LethalPhonePOV
Player POV video on LethalPhones handsets using OpenBodyCams. Starts automatically during accepted calls.
模組介紹 作者原文
LethalPhonePOV 1.0.3
Displays the connected player's point of view on your LethalPhones handset.
Accept a normal phone call and open your phone: the video replaces its display
for the duration of the call. Hanging up restores the original display.
This is a separate replacement for LethalFaceTime. It uses LethalPhones for
the existing call and OpenBodyCams for local rendering. It does not transmit
webcam footage or add network messages, prefabs, or RPCs.
For a manual installation, extract the ZIP into the profile root. The DLL
belongs at BepInEx/plugins/LethalPhonePOV/LethalPhonePOV.dll.
It is a normal plugin; do not put it in BepInEx/patchers.
Each player who wants to see video needs this add-on locally. The host does
not relay video. A phone-only peer can still use the normal audio call.
Behavior
- Shows the other player's POV, using OpenBodyCams' player targeting API.
- Starts video for an accepted call, after both ends connect.
- No separate FaceTime button or bodycam antenna purchase is required.
- Shows the full camera image with black bars where needed.
- Pauses rendering while the handset is closed; resumes when it opens.
- Restores the normal phone UI at hangup without changing its widgets.
- Retries when the remote phone, camera setup, or handset canvas arrives late.
- Recreates the overlay if the phone model is replaced.
- Releases its own camera textures and restores the vanilla interior culler
after the call. A pre-disabled culler is left disabled.
Version 1.0.1 supports player-to-player handset calls. It does not include
selfie mode, switchboard video, or creature caller video. Calls to those phone
types retain LethalPhones' normal display and audio behavior.
The default video is 384 x 288 at 24 FPS. Change Video/Width, Video/Height,
or Video/FramesPerSecond in BepInEx/config/BruhMMods.LethalPhonePOV.cfg.
OpenBodyCams still supplies its camera perspective, weather, night vision,
and model compatibility behavior.
Verification and first game test
Built against Lethal Company v81 reference assemblies, Unity 2022.3.62,
LethalPhones 1.3.23, OpenBodyCams 3.0.12, and BepInEx 5.4.23.5.
Compilation, eight call-lifecycle scenarios, and fourteen runtime/IL regression
scenarios passed. The runtime tests use engine API shims.
Unity rendering and a real multiplayer session have not been run here.
Test one call with both players looking in different directions. Each phone
should show the other person's view. Then close and reopen the handset,
hang up, and place another call in the opposite direction. Check an indoor
caller while the other player is outside.
The log gives separate progress markers:
LethalPhonePOV 1.0.1 ready; Unity frame driver armed.
Video runtime tick via Unity player loop.
Attached video overlay to the local handset PhoneCanvas.
Created independent OpenBodyCams camera, 384x288 at 24 FPS.
Connected call: showing 's POV on the local phone.
First phone video frame rendered.
The pre-canvas fallback may be the first runtime marker instead. It is a real
frame callback, not a startup-only self-test. Scene transitions also print a
runtime-alive marker. The first-frame message includes the overlay's active
state and video rectangle size.
A camera creation message alone is not proof that a frame rendered; the final
marker comes from Unity's render pipeline. If video still fails, keep both
processes' complete logs from that call. If BepInEx reports that LogOutput.log
is locked, include its alternate LogOutput log file for the second process too.
Do not mix a host log from one run with a client log from a different run.
What the new logs established
Both supplied 1.0.0 logs confirm startup and two registered Harmony hooks, but
neither contains the first video-update marker. No overlay-creation or first-frame
marker is present. The screenshot shows a connected audio call. This puts the
reported failure before video-display creation; it does not establish exactly
why the old runtime stopped or was never call
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: