#open-beta-discussion
19 messages · Page 10 of 1
if there's only a single bone, you most likely need to adjust the end point
or add an extra end bone
Oh. It was like that with the base itself so I assumed it was fine. It just goes Boob Root - Breast Upper L and R
There’s no “end” bone
Frick. No clue how to, but I do appreciate you answering me
I honestly really do appreciate it
You can also export with leaf bones from blender if you want to define everything there
endpoint position
it's right there

woops thanksp
Some of the posts are hard to read or understand. I want to check OB again, but did the "dynamic bones that were off get turned into active physbones on runtime conversion" thing get resolved?
Or rather, how would you resolve something like that... ?
Instead of disabling the DB, disable the gameobject
I got the beta and things work really well! Im really excited for the full update to come out
Has anyone had issues with physbone angle "flickering" like this? https://i.imgur.com/9p1g43X.mp4
That 0.144 value is even out of range of the bone's max angle, and we're able to reproduce it fairly consistently.
Hello smart people :D
hello
not you
:sadge:
i can assure you i am incredibly intelligent i know what 2+2 is its pineapple
A clue! Resetting the scale seems to make the angle value more stable
the story develops!
full length puzzle game where it's just you trying to solve issues with your vrchat avatar dynamics
Hi, ever since switching back from the beta I can’t use anything in my actions menu on any avatar and I tried uninstalling vrc, my mods, and going to beta and back to the original again
(Im on index if that matters)
When the beta isn't a beta anymore (if that happens) is it gonna update into normal vrc or is it gonna stay a beta?
so you are asking if the beta will be a beta when its not a beta anymore ? x)
when its live , wich is after beta, when? no one know still some quirks to stamp out
when it's not in beta it goes out to the live branch (normal vrchat)
(which will be a while from now.)
Just wondering bc i can't get the beta it doesn't let me bc I don't have the oculus app or steam so
ETA for release is: it'll be out when it's ready.
Ty for the information
Well, I opened a canny just in case. https://feedback.vrchat.com/open-beta/p/physbone-angle-value-flickers-in-an-object-hierarchy-that-invovles-scale
Think the 1.1.1 scale was something they warned about awhile ago, uh dont remember where
So with Dynamics Part 2 you will be able to drive world parameters with your avatar’s contact senders yes?
Or only the other way around
Heyo I am trying to download the open beta right now, but it is asking for a beta access code?
on steam? that box can be left blank
might only be with the default collider
It said it was an invalid code.
all you do is select the beta in the list, you don't do check code
@floral flint is there any planned integration for contact senders/receivers to communicate with worlds?
Yes, canny is marked as planned too I believe
Excellent!
I plan on making a fully fledged save system using avatars that drive parameters upon entering the world
People are making awesome avatars i#using these
So does anyone know how long the new avatar dynamics are going to be in open beta before being released to the public?
a while
at least a few more weeks
this is a pretty major update, it needs all the time it can get to cook in the oven.
Okay, i want to try it out but a) i want to still join my friends and b) my pc is still in a box somewhere so im using my quest for now
Oh ill bet, id rather wait then have it rushed and full of bugs
h
How does the chip avatar keep the chips on the tip of the bones?
you can try to get your friends to switch to the beta as well
True, thank you
Momiji!
PhysBones is a set of components that lets you add secondary motion to avatars. Secondary motion lets parts of your avatar move given some physical parameters, making avatars feel much more real and dynamic with little effort. PhysBones can be used to animate hair, tails, ears, clothing, and much, m...
I recently asked someone if they were going to upgrade their avatar with physbones, they said "maybe".
You fool! the only right answer is yes.
maybe point out the part in the documentation about Dynamic bones being deprecated so the person so they know they'll have to upgrade eventually or be at the whims of the audio converter
Hay anyone know how to get out of the beta

Pc? Simply turn off the beta, On quest: Idk I don't own a quest
on quest you have to delete it on the MAIN ACCOUNT OWNERs profile and reinstall there
the 2nd accounts are just shared app holders
What does "tracked internally" in the canny mean?
That there's an internal task tracking that issue/request
So you're guys are just watching that request then?

They are looking around for the issue, mainly before they start working on it
Is it possible AD will take longer than a month (from now) to go to full release?
It's a possibility yes
How about 2 months?

We're trying to go as fast as we can, but things take time, especially when we want to do them well
3.0 took like 9 months, do you think this will take that long?
Those two systems are nowhere near in terms of complexity, so no
🤦♀️
Don't forget VRchat is running Unity, magical bugs are not uncommon
it's a good thing we don't have a casting system or there would be a lot more magic bugs
Casting system?
The game would BECOME a magic bug
We use particles
For magic
If you're talking about raycasting, there's a limited version of that
[{< Unity moment >}]
Just wondering but when a quest user as myself goes onto the open beta version I can't see anyone else, is this a bug or am I doing something wrong
The beta isn't network compatible, so you can only see people who are also on the beta
I dont know why this is happening but Assets\VRCSDK\Dependencies\VRChat\Editor\Components\AutoAddSpatialAudioComponents.cs(204,54): error CS0234: The type or namespace name 'Components' does not exist in the namespace 'VRC.SDK3' (are you missing an assembly reference?)
why the hell is this a thing?: i make a fist and the animation keeps playing, whereas in live servers it works how i want it; an animation that plays WHILST i'm doing fist, but in physbones beta the animation just stays on? tf?
edit: turns out you need all your gestures to have Write Defaults ON. all of mine were off, fixed the problem.
hi ive been told u can use the new dynmic system to activate paremters? but couldent find how any1 can explain or direct me to where it explains that?
You use float to activate parameters
For future reference, write defaults will make unity return to the original state before the animation in question was played after it finishes so in this case, if you close your eyes on fist gesture, your eyes will go back to normal when you dont have a fist gesture active. If you decide to turn it off, you will have to copy unity's built in reset system as stated above so for a fist gesture, you'll have to reset it after the gesture is finished or it will get stuck.
This is at least as far as I know so I might be a bit wrong here and there
I have a question meaby a little dump but still bothers me. So how exactly the parameters will be handle. That grabing will be build in the system or I will be forced to set this up in parameters on avatar ( still new to beta ). I thing if i need to optimise my parameters...
Question is it a sepreate package for physbones and if so where do we purchase or get them
physic bones is a beta of vrc and it will be build in the sdk (if you ment dynamic bones (whitch is the script whtich handles it rn you need to buy it)
it's just the sdk in #open-beta-announcements, Build 1183
Oooooo I thought us have to buy a while package for it
It's the in house solution to secondary movement to it's all free just like osc
Wish the open beta was live so I could play with friends during it even if they couldn’t see or interact with my bones
same here man same here
im having strange uploading issues after unity crashed during an upload. was working fine beforehand
now it is failing to upload the asset bundle
maybe try clearing/unlinking the avatar ID
as if it crashed during the first upload it will have assigned one before actually uploading it and since it already has one now for a avatar that does not exist it sees it as a id for a avatar not uploaded by your account
ive tried it with a different one and the same one with a different pipeline id and its still upset
odd
quite, idk what happened. I feel like vrc is still expecting something from me on the earlier upload when it crashed
i hate to say it but you might have to start fresh but wait for some other responses first as i am nowhere near an expert
mmhmm
maybe if so then it should fix itself eventually
See if console is spamming any errors , yellow/red
by spam i mean 500+ of them (collapse)
Had one that gave me 2-3000+ was some bone somethingsomething but fixed it
raycasting on avatars? eyo?
may you share the secret of the raycasting?
nothing is showing up in my builder...
needs finalik though, but its proven to be very useful for the AD test project ive been working on
oh its the grounder thing 
yeah
yeah made my own version of it, but really wanted to be able to collide with players
oh well, one can dream to get such tech one day
Hello, I have a question. for physic bone, we already have an idea of what the performance ranks will be for PC and QUEST?
Yes, you can find the values on the VRChat docs site. just be sure to switch to the Beta version in the top left to see physic bones listed
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
So i only has odd question
this is about the triggers
specifically OnEnter
I am trying to get it so all I have to do is slap a button fast. and have it trigger.
but
as soon it is slap its register but resets too fast for the animation control to act
it seems I have to slap it few times before it it properly actives
I would make smoll comment about maybe add timer trigger. were as soon as its touch has timer before it auto resets?
or if anyone knows any tricks to make it work tell me
Are you saying the animation controller is not processing during the two frames you hit the button so it never sees the parameter change?
nevermind? I think figure out what is "wrong"
I am trying to use on enter as a stage system with animations that loop and have exit time.
for way little test is working is this
Deactive (not looping) > activing (not looping) > active (Not looping) > Idle state (is looping) > deactiving (not looping) > deactive
my issue is triggering between deactive to activing
and Idle to deactiving.
the parameter is being set off.
It takes few hits to start the first trigger
but the one with looping animation that is issue for time wise. for all these animations have exit time so they can complete their animation. (i am picky and enjoy fluid animation)
so recommendation to those who make stage based animations as example
sentry gun
deactive > active > idle > de active
use constant or maybe proxy.
for on enter doesnt work as well as I thought it would. because it needs the animation to not have looping or no exit time
for issue i ran into isnt a trigger rather animation
Simply put. timing between it looping back into itself and going to another animation is issue. so ya. I am dumb
@molten cobalt wait wasn't boundary 4x4x4 medium before ?
wait so if ur inj the beta can u switch back to normal?
yes
you do it the same way you got into the beta
uhhhh never joined beta just asking questions haha
It's known, and there isn't anything that VRChat can do about it, it is an issue with how the Quest system handles changing build channels
Have you gotten errors, sharing them helps figure out the issue
yeah i mentioned earlier today, its just asset bundle upload failed
it happened after a unity crash during upload earlier today
Move to #user-support-old for help on this as it shouldn't be beta sdk related. Share a screenshot of the console, the whole window, not just a cropped part of a small section with the one error you say you have
uhh
There should be "grab" exclusions in the SDK for the elements you don't want to be pull-able
For example if your hair and ears were children of a parent bone and you wanted someone to be able to grab your ears but not your hair
why not just split into separate components
Obviously you could just use two scripts for this but it would still be a helpful feature to implement
Didn't let me finish typing 
sure, but that's likely to add a lot of complexity, so... why?
the devs are more likely to implement features with a compelling description of why it's worth the implementation cost, runtime overhead, and conceptual complexity
here it seems to me there's a simple workaround that probably actually makes your setup more organized
With all due respect, it was simply a suggestion for a feature I personally thought would be helpful and did not warrant such a lengthy breakdown of why the idea was bad or whether or not a workaround makes it subjectively more organized. Personally I like to have as few scripts to manage as possible on my model and it made sense as a use-case for scenarios such as my or on many other models that feature both hair and ears under the same hierarchy. Neither you nor I know the code behind physbones nor do we know whether or not it would be complex to implement in the slightest or if it would even add any amount of runtime overhead
I agree that we don't know how phys bones works. But when writing a feature request, keep in mind the AB problem - you have some problem A, you think of solution B, and feature request that. But wouldn't it be more useful to state problem A - the motivation for not wanting more components - so that the developers can consider other solutions to your problem, and can understand why it's important to solve it?
I have no particular stake in this feature request, so I don't care either way, but being clear about why this is important to you will help your case.
Feature makes potential sense to me to be implemented so
Is there any way to get back to live on quest 2?
yes let me get a link
lol so the changes you make to the colliders on the descriptor don't seem to actually do anything in game, nice nice
The contacts? they are mostly for others to hit collide with , like a bat
Thanks
Np
want to trigger something when someone step on it, they have contact on feet set up
when is the avatar dynamics open beta gonna be in the live build?
no one know, my guess still april sometime
its also buggy if you check canny
https://feedback.vrchat.com/open-beta go read 🐇 im to lazy, we really want int/bools for recivers/contacts for one
ah kk
I have a output log that will grow to insane size after 25 min from watching the spam of PhysBoneManager::UpdateCollidersForChain - Max collider records , 536mb in 25 min
since i tend to be on vrchat 16-30 hours sometime i dunno how large that file will be
(yes i dont sleep sometime)
jesus 16-30 hours
tf are you doing for 16-30 hours on vrchat
Hi, a buddy of mine got the Open-Beta, and is trying to disable it, any way he can do that?
My automatically converted physbones for the hair move in the exact opposite direction from where they're supposed to be going; is there an easy way to inverse this without having to recreate every script?
On Quest sorry, I should've specified
change the version back through the oculus app/website and reinstall
oh idk then
rn no you have to re do the hair it was the same for me on my models
some models are lucky and they work fine right away out of the box and some dont
If the dynbone get converted and is on a humanoid one, it does odd things, not sure if thats why you get that tho, havnt seen any of my avs do that (120~ ish)
Phys Bones allow the root bone to rotate which is why it doesn't work. If that’s the case I would recommend to put all of the things that should be effected by Phys Bones in an empty object and set the root bone as that empty object.
Actually, from the explanation I've been given about how physbones are calculated now, splitting up into more scripts (within reason) allows for the calculations to be split across more cores as each component can then go on a different core. So it's actually beneficial (again case by case scenario) to have more than one script sometimes, even if it ends up being a bit more cluttered or annoying to deal with.
Thank you! i will send it to him
np
So I want to make it so this microphone prop on an avatar can use colliders to interact with others' bones. I have the collider on it, do I need to do anything else for it to work? (ex. if I hit someone's hair with the microphone it will move)
Yeah I am pretty sure it’s called a physbones collider just search phys in search and also hi I’m drill-x
And I’m a stupid quest man who is stuck in beta
Have you turned the version back to live before you uninstalled vrchat? then installing it back. i was stuck and that's what got me out of it. But Idunno. :L
Yeah
It does a missing data download
Missing the beta content
Corrupting all of it restarting the download and installing until it is beta
is it safe to assume the new vrcsdk beta will be similar at launch and compatible
like if I made an avatar with it now
it wouldn't break in the update
yes, that's safe to assume. There were breaking changes during the closed beta but by now it's a pretty good bet that there won't be any more
is there any way I could import the sdk to an old avatar file and it wouldn't break
I haven't tried
yeah
if the avatar was using SDK2, there's a whole migration process. But SDK3 to SDK3 + avatar dynamics is no big deal. There's even a tool to automatically convert dynamic bones to physbones
manually? or it just does
there are buttons to do it in the vrchat > utilities section and also in the upload panel
And if you have dynamic bones in the project and upload it without converting, it will convert them ingame as well.
though, youre better off doing it in unity, and adjusting
Playing with AD stuff:
I set up a contact so if you have your right hand in the area and make a fist, it turns on the mesh renderer for an object. If you put your hand back into that same area and do open hand, it turns off the mesh renderer.
Or, it's supposed to. And it does, when testing in Unity. I can put my tester R Hand in the zone and set the GestureRight param to 1 (fist) and boom, the mesh renderer turns on. Perfect.
I used the Test Avatar function, and in-game, nothing happens. It doesn't turn the mesh renderer on, and I can't figure out why.
@gaunt kite needs to know how to get the new bones working on models 😳
hey, does anyone know if the issue were animating phys bone parameter don't work will be fixed ?
I didn't say that
(but yes, i do need to know)
is there already any tutorial up or?
hehehe
so like if im setting up some outfits to swap between how would i make it so it turns off one outfit button when i press another?
the way i saw it done was to define a set of outfit integer params for each accessory slot
i have a character that swaps between models like this
avatar*
so like the int for each model should be 1 2 3 4?
also dont know why i put this in beta discussion oof
ahhh ok
u know how to do the web thingie to get the param to change the model?
google would help if nah cause i've not done it myself before 😦
are you asking if i know how to setup the transitions for it?
i think is what your asking?
yes those arrows and such, the fact you know what it's called bodes well for your chances lol
thank you for your help ill see how this goes lol
so could i by chance get a pic of your web?
npnp, hmu in dms and mssg av3 help next time tho >:V
hm,. lemme see lol
you good to move to dms? so we dont have too much in the wrong channel lol?
Does anyone know any phys bones avatars?
Time to fuck with some PvP avatars
👀
There should be some in the beta world
?
Hi I was just wondering if anyone knows when the open beta becomes apart of the full game
When it’s ready basically.
Is there a specific date it should be? I kinda got stuck in the open beta
No confirmed date yet. You on Quest or Steam?
Oculus
No I haven't thank you
some of the avatars that i have saved when changing into them i kinda break the whole avatar and these are the dynamic avatars that i have found from friends. is there a reason for this or is it a bug? and also is anyone else experancing this?
Do those Avatars have a Dynamic / Phys Bone component on any of the humanoid bones (e.g. hip, head, ...)? Or do they have one of these set as a root Dynamic / Phys Bone?
Phys Bones allow the root bone to rotate which would break these setups. If that’s the case I would recommend to put all of the things that should be effected by Phys Bones in an empty object and set the root bone as that empty object.
Avatars often have the head set as a root Dynamic / Pyhs bone for all the stuff that is on the head
it does have a phys Bone componet at the hip and the head.
or on the hip
yeah that's not going to work
as I said, Phys Bones allow the root bone to rotate which menas putting a Phys Bone on the hip or head doesn work
an easy fix would be to create an empty object and put all the stuff that should be effacted by it in that empty object
so right clicking on the hip > create empty > add the Phys Bone script > put all the stuff in that empty object
Okay probloem being i am on oculus so i have no idea how to fix it also i just fix it my rejoining the world hecause for some weird reason that seems to fix it also are root dymantic a diffent collour when viewing then on the avatar dymanics menu under config or are they trhe same
also is there any way to get friends who dont have open beta on the world or to get on to their instances while in open beta on the oculus.
the open beta is not Network Compatible, this means if you are on the beta, you can only see people who are also on the beta
so you wont be able to see friends who are on live
Okay, I've been messing about with more AD nonsense, and I'm not sure if this is specifically an AD issue or a general "I'm a dufus" avatar setup thing
- Avatar has a Contacts Receiver that will play a brief sound upon contact from Hands. The receiver type is Constant.
- The animation activates the Audio Source component that is attached to an empty GameObject. (The GameObject is always active)
- The criteria on the transitions set up in the layer in the FX controller are:
Activate Conditions: [Ding] [Greater] [0.5]
Deactivate Conditions: [Ding] [Less] [0.5] - Has Exit Time is Checked. Exit Time and Transition Duration are both 0 on activation and deactivation transitions.
In-game, the audio will play upon touching the contact region exactly like I want it to...once. And never again. Not until you reset the avatar.
What have I set up incorrectly?
(Side note: It doesn't activate the sound at all if I try using OnEnter w/ Min Velocity = 0, thus why I went with Constant, which should deactivate when they take their hand away.)
has Exit time is why it only plays so short, has exit time should be turned off
I would also recomend to use Equals = 1 and Equals = 0
Equals is not an option with a Float.
Also, the sound is playing, and sounds fine. It plays the whole sound and works perfectly once. It just never plays it again.
oh yeah ups my bad xD
greater + less = specific number (annoying tho)
you can then use that to drive a paramter
Testing in-game with debug and visible contacts, the contact turns green when the hand collider meets it, every time, and the Ding parameter goes to 1.00. The hand collider goes away, no more green, Ding goes to 0.00.
But the sound plays just once, and never again, despite the above being true every time.
can you send a screenshot of your Animator setup
The animation itself is just checking the box to activate the Audio Source on the GameObject.
I would really recomend to uncheck has Exit time
Has Exit time means that it will just do the transition without any parameters to change
(after the set exit time of course)
@near grove
Alrighty, I'll give that a try and see how it goes!
At the moment you can't but that will come in the future
As also mentioned here: https://feedback.vrchat.com/open-beta/p/1181question-will-physbones-be-made-available-for-worlds
hm
@timber jewel Unfortunately, no good. Exit Time is turned off for all transitions and the bell rings, but still only just the one time.
Hm, do you have Play on Awake turned on on the Audio source?
And do you toggle the Audio Source or the object the Audio Source is on?
- Yep!
- The audio source, not the object
really weird
the only I dead I have left is to put the Auido Source on an object and only toggle the object and not the audio soruce it self
at least that's how I do it
Though with further testing, I wonder if there's some issue with transitioning back to the wait state in general, for multiple of my animations...
Testing some AD contacts that involve changing a blend shape doesn't revert the blend shape back to default, despite using VRC Animator Tracking Control on the Wait state to specifically tell it to use Tracking instead of Animation
Is write defaults turned on ?
Yes, on all of them.
Hmmmm
It's driving me nuts, because similar contact animations on a different avatar are working as intended, just not on this one.
Re: blend shapes
Yeah, I'm also a bit out of ideas
Additionally, an animation to turn on a mesh renderer is completely not activating at all with a contact that involves R Hand in a region + gesture x_X
Do you only is a turn on animation and left the "wait" empty?
Wait is empty, yes
maybe try to make an turn off animation for the Auido source
I never needed it, but one of my friends only got it to work that way
Worth a shot. This particular avatar is really giving me a headache for multiple things, lol.
let me know if it worked ^^
Okay, adding an animation state/animation that specifically turns off the audio source seems to make it work. I had to do the same with the contacts that change blend shapes. I don't know if this is unique to contacts and it will have to be done every time, but it does the job.
Yeah on my Avatar I don't need to do that, but my friend needs to do it on his to make stuff work
kinda weird, but hey, at least it works
Go into unity with open beta sdk add it
right-click the VRChat SDK in the asset browser and hit Reimport? that's odd o:
just wondering as a quest, how do you get it?
the open beta?
See the top of #open-beta-info c:
make sure you have the burst 1.4.11 and mathematics 1.2.5 packages imported?
Thanks but I still have a problem, some of my avatars when I use them they just stand completely still and I see kinda in 3 person
Is there a way I could fix it?
known issue afaik, try restarting and/or reinstalling the game
Alright thanks I’ll do that!
how do i check that?
go to Window > Package Manager and search for both
yeah i got them
not entirely sure then, sorry o:
So apparently Receivers that use Proximity can't be capsule-shaped. Bug or feature?
Looks like it was reported on the Canny with multiple upvotes, so seems to be a bug.
Likely a feature, hard to calculate proximity on something that isn't a point
In which case, perhaps they can include an if/then so a capsule+proximity combo can't be created on a Contact
Question when’s will the beta come out for everyone
no ETA, but when it's ready
oof, phys bones gizmos are pretty laggy in the scene view @w@, compared to dyn bones at least
wait, i keep getting this error spam
i click clear and it starts stacking up again super fast
yes, I checked that canny after pulling my hair out. The benefit, because it does work in editor, is that you can basically limit changes along a differing axis by moving along the thin axis. Basically this makes implementing sliders easier.
i was wondering do you need dynamic bones in order to use phys bones
you do not require Dynamic bones installed to utilize physics bones
having Dynamic bones installed only helps with auto converting from Dynamic to physics in the unity editor
Can wait for someone to realize that they cant get out of beta lol
Unless they reset quest
Leave the beta, uninstall and reinstall
Done it for testing on my own device
Oki
People have been complaining about that for like 2 weeks now
If that doesn't work, then my only assumption is because my device is Organization based
Some people have been factory resetting their quests and that fixes it, haven't tested it myself so I'm not for sure that works.
Imma blame that one on Meta
F**k Meta Store, all my homies hate Meta Store
Hopefully we get constraints on quest soon. You can really do a lot with physbones when you use them alongside constraints.
Like if you aren't using collision or grab you can take a chain of a hundred+ hair bones, and only physBones the longest chain and rotation constrain the rest of the bones.
That was already done with dynamic bones
but because physBones do rotation calculation, you can use a position constraint to get solely movement without rotation.
there is the benefit as well you can just turn off an axis of movement
I agree with this, I had to remove all the fun from my quest version because of Parentconstraints
but right now I'm using constraints on my avatars chest to control how much it moves and rotates individually. But also it allows me to have collision because I turned off z axis movement so I literally can't push my avatars boobs into my own body.
cant wait for the avatar dynamics to hit live compatible
I'm excited as well, I want people on pc to try it and if they can reupload their avatar with it if they need to.
any idea when it will be live? i have 12 avatars for sale that are broken with the phybones and 8 others i want to fix as well so i was wondering if theres any time frame so i can try to plan around that as much as possible
I don't expect it to be soon, but also you can't be sure. Like a couple months of more, but also no idea it may be less. What platform are you using. I have a booth and I know you can offer multiple downloads wihich can be toggled per download, So you can potentially prep it for download or offer a phsbones option now.
yeah it could be a month, could be 2
i use payhip so they dont have a multiple options part. but i was thinking of just updating them now in preparation i just dont want to much to change and them be broken again lol
Maybe prep the unity files and have them ready for upload
good idea thank you!
The open beta describes WHAT you can set up but never describes HOW to set it up or even get the open beta on quest
It does - see the top of #open-beta-info c:
adding them to an avatar is pretty simple - select a bone, click Add Component in the inspector, and search for "phys"
Once you get the sdk you can follow my tutorial https://www.youtube.com/watch?v=B4MTUG9KhVA
Part 2: https://www.youtube.com/watch?v=G8m_RN4Qa6k
In this tutorial I will go over how Physicists bones differ from Dynamic bones, what settings you have to customize your physics and how to set them up. When making this video physics bones had only been live for less than 24 hours so things may change.
You can follow me on twitter https://twi...
there are also a couple on youtube on the senders and receivers.
For physbone buttons, does the bone need to exist on the fbx or can I just add a gameobject to the armature?
you can make gameobjects, that is what I usually do
I already upvoted this. I do quest port a majority of my content. Not having constraints really makes some feature porting impossible so I'd like to see this feature become compatible.
can emoji be triggered in any way other than from the action menu or quick menu?
has there been any hints when this may be live compatable
Not yet.
no
never have a release date for when they're live they just go live whenever the developers feel like it
It's more of an when it's stable enough for a live release rather than when they feel like it
I wonder if some issues have been remedied or updated as a lot of my avatars are broken
Do you think we'll be able to have something that spawns a prop when interacted with? IE a stranger reaches into your avatars magician top hat and pulls out a bunch of flowers.
maybe but cant do flowers gotta go a rabit
XD very fair! Couldn't think of a better hypothetical
no, the flowers seem possible, if you make it so that the flowers have their own physbone (considering how you can configure it so other people can pose your bones and all)
Oh yes that's a point! A hidden thing that becomes visible upon interaction them can be posed around (aka being held by someone) sounds like a good way to do it atm
could try Detect IfGrabbed = 0 trigger world constraint where they left it, likely look odd if you start moving tho since its also a bone ,dunno not tried
Mmm OK when I get around to making the avatar ill give it a go
Hihi, if I have a model that was uploaded with AD on it.
And I try to load into it on the Main build (not beta)
Will it work like a completely normal avatar just no AD?
yes
I look at the feedback and I see progress on bug fixes
Can't wait for the update. ^w^
They should add a toggle of bones should have drag.
im having troubles with vrmode with physbone (i'm on quest) i believe this is a problem w my unity project, but when I upload the avatar in vrmode I am stuck in an animation pose
any ideas when the dynamics will come to the base game? or has that not been said anywhere yet
Give or take 3 months, that's my prediction, if not longer
It will be out when it is ready
Small video I found a bug in the beta with dynamic bones colliding with each other. when I turn to just dynamic instead of physbone dynamics it's fixed so not sure how I'd report this.
I see a new world out called avatar dynamics and I can’t for the life of me figure out how to turn it on quest
A rundown of the way to get in on Quest is in the #open-beta-info thread. Just note that it is not Live Compatable, ie you can only join and play with people who are ALSO on the beta. To play with people outside, you'll have to go back to Live.
Avatar Dynamics world is for the new Open Beta.
Oh ok thanks so it’s that way just for testing for now or?
You can join that world on live but the avatars functions don’t work unless your on the beta if you need help going to it I can help ya
Yeah, for right now the Avatar Dynamics are in Beta and not Live for testing. At some point in the future, when the devs consider it "as done as it can be" it will leave beta and all will get to enjoy these new features.
For now, they are they if you'd like to help test, get a head start on making avatars, or simply wish to try them out!
May I ask a silly question?
Gonna start linking to Spark’s comment anytime anyone asks about a release date :v
I am wanting to figure out what physbones I can use for toggles
ooh thanks. i never saw that message as it wasnt something easy to find XD
Hello, so I'm trying to figure out the whole grabbing items situation and what I want is an item to appear in front of me. So I can then grab it or let anyone else grab onto it.
This is currently my set up and its not working
Set a radius or its hard to grab
Is there a seperate thing you need to download for physbones, or is it part of the sdk?
It's a part of the SDK
Ok thank you!
Does anyone have any beta models I could clone later?
I got some but it’s cally3D so no sorry
Am wanting to ask what contacts I could add to them if I should add contact revivers
Someone needs to make ears that make rubber hose sounds when you stretch them
omg yes
Oh hell ya
When is the beta over
F̸o̷r̴ ̷t̸h̴i̶s̴ ̷B̵e̵t̵a̷ ̷?̵ ̴.̵ ̷M̸a̷y̵b̴e̴ ̷s̸o̶m̶e̷ ̶m̴o̸r̶e̵ ̶w̷e̶e̵k̶s̶.̵ ̷W̴h̴o̶ ̸k̵n̵o̶w̵s̵.̷
Ah reasonable or maybe never
A shame that you can’t join anyone whilst you’re in beta mode
True which sucks but if you just get all your homies to go in beta it’s not that bad
I don’t go in publics at all anymore so I’m just staying in beta until it’s over
Public lobbies are a gamble
You either have good/amazing people, assholes, crashers, or just your normal black cat lobby
Yup so I’m good with the friends I have now bc any public I go in people are disrespectful they just think there the shit
Oh
And racist too
Make it scrub through the sound from the stretch rate, as well as pitch it down a little the longer the stretch is
Than a whack sound when you let go if it was stretched a lot
how would you do this im very tempted now
How can i join the open beta?
vrchat properties in steam library
Hm I see, I think I did it properly cuz I’m on quest rn
You can make an animation that controls and audio source’s pitch and put it on a blend tree that monitors the stretch value of the phys bone
See the top of #open-beta-info c:
is there a video that sorta shows how to do it before i mess something up?
Honestly I doubt it… that’s very specific
hey i'm having a bit of trouble with the physbone colliders as they don't seem to be working at all
Your Phys bone must have some radius (not zero) in order to be collideable, and the collider must be added to the collider list on the phys bone
Also watch out for what part of the avatar the collider is attached to since you need it to follow a specific body part
to this day i still dont understand what curves do https://i.imgur.com/H3QlJxB.png
with them you can have different values per bone in the chain
so the left side is the start of the chain and the right side is the end of the chain
at least that's how I understood it @tender dome
yeah basically
it's basically a multiplier of the value you set above
you can count how many bones are on that chain you but the phys bone component on, and then the graph can be imagined like each bone is separated evenly among the graph, so if you wanted the first bones to have more pull than the end of the bones, you'd make the graph slope downwards
yup
if you have 3 bones, then the left side of the graph will be bone 1, middle will be bone 2, and right side will be bone 3
pog, thanks
Help, I put colliders in my legs but my skirt just flies through them when I move the model, as if they aren't even there
is the skirt a cloth or does it have phys bones?
Physics bones
have you made sure to put the leg colliders in the collider category inside the phys bone settings?
Yeah
"Use Colliders" is checked and I have the two legs on the list
If I move the legs themselves they work, but if I move the model the skirt just "lags behind" and flies through them
i was curious, when do you think beta will go live? ive been stuck in the beta and just wonderin how long im going to be in here

maybe a month or two, there is no real ETA and there are still a lot of feedback / bug reports on the canny
okay good to know, ive asked a few different people and they all have different answers, ranging from a week-months
cause nobody really knows xD
no ETA, but "when it's ready" is a good guess
Some time between now and next year
"end of summer" xD
why does the tongue do that @w@
i checked "is animated" and stuff?
i have a boop button basically on my avatar, if you touch it my facial expression changes and it says boop on my head, in game it works perfectly fine for me but when other people do it (quest or pc) it doesnt work at all for them, any reason for this?
So you see it happen when they touch you but they don’t see it happen when they touch you
Or do you not see it either
can I have that video about contacts
seems if theres multiple avatars in the Project, the auto conversion only applies to the first selected one leaving a unsupported component behind (in the case of a Quest build, this means a Project that leaves a customizable + presets, it will prevent you from uploading the selected avatar till you remove everything BUT the one your working on/Remove DynamicBones from the others,
When is the beta coming to the full version?
scroll up a lil bit we just talked about that ^^
in short, no ETA, it'll be out when it's ready c:
It’ll be out in 2022 ^^
2077*
Quick question guys
Soo, to use those PhysBones I need to install different Unity version? If yes, where can I find this info?
yay, update
You use the same version that you used for the current live release, 2019.4.31
oh okay, thanks
pog
...are the emotes just gone? or moved?
so im guessing people know the issue where avis with dynamic bones components on the main armature ends up locking the avatar’s movement when converted to phys bones
wonder how thats going to be fixed
It's still accessible through Wings, Action Menu, as normal
Are permissions still bi-directional? (interaction is always mutual?)
Anyone had this problem? Can't grab bones in play mode
your camera must be tagged as main camera
I know a surprising amount of people that are not gonna be happy with that one 👀 but I guess they'll get used to it.
Thanks!
Hasn't it had a message saying they're going to be moved for quite a while? :p
what was the issue on this?
Fixed issues with DB to PB conversion when DB was placed on humanoid bones
no worries, it's in Open Beta. I'd encourage them to submit feedback as normal and we'll still review it
I still want a way to disable other's being able to see your own debug information
odd choice to replace the emojis button 
how do u get open beta for queest
thxx
emoji button moved hmmmm
open beta update, nice!
Just after I got finished updating my baby too 
What is a meta quest?
vrchat already calling it meta quest
its the renaming of the oculus quest
oculus quest
Oculus rebranding
basically meta absorbing oculus
i thought Facebook became meta tho. not oculus?
oculus > meta
What did you do to the baby? 👀
facebook owns quest
We've been calling it the Meta Quest for a few months now 🤔
Ok so what’s the difference of oculus quest and meta quest?
oculus quest is a bit more iconic
There is none
oculus merged into meta
Added in a AIO Liquid Cooler, r9 5900X, and some more fans.
for me its still oculus
Then what is the purpose🤣
Official branding
I so want the vrcat in the VRC menu to be able to walk around in it and do cat things
Again, rebranding
does oculus still exist?
No, Oculus is Meta
😂
still hate their new name.
tho it is fitting for them.. cuz it's all Meta Data now 👀
I mean I have two headsets one has a blue turn on sequence and one with the normal quest loading
the program on my pc is still oculus, it still says oculus at booting up my quest and on the quest so for me its still oculus
So I guess I get both the iconic and the new
I was so sad when a big fat figure eight encumbered my screen as I turned on my quest 2
Meta means dead anyways
Metaverse... Pfffft more like Petrabytres of Metadata stored of you on the Meta API.
soon meta will know if you're straight or not without needing you to say so directly
Hm... switched to steam beta and it downloaded 1183
it already does. it just doesn't tell you it does..
oof
meta called me a gay man🥲
Meta collects enough Data to figure out if you're gay before you find out yourself
They will also need to know
Your Blood Type
Your Daily Diet
Your ... (etc 57 more)
At least valve just wants me for what games I am interested in.
My 10+ year old google account thought I was a woman. I'm not even trans or anything lol
This is a good thing, break the data collector
with is animated's warning, does that mean it can affect perf rank?
That's the general rule with any form of rendering.
that doesnt answer my question
Oops, I suppose it doesn't
I do not think that it will affect perf. rank as of yet, but I do believe we might have numbers of limits soon.
pretty sure we already have those numbers. they where posted like a week ago already.
I think the is animated thing affects performance in the sense that the bone has to update it's root position every frame or something
anyone else dynamic bone interactions dont work, like the avis in the dynamic bone hub dont work, they dont have any bones. and yes my bones arent limited
For isAnimated flagged bones?
So it's probably kind of taxing if you have a bunch of them?
Are you in the beta?
- Added performance warning when turning IsAnimated on a VRCPhysBone component
I don't think specifically for this yet.
yes i am
now are you in the RIGHT beta, as there are two releases
The IK_Beta for, well, IK
and the Current Beta for your PhysBones needs
aaa tysm , it fixed it
No problema!
yes, because its updating the rest position every frame
I think the specific question was whether it was going to affect Good, Medium, Poor type ranks.
yeah it makes perfect sense that its somewhat performant
oh, no it doesnt affect perf rank
but i have multiple puppeteering controls for the tail and ears so i use is animated for multiple scripts
so i just want to make sure i dont make it too intensive
this didnt seem too bad with db but idk about pb
- Avatar Interaction permission now defaults to Everybody instead of Friends
honestly should be set back to friends, main reason being forcing that will just allow another degree of trolling
Everything is hard on perf with DB
I mean, can't you just turn it off the same way you would have turned it on?
yes but my point stands that just forcing the default to everyone allows a new degree of troll's to happen
Seems like a minor annoyance than anything else. Once you get trolled enough, you'll just turn it to friends only.
For people who were curious about the warning on IsAnimated
dose the auto convert only work on 3.0 SDK avatars?
or dose it try to work on SDK2 avatars
like the in-client convert
in game it works on both
Im trying to make a slapable Physbone but it wont activate
wait nv,
hold on
Yeah
I have my on enter and minimum speed 0.25 and when I test it in play it wont activate the sphere
but it is on a physbone
SDK2 avatars will be auto-converted, yes. They will be given default contact senders and phys bone colliders on the hands as well, which will collide with EVERY converted phys bone on the avatar. Disable self-interact in options to avoid it if the avatar doesn't play well with these automatic colliders. converted dynbone colliders will still collide where they have been set up to
can someone tell me more about the new physbone system, like I was always uploading avatars with already build in dynamic bones, so if Im gonna still use the dynamic bones does the avatars gonna work with new phys bones if yes what about quest version of it ?
Quest?
I just updated from https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.03.10.14.12_Public.unitypackage to https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.03.18.16.13_Public.unitypackage
And now I just get this - with the SDK no longer able to function.
Yea
You have to remove the old SDK completely then import the new one. I believe just sticking the new one on top of it breaks it
yay tupperware said the thing
do the same as you did with making your vrchat open-beta but switch it to live version and then reinstall your vrchat if your doing it on oculus
did it worked ?
trying it now
okey
and realy, someone does need to make a video of how to do it since alot of people are getting in to this problem lately, like how to switch to beta and back
It worked thanks ^^
np
So I did the avi
But the stretch option for the armature bones makes them stretch too far after letting go when they're stretched the first time
Similar thing happens when you toggle the whole script off once the bones were stretched
The position they were left at is their new rest position
So you can keep stretching the bones further like that
But maybe the toggle issue was fixed by now idk
It used to be there
is this from 1183 or 1184?
Can't check atm sorry
I'm at work
But if it's an sdk version issue I'll have to update then
okay then it's from 1183
Ah
I'll give that a go!
Edit: That did the trick
Is the on enter script a float?
why do you ask me?
there is documentation for it, and yes it is
I'm not sure if it is, but you can also just quickly test it I suppose
Contacts are a new system that allows avatars to detect collisions with itself or other avatars. These collisions can then be used to drive the animation controller and perform all sorts of fun effects. These are separate from standard Unity colliders. Contacts are broken down into senders and recei...
Ok
I asked due to a interaction is wiggin out
and as I test it it wont activate something
Added a new button to the Quick Menu dashboard for setting Avatar Interaction, replacing the Emotes button
i smile as that damn emote button dies
enable debugging and see what it does
Can I make a and gate in vrc?
Me and some friends are in beta, but we can't join each other
There's two of us stuck together and another two stuck, and neither pair can see the other
Are you trying to make animation where you need two things to be activated
If so, it's been there for awhile now
Uh Its a thing using physbones
two physbones being pulled to max streach
to activate something.
It takes a bit of empty objects and parenting so I won't be too hard
you can make basic logic gates with parameters and transition conditions. When you make a state transition, all the parameters must be fulfilled so anything in one transition is effectively an AND gate. If you make multiple transitions going between the same states, only one of them needs to be fulfilled, which is effectively an OR gate
You all need to be in the same beta, the IK beta and the AD beta are not the same. IK is live compatible, AD beta is not.
Ok
Yeah, the two just messaged me saying they didn't update their beta today
There is that too
i super appreciate this, thank you
Hello im new here i do have one question to ask does anyone know a confirmed release of the full beta or are we not even close?
I’m assuming you mean the live release? Then no, there is no confirmed release date yet
Thank you for the info
huh???/
randomly now on the new SDK the performance rating became "excellent/good" for quest
i think maybe something in my sdk broke and its using PC perf ranking
it's using pc performance ranks in game too i reported it already
nice
but that's weird that it's also on sdk
15k and above should be medium
pretty sure the sdk is also used inside of the client so that would make sense
oh actually that's yeah
I'm happy they finally fixed the head collider bug
the shader whitelist seems to be working still
but they probably just missed some sort of filter for perf rank
did this new sdk break Quest Avatar ratings?
Yes
casue it's letting me amking somthing that was once Poor (19k poly) as Excelent
as if it has it's PC Limits
is there any way to change the phys bone collision radius' shape type to a sphere?
the collision radius being a cylinder is creating a big problemo where when i'm moving the model it creates a very unpleasant fluttering motion
i cant leave open beta
make sure ur not in offline mode
wdym
steam client being in offline mode prevents u from updating game when u switch to a different version
im on quest
o donno then
Well. Keep your avatar a 0,0,0
Some practice seen weird.
A pose character. Dynamic bone a humanoid bone. Scale a model in a scene. And so on. How can it go wrong.
You cant stop me adding hundreds of avatars in one scene!
you’ve described a ferret avatar
A pose, dynamic bone on spine, scaled to 0.06.
No
i refuse 👎
You refuse,
I hope it never gets overwritten or corrupted 
If you make individual scenes for each avatar you can open multiple scenes at once by right clicking the other scene(s) you want open and then clicking "Open Scene Additive"
It's incredibly useful and I highly recommend it to anyone who makes avatars
(Also don't have to worry about laggy scenes/long loading times)
Finally gonna have to make use of personal space in publics. 😛

Is there better friend detection systems now with av dynamics?
i mean toggling it to friend only would be the most effective way but still, i wanna differentiate with what friends and everyone can do
Thats weird but ok
I meant a friend detection in av3
can currently done with hacks with the camera system and some shaders / render techniques on pconly
does anyone know if there are any tools for converting dyn bones to physbones in unity?
So.. DB->PB convert is being further improved right? Tested it on my avi today. But well.. it literally broke everything except for the ears 😦
On further digging I found that some DB are simply not replaced by PB. Those just got deleted. Like hair and tail.
Collider positions do not seem to match either. Looks like they are all off by a bit. Am I maybe missing something I should prepare before converting? Does anyone got any tips what I should look at before converting to minimize the fatal impact?
Latest test sdk has a menu entry for that in the SDK menu
thanks
Kind of sus. What kind of friends you have in your list.
Quick question, the VRCparameterdriver, could it be used on 1 platform to send a network update to the other?
E.G on pc, I have an animation that plays, and it has a VRCparameterdriver that sets my bool "Knife", and on my Quest FX layer, I check if "Knife" is true, would the animation play on quest? I'm assuming yes, but I'd love to see if anyone else tried this already
I'm going to test this out in the beta, will post the results
I think I read that it will work as long as the parameter name is the same on both versions.
yeah it worked
good to know that's possuble
How do I get into the open beta
Can you grab and stretch it in the Game window when simulating?
yeah of course I can
i dont think those are ment to look like that
i dont even rememeber how i set those up orginaly aswell so i cant check on a beta sdk upload
this thing is fully stretched, but the float is still at 0
I have a question. Is dynamic bones and physbones are gonna be able on every single avatar soon on quest?
Why can other people not see this?
I want to walk up to someone and say ‘Don’t click the red button!’
Also, I am curious, when does the update go to the live channel?
This will teach people to stop pulling the cord
in play mode i try to click and drag the new phys bones and they stay still and throw this error at me what do i do
The camera you use, needs to be tagged as MainCamera
It's a pretty common issue, don't worry
yea still not workin :/
well i'd say show a video but I don't think that's necessary, that is odd
I need to test my avi right now so I can't, sorry bud
Like every single avatars? Even the old ones?
Old quest uploads dont have dynamic bones on them because they weren't allowed. They would need to be re-uploaded with phys bones
omg I love it
A lot of people love it, Too much. I'm getting abused even more now xD
awh lmao
I set up something similar with my demo naga https://twitter.com/McPhersonsound/status/1500552255518351360?s=20&t=Rs6oQu7q8ck1HTJCIF-Z4A
making progress with avatar dynamics. Using stretch parameter to make the character visibly uncomfortable when you pull her hair
Okay look, now it's VERY obvious to stop
We need more of this
#stopavatarabuse
Phys bones will be supported on Quest due to being leagues more performant then dyn bones.
Ooh Thankiee
IIRC, PhysBones on Quest will have the same or similar perf rank limits as Dynamic Bones on PC.
So, you can't go crazy with them.
ayo how can i enable db if im using oculus with link since im running vrchat through steamvr and cant enable beta on it?
Where do you go for questions relating to like, not being able to go back into the most recent patch?
Here - assuming you're on Quest, switch to Live, uninstall the game, and reinstall it. If that doesn't work, wait a couple hours before reinstalling c:
See the top of #open-beta-info c:
I've done that, the only issue is it isn't letting me reinstall
restart the Quest? o:
Alright, I'll try that! Get back to you if it doesn't work
theres not option when i right click on it or click 3 dots
when i right click steam vr to access properties
Nope! I'm gonna try to uninstall some other stuff, maybe it's that
maybe, but Oculus' handling of other branches is known to be buggy, as noted in #open-beta-announcements - could wait a bit and see if it's fixed with time o:
Also you are not supposed to look for SteamVR, but VRChat.
but im running vrchat through steam vr
You installed VRChat through Steam or Oculus?
steam
Then do it in Steam.
Switching branches of VRChat has nothing to do with SteamVR.
yes it does my client wont show in oculus version of steam
vrchat
my b
it says unknown sources and i cant right click nothing happens
Because you installed VRChat through Steam, not Oculus.
how do i fix it
Switch to the Beta build in Steam by right-clicking your entry for VRChat in Steam, select the Properties menu, and click the Beta tab on the left. Select Open Beta from the dropdown list. Press OK, and Steam will update you to the latest version of the Open Beta.
ok thanks so much
its there
is oculus or steam open vr better
unrelated to forum but yk
Performance-wise running Oculus version is better, since it shouldn't run SteamVR.
But for example now IK 2.0 beta is Steam only.
It's not available on Oculus.
ok and 1 more thing how do i stop vrchat from sometimes limiting my frames to 60 or 75 ive tried everything
messed with my drivers, steam options, etc
sometimes it runs 120hz fine in every world and sometimes limits even if i restart steam vr or oculus or my pc
on
ive went to windows and made steamvr servers, composter, vrchat and oculus as high performance
On Oculus headsets you would need to disable Asynchronous Spacewarp with OculusDebugTool.
Provides an overview of Asynchronous SpaceWarp, including requirements and testing information.
iirc
omg really
pls work
ive been dealing with this sh for forever
idc ab antialiasing
or whatever tf its doinng
Both SteamVR and Oculus headsets by default halve framerate when a game is not able to run at headset's native refresh rate.
So for example if it can't run 90fps, it will instantly go rendering at 45fps, then 30fps and so on.
I think with an Oculus headset it's not required, but I only owned a Rift S in the past.
No idea how it works with Quest.
ill lyk if it still does it in a sec
information is power ;p
is not being able to disable antialiasing or advanced filters in oculus part of being a developer or something?
the switch wont flip and ive reset even my operating system and downgraded to windows 10
being a quest user is not fun xD
wow my game looks absolutely amazing wtf
its like a whole different game i wonder if it was the oculus setting or the beta
yep no limit
thanks so much
yoyo question, why is is that when i attach a physbone script to a bone, it doesnt jiggle, no movement or nothin
it converted over from dynamic bones, and doesnt show any sort of collider radius or anything until i put an empty gameobject on it
How do you use this option on quest?
oculus app > menu(bottom right) > my library > VRChat > scroll down to version and tap > change live to open-beta >uninstal and reinstall vrchat
Thanks
if its a single bone, the script doesnt detect it because it doesnt have an endpoint
you can set one on the script or, like you’ve been doing, add an empty gameobject so the script can see where the bone ends (aka an endpoint)
idk how to explain it too well
but basically you need multiple bones for the script to work, or else it just wont work on a single bone
HMM
heres the thing, it still doesnt work even if i set an endpoint or create another gameobject thats a child of the original bone
So wait is the beta ending tomarrow?
nvm, its working now
There's no ETA, it'll be out when it's out
as always there's tons of rumors and conjecture everywhere about the beta/game in general
ok
It'll be out when all the bugs are fixed. Check the feedback canny for those bugs
So far they've released a new beta every week. Guess we'll find out on Friday if that trend continues
Ok
also is an avatar loading in and being stuck in its idle pose a normal glitch thats happening with this update?
Anyone know why my ears does this? The ears gets miss aligned once its in play mode and well...does not behave like it should
Gee y’know VRC this Dynamics update would be a wonderful time to let Quest users upload Bone Constraints since y’all have said they’re coming soon for the… oh I don’t know… last year and a half?
vote and leave feedback on canny
they would be really nice, but they would probably promote the use of multiple meshes/skinned meshes, which Quest already heavily restricts
i assume that’s why they are hesitant to add
Let’s be real do you think anyone is gonna vote for it lmao
i mean 100+ people did
Fair
front page of AD canny
plus the 2 other duplicates with around 100~ votes in quest creators and feature requests
Most of the time it seems Quest issues just get swept under the rug due to most creators not making Quest content primarily
it’s wanted by many
that’s also due to little reporting
but optimized quest creators are very few, so i see how their voices get burried
Yeah
sadly, quest “creators” just beg for PC avatars, shaders, and transparency
stuff that the mobile platform just can’t do well
and that’s what gets attention on the canny
which burrows burries the actual issues
The only shader thing I would like on Quest is incorporating a shader that supports normal maps and matcaps at the same time
that would be nice
Other than that Standard Lite and Matcap Lit service me just fine 99% of the time
id be down for more dedicated mobile shaders
and maybe at least one that supports hue
Standard Lite does
Well for Emission at least
Yeah that’s fair
and matcap lit with cell shading is what i use the most
standard lite just does not work in many worlds on quest without emission
That’s my second most used
Most used for me is Standard Lite with custom smoothness and normal maps
i just can’t use standard lite on my face
i don’t like seeing the shadow of my nose from straight on
pardon
predictive text bad
Use custom normals
That’s what I did for the eyes of the model in my pfp
It has concave anime-style eyes but I used a data transfer modifier to transfer the normals of a subdivided cube
You could easily do that to flatten your avatar’s nose
maybe in the future, but i’m good with the soft look matcap lit provides me
That’s fair
is it safe to update the beta SDK directly or do i have to do something special?
Directly is fine
Is the increase to Quest preformance limits permanent?
no, that's a bug
How come i enabled the beta version but when i go to join friends it send me to a world by myself each time?
The Physicsbones open beta is not network compatible with the live version of the game.
Thank you alias!
Hello this might be a dumb question but how did u enable your unity game mode to interact with ur bones like that to test?
game window, be sure camera has tag set up right (default one does, custom does not)
Gotcha, does the main camera position matter in VRC when uploading?
nope
Epic thank u
no it spawns something called VRCCam that is based on where the avatar is
u can use scripts to move the camera like u can in the editor
u can also use vrcx and upload a custom image thumbnail for your avatar if u don’t want to use the camera
Anyone think it will fully come out next week or the one after?
december 6th, 1792