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Triggers: Inputs and Collisions

Plugins + Scripts Triggers: Inputs and Collisions

TBD

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TBD submitted a new resource:

Triggers: Inputs and Collisions - triggers for keyboard/mouse/vr controller inputs and collisions of individual parts of atoms

Two plugins that allow you to create configurable triggers for events:
  1. Input triggers: react to keyboard, mouse and VR controller inputs
  2. Collision triggers: react to collisions between specific parts of atoms.
    You can select rigidbodies and individual colliders (e.g. left shoulder or glutes)
Input Triggers
This plugin lets you bind key down/up triggers for any input event. It supports keyboard, mouse and VR controllers.
[ATTACH type="full"...

Read more about this resource...
 
!> Exception during plugin script Init: System.NullReferenceException: Object reference not set to an instance of an object
at TBD.Triggers.CollisionTriggers+<Init>c__AnonStorey1.<>m__0 (UnityEngine.Collider c) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[UnityEngine.Collider].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[UnityEngine.Collider].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateGroupByIterator>c__Iterator5`2[UnityEngine.Collider,System.String].MoveNext () [0x00000] in <filename unknown>:0
at TBD.Triggers.CollisionTriggers.Init () [0x00000] in <filename unknown>:0
at MVRPluginManager.CreateScriptController (.MVRPlugin mvrp, DynamicCSharp.ScriptType type) [0x00000] in <filename unknown>:0

This is an error message that appears when you add a collision trigger plugin to a character.
This is resolved by resetting the pose.

Is it possible to trigger an event for a collision trigger only with the VR hand?
Is it possible to go further and specify just one of multiple assets and trigger a conflict trigger event only on that asset?
 
Last edited:
TBD updated Triggers: Inputs and Collisions with a new update entry:

some fixes and improvements

Changelog v3

Collision Triggers Plugin:
  • Fixed collision trigger plugin for simple atoms (e.g. Cube) not showing any colliders.
  • Reworked collider groups to be more readable and sort better.
  • Added a button to refresh the collider UI in case any were removed from or added to the atom.
  • Changed the default behaviour for colliders, which are added to rigidbodies after the plugin is initialized, to be enabled instead of disabled.
    This change is targeted at toggling glute...

Read the rest of this update entry...
 
TBD updated Triggers: Inputs and Collisions with a new update entry:

down the rabbit hole we go

Damn, this turned out to be a far deeper rabbit hole than expected. I learned a whole lot about what vam does internally when you toggle a person's soft glute physics on or off. The final epiphany came to me while I was hunting down a bug with spanking sounds in vammoan2. 😄

Changelog v4
  • resolved the previous version's limitations related to enabling or disabling a person's glute soft physics

Read the rest of this update entry...
 
TBD updated Triggers: Inputs and Collisions with a new update entry:

production ready

Evidently, finding colliders for specific rigidbodies while also including currently inactive ones is less straight forward than I realized. This resulted in e.g. neck colliders appearing in the abdomen category. Drilling further into vam's code revealed the solution (IgnoreChildColliders MonoBehaviour).

I consider this release fully tested and production ready. There won't be any breaking changes going forward, either.
Please shout at me if you find any other bugs.

changelog v5...

Read the rest of this update entry...
 
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