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Releases: vr-voyage/vrchat-worldlock-autosetup

Version 1.5 : VRC Constraints support !

01 Oct 00:29
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VRChat Constraints

The tool has been updated to support VRChat Constraints !

Quest/iOS proper support !

Which mean that you can setup multiple world lock objets on your Quest/iOS avatars !
No more Particle System shenanigans !

Previous configuration panels are now considered 'Legacy'

For that reason, the other tools are now considered "Legacy" and their support might be dropped in the future.

Toggles

You can now toggle items individually !
Meaning that showing the items and World-Locking them is done with two different buttons !

Unless you uncheck 'Separate the ON/OFF and World Lock buttons', in which case, both will be done with a single button, just like before

Unlock behaviour

You can now choose whether items go back to their original position when unlocked, or stay at the same distance.

Version 1.5-b1 (aka v1.4.999)

10 Sep 00:37
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Pre-release

Starting to test the next version of the World Lock Autosetup, which integrates support for VRChat Constraints.

Thanks for these new constraints, the setup is way more light this time. No more entire hierarchy. Just the object.

I also added the ability to toggle the item if needed.

The stations should still be set correctly when the item is not enabled by default.

UI wise, this is still ugly but I'll go with that, for the moment, since I don't have enough time to do a UI revamp.

v1.4.1 : Fixing crash with non-Humanoid Rigs

04 Mar 22:38
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Thanks to @Yumuru for the bug report.

  • #1 : Fixed a crash that happened when trying to setup a world locked object on an avatar with a rig that isn't set to "Humanoid" (Generic/Legacy/None)

  • #1 : 修正: Humanoid 以外のRigを持つアバターにワールド固定アイテムを装備すると、自動設定スクリプトが途中で中止する問題を修正しました。

v1.4 : Additional equipment edition !

21 Feb 14:45
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This version solves a few issues encountered by users here and there.

Mainly :

  • The ability to add equipment to previously equipped copies.
  • The ability to keep the items pre-configured constraints enabled while they're pinned

Warning : If you're upgrading, remove the old version to avoid conflicts

wlas-1.4-uninstall-old-package.webm

The package now uses VRChat and Unity Package System.

If you have an old installation, this will enter in conflict with the new package, so remove the old package.
You can remove the package after installing the new one. Just make sure to restart Unity after removing the old package.

I tried using the legacyFolders field in VPM package.json, but this doesn't seem to work.

New features

VPM Support

wlas-1.4-install-vpm.webm

This isn't that major, in the end, since adding custom packages in VCC is done through an "Add" button hidden in the Settings pane, and require a folder. So still pretty nerdy.
We're still far from a double-click, "drag & drop" or install from a link.
Now, if you add the package in VCC, adding it to any project is WAAAY easier.
Just click on "Add" on the right pane of your avatar project and you're done !

The old installation method still works

wlas-1.4-install-unity-package.webm

Still, the .unitypackage will also add the package correctly, just like VCC would, so both systems lead to the same result, which should ease the transition in case you want to go the VCC route afterwards.

Re-Adding equipment to a previously generated copy

wlas-1.4-en-add-items-to-equipped-copy.webm
vrchat-optimized-add-items-to-equipped-copy.webm

The first being adding equipments to a generated avatar copy from a previous run.

Meaning that you can add equipment to an avatar, and generate an equipped avatar copy.
Then add equipment to that equipped avatar copy, which will in turn generate another copy.

While you could add all the equipments at once on the original, some people actually keep the generated copy as a prefab somewhere, and then try to add equipment later on.

Note that this is only possible with the Constraints tool.
The Particles tool now won't let you continue if the avatar you're using is a previously equipped copy.

A new option to keep the items Constraints as-is when pinning them

wlas-1.4-en-dont-disable-item-constraints.webm
vrchat-optimized-dont-disable-item-constraints-vrchat.webm

Some people want to keep the items Constraints on when pinning them.
Now... there's a reason why they are disabled when pinning.
If you add a Parent constraint to a weapon, so that it stays in your hand when you're wielding it, the weapon will stay in your hand, no matter what, until it is disabled.
When you lock your weapon in the world, you don't want to it to keep following your hand, hence why the Constraint get disabled on Lock.

That said, some people would like to have constraints like "Rotation Constraints" still work to some extent, so here it is.

Other additions

Only one package from now on

wlas-1.4-set-language.webm

No more "language specific" package. There's now only ONE package.
To configure the language used by the tool, use the configuration panel.

... This has only been tested on my system, though. While this works, I wonder what will happen on Japanese systems.

You can now equip more than 8 items on an avatar

wlas-1.4-en-add-more-than-8-items.webm
vrchat-optimized-add-more-than-8-items-vrchat.webm

This added feature will soon be deprecated, since VRChat wants to limit the number of Constraints to 15 per avatar.
Since the tool generally add 3 constraints per locked item, you'll be guaranteed to go past the limit after adding more than 5 items.

The fonts are slightly larger

The interface is still horribly ugly. This UI will get a major overhaul at some point.
But, meanwhile, the options are now technically readable.

Models used in the demonstrations

v1.3 : Equipment support !

19 Nov 05:55
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You can now use this tool to pin equipment items to the world !

Some people started to use the previous versions of this tool to pin Constrained equipment into the world.

A few issues stem from that since the items Constraint components were not disabled by the animations, leading to these items still following the user after trying to pin them through the menu.

So, in order to make pinning equipment items into the world easier, the following changes have been brought to the Constraint tool.

  • Beforehand, pinned items were hidden by default.
    You can now disable this behaviour through a checkbox on the tools window.
    When disabled, the items visibility will not be altered by the animations generated by this tool, making them always visible by default.

image

  • During setup, after copying an item and setting it on the avatar, any Constraint source referring to a child Transform of the base avatar will be set to point to an equivalent Transform on the generated avatar copy.

For example :
If you setup an item already constrained to the avatar Head bone Transform,
The equipped item will be constrained to the Head bone Transform of generated avatar copy.

image

  • The animations generated will disable "IConstraint" components (Parent Constraint, Rotation Constraint, ...) setup on the pinned items, when pinning them.

This also disables Aim Constraint, Scale Constraint and other kind of constraints.

20221119064330_1
20221119065134_1


Constraintツールを更新しました。

  • 従来の「固定するまで、アイテムを隠す」機能がオプションになりました。
    このオプションは設定画面で無効にすることが出来ます。無効に設定した場合、ツールが装備したアイテムを隠しません。

  • 固定したいアイテムで「~Constraint」コンポーネントが既に設定されていたら:
     * 装備アイテムのConstraintコンポーネントは固定される時に無効になります。
     * 装備される時、Constraint Sourcesに対象として設定されている「元となるアバター」は、代わりに「生成されたアバターのコピー」を対象とするよう修正されます。
     例えば :
     - 固定したいアイテムが既に対象アバターの右手にConstraintされていたら、
     - 装備された後、生成されたアバターのコピーの右手にConstraintされます。

v1.2.3: Fixed the assets losing their contents after restart

31 Jul 21:07
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  • Fixed AnimationController added layers losing their States and Transitions after restarting the editor.
  • Fixed VRCExpressionMenus and VRCExpressionParameters losing their new items after restarting the editor

Due to some obscure bugs, most the generated assets contents were gone after restarting the editor.

1.2.2 : Slightly better error messages

12 Jul 18:33
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The previous error messages when the Expression menu is full were pretty much unreadable, so they've been rewritten.
Also the error message now comes with a new button, allowing you to quickly open and edit the Expression Menu in question, which makes the process slightly simpler.

Also, turns out that I was dead wrong on the "Reset avatar" button.
This button is always added. Even if you fill the menu with 8 controls.

So the maximum amount of controls allowed in the main menu are now :

  • 7 (8-1) controls for Constraints
  • 6 (8-2) for Particles.

I could make the limit 7 for Particles too by moving the two added buttons to a submenu, and adding this submenu.
I'll see if people are really hindered by this limit, since this requires additional tests, and remaking parts of the presentation videos.

Fixes for v1.2

09 Jul 13:37
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Small fixes mainly, and a major one regarding dependencies handling.

  • Fixed the warning generated by Unity when creating Blend Trees.
  • The Particle tool now handle the item scale correctly.
  • Minor translation updates.
  • The Japanese part of the README has been revamped and is now on-par with the English part (I still think it's broken though).
  • The README was restructured in order to showcase the tool to new users first, and talk about gory details last.

Version 1.2

22 Jun 15:53
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Now with the ability to put items at a fixed position inside the world.
Meaning that the coordinates setup in the editor will be considered world coordinates,
and the item will always appear at that location when enabled.

This makes the ability to embed world overlays inside avatars much more easily.

Along with that, a few bug were fixed and the UI is now simpler to use.
You can just drop the avatar and the items on top of the configuration windows,
without having to "aim" at a specific spot of the UI.

It also has a Japanese translation.
Though, the translation system is akin to banging rocks together.
I'll try to have a language selection menu for the next releases.

I also cleaned the code and made it more readable to me, so that I can
improve much more easily over time.

Minor code folder fixes

07 Aug 05:48
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It's identical to the first release, except that the code can now be copy-pasted into Unity without getting an additional useless menu, due to old code not removed.

No functionality or bug fixes.