#Lethal Emotes API
1 messages Β· Page 4 of 1
dont think you gave me the right timestamp this is just code and watching the emotes in game
Oh
i wanted to see what you meant
Well it's at 15:35
the playable director thing ?
Yeah
it uses a timeline and plays it in the main scene
You can just seek through your animation
Or move your audio around
To eyeball stuff
thats cool
thats very useful for sync
oh but audio and animation has to be on frame 0 anyways
Honestly no idea why this feature isn't talked about more
Yeah, it helps with lining up stuff
Gonna see if in the future we can let you just import a timeline though as I said in the video
But we just found out about it's existence like 3 days ago lol
ah
i will use it for preview but i wont use it for timing
for now
well i will use it for timing but i will still cut the animation or the audio trim
i noticed a couple small issues with my emotes when playing with them xD
i will fix those later
Imagine playing the game π
first itme in a while
I've done nothing but program for 2 months
Can't get enough of it
Then again I've done basically nothing for the past year and a half so ...
but i need a game object to use this function
so i need to see more off the tutorial i guess
oh i prob need a new example project
I need sleep unfortunately but I'll answer any more questions when I wake
Are the emotes also silent for other players if you set your own volume to 0?
Emote volume is local only
found a bug where when I press random emote it still plays the previous emote over and over again (this happens when I land the ship)
idk
I'll look into it but like
it's pretty straightforward code, that can only be messed up if Random.Range isn't working
I installed lc sound tool
if it only just broke for you
was it working before you started installing stuff today?
yes
it still works but it just stops working completely after landing
uninstalling those 2 to see if it affected it
ok now it broke kinda even more
its now repeating 2 emotes
any other mods you installed recently?
diversity and then thats it
i have a relatively small modlist compared to other ppl
ill send the clip to show the issue
I imagine it's setting rng to a constant value or something
closed source mod 
why can't people be normal
guess I get to dig through the dll
through thunderstore source?
ah
aka
actually it might not be to be fair, could just be not very obvious
imma check with the mod dev before I continue this route
yeah, temporary issue
should be fixed soonβ’οΈ
awesome
oh yes thanks for the reminder
I added some important text telling people to use unique file names, nothing else is different
making the old one unlisted
really just boils down to, you should make a unique folder name for your mod and put all assets in that folder, cause if two mods have the same file names, it doesn't load one of them
i see
is there an updated example project ?
and if so where do i get that
found it
im missing something ?
oh its not important
nvm
also you prob should make a standalone tutorial for join spot too
im missing playable asset
uhhh
let me clone it
I probably will eventually, I kinda want to get a bunch of mini vids to put in the wiki for emotes to further help
but that is a huge undertaking
wtf unity
it just didn't remember the packages
i see all this ?
i will just let you fix it first
then i redl it
the old school way is smooth and efficient for my needs rn anyways
do you have any way i can adjust the emote volume of specifc emotes without changing the entire audio file ?
since some of my audio is a bit too quiet
not really, that kinda has to be done with the audio
basically every audio editor has a way to increase gain
yeah but if i increased it too much it was like broken audio
so i stopped doing it
wouldn't that happen in game too then?
think I fixed the repo, just testing really quick
I was ignoring the package manifest
in your case though, I honestly wouldn't recommend updating
since what you have works
you mean i should use the old school way ?
oh
which you can just do anyway
there isnt much harm to switch the repo for me though
cause the old repo had missing packages
so no preview
yeah maybe just switch then
its not like i need to change anything in the visual studios either
i dont think ?
true
ok i will swap
just let me know when you fix it
i will keep my old one as backup
if i need to fix something in them
now that i have more experience with unity i can keep my things more clean too
i also found out how to fix my audio
ez
now its louder and not skratchy

is there a mod to skip to lan screen
π
i cant find one
useful for multi instance testing
also when you join spot emote and one player stop the other guy still does it shouldnt it stop together
π
this mod lets you skip to lan
yeah make sure to set
joiner.currentlyLockedBoneMapper = host;
use that when you are locking a joiner to a host
both joiner and host in this case are BoneMappers
oh then yeah
you can also reverse it after the joiner starts their animation
if you want either person to be able to cancel it
so then yeah
after the joiner plays an animation
host.currentlyLockedBoneMapper = joiner
yes after the joiner starts playing
so like this ?
joiner anim plays here
so i assume its like this ?
well like this
but yeah
URL please
Timestamps:
0:00 Prerequisite programs/opening
5:28 Blender Time-lapse
7:09 Preparing Animations in Unity
11:59 Looping animations setup
12:37 FFMPEG audio optimization
14:42 Unity audio optimization
15:35 Playable Director/Timeline Editor
18:21 Asset bundles
23:27 Coding setup/boilerplate explanation
30:35 Emote parameter examples
34:33 Importi...
accidently had timestamp on it
there you go
Yesterday I played with my friends and I noticed some issues. Sometimes i as the host had ostrich legs for other players and for me other players (when not emoting) sometimes walked weirdly tilted backwards.
Can you provide a modpack code and some logs?
018d1e27-e764-bfb8-70e5-96592e4845cc
Thanks
https://github.com/cmooref17/Lethal-Company-TooManyEmotes/issues/35
Does this have anything to do with you?
"to be honest"
Understood
fixed it, update coming out soonish
Wow, so fast... I should have written about it a week ago. π
found something?
are you talking to me?
ye
I think the primary issue was using emotes from the other big two emote mods at the same time as emotes api emotes
which was causing bones to forget their positions
so now I just set it so like other emotes, ours cancel on other emotes playing
since that just makes sense anyway
fyi to anyone making emote mods, I have recently pushed 1.3.0, which deprecates the normal
AddCustomAnimation.AddCustomAnimation(AnimationClipParams) in favor of
EmoteImporter.ImportEmote(CustomEmoteParams)
these two functions work almost identically, but some key differences are:
some parameters were renamed to make more sense and/or be more in line with.
I.E:
animationClip is now named primaryAnimationClips
_primaryAudioClips is now named primaryAudioClips
customName is now internalName, and displayName should be used instead
in addition, your emotes when imported with the new system, will have an internal name of
yourmodsGUID__internalName
this is what you will need to reference it too, don't worry if that seems weird, just try playing one of your emotes in game and look at the console, that's what you want to use now.
The primary purpose of this, and specifically why we made the change to the naming scheme is to allow for duplicate animations to coexist with no issue, before now if say a mod existed which adds the toothless dance, but then another mod also implements the toothless dance and names the file the same thing, whichever loads second will just not load at all. However with the mods GUID being appended to the internal name, duplicate emotes can exist no problem.
Again, the old system still works just as you know it, but any future features will only designed to work with EmoteImporter.ImportEmote(CustomEmoteParams)
technically speaking, as of right now, there is no reason to use the system except to prevent your emote from overriding someone elses or vice versa
so don't worry about rushing to fix this now unless you are affected by the duplicate issues of the original system
for reference
I'll work on updating the wiki probably tomorrow, but as noted, not much is really different, just a couple of technical differences but the flow is ultimately unchanged
im not sure if this is the right place to say this and im sorry if it isnt, but when i do random emotes every now and then there will be an emote that spawns an enemy
π
you can blacklist them for now, if you search spawn_
but the patch is being uploaded as we speak
#thunderstore-releases message
Some emotions allowed you to move slowly because of their peculiarity. Now there is no such thing, is there any way to get it back? @grizzled lava
Is this specific to bad ass emotes or are other mods seeing the same issue?
The other mods are good too :(
badass + more emotes + 200 emotions
This bunch is just a top
@grizzled lava For example, these emotions should automatically move forward - to fully convey the animation
yeah
gonna make a quick patch
I changed how emotes get imported, and forgot to do the other step on my end
@grizzled lava
I'm just amazed at your corrections, there are so many of them. The guys and I worry every time we update the build of mods and look for bugs on their compatibility. As soon as we see from the top of the Thunder application that your mod has been updated, we bet on what exactly the update is: did the developer forget something or is it something global π
99% of the time it's cause I forgot something
I try my best but I don't have the best testing methods
I really should set something up, but there is a lot to juggle
I am a tester to the core and bones, if possible
As soon as I find the bug, I'll go to GitHub in tears to point out the problem to the mod developers.
It's in my best interest that other people don't complain about my build that it doesn't work or has problems. π₯Ί
yeah I get that, sorry about the confusion
BadAssCompany 1.1.2 is uploading now
and it's up #thunderstore-releases message
to be fair, this is the last major backend update we have planned for now, so the api itself should be pretty stable for now

Hey, I'm the author of OpenBodyCams and I've encountered a little issue with your MoreCompany compatibility patch.
In my mod, I patch MoreCompany to spawn the cosmetics on the local player rather than deleting them as it does normally. However, I've found out that entering third person mode in LethalEmotesAPI also spawns the cosmetics on the player, but it appears to also delete the existing cosmetics. Is there a specific reason that needs to be done? If the CosmeticApplication component is already attached then it should be immediately usable, shouldn't it?
@grizzled lava We need you.
@grizzled lava Badass and API - the key for synchronizing dances does not work
no particular reason, I did it because I was copying what was done for the masked enemy's cosmetic stuff
gotcha, I think it's not necessary to do that here, the player cosmetics can't change during the game so they shouldn't need to be refreshed like the ones on mimics
right, makes sense
just fact checking with you, this seems to make sense to me, and works in game
just making sure that doesn't conflict with anything you have
I did work around the issue by just ensuring that my references to the cosmetics isn't invalidated before the body cam is rendered, but I was initially hoping to avoid the check but it's probably necessary to keep it
yeah I'm still gonna get a fix out incase anyone else has similar issues with my old setup
yeah, that seems fine to me, although I would tend to avoid setting active to false since reactivating game objects is perhaps the slowest thing I can do in my camera callbacks
idk if that's what your disable function would do
I never set it to false, but I found when the player first spawns in they are in fact set to false
my disable function does a bad, but the comment speaks for itself
everyone I've talked to has just said to put stuff on layer 23
I wish we had a better standard
since 23 is for invis enemies
I've been using forceRenderingOff in the renderers actually
but I may have to resort to that too if I see issues
if I set forceRenderingOff, would that not break stuff like mirror mod though?
if you use a camera callback to set it and then revert it similar to my mod it wouldn't, but honestly I don't know how much overhead adding multiple callbacks for before/after camera causes
so perhaps it is preferable to stick with layers for now
we really just need a "invis cosmetics" layer tbh
as I understand it, there are only two free layers in the game, which is quite rough
I used layer 31 for something only visible in the body cam, but even that may conflict with some mods for all I know
bowomp
I was wondering about this, do you mean that the cosmetics spawn for the local player without my mod as well?
just uhh, letting you know
yeah... it's suffering really
really given that the game has so few unused layers I feel like it might be better if we could all just use the camera callbacks as long as it doesn't have a big overhead, but not sure if that'll happen
and no, the cosmetics only come prespawned it seems like with a few mods like yours or mirror mod, with nothing but emotes installed, it has to create them the first time
maybe invis enemies is fine
gotcha, I would assume it must be the mirror mod then, mine starts the cosmeticapplication enabled
(with force rendering off at the moment, unfortunately)
the main issue imo, is less that invis cosmetics get put on layer 23, and more than instead of switching them to layer 0, people are changing the cameras to render layer 23
right
for mirror mod I think that's fine probably? since it is only in the ship
not sure where invis enemies would appear
and I think that is part of the mod itself, that oops, you can see the girl behind you
like I think that is intended
hmmm
ahh, so she stays where she spawned but invisible after she interacts?
well specifically she stays invisible until she is hunting you
hmmm, wondering about an idea, obviously you have no control over this but I'm just spitballing
MoreCompany has a system where you as a mod dev can "create a request" to render local players cosmetics, and if there are any active requests, the local cosmetics are all rendered on layer 0
at any point you can tell MoreCompany you are done with the request, and if no requests are remaing, the local cosmetics get moved back to layer 23
that could work, I definitely think it would be good if MoreCompany was prescribing the way to show/hide the local cosmetics, but it specifically has to be something that Unity is happy to switch during the render pipeline rather than only the update stage
I had some issues with enabling/disabling the CosmeticApplication in the camera callbacks
ah shit, I just realized you're also recursively setting the layer for cosmetics
are layers not inherited? edit: answered this for myself, that's unfortunate though
yeah I thought they were too honestly, but I found myself having to loop through all children and set their layer else it didn't work
makes sense I guess
otherwise the scene's gameobject would set the layer for everything
making layers useless
hm? which part are we referring to rn
this
oh I meant that as a reason for layers not effecting children in unity
cause ultimately every game object converges into one parent
ah, gotcha
they could just make an "actual" layer of -1 indicate that it should inherit though
they have 2^32-32 possible values that could indicate the inheritance state lol
unless of course they use an 8-bit integer on the native side
I wish they had used 64 bits for the layer masks though, then we wouldn't be in this mess
this just kinda goes out to whoever made DacneEmotesBundle (I think it's supposed to be spelled DanceEmotesBundle) cause I don't see a discord tag, please mark your songs as DMCA π
if you ever search your mod up
very important mod in the works
OMG
What kind of mod? Or is it a bug?
new mod leveraging the emote api
Can I have a name? Or is it for testing?
still in development
Literally just set it up this morning
Well, enemies have had emote skeletons for a few weeks now but no one was doing anything with them so
enemies can now default dance when you die lol https://thunderstore.io/c/lethal-company/p/Gemumoddo/EnemyInteractions/
goes hand in hand with the fix for badasscompany to make it not eat 3GB of your ram lol
I need to get a hold of all custom enemy mods so I can give them emote skeletons
I know the herobrine mod exists, not sure what else really excluding mimics cause I don't think that will ever work since it's just kind of a blob for like 2 seconds and then it's gone
and as funny as it would be to make the doors dance, I feel that would just ruin the enemy as a whole
LOL
can you add your own dances?
they have a connection with Badass dance
You need to write there to add
I know, I mean from my mod. I have a mod with my dances
ΠΠ°ΠΏΡΠΈΠΌΠ΅Ρ ΠΊΠ°ΠΊΠΈΠ΅?
ΠΠΆ Π½Π° ΡΡΡΡΠΊΠΎΠΌ Π·Π°Π³ΠΎΠ²ΠΎΡΠΈΠ»
Π― ΠΈ Π΅ΡΡΡ ΡΡΡΡΠΊΠΈΠΉ)
ΠΡΡΡ ΠΆΠ΅ Badass
https://thunderstore.io/c/lethal-company/p/Gemumoddo/BadAssCompany/
ΠΡΡΡΠ΅ Π±Ρ Ρ Π½ΠΈΠΌΠΈ ΡΠΎΡΡΡΠ΄Π½ΠΈΡΠ°Π» ΠΈ Π²Π½Π΅Π΄ΡΡΠ» ΡΡΠ΄Π° ΡΠΌΠΎΡΠΈΠΈ
ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° Π±ΠΎΠ»ΡΡΠ΅ Ρ Π½ΠΈΠΌΠΈ
ΠΠ½Π°Ρ, Π½ΠΎ ΠΌΠΎΠΈ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ ΠΏΠΎ Π±ΠΎΠ»ΡΡΠ΅ ΡΠ°ΡΡΠΈ Π΄Π»Ρ ΡΠ²ΠΎΠΈΡ
ΠΡΠΎΡΡΠ΅Π½ΡΠΊΠΈΠ΅ Π°Π½ΠΈΠΌΠΊΠΈ)
ΠΡ ΠΊΡΡΡΠΎ ΡΡ
Π’ΠΎΠ»ΡΠΊΠΎ ΡΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ ΡΠΆΠ΅ Π΅ΡΡΡ Π² ΡΠΎΠΌ ΠΌΠΎΠ΄Π΅ Π΅ΡΠ»ΠΈ Π½Π΅ ΠΎΡΠΈΠ±Π°ΡΡΡ
ΡΠ°ΡΡΡ ΡΠΆ ΡΠΎΡΠ½ΠΎ
ΠΠ° Ρ Π² ΠΊΡΡΡΠ΅. Π― ΠΈΡ Π΄ΠΎΠ±Π°Π²Π»ΡΠ» Π΄ΠΎ ΡΠΎΠ³ΠΎ ΠΊΠ°ΠΊ ΠΎΠ½ΠΈ ΠΏΠΎΡΠ²ΠΈΠ»ΠΈΡΡ Π² Badass
Π°, Π½Ρ ΡΠΎΠ³Π΄Π° ΠΎΠΊ
Π ΡΠ»Π΅Π΄ΡΡΡΠ΅ΠΉ ΠΎΠ±Π½ΠΎΠ²Π΅ Ρ ΠΈΠ· ΡΠ±Π΅ΡΡ, ΡΠΊ ΡΡΠΎΠ± Π½Π΅ ΠΊΠΎΠ½ΡΠ»ΠΈΠΊΡΠΎΠ²Π°Π»ΠΈ
ΠΡΠ΄Ρ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ ΡΡΠΎ ΡΠΎ Π½ΠΎΠ²ΠΎΠ΅
Currently setup so emote devs can add their dances via a (probably soft but you do you) dependency
I'm thinking it might just make more sense for users themselves to be able to set it but idk yet
Okey, so, if itβs not a secret. can you tell me the principle of the mod?
Like what's the point of the mod? Sorry I misunderstood
I want to talk about how the mod works
Ah right
Well I'm currently walking to my car to drive to work so I can't give a super detailed explanation, but it really boils down to
Create a soft dependency on the mod within your own emote mod
Pick out your emotes that you want to add and either add them to
onKillEmotes
Or
intermittentEmoteList
But I can make a quick video on it once I get back from work
that would be nice
Oh but for some info (sorry if this is incorrect I had to use Google translate lol) idk why you thought BadAssCompany added emotes you had when the last time it added emotes was before your mod released, but more importantly, with the new import system BadAssCompany uses, duplicate emotes can exist no problem as long as at least one side (in this case BAC) is using the new import method
So you don't need to remove any duplicates unless you feel compelled to
So what I made last night works on it's own principles, but yes it includes the masked enemies cause emotes API supports all the base enemies to emote (technically not really the slime but what are ya gonna do)
I wanna get to adding emote skeletons for modded enemies in the future as well
I just donβt see the point in having the kind of emotions that you have in mod. It's the same if I chewed your gum π
@grizzled lava an error occurs during build
Error:
Could not find type or namespace name 'EnemyAI' (possibly missing using directive or assembly reference)
Uhh, what did you change on your end?
Seems like it's attempting to load game files
Which theoretically you shouldn't need to do for just emotes
I added my emotes
damn, how can I add my emotes?
Oh to the interactions mod?
yeah
Uhh, I'll be home in a bit, I'll test it out on an example mod to see what needs to be done
Could be something I missed
full flow of me trying it on the base example repo, didn't throw any errors so I think you might have accidentally referenced the game in some way
oh I forgot in that video, but also make sure to declare a soft dependency
not found
oh, I'm sorry
i'm build
@grizzled lava By the way, after your update the bad ass animations not working
yeah
even in singleplayer, or specifically multiplayer?
singleplayer
I just setup a new profile and it seems fine, maybe you need to update, one of the first versions after the emote backend change didn't work very well
maybe
yeah it works
https://github.com/cmooref17/Lethal-Company-TooManyEmotes/issues/42
@grizzled lava Is this a problem due to BodyCam? @digital jungle
Π’Ρ ΡΠ²Π΅ΡΠ΅Π½ ΡΡΠΎ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ° Π² Π±ΠΎΠ΄ΠΈ ΠΊΠ°ΠΌΠ΅ΡΠ΅?
Yes
Already solved the problem
@digital jungle and I tested everything
ΠΠ°ΠΌΠ΅Π½ΠΈ Π½Π° HelmetCamera, Π±ΠΎΠ»Π΅Π΅ ΠΏΡΠΎΡΡΠ°Ρ ΠΈ Π½Π΅ ΠΊΠΎΠ½ΡΠ»ΠΈΠΊΡΡΠ΅Ρ
No, it's a shitty camera
She eats up a lot of resources
Don't you understand?
ΠΠ΅ ΠΎΡΠΎΠ±ΠΎ, ΡΠ°ΠΌ ΠΌΠΎΠΆΠ½ΠΎ ΡΠ½ΠΈΠ·ΠΈΡΡ ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΡΠΎΠ± Π½Π΅ ΡΡΠ΅Π΄Π°Π»ΠΎ ΡΠΏΡ
ΠΠΈΡΠ½ΠΎ Ρ ΠΌΠ΅Π½Ρ Π½Π° Ρ ΠΊΡΡΡ ΠΌΠΎΠ΄Π°ΠΌΠΈ Π½Π° ΡΡΠ΅Π΄Π½Π΅ΠΌ ΠΆΠ΅Π»Π΅Π·Π΅ Π½Π΅ Π±ΡΠ»ΠΎ ΠΆΡΡΡΠΊΠΈΡ ΠΏΡΠΎΡΠ°Π΄ΠΎΠ²
well, stay with this mod)
Π― ΠΈΠΌΠ΅Ρ Π²ΠΈΠ΄Ρ ΡΡΠΎ ΠΎΠ½ ΠΌΠ΅Π½Π΅Π΅ Π³Π΅ΠΌΠΎΡΠ½ΡΠΉ ΡΠ΅ΠΌ Π°Π½Π°Π»ΠΎΠ³ΠΈ, Π²ΠΎΡ ΠΈ Π²ΡΡ) Π― Π½Π΅ Π³ΠΎΠ²ΠΎΡΡ ΡΡΠΎ ΡΡ ΠΎΠ±ΡΠ·Π°Π½ ΡΡΠ°Π²ΠΈΡΡ Π΅Π³ΠΎ, ΠΏΡΠΎΡΡΠΎ, ΡΠΎΠ²Π΅ΡΡΡ Π΅Π³ΠΎ
Π ΡΡΠ°Π²ΠΈΡΡ ΠΈΠ»ΠΈ Π½Π΅Ρ ΡΡΠΎ ΡΠΆΠ΅ ΡΠ΅Π±Π΅ ΡΠ΅ΡΠ°ΡΡ
)
Was bodycams causing this error spam? Do you have an idea on what the incompatibility might have been exactly? In the screenshot, it looked like the errors came out of my method.
You need to contact the developer of this mod
He has already released updates and there are no problems
But there's a problem...
I don't understand what exactly he's swearing at.
There were no problems in the game, he just swears at the cosmetics
In all cases
@digital jungle
yeah idk, I think it might have been a temporary issue because as you said, with everything up to date it's no longer throwing errors like this
Does this look like an Emotes API issue? Stack trace: System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009) (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnEnemyGameObject>(RoundManager,UnityEngine.Vector3,single,int,EnemyType) RoundManager.SpawnEnemyOnServer (UnityEngine.Vector3 spawnPosition, System.Single yRot, System.Int32 enemyNumber) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0012) SavageCompany.CoilEvent.Update () (at <565b69407cff4c4883746ac55e6718db>:IL_01A0) SavageCompany.GamePatches.RoundUpdatePatch () (at <565b69407cff4c4883746ac55e6718db>:IL_0018) (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Update>(StartOfRound) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Update>?674841190(StartOfRound) EmotesAPI.CustomEmotesAPI.StartOfRoundUpdate (System.Action`1[T] orig, StartOfRound self) (at <736f2fd0ba9e44c3a1ffa4ea1a0e4ef4>:IL_0001) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Update>?1407469116(StartOfRound) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Update>?-1934108510(StartOfRound) LethalThings.Patches.Debug.StartOfRound_Update (On.StartOfRound+orig_Update orig, StartOfRound self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:221) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Update>?207253584(StartOfRound)
I've reached out to Lethalthings already
I've submitted a note to savage company, not sure if it is related to this mod or not
Goes apeshit in the log
I may have grabbed wrong snippet
Nvm, it's in that stack trace
can I get a full log?
1 moment
Discord is having a stroke
ok..
It won't let me upload
1 sec
This is most up to date log
Sure
018d47da-b82a-c3b7-b295-22ae7b46bb53
seems reproducable on landing specifically
OK, I lied
Maybe not on landing, but perhaps when masked are trying to spawn?
yeah the error indicates enemy spawning
I believe someone else MAY have indicated this to the dev of the mask mod
not looking at name of mod atm
@grizzled lava wanted to know something. The last line is responsible for the volume of the sound?
EmoteOptions.onKillEmotes.Add(new EnemyEmote("The Real Slim Shady", .8f));
that's for how long it will play
in seconds
so you can use looping emotes effectively without enemies infinitely emoting
lol
I reached out to Masked Enemy overhaul and they still got the same log errors without lethalapi enabled - I think it may be savage company
Sometimes any monsters taunt with a flash, it's so funny and weird...
I can't wait to see the config for each monster
SavageCompany trying to make spawns but getting conflicted by other spawning methods (I think)
I've disabled Lethalthings, MaskedMod(s), EmotesAPI
Unless it's conflicting with AC?
@shy lichen
https://thunderstore.io/c/lethal-company/p/Gemumoddo/Emotes2_And_Knuckles/
new emote pack our team is slowly working on
primarily for stuff we have big drive for, not just stuff people request
will they not conflict with other mods?
You can have as many emotesapi packs installed as you want at the same time
damn dude you could have added those animations to the bad ass company
We wanted to make a separate pack that is dedicated to quality. Badasscompany although it has many quality emotes we have ripped or even animated ourselves, we wanted a separate pack for our emotes we animate and customize that go above and beyond
?modder 151165627665612801
Added role Modder to tillytanker
Yay! @stray summit you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
thanks for that, last I checked we couldn't pin messages
oh ye, @patent fern @red needle worked on animations for this, and they desire the modder role, I think I'm supposed to ping you about that?
if not my b
?modder 100291915672469504
Added role Modder to github.com
Yay! @red needle you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.




Why does he mention the Emotes API?
What is this connected with?
#1189688386701762732 message
99% sure that's another case of us using that function for stuff, and that function is breaking at some other point, so we are in the stack trace
Unfortunately IL patches kind of do that
It's unfortunate that so much is packed into PlayerControllerB
https://thunderstore.io/c/lethal-company/p/Nunchuk/All_Emotes_API_Emote_Packs/
Just put this together, nothing really special, just contains all existing EmoteAPI emote packs, and unlike most modpacks, this is actually labeled as a modpack
because sending people https://thunderstore.io/c/lethal-company/p/Gemumoddo/LethalEmotesAPI/dependants/ is getting worse and worse every day cause there is almost a full page of unlabled modpacks by now
I'm having an issue where I can only load one emote pack at a time (badass company, broiilers, etc.)
I'm pretty sure the console is saying it's loading the other packs too, but only the emotes from the first pack loaded are available. Does anyone have any ideas as to why this happens? (how to fix it, or incompats that cause it?)
Also ty for doin that, sometimes looking via dependencies is brutal. Now I just need all the emotes in one pack so I can actually load them! lmao
so a couple of the mods which don't use the updated import settings that allow for duplicate emotes have conflicts to some extent
that being said, with a fresh profile with just these, it works fine enough
did you have a profile code I could try? could be something else
Sorry I don't, because of a few mods I used in the past I did everything manually to make it work. I'm overdue for making a profile code tho lol.
I also might be able to get a console log tomorrow.
Also ty!
oh
if you are manually installing
make sure every mod has it's own folder
inside of plugins
like so
OHHHHHH I see! Do the assets go in the assetbundles folder at all then?
So every dll goes in it's own folder like that, but every asset thingy goes in the assetbundles? Thank you!
I knew it wasn't an incompatibility, based on the logs it was like some weird loading thing.
when you download a zip from thunderstore
take everything in that and put it in it's own folder
basically
ahhhhhhhhhh like that, thank you for that lil video!
new update out, fixes duplicate emotes from packs that use the deprecated import system from super breaking, now they will only kinda break
best fucking mod thank you so much for it <3
hey, im trying to make some emotes for me and my friends, and im finding that the animations in game aren't line up properly compared to in blender and unity (eg, the hand aren't touching in game, but they are in unity)
is this something i can fix?
this is a me problem not a you problem, I bungled up the rig but will be releasing a new version of it that has the position data for the arms fixed soonβ’οΈ
I have just been busy binging persona 3 reload so I haven't gotten it done yet 
well, the problem stemmed from the export missing a bone
and it just kinda cascaded from there
bottom line, I would hold off on doing intricate hand animations for the time being, we hope to get an updated model out sometime this week or so, which will map 1:1
I'll try to have the updated rig out by tomorrow afternoon
HOLY SHIT
we stay winning
documented proof
that gltf export is better than FBX
as you can see the z-fighting everywhere, we finally have a perfect export of the model
only possible by switching off of the official FBX exporter
1:1 model coming soonTM
fbx is a cancer on this world
change my mind
i cant because I agree with you
just a heads up it might not be released until some time tomorrow since we spent all day trying to troubleshoot rigmapping issues
please let me know when its ready
will do, we have been working on it for the past 12 hours trying to get it hammered out as quickly as possible
π gl and ty
emote

(they are going insane, its okay) (as in snowjays deleted message)
oh yeah the new rig is basically done
mostly working, just got some stuff to clean up, I think it's going to have another required step if you want the "super accurate" mode, aka I'll package in the Avatar that is used in the emote skeleton, because unity loves to just make slightly different Avatars every time you export stuff
unity my beloathed
(They've been trying for hours to get a prop to show up in one of our emotes, and it just doesnt show, so they've gone insane)
awesome
oh
I need to sleep for work soonish
but just a sanity check
make sure you use HDRP compatible shaders
cause Lethal Company uses HDRP so non-HDRP shaders will not show up in game
"thats a crazy sanity check thing to say, thats crazy"
- them

I'm gonna probably end up making a more in depth prop tutorial once I finish Persona 3 Reload
cause I kinda skimmed over it in the general tutorial
question when the new rig drops
will emotes have to be reanimated?
most likely not, unless you have made precice emotes that work around the current limitations
everything will essentially move by a few inches
but for 99% of emotes I bet it won't be noticable
all previous emotes will work still however the point of this new rig is for precision emotes so like if you are doing naruto hand emotes or something it will actually show up properly in game
ah okay, nice
because currently there is inaccuracy in the translation to ingame as what has been seen prior
I only got like, one of those
oh yeah i forgot to reply to this, it will prob drop in the next like 8 or 9 hours or so
once nunchuk is back awake and we get the avatar properly setup
I'm just finishing adding all the nicities to the rig right now as that previous screenshot I sent showed but we need to make sure its still accurate to in-game once I'm finished
dayum
it shows up πππ
that image got me so excited for what is to come
ITS DONE the insanity has ended

Whenever nunchuk wakes up and has time the new rig will be released like
hopefully in an hour or 2
We just need the avatar for it so it will always show up in game accurately
oh yeah
some features of the new rig will also be being able to see the first person view as we ripped the exact FOV and position from in game, and also being able to see the position an item will appear in the hand.
The orange highlighted cross empty in the 3rd screenshot is where items will appear. If you want to you can also animate it so you can move the held item around in game as part of your animation (like if you wanted the character to do an emote swinging or throwing around the current held item) although it isn't really documented how to at the current moment.
oh yeah, i was curious
whats the purpose of the bones that looke like fists?
does this mod have a setting where if you're emoting and you move the emote stops?
not currently
and if we were to implement it, it would only ever be client choice to do so
host would not be allowed to override
and our stance won't change
the fist bone you can scale it to automatically ball the hand into a fist
you can still individually adjust the fingers, but if you want to move all the fingers as a whole you can use that to get a good starting position
also how the fingers are setup, you may have noticed already as this was a feature on the old rig too, is that when you move the root of a finger, the tip will try to follow its bend naturally
@clear igloo @sour cloud just letting you two know since I know both of y'all were trying to get better hand animations LethalEmotesAPI 1.5.0 is out now. It contains the updated avatar which is probably as close to perfect I can get it with the humanoid translation layer. Similarly, with the new chadrig, what you see in Unity is what you get in game which is super important IMO. No animations need to be updated, because for the most part, the only change is the hands changing position slightly, but it's much much more accurate now. There is a slightly new system to import the animations from the ChadRig, which is important since you are copying the avatar I use for the emote skeleton itself
ChadRig 2.0.0 and the ChadRigAvatar can be found here https://github.com/Wet-Boys/LethalEmotesAPI/tree/main/ChadRigFolder
sorry it wasn't like this from the start, we genuinely didn't notice the discrepancies until the last couple weeks
damn thats crazy, ive only been doing it individually lmao
a good tip I have for getting natural finger bend when doing individual fingers is clicking just the root of a finger and then hittting R + Z + Z
this will rotate the bone on the "local" Z axis
the thumb is the only finger this trick doesn't work for due to the weird opposable nature of thumbs 
I typically just have it set to individual origins + local
than rotate from the middle finger
:P
yeah that does the same/a very similar thing I believe, just through UI options
I assume bones have near the same names
So animations can easily be copied onto the new rig?
(in blender)
I believe the only exception is the head bone is now called spine.004 (to match the avatar of the emote skeleton, which matches the names of the in game rig)
uhh, there might actually be some other name changes thinking about it, let me check
well the rig has a different bone order entirely as well in blender, you might have some luck copy pasting poses in blender but no promises on compatibility
blender sometimes just works for copying pose data if the names match but other times it just refuses. Again the old rig still works perfectly fine but it is imperfect in its hand positioning.
Keep in mind for when/if you play animations on enemies like bracken or other models it won't line up perfectly with positions on anything but the Scavenger
to clarify on this because I forgot, we have a setting that devs set per an emote to lock player movement, TF2Emotes uses them for some of the emotes
yeah, locking the player in place is a creative decision for the dev of any given modpack to make. Our creative decision with BadAssCompany is to allow players the freedom to move if they desire to. If players don't want to move while emoting we determined that they can just hit the stop emoting button before moving 
there are some emotes we decided were worth locking in place like "duck this one" and the one rune mentioned "Rancho Relaxo" under our TF2Emotes release
@grizzled lava Do you know if there is any add-on for blender for motion capture?
I'm sure there is, but I've never looked into it
there are a few, it depends on the mocap system you use
@grizzled lava
[Error : Unity Log] KeyNotFoundException: The given key 'OMFG Hello' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
EmoteNetworker.SyncEmoteToClients (System.UInt64 playerId, System.String animation, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_002A)
EmoteNetworker.SyncEmote (System.UInt64 playerId, System.String animation, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_0017)
EmotesAPI.CustomEmotesAPI.PlayAnimation (System.String animationName, BoneMapper mapper, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_004A)
EnemyInteractions.EnemyKillHooks.OnKillPlayer (System.Action`5[T1,T2,T3,T4,T5] orig, GameNetcodeStuff.PlayerControllerB self, UnityEngine.Vector3 bodyVelocity, System.Boolean spawnBody, CauseOfDeath causeOfDeath, System.Int32 deathAnimation) (at <435f99596b7745718ce2610027e7b6d1>:IL_00CD)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::KillPlayer>?-570545432(GameNetcodeStuff.PlayerControllerB,UnityEngine.Vector3,bool,CauseOfDeath,int)
MaskedPlayerEnemy+<killAnimation>d__102.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_03D3)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Is it possible to solve this problem? The error appears after I am killed by an enemy with a mask and I get an error and I don't die
well first off, I should update enemy interactions to safely handle missing emotes instead of breaking other stuff
but from your side, since you updated to use the new import system
all of these need to have your GUID + __ appended to it since that is how they are stored in memory now to avoid conflicts with other emote mods
so it would be "YourGUIDHere__OMFG Hello"
Damn it, I need to fix this right away
Alternatively, what I would suggest insted of
"YourGUIDHere__OMFG Hello"
you can do
$"{PluginGUID}__OMFG Hello"
which will auto pull whatever you set PluginGUID to
thanks
yep, sorry for not communicating that properly before
tbh it's been new, having people actually use emotes api lol
when I did this in ror2 there were only like 2 people ever who created emotes for it beyond our core team
I pushed out a fix for enemy interactions so that you will at least die properly when there is an error there, but yeah I would suggest hitting that ctrl + h really quick so that your emotes play properly
Yeah, it's working.
for animating in blender
I went to convert an old version of the emote to the new rig
changed all bone names on the (1.6.1) rig to line up with the new(2.0.2).
but the two rigs have a lot of differences.
mainly because the old rig was scaled to 0.2 (I think)
so positioning is completely off.
but, there is a chance im doing something wrong
or, i;ve misinterpurated instructions
There are a good handful of differences. Unfortunately if animations don't copy over cleanly there isn't a ton I can do :/
You don't need to use the new rig however, like if you are just trying to keep animation source files its fine to still have old versions of the rig, they still work they just don't show a 1 to 1 perfect representation of in game while animating
okay π
awesomeness
(is there a way to manually raise the camera. as it doesnt line up perfectly from blender)
I can take a look at it with nunchuk tonight to see how far off it may be
ayyy thats awesome I'll take a look!
@grizzled lava I would like to know if there is any way to reduce the time to play animation in EnemyInteractions?
Make them more frequent or make them last less time?
Make them more frequent
In general, it would be more convenient to create a simple config.
I can probably set that up later once I'm home, should be pretty easy
Guess I should remove the example before more mods just don't delete it

but since it's not just us
I didn't want to force people to download BaC if they only for example, want Nekiy emotes
but yeah BadAssCompany and NekiyManEmotes both implement enemy interactions
I don't think any other emote mods do at the moment
Got it
In general, emotions eat up productivity a lot...
dropped from 200 to 140fps
uhh
I can do another look into it
but I feel like we've narrowed it down pretty well
do you have a mod code you've been running with?
Yes, he's huge...
I'll finish a couple of tests now, I'll post an option
need to finish the report
018daa30-6d0a-c8d9-bf22-a500b7a299e1
With the API disabled and all the emotions attached to it - I had 220fps
With enabled it dropped to 160-170fps
-22% productivity
those numbers, is that just you idling in the ship with no one else?
Yes
If you go out into the world
It's a little worse there
In the world I usually run if the vanilla generation of the complex
200-230
But with emotions 140-150
Weak PCs are not taken out at all
And it also works with CullFactor xD
So on my machine,
without any EmotesAPI stuff, I get 75-85 fps when walking around the ship
and with the items in your pack enabled (so badasscompany, tf2, and toothless dance) I get 70-80 fps
with only EmotesAPI turned on and no emote packs loaded, I also get 70-80 fps
so there is some impact, which I can look into later
but like, it's really hard to tell from my end when it's only like a 5 fps average drop
so it's kinda hard to actually debug
I agree
Have you checked with my build?
Very strange...
Then I don't understand anything
I have
βοΈ CPU: AMD Ryzen 7 5800X3D
βοΈ GPU: MSI GeForce RTX 4070 VENTUS 2X OC
βοΈ Motherboard: GIGABYTE B550M AORUS ELITE
βοΈ RAM: Kingston Fury Beast RGB (2x16 GB)
Perhaps the L3 cache decides
But I'm not sure what's the matter
I don't know many people with weak PCs.
I would like to have a tester with a weak car
To check everything
But there's no way
Ryzen 7 3800x and a 3090 for me
so that's the main difference I would assume
either way
I can take another look into it once I finish persona
but I can't promise anything cause the margins are so small on my machine
it's hard to tell what's real and what is just "my cpu decided to run faster this time"
No big deal, I'm just trying to find any conflicts or underperformance
I spent 3 hours analyzing 140 popular mods
To check each one and write to 5 developers to optimize a couple of points
It's much better now
Late Game and Lethal Things are also annoying, as are possibly LLL and LE in RAM, but that's another story
Hey what's up guys
I am looking for some advice/direction for custom player animations. I'm not really looking to create an emote mode, but rather, some custom animations that are controlled by player input.
so, are you looking to use emotesapi, or are you looking to do your own thing, I can guide you in either direction
Someone recommended using EmotesAPI but it would be nice to do my own thing. I just want it to be compatible with other mods and not break shit. Also, I have done some very basic game development in the past on Unity and I also have a little bit of experience with Java (pretty sure C# is similar to Java).
I don't really know what I'm doing at all but I'm trying my best to understand and learn this stuff. I already have a mod environment set up in VisualStudio and I was able to successfully add References and code mess around with some very basic TerminalAPI stuff.
When it comes to directly modding the game without an API, I am pretty lost. My idea is to create a controller that players can enable which allows them to throw punches. I want to add some fun logic and animations for the punches.
I would love to have some guidance or even collaborate with someone on this. I have a lot more of a refined idea (which I can go into detail if you'd like).
well I'm not the best at teaching, so I'm gonna follow this up to a link to our github which you can look through at your leisure.
But ultimately what emotes api does (and you could do as well) is it has a seperate animator which is effectively a duplicate of the base animator (in this case, the scavenger) which has no mesh, but animates all the same. When setting this new animator up, you would want to create constraints which, when turned on, in LateUpdate, take the original bones, and position/rotate them to the position/rotation of your new animator's bones (you could do scale too but that is risky so I advise against it)
as an analogy, my favorite one is imagine you have a body inside of an iron man suit. under normal circumstances the body (the base animator) is what is moving around. But when you want your emotes to play, the body goes limp and the suit (your custom animator) is what is actually doing the moving, but in doing so, the body moves as well
the main advantage of this system, is that by moving the bones to where you want them in LateUpdate, you can effectively replace the base animator without ever touching it, which a lot of mods do and causes various issues
It sounds like a fairly intricate system and could probably help me quite a bit. My only question is; does your API conflict with other emote mods like TooManyEmotes?
nope
like for the animation system itself, or for LethalEmotesAPI
I just see that the API has InputUtils and LethalConfig listed as required. Just wondering if it is absolutely necessary to install LethalConfig in order for your API to function properly.
It is, because otherwise people will get the idea that they have to restart for config changes
which they don't
genuinely curious, is there any reason not to have it?
Honestly, there is no real reason other than keeping mod counts down for a modpack π
well, the answer is technically yes because in code it's setup as a hard dependency, and while technically no it's not needed, it just makes sense from our view to benefit users and also remove all the questions I would get about "how do I change my settings for this"
especially since it has like
0 performance impact
you have a fair point there
Oh, I do have another important question when it comes to animating. How would you recommend I set up a test environment to create and test animations on the player model?
honestly, just a unity project with the player model in it lol
not much else needed
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
this can help with previewing animations though
I used AssetRipper to pull some models and stuff from the game but I can't seem to convert and export them to FBX or anything like that. I am sorta new to some of this stuff
fbx is cancer and should be avoided at all costs, unity has prefab to FBX exporter available but I highly recommend using a GLTF exporter instead
pulling up my project now as I forgor the name of what we used
I tried to use the FBX exporter but for some reason, the context selection for "Export to FBX" was missing no matter what I did
UnityGLTF
that's what we used
Did you also use an asset ripping tool to access game files, if so, which one?
AssetRipper same as you
oh nice
what is the difference between this and the one without 001??
just a duplicate?
oh
there should be just a Player prefab
see if you can find this one
hmm
yeah...
you kinda need to use the same version lethal company is using
so 2022.3.9f1
y'know, that probably explains a lot of my problems
just really annoyed at Unity rn because I checked for updates before I started and it said it was up to date lmao
So what happens if I have a version newer than what LC uses?
gotcha lol
assets you make in a newer version will fail to load in older versions
I see I see
alrighty, got it installed and about to test it out
For some reason, our assets look different
if you open the prefab what's it look like
uhh, not sure why yours has the map dot, but that's otherwise correct
honestly yours might be more complete
So the way they set up the minimap dot is pretty cool. Looks like there is an object attatched to the player and it's modeled in 3d but renders in 2d on the minimap
so once you have this installed, go into the prefab and remove the LOD group as it breaks exports
and then just right click it and
oh, you might need to remove all the broken scripts to enable saving
or fix them
but you are just doing animations so I would just remove them
looks correct to me
Which objects are required to be attached to a player to work on animations?
just trying to de-clutter
so whatever I can remove
uhh, I feel like you already deleted the first person arms
so unless you didn't need those
...
oh whoops
everything else is correct I think
I did this and now I can't seem to re-import it into Unity
am I missing a step here?
you copied the .blend file into unity?
then you can save that, and you will have a .blend file
okay, thank you
or whatever format works for you
uhh, did you remove the LOD script?
did you get any errors when exporting from unity?
if it doesn't work, would and of you mind providing the file?
I mean
I guess we could have started with that lol
from what I've heard zeekers is cool with that
the project goes into safe mode when opening now, wtf unity lol
as long as you don't distribute his code
lol
it's already on our github
idk
I wasn't thinking earlier
oh
but
technically we don't have the first person arms since for our purposes we just have them match all the time
let me see if I can find a more unaltered model
oh
thank you for helping me out btw
I'm desperately trying to learn all this stuff. I have some fun ideas
uhhh
well
just checking my oldest thing made after doing the basic export from unity and I had already removed the first person stuff
so uhh

Can I remove some of these attatched objects?
pretty sure I can remove ThrowPropPosition
yeah probably
realistically anything you don't need
but I would save a copy now
as a backup
hmm
strange
The metarig contains all the parts which are meant to animate, right?
because I can't get parts of the character to actually move. It just seems to move this
um
oh wait
if you're making animations
do that in blender
just
save yourself the sanity
don't animate in unity lol
thank you for the heads up
I am so used to other programs and blender is just so complex
I can barely move my damn camera around lmao
blender my beloved 
good thing for moving the camera
press shift + ~
itll set you into an fps mode
(for blender that is)
I much prefer default blender camera operations
Alt middle click to define the center of rotation where you click
Middle click to rotate
Alt+middle click swipe to snap to nearest orthographic cardinal angle
Shift middle click to pan
Scroll wheel to zoom
All movement is done with middle click and modifier keys 
And if you don't like scroll wheel you can Ctrl + middle click drag to zoom in and out
@grizzled lava how do I fix it?
Uhh, not a lot to go on with that image, but it probably boils down to import settings
From blender to unity specifically
I fixed it by importing into fbx format.
Is there a way to auto-populate all available emotes onto the wheel? A config to perform that on round start or a button might be useful.
not currently, may consider it in the future
for now random emote button exists + searching the emote list
not the same thing
but
I really need to get around to improving the UX of the emotes wheel + list
I have a question. How do I upload a modpack with configs that uses this without making it also upload my emote wheels?
um, that's something we haven't really tackled, you could cut it from your config file before making the code and then place it back in, or just have whoever is downloading it just delete your wheels once in game, it's pretty quick unless you have like 20 wheels or something
granted, we have considered a clear wheels button/default wheels option, but none of that exists at the moment
yep! sorry for not having a convenient solution :/
one day post UI update hopefully we will
What is the name of the mod that shows animation of movement, crouching in the HUD image?
Same as BadAss
But only the mechanics of movement, squatting and other things
I saw this mod somewhere, but I can't remember the name
not sure, but LethalEmotesAPI has an api specifically for having the HUD mirror all of your characters movements
I saw it
I'm not crazy
The movement changed there - when the character runs or crouches
I thought it had something to do with the API
:Ρ
well it might be a mod that hooks into the api and just turns on the full character mirroring
but idk
That is a setting in lethalemotesapi
as long as nunchuk actually pushed the update that adds that setting
Yeah that's just a toggle in emotes API to have that permanently on
(higher framerate)
(we clicked the "optimize mod" checkbox in unity)
whenever the next release happens
tldr:
- @grizzled lava made a method that was being called in the update event, less expensive.
- I replaced the camera that renders the HUD Emoter with a component that renders the SMR with a CommandBuffer, since cameras in HDRP are really expensive
ONG
OMG
Is this more productivity???
π―
yes, it's more performance
we haven't released it yet
but we should be able to soon
you can
I've been waiting for a performance patch for a long time, I thought the problem was in my build or something else
we have automatic builds for our main branch
you can download the dev version from here:
https://github.com/Wet-Boys/LethalEmotesAPI/actions
click the one at the top of the list
that's under "main"
scroll all the way down
download the thunderstore package
Have not found...
you will need to sign in to GitHub in order to see it
is there a direct download link?
I came in
Definitely, I'll check everything now, it's still downloading xd
Added these emotions and tested them on the latest API
It has become much better, as if I was playing without this mod
Minimum FPS eats 4-7
But it's not even noticeable
Great job
Tested on a large pack of Lethal Loners
Thanks again for the work, Iβll check it later with players of 4-8 people
The load will show itself better there
I have a question
@narrow geyser
TME has the same performance problem, I don't know why
And also
When the emotion ends or if it is not cyclical, I hang in this position - until I press "Stop Emotes"
π

wait the layers would reset?

