SpiderLab Patch6 FusionCompat
PCVR and Quest-safe Patch 6 SpiderLab rebuild with Fusion disarming, unlimited range, and object yanking.
By MrAssBurgers
| Last updated | 2 days ago |
| Total downloads | 813 |
| Total rating | 1 |
| Categories | Code Mods |
| Dependency string | MrAssBurgers-SpiderLab_Patch6_FusionCompat-2.8.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bonelib-BoneLib
A BONELAB mod for making life easier for other mod creators.
Preferred version: 3.1.4Lakatrazz-Fusion
A multiplayer mod for BONELAB, taking advantage of its physical interaction.
Preferred version: 1.14.2README
SpiderLab Patch 6 + Fusion Compatibility Rebuild
This package contains two DLLs that are installed together:
SpiderLab.dll- Patch 6/BoneLib 3 compatibility rebuild of Parzival's SpiderLab 1.0.2.SpiderlabFusionSync.dll- Fusion 1.14 compatibility rebuild of notnotnotswipez's SpiderLab Fusion Sync 1.1.0.
Target environment
- BONELAB Patch 6 on PCVR with MelonLoader 0.7.3
- BONELAB Patch 6 on standalone Quest with a compatible LemonLoader installation
- BoneLib 3.1.4
- LabFusion 1.14.2
PCVR installation
- Close BONELAB.
- Back up and remove older copies of
SpiderLab.dllandSpiderlabFusionSync.dllfrom the BONELABModsfolder. - Copy both DLLs from this package's
Modsfolder into the BONELABModsfolder. - Start BONELAB once and check the MelonLoader console/log for both compatibility modules.
- For Fusion synchronization, every player in the lobby must install the same two DLLs.
Do not load the old and rebuilt DLLs together. They use the same assembly names and would conflict.
Standalone Quest installation
Thunderstore's one-click Install button launches a Windows mod manager and cannot install directly onto a standalone Quest. Quest users should use the package's Download button, extract the zip, and copy both files from Mods into:
Android/data/com.StressLevelZero.BONELAB/files/Mods/
A working Patch 6 LemonLoader setup, BoneLib 3.1.4, and LabFusion 1.14.2 are required. Remove older SpiderLab and SpiderlabFusionSync DLLs before copying this matching pair.
On standalone Quest, SpiderLab does not load its PC Unity asset bundle. It creates an Android-safe web line and aiming reticle at runtime, preventing the bundle-related startup crash. The PC bundle's web sound effects are unavailable in this fallback, but web physics, wall climbing, yanking, Auto Catch, and Fusion synchronization remain active. PCVR continues using the original bundled visuals and audio.
Webline controls
Open BoneMenu, then select SpiderLab > Input > Webline Input.
DOUBLE_TRIGGER_OR_GRIP(default): either double-pull the trigger while making the selected gesture, or double-squeeze the grip and keep the second squeeze held.DOUBLE_TRIGGER: double-pull the trigger while making the selected gesture. Keep holding grip after the second pull to retain the webline.DOUBLE_GRIP: double-squeeze the grip and keep the second squeeze held.DISABLED: turns off webline firing without disabling SpiderLab's other features.- The original touchpad, gesture, and capacitive-button modes remain available.
The two double-click inputs use separate timers, so alternating trigger and grip presses cannot accidentally fire a web.
Web input is suppressed while the hand is holding or snatching an item and while BoneMenu is open. Entering either state also releases an existing web and clears the double-click timers, preventing pistol grabs and menu interaction from causing unintended movement.
Web range
Web targeting is effectively unlimited. The old 70-meter cap has been replaced with a 100-kilometer physics-query range for aiming, Fusion-player targeting, and web wrapping. A very large finite range is used instead of a literal infinity because Unity physics handles it more reliably.
Optional ihatemyself1327 web material
SpiderLab can use the material from ihatemyself1327's SpiderWeb_Renderer prefab without loading that mod's older gameplay code. Place a legitimately obtained copy of Spidermanihatemyself1327.dll here:
BONELAB/UserData/SpiderLabAssets/Spidermanihatemyself1327.dll
On startup, SpiderLab reads the correct PC or Quest asset bundle from the provider DLL, clones its web material, and applies it to both local and Fusion-replicated web lines. If the file or material is unavailable, SpiderLab safely uses its original bundled web appearance.
The provider DLL and texture are not included in this package because the source package does not provide a redistribution license. Do not place the provider in Mods solely for this feature; keeping it under UserData/SpiderLabAssets prevents its separate Melon mod from creating duplicate web shooters.
Web-zipping into wall climbing
Web a fixed wall, yank yourself toward it, and keep holding the grip on the web-shooting hand. When that empty hand reaches the surface, SpiderLab releases the webline and hands the contact to BONELAB's native world grip, letting you immediately support yourself and climb. Release the controller grip normally to let go of the wall.
Upward-facing ground and floor surfaces are excluded from this automatic catch. Walls, steep climbable faces, and ceilings remain eligible.
Enable WebZip Wall Auto Grab is under SpiderLab > Web Swinging and is enabled by default. Enable Wall Crawling must also remain enabled. The catch only activates when BONELAB reports a current world-grip hit within 20 cm of the empty palm. Cached, distant, or invalid points are rejected, and wall-grip assistance is suppressed while an item is held or snatched and while BoneMenu is open.
Fusion player bodies are excluded from wall Auto Grab but supported by a separate player-catch path. When your hand reaches a webbed player, the mod asks Fusion/BONELAB to solve the nearest valid player grip from the hand's surface position before attaching. This lets you hold onto the moving player without snapping the hand toward an internal/default grip point.
Pulling props and people
Web a movable prop, NPC body, or Fusion player body, then yank your controller backward along the webline. The target receives a controlled velocity change toward your chest. Static or extremely heavy targets remain swing anchors and pull you toward them instead.
Target pulling is synchronized through the included Fusion module. Every player should install the same package version.
For ordinary Fusion props, the compatibility module now pauses the first yank, takes network ownership of the exact webbed object, waits until Fusion makes its local rigidbody movable, and then replays the cached yank once. This fixes non-owned Fusion objects ignoring force because their local network proxy was kinematic. If ownership is locked or cannot transfer within one second, the yank cancels safely while the web remains attached so it can be tried again.
Ripping held items from Fusion players
Aim the web at the gun or grabbable object itself, attach the web, then perform the normal backward yank. If Fusion players are holding that exact item, SpiderLab pauses the pull, asks each holder's client to release every attached hand, waits for reliable acknowledgements and item ownership, then resumes the yank. This prevents the old competing-joint behavior that stretched arms or made held weapons spaz.
Disarm requests identify the item by its registered Fusion entity ID rather than a child rigidbody scene path, so the holder's client resolves the same spawned object reliably. A malformed modded grip also cannot abort the web update before yank input is processed.
Two-handed rifles and items held by multiple players release all hands together. Webbing a player's body does not disarm anything; the web must hit the held item's own collider. Every player involved must have this same package version installed. A client without matching disarm support will not be forced locally, and the pull times out safely instead of stretching their arm.
After the item is free, the existing settings control what happens. With Enable Target Auto Catch enabled, it is pulled toward and caught by the web hand; guns still select the trigger grip. With Auto Catch disabled, the web remains attached so the released item can be swung or flung.
The following options are under SpiderLab > Web Swinging:
Enable Target Pulling: independently enables or disables pulling movable targets.Target Pull Strength Multiplier: controls target travel speed; the default is intentionally capped for stability.Target Pull Minimum Hand Speed: controls how hard you must yank before a movable target is pulled.Enable Target Auto Catch: automatically catches any normally grabbable web-pulled item when its grip or surface reaches the web-shooting hand.Target Auto Catch Distance: controls how close the correct item grip must be before it is caught. Surface-contact catching uses a smaller hand-sized radius.
Auto Catch releases the web joint, waits for physics cleanup, then uses BONELAB's native force-pull system when the item provides one. Items without a force-pull helper fall back to their normal grip/snatch behavior. For long or irregular objects, the item's surface can activate Auto Catch even when its authored grip point has not yet reached the hand. NPC and player bodies can be pulled but are not treated as handheld props.
For firearms with multiple grips, Auto Catch explicitly selects the gun's triggerGrip. Rifle and SMG foregrips/support grips are ignored. Unusual modded firearms without a matching native force-pull helper use the same trigger grip through a delayed direct-grip fallback.
Static walls and fixed geometry cannot be placed in the hand as inventory objects. They remain swing anchors; when your empty web hand reaches the wall while grip is held, WebZip Wall Auto Grab releases the web and attaches BONELAB's normal climbing grip.
Compatibility changes
- Retargeted from .NET Framework/legacy Unhollower to MelonLoader's .NET 6 and Il2CppInterop runtime.
- Ported old
SLZ.*namespaces and rig/controller access to Patch 6'sIl2CppSLZ.*APIs. - Updated BoneMenu creation for BoneLib 3.x.
- Updated level initialization and avatar-strength hooks.
- Updated wall-grip scoring for Patch 6's tuple return signature.
- Replaced Fusion 1.3 module messaging with Fusion 1.14's
ModuleMessageHandler,INetSerializable, and current relay routes. - Replaced fragile reflection patches with explicit SpiderLab web-created/web-destroyed events.
- Updated aiming to recognize Fusion 1.14's
[RigManager (Networked)]player replicas, preserving the ability to attach local webs to other players' synchronized bodies. - Fixed Quest/Oculus Touch webline input under current OpenXR by accepting thumbstick touch when the legacy thumb-rest feature is unavailable.
- Added automatic player-hand initialization retries so WebShooters attach after delayed rig creation and level transitions.
- Added selectable double-trigger, double-grip, either-input, and disabled webline modes.
- Added controlled yank-to-player physics for movable props, NPC ragdolls, and Fusion player bodies.
- Added a clamped Fusion pull message so target impulses are reproduced on other clients.
- Fixed snapped web joints leaving remote web visuals active.
- Fixed a null-target cleanup path when a webbed collider despawns.
- Changed the default target-pull strength multiplier to
4and minimum hand speed to3. - Added configurable automatic catching for web-pulled props and guns.
- Fixed Auto Catch competing with the still-active web joint, which could freeze the hand or drop the gun.
- Replaced the direct grip snatch with BONELAB's native force-pull completion path for trigger-ready gun catches.
- Fixed rifles and SMGs sometimes Auto Catching by a foregrip instead of the trigger grip.
- Expanded Auto Catch to all normally grabbable items, including items without a telekinesis helper.
- Added hand-to-item surface contact detection for large and irregular web-pulled objects.
- Added an optional, default-on handoff from a fixed web anchor to BONELAB's native wall grip when the web hand touches the surface.
- Added a dedicated surface-aware Fusion player catch while continuing to exclude player rigs from wall-grip handling.
- Added reliable Fusion held-item disarming with all-holder release, ownership handoff, acknowledgement timeout, and exact-object validation.
- Prevented player-body web hits from disarming carried items and prevented held kinematic props from entering wall-grab handling.
- Added a non-executing external material loader for ihatemyself1327's optional
SpiderWeb_Rendererappearance. - Fixed yanking ordinary Fusion props by acquiring object ownership and waiting for a dynamic local rigidbody before applying the cached pull.
- Replaced the old 70-meter web targeting and wrapping limit with a stable 100-kilometer practical-unlimited range.
- Excluded upward-facing floors and ground from WebZip Wall Auto Grab while preserving wall and ceiling catches.
- Changed Fusion disarm packets to exact registered entity references and added safe handling for malformed modded grips.
- Prevented grabbing guns or using BoneMenu from being interpreted as webline grip/trigger input; blocked interactions also cancel an existing web safely.
- Prevented wall crawling from boosting stale or distant BONELAB world-grip points, which could invisibly drag the player toward an unrelated map location.
- Remote webs are visual/audio replicas and do not create duplicate physics joints on remote rigs.
- Web endpoints follow synchronized rigidbodies and player body references when Fusion can resolve them.
Testing status
Both projects build with zero compiler warnings and zero compiler errors against the listed installed assemblies. Assembly references and embedded assets were statically verified. A live multi-headset Fusion session was not available during the rebuild, so keep the original files backed up and test in a private lobby first.
Credits
- Original SpiderLab: Parzival
- Original SpiderLabFusionSync: notnotnotswipez
- Optional SpiderWeb_Renderer material: ihatemyself1327 (loaded from the user's own provider DLL; not redistributed)
- Fusion: Lakatrazz and contributors
- BoneLib: the BoneLib maintainers
This is an unofficial compatibility rebuild, not an upstream release.