--- Pleasure Arcade Presents --- ________ _ _ __ __ /_ __/ / (_)_______ | | /| / /__ _/ /____ ____ / / / _ \/ / __/ __/ | |/ |/ / _ `/ __/ -_) __/ /_/ /_//_/_/\__/\__/ |__/|__/\_,_/\__/\__/_/ --- REQUIREMENTS --- - VRChat Avatars SDK (https://vrchat.com/home/download) - An avatar --- INSTALLATION --- 1) Install VRChat SDK first, then your avatar. Ensure your avatar has an Expressions Menu & Expression Parameters. Then install the ThiccWater unitypackage. (https://docs.vrchat.com/docs/expression-menu-and-controls details expressions menu setup, if you don't have one already) 2) Open the installer from the newly created PleasureArcade menu in the main window 3) In the installer, select your avatar from the scene 4) Select which emitters you'd like to install 5) Choose a parent bone in your armature that the emitters will attach to (e.g. select your wrist bone to hold the bottles in your hand) 6) By default, the installer will add options to the main expressions menu of your avatar. If you have another menu location you'd prefer, select it 7) Click "Install Emitters" to add the emitters, animations, and avatar parameters 8) Each emitter will add a bottle to your avatar to show where the particles will start & which direction they will fire. Adjust the position/rotation/scale of the bottles as needed. 9) Click "Remove Bottles" if you want to hide the bottle meshes on your avatar 10) Enjoy! A menu item is added called "ThiccWater" and contains toggles for each of the emitters you've selected. -- ADDITIONAL INFO --- - Liquid colors are set in the “Processor” material, and will be applied to any meshes/particles using the other materials with the same Stencil Layer value. By default, white liquid uses layer 69 and clear liquid uses 70. If you’re going to change the color or make a new one, duplicate one of the material folders and change the Stencil Value on every material inside that you're going to use; changing the Processor values on one of the existing materials will cause conflicts if you're in a world with someone else using the default values. - Particles are set to scale up/down with their emitters, and should scale properly with one exception: the Trail object in the “Drip” bottle will not change width as it is scaled. If you’re using an animation to control the size of the Drip emitter, it will also need to adjust the “Width” parameter of the drip material. As far as I know, there is no way around this, as the scale of a skinned mesh object isn't passed to its shader. - Menu icons are from https://www.flaticon.com/