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๐Ÿชž Beat Saber mod that mirrors your avatar in multiplayer lobbies and games

C# 100.00%
multiplayer mod beatsaber bsipa avatar

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beatsabermultiplayermirror's Issues

Black screen on "Give up" during multiplayer game

Tested on latest development build with "Force" and "Mirror" options enabled.

[CRITICAL @ 14:48:12 | UnityEngine] ZenjectException: Unable to resolve 'SaberManager' while building object with type 'SaberModelProvider'. Object graph:
[CRITICAL @ 14:48:12 | UnityEngine] DefaultGameObjectKernel
[CRITICAL @ 14:48:12 | UnityEngine] InitializableManager
[CRITICAL @ 14:48:12 | UnityEngine] AffinityKernel
[CRITICAL @ 14:48:12 | UnityEngine] AffinityManager
[CRITICAL @ 14:48:12 | UnityEngine] SaberModelProvider
[CRITICAL @ 14:48:12 | UnityEngine] Zenject.DiContainer.Resolve (Zenject.InjectContext context) (at <b2cc02012594432582d34a1cdfb29cd9>:0)

[โœ‚๏ธ trimmed Zenject stack]

[CRITICAL @ 14:48:12 | UnityEngine] Rethrow as ZenjectException: Error during construction of type 'MultiplayerLocalInactivePlayerFacade' via MultiplayerLocalInactivePlayerFacade.Factory.Create method!
[CRITICAL @ 14:48:12 | UnityEngine] Zenject.PlaceholderFactoryBase`1[TValue].CreateInternal (System.Collections.Generic.List`1[T] extraArgs) (at <b2cc02012594432582d34a1cdfb29cd9>:0)
[CRITICAL @ 14:48:12 | UnityEngine] Zenject.PlaceholderFactory`2[TParam1,TValue].Create (TParam1 param) (at <b2cc02012594432582d34a1cdfb29cd9>:0)
[CRITICAL @ 14:48:12 | UnityEngine] MultiplayerPlayersManager+<SwitchLocalPlayerToInactiveCoroutine>d__51.MoveNext () (at <61b25dd7a0ad4aaab4c9977e15494319>:0)
[CRITICAL @ 14:48:12 | UnityEngine] UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <451019b49f1347529b43a32c5de769af>:0)

Non-forced self-hologram is too dank in 1st place races

When you're in a tight race for 1st place the self-hologram (when in non-forced) mode is way too dank.

Because there's no animation or delay, you see yourself pop up instantly before the other hologram disappears, even if you're in the lead for just a millisecond.

Should either:

  • Rewrite the patches to trigger only when the other hologram disappears;
  • and/or use the proper animations to show/hide the self hologram to make it a little smoother at least

MultiplayerExtensions compatibility

  • The "Hologram" toggle in MultiplayerExtensions kills this mod's Hologram as well, work around?
  • Without positioning clamping our Hologram is too low during gameplay

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