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Vivify Basics
Swifter edited this page Feb 18, 2025
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- Read about custom events first.
- Read about how Vivify's events work: https://github.com/Aeroluna/Vivify?tab=readme-ov-file#event-types
- Learn about how ReMapper handles the Info file first.
In terms of using Vivify with the beatmap, it's almost entirely event based.
All events from Vivify are implemented. Here's an example of InstantiatePrefab:
rm.instantiatePrefab(map, {
beat: 3,
asset: 'assets/myprefab.prefab',
id: 'myPrefab1'
})- Tip: For
InstantiatePrefaband similar "creation" events, see destroyable objects.
See how to write custom events in ReMapper.
When setting up the project with asset bundles, (see: https://github.com/Aeroluna/Vivify?tab=readme-ov-file#creating-an-asset-bundle) you'll need to add the bundle checksums to the Info.dat file.
You're able to set this manually using the assetBundleChecksums property on the Info.dat:
info.assetBundleChecksums = {
'_windows2019': 1414251160,
'_windows2021': 6436275894,
'_android2021': 4262884586,
}But it is highly recommended to use the bundle loading system instead, which adds the checksum automatically.
- Info
- Difficulty
- Beatmap Objects
- Gameplay Objects
- Walls
- Basic Notemods
- Note Iterators
- Basic Events
- V3 Events
- Custom Events
- Heck Tracks and Animation
- Easings
- Point Types
- Point Utilities
- Heck Animation Baking
- Heck Animation Settings
Non-Vivify Models
Vivify