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nxclone 0.2.1 preview — linked clones and flat afterimages

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@nerdrx nerdrx released this 30 Sep 14:17
· 13 commits to main since this release

Runtime fixes

  • Assemble final clone visuals in a late SDK preprocessor, after VRCFury Armature Link and avatar build tools finish. Hidden scene previews are removed before those tools run, and the authoring component is removed from the upload copy. This avoids trying to upload a VRCFury test copy.
  • Fix expression toggles: on-value is 1, custom animation layers are enabled, and clone/afterimage visibility starts off without saved state.
  • Gate visual roots instead of forcing every renderer on, preserving hidden outfit parts.
  • Add an independent afterimages toggle. Its primary-avatar silhouette mask also stays off until enabled.
  • Draw afterimages as flat, single-colour transparent silhouettes, without layered front/back alpha accumulation. The main avatar silhouette takes priority over the trail.
  • Mirror outfit visibility/blendshape changes onto silhouettes while keeping avatar material swaps out of the silhouette shaders.
  • Bound generated filenames and ship stable Unity metadata.

Upgrade

Update nxclone to 0.2.1, then regenerate from the original avatar. Old 0.2.0 generated avatars do not contain the new upload setup component.

Verified

  • Unity 2022.3.22f1 / VRChat SDK 3.10.2 compilation.
  • Full SDK preprocessing on an isolated copy of the Nixomi avatar: matching linked meshes/bones and hidden roots.
  • Animator execution of clone/afterimage visibility, world drop, pose freeze, and scale.
  • Source FX preservation and exclusion of material swaps from silhouette mirroring.
  • Offscreen GPU rendering in headless Gamescope: uniform opacity and main-avatar silhouette priority.
  • VPM archive contents and SHA-256 checksum.

Live VRChat and the Windows editor remain untested. The local fixture still logs a VRCFury collider API reflection warning and a vendor DexClone shutdown exception; nxclone assertions and preprocessing pass.

The silhouette shader follows mesh geometry, not texture alpha-cutout holes or vertex displacement. It reserves stencil bits 0 and 1, which can conflict with world shaders/camera effects. Opaque world depth still occludes trails. Constraint-feedback delay remains frame-rate dependent. Recording/playback, interactive limb posing, and Final IK remain outside this preview.