SecondaryMotion
A secondary motion system for BONELAB.
| Last updated | 4 days ago |
| Total downloads | 2899 |
| Total rating | 5 |
| Categories | Code Mods Mods Utility |
| Dependency string | WeatherElectric-SecondaryMotion-2.3.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3WNP78-FieldInjector
A utility for other mods to inject monobehaviour fields into the IL2CPP domain.
Preferred version: 2.1.1README
Secondary Motion
A secondary motion system for BONELAB.
(swisches my big fluffy $$$$-ing tail) 

Unity Editor - Wiki
SDK mods using these scripts can be compiled perfectly fine!
If someone installs the SDK mod and doesn't have this code mod installed, your SDK mod will still work, just anything using Secondary Motion will not.
It will not break other parts of your SDK mod just because the code mod isn't loaded.


While it could technically be universal, FieldInjector is very specific to the Unity version that BONELAB uses, so it'd likely not work well in other games.
Dependencies
Required
Optional
The mod will still work fine if these are not installed.
Preferences
Adds 3 preferences:
- Minimum Simulation FPS
- Visibility Culling (Experimental)
- Only Simulate Local Player
MinSimFPS - Float - Default: 20
This prevents jittering on frame drops, at the cost of the simulation not being as responsive. The simulation is still responsive if you're getting good framerate! It'll just start slowing down a bit to prevent jitter if your framerate gets bad.
The format is in target FPS for capping the simulated time per frame.
This can optionally be disabled by setting the value to 0.
VisibilityCulling - Bool - Default: False - EXPERIMENTAL
Stops the simulation based on the visibility of the rig's meshes.
This is still experimental, it could cause issues.
This is in community testing phase, please report issues to me on Discord (keeplousafe) if you use it!
OnlySimulateLocalPlayer - Bool - Default: False
Only simulates bones on the local player rig, ignoring other rigs (like in Fusion)
This will only work if BoneLib is installed, but the rest of the mod works fine if BoneLib isn't installed
Isn't There Another Mod For This?
Yes! But I just personally don't like how it works.
No hate to the developers of that mod, it's not badly made, just some quirks cause it to not work how I'd want a mod like this to work. I don't think mine is inherently better, I just prefer simplicity!
This mod will still work fine alongside theirs, though! However, SecondaryMotion will take priority if it's on the same exact object as DynamicBones.
Really hoping that doesn't turn out in an Object.Destroy() war. I'm not destroying DynamicBone components everywhere!! Just only ones that are on the same exact object as SecondaryMotion to prevent double simulations.