Naelstrof JigglePhysics
A relativistic squash-and-stretch jigglebone physics solution for characters in Unity.
About this mod Author’s original text
Unity JigglePhysics
A relativistic squash-and-stretch jigglebone physics solution for characters in Unity.
Features
- Supports per-bone squash and stretch, as well as per-vertex squash and stretch.
- Realistically relativistic! Elevators, trains, and vehicles won't leave jigglebones permanently trailing behind.
- Works seamlessly on physics objects without jitter, with no configuration!
- Supports animated skeletons, JigglePhysics uses it as a target reference pose.
- Realtime rig scaling support, freely change character proportions on the fly.
- ScriptableObject-based configuration, share settings across projects and prefabs.
Usage
See the original Github for Naelstrof's JigglePhysics:
Video demo on youtube.
Unity Editor How-To For Modded ->
Make sure to install the package for v10.3.1
Window -> Package Manager -> Install Package From git URL
Next use the Unity Package with our utility script:
Naelstrof.JigglePhysics.Extras.unitypackage
In place of adding the component "JiggleRigBuilder":
Use the script "ModdedJiggleRigBuilder"
Should be able to follow the normal instructions for the JiggleRig from this point, Enjoy!
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: