A secondary motion system for BONELAB.
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Jitter Fixes
Reduces jitter issues on some systems by syncing the update rate to the fixedDeltaTime value
Also makes FixedUpdate actually function correctly
2026-09-25 15:58:28 -07:00
.forgejo/workflows Remove unnecessary dash in VERSION.md creation for Canary builds 2026-09-24 17:10:59 -07:00
Assets Jitter Fixes 2026-09-25 15:58:28 -07:00
MelonMod Jitter Fixes 2026-09-25 15:58:28 -07:00
Staging Re-Add UnityPackage Generation CI 2026-09-18 21:30:58 -07:00
UnityScripts Jitter Fixes 2026-09-25 15:58:28 -07:00
.gitignore Release CI 2026-09-09 16:58:55 -07:00
CHANGELOG.md Jitter Fixes 2026-09-25 15:58:28 -07:00
global.json Whoops 2026-09-09 15:55:47 -07:00
LICENSE.md Update LICENSE.md 2026-09-22 17:30:30 -07:00
README.md DRAWBRIDGE 2026-09-19 16:17:09 -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.

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.