The usage is simple.
Inject BBAirsoftGunPlugin.cslist into firearm assets, bb_skin.cslist into characters, and bb_asset_Receiver.cslist into assets.
license Type : CC BY-NC-ND
The code related to splitting features into group tabs was referenced from moyashi post-processing plugin.
https://hub.virtamate.com/threads/post-processing.42942/
For the UV map-related information, I referred to creator Skynet’s Skin Vertex Link.
I also referenced creator HAL9001’s Going, Going, Gone, since it organizes the Genesis 2 model’s body material profiles very well.
Skin Vertex Link
https://hub.virtamate.com/resources/skin-vertex-link.62045/
Going, Going, Gone
https://hub.virtamate.com/resources/going-going-gone.32545/
For more details, check the workflow-process Discord channel.
It’s a pretty cool feature.
+
added a toy gun asset.
The modeling reference sources are listed below.
Low-Poly M4a1
TastyTony
License type: CC BY
https://skfb.ly/6wtRy
9mm Pistol
TORI106
License type: CC BY
https://skfb.ly/owxRE
+
fix. 2026-06-04
External triggers can now clear the texture.
also updated it to support integration with BodyDecalLayerManager.
+
fix. 2026-06-11
Improved the stuttering that occurred when bb_skin bruise marks were applied while using it together with the decal layer system.
A new decal layer integration toggle has also been added to the Target tab for users who want to prioritize performance.If this toggle is disabled, bb_skin will no longer be linked to the decal layer stack, but it can run with significantly less stuttering.
However, in this mode, bb_skin effects may be reset when editing decal textures. This is not a major issue, but some minor side effects may occur, such as decal traces remaining after removing the decal layer plugin.