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. }
public override void VRChat_OnUiManagerInit() { Core.s_UICreated = true; #if QM QuickMenus.InitQM(); #endif MelonCoroutines.Start(Assets.LoadAssets()); CustomPostProcessing.CreateProcessingObjects(); Core.InternalSettingsRefresh(); // Object Sync }
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 }