VRCBilliards: Community Edition
EDIT: A minor fix to OnPlayerLeft within the PoolStateManager has been issued to hopefully help with random restarts.
UPDATE (forgot two important things!) 6. The cue code has been rewritten under the hood. It'll feel a bit different: let me know if it's a bad change. It will be drastically more performant, especially with high world pop. 7. Cues now respawn at specific object locations within the prefab! You can move the respawn locations to make the cues respawn at different places. I can't believe this wasn't a thing before this update because it seems incredibly obvious. Hang the cues on the wall of your games den!
Massive thanks to both Esnya and M.O.O.N for their work on the TWO new UIs inside VRCBCE! Installing this version rids you of my awful Kenny icons once and for all.
Esnya's UI has icons and acts like the prior UI, with buttons to change options. M.O.O.N's UI has toggles and UI buttons that drive everything.
I'm glad that we've resolved this serious issue with the prefab. Feel free to further modify these UI, and contribute your changes!
Some notable bug fixes:
The M.O.O.N UI update will be rolled into this prefab in 1.2.0.
Incorporated fixes from @Vowgan and @esnya for the UI and meshes.
IT IS DONE! With only a couple of minor cosmetic bugs remaining, 1.0.0 is ready for primetime.
This repo is now fully up to date with latest. You can pull and fork as needed!
This release is dedicated to the team at VRChat responsible for shipping the UNU update, including, but not limited to, Danly, MomoTheMonster, and the VRC QA team (including Ruuubick, PhaseDragon, Jordo and others). On this rock we shall build our church.
In addition, thank you to the VRC Prefabs voice call gang for being very dear friends of mine, to Senpie and PairOfSocks, and everyone else who played the heck out of the ht8b prefab these past five months.
I missed this off the commit message, but thanks also to Harry_T for their work on the original ht8b prefab, without which this would not exist.
Partial fix to #11. The game still won't tell you why a game ended with the resolution I'd like, but at least it will only end the game when one of the players leaves, rather than anyone in the instance.
Thank you to TheCastle and Raven Sharpless for reporting this bug .
Change:
UPDATE: This release had a missing script (ActivaterUdonEvent) that has been added back in. Thanks for the report, Kitty Toes!)