Пример #1
0
 internal static void OnWorldJoin()
 {
     Core.LayerChange().Coroutine();               // This Changes Toggles it if there's a layer before I create one.
     WorldVolumes.WorldJoin();
     CustomPostProcessing.GrabLayer().Coroutine(); // Grabs Current Volume Render Layer (Some Worlds use different layers)
     CustomPostProcessing.WorldJoin().Coroutine(); // This creates one.
 }
Пример #2
0
        public override void VRChat_OnUiManagerInit()
        {
            Core.s_UICreated = true;
        #if QM
            QuickMenus.InitQM();
        #endif

            MelonCoroutines.Start(Assets.LoadAssets());
            CustomPostProcessing.CreateProcessingObjects();
            Core.InternalSettingsRefresh(); // Object Sync
        }
Пример #3
0
        private new static void VRChat_OnUiManagerInit()
        {
            Core.s_UICreated = true;
            Msg("VRChat_OnUiManagerInit Sucessfully Called.");
        #if QM
            QuickMenus.InitQM();
        #endif

            Assets.LoadAssets().Coroutine();
            CustomPostProcessing.CreateProcessingObjects();
            Core.InternalSettingsRefresh(); // Object Sync
        }