I can't make it open-source because it includes some paid assets. I would need to remove all of them and eliminate all the dependencies they have with other scripts, and it would be a mess for anyone to try and compile it afterward.Oof.
Fair points though.
Maybe making the game open-source would get some activity, idk.
If someone is working on a similar simulator/game and wants a particular part, I’d be happy to help or send the script via PM if it’s one that’s understandable. It has many interesting features that you don't usually see in Unity or that simply don't exist as paid assets, and I created them exclusively for this game:
-3D preview of morphs (multi-threading).
-Select morphs directly by clicking on the character’s mesh (multi-threading).
-Mesh deformation with clicks (multi-threading).
-Collision calculations (multi-threading).
-The gizmo system, which I made because I didn’t like how any of the ones I tested.
-A custom system for saving complete meshes as proprietary files (Vector3 to byte)(multi-threading).
-An auto-rigging system (creates skeletal animations for objects on characters based on static meshes, used for clothing)(multi-threading).
And several other things I can’t remember. It’s a mess of functions, lol. However, if someone wants to add new things that don’t require modifying the code, within the game’s folder, there is a way to import any 3D model (OBJ file), whether it’s furniture or stage props. You can also import clothing and accessories without needing to rig the skeleton in Blender or something similar. You just need to have the shapes and positions as if they were for a character like Genesis 8/9, and the game will automatically create them for the character in question.
**I added the pose file I had as a reward on Patreon to the main post.