#open-beta-discussion
19 messages · Page 13 of 1
same, but also I legit see things like a broken shader irl, so I have a excuse.
why can't missing shaders be a different color
Question, I have noticed that when given the option to convert dynbones to physbones the hand colliders are removed, it got me thinking are hand colliders no longer nessicary? Does physbones and vrchat automatically add them at runtime?
Yes
Hand and finger colliders are always on when you check the "allow collisons" box
Its unnecessary. IDK though if you only wanted self interaction though if you should still name them
yeah the only benefit is if you want other user to never interact with that specific physbone
my guess is a week after the final beta update, idk when that will be
And about a bout 2 weeks before the 2nd to last beta update
It is when it is, I am sure there is no way to get a total idea of when and if it will happen, but it will happen, so as they say, patience young Anakin.
So you can see how much you failed, and it can shout, "HEY LOSER, YOU MISSED ME!"
No but in reality, it is so it is really easy to notice them, I think the pink is an industry standard, as Valve does the same thing IIRC.
Nope the you don't. Btw you can see / change the automatic generated ones at the bottom part of your Avatar Descriptor, there should be a "Colliders" section
Adding a thumb contact sender can be useful if you want your thumb to register as a finger (for some reason the SDK lacks thumbs as a default), but actual colliders are (currently) self-contained and therefore unnecessary unless you'll be using your thumb on yourself a lot.
e.g. I have a contact sender on each thumb that sends "Finger", "Finger [R/L]", & "Thumb [R/L]" in that order.
The default fingers are already defined and named so there's no need to add colliders nor contacts. Just the thumb.
no
p i n k
Pink is useful and I believe @near grove is correct — Most other software that uses 3D utilizes pink as "missing texture" or "missing material". Blender, Unity, Source, etc.
If it were subtle you might just be like a dog and go "this is fine."
We already have enough of that in terms of poorly optimized worlds and avatars in VRC. 😅
why not make them rainbow
Imagine if your avatar was just missing shaders, but you couldn't tell because it wasn't hot pink
it's good for it to be eye-searing, so you'll notice it
lets make it a bright version of this color
gotta really deliver the message of "fix ur broken as shit shader lol"
You'd be surprised how chipper both brown and olive can be at brighter tones.
In theory VRChat could also just replace models with broken/missing assets with a giant ERROR.
Even in Industrial settings pink/purple means bad quality or missing data
install css smh
💯
One of my friends actually made that his fallback for a bit
Have an error if you click on a broken model that goes:
"Whilst Counter Strike: Source is not required here, this model is still missing one or more assets."
Clever
My fallback is just a cube saying ‘This is a Fallback Avatar’ with instructions on how to enable it lmao
make a fallback avatar which is just your avatar, falling backwards infinitely
this is mine xD
Just replace every animation in the locomotion layer with some form of a falling down anim
We all have very creative fallbacks lmao
Before mine was just Kenny from South Park because it’s Excellent on Quest and was eligible lmao
I was thinking of a cherub with a blue screen of death for my fallback lol
Too many people thought I was ‘tall Kenny’ which prompted me to make the cube
I wanted at least a "lite" version of my avatar, as a fallback, that way people can see basic movement and animation, etc. So I used cats to push the "base" avi, about 20K poly, down to 9900, and slapped the shield on there.
Works pretty well.
My fallback would have to have the face removed, But I think I could easily fix stuff like that now
Nintendo 64 it
Everybody uses cats decimation
Real chads un-subdivide to make it look intentionally worse
I was able to manually decimate my avatar down to <10k. Had to use data transfer modifier to reproject the normals from my original model to my decimated version.
Oh that is really fucking smart
I use data transfer for stuff like eyes normally but never though of using it on a decimated model
I’ll have to give that a try
would heavily recommend edge loop dissolving over decimating, as it doesn't destroy your topology, and gives you much, much more control over the process
^
it messed up my weight painting, but that wasn't hard to fix
I want this avatar
It was not that hard to make lol
In fact it’s just the default blender cube with a humanoid skeleton and some rotated UVs
CATS bake is an easy way to create a quest fallback with not too much effort
I've never used blender besides once when I needed to import a model
now I avoid blender at all costs
Don’t do that
it'll smart decimate for you, repack all of the UV islands, bake the original textures over, and do a normal bake from your original to the low poly
Blender is awesome
I’ve been using for 2 years and it’s just become part of my daily practice
I have an avi that animations wont work on quest because it changes all the materials on the mesh
That works on Quest
It doesn't
I use material swap anims all the time
i put this in my hair
Like this is a toggle lol
You literally fucking can lmao
Material swaps =/= material slots
^^^
I have 160 materials on one of my Quest avatars but only 2 slots so it’s medium quality
Then atlas materials
Make customized materials with complex FX layer setups then
I did that for my Minecraft fallback to have blinking and mouth movements independent of each other with only one material slot
Then don’t bitch lul
Mind if I yoink that?
any type of royalties? credits?
p e r m e n a n t l y b o r r o w
I bitch about the performance system 24/7
Performance being poor in game is often due to a lot of poorly made avatars to be fair though.
When it comes to my private avatars I don’t optimize my stuff much
But when it comes to my public stuff like worlds and public avatars?
I optimize the shit out of it if I can at all help it
It just helps for worlds that are hosting partys/large gatherings is all.
If I'm just kicking back with friends I'm not as concerned about it.
Also glad that someone cares about optimizing public avatars, we could use a lot more of those haha.
Are there any worlds on quest with the new dynamics beta
Dynamics Beta Hub
Apart from the official one?
If there is they’re few and far between
I don't think people often "just hang out" on the beta
it's often for testing things and such
Yeah
Phys bones can only be seen and interacted with by people who are in the beta right?
so I doubt you'll find many, if any people just hanging out in random worlds.
correct
Would it be possible to somehow backport a model, or add some sort of fallback, like using dynamic bones ontop of phys bones?
i converted the normal feather icon into an SVG to turn to mesh, so feel free to use or remake
tried to keep it optimized and clean looking, but mesh isn't my specialty
I assume you're meaning, you made a beta/AD avatar and want to be able to use it in live, but the physbones aren't backwards compatible.
I realize that any such solution would probably suck performance wise
Just make another project with the current live SDK in it and upload a live version of the avatar.
Yeah, I'll probably just publish two seperate avatars then. Thanks!
^ When AD are live Physbones will be the default and people will have the option to see both Dynamic Bones and Physbones should they opt into it. But nothing here is backwards compatible and likely never will be as the dev team is looking to phase out Dynamic Bones.
Yeah I read something about them being phased out. Just got into VRChat, so I'm just familiarizing myself by reading docs
You've joined at a fantastic time. I would just slowly mess with stuff on the beta for new avatars and get them working how you like them and wait for it to fully come out and go from there. VRC hasn't ever been as interactive among player-to-player as it is now, really exciting for new and old creators alike.
modding the game is against the TOS, you should specify content creation if you're referring to avatar/world creation :p
you're fine
World creation is a ton of fun. Can be frustrating at times, but super rewarding when you figure things out and make what you were imagining. I definitely think VRChat is an odd evolution to games where, it's really not a game that the dev team is building, but a platform upon which the community can build whatever they want. Haven't really seen anything else like it.
It does, but I don't believe you can interact with people in worlds created by users the same way you can in boneworks. VRChat is quite a unique experience.
If they are just flying around then it is likely a modded client. I'm not sure if there are any easy ways/ways at all to really no clip in worlds.
Not sure haha, never been something that I was interested in doing so I haven't looked into it.
I've only been on the platform since November 2020, so I haven't actually experienced the "old days" that had the meme eras and hacker phases etc.
From the people I've talked to that were around in those times it has tamed down quite a lot and isn't as bad as it used to be. But a lot of people have phased into private lobbies and such which means that encountering users that are hacking often occurs a lot less since it's mostly just friends and friends of friends joining your lobbies, not malicious individuals that might have just made an account.
Coordinated events are definitely good ways of meeting people, especially if its at an event for something you enjoy. Makes it much more naturally to go up and talk to people about stuff. If anything it can be fun just hanging out and listening in on conversations as well.
If they're literally clipping through walls at speed, then yes that's a modified client. There's ways to fly and noclip without mods though, i.e via AV3, Udon, OVR Advanced Settings, etc
Ok, sounds good. Might have to play around with something like that then (assuming that it's actually allowed to do it these other ways)
yup! the methods I mentioned are within TOS
Awesome!
I can confirm material animations are not counted towards the material slot count. However, they do contribute to the file-size, so you still have to hit the file limit on Quest.
The SDK counts materials based on the # of slots on each mesh renderer. So if you have 6 slots total and swap materials in 3 of them, it's still 6 slots.
I configured a base for a friend and it has 4 meshes (2 skinned) and 5 slots, but 2 additional materials to swap. The SDK current only counted the 5 slots.
If you were getting material count issues something else was going on.
modifications to SteamVR are fine, but anything that modifies VRChat's installation or executable, at runtime or installation, is against TOS
Cool! Thanks for the help <3
yw! c:
Just realized I've probably spammed this channel with stuff not related to the beta. Sorry! I'll try and delete the stuff not related to beta, so mods don't have to <3
that'll kinda just make the convo hard to follow lol
@unkempt egret is correct that using a cube collider with a parent constraint triggers a glitch that lets you fly without modding. — It's like playing paddle ball with your avatar, only the paddle moves with the ball.
This is why there are no Quest flying avatars: Constraints and standard colliders are disabled. (And even in the beta, physbone colliders do not effect the root avatar like regular ones).
and/or make it look like someone got banned - If the convo were to continue though, then ye it should move to one of the generals
Yea just leave it. Conversations "segway". The other day we were ALL talking about Meta/Facebook, having branched off from beta talk about Quest's horrible handling of beta uninstallation.
It happens naturally.
Yeah I'm vaguely aware of how to do it using cube colliders, but I just meant that I wouldn't be able to specifically elaborate on how to do it since I haven't messed with it myself or looked into it much at all. I have some friends who have done things like that though.
Alright, deleted some of the irrelevant messages. Will try to keep things in general next time if the conversation get's a bit derailed :)
I woulda left them all, but its ultimately up to you I suppose.
Yeah I was a bit quick on the trigger ;)
Also: im hearing people talking about Avatar Dynamics worlds?
Yeah, not that I'm saying to talk about anything in beta chat, but the beta conversations have simmered down a lot compared to the first week, so the conversations are going to derail a bit more easily now haha.
Is there already a worlds SDK that supports interaction?
It's planned, but unlikely to come out for a while to be honest.
Damn, that sounds amazing
Then why are people popping in asking about dynamics worlds?
I believe they are wanting avatar dynamics on avatars to be smoothed out and working well, as well as the IK to be out of beta, before moving to worlds.
Because they want it xD
because they're asking to see if it's out/a thing, like you are lol
IK is amazing
I just meant people are asking like its already out. "Has anyone else made a dynamics world yet" vs "Are dynamics worlds a thing yet".
Phrasing throws me off.
They'll probably roll that together with the updates that let you save local world data and other planned world features
having a way to save in game worlds without writing down codes is gonna be neato
wolfy ended up following your tutorials to do the nose Boop and the head Pat controlling tail speed
I think they might mean worlds that have avatar dynamics compatible avatars? And just don't know how to properly ask it?
😄 Glad they helped out!!
yeah that's probably it
Planning on doing the lightsaber tutorial probably as my next video or the one after that. People were also asking on a video showing the _Stretched parameter for physbones being used, so that'll likely be soon as well.
yeah it was pretty helpful albeit I got stuck on the tail speed animation Clips as you didn't show how to make those so I ended up using parameter drivers with empty game Clips to accomplish it https://i.gyazo.com/ea7574ae8f42756ce7b24ef8433d7707.png
I did not think about explaining how to add a float value in an animation.
Or I can't remember if i explained that or not actually.
there was no explanation as was just here's a clip that already exists that you don't explain how to make
Basically one of the animations drives the float I am using to multiply with my tailwag animation speed. I.e. Tailspeed (float) is set to .25 in my default state animation and is driven to an animation that sets it to 1 when being headpat.
But you have to add the float by going to "Add Property" --> "Animator" and then find your float and click the + symbol.
when I tried to add the property there wasn't any float only listing stuff physically attached to the avatar
Floats (someone correct me if I'm wrong please) are the only parameter type that is animatable as far as I know, and they have to be added via the "Add Property" method.
Do you have your FX in your avatar's controller?
I would have to go double-check
Ah
but yeah that does sound like helpful info that somebody who's new to this stuff wouldn't know
Well if you toss that into your controller, then go through the "add property" steps I said above, you'll just have to find your float in the list of floats in the animator there.
as I said I substituted using a parameter driver and empty clips which ended up working just fine
good to know
Yeah to be honest empty clips are just as good of a way to do it.
Just wasn't how I did it, but I don't think either one is necessarily better or worse than the other.
Honestly, empty clips with a parameter driver is probably a faster way to do it haha
good to know and out of curiosity does it help having folks actually try the tutorials
It does ^.^ I've met dozens of people in-game and on discord who have given me feedback on them and given suggestions or requests for new tutorials. That's actually why I made the tailwag video to begin with, because someone wanted to know how I did it on my avatar.
Eyyy, mr. shield
Hearing what people think needs to be improved and what works well is extremely helpful though. It can just be difficult making the videos as short as possible while also covering all of the necessary info. Most people don't want to watch a 30 minute video on making a tail wag faster (me included haha), so it can be a bit difficult on deciding what is essential info for the tutorial and what people should generally already know how to do.
Here's to hoping that they are actually able to get particles to have senders/receivers on them lol
unlikely, but I hope they can.
I'd love that, but my "Proto-Gun MK III" Is a mere shitpost
The amount of times I went "Hmm, I should add this to my avi" inside the editor was horrific, but then the performance system was just looking at me like
.-.
Once you give up on the PS2 level avatars that are the Quest <=Medium requirements, there's a whole new world, princess~
Yeah I am actually in the midst of really optimizing my hobkin since I have been and plan to be in it for the foreseeable future. Slowed down on avatar dynamics at the moment, but I'll likely be making some more cool stuff that are interactive on my avatar.
the triangle limits for the quest avatars have already been upgraded because of the Quest 2
I hope with cambria coming out, quest 1 support kind of dies out and we get upgraded/updated limits to fit more towards quest 2 and cambria.
Sound? Constraints?
constraints I could see but sound no
Still don't get it. Sound is too unperformant but physics on bones isn't
Would be nice
I have a bit of hesitancy for constraints only because I've seen the performance impact they can have lol
They would need a hard card.
Sound should be on quest now though.
Are Phys Bones also a thing on Quest 1?
yes
That poor snapdragon
at this point there's no such thing as a quest 2 exclusive feature on VRC
I mean they have but they're still conservative. In theory if Quest 1 support dropped completely those numbers would go up.
SDK3 really needs the concept of props and interchangeable model components.
THIS
THIS
I mean we already have to basically manage 4 versions of our Avatar: PC, PC Fallback, Quest, Quest Fallback. I really don't want more versions which I have to work on
I highly doubt we will see a props system in vrc lol
Fun fact: The Quest 2 is severely under-clocked. Yay heat and power. That poor battery wouldn't stand a chance.
I was more thinking a dynamic performance rank
e.g blocks/unblocks avi on the fly
snapdragon's about to go snap
Isn't it already only at like 1 - 2h?
Ah i have been a support of having a "Actual" and "Overall" performance rating on avatars for a while now.
Actual being what you currently have toggled on/visible on the avatar and overall being well... overall.
the question is with the CPU overhead of that eat too much into the performance
I just meant a system of defining a mesh as "optional" or "interchangeable".
I.E. "optional" props could be hidden based on performance and safety, whereas "interchangeable" meshes would be mutually exclusive and base the mesh count on the highest poly amongst them.
Not at all, just have your client push out an update to everyone elses when you change something on the avatar, no need for constant checks.
Networking 101
Ah I see what you mean
Tbh if I want props I can just put them on my Avatar
Not all of us are blender gurus
Exactly. Imagine it getting 15 minutes (if it doesn't die of overheating first) at full power.
This is also why VRChat has issues in my experience. The GPU is fine, usage % wise. It's the CPU that gets bottlenecked and brings everything down with it.
just shove the object under the bone in unity
You can have multiple meshes in Unity. You just get dinged for the material slots and mesh counts.
I have played another VR social game that had a prop system and everywehre it was just full with random crap. I don't really think VRC needs that
That's what I do now. And it is a pain in my ass
yep because it's more draw calls
There a lot of problems with having a prop system, as much as it would be cool to have.
I have 0-1 props active 90% of the time
I'm also not I just do that in Blender xD
I didn't mean props as in unique prop system. I meant props as in the concept of "this mesh on the avatar is optional and can be omitted for performance based reasons".
Hard limit it. Performance for objects is important
As it stands, a lot of avatar features are props. Swords, guns, staffs, hoodies, clothes, etc.
I do agree that having a tag system for objects on an avatar to be filtered out as "props" could be beneficial.
Ahhh
At the same time though... just optimize the damn props LOL
atlasing stuff together and reducing polygon count is not that hard.
^
Having the ability to define both "optional" and "mutually exclusive interchangeable" objects on our avatars could mean an Avatar could have 2 performance rankings: one with the highest possible options, and one with "base" options.
Also merge your prop meshes to the main model and scale them with bones for most optimal performance
This is worse on performance if its part of the same mesh.
The issue Im talking about would only be applicable to separated meshes, since they're unique gameobjects.
Every time I did this in blende the avatar breaks in unity
Nah just takes on a horrible pose
Reducing material count and polygons is not worse on performance? You can use the same material on multiple meshes as well.
Again, atlasing.
Reconfigure the humanoid rig, then go through every bone and revert the component values on the transform components
The "put everything in one mesh and scale the bone/blendshape" trick is a hack way of doing things, and a workaround for Mesh Counts. It is actually worse on performance then just toggling a separate gameobject, from what Im told.
There's an if in that statement.
Make sure if you initially exported through blender, you export through blender again. If you exported through CATS, export through CATS again
using the same material doesn't really help for material slot count. it's still multiple slots. you're just potentially saving VRAM from not having as many textures
You can GPU instance them depending on the shader you use, meaning it reduces however many objects into a single draw call and it does save on vram which can be very beneficial in VR.
do you guys think this checks out? this is based on my own research
Like I fully agree with you on reducing poly count, @dim cloak, but atlasing textures, in terms of Avatar Performance, does nothing unless you also merge meshes.
The SDK counts the material slots, not the number of materials packaged nor the number of textures.
I could have 62 textures and 62 materials, or 1 atlased texture and 1 material, but if there's 62 material slots its gonna count 62 either way.
It may not statistically look better on paper for VRCs performance rankings, but it actually runs better regardless.
This is true
Again, gpu instancing.
We were talking about the performance ranking system not actual performance.
I use a single material for an entire world and it helped performance dramatically, even though the world consisted of many game objects with their own independent material slots
right but i don't care about the performance rankings, those are poorly put together as it is. I'm talking about actual performance.
My point exactly.
Shield man is spitting fax
But that's what we were talking about with props and clothe options for avatars. A way for the ranking system to better account for props and interchangeable clothes that allows creators to optimize better.
world's can also do static batching so that helps
Save me one, my old fax broke
You can have 100 material slots that use the same material because of atlasing. But if it's instanced then those 100 material slots are rendered as ONE draw call which is all I actually care about.
In these terms though, yeah, instance materials if you can. Atlas when appropriate.
VRC really needs to overhaul their performance rankings to be more… accurate?
So basically, always ALWAYS Instance them
I honestly don't know if there will ever be a really good way of accomplishing this.
Like I get it’s more approachable for novice creators but still
I don't see a problem with this setup. The ranking system could split optionals from the base ranking, and take the highest poly count of interchangeables.
The wording on the gravity one is a bit confusing, looks like its multiplied by 100, not rounded up 2 places
Ok I can reword it
It's mainly there to stop bad creator practices, but instead creators just google how to get around those and end up making worse avatars (e.g. blendshape props).
Right. I have like 30 or so fish in my world floating around in an aquarium. They were 15 unique fish with different materials, (with instancing making the additional 15 get drawn with their duplicates). I went and atlased all of the textures together into one Albedo map and one Normal map so that all 15 fish fit onto one texture/material. This brought the 30 fish from 15 draw calls to 1. That is essentially what you can do with avatars as well.
Cool concept on paper but there’s no way people wouldn’t abuse that
Like?
I don't have a suggestion for this, but using a "-" for a range always looks odd when negative numbers are involved.
People are already abusing the current system but worse.
They mark a model as interchangeable for better performance and just don’t toggle it on or off
The whole point is that VRChat (client) would toggle it on or off based on performance rankings.
Right but something needs to be tagging objects as interchangable.
Which is going to be the creator.
Yeah
Do I really need to flesh out every idea?
You do, because these things aren't as simply fixed as you would think.
Yes because as is that can be abused lol
People will come up with 1000s of ways to abuse them lol.
I do it all the time for the Quest SDK
This is the 3rd time Ive proposed an idea tbh that people are quick to find holes in that have easy solutions.
That's often why these systems don't get changed so easily.
Looking at my avatar with 160 mats and only 2 slots so it’s still medium
lol
Like the optional idea for meshes sounds like a solid idea
The interchangeable one though? That sounds mega abusable
To be honest it won't make much of a difference for me at the end of the day lol.. I sit with pretty high safety settings purely because people do abuse the performance ranking system and I don't care to load blow-joe's e-boy across the room with 900k poly chains and never actually talk to him. I just show people's avatars as I interact with them.
yeah I also tend to operate with pretty strict safety settings
Ok then.
-
SDK throws a non-uploadable error if there is no "unmarked" mesh. — Prevents marking the whole avatar as "optional".
-
Interchangeable (non-optional, mutually-exclusive) meshes will take the highest poly count combined with "base" meshes. — E.G. if the avatar + the coat is 12K tris, but the same avatar + the robe is 42k tris, the avatar is ranked at 42k tris.
-
VRC would base whether optionals display based on the combined performance ranking. — E.G. without optionals, little Timmy's avi is ranked "medium" and shows, but Sarah has a max performance rank of "poor", and the "combined" ranking of little Timmy's avi is "Very Poor", therefor the props do not show.
Note: these things are suggested with Quest content creation in mind. The ranking system is almost laughable on PC as there is really very little difference between
&
.
As it stands, to get things working "within ranking", a lot of creators use hacky techniques that actual hurt performance, not help, to the point it seems to have become standard.
So what I’m hearing with interchangeable is that the poly count is supposedly dynamic and the avatar switches performance ranking based on what meshes are currently active?
More like it takes the highest of the options, allowing for the full set of interchangeables.
I'll be honest though poly count is not a good way to determine these things.
How is it supposed to gauge that
Like that coat could have 1000 materials on it, just cause.
That's bad performance, but it falls within the "okay" limits so it gets shows.
I mean it was implied that itd rank everything.
Ah
Poly was an example.
I could, for example, have a hat and a coat on a model. Set them both as interchangeable so it only uses the higher of the two, right?
E.G. = Example Given
What’s stopping me from using an animation to toggle both at once and have it completely ignore the stats of the other?
Interchangeables would be mutually exclusive, so IDK why youd have a hat without the coat.
hm, there's some feedback I wanna give as a feature request to the SDK for open beta, but should that be in Open Beta or Feature Requests on the feedback page?
Yeah I could see that as being viable, I don't think anyone here is not wanting a better solution to the avatar ranking system, but stuff like that needs to be ripped apart and have all of the flaws found because it's extremely important.
open beta
alright, noted thanks 🙂
Idea is that interchangeables would be enforced to only show one or the other by the client. If you tried toggling both only the first would show.
That could really fuck up animation layers though
SDK could in theory also comb animations and check for potential overlap, if you wanted the SDK to actually be nuanced.
How?
Creators would need to spend a lot of time making sure parameters are driven off
You'd be desyncing players animations through a performance system.
Exactly
Which is really not good.
If all its affecting is the GameObject's isActive state, does that matter?
You can still animate inactive objects; they're just not rendered.
Right, but if you had a hat toggle on, and a coat toggle on, it wouldn’t know which one to render
Not only that, users may just think the toggles in the expression menu are broken
No it just wouldnt render the coat. Because you toggled it separate.
If you have the hat and coat toggled on, but hat is higher poly, so it is the only thing shown. Now you toggle hat off, but joe still has his coat on and it can be shown now. What's running that animation now since it's already been ran and the parameter is already in the on state?
Okay i see the breakdown.
I like your idea
You misunderstood. I used a relative statement.
the higher poly of all interchangeables. If a hat is meant to be worn with the coat, it'd be a prop, not an interchangeable.
Interchangeables would be "only one at a time",
Optionals would be "any at all times".
Okay but what if the user wanted to wear the hat but not the coat, or wear the coat but not the hat, or wear both at once
This whole system completely eliminates that as a possibility
You end up making a relatively simple system overly complex for next to no gain is the problem I see with this system.
Again the system is great on paper, but there are so many complexities you have to think about
Like yes, maybe it works a bit better after issues are fleshed out, but at what added complexity?
People have a hard to making a toggle as it is most of the time.
-
The coat could be interchangeable, if other clothes are provided, or if the avatar maker wants the coat included in the base avatar rank.
-
The coat could be optional, and thus not displayed if it falls outside a user's performance ranking.
Like yall overthinking it.
This
this sounds like a topic for another channel, by the way lol
Yeah it really is lol
yes
I’m willing to just end the convo here lol
I was more so asking if we wanted to continue the convo
Nice idea, but makes overly complicated issues
That’s my two cents and I’m ending it there personally
I'm probably done discussing it lol. I'm relatively indifferent to the system change at the moment since I roll with strict settings and will continue to do so.
Eh, i get the impression youre missing something in what I said, because your coat/hat problem wouldnt even be a problem the way I was attempting to describe it. But I imagine it was a failure on my part to communicate clearly.
So it's probably best I leave it be unless I want to make my entire afternoon "lets make a flowchart with coats and hats" lmao
I do not want to spend my evening making a flowchart
yeah I'd say let's just end it here
I wanna spend my evening playing the new Kirby game lol
xD
Back to the beta...
Do you think they might add more OSC features down the road for us to try?
I like the idea of OSC FBT — Oculus has demonstrated this as a thing, in general, and it'd be cool to use, say, ARKit for FBT without having to customize and rig the avatar for it.
as for OSC. dont know and wrong group to talk about this.
yeah open Sound control is not the current open beta
I was thinking upcoming betas.
hmm?
Cause I know there's an IK beta and some overlap between driving physbones with OSC. So it seemed all related in a speculative question.
The avatar channels seem more for... help related topics, not discussion on potential features or improvements, but the idea is related to existing betas, rather than a completely new feature, so it felt appropriate to say that here.
Just trying to be conversational about the beta. Sorry if that's not appropriate.
Filing a canny for every little idea that pops into my sweet little goat head, beta or otherwise, seems inappropriate, so sometimes I like to chat it out with people. In this case, it felt appropriate to talk about it here, rather than #feature-requests or #avatars-osc. (The earlier conversation was just a branching conversation path that unfortunately snowballed.)
Im struggling on how to create a proper toggle for the contant interaction, does someone has a good exaple, or can share one? My sometimes desync or bugs
is there a hack rn that auto send fr to random people. i keep having people add me without me sending out a friend request?
I would change your password. That doesn't sound like a mod that sounds like your account is logged in elsewhere or on the web.
Also enable 2FA.
Can you elaborate? Are you trying to:
- Have something "toggle" when contact is received? (Push on/Push off)
- Be able to toggle a contact itself? (On = Contact, Off = No contact)
- Operate a toggle based on contact? (Contact = On, No contact = Off)
Bit of a delayed response but here's a tutorial I made for network syncing contacts. Also have some other tutorials explaining different things about avatar dynamics on my channel.
https://www.youtube.com/watch?v=raQRXfH_GZE
A couple others such as Moon and Akalink have made tutorials as well.
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts
In my last video explaining senders and receivers, I did not do a good job clarifying that network synced parameters are useful in certain scenarios, so I wanted to clarify that in this video.
If you have any questions about contacts, network syncing, or would like me to do a m...
As far as I recall, OSC is not in beta but on live. There is a VRChat OSC server for discussion about things related to OSC.
OSC itself is a live feature yes, but I was talking more in regards to features related to both ongoing betas.
It's kinda like VRC synced parameters are live, but PhysBone parameters are not.
They're both parameters. But one is tied to something still "in the works". — But I'll admit I wasn't quite sure where to posit that.
Still proud of myself I got that working without any tutorial
Even made it better by making the contacts just for my use to "local", still works perfectly fine, but decreases network clog (I think)
It would make my finger-gun way easier to setup lol
Right now I'm trying to make collision detection with a dynamic bone, by moving the component it's attached to with a collider, but it's extremely convoluted and I don't even know if it can work
You asked about using OSC for FBT. That is a question pertaining to OSC, not beta.
Yeah! Figuring this stuff out without tutorials is always good! Someone has to do it anyways xD just happy to help those that might need it
Yeah I did the same for some of my things like my grabbing and such for props. All network synced, but runs locally on my computer and is then pushed out to everyone so we all see the same thing.
See we be the smartiest people of the smartiest beta B)))B)
Not what I asked no, but close. But ima probably just go quiet since it seems I can't say anything right here today. :|
Hmm that sounds interesting to be honest. I'm a bit reserved in trying to push the limits too much because we just don't know what all they plan on adding quite yet, but people are coming up with a ton of really cool ideas and things.
Haha I wish I was
met a ton of extremely smart people in the open beta that I wish I had an ounce of their knowledge in unity and surrounding systems.
Sometimes patting yourself on the back is deserved wolfy, do it sometimes
It's a great help when you feel de-motivated
Ah who has time to pat yourself on the back when you could be learning instead! haha
I mean I was on the verge of going clinnically insane with the gun, so I was practically praying pats on my back
It's more motivating to me to see all of the cool things people come up with and it helps me come up with new things to make and try out ^.^
I used to think that too
Before the GUN*
*I was already getting tired of animation de-syncs at this point
Again, you asked an OSC related question in the open beta chat when OSC is live. The open beta chat is supposed to be focused around avatar dynamics i.e. physbones, contacts, etc.
The OSC discord is a much better place to ask your question because you'll be able to ask people who have been very actively creating new features with OSC. This channel is filled with people working on or asking questions about primarily contacts and physbones, so you're not going to find much help here with OSC.
Could use anystate to prevent desyncing haha
or intentionally desync people so that you can resync them
Nah I just kinda did this:
IF it works 90% on Pc, 75% on quest, and 100% Locally, IT'S GOOD ENOUGH!
Hits the 'build and publish' button
If it works, it works haha.
LOL understandable xD
I am too much of a perfectionist, I end up going back and polishing things as much as I can.
been doing this too now
Im trying to click it, and the objetlct turns on, and click it again and the object turns off
Did the same thing for the HP values on my PvP avatar. The receivers play a state in the FX layer that drive the HP value locally, which is then pushed to all other users. That way the HP value never desyncs
Mind if I ask you a thing? If it's not too long to explain, with your lightsabre, how did you make the particles spawn on the point of impact?
I wasn't spamming bot
bleugh
What does the bot look for because I tried posting highly formatted text and the bot said it was spam
Because the bot hates formatting, I threw it there.
If anyone has a better idea though please, chime in.
(Or if, ya-know, I missed something by mistake from fighting the bot.)
This is the basic layout I used for the staples button avatar, but I could've forgotten something between now and then.
Yeah it is definitely the most consistent way to do it and it works really well. There's at least one drawback that can be a bit weird, but all things considered it works really well doing it this way.
I'm planning on making a tutorial explaining it all, but tldr is that Yash suggested that I use a proximity and contact receiver on the lightsaber to slide a gameobject (containing the particles and sounds) up and down the lightsaber kind of how he does the sound on his otamatone.
The activation of the particles and sounds comes from the contact receiver directly on the lightsaber and the location is determined by the proximity receiver.
Kinda understood, I'm gonna wait for the tutorial, thanks 😄
No worries! I find it a lot easier to verbally explain/show people how to do things than I can typing it out. That and it's a bit of a lengthy explanation for anyone that's not really familiar with contacts as there can be some confusing parts to making the system work properly. But I'll be sure to explain everything that I can so that the system is applicable for other sword-like weapons, not just lightsabers.
Do any one now how to get of the bata
See the top of #open-beta-info c:
That too.
Okay thanks
Hey I’m in beta does anyone wanna play a actual game like prison escape or something
id say for that switch to live
Time to make the most dastardly dynamics avatar yet
Dastardly, so you're just going to create an e-girl with 400 mats, and 2000 physbone colission checks?
that sounds dastardly
No no, it will be performant
However it is a character that many are very suspicious of lol
Alright, so not that kind of dastardly
I in the meantime have added my 20th sound source to my avi
Wish I could add that for something I just added to my avatar, alas Questie moment
Congrats to me for being very poor, like very very poor in the eyes of the sdk
Y'all get your time to shine someday
I mean hey my go to is 80k polys so
or well, maybe not
It's totally not cheating if you put all of your sounds into one clip and just scrub through one animation for various sounds is it? 😛
God I love workarounds
xD
😬
This is why I would like a reworked performance rating system that makes sense haha
I couldn't get that stuff to work properly
that's for next time
Don't wanna sound bad
but you're looking at a quest sdk,
I posted the PC sdk
Ah I'll post my PC stats then
lol
you were bound to be very poor if you wanted to be creative x,D
I thought we were just going for preferred platform
not entirely true 😮
Well yes, the wizards of Blender can do what they want
lmao
just sad vrchat doesn't link to any helpful videos, rather they go "Just do X"
I made an incredible Quest avatar that tons of people have asked to clone that’s Medium
Here's the PC stats
By the way, it's saturday here already so the person who said "friday update" was wrong for europe XD
To be fair they are just creating a platform for people to socialize on and have given us the ability to do our own stuff. Creating assets for video games isn't something that has been normal for your random passerby for quite some time.
And even now it's kind of odd.
I do want to know what bugs they fixed this time
Yes, but they really shouldn't be pushing the creation of avatars if it either costs you hundreds, or takes up all your free time just to learn the basics of the tools
I'm lucky I understand Unity, I can't do anything outside of it lol
I really wish Quest had audio sources for stuff like this
I think that's the idea behind public worlds with free avatars, or creators who are paid to do these kinds of things.
If you want a generic, whatever kind of avatar, it's probably free. If you want customized to your likings avatar, then it'll cost a bit of either money or time.
Learning blender doesn't take a bit of time, it's like selling your soul to a complete beginner hehe
meh I'll figure it out someday, at worst I'll pay
There really is a route for everyone, it's just it can be a bit convoluted when someone wants to hop out of the strictly "consumer" space and wants to move into the "creator" space.
I started blender with modding Pokemon Sword and Shield lol
Then half a year later I started VRC and got hooked on creating 3D assets
Be like me:
Completely ignore quest users and add audio for events, making pvp very unfair because only pc users will hear actual hits
It definitely takes time, but if you can pick things up from previous experience/understanding of video games and how they work, then it's not too bad. Just start simple and go from there.
I am the Quest user tho 😔
trollinh
I could add particle eff-
hmm... material slot
le lag
Oh my PvP avatar is Very Poor on Quest
Ah! A bone with a... Parent constraint...
And Poor on PC lol
yummy material slot
yummy yummy in my tummy material slot mmm mm
ayo you got any more of them m a t e r i a l s l o t s
Biggest avi I had, had around 18 mat slots on pc, and 14 on quest
all deactivated 90% of the time
simply game
Yeah I was never a fan of mobile games anyway
Do note that most of my avatars are not this horrendously optimized
And I plan on Elfilin being Medium on Quest
Look at me, I'm one of the only people to make a public cherub that is medium, and either:
- Didn't modify the sdk to get the stupid shader to work
- Didn't not decimate it and kept it at 32k polys
I've seen a quest user with a working cherub shader, that just screams modified sdk
modify deez nu
(Well custom shaders of any kind, really|)
See one of my coolest optimized Quest avatars has transparency
Not because it uses a modded SDK
But because it uses an OLD SDK that still supports it lol
ancient
Yayy lets make quest even worse
You can't do pvp impact blendshape?
Just have a big theatrical gore explosion super tiny inside you and then it flares out when you get spattered.
You could ALMOST get okay versions of 2D anime sfx/background effects popping out of you that way. One blendshape to make it pop out, another going on and off really fast to make it wiggle/vibrate for impact a little while popped out. Then it goes away again.
If they were weight painted to an animatable transform you could spin it out and then back in again. idk
OBVIOUSLY parent constraints and particle effects would be instant and easy and fantastic-looking, versus something hacky like this, but it would do certain things well.
how do i switch from beta to live
its not working and everytime i uninstall it it just stops and says not installed
Worked very well! The only thing is that for each finger if i do it slowly it re-triggers
I think this is just an issue in general with the precision of PhysBones. Your fingers naturally "wobble", so if they're near the edge of contact they'll technically enter twice.
Quest Stand-alone or Steam?
Does anyone have a performance chart of phys bones
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Was kinda expecting a new open beta today, guess I was wrong about that lol
I say this since we usually get one on Fridays lately
I uninstalled VrChat to go back to live version and now VrChat won’t download
You get no context
This beta is amazing
i cant get out of beta can anyone help?
Delete then re download
you can download the beta, copy the vrchat folder to somewhere else and then switch back to the old version to have both ready without to constantly switch between them in steam
How the hell do I do that on the oculus
It’s all good no worries thank you for the help
Any news on how the open beta is doing on quest.
I am immune to no context, Love the video
Well? I'd imagine. I mean the response seems to be great. How exactly do you mean?
If you mean how close to release, who knows. "When it's done" and all that hubbub.
Maybe performance?
Quest users are doing pretty well performance-wise I'd say
(I've heard this, I don't own a quest.)
Perhaps. I've heard it too.
However some seem to be jumping to the conclusion that it'll solve all the problems with the e-boy/girl type avatars with all the dynamic bones tanking performance.
I've seen some that, even on physbones, would still go over, let alone any of the other issues they have (material slots, skinned meshes, triangle count, etc.)
same boat as you though, no first hand experience with them, as I don't have a Quest.
This is untrue
I've been intentionally lagged by physbones
No matter how optimised you make physics, it's still physics
Oh I know. That's what I'm saying, it's better but it wont magically make it all great.
It would not surprise me if they are going to add a HARD limit for quest physbones
I could see it, honestly.
I wish they do it, making a quest crasher would only take 20 minute tops if they don't
128 or bust. (I haven't seen the actual limit yet that's in it... haven't been in the beta for a moment. lol)
Well the bones itself are fine
Last I say, I saw 128 transforms.
So long as I get to know what it is.
But so far, nothing but shader usage and package size has a hard cap so far.
Unless there's one to stop 8K textures or something, I'm not insane so I've never checked.
All what I care about is hoping for constraints on quest someday
1, take it or leave it.
What’s that?
Also any idea of a release date to make the beta public?
Hot take on the patrick meme
Actually yeah when it’s close to release
This is why I refuse to reduce how strict my safety settings are. Bad avatar creators will still be bad avatar creators, even if you give them things that run better.. They'll just push that until it runs poorly too.
I've used 8k textures on avatars before. I don't think/know if there's a way to go above 8k texture in unity, but 8k do definitely work in game.
Mind you it was on a hobkin, so I had like 2 8k textures (for the body and mask) and then a 2k texture for the eyes lol. Not some eboy with 50 different 8k textures.
there is not a way to go above 8k in unity
Didn't think so, but wasn't sure.
and yeah, 8k textures arent TOO bad, but i still convert to 4k or 2k for pc
and then usually 2k or 1k for quest
Yeah this is why I was using 8k haha
YES. quest is usually running around 15 fps in most vrc things, which is pretty good since vrc doesnt even use all of the quests capabilities, and vrc is a tanky game nonetheless
goddamn!
But i normally use 4k now instead.
the diff in performance is crazy
Hobkins are so small that only other smaller avatars could notice details like that, and even then it's not really worth it.
I'm pretty happy with sitting at 4k though.
i dont go above 4k for any avatar anymore cuz its kinda pointless
most headsets cant even see at 4k
so ur not getting the full detail anyways
I mean the quality is noticeable, but it's so small and people don't often pay attention to that, so I don't bother.
At least in the Index I can see the quality difference, but like you said, a lot of headsets can't see the detail so it's pointless.
its noticeable, but not like WOW thats crazy detailed
well at that point ur taking performance hits for no reason
8k textures take a lot of cpu to render
My cpu is capable of texturing it at 8k so i go with it and then scale it down as needed haha
if you have a nutty cpu ur fine, but even then, NO headset can see 8k as of now apart from some experimental stuff
mostly gpu actually, but yeah.
👍 Everyone is entitled to their opinions haha
yeah 👍
cuz like
in terms of hardware, and what we see even, there isnt much point to anything above 4k for me
Varies person to person
I truly hope we get avatar audio support for the Quest, with this future update.
If not, I’m still really pleased for how fun, and well this new SDK system is going.
sad that we got no new beta yesterday
Your prediction was invalid
maybe it means a live release is soon 😛
NO
PLEASE
I still have 3 avatars to finish!!
Luckely it's a week-end, and they don't work on it in the weekend
Ha, that's what you think!
gets released today lmao
Hope it is soon though. Things seem to be relatively smooth now.
there's still lots of stuff on the canny
I'd especially want to see ints and bools supported for contacts, having to use floats gets r e a l l y wasteful on bits, real quick
yup
Do updates even release in week-ends?
nope
Thank god I'm saved
they don't work on weekends
lots of stuff on the canny, but AD is still functional. They can just iterate these things on top of it pretty easily.
will the SDK Control panel look different, or at least that pop up that appears when you load the avatar SDK
like it's out of date
that one?
That hasn't been updated since 2019 xD
this is getting really fun, but i really need to find a way to do this with better optimizations...
In isolated testing I had no issues with medium-ranked physics on my avi in a somewhat complex-designed (yet optimized) world on a Quest 2. It does seem performant in a way standard Unity physics are not. (Good god that pool table... [shudder].)
That shudder should have been a "stutter" as to encapsulate the lag on quest lol
missed opportunity
Is your Quest "Developer Unlocked" to sideload?
No because the lag makes me shudder... and want to vom.
ThEn GeT a Pc LoLololoL
xD
Im wondering if PhysBones is using some kind of compute shader TBH. I came across them when looking for GPU physics solutions in Unity; Apparently you can write shader "programs" for physics and other computations. Seeing as default Unity physics only do GPU on PC & iOS, and Quest is Android, the surprising performance makes me think it's a custom GPU solution.
Mf didn’t upload an avatar he uploaded a whole ass animal
I have to resist the urge to tranquilize just by looking at the image...
It looks so... soft.
Don't touch it or I will tranquilize you too
I usually just add fur normal maps to my avatars instead of doing… that lol
I usually don't do any of that
Fluffy
This is funny because I am actually tempted to try making a HQ fur texture for my avi if that is what they look like.
Might, get the tranquilizer
You wouldn't tranquilize a friendly little goat, would you?
No, I will vaporize you with the "proto" feature.
Just takes some time to overcharge the gun
give it 3-8 work days
Man my first instinct was that this was a feature designed specifically to dissolve annoying Protogens but then I realized I’m a degenerate and that’s definitely not the case
It's partially right
Neato
the storyline and roleplay the avatar was build for has the backstory, basically some heated argument with a protogen, stole some blueprints and tada
It's called the "Proto-Gun MK. III"
You’ve become the very thing you sought to destroy
MK I -> Taser
MK II -> Taser + Tranquilizer
MK III -> Taser + Tranquilizer, if overcharged -> Proto-beam
and Idk what in the world MK IIII would have
I'm using their own technology
I'm not just destroying them, I'm demolishing them
You need to develop a weapon that actually inflicts some kind of actual VRChat damage
Such as a friend of a friend who made a gun with the dynamics system that, if they shoot you, puts you in the Skyrim intro
XD
Yeah that's not happening
I prefer chaotic guns with beams that can go allover the place with particles
it's going to be pretty hard to map that to a contact sender
Fair lol
But again, it's more a roleplay character. the point was to have the most important part dynamic (E.g hammer, shield, pan). the gun is purely the for the roleplay
Or sexual furries doing the oh no in public lobbies.
bruh
I'm not getting scarred again. happened to me twice already
love y'all, great and amazing people with some of the most amazing shaders
i am sorry to hear that
I adore all of your graphical aspects and physbones must be an amazing thing to add for your avatars, but holy crap I know damn well furries will be all over the place with sexualized mama-gens that are now quest compatible
Was about to say that
point was that as long as there isn't anything publically sexual goin on, I couldn't care less
Btw meaby someone figured that out but i will ask anyway. In avatar dynamick video there was a sciene ,,slap me 10 times" or something and i wonder how to achive that (in animator )
I have a video, It happens
slaping with the pan is the less grose thing i encoutered. penetraation shader rings the bell?
(Weird stuff)
Hehe I have a pan that goes bonk
It's furs like them that give furs like me a bad name.
I've been called a furry, while I'm not
once I was called it just because I was a pc user
w h a t t h e f u c k i s t h a t l o g i c?
In an animator? I'd do the same setup as a toggle trigger, only instead of between on & off, it increments a value with a parameter driver and moves to the next state, resets after the desired "target number".
i use a normal map as well haha
and i have katana (meaby i should add a get sound to be armed)
I have 2 swords. It doesn't do much dynamics wise atm, but the edge does register as a finger, and sends a custom "Sword" sender if anyone listens for that sort of thing.
need a photo please
I do, My shield does, MY HAMMER DOES
I'd have to build it, but I could modify my Gist for toggles describing the setup.
Man why can’t more furries just be like me: port Elfilin’s model from the new Kirby game to VRC to make shitposts instead of fucking in public
Im trying to use Android multiuser magic to sideload the beta alongside the live release. Wish me luck.
Don't look at me for answers, I'm just as clueless
It's taking a reeeeal long time.
good luck then
hammer time
XD Meny times i was like ,, i will add a bell ring sound or something "and hits me most of my friends are Quest/meta users and cant hear that stuff 😿
I added 19 audio sources
I simply lack the ability to care anymore ever since those 3 weeks of torture
They really need to just add audio sources to Quest
I'd say I dont know why they removed audio, and then I remember that having more than 4 people talk at a time causes a Quest 2 to simulate a slide projector.
I mean fuck there’s even an avatar section of the volume mixer on Quest
they're unlikely to do that because CPU limitations of the mobile chipset
Ironically the Audio option is still in safety settings.
Exactly
Yea. Unless they find a way to due GPU audio?
Or a way to mix everything to one source; Would sacrifice volumetric audio in exchange for performance.
yes because they didn't want to redo ui for the quest
I mean they blocked out shaders. It's still there. It's just greyed out.
They redid it in some other places lol
That's why I'm still calling them amatures
if they designed their UI properly, all it would take is this:
Select, delete, re-arrange other UI elements inside the menu
that would've been it
Unity isn't rocket science, it's just tedious
TBF the Quest UI is all around a bit sad.
Custom lists only show the first 36-ish results, out of 64, and the search results will glitch and hide half the results.
BUuuuut
I can only say cry about it
not in a bad sense, but you can't do anything else that isn't against tos
You do have the Quest hardware to keep in mind — Responding to the system UI, being light on CPU performance, etc.
The new LaunchPad is eons ahead of the reskinned classic UI you get pushed to for more advanced options.
If they could replace the classic UI with Launchpad entirely that'd probably be for the best.
Remember I just said Unity, hardware limitations are not Unity's fault
No, but Unity wasn't designed for the Quest either. You're literally using a "Plugin" to render VR, and if you use the wrong one you only get video in one eye.
Working around those limitations can sometimes be a challenge.
e.g. PhysBones vs Dynamic Bone
Unity doesn't support GPU physics on Android, and Quest is an Android system that has severely bottlenecked CPU performance. So you run into a problem where the solution is to write your own entire physics engine just to do something performant that Unity won't.
There's also the issue that a lot of the performance enhancing features for Quest require Unity's new URP. VRChat is however built on the legacy pipeline. So a lot of work to make things Quest-performant require hoops to jump through, since they're "locked out" of the new toys by Unity & Meta.
—
Im creating a "workspace" project @sweet dragon to try and get something up to send you for a more functional example.
SDK is taking a while to import
If you can plis do. You can DM me if you make it/or just had have an general idea.
I found a way that actually works better anyhow, so Ill post the assetpack when done.
Anyone have suggestions on how to get the x and y coordinates along a plane for collision?
Example is someone puts there hand through a plane. I want to get the x and y coordinates (from 0 to 1 respectively) of where they put their hand
Considering the plane collider goes on infinitely I don’t think that’s possible
Best you could do is use proximity with a sphere collider
Requires the PhysBone SDK (obviously) but that's one way to rig up an incremental "contact count"
Note: Without an AV3 emulator, the parameter driver doesn't fire in Unity, but it should work.
I also tried adding descriptive "dummy states" as help notes, and labeled the transitions, for further guidance.
Anyone else here is also welcome to play with it. Hence why Im putting it here.
A lot of physbone stuff is just "coding" with animators. So states, animations act as functions; conditions act as if statements, parameters are the variables, etc.
i will work with that at first look i kinda need a parameter for reaction and one to count. That what i understand
The "contact" parameter is local, and the "counter" is what is synced with your Avatar Parameters, just to clarify.
This setup should both reduce desync and also retain the counter between worlds and play sessions.
Following the SDK's guidance, the Counter is incremented locally and synced with your avatar.
So everyone should in theory have the same number.
That is so much info. I will work with that (i will call myself amature, but know the beasic of toogles, animations, senders and recivers ) THX for that : )
No probs. Im not great at making avatars, but I'm learning a lot on how to get them to do things I want :)
Is it possible to change back from beta to live cos when i do so it keeps all of the stuff from the beta and i cant play with any of my friends
Quest or PC? Quest is having an issue lately where it doesn't register that you switched to live.
Yeah you just have to uninstall and wait.
Like wait till they fix it or does it just take time to fix itsself
teoreticly you should switch on to live in oculus/meta side to live and reinstasl vrc
thats why i test things on PC
I recommend:
-
Uninstalling VRChat
-
Going into the Oculus Smartphone App linked to your quest and making sure the version does not end in
1184-Release← This is the beta. If it does, click the version name and switch to the other one. -
Opening the Oculus Store on the Quest and going to the VRChat page.
-
Go to More Info and check the version number.
If it ends in 1184-Release still, do not install it. Reboot your headset and wait about an hour, Check again.
If it ends in the current "Live" build version, install it.
—
Side note: Since Mar. 9 there has been an issue of missing/incorrect App libraries on Quest (https://developer.oculus.com/status/), if you still cannot switch to the live version, I recommend contacting Oculus support about issues switching builds in the Oculus store.
Thank you it worked i think
You can check the build number in VRChat by opening LaunchPad and going to the gear icon in the bottom bar: One of the panels in it will have a build number.
If it is 1170-something (E.G. 1171) you are on live. If it is 1183 or 1184 you are on Beta.
Yea it worked thanks for that
You know what
I wonder if people are getting confused by VRChat labeling the build "1184-Release"?
So many people have issues switching back to live, and Im starting to wonder if they're selecting the beta again because it ends in "Release".
no, it's not that. it's because the version is higher and oculus never serves you a lower version than what you already have
That's not how it works. The Quest store version serves 2 channels. As long as you're on the "live" channel, and VRChat isn't installed, it'll only serve the highest version in that channel.
There's also reports of people completely reformatting their Quest and still being on the Beta channel.
— I've swapped back to the live channel just fine before. Which is why I know it works like this.
yes, it should be independent channels but nope
I've never heard of anyone being able to switch back and forth without issue
Question
this is not an issue with the user making a mistake
Wrong channel
As long as you uninstall VRChat first you can swap to the live channel and reinstall it just fine. — It just takes some time for the Quest to "synchronize" (usually no more 24 hours); It doesn't register the change immediately.
So you can't install VRChat until the store on the Quest matches the store in the App/on the Web.
There's a lot of places for it to go wrong due to user error, the way Oculus set it up.
ah, I thought you were saying you could switch back and forth without uninstalling
Failing to wait 24 hours before reinstalling doesn't feel like 'user error' to me but rather poor platform design
Nononono that requires ADB and a dev-unlocked machine.
It's both. You shouldn't have to, but those who do put themselves back into the beta.
yes, as long as you know the steps and follow them it'll work. but most people who are "stuck" don't even know that there are steps and they just try to change release channel
which is a totally reasonable assumption
it's also a bit unreasonable for someone to be locked out of vrc for 24 hours after participating in a beta :/
The big thing is: a factory reset Quest should sync up with the store, so if it's still downloading the beta, it suggests that either the channel change "didn't take" or that the user selected the wrong channel.
There's been at least 3 people here with that same story.
Sometimes it takes after a few minutes. It just sometimes doesn't.
sure, that's fair
You even call it a "release channel" here, and the beta, in the oculus store, doesn't call itself "Beta" it calls itself "Release".
maybe vrchat should just distribute APKs so only people with the means to self-downgrade can get into the beta 🤔
So Im wondering if half of these reversion issues are because people who see "1184-Release" in the list and think that's the "latest version" of the "live" version.
That'd lock out content creators without a dev unlocked Quest.
New requirements for Oculus developer signup require a credit card on file and a bunch of personal information.
ugh
And since Meta/FB owns quest, a lot of people are hesitant to do that.
ehhh all the builds are called release because they are being released. but there are multiple "release channels" such as live and openbeta
Yeah. It's just not readily apparent which one you are selecting unless you know what you're doing.
Honestly, a separate "Beta" store listing would be better. It could receive both Live & Beta channel updates, and could be installed alongside the live version for those who need to test content in Beta but wish to play on live.
but the dropdown clearly says
live: 2022.whatever
openbeta: 2022.whatever
I didn't see that when I switched I just saw the version number. Weird.
weeeeird it didn't give that to me before.
Then again the version selector was also glitching out on me (iOS) until recenty.
So maybe there was some bugs on Oculus' end.
Wait vrchat on phone?
that's the oculus store app
Oh-
I still think some are possibly not paying attention to which build they selected nor waiting long enough. Since it seems like it works fine if you do.
But there is the "ongoing issue" of missing/broken App libraries, so that may be effecting things too.
I personally have an unlocked quest so I sidestep the issue entirely by doing an ADB downgrade to live. I can switch between the two AND keep my data.
Maybe proper Live-channel reinstallation instructions in #open-beta-info would be useful, seeing as there are "quirks" to the Oculus beta process that make it difficult.
—
Curious, but what are y'all doing for interactive props like guns/swords/batons with physbones?
I still don't know what to do with my swords, lmao.
You use them to stab children
You don't say.
I want avatar with gun
Im just meaning like... You can't have physbones that interact with others's physbones, so the only things you can do with a prop like that is a contact-sender.
So like, without some kinda "agreed upon" contact types beyond the default, it'd be hard to get anything beyond a simulated finger working.
Yes
PhysBones: Bones with physics, so they can move when interacted with or when the player moves (clothes, hair, tails, etc.).
Contact Senders: Areas that can "generate" contact and interact with "receivers" — These are not physical, but can trigger effects. (nose boops, prop interactions, etc.)
Contact Receivers: Areas that can be contacted by "senders". — These trigger an effect or parameter when they receive contact from a registered sender type.
Ohh
The problem is Senders & Receivers cannot be "generic". — You have to specify what type of contact they send or receive. (finger, toe, etc.)
And the only "universal" types are fingers & toes, mostly. Either a generic finger or the individual finger types.
So for anything else, you have to give them a custom name.
And this is a problem for interactive props in 2 ways:
-
They cannot interact with another player's physbones, so nothing dynamic there.
-
The sender/receiver types must match, which means you need to know what the other avatars use if you want to have your prop interact the same way.
—
So for instance, if my Saber sends type "Sword", but little Timmy's avatar listens for "Saber" and Johnny's avatar listens for "Sabre", it won't do anything with their avatars.
Bro my IQ is equal to a box of bricks
The prop tags must match for a prop to do a thing on an avatar.
My sword can say "Hi Im sword" but if your avatar is looking for a prop named "saber", it no do the thing.
Are you a robot

Lmao I was saying "no Im not" but if you'd like me to click all the boats on a highway, lemme know
Anyhoo, Im wondering if those working with the beta have some kinda agreed on parameters for certain types of props?
bro what-
Yeah this is why I'm waiting for like everybody to get together and standardize things...
I was hoping PVPeople would standardize on like. Damage. at least as a fallback for everything.
And then if you REALLY HAVE TO have SPECIFICALLY SPARKS fly out when hit by a sword, you could have an extra slightly bigger Contact that ideally catches that you're being sworded slightly before the one that listens for Damage (and can therefore block the default Damage animation and instead play Sword)
However I am like wilting and dying waiting for the dev team to address modifying physbone properties on the fly... do we still have to turn the whole physbone off to change its properties
I need my stupid physbone to go from being axis frozen to axis unfrozen when grabbed -_-
No idea if this is the place to put this, but anyone know why my hair is potentially not moving with phys bones? I've tried everything to try and get it to work.. this is my first avatar I'm trying to create/upload and so far I've gotten everything else working/set up but my hair...
gotta screensnip us the physbone script etc
Like um. Show us where on the avatar you're trying to add the PhysBones script.
I made a root bone for the hair in blender
Since I saw in another video not to put it on the head/other humanoid bones
What happens if you grab this root bone with the gizmos in the Scene (weight paint check)
Like what happens when, with it selected, you use the gizmos to drag it around.
My hair doesn't move. But if I click and drag my body it moves
Can you double-check your weight paint in Blender?
Like that your vertex groups are all named correctly and are posing your hair?
lemme check real quick.
yeah bones are moving as they should in blender
mesh is moving fine from what i see as well when i move them there
Can I see your hierarchy? Are you sure your hair bones actually have this as a parent?
It's super weird that you move the hair root and no hair comes with!
In blender or unity?
Either
Damn, that does look like it should work. What happens if you rotate your avatar forward by its Hips?
Does the hair come with you fine then?
Yep..
in Unity.
Like all the way up the chain, Hips, Spine, Chest, Neck, Head
and then you rotate the root and the hair doesn't move?!
I think you might just need to drag the root hair bone into the root box
but I thought we didn't HAVE to?
I can try dragging it into the root box
I think I've done it once but I'll try again
I know my Contact Sender/Receiver stuff does NOT work as expected if I drag things in as root. 😛
But I do weird constraint stuff. And it works fine with no root set.
Do I need to set up contraints?
nooooooooooo
I'm just saying that the root box definitely does Stuff
Loading it up now to test
even though I THOUGHT I heard in the docs that if you left it blank it just would assume you meant the transform it was put on to be the root.
Nope still no movement...
If it moves in the Scene view it should work fine in VRC
Maybe its me? I have no available who could test it for me unfortunately
I checked my settings and I don't have limit bones on
So I posted about this earlier and was looking into Capsule and Sphere proximity contact receivers. But I'm not seeing a good way to achieve what I'm wanting.
I'm basically making a Square and I'm wanting to get X and Y values as you go further to the top right.
Any idea if its possible for me to utilize the contact receivers in a way that fits this?
If you put four spheres, one at each corner, you can get accurate coords while stuff is within the square.
Also the sphere radii should be uhhh, the length of this square from 0,0 to 1,1
Is there a way I could disallow the proximity outside of the square?
Well outside the square you won't be getting ALL FOUR floats back
Oh I see
only within the square will you get all four I think
clever
I feel like you could save a float and get the same result 🤔
i have a question for the beta players, we still cannot play with the ones in other updates right?
If you are in the beta branch, you cant play with people on the live one
ouch
it was because i had a model i made with physbones
and since i was alone most of the time i went back to the live version
Makes sense, as it is more to test things out, not quite make final products as it's expected for things to change.
I have a clap animation that uses a contact receiver on the left hand with On Enter activation with Hand R. It works great...except the audio plays twice in rapid succession. It doesn't seem to be looping, just doubling. I have "Has Exit Time" unchecked on any transitions that have conditions, but I can't do the same on transitions without any conditions, like the ones that go to my catch-all animation that disables all audio sources. None of the animations themselves are set to loop.
In the screenshot of my animator controller, "Clap Time" has a VRC Avatar Parameter driver that sets the parameter "ClapSound" randomly between 1 and 3, and transitions to each clap sound accordingly based on those Int conditions. Then each clap sound transitions to "No Clap" which has the catch-all deactivator, and those transitions have no conditions, and thus do have an exit time. Then it goes back to the wait state.
In testing with GestureManager in play mode, the On Enter parameter "Clap" only goes to 1.0 once for a single frame, as expected.
Unchecking "Fixed Duration" and setting Exit Time to 0 on those I have to keep checked has helped, but it still double-claps maybe 40% of the time.
I think I've mostly fixed it by changing the speed on Wait and Clap Time from 1 to 5. No idea if that's a good way to do it, but I've reduced double-claps to maybe 1 out of 10. If you have a better solution, please share.
Oi, nevermind... It just straight up doesn't work entirely when actually in VRC. I give up, lol
So It's my first time doing phys bones. Am I missing a step? I added the phys bones just like dynamic bones and made sure the interaction settings are checked on. everything moves fine in game but they don't highlight blue and no one can grab them.
You need a collision radius >0
Thanks!
im sure this has been answered a thousand times, but how do you simulate grabbing and such in the editor?
Switch to play mode, use mouse?
oh i didnt even consider using the game window
i always just have that off somewhere hidden since i dont need it, thank you lol
It is a basic use though. This also supports them, but I haven't used it myself since it was updated, so I don't know what it gives over just using the game window https://github.com/lyuma/Av3Emulator
yea, ive got lyuma's emulator
It’s so good, saves me so many headaches.
How do I set up a stretch float since when I set mine up it wont activate.
It's going to be a while
I don't think this is like the camera beta where it's one and done in under a month.
PhysBones and Avatar Dynamics are a wholly complex things. Not only do they need to iron out kinks they need to add missing components and take feedback.
The best you can hope for short term is a network compatible beta that lets you play with live users without PhysBones.
close beta was 3 month
I wish they made it to where I can find other beta players in games instead of trying to get lucky and joining a empty server
Yea that's kinda disorienting. I forgot to switch to the mainline branch once, on my Quest, and apparently the store remembers even if that branch is removed.
When the PhysBone beta came out it installed & I didn't even realize it, until my friend and I were "in the same instance" yet I couldn't find them.
They need to have some kinda indication a lobby and or players are in beta.
Yeah, live a beta specific server list that shows only beta players
Also an icon on the social profile would be nice.
Like a β encapsulated in a circle pinned to the profile image in one of the corners.
Let's live players know whose beta too to prevent confusion.
hey, I'm having a problem with contact senders and receivers being invisible in the Unity Viewport. Anyone else had this issue and is there a fix?
By any chance did you turn off gizmos? (Top right in the scene view)
just found it. I'm so oblivious lol. thanks
Np ^^
Ummm im running into the strange issue of the avatar not working.. the avatar spawns with its hands at its sides, none of the phys bones work, none of the toggles even pop up. When i press debug it gives the error of "either avatar is sdk 2.0 or avatar is"
But if i go on the live build the toggles and everything work but the phys bones obviously dont work so im a bit confused. FX layer, parameters , and menus are in the avatar builder as well.
Are the phys bones on any "humanoid" bones?
Hips, Head, Neck, Chest, etc?
Nope made sure of that
Gotcha
dunno then
Wish ya luck
Fixed it, a duplicate parameter was the cause of it not functioning
well I have a problem
I have checked grabbable and poseable bones and it's not
it's not even have collision
you have to add colliders to the bone higher up in the physbone component