https://github.com/m1llerf/repo-grabbeam-physicscolormod
Dynamic grab beam recoloring for REPO based on object mass and impact force. Fully configurable.
https://github.com/m1llerf/repo-grabbeam-physicscolormod
bepinex gameplay-enhancement modding repo unity
Last synced: 2 months ago
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Dynamic grab beam recoloring for REPO based on object mass and impact force. Fully configurable.
- Host: GitHub
- URL: https://github.com/m1llerf/repo-grabbeam-physicscolormod
- Owner: M1llerF
- License: mit
- Created: 2025-04-28T19:11:58.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2025-04-29T02:23:10.000Z (about 1 year ago)
- Last Synced: 2025-04-30T20:59:02.874Z (about 1 year ago)
- Topics: bepinex, gameplay-enhancement, modding, repo, unity
- Language: C#
- Homepage:
- Size: 14.6 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- License: LICENSE
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README
# REPO-GrabBeam-PhysicsColorMod
A dynamic beam recoloring mod for the game REPO.
**Beam colors now react to object mass and impact force**, allowing players to visually estimate the weight and handling difficulty of grabbed objects.
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## Features
- Changes grab beam colors based on the **mass** of the object being held.
- Increases **brightness, saturation, and transparency** based on the **impact force** of the object.
- Special color effects when **grabbing players** or **entering rotation mode**.
- **Works in multiplayer**: beam colors update properly for both the local player and other players.
- **Efficiently optimized** for minimal CPU and GPU overhead (uses smart caching and batching).
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## Installation
1. Install [BepInEx](https://github.com/BepInEx/BepInEx) for REPO if you haven't already.
2. Download the latest release `.zip` from this repository.
3. Extract the `.dll` file into your `BepInEx/plugins/` folder.
4. Launch REPO.
5. Beam recoloring will be automatically enabled.
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## Configuration
The mod generates a config file at:
`REPO\BepInEx\config`
You can customize:
- **Weight thresholds** (light vs heavy objects)
- **Beam base colors** (for light, medium, heavy weights)
- **Force scaling factors** (how much impact strength affects beam appearance)
- **Enable or disable debug logging**
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## How It Works
- **Mass Detection**: Objects with a Rigidbody are categorized as light, medium, or heavy based on mass.
- **Impact Force Detection**: Objects with fragility and break force attributes modify beam brightness, saturation, and transparency dynamically.
- **Player Handling**: Grabbing a player uses a dedicated color.
- **Rotation Handling**: Rotating an object shifts beam colors temporarily.
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## Credits
- Developed by M1llerF
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## License
This mod is released under the [MIT License](LICENSE).
Feel free to modify, share, and expand upon it with attribution.
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