not directly, but it has an API, which is used by Streamer.bot and MixItUp Bot, which can connect to Kick (as far as I know) and close that gap!
Remasuri3
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Hey, sorry but the program sadly wasn't designed to be portable :/ I was a pretty rookie programmer at the time of creating this, so the system for storing data is quite hardcoded.
You can check out VConnect on Steam though, it has a setting for storing data locally and making it portable. The main issue there is that the program runs through Steam, so I have no idea if that actually fixes your issue
I wish I could tell you tbh... I have had to deal with steam support for months now and I actually have no idea what an ETA would be... Steam Support hasn't been very helpful and I have tried a lot of different things (even a rebranding).
At one point steam even delisted it until I gave further push-back to get it back on Steam properly.
In general it's honestly been a lot more difficult than expected and so far Steam has actually been awful in this entire process...
I am still working on getting the Steam release done, because I know that people want it! But I sadly can't currently give a status update about it, because even I don't really know how long it might still take...
There should be a way to set the rotation directly on the object instead of using random rotation or lock rotation! The feature was originally just an april fools joke that turned into a real feature, but I honestly forgot how well supported it is! I will take a look at it and might just be related to 2D objects not being able to be rotated?
Can you check the advanced settings on the hammer object and maybe you can rotate it?
I will look further into this issue!
Hello!
I am really sorry that you are having these issues with the program and I can definitely understand the frustration!
This issue should have been resolved in an earlier version! It is weird that this is happening to you!
I would recommend the following steps:
- Deauthenticate Twitch and try authenticating again.
- Join the official discord to make a post about this issue, so we can support with the help of screenshots and logs
As for YouTube, it should work by creating triggers with the "YouTube"-Source selected, then the dropdown should show you which events you can select. Sadly currently there is an issue with the YouTube connection, where I have to resolve it with google, which likely will take a while for now :/ (Google usually takes very long to take care of matters of small developers like me)
A workaround is just having Streamlabs or Streamelements connected, since those should forward YouTube events aswell, without needing YouTube connected directly!
I hope I could help you with your issue for now and hope we can resolve this quickly!
Hey!
Is this an issue in the current version? I actually worked on fixing this in the newest update!
If it still happens, try to deauthenticate streamlabs manually and reauthenticate!
The origin of this issue was due to a bug in the logic for refreshing your authentication-token.
If the issue persists, please create a ticket on the discord, so we can troubleshoot and potentially fix this bug
Sadly this is currently not possible :/ The default audio-system in unity (which TITS uses) sadly does not support switching Audio-Devices (I have tried to implement this in the past). The current best way is to do it in your OS. On windows, you can select an application and set the audio output device for that application specifically, this way you can make TITS go into the audio device you desire!
Currently in the experimental version there is the possibility to use YouTube aswell! It's still experimental, so please report any issues you might find with it! Additionally it supports Streamlabs, which can handle some of the YouTube events if the direct YouTube integration doesn't work for some reason.
If you need any support, you can ask in the discord, since its easier for me to respond there
Hello! Please create a ticket on the official discord, then I can test the VRM import on the model you have trouble with and can figure out exactly what is going on, especially since the stable version hasn't had any updates to VRM importing recently, so behavior should not have changed!
Its easier to troubleshoot this in discord due to the fact that we can receive logs from the program and models for testing aswell
Yes! In the model-importer there is a SFX-Menu in the top-right corner, where you can import new sounds. Then for a trigger or a model, you can go int othe Event-Manager and in "OnHit" add an SFX-Action or modify the existing SFX-Action to select the correct sound to play!
It's a bit clunky and complicated, since the Event-Manager has a lot of features regarding how to customize behaviour!
If you need help, on the discord people can give advice with screenshots to help out aswell!
Hmmm, did you by any chance import OBJ files? It might be that during first import it properly imported the related textures, but upon reload it failed to fetch the related textures from storage.
I would recommend checking the discord and in the #faq section there are instructions about how to switch to the experimental version. I made some improvements to model-importing in the experimental version of T.I.T.S. and it might fix your issue (you will have to re-import the models)
You can also open a support-ticket there, so we can figure out what files you tried to import and how we can improve this behaviour in the future aswell!
Hello!
Most of the time I would recommend FBX, since thats what I test out the most, but obj and gltf are also supported.
Principled BSDF works, but will be limited to Unitys standard-shader and can't have any custom shading. If you want custom shading, etc. a VRM file is recommended.
If you open a support ticket on the discord, there are people that make Assets for T.I.T.S. regularly and can give advice on everything related to the model creation ^^
Hello!
I am unsure how I would integrate T.I.T.S. with those programs?
Its kind of hard to make PNGTubers react to being hit and I also don't see an API in PNGTuber Plus after taking a quick look ^^'
This is why there is also options to manually move a hitbox to a location to make the system work with VTubers, since not every program can seamlessly integrate, like VTube Studio or VSeeFace.
Maybe in the future I can implement more integrations to programs like that if they have an API or some other way to connect with them locally so more people can use T.I.T.S. with their setup ^^
The outline won't be visible if you disable the UI (which is the button in the bottom right, you can also use F10). Make sure to capture T.I.T.S. either through game capture with transparency on or use Spout2
As a non-vtuber I also recommend using the scenes-menu to align the outline with your facecam location and keeping TITS in fullscreen in OBS, this way it looks like items fly through the screen towards you!
this might depend on many things. Is that the GPU load even when unfocused? (The UI is gone)
I have set it up so that the app unloads all the gpu-heavy UI-Stuff when unfocused.
Additionally it could depend on the imported models, since they are essentially always loaded, so they can be quickly spawned for the throw. They are not rendered when inactive, but they live in memory.
As someone mentioned, the default FPS is at 120 FPS. In the experimental version the graphics settings were fixed and should allow for a change of the framerate properly

