REPOWorkshop-DynamicRepoGrabBeam icon

DynamicRepoGrabBeam

This mod dynamically adjusts the grab beam color in REPO based on mass, impact force, and object type!

Last updated 2 weeks ago
Total downloads 21903
Total rating 3 
Categories Tools Client-side
Dependency string REPOWorkshop-DynamicRepoGrabBeam-1.0.1
Dependants 9 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

REPO-GrabBeam-PhysicsColorMod

Dynamic Beam Recoloring for REPO

Beam colors react to object mass and impact force in real time.



Showcase

Weight-Based Beam Classification

Beam colour now communicates object weight class, making it clear how heavy objects are.

LIGHT OBJECT MEDIUM OBJECT HEAVY OBJECT
Green beam highlighting a light object Yellow beam highlighting a medium object Red beam highlighting a heavy object

Impact-Speed Beam Feedback

Beam intensity scales with force, making it easy to tell if your moving your object quick enough to deal stun / damage.

Cup breaking after force feedback Frog damage force feedback

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).

Installation

  1. Install 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.

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

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.

Credits

  • Developed by M1llerF

License

This mod is released under the MIT License.

Feel free to modify, share, and expand upon it with attribution.