Create and Fuck your AI Cum Slut –70% OFF
x

Mod Unity Monster Black Market - Tits Mod V2P - 2.1.1.0 Update Support

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
At this point I'm pretty sure most skeleton 'bloat'/performance loss in MBM comes from character faces (all facial features).

I started to rebuild Woman slave skeleton (third time's the charm, right? /s), but this time I can tell it's done right because of accumulated experience/using methods which are fast and accurate.

In V2p I didn't touch head/face mesh which is related to eyes-blinking feature while other parts of the body were 'stripped' from overall mesh complexity.
For new version facial mesh was reworked from scratch pretty much, so that difference in metrics for V2p and a new skeleton for base female is not 4x-5x in complexity but around 2x times, which is definitely not that much considering this time non of mesh/texture data is cut down.

Default-NewTitsComparisonWoman2.png

- Facial mesh use minimal resources, while it stays accurate.
- Thigh/Hips are connected to each other properly with weights and not by mesh deformation (I really messed this aspect for girl's skeleton before, this needs to be fixed there too).
- Shoulders are connected to body properly with weights.

Rebuilding base skeletons with new methods in mind without adding new functionality is a faster process than I thought it would be. Current female's skeleton shown here is "lowest" possible complexity game can render, so I prepared these parts first. Other features adds lots of veritces/triangle data, but these can have V2p complexity pretty much and not bloat metrics too much.

So yeah, the work continues.

Default -> V3 (rework) WIP Woman Stand. Difference is minimal, as it should be (difference in height is a result of Spine outputting different GIFs resolutions) :

WomanDefaultLowLoad.gif WomanV3LowLoad.gif


I also have one concept with possible implementation in mind, but I can't say for sure if it's fully stable. I'll just post a single screenshot with it for now:

Quick explanation: It's possible to control Slave's height with exploiting scale of a root bone and a separate "animation mix" function I showcased in Amilia's NPC breakdown before. Here "Height" is dictated by 'Eye Type' which overrides main "Root Bone" scale factor on X/Y adjusting all bone positions along with it and not requiring additional assets (which would have blown the skeleton's budget through the roof overwise). All of characters in screenshot use one default "Woman" skeleton type. Yeah, left one is just a downsized "Woman" type, not a "Girl".

RootBoneExploitConcept1.png
 
Last edited:

jonnijimbo

Newbie
Aug 3, 2022
31
34
141
At this point I'm pretty sure most skeleton 'bloat'/performance loss in MBM comes from character faces (all facial features).

I started to rebuild Woman slave skeleton (third time's the charm, right? /s), but this time I can tell it's done right because of accumulated experience/using methods which are fast and accurate.

In V2p I didn't touch head/face mesh which is related to eyes-blinking feature while other parts of the body were 'stripped' from overall mesh complexity.
For new version facial mesh was reworked from scratch pretty much, so that difference in metrics for V2p and a new skeleton for base female is not 4x-5x in complexity but around 2x times, which is definitely not that much considering this time non of mesh/texture data is cut down.

View attachment 5457572

- Facial mesh use minimal resources, while it stays accurate.
- Thigh/Hips are connected to each other properly with weights and not by mesh deformation (I really messed this aspect for girl's skeleton before, this needs to be fixed there too).
- Shoulders are connected to body properly with weights.

Rebuilding base skeletons with new methods in mind without adding new functionality is a faster process than I thought it would be. Current female's skeleton shown here is "lowest" possible complexity game can render, so I prepared these parts first. Other features adds lots of veritces/triangle data, but these can have V2p complexity pretty much and not bloat metrics too much.

So yeah, the work continues.

Default -> V3 (rework) WIP Woman Stand. Difference is minimal, as it should be (difference in height is a result of Spine outputting different GIFs resolutions) :

View attachment 5457615 View attachment 5457618


I also have one concept with possible implementation in mind, but I can't say for sure if it's fully stable. I'll just post a single screenshot with it for now:

Quick explanation: It's possible to control Slave's height with exploiting scale of a root bone and a separate "animation mix" function I showcased in Amilia's NPC breakdown before. Here "Height" is dictated by 'Eye Type' which overrides main "Root Bone" scale factor on X/Y adjusting all bone positions along with it and not requiring additional assets (which would have blown the skeleton's budget through the roof overwise). All of characters in screenshot use one default "Woman" skeleton type. Yeah, left one is just a downsized "Woman" type, not a "Girl".

View attachment 5457967
question of clarification here. how much of this optimization of the textures, motion bones, etc is from you- and how much is from the primary dev? and how closely are you working in conjunction with one another? secondly- because between this, and how the new potential version of this game is looking. im wondering what you might do next assuming all this optimization goes through, the cool stuff like freed up jiggle bones for NPC's is pretty cool, but i really want to know how far we take this game as far as modding is concerned, so what's your end goal?
 
  • Like
Reactions: Krongorka

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
question of clarification here. how much of this optimization of the textures, motion bones, etc is from you- and how much is from the primary dev? and how closely are you working in conjunction with one another? secondly- because between this, and how the new potential version of this game is looking. im wondering what you might do next assuming all this optimization goes through, the cool stuff like freed up jiggle bones for NPC's is pretty cool, but i really want to know how far we take this game as far as modding is concerned, so what's your end goal?
Lots to answer here. I can tell that one of devs is here on forums, monitoring both MBM and ProjectR topics.

Things changed a lot at the february-march 2025 since I got a first PM from the dev about my inputs/will to bug test 'potential Steam' build. Unfortunately Steam release is "postponed indefinitely until politics situation improves" (HA, YOU WISH /s) At that point we talked a lot and fixed most of visual bugs and I also got an uncompressed texture data for MBM.

At that time 2.0.16.0 used DXT5Crunched compression on lots of characters and it bothered me a lot because I had to come up with upscaling/editing of the extracted texture to try and remove compression artifacts. So I asked for uncompressed texture data and, to my surprise, I got it.
I suggested to change the way character outlines were rendered with texture copies, so they managed to implement it in other way which doesn't use texture copies. And then they also adopted BC7 compression for textures (except for rooms, it consumes a lot of memory for 4096x4096 atlases so it stays with an old compression).

Spine 4.2 update suggestion was the latest and most daring one, because it DID break some things in game, but I guess most of issues are ironed out at the moment.

So here's a list of things which weren't really possible for me to do:

- Entirely new data structure which don't involve repacking character skeleton and texture data (for the most part, lots of things are still hardcoded)
- Providing the original non-compressed and non "ai-upscaled" texture data (I can't stress this point enough)
- New character outline shading
- Fixing old half-censored ending CG
- Implementing Spine 4.2 support on Runtime level and fixing all sorts of nasty bugs which comes with it

Now, my current goal is to take skeleton data and remake it with a new mesh data which is responsible for both character movement and 'how much resources system spends on it'. It's something I learned for the past year and I'm confident with it.
I'm able to pack textures into a new sprite sheets with tighter packing and producing my own .skel files.

It's very time-consuming and actual dev can't spend time on it. They had to ship MBM before, now they have to ship ProjectR.

"How much of this optimization of the textures, motion bones, etc is from you- and how much is from the primary dev?"
Everything related to texture packing method, every change in skeleton files including adapting/making a new visual function is from me. Lots of ideas were implemented and lots were scrapped because I couldn't implement it in optimal way.

The optimization I'm doing is like a "micro-level", let's be real. It's just that MBM gameplay can amplify issues very quickly at late stages. Even more so if you're using ComplexBreeding which used the code itself to re-mix character graphics so it's more demanding.

Goal for the mod was always to put more stuff in the game right before V2p version dropped. It stays the same, but we're back at fixing "basics" and building a strong (performance) base.
 
Last edited:

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
So I wanted to see how much MBM is CPU-bound... maybe RAM speed too, but in this case we got X3D class of CPU for a test (which is supposed to rely on RAM/timings less due to a large L3 cache). Short answer: it is heavily CPU bound.

Same game scene. Results fluctuates a bit depending on game flow's RNG.

MBM-CPU&RamSpeedDependency.png

Yeah... I suppose with new light-weight meshes it's possible to get older CPUs to flat-lined 60-70s, and maybe X3D will lock at 144 (game have a vsync/upper framerate limit depending on your monitor). I don't have info/tests for newer Intel CPUs, but I'm sure that MBM prefers CPUs with faster single-thread performance in general. I just didn't expect this kind of gap, to be honest.

RIP to anyone who wants to upgrade RAM these days, though.
 
Oct 2, 2022
453
372
186
So I wanted to see how much MBM is CPU-bound... maybe RAM speed too, but in this case we got X3D class of CPU for a test (which is supposed to rely on RAM/timings less due to a large L3 cache). Short answer: it is heavily CPU bound.

Same game scene. Results fluctuates a bit depending on game flow's RNG.

View attachment 5476946

Yeah... I suppose with new light-weight meshes it's possible to get older CPUs to flat-lined 60-70s, and maybe X3D will lock at 144 (game have a vsync/upper framerate limit depending on your monitor). I don't have info/tests for newer Intel CPUs, but I'm sure that MBM prefers CPUs with faster single-thread performance in general. I just didn't expect this kind of gap, to be honest.

RIP to anyone who wants to upgrade RAM these days, though.
Just download more RAM, lmao.

(This is a joke. You can't download RAM)
 
  • Like
Reactions: saikuzu

BichaDoBundao

Newbie
Oct 10, 2025
25
10
3
So quick question, i know that complex breeding is the mod that adds new races but the dev pretty much abandoned it since it was last updated in 2023.

Will you just focus on your mod, or will you revitalize it?

If yes, would it be possible to create Kemono Aka Furry/Anthro girls?
 
  • Thinking Face
Reactions: GreenPotato

FluffyRaKu

Member
Jan 2, 2023
112
180
143
So I wanted to see how much MBM is CPU-bound... maybe RAM speed too, but in this case we got X3D class of CPU for a test (which is supposed to rely on RAM/timings less due to a large L3 cache). Short answer: it is heavily CPU bound.

Same game scene. Results fluctuates a bit depending on game flow's RNG.

View attachment 5476946

Yeah... I suppose with new light-weight meshes it's possible to get older CPUs to flat-lined 60-70s, and maybe X3D will lock at 144 (game have a vsync/upper framerate limit depending on your monitor). I don't have info/tests for newer Intel CPUs, but I'm sure that MBM prefers CPUs with faster single-thread performance in general. I just didn't expect this kind of gap, to be honest.

RIP to anyone who wants to upgrade RAM these days, though.
To be fair, the AMD X3D CPUs are absolute beasts. Even going to one of the 3D ones within the same processor generation will often get 20% or so performance uplift on CPU bound games, so I'm not surprised by you seeing 50% extra performance by going up a couple of CPU generations plus presumably better memory speeds because of DDR5.

And speaking of DDR5, it's also possible it's memory bandwidth limited. I know simulation-heavy games like Factorio and Stellaris hammer the memory bandwidth like nothing else.

If you want to do a few more systematic tests, you could try fiddling with some BIOS settings to do some more like-for-like tests without needing the extra hardware. For example, you could try reducing memory speeds, deactivating cores or underclocking the CPU.
 

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
To be fair, the AMD X3D CPUs are absolute beasts. Even going to one of the 3D ones within the same processor generation will often get 20% or so performance uplift on CPU bound games, so I'm not surprised by you seeing 50% extra performance by going up a couple of CPU generations plus presumably better memory speeds because of DDR5.

And speaking of DDR5, it's also possible it's memory bandwidth limited. I know simulation-heavy games like Factorio and Stellaris hammer the memory bandwidth like nothing else.

If you want to do a few more systematic tests, you could try fiddling with some BIOS settings to do some more like-for-like tests without needing the extra hardware. For example, you could try reducing memory speeds, deactivating cores or underclocking the CPU.
Actually I found a weird bug which occured on a fresh OS install with old save data which for some weird reason screwed with internal game's resolution/playfield scale. I'll just describe it as: "If you think game looks kinda blurry try to enter the options and switch between windowed and full screen modes back and forth".
It might be a bug of a new build which was shared recently on a forum (2.1.1.0) because I didn't see it before. Anyway, once scale was fixed game became sharper as usual but framerate dropped back to 100s-110s, which is still a lot but not up to 144, heh.
Also, I saw higher 0.1/1% when I leave embedded CPU graphics core on. Yeah, even when it's supposed to be running on a dedicated GPU. Maybe that was a cause of the bug when I used it.
Base framerate went 2x once dev got rid of "Texture outlines" and replaced it with shader. 2.1.1.0 is much better for performance out of box. I probably should just port V2p to it since it's up here, so I'll get to it ASAP.

The only problem we encountered in new version is broken visual effect for Rune which was replaced for a drawn effect (sprite) in Spine. It looks a bit unusual and transitional timings for it isn't great. Will it be fixed for newer builds or not is up to the dev.

BichaDoBundao
CB Mod is 'closed source' and I can only tweak it for some parts. I managed to add a new race to it in past, but it's a hacky long way to add features, I'm afraid.
My main focus is asset optimizations for base game and it still far from finished state.
 

BichaDoBundao

Newbie
Oct 10, 2025
25
10
3
Sorry for being annoying again, it has been a while since i played black market and CB mod.

So is there no way to grow lolis anymore?, i know that in the unmodded version you can use milk to grow up the lolis to their adutls form.

Is this no possible anymore in CB mod?

Because i am using a whole fucking lot of milk in the female goblins and they are flat as fuck.
 

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
Sorry for being annoying again, it has been a while since i played black market and CB mod.

So is there no way to grow lolis anymore?, i know that in the unmodded version you can use milk to grow up the lolis to their adutls form.

Is this no possible anymore in CB mod?

Because i am using a whole fucking lot of milk in the female goblins and they are flat as fuck.
Some Complex Breeding's races are locked to "Girl" form, like Dwarves and Small Beastfolks (Sheep/Rabbit) in the base game. Like I said before, mod author knew about asset restrictions base game use and had to use "Girl" or "Woman" forms to get asset pool he wanted or it was his vision to give certain races small bodies. After all, base game code don't allow to have BOTH rabbit/sheep variants at the same time.
 

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
Since game was updated on the forum to version 2.1.1.0 I decided to port Tits V2p release to it. I hoped for a 'straight port' but it's not that simple for assets because texture format changed and the method of new "texture generation" changed in a new version.

So I found my source files which I made for Tits V1. Ironically, I started with Tentacle scenes and I was quite shocked, since I didn't even realize how consuming this scene is:

TentacleGirl.png

- Several clipping meshes, 1k+ of clipped triangles
- Hundreds of bones (several times the complexity of anything I've seen in MBM so far)
- Each character version of this scene use 2048x2048 texture.

And to top it off my old additions added several hundreds of vertices and triangles. For comparison, one instance of this scene consumes as much as all NPCs and several standing slaves at once.

Anyway, current plan for V2p port is still the same. I'm going to port it to current 2.1.1.0 version as is... actually, not really "as is" but with some changes here and there just not to the point it's a whole new version. It's just... I'm not really happy with a porting process. For now I can at least try to minimize memory usage. Nowhere as good as I'd like it to be, but it will keep me motivated for sure.

Depending on how much time I'll decide to spent on memory usage optimization for this release, I think I'll need 1-3 days. After the initial release tests with feedback will be needed as well because I do expect some visual bugs here and there.
 

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
Hello, I am using the tits mod with the mod pack but no slave you can buy shows up with the bigger tits! Why is that?
Depends. In base game with Tits mod there's no "available tits size restrictions". Currently it's designed to work with old version 2.0.16.0. Won't work at all with newer 2.1.1.0 version. I'm preparing a newer version of the mod specifically for 2.1.1.0 release.
But I'll assume you're using Complex Breeding ("CB" for short, which mod pack comes with). It's a feature of that mod. In that mod slaves which you can buy from the market comes with "available tits restriction" based on a race. In CB mod tits size can be enlarged in next generation of slaves (randomly) or enlarged with tentacle breeding rooms. I'd recommend to check flannan's user guide for CB.
I'm not the author of CB by the way. It's 'hardcore' gameplay mod which is unfortunately abandoned.
 
  • Like
Reactions: flannan

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
"Alright, 2.1.1.0 is out on the forum so it's time to port the content of Tits mod V2p to it. Oh... I need to repack ~100 scenes since format changed... Oh and there's old errors which needs to be fixed and old assembly tweaks use some unsafe code edits. Well, shit... good thing I have time and will to do it".

That's basically how this week went. Long story short: Tits V2p is ported to game update version 2.1.1.0 and links are updated at the first post in this thread.

The thing about this V2p release, it's not just a straight port. In technical terms it's way superior than V2p LEGACY for 2.0.16.0. All Woman/Girl scenes were repacked with smaller sprite sheets resolutions, in most cases it goes from 2048x2048 to 1024x1024 base resolution. Mostly because of a better packing, although in some cases alterations were made to fit new target resolution. I can't give you estimates for performance uplift, but it should be noticeable. If anyone wants to test on android, be aware - new game version switched to BC7 compression so it actually may be slower for it. But again, I can't speculate here so it's up to you to share your results.

Anyway, here's some release notes about new mod release version:

V2p-2110 Release 1:
- All previous edits for Girl and Woman skeleton were rebuilt to a new 2.1+ game specs. All girl/woman assets packed in smaller sprite sheet atlases than base game use, so it should result in increased performance and lower memory consumption.

- Test visual feature: Height "Scale Bone".

MBM-TitsModV2P-2110ScaleBoneC.png

It's a hack which allows to control slave's height for IDLE pose only. Affects 4 skeletons in total: Girl Idle/Woman Idle/Girl Maid Idle/Woman Maid Idle. For now it can be set along with "Pubic Hair" setting. Tied with it because every slave have 4 settings (None/TypeA/B/C) and new born kids come with 0 (None) so it's always on smallest scale. For this release scale settings are 0.95/0.95; 1.0/1.0; 1.05/1.05; 1.1/1.1 for X/Y.

- Rabbit and Sheep (Small Beastfolks - Usagi and Hitsuji) are back to small forms, sorry about that. There's a plan to bring it back in the future with unified skeleton models.
- Game day length is increased from 300 seconds to 600 seconds. Please, start the new game because this change breaks any save. I just wanted game flow to be more relaxed, plus it translates well into Complex Breeding mod too.
- Pixies speed is increased by 50% (moves slaves around 2 times faster).
- Game speed can be set past X5 to X6/7/8/9/10 mode.
- Several visual tweaks here and there. Sorry can't remember all of them. If you notice anything unusual which looks "broken", please tell me about it and post a screenshot.
- Shadow sprites were disabled for Salamander-on-Girl in both scenes. If you noticed it - that's normal for this particular release, done for performance reason. Will be restored in future release when performance won't be affected by it anymore.
- Rune NPC "fireball" effect in her hands is broken since 2.1.1.0 release. Current version of Tits mod don't have the sprite effect which was added to mask missing effect. I just want to clarify the original effect missing is not caused by the mod.

Performance tips:
- DON'T USE Special Slaves if you want good game performance. Each special slave have their own set of scenes which multiplies asset usage, none of them are optimized for now. If you absolutely want to keep them, place them into a private mansion area and keep them there in idle stand position so this will minimize the effect of lost performance.
- Tentacle room scenes are very demanding. Don't use many of them.
- Important Note about tentacle rooms: In 2.1+ versions Rune Ending requirements for Tentacle Rooms were changed from 50 to just 10 rooms in total. In Tits mod it doesn't mean game will end, but be aware of the changed ending requirement (You still have to brainwash ALL NPCs and sell 100 eggs to trigger Rune Ending).

Anyway, thanks for following this mod thread and if you have questions or bug reports, please feel free to ask :p

PS: My performance testing methodology is flawed, but here's my results with same save/same scene (some variations with game flow because play field acts on its own, so I posted worst-case scenario for both base and the mod one).

TitsModV2pFor2110performancetesting1.png
 
Last edited:

AROc137

Newbie
Jan 22, 2023
30
3
75
"Alright, 2.1.1.0 is out on the forum so it's time to port the content of Tits mod V2p to it. Oh... I need to repack ~100 scenes since format changed... Oh and there's old errors which needs to be fixed and old assembly tweaks use some unsafe code edits. Well, shit... good thing I have time and will to do it".

That's basically how this week went. Long story short: Tits V2p is ported to game update version 2.1.1.0 and links are updated at the first post in this thread.

The thing about this V2p release, it's not just a straight port. In technical terms it's way superior than V2p LEGACY for 2.0.16.0. All Woman/Girl scenes were repacked with smaller sprite sheets resolutions, in most cases it goes from 2048x2048 to 1024x1024 base resolution. Mostly because of a better packing, although in some cases alterations were made to fit new target resolution. I can't give you estimates for performance uplift, but it should be noticeable. If anyone wants to test on android, be aware - new game version switched to BC7 compression so it actually may be slower for it. But again, I can't speculate here so it's up to you to share your results.

Anyway, here's some release notes about new mod release version:

V2p-2110 Release 1:
- All previous edits for Girl and Woman skeleton were rebuilt to a new 2.1+ game specs. All girl/woman assets packed in smaller sprite sheet atlases than base game use, so it should result in increased performance and lower memory consumption.

- Test visual feature: Height "Scale Bone".

View attachment 5504245

It's a hack which allows to control slave's height for IDLE pose only. Affects 4 skeletons in total: Girl Idle/Woman Idle/Girl Maid Idle/Woman Maid Idle. For now it can be set along with "Pubic Hair" setting. Tied with it because every slave have 4 settings (None/TypeA/B/C) and new born kids come with 0 (None) so it's always on smallest scale. For this release scale settings are 0.95/0.95; 1.0/1.0; 1.05/1.05; 1.1/1.1 for X/Y.

- Rabbit and Sheep (Small Beastfolks - Usagi and Hitsuji) are back to small forms, sorry about that. There's a plan to bring it back in the future with unified skeleton models.
- Game day length is increased from 300 seconds to 600 seconds. Please, start the new game because this change breaks any save. I just wanted game flow to be more relaxed, plus it translates well into Complex Breeding mod too.
- Pixies speed is increased by 50% (moves slaves around 2 times faster).
- Game speed can be set past X5 to X6/7/8/9/10 mode.
- Several visual tweaks here and there. Sorry can't remember all of them. If you notice anything unusual which looks "broken", please tell me about it and post a screenshot.
- Shadow sprites were disabled for Salamander-on-Girl in both scenes. If you noticed it - that's normal for this particular release, done for performance reason. Will be restored in future release when performance won't be affected by it anymore.
- Rune NPC "fireball" effect in her hands is broken since 2.1.1.0 release. Current version of Tits mod don't have the sprite effect which was added to mask missing effect. I just want to clarify the original effect missing is not caused by the mod.

Performance tips:
- DON'T USE Special Slaves if you want good game performance. Each special slave have their own set of scenes which multiplies asset usage, none of them are optimized for now. If you absolutely want to keep them, place them into a private mansion area and keep them there in idle stand position so this will minimize the effect of lost performance.
- Tentacle room scenes are very demanding. Don't use many of them.
- Important Note about tentacle rooms: In 2.1+ versions Rune Ending requirements for Tentacle Rooms were changed from 50 to just 10 rooms in total. In Tits mod it doesn't mean game will end, but be aware of the changed ending requirement (You still have to brainwash ALL NPCs and sell 100 eggs to trigger Rune Ending).

Anyway, thanks for following this mod thread and if you have questions or bug reports, please feel free to ask :p

PS: My performance testing methodology is flawed, but here's my results with same save/same scene (some variations with game flow because play field acts on its own, so I posted worst-case scenario for both base and the mod one).

View attachment 5504279
First, I want to tell you that you're a genius, what a great MOD :p
But I also have a question :c

You can no longer make L0LIS' hips bigger when you change their voice; is there a way to do it?
Captura de pantalla 2025-12-06 233546.png
 
Last edited:

Krongorka

Well-Known Member
Sep 22, 2017
1,275
4,063
397
First, I want to tell you that you're a genius, what a great MOD :p
But I also have a question :c

You can no longer make L0LIS' hips bigger when you change their voice; is there a way to do it?
View attachment 5504376
About Loli function in current version. It depends on how game "recognize" them. If it's a newborn (who needs a milk to grow) and it's not a small race like Dwarf, Rabbit or Sheep - they are now locked to small hips and no breasts, I'm afraid.

If it's a small-folk race then you can change their Thigh size by pressing RIGHT button on a voice tab, because LEFT is reserved for changing voice only - right button is coded to act with both functions while left button have only one function. Working around limitations here :p
 
Last edited:
  • Heart
Reactions: AROc137