Gave this a try with the latest CubiLink version. The game is actually a pretty good use case for the plugin.
I added auto-template switching for all scenes, so the bindings should load automatically based on the current animation. I also added Script Override interception for the climax scenes, but it currently only uses a placeholder script. If anyone wants to make a short custom .funscript for those parts, I’d be happy to include it.
There are no direct visual cues for most Multi-Axis outputs, so I had to take some creative liberties with the axis choices. Since I don’t have an actual device to test with, feedback would be very helpful. Some movements may be too strong or too subtle, so feel free to adjust the output sliders to your preference.
Game Version:Ver2.0 Plugin Version: v3.3.2 Status: Working
Notes: Not tested with an actual device yet.
Auto-template switching is set up for all scenes. Script Override interception is also set up for climax scenes, but currently only uses a placeholder script (would need a fitting .funscript).
Template File: milk_time_v2.00 - All Templates-v3.cubilinkpack.json (373.3 KB)
Edit v2: Made a few minor adjustments and added interception for possible story CG scripting.
Edit v3: Updated the L0 parameter for the “Main_1_5” scene.
Hi, I gave this a try it’s amazing
Only issue is that maybe Main_1_5 shouldn’t use mouth_scaleY1? There is a noticeable delay. On that matter, I’m interested in if there’s a way I can offset the timing of an action from the tracked parameter.
I’ve updated Main_1_5 to a parameter that should track better.
A delay offset would be a good idea in general and should be doable, since CubiLink already keeps short parameter history for the graph/motion helpers. I’ll probably add this in a future update.
Flash support is not planned for CubiLink itself at the moment.
CubiLink depends on Unity/BepInEx and reads Unity runtime objects/animation data. Flash games would need a completely separate capture/plugin approach from scratch.
If I were to rebuild the plugin for a different engine, it would probably be TyranoScript and RPGMaker first (to a large part because of Doris - Lady of the Night)
Haha, this seems like quite a large project, but your plugin is very well made. It works for most Unity engine games, and I’m really looking forward to the day when plugins for 3D Flash engine games will be available!
@ZeroScripts Could you check this one?
On legacy I get this and nothing loads, no mod window
[Info : CubiLink] v3.3.2 Initialization successful!
[Info : CubiLink] Cubism detected. Parameter assembly='Assembly-CSharp', Renderer assembly='Assembly-CSharp'.
[Warning: CubiLink] Spine types were not found in loaded assemblies.
[Info : CubiLink] Using Cubism runtime bridge.
[Info : CubiLink] CubiLink runtime initialized (runtime).
On standard version I get this and the last line gets spammed and the mod window goes blank (it still connects and kinda works but hard to say it’s 100%).
[Error : CubiLink] Intiface connection failed: Intiface connection failed: Operation is not supported on this platform.
[Warning: CubiLink] Primary Intiface transport is unsupported on this runtime. Falling back to websocket-sharp Intiface transport.
[Info : CubiLink] Legacy Intiface ServerInfo received. MessageVersion=3, ProtocolVersionMajor=n/a, ProtocolVersionMinor=n/a, MaxPingTime=0ms
[Info : CubiLink] Legacy Intiface DeviceList received. Devices=1
[Info : CubiLink] Legacy Intiface selected device: The Handy (FW4+) (Index 0)
[Error : CubiLink] Intiface legacy websocket protocol error: {"ButtplugDeviceError":{"MessageNotSupported":"RotateCmd"}}
The game uses Unity 2020.3, so you should go with the standard build, not the legacy one.
There was an issue with the newer Intiface fallback on runtimes where the normal Intiface websocket path is unsupported. It would send unsupported command types to devices like The Handy, causing repeated errors and issues with the UI.
[quote=“ZeroScripts, post:139, topic:305584”]
[The Arrogant Kaiju Princess](https://www.dlsite.com/maniax/work/=/product_id/RJ01263980.ht
Finding the animation parameters for The Arrogant Kaiju Princess is difficult for me. Could you share your parameters?(Use Google Translate)
I had tested it only briefly to confirm that its runtime works with CubiLink, so I don’t have a full template.
From what I tried, the easiest way to find useful parameters there is to:
Open the parameter list first, so CubiLink marks the currently loaded parameters as the baseline.
Start the insert animation.
When the internal / x-ray parts appear, enable the New filter in the parameter picker.
That should narrow the list down to only the newly loaded internal elements. Parameters like GG_0x seemed to work pretty well as the main piston motion for example.
Curious if anyone’s interested in tackling this game.
Looks like L2D and could potentially be modded using CubiLink.
The issue is that the game seems to refuse to launch whenever BepInEx is detected.
I’ve been trying to make a reliable CubiLink version that works with most IL2CPP runtimes, but with many of the games I tested I ran into the same issue as this one. It seems to have some kind of tamper/mod protection that prevents even BepInEx from injecting properly.
Huh, so this is common amongst many IL2CPP games? I once thought it was this studio who knows no fun and specifically adds tamper protection into their titles.
Looks like it, or maybe I just got unlucky, but most of the IL2CPP games I tried so far, like Take Me to the Dungeon!! & Lovely Craft Piston Trap had this issue where BepInEx wouldn’t work at all.
Their other game Moka Love ReLive - Observing Ecstasy at a Distance doesn’t crash but it also doesn’t seem to load BepInEx, or at least there’s no real indicator of it, but MelonLoader at least launched (and crashes the other one). The games aren’t too far apart (2 months) but they aren’t on the same Unity version so it’s possible they were commissioned by different people anyway and have different protections.
And overall my experience with trying to mod games has come down to grabbing 10 games, only 1 of them actually loads BepInEx, nevermind the plugin, and then you realize it’s not even real time live 2D. (I have only been looking at mono games though.)
Somehow games officially translated have better odds of working, maybe it’s the Japanese that like to get funky with their Unity projects and let up when it comes to someone working on the translation.
These guys are Japanese but published first in English (?) and you can hook CubiLink just fine Mirai’s Midnight Training.
Sweet Succubus Home also works. (Not actually live 2D? but spines are found and it works fine in practice.)
Might be worth checking these guys on Steam (they are just a publisher but maybe they keep these wild Unity devs on track lol) to see if they have games you might like, I got a few working fine already Mango Party.
Sweet So.. I have just finished messing around fixing oh so many games, few failures but I always shoot for Mono games. Getting Pinsaro Through The Wall to work was PERFECT. I still for the life of me cant figure out the correct twist axis or even the sway without some cheap gimick, but it works
There are a few mono games i cant get to read the plugin at all.
One I was attempting was RJ01336419 魔性の少女と…
Its mono but just doesnt seem to work at all, maybe because I has a translation mod installed?
Legacy Doesnt Work nor Normal, I see there was a recent update so I’ll try again
Edit: Oh it seems to just flat out be rejecting BepInEx for some reason