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VRChat has been removing any and all content that contains the word "vore" for the past month. And now they've graduated onto banning worlds that so much as have a detailed maw.

Can I speak to someone who knows a good deal about world building in resonite? The more I learn about it the more hurdles I discover. For example, resonite only uses unity for rendering; does that mean all my unity C# scripts aren't salvageable? And can I import custom standard surtace HLSL shaders?

Resonite uses it's own custom systems and will even be dropping Unity as a renderer in the near future. Sadly it is still missing some features (we have PBS and some specialty materials, but no custom shaders yet (planed after dropping unity), but a lot of the same effects can be recreated anyways)

Resonite uses Protoflux which is a visual scripting language based on C#. So a lot of the code can be manually converted pretty 1:1, which will take some time. But there is also a bunch of things that are hard to code elsewhere easy here but also some things are missing but planned (collections)

The community is helpful however and there are quite a few vore communities in Resonite you can ask for help. Or you can ask me, while I don't always have the time I'd like but I'm always willing to help with projects like these (read: kink), same name here as discord.

interesting, if that comes into fruition it would definitely help win me over. CVR has some sort of WASM implementation that seems pretty tempting. Even supporting custom classes and LINQ which VRC still does not do. I haven't looked any further into it though

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Yeah. Though one thing I can't stress enough is: While some existing methods of doing things are often harder in Resonite. Resonite is coming from a different angle with the DataModel, Synced Data and what I call "Analog Scripting" That honestly makes things that where hard super easy.

A prime example is if I want to make a wall more opaque to users close to it, I can check: [Local] View Position -> Distance -> (some simple math for opacity) -> Set Alpha This code is automatically ran for all users, each one seeing their own results independently of each other.

sorry my brain doesn't work well with visual graphs. When they get complicated I easily get lost in HLSL that would probably be something like o.Alpha = Remap(3,1,distance(_WorldSpaceCameraPos, i.vertex)); I will still check it out but I don't think I will be world building there anytime soon

None of the above has any timers nor loops, no trying to collect each user's data manually, no calls, It just is direct connections the whole way down. It also directly drives the value in the material as well as that is part of the data model. What you see above is effectively the entire code.

hmm, for VRC and CVR I would write that directly into the shader then it'd be all on the GPU. Tho I wonder about audiosources and having them switch between audio files; im thinking mostly about what it'd take to move my big pete project over.

Swapping audio sources are pretty easy. You can do it via Code using an Object Multiplexer node or via a single component AssetMultiplexer. To input the audio just drag and drop the file from your PC into game and it'll upload then just drop it into the ref slots. Use code to drive the int.

You can use asset multiplexers to swap audio sources, if you want something that can transition more smoothly there's also a LerpingMultiClipPlayer that lets you mix between different audio files based on, for example, distance from a point in the world.