ViRo Live Console Commands provide amazing functionality for any performer looking to refine every aspect of their performance. With these, you can load new props, bring in fully designed 3d backgrounds, and even import custom made avatars! Pretty cool, right? This is here so you can dive right in without having to wait for us to develop additional tools to get the results you want. It also works with the windows clipboard so you can control ViRo Live Studio with things like TouchPortal or even a website.
ViRo Live Console Commands
Essential Info: Paths and Custom User Content
Essential Info: Paths and Asset Bundle Scenes
Finding the object you want to adjust is a fundamental part of using console commands. Paths are key to nearly every command since they tell ViRo Live Studio which object to apply the command to. The path is like files on a computer inside a number of folders.
Let’s take a look at an example
SetActiveState “/Props/Hand held/PropDildo” false
This command looks for an object called “PropDildo” and turns it off. Pretty simple, right?
Let’s try something a little more involved
FollowGameOjbect @”props” “butt toys/small plug” @”Dragon” “Grab_RH”
Woah! That’s way more complex!
Let’s break it down.
This command finds the game object called “small plug” which is a child object of “butt toys” in the “props” asset bundle scene and makes it follow (move with) the “Grab_RH” game object found in the “Dragon” asset bundle scene.
What? That isn’t any more clear? Maybe its a good time to tell you what an Asset Bundle Scene is.
An Asset Bundle Scene is like adding a custom level on top of the existing ViRo Live Studio scene (the regular thing you see when you simply boot ViRo Live Studio). You can load any custom Asset Bundle Scene you like as long as you place it in the “User Content\Asset Bundles\” folder where your ViRo Live Studio app is installed.
You can make them yourselves or grab one from another creator. It makes expanding ViRo Live Studio possible.
- Runs a set of console commands. One command per line.
Custom User Content
Loads a scene asset bundle that was exported from Unity editor
- Loads the scene asset bundle “props” and all the objects in it.
This will take a character loaded from an asset bundle scene and rig it to work with ViRo Live Studio. The character must be set up as a Humanoid with Unity
SetAvatar @"Dragon" "Dragon_Girl_Rigged_V2"
- Rigs the “Dragon_Girl_Rigged_V2” for motion in the “Dragon” asset bundle scene
- Use “VRM” if you’re using to a VRoid character (EX: SetAvatar @”VRoid_Neko-Chan” “Neko-Chan” VRM)
This will load a VRoid exported VRM character by filename in User Assets/VRM Models/…
- Loads a VRoid exported VRM character called “Haru_nakamura.vrm”
This will take a camera loaded from a scene asset bundle and and make it active. This allows the camera to look at a target and to have its FOV adjusted.
SetCamera @"Dragon_Cave" "Camera_02"
- This makes the camera (camera_02) in the scene asset bundle (Dragon_Cave) the active camera
- Pro Tip: Use with FollowGameObject “LTS_Camera” to make it grabbable.
This sets the near and far camera clipping plane (range)
SetClippingPlane 0.01 100
- This sets the current active camera clipping plane (range) in meters.
Loads a scene asset bundle that was exported from Unity editor
- Loads the scene asset bundle “props” and all the objects in it.
This allows you to select an input field in a UI
FocusInputField @"custom scene" "top tipper name"
- Focuses on an Input Field
SetActiveState sets the object’s active state. Good for turning it on or off.
SetActiveState “Fun Toy” true
- This would turn the object “Fun Toy” on
SetActiveState @“props” “Butt Toy” false
- This would turn the object “Butt Toy” in the Asset Bundle Scene “props” off. Such a shame.
ToggleActiveState is a lot like SetActiveState but it toggles an object on and off every time its used.
ToggleActiveState “Fun Toy” true
- This would turn the object “Fun Toy” on if it was already off. It would turn it off if it was already on.
Some objects have components on them. They can be scripts, lights, particles, sounds, or any number of things. SetEnabledState lets you turn on a piece of the object’s capability.
SetEnabledState “ball” “AudioSource” true
- This would look for the “ball” object and turn on the audio source (which typically plays a sound). Pretty cool, right?
This is the same as SetEnabledState but it toggles true/false each time you use it.
ToggleEnabledState “ball” “AudioSource”
This will set an object to the exact position relative to its parent object
SetPositionLocal "butt_toy" 0.0 1.0 2.3
- This will move “butt_toy” to 0.0 on the X axis, 1.0 on the Y axis, and 2.3 on the Z axis relative to its parent object
This will place an object to the exact world coordinates
SetPositionGlobal "fun object" 1.0 1.0 2.3
- This will set “fun object” 1.0 on the X axis, 1.0 on the Y axis, and 2.3 on the Z axis in world coordinates
This will move an object from is current position relative to it’s parent object
MovePositionLocal "butt_toy" 0.0 1.0 2.3
- This will move “butt_toy” 0.0 on the X axis, 1.0 on the Y axis, and 2.3 on the Z axis relative to its parent object
This will move an object in world coordinates relative to it’s current position
MovePositionGlobal "fun object" 1.0 1.0 2.3
- This will move “fun object” 1.0 on the X axis, 1.0 on the Y axis, and 2.3 on the Z axis in world coordinates from it’s current position
This will set an object to the exact rotation relative to its parent object
SetRotationLocal "butt_toy" 0.0 90.0 122.3
- This will rotate “butt_toy” to 0.0 on the X axis, 90.0 on the Y axis, and 122.3 on the Z axis relative to its parent object
This will set the exact world coordinate rotation
SetRotationGlobal "butt_toy" 0.0 90.0 -45.0
- This will rotate to the exact world coordinates “butt_toy” to 0.0 on the X axis, 90.0 on the Y axis, and -45 on the Z axis on
This will adjust the rotation from its current rotation
RotationObjectLocal "butt_toy" 0.0 90.0 45
- If the “butt toy” had an existing local rotation value of 60 -90 45, this will rotate “butt_toy” to 0.0 on the X axis, 90.0 on the Y axis, and 60 on the Z axis relative to its parent object resulting in an end result of 60x 0y 90z
This will adjust the rotation from its current rotation in world coordinates
RotationObjectGlobal "butt_toy" 0.0 90.0 45
- This will adjust the existing rotation “butt_toy” to 0.0 on the X axis, 90.0 on the Y axis, and 60 on the Z axis in world coordinates
This sets the scale of an object over time.
SetScale "fun object" 2.0 0.5
- This scale the object to 2.0 on X Y Z over the course of 0.5 seconds
This takes one object, and has it follow another object. It can be instant or a smooth delay
FollowGameObject "Dildo" "Grab_RH" 0.2
- This will have the “Dildo” object follow “Grab_RH” at a speed of 0.2
This will take an object that is following another object and have it stop following in place
- This will have the “Dildo” stop object following if it was previously set to follow
Adult Toy Haptics
When set to true, this tells the haptics system to start searching for nearby bluetooth adult toys to connect with. It will continue searching until set to false again
- Begins searching for toys. You can see a list of connected toys in the Control section of the Menu.
This toggles on/off the search for new haptic toys.
This disconnects all toys and restarts the haptic engine.
AddHapticsToGameObject is a fun one. It needs three objects to work. A start point, end point, and an object to track the distance. This will make haptic toys start vibrating when the tracked object moves between the start and end point. The closer to the end point, the more it vibrates. Imagine all the shenanigans! Naughty accordion? I think so 😉
AddHapticsToGameObject “Grab_LH” “Pelvis” “Grab_RH”
- This would make it so if my right hand was between my left hand and pelvis, the connected adult toys would start buzzing. The closer to the pelvis, the more it buzzes. OwO!
This applies a multiplier to the input haptic value. So, if you SetVibrationMultiplier 2.0, then all values would be doubled. It all gets capped at a max value so 2 x 50% would be 100% vibration and 2 x 75% would also result with 100% vibration.
This is also a good way to tone things down on sensitive days.
- This would cut all vibration levels to half.
This sets the vibration level and allows for a duration.
SetVibration 1.0 5.0
- This would set the vibration to 1.0 (range is 0.0 to 1.0 so 1.0 is 100% vibration) for 5.0 seconds
This will smoothly ramp the vibration to a value for that smooth action.
LerpVibration 0.2 3.3
- This would ramp vibration to 0.2 (20%) over the course of 3.3 seconds.
This one stops all current vibrations.
This allows you to take the current vibration level and send that number to an animator. This allows you to control an animation based on the vibration level.
This turns on the lewd toy that follows your pelvis. Go ahead, sit on it and see what happens 😉
- OOooooooo, that feels nice. The number at the end sets the duration. It stays on if no number is given.
This turns off the lewd toy that follows your pelvis. Gonna miss it.
- Turns it off…for now
SetLightColor @“dungeon” "main_light" 1.0 1.0 1.0
- This will set the light color of “main_light” in the scene asset bundle “dungeon” to an RGB value of 1.0 1.0 1.0 (white)
SetBackgroundColor 1.0 0.0 1.0
- This will set the background color to an RGB value of 1.0 0.0 1.0 (purple)
SetLightIntensity @“dungeon” "main_light" 0.4
- This will set the light intensity of “main_light” in the scene asset bundle “dungeon” to 0.4
SetLightIntensity @“dungeon” "main_light" 10
- This will set the light range of “main_light” in the scene asset bundle “dungeon” to 10 (meters)
- This will load and activate the 360 background from the User Assets 360 Background folder
SetMaterialFloat “panties” 1 _EmissionColor 2.0 0.0 2.0
- This will make the first material in the “panties” object emit a bright purple (if Emission is enabled on the matieral). Uses HDR color space.
SetMaterialColor “panties” 1 0.25 0 1 0.5
- This will set the color of the 1st material to 0.25 in red, 0 in green, 1.0 in blue, and 0.5 in alpha (if the material supports alpha)
This tells an object with a particle system component to emit particles, how many per second, and for how long
EmitParticles “PFX_Hearts” 3.0 5.5
- This will emit 3 particles from PFX_Hearts every second for 5.5 seconds
This mutes the mic when using ViRo Live Studio’s companion app, ViRo Live Face Portal
- Turns the mic off
This unmutes the mic when using ViRo Live Studio’s companion app, ViRo Live Face Portal
- Turns the mic on
This will play music
PlayMusic "lewdy toons" 0.4
- Plays the audio file “lewdy toons” from the User Assets/Audio path with a volume of 0.4 (40%)
This will stop music
- Stops music
This will play a sound from the User Assets/Audio path
PlaySound "moan" 1.0
- Plays the sound effect “moan” at full volume (1.0 = 100%)
Mute or unmute an audio source
MuteAudioSource @"Nut Button" "SFX" true
- This mutes the audio source
This will load a VRoid character save in a slot.
- This will load the 4th VRoid character
This will toggle on/off Be Right Back mode
- If BRB is on, it turns it off. If its off, then it toggles on.
This will Be Right Back mode on or off (true / false)
- Turns on BRB mode
This will activate the Chaturbate API
- This will activate the Chaturbate API
This will deactivate the Chaturbate API
- This will deactivate the Chaturbate API
This takes a screenshot of the screen
- Creates a screenshot in .png format
This allows you to set the avatar to look at the camera within a range.
- The avatar will look towards the camera
This allows you to toggle the avatar to look at the camera within a range.
- The avatar will look towards the camera if it isn’t currently on.
Sets an object’s animator parameter float. Use this to change it’s state.
SetAnimatorFloat "bounce_ball" "bounce_rate" 2.5
- Sets the Animator parameter “bounce_rate” to 2.5 on the object “bounce_ball”
Sets an object’s animator parameter int. Use this to change it’s state.
SetAnimatorInt "bounce_ball" "bounce_rate" 4
- Sets the Animator parameter “bounce_rate” to 4 on the object “bounce_ball”
Sets an object’s animator parameter bool. Use this to change it’s state.
SetAnimatorBool "bounce_ball" "bounce" true
- Sets the Animator parameter “bounce” to true on the object “bounce_ball”
Sets an object’s animator parameter trigger. Use this to change it’s state.
SetAnimatorTrigger "bounce_ball" "stop_bouncing"
- Sets the Animator parameter “stop_bouncing” on the object “bounce_ball”
Play an animation clip on an object
- Tells “bounce_ball” to play its animation
Sets a blend shape value on an object. Good for face expressions and such.
SetBlendShapeValue "Face" "Ahegao" 100
- Sets the blend shape “Ahegao” on the “Face” object to 100
Connects the current active scene character’s face (SkinnedMeshRenderer) to face tracking
SetFaceMapping @"Dragon" "dragon_face_rigged"
- this command is not needed if the face SkinnedMeshRenderer is on an object that has “face” or “head” (not case-sensitive) somewhere in the name, or the SkinnedMeshRenderer has the “Face” tag (case sensitive)
- Use “VRM” if you’re connecting to a VRoid character (EX: SetFaceMapping @”VRoid_Neko-Chan” “cute face” VRM)
Sets the active avatar’s face to a pre-made expression (0-7)
- Sets the active avatar’s face to expression 7 (Lewd). Reset the face by calling the command without a number.
Resets the face expression of the active avatar to default. Only used if the avatar is using a SetExpression value.
- Resets the face expression of the active avatar to default. Only used if the avatar is using a SetExpression value.