Quick update: I've finished reorganizing the code, and I'm just fixing a few remaining bugs now. I think I should be able to release it within the next few days. I hope.
!> Exception NullReferenceException: Object reference not set to an instance of an object HelicalPink.PenisPathAlignment.OnEnable ()
UnityEngine.GameObject:AddComponent(Type)
DynamicCSharp.ScriptType:CreateBehaviourInstance(GameObject)
DynamicCSharp.ScriptType:CreateInstance(GameObject)
MVRPluginManager:CreateScriptController(MVRPlugin, ScriptType)
MVRPluginManager:SyncPluginUrlInternal(MVRPlugin, Boolean)
MVRPluginManager:SyncPluginUrl(MVRPlugin)
<>c__DisplayClass28_0:<CreatePluginWithId>b__0(String)
JSONStorableString:InternalSetVal(String, Boolean)
JSONStorableString:set_val(String)
JSONStorableUrl:set_val(String)
JSONStorableUrl:SetFilePath(String)
JSONStorableUrl:SetFilePathBrowseCallback(String, Boolean)
uFileBrowser.FileBrowser:SelectButtonClicked()
uFileBrowser.FileBrowser:SelectFile(FileButton)
uFileBrowser.FileBrowser:OnFileClick(FileButton)
uFileBrowser.FileButton:OnClick()
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
LookInputModulerocessMousePressAlt(MouseButtonEventData)
LookInputModulerocessMouseAlt(Boolean)
SuperControllerrocessUI()
SuperController:Update()
Changes & Fixes
1. Renamed "Rotation Mid to Tip Blend" → "Mid Rotation Offset".
To prepare for the next update. Existing scenes and presets will be converted automatically when loaded. Only a name change, so everything will continue to work as before.
2. Added "Base Rotation Offset".
It works the same way as "Rotation Mid to Tip Blend", its "Base to Mid Blend". I found this way is the safest, easiest to manage, and most...
Would it be possible to have it automatically detect when it should "curve flip?" Often times the optimal penis path curve direction is very different between two poses/animations, so it'd be super handy to have the plugin be able to detect automatically the best curve angle!
Hi hazmhox!
I love your amazing plugins and always using them. Thank you, and it's an honor to receive feedback from you.
I removed OnEnable() in the new version since it's no longer needed.
The Developer Tools were completely new to me. I was literally just about to publish the new version, so I'm really glad you pointed it out in time.
As for the presets, I was originally thinking about loading them from the VAR package like read-only files. But I think saving directory inside the scene is actually the best solution.
I have some improvements in mind for the preset and marker save system. For now, though, I'll leave them for a future version.
hi is there any plans for auto configuration instead of having to select the hole every load or change of positon, plugin auto detects which hole to target?>?
Thank you for the kind words!
I could say the same, when I tried with the plugin, very impressed with the whole system ^^
Static files saved as preset in any folder contained in "Saves" would also work. As long as the file can be "registered" by the var manager and it rewrites the scene so that the load process can access the path, both locally and in a var file, it would be perfect (for instance as I did with VAMM for the custom audio files/VA).
Do as you prefer, as long as I can do several presets and ensure it can work in a var, I'd be thrilled :3
I've kept experimenting with it, and I find the system very nice. It can even lend better/more natural results with a curve constraint than letting the collision engine do its job.
Very cool idea!
Sorry I'm not sure I understand what you mean.hi is there any plans for auto configuration instead of having to select the hole every load or change of positon, plugin auto detects which hole to target?>?
Making preset files for every pose would probably flood the folder, and that would become a pain to manage too. Saving them inside the scene is actually a really good idea.