Does anyone have saved copy of IMVU's Unity API?

Questions, Tips and Concerns about Creating on IMVU in general.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Sun Jun 30, 2019 10:36 am

Took longer than I expected, mostly due to lack of sleep and preparing for a house-move. But, transparency is working again.
Turns out the way imvu's api handles the alpha values changed. After an easy fix, things are back to normal.

I'll take a look at morph animations soonish, then should be able to release a DLL. Probably early or mid-July.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Sun Jun 30, 2019 3:41 pm

Congrats on handling it, transparency is very important

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Mon Jul 01, 2019 10:29 pm

Just confirmed morph animations play just fine - not just the defaults, like "blink", but even a custom morph. My *amazing* hat is bending (that's my sample product I just created).

Just need to do a few tiny tweaks then the DLL can be released.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Sun Aug 11, 2019 1:24 am

Is the project abandoned?

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Mon Aug 12, 2019 6:32 am

Definitely not. I just moved a few weeks ago. Should be wrapping up unboxing and cleaning the old place, and all that mess in a week or so. The project is first on my priority list once I free up the time.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Tue Aug 13, 2019 9:01 am

Sorry, I had no idea how long it may take. Thanks for update.

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Sat Sep 07, 2019 7:23 pm

On my last weekend of honey-todo items. I hope/expect to have the DLL avail next weekend, Sept 14ish. Whew!
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Mon Sep 09, 2019 12:05 am

Good news! Thanks for the update.

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Sun Sep 22, 2019 10:29 am

Just a small update.
Had a hiccup getting things to work with the new Unity Hub and Visual Studio 2019, but all is good again.
I'm working on the "best" way to incorporate a login box/credentials, then I should have things ready to release.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Thu Oct 03, 2019 9:38 am

A major breakthrough today - I have the code related to IMVU isolated into a separate DLL (finally) and working with the unity demo projects. It needs a bit more testing then I'll be able to release the 1.0 version. Hopefully in the next few days.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Mon Oct 07, 2019 9:40 am

Due to how IMVU does reflection to create objects on-the-fly... my attempts at... well, short version. I'll have the unity package ready to release in the next day or two. If anyone is waiting, I can definitely release the DLL tonight. I'm just trying to fix up the existing demo projects so they use the old Login dialog to get the username/password, then package it all up for a release/download.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Mon Oct 07, 2019 10:57 am

Take your time! Glad to know it is progressing!

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Tue Oct 08, 2019 1:34 pm

Dimitri....
Do you plan on using Photon for anything?
There are three demo projects not working and I'm tempted to remove 2 of them:
* Photon
* UNet
* FeedPost (Creating a picture works; posting to feed isn't)

Because the Photon demo requires the separate Photon package, it puts a requirement of installing that package (which also has the headache of signing up for a free account, changing some Unity settings, etc. before it will work). That extra work seems like a barrier if no one plans on using Photon.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Tue Oct 08, 2019 2:05 pm

If it is unsolvable, then go on and remove them. I can live without Photon and Unet. Feed post on the other hand is bad news, for my "photo studio". Photos still can be uploaded manually, I guess. Maybe the alternate way to post to Feed can be coded, I'll look into it myself.

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Tue Oct 08, 2019 2:36 pm

Version 1.0 is released. Details, download link, etc. are here:
http://nersoftware.com/?page_id=1387

Included:
* All demos in the package should be working *except* for FeedPost
* Photon and UNet are removed (for now)

The FeedPost might well be fixable. I'll take a look in the next couple of days and let you know what I find.
I left the FeedPost demo project in, though you likely can't fix it without access to the main source of the IMVU code (only provided as a DLL for now, until I can find a better/safer way to keep pirates out of it).

-Dan / ner
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Tue Oct 08, 2019 3:13 pm

Thank you so much! I'll start adapting it right now


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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Tue Oct 08, 2019 3:55 pm

Changed some *.dll import settings, now it shows this: https://gyazo.com/cb848ea14e815cf477b7d13125ce53d9

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Tue Oct 08, 2019 3:59 pm

Maybe my Unity is just too old though. I'm using one I've started with in 2015 for this project

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Tue Oct 08, 2019 4:44 pm

hmm... I think it might be due to requiring a newer version of the .net framework. I think I'm linked to 4.7x or so. I don't think it needs to be that high though. However, Unity 2017 was the first version to allow 4.x (I believe), which I think is required.

Let me see if I can compile the DLL with a lower target framework. I don't know if I can find an older Unity to test with - I might need to compile blindly and send you a DLL...
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Tue Oct 08, 2019 4:50 pm

That would be nice. If it will be too much work, then I'll just upgrade. BTW, friend is checking it on Unity 2019 and there was other error: https://gyazo.com/f78bdb8bf54a597f468d97fccaa2c833 It looks for d/test/download. Do you have hard-coded path in your *.dll or it can be set up somewhere?

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Tue Oct 08, 2019 5:53 pm

A few updates are needed. I'll try and get to them tonight or early Wed:
* There's a hard-coded path as you mentioned
* There are some leftover Debugger.Break() lines. Only affects you if you're running in Debug mode and using Visual Studio to "Attach to Unity and Play". You'll get some breakpoints that aren't visible. Just press F5 to continue on if this happens.

The FeedPost issue is almost resolved. Maybe.
* There are two FeedPostUI scripts. That's my mistake. The one in the unitypackage should be deleted. The class embedded in the DLL is required.
* Fixing the above allowed me to fix up the FeedUI prefab.
* There are at least two issues with the FeedUI:
1. There's a missing script reference that I couldn't figure out. No idea what it was supposed to do. Not an issue... but maybe?
2. After cleaning up the UI, I see the FeedUI now but the image preview isn't working as it's not scaling correctly. Seems fixable.
3. While trying to post the image and text to the feed... I get the Login prompt again. Seems there's some 'magic' to save the credentials so the posting will work. I'll try and fix that.

On a weird note... there's a class called "Unit" that is used by the FeedPost. However, that class is completely empty from the decompiled IMVU dll. No idea what it's supposed to have. I'm not 100% sure it's needed but... looks suspicious.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by nerseus » Tue Oct 08, 2019 6:00 pm

On a side note... in looking at one of the demos it seems that IMVU has knowledge of one or more "attachments."
Googling for info leads to old forum pages that aren't accessible.

My theory, hoping someone can confirm...
The "AttachmentNode" in the max files is actually quite important - in that the name might be checked by something internal to IMVU? Maybe it was a future-use feature? It only seems to come up in the IMVU/Unity Demo "Action" where there's a loaded set of "attachments".

I can't really confirm this, but it seems like there's *something* there. I tried making some sample products that used AttachmentNode linked to the hands and the demo seems to behave differently with those items. But I'm too lazy to check if it's anything derived from Accessory, or if IMVU is doing something special with Accessories that are using AttachmentNode in the skeleton.

This isn't holding me up - just curious if I've been dumb and ignoring the importance of the AttachmentNode all these years. I usually just create my own nodes in Max (Root, animationNode, spinNode, etc.) as I need them and never use the AttachmentRoot/AttachmentNode that came in the max file.
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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Wed Oct 09, 2019 12:37 am

As far as I know, AttachmentRoot/AttachmentNode is merely a guideline. Nothing in Accessory object is accessed by bone name, at least in the client. I've used such names as Bone01 or Root for the first bone of the accessory, changed nothing. IMVUnity demo that dealt with equipping props had built-in "accessoires" that accessed the main skeleton bones by name; I do not recall anything that dealt with imported accessory bone names.

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Re: Does anyone have saved copy of IMVU's Unity API?

Post by DimitriX89 » Wed Oct 09, 2019 12:41 am

Unless you mean that you tried to make custom Unity prefabs for IMVUnity equip demo and they worked differently if their root was called AttachmentRoot?

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