#open-beta-discussion

19 messages · Page 2 of 1

timber plinth
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their friends taught them how to get on beta, most of them being like 14 and don’t know what theyre doing

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i have seen people setting their status to “guess I’m just stuck in the beta now…”

timber jewel
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Btw am I the only one who noticed that the Avatar Overlay sometimes just belnds out when looking forward?

torpid reef
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There needs a panel in the hub how to get out of beta lol

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for quest

timber plinth
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theres needs to be a panel that shows step by step how to get in and out of the beta

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and it needs to be bright and eye catching

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and in the way of the mirror

ashen terrace
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So is current physbones able to replicate what dynbones gravity did

torpid reef
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Thats for steam vr only

timber jewel
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Yeah tbh idk what the hell oculus fucked up that when switching back to live, the game doesn't update again and just stays in beta.

timber plinth
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you need to combine gravity and pull to get a similar but much better effect

ashen terrace
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I see

timber plinth
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it will act more like db force and less like db gravity

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but its still mixed effect

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another thing i really hate about physbones

ashen terrace
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Physboobs

timber plinth
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if u don’t specify any Pull, stretching is permanent

ashen terrace
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That's a feature

torpid reef
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I mean that could be useful sometimes

ashen terrace
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That's something I tried to do on purpose

timber plinth
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because for some reason Pull is correlated to retraction rate

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yes but if you want something to dangle but not necessarily point out

torpid reef
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You can make items grabbable and leave them in space

ashen terrace
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I actually wanna know how you got something to stick permanently

timber plinth
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like a tongue or leash

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it gets annoying

ashen terrace
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I mean, you just have to set some pull then don't you?

timber plinth
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i have to set a 0.05 pull just so my leash gets back to normal size

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yes but it messes with its behavior

ashen terrace
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Oh I think I get it

torpid reef
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the bones get too stretched?

timber plinth
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no

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if you use 0.00 pull it won’t retract

ashen terrace
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You're ending up with like, an elastic leash?

timber plinth
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so if someone stretches it

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it won’t go back

timber jewel
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maybe make pull for streatching it's own options

timber plinth
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yea

timber jewel
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so "Streatch Pull"

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did you make a canny for that?

ashen terrace
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Post on canny

timber plinth
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also Is Animated is really funny

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it works just fine for when you interact with it with colliders

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grabbing it is broken though

timber plinth
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probably won’t unless its 6 hr from now

torpid reef
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meanwhile in the hub: someone is slapping themselves

timber jewel
timber plinth
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Is Animated lets you animate stuff

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say for example if you have a tail animation where it wraps around your body

timber jewel
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Yeah ik how it works it's still annyoing

timber plinth
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u need to have Is Animated or else it won’t twist and curl

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yea and thats the strange part

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u can bump it with colliders and stuff

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and it works perfectly fine

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but when u go to grab it it starts behaving really weird

timber jewel
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yeah it's weird

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I hope it gets changed

timber plinth
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hopefully fixed so that it just works like with collider interaction

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maybe it will help when its in tandem with my other canny post

timber jewel
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yeah I hope so too

timber plinth
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as that would only configure the resting position once and thats when the component initializes

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and not have to worry about the script being toggled on and off

near grove
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are there any examples available for unity of the same mechanic used on the hub avatar that rolls the sleeve up

timber jewel
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I don't think so, I talked with the person who made it and they said it's a lot of constrains etc

timber plinth
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which means not quest compatible

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and yea its parent constraints

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where u animate the weight blending of different parents

coarse stag
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Oh constraints still turned off on quest?

timber plinth
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yep

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sadge moment

timber jewel
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why are there still no Constrains on Quest? I don't get it

timber plinth
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i don’t either

coarse stag
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That seems kind of random since they were deemed pretty light performance

timber plinth
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maybe tupper or hackspanner may be lurking and have an answer

timber jewel
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I don't think they are lruking this channel 24/7 xD

timber plinth
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u never know

timber jewel
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Isn't the dev team currently at sleep anyway?

timber plinth
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idk

timber jewel
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It's 3 am for them

coarse stag
hollow hatch
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some of them are probably up as they aren't all in one country or time zone, but yeah, probably not lurking this channel 24/7

coarse stag
timber jewel
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what does Av3 Emulator do again?

torpid reef
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Thanks for making it :D

coarse stag
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If Haï~ reads this 😉

coarse stag
timber jewel
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Ahhhh cool

torpid reef
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Oh yeah lol

near grove
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Still we'll need a answer about those constraints

torpid igloo
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Is it normal that most dynamic bones avatars are not converted to Physbones or is there a limit for physbones too?

ruby geyser
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I assume any avatars you make using the Avatar Dynamics SDK will only appear in the Open Beta and not in Live or the IK Beta?

torpid igloo
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but shouldnt Physbones be able to convert Dynamic Bones to Physbones. I mean avatars that worked with dynamic bones before

dusk pagoda
ruby geyser
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Huh, good to know.

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I just wondered if my assumption was the case since I was under the impression the Open Beta wasn't really Live-compatible like the IK Beta is

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Like not being able to hang out with friends on the Live version while running the Open Beta

torpid igloo
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@ruby geyser

ruby geyser
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Thanks, that's good to know; so I'll need to remember to swap from Open Beta to Live if I want to hang with friends on Live when I'm done testing in the Open Beta XD

torpid igloo
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IK beta is compatible with live, open-beta is not

ruby geyser
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S'all good

near grove
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Or you could just have two different installs of VRC

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Assuming you’re on PC

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Steam for Beta, another platform for live

ruby geyser
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True enough; may not be a bad idea since it'd save me having to keep swapping the Steam version between versions whenever I wanted to go from the Open Beta to Live and back

near grove
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VRC should also be on viveport and Oculus’s app

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Mind you I say should be because I can’t remember if it’s on oculus

torpid igloo
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the vrc version on viveport ist heavyly outdated

near grove
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Really?

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Why is it even up?

torpid igloo
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jap i just installed it for fun a year ago and I just had a 3y old version

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but it may be fixed now

timber jewel
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You could technically aslo just copy your VRChat folder, then downgrade the original to the live version

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so you have one with the beta and one with the live

near grove
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Remember when they just had a non steam client

torpid igloo
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for beatsaber there is a commandline tool for downloading specific versions, maybe there is a way to do similar for vrc, to get it more automated

torpid igloo
near grove
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They used to have a standalone client you downloaded off the site

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They even had it up when they already had the steam version

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I can only remember a handful of people ever explicitly saying using it and I can’t remember exactly why

torpid igloo
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well that was way before my era xD

timber jewel
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That was like 2017

torpid igloo
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i was hopping into vrc in 2019

thin mountain
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just a quick question. I saw this in a video. and curious if anyone knows.
I saw someone use vrchat physbones unity. the grabbing mechanic. does anyone know how to trigger that tool? for I am trying to test ears but idk how to grab them if it is possible.

timber jewel
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You put Unity in to play mode, then you can drag them around with left click in the game window

thin mountain
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thanks! also it appears i had to add radius

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which now I think about it makes sense. welp that is just me being dumb. anyways, thank you drblackrat.

timber jewel
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Yup, they need a colision raidus

ruby geyser
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Do the dragged PhysBones always snap back to their original orientation when you release them, do they stay in their dragged position, or is that something you can toggle off and on?

timber jewel
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So, if you just grab them an let go, they snap back

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if you press the trigger once while grabbing them they will be in pose mode and stay where you let go of them

ruby geyser
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So that's something that's controlled on the grabber's side huh?

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Seems like it might be prudent to offer the one being grabbed some control over what happens, although I suppose the grabbed person could just grab the grabbed PhysBones themselves and just let go to snap it back like that

upper sonnet
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One issue I had last night was that if I were to change a avatar or spawn into a world I wouldn’t be able to see my avatar and everything would be stiff

timber jewel
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your Avatar probably has their Dynamic Bones on the head, spine or chest

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Phys Bones don't like that

torpid reef
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Do not put any physbones on your main bones like hips, spine, chest, legs, arms, head etc. It does not work with those bones just yet, or will ever be?

warm cedar
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Well well well, Jcity

torpid reef
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Oh noes, the fryingpan bot

timber jewel
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At the moment it doesn't work, there is a canny for it though, but we don't know if it will ever work

torpid reef
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I hope they will make it work tho

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Lots of avatars use it

timber jewel
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yeah

ruby geyser
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Good to know that's an issue, though I don't tend to make avatars that have dynamic bones on those specific bones; I can imagine that being a problem for, say, Jello-like avatars that flop about a lot

torpid reef
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Alot of people use those bones to reduce the amount of scripts needed

ruby geyser
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Well I know for some of the hairstyles I've been making for some of my avatars recently I have all the hair bones parented to a single central bone which I put the Dynamic Bones script on while keeping that central bone unaffected by any of the Dynamic Bone transforms

dense jasper
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i found out how to get ppl to actually switch to the beta guys

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i put myself on join me and my status says "U CAN ONLY JOIN IF UR ON BETA", it got like 5 friends to switch

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but tbh i think it'll be the most efficient if you're a woman

ruby geyser
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The fact that apparently if you set a bone to be ignored by transforms it also automatically ignores all the subsequent bones in that chain kinda throws a wrench into that plan for me, so I may need to go to having individual PhysBones scripts at the start of each individual hair bone strand rather than at that central point...

torpid reef
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yeah it is better if you have a parent bone for every hair bone instead

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Might be able to use empty game objects as the root for that

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And then move the hairbones to that

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or add a bone in blender if you dont want to mess with the bones in unity

ruby geyser
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Well really it just means moving the scripts up from that central parent bone into several scripts in each bone chain for the hair individually

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Also will cut down how many transforms each PhysBone script has to compute so hey

timber jewel
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Tbh since Phys Bones is spread on to multiple threads, it makes sense to split it up in to multiple Phys Bone scripts

torpid reef
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The good thing about both dynamic bones and physbones is that you need to have the script on your bone, you can make a list of empty game objects to have the scripts inside of

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Here is mine:

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Thats just the stuff Ive converted from dynamic bones to physbones

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I have the other new things in a separate list

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Makes it easier to find things

weak wharf
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I’m on quest and I went to the quick menu and i can’t find how to enable open beta

spring salmon
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You can enable open beta through your phone oculus app under vrchat here I'll send a ss

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@weak wharf here on the oculus app

weak wharf
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Thank you so much

spring salmon
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No problem 👍

timber jewel
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@timber plinth so, uh yeah you were right my Dynamic Bones have and end Length set to them

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not all, but a few do

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it's just a bit meh that Dynamic bones end length always worked fine with it set to 1, but Pyhs Bones require to manually set them up and also put in the values.

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so Phys Bones just don't translate them

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Yeah, so I'm going to edit my post about it

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it's a bit sad that we have to manually set an endpoint now compared to just setting it to 1 with Dynamic Bones

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now it also makes sense why the auto conversion doesn't work with it

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should probably add this info to the auto conversion info in the documentation

blissful anvil
timber jewel
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probably the best to ask the creator of it

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so Yash him self

blissful anvil
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how can i communicate with him?

timber jewel
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you could ping him in here (I did it for you)

blissful anvil
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do what? Sorry I don't understand much English

timber jewel
blissful anvil
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oh

timber jewel
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if they are only they might answer, if not they might do that at a later point

blissful anvil
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oki

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thanks

timber jewel
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you could also send him a DM if you want to

blissful anvil
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oki

spring salmon
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Can any explain how to add expression toggles ice watched two videos and yet I'm still confused

blissful anvil
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what videos?

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link?

spring salmon
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Yea let me find em

blissful anvil
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ok

spring salmon
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https://www.youtube.com/watch?v=XqtSg6_W07Y this one does an abject im not looking for one that does an object

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Welcome to my updated tutorial on creating toggles for your 3.0 avatar! This video goes over using bools to toggle a prop in your hand, and using ints to swap through accessories! Hopefully this helps you make your avatar more customizable!

0:00 - Intro
0:15...

▶ Play video
blissful anvil
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I know how to do it, what I don't know how to do is explain it, but it's not that difficult

spring salmon
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ahh okay! thank you

sweet badge
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Hello, I have an avatar that can activate additional hands, is there a way to put the purple sphere for grabbing and the fingers interaction on it? (the things that vrchat adds automatically to every avatar)

torpid reef
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You can add the colliders and contact by manually adding them to the arms

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And also ofc tag them the same

dense jasper
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ok so i did an autofix but for some reason the bones are all frozen on the tails and hair...

torpid reef
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How does the settings look like?

dense jasper
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idek what i'm doing here dawg

torpid reef
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I want to see your physbones

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select the problematic ones

dense jasper
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i selected one of the tails that don't move

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and bear with me... i have very very little knowledge of unity. i only really know how to change basic stuff lol

torpid reef
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test removing the curves from the values

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press the X on pull

dense jasper
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mk

torpid reef
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oh ye test this while you are in playmode

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move the character, edit properties

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if all else fails press the 3 vertical dots on the top right and reset

dense jasper
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only the tips of the tails move, and the hair doesn't at all

torpid reef
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remove your max angle curve and check

dense jasper
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....i think i figured it out (in caps)

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there were only bones on the tips of the tails, so i have to add my own

torpid reef
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Oh

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Well you could always use the parent

dark dune
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Can I have multiple animators on my avatar that respond to contacts? Basically what I'm thinking of is, a prop (like Yash's phone) which has its own animator and its own set of parameters, so as not to clutter the main layers on my own avatar. Will contact receivers set parameters on other animators in the hierarchy too, or just the avatar's animators?

dark dune
ruby geyser
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Even if those contacts share the same tags?

dim cloak
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Made another video about Senders/Receivers (Contact System) explaining network syncing parameters and why/how you would want to do that with some animations for anyone that's having a harder time understanding when you might want to do this.

https://www.youtube.com/watch?v=raQRXfH_GZE

VRCHAT DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts

In my last video explaining senders and receivers, I did not do a good job clarifying that network synced parameters are useful in certain scenarios, so I wanted to clarify that in this video.

If you have any questions about contacts, network syncing, or would like me to do ...

▶ Play video
upper sonnet
gloomy plinth
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there anyway to test the stretch parameter in editor?

warm cedar
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press play

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and use your input device

gloomy plinth
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need to maybe explain it abit better :v

small surge
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Camera must have tag : Maincamera if you deleted the default one

warm cedar
proven cobalt
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I think i just came up with a way to have the physics bones work properly when grabbing bones with animated on. This is best day ever. Ill have to test it out when i get home tho as I just wrote down how i think it would work on paper lmao

gloomy plinth
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Ah thanks

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awesome

proven cobalt
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Because lets say for example you have a tail wag animation, and someone tries to grab your tail. When this happens it glitches out cuz when you grab it, its trying to reset in every frame. And this is all caused by having "is animated on"
But what if you have two sets of physics bones component on your tail, one active when grabbed (which has is animated off) and the other with is animated off when not grabbed? Of course youd have to set up two animations for your tail that have the dynamics with is animated on activated and have the actual animation. While the other one is where your tail is still but has the is animated turned off dynamics activated.

In summary just detect when grabbing a tail with paramaters and have it switch which set of bones your using. In theory it works but i havnt tested it

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If i say dynamics i mean physics

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Bad habit

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Im also very bad at wording things. But i hope i got the idea across

small surge
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If you toggle a component its gonna do them both since they have the same name/location

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actually it just ignores it - tested it 🔨

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only first will ever be able to toggle

proven cobalt
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Maybe youll have to make a duplicate set of bones for the tail in blender with slightly different names. And then have one set of bones active at a time

small surge
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pretty sure if it were to work its not instantly gonna grab the other set of bones

proven cobalt
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I dont know if u can make certain bones active or not

muted bloom
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There’s not actually a need to have multiple animators in avatar 3.0

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If you are using a completely separate animator, you’re doing it wrong. Especially now with Contacts

proven cobalt
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Oh im not talking about seperate animators. Just seperate animations

muted brook
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the contacts work via floats right?

proven cobalt
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Yes

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Im pretty sure u can only do floats

muted brook
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should just be able to have one anim toggle off when it hits .5 or something and one toggle on when it hits .5

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granted i havent tried it at all since im waiting for inside colliders

muted bloom
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Yeah contacts use floats even if you’re using them like a bool

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You can always make an assumption that they work by proximity and that makes it easy to change later

dim cloak
muted bloom
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Thankfully contacts and physics bone parameters don’t use any of your synced bits

dim cloak
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However making the float change a bool might be completely useless in the future if we just get the ability to use bools in the receivers.

muted bloom
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in most set ups, contacts don’t need to be networked synched

dim cloak
muted bloom
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Yes that’s why I said most though, I don’t think that’s going to be the majority of these cases

dim cloak
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You'd be surprised

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Tons of people are using them to make a menu toggle at the moment

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bypassing the need for the radial menu

mossy python
dim cloak
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if they do that then it has to be network synced

muted bloom
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Most I see is just triggering a face expression or sound or animation while colliding and it stops when they take their hand away, you don’t need network sync for that

dim cloak
pastel plover
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How I set this shit up on quest bro😂

muted bloom
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Same way you said it up on windows just change unity to android

proven oxide
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hjkfg my bad
if you're talking abt getting the open beta, the info channel has it all
but if u meant uploading, then yea what adeon said HJKHGD

muted bloom
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I think a lot of people just think they can get their physics bones early and don’t realize it’s a beta test

proven oxide
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^ yea

muted brook
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yup. ive seen a good amount of people think that beta was live compatible

proven oxide
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to then just be very frustrated when they cant see any of their friends

muted bloom
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What specifically about an animation causes it to no longer be grabable

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I’ve tried stopping an animation when _IsGrabbed turns true but that doesn’t cause it to be grab-able proper

dim cloak
small surge
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If you detect when grabbed and turn off 'is Animated' it will still spazz, fiddle with max stretch it behaves (irratic)

dim cloak
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The parameters that are created when interacting with bones, such as _IsGrabbed do work but the IsAnimated checkbox does not

muted bloom
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But I’ve seen animated chains that stop animating and are perfectly grabable, and when you let go they go back to being animated I just can’t seem to do that on my own set ups

dim cloak
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Hmm I haven't seen anyone do it yet so I don't know what to tell you.

muted brook
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wish we could set layer weights based on parameters

muted bloom
proud vault
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so I'd rather not assume and instead ask: the physic bone parameters, when set as curve is that curve based on angle of the bone from rest or bones down the chain?

muted bloom
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Down the chain

dim cloak
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An autoconversion works? None of mine worked and no one elses that I saw worked. That is extremely weird

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I'd love to see it though

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and look at the FX layer in the debug menu

muted bloom
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I’m assuming it’s an auto conversion because it has dynamic bones on live, it could be a hybrid/beta detection set up.

dim cloak
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Hm

gloomy plinth
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Been trying to make my characters glasses grabble and not parented to the head after being moved is there a way of doing it?

muted bloom
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Yes

gloomy plinth
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that makes it view able for me after being moved

muted bloom
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You can actually leave it Parented to the head if you use the invisible stretch bone method, Know if you want to see it you’ll have to have it unparented and only following the head with a parent constraint

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That means no quest compatibility since it doesn’t have parent constraints

gloomy plinth
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the glasses are fully non quest at this point cause of both the shader that i made for the lenses

muted bloom
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If you don’t want to constantly see them while you are not having them being grabbed, you’ll just have to swap to a different prop in the same place

proven oxide
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could remove the lenses and have em be quest compat

gloomy plinth
proven oxide
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fair fair

dim cloak
gloomy plinth
dim cloak
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Adeon said the best way for parenting though

dim cloak
gloomy plinth
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when i last did it on the non beta SDK it did not allow me at all

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before OSC

dim cloak
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Just don't over use it on quest because transparent objects are heavy on quest.

dim cloak
proven cobalt
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That actually helos me out a ton omg

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Helps*

gloomy plinth
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il eventually get annoyed about it and actually do it

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:)

stray finch
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PhysBones does not work on quest

dim cloak
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This is what it looks like on quest with the mobile shader

proven oxide
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why do you say they dont?

gloomy plinth
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not on beta on the quest?

proven cobalt
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I can vouch for phys bones. They did their quest tasks

proven oxide
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they work on the beta, i was tryin it like a day ago on quest

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before i switched it on pc

gloomy plinth
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anyway thank for the help @muted bloom

stray finch
proven oxide
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dunno what to tell ya ¯_(ツ)_/¯

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i havent seen that before

gloomy plinth
proven oxide
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possibly yea

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id try reimporting the sdk

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will say they do work though, ive updated 4 avis with phys bones and about to upload another

stray finch
gloomy plinth
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okay so physbones/open beta SDK uses Burst

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for working

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the SDK should install it

stray finch
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Ok

next spire
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Asked this yesterday but got no response, is there any policy on how we could use PhysBones outside of VRChat, in our own random Unity project, or do they only work in VRChat? I read that they're free, but idk if they're free for use anywhere

timber jewel
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I don't think that will ever happen

mossy python
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Particle shaders show up as invisible on Quest unless applied to a particle

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Also the additive one is broken and always shows up as the multiplicative one

proven oxide
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no? the additive is like, well, an additive

dim cloak
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Odd I've had multiple quest users tell me that they see it fine

proven oxide
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it makes whatever is behind it brighter

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ive used it on quest

mossy python
proven oxide
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ive used it on quest, when i was still a quest user LMAO

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like i had a laptop to run unity and upload

mossy python
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I’ve been using them since 2021

dim cloak
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So have I?

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And it works on quest fine for me

mossy python
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And they’ve been broken since January 2021

proven oxide
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been usin em since 2020 ¯_(ツ)_/¯

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they worked fine and still do for me

mossy python
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Have you used a quest to test it recently

proven oxide
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yeah

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i have a standalone quest and test all my avatars there to see how they look on quest

dim cloak
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The reason I know it works is because these shaders, as well as "non-quest supported" additive shaders work perfectly fine in worlds, they just don't let you use full-blown shaders on avatars.

mossy python
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And these shaders work ON the avatar?

dim cloak
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I have many friends in my group that have tested this on quest for me as well.

dim cloak
proven oxide
warm cedar
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Hey, how should I setup the animator for parent constraints? is there a way to set a parameter?

mossy python
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That’s funny because I and most of my friends just kinda wonder why they don’t work on Quest

warm cedar
dim cloak
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Don't know what to tell you, they work fine on quest for me and everything I have done.

proven oxide
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^

dim cloak
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Just between like hand to hip or something?

mossy python
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I know @hybrid lion also experiences the particle shaders not working on Quest avatars

warm cedar
#

they work, but I just don't really understand animator logic

dim cloak
#

Just have your default state be the animation that has it on your hip and the other animation your hip to hand

mossy python
#

Exactly

hybrid lion
#

Its a technical limitation in the sdk

mossy python
#

They’re saying the not only does the additive one work that they show up in game

proven cobalt
#

Uh oh

hybrid lion
#

To prevent u from uploading stuff that might potentially lag users

warm cedar
mossy python
#

Any time I try it just turns invisible on Quest

dim cloak
proven oxide
#

^

hybrid lion
#

Only like black without alpha applied

warm cedar
#

Wait I think I get it:

Contact on the point sets the constraint to the hand, then check if the contact is pressed again and play the "setConstraintToBack" anim

mossy python
#

Unless you put it on an actual particle system

hybrid lion
#

ye im not sure if shaders on actual particlesystems r stripped too

warm cedar
proven cobalt
#

I think, this is just something im gonna test out myself.
Along with trying to find a way to make animated tails grabable. I think they will fix it by the time the uodate roles out tho

dim cloak
warm cedar
#

Nah no need for the extra work, I can figure it out

brave forge
#

Anyone found out what the vrc dial script does?

proven cobalt
#

Honestly wolfy ur vids heloed me out a ton when it came to understanding the new beta stuff

#

Helped*

dim cloak
#

Glad they helped 😄 Really wanting people to understand what they are doing and not just blindly following tutorials and not really knowing what they are doing.

brave forge
#

<- Blindly following tutorials 0_0' lol

#

I half know what I'm doing though so it's okay.

proven cobalt
#

Thats what i did when i made my first avatar lmao

#

Gotten alot better since then

dim cloak
brave forge
#

Wolfy think you can give more depth on exactly what vrc dial script does?

proven cobalt
#

It gets easier once u start knowing what your doing 100%

drifting nacelle
dim cloak
#

Same with the climb script

#

Haven't tested if these work on avatars at the moment though

#

But the layout is exactly what you'd see on pickup objects for worlds.

drifting nacelle
proven cobalt
#

Spooky

#

Idea of tiny ppl climbing on ur legs

dim cloak
#

My little hobkin self could climb some taller rexes hahah

brave forge
dim cloak
#

Probably so. It is extremely similar to scripts on objects in worlds though, so I wouldn't be surprised if it just slipped into the avatar SDK while they have been working on all these different things.

brave forge
#

Well knowing off the avatar in the hub showing you can adjust your height. I'm pretty sure people can make it possible to look like you are climbing them almost like steam ovr. (If that's true we won't need steamvr and stick with our quest buddies lol.)

outer python
brave forge
dim cloak
# brave forge Do you think since they added parent constraints to avatars. Do you think constr...

We've had parent constraints on PC for a long time and you can already lock items in the world with them (I do this with my lightsaber and nut button on the beta right now). I'm actually looking at making it so other people can interact with those items around the entire world without being locked to the 5 meter stretch distance of the physbones.

I do hope constraints come to quest so we can do these things on quest as well though. I think it's something they are looking to add, but I don't know if it will actually get added.

wicked coral
#

The strech distance is kind of disappointing - nowhere near 5m on my avatar, so i think its a multiple of the bone length or something

warm cedar
dim cloak
brave forge
dim cloak
dim cloak
warm cedar
#

Ah damn, well:
Benchmark time!

brave forge
dim cloak
brave forge
dim cloak
dim cloak
warm cedar
dim cloak
#

haha

#

maybe

warm cedar
#

Look I've been told plenty of times

#

Transparancy on quest equals pain

#

I'm sorry about this, my quest friends..

shrewd estuary
#

yike

stiff acorn
dim cloak
brave forge
# dim cloak Like fully transparent or just partially?

Full transparent because I seen some 2d avatars that used cutout, but I don't know how that works on quest side. Someone told me it has something to do with additive and I been trying to turn the particles on the tutorial bot for the dynamics when you push the button on the chest to transparent because a lot of people cloned the tutorial bot I made that was pc and quest compatible before the hub world had it and I so I want to be an extra step ahead because the one in the hub removed the push button option on that avatar.

warm cedar
brave forge
stray finch
#

PhysBones in vrchat don't work for me

#

Everything is fine in unity

brave forge
dim cloak
dim cloak
white sequoia
#

is there a avi that i can download to see how things the new mechanics are set up in Unity?

brave forge
# dim cloak If you'd like, we can discord call later and you can show me what exactly you're...

In your vrchat sdk folder and into the example3 folder and then into the dynamic folder you click on the dynamic scene and it opens up with the tutorial bot with dynamics and everything added on to it. you click on the drop down arrow on the avatar and it shows the dynamic section under the armature/body. Then you will see a button feature and with that button there is a particle that shoots out when the button is pressed but on quest side this particle system has an image that is square and doesn't show up as transparent it shows square. instead of just making it transparent and the material that has the image on it is inside the material folder and that material has the image on it.

proven oxide
#

id say look for a free boothpm or free model in general and just mess around with it yourself
unless you mean a pre-setup one?

#

if so, i dont believe there'd be any pre-setup avatars for you to look at in unity itself

white sequoia
brave forge
proven oxide
#

yeah thats what i meant

#

oh nicee
i forgot vrc included little things like that

white sequoia
dim cloak
brave forge
brave forge
white sequoia
# brave forge yes

perf, i found it! i never go into those folders to scared lol. Thanks!!

gloomy plinth
#

ah iv tried something like it but my rotations break

#

getting some real jank rotation stuff goin on

muted bloom
#

Now I’m really curious to mess with phys bones combined with spring joints

brave forge
dim cloak
brave forge
# dim cloak That sounds pretty interesting 😮

(only problem would most likely be when you move around your dynamics clip into the body for some odd reason (Don't think dynamic bones are used to that fast movement speed of players. (Ooo new feature? Toggle between walk and run animations? XD lol)

dim cloak
outer python
#

is it just me or in the beta on quest do we seem to turn slower

gloomy plinth
#

pc and quest

timber jewel
muted bloom
timber jewel
#

yeah I love it

#

would be cool if we could only limit one direction though

#

so that it would only not move in the direction of the body

#

but freely in the rest of the areas

next spire
chrome parcel
#

which receiver type should i use for a basebal bat that bonks people

#

I'm thinking On enter

#

but i don't really know how it works

molten cobalt
#

PLEASE READ THE DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts

NETWORK SYNCING PARAMETERS: https://www.youtube.com/watch?v=raQRXfH_GZE

WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg

Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video i...

▶ Play video
restive lake
#

By the by, if anyone is intrested you can maintain a separate install of VRC using SteamCMD.

Recommend using a second account to use SteamCMD with though, can't be logged into Steam client and SteamCMD at the same time.
Just need to activate the VRC install ticket in the Steam Store for the separate account.
Example:
D:\SteamCMD\steamcmd.exe +force_install_dir "D:\SteamCMDGames\vrcopenbeta" +login <username> <password> "+app_update 438100 -beta open-beta" +quit
Edit: Fixed a quoting error for +app_update

ebon brook
#

How do I play the open beta on quest? sorry to ask, it's just not very clear to me :/

timber jewel
chrome parcel
#

I wouldn't.

#

alot of people are having issues with the open beta on quest

#

they can't go back to the main install without resetting their device

molten cobalt
#

and also if you don't upload your own avatars you're not going to get much utilisation of the Avatar Dynamics beta on quest

ebon brook
molten cobalt
#

so yeah I probably just wait for it to release live Avatar Dynamics

ebon brook
muted brook
proud bronze
#

Especially since you won't be able to see anyone who isn't also in the beta, and vice-versa

ebon brook
#

Ah

muted bloom
muted brook
#

should mean that haptics are possible then

muted bloom
#

Or you can skip the middle man and sync the contact params directly, though that is wasteful as contact parameters must be floats

muted brook
#

ya. man we really need more parameters

muted bloom
#

I don’t really think we do if this is output only we just need to be able ro pull local parameters.

#

No reason a contact receiver needs to be network synced for haptics

#

They need for OSC parameters to be networked just to pull data is a bit arbitrary

muted brook
#

ya

#

but i dont see them doing it at all

near grove
#

How do I get this on quest?

#

Nvm

#

Sorry didn’t go all the way to the top

muted bloom
#

They really need a warning on this build saying you won’t see other players. So many people are thinking this is a preview version and thinking they can get the update early.

proud bronze
#

There is, it's just an easy to miss bullet point close to the top

tough crane
#

Anyone know how to make a touch menu?

leaden bison
#

Is there a way to switch back to live to play with people who don't have it?

nova raptor
muted brook
leaden bison
#

I tried that but it didn't work

#

I swapped back from beta to live

muted brook
#

reinstall vrc

leaden bison
#

Aight

crisp copper
#

you did that before launching the game right?

muted bloom
crisp copper
muted bloom
#

Switching to beta is a patch, switching back to live is a full re-download

molten cobalt
#

also it being in beta for awhile gives time for the Avatar makers to set up physics bone versions of the avatars

nova raptor
muted bloom
#

You seem extremely confused

#

If it could see people on live, people would just be downloading it as an early update and then complaining. That is counterproductive to beta testing.

nova raptor
muted bloom
#

It’s easier to just not let it be used as one 😅

nova raptor
#

Suppose

molten cobalt
#

I've definitely seen some folks treat live compatible betas as early releases not as betas

molten cobalt
#

a lot of folks when presented with error messages that won't impede progress

muted bloom
#

It would also force me to choose between avatar dynamics and IK-beta and I refuse

#

There is no live. There is only avatar dynamics and IK-beta.

nova raptor
muted bloom
#

The IK beta will probably be running a long time. Wouldn’t be surprised if avatar dynamics hits live first, and then gets added to the IK beta at the same time.

muted brook
#

ya. I hope they add chest tracking though

nova raptor
leaden bison
#

Ok I think I fixed it

nova raptor
muted brook
#

ya

#

also for dancing is really useful not have your shoulders be independent

nova raptor
#

Mhm shame shoulder tracking isn't even practical/easy enough
it's not even in NeosVR natively iirc
though upper torso/chest tracking is def an improvement over just 6pt tracking

muted bloom
#

I just use the IK beta with the three point it’s overwhelmingly better

nova raptor
#

Yeah, I don't have FBT anymore so same...

muted bloom
#

Though I still wish the leg IK would kick in the instant you stop walking instead of two seconds later

near grove
#

so in this transition that leads this state back to default (not grabbing phys bone, not stretching) does this only let the transition occur if both conditions are met or if only one is?

muted bloom
#

Two conditions means And

near grove
#

ty

muted bloom
#

Two arrows with one condition each is Or

near grove
#

so if i had a second transition from eye pop to default it would be an or

muted bloom
#

Yes a single arrow can hold a ton of transitions, Select it from the top of the inspector when there is multiple

#

Each transition has multiple and’d conditions

chrome parcel
#

has anyone else noticed a slower turn speeed in the beta

inner kayak
timber plinth
chrome parcel
timber plinth
timber jewel
inner kayak
near grove
restive tapir
inner kayak
floral coral
#

So!

I have an avatar with ears, please note that said ears are on a seperate armature. The ears had dynamics, and when the beta came out I updated to physbones

Well the gestures on the ears broke. The debug (and me double checking in unity) shows that nothing is wrong with the controllers on the avatar, and I checked the isAnimated box on em in unity

I'm stumped cuz I thought "isAnimated" would still let them move. any ideas?

mossy python
#

How do you test reciever collision in the editor?

restive tapir
near grove
mossy python
#

I just have it set to hands, what would I make the sender called?

near grove
#

Make sure that you have the FX Layer on your Animator on the root of your body if it is messing with the FX layer params

mossy python
#

Everything was working last night and now it just appears to not be working

near grove
short jasper
#

Trying to make a sword that can be grabbed from it's sheathe for someone, but it's not quite working how I need it to

#

What am I doing wrong here?

molten cobalt
near grove
#

My b, thought you were the one who made it lol

#

I will prolly leave a comment then

molten rune
#

Does the new VRC phys bone have a update rate setting or a equivalent with a different name.

inner kayak
molten rune
#

if not please update it with one, i make lots of ps1 avatars and without this its utterly useless to me.

molten rune
#

does the vrc psy bone have a Update rate or equivelent setting?

near grove
#

But I think 1 works too, Tho not too sure

near grove
#

I just did grab into a Joint, might try this instead

inner kayak
plucky hinge
#

When submitting bug reports / videos for old avatars that were horribly broken with physbones, how should we identify avatars in the canny? Just our vrc name, avatar name, and account, or avatar ID, or what? If anyone knows offhand

#

A few of my older bases have gone all exorcist with the new system XD

sonic loom
#

How do you get the phys bones for quest

molten cobalt
muted brook
#

question is why not

proud bronze
near grove
sonic loom
#

I'm dumb so I don't exactly understand though

short jasper
#

I'm using empties for this and the bone only rotates and doesn't translate, is that part of the issue

molten cobalt
near grove
restive tapir
near grove
#

I use something I thought of myself that might not be very smart lol

short jasper
#

I have and it seems to still only rotate when its being pulled

near grove
#

Stretch is set to 1?

inner kayak
near grove
#

Stretch is what allows the bone to change Position

short jasper
#

Nevermind I got it, the root bone was attached to the endpoint instead of my actual root

inner kayak
#

pat pat

sonic loom
#

How are you all so smart is my question

near grove
#

Unity Knowledge, plus SDK docs lmao

frosty lotus
#

is there a way to check out the new beta for quest only?

sonic loom
#

Huh makes sense

inner kayak
short jasper
#

The collective knowledge of other players of VRChat and also "fuck around find out"

inner kayak
#

oh yeah that too

sonic loom
near grove
#

I came from Unity background knowledge after making my own games as a passtime

#

The new PhysBones are new to me for sure, but the SDK docs is really well written.

wicked coral
near grove
#

Why does my phone's autocorrect hate the word docs?

inner kayak
#

i started vrchat after almost 5k hours making scripts and content for gmod

near grove
#

Ahhh, Source

inner kayak
#

i still call dynamic bone "jiggle bones" sometimes..

#

jiggle bones are pain

molten rune
near grove
molten cobalt
mossy python
#

Okay so my contact reciever just kind of stopped working and I have no idea why, would anyone be able to help me troubleshoot this?

near grove
mossy python
#

It just doesn't update the parameter

#

See it's not just broken in Unity, it's broken in VRC too

inner kayak
mossy python
#

Yes

#

Again it was working earlier

near grove
#

Weird, are you sure that the Animator has the spelling 100% and that it is a Float?

mossy python
#

Yes

near grove
#

That looks like an INT

#

Usually Unity shows a .0 at the end

molten rune
# near grove It allows the weird geometry glitching of a PS1 avatar

no thats not what it does. poiyomi does that with its vertex rounding. you put the update rate to 12 instead of 60 and set up dynamic bones on your armature and set dampening elasticity and stiffness to 0.97 and it makes your avatar look like its running at low framerate

inner kayak
mossy python
near grove
#

Hmm, I am on some stuff today lmao

inner kayak
#

i think it shows 0.0 in playmode ..?

near grove
#

Might be a setting I turned on

molten cobalt
mossy python
#

Oh wait I am getting FX Layer errors in playmode

near grove
mossy python
#

What are these layer errors?

near grove
#

Layer IDs were maybe goofed on...

#

Open the animator with a text editor and see if you can see any LayerIDs or Layer Indexes mocking another

#

They use that usually to tell the animations what permission it has over another

mossy python
#

On play these are the only issues

#

I changed Damage to D just to make sure it was perfectly the same

near grove
#

I see

#

It still inits it

mossy python
#

Does the parameter have to be present in ALL playable layers or just the FX Layer?

near grove
#

FX or manipulated layer only

mossy python
#

Man

#

Why is it just not accepting this float

near grove
#

Try renaming it for everything, and creating a new float with that name

molten rune
mossy python
near grove
#

Darn

mossy python
#

What the hell is causing this

#

I think I'm gonna delete the SDK and reimport it

tender bridge
#

when was the last update on open beta

molten cobalt
solid obsidian
mossy python
#

I am so confused

#

There is literally no reason this should not work

charred nebula
molten rune
#

indeed

tender bridge
#

nah the beta its self is just a bit buggy a quest

mossy python
#

@floral flint Do you have any idea why it would say it cant find an animation parameter that definitely exists?

molten rune
#

if you put it on your armature and make every setting 0.97 your whole avatar moves at a low frame rate like spider verse

#

oh yeh and turn the update rate from 60 to 12

inner kayak
#

ive wanted to do that for the longest time after seeing someone with stuttering IK

mossy python
mossy python
floral flint
#

What if you put that animator into the Animation Controller component input field ?

mossy python
#

No dice still

#

I've been using Lyuma to test

wheat briar
#

I'm dissapointed after seing how bad the auto converter is, cant wait for most avi's to be broken

inner kayak
#

or well i guess that wouldn't matter if it isn't working in game

#

still update if haven't

mossy python
#

Yeah

#

Im using the latest version

#

And the receiver is just going hurr durr param doesnt exist

charred nebula
wheat briar
mossy python
#

So is my project just broken

wheat briar
#

my friend has random parts of there avi just floating 2 meters away from them too

charred nebula
#

I think most of mine just got a slight bit stiffer, but ahwell, I been wanting to update these old fellows for awhile now to the new SDK

#

Even with just the simple physics, having that extra touch of interactivity is fun

wheat briar
#

I've got my ears that were find before being both too stiff with animation movement and then too floaty with its actual dynamic

#

Piece of cloth on my wrist has also decided it wants to spaz out to extreme levels

mossy python
#

Dammit why is this just broken

#

Im so pissed

charred nebula
mossy python
#

Any float param I put in it just cannot find in the animator

#

Even if I declare it a million times

wheat briar
charred nebula
chrome parcel
#

Game object audio sources aren't working for me when activating them via a receiver

#

I'm using a simple hide/show animation for my audio source and it's ticked play on awake

#

and it's supposed to hide when the bat hits someone's head.

The parameter itself is working via debug and I'm seeing it go from 0 to 1 on debug

#

But the animation itself isn't playing the audio

#

is there something I'm missing

charred nebula
# mossy python

Oh, did ya set that parameter to the right kind of parameter?

mossy python
#

Yes

#

Float

charred nebula
#

Ah, so do the other floats show up but not that one?

mossy python
#

None of them do

#

It won't recognize anything in the animator

charred nebula
#

Oh, so none of the parameters show up?

mossy python
#

Correct

#

Apparently the issue is here

#

@floral flint any idea?

floral flint
#

None, sorry sadcat

stable wagon
#

i need to know something. how can i make sound if someone boop the nose?

muted bloom
# mossy python

In the animator parameter tab type in a decimal to make sure you didn’t accidentally make it an int

fathom jungle
#

Hey I cant seem to access open beta on my quest

muted bloom
#

And run a sanity check and make sure the controller is on the descriptor? 🤷‍♂️

stable wagon
#

ok. so it seem it not working. i am unclear how make nose make booping sound

dim cloak
# mossy python

Do you have your controller in your avatar's animator in the inspector?

fathom jungle
#

Help I cant seem to access the open beta on my quest 2

muted bloom
stable wagon
#

ok. i got that set up

muted bloom
#

And you need to remember to add a tag to it (hand, usually)

stable wagon
#

i got hand add

dim cloak
stable wagon
#

k. i look into that. thank you

fathom jungle
proud vault
mossy python
fathom jungle
dim cloak
mossy python
#

How would I do that, just only use the FX Layer?

#

I tried that

#

I also tested IN vrchat to no avail

stable wagon
#

hmm. i feel that video maybe missing info. so let me ask you this. when i test it by hitting play. why do my sound come alive before my receiver and sender touch other

coarse stag
coarse stag
#

Make sure you have the latest version

mossy python
#

I am using the latest version yeah

coarse stag
#

AnimParameterAccessAvatarSDK only works with the first playable layer. That's why the emulator has its own implementation

rare ridge
#

I want to make an avatar so when I slap someone on the head, it makes a sound. Can someone help me?

coarse stag
#

Let me scroll back and understand. Why did this subject come up?

coarse stag
mossy python
#

It is

#

No floats I declare work at all

coarse stag
#

I'd suggest trying avatar 3.0 emulator

mossy python
#

I have tried countless names, recreating the FX layer, setting parameters in different layers, removing layers, etc

#

I've been using the emulator the whole time

#

The message comes up exclusively when I use the emulator

coarse stag
#

I don't see it in your scene there. It shouldn't be using AnimParameterAccess

#

You're sure you are on 2.9.7

mossy python
#

Yep, I donwloaded it today

coarse stag
#

Though that's just an error on Start(). Quite peculiar

#

He has the latest tho so apparently a new issue?

#

No errors?

mossy python
#

No errors, just the warning that it cant find the parameter

stable wagon
#

i just going make fast video. maybe someone can spot my error

mossy python
#

For reference, a is ouch but renamed

proud vault
# fathom jungle The actual detail page at the store

This is not obvious at all. go to VRChat on your oculus app, scroll down past the ratings and reviews, there will be additional details. tap the number beside version (its a link). the top right is the drop down to change to beta

mossy python
#

I'm so close to just giving up

hushed nexus
#

Does anyone know how to leave beta on quest?? I changed the version to live but it’s not working…

velvet mica
#

I would not recommend switch it tho my friends have tried switching it back and can’t and now are stuck on beta and they have tried everything

inner kayak
dusky raft
#

Uninstall the whole app and reinstall after switching off of beta on quest

velvet mica
#

My friends tried that I think and It didn’t work

outer python
velvet mica
#

Ah ok let me inform them

hushed nexus
#

Uninstalling now, hoping it works 🥲

stable wagon
#

ok, can someone tell me where eror in this video. why is sound from start of play get trigger

inner kayak
#

that’s just the top left corner of your unity for 2 minutes

fathom jungle
gloomy dagger
mossy python
stable wagon
#

did you watch all of it?

gloomy dagger
#

is it meant to only show the heirarchy tab?

stable wagon
#

oh. i see. let me fix it

#

lol

#

i try that again 🙂

unkempt finch
#

Does anyone have a nifty tool that automates replacing dynamic bones with vrc phys bones?

inner kayak
#

duplicate your avatar first though as you can’t undo

mossy python
#

I just tested the emulator with another avatar and it could find the parameter easily

unkempt finch
hushed nexus
inner kayak
#

same place it warns you about performance issues

gloomy dagger
velvet mica
#

It was the second thing they tried

fathom jungle
#

Ah there we go

inner kayak
stable wagon
fierce shell
#

Hey maybe put a big freaking disclaimer that you can't see people who haven't downloaded the beta

#

The game never tells you this

outer python
#

at the top of the beta info channel it says that betas do not interact with the live version unlesss otherwise sstated

stable wagon
#

already know that.

fierce shell
#

Ah, yeah that's made very clear

#

T_T

fathom jungle
#

All the phybones omg so cool!

molten cobalt
muted bloom
stable wagon
#

i guess no answer to my problem. well, i got nothing -.-

mossy python
#

WAIT

#

Why is it happening with other avatars too

#

I'm going to cry

#

Is my Unity just broken

stable wagon
#

you got same problem too

mossy python
#

Am I just doing something horribly wrong

stable wagon
#

can this be bug in sdk?

mossy python
#

I have no idea anymore

#

I'm fucking pissed though

stable wagon
#

i did that same try before baby but not with this new update. it almost seem like thing get turnon on start

muted bloom
stable wagon
#

they are same

velvet mica
stable wagon
#

i look over 3 time

muted bloom
#

The video is a little hard to see all of the text is completely pixelated

stable wagon
#

ya. limit on upload

muted bloom
#

Its Imgur for videos

stable wagon
#

but it dont matter. sound play is already on for unknown reason. so test will not work even if i try

#

typo

mossy python
#

WAIT

#

IT WORKS

stable wagon
#

?

spring salmon
#

Is thier a simple tut on new physbones colliders?

mossy python
#

The emulator component actually broke the upload and I had to remove it

stable wagon
#

it working but my problem is

#

why is this on from start?

#

is this anything

velvet mica
#

Does anyone know when there going to fix the beta mod???

mossy python
#

Thats what I learned

small surge
#

Av3Emulator ? update it 2.9.7

stable wagon
#

oh

#

how you update it

small surge
stable wagon
#

ok. so now it work after i turn it on

#

so this is sdk thing

near grove
#

When is the Quest version of the beta be on?

rustic shoal
#

Will there be ways to add more slots for the custom contacts for the Avatar Dynamics?

stable wagon
#

next thing i need to know how do i make grab sound 😛

turbid chasm
#

So like, do hair phys bones work for quest yet, cuz I may have just added them for nothing lol

stable wagon
#

it do but very limited

rustic shoal
turbid chasm
#

This may be a dumb question, but uh, how do I do that?

rustic shoal
#

its not a dumb question

#

Go to Steam Library

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Find VRChat

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Right Click on VRChat on the left side menu

coarse stag
#

@stable wagon did you get it working?

#

What was the fix

stable wagon
#

it seem to work. i going test it in beta

coarse stag
#

Ah ok

rustic shoal
#

Go to Properties....
then Betas
On the drop down menu select open Beta

#

this is do a small update to vrchat and you are ready to go @turbid chasm

turbid chasm
#

Okay, ty very much ^_^

hollow belfry
#

Unless I am mistaken

hollow belfry
muted bloom
#

If you don’t add tags they will not function

hollow belfry
#

Ah so a tag inside the script

#

If it's just a string value in the script it should be fine

muted bloom
#

It’s an array of strings

#

A sender will activate a receiver if they have at least one string in common

#

This will be fun for about five minutes before someone uploads an avatar that activates everybody’s receivers constantly

rustic shoal
#

so are we able to make custom tags just in the sender and receiver parameters and not in the avatar descriptor?

small surge
#

Would only work with other that has it but yes

stable wagon
#

it work

rustic shoal
#

hell yeah

muted bloom
rustic shoal
hazy geode
#

I question when this will be out of beta,

muted bloom
#

If you want special avatars that only interact with each other you’ll need to make up your own unique string

hazy geode
#

I don't want to add anything to my avatar until it's offical

muted bloom
hazy geode
#

I wasn't expecting an answer

#

It was more or less a guess question

muted bloom
hazy geode
#

I want to play with OSC so bad but,

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No online tutorials

#

I wanted to have voice activated toggles on my avatar

muted bloom
#

I’d give it at least a month minimum, possibly more

hazy geode
#

Ik. Just sucks hearing how people are making Brain controlled ears, tails etc, working clocks, face tracking, twitch integration, etc, yet no tutorials

muted bloom
#

Oh, that’s all OSC, that stuff is already live

hazy geode
#

Honestly, you could do Quest FBT with SlimeVR using OSC, it would just take so much parameter space on the avatar

worn roost
#

People need to know what they are doing before they can make a tutorial about something. But yeah OSC is live, beta is for avatar dynamics

hazy geode
#

I was thinking of switching to the beta but

mystic dust
#

Why I can't see nobody in the worlds?

muted bloom
hazy geode
#

Gotta switch back to the live build

muted bloom
hazy geode
#

I wonder if osc and the new Dynamics would work together,

#

Would be really powerful and fun

mystic dust
#

the beta doesn't work?

muted bloom
hazy geode
#

It is not a live update

#

You should read what your jumping into before switching to the beta. The beta is for beta testing, not upgrading your gameplay

muted bloom
mystic dust
#

Ohh okay thanks u :)

hazy geode
#

I get annoyed when people join Beta just to have stuff,

muted bloom
#

👍

hazy geode
#

lol

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I think everyone does though

muted bloom
#

It’s the only reason I’ve ever used betas

hazy geode
#

That's not a good thing,

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Its really only for beta testing and feedback,

muted bloom
#

Yeah I want to get info for feedback

hazy geode
#

That's fair.

lime yarrow
#

Let me grab the link

hazy geode
#

That would be nice

#

I looked it up and got all kinds of random stuff

lime yarrow
#

Use this in conjunction with a program like voice attack or voicebot pro

muted bloom
#

I wish local-only huds and everything didn’t negatively impact your avatar rank

lime yarrow
#

That turns voice commands into keypresses

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@hazy geode

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It outputs parameter changes as key presses, and vice versa

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So you can control external programs with vrchat as long as they support hotkeys

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And you can control vrchat with anything that outputs key presses

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So any macro software really

#

So you can also use it to add music/discord control to your avatar

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It's pretty cool

prisma dune
#

oof
I tried to fix this, but could not get it to look the same as dynamic bones at all, I hope they leave it as an option or fix it ._.

proud bronze
#

Looks like your gravity is upside-down

chrome parcel
#

I got my berserk sword to go clang I am happy

tender dome
#

gravity positive = down force, gravity negative = up force

noble glen
#

How do you enable avatar dynamics?

prisma dune
tender dome
#

oh yeah colliders seem to be buggy

quaint geode
#

all depends on the bone positioning for trying that though