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Dev Tools

Plugins + Scripts Dev Tools

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Acid Bubbles updated Dev Tools with a new update entry:

DevTools v1.3.2

- Fix to support latest VaM version (remove Environment.NewLine)
- Ability to receive broadcast "DevToolsGameObjectExplorerShow" and select gameobjects from other plugins
- Support for UITab, LayoutElement, Text, Image, DAZDynamicItem details
- Add mainHUD and current atom's UITransform to well known objects

Read the rest of this update entry...
 
Acid Bubbles updated Dev Tools with a new update entry:

DevTools v1.4.0

OnSpawnAtom:
- Do not disable collisions on the latest atom when removing an atom

GameObjectExplorer:
- Keybindings integration (GameObjectExplorer.SelectColliderUnderCursor)
- Show whether a gameobject is active (and if not, whether it's self or in hierarchy)
- Add the plugin, it's UITransform and scene root to the well known objects
- Show more information about UI components (RectTransform, Layout etc.)
- Show information about the OVR rig components

Read the rest of this update entry...
 
Regarding onspawnatom.cs, seems that it spawns in collision triggers with their collision disabled but there's no checkbox to re-enable them like other atoms so they're useless
 
Acid Bubbles updated Dev Tools with a new update entry:

DevTools v1.4.1

- OnSpawnAtom: Do not disable collisions on collision triggers (you cannot re-enable them after!)
- GameObjectExplorer: Show components not inheriting from Behavior
- GameObjectExplorer: Add RigidbodyAttributes, ForceReceiver, ConfigurableJoint, ConfigurableJointReconnector, Rigidbody, Collider, Canvas and RectTransform to shown components

Read the rest of this update entry...
 
Regarding "ForwardUnityLogsToSceneLogs" can you explain a bit more about what the scope of errors "that would normally be hidden" is?
I have most of my code encased in try catch statements where I'm outputting the exception message to SuperController.LogError. However I have users who are reporting some problems but with no error messages (when I suspect there are runtime errors occurring).

If I have code like:
Code:
button.onClick.AddListener(delegate
{
RefreshUI();
});

Will your plugin catch error message generated inside the delegate function?
 
Regarding "ForwardUnityLogsToSceneLogs" can you explain a bit more about what the scope of errors "that would normally be hidden" is?
I have most of my code encased in try catch statements where I'm outputting the exception message to SuperController.LogError. However I have users who are reporting some problems but with no error messages (when I suspect there are runtime errors occurring).

If I have code like:
Code:
button.onClick.AddListener(delegate
{
RefreshUI();
});

Will your plugin catch error message generated inside the delegate function?
Think I've answered my own question. I got the user to install your ForwardUnityLogsToSceneLogs and recreate the problem. Sure enough, got an error message from that delegate function. Now I just need to work out what my bug is. Thanks - another great utility!
 
Hi, not all smooth with onspawnatom.cs it seems.
Hovever first time when i used it it works ok, but in next vam sessions i notice that exactly first spawn (per session) with this plug in session section, occurs without proper affect, ie collision not disabled. But next attempts (per session) of atom spawning - works ok. Some issue it seems.
Being properly working this is really musthave script. ?
 
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