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@@ -44,26 +44,29 @@ See it in action in the VRChat world 'Sacc's Snooker Club'
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- 3D pockets - balls actually have to fall down a bit before they count as pocketed
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- Balls don't freeze the instant they're pocketed
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- LoD system to disable simulation and visuals when far away
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-6 Tables included
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-9 Tables included
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- The original prefab table
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- Accurate to real 7-8-9ft Pool tables
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- Accurate to real 10 and 12ft Snooker tables
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- 3 Tables from the VRC Billiards Community Edition package are included
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### Setup:
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Import the package
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Click MS-VRCSA->Set Up Pool Table Layers
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- this names layer 22 to 'BilliardsModule' and sets the collision matrix so that it only collides with itself
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Place one or more Prefab/MS-VRCA Table prefabs into your scene
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You can freely add/remove tables from the tables list under the hierarchy at BilliardsModule/intl.table/
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- The table prefabs are in the folder Modules/BilliardsModule/Prefabs
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Because tables can be swapped out they can't easily be lightmapped. Use just one table if you wish to have light mapping
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- Remove the unused tables from the list in BilliardsModule and delete their objects
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- Remove the unused tables from the hierarchy under BilliardsModule/intl.table/
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Alternatively if using VRC Light Volumes by RED_SIM, make sure to change the table surface shader to the _VRCLV Variant.
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### Table Creation
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Duplicate an existing table prefab and replace the mesh ('table' object) with your own.
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Place the table prefab on its own in to the scene and select and enable gizmos it to display its physical setup, adjust ModelData settings to match your model.
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Copy the hierarchy of the existing tables and you should be fine, objects whose name begin with a period are used in the code, so don't change their names.
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The shader for the table's Metallic/Smoothness texture can be exported as a 2 channel png with photoshop's Export As and ticking the '[x]Smaller Filer (8-bit)' option
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### Known issues
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- It's possible for a player to be unable to grab their cue when it's their turn, leaving and re-joining the match fixes this issue. (rare)
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### Future
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There's still a lot that can be done to improve things - I don't intend to do any more major work on this myself - Sacchan
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- Stuff that could be useful for worlds like support for custom ball and table skins
@@ -76,7 +79,7 @@ There's still a lot that can be done to improve things - I don't intend to do an
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- Further improvements to physics
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- Misscues
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- New sound effects
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- Optimization - may not be necessary with udon2 coming soon
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- Optimization
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- 10Ball mode
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- Other standards for 8/9ball (WPA ..)
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- I have completely neglected the Quest setup stuff, idk if it still works, never used it
@@ -91,6 +94,23 @@ Neko Mabel:
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Sacchan:
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- Everything else
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### Changes in version 1.14
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Added a VRC Light Volumes version of the custom table shader. Change if yourself if using.
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Added 3 tables from the VRCBCE package (metal, scifi, main)
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Added two variant prefabs, (All tables, VRCBCE tables only)
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Pocket shape is now defined by the intersection of two circles, allowing for more accurate pocket shapes
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Fix LoD issue with pocket blockers state not changing if match start was not witnessed
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Fix a bug where teams could be inverted when switching to snooker after playing 4Ball
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Optimize cue's FixedUpdate() a bit, running correct code for owner/non-owner, this may fix a rare bug where cue becomes un-grabbable
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### Changes in version 1.13
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Fix ball shadow render queue
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Reduce size of some networked variables
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Improved 8ball rules (pocketing opponents color is NOT ball-in-hand)
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Fixed rare case causing ball in hand erroneously (Thx eijis-pan)
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Removed sync of cue skin (commented it, add it back yourself if you use it)
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Fixed size of Snooker D on 7ft and classic table
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### Changes in version 1.12
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Fixed menu not showing in desktop view + associated crash
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