Introducing, Unity2Mov this is a 100% AI Vibe-coded plugin created to bring real-time toy linkage to games that do not have predetermined looping animations nor animators.
Inspired by Sauceke’s LoveMachine Prototyping Tool, I recommend you show some support and use that instead if your game is compatible (animators and loops) and or you have a handy.
It works by taking the values from two characters in game (distance between bones) and sends that data to the python bridge which converts it into a usable range for L0 and R0(0000-9999). L0 and R0 are linked in movement and be warned slower movements are jittery.
I had a few more things I wanted to add but I just do not have enough time to work on this anymore, since a parent fell ill and lost independence. I’m releasing the code anyway maybe you or a coder god can improve this or create something better.
I will release the version that works with a few 2D unity games in a few days.
I am going to also upload the code for the RPGmaker games I managed to get the tracking to work on (Spines and Live2D) for dissection. It was unbelievably hard getting these games to work. I got frustrated quite a bit at the AI and unironically started calling it a clanker.
I only tested this with the SR1 2.0, I never tried with the OSR2, SR6, or FunsrPro.
I cannot guarantee that this works on all mono-unity games.
il2cpp games are incompatible.
Tested Games:
Koikatsu Studio
Honey Select 2 Studio
PlayHome
GOAT (Has native toy support but its garbage)
Yiffalicious (Example of no animators to track)
Vam (If you are feeling too lazy to set up yoooi’s)
Tutorial only covers the basics.
Any bugs you run into you can probably fix yourself.
Credits to vm77hc, I used his script as a base for the bridge and it showed and made me wonder if this was possible.
USE AT YOUR OWN RISK!
I wish you all Happy Holidays.
