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VAMLive
Hey! Np, you're welcome : )

There is an internal possibility by simply swapping the "ScreenOpt_Material" on the fly with a trigger.
That said, the glitch material is "linear", it's not like a random thing controlled over time.

What I can propose is making two new materials: screen_noise, and glitch01heavy. So that you could have a default screen with noise and two glitchy materials of different strength, and you could change the material through triggers.

I need to fix the window camera bug, so that's not very long to add a couple more materials : )
Thanks for the quick reply and appreciate the solution you came up with. I already use that plugin in a scene and am worried that upgrading it might break it now, but it shouldn't right?:D

One more question, did you keep the original Glitch01 in there as well? I really liked how it looked, so I hope yes and hence why I am kinda worried to upgrade now, because I don't want to lose that one.

Cheers
 
Thanks for the quick reply and appreciate the solution you came up with. I already use that plugin in a scene and am worried that upgrading it might break it now, but it shouldn't right?:D

One more question, did you keep the original Glitch01 in there as well? I really liked how it looked, so I hope yes and hence why I am kinda worried to upgrade now, because I don't want to lose that one.

Cheers

No probs!
Yes no worries on the legacy content, I try like 99.9% of the time to keep compatibility. So yes, everything will work and yes Glitch01 is still there : )
 
No probs!
Yes no worries on the legacy content, I try like 99.9% of the time to keep compatibility. So yes, everything will work and yes Glitch01 is still there : )
!> Error during attempt to load assetbundle hazmhox.vamlive.3:/Custom/Scripts/VAMLive/vamlive_assets.cambundle. Not valid
!> VAMLive - Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at VAMLivePlugin.VAMLiveCamera.OnBundleLoaded (MeshVR.AssetBundleFromFileRequest aRequest) [0x00000] in <filename unknown>:0

After updating the plugin via the in-game hub and then changing the plugin on both camera and screen empty atoms it gives me this message, not sure what could it be... I restarted VAM, I also tried to create another new empty and load the plugin on there, does the same.

Would you know?
 
!> Error during attempt to load assetbundle hazmhox.vamlive.3:/Custom/Scripts/VAMLive/vamlive_assets.cambundle. Not valid
!> VAMLive - Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at VAMLivePlugin.VAMLiveCamera.OnBundleLoaded (MeshVR.AssetBundleFromFileRequest aRequest) [0x00000] in <filename unknown>:0

After updating the plugin via the in-game hub and then changing the plugin on both camera and screen empty atoms it gives me this message, not sure what could it be... I restarted VAM, I also tried to create another new empty and load the plugin on there, does the same.

Would you know?

The usual drill ;)
Always use method one if you know a plugin handles legacy content: download, delete old versions, then hard reset. Never EVER, try to change a plugin that potentially has an assetbundle within the same scene with two different versions.
 
The usual drill ;)
Always use method one if you know a plugin handles legacy content: download, delete old versions, then hard reset. Never EVER, try to change a plugin that potentially has an assetbundle within the same scene with two different versions.
Oh, thanks. I didn't know I had to delete the previous version. Deleting stuff like that gives me anxiety:D I thought just updating it via the in-game hub will do the thing once I'd restart VAM.

I did do what you say and it seems to work, thank you.
ps. what do you mean by the never ever changing plugin with an assetbundle with two diff versions? Could you give me an example, it might be easier for me to understand it then.
 
ps. what do you mean by the never ever changing plugin with an assetbundle with two diff versions? Could you give me an example, it might be easier for me to understand it then.

Plugins that have assetbundles inside of them ( a bunch of my plugin do ).
But that's hard for you to know that without checking the plugin unless you have some technical background.

But the important thing is, never two different versions of the same plugin inside a single scene.
 
One last thing - the newly added effect "glitch01strong" is nice, but it's not "strong" enough for what I need. I really need a glitch this strong so that you can barely see the video:
- mind you this youtube example has some "scary" noises so mute it if you'll watch it, also it might be a bit too strong looking at it for some people.

So unless you don't have a stronger glitch effect that you could implement into the plugin I'll try to do what I said earlier - use a transparent video plane placed on top of the VAMlive screen plane and trigger it.
 
I can come up with all sorts of glitchs and materials : )
I have just a lot on my plate right now lol

I'll check what I can do.
 
I can come up with all sorts of glitchs and materials : )
I have just a lot on my plate right now lol

I'll check what I can do.
I am sure you can and I am sure you're not waiting for someone to be constantly asking you for changes in one of your plugins:D I really appreciate the recent update and I think I can manage to do the desired effect I want the way I mentioned earlier.

Also me having more control over the effect is probably better in the end, at least I won't be bothering you with more requests if it still might not be what "I am after"...

So please don't bother unless you'd really be bored:D

Cheers
 
Hello hazmhox
When I used this plugin I noticed that all the stereo in the scene changed, the stereo no longer changed with the player's view position but with the camera position of this plugin. Is there any way to make the stereo sound continue to follow the player view position instead of the camera position?
 
Hello hazmhox
When I used this plugin I noticed that all the stereo in the scene changed, the stereo no longer changed with the player's view position but with the camera position of this plugin. Is there any way to make the stereo sound continue to follow the player view position instead of the camera position?

Hi!

Ho wait really? I'll check : )
 
hazmhox updated VAMLive with a new update entry:

Bug fixes / Improvements

  • Added "Display as a GUI" for the screen, suggested by @VAMgrasshopper. This can be a nice way to create GUI screens for characters customization scenes and prevents the "infinite mirror" effect. This mode is not compatible with post processing.
  • Removed audio listener from camera to stop breaking the sound spatialization which should be from the player. Thank you @u5666
  • Removed atom controls from the layers rendered by the camera...

Read the rest of this update entry...
 
Neat alternative to other camera options, with all the options and how relatively lightweight it is, though I do have in issue with the scaling; the apparent default scale of 0.25 is already very large, which is great for something like a billboard, but gets incredibly finicky to fit to something like a tv, or a computer, or (god forbid) something handheld like a video camera or a phone. A version or option to base it on an overall smaller scale would be very nice.
 
Thanks for this plugin, hazmhox. It's really neat!

I just wanted to share that I'm happily using the older version 3 in what I'm working on since I want the audio listener with the camera.
I am curious though: is it possible in VAM to have more than one audio listener? Such as one with the camera, another with player position?

Edit: I also meant to ask: The player's viewpoint is faintly visible on the screen (attached). Is there some way to hide it that I'm not aware of?
1734407147171.png
 
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Thanks for this plugin, hazmhox. It's really neat!

I just wanted to share that I'm happily using the older version 3 in what I'm working on since I want the audio listener with the camera.
I am curious though: is it possible in VAM to have more than one audio listener? Such as one with the camera, another with player position?

Edit: I also meant to ask: The player's viewpoint is faintly visible on the screen (attached). Is there some way to hide it that I'm not aware of?
View attachment 442166

<3

The VR camera has been hidden in more recent releases : )

And nope you can't have two listeners... it's like if you were asking that YOU would be able to hear a sound from two locations at once ^^
You can have one or another active at one time.

Having a listener on the camera itself is kind of pointless anyway, that was a mistake on my end. As it simply completely breaks the spatialization.

The only effect you'd want to have is for instance, being able to output the camera listener to another channel. Sadly, this is not possible, the playback can only occur directly through the main output signal and cannot be redirected to a specific audio source. ( the idea being outputting a camera feed to let's say a TV prop ).
 
<3

The VR camera has been hidden in more recent releases : )

And nope you can't have two listeners... it's like if you were asking that YOU would be able to hear a sound from two locations at once ^^
You can have one or another active at one time.

Having a listener on the camera itself is kind of pointless anyway, that was a mistake on my end. As it simply completely breaks the spatialization.

The only effect you'd want to have is for instance, being able to output the camera listener to another channel. Sadly, this is not possible, the playback can only occur directly through the main output signal and cannot be redirected to a specific audio source. ( the idea being outputting a camera feed to let's say a TV prop ).
Good to know, thanks!

My current use case involves a TV broadcast-ish situation (with subjects talking to the camera), which is why attaching the listener to the camera in version 3 works best. :)
 
My current use case involves a TV broadcast-ish situation (with subjects talking to the camera), which is why attaching the listener to the camera in version 3 works best. :)

It "works" (with big quotes) :p
With that setup, it means you cannot produce any other sound in the area ( the room the TV is in ), or the positions will be completely off.

To be completely honest, I'm also sad to not be able to fake that system. But the way the output signal works with audio makes it impossible. I don't think there is even a middleware (FMOD or Wwise) able to do that. Because you'd need to compute two spatial positioning and output it another channel OR record and output the feed in realtime. Which could get expensive.

This is why, in most games, you see "recorded" videos for TVs instead of realtime stuffs : )
 
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