#open-beta-discussion
19 messages · Page 11 of 1
Yoo is the beta issue fixed for Oculus when you get stuck in it or not?
Which version of 2019 Unity are you using? It needs to be Unity 2.19.4.31f1.
thats the version im useing
Does anyone know if quest will be getting constraints or not?
Don't know for sure, but I do believe there is a canny that is being internally tracked for it.
Alr, thanks
bro look at these massive ass grab balls
no wonder i have problems with grabbing stuff
theyre like 1 foot big
i have same issue
thinking its avatars scale
mines scaled 1.2x in unity
mine is <1,1,1>
might be based on the hand bone size or something
i see little avatars with smaller hands have a really hard time grabbing stuff
just make it scale appropriately with the hand size instead of exponentially
and add options to configure it manually
i will make a canny post abt it if there isnt one
pls do
taking this message out of context
balls
hey, i'm very new to avatar making, i want to make this like a movable hat, would this setup work? or would it obstruct my view because it's on the neck bone instead of the head bone? also the base came with 2 head bones but i wand to make the smaller head floaty anyways so would a hinge like that also work there? (i have a whole explanation about why i set it up this way instead of having it on the head bone, but i'm planning on using fixed joints to pair them, lmk if there's any unexpected behaviors between physbones and fixed joints)
basically you need to make a very long bone, probably from the base of your avatar
then put the traffic cone bone as the end point, probably rigged to a bone at the very top
enable stretch and they can take it a pretty long distance
how stretching works is the bones positions change, so there is no scaling done
also it will obstruct your view
but thankfully you can use IsLocal for that, but it will also hide in the mirror
so another alternative might be to just parent it to the head bone
which will work fine, but if it gets posed, it will move with your head
that's what i want
ok then thats fine just parent the entire contraption to your head
something like this:
this lets you set collider between the start of long2 and the start of cone bone also
so people could grab anywhere on the cone to stretch
you can also make the first long bone shorter if you want more rotational control, at a cost to positional
this should require no constraints
i'll try it, thanks
and rig the cone to Cone Bone
although would my current one work if i just parented it to the head, at the cost of people being unable to steal it?
your advice reminded me that you can parent bones with an offset which was why i had it at the neck anyways
yea that one would work but
this one should work a lot better
especially since its rigged to the top bone instead
yeah i'll still try yours
cuz the way that stretch works is the bones are positioned
so the bone that will be closest to where the hand is (if grabbing from the tip) will be the end bone
and its something i have to use in other bones on my avatar too, like for stretchy cheeks
have to rig it to the end bone cuz if its on the root bone it does nothing
im testing the open beta with the new phys bones, does anyone know why this happens to my avi? its my main i always use and fear if this happens to it when it goes live 😅
is that with reuploading using phys bones or using the inagme conversation to convert dynamic bones to phys bones?
So I’m stuck in beta after switching out of it I’ve tried uninstalling, restarting, etc is this a common issue?
inagme conversertion
could be u setting up dyanmic bones improperly on that avatar in the first place which when converted with make it do weird stuff. I suggest redoing the avatar and uploading it using phys bones
i have seen improper dynamic bone implication for a while and now those methods break when converting.
that makes sense yeah, is it already in the recent vrcsdk?
its in the beta sdk
ohhh okei, ill try that then :3, tyyy
have you messed with osc
osc? no i havent
that looks like what happens if you use and added one of the reserved params, such as Voice which was added in this beta into your avatar params
looks like that was fixed though
Heyoo. I read the docs and for some reason can’t get a receiver to work. Anyone able to help?
Is it a float parameter
Yep
What are you trying to receive contact from
Just a hand. I added the hand tags as well as finger.
Well what is the function, some more details may help specify where it’s going wrong
Also one more thing you can do to test is actually pull up the debug menu in game and see if the parameter is actually being driven
So I'm trying to get players to be able to touch a receiver and cause a animation to trigger. I set up the receiver in a empty object and moved it into place. Put the parameter button in the fx layer and set the condition to transition for button to be greater than 0.
I checked that and the value stayed at 0 when I collided with it.
Well there’s your first issue your radius is negative
Also on enter only drives the parameter for a frame
I tried the constant as well. So I guess there's a limit on size?
Try making the size positive I’d assume
ah nvm lol..idk how i did negative.
Ight lets see.
Also if you’re using Lyuma emulator, mileage may vary on getting receivers working
I know I couldn’t get Lyuma to work with it
Gotcha, I haven't tried anything else yet. Just wanted to start messing with these.
Oh dang that sounds awesome.
Id like to see it someday if it's finished.
Oh it is and the avatar is public
Ooo where can I test it?
It’s not in any world yet so you’d have to clone it off someone but I’ll probably make a world for it
It’s Kris from Deltarune
hmm so i'm trying to test it out in unity by making a custom sender and moving it in play mode. The value still stays at 0 tho.
I’d actually try in game
I was following a vid step by step and it worked for them. 🤷🏼♂️
Might as well try in game.
Thx for the help btw!
No worries
Hmm yeah It worked in game but just not in unity.
Yep that’s what happened with mine lol
Did you try going back and clicking beta again?
It should uninstall.
Send me the tutorial
i seem to be a magician, because no matter what i try, some bones are disappearing. With my set of bones, the second part of the hinge vanishes and the first part andthe cone bone becomes... some sort of point. same with wunder's idea, but the first long bone is place upside down for some reason. I think this is some sort of entire other issue, probably not beta related so i should post it in the avatar help channel
Heya popcorn!
You can actually
just create a sphere with a contact sender, and a collider, not sure if it has to have a collider but it should technically work
You dont even need a mesh to test contact senders, since the VRC Contact Sender itself has a collider defined by its properties.
I created an empty game object with a single cylindrical contact sender called "the finger" in the root of my project (outside my avatar) to test touch interaction with my model.
You just need to be sure your animator that youre testing is applied temporarily to the avatar.
Since VRC manages its animators, in Unity your avatar will have an animator component but no animator controller.
So if you want to test an animation in the FX layer, that relies on a contact sender, you need to add the FX controller to your avatar during testing (just make sure its empty before upload).
I have a sphere I use, I call it the TestBall
And unity just crashed :)
I am not going insane, t'is but an illusion
At least it didn't get confused and think it was uploading a Quest avatar on a PC build. :P
Had that happen yesterday — Kept telling me my avatar was a few MB over the "10MB limit", even though that's not something on PC.
I. I am actually going insane
All I did was change a parameter, and Unity shat itself
Hmm Living that Unity lifestyle, UNCERTAIN AND UNSTABLE.
God I fucking love this engine <3
You: Hmmm... today, I think I'll change a parameter.
Unity: No.
Im lucky Unity runs at all sometimes.
I updated the beta SDK and suddenly all my avatar stats disappeared. Hopefully a unity relaunch fixes that.
Oh no that made it worse
More like this:
Me: Turns off animation preview
Unity: **You puny mortal, do you think you have any rights to click this here button? No. You are in an endless loop of suffering and existance, you are meaningless, I hereby declare your project... ** GONE.
And that's not even beginning about networking spaghetti
Here's a fun one. Randomly, Unity will get into an import loop working on Prefabs.
It'll see that the prefab is updated, and import it, then because I'm in the prefab, it'll import it again. And again. And again. And again. For eternity, until I force quit and relaunch it.
How many for days until the beta is fully released. It hurts every pasting second
I been thinking about the same thing big human
It’s really starting to get on my nerves because I had to revert to the live version to be able to play with friends but I still like the dynamic avatars 😢
afaik there's no solid in stone release date for it
I'd imagine it'd take as long as it takes them to iron out all of the bugs people report
So 10 years?
hell if I know
I have an estimation
The end of this month or the beginning of April
But it'll be out soon
God you guys are a bit inpatient
hi is this where i can be help with unity problem regarding avatar making with the beta ?
If you've still not fixed the issue you've been asking about, open the package manager in Unity, make sure you have both the Burst package and Mathematics packages installed.
That was like a week ago
doesn't change anything other than that you can subtract a week from what he said
Stance hasn’t changed since.
i dont understand...is it not out ? what did i download then ?
that one ? VRCSDK3-AVATAR-2022.03.04.12.28_Public
oh there is already another new one. I found that one when i went into the beta world
either way i had a question on the model im working on the version im on since i cant figure why i have an error. This animator here is the one from the robot exemple
now on mine it look like this and like i said there is an error
I'm hope it's 2 more weeks
It was release nearing beginning of the month
There are still a few bugs and things people would like to be implemented, so it will still take some time
I rather have something polished than to get it earlier
disable Phys Bones?
There's a toggle in performance settings to disable physbone auto-conversion
You won't be able to enjoy the benefits of avatar dynamics and physbones obviously.
you will, but only with Avatars who were uploaded with Phys Bones, but you wont be able to interact with others
I know but it's obnoxious how people already max out their physbone
True, but maxed out physbones is better then maxed out dyn bones ^^;
Also the reason why even thought they perform like 20x better, they haven't upped the performance limit by 20x
Still cause awful bit of lag. Maybe a limit physbone would be great
I mean, you can limit those in performance settings
Only dynamic
you actually can't
nope, there is not limit option for Phys Bones
tbh I don't see big of a reason for it
Was the robot exemple in vrsdk suppose to move if you go on play mode, when you move him ? Like the tail, was it suppose to sway from side to side ? (like when you applied dynamic bone you would see it)
I swear people just drag the whole armature and it cause fps drop
400+ Bones
And zoomers who want to look like a e girl/boy clone and pass them around
Hello.
I am currently working on something that uses the new vrc reveiver and Sender.
my set up works perfectly in unity but sadly it is not working after I upload the avatar
How are you driving your contacts @slender thistle
that could be ask in #avatars-osc
Contacts have nothing to do with OSC
?
Are you using floats or int
That's the problem
should not be thou
They are talking about this, which is a part of Avatar Dynamics:
https://docs.vrchat.com/v2022.1.2/docs/contacts
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...
I changed the value it sets to match my set up
Well, you can do something similar by doing less than and greater .1
To achieve the same effect
Constant - Informs you when any contacts are present. Resets when no contact is detected.
it resets to 0 and I dont have anything on 0 so it should be fine
@slender thistle
I know that
all of them are floats
(floats only have Less or Greater)
why would you do that?
Because he's using int
He didn't know
to use an int
And I'm guessing the other one is equal to 1 right?
@slender thistle
Convert that to greater than .1
And it should achieve the same effect
when trying to use proximity. changing to constant or enter works fine
fixed it by using floats thanks for the help you all
How would I go about getting the motion of unsheathing a sword when I grab the handle and pull?
I advise you get the emulator tool
It can save you on uploading time
It basically simulate vrchat mechanics without the uploading
And it works with OSC and AD
r u talking about lyuma or do we have something new?
Yeah lyuma
If anyone is looking for an Avatar dynamic version of the cherub that's quest compatible, got one, ready to give out and clone.
Has headpats, boops, and an interactable cord
I have the oculus quest 2 is there a way to get the beta on it
Look near the top of #open-beta-info
@stable mantle Hey might! That’s what I was trying before with an empty object but the float wasn’t being driven. Tested it in vrchat and it worked there.
Does anyone know exactly when beta is coming out?
It's one of those situations where it will come out when it comes out.
I would have a question regarding Contacts too. You need to have a Tag for the receiver but I could not find any info which tags you need to detect the autogenerated hands and fingers of other players? What am I missing?
Thanks a bunch. How silly of me to read the docs before trying it 😉
can someone tell me how to get into the beta
See the top of #open-beta-info c:
Yo can you guys give me avatar worlds that have physics for beta
How would you make it when your hand collides with a receiver and then it temporarily activates a basic toggle on your avatar, but it only deactivates when you collide with the receiver again? Here is my setup
Might've been a bug then; were you using a custom parameter or a "stock" parameter like Finger or Foot for the test contact sender? I used finger for mine since i was testing a nose boop.
I have no idea if custom parameters test right.
One way I can think of:
Change the Receiver Type to On Enter.
In the controller, create two animation states, then add an internal parameter such as "SaberEnabled (Bool)" in the same controller's parameter tab — I'm basing this of your screenshot's name, btw.
In the first one have your On state, and add a VRC Avatar Parameter Driver, with it set to change "SaberEnabled" (or whatever you named the parameter) to True.
Have its transition parameters from "Any State" be "Saber Equals 1" and "SaberEnabled (or whatever you named the parameter) False".
In the second state have your Off state, and add a VRC Avatar Parameter Driver, with it set to change "SaberEnabled" (or whatever you named the parameter) to False.
Have its transition parameters from "Any State" be "Saber Equals 1" and "SaberEnabled (or whatever you named the parameter) True".
Ok! Thank you I will go see if that works
If I'm correct, essentially:
When the Saber contact is activated, it will check the Bool for SaberEnabled. If that is true, it'll switch to the Off scene, and set SaberEnabled to false; otherwise, if it's false, it'll switch to the On scene and set SaberEnabled to true.
By using "On Enter", it'll only set the Saber value to 1 on first contact, then reset it to 0 next frame. This prevents (or should) the animation from endlessly transitioning between On & Off, as it will only switch every time the value is 1.
can you give me a screenshot of what the Transitions and Animation States would like as a layout?\
I can lay something out. Might take me a little bit; I was up all night updating my avatar so i just woke up.
Ok!
But it shouldn't take too long.
Alr, Thanks.
Found a bug with mirror mode on the descriptor colliders https://vrchat.canny.io/open-beta/p/1184-editing-descriptor-colliders-in-mirror-mode-assumes-avatar-is-at-0-0-0
Picture?
Still working.
Wanted to set up a test scene and make sure it works first.
alr!
So I know many people have probably asked this already but how do you get it out of the open beta version on the oculus.
Switch to Live, uninstall the game, and reinstall the game
if that doesn't work, wait a couple hours before reinstalling
Do the same steps you did to get into the Beta, only switch back to the live branch.
You'll have to uninstall VRChat and wait up to an hour for the switch to take effect.
If you have a backup of the release version, you can also use ADB to downgrade it on a developer unlocked quest.
Thank you for the help I'll go and try that.
Ugh.
Im trying to send the pictures but I gotta put em in a collage first. the Bot doesn't like 7 attachments
@quasi bramble
For PVP related things, will Avatar Dynamics allow props to drag people?
Planning to throw a harpoon at someone and drag them back specifically as an example
I'd be fine with knowing that things like that wouldn't be allowed for certain reasons though
mk
@quasi bramble here's my demo too. (Sadly VRC Avatar Parameter Drivers are not Unity testable, so it'd only work inside VRChat. But the rest is 100% testable.)
nice! Thank you so much for helping me!
NP it was a fun experiment in a more advanced Avatar Dynamics control.
OH! @quasi bramble here's the layout too in the animator, just in case:
I have a question about this, how do I need do call the parameter?
Can I give it a normal name like Grab or do I need to name it like it is said? for example the Bool {Grab}_IsGrabbed or Grab_IsGrabbed ?
Because I don't understand this part
The parameter for bones is a "prefix".
So if you named the parameter "Tail", the bone(s) would provide 3 parameters:
Tail_IsGrabbed: Bool (True/False)
Tail_Stretch: Float (0 - 1)
Tail_Angle: Float (0 -1)
You could then, in any of your animator controllers linked to your avatar, add those parameters to the controller's parameter list, and call them as part of animation transitions. — In theory, you could even drive them with a parameter driver, though I do not know if that works.
E.G. From "Any State" transition to "Blush" if "Tail_IsGrabbed" = True, in the FX layer.
I guess I understand it. so I only need to add the parameter menu or how to call it that you add to the avatar in the FX and not the parameters itself?
You don't need the parameter in your Avatar Parameter list, unless you plan to drive that parameter with a menu option.
Otherwise, just make sure whatever layer controllers that need to access that parameter define it in their parameters page (above the layers there's a "parameters" tab in the animator view).
okay, thank you. I guess I can continue now. lets hope it works what I am trying to do XD
It's like any other parameter in that regard; If it is "internal" — If you're not using it in the menu or syncing it, then it just needs to be in each controller that accesses it.
If you ARE controlling it from a menu (external), it needs to be in the Params list asset as well, so menus can access it.
only other people can interact with it. like when grabbed it activates something
so I guess I don't need it in the parameter list
It still isnt working\
Whenever I put the sender onto it, It turns it on then immediately turns back off\
Yeah. Parameter List is only for menu stuff and synced parameters. Bones are given an exception that they don't need to be in the list for syncing.
That's on purpose. The receiver is essentially just triggering the action to set the _Enabled bool.
What is your animator like?
its the Hand Gesture FX thing
Can you share a screenshot of the saber layer after making changes?
alr
Also remember, you have to go into VRChat to test the full thing, since param drivers don't test in play mode.
Yeah in Unity Play mode it'll turn it on, but the "Enabled" state won't get set. If you had "can transition to self" on then Unity was probably stuck in a loop transitioning back and forth like ping-pong.
Turning off "can transition to self" for both directions lets you at least test the on-state, and then you can also test the "off" state by manually toggling the Enabled parameter while in play mode.
alr
I am going to take a break for now but is it ok if we keep in touch? Oh and forgot to say still didnt work 😢
Im a bit nervous about accepting friend requests without knowing people more, BUUUT you can shoot me a DM (I should have those on) for more in depth help.
I could throw together a controller for you to copy, if youd like.
yeah I would like that
https://feedback.vrchat.com/open-beta/p/1184-add-optional-plane-collider-size-limitation
Kinda hope they see this. It seems silly you can't limit the plane size.
you cant limit plane sizes because theyre infinite
makes the math easier
this
I will pay you to make this a prefab
I will bloody pay you
It seems like it encourages you to use a bunch of cylinder colliders though. Wouldn't that be more intense on the math?
better than having all that and finite plane ig
Having a row of super thin sphere colliders for example, for, like a sword?
That's somehow better?
idk i dont unity
Than just a plane? With a set width?
(ok maybe i do just with toggles n stuff)
You need the bones to be thin?
Not bones.
Colliders
And, if planes are added to Contact Senders/Receivers, those too.
Do you really need the colliders to be thin?
Yes.
E.G. My avatar has a sword. It doesn't have bones on it, but I want it to collide with other objects.
It's almost entirely flat, but it's wide.
Getting enough colliders to where parts don't clip the sword, but also don't collide 4" above it would take a good handful of colliders.
I think your looking for a level of precision that is really too much
And there's a sword for each hand.
How is a flat collider precise?
I thought the point of the plane is that it's not dealing with volume. It's flat.
Ok i have always thought of a plane not as a flat surface but as a infinitely large object that is only on one side of the collider
Nothing is allowed on the wrong side of the plane
I guess to be fair, plane meshes are single-sided.
So maybe what I'm thinking of is a box-collider with no-height?
If something moves fast enough and the colliders is small enough, something will still bypass the non infinite colliders
This is still preferable as the same applies to cylinder colliders, but more so since they'd be even smaller.
What's your price?
LMAO
I'd have to find a way to covert text to a legit mesh to be Avatar friendly. But The button itself is functional in testing.
Just a heads up, I've released a version of pumkin tools that supports avatar dynamic copying in the discord
@shrewd estuary @strange spoke
I'd need roughly... 25? Of these just to span my sword whilst being of reasonable thickness.
green :)
That's excessive.
And that's 1 of 2 swords
50 cylinder colliders just for a prop seems like it'd be WAY harder on performance than some kind of finite, double sided plane. And less accurate at such small radiuses.
this looks like an album cover
yike
Yeah. And my worry is, unlike myself, some people aren't going to care.
whats wrong with having one big one then or are you unable to do that
I don't want PhysBones getting trashed on Quest just because the tools are inadequate.
Those colliders you see? Each one is as thick as the thickest part of the sword.
ouch oof my frames per second
A large one would put the boundries a good 6" outside the actual sword.
Like, stuff would be "hovering" if i tried lifting them with the sword.
nothing wrong with having it just be a bit outside of the sword, u can probably cut the amount of colliders in half and still have a decent boundary
yea it'd look weird but i'd rather it look weird than have my game run at 10 fps
Still feels like even, say, a perimeter and an "axis" would be less performant than just a flat surface.
I don't care if stuff clips the sword a little as long as they don't go through.
Its sharpest edge is literally flat after all.
keep decreasing the amount of colliders until u feel its going TOO much outside the sword
i'd rather do that than have my game go "hahaha AAA"
(now with less a's because mod bot)
Oh I'm not putting ANY colliders on my sword current.
alrigh
That was the whole point of my feeback.
"Uh hey, this would be useful and would encourage better practices"
Because, uh, a lot of avatar devs don't care about performance. I won't use a 25 collider sword, but I bet my great aunt someone will when these things are public if there's not better alternatives.
hehe
LMAO
Is there a good way to get which direction the physbone angle is tilted? I have it axis locked and I'm trying to determine which way direction on the axis, besides hacky collision stuff.
I enjoyed myself quite a bit.
The amount of times Unity, Vrchat or the Avatar Dynamics SDK just stopped worked is tremendous. Still loved it though!
Just thought I'd place that here
hehe gun
also waow the hud your avatar has looks neat
Thank Polygon cherub, he's the person that designed the avatar, I'm just using it as my erh.. subject
Also any better ideas to be able to get the individual angle at each transform for a chain of dynamic bones besides having each transform be controlled by an independent physbone component? That doesn't seem very computationally effecient.
Im actually curious about this myself — Isn't the params only for the "root" bone?
That's what it seems like? It would be nice to be able to add some component or something on children to export out the angle into a parameter
Either way I've hacked enough "solutions" to control my robot through vrchat. But boy is it hacky
Hmmm. A "VRCBoneController" might be a thing to put in feedback for — a control that listens and can animate a bone, whilst being updateable by other animations or a parent PhysBone.
So, I have a hoddie with 2 laces, on both can be pulled, I want my Animator to always go to the one with the higher _Stretch value. Is there a way to compare 2 floats in Animators?
Ahahaha, "compare", haha, this is unity, you will suffer
I don't think you can, unless you try to create some type of transition-logic
Maybe a BlendTree could work?
It'd be pretty complex. Not quite sure how you'd go about it.
But that's my instinct.
this thing should switch between two blend trees xD
which makes this a bit more problematic
You can nest blend trees. That's how my locomotion controller works.
wait, I can make blend to a other blend tree
blend tree into a blend tree into the blend tree into the blend tree...
yo dawg I heard you like blend trees, so I put a blendtree in your blendtree so you can blend while you blendtree
Yeah. My locomotion controller blends between the standing, crouching, and prone blend trees, based on the standing value.
That way i don't need to constantly futz with transition logic.
And it's more dynamic ✨
well this will be fun
Imagine a 2D blend tree could do this.
Both stretch values as the X and Y
Full animation on all but the 0,0 corner
Not really a comparison but same result
Full animation triggered if either or both is 100%
which 2d should I use?
what is this for what
wow, that actually works quiet well
what are you trying to do
trying to make it so it goes up when both are pulled, or either?
you might need one at 1,1 and freeform cartesian
I have this hoddie, with 2 laces, I my hoddie goes up when I pull at them
It works how I wanted it to now ^^
Not really how I wanted it, but that's because of this...
https://feedback.vrchat.com/open-beta/p/1184-small-max-stretch-doesnt-work-with-stretch-parameter
I would go with freeform Cartesian and do four points. Down at 0,0, and up at 0,1 1,0 and 1,1.
I got it.
Well. I got it kinda?
I have to catch up on the discussion.
This is what I had for comparing 2 values though.
If the left side & right side are equal, in simple testing, if normalized blend values is checked, it's no different than them being 0.
So whichever has a higher value gets "weighted" more on the animation.
it works the same way as without the 1 1
so only 3 are actually needed
is there a date that the update is specified to come out, or will we have to just wait and see?
wait and see
dang...
@timber jewel are you trying to animate the hoodie going up when either string is pulled, and by X amount?
So you found a solution. OK
I don't need to play more :P
I did get essentially value comparison though via blend tree, which is cool to know.
yup, it works great
👍
Blend trees are super powerful.
oh no
I just remembered I had to export blend trees to asset using a script in order to nest blend-trees. FYI.
—
(The SDK had Blend Tree assets I could use in place of animations, and my brain went "how do I do that for my own blend trees?")
okay, it's fine, everything was saved
Whew
Hey how do I get out of the beta if the set to live Uninstall reinstall thing doesn't work
Are you on Quest? And using the quest version?
Yea
^
It can take up to an hour before your Quest registers the change, worst case.
Uninstall VRChat and wait.
I don't think that's it because when I try to reinstall after doing it the whole app won't even install
For whatever reason, the Quest caches what betas its part of, so its up to whenever you Quest "syncs" with Meta's servers that it puts you back in live.
Just leave it uninstalled and wait an hour. Trust me, it can be weird.
I've done that left it for a day before
If its still broken after an hour uninstalled, then it will be cause for concern.
Yeah it can get extreme. I had to do that with the Quest Camera beta.
Do you have a developer unlocked Quest with access to ADB.
random question, is the stratch / pose position of bones send to people who joind after they have been positioned?
Hrmmm. Id share the APK for the main branch, since I backed mine up before going to the beta (ADB can downgrade apps), but its too big for Discord and I feel like its not cool to share the apk elsewhere.
Um that would work but u would have to find a place to send it but if u dont wanna do that I totally get it
Yeah I don't think VRC would be happy with me "distributing" the apk outside the store beyond a private message.
Ok that kinda sucks but its fine I guess
You would think there would be a way to just switch back but its meta and most of there things are rather um how do u put it "disappointing"
For future reference, I recommend using SideQuest to backup the APK before trying betas, that way its a simple adb install -r -d [APK File] from the terminal or command line.
(SideQuest can't downgrade apps, but you can perform a streamed downgrade with ADB directly.)
No im just not gonna enter betas anymore in general they are a waste of time just wait for the update unless u plan on creating something
It's good to be able to get avatars "PhysBone Ready" tbh. And some betas are network compatible.
Its just Meta's handling of betas is a bit... weird.
IDK why the Quest doesn't check the store for its update branch. There's no auto-update either.
Yea ig are there any ways of getting the last updates apks
Will open beta be ending soon?
Isn't that the million dollar question
We are all waiting
They should put in inside colliders before they put it in live
I just wanna be able to join people again 😪
Just imagine the update rolling out today or tomorrow, It's not ready yet in any form imo
Same😞
Can just play on live
Auto-conversion will annoy 90% of players, most avatars aren't ready yet, (still) no constraints on quest, etc..
Did you read the announcements
Not yet but I’ll look
I'll put it on the Internet Archive.
It won't be the most recent but it will be 2022.1.1
So will it be able to join others
Ima try switching out now and seeing if it works
Read the announcements
That doesn't work
Factory reset
That doesn't work
Then ya didn't factory reset properly
Nope I did i did it from my headset I got into the one menu by holding power and volume and selected factory reset
Can u dm the link please
Yes. I currently use it.
Its a known issue where your account, on the back end, can get "stuck" on the beta branch, even though you switched branches in the Store UI.
If the Meta servers on the backend still think they're on the beta branch there's nothing they can do.
Will it change back when open beta is done?
They were asking about the release build I backed up. Not the beta.
Yes. The store will force you onto the main branch if the beta branch is closed.
A funny side effect is if you don't leave the beta branch before then, sometimes you'll be forced back onto it if a new beta comes out. Meta is weird. So if the beta nears release, its best to exit the beta.
Hey @timber plinth so Phys Bones now work without any problems on humanoid bones?
https://twitter.com/wunderwulfe/status/1505670540836712448
I saw it in the patch notes but wasn't completely sure that it now 100% works
idk, it always worked on arms and legs
interesting
i never used it on the hips or chest or anything
but posing is wonky
thats why i made it optional in the av3 menu
ah nice
the funny thing also is
the quest version looks a bit scuffed (per usual)
in what way?
lol
makes sense
The thing is I want to but everything I have tried failed I tried factory restarting the headset, downloading and re-downloading VR chat multiple times, is there anything else I can do?
https://archive.org/details/vrchat-quest-2022-1-1-apk
To any moderators, this is the stock client, as provided by the Oculus/Meta store. This was backed up from a Quest unit, and submitted to the Internet Archive as a means of providing alternate recourse for restoring Quest units to the Live Branch 2022.1.1 update. There are no modifications, changes, or alterations made to this APK, and it is provided in the state it was found from the oculus store.
To anyone with a developer unlocked Quest, you can either:
- Uninstall VRChat and sideload the release version
- Use
ADBto downgrade the application to release viaadb install -r -d "[path to APK file]"
If you have an unlocked Quest you can use that.
If not try switching in and out of the beta again then wait an hour or a day before installing.
Ok Ty I will try the uninstalling thing because my headset is not unlocked
I wish Meta didn't make this all a necessity.
Yeah it’s a lil annoying ngl
yeah idk why their stupid update system just goes like "Oh you have a newer version installed then I have, great just stay that way"
Yeah I have been stuck for a week now
well, at least you can use Avatar Dynamics I suppose xD
That's not the big issue — The issue is for people who leave the beta branch in the store and even reset their Quest, and yet Meta is still like "Oh you're a beta user, here's the beta".
Like, that shouldn't happen. The store on your phone or PC will even say you're in the live branch.
But whatever communicates with the Quest stills says otherwise.
It makes sense it wont downgrade existing installs as with Android you can only do that via ADB. Not on-device.
It once took me about 24 - 48 hours for my Quest to understand it wasn't on the beta anymore.
Now I just make backups before installing them, like above, and downgrade.
Downgrading also keeps all your settings as user data. Why VRChat will insist on the tutorial and changing my avatar every time I reinstall is beyond me.
When is beta coming to live ?
—
Hmmm. You think PhysBones will provide anything similar for "flying avatars".
When they announce it.
Unless they give a timeframe in #open-beta-announcements or #open-beta-info it's "up in the air".
Im asking cause that's one thing PC avatars still can do that Quest can't.
This is going to sound extremely dumb, but uh. How can you do the beta thingy?
Its confusing to download on quest
Do you think there going to announce soon ?
Follow the steps in the message I linked. You log in to the Oculus website, visit the store page, click the version number, and switch to the beta.
After a while your Quest will tell you there's an update.
Ik how to get to it
The current beta is not network compatible so you can't play with people on Live versions.
I wasn't talking to you.
Sorry
right like have a flag that goes off for the account not the instance of install when its done
or oh say if the persons trust rank is user or higher just have it skip with the option to manually start it if needed
I tried both.
You have the avatar descriptor on your avatar, and the object you're testing is set to receive contacts from the same category you're testing right? And you manually applied the animation controller of the layer you're testing to the avatar's animator property?
Why are some of the bones not showing???
@timber jewel did you need to fix the blep and eye close animations for the rex?
the two blend trees in the gesture right and left
when will open beta be over
Yessir.
when the team deems it ready for live release
Is someone able to help with creating avatars on the new sdk?
so I got the open beta sdk and imported it, but as soon as I did, my inspector thing just blacked out so now I can't close it or open a new one- help?
Floaty boi I have the sdk too but that hasn't happened to me. Do you have two sdks installed maybe? Also I guess try to check if you have the latest beta sdk which is the 2022.03.18.16.13 public sdk
ooh yeah that's probably why hold on
Does anyone know if they intend to let us animate physbone properties on the fly? The canny says tracked internally but not that they’re working on it.
Basically EVERY cool thing I want to do, I either have to use multiple copies of my physbone chain, each with the properties I need, or just change the properties of one chain on the fly. I don’t know which is more performance intensive
If it’s genuinely cheaper in terms of perf to have multiple physbone chains, versus one that changes, I’ll just give over waiting and set up my stuff with multi.
What happens if you try to use an avatar without a Live blueprint on Live?
Does it just say avatar unavailable I assume?
Someone was saying that maybe allowing us to animate physbone properties “at runtime” might be “too expensive” (in the context of attempting to animate changing Gravity) but I don’t know anything about it at all…
So I guess my real question is, does anyone know whether it’s worse to have three or four copies of a physbone chain running at once, or to have only one, but animate its properties changing?
I haven't tried myself, but I believe if you change the settings then disable/reenable it, it will apply the settings
I tried to have frames that disabled and enabled within my animations
it didn’t work
Like, I began my animations that changed the properties with a couple frames disabling and reenabling them. No effect (for me) 8(
Actually spheres/cylenders (and capsules) are very quick to calculate. a finite flat square is more complicated
Would I need to have fully a separate animation JUST for disabling and another for changing the properties and another for reenabling?
For example, spheres are just a simple distance check
Leaving the physbones running is important for my setup to remain smooth (constraint stuff using the physbones for reference).
Though I guess I could pad out the enable/disable stuff with some wait time before the constraints actually swapped.
The other thing that’s irritating is there’s a demo avatar that appears to have fully, smoothly animated properties on its physbone chain… only Gravity clearly has to enable/disable on it iirc. But I can’t get other stuff like Pull to change on the fly ):
Trying to do physics using the new VRC Phys Bone system. Things look great in the editor when I press play and move the avatar around, but the behavior is completely different in-game.
:
Im trying to upload my avatar to quest and in the menu when i click upload, doent let me and this show up, not sure if its a particular bug or something work upload to the canny
So does anyone know what happens when you use an avatar you uploaded to the beta on Live?
works like normal except the new stuff, well doesnt exist yet
So if you uploaded it on Beta first, and go back to live, it will just be as you initially uploaded it minus the PhysBone/Contact components?
Beta avatars are backwards compatible. My fallback was built 100% on the beta SDK but works with live.
Anything compatible with the live version will operate and anything that uses Avatar Dynamics will just be non-functional.
Still less performant and accurate than 50+ sphere colliders just between 2 props?
yes
@muted bloom as exhibit A for what I speak of, I'm replying to my own message.
hard to say, spheres are crasy optimized though it is just a distance check
I'm trying to create a boop trigger on my avatar on the new sdk but whenever do this it breaks all of my other facial gestures. Does anyone know how to fix this?
is it normal that the SDK doesnt select whats causing the error?
regarding this i just deleted the blueprint
normal yes
It's pretty obvious whats the issue
yes but i have a lot of stuff i i dont find something that i missed
go through your materials...
Why can't a simple distance check be done for a square or flat surface? My brain keeps saying "round" is more complex to calculate than flat, seeing as with meshes, the smoother and more detailed they are, the more complex they are to render.
sphere is just one dimension, with a flat surface you have to calculate 3 dimensions
or two, I guess it depends
Oh so you're saying it's basically doing the same exact calculation every time because it's round.
exactly, it just looks how far away it is, thats it
Except for the edges in the case of cylinders.
yes, but that is also simpler then a flat plane
Couldn't an optimized method for finite planes be done still in a similar manner?
Do the same thing, only instead of distance to center it's distance to point? For angular calculations, cheat and just create a number which gets added or multiplied every X from the center?
I don't know, you can give it a try ;)
Because even with as optimized as a single cylinder is over a plane, there has to be diminishing returns at some point.
There's no way 50+ cylinders would perform better than 2 optimized planes.
probably not, but at that point you may have to ask yourself why you need that ^^
If you look at what i replied to it's for a sword. My sword (mesh not pictured) is wide and flat, for optimized reasons.
At the sharpest edge it's literally flat
And it's about as thick as my pinky on the other edge.
Being able to make the swords dynamic would be fun as hell.
But current PhysBone offerings are too excessive for its dimensions.
Despite having all these different prop interactions shown off, Avatar Dynamics fall short for anything that aren't roughly as wide as they are tall, and for props like mine that fall on the extreme end, workarounds are too excessive.
i already changed everything to vrc materials and still have the error that is useless not showing me where the exact mesh that is the problem is lol
well, you always have issues with edge cases ;)
If it's in a prefab then sometimes. Go through each individual component and comb the inspector for materials, even disabled ones.
Disabled objects still count btw.
🥁🎺
(Discord doesn't have a trombone emote)
I'm not a VRC dev so i don't really think I could btw.
well, you can chat with the VRC Team about it ;)
👀❔
Brw @restive tapir the beta SDK has been getting confused so sometimes saving and restarting Unity helps.
Already changed the problem elemnt, but the thing is why it doesnt show you directly, i mean i forgot that i had a mesh inside a bone in the hand of the avatar
thats why my question was that isnt the sdk showed you where the mesh problem was?
Was it disabled per chance? Either the object itself OR even just the mesh renderer component?
I had that happen once which is why I ask — The SDK seems to rely on active components for certain issues, rather than all components in the scene. So it can see that it's attached but it can't select it because it's disabled.
Though i don't know if that was what happened here.
no a lot of them where active
maybe its just a one time case because i updated SDKs for the beta updates
Al4ight, adding a trombone to my avatar, you can't stop me
PC version needs an avatar dynamic feature to play "womp womp womp woooooooomp" when you slide it.
Hold on
If infinite planes ARE viable, as they're only checking distance on one axis…
Why can't there just be a "boundary" in local space.
—
In essence, it's doing the same math as an infinite plane, but if the contact in question is outside the "boundary" it's ignored.
—
You'd be "cheating" a finite plane whilst using up the full resources of an infinite plane (it'd still be checking well outside its boundary), but it wouldn't, in theory be using any more resources, realistically, than an infinite plane.
It'd be a simple "if contact is not outside range" check, hypothetically speaking.
—
Likewise, planes as contact senders/receivers is already tracked internally if I'm not mistaken.
If those were infinite, that would cause a LOT of problems for other avatars with dynamics in the vicinity. An infinite plane contact sender would be able to trigger contact from a large distance away, and vice versa for a receiver.
🤔
@surreal pier what do you think? Seeing as you have thoughts on this too.
it would cause issues if its infinite
also on longer distances you get inaccuracies, jitter, etc
because of floating point precision
Like, if plane contacts are being considered, that seems to almost imply that they're considering finite plane colliders almost by happenstance, yeah?
That's fair. I'm not up for long, it's late for me i just woke up with brain energy needing to be spent.
You replied to my comments about colliders as did others.
Brain go brrrrr.
Pc player: 
Quest players: 
19 audiosources, Jeebus this update is a middle finger to optimisation
Can you not just have one audio source and animate the source file property instead?
Or do they each need to be volumetric from their own little special place on the avatar?
Could create a janky mesh of the text "womp womp" that appears when you do it.
And use ANOTHER material slot?
LMAO ikr
My model is a very nice
on Quest because of all the performance optimization for props that get dinged by the perf system.
Granted, i can't escape the fact it's 30K tris. But even if I could, I'm punished for doing the right thing.
—
Meanwhile it's medium on PC and just barely at that.
meh, as long as quest 1 users don't crash I'm fine with my 
Same here. And i do have a low poly version thanks to CATS that i slapped a giant 🪶
sign on for anyone who hasn't enabled mine.
You could reuse the same but animate the pitch
Yes, but, if the audiosource is disabled 75% of the time, I don't see a reason to
Haha yeah if each audio source is going to mostly be mutually exclusive then yeah it doesn't make sense to combine them.
The SDK & performance system really need the concept of "props".
My base model is only 18K tris & 4 mats for instance.
I have a public version of my avatar,
on quest because uwu 18k polys,
on pc (Le audiosource)
Sadly enough most of the vrchat team are amateurs, so we won't be seeing that for a looooong time
I've gotten the impression it's less that they're amateurs and more that they made their bed in Unity and now they have to lie in it.
For example, in order to use asynchronous space warp and other performance enhancements on Quest you have to use 2020+ and the universal render pipeline. Moving VRChat to the URP would break almost every existing shader and world.
Likewise Unity out of the box is not "optimized" — Udon is basically their replacement for scripts, Quest still has audio induced system lag issues, etc.
Unity made sense at the time because it's what others used and it was an easy to grasp framework that let them get something off the ground.
Now VR technology has moved so fast that it'd take considerable overhaul to not make it dated. They're probably busy just trying to plug the leaks and patch the holes with performance and quirks of older Unity versions long since fixed with newer builds.
I suppose it's also helpful to remember that like vrchat got its first release in like 2014
E.G. Unity does not offer GPU physics on Android. So for ages you couldn't have avatar physics on Quest, and world physics kick the CPU like a small puppy.
TBH, I wouldnt mind redoing worlds in 2022 URP
yeh it sucks that I have to go through all my worlds un upgrade a vrc2 version but I wouldnt mind too much
Just they need to eese players into that, maintain the "Legacy" (current) one for as long as posible but make vrc2020 the defalt branch after a time
It would break EVERYTHING. Everything would have to be reuploaded with new materials.
Yup
that would involve permanently deprecating a whole bunch of Worlds that no longer have folks updating them
I mean, if there was a way to "fall back" to an old Unity player — that is, embed a "hardened" LTS Unity Player and the modern Unity Player in the same program, and "fallback" to the LTS Player for legacy content, that could work, in the interim.
I do feel that eventually there will end up being a major change that requires everything to be reuploaded. Just not for a LONG time.
They will Put it off for as long as possible
It'd double the file size of VRChat and create a logistical nightmare of determining what SDK a world was built on, and the logistics of how to "seamlessly" fall back to old VRC.
But it'd be best case scenario. Kinda like how some browser had an "IE" mode for old websites.
okay but how would you handle people's avatars
like in the in-between time I doubt folks would want to put up with having to upload the Avatar 4 times
and also require two different Unity projects for all of them
I personally think that once they get to the point of needing to upgrade they should just rip the bandaid off. have it in beta for a couple months so the people who care can update. then push to live
I mean they kinda did that from 2018 -> 2019 no?
At that point, it'd be better to try and find a way to convert materials using built-in render pipeline shaders to URP shaders at runtime.
That would only work for standard Unity shaders though, custom shaders would be out of luck.
Ironically Quest Avatars would probably be the best off, with fallback shaders.
The game would seamlessly swap shaders at runtime based on the engine used.
Though PC shaders with a defined fallback could also do that too.
hope everybody has proper fall back settings on PC avatars shaders as you're probably going to see that a bunch
It would probably come at a performance cost on content load though. Could be a potential cause of hitching when loading something new.
I'd rather an extended load time than something not working.
I'm used to games that made you sit through cut scenes and menu dialogs just so it could load a mission in the background. A couple minutes load time wouldn't hurt.
Yeah, the game already hitches on avatar load on most peoples systems anyways. So it wouldn't make a huge difference.
My Quest 2 cries any time someone swaps avatars.
A-aaa-a o-ooo-o E-eee-e etc
the vast majority of the load time for avis on my system is actually downloading them
me too
which im pretty sure there is a bottleneck on vrcs size
I think that's most people. VRChat's biggest issue for common use is CPU bound tasks (downloading, unpacking, processing, encoding, decoding).
I have 200Mbps download (translates to around 30MB/s). So it usually doesn't take any longer than a few seconds to download something.
I also have a 10th gen Core i7 so...
I looked at the Quest's performance inspector from ODH, and in VRChat the CPU cries even alone with no physics.
Get near a pool table at it peaks.
im getting around 300 nowadays. but for a full lobby it takes around 15-30 seconds to download the avi
Note raw download ≠ connection speed to VRC, and 1MB/s = 8 Mbps (Mb/s)
ya
My safety settings are strict, so the game rarely ever even downloads someone's avatar lol.
I only see my friends avatars.
But yeah VRChat has big CPU issues. It's not as noticeable on a good PC because there's buffer; room for overhead.
I run a 5600x and a 3090. there is definitely some big cpu issues
On weaker machines & Quest where you're pressed for space, you suddenly realize that loading an avatar is harder on the performance than the avatar itself.
I'm GPU-bound in most cases, my RX 570 is starting to struggle with modern gaming.
40k tris? No problem.
One zippy boi? panik
Yeah i can imagine. That's what's hooked up to my Mac, and in bootcamp it barely handles Boneworks.
every day im thankful i dont bother to make my avi quest compatible
I don't even have VR. I'm talking about desktop performance.
Make it Quest compatible just throw caution to the wind and ignore the performance ranking.
My avi is
on Quest and performs fine real world.
For most avatars it's as simple as shader swaps and removing unsupported features.
I hold my 90fps cap most of the time, but some worlds and avatars can drop me down quite a bit.
I really hate having my avi look worse than it could be
my main Avatar pretty much goes medium rank on Quest just with a Shader swap
Tbf I've learned that some PC worlds are worse optimized, even if there's Quest versions.
In bitter irony some worlds work better on Quest due to shader optimizations. On PCs some creators have no holds barred.
My avatar needs to be decimated to work on Quest... Around 50k tris.
my avi is like 71k polys because i need a good bit of polys for my face tracking
Fair. Took me forever to figure how to leverage MatCap for a clean cel shaded(?) look.
My friend pup has a Quest Avi that's about 60K due to an overly detailed Canine mouth from the base creator.
out of curiosity what kind of MatCap do you use
Avatars that use more realistic shading though... That's where Quest makes them look like crap, cause Standard Lite sucks.
(like mine)
granted i added a couple outfits so its around 100k polys. But its all on 2 altased materials and 1 fur mat for a tail
Top half a feint cream, bottom half dark khaki. Solid.
Oh and a small white oval in the top half, for a reflection.
I've learned to avoid SL and try to do things other ways with texture effects.
I only use SL for emissive materials, since matcap lacks emission.

I wonder if they'll add the ability for desktop players to interact with PhysBones, I'd imagine it would be pretty similar to holding world objects in terms of control. Maybe certain types of avatar triggers too.
I did it in the most performant way possible. I could have gotten it to run "better" according to vrc's safety settings via blendshapes. But in reality it would end up worse off for performance
In theory it'd still work as long as the shaders are Quest compatible and any constraints or audio are tossed.
No one would see it automatically, but people who trust you could choose to look at it.
We're all in the zone for an unfair reason
and I might suggest making a quest compatible fallback that only has one outfit for everybody else who doesn't click show Avatar
unless you're some cringe script kid modifying the sdk, fuck those idiots
i held off being a very poor for years. But eventually, i just had to make a switch
I never go to quest worlds. so i dont really got a point
Same. I have an outfit swap, 2 swords, and an overcoat. I could've shoved those into a single mesh and atlased textures and combined materials, used blendshapes. But that'd be hella worse on performance and it'd still be 10k over 
ya
Eh with their avatar a fallback would be hard unless they're capable of redoing the topology and rebuilding the mesh and blend shapes from scratch.
In my limited experience, anything north of 30K tends to decimate poorly when you try to hit 10k, even with CATS.
When you're removing over 2/3 the vertices, it's going to break.
especially because i cant really decimate any of the actual high poly things because of the 40 blendshapes i use for face tracking
Being said, a Quest "functional" version that Quest users can see would be a nice addition in the event you end up playing with people on Quest (it happens).
A lot of worlds are starting to get Quest versions, now.
myself I have a decent amount of friends that are on Quest so I have to consider fallbacks
ive tried to go into quest worlds. But every time its an absolute disaster. So i just avoid them now
I was lucky my base model was only 18K so with some finagling I got it down to 9900 tris then slapped a fallback logo on it for another 50-ish.
Gotta remember worlds are universal is what I meant.
But I get ya. Diminishing returns.
If you're visiting PC only worlds with PC only players, a Quest viewable version wouldn't be seen that often.
my main world is the pug. so ya
Mine is Fallen Down and I play on Quest a lot. I'm a Q2 owner, and my model IS optimized, even though it's
. So I tend to put care into making sure it at least shows up in Quest.
Not for long, I'm just waiting on the day they remove VP on quest lol
still just being thought about in the team, but it's stipl a posibility
all i truly want is more synced params to work with. and a faster update rate
The update after AD, should be a revamp of the performance system
Im using around 60 different params at the moment sitting around 110 ish bits. But i need a lot more for haptics stuff im working on
Oh good god no. That's the day I'll quit VRChat.
I've experienced first hand How little a difference fallback vs
can make. It'd only be relevant for, like, those new 100 people lobbies.
They said that they DO plan on removing
avatars from Quest.
Purportedly
Everyone I've talked to hasn't heard anything official in years, and it's all based on a single line in a years old Help document which is stupidly out of date.
Though, I specifically heard
avatars in public avatar worlds on Quest. Not sure if they are going to block
uploads outright for private use.
usually they only increase what you can use, not decrease it.
there would be a riot if they got rid of vp
The way it is now is serviceable. Most the
I've encountered have no real difference in performance to fallbacks, with rare exception.
And
are always blocked on Quest. You have to manually override Safety settings per user to see them.
—
So getting rid of them would solve nothing and block a lot of people out of using otherwise functional avatars on Quest.
does "show avatar" save? or is it a constant unbloc
It does save.
Per user. So if I unblock you, it's unblocked even after reload or avatar swap. But if I don't unlock @stiff acorn for example they will still be blocked.
In essence, it puts the question "do you trust the user wearing the avatar enough to show it" to the user.
I'd love to see a quest user's profile and check the "show avatar" part
It's not in your profile; it's in the quick actions menu as part of launch pad. PC has it too, btw, just most never need to use it.
I didn't think it showed that.
Quest players can't even see my main avatar lol. Like I said, it needs a LOT of work. So I have a fallback of one of my other and more optimized avatars for Quest players to see instead.
I don't have a Quest version of it.
All of my friends are on PC so there isn't really any incentive to do so.
I hate to exclude nicequest users, but advice from client users in bs sometimes
"just use x shader that's verified on quest", If they're verified and so good, Y they ain't in the base sdk?
NiceQuest???
Cryptofx or something idk, I liked the guy but it sounds shady af
Yeah no you can only use the (sorely outdated) VRC official shaders on Quest.
Any other shaders will be stripped, and any modifications to the client or SDK are a violation of the TOS.
I wouldn't want to risk being banned for glitter and particles.
Ha take that! I was faster! *FEEL THE INFERIORITY!! mahaha
Well I used a reply like a civilized goat.
Mnyeh!
Blegh, a goat. Luckely I'm a robit
Honestly? The amount of times that happens, along with the amount of not-Quest-related support in the Quest channels, and non-dev-related support in the dev channels, is a bit frustrating.
Like I get it, this place is hard. But it literally says in the channel descriptions what each channel is for.
Well, goat monster thing. But for simplicity sake i use goat.
You can. Just tap the header.
Too much work
if it's more than a swipe it's too much
Well you're in luck because it is just a swipe to the left away.
Seriously, you can slide right to left to get to it too.
If people remember that it exists
Fair
Hmm. Does anyone know exactly how the flying avatar glitch works?
I tried recreating it with physbones and it just made my avi do a Club Penguin dance. 😅
Oddly specific... But not surprising LOL.
Was kinda hoping AD would be the ticket to Quest compatible flying avatars.
Flying avatars is something to do with colliders.
It was jiggling around so fast that it was just like those two frame dances of wobbling side to side.
Yeah that I'm aware. And there are PhysBone colliders.
I don't think those work the same way as regular colliders?
But no tutorial actually seems to know how they work on a technical level, and there's no clear path to doing the same with a physbones if possible at all.
No self-collision (in terms of locomotion).
What do you mean self collision?
physbones collider won't affect your playercapsule, so i don't think flying will be possible anyway
Is it like the collider colliding with itself due to some weird order of operations?
I don't know exactly how it works, but it's some kind of exploit with having a plane collider as a child of your avatar that is constantly self-intersecting with your locomotion collider.
Add a physcollider B)
Cause it is a glitch. Just seemingly one VRC has "left in".
(The joke is they are removed on quest)
Yeah Avatar Dynamics is the Quest Friendly collision.
Purportedly it'll replace collision entirely on avatars in the future.
they need to add inside colliders before that though
Inside colliders, finite plane, box, constraints.
PhysBone is definitely targeting the Dynamic Bone crowd currently.
It's also very similar to VRM physics.
they also need to fix the autoconvert
Remove it. just remove the dynamic bones
it seems to increase the wiggle a ton compared to db
Lmao. "You're free. Go on. Be a person."
There is only so much an auto-converter can do. Both systems are so fundamentally different that you can't just copy-paste values and have it work as expected. It would take a LOT of effort to get it anywhere near "good enough".
that reason to change being that physbones work better. not that it breaks the previous setup
No just stop wasting my processing power on your materials, I don't give a shit your glasses have a material for every poly, not an excuse
I mean they outright said dynamics bones will be deprecated in the future, and it was always a a paid plugin anyways.
which is why the autoconvert should be as similar as possible
Excuse you my glasses have premium ultra clear lenses.
They're so fine they're Ultra Performant ™️.
And by that i mean there's 0 tris! 😅
Or the multi-million poly models that use vertex colors for textures because the creator couldn't be bothered to learn UV unwrapping.
ok but glasses with no lenses is kinda sad. its like how in some places people wear braces even though they dont need them
IRL yeah. In VR? No one is going to notice unless they're looking for the reflection.
You really only need the frames.
ive worn glasses all my life. so its pretty noticeable
Performance wise.
Same.
But all glasses I've encountered in VR have no lenses.
Then again i play on Quest and you can't use transparency on avatars there.
ive encounted some with actual lenses, and they look really nice
pc is another story
I imagine.
Transparency is expensive mate.
similar. not the exact same
Just you don't get the specular reflection outdoors.
Aesthetics not detail.
I consider those separate.
Like UX vs UI
I'd argue aesthetics are more important than detail.
consider it part of the immersion
Immersion is good but this is 2022 and GPUs cost more than a used car.
i take a darwinian approach to compute power
Quest has exploded during the pandemic for the sheer fact that it's the only console based affordable headset.
It's also the most affordable PC VR headset as well
Yup. It's a Rift S but better
well ya. it came out after
Personally though, if I ever get a VR setup I'd rather buy a used HTC Vive over a Quest just because I hate Facebook.
With the added plus of Air Link without having to use a god-awful cord
id hope an iphone 14 is better than an iphone 10
so yeah probably time for folks to brush up on stylized rendering approaches that don't require expensive rendering
like Wind Waker still looks pretty good even though it's a twenty-year-old game
This is why i like the MatCap so much.
I can get Wind Waker or BotW like shading, at half the cost.
Until someone showed me how it worked i thought MatCap was useless.
From what I've heard, I don't think the HTC Vive has aged too well. Right now the main two competitors still in the running seem to be Valve Index and, of course, Oculus Quest.
nice
If you ONLY want to do PCVR and want to avoid Meta, then yea go used. But until someone seriously contends with them, the Quest is the only reasonable option on the market today for budget VR.
I don't care if it hasn't aged well. I refuse to buy any Meta product, and I'd never be able to afford an Index.
not many companies can compete with almost a trillion dollar company
True
Tbf many tried but they gave up half way.
The Quest is based on the Go which was standalone Samsung Gear VR.
There's an evolutionary tree there.
I have a friend who has the OG Vive and he says the experience is pretty good aside from the Vive Wands being garbage.
what i always find funny when people suggest that valve should make a $300 hmd is that fb last year almost spent valve's entire net worth in losses on quest subsidies
Even the vast majority of Meta's users hate Meta with a passion. Sadly, they're leading in technology though.
Yup
When no one wants to compete with you you have a captive audience.
I didn't get a Quest because I liked them.
no one can compete with them. outside of like 3 companies
No one wants to.
and Amazon Google and Microsoft don't have much interest in VR at the moment
VR outside of select companies is seen as this niche gamer product.
no. unless you are a megacorp, you literally do not have the funds to sell at that much of a loss
Meta is the only one pushing it as an every day consumer item.
like the rest of the companies don't require VR to be their Lifeboat from hitting Market saturation
like Facebook ran out of new customers so they need to invent a new market to keep growing
the whole meta thing is facebook trying not to die as a company
Heck Microsoft announced HoloLens only for its new CEO to relegate it to an enterprise device for corporations, and rebranded Windows Holographic to Windows Mixed Reality so it could be used with existing VR sets.
That's another thing, I don't want to buy something that WILL eventually become a brick when the login servers die.
It's them trying to escape anti trust like Google did.
(Google is technically a subsidiary of Alphabet now)
they didnt create a parent company, they just renamed it
Man, one of my biggest fears with Meta is that, once their "Metaverse" releases, they'll sabotage VR Chat in an instant. It's exactly the kind of scummy practice I could see Meta doing to remove any competition. They're already trying to claim they're the first, and they haven't even released anything of note yet.
of course they will. they have done it already with several other companies
No they created a parent company. Google is an LLC owned by Alphabet Incorporated.
im talking about facebook
It's already out to scathing reviews. Facebook Horizons.
i know that alphabet is the parent company. i invested in them
Yeah, but I mean once they fully develop their full vision. Hopefully the bad reception of Horizons will turn them away, though.
I don't see that happening. VRChat has too big of a following, they'd have to outdo VRChat in terms of features to do any reasonable damage.
wouldnt be the first time a big entity gets killed off by a larger one
watching the press conference Zuckerberg mentioned it would probably take like 10 years to make the metaverse that he wants
And it's not even a good one.
Yeah, but this is also Facebook/Meta we're talking about here. They'll get what they want no matter what, and they'll do it ruthlessly.
The reason VRC is so popular is because of community-generated content. And I don't think whatever Meta could come up with would be able to compete very much in that front with how strict their moderation is.
their moderation is the opposite of strict
Oh, yeah. Facebook is a "brand" now under them. A division.
But it still works. If they're ordered to "break up Facebook", they can spin off Facebook and Insta, keep the rest.
facebook is their money maker. they spin that off they dont have funds
WhatsApp is also the most used chat application in the world
Which is weird, because I've never heard of anybody actually using WhatsApp
ive only really seen it used in 3rd world countries
apparently two billion people use WhatsApp
Globally WhatsApp is bigger than Facebook.
Oh hey, this is #open-beta-discussion... Inb4 Tupper yells at us.
lol the conversation has segwayed so much youd swear it was named "Paul Blart"
fb has 2.8b monthly users
which is kind of why they hit the ceiling of no new users have joined recently
young people dont use fb
Back to physbone flying. Do you think if i put a PhysBone on the root avatar and a child collider, i could somehow work it out?
Yeah, no one really uses Facebook all that much anymore.
and for reference 4.6 billion people use the internet
Just old people who haven't moved on
also why they require quest users to use fb. it hopefully adds them to the ecosystem
think its theoretically possible.
The question is does it move just the avatar or your vision too?
Hey guys, remember when Meta promised that we would no longer need a Facebook account in the near future? Haha, me too.
really hope no one believed them
best case senario, they would require a "meta" login, which is exactly the same
That's because Oculus accounts are now Meta accounts. Purportedly that's coming later this year with Horizons Home.
I'm fuzzy on how the root avatar container works tbh.
I havent done much experimenting on avatar dynamics so i cant say
I've been playing around a bit. Making a staples button was fun(ny).
Sadly textmeshes can't be turned into a normal mesh.
And animating the root doesn't change your position.
Anyway, back on topic. Man are these dynamics a game-changer. Such a seemingly small thing, but it makes avatars so much more fun, and it opens up a ton of possibilities.
Yeee. I already got my ears, Tail, cape, and hair rigged up.
Even got boop to blush.
cant wait to add more wiggly stuff to my avi
but i also need more params because i want to add haptics
I still want to have them finite planes for my swords.
Yep. I've just been using my normal avatars that happen to have the correct bones, but being able to move ears and tails is really neat.
oh, mesh colliders would be nice also
very nice
Some avatars get all messed up and crippled by the dynamics though, lol.
also do we got ovoid colliders?
Sadly it takes up an extra material slot. You can't do shader trickery on Quest, nor animate textures, so I had to separate my head mesh and animate a material swap.
Probably ones where there's dynamic bones being used in an unexpected way.