#third-person-beta

1 messages Β· Page 1 of 1 (latest)

dusky mortar
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first!

rustic cedar
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hi

limpid dragon
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Mrow

proven dawn
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the game

celest granite
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you just lost.

somber ridge
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.o/

stiff wasp
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yo

echo hatch
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Heya

pliant solar
serene thistle
devout oar
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Aww shit, son.

grave frost
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reminds me of the second life camera, i am curious if this was the inspiration

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Or was it just general

wicked delta
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New channel!

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oh no new channel that needs moderation cat_cry

devout oar
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Sup Doc!

lofty fractal
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yayy

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new channel

stiff wasp
wicked delta
stiff lagoon
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So deskies can go third person? vrcWOAH

lofty fractal
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afaik people are fairly civil in the beta channels

wicked delta
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Oh I know, I was just joking :D

stray patrol
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we should be able to hold cntrl + right click to move the camera left to right
Or "up down left right on a flat axis"

urban marten
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i guess im reading it wrongly

dense raptor
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yippeee

stray patrol
limpid dragon
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blank blank blank πŸŽ₯
lurkrat

urban marten
stray patrol
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yes

wicked cradle
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hi i dont see 3p-beta on steam, properties, then betas, i just see open-beta

limpid dragon
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Reboot steam, that'll usually make it pop up

dense raptor
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It just appeared for me

urban marten
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i would like to have third person view in vr

stiff wasp
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You are sick

urban marten
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probably

dense raptor
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we have nikke at home

urban marten
dusky mortar
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I've seen the request a few times for it to work in VR

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it'd probably be sickening for most people if it worked just like desktop... but maybe some kind of dollhouse scale mode or something...

urban marten
stiff wasp
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It just wouldn't be practical though. Isn't holoport movement pretty much that?

dusky mortar
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Yeah I suppose so

sinful stream
dusky mortar
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But yeah, actually orbiting your avatar when you look around would be pretty wild even with the strongest vr legs

stiff wasp
dense raptor
minor bridge
pseudo sand
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Arrow keys to offset camera position would be nice!

stiff wasp
pliant solar
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I don't like the Roaming Mode because it violates the reason why player cameras placed in the world make their position and direction obvious using red lines. Roaming Mode allows you to essentially bypass this by dropping your world view somewhere, walking else where, and no one knows that you are secretly watching a particular area, as there is zero indicators (as far as I can see) to let others know someone is watching that spot.

sinful stream
stiff wasp
dense raptor
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just don't give consent to getting sick. works for the flu and alcohol

sinful stream
crystal olive
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Woah

stiff lagoon
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it has the same keybind as minecrafts lol

sinful stream
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yea'

stiff lagoon
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it doesnt have a front facing camera tho

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i would love to have that

dusky mortar
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Do you feel like that's needed even with the free-rotate mode?

stiff lagoon
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wait

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how do i free rotate

dusky mortar
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Pressing TAB will activate it

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(you might have dismissed the popup hint for it)

stiff lagoon
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ah i see

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i mean this is okay

pseudo sand
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having an Arma-style free-look where your head turns relative to your body would be cool

lapis halo
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Yippee

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DAG is very happy about this new channel.

pliant solar
stiff lagoon
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myabe having a shoulder cam would be cool

dusky mortar
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Yeah, I'm interested in the idea of adding a horizontal offset slider for over the shoulder mode (probably not adding during the sidecar beta, but it'll be good to observe how many people say they want that)

sinful stream
devout oar
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Hehehe, I liked that Chad walk into the portal.

stiff lagoon
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lmao

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this is so awesome

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i personally dont like it being above my head, maybe add options to change where you want it to be?

dusky mortar
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If there's more options you'd like add a request on the canny feedback board and I'll be observing how those get voted πŸ™

dense raptor
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just add a slider that moves your entire armature left and right

dusky mortar
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But also, we're going to be observing how the actual live rollout goes as far as if people actually use it or the experimental rollout has better results for people who have the feature vs not. If it shows good signs then we'd look at expanding the feature more

lapis halo
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DAG believes this is a good opportunity to talk in third-person :)

dusky mortar
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(so during just the sidecar there might not be a whole lot of "feature creep" added, mostly focusing on fixes and stuff, but please share feedback still!)

crystal fjord
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so here is my feedback when I loaded in I didn't get the popup anywhere about how to do the third person so having something on my screen or menu to tell me about it would help I had to look in here to see how to do it

dusky mortar
crystal fjord
pliant solar
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The direction the avatars head is facing doesn't update when you first enter 3rd person mode.
In first person, your head faces the look direction, centered on the cursor.
When you first pop into 3rd by scrolling the mouse wheel out, the 3rd person camera bumps up above your head, which you can tell because the cursor also is no longer on the same spot in the world.
However when this occurs, even though the camera bumped up, causing your center view to not be the same anymore, the direction the face is looking does not update to match that initial change.

dusky mortar
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(did anyone else end up with the keybind tooltips not showing at the top of the screen the first time?)

pliant solar
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Because of this, the angle of the head is not 100% accurate whenever in 3rd person mode, and is slightly off

pliant solar
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I had 2 tool tips appear the first time.

dusky mortar
crystal fjord
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but def has a lot of potential for vtubeing and I am enjoying it just wished the camera stayed when I had facing my face and I moved it wouldn't move to back of my head

willow fjord
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Something I've noticed, you can move forward, and hit tab to disjoint the camera, so you can keep moving while keeping that angle, but once i move forward again, my character snaps forward, could there be an option to keep the camera disjointed? It'd be useful for like say a vodcast and other things.

dusky mortar
wispy onyx
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We got Third Person View before GTA VI and I’m here for it.

As a Steam Deck user, I am very happy.

dusky mortar
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Or simply put, move will cancel free-rotate, but having TAB still pressed prevents that

pliant solar
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Yes, but that offset means you're avatars facing direction is no longer accurate, since it wasn't also set to match the new offset

dusky mortar
pliant solar
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Meaning your avatar will look further down toward the floor than you are actually looking

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Well if my reticule is centered on someones face, I'd like to be sure my avatar is actually facing them. I haven't tested this from VR with someone in 3rd person looking at me tho

dusky mortar
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I see, yeah that could give a weird shy vibe if you're always looking down. The offset would depend on distance to what you're viewing though

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(causing snapping when distance to object changes rapidly)

pliant solar
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The distance doesn't matter, because after that initial offset, the cursor stays fixated on a point even after zooming further out

dusky mortar
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the angle for the avatar eyeline to intersect a ray cast through the point above the head will be steeper the closer* the intersection takes place

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But yeah, a small upward angle* offset could do a bit if this difference proves to be problematic

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dynamic offset might get weird

pliant solar
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At least it's something to consider and look at just to be safe

dusky mortar
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Yeah, thanks for calling it out

willow fjord
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Also this beta makes The Sigil of Teleportation that more worth it

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Also testing the guns in idle cube, the bullets do seem to aim in the center of the screen in third person

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if only veering slightly left to reach the center

stiff lagoon
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vrchat about to become fortnite

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(jkjk)

willow fjord
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I mean i'd be far more invested in a "VRNite" than a fortnite, i can be my own OCs

wispy onyx
willow fjord
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If this beta does go through, i wonder if people will make platforming games and obbys that would be designed for it. Also, if there's a way to lock the camera to the side, 2d platformer xD

pliant solar
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Ok, I don't want to have to be the person to say this or point it out, but someone has to.

I will no longer trust standing beside desktop players when im in an avatar wearing a skirt.... it is WAAY too easy to get a look of everything, zoomed in and all. Just saying...

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And again, no indication to know what someone is actually looking at

willow fjord
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I mean uh, if your concern, consider people have access to invisible cameras o-o

dusky mortar
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This was always a possible problem with avatar based cameras, but yes third-person does complicate that

pliant solar
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It will be so easy and accessible that I can't imagine most guys not doing that at some point. Honestly it doesn't bother me at all, just saying I wouldn't trust that it wouldn't be happening all the time lol

wispy onyx
willow fjord
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okay, this beta thankfully doesn't break neoworlds

wispy onyx
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Unless there's a Gamepad binding that I'm missing?

dusky mortar
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The TAB tooltip will then go away 1min after you've dismissed the F5 toggle

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But yeah gamepad may end up being in the realm of "see how the experiment rollout results go" along with other things like mobile support etc too

wispy onyx
pliant solar
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Ok, I've tested, EvolvedAnt Arcade works perfectly fine in 3rd person, even with my custom UI that names the tagged player. No changes needed on my part.

dusky mortar
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During closed beta the idea of middle mouse was raised, though not everyone has middle mouse

willow fjord
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I would kind of prefer using ~ to free look, because i did use tab to mouse around in world menus

wispy onyx
willow fjord
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Actually, that said. I wouldn't mind using ~ to free look, and ~+Shift to Lock Detach the Camera

wispy onyx
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Personally, add a setting that toggles between Free Look Always On vs Hold TAB.

dusky mortar
dusky mortar
wispy onyx
dusky mortar
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(I wish we could just allow people to make their own custom bindings on PC Desktop, but that's a deceptively huge project because of all the UGC built on static binds)

royal tangle
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Are other players testing the TPV mode unable to use flight systems like go beyond?

wispy onyx
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Haven't tested Go Beyond yet in Third-Person.

royal tangle
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Even when returning to FP it's borked

willow fjord
dusky mortar
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We've been updating our debug menus though, I need to check if we're even still using those old ones

wispy onyx
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There's a lot of potential for Third-Person view. With VRChat itself, it would definitely be welcome for more customizability of the Third-Person Camera natively.

crystal saffron
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Me personally, I don't see its use. It's pointless.

dusky mortar
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One of our motivations for introducing it is just that a lot of new users come from other games where they're used to 3P, and VRC only being locked to 1P might make them feel uncomfortable controlling things, and then they quit. But for plenty of people who prefer* first person, yeah it'd be kinda pointless

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I find that I like it when moving around a world, and when viewing avatars if I'm trying them out, but I prefer 1P when actually talking to people

crystal saffron
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It's a weird concept to me, not the third person view but the addition of it to VRChat. It's a social platform, and aside from third person uses in game worlds, it feels weird(?)

wispy onyx
willow fjord
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In a way, 3p also lets us appreciate the avatars we have a bit more. I can see the outfit of my novabeast interact with the music

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Without having to fly out a camera

crystal saffron
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I always just used my mirror or camera, not much of a hassle but I see your point.

dusky mortar
willow fjord
dusky mortar
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Yeah, I think there's a lot to consider. There was a poignant comment during our closed beta phase about it meaning nobody will look you in the eye in social situations anymore

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But making it really quick to zoom to toggle and adjust, we're hoping that you can just use what's most comfortable for any situation

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(and I tend to want to zoom in when talking, but zoom out when exploring, but even exploring depends on the world)

royal tangle
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Interesting thing to consider and could see that being the case, but I think I share a sentiment that I'm a little "detached" when I'm in desktop mode as compared to being there in VR

wispy onyx
willow fjord
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Imagine if you could z-target someone in vrchat third person, it'd be kinda funny

crystal saffron
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I feel like the idea of VRChat supporting 3PV is a great idea when it comes to worlds, game worlds specifically! Though only for worlds since I believe it ruins the immersion of VRChat, slowly drifting off from what it used to be. From this social platform to just essentially an RPG.

willow fjord
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I mean if i read the beta notes right, the world creator has a right to disable 3p?

dusky mortar
wispy onyx
dusky mortar
willow fjord
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Also oh no, VR Souls

wispy onyx
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Third-Person View also opens up wanting to create Locomotion additions to Avatars. Instead of looking still, have a passive idle animation.

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But that's for us to do as Avatar Creators!

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franada can do the coolest animation addition to GoGo.

willow fjord
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Back on track though. I can understand the concern about people becoming disassociated, losing eye-contact, but I've been in other social games before VRChat. I think the more important thing is actually being there with your friends.

wispy onyx
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Tupper's Poll says it all. We play VRChat to hang out with friends as the most important thing.

dusky mortar
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Yeah, Selfie Expression was an effort to bring more expression and immersion to desktop users

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3P is more of an inclusivity thing I think. Some people just don't like the feel of controlling in 1P

crystal saffron
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Yeah, no convincing will ever make me think this isn't a disappointing and useless feature. Just my opinion.

wispy onyx
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More Accessibility options is always a welcome addition to VRChat.

dusky mortar
wispy onyx
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In the past, Accessibility was nearly non-existent natively on VRChat.

crystal saffron
dusky mortar
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Yeah I know some people get motion sick from 1P whereas they don't in 3P, but I think more than full on accessibility, it's more about just an option for wider range of preferences

willow fjord
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Actually there's something i need to check with this beta

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Can screenshot be replaced with 3p? or can it be set to D+Pad left or right?

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oh wait

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Forgot i had my wings open

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Also yes, sometimes I play VRChat with an XBOX controller. It uh, reminds me of the old PSX Namco Museum Days

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Speaking of [oh god tank controls]. Had to hit f5, then tab to get this.

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So yeah, F5 to 3P, i had to start moving, and then reach tab to detach it.

dusky mortar
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Yeah gamepad isn't really optimal yet. We might not have a chance to polish it until we see initial results from live rollout experiment to know if people use/like the feature

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(but for when that chance comes, feedback on it is helpful πŸ™ )

willow fjord
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Oh i actually like the concept of 3P and using the gamepad, truth is, I'm impaired irl, and sometimes I just want to use a gamepad in vrchat, the idea of being able to see my avatar in world is nice too.

dusky mortar
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nod yeah I'd like to get gamepad up to par for the feature when we can get some signal to put more into the various options/edge cases etc that need extra polish

willow fjord
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Though I don't think people actually know you can use a gamepad for vrchat

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Like even the tutorial when you start vrchat for the first time defaults to keyboard and mouse

dusky mortar
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Yeah some people don't know... so it's kind of a minority now

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Some people don't know you can play VRChat without VR tbh πŸ˜…

willow fjord
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Maybe the next vrchat dev video should mention it?

dusky mortar
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Maybe, I think people who see the dev videos know a lot already. It's more like someone just coming across us on Steam or youtube

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err I mean just like youtube clips or something

willow fjord
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Ahh

dusky mortar
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"What's this "VR"Chat? looks cool, but I don't have vr..." I've seen that interaction a few times

willow fjord
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Meanwhile me, save for the few times i was able to borrow a vr rig

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But yeah, I used 3P in worlds that have a script for it, but being able to use it anywhere is nicer.

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But while this beta is out, I'll definitely be using it

frozen prism
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i have 2 requests for this new feature
1: the ability to remap the key to any key you want (i'd personally remap it to 4 as it's closer to my hand)
2: the ability to also move the third person camera up and down (sometimes i have tall avatars and it's too high with them lol)

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also i love this feature, i've been waiting years for this, thank you for adding it

dusky mortar
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for 1. general key rebinding is a deceptively large project (which I think would be great to do) but it would need to be done in a way that lets static bindings in worlds still work

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(so custom binds are probably way out of scope for this project, but there's gotta be a canny (or a few) requesting it as well)

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(I mean outside of the third-person-view canny board)

remote gyro
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I have a friend who plays 3rd person on desktop in another game. The controls were confusing at first, but need the mouse wheel to move the camera out

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Figured it out with rotation, hold TAB and use A or D

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Needed mouse with scroll wheel to move in and out of 1st to 3rd person view.

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But couldn't use touch pad

icy sierra
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Super VR Ball is really fun in third person, it's almost too similar to Super Monkey Ball now lmao

icy sierra
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JetSki Rush works..... okay-ish.
The third person works, but the HUD is tied to the Jetski, and the player physically hold items, so you cannot see the hud nor the items

blissful mango
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I thought the third person with free look would work like the holoport safety setting for vr where your avatar faces the direction you walk in

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rather than tank controls

slate girder
icy sierra
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Btw i've been playing on my Steam Deck and used L to zoom in and R to zoom out
it's great since i don't use gestures

lime verge
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so my main question is: what determines whether or not the camera can back up through a wall

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because in some worlds it stops at walls like you'd expect, but in others it just backs up as far as it wants like the walls don't exist, and you see tons of skybox

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walls/floors/ceilings

royal tangle
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seems to follow world collisions

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some people are just lazy with it

lime verge
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I'm speaking about worlds that definitely have world collision

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the camera can definitely pull straight out through some walls that I definitely can't walk through

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OK sometimes it seems like the camera stops at a wall, until I walk my avatar right up to having their back on that wall, and then their hitbox just clips through the wall slightly enough that the raycast to their head starts behind the wall

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so the avatar "pushes" the camera through the wall into the skybox basically

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ok yeah that doesn't work on every wall for some reason, but it definitely works on a lot of them

lapis halo
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I've been having a great time playing VRC in third-person though.

lime verge
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this also kind of raises a question -- can one define a wall that the player SHOULD be able to back their camera through even if they can't walk through it? like an invisible wall around the edges of an island

next scarab
# dusky mortar Yep, world creators can disallow the feature in their worlds

I actually have an app which uses the mouse wheel to send OSC parameters to the avatar. Thats not limited to worlds. Now, it switches every time to the 3p mode when I use the wheel.
Edited: Ok - this is finally solvable from my side. I can simply take the focus to my app instead letting do it on an active VRChat window.

next scarab
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The hard-linked camera in 3p mode feels wrong to me when walking/turning. Normally, 3rd person cameras has a sort of delay/rubberbanding/following effect.That would probably feel better πŸ€”

limber tinsel
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Should add a side offset like I did when gogo loco broke was a thing

nimble meadow
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What is it?

limber tinsel
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Card soldier without the inside

nimble meadow
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Also I'm gonna try out the 3rd person beta rn

coarse trench
ocean cairn
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Love the 3rd person camera i've been wanting a universal one for ages and now to finally have it is great

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One thing though idk if its been said but it be great if we could control the height of the camera

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Feels very high up compared to other 3rd person games or even that prefab some worlds have

wet spire
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Hi, this is a nice start for 3rd person. Now add a toggle button (and script functionnality ?) to separate mouse movement and camera rotation, allowing to move around the mouse without moving the camera and expose Input.mousePosition and we will be able to create a lot of nice games that will work smoothly for both VR and desktop players.

steep arrow
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This is fun, real cool feature
Not sure if this is intentional but i love how you can keep walking and have the camera free rotate around πŸ”₯

hybrid horizon
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testing 3rd person beta, this is super great!
Feature request: right now, mouse zoom in tends to zoom to the top of the head of my avi (regardless of size) -can this be eg eye viewpoint center -ie so that when I zoom in, it zooms onto face?

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also, if I want to have 3rd person running with a side-view, tab+shift brings up steam overlay -not sure if I can disable that

pseudo sand
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Does the Third Person Beta also have all the Open Beta features like Steam Audio?

hybrid horizon
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uwuuuu

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even in 3rd person it's super difficult to give good headpats in selfie expression mode

stray hemlock
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has anyone made a canny post for an "over the shoulder" view mode

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like this

nimble meadow
stray hemlock
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no im asking if theres a canny request for it

nimble meadow
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oh! gottcha

stray hemlock
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the screenshot is from an old world-based third person system

nimble meadow
hybrid horizon
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nya~ πŸ’ž

somber parrot
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Wait what is this?

hybrid horizon
somber parrot
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Oh nice can it be also for vr

devout oar
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No, just desktop.

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Third-person VR would be trippy.

nimble hornet
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Avatars are showing up as error bots every time on quest

somber parrot
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So it is possible? How?

devout oar
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No, it's desktop ONLY.

somber parrot
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Oh

nimble hornet
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Quest too every time we change world's when we load in every one's Avatar's show up as error bots

devout oar
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Wrong channel.

sullen scaffold
devout oar
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Talking to CHIPTHEDUTCHIE34, their problem isn't TPV-related.

sullen scaffold
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When there's an obstacle between the target avatar and the camera, is it possible to cull those obstacles without causing software gore? I've seen modern games do this. There must be a way to do this in VRChat too. Basically, have the player see the target avatar AND whatever the player would see in 1st person; everything else is of a lower priority. I'm no shader magician, but I come from a C++ background. So, what do Unity, VRChat SDK and Udon offer here?

clear canopy
tawny plank
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IDK if anyone has floated this idea round yet, but I think it would be extremely beneficial & incredibly useful if world creators could get access to the third person view height/location and somehow implement height limits to prevent the camera from going super far away. I'm primarily thinking of this being used in some game worlds, like magic freeze tag, to prevent cheaters from putting their camera super far in the sky to see where everyone is.

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kind of like avatar height limits but for the camera

weak prism
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can you not see mutual friends on the third person beta? :( i assumed it would be the same as the steam audio beta before it was implemented into main beta

pseudo sand
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Nobody answered my question about whether the 3rd person beta has steam audio either

weak prism
spare steeple
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will there be a way for me to configure my invisible wall user layer to be ignored by the 3rd person camera, so it can go through them?

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I already have it for the purpose of Interact Passthrough (still salty that I can't use the native Physics.IgnoreRaycastLayer for this purpose), so it would be great to also make it work correctly with the 3rd person camera

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in free look mode, < and > rotate the camera on a diagonal instead of side-to-side

spare steeple
steep arrow
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Oh true that would be cool ya!

spare steeple
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technically you can steer left and right currently but you have to hold Tab the entire time and my hands don't like it (not to mention it activates the LShift+Tab steam overlay really easily)

steady panther
spare steeple
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world portal info not constrained to the correct thing in 3rd person

steady panther
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Oh lord. I wonder how many world is gonna have this issue

spare steeple
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hopefully getting the position of newly exposed Screen Camera will correctly account for the 3rd person

spare steeple
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is there a reason why audio directionality is based on the avatar rotation instead of the camera rotation? it makes free look very disorienting

wispy glacier
tawny plank
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Yee

wispy onyx
lapis halo
light osprey
icy sierra
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oh what

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i think it's not far enough

light osprey
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Yeah. That post is heavily just my opinion. I personally think that you still should be kinda attached to the avatar even in third person.

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I absolutely can see why it can be nice being further away as well. But it feels kinda silly to me.

icy sierra
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I am too used to the FFXIV camera lmao

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I like being able to see a nice top down view

light osprey
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Yeah. A bit of a different game tho

coarse trench
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A holographic display or an NPC gaze would still want to face the avatar's head, but a non-diegetic health bar would face the third person camera

pine vine
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How do I enable third person?

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I’m on quest btw

icy sierra
# pine vine How do I enable third person?

You can't on quest sadly for now.
It is currently an exclusive beta on Steam only, which you have to select the "3p" beta. Then you can just scroll in/out with a mouse computer.

It will probably never be available in VR as it would be heavily disorienting.

pine vine
inland wyvern
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I am happy that this makes nuke crashers useless.

sinful stream
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What do you mean?

inland wyvern
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you know these types of avatar that uses physical nuke models or particles that converge into a line to crash a specific person

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3p camera completely destroys that ability

sinful stream
icy sierra
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never heard of this kind of crashers before, but i'm glad to hear

burnt crag
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while the 3P mode in VR would be weird and useless, and probably not something that should go to live, I'd still like to be able to do it purely because it'd be really funny and dumb

stray hemlock
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do people actually want 3rd person in vr or are they just suggesting it without actually thinking about it

burnt crag
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I want it because it'd be a terrible and disorientating experience

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therefore not worth any development effort because I'd laugh at it for like 5 minutes and that'd be it

stray hemlock
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you technically already have it with teleport movement

tidal estuary
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i hope third person uses a raycast so it wont phase through colliders

stray hemlock
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idk i feel like people asking this just see something new and exclusive to desktop and their first thought is "why cant i have that too?"

#

and then you actually think about it for 5 seconds and go "oh, thats why"

icy sierra
#

I love how VRChat also takes care on improving the experiences on Desktop and mobile
... And actually fixed the niche bugs i've found while playing on mobile with a controller!

burnt crag
icy sierra
#

Nowaday I spend more time in non-vr than in VR
-# my now 5 or 6 years old Oculus Quest 2 is kinda dying rn

stray hemlock
tidal estuary
#

thats why i hope it uses a raycast so it wont phase through colliders

stray hemlock
#

from when i tested it the other day that seems to be the case

tidal estuary
#

πŸ™ good

stray hemlock
icy sierra
#

The only time i've had the camera clip through walls was when I tested Super VR Balls.
In the Electronics World, the camera go through the fan blades

thaaaat's it

icy sierra
#

i bought it around launch lemme check

#

October 2020

stray hemlock
#

nvm exactly 5

#

πŸ‘΄

icy sierra
#

Yeaaah
Kinda disappointed that my Quest 2 started getting joystick drift and had the foam disintegrate only after 5 years

#

am i too used of devices lasting a very long time

#

can't wait for the steam frame

inland wyvern
#

I've been on the quest for 3-4 months now, rest of my time in vr is spent on an old vive that i got when i was 7-8 at the time.

#

I still don't know how to fix the issue with the microphone not being able to be discovered as a device.

#

anyway, i'll later disect this stuff to see if it REALLY does avoid these types of crashes

inland wyvern
#

I think this uses a UI element over the entire screen to render the third person camera, behind that is the first person view.

#

i might be wrong though.

ancient tulip
#

with the popup i thought i had to middle click to go 3rd person initially

#

its not clear that means when youre in 3rd person, you scroll to zoom in and out

tidal estuary
#

worlds should be able to define the maximum range the third person can go out to, right now by default the range is kinda insane

burnt crag
#

good ol' MMO camera

coarse trench
#

I suspect smartphones will eventually get third person as well

coarse trench
coarse trench
tawdry bear
#

so wait does the 3p beta have steam audio as well?

weak heath
dusky mortar
#

3p-beta doesn't have steam audio. It's based on the current live build 2025.4.1 + 3rd person changes

honest kayak
#

if we get third-person on desktop, we should get adjustable crouch height too

#

so matching eye level is possible without needing to adjust avatar size

#

same with some more specific sitting stuff without needing gogo on the avatar

pseudo sand
# dusky mortar 3p-beta doesn't have steam audio. It's based on the current live build 2025.4.1 ...

That makes sense. I was on the 3p beta and I had quite a few "Wait a second, I can't hear you because everybody else is too loud" moments on it that I never would have noticed before using the steam audio beta. That just proves to me how much better Steam Audio actually is. Though maybe you guys could specify somewhere that the 3p beta doesn't have steam audio because I think there will be quite a bit of confusion otherwise.

opal rune
#

Oh my god third person?

#

I dont think I would want to do that lol I think it takes the whole experience away from the game.

#

Like being your avatar?

#

Hard to explain

honest kayak
pseudo sand
#

but enough people asked for it so here we are!

opal rune
grand geyser
#

roblox vr has 3rd person

#

they might be onto something

glossy rapids
#

I find it really cool I can look at my avatar from 3rd person from all angles

#

So I do not have to fly a camera around from weird angles

glossy rapids
icy sierra
light osprey
wispy glacier
#

If that shit doesn’t have a lens I might just avoid deskies altogether cuz I don’t want folks to be able to scroll way far back and just watch me from their super fucked 3p perspective

light osprey
#

Exactly what Zon the Velgator wrote.

#

Or kindof at least.

burnt crag
#

it's not really too much different from someone just using the photo camera and zooming in on someone far away

icy sierra
#

Or using a drone

glossy rapids
#

....What

ancient tulip
#

i think the cameras just position weird

#

and should match the avatar viewport

light osprey
#

Can agree on the camera zoom argument. The drone is quite obvious that it's there tho.

#

As mentioned. Just my opinion on the matter. Not a hill I'm going to die on tho.

ancient tulip
#

die on hills tummy

#

argue with strangers on the internet

light osprey
#

You're right. Time to shift gears.

wispy glacier
#

I think just giving it any kind of object or model like the camera and drone is enough

#

β€œI should probably see something behind deskies and pointing at them so I know they’re in 3rd person”

#

That way if they do anything abusive with the camera everyone can just clearly see

#

Be it clipping walls for game cheats, or harassing players

#

That specific request for a model on the camera can probably be a canny post if it’s not already, I wouldn’t mind writing it but it would be later in the afternoon

remote gyro
#

A 3rd icon would work

glossy rapids
#

Yeah some kind of an indication would work

remote gyro
#

The camera can come in from a low angle while I was by myself. I kept it high up when with one group of friends

cold coral
#

it took me far too long to realize this meant you could scroll down to activate 3p

grand granite
#

Hello

#

Is this third person beta apart of the normal beta branch?

cold coral
#

for some reason pressing tab only unlocks view for one frame, not sure if this is intended but you can use it to look like a pokemon npc

cold coral
grand granite
prisma jungle
prisma jungle
cold coral
#

world creator would have to have their own agency over its usage as it can break game worlds that are not intended to handle it existing

#

sure people can use a custom avatar setup but this is something available to everyone

prisma jungle
grand granite
#

I've seen this before

cold coral
#

people can also use it to slightly corner-peek

grand granite
#

3rd person will also allow for Top Down perspective desktop games to be implemented

#

Will be fun

cold coral
#

if a proper api is implemented for it, yes

#

Controller bindings for 3PC right now are suboptimal but that makes sense since it's beta. But now my controller is straight-up not working at all?

#

even in first person nothing works

tawny plank
#

I'm really advocating for Udon access for 3rd person camera parameters before launch to address some of these points here

#

Would be nice to set reasonable height/distance limits to prevent cheating in game worlds

#

I think it's very reasonable to set camera zoom and height limits, much like with avatar scaling limits too

pseudo sand
#

Hoping there's some kind of counter to this

stray hemlock
#

there are numerous ways people can do stuff like that already

#

camera, drone, personal mirror

#

idk i dont like the idea of having more visual clutter just cause deskies are maxing out their third person view distance

wispy glacier
#

Camera and drone have a model tho

#

The argument I posted was for exactly that

#

Give 3rd person a model

burnt crag
#

personal mirror doesn't

wispy glacier
#

Don’t make it an invisible camera

stray hemlock
#

i'd rather they just lower the max distance

wispy glacier
#

I’m fine with either lol

#

As long as something happens and it ain’t just unrestricted like this πŸ™

blissful mango
#

Tbh the third person having a camera icon/model would make sense

burnt crag
#

I'd like for it to be a toggle, personally I think it'd be a bit odd to have for people who are using it as intended
you'd see a camera icon just floating way above their head? well why talk at their avatar if their perspective is way up there
if added, maybe make it so the indicator is only visible if it's close to you, but not when it's far away, so it's there to catch people being weird, but is out of the way when people are normal in the brain

blissful mango
pseudo sand
#

Maybe the 3P camera model is hidden unless the quick menu is open? Like how the red camera markers work now

burnt crag
#

that would be nice

pseudo sand
#

Or (and I don't know if this is possible without shader level access) have avatars that are between your avatar and the camera disappear/fade/dither out like how some games do it (and probably only at certain proximities to the 3P Camera)

#

This might also have the additional benefit of making sure you can see properly even if people are standing behind you while you are in 3P

#

Could also fade out all avatars except the player when the camera angle is too low

tawny plank
#

Max distance lowering quite a bit could also be a very good way to go about it

#

I don't see why it should be so significantly far out imo unless for some extremely niche cases

#

good thing it's in very early beta so we can continue to provide feedback & shape the feature before it's live

spare steeple
#

my vrchat timed out but I don't know why
too small

#

(zoomed all the way out)

icy sierra
fervent vessel
vagrant lark
icy sierra
#

I really think it would be up to Gogo Loco's creator to make a fix

remote gyro
#

One good thing about 3rd person view is your voice stays with your avatar.

#

And you can hear others clearly from near your avatar, not the camera view.

rough turtle
#

Nice view...

#

So far Gogoloco seems to work fine for me

limber tinsel
sinful stream
#

It's just you need to use freezer xD

pseudo sand
icy sierra
#

oo

#

okay :)

#

good to know

pseudo sand
#

I know this because I also use it to freeze my locomotion like how gogo does it, but I don't use Gogo Loco

#

And in desktop (3P or 1P) when its enabled, you cannot turn left and right

pseudo sand
coarse trench
#

Option to mirror-reverse selfie expression for if you want to puppet your avatar in third person with camera facing you

vestal parrot
#

how do i activate the third person in game?

glossy rapids
vestal parrot
#

how to i activate the beta?

#

nvm i found it!

daring owl
#

this isn’t available for mobile right?

daring owl
#

oof

ancient tulip
#

let me swipe to edit discord i swear

valid heath
#

The camera should have a shoulder view as a selectable setting

marble sphinx
#

Wait sry of this is random but how do you put third person????

solemn rapids
daring owl
#

real

honest kayak
#

i reckon it might be possible to add support for easy to add privacy features on avatars

#

3rd person camera would just see black

#

however then it’s up to the avatar creator

blissful mango
#

The fact you feel the need to hide something on your avatar is a bit questionable

maiden hedge
#

any possibility to get access to change the keybinds for 3rd person? i keep hitting shift + tab and it opens my steam overlay

pseudo sand
solemn rapids
#

I just share this video if you feel impatient for 3P feature, especially for the mobile version.

daring owl
#

I’m patient dw

urban marten
sinful stream
urban marten
#

yeah mistake from me

willow fjord
#

I should do something to get a badge, besides existing.

#

Also I'm gonna test out the 3p beta to see how it handles an event, with vket coming up

spare steeple
#

how do I make 3rd person not bump up against my invisible walls

limber tinsel
# solemn rapids

Gogo used to have a third person toggle but it was removed Around the same time as the avatar scaling was natively introduced I think.

obsidian meteor
#

finally third person view , been waiting for this feature since i found it on some worlds

coarse trench
#

locomotion disable and third person camera orbit interact very weird and cause your avatar to bend their head all the way around their body

#

not sure if this should be a bug or not but these two official features together do end up looking broken

whole wave
coarse trench
#

Yeah gogoloco is how it was found, though a simple locomotion disable toggle should also do the same. checking to make sure it's not gogoloco specific

spare steeple
#

is this beta up to date with the live build

earnest ravine
willow fjord
#

Oh uh, this is a bit unfortunate

spare steeple
#

I second this, also happened to me

willow fjord
#

I got disconnected and the display is so far away, but it still behaves as if the UI is close to the screen

#

I actually cannot click the box xD

spare steeple
#

fortunately most disconnect errors auto-continue after like 20 seconds or so

spare steeple
earnest ravine
# spare steeple this is going to drive me crazy! it's bumping into my invisible walls! what laye...

make a bug report (or is this more of a feature request?) about wanting a way to exclude some walls from the collision logic of the 3rd-person camera... this is a beta version, there likely aren't any solutions to your issue (yet) 🀷
you make a bug report or feature request for this specific beta here: https://feedback.vrchat.com/third-person-view

Share us your Third-Person View bugs and feedback here (one item per post). Non-constructive and off-topic posts will be moved or deleted.

light nimbus
#

hey chat

#

whats this feature and how do i activate it lol

somber ridge
light nimbus
#

i checked πŸ˜”

icy sierra
# light nimbus i checked πŸ˜”

It is only available on Steam, in desktop mode.
On Steam, right click on the game and go to the properties -> Beta
And then you'll find a beta named 3p-beta
I will install the beta with this feature.

light nimbus
#

galunga

river grove
#

FYI to folks using the 3p beta! We are pulling it temporarily. It will be back when we have a chance to update this branch to 4.2.

remote gyro
#

ok. i will change it soon

short crest
#

so when it will be back?

low talon
#

It will be back when we have a chance to update this branch to 4.2.

short crest
#

i asked about days or months. i apologize for not specyfiying

minor bridge
#

Most likely back by tomorrow :)

dusky mortar
#

Back now! sorry about that

prisma jungle
#

that's quick

prisma jungle
dusky mortar
prisma jungle
#

ahh

dusky mortar
#

So this version is just "what was there before + 2025.4.2

#

"

willow fjord
#

Whoops, steam removed me from the beta, but I'm back on it

spare steeple
#

having a weird bug with my render distance script where my render distance is not going back up?
update: I think this is because 3p beta is behind Live. the Holidy Gift Event UI and banner renders as "Pride Event" in 3p-beta too. 3p-beta is just busted

dusky mortar
spare steeple
#

gotta love Steam for that /s

#

will do

wicked delta
#

Just got back on the the 3rd person view beta and I have to say, using Tab for free look feels odd

#

Especially when you try to walk while pressing it

wicked delta
pseudo sand
#

Now that Steam Audio is live, does that mean that the 3P beta also includes Steam Audio? (It didn't before, when Steam Audio was still in Open Beta)

#

Nevermind, that's what the "2025.4.2" Update was, so I presume that's a yes

minor bridge
#

Yes ^

errant karma
#

what is the point of this?

dusky mortar
#

you mean having third person perspective at all? or this channel?

#

(this channel is for feedback on the beta)

#

having third person view is something we're trying out to help a wider range of players feel comfortable in desktop mode, since some people just don't prefer first person

tepid vessel
#

what's the 3rd person bind again?

dusky mortar
#

scroll wheel down will zoom you out of first person activating third person, scroll wheel up will zoom back to first person, or F5 toggles without altering zoom

tepid vessel
#

ty

#

While looking for it I learned there's a bind to hide HUD that I went years not knowing about so that's fun

dusky mortar
#

Ah yeah, I'll need to remember to update our docs once third-person is fully live

jagged hill
#

uhh is this a known bug

#

(i can post it properly if so)

tepid vessel
jagged hill
#

interesting

tepid vessel
# tepid vessel yay

I feel like L-ALT would be a better bind for free rotation, so that way we could potentially still have the TAB button unlock the mouse while in 3rd person.

#

It's also a bind that a lot of 3rd person games use for free camera rotation.

dusky mortar
#

Oh, I hadn't come across that camera UI reversing. Thanks. Yeah you could report on Canny if you don't mind. I don't think I'll forget to fix it, but stuff there doesn't scroll away like discord

dusky mortar
#

Some of the fixes in that last update (the one that fixes misaligned player capsule selection) makes it more feasible to have the mouse freed in 3p

tepid vessel
#

That makes sense actually, thanks for clearing it up.

jagged hill
dusky mortar
#

Ah sorry to make you type it out twice

#

Thanks for posting it πŸ™

jagged hill
#

all good!

#

this'll be a nice update imo

dusky mortar
# wicked delta https://feedback.vrchat.com/third-person-view/p/free-look-movement-behaves-weird...

I don't want to stifle feedback too much by giving a counterpoint but also don't want to look like I didn't see this so I'll respond on discord rather than Canny so others don't feel like they can't chime in or something with feedback. Anyway, there was some feedback that holding something while wanting to actuate WASD wasn't great. Working as a toggle made the action of the bind less predictable if the freed direction was near alignment with the unfreed. You can consistently turn free rotate off with mouse left click if you don't want to use locomotion to cancel it

dusky mortar
# jagged hill this'll be a nice update imo

I hope people like it! At first it'll be incrementally rolled out as an experiment so when it first goes live not everyone will have immediate access. We might be able to keep the side-car beta up for people stuck out of the experiment (can't promise, but I'd like to do it that way if possible)

light osprey
#

Will it always throw you into third person if you just scroll? Will you always have to hold down alt now when you want to move items closer to you in desktop?

jagged hill
#

it's good for a debug tool as well

i didn't know my avatar did this

restive salmon
#

thanks for bringing 3rd person view

#

i couldn't play without anymore

#

i wouldn't change keybinds either

jagged hill
light osprey
#

Handicapped gaming

dusky mortar
light osprey
#

That is very fair

jagged hill
#

can that be an option in the settings

#

i wouldn't mind it defaulting to on but it'd be nice to swap it πŸ˜…

dusky mortar
#

A lot of the suggested "how about an option to X" stuff could be approached if the experiment does well, and alternatively if the experiment shows that nobody uses 3p that'd also be a signal to give priority back to item distance

#

Other things like configuring sideways offset for over the shoulder etc, or other options would be post-experiment if lots of people like it

#

Or just in general, getting some of the most important options for the feature

icy sierra
#

ngl i already love third person a ton, imo it kinda feels more natural when in desktop, and i'll enjoy using it on my phone when it's fully out :)

dusky mortar
#

But for the first round, we're trying to focus on justifying building on it more by having the experiment show we should (so a lot of edge case stuff like making debug UI work better, or more options would come later... but that doesn't mean not to keep providing the feedback, because if we can get to it then the list of feedback in Canny will be a big help)

light osprey
#

Yeah.. I'm just trying to voice it early.

dusky mortar
light osprey
#

As many others...

dusky mortar
#

Thanks! Yeah, the feedback is much appreciated. Hopefully the experiment is a big success and we can build it out more

jagged hill
#

I definitely see its usefulness uwu I can use it to line myself up without needing a camera or mirror for example

light osprey
#

I'm crossing my fingers it goes well. It's really nice to be able to hop out in third person when world hopping.

dusky mortar
#

nod yeah I think for example maybe the worries about needing to hold ALT to move the personal mirror will lessen if people start just using free rotate unstead of personal mirror in first person

#

I'm sure prefernce will vary on that though

light osprey
#

I have the mirror attached to my face personally. For me it's mostly moving objects in worlds. Like trying to move mugs and stuff to my face trying to drink them and stuff. And tyring to align stuff to my hand.

dusky mortar
#

yeah, the supposition is that scrolling in and out of 3p and adjust 3p distance will be used more often than adjusting a held object

#

But I get why people would want an option to flip the ALT function

light osprey
#

Yeah. We'll see. Best of luck with the tests.

dusky mortar
#

thanks!

proven drift
#

Excited to try 3rd person viewwwww!

lethal osprey
#

Been using it for a week or so, it’s fantastic and makes playing on desktop enjoyable! Good work

proven drift
#

I love desktop mode and love it so much more since selfie expression.

Im curious If both work at the same time too

dusky mortar
#

Yep they work together! If you turn the 3p camera around backwards to look at yourself, selfie expression will feel more like looking at someone else rather than feeling like a mirror though, so face mirror is still better for that

dusky mortar
#
  • wɘiV noƨɿɘꟼ bΙΏiʜT Η«niΖ¨u nɘʜw Ζ¨bΙΏΙ’wΚžΙ”Ι’d Η«niΙΏΙ’Ι˜qqΙ’ Ι’ΙΏΙ˜mΙ’Ι” mΙ’Ι˜ΙΏΖšΖ¨/oƚoʜq ɘʜƚ no Ζ¨noΙ”i bnΙ’ ƚxɘƚ bɘxiα–·
wicked delta
#

While I like 3rd person view, with the current implementation I would want to just be able to turn it off... Working on worlds etc is just pain as constantly having to hold alt to not accidentally zoom in / out sucks...

sinful stream
dusky mortar
#
  • When the new Debug UI is open, if you are in first-person mode, scrolling down will no longer engage third-person. F5 will still function to toggle into third-person
#

This means you could scroll in and get "stuck" if the debug UI is open. But getting used to popping back out with F5 or just closing the Debug UI should work for now I think. Since we're not feature-creeping options just yet, this is probably how it'll have to be for now.

wicked delta
#

Thanks for the quick fix I do appreciate that!

dusky mortar
#

Thanks for the call out, one of the reasons for this side-car beta is to try to make things smoother for world creators (rather than just "surprise! new feature!")

#

So that call out from world creator perspective is appreciated πŸ™

wicked delta
#

I think my biggest issue in general is still just how inconsistent entering / exiting 3rd person mode feels. There are so many edge cases for everything that you have to add.

The only thing I could think of to make this at least some what better is to disable scrolling while looking at a UI canvas. (and removing all the other extra detections)

For example while now the debug UI works great with 3rd person if you have local movement enabled it is a bit weird that it is still disabling the scroll functionality when you have it positioned in world somewhere.
-# and I don't know how many more edge case detections you are willing to add as that makes everything even more confusing

#

It's funny how the most complicated thing about a 3rd person mode seems to be figuring out how to do the input handling for it πŸ˜…

dusky mortar
#

The priority right now is to make it feel good for new users rather than load it up with lots of gotcha edge cases where it stops working, so we can get a good strong signal from the experiment rollout (rather than "maybe it would have had bigger impact if XYZ" kinds of questions lingering)

#

So having it get stuck because you've pointed at a canvas or something is probably not ideal right now

#

(but of course keep providing different examples of where those edge cases pop up if you find them)

#

For the Debug UI it's ok for it to "get stuck" because I don't expect new users to be in there at all

#

(World creators can fully disable it via website option if it really breaks with a lot of things in the world too)

wicked delta
#

I have a bit more of a general thing I would like to get feedback on.

My UI system offers a spawnable menu that appears in front of the player, currently in 3rd person mode it still spawns in front of the players head. Do you think it would make more sense to then have it spawn in front of the camera?
If so, what would you think is the best way allow them to still click on buttons? Looking around doesn't really work that well since the center of the rotation is still the players head.

dusky mortar
#

It'd say spawn it in front of the head, and most people will instinctively zoom in on it to use

#

then you'll have first-person ux mode so it should simplify

#

spawning near the camera would be bad for pointing to look at it because you'd orbit away

wicked delta
dusky mortar
#

(if we do decided to later on change stuff up so TAB free-cursor exists in 3p, then constantly syncing to the 3p cam could work maybe... but yeah that adds deeper complication)

#

it's hard to draw the line on what's adding complication and what's really needed, given the plan is to decide based on experiment if we should dig in deeper on the feature

wicked delta
#

feature creep my beloved

#

Feature Creep is also how my World UI System ended up turning into a giant permission management system as well πŸ‘

dusky mortar
#

feels bad when some things don't make the creep cut, but the unfelt bad feels is the stuff that never sees the light of day because it's creeping away somewhere

wicked delta
#

Yeah that's vaild

dusky mortar
#

So this is an example of trying to narrow in and get something out and then see how it goes and go from there

#

another example of that is I know the world tag is really blunt as a fix, like if there are problems just rip out the whole feature

#

but that's the simple solution right now

#

better would be more granular control over the feature from udon

wicked delta
#

Yeah, I would have imagined something similar to scaling

#

so being able to just turn it off via a tag and then also control it via udon

prisma jungle
#

update once again

vale yew
#

Tested it today with selfie and 3p at the same time. and that worked well

  • did have issues with pressing some UI buttons that were close together. (TEST VENUE and the buttons on the wall was where I was testing that)
  • I didn't know how to zoom because I was on a laptop that had no middle click/mouse wheel
  • I wonder if there's a place to put the button reminders after the initial tutorial. I did forget which buttons to press (f5/tab) after they disappeared
  • I often would switch my angle low in order to look up-down at people and then press tab to "lock" that but would get frustrated when I'd flip 180 because my favorite way to talk to a crowd was shifted to facing me. So when I press tab to look down at someone, I'd actually turn 180. Maybe that means something to easily look up/down would be nice to have while in free cam. Not sure
dusky mortar
limber tinsel
tepid vessel
haughty wolf
#

Is there a reason why the third person view is so high on the avatar? Like above the head? It gives a very weird angle, and I wish I could adjust it to be by the side of my character

tepid vessel
spice orchid
#

It would be nice if the zoom in for the closer adjustments were more centered around the viewpoint/face vrcAevSlap
or an option for it in TAB mode would be great*

remote gyro
#

I did come across one world with an issue when using this beta while in VR. The world being Jetski Rush. Switching to no beta, fixes it.

wispy glacier
#

@daring crag Apologies for direct ping, but have you heard of the above yet? I’ve seen it mentioned 2-3 times here…

ancient tulip
#

my cursor is on top of my cursor

#

lol

prisma jungle
#

no PA but slowly but surely get updated. ic.

#

@dusky mortar I think you forgot to press publish button, or...is this intentional?

dusky mortar
#

Oh, I haven't been publishing on all the little non ping ones

#

Hmm, maybe I should

sinful stream
dusky mortar
#

πŸ“£

prisma jungle
#

yeah, some people not always checking that channel so it would be better.

#

anyway, thanks

sinful stream
#

yeah

next hollow
#

Is there documentation on how to set up colliders so the 3rd person camera doesn't phase through them?

#

In my world the camera doesn't phase through the floor and, interestingly, toggle buttons, but it does phase through walls even though they're literally copies of the floor collider

next hollow
#

Actually nevermind, I confused myself with the different versions of the world I have

#

So for those wondering, to stop the camera from passing through a wall, you have to set the collider to the Environment layer

#

But it does pass through colliders on other layers, unless it's a mesh collider for some reason?

earnest ravine
next hollow
#

What's really needed is some actual documentation for world devs

spare steeple
#

I'm using a mesh collider because each of my rooms have edges that are not a single straight line, and setting up a dozen box colliders would be a waste of my time

I am eventually going to need to create a custom user layer ("Ignore Raycast: VRChat Edition") because the VRC UI Raycast does not respect the Ignore Raycast (Physics.IgnoreRaycastLayer) layer???? and assign it in the Interact Passthrough layer mask on the VRC Scene Descriptor.

#

does the Interact Passthrough layer mask in VRC Scene Descriptor also modify the 3rd person camera position occlusion layer mask? or will a new layer mask have to be added to VRC Scene Descriptor that separately does that?

#

I just want to make invisible walls, man, it shouldn't be this hard

#

also, while we are on the topic of invisible walls, there ought to be a way to prevent particles with collision on Avatars from colliding with my invisible walls. this is currently impossible as VRC is configured

#

furthermore, I'm very upset that I cannot set Physics.IgnoreRaycastLayer in my Interact Passthrough layer mask and must use a user layer. this seems like a massive oversight

burnt crag
#

it seems like there are certain layers that the 3p camera doesn't collide with. The Default layer collides with both the player and the camera, but reserved3 only collides with the player and lets the 3p camera pass through; this layer might work if you want invisible walls

But yeah, documentation does need expanding, but I imagine it might not be a priority at the moment as the expectation seems to be that the feature might change a lot while it's being tested out.

remote gyro
#

I saw this above me, and playspaced up. It is the play area for those using that world's Third Person View. Not associated with the Third Person camera in Jetski Rush

earnest ravine
spare steeple
#

I will have to do more testing

#

I just want to discuss how it would be way better from a DX standpoint if Ignore Raycast layer, which is meant for invisible walls, did not block the UI laser, third person camera (and maybe avatar particles too but I'm not even sure if that's possible), instead of having to create a custom user layer and configure it by hand and assign in a Layer Mask or whatever

wispy glacier
spare steeple
#

gonna work on one soon

#

I made a new one anyways

#

There should be an option in the Scene Descriptor to enable standard, expected Unity "Ignore Raycast" functionality.

I have invisible walls, and avatar particles collide with them! I want a way to exclude Unity layers and user layers from particle collision (ie: excluding

#

split into 2 because it's 2 things

jagged hill
#

when are we having a 3p-beta 250+ instance

dusky mortar
#

Hmm, if we do another overcap test would be a good idea to join on 3p-beta I think due to the network stability updates

#

I don't know about any upcoming plans for such a test though

jagged hill
#

@.strasz get on it /s

#

||me quadruple checking that that wasn't gonna actually ping anyone||

hearty swan
#

anyone else exprerinceing the cannot click on popups bug while in 3rd person?

valid citrus
#

hewo, is it known that you can't turn the camera in fly mode when the camera is in third person?

#

oh weird, can't recreate it

#

nvm figured it out, when the rotation is locked via tab it breaks. cant find anything in the canny about it, will make a post

spare steeple
#

in one of my test projects, the 3rd person camera does not respect my walls at all???????

#

how tf does it decide what (not) to collide with????????????????????????????????

icy sierra
#

not gonna lie

this could be a wallpaper

nimble meadow
#

They should call it: Lost to my senses

sand vessel
#

You you press the object you can remove it from that object

spare steeple
#

the wall has collision… for the player

#

but not for the camera

#

and I don't know why

odd dust
odd dust
# spare steeple but not for the camera

likely just how the camera system is programmed as that might cause seizures for those that have sensitivity to flashing lights as the camera could clip and bounce if moved over varied wall distances.
Maybe check to see if there is a setting for it

#

it's the only things I can think of

spare steeple
#

but it does collide with some walls that I don't want it to collide with

#

and I've looked everywhere I think could have a setting like that

#

I've been begging for answers for months

spare steeple
#

I'm trying to make the third person camera behavior act differently than it is and I don't see any documentation anywhere

#

and nobody's directing me to any documentation

#

or explaining to me how to change it

#

it's seemingly random

#

and in systems design like this, "seemingly random undocumented behavior" is a sign of absolute failure from the designer/programmer

spare steeple
odd dust
#

though can I ask how you set it up to view though walls? is that something with the system general?

spare steeple
#

I literally don't know

#

that's why I'm here

#

I'm not about to spend 5 hours trying every possible combination of physics layer and whatever else to brute force how they configured it

odd dust
#

fair but considering it is the beta brute force might be the way to go

odd dust
spare steeple
#

It Just Doesn'tβ„’

#

idk what to say

#

I have no idea

odd dust
#

do you have another example of what you are trying to fix?

spare steeple
#

um yeah

#

it's vague because I do not know what is going on, or why. I am here to get more information on what is happening. This conversation is meant to help expand upon my knowledge. If I already knew, I would not be here.

#

the behavior is seemingly random, I'm providing all of the information I have

#

I need documentation

odd dust
#

okay so what are you trying to achive with the 3rd person camera let's start with that

odd dust
# spare steeple I need **documentation**

are you trying to do something more like the camera systems in fortnite, mario 64 in maps, and gta where is works with the walls around the character moving closer if there is walls between it and the player?

spare steeple
#

I want some walls to collide with the camera, and some to not

#

however there is no documented way to do this

#

sometimes, for seemingly no reason, my walls don't collide with the camera

#

and sometimes I do want them to not collide (ie: invisible walls), but cannot, because I do not know how

#

that is why I am here

#

I want to be able to control whether or not the Third Person Camera collides with a wall or not

#

that's it

#

I've said this like over and over again, I don't know how I haven't conveyed this yet

burnt crag
#

the main problem is, really nobody knows; there is no documentation yet, it's an experimental feature, and most of the VRChat team is on holiday break and won't be able to address anything until they get back
There's already multiple Canny posts on both clarification for how the layers affect the camera, and requests to make it easier to choose what the 3p camera collides with. Many you yourself have voted on. I think the best you can do at this point is just be patient and wait for development of the 3p camera to continue

spare steeple
#

I love how VRChat closed my canny post to make raycasts ignore Ignore Raycast layer because "Hardcoded ignoring that layer is not great because it does not give you the flexibility to do what you need if you are forced to use it." but at the same time made the 3p camera raycast hardcoded to ignore "reserved3". I wanna see them make that make sense

burnt crag
#

y'know what's funny is that reserved3 thing worked in a test project of mine, that's why I mentioned that it worked. but then I tried it in a different project and it didn't work lol

spare steeple
#

it's working in my text project currently so fingers crossed 🀞 maybe my world with thin invisible wall hallways won't be completely unbearable

#

also holy cow LEGOS I feel like I'm having a real conversation πŸ™ tysm it feels rare around here these days

burnt crag
#

I try to have at least a couple brain cells spare

#

Hm since the camera does seem to be raycast based, I wonder if you can just set an object to ignore raycasts? You can do it with UI... and I did it once in a really dumb way in a world project

spare steeple
#

there's a layer called "Ignore Raycast" that all scripts' raycasts should ignore, but VRChat decided that they're too cool for that I guess

"ignore raycast" is a unity layer, not a vrchat layer. Hardcoded ignoring that layer is not great because it does not give you the flexibility to do what you need if you are forced to use it.
given the new behavior with reserved3 I feel they may have changed their mind on this since 2023, so I made a new Canny post which is exactly the same as the old one but it's togglable so the "it's too hardcoded" reason cannot be used to close it https://feedback.vrchat.com/feature-requests/p/scene-descriptor-setting-toggle-to-respect-to-ignore-raycast-physics-layer

There should be an option in the Scene Descriptor to enable standard, expected Unity "Ignore Raycast" functionality.

#

I'm trying!!

#

this Canny could quite possibly fix the whole issue haha

#

I've updated the post to include mention of reserved3

whole sable
#

I just recently tried this beta and wondered, is there a way to shift the center point? Currently it's right above the head which works well in most scenarios, but it could be useful to be able to offset it to be an over the shoulder camera or something - maybe there's a setting for that that I missed or something

ancient tulip
#

the alt scroll is quite fucky

#

im not fond of it

#

i think item scrolling taking priority when holding something, but then controlling camera if not facing ui or holding an item would work better

cobalt hamlet
#

The 3p beta is amazing but ever since I started using it when it came out, the one thing that felt weird was the way it was positioned behind your avatar.

This one is pretty straight forward, asking for the 3p camera to have a front view. Best way to put it is like if you were playing Minecraft and you click "F5"

#

Been on 3p beta for a while now so thought I'd make 2 requests to make it better (posted this in the wrong place earlier :c)

fallow orbit
#

Sorry I’m late but okayyy

meager cipher
spare steeple
#

so currently if you set your invisible walls to the Item reserved3 layer they work correctly????

#

and you can set Item in the Interact Passthrough layer mask

#

I feel really gross layering my invisible walls as on "reserved3" as a hardcoded solution to Ignore Raycast not being implemented, but it's what I have to do right now AFAIK

spare steeple
#

WAIT

#

reserved3 isn't the item layer? I thought it was

#

patch notes said reserved3 was renamed to Item but I just checked my list and after manually renaming Reserved3 I had 2 item layers

#

so I changed it back

#

I'm so confused

snow fog
#

it might have been, reserved3 isnt a thing anymore
but you cant use reserved layers anyway as they are changed to Default

My best guess would be
Default : Player and Camera collision
Interactive: Only Player Collision
Walkthrough: Only camera collision

Havnt tested tho >.<
Im not sure about Walkthrough, the only grounds i have for it colliding with the camera is the stickers raycast works on it

spare steeple
#

but the behavior for invisible walls set to reserved3 is different from invisible walls set to Default for the 3rd Person Camera?

#

I specifically tested for that.

unkempt dock
#

i think 16 is enough

weak flame
#

I easily fill 16GB

unkempt dock
#

Good for you then

weak flame
#

its even easy to fill 32

unkempt dock
#

Mine doesn't and i run great still

weak flame
#

would probably run better with more

#

i had 16GB RAM and getting double that gave a big perf boost

#

because i didnt constantly run out of RAM

unkempt dock
#

ok

#

Still

#

64gb ram is too much for a game like vrchat

weak flame
#

if the person you mentioned uses creative programs then i can fully understand that much

#

if they use something like substance painter, that thing absolutely obliterated RAM

#

its much worse than VRChat in terms of RAM usage

#

cant even use that program really with 16GB only

#

it just crashes

#

for vrchat only, yeah 32 would be enough

wicked delta
#

When I work on stuff I’m sometimes using 32+ GBs of RAM

somber ridge
#

32 is what I recommend as the minimum for any modern gaming rig. if you use creative apps, 64 makes perfect sense. it's what I have, and constantly make use of it.

#

with 16, you are scraping by. you will not be able to have much else running besides VRC, and even then, good luck going to more populated instances

wicked delta
#

16 is okay but only if you never have anything else open while gaming

brazen idol
#

cheat code:
get a 1tb nvme and make it one biiiig page file
(this is satire)

#

i do have my 2tb nvme as a dynamic page file though

minor bridge
#

I'm hitting the limit on 64 GB when I'm making builds, but the timing for an upgrade is decidedly bad

brazen idol
minor bridge
#

I put my pagefile on google drive

#

Infinite storage

#

But yeah, unfortunately paging, even to NVMe, is not fast enough for my use case

ancient tulip
#

ram compresses more as you near maximum

#

which uses more cpu time

#

if you have enough ram to where it doesnt compress, your cpu frametimes go down, meaning higher fps

ancient tulip
ancient tulip
wispy onyx
#

I'm barely getting by with 32 GB because I use a lot of creative apps.

ancient tulip
#

the system immediately seized

wispy onyx
#

Also hey look, new 3p-beta.

dusky mortar
#

Yep! Just bringing it in line with the 2026.1.1 work, as well as updated the bonus network test stuff

unkempt dock
#

You must be rich

ancient tulip
#

seems the powerpoint bug is back

#

progressive;y getting worse and audio gets cut out after the spam of 3hr

inland wyvern
remote gyro
#

RAM went up due to the chip companies wanting to charge more to the Ai companies.

analog kraken
#

What is this third person beta about, is there like a third person camera being added

burnt crag
#

check pins

analog kraken
#

Oo imma do just that

#

Oh I thought you meant camera pin in game

#

I see, it's desktop only

#

Makes sense, thank u

spare steeple
# spare steeple I feel **really gross** layering my invisible walls as on "reserved3" as a hardc...

any update from the devs on what the h this hardcoded reserved3 third person camera behavior means? and if it will be changed in the future? because currently it feels really gross to use, and I'm worried that (given its undocumented nature) all of my worlds that use it may break in a future update.

My proposal to add funtionality to Ignore Raycast so setting up invisible walls is way simpler: https://feedback.vrchat.com/feature-requests/p/scene-descriptor-setting-toggle-to-respect-to-ignore-raycast-physics-layer

ancient tulip
#

had a random crash today on 3p beta

#

not sure what caused it, vrc just closed as if i pressed the x

#

had a look of game log but nothing really stood out of place

dusky mortar
#

thanks for the report, so far I haven't seen widespread reports of crashing on 3p-beta, but if it keeps happening or you figure out why, please let us know πŸ™

dusky mortar
#

It appears like if you have a collider on an object on that layer it should stop the player, but because it's not Default or Environment, 3p camera should pass through

spare steeple
dusky mortar
#

Ah totally not your fault, we don't have documentation yet. This shows we really need to add it to our docs page for layers

#

But yeah, 3p camera only collides with Default and Environment, so you should have a pretty open set of options for other layers to put a collider on that won't affect 3p camera collision

spare steeple
#

I'd also appreciate some clarification on where VRChat stands regarding 'hardcoding behavior for Unity layers'? this is the closure message for my canny "Desktop Interaction Raycast does not respect Ignore Raycast physics layer" from '23 for context
-# (I have since recently made a new post that amends to account for this "hardcoded" concern. The link to that is a few posts up if you're interested)

#

I overall find the Unity physics layer system to be rather obtuse and I fear that without extensive documentation, it may be rather hard for many world creators to properly understand. I think it would be a great value add for the process to be better explained, y'know?

I'm a huge fan of this game, and I really appreciate all the work that goes towards making its silly little janky creator pipeline that much more comprehensible, and I push as hard as I do for the things I believe in because I think it helps take the game in a positive direction for us all. I'm no expert, I'm just really passionate :D

dusky mortar
#

My recent work has been just about getting 3p up and running, and I haven't been really involved in creator facing stuff regarding unity layers and interaction (other than picking some sane ones for 3p camera collision)

#

It makes sense to optionally use Ignore Raycast to also ignore internal interaction rays, but Phase's response also makes sense

#

I'm not in the midst of any world SDK related work though so don't have a lot to add unfortunately

warm crown
#

Dear VRC-Team cool thing with the third Person view (I realy like it) but could you please focus a teny tiny bit on maintenance (I talk about the yt-dlp thing that is currently making all the wolds quiet and empty and code 403 everywhere since days) the curent yt-dlp version is 2025.12.08 (working) we are on your 2025.11.12.0 "special" version, is there any chance the ripper will work again soon? Greetings from Germany

ancient tulip
#

ytdlp works on my machine

#

oh, @dusky mortar, ive just thunk a thought (dangerous i know). since item dragging has been changed to alt + scroll rather than just scroll, would it not make sense to have a toggle that reverses its behaviour?
i was thinking default should be current live behaviour to not interfere with user muscle memory, and alt scroll zooms you in and out.
a toggle in settings somewhere to invert this behaviour could be great for people who would rather camera control on scroll

dusky mortar
#

to be able to measure if the impact of the feature is good or not

#

In general that's something we're working on finding a balance on too, doing things as an experiment in the way that makes a big enough impact to measure, but then reviewing how that should exist long term after

dusky mortar
#

Other than Canny if you wanted a discord place to chat about stuff maybe #open-beta-off-topic would have a higher chance of more other developers coming across it

#

this channel is gonna mostly be people checking up on specifically how the 3p stuff is going

warm crown
dusky mortar
#

I think you have to react for a role or something for that, lemme check

spare steeple
#

when it comes to client side of the feature, I find that you can walk forwards while the free camera is active but only if you hold down at least one movement key the whole time (or something like that), otherwise pressing forwards forces you out of free camera, and it's a wee bit unintuitive. this time I don't have a suggestion on how to improve it πŸ˜… but it might be something to keep in mind lol

but I really appreciate this open dialogue, even if; as you say; you can't do much at this time, it's nice to just chat

remote gyro
#

I was in GiGi's MMD World, and was able to move the camera around to face me while not moving my avi

meager cipher
remote gyro
#

I did noticed the range was closer to the avi, but I can at least have a couple friends on the sides within view.

spare steeple
#

⚠️ This is NOT an issue with the feature, SDK, or anything!! ⚠️ I just need to change how my code works to account for the new 3p camera
ok so funny thing, I was using Screen Camera position to "reliably" get the player's POV for this 'you ventured too far into the darkness' effect, but now the Third Person Camera is a thing, maybe Screen Camera Position is a bit too reliable of a POV detection

#

update: it took literally 15 seconds to fix (I changed the player position method from screen camera position to regular player position)

spare steeple
#

question: is this tooltip behavior intended or a bug? and if it's a bug I'm sure there's a Canny already, so if that could be linked that'd be great. I'm not sure what to search for that

dusky mortar
spare steeple
#

yeah that was it! I figured it was intended behavior but I just wanted to make sure lol

dusky mortar
#

trek_nod thanks for checking! πŸ™

grand granite
#

That's mad fov

rose solstice
dusky mortar
#

So if some non-negligible % of new users in the AB experiment get caught up on not understanding the combination of binds needed to use it, it'd mess with our ability to measure the value of the feature itself

rose solstice
#

i see

#

so this might change in the future?

#

depending on community feedback?

dusky mortar
#

Oh yeah there's always possibility of change for anything depending on community feedback. But in addition to that, depending on experiment results it'll feed in to how much post-release follow up we put on the feature

rose solstice
#

πŸ‘

dusky mortar
#

Right now the goal is to figure out if we're spending time on something we should even be spending time on, (before putting too much time on it if we're wrong)

rose solstice
#

i think this a very sought-after feature, esp for contect creators

#

avatars, worlds, etc

dusky mortar
#

Yeah, I'm hoping the AB experiment hits well, and then with that justification we can follow up with more

#

There's lots of great feedback already about potential SDK exposure or options etc that I'd like to be able to dig in on

rose solstice
#

we've already made base layers (locomotion) for avatars with this feature in mind, it's very satisfying with lots of possibilities for this community

#

godspeed

#

πŸ‘‹

subtle matrix
#

am i supposed to have this in live branch?

burnt crag
dusky mortar
#

Yep! This is now active on the live version as an AB test (just started a little bit ago). If you didn't end up in one of the test groups with access, the 3p-beta branch will remain available

subtle matrix
dusky mortar
subtle matrix
#

oh that works, neat

dusky mortar
#

For over the shoulder and other position options, there isn't a way yet to change anything there. But that'd be looked at for potential follow up if the experiment results go well

#

People who were on the 3p-beta won't see the keybinding explainer popups again btw, but newly exposed people should

#

(well actually scratch that, not showing those popups is something we're experimenting with too, so some newly exposed people will see keybind explainer popups)

subtle matrix
#

the only potential issue i have found is some worlds like placing giant intractable objects behind you and you can see those, eg the minigolf worlds

#

but thats a world thing, not a game thing

dusky mortar
#

hmm yeah, we exposed a world tag for creators to fully disable 3p if it's really buggy, it's also possible to discern if someone is in 3p with some VRCCameraSettings stuff

#

but better world/SDK support is also one of those potential follow ups for if the experiment has good results

subtle matrix
#

oh you dont even need to press f5, you can just scrollwheel to go third person

#

a potential lock settings for the client so that if you need to scroll wheel in a world it wont change your cameras position

dusky mortar
#

if you hold alt it'll prevent 3p scroll from happening

#

(also holding alt is now required for adjusting held item distance, so basically holding alt makes it work like it did without 3p)

dusky mortar
swift tundra
#

why is my scroll forced to be third person and alt+scroll for what I actually want when I disabled third person -_-

#

surely at least make a keybind swap setting option so that alt+scroll changes third person distance instead of screwing with muscle memory

versed phoenix
#

The 3rd person view is pretty neat but I just wish the keybind didn't replace something that's been a core default bind & feature for as long as I can remember 😦
Being forced to hold ALT to change item distance is very much annoying.

honest kayak
#

i thought 3p was supposed to be a beta but i'm on the main branch and i can do it

subtle matrix
#

for the zoom in and out a toggle option would still be very nice, just a setting to change f5 behaviour from going between 3rd and 1st person to toggle a lock so the camera does not change when mouse wheeling instead of needing to hold alt :>

chrome berry
#

i really think there should be

-a way to completely disable third person, no scrolling or anything
-anything that doesnt change pickup scrolling (alt + scroll wheel is weirddd)
-a way to change the third person controls (or, any desktop controls for that matter)

subtle matrix
#

i dont have access to this today on live, like i did yesterday aswell which is odd?

spare steeple
#

I've noticed that on a number of avatars the position the camera looks at too high so I'm like only able to see my chin and above when I look at myself

subtle matrix
#

ah, missed that thanks

honest kayak
#

3p's pretty nice for specifically my use case actually

#

makes it easier to see where my body is so i can coordinate desktop head movements and pretty much everything else better

#

and seeing what animations are playing with which movements

full vessel
#

did it get deactivated?

#

nvm i figured it ouit

#

i had to change the version

sinful stream
#

how do i get this feture?

burnt crag
copper fulcrum
devout oar
#

No.

#

They all go to the same servers, just have different feature sets.

copper fulcrum
#

Ah

maiden hornet
#

I wish you could offset the camera to the side

chrome berry
#

that would be incredible

desert valley
#

Currently fully compatible with live iirc

rose solstice
earnest ravine
untold leaf
#

works fine when im in an empty world though. not sure why

#

im going to switch back to the original version for now unless i can help in any way

minor bridge
zealous minnow
#

I assume 3p will be on all mobile devices too?

spiral widget
#

is there an alternate scroll binding for 3p? the scroll wheel on my mouse atm is trashed and hardly works, and i was wondering if there was any other way to control the zoom, i.e. Ctrl+NUM PLUS, Ctrl+NUM MINUS, or other options

dusky mortar
spiral widget
#

its been hard to test this beta since im still working on getting a new mouse, and i dont know if EAC will detect a hotkey/macro program to remap inputs to a virtual scroll wheel and close vrchat

dusky mortar
#

very dynamic changes in distance aren't really available via another bind right now though

spiral widget
#

also, is the 3p beta affected at all by this issue? i havent tested or measured if the 3p camera positions are offset in the same way related to this post:

#

I will try to verify it, as I know that my avatar normally exhibits this behavior on desktop and in VR as well (in the first person view)

dusky mortar
spiral widget
#

got it; will try and test this beta sometime later in the week and report back if i can measure it. ive been using the regular open beta since then

swift owl
mossy ermine