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v0.5.0

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@CandidumDevTeam CandidumDevTeam released this 10 Jul 06:13
· 3 commits to main since this release

[0.5.0] - 2026-07-10

Added

  • MMDBulletPhysics.SetConfig(in NativeConfig) and the corresponding native MMDBulletPhysicsSetConfig entry point. NativeConfig exposes tunable context parameters (ground plane, MMD unit scale, convex collision margin, Spring6DOF translation/rotation spring damping, locked-translation reinforcement); native defaults reproduce the previous hardcoded behavior, and MMDPhysicsManager now applies the configuration to every context it creates.

Fixed

  • Kinematic (bone-driven) rigid bodies now move along an interpolated path from their previous-frame targets across fixed substeps, pushed without clearing velocity so Bullet derives proper kinematic velocities, replacing the once-per-frame teleport with zeroed velocity. Variable frame times are carried in a time accumulator so they map onto whole substeps without drifting. This gives the constraint solver continuously-moving anchors it can track at MMD's 4 solver iterations, so translation-locked spring-less chains (long hair) no longer blow apart during fast motion.
  • Spring6DOF rotation springs now reproduce MMD's unit-scale reference at Unity's meter scale via spring damping compensation (solverIterations / (referenceIterations * scale^2)). Bullet's motor-based spring target velocity carries no inertia and is not invariant under uniform length scaling, so the meter-scale rotation springs were previously much softer than in MMD.
  • Joints whose translation limits are fully locked get redundant point-to-point constraint copies (2 by default) that re-solve those equality rows once more per solver iteration, so locked chains converge at MMD's 4 iterations without changing the converged pose.

Unity Intergration

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