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NeosVR Plugin Extra Logix nodes and features
Home Page: https://discord.gg/9QAaMtXwke
License: Other
I'm a passionate software developer. I'm always interested in learning new technologies and improving my skills. Check out my work below!
๐ง You can email me at: [email protected]
a node or component similar to websocket but for udp packets
Not sure if this is a good idea but since this will be for features people want and to essential not use mods or since using this with NML is kinda bad porting some mods to this might be handy
Semi automatic setup for shadow and collider meshes
Based on naming conventions
Neos issues:
Create nodes for various physical calculations, such as friction, drag, refraction, etc.
Setup the lod component based on configured presets
Based on name schemes, for example:
- objectname_LOD0, objectname_LOD1, etc
Neos issues:
Reverb and echo for spatial audio sources
Neos issues:
Currently there is only split in pieces by materials but having it be able to be split in all the seperate pieces and join them again in groups or something like the in blender option would be nice i thought of this idea when j saw that a skinned mesh with the cloth physics becomes all the seperate pieces when you collide it with cloth collider
Get JSON data from a specific integer (Like Multiplex) and amount of objects / data
{
{ 0
"TestData":"123456"
},
{ 1
"TestData":"321654"
},
{ 2
"TestData":"321654"
}
}
And amount would count to 3.
raycast / collision filtering
Neos issues:
Have the Bepu physics engine run on its own tick rate
Provide UIBuilder functionality using LogiX nodes.
New Cloth collision types such as box, mesh, plane, inverted colliders(Don't know if this would be mesh or not)
Have the Add PinningCoefficients button index by from the prior items VertexIndex
Have the ability to grab all colliders from a referenced slot and if it is null grab all from root
Have a list stored on the Host's client for when a Cloth collision is attached and have it added via "OnAttach" or "OnAwake"(Not to sure)
Yes, I know these listings are getting absurd, but I'd like to actually start discussing these kinds of things sooner rather than later. Or at least considering alternatives to solutions that are commonly proposed.
In a nutshell, some rudimentary way to compile C# to LogiX. This would involve analysis of the C# code, mapping it to some sort of equivalent LogiX representation, optimizing the data flow a bit, and grouping/arranging the nodes so that they are not a jumbled mess at the end of the process. The hardest part will be figuring out the mapping.
I don't think C# as the source language makes a lot of sense here. We're dealing with two separate programming paradigms here, and the object-oriented functionality of C# doesn't lay out well in a flatter, functional context. An option is to define a new scripting language (say, LogiXScript) and use that as a textual, high-level way to define a LogiX graph.
Allow specifying value or reference fields to target for a component. Allow reading/writing fields.
loading vrm model files and possibly auto configuring to an avatar.
perhaps even loading from web resource like hub.vroid.com
Material properties
Neos issues:
(Based off of this comment on issue #57)
Ability to use +
& -
nodes to group together User References
to input into thing like Ignore User
on certain nodes.
However on second though there might need to be some redoing of some of the nodes now that I think about it to make this compatible.
this has been a problem that has been plaguing NEOS since Logix was created I don't think I'm the only one that finds duplicate interfaces really annoying and irritating
bepu physics allows to define material properties and trigger collision events based on that
it should be possible to combine this with the Steam Audio material properties to get dynamic interactions based on that
for example:
Neos issues:
So basically the find slot by tag but then instead of only 1 finding all slots by tag if there is multiple so it collects them and then when collected all you can do something with them
Froox did some in-depth changes to the way ray casts from the bepu physics work
They are way more heavy on performance than they need to be
We need to take a look at the "intended way" of using them
Neos issues:
cloth physics
Neos issues:
the current particle system in neos is pretty limited
try to implement most of the features from the native unity particle system
Neos issues:
Create & add to arrays. Aswell as modify obviously
Allow the creation of arbitrarily-typed reference registers.
So it is one less compatibility to worry about because then if you use mods with Neos+ you only need Neos+ and no need to spoof compatibility hash when using Neos+ with mods since then neos+ would incl the thing to load mods and then it would be just Neos+ incl NML and then show up as using Neos+.DLL since then you only need Neos+ but I'm not talking about it combining both permanently but only adding it to here so it is incl and ofc you then don't spoof the hash since Neos+ being a seperate hash is good so you don't accidentally join people that don't have it but at the same time can use all the mods that you use on NML so then i would launch Neos+ if i wanted to play Neos+ with mods and just launch NML if i play regular Neos with mods so Neos+ would still show up but as only requirement as needing the Neos+ to join
like the find child by name but for components you put in the string which is the name and then if it finds the component on specific slot you plugged it into
Currently, the JSON tools only provide parsing options. Being able to create and export JSON objects would be useful.
Distance based network lod
Neos issues:
I would like BEPUv2 rigid bodies to be integrated into Neos Plus so that I can create buildings that can be destroyed along with a lot of other things
Currently, the Users>User Root folder is missing several potentially useful outputs, such as Left/Right Foot Position/Rotation. There are also missing nodes for setting certain values. Overall, the folder is quite inconsistent and needs an overhaul.
rigged body support
Neos Issues:
This would be nice since I think it will be worth it since recording 360 video currently can only be done via an alt account running on a seperate Neos instance that launches 360 mode but having it in-game on main yeah it might be more performance on the gpu but running 2 Neos instances is even more laggy than just 1 with 360 streaming camera so this feature added to the streaming camera would be Really good
Trying to add more, if not all features of steam audio into neos
The unity plugin could be a good start, since it contains components for all usable features
Neos issues:
Simple FFT implementation using C# directly or a C# wrapper around a C library. Would need to investigate a performant means of implementing this. I'm debating how the data should be pipelined. Perhaps the component receives a reference to an audio clip player and a window size and outputs the values through a ValueStream, which then can be used in a custom multi-driver that can drive various fields. Or perhaps there would be an option to specify a frequency to sample, returning the corresponding amplitude.
Physical materials
Neos issues:
Fix fbt so setting to lock the avatar head to the headset position instead of locking the hip
apply transform (scale, rotation, position), similar to blender feature
for the position you would change the origin point of the mesh
Neos issues:
Ragdolls?
Neos issues:
asset management in terms load priority to set slots and there components to be loaded first.
example: spawn area or floors
Currently, most discrete-calculus-type operations have to be performed manually. Having nodes to integrate and differentiate, as well as perform certain vector calculus operations (divergence, curl, etc.) could be worthwhile. Usage of such nodes would mostly consist of supplying one or more inputs to vary and zero or more setting inputs for controlling the integration interval, among other uses.
Like Nearest User Head, but gets the User ref instead.
Just an idea, i'm entirely not sure if this is possible, please tell me if this is unrealistic.
Some sort of UI when creating an avatar kind of like Unity's humanoid rig assignment to assign certain bones manually so you don't need to rely on the Heuristics all the time (though you should name the bones right.). This could allow for re-initialization of the avatar rig in case you have your finger bones or something named wrong, and you can manually assign and fix it, not having to go back into blender and rename the bones, then re make the entire avatar.
https://github.com/Faolan-Rad/FaoLogiX that would be really nice to have in here
Currently, Random only supports a handful of types, such as Bool, Int, and Float. Only Float has support for vector types. Let's add more types and vector types.
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