#open-beta-discussion

19 messages · Page 10 of 1

timber jewel
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0 = no collision

mortal plume
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if there's only a single bone, you most likely need to adjust the end point

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or add an extra end bone

near grove
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There’s no “end” bone

timber jewel
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then you need to set an endpoint

near grove
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Frick. No clue how to, but I do appreciate you answering me

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I honestly really do appreciate it

sour epoch
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You can also export with leaf bones from blender if you want to define everything there

tender dome
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endpoint position

timber jewel
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it's right there

tender dome
near grove
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O

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Sorryy ;_;

tender dome
bright jungle
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you might be looking for #ik-2 o:

cold jetty
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woops thanksp

turbid saffron
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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?

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Or rather, how would you resolve something like that... ?

umbral apex
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Instead of disabling the DB, disable the gameobject

opal zinc
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I got the beta and things work really well! Im really excited for the full update to come out

dark dune
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That 0.144 value is even out of range of the bone's max angle, and we're able to reproduce it fairly consistently.

lost zephyr
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Hello smart people :D

shrewd estuary
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hello

lost zephyr
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not you

shrewd estuary
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:sadge:

shrewd estuary
dark dune
shrewd estuary
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full length puzzle game where it's just you trying to solve issues with your vrchat avatar dynamics

swift garnet
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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)

wind flame
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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?

vivid hatch
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so you are asking if the beta will be a beta when its not a beta anymore ? x)

small surge
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when its live , wich is after beta, when? no one know still some quirks to stamp out

shrewd estuary
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(which will be a while from now.)

wind flame
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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

shrewd estuary
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ETA for release is: it'll be out when it's ready.

wind flame
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Ty for the information

small surge
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Think the 1.1.1 scale was something they warned about awhile ago, uh dont remember where

mossy python
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So with Dynamics Part 2 you will be able to drive world parameters with your avatar’s contact senders yes?

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Or only the other way around

silent bolt
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Heyo I am trying to download the open beta right now, but it is asking for a beta access code?

hollow hatch
flat patrol
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might only be with the default collider

silent bolt
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It said it was an invalid code.

hollow hatch
mossy python
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@floral flint is there any planned integration for contact senders/receivers to communicate with worlds?

floral flint
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Yes, canny is marked as planned too I believe

mossy python
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Excellent!

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I plan on making a fully fledged save system using avatars that drive parameters upon entering the world

hearty ore
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People are making awesome avatars i#using these

dusty aspen
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So does anyone know how long the new avatar dynamics are going to be in open beta before being released to the public?

shrewd estuary
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at least a few more weeks

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this is a pretty major update, it needs all the time it can get to cook in the oven.

dusty aspen
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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

dusty aspen
shrewd estuary
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h

barren wigeon
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How does the chip avatar keep the chips on the tip of the bones?

shrewd estuary
dusty aspen
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True, thank you

violet iron
jaunty herald
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where physbones

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how get

keen nova
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warm cedar
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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.

molten cobalt
dusty canopy
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Hay anyone know how to get out of the beta

flat patrol
warm cedar
graceful pendant
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the 2nd accounts are just shared app holders

wheat fjord
floral flint
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That there's an internal task tracking that issue/request

wheat fjord
floral flint
warm cedar
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They are looking around for the issue, mainly before they start working on it

wheat fjord
floral flint
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It's a possibility yes

wheat fjord
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How about 2 months?

floral flint
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We're trying to go as fast as we can, but things take time, especially when we want to do them well

wheat fjord
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3.0 took like 9 months, do you think this will take that long?

floral flint
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Those two systems are nowhere near in terms of complexity, so no

warm cedar
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Unless some security bug magically appears

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UsinG PhysBOnes to Heck Ur DatA

wheat fjord
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🤦‍♀️

warm cedar
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Don't forget VRchat is running Unity, magical bugs are not uncommon

molten cobalt
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it's a good thing we don't have a casting system or there would be a lot more magic bugs

final ferry
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Casting system?

molten cobalt
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Magic

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like a spellcaster

warm cedar
final ferry
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We use particles

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For magic

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If you're talking about raycasting, there's a limited version of that

warm cedar
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[{< Unity moment >}]

near grove
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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

timber jewel
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The beta isn't network compatible, so you can only see people who are also on the beta

near grove
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Well damn

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Is it temporary at least?

autumn dagger
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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?)

devout sapphire
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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?

devout sapphire
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edit: turns out you need all your gestures to have Write Defaults ON. all of mine were off, fixed the problem.

zinc bough
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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?

final ferry
gusty forge
# devout sapphire edit: turns out you need all your gestures to have Write Defaults ON. all of min...

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.

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This is at least as far as I know so I might be a bit wrong here and there

sweet dragon
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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...

prime zealot
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Question is it a sepreate package for physbones and if so where do we purchase or get them

sweet dragon
prime zealot
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Oooooo I thought us have to buy a while package for it

fallow rock
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It's the in house solution to secondary movement to it's all free just like osc

lapis urchin
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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

candid slate
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im having strange uploading issues after unity crashed during an upload. was working fine beforehand

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now it is failing to upload the asset bundle

outer python
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maybe try clearing/unlinking the avatar ID

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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

candid slate
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ive tried it with a different one and the same one with a different pipeline id and its still upset

outer python
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odd

candid slate
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quite, idk what happened. I feel like vrc is still expecting something from me on the earlier upload when it crashed

outer python
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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

candid slate
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mmhmm

outer python
small surge
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See if console is spamming any errors , yellow/red

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by spam i mean 500+ of them (collapse)

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Had one that gave me 2-3000+ was some bone somethingsomething but fixed it

candid slate
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non only a few

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I think ill just have to wait a bit but idk

fluid peak
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may you share the secret of the raycasting?

dense jasper
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nothing is showing up in my builder...

dusk pagoda
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needs finalik though, but its proven to be very useful for the AD test project ive been working on

fluid peak
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oh its the grounder thing Sadge

dusk pagoda
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yeah

fluid peak
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yeah made my own version of it, but really wanted to be able to collide with players

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oh well, one can dream to get such tech one day

dim siren
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Hello, I have a question. for physic bone, we already have an idea of ​​what the performance ranks will be for PC and QUEST?

proud vault
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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

molten cobalt
dim siren
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Oooooo 🥰🥰🥰🥰

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Thanks!!!!!🥰🥰🥰🥰

thin mountain
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So i only has odd question

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this is about the triggers

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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

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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

proud vault
thin mountain
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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)

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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

flat patrol
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@molten cobalt wait wasn't boundary 4x4x4 medium before ?

mellow sigil
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wait so if ur inj the beta can u switch back to normal?

shrewd estuary
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you do it the same way you got into the beta

mellow sigil
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uhhhh never joined beta just asking questions haha

simple oar
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Quest open beta has a problem

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I cant switch back to the live

hollow hatch
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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

candid slate
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still having the uploading issue

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even so on a completely different unity project

hollow hatch
candid slate
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yeah i mentioned earlier today, its just asset bundle upload failed

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it happened after a unity crash during upload earlier today

hollow hatch
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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

vestal vigil
tribal sleet
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There should be "grab" exclusions in the SDK for the elements you don't want to be pull-able

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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

gritty salmon
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why not just split into separate components

tribal sleet
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Obviously you could just use two scripts for this but it would still be a helpful feature to implement

tribal sleet
gritty salmon
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sure, but that's likely to add a lot of complexity, so... why?

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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

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here it seems to me there's a simple workaround that probably actually makes your setup more organized

tribal sleet
# gritty salmon here it seems to me there's a simple workaround that probably actually makes you...

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

gritty salmon
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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.

vestal gale
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Feature makes potential sense to me to be implemented so

abstract rose
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Is there any way to get back to live on quest 2?

brave forge
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yes let me get a link

slender ocean
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lol so the changes you make to the colliders on the descriptor don't seem to actually do anything in game, nice nice

small surge
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The contacts? they are mostly for others to hit collide with , like a bat

abstract rose
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Thanks

brave forge
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Np

small surge
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want to trigger something when someone step on it, they have contact on feet set up

sonic field
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when is the avatar dynamics open beta gonna be in the live build?

small surge
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no one know, my guess still april sometime

sonic field
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man i wish it comes out sooner

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cause its so fucking good ngl

small surge
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its also buggy if you check canny

sonic field
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really? i haven't had any major issues or bugs with it?

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whats buggy with it

small surge
small surge
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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

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since i tend to be on vrchat 16-30 hours sometime i dunno how large that file will be

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(yes i dont sleep sometime)

sonic field
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tf are you doing for 16-30 hours on vrchat

celest parcel
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Hi, a buddy of mine got the Open-Beta, and is trying to disable it, any way he can do that?

sonic field
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just click the none option

thorny haven
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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?

celest parcel
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On Quest sorry, I should've specified

modest ivy
sonic field
sonic field
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some models are lucky and they work fine right away out of the box and some dont

small surge
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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)

timber jewel
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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.

dim cloak
# tribal sleet Obviously you could just use two scripts for this but it would still be a helpfu...

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.

hard pond
celest parcel
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Thank you! i will send it to him

brave forge
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np

patent tapir
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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)

hearty ore
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And I’m a stupid quest man who is stuck in beta

carmine vector
hearty ore
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Yeah

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It does a missing data download

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Missing the beta content

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Corrupting all of it restarting the download and installing until it is beta

half onyx
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is it safe to assume the new vrcsdk beta will be similar at launch and compatible

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like if I made an avatar with it now

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it wouldn't break in the update

sour epoch
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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

half onyx
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is there any way I could import the sdk to an old avatar file and it wouldn't break

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I haven't tried

sour epoch
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yeah, just do it

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well assuming the avatar is already SDK3

half onyx
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yeah

sour epoch
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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

half onyx
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manually? or it just does

sour epoch
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there are buttons to do it in the vrchat > utilities section and also in the upload panel

bright pewter
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And if you have dynamic bones in the project and upload it without converting, it will convert them ingame as well.

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though, youre better off doing it in unity, and adjusting

near grove
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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.

dry topaz
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@gaunt kite needs to know how to get the new bones working on models 😳

carmine moat
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hey, does anyone know if the issue were animating phys bone parameter don't work will be fixed ?

gaunt kite
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(but yes, i do need to know)

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is there already any tutorial up or?

dry topaz
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hehehe

twilit sigil
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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?

dry topaz
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i have a character that swaps between models like this

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avatar*

twilit sigil
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so like the int for each model should be 1 2 3 4?

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also dont know why i put this in beta discussion oof

dry topaz
twilit sigil
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ahhh ok

dry topaz
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u know how to do the web thingie to get the param to change the model?

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google would help if nah cause i've not done it myself before 😦

twilit sigil
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are you asking if i know how to setup the transitions for it?

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i think is what your asking?

dry topaz
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yes those arrows and such, the fact you know what it's called bodes well for your chances lol

twilit sigil
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thank you for your help ill see how this goes lol

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so could i by chance get a pic of your web?

dry topaz
dry topaz
twilit sigil
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you good to move to dms? so we dont have too much in the wrong channel lol?

analog violet
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Does anyone know any phys bones avatars?

mossy python
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Time to fuck with some PvP avatars

warm cedar
final ferry
analog violet
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Wheres that?

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Is it just called beta world?

analog violet
final ferry
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Avatar Dynamics Hub

neat swift
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Hi I was just wondering if anyone knows when the open beta becomes apart of the full game

limber quartz
neat swift
limber quartz
limber quartz
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Just in reverse basically

shrewd heron
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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?

timber jewel
# shrewd heron some of the avatars that i have saved when changing into them i kinda break the ...

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.

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Avatars often have the head set as a root Dynamic / Pyhs bone for all the stuff that is on the head

shrewd heron
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it does have a phys Bone componet at the hip and the head.

timber jewel
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or on the hip

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yeah that's not going to work

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as I said, Phys Bones allow the root bone to rotate which menas putting a Phys Bone on the hip or head doesn work

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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

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so right clicking on the hip > create empty > add the Phys Bone script > put all the stuff in that empty object

shrewd heron
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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

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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.

timber jewel
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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

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so you wont be able to see friends who are on live

near grove
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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.)

timber jewel
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I would also recomend to use Equals = 1 and Equals = 0

near grove
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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.

timber jewel
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oh yeah ups my bad xD

small surge
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greater + less = specific number (annoying tho)

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you can then use that to drive a paramter

near grove
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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.

timber jewel
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can you send a screenshot of your Animator setup

near grove
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The animation itself is just checking the box to activate the Audio Source on the GameObject.

timber jewel
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I would really recomend to uncheck has Exit time

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Has Exit time means that it will just do the transition without any parameters to change

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(after the set exit time of course)

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@near grove

near grove
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Alrighty, I'll give that a try and see how it goes!

timber jewel
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At the moment you can't but that will come in the future

humble arch
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Here's to hoping that IK sync for OSC will be a thing

marble blaze
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hm

near grove
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@timber jewel Unfortunately, no good. Exit Time is turned off for all transitions and the bell rings, but still only just the one time.

timber jewel
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Hm, do you have Play on Awake turned on on the Audio source?

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And do you toggle the Audio Source or the object the Audio Source is on?

near grove
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  1. Yep!
  2. The audio source, not the object
timber jewel
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really weird

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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

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at least that's how I do it

near grove
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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

timber jewel
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Is write defaults turned on ?

near grove
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Yes, on all of them.

timber jewel
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Hmmmm

near grove
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It's driving me nuts, because similar contact animations on a different avatar are working as intended, just not on this one.

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Re: blend shapes

timber jewel
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Yeah, I'm also a bit out of ideas

near grove
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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

timber jewel
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Do you only is a turn on animation and left the "wait" empty?

near grove
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Wait is empty, yes

timber jewel
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maybe try to make an turn off animation for the Auido source

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I never needed it, but one of my friends only got it to work that way

near grove
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Worth a shot. This particular avatar is really giving me a headache for multiple things, lol.

timber jewel
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let me know if it worked ^^

near grove
# timber jewel 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.

timber jewel
#

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

hexed summit
#

How do i add Physbones on my current avatar?

#

I wanna have hair physics

small surge
#

Go into unity with open beta sdk add it

drowsy reef
#

@bright jungle im using 2019.4.31f1 and i just started a new project

bright jungle
#

right-click the VRChat SDK in the asset browser and hit Reimport? that's odd o:

drowsy reef
#

tried it

#

didnt work

near grove
#

just wondering as a quest, how do you get it?

drowsy reef
bright jungle
bright jungle
near grove
#

Is there a way I could fix it?

bright jungle
#

known issue afaik, try restarting and/or reinstalling the game

near grove
#

Alright thanks I’ll do that!

bright jungle
#

go to Window > Package Manager and search for both

drowsy reef
bright jungle
#

not entirely sure then, sorry o:

near grove
#

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.

slender ocean
near grove
#

In which case, perhaps they can include an if/then so a capsule+proximity combo can't be created on a Contact

strange willow
#

Question when’s will the beta come out for everyone

bright jungle
#

no ETA, but when it's ready

rain lagoon
#

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

wintry scroll
wild rover
#

i was wondering do you need dynamic bones in order to use phys bones

molten cobalt
#

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

gray grove
#

Can wait for someone to realize that they cant get out of beta lol

#

Unless they reset quest

near grove
#

Done it for testing on my own device

gray grove
#

Oki

tired hill
gray grove
#

For my friend doesnt work

#

Lel

near grove
#

If that doesn't work, then my only assumption is because my device is Organization based

tired hill
near grove
#

Imma blame that one on Meta

gray grove
#

Meh i have pc thankfully

#

Me too

near grove
#

F**k Meta Store, all my homies hate Meta Store

wintry scroll
#

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

warm cedar
#

we should create a canny for it

#

(If it doesn't already exist)

wintry scroll
#

let me repost the existing one

warm cedar
#

I agree with this, I had to remove all the fun from my quest version because of Parentconstraints

wintry scroll
#

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.

outer python
#

cant wait for the avatar dynamics to hit live compatible

wintry scroll
#

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.

grave topaz
#

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

wintry scroll
#

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.

strange spoke
#

yeah it could be a month, could be 2

grave topaz
#

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

wintry scroll
#

Maybe prep the unity files and have them ready for upload

grave topaz
#

good idea thank you!

lunar pecan
#

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

bright jungle
#

adding them to an avatar is pretty simple - select a bone, click Add Component in the inspector, and search for "phys"

wintry scroll
#

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...

▶ Play video
#

there are also a couple on youtube on the senders and receivers.

bright jungle
umbral apex
#

For physbone buttons, does the bone need to exist on the fbx or can I just add a gameobject to the armature?

wintry scroll
#

you can make gameobjects, that is what I usually do

wheat fjord
umbral apex
#

can emoji be triggered in any way other than from the action menu or quick menu?

outer python
#

has there been any hints when this may be live compatable

molten cobalt
#

no

#

never have a release date for when they're live they just go live whenever the developers feel like it

timber jewel
#

It's more of an when it's stable enough for a live release rather than when they feel like it

tired crest
#

I wonder if some issues have been remedied or updated as a lot of my avatars are broken

mint geyser
#

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.

outer python
mint geyser
stray flicker
mint geyser
#

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

small surge
#

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

mint geyser
#

Mmm OK when I get around to making the avatar ill give it a go

sullen elk
#

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?

hazy geode
#

I look at the feedback and I see progress on bug fixes

#

Can't wait for the update. ^w^

hearty ore
#

They should add a toggle of bones should have drag.

hazy fable
#

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

dense merlin
#

any ideas when the dynamics will come to the base game? or has that not been said anywhere yet

warm cedar
hollow hatch
#

It will be out when it is ready

glossy basalt
#

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.

near grove
#

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

mortal surge
#

Avatar Dynamics world is for the new Open Beta.

near grove
#

Oh ok thanks so it’s that way just for testing for now or?

scenic phoenix
#

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

mortal surge
# near grove Oh ok thanks so it’s that way just for testing for now or?

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!

hearty ore
#

May I ask a silly question?

limber quartz
#

Gonna start linking to Spark’s comment anytime anyone asks about a release date :v

hearty ore
#

I am wanting to figure out what physbones I can use for toggles

dense merlin
rough latch
#

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

small surge
#

Set a radius or its hard to grab

remote seal
#

Is there a seperate thing you need to download for physbones, or is it part of the sdk?

remote seal
delicate lintel
#

Does anyone have any beta models I could clone later?

hearty ore
#

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

short jasper
#

Someone needs to make ears that make rubber hose sounds when you stretch them

young stream
#

omg yes

hearty ore
#

Oh hell ya

drowsy elbow
#

When is the beta over

flat patrol
#

F̸o̷r̴ ̷t̸h̴i̶s̴ ̷B̵e̵t̵a̷ ̷?̵ ̴.̵ ̷M̸a̷y̵b̴e̴ ̷s̸o̶m̶e̷ ̶m̴o̸r̶e̵ ̶w̷e̶e̵k̶s̶.̵ ̷W̴h̴o̶ ̸k̵n̵o̶w̵s̵.̷

drowsy elbow
#

Ah reasonable or maybe never

reef dome
#

A shame that you can’t join anyone whilst you’re in beta mode

drowsy elbow
#

I don’t go in publics at all anymore so I’m just staying in beta until it’s over

reef dome
#

Public lobbies are a gamble
You either have good/amazing people, assholes, crashers, or just your normal black cat lobby

drowsy elbow
#

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

reef dome
#

Oh
And racist too

muted bloom
#

Than a whack sound when you let go if it was stretched a lot

solar wren
hexed salmon
#

How can i join the open beta?

near grove
hexed salmon
#

Hm I see, I think I did it properly cuz I’m on quest rn

muted bloom
bright jungle
solar wren
muted bloom
#

Honestly I doubt it… that’s very specific

near grove
#

hey i'm having a bit of trouble with the physbone colliders as they don't seem to be working at all

muted bloom
#

Also watch out for what part of the avatar the collider is attached to since you need it to follow a specific body part

tender dome
timber jewel
#

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

strange spoke
#

yeah basically

timber jewel
#

it's basically a multiplier of the value you set above

strange spoke
#

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

timber jewel
#

yup

strange spoke
#

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

tender dome
#

pog, thanks

twin musk
#

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

strange spoke
#

is the skirt a cloth or does it have phys bones?

twin musk
#

Physics bones

strange spoke
#

have you made sure to put the leg colliders in the collider category inside the phys bone settings?

twin musk
#

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

near grove
#

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

timber jewel
#

maybe a month or two, there is no real ETA and there are still a lot of feedback / bug reports on the canny

near grove
#

okay good to know, ive asked a few different people and they all have different answers, ranging from a week-months

timber jewel
#

cause nobody really knows xD

bright jungle
#

no ETA, but "when it's ready" is a good guess

hollow hatch
#

Some time between now and next year

timber jewel
#

"end of summer" xD

rain lagoon
solar wren
#

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?

muted bloom
#

Or do you not see it either

solar wren
#

i can see it

#

they cannot

hearty ore
#

can I have that video about contacts

swift pulsar
#

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,

near grove
#

When is the beta coming to the full version?

near grove
bright jungle
#

in short, no ETA, it'll be out when it's ready c:

humble pulsar
#

It’ll be out in 2022 ^^

timber jewel
#

2077*

narrow stone
#

Quick question guys

#

Soo, to use those PhysBones I need to install different Unity version? If yes, where can I find this info?

timber jewel
#

yay, update

hollow hatch
narrow stone
#

oh okay, thanks

bright jungle
#

pog

unkempt crag
#

...are the emotes just gone? or moved?

soft mason
#

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

sudden basalt
muted bloom
#

Are permissions still bi-directional? (interaction is always mutual?)

lethal oracle
#

Anyone had this problem? Can't grab bones in play mode

spice garden
#

your camera must be tagged as main camera

sullen vigil
lethal oracle
muted bloom
wraith island
#

what was the issue on this?

Fixed issues with DB to PB conversion when DB was placed on humanoid bones

sudden basalt
fallen oxide
#

I still want a way to disable other's being able to see your own debug information

tender dome
#

odd choice to replace the emojis button ThinkPika

near grove
#

how do u get open beta for queest

tender dome
raven laurel
#

emoji button moved hmmmm

vestal vigil
#

open beta update, nice!

near grove
#

Just after I got finished updating my baby too vrcTupSmug

pliant thorn
#

What is a meta quest?

wraith island
#

vrchat already calling it meta quest

vestal vigil
#

its the renaming of the oculus quest

wraith island
near grove
vestal vigil
#

basically meta absorbing oculus

sullen vigil
#

i thought Facebook became meta tho. not oculus?

wraith island
#

oculus > meta

gilded stream
crimson spire
#

facebook owns quest

wind talon
#

We've been calling it the Meta Quest for a few months now 🤔

pliant thorn
#

Ok so what’s the difference of oculus quest and meta quest?

vestal vigil
#

oculus quest is a bit more iconic

raven laurel
#

oculus merged into meta

near grove
wraith island
#

for me its still oculus

pliant thorn
hollow hatch
vestal vigil
#

I so want the vrcat in the VRC menu to be able to walk around in it and do cat things

near grove
crimson spire
#

does oculus still exist?

near grove
iron geode
#

😂

sullen vigil
#

still hate their new name.

#

tho it is fitting for them.. cuz it's all Meta Data now 👀

pliant thorn
#

I mean I have two headsets one has a blue turn on sequence and one with the normal quest loading

wraith island
#

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

pliant thorn
#

So I guess I get both the iconic and the new

vestal vigil
#

I was so sad when a big fat figure eight encumbered my screen as I turned on my quest 2

crimson spire
#

Meta means dead anyways

near grove
vestal vigil
#

soon meta will know if you're straight or not without needing you to say so directly

muted bloom
#

Hm... switched to steam beta and it downloaded 1183

sullen vigil
vestal vigil
#

oof

obsidian wagon
#

meta called me a gay man🥲

sullen vigil
#

Meta collects enough Data to figure out if you're gay before you find out yourself

near grove
#

At least valve just wants me for what games I am interested in.

muted bloom
near grove
plain orchid
#

with is animated's warning, does that mean it can affect perf rank?

gilded stream
plain orchid
#

that doesnt answer my question

gilded stream
#

Oops, I suppose it doesn't

near grove
#

I do not think that it will affect perf. rank as of yet, but I do believe we might have numbers of limits soon.

sullen vigil
lime yarrow
#

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

spark shadow
#

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

near grove
#

For isAnimated flagged bones?

lime yarrow
#

So it's probably kind of taxing if you have a bunch of them?

gilded stream
#

I don't think specifically for this yet.

spark shadow
near grove
# spark shadow 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

near grove
#

No problema!

tender dome
gilded stream
plain orchid
#

yeah it makes perfect sense that its somewhat performant

tender dome
#

oh, no it doesnt affect perf rank

plain orchid
#

so i just want to make sure i dont make it too intensive

#

this didnt seem too bad with db but idk about pb

velvet flax
#
  • 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

ionic bison
gilded stream
plain orchid
#

i know its very painful to do anything with it

#

but what about pb

velvet flax
gilded stream
rough spoke
#

For people who were curious about the warning on IsAnimated

regal pond
#

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

plain orchid
#

in game it works on both

tender dome
hearty ore
#

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

muted bloom
# regal pond dose the auto convert only work on 3.0 SDK avatars?

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

hearty ore
#

Yeah I can't figure it out

#

I need

#

help

viral crescent
#

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 ?

abstract haven
#

yo any update of how to get out of open beta

#

im kinda stuck in that mode 😅

upper mountain
heady panther
abstract haven
upper mountain
humble pulsar
abstract haven
#

already tried

#

it doesnt work ;-;

shrewd estuary
#

yay tupperware said the thing

viral crescent
# abstract haven it doesnt work ;-;

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

abstract haven
#

ight

#

thx ^^

viral crescent
#

did it worked ?

abstract haven
#

trying it now

viral crescent
#

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

abstract haven
#

It worked thanks ^^

viral crescent
#

np

fresh notch
#

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

timber jewel
#

is this from 1183 or 1184?

fresh notch
#

Can't check atm sorry
I'm at work

#

But if it's an sdk version issue I'll have to update then

timber jewel
#

okay then it's from 1183

fresh notch
#

Ah

timber jewel
#

a few things were fixed with 1184

#

which released like 40 min ago

fresh notch
#

Aaaah

#

Soon after I tweeted that haha

heady panther
hearty ore
#

is on enter a float?

#

Cuz Im trying to interact with it and it won't work

hearty ore
surreal pier
#

why do you ask me?

hearty ore
#

Idk

#

I thought you may know im

#

not very bright

timber jewel
surreal pier
timber jewel
#
hearty ore
#

Ok

#

I asked due to a interaction is wiggin out

#

and as I test it it wont activate something

inner kayak
#

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

surreal pier
#

enable debugging and see what it does

hearty ore
#

I feel proud

#

I will not say what it does but it works

hearty ore
#

Can I make a and gate in vrc?

knotty gulch
#

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

final ferry
#

If so, it's been there for awhile now

hearty ore
#

Uh Its a thing using physbones

#

two physbones being pulled to max streach

#

to activate something.

final ferry
#

It takes a bit of empty objects and parenting so I won't be too hard

hearty ore
#

oh

#

Ima read the rules rq

sour epoch
# hearty ore Can I make a and gate in vrc?

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

hollow hatch
hearty ore
#

Ok

knotty gulch
hollow hatch
#

There is that too

near grove
#

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?

humble pulsar
near grove
#

Thank you for the info

timber plinth
#

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

modest ivy
#

wait it's like that on the sdk too??

#

uh oh

timber plinth
#

lol

#

it used to be ranked as Poor

modest ivy
#

it's using pc performance ranks in game too i reported it already

timber plinth
#

nice

modest ivy
#

but that's weird that it's also on sdk

bright pewter
#

15k and above should be medium

timber plinth
#

now i can actually upload a decent looking fallback

#

🤔

timber plinth
warm silo
#

I'm happy they finally fixed the head collider bug

timber plinth
#

the shader whitelist seems to be working still

#

but they probably just missed some sort of filter for perf rank

regal pond
#

did this new sdk break Quest Avatar ratings?

modest ivy
#

Yes

regal pond
#

casue it's letting me amking somthing that was once Poor (19k poly) as Excelent

#

as if it has it's PC Limits

near grove
#

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

inner kayak
#

collision mirror seems to not like avatar not being at 0,0,0

open mountain
#

i cant leave open beta

near grove
open mountain
near grove
#

steam client being in offline mode prevents u from updating game when u switch to a different version

open mountain
#

im on quest

near grove
#

o donno then

lavish pendant
flat patrol
#

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.

bright pewter
#

You cant stop me adding hundreds of avatars in one scene!

inner kayak
#

A pose, dynamic bone on spine, scaled to 0.06.

flat patrol
#

No

inner kayak
flat patrol
#

You refuse,

floral flint
short jasper
#

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)

hybrid lion
#

avatar interactions default to everyone
rip

#

Get ready for harrassment guys

limber quartz
hybrid lion
#

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

hybrid lion
#

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

earnest rivet
#

does anyone know if there are any tools for converting dyn bones to physbones in unity?

void oracle
#

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?

void oracle
flat patrol
#

Kind of sus. What kind of friends you have in your list.

warm cedar
#

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

void oracle
warm cedar
#

good to know that's possuble

timber jewel
#

is there a way for me to test this in Unity it self?

#

(the stretch parameter)

uneven terrace
#

How do I get into the open beta

fallow rock
timber jewel
#

yeah of course I can

velvet flax
#

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

timber jewel
#

I fell like my stretch isn't working

#

well I was just dumb

timber jewel
#

this thing is fully stretched, but the float is still at 0

umbral scaffold
#

I have a question. Is dynamic bones and physbones are gonna be able on every single avatar soon on quest?

timber jewel
#

Phys Bones yes, Dynamic Bones no

#

Dynamic Bones are replaced by Phys Bones

glossy yew
#

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?

warm cedar
modern burrow
#

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

warm cedar
#

It's a pretty common issue, don't worry

modern burrow
#

it is

warm cedar
#

Yes

#

that

modern burrow
#

yea still not workin :/

warm cedar
#

well i'd say show a video but I don't think that's necessary, that is odd

modern burrow
#

i can vc if you want

#

dont have to tho ill figure something out

warm cedar
#

I need to test my avi right now so I can't, sorry bud

modern burrow
#

oh okay

#

its fine

umbral scaffold
wicked coral
#

Old quest uploads dont have dynamic bones on them because they weren't allowed. They would need to be re-uploaded with phys bones

umbral scaffold
#

Oof

#

Thanks

wintry scroll
warm cedar
#

A lot of people love it, Too much. I'm getting abused even more now xD

bright jungle
#

awh lmao

wintry scroll
warm cedar
warm cedar
limber quartz
umbral scaffold
#

Ooh Thankiee

stiff acorn
#

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.

burnt wave
#

ayo how can i enable db if im using oculus with link since im running vrchat through steamvr and cant enable beta on it?

near grove
#

Where do you go for questions relating to like, not being able to go back into the most recent patch?

burnt wave
#

maybe im not understanding how everything works smo help plz

#

🙏

bright jungle
near grove
bright jungle
#

restart the Quest? o:

near grove
#

Alright, I'll try that! Get back to you if it doesn't work

burnt wave
#

theres not option when i right click on it or click 3 dots

#

when i right click steam vr to access properties

near grove
burnt wave
burnt wave
#

i did

#

it wont show properties

bright jungle
worn quarry
#

Also you are not supposed to look for SteamVR, but VRChat.

burnt wave
#

but im running vrchat through steam vr

worn quarry
#

You installed VRChat through Steam or Oculus?

burnt wave
#

steam

worn quarry
#

Then do it in Steam.

burnt wave
#

enable beta in steam?

#

hows that work

worn quarry
#

Switching branches of VRChat has nothing to do with SteamVR.

burnt wave
#

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

worn quarry
#

Because you installed VRChat through Steam, not Oculus.

timber jewel
#

you need to change the version in Steam

#

not Oculus

burnt wave
#

how do i fix it

worn quarry
#

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.

burnt wave
#

ok thanks so much

#

its there

#

is oculus or steam open vr better

#

unrelated to forum but yk

worn quarry
#

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.

burnt wave
#

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

worn quarry
#

On Oculus headsets you would need to disable Asynchronous Spacewarp with OculusDebugTool.

#

iirc

burnt wave
#

omg really

#

pls work

#

ive been dealing with this sh for forever

#

idc ab antialiasing

#

or whatever tf its doinng

worn quarry
#

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.

burnt wave
#

is there a way to disable in steamvr too?

#

i had it to auto

worn quarry
#

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.

burnt wave
#

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

signal condor
#

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

hallow mauve
#

How do you use this option on quest?

signal condor
hallow mauve
#

Thanks

proven oxide
#

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

elder cairn
signal condor
hearty ore
#

So wait is the beta ending tomarrow?

bright jungle
#

as always there's tons of rumors and conjecture everywhere about the beta/game in general

hearty ore
#

ok

burnt wave
wheat fjord
#

So far they've released a new beta every week. Guess we'll find out on Friday if that trend continues

hearty ore
#

Ok

signal condor
#

also is an avatar loading in and being stuck in its idle pose a normal glitch thats happening with this update?

dawn crown
#

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

mossy python
#

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?

inner kayak
#

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

mossy python
#

Let’s be real do you think anyone is gonna vote for it lmao

inner kayak
mossy python
#

Fair

inner kayak
#

front page of AD canny

#

plus the 2 other duplicates with around 100~ votes in quest creators and feature requests

mossy python
#

Most of the time it seems Quest issues just get swept under the rug due to most creators not making Quest content primarily

inner kayak
#

it’s wanted by many

inner kayak
#

but optimized quest creators are very few, so i see how their voices get burried

mossy python
#

Yeah

inner kayak
#

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

mossy python
#

The only shader thing I would like on Quest is incorporating a shader that supports normal maps and matcaps at the same time

inner kayak
#

that would be nice

mossy python
#

Other than that Standard Lite and Matcap Lit service me just fine 99% of the time

inner kayak
#

id be down for more dedicated mobile shaders

#

and maybe at least one that supports hue

mossy python
#

Standard Lite does

inner kayak
#

that’s the color property

#

not hue

#

it’s not the same

mossy python
#

Well for Emission at least

inner kayak
#

i guess

#

but i’d rather not glow full bright everywhere

mossy python
#

Yeah that’s fair

inner kayak
#

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

mossy python
#

Most used for me is Standard Lite with custom smoothness and normal maps

inner kayak
#

i just can’t use standard lite on my face

#

i don’t like seeing the shadow of my nose from straight on

dense jasper
#

pardon

inner kayak
#

predictive text bad

mossy python
#

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

inner kayak
mossy python
#

That’s fair

inner kayak
#

that’s good to know though

#

forgot data transfer did more than weights

mossy python
#

I used Matcap Lit on my Kris avatar to give it more sprite-like shading

restive tapir
#

is it safe to update the beta SDK directly or do i have to do something special?

final ferry
#

Directly is fine

warm silo
#

Is the increase to Quest preformance limits permanent?

sour epoch
#

no, that's a bug

modest tartan
#

How come i enabled the beta version but when i go to join friends it send me to a world by myself each time?

hasty crater
modest tartan
#

Thank you alias!

unkempt finch
small surge
#

game window, be sure camera has tag set up right (default one does, custom does not)

unkempt finch
#

Gotcha, does the main camera position matter in VRC when uploading?

small surge
#

nope

unkempt finch
#

Epic thank u

timber plinth
#

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

mental marsh
#

Anyone think it will fully come out next week or the one after?

inner kayak