A secondary motion system for BONELAB.
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2026-09-09 17:30:23 -07:00
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Assets Added MaxAngle and MaxAngleCurve 2026-08-17 14:20:57 -07:00
MelonMod Frustrum-Based Visibility Culling 2026-09-09 17:25:14 -07:00
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README.md Experimental visibility culling, helpURLs 2026-08-21 16:51:30 -07:00
SecondaryMotion.sln Initial Commit 2026-08-15 21:32:59 -07:00

Secondary Motion

A secondary motion system for BONELAB.

(swisches my big fluffy $$$$-ing tail) Netskie

In-Game Footage

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.

Unity Inspector

Gizmos

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.

Preferences

Adds one preference, Minimum Effective FPS.

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, the default being 20 FPS.

This can optionally be disabled by setting the value to 0.

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.