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CustomCollider

Plugins + Scripts CustomCollider

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Foost

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Foost submitted a new resource:

CustomCollider - Add custom CPU and/or GPU colliders to your scene.

This plugin lets you easily add as many CPU and/or GPU colliders to your scene as you want.View attachment 492047

Does the scene asset you would like to use lack colliders somewhere? Add CPU colliders, which collide with other rigid body objects such as the person body model.

Do you have characters with long hair or clothes and they keep clipping through the furniture in the poses you would like to use? Add GPU colliders, those collide...

Read more about this resource...
 
Hi Foost,thanks for your kind reply. I tested the umbrella as per your info, but the object still falls through the floor. Here is the configuration in the game. So I guess we must set somthing for the cua in unity? If your plugin can save this process, that would be super awesome:)
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Oh, I completely misunderstood your request. You meant adding the collider to a CUA and make it behave physically. That's not possible at the moment, and I am not sure I'd ever add such feature to this plugin ; it's very different from what it does now. You would have to set up the umbrella correctly in Unity. It would need:
  • A non-kinematic rigidbody
  • Colliders associated with the rigidbody
  • The visual mesh of the umberella attached to the rigidbody
One day I could of course add an editor for all of this into the plugin, but it's not how it operates now at all (it adds a kinematic rigidbody collider that follows the object). That would probably be more suitable for a separate plugin. But noted, it's on my infinite "maybe todo" list now :)
 
Foost updated CustomCollider with a new update entry:

v2 - motions

MotionsView attachment 492847

The new Motion Preset module let's you animate the collider's motion from one position/rotation to another. The starting/target points can be specified relatively to the parent atom, the default position setup on the Position tab (this is the default), or the current position. The same preset system as in DildoLanguage or SexyFluids is used here, you can copy-paste the settings or load/save...

Read the rest of this update entry...
 
Foost updated CustomCollider with a new update entry:

v3 - hotfix and qol tweaks

Fixes​

  • Fixed selected motion's Target Rotation displaying wrong values on the sliders
  • Fixed motion rotation previews not working on freshly created instance of the plugin

Tweaks​

  • Added information text to the Position tab when the collider is in motion, and when the recent motion ended up moving it to a non-default position
  • Added button to the Position tab to reset the collider back to the default...

Read the rest of this update entry...
 
So...I started playing with this plugin a couple days ago and have been having an issue that I'm fairly certain is related to the plugin. Namely, scenes that use the box collider with GPU turned on will crash upon reload and sometimes even during the session. It's not all the time, but it definitely seems related to this specific plugin. Some things I tested...1 - creating a blank scene with just an empty CUA with the box GPU version. All was fine. when I added a figure, it once crashed. another time it didn't, but upon reload wouldn't open. disabling the plugin in VAM allowed the scene to load. Again, I can't find a surefire, this happens all the time, culprit, but I do know there's definitely a bug somewhere in the plugin. it seems to do it more when the "height" is thinner, making more capsules.
 
So...I started playing with this plugin a couple days ago and have been having an issue that I'm fairly certain is related to the plugin. Namely, scenes that use the box collider with GPU turned on will crash upon reload and sometimes even during the session. It's not all the time, but it definitely seems related to this specific plugin. Some things I tested...1 - creating a blank scene with just an empty CUA with the box GPU version. All was fine. when I added a figure, it once crashed. another time it didn't, but upon reload wouldn't open. disabling the plugin in VAM allowed the scene to load. Again, I can't find a surefire, this happens all the time, culprit, but I do know there's definitely a bug somewhere in the plugin. it seems to do it more when the "height" is thinner, making more capsules.
I had problems with crashes related to GPU colliders while developing DildoLanguage and CuaGpuColliders, but surprisingly it never happened to me with this one.

Do you use the performance patch? If yes, which version? Something's cursed with that patch and dynamic creation of GPU colliders :(
 
I had problems with crashes related to GPU colliders while developing DildoLanguage and CuaGpuColliders, but surprisingly it never happened to me with this one.

Do you use the performance patch? If yes, which version? Something's cursed with that patch and dynamic creation of GPU colliders :(
I believe I'm using the latest one (when they released the updated version a month or so ago).
 
I believe I'm using the latest one (when they released the updated version a month or so ago).
I assume you are on latest VAM, so 1.22.0.12. Can you check the file size of VaM_Data\Managed\Assembly-CSharp.dll? If it's 5487104 bytes, that should be the lastest one - 13beta1evo. Which I am using atm with no crash problems. But I guess the problems might depend also on the CPU setup, actual number of cores, and cores configured for the patch... It's a great patch, but it's clearly doing something thread unsafe there.
 
I assume you are on latest VAM, so 1.22.0.12. Can you check the file size of VaM_Data\Managed\Assembly-CSharp.dll? If it's 5487104 bytes, that should be the lastest one - 13beta1evo. Which I am using atm with no crash problems. But I guess the problems might depend also on the CPU setup, actual number of cores, and cores configured for the patch... It's a great patch, but it's clearly doing something thread unsafe there.
Yes, that's the one I'm using. Just checked.
 
Yes, that's the one I'm using. Just checked.
Are you adding the colliders to an Empty or a different kind of atom? Tbh I've tested it extensively only with empties. But atm I am using it in a scene with a complex CUA model for the room, three characters, and several GPU colliders moving around, did not have a single problem :(
 
Are you adding the colliders to an Empty or a different kind of atom? Tbh I've tested it extensively only with empties. But atm I am using it in a scene with a complex CUA model for the room, three characters, and several GPU colliders moving around, did not have a single problem :(
I was using it on CUA's. I'll try the empty method. That might help. Maybe there's something wonky with CUA collider switches or something. I'll let you know how I make out.
 
I was using it on CUA's. I'll try the empty method. That might help. Maybe there's something wonky with CUA collider switches or something. I'll let you know how I make out.
Ok thanks. I'll test it with CUA, maybe it will need similar hacks like I did for CuaGpuColliders. Which I don't even fully understand how they could fix anything, but the seem to do :ROFLMAO:. Not sure if I'll find time to work on it until next week though.
 
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