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Making unity a less painful place, one addon at a time.

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5d ago

Vivid Nightmare

/VividNightmare

5d ago

TruePhysbones 1.1 RELEASED!
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UI has been redesigned to be easier to navigate with a more polished look. Squashed several bugs; added real-time curve editing and improved simulation accuracy


UI

- All preview controls now live directly in the VRC Phys Bone inspector; the separate,

- Hidden-by-default Scene overlay has been removed.

- Motion, speed, motion range, pause, frame stepping, Scene grabbing, Scene preview, reset, and the test collider are immediately available above the preview.

- Less frequently used comparison, trails and posing are grouped under a compact Advanced foldout.

- Inspector preview is now better resizable, frames the chain more tightly, and adapts to narrow inspector docks without clipping its primary controls or guidance.

- Enable Scene grabbing allows bone tips to be manipulated directly in the Scene view.

- Live animator output now uses readable labels for Angle, Stretch, Squish, Grabbed, and Posed while retaining the underlying parameter names in tooltips.

- Preview settings now include a background-color picker.

- Motion buttons can be reordered or hidden, with a reset option to restore the default layout.

- Collider settings list only the colliders actually assigned to the selected PhysBone. Assigned colliders are previewed by default and can be individually excluded from the preview.



Live curve editing (new feature)

- Parameter curves can now be edited directly below the 3D preview instead of opening Unity's separate Curve window.

- Curve changes update both the Inspector simulation and Scene preview immediately.

- The editor supports adding, selecting, dragging, and deleting keys; numeric Position and multiplier fields; draggable tangent handles; and Auto, Linear, Flat, and Step curve shapes.

- Added Constant, Linear, Ease In, Ease Out, and Ease In Out presets, plus an option to restore the PhysBone default curve. Hovering a point links it back to the corresponding part of the simulated chain and reports the resulting per-bone value.

- Available for Pull, Spring, Stiffness, Gravity, Gravity Falloff, Immobile, angular and rotation limits, Radius, Stretch, Squish, and Stretch Motion.

- Curve keys, tangent handles, presets, and preview joints have larger interaction areas.


Simulation accuracy

- Preview timing now follows the PhysBone update mode more closely.

- Improved previews during animation, object motion, and low or irregular editor frame rates.

- Animated bone scale is now consumed instead of relying only on the scale captured when the preview started.

- Root interpolation now preserves non-uniform/sheared transforms and reflected scale.

- Collision response preserves the length produced before the collision was resolved, improving stretched and squished chains.

- Explicitly assigned colliders participate regardless of 'Allow Collision', matching the runtime.

- Global/player PhysBone colliders are now included in the preview, with the same effective 32-collider limit as the runtime.

- 'Ignore Other PhysBones' now searches from the avatar root, so related chains are found consistently even when they are outside the selected object's immediate hierarchy.

- Animated rest-pose recapture pauses while a chain is grabbed or posed. Releasing a normal grab now returns toward the correct rest pose instead of settling around an unintended offset.

- Improved handling of degenerate zero-length geometry and unusual nested transform roots.


Changed

- Whole-avatar preview mode has been removed as it could cause problems on less powerful configurations when used on a heavy avatar. You can still select however many bones you want to preview.

- Scene preview now automatically follows physbone chains.

- Scene overlay has been removed; its controls are now always discoverable in the Inspector.

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