scenes if you have them. Even if the states load for an older instance, they will almost certainly not save correctly. Finding the issue in this case would be a difficult task, so it is recommended to recreate any existing state collections from scratch. One way to help alleviate cases where an instance collection may need to be altered or recreated is to originally start by using "AtomWide" state types. This way, you can create a new instance under the existing one, create blank new (correctly formatted) states on the new instance, and set that instance to be "AtomWide" so that it will iterate along with the source instance. This should make more sense after you've tried creating a large collection that you come to want to re-use or alter while maintaining a 'backup'.
Back
Top Bottom