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Update & Changelog

Recent patch notes

This list summarizes the latest user-visible patches. Select a version to jump to its full details.

  • v1.1.0 — Current
    • New effects: The lightweight 2D effects remain available, while optional 3D Breath, 3D Body Steam, and 3D Falling Drops with impact splashes were added. Floor Stains now use 3×3 variations, and Custom Steam Points let you place additional Body Steam where you want.
    • Menus and additional meshes: Controls are now organized into Sweat Display and Effects menus, with new options such as Hide Surface Sweat and Steam & Breath Intensity. Experimental additional-mesh support can also apply sweat to multiple Material Elements on one Body Renderer and to additional SkinnedMeshRenderers.
    • Setup and stability: Body auto-detection and Setup troubleshooting have been improved, with stronger checks for damaged Material Slots, parameter conflicts, and mixed module versions during Setup and build.
  • v1.0.2 — 2026-07-27: Added automatic Write Defaults detection and final-build correction to reduce cases where expressions or lip sync stopped during MMD playback.
  • v1.0.1 — 2026-07-27: Improved compatibility with VRCFT, Face Tracking, and Write Defaults OFF avatars so facial animation, sweat controls, and Auto Mode can work together.

Safe update procedure

  1. Back up the avatar Prefab or Unity project.
  2. Check the currently installed Real Sweat System version.
  3. Import every Base and Effects module you own at the same new version over the existing files.
  4. Do not Uninstall the old version or delete the RealSweat object or Assets/CookiTools/Generated first.
  5. Open CookiTools > RealSweatSystem > Setup/Uninstall, review the current Body Elements, experimental additional targets, and Setup options.
  6. Run the full Setup — Install / Update once. Apply to FX alone does not update generated controller, menu, particle, or additional-mesh data.
  7. Save the scene, check the Console, and test the avatar in Play Mode and with an avatar build before upload.

Mixing v1.0.x and v1.1.x Base/Effects modules is intentionally blocked during Setup and build.

For removal, clean reinstallation, or changing between Base, Effects, and Full Pack, follow Uninstall, reinstall, or change modules.

v1.1.0

Updating from v1.0.0–v1.0.2 to v1.1.0

No intermediate release is required.

  1. Back up the avatar and Unity project.
  2. Import every Base/Effects module you own at the same v1.1.0 version over the existing files.
  3. Do not Uninstall the old version or delete the RealSweat object or Assets/CookiTools/Generated first.
  4. Open CookiTools → RealSweatSystem → Setup/Uninstall.
  5. Review the current Body Elements, experimental additional targets, and installation options.
  6. Run Setup — Install / Update once, save the scene, and test an avatar build.
Full Setup required

Apply to FX alone does not install the v1.1 controller, menu, particles, additional-mesh data, or installer-driven migrations. Importing v1.1 replaces the shared shader code immediately, so shader-only changes can already affect existing generated materials. A normal v1.0.2 installation can generally keep using its old generated controls before Setup, but the v1.1 generated features and Setup-dependent fixes require the full Setup.

Older generated data produces a dismissible Scene-view reminder. Updating generally preserves sensitivity, Overall Sweat Amount, automatic response, major toggles, and Steam locations. Direct edits to generated controllers, menus, clips, or particles can be overwritten, so back them up first.

Migration details:

  • Floor Stain Pooling Chance migrates from the exact old default 0.25 to the new default 0. Other custom values are preserved.
  • Existing Body Steam mirror appearance is preserved as Full; new installations default to Low.
  • 3D Particle Quality and Full-Quality Body Sweat in Mirrors remain off unless selected in Setup.
  • Wet Skin Gloss follows the installed sweat material state during an update.
  • Uninstall is not required before updating, and generated assets are retained by Uninstall for Undo and Scene/Prefab safety.

New and improved

  • Optional high-load 3D Breath, Body Steam, and Falling Drops while retaining the default lightweight 2D particles
  • Optional impact splashes for 3D Falling Drops
  • The default 3D Falling Drops and motion-fling droplets are 8% smaller than the original scale for a more natural appearance.
  • Dedicated particle shaders and Body Steam Full / Low / Hidden mirror modes
  • Optional Full-Quality Body Sweat in mirrors
  • Wet Skin Gloss Setup control, VRC Light Volumes in-game toggle, and Hide Surface Sweat
  • Final Body Surface Display Mask with channel, inversion, strength, tiling, and offset controls
  • Thin Wet Traces now default to 0 in the raw Tess/No Tess shaders and Reset Visual. Reset Visual also propagates the reset droplet size and pattern density to managed targets and dependent particle settings.
  • Experimental multiple Body Material Elements and additional SkinnedMeshRenderer targets
  • Tuning status, Manage Targets..., guided repair/removal, and build blocking for damaged generated slots
  • Custom Steam Points with per-point controls and mirrored pairs
  • Optional saved synchronized Steam & Breath Intensity radial, off by default: 0% = 0.1× opacity, 50% = the existing 1.0× appearance, and 100% = 1.5×. It changes opacity only, does not turn the effects off at 0%, and does not reduce particle or performance cost.
  • Optional Show My Breath in First Person
  • 3×3 Floor Stain variation, brief impact spread, gentler overlap density, and revised drying
  • Safer Body auto-detection, broader parameter-collision checks, final Rest/tangent validation, d4rkAvatarOptimizer protection, mixed-module blocking, and Setup rollback
  • Build-time compatibility handling for late submesh baseVertex changes, preventing surface-sweat fragmentation in confirmed Modular Avatar Shape Changer Delete cases. Compatibility with every mesh-modifying tool or combination is not guaranteed.
  • Added an opt-in Falling Drops visibility compatibility setting under Setup > Troubleshooting for Body meshes whose built-in vertex colors can hide the particles. Default behavior is unchanged; it affects Falling Drops and motion flings only.
  • Removed unused lighting and soft-particle shader variant axes from optional 3D Water particles without changing their appearance or GPU instancing.
  • Menu rename from Sweat On to Sweat Display; Effects now use a separate submenu

Important v1.1 limitations

  • Experimental additional targets support SkinnedMeshRenderer only and add one sweat material and draw cost per configured target.
  • Each target requires readable mesh data, valid submesh/material/tangents, a unique animation path, and an unshared generated sweat-material lineage.
  • Do not delete, clear, move, replace, or merge a generated RealSweat material or Renderer slot. Use Manage Targets... and the full Setup to repair or remove the target.
  • Face tracking, expressions, mesh merging, replacement, and optimization cannot be guaranteed in every combination. Avoid Tess around eyes and lips.
  • Floor Stains are collision sub-effects of Falling Drops and require Falling Drops to remain enabled.
  • Up to four Custom Steam slots can be active; mirrored pairs use two. Twelve combined built-in/custom emitters is the hard limit, and rate weight above 4.0 is normalized.
  • 3D particles and full-quality mirror options increase GPU load. In 3D mode, Body Steam Low currently costs the same as Full; use Hidden for the lowest mirror cost.

The Full Pack maximum is 26 bits without Tess / 27 bits with Tess when the optional intensity radial is not installed. Installing Steam & Breath Intensity adds one saved synchronized Float (8 bits), raising the maximum to 34/35 bits.

v1.0.2 — 2026-07-27

Compatibility

  • Fixed an issue where v1.0.1 could add only the RealSweat Output layers as WD OFF to an otherwise all-WD-ON FX setup, creating a mixed controller that prevented expressions or lip sync from working during some MMD dances
  • Added Auto Detect (Recommended) for the avatar FX Write Defaults structure
  • When every non-RealSweat FX state uses WD ON, all generated RealSweat layers also use WD ON
  • WD OFF, mixed, or unknown setups retain the v1.0.1 Driver ON / Output OFF compatible split
  • Rechecks the final NDMF-merged FX controller during build and adjusts the RealSweat WD structure to the detected result
Historical update note

v1.0.1 originally updated by importing v1.0.2 and running Setup once. Current v1.0.0 and v1.0.1 installations can update directly to v1.1.0 using the procedure above.

MMD worlds

With a WD OFF or mixed FX setup, expressions or Real Sweat System may not work correctly during MMD playback in some worlds, depending on how the world controls FX layers. See Compatibility.

v1.0.1 — 2026-07-27

Fixed

  • Improved compatibility with Write Defaults OFF avatars
  • Improved compatibility with VRCFT and other Face Tracking animator setups
  • Added safeguards so facial animation, sweat controls, and Auto Mode can operate together

Documentation and UI

  • Added Japanese, English, and Korean labels for Rest Vertex Data Baker
  • Clarified that Rest Vertex Data Baker is not normally used in everyday setup
Historical update note

This release did not intentionally change the appearance or normal controls of working v1.0.0 installations. Current v1.0.0 installations can update directly to v1.1.0 using the procedure above.

Documentation policy

The current v1.x documentation is updated in place. Separate archived instructions are kept only when a future release requires substantially different installation steps.