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Please be aware that we have released another critical security patch for VaM. We strongly recommend updating to version 1.22.0.12 using the VaM_Updater found in your installation folder.
Details about the security patch can be found here.
Apologies. We unintentionally broke this plugin with the last security update. We try not to break existing plugins when releasing security patches. I thought I had allowed this special case, but I missed a specific detail. We have another update coming out today that will address this issue.
Our next patch will address this issue. This particular method Stopper is using was supposed to be allowed. I missed a specific exception to the new blocked namespace.
imakeboobies updated IK for Custom Unity Assets with a new update entry:
Fixed to now work with latest version of VaM
Read the rest of this update entry...
Since the creator appears to no longer be active, we will look this over and publish as a 7 version. @TBD I was about to do you what you did, but since you did it, I'll just look over your version to make sure it is ok and publish that. Are you ok with that?
OK - it looks like the older Enlighten realtime GI solution supports dynamically moving lights, but the new APV system does not. Enlighten is still supported in Unity 6, so technically VaM2 scenes could be made that use it. I'll still report back after I update the project to Unity 6 as I would...
Here is an example of it working (with older light probes). The blue cube is static and contributes GI to the scene (as you can see on the static gray floor which is tinted a bit blue under the cube). The gray cube is dynamic and can move around. The white sphere is a dynamic light that can...
OK - weird. I have a test scene in the current VaM2 addon kit using the older light probe group system, and moving dynamic lights at runtime does work correctly with bounce (indirect) lighting. As I move the dynamic light around it does correctly cast bounce lighting from a static object onto...
Hmm...it looks like I might be wrong on this, but I swear with my early testing with APV that moving lights correctly worked with bounced (indirect) lighting.
VaM2 will support APV as the realtime GI solution. It is the best overall solution for working across desktop and VR. It is also the easiest for scene creators to use. The addon kit also supports creating scenes with baked or mixed lighting. APV doesn't really require baking, but you do have to...
There were some bugs with that version of Unity with single-pass (I think in post process and perhaps other places). In the upcoming VaM2 beta, single pass instanced is enabled for both Oculus and OpenXR modes.
VaM2 should solve some of this. The addons that will be created from our Addon Kit will generally just be the lowest denominator of objects. For example, a Skin (materials and textures) addon would only include materials and textures that are related that can attach to a specific Figure...
At least 1 VaM2 Beta will be released this year.
In my last Patreon post:
I frequently post on Discord. Where I have failed is to update on Patreon.
And I posted this the other day on Discord.