SecondaryMotion

v2.3.0·Updated 2026-09-25

A secondary motion system for BONELAB.

Screenshots 4 screenshots

About this mod Author’s original text

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

  • FieldInjector
  • MelonLoader

Optional

The mod will still work fine if these are not installed.

  • BoneLib
  • DynamicBones

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.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

LavaGang-MelonLoaderWNP78-FieldInjector

File & checksum

Filename
SecondaryMotion-2.3.0.zip
File size
36.4 KiB