PC/Quest compatible
Made for Unity 2022.3.22
Shoot webs at world objects and pull them towards you.
Note that due to the way world objects are synced, you'll have to have interacted with the object for the web pull to work (this includes grabbing it or throwing another world object at it).
Installation:
The process is the same for Mobile, however one web shooter uses three particle systems and the web lines alone take two material slots. As such it is not possible to get anything higher than a "Very Poor" ranking on the Mobile platform. The best you can do is to have only the web line on one hand which would put you at "Poor" ranking.
For a visual guide, refer to 3:27 of my YouTube tutorial:
2024-05-29
Previously, the web pull only worked well when the target was more or less on the same level as the web shooter. This is no longer the case. The web pull should work far better from any angle.
The old and new version are both using the same collider force (200).
Furthermore, the web pull only uses one particle system instead of two, which reduces the material slots and particle systems to 1 per hand.
If you want the web pull to be triggered by something like the fist gesture, just make an on/off animation toggling the collision node and the velocity over lifetime node in the "Pull" particle system.
I'll be making a video tutorial on how to make this new version from scratch, but for now you can still install the free version and follow the current tutorial from 3:27 as well as this one showing how to animate the pull particles so they can be activated on command instead of upon collision of the web line:
On top of the web shooter particles, this version contains:
Web bullets that are compatible with PVP worlds
Like the web line, the bullets will also move objects.
Client-sided lasers for guided aiming. Triggered by the point gesture.
Others Features:
Due to the limitations of the mobile platform, lasers will not be available for the Quest version.
Due to the way rigid bodies are synced in the game, objects will not be affected by particle collisions unless you were the last one to interact with them or you're the world host and no one has interacted with the object yet.
Unfortunately there isn't anything that can be done about this unless VRChat makes it so that avatar particles can force an object to be synced to you. I made a Canny post asking for just that so go in there and upvote it if you want.
The best you can do for now is throw another object at the one you want to be synced. The object you threw is synced to you and would cause the object it collides with to also become synced.
2023-12-28:
2024-5-29:
Make sure you have VRCFury installed
NOTE: If your materials are missing (pink) when in play mode, make sure your build target is not set to Android. VRCF will automatically remove non-mobile materials when uploading/testing on an Android build.
Make sure you have Avatars 3.0 Manager installed via Creator Companion
By default, the web bullets will apply the slow effect in PVP worlds, in order to add the stun effect as well, make sure to add "Stun" as your 24th layer in Unity.
4 particle systems per hand
Particle trails enabled: true
Particle collision enabled: true
80 polygons per hand
1 mesh renderer per hand
6 material slots per hand
Max particle count per hand: 21
Mesh particle poly count per web bullet: 198
1 audio source per hand
Texture memory usage: 13.75064 MB
3 particle systems per hand
Particle trails enabled: true
Particle collision enabled: true
4 material slots per hand
Max particle count per hand: 8
Mesh particle total max poly count per hand: 198
Texture memory usage: 5.667316 MB
Removing the pull particle will disable pull functionality but will save 1 material slot and 1 particle system.
By default the total mesh particle poly count per hand is 1188 (198 x 6). This can be lowered by reducing the max particles amount in the WebProjectile particle system.
The Web particle system inside of WebProjectile can be removed to remove 1 particle system and save 1 material slot. This will make it so that the web bullet does not leave a cobweb particle on whatever it hits. Furthermore, the entire WebProjectile particle system can be removed to save a total of 2 particle systems, 2 material slots and remove any mesh particle poly's. This will however remove the ability to shoot web bullets.
WebSound can be deleted to remove 1 audio source
LaserPointer can be removed to remove 1 material slot, 1 mesh renderer, and 80 polygons.
If you have any questions, contact me on Discord: @j0rr3l