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Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.0.1 icon

CyberGrindUnlagNow

Instantly snaps Cyber Grind pillars, stairs, and prefabs to their targets to eliminate wave-start lag spikes. This can cause some issues be warned.

Date uploaded 3 days ago
Version 1.0.1
Download link Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.0.1.zip
Downloads 112
Dependency string Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.0.1

README

CYBER GRIND UNLAG NOW!

Does your game completely hitch up, freeze, or choke for 50 frames the second a new wave starts in the Cyber Grind?

That's because your CPU is crying trying to calculate hundreds of grid blocks, stairs, and jump pads linearly sliding into position all at once.

This mod says NO MORE LERPS. It intercepts the internal movement code for the arena and forces every moving piece to instantly snap to its destination vector on frame one.

What the mod doing

  • Instant Pillars: EndlessCube animations are entirely skipped. The floor teleports directly to its new layout.
  • Instant Stairs: EndlessStairs skip their rising phase and clip to position immediately.
  • Instant Prefabs: Jump pads (EndlessPrefabAnimator) spawn and despawn in a single frame.

Warnings

  • Physics Quirks: Physics calculations are fully preserved, but because objects materialize instantly, stand clear of rising geometry at wave start unless you want to test Unity's spatial ejection properties.

CHANGELOG

Changelog

1.2.5

Added

  • DisableSpawnEffects setting (off by default). When enabled, enemy spawn visuals in the Cyber Grind are removed (These also lag alot idk why).
  • Spawn sounds are still played when spawn effects are disabled.

1.2.0

Added

  • DisableJumpPads setting (off by default). When on, jump pads are not spawned (jump pads can lag alot when spawning for some reason). Waves are not affected.

1.1.0

Added

  • Layout preview: when a new wave starts, pillars show a ghost copy at their final target position. After the delay, they snap into place.
  • Jump pads and props show the same preview at their final position.
  • PreviewSeconds setting (default 1, range 0 to 5). Set it to 0 to snap instantly like 1.0.0.

Changed

  • Stairs now wait for the same delay so the whole layout snaps in together.
  • Each wave starts slightly later (by the preview time), because the game waits for every pillar to arrive.

1.0.0

  • Initial release.