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TruePhysBones 1.2.2 update notes
Everything new since 1.1
Live Mesh Preview (new in 1.2)
- Turn on Live Mesh Preview for any PhysBone and the real mesh moves with the simulation. Skirts, hair and clothing bend in the Scene view, and rigid accessories follow their bones, all before you press Play.
- Several selected PhysBones can drive one shared mesh, so layered clothing like drapes moves as a whole.
- Nothing on your avatar is changed. The preview follows blendshapes, material changes, and objects turning on and off. Hiding the avatar hides the preview.
- If the editor crashes or the scene closes while the preview is on, your avatar's meshes are restored.
Improved accuracy
- Nested chains: a chain hanging from another chain (a ribbon on a skirt, say) now rides that chain's motion, just like in game. Live Mesh moves those meshes too.
- VR frame rates: a new Frame rate setting previews at 60, 72, 90, 120 or 144 Hz. At VR headset rates PhysBones can move slightly differently than on desktop.
- Whole-avatar test motions: set test motions to move the whole avatar and they become a walk, so you can see which chains stay put while the avatar moves, like in game.
- Grabbing and posing now respect each PhysBone's Allow Grabbing and Allow Posing settings.
- Global colliders follow the current SDK rules (Global Collision, allow self, allow others), and excluded colliders stay excluded.
- Animated chains and the Angle output behave like in game while clips play and the avatar moves.
- A PhysBone scaled to zero (for example, by a scale toggle) no longer breaks the preview.
Smoother editing
- The Inspector, Scene and preview window now share one simulation per PhysBone, so pause, stepping, reset, comparison, trails, posing and grabbing always stay in sync.
- Changing a setting or playing a clip no longer restarts the simulation.
- The preview redraws only while something is moving, so Unity stays light when the preview is settled or paused.
- New "When unfocused" setting: Unity slows down while another window is focused, which can make the preview stutter. Choose Stop to pause the preview until you come back, or Keep running to keep it smooth; Keep running uses more CPU while the preview moves. The default leaves things as before.
- The preview pauses in Play mode.
- Your motion-button layout and other preferences now save correctly.
- Menu entries moved to Tools > VividNightmare > TruePhysBones.
- There are clearer messages when you hit VRChat's limits: 256 bones per chain, 8 selected PhysBones and 32 colliders.
- You get a warning when your Avatars SDK is newer than the version TruePhysBones was tested with.
Fixes
- Live Mesh no longer freezes a mesh mid-swing while several PhysBones are selected.
- Meshes no longer collapse after hierarchy changes while the preview is paused.
- The hovered bone's readout and the curve's hover line no longer stay on screen after the pointer leaves the Inspector.
- An error in one preview now stops only that preview and shows a message. Reset restarts it.
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