Basically, you only need to export 3d / 2d position of a few key point from the skeleton. And use the external python program to analyze and generate wave signal to drive OSR / TheHandy ,etc.
I figured out it is much easier than debugging the wave generation logic in C# mod. Sometimes I need to restart the game over and over again to finetune a few parameters.
The external analyzer can easily play around with those signal. And maybe add a few fillers, random axis, speed limitation, range mapper, etc.
I have encountered a small issue though, some games I’ve tried only run an animation for the climax and the rest of the moving seems to be just procedural. I can hook to the sprites no problem with Unity2DMov but it would be amazing if the funscript override only turned on when theres actually scripted content playing. Currently you can only have one and not the other. Would it be difficult to implement this auto switching override logic?
Maybe a compatibility issue with the current game you are playing? Because It should work like that already when you have “Enable Funscript Mode” toggled on. Override mode activates when there are markers detected and it reverts back to normal tracking when there isn’t.
Compatability is likely the culprit then. BepInEx doesnt hook with default setting so the entrypoint needed to be changed to MonoBehaviour. You’d think that shouldn’t mess with the code. The mod works well until the first climax when the override turns on but it never releases which is a shame.
The game i tried scripting on is Lost to witch oppai ( 巨乳魔女お姉さんのおっぱいに負けた!) by A86GJ3 but i bet the other games by the same dev have the same issue.
Hi, I got Unity2Mov working to the point that BepInEx loads it successfully.
My log shows:
Unity2Mov plugin loaded!
Server listening on 127.0.0.1:12347
The config file is also generated correctly, and I changed ToggleUIKey from F4 to F8 , but the in-game UI still does not appear.
The TCP bridge keeps trying to connect, but I cannot select characters/bones because the plugin window never opens.
Is there an extra step required in The Villain Simulator to open or activate the Unity2Mov UI?
Or is this build different from the one shown in the tutorial video?
I was getting really nervous, thinking I might have to rewrite some code.
Sure enough, once I installed pyserial and pyinput, I was able to connect! Thank you so much.