You need VAM 1.22.0.0 or later (latest 1.22.0.1)Getting an error after updating CUA. Any thoughts?
You need VAM 1.22.0.0 or later (latest 1.22.0.1)Getting an error after updating CUA. Any thoughts?
CUAManager v 19
Requires VAM 1.22.0.0 or later!
* Changed trigger plugin preset load order to happen as soon as loading is over after changing a look but before CUAManager's "Post waiting" is finished. This makes plugin presets load as soon as a look finishes loading, skipping the artifical wait for CustomUnityAssets to load too if the look uses such triggers. A minor quality of life improvement for me.
Blazedust updated CUAManager with a new update entry:
CUAManager v.1.19
Read the rest of this update entry...
It works as you describe and as explained in the update https://hub.virtamate.com/resources/cuamanager.547/updates#resource-update-43567, see the last paragraphs.@Blazedust Hello! First off thanks for the amazing plugin!
I have a question about the new Merge Plugin (R) feature.
I was testing it out, and I am finding that it doesn't replace the same plugin # but it is clearing the plugin at the target plugin # and then adding a new plugin with a new plugin #
Example:
This sounds like a perfect solution to a headache I've been trying to solve forever!
- I have Timeline at plugin #41
- I merge-load a preset with just timeline
- It clears plugin #41 and adds a new plugin #42 with timeline preset
My other question is: How would I go about triggering this plugin load from a scene trigger/button?
That would be *insert chef's kiss*.
It works as you describe and as explained in the update https://hub.virtamate.com/resources/cuamanager.547/updates#resource-update-43567, see the last paragraphs.
Perhaps it could be possible to keep the pluginUid intact. I might look into this at some point, see if that would work. Problems would of course happen if plugin versions would differ.
CUAManager is not designed to be triggered from other triggers or atoms. I don't even know if it's possible to activate it from a scene as it's running as a session plugin. What is your specific use-case here?
Have you looked at https://hub.virtamate.com/resources/sexy-kpop-dances-vol-1-to-4-total-16-songs.25990/ which load plugin presets to swap out timeline animations data? Perhaps you can already do what you're looking for with existing tools.I am trying to build a scene that can load different LARGE timeline plugin presets with mocaps (like 100+mb preset files) without breaking scene triggers (so keeping the same timeline plugin id#)
I don't want to load all the animations at once, but replace the timeline animations on demand via triggers.
I misunderstood your line in that paragraph about "preserving the pluginUids", I get what you mean now. But wont the triggers still break because the plugin at that uid has been cleared?
I don't have a CustomUnityAsset myself with a .dll so can't test anything. Seeing how there's only a checkbox to "Load DLL if exists" checkbox on the CUA Atom I don't think there's any way to clear or unload it. To my understanding once any asset has been loaded it stays loaded. This is why you can't select the very same binary assetbundle from two different locations but must reuse the first one. CUAManager assumes this based on the same assetbundle name.As I couldn't find any setting for it: Unloading the .dll from assets would be great. If you loaded it once in one session it won't unload even if you create a new CUA and load the asset without the .dll checkbox enabled. You currently need to restart the game to properly unload the movement/physics which come with the dll.
A button at the bottom left to load/unload .dll to disable/enable movement/physics from it for all or specific CUAs would be a dream for some CUAs and scenes. Not sure if it's possible considering this might be an engine bug with dll being permanently loaded for a CUA once you loaded it once in a session.
I don't have a CustomUnityAsset myself with a .dll so can't test anything. Seeing how there's only a checkbox to "Load DLL if exists" checkbox on the CUA Atom I don't think there's any way to clear or unload it. To my understanding once any asset has been loaded it stays loaded. This is why you can't select the very same binary assetbundle from two different locations but must reuse the first one. CUAManager assumes this based on the same assetbundle name.
If any .dll is not unloaded when the CUA Atom is removed/destroyed then it won't be unloaded I guess. Just a limitation I will accept with CUAManager.
Have you tried to manually create a CUA, load the assetbundle, remove the CUA atom and recreate it and experience the same problem without CUAManager involved? If so then it's probably a limitation within the engine and how assemblies are loaded (and stays loaded) in memory.
Place the .var file in your AddonPackages folder. Follow this .gif how to activate the session plugin.I also only see colorscale and parenthold in my session plugins, no "Add_me", but I may just be doing it wrong.
I figured it out, it was a from some old save files in the save/plugindata/Blazedust/ path - deleted them and no more error. Sorry BD for the unnecessary bothersome pingTrying to use latest var version 19 this as a session plugin and on a fresh install of VAM with everything else working I get these errors every time it loads:
!> LoadJSON: File Custom/Scripts/Blazedust/CUAManager/presets/options_Blazedust_Mira.json not found
!>
!> Failed to load option file Saves\PluginData\Blazedust\CUAManager\options_Blazedust_Mira.json
!> System.NullReferenceException: Object reference not set to an instance of an object
at Blazedust.CUAM.Options.LoadOptions () [0x00000] in <filename unknown>:0
!> LoadJSON: File Custom/Scripts/Blazedust/CUAManager/presets/options_Blazedust_Yen.json not found
!>
!> Failed to load option file Saves\PluginData\Blazedust\CUAManager\options_Blazedust_Yen.json
!> System.NullReferenceException: Object reference not set to an instance of an object
at Blazedust.CUAM.Options.LoadOptions () [0x00000] in <filename unknown>:0
!> LoadJSON: File Custom/Scripts/Blazedust/CUAManager/presets/options_Blazedust_Yen_Alt.json not found
!>
!> Failed to load option file Saves\PluginData\Blazedust\CUAManager\options_Blazedust_Yen_Alt.json
!> System.NullReferenceException: Object reference not set to an instance of an object
at Blazedust.CUAM.Options.LoadOptions () [0x00000] in <filename unknown>:0
Anyone else getting these?
CUAManager is about saving CustomUnityAsset presets which can be applied at a later time to an existing person atom.I'm sorry but I don't understand. I've downloaded a look and made a preset just like the video showed but when I want to replace another model with it there's no appearance to choose. I can load the stuff like the hair and eyes with the preset I made but they're just on top of the other model. Like, the model I want has purple skin, but that doesn't show up. How do I get what I need to show up in the 'select appearance' menu?
CUAManager is about saving CustomUnityAsset presets which can be applied at a later time to an existing person atom.
The appearance preset is a built-in preset type within VAM. Create your appearance preset for a look in the appearance preset tab on a person root atom within the native VAM interface.
The videos doesn't showcase how to create a native VAM appearance preset which might be troublesome for new users of VAM.
CUAManager assumes that users of this plugin already knows how to create and apply appearance presets in other scenes.
Hope it helps get you started.
So I am stuck on the part of creating preset, fairly simple as I follow the videos and I have my preset. However i notice yours is saved in Vap and mines is json. Did I already do something wrong because when i load preset it literally just loads the hair and doesn't swap any facial/body features.
Hello!
I was wondering if it's possible to combine a CUA / Clothing preset so that it's able to load both linked assets and clothing items in one preset? I was able to edit a json manually after saving each preset type, successfully accomplishing what I was after... but it'd be much more convenient if it was possible to save a merged preset within the plugin itself. Maybe such a feature already exists and I just can't figure it out?
Hello, can you help me please ?
"Compile of Blazedust.SessionPlugin_CUAManager.19:/Custom/Scripts/Blazedust/CUAManager/ADD_ME.cslist failed. Errors:
!> [CS1061]: Type `SuperController' does not contain a definition for `MainHUDVisible' and no extension method `MainHUDVisible' of type `SuperController' could be found. Are you missing an assembly reference? in <Unknown>
i have version 1.20.77.10
and open only ADD_ME.cslist
but doesnt work :/
Thank you