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  1. hazmhox

    VaM 1.x How to adjust the direction of force cycle?

    Rotate the cycle force. The force is produced on the X axis (red arrow). Use either positive or negative values for the force direction. First force impulse will always be in the direction of the red arrow (if you use force with the reverse checked).
  2. hazmhox

    VaM 1.x When will VAM2 be Ready to do stuff like in the VAM1?

    There is no ETA on a feature complete VAM 2 for now I don't think anyone can tell you what to do for your own project. If you want to work right now on your own novel, I can only suggest to learn VAM 1 as VAM 2 is still nowhere near ready for doing that. Clothes self collision is (unless I'm not...
  3. hazmhox

    VaM 1.x Dependencies continue to confuse me

    Ok so, first you need to clear all Wolverine333 dependencies. His packages are absolutely bad when it comes to deps... they have like sub-dependencies of sub-dependencies, this is what makes your dep count explode. I actually have no mean to know "what you need" and what you are actually...
  4. hazmhox

    VaM 1.x Dependencies continue to confuse me

    It's perfect, that's only what I need : ) I'll keep you posted.
  5. hazmhox

    VaM 1.x Dependencies continue to confuse me

    Can you share your var file (without publishing it in resources) so that I take a look. The idea is to use the native elements to ensure you have the least dependencies... but maybe, you HAVE actually 126 dependencies. It works like this : every item you add has dependencies and adds to your...
  6. hazmhox

    VaM 1.x Plugin Help, how to create a Configure Trigger button and activate it.

    You can't manually create this "yourself". You need to use the hacks Acid found to use VAM's native trigger system. You can find a good example in a somewhat "short" source in VAMStory. Look in the Tools folder of the var file for a script named vams_distance.cs. It features a set of 3...
  7. hazmhox

    GlobalSkin - Ultimate Skin Shader

    It's just a shader, if you think you can have a use for it, go for it.
  8. hazmhox

    Section for Unity in the hub?

    You might want to be clearer on your initial question then ;) There's no need for a Unity category for the average 10 questions a year we have here. There's Questions and Help and both works for Unity's questions.
  9. hazmhox

    Section for Unity in the hub?

    https://hub.virtamate.com/resources/categories/other.32/
  10. hazmhox

    Section for Unity in the hub?

    It's "Others" or "Guides".
  11. hazmhox

    VaM 1.x Seperate objects of the same scene into one assetbundle?

    That goes under what I was explaining yesterday, that's a question you can answer yourself. Do whatever you want and what you feel would be right. No one is gonna sue you if you do one or the other.
  12. hazmhox

    VaM 1.x Ambient Occlusion Material in Unity?

    It's not "probably", we explained what it is :p
  13. hazmhox

    VaM 1.x Ambient Occlusion Material in Unity?

    Internal ground AO is a stoopid texture created by Sketchfab (at least that's the only place I saw it) to fake "ground shadows" by the current object... it's probably a way of allowing "display" of objects if you don't have a proper realtime shadowing system (which might be the case in their web...
  14. hazmhox

    VaM 1.x Can devices be independently controlled using Vamsync?

    VAMLaunch and the other plugins available are single axis. You'd have to check on OSR communities if a multi-axis system exists. But even if it does, I highly doubt they can control two individual hardware, multi-axis rely on a single system understanding 3 axis at once.
  15. hazmhox

    VaM 1.x Windows 11 upgrade begins 2025

    I'm gonna be blunt and straightforward, but please stop with this. It's rehearsing the Microsoft bullshit to make everyone switch OS and get the new invasive slop/enshitified OS. I've been running outdated Windows versions ( outside of Windows lifecycle when the OS was depreciated ) since 30...
  16. hazmhox

    VaM 1.x Colliders don't apply in Prefab?

    Every assets is obviously read/uncompressed in memory. So yes, a 2048² texture will still consume the same amount of ram in memory compressed or not ;)
  17. hazmhox

    VaM 1.x Colliders don't apply in Prefab?

    I'm sorry but I'm not really sure I understand. 4mb for an asset is not "too big"... 500 is :p Textures compiled in an assetbundle are always compressed to a game ready format, with or without crunch compression, you will probably never have the original size.
  18. hazmhox

    VaM 1.x Delete directional light before exporting an asset?

    Okachu, you gotta change your way you ask questions. I understand you might need help, and we can help you, but you have to optimize the way you post. If you have a question, before posting it, ask it three times to yourself, then only when you feel it's relevant or potentially can help someone...
  19. hazmhox

    VaM 1.x Colliders don't apply in Prefab?

    None of these statements make sense. You drag whatever you want into the assetbundle builder You can't drag both a scene and assets into the assetbuilder, it's either assets + prefabs. Or scenes individually (which will auto include dependencies) GLTF are not scenes, they are meshes All this...
  20. hazmhox

    VaM 1.x Colliders don't apply in Prefab?

    What does that mean? Don't use generate collider, collisions should work with box or capsules or even mesh colliders. Please detail your use case and your test process.
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