Mod Unity Glitter Invitation - NPC Scale Mod

fzdc

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Jul 25, 2017
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1756553791205.png

Overview:
This mod allows you to scale the characters in any scene to any size you want.

Updated: 2025-08-30
Game/Creator: Glitter Invitation /
Modder: fzdc
Mod Version: 1.0.0
Game Version: 0.55 - 056.1
Language: English

Features:
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Installation:
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Change-Log:
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nokorag

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Jun 4, 2025
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After a long coding bender I've finally got your original version working, not sure what you've changed but regarding on what I did:
It seems to me that the IKRoot Transform is always a sibling of the character, names are the character names except for the tank scene.
So I changed it so the whitelist is required and I got rid of the recursive search since it's not necessary with that approach.
INI:
WhitelistCSV = alice,aoi,gulliver,kaori,Avatar
Ofc I could be missing somthing.
In case you'll take contributions tell me how you want to do this. One thing I've noticed is that the view distance needs to be adjusted according to size, I'll add that for me, but should be trivial afik.
Another feature I'd like is adjusting the character velocity proportional to scale for walking. So far the only viable approach I can think of is getting the velocity from the animator and moving the character on LateUpdate manually. Perhaps there's a way to hook into FinalIK but tbh I don't wanna touch that.
Other things that would be nice: Scaling down the Player or upscaling the whole scenes indoors, somehow fixing animations by messing with IK targets and fixing the clipping through the floor bug (occurs with mega size) devs refuse to fix.

Also I'm gonna do a graphics settings mod and probably include viewdistance anyway, next thing is adjusting the fog settings to it goes higher up rayleigh scattering, later perhaps a custom shader if I can figure out how to inject one.
 
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fzdc

Well-Known Member
Jul 25, 2017
1,752
1,840
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After a long coding bender I've finally got your original version working, not sure what you've changed but regarding on what I did:
It seems to me that the IKRoot Transform is always a sibling of the character, names are the character names except for the tank scene.
So I changed it so the whitelist is required and I got rid of the recursive search since it's not necessary with that approach.
INI:
WhitelistCSV = alice,aoi,gulliver,kaori,Avatar
Ofc I could be missing somthing.
In case you'll take contributions tell me how you want to do this. One thing I've noticed is that the view distance needs to be adjusted according to size, I'll add that for me, but should be trivial afik.
Another feature I'd like is adjusting the character velocity proportional to scale for walking. So far the only viable approach I can think of is getting the velocity from the animator and moving the character on LateUpdate manually. Perhaps there's a way to hook into FinalIK but tbh I don't wanna touch that.
Other things that would be nice: Scaling down the Player or upscaling the whole scenes indoors, somehow fixing animations by messing with IK targets and fixing the clipping through the floor bug (occurs with mega size) devs refuse to fix.

Also I'm gonna do a graphics settings mod and probably include viewdistance anyway, next thing is adjusting the fog settings to it goes higher up rayleigh scattering, later perhaps a custom shader if I can figure out how to inject one.
i thought i already fixed this in the new version?
Whitelist was removed
replaced with ModelNamesCSV, which enables compatibility with New game versions, you just add whatever New character is patched into the game, into the Config
 
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fzdc

Well-Known Member
Jul 25, 2017
1,752
1,840
254
After a long coding bender I've finally got your original version working, not sure what you've changed but regarding on what I did:
It seems to me that the IKRoot Transform is always a sibling of the character, names are the character names except for the tank scene.
So I changed it so the whitelist is required and I got rid of the recursive search since it's not necessary with that approach.
INI:
WhitelistCSV = alice,aoi,gulliver,kaori,Avatar
Ofc I could be missing somthing.
In case you'll take contributions tell me how you want to do this. One thing I've noticed is that the view distance needs to be adjusted according to size, I'll add that for me, but should be trivial afik.
Another feature I'd like is adjusting the character velocity proportional to scale for walking. So far the only viable approach I can think of is getting the velocity from the animator and moving the character on LateUpdate manually. Perhaps there's a way to hook into FinalIK but tbh I don't wanna touch that.
Other things that would be nice: Scaling down the Player or upscaling the whole scenes indoors, somehow fixing animations by messing with IK targets and fixing the clipping through the floor bug (occurs with mega size) devs refuse to fix.

Also I'm gonna do a graphics settings mod and probably include viewdistance anyway, next thing is adjusting the fog settings to it goes higher up rayleigh scattering, later perhaps a custom shader if I can figure out how to inject one.
as for the Extra features.
* You could try to fix the animations, I think there's a Target locator for the IK controllers on hands/feet/etc
but I have no idea how to do that or if Unity even allows you to do that with Bep.

* Velocity should be easy to do with "approx" math. If you find the Velocity value in UnityExplorer, just take an average from 2-3 different scales and then use that average as a multiplier to the Scale mod.
ex: Scale 1, Velocity = 1. scale 10 , Velocity = 8. scale 50, velocity = 38
so your math would be Velocity = ~0.75x Scale

* Not sure what you mean by view distance, the game has near-Infinite view distance for the player. In the Gullver's Invasion scene she is scaled to 1000 and you can still see her. There's only view distance culling in the other mod's FreeCam, likely because it creates a new camera with default values. You just need to set the max render distance of the camera.

* Scaling other objects... funny enough my First test of the scale mod actually scaled All the houses XD
Just copy my mod source and remove the Name filters for Aoi, Alice, etc... it will then detect Every object near you in the game. That's the reason i added those filters. IKRoot + Name. Without it, every object gets listed for Scale.

Oh and just a heads up for whatever mod you might try to make... I had to brute force mine into the game by adding a persistent object and watchdog in DontDestroyOnLoad, because the game apparently kept blocking me from creating GUIs and stuff. No clue why, had like 2 hours of arguing with GPT to fix that lol
 
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nokorag

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Jun 4, 2025
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A little misunderstanding, I never tried the new version, but modified the source code you've posted.

Regarding the velocity there seems to be a trivial approach, just scale the transform that probably was the prefab.
It's called "{characterName}GameScene". This is the component containing the Animator and has the IKRoot and "{characterName}" Transforms as children.
Scaling that speeds them up when walking, to the right amount so the feet don't slip. (Like when scaling the model and the IKRoot)
It also seems that the game internally scales this value as the scale there is often something other than 1 1 1.
This Transform also contains the CharacterBase object where you can for instance set the area they are allowed to walk in makes sense to increase it for larger scales as long it's not larger than the map size.
Perhaps looking for instances of this class is the cleanest way to look for characters.

As an extension it could also be a good idea to scale the animation playback speed of the animator.
The reason for this scaling them 10x would also make them 10x as fast which makes playing tag impossible without a player speed boost.
There's some physics-y reason of why they would be proportionally slower when larger because a object in freefall takes sqrt(height) time to hit the ground. Also larger == slower enhances size perception.
So for instance AliceGameScene is a scale of 5 per default in the starting town. Changing that to 50 and changing the animator speed to 10^(-0.5)= 0.31623 gives good looking results.

There's one scene where that approach of scaling the parent object won't work that's the Kaori & Aoi yuri scene. Either way they need to be scaled together anyway for it to make any sense for most animations.


The view distance is the Main Camera Camera.farClipPlane which is set to 2000 by default. That's 2km not enough for true giga scale. The reason there's no issue in the Gulliver tank scene is she's crawling on the city above you. If she were to stand up she'd probably clip.
The other instances where they get to true giga scale they're also not standing. The hard-mode tag with Alice has her lying down on the sea and look towards the town, same for the Alice vs Gulliver scene where the winner is doing the same.
Aoi's date in the city scene has her sitting at on the floor at the end.
You get the picture, the game conveniently avoids situations where clipping would be an issue.


Again how would you like to proceed regarding my offer of collaberation? Should I upload what I've changed? Would you be ok with uploading sources every time you do an update?
 
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fzdc

Well-Known Member
Jul 25, 2017
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It's called "{characterName}GameScene".
Yes but not always. That's why i set it to scan for IKRoot instead. All animated characters must have IKRoot, but what you described changes on every scene.
Sometimes Gulliver is called Avatar, sometimes GulliverGameScene, sometimes just Gulliver.
Kaori for example is instanced 3x times in the city with the same name. Just Kaori.

Also sometimes that Character GameScene contains other characters and props, so scaling it will break some scenes completely.
If you want you can try it, I can give you my new source.


There's some physics-y reason of why they would be proportionally slower when larger because a object in freefall takes sqrt(height) time to hit the ground. Also larger == slower enhances size perception.
So for instance AliceGameScene is a scale of 5 per default in the starting town. Changing that to 50 and changing the animator speed to 10^(-0.5)= 0.31623 gives good looking results.
True, although I wonder how that will work in Animations where characters interact. They're often on Timed triggers, so scaling the Animation speed might break things. Needs testing.


The view distance is the Main Camera Camera.farClipPlane which is set to 2000 by default. That's 2km not enough for true giga scale. The reason there's no issue in the Gulliver tank scene is she's crawling on the city above you. If she were to stand up she'd probably clip.
How big are you trying to scale them? xD
I guess i never considered Giga scale. Most i usually did was 100. The entire map isn't big enough for more than that imo
Maybe mod a custom New York City scene?


Again how would you like to proceed regarding my offer of collaberation? Should I upload what I've changed? Would you be ok with uploading sources every time you do an update?
To be honest I wasn't planning on Adding to the mod, just fixing Bugs if anyone had any.
I just made this in my free time while I was bored at home, off work, nothing else to do.

I've no issue giving you the Updated source code, I can make a Github and post it there, add you as collab.
just message me your github so i can add you/

if you want to build ON this mod, i can credit you in the OP, or you can make your own Mod page. Up to you
 

nokorag

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Jun 4, 2025
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Sometimes Gulliver is called Avatar, sometimes GulliverGameScene, sometimes just Gulliver.
Kaori for example is instanced 3x times in the city with the same name. Just Kaori.

Also sometimes that Character GameScene contains other characters and props, so scaling it will break some scenes completely.
I'm still gonna argue in favor of scaling the appropriate container transform, even if it's not called "{characterName}GameScene" . Sure it's less universal but I couldn't figure out any other way to make the walking animations not slip. Prop scaling can also be a plus, since the footprints are scaled according to that parent transform, or shoes when taken off. I could only find positive examples, so far. Which props did you encounter that shouldn't be scaled?
I will investigate more but I suspect that the devs always have a prefab that's scalable. If that turns out to be the case would you be ok with switching to it?

Perhaps looking for the transform that's a parent of the IKRoot would be the "correct" way to find the appropriate Transform.
I also would have no problem keeping scaling IKRoot and the associated model if there's another way of fixing walk animations or keeping both methods just in case. I'm using GPT to learn about modding too, and from what it told me we'd need to use advanced techniques like Harmony Patching to fix that, essentially intercept the place where the position of the animator is read and scale it by the factor every frame. That wouldn't be the case with scaling the parent.

How big are you trying to scale them? xD
I guess i never considered Giga scale. Most i usually did was 100. The entire map isn't big enough for more than that imo
Maybe mod a custom New York City scene?
Never went beyond 100 either. I tested this with Aoi in the city. She's already about 100x in relation to human size. Multiply that with another 100 and we get 10.000x. So she's a ~16km tall girl then certainly larger than 2km. At 100x the skybox goes upto her socks for me.

I've no issue giving you the Updated source code, I can make a Github and post it there, add you as collab.
Great, sent you a pm. Also did you really entirely vibecode this or just use GPT for the initial prototype and manually refactor later? Do you plan on continue learning about Unity/Modding or is this purely a one off thing? (It's the former for me)
The first contribution I'll do is scaling the farClipPlane.
 

fzdc

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Jul 25, 2017
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Great, sent you a pm. Also did you really entirely vibecode this or just use GPT for the initial prototype and manually refactor later? Do you plan on continue learning about Unity/Modding or is this purely a one off thing? (It's the former for me)
The first contribution I'll do is scaling the farClipPlane.
Pretty much just me going "you know it would be fun if..."
I did use GPT for most of it though, because Bep and Unity can be a little finicky when it comes to VS Code.
And especially since the game doesn't use Mono, it makes coding it a little more complicated.
I didn't let GPT freestyle tho, I had to coach it most of the way. As "smart" as OpenAI say it is, it makes a lot of mistakes.

And not sure, might be a one off, might be I'll find another game when I'm bored and make another mod.
Im not planning to make this my hobby or job though, purely for entertainment reasons.
 

fzdc

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Jul 25, 2017
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nokorag just a FYI
the old UnityExplorer github is Archived and dead.
the new Fork is here:

* also I tried to do what you said, scale the CharacterGameScene
but I don't know if it's possible.
it works in Freeroam,
but in animation scenes there's an Auto-Update that runs in the background of every animation which resets the Scale.
I'd have to somehow find the trigger which updates it and disable that trigger, although that might break the animation.
might have to butt heads with GPT for 6-8h to figure that one out.

* Player scale should be easy it's usually named Player(clone), but the hierarchy placement is Random.

* I also found your "FarClipPlane", should be an easy edit. Doesn't seem to have any protection at all, you can even edit it in UE without it resetting.
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nokorag

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Jun 4, 2025
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* also I tried to do what you said, scale the CharacterGameScene
but I don't know if it's possible.
it works in Freeroam,
but in animation scenes there's an Auto-Update that runs in the background of every animation which resets the Scale.
I'd have to somehow find the trigger which updates it and disable that trigger, although that might break the animation.
might have to butt heads with GPT for 6-8h to figure that one out.
Before you do that better look at some code, I think this would be done with Harmony patches. I wasn't able to figure that out, especially how IL2CPP prevents that working but the de-compiled code from the GlitterInvitationClient mod (decensor, clothing and movement) uses it.
Essentially you define a hook that intercepts a method call and runs it's own code instead, it's also possible use the original value. For reference I did pm you the repo for the OG mod for this game that uses Harmony in places (It's in the Patches.cs file)
Depending of it the game recreates the characters each time it resets the scale or not this might be easy or hard. If it recreates it we can hook into the start method like the game already does and multiply the scale by the factor already set, if re-uses the object and set the scale directly it might be difficult since there's no method we can hook into on the character and would need to find the place where the scale is set from to override it.
Anyway I thought I'd have a go at adding the scale parent transform approach since this is my suggestion.
 

nokorag

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Jun 4, 2025
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While at it here's a list of ideas that should be technically achievable:

  • As mentioned fix feet slipping during walk, far clip plane
  • For free roam scenarios expand the area where they can walk as long it's still on the map
  • Configurable speed exponent, have the animation play slower when they grow, possibly default to -0.5 (4x grows means 0.5x speed), we have to see if the config option in the file should be different for more inituitive understanding like growthAnimationSpeedExponent = 2 (animationSpeed = growthFactor ^ (-1/growthAnimationSpeedExponent))
  • Option to increase scaling exponentially instead of linearly
  • Apply scaling every frame the key is pressed down, stop growing when released
  • remember and re-apply scale throught the scenario so scene transitions don't affect it
  • Boob scaling: I always wondered what Alice and Kaori looked like if they'll be a little bit more "well endowed", Kaori is confirmed to be jealous of Aoi for that btw. Doing that on the base meshes should be relatively easy all we'd have to do is scale the bone, clothes are another story ofc.
  • Adapt the stomp sound pitch: The game already does this it has several "thunk" sounds depending on the scale, we could integrate that


And a list that would be nice to have but get increasingly difficult if not impossible to implement.
  • Playing a growth animation, the game already has several especially the one from Alice in the new ship scenario looks impressive. IDK how much tied they are to the character and if one animation can use different rigs or if they are compatible.
  • Related to that a dialogue field when the growth is happening like Gulliver does each time she grows during the tank scenario.
  • Think of ways to have the game not break indoors: Dynamically adapt the IK targets so for instance if you make Gulliver grow in her room she will crouch down. Perhaps comment on it and have something happen if you overdo it.
  • Individually fix animations by changing IK targets dynamically by growth.
  • For instance the ship scenarios: They should be able to pick up ships regardless of size if they are larger, move the target so the grabbed ship always sticks out of the fist on the side of the index finger, close the hand more. Bonus: have them pick up ship with finger and thumb after a certain size
  • Limited interaction scenarios could be fixed by digging deeper into animations:
  • For instance the Kaori tag scene: Most of the time when she's standing her position could just shift so she still can do what she's supposed to, mostly stomping. When she's sitting on that building her butt could remain in place vertically until she's essentially sitting on the floor. She's skinny so she should be flexible enough to archive this and still lift one foot to threat stomping
  • Consistency mode: A setting after the mod has enough fixes to warrant it so that no matter what growth will never break gameplay either by limiting it depending on the context (limit growth indoors, then shrink the player), limiting it to an amount that the scenario still works after fixes and disabling growth when it would break.
 
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anon30000

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Sep 17, 2022
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Hey! First off, thank you for the mod. I saw y'all talking about rescaling the player. I'm not a programmer at all, but I vibe coded a rescale player mod using Kalybr's mod. I hijacked the "Fly" function in his mod because I don't know how to add GUI and all that. If you select Fly, you can then press Ctrl to shrink or Z to grow. I scaled the movement speed based on player scale too, though sprint is still as fast as original scale.

If you want to use it, download and install Kalybr's mod from the main Glitter Invitation page then drop the .dll I attached here into Game>BepinEx>plugins>GlitterInvitationClient and overwrite.
It does kill the original Fly function though.
Not an elegant solution but maybe you'll find it useful or fun.

Btw did ya'll figure out a way to increase the view distance/skybox?
 

nokorag

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Btw did ya'll figure out a way to increase the view distance/skybox?
Did, it's sort of trivial once you've figured out Harmony. I will probably release my own mod with the stuff I did.
Collaboration would be nice but we'd have to agree to some sort of coding style, digesting each other spaghetti code isn't nice.
Was in touch with Kalybr, for a bit but he ghosted me.

Did a bunch of other stuff including adapting Fog so it goes higher up with dynamic parameters based on camera pitch. (To fake Rayleigh and Mie scattering at once), JiggleBreasts, and Breast inflation. (But that's only working for Aoi right now, she's my favorite can't you tell), Also I'm sort of "fixing" the battleship minigame, so she actually properly chases the ships, probably applicable to the tag variants as well.
Another small thing is patching dialogue fields so they time out or stay depending on the preference.
Also did a sort of weird fix for the falling through the floor bug.
None of this is ready to release as it breaks half the game, Fog is probably closest.
Oh and I found out how to enable SMAA, FXAA or TAA in the game.
 
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anon30000

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Sep 17, 2022
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Oh nice, that'd be cool if you shared it. I don't think I'd be able to collaborate in any meaningful way, I know nothing about programming I just dug through a bunch of files til I started noticing patterns and ran several prompts through GPT to do what I did o_O
 
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