User:Yosh/Other notes

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Revision as of 17:36, 22 November 2025 by Yosh (talk | contribs) (external urls)
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misc notes that I need to eventually make wiki pages

vrik

PositionWeight on individual parts allows one to give less weight to limb movements compared to base position--maybe cool stuff can come out of that

pbs_vornoicrystal

is a cool material. you can change the NoiseScale to be super high on one axis, change the edgecolor, then edge thickness to get 1d "lines" on the noise borders. just set cell color to black or smthn if it's masking something

make a camera for this and put it in the UVDisplaceMap of a displace material for a cool "glitch" effect

asset variants

locally generating?

FrooxEngine.AssetManager.RequestVariant() handles most of the logic for whether you should generate a variant or not.

not gonna paste all the decomp code here but it seems to be:

  • it will try to fetch the variant "directly" (i.e. through your cache). if it finds it, then it just returns early with the variant (of course).
  • else, if the asset is from the cloud, it will try to fetch the variant directly from the cloud
    • if that doesn't return it, it tries to specially request the variant from the cloud itself (which appears to be a different operation?)
  • if the asset is not from the cloud, it'll check if the asset is a local asset AND if your client is not the one who uploaded it
    • if this is true, then you won't try to generate the variant yourself unless gathering the variant returns null (idk how this happens)
  • if that doesn't work or it doesn't exist on the cloud, it'll check if generateVariant is true or false. if it's false, it'll abort gathering the asset now and not generate the variant
    • concerning FrooxEngine.Texture, generateVariant is false when RequireExactVariant (force exact variant) is false AND if the asset is a cloud asset

therefore, overall, you will generate a variant locally IF you don't already have the variant in your cache AND any of the following is true:

  • the asset is from the cloud, the variant does not exist on the cloud, and (textures only) ForceExactVariant is true
    • this means cloud variants are generated by everyone if the variant gets forced and it doesn't already exist in the cloud... unless the gather job is stalled for > 10s (see FrooxEngine.AssetVariantGenerator.ComputeVariant())
  • the asset is an asset you locally uploaded, no matter if force exact is true or not
    • this means that the user who uploaded a local asset will always be the one generating variants for it, no matter who presses what buttons
  • the asset is not from the cloud nor a locally uploaded asset
    • this means that variants from external URLs are generated by everyone irrespective of whether force exact is true or not