![]() ![]() Like everything else in this game, these systems are functional, but not polished or perfected. These improvements also roll back to interactions that use only the head, including oral interactions.- You can now toggle between four camera modes during interactions: default (a ghosted view from the approach direction, through your character), free spin, first person, and subject view. This system is mostly functional and polished for many factors, but still needs a little cleanup / magic, especially when detecting awkward head angles (like licking the feet of a subject on a rack chair that’s particularly low to the ground).- Improvements have been made to IK during interactions where the head and another body part are both mounted (for instance, the kissing interaction on the Rack Chair). ![]() The new system is interaction-agnostic: it reads the performing character’s current position to determine whether the apparatus should be raised or lowered, based on how they’re squatting, tiptoeing, scrunching or stretching their neck or arms, and a few other similar factors. Before, each interaction had a hardcoded value, and these hard-coded values tended to fail at extreme size differences. This system has to do with the way bondage devices are raised or lowered to accomodate differently-sized characters. Turns out the latest Unity update changed the way that shaders get packaged up, and some vital shaders weren’t being included.- The new “tiptoe” system is finished and functional. Hey folks! Found and fixed the magenta bug / missing shader issue. ![]()
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