#open-beta-discussion

19 messages · Page 14 of 1

abstract trench
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i think its just an enable/disable checkbox and a parameter for radius

lyric bough
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well nvm I just uploaded avatar only to PC version

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and I was on Quest

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I had an idea and my whole idea was ruined. I wanted to make a head that can be taken with PhysBones

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;-;

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or maybe not whole 🤔

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if neck can be grabbable

dense gyro
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You can do it on a puppeted PC avatar

finite trellis
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er, how do i exit the beta?

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ive swapped back to the live version but it uh

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didnt work

hollow hatch
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You are on Quest probably. Remove VRChat from the Quest, wait maybe an hour, reinstall

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Make real sure you are switched to the live channel before you reinstall, also restart your Quest

finite trellis
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i am not on quest, actually </3*

hollow hatch
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Quest is the only one that has that issue. Steam is just do the reverse you did to get in. If it doesn't work, restart steam, try again

finite trellis
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weird
alright

hollow hatch
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If it really doesn't work, just uninstall the game

finite trellis
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okay, thank you :'o)

signal condor
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so i havent tested this, but is there a way for other users to interact with your bones with more colliders than just hands, or a way for your bones to interact with more colliders than just hands on other users avatars?

grim epoch
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how do i give the quest avatars physbones

signal condor
grim epoch
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how?

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i downloaded the sdk, but no option popped up in unity

signal condor
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did you download the beta sdk or the normal sdk

grim epoch
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beta

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im pretty sure

signal condor
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did you get it from the channel in the discord

grim epoch
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yeah

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i think i found it

signal condor
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also the avatar needs to have dynamic bones already for the auto-convert to work, if not you have to add them manually

grim epoch
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i think i found it, i had to look for the actual script lol

signal condor
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¯_(ツ)_/¯

grim epoch
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im stillpretty new to unity

stable mantle
signal condor
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contact senders/recievers and the colliders that come on everybodys hands

timber jewel
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Player to Player interaction:
Contacts:

  • Hands
  • Fingers
  • Foots
  • Head
    -Torso
  • custom ones (depending on if the tags match)

Phys Bone Collider:

  • Hands
  • Fingers
  • no custom colliders
stable mantle
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Unfortunately.

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I wonder though if the PhysBone limitation is a performance thing or a safety thing?

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If it were safety you'd think they'd give PhysBones optional contact tags like senders/receivers.

signal condor
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safety would make sense

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but that sucks

hearty ore
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How do I fix?

warm cedar
hearty ore
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Yeah

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Ima check my ram when I do this again

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Oh yeah and It crashes unity when I upload it

warm cedar
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keep task manager open at all times, this could be a memory leak

hearty ore
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The editor bumps up to the top of my thing then drops

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It does nothing?!

stable mantle
hearty ore
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Oh.

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WTF?

stable mantle
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Unity is trying to fill 790.274GB of RAM.

hearty ore
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WHA?

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How fix? My brain is smoked.

signal condor
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uhhhh

stable mantle
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I have no clue. Both why Unity is requesting that much nor how to fix.

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@warm cedar might be right though: could be a memory leak or something.

hearty ore
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Im pretty new to this kind of error.

stable mantle
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Same

hearty ore
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so HOLY Im pretty screwed

stable mantle
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Never seen it in my life.

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Let alone requesting that much RAM.

hearty ore
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Im special~ Not

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Wait.

stable mantle
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That's, like, NASA in 2040 levels of RAM.

hearty ore
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I fixed it.

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I lied

stable mantle
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Oh?

hearty ore
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I broke it worse.

mental marsh
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Nah just get terabytes worth of ram

hearty ore
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everytime I get the error and close it unity dies

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Ima remove shader packages

stable mantle
hearty ore
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and replace em

stable mantle
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Temporary Assets in this case would probably mean, like, the VRC upload plane, the VRC camera, the Luna AV3 emulator controls, etc.

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Anything that's creating assets on the fly that get destroyed later on.

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If I'm reading correctly.

hearty ore
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Ok

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THAT

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May mean that this dumbass bandage asset I made for this cally3d model Is fucking me over OR

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Sorry for the language.

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Its creating prefabs.

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Everytime I upload it.

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A ton of prefabs

stable mantle
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O

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That might be it yeah

hearty ore
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Ok Ima remake the main prefab

stable mantle
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Because the VRCSDK creates a prefab, singular.

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But if yours is generating a TON of assets it's probably hitting Unity too hard as it tries to manage them all.

warm cedar
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But holy crap, up to 700GB+? that's new

hearty ore
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I may test a dif scene

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Well I should test

stable mantle
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To me it sounds almost as if it's creating assets recursively, and just erroring out at the biggest number Unity can hit.

hearty ore
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Well

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It only happened when I tried to upload this the 2nd time on pc

stable mantle
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Did you try prefabing your model and putting it in a fresh scene with nothing else?

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Drag the root model, the object with the VRCAvatarDescriptor, from the Hierarchy to a folder in the Project explorer to create a prefab.

Then create a new scene and drag the prefab from the project explorer into the scene.

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It should retain all the features and parts of your model, anything nested inside, etc.

hearty ore
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No not et

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Ok Ima package up the main avatars

stable mantle
hearty ore
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No

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Its a avatar package and I have one scene with the main and the other scene with secondary

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Ima crash unity one more time

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since that project will probs be deleted

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This should fix it?

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Yeah IT DID

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is the contacts editor important?

stable mantle
hearty ore
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Hey

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Yeah VRC SDK Dynamics contacts.

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Idk cuz my avi uses some contacts

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But it’s all preset

stable mantle
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If you mean the Contact Receiver/Sender scripts, those define custom contacts.

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I don't know of any editor.

hearty ore
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Yeh

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I’ll be on beta to see if I screwed anything

stable mantle
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As part of the VRC Avatar Descriptor?

hearty ore
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Idk

stable mantle
# hearty ore Idk

Like I genuinely want to know: A) what fixed it, & B) what you meant by the contacts "editor".

hearty ore
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I took most of the project to a new one and 2 I am assuming like senders and receivers or maybe colliders idk

stable mantle
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I mean if you want custom senders/receivers, yea it is important.

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For example, my thumbs have senders on them that send "Finger" "Finger [R/L]" & "Thumb [R/L]" on them.

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But if you have no need for custom reception or sending anything on a non-standard part, then no they're not important.

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Avatars come with a preset number of senders

hearty ore
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I’ll check what broke on pc in a bit

wheat fjord
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Can you make your own recievers that collider with physbones for your own avi or is it only hands and fingers?

hearty ore
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Yeah

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Colliders search scripts

stable mantle
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Receivers/Senders can be used for things like advanced interaction triggers.

E.G. When someone boops my nose with a Finger, my receiver triggers a Float value that sets a "blush" animation state.

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Think of Senders/Receivers like invisible tripwires and the items that can trip them.

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If a sender & receiver type match, it trips.

sweet dragon
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Good explenation

stable mantle
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Defining custom colliders is only useful for preventing clipping on your avatar, or rigging up advanced, self-only dynamics.

E.G. I have a "Torso" capsule PhysBone collider from shoulder to shoulder. — On my ears' root-PhysBone, I have registered the "Torso" PhysBone collider. — This prevents my ears from clipping through the body, and instead they rest on my shoulders.

sweet dragon
stable mantle
sweet dragon
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A yes true.

stable mantle
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So at the end of the tail it's full range of motion, but where it connects it's about 45º.

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But my tail is a goat's tail so it is pretty short.

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For a longer, more dynamic tail, a plane collider on the back of the avatar would be best.

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Prevents the tail from moving in front of the avi.

sweet dragon
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Yep i have at least 9 bones in tail. (Avatar from pfp.

timber jewel
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I also use a plane collider for the floor

stable mantle
unkempt hornet
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hey i need help w sth. i justdownloaded vrchat n i wanted to make my own avatar, i downloaded the sdk but it wont open? can some1 help me

stable mantle
unkempt hornet
sweet dragon
stable mantle
# unkempt hornet yeah

It's mostly the same as the normal SDK, with the addition of PhysBones & Avatar Dynamics.

bright jungle
unkempt hornet
stable mantle
# unkempt hornet hey i need help w sth. i justdownloaded vrchat n i wanted to make my own avatar,...
sweet dragon
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Unity program for upluoading , edits

stable mantle
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The SDK for VRChat is just a plugin.

unkempt hornet
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i alr made the avatar but idk how to upload it

stable mantle
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The first link I shared details what to do.

bright jungle
stable mantle
# unkempt hornet yeah

I'd recommend not working with the beta SDK if this is your first avatar upload. Get used to the process, and how the SDK works, before trying out the new toys.

unkempt hornet
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alr thx yall :)

stable mantle
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@hearty ore Just in case you don't know (IDK if you do), PhysBones require PhysBone Colliders, not regular colliders. Just wanted to differentiate those. — Not sure if this is related to what was going on.

hearty ore
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I do, I am kinda planning to make a to add a guitar strap to a model that I have and idk how I should do it.

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Now I got a question

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Ok avi one has a gun with a contact that says shot. another avi has a contact reciever that is called shot. will it work? or no?

stone rapids
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Can anyone point me in the right direction or help me out with having an item be able to be picked up off an avatar with the new SDK? I know how to make a physbone able to be grabbed, but how do I make it where it can just be freely dragged around and carried as one pleases?

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The idea is my avatar holds out and item and another user can pick it up and then hand it back

stable mantle
stable mantle
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In all seriousness though, the best you could do is have a chain of bones connected to the object, that way it could be moved within X radius of the avatar.

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But it'd be like a dog on a chain, @stone rapids. Even with "stretch" at the max, it'd only go so far from the avatar.

glass cloud
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dont be shy put some more

stone rapids
stone rapids
stable mantle
stone rapids
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I appreciate the info!

stable mantle
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With stretch values you can make it go pretty far with minimal bones too.

stone rapids
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I haven’t touched the stretch values. That’s just the slider on the physbone settings, right? (Not at the computer at the moment)

stable mantle
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You'd also need to probably use 2 root physbones, @stone rapids: One on the object at the end of the "chain" and one at the start of the chain.

Setting a radius on the bones makes them grabbable, but based on my knowledge, you can't use curves to make some bones grabbable in the chain and some not: it'll still have a radius throughout, it'll just be microscopic in places.

By using 2 definitions, one at the chain start, that isn't grabbable, and one on the object that is, you can make the object grabbable without having people messing about with an invisible chain.

stone rapids
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Got it! I much appreciate all the details, my friend!

lyric bough
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yeah

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there is only 1 thing I miss

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single bone grab

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just if I give head to front of my body it's looking down and rotate cause it's connected with neck

stable mantle
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IDK if it'd work with bones so close together though.

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I haven't really tested this myself. Just what I've heard around.

lyric bough
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🤔

stable mantle
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I think?

stable mantle
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You'd set this on the neck to "1" and drag the head to the empty element slot below it that appears.

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(After you add the bone to the head)

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Im not sure how that will effect physics though. It depends on the desired effect.

lyric bough
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well this will turn off grab radius

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completely

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that's why I said I miss single bone grab

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well cause it's work like that if you set it in neck you can grab everything that is child of a neck if you set it to head you can grab everything that is child of head

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so if I choose neck set ignoring head and set head ignoring other it's childs it will just end with only dynamics without grab

hearty ore
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I tried to mess with my ears and they dont work

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but work in the scene

lyric bough
hearty ore
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yeah

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Its on andriod rn

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and I go to play with my ears and they failed to work

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and my bandage wrap also failed

lyric bough
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are you on beta version on Quest?

stable mantle
stable mantle
hearty ore
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I figured the bandage out

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Yeah I did

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since my avi has bohongas

stable mantle
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lmao

hearty ore
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if they are fondlable then Im in beta

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That is the quickest test to see if I am in beta

stable mantle
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le-mao

hearty ore
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Ok I fixed one of the things

lapis ivy
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how im confused

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its not working

stable mantle
lapis ivy
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like how do you get avatar dinamiscs

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its jto working

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i cant figure it out

stable mantle
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You need both an avatar dynamics avatar and the beta client.

lapis ivy
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(username in vrchat: knot_knox1177)

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how

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?

stable mantle
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It describes how to join the beta on all platforms.

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And theres an official world with test avatars.

lapis ivy
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ok

stable mantle
hearty ore
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No

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They fixed that a while back

stable mantle
lapis ivy
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i already read everytthng i needed

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but how do you join

hearty ore
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Oh

stable mantle
hearty ore
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weird?

lapis ivy
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beta

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and get avatar physics

stable mantle
lapis ivy
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IM LOST

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ok

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i need an extra hand

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(╯°□°)╯︵ ┻━┻

real bridgeBOT
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┬──┬ ノ( ゜-゜ノ) There you go

lapis ivy
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like im j the world

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it aint helping shit

stable mantle
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If you followed the instructions in #open-beta-info you should be on build 1184 (as of current) — You can check that in the Launch Pad, under the ⚙️ icon, on the "debug info" section.

After you install the beta client, you need an avatar that supports dynamics to really test it out. By default, avatars only have basic dynamics that do nothing on their own. — There should be an official world labeled Avatar Dynamics in the thumbnail in one of the top lists.

Note: You can only play with people on the beta, in the beta. You cannot play with "live" users.

lapis ivy
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(im on oculus)

stable mantle
lapis ivy
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oops

stable mantle
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If it's 1171 or 1173 you are not on the beta.

lapis ivy
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still confused

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how

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im still confused and dont hnderstand how to become a beta

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understand*

stable mantle
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#open-beta-info literally lays it out step by step on how to join. And I laid it out step by step on how to check your build version.

lapis ivy
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i understand but which link do i use

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like which one do i click??

near grove
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Go to your web browser on oculus and go to the oculus website then sign in then go to the top left corner and scroll down to store then search vrchat note: it will bring up the oculus store just click out of it and pull up the oculus browser again then scroll down to version and click beta

lapis ivy
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like i read everything about the physics but didnt get any howto

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WHAT??

near grove
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Follow what I just said step by step

near grove
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There isn't any other way to explain

stable mantle
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It literally tells you which one to click based on your platform.

lapis ivy
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how

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do i log into oculus

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inside vrchat

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or out

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??:?)$$;7,

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tf

stable mantle
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||reading comprehension: crit fail 🎲||

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It lays it out step by step

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As easy as it possibly can be.

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Do 1. then 2. then 3. then 4.

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If you can't figure it out still, you are best waiting for Avatar Dynamics to be released.

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E.G. if it says "log in to Oculus___.com___ it is probably telling you to use a web browser.

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The beta is not for everyone, as it wont magically give you avatar dynamics, and it is fairly frustrating to uninstall on Quest.

lyric bough
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you don't need to restart whole game

stable mantle
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Only for others.

lyric bough
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🤔

stable mantle
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Why I asked.

lyric bough
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interesting

stable mantle
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I think it's a caching bug.

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It's pulling the locally cached version of the avatar, rather than reloading.

lyric bough
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maybe try to clear cache or idk

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and reinstall

stable mantle
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Sometimes switching avatars → switching worlds → switching avatars back works. Sometimes.

stable mantle
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A good force of habit on Quest is just to quit VRChat between uploads is all I was trying to say to @hearty ore.

lyric bough
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🤔

stable mantle
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VS. maybe 15 seconds loading in.

lyric bough
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yeah

stable mantle
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It's just about 15 seconds to a minute depending on your homeworld.

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So it's not a major inconvenience.

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And it ensures you're not testing an "old" avatar and thinking it's broken.

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I've been stung by that too many times on Quest.

lapis ivy
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what fi i did ehat the steps did

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made my verison open beta

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then what

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and it didny change?

stable mantle
lapis ivy
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yes

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i did

stable mantle
lapis ivy
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1172

stable mantle
lapis ivy
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ohim installing it

stable mantle
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Can I ask why you want to use the beta, @lapis ivy ?

lapis ivy
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oh

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because everyone has it, and ive bee curious about it

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ty

hearty ore
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I am going to reweigh the rig on one of the models to create moveable limbs

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How would I beable to make that work?

stone rapids
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Is there not a way to prevent another player from grabbing a physbone, while being able to grab it yourself?

bright jungle
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disable interactions in the quick menu settings/set to friends only

plucky owl
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nobody has to go into the SDK's plugin folder and reimport all the plugins?

hearty ore
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Ok

dim cloak
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@warm cedar I can't remember if it was you, or someone else that asked my how I did the motion for my lightsaber and leaving it in the world. But, I did just post my video explaining how to make the lightsaber and it runs through how I attach it to my hip, hand, and drop it in world space. If you didn't ask me this and it was someone else then sorry for the ping, but I was pretty sure you asked lol.

hearty ore
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Oh eya

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That reminded me

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Most of my contacts are completely buggy

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actually all.

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Lets say two people are in the same world, one enables to contact but on there end it doesnt work, or it doesnt get put away.

dim cloak
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You need to network sync them if you aren't already.

hearty ore
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Net what?

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Im using a prefab avi and pretty new to these

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How do I network sync them or is it a checkmark thing.

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I am stupid

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@dim cloak May you explain what you mean?

dim cloak
# hearty ore Net what?

https://www.youtube.com/watch?v=raQRXfH_GZE Here is a video I made explaining how to make a network synced variable for the contacts system, if ya have more questions after watching it just let me know.

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...

▶ Play video
hearty ore
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Thank you.

grim epoch
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where do i put bug reports?

balmy egret
grim epoch
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gonna see if the same thing happens on pc as quest before i make the report

hearty ore
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Is there a way to limit movements on a vr player?

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Like have joints be animated but unable to be fully controlled by a player.

stable mantle
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I think non-humanoid joints can but humanoid bones get overridden unless you use a VRC Tracking Control component in an animation state.

And even then, even with non-beta stuff, what you can limit is, well, limited.

E.G. i have to reposition my avatar on the Y axis after moving pose space (the camera) on my lying down animation: head tracking also rotates the body. — There's no option to lock the upper chest/body rotation, as VRChat links that to the head in standard VR.

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— If I don't reposition the body AFTER moving the camera, the legs are flattened and the body contorts. Despite the legs/feet being locked to animation.

hearty ore
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Im first going to do this port rq

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Cuz I got a idea of using physbones

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since they do resist movement

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Question

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nvm this is a avi rigging thing

near grove
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quick question, do i have to reinstall to switch back to the live version?

hearty ore
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On quest yes.

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If this does not work 1 you did it wrong, or 2 some data from beta is in your headset and requires a factory reset for it to work again, BUT only do this if you loose vrc when you install it and it deletes itself.

stable mantle
# near grove quick question, do i have to reinstall to switch back to the live version?

On Steam, i think it can overwrite to the live version.

On Quest, you gotta follow these steps:

  1. Uninstall VRChat
  2. Go to the Oculus App or Website, and pull up VRChat (Quest) while logged in
  3. Scroll to version under details and select it/click it
  4. Switch to the LIVE branch
  5. Open the store on the Quest
  6. Go to VRChat's store page
  7. Confirm the version number matches the website/app under More Info.
    7a. If it does, install.
    7b. If it doesn't check back until it does. Do not install until the version matches LIVE.
jovial thorn
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Anyone know how to add physbones to parts of a model like hair? I converted one of my avatars and all the physbones work except for the hair

dim cloak
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Functions the same as dynamic bones, just add a component where you want the physbones script to be and tweak the settings.

near grove
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Wheres the best place to go to meet people

sand ember
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Does anyone know when the official update for Avatar dynamics is coming out ???

sand ember
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Ahh got you I tried it out but I don't like staying in the beta alone with out my friends

stable mantle
next spire
jovial thorn
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Ah okay, thank you, I’ll try that

keen nova
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Does anyone have the link to the docs page that goes over performance ranking with the new physbones?

timber jewel
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well, I suppose you were faster 😅

bright jungle
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ye but linking to the pc limits and down is more helpful lmao

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that page is longe

timber jewel
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I actually didn't even do that on purpose xD

bright jungle
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lmao

keen nova
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Ah, useful info, For as much as I've looked at the docs, never seen this button before lol.

urban salmon
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@dim cloak Hey can I dm you?

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I'm doing something a little similar to the forcefield you did but I'm just curious what you used in poiyomi to show the bullet indent.

warm cedar
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my question would be how in the world you would do that on quest, given there is no transparancy

near grove
near grove
stable mantle
stable mantle
# warm cedar my question would be how in the world you would do that on quest, given there is...

Probably can't. Best idea i can think of is, like, a wireframe mesh, or possibly an inverted sphere — due to Unity's backface culling, the inside of the sphere will be visible whilst the outside will not. This would allow the sphere to appear around you, rather than in front of you.

Only problem though is that would look great outside the sphere, but inside the sphere visibility would be limited to the edge of the sphere. And you wouldn't be able to do any special effects for when it's hit since those typically require shader tricks.

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Realistically, a wireframe would be the way to go if you wanted something "clean".

Though if you, say, only showed the inverted sphere temporarily, that could work. — You could even possibly get some "hit" effects this way.

E.G. you could either have a gesture set to spawn the field, or you could have the field's contact active at all time, and activate its mesh on hit.

With the latter, the field would be visible for a few seconds with each hit, before disappearing again.

dim cloak
cinder lotus
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Why is my avatar broken in open beta

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But my other avatars arent

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Its only one

shrewd heron
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IS there any news on Open beta being natwork compatable with Online in Quest?

mortal plume
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that will happen when AD is out of beta and pushed to live

shrewd heron
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is there any spesific time when that will happen

mortal plume
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nope

shrewd heron
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is it possible to tell how far we are to the open beta.

mortal plume
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we're already in the open beta lol

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closed beta was 3 months iirc, then open beta started

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and at some point it will be out of beta

warm cedar
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I'm giving it 3-5 more weeks

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could be hell lot more

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but That's my personal prediction

shrewd heron
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i will possibly say that i might take maybe a month. Personaly i have no clue i just think it may take that long.

warm cedar
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4-5weeks IS a month smartass xD

shrewd heron
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i know

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no need to 'smartass' me

final ferry
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I think it will be this week

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And 1-2 more weeks

shrewd estuary
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i expect a bit more than that

timber jewel
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I expect a new beta this week, but a release? no clue

signal condor
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yeah cuz there wasnt a new iteration last friday

#

a release id say in 1-2 week cuz a lot of the stuff seems to work pretty well

#

although i would want avatar to avatar colliders other than the hands

mossy python
#

I highly doubt 1-2 weeks

#

I’d say between 1-2 months lol

#

Specifically thinking around 5 or 6 weeks

#

They still haves some stuff to fix lol

timber jewel
mossy python
keen nova
#

Hey guys, is there a standard world most people on beta are using.
I kinda want to test stuff, but don't want to have to explain to people how to get on the beta branch.

timber jewel
#

the Avatar Dynamics Hub

keen nova
#

Thanks bud.

rain niche
#

when are they gonna make it so we can join none beta people?

molten cobalt
rain niche
#

oh ok im just stuck in beta whenever i try to reinstall the normal version it wont install

molten cobalt
stable mantle
molten cobalt
near grove
#

when will phys bones be released to the public?

molten cobalt
#

open bettas usually don't have a concrete release date for when they go live

shrewd estuary
#

oh yeah pretty sure the button behind you in the loading screen still isn't updated to the new ui

mossy python
#

I think that’s intentional

#

Just as a sort of Easter egg if you turn around and ‘look back’

shrewd estuary
#

it's just always looked off because of how it's never been updated imo

mighty glacier
timber jewel
shrewd estuary
#

i like the song.

shrewd estuary
#

or do those two not go well together

timber jewel
#

hmm what if there was no loading screen :o

#

So we would just download the next world while being in the current one

#

and then just swap over

shrewd estuary
#

the original creator of the new vrchat loading theme made a piano version of it so if the new theme doesn't work on the old environment they could use it's piano version and that could probably work

shrewd estuary
#

or would the login/startup menu be unchanged

timber jewel
#

hmmmm

shrewd estuary
#

id imagine itd be unchanged

timber jewel
#

idk probably

#

For safety also make it so the Home world would load the same way as it does now

#

so you can quickly leave a lobby

shrewd estuary
#

yea

#

or you could just toggle world downloading in background on or off

#

so that people who like the loading screen could have the option of keeping it while people who wanna download the world in the backround can also have the option to do that

timber jewel
#

true

shrewd estuary
timber jewel
#

yup

shrewd estuary
#

this would be a pretty interesting feedback post, pretty sure one already exists though. not sure if it goes as much into detail as this conversation did though.

timber jewel
#

It probably already exist, at least I think I have seen one about this kind of thing before

shrewd estuary
#

yeah i remember seeing one too

shrewd estuary
#

would it look the same as the progress bar in the loading screen, but itd be in the bottom center of your field of view?

#

like itd be on the hud above the mic icon

shrewd estuary
timber jewel
#

maybe it would be a loading circle

#

next to the mic icon

shrewd estuary
#

oh yeah like a notification

timber jewel
#

with a download icon in the middle

shrewd estuary
#

and the more the world downloads the circle would fill up clockwise

shrewd estuary
shrewd estuary
# timber jewel yup

if the canny about this topic that does exist doesn't go into as much detail then we can try making a feedback post or something

timber jewel
#

maybe a bit better looking than that xD

stable mantle
#

Why not make the loading screen an elevator?

#

Play the generic jazz music that all the YouTubers play.

shrewd estuary
stable mantle
#

Maybe throw in a few whispered "Stanley"-s

shrewd estuary
#

that's what i have in mind

#

ill try to remake when i get home

shrewd estuary
#

embed failure

stable mantle
#

I commented out embed using <>

#

so it wouldn't fill the chat

shrewd estuary
#

skill issue

stable mantle
#

u happy

shrewd estuary
#

yes

stable mantle
#

Have a "cancel and go home" button on the panel.

shrewd estuary
#

this would make every world seem like a separate floor to this comically large building called "vrchat"

#

i like it

#

definitely wouldn't fit too well with the blue and yellow space aesthetic vrchats going for in their banners and stuff though

stable mantle
shrewd estuary
#

oh shit

#

maybe have the walls of the elevator transparent so you can see the vast emptiness of space

stable mantle
shrewd estuary
#

how about the walls of the elevator except for the doors and the panel and also the floor and ceiling just don't exist then

#

so you could still stare at the galaxy while being in an elevator

molten cobalt
#

I do wonder if vrchat loading screen was a elevator if the start spaces for a lot of maps would turn into elevator lobbies

shrewd estuary
#

thatd be so cool unironically

#

like how you spawn in an elevator in just b club iirc

molten cobalt
#

yup

shrewd estuary
#

ive never seen such a detailed discussions about loading screens in any other game

molten cobalt
#

I came in late so I probably missed most of it

shrewd estuary
#

you can scroll up to see the "downloading worlds in background" discussion that'll probably fire up again once i get home and draw my concept of what it could probably maybe look like

molten cobalt
#

yeah that would be nice to have a download in the background option as I always tend to get a bit of the short end of the stick in World hopping with friends because my is not terribly fast

shrewd estuary
#

im somehow always the one that loads in first when everyone goes into the portal at the same time

#

when the ethernet hits

molten cobalt
#

also would be interesting if World makers had a little more control on how like permanent portals in their worlds look so you could like make them look like they fit the environment better

shrewd estuary
#

floortals would finally be real.

molten cobalt
#

floor portals?

shrewd estuary
#

yea

molten cobalt
#

that might be a little disconcerting

shrewd estuary
#

(image source: ron)

stable mantle
#

Why not just give us a portal gun at that point.

#

Portals on any surface.

shrewd estuary
#

proceeds to fire it directly Infront of another player

shrewd estuary
stable mantle
#

For real though, portals could use some feedback so I dont look like a dumbarse standing in a portal thats malfunctioned.

molten cobalt
#

honestly I was more just looking for like you open a door and a square-shaped portal is behind it

stable mantle
#

Like maybe have you walk through it into the loading zone?

shrewd estuary
#

(thank god they improved on this)

stable mantle
#

Improved, not fixed

shrewd estuary
#

yes

stable mantle
#

If we use the elevator idea, animate an elevator *door coming through the floor, and it opens, with the portal inside. "floor" sign above would display name, user, privacy, etc.

shrewd estuary
#

thatd probably take up space but sounds cool

stable mantle
#

Just the doors and frame. Not the whole elevator.

shrewd estuary
#

that makes sense

shrewd estuary
stable mantle
#

(To hell)

#

God this elevator idea has me so amused

shrewd estuary
#

would the elevator go back down into the floor for it's "despawn" animation

#

or would it just pop out of existence like how portals currently do

stable mantle
stable mantle
#

I wonder if I should through a concept world together

modest ivy
hard pond
#

so...new internal beta, for which be good question.

humble pulsar
#

Probably gearing up to release a new open beta soon

timber jewel
#

yup

hard pond
#

ik or physbone be good question by now. guess. xD

timber jewel
#

Phys Bones

#

IK never used the internal beta

hard pond
#

ahh clever

timber jewel
#

or live, that's also possible

#

but unlikely

hard pond
#

yeah, unless need urgent patch.

gritty salmon
#

hopefully not live, there were avatars outright broken on the current open beta (canny filed but not acknowledged)

shrewd estuary
#

(just without the black backround, of course.)

#

(aand maybe make the circle a bit thicker)

timber jewel
#

Looks good ^^

shrewd estuary
#

hang on let me whip up photosho

#

again

timber jewel
#

There is no way Avatar Dynamik will go live anytime soon. We haven't even gotten any Release Candidate yet so yeah, really reallly unlikely that it would go live xD

shrewd estuary
#

paint.net can be a good editing tool and for what

timber jewel
#

👍

#

looks good ^^

shrewd estuary
#

yee

shrewd estuary
#

smh my head

timber jewel
#

backround

#

xD

shrewd estuary
#

the back is round.

shrewd estuary
#

excellent at typing

timber jewel
#

xD

bright jungle
#

back🔵

muted bloom
shrewd estuary
#

ripbozo

timber jewel
arctic rune
#

just curious, does the open-beta branch also include ik-2?

molten cobalt
#

no

#

they're separate betas

mossy python
#

Otherwise not bad

shrewd estuary
#

got it now thx

mossy python
#

I have tried on multiple occasions to mimic the VRC UI

shrewd estuary
#

now i can still misspell background but at least the font will be correct

mossy python
#

Lol

lapis urchin
#

I hate that I can only find people on the Avatar Dynamics Hub, even more so that all servers still show me the live server count, it makes it hard to find instances with people actually in it

mossy python
#

That is one thing I wish the beta did

shrewd estuary
#

when the not network compatible hits

mossy python
#

Prioritize lobbies with other beta players

#

Or show actual beta player counts

#

I’ve only seen other beta players in Just B Club and the backrooms

lapis urchin
#

the only time I see beta players outside of the hub is when someone in a large hub instance drops a portal

#

that or I'm in a private instance with other people

candid field
#

I’m on quest trying to revert back and it’s not working

shrewd estuary
#

its pretty cool

tardy mason
#

Why do we get stuck in beta????

shrewd estuary
#

try uninstalling vrchat, and waiting a bit. then reinstall

tardy mason
#

Ok thank you

raw forge
mossy python
raw forge
#

Not a problem for me if I see a robot

mossy python
#

No it definitely is a you problem when the avatar is actually very optimized but VRC's performance ranking system blows

raw forge
#

How does it blow

#

It's vague but works in 99% of cases

mossy python
#

Polygon limits need to be higher universally

#

It makes very little impact on performance

raw forge
#

Not at all. It makes a HUGE impact

mossy python
#

Are you high

#

Render calls make the biggest impact

#

Aka having 3 million material slots

raw forge
mossy python
#

If your avatar is 80k tris and has 1 material it will outperform an avatar with 20k that has 10 materials

raw forge
#

Render calls actually make less of an impact after the Graphics Jobs update

#

And no it won't

#

I promise you

mossy python
#

Yes the hell it will I have made direct comparisons before lmao

raw forge
#

In VRC?

mossy python
#

Yes

raw forge
#

How can you gauge it

mossy python
#

With both full and optimized mirrors

mossy python
#

It's pretty fucking easy to guage lmao

#

In some instances VRC's performance ranking actually encourages UNOPTIMIZED approaches to issues

raw forge
#

Yeah run some blendshapes on that 80k avatar

#

See where it goes

mossy python
#

Okay here's the key

#

When you use blend shapes to customize an avatar

#

Apply them to the basis when you're done

#

And only use visemes and blinking

#

Nothing else is necessary

raw forge
#

Here's the better key:
Use bones to toggle objects, NOT blendshapes

mossy python
#

I don't

#

That's horrible for performance

#

Fun fact, bone scaling objects is almost as bad as shape key scaling objects

raw forge
#

Okay well you seem to have no desire to actually listen to facts

mossy python
#

The optimal approach is to disable the game object through an animator layer

#

But VRChat actively discourages such by making skinned meshes much worse for performance

raw forge
#

Sure

#

Whatever you say

#

Didn't know you knew everything about Unity

mossy python
#

Yes whatever I say because obviously I have a better grasp on performance

raw forge
#

Guess my 8 years means nothing

mossy python
#

I would know, I'm a quest creator and optimizing is fucking everything on Quest lmao

raw forge
#

Yet you give 0 craps about PC optimization

#

Incredible

mortal plume
#

bones are better than shapekeys yes, but completely disabling the mesh does help aswell, especially if the thing you're disabling is a separate material anyways

#

since it's already an extra draw call

mossy python
raw forge
mossy python
#

Right

#

But then the object scaled by bones is never technically unrendered

#

It varies on a by use case

raw forge
#

However Shape Keys will hit performance with a multiplier on vertices count. Shape keys is the worst toggle option for performance

mortal plume
#

it could be atlased yes, but then you're increasing your texture size most likely, and it adds a lot of extra work when you're actively working on the model

#

so it's a compromise

raw forge
#

Right but the best comprimise

mortal plume
#

I personally stick to mesh toggles since it's by far the easiest to work on

raw forge
#

Nothing wrong with that

mortal plume
#

and I only ever have like 4 meshes enabled

#

since a lot of the toggles are clothes, which are mutually exclusive through parameter drivers

stable mantle
#

Long Story: Branch Switching is a broken process on Quest and requires "handling with care" unless you are a developer with ADB access.

Short Story: Meta sucks, Follow the Steps Exactly.

torn mesa
#

why is my skirt doing this?

nova raptor
#

I'm trying to upload an avatar and when I hit the check mark saying I can it gives me this error
Edit: Found out to fix it I needed to enable my camera

sweet badge
#

also the physbones can become jank when placed on poorly scaled bones.

near grove
#

Man avatar creation seems hard lmao

old rock
#

People talking about raising the poly count limit in here and that's already a possible maximum of 5.6 million polys before the world itself if everyone runs at 70k in a full instance

#

Yeah no, give people an inch and they take a mile

muted brook
#

The issue is less the polys themselves, but more blendshapes, mats, meshes, etc.

#

The performance rating isn't really accurate, especially when you get into more advance features like multiple clothing options. It's more performant to have them on separate meshes so you can hide and show them, but you get a better performance rating if you have them all on one mesh and use blendshapes

old rock
#

Not so sure people want my 80 or so blendshapes for face tracking, visemes and gestures on a single 70k mesh

warm cedar
#

I usually ignore the performance system and use actual practical Unity optimisations, disabling objects is the biggest performance improvement. strangely enough

inner creek
#

What people seem to forget is nobody is stopping you from making a model with more polygons/ materials/whatever. It's other users that get to choose to see them.

inner creek
#

The 70k limit for good rating is a reasonable amount.

warm cedar
#

It is, as it teaches people to be optimised, Seriously all those e-girls could be made from 30k or less.

inner creek
#

Normalmaps work wonders.

warm cedar
#

Indeed they do!

#

Don't forget that 512x512 textures are still good, as long as you don't use low quality compression

old rock
#

I do enjoy these gorgeous looking Warframe models at 10k-20k polys

old rock
#

Normal and AO maps make the world of difference

warm cedar
inner creek
#

I remember when there was a polygon limit for uploading. 20k was fun.

old rock
#

Biggest difference back then was the mmd textures

#

Everyone's avatars at 2MB download

#

Good times

inner creek
#

Bro. The first model I ever put in VRChat was a decimated mess that I had to learn to rig myself.

#

Ended up being like 50 separate meshes or something when I looked back at it.

old rock
#

Downloading off vrchat's CDN service is horribly slow, large avatars aren't fun to download

#

80 players pushing 4GB just to load the world

warm cedar
inner creek
#

When you look at someone's avatar stats and they are bigger than the world vrcTupAUGH

molten cobalt
old rock
#

I aim for 10MB, where possible

warm cedar
inner creek
#

Yup

old rock
#

Just personal limits, no mesh larger than half floats (65k), 2 skinned mesh renderers, 8 materials

molten cobalt
old rock
#

Easy

warm cedar
#

I always go over the limits with props, but those are props so meh

old rock
#

Im medium rated because of 12 dynamic bones

#

Tempted to see if I can play with constraints with Phys bones to bring that down to 8

warm cedar
#

Physbonie

molten cobalt
#

I suppose you could test in the beta if the auto converted physics bones bring you to excellent?

old rock
#

Still medium, due to number of scripts

#

Good was bumped from 4 to 8

warm cedar
#

:] Beta

old rock
#

Stuff like front hair fringes or where you expect similar behaviour between nearby bones could be following a single bone with a constraint

#

Providing it doesn't look too out of place with colliders and player interaction

serene crest
#

is the default physbone transform limit still 32?

timber jewel
small surge
#

Quest one seem abit off , have a good one with 22 transforms = good still , docs say that would be medium

#

1 component over good too

stable mantle
#

When have the docs ever been accurate though?

modest ivy
#

performance ranks aren't correct for quest this sdk/beta

timber jewel
hard pond
#

interesting

timber jewel
#

Yeah kinda annoying, I updated all my Avatars on Quest yesterday with my new texture and Phys bones, no complaints from the SDK, but they didn't work ingame.

#

I don't really know why until the SDK tells me, so I guess I have to wait for the fix

hard pond
#

oh,,,,

timber jewel
#

(I hope for a new beta today)

humble pulsar
#

Same, I really want an update of sorts soon

bright jungle
#

ints and bools pls

#

my parameters would be vv thankful

timber jewel
#

(and more parameter slots)

#

pls

molten cobalt
#

constrain on quest would be very nice

timber jewel
#

yeah, that too

serene crest
#

would anybody happen to know why this isn't working? I'm losing my mind a lil bit

#

everything is named properly, it just won't detect _IsGrabbed (or any other parameter) in the animation

mortal plume
serene crest
#

I have it imported, but I'm not really sure what all I should be doing with it all. Is there any documentation for all this so I don't have to keep bothering people?

mortal plume
#

you have to be using it if you want to be able to test your avatar properly

#

go to Tools > Enable avatar 3.0 emulator

#

and hit Play in unity

#

then click on your avatar to see all of the options in the inspector

mint rover
mortal plume
#

it essentially replicates all of the 3.0 functionality but in the editor, which allows you to test to make sure all of your avatar logic works properly. you can step through everything to see exactly where stuff is going wrong

mint rover
#

Oh awesome! Sounds really useful

mortal plume
#

newer versions also have support for OSC and avatar dynamics

stable mantle
mortal plume
#

they do though

stable mantle
#

Not for me.

mortal plume
#

I use them all the time

stable mantle
#

Wonder if its a Mac bug?

mortal plume
#

maybe?

#

I think Lyuma has a discord

stable mantle
#

None of the parameter drivers in states fire in testing for me, so I assumed that was a thing it "couldn't do". Everything else seems functional.

#

‪¯\_(・–・)_/¯‬

timber jewel
#

well... I guess no new beta today

warm cedar
#

live patch though

#

that's something

floral flint
raw oasis
timber jewel
dim cloak
mortal plume
#

it really depends on what you're trying to test. you can't test stuff that is aplit across multiple playable layers easily without it

#

same for parameter drivers

#

only much simpler things like testing single animations/state machines in one layer can be done without it

dim cloak
#

Lol no

mortal plume
#

also, my original message could be interpreted two ways

#

1: that person in particular needed to use the emulator
2: everyone needs to be using it

#

I actually meant #1, but I think you understood #2

dim cloak
#

The first one might be true, but the second is most definitely not.

#

You can still simulate parameter drivers without Lyuma's addon, so it's still not necessary in my eyes.

#

The only time you would need it is to test across multiple controllers.

stable mantle
#

The emulator isn't necessary but it does make things easier vs. testing in game or driving parameters manually.

dim cloak
#

Most of the time people aren't doing overly complex things with parameter drivers anyway. I hardly ever have to fully test them and know they'll work in game. Again though, I do think that Lyuma's addon is helpful and can make things easier, I just would refrain from telling people that they have to use it to test, because they don't.

stable mantle
#

For myself i don't use parameter drivers often but some of the concepts and ideas I've made with physbones do, so for someone doing complex animation logic being able to test them is useful even though YMMV with the emulator.

#

Though nothing is as accurate as uploading/testing in game.

#

The emulator is more of a convenience factor.

dim cloak
#

I've typically found that as long as I understand what I'm building in the animator in regards to the logic, it usually works just fine with parameter drivers. They aren't really even that complex of a component to use, but I can see how they might seem that way for people that aren't as familiar with making animations and such (a large portion of the vrc community lol).

#

If you build solid logic in your animator and know what it's doing before it even actually does it in the animator, then your parameter drivers are likely just going to make things work more smoothly if anything.

lavish arch
#

the tool helps people visualise what they build and test it well before going ingame build test or just uploading it helps them understand what they are working on and should be known to the community
its pretty pog when it comes to testing and its faster to test with it personally never had a difference ingame or emulated if you follow the docs and use write defaults off it should work fine

dim cloak
#

Never said it wasn't useful or better. I just would shy away from telling people you have to use it to test. That is how misinformation such as, literally everyone thinking you need two keyframes in animations for them to work properly, starts and that's not good. No problems with recommending it to people at all, just don't present it as the only possible option is all I meant.

Heck, when people ask me about stuff when they first get into avatars I almost always recommend that they use Lyuma's addon to test things easier because it does work similar to in game. But, I don't tell them that they have to use it, just that it would be easier to grasp concepts and see how they translate into the game with it. I just personally don't use it, not for lack of thinking it's good or anything of the sort, just used to not using it and haven't had any dire situations causing me to need to use it.

#

But sacred cleared up the fact that I misinterpreted how they were saying what they said, which is understandable.

stable mantle
#

Same with the 2 frame animations — there are fringe cases where they are more reliable, but it's about the design of the avatar and its setup.

In all, saying anything is necessary is heavy handed; the differences in behavior and methods should be described and weighed, so future devs can decide which works best for them.

dim cloak
mossy python
dim cloak
#

I just don't want misinformation to be spread is all.

stable mantle
#

Same here.

mossy python
#

Also I’ve had some times where Lyuma actually does stuff inaccurately

stable mantle
mortal plume
#

the VRC face tracking templates all use WD on

#

turning it off would most likely mess up some things

dim cloak
#

I've more recently been opened up to the idea that WD on isn't all bad, but I have yet to see any reasons at all for me to swap back to WD on. After my first avatar I learned that WD on can more often be more of a headache than having them off since I have control over everything with them off.

#

I'm less gung-ho about telling people to not use WD now, but I cannot speak to how well animations and animators work with them on since I haven't used them really at all.

#

All I know about WD being on is that it essentially is like having a "reset" animation play every time you swap to a new animation, meaning that you can't toggling something on in one animation, then go to a second animation to toggle another object on, without also having that first object toggle on as well in that second animation, otherwise it gets reset to its default state (likely off).

#

But that is essentially my bounds of knowledge about what WD on does lol.

stable mantle
#

WD on is good if you micromanage everything in separate layers.

#

WD off is useful when you want complex mixing of animations in a single layer.

dim cloak
#

make it easier because if I want something off, I make an animation to make sure it's turned off when I want it to be.

stable mantle
#

My avatar there's a layer for everything and every transition is unique and specific, with "null states" that are meant to undo animations. So turning WD off means suddenly everything gets stuck and the avatar slowly becomes a mess.

#

Like using the emulator, 2 frame animations, and the likes, it really is a matter of your style of avatar configuration and the framework you like to work with.

#

There's not just 1 way to do things.

dim cloak
#

For sure

tender flower
#

it didn't work how me guessed it would. it be floppy do anyone know to have it to still follow?

stable mantle
#

O-oh my

tender flower
#

can you tell what it is

#

with dynamic bones it still follows the main bone but the beta no

stable mantle
#

It looks like a malformed stretch Armstrong

tender flower
#

yep

stable mantle
#

So what exactly is the problem you're having?

tender flower
#

it don't track my arms or legs if the phys bone on the bone you try to move

sweet dragon
#

?? Did you Apple physbone crript on hands??

tender flower
#

?? form on arms |VRC Phys Bone (Script)|

sweet dragon
#

Bc IT IS so wird that IT not trackimg hands...

stable mantle
#

Do you need the physbone marked as animated for it to work? I was under the impression bones on humanoid bones wouldn't work right with tracking under normal conditions.

tender flower
#

yeah that fixed it if its part of the humanoid you have to click "is Animated"

stable mantle
#

Huzzah

inland fiber
#

i cant wait for this to be out of beta and implanted into the main version

#

it gets anoying having to swap between beta and the main version to hang out with friends

frozen cliff
stable wagon
#

I hope when beta come out. I don't have to rework booping sound. I got cute tiger plushy ready to go🐯

#

Now thinking about, my cute tiger plushy may make people want to poke me. Lol.

vast sorrel
#

me too. two other setting of PhysBone and DynamicBone is boothersom...

warped cipher
#

When do you guys think we're going out of beta?

tacit elbow
#

I'm about to discuss about the open beta

#

uh

#

my avatar is being used by people

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end

shrewd estuary
#

wicked

quasi bramble
#

In my opinion I think they are working on optimization with the fact of 60 people in a world with physical bones. and yes 60 player words.

inner meteor
#

When do you guys think is oficially coming?

#

Oh

simple quartz
#

is shoulder tracking available for all avatars? i didnt notice it on mine

molten cobalt
#

the feature is active regardless of what Avatar use but not every Avatar has properly weighted shoulders for it to do anything

inland fiber
#

who else thinks a toggle for the bones would be good like if you dont want the bones on anymore you would just have to toggle it in settings

knotty girder
#

They might've fixed the thing where it's a pain in the ass to leave beta? That or I found a longer alternative way to do it.
A couple days ago I set mine from beta to live but didn't uninstall it or anything (which is how most people go form beta to live), but today when I got on my headset, it was being a bitch so I restarted it and I got on vrchat and now I'm on live?
So either A. If you set it back to live and wait a couple days it might go back, B. If you set it to live and restart the headset it sets it to live, ir C. Its kinda a mix of both? Maybe this is already known and I'm way outta the loop but figured I'd make it known just in case
^this on on OQ2 btw

jade magnet
warm cedar
#

What would be first, Ik2 or AD?

shrewd estuary
#

AD

shrewd estuary
warm cedar
#

As long as I can bonk users in live someday, I'm happy

shrewd estuary
#

after AD goes live then the ik beta will just have the new features from AD as expected on top of having the funky ik stuff

warm cedar
#

Hehe, I would imagine IK2 absolutely breaking post AD

#

But meh I don't think that'll happen

shrewd estuary
glass cloud
warm cedar
stable mantle
#

Technologically it's possible to swap without uninstall, but it's up the to the Quest to actually register you're on the live branch, which it tends to have trouble with.

stable mantle
#

Like I'm curious what contact tags everyone is using.

warm cedar
#

Head.

#

sends Damage and Hammer. recieves Head

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Shield does the same, send Shield and Damage, receives all body colliders + damage

gilded tundra
#

Did they close the beta?

limber quartz
gilded tundra
#

It’s not working for me🥲

fiery musk
zinc marsh
#

Will osc for the touch parameters be a thing? Or will you always need to send it to your avatar parameter list

zinc marsh
lapis ivy
small surge
#

*** PhysBoneManager::UpdateCollidersForChain - Max collider records** << is this the limiter thats doing it, cause i have a .txt file thats 1.347 gb of it , dont think ive enabled any of the 'special' arguments for logging

glass cloud
shrewd estuary
quasi bramble
glass cloud
#

lmao

finite trellis
#

I can't get back into the open beta, is sumn happening or?

stable mantle
stable mantle
warm cedar
stable mantle
#

I see

#

Damage makes sense as a universal parameter I suppose.

stable mantle
finite trellis
#

Quest

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I haven't checked on pc yet though

stable mantle
finite trellis
#

Huh?

stable mantle
stable mantle
# finite trellis Huh?

The first step(s) to installing the beta on Quest as per #open-beta-info is to change the build channel from the website while logged in or your Quest linked Oculus mobile app.

#

E.G. that screenshot is from my iPhone, from the Oculus app linked to my headset, on the VRChat store page, after clicking on the version number, and selecting the build channel picker.

timid fossil
#

Where can I find info for the beta for quest?

celest cloak
#

Hey did anyone else get kicked out of beta?

#

I can’t get back in

small surge
#

im not in it, but i can log in quickly , nope still up

stable mantle
mental marsh
stable mantle
celest cloak
#

Is open beta still out for quest?

stable mantle
#

Yes

celest cloak
#

Because it kicked me out back in to live and I can’t get back in

stable mantle
#

You're the 3rd person Ive heard say that today.

#

The Beta still shows up in the update-channel selection, if I go through the Oculus app.

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The Quest shouldn't overwrite with LIVE unless you switched the channel back.

#

Or unless the Quest somehow switched itself back.

celest cloak
#

it switched back it self and it won’t go back in there any thing i can do to get back in beta?

mental marsh
stable mantle
mental marsh
stable mantle
#

o-kaaay

gilded tundra
stable mantle
#

If it matches the website/app's open-beta info, you're good, and something is wrong.

#

If not, then the Quest hasn't "synced" yet.

#

IDK why the Quest takes forever to sync, but I assume it's because Facebook bought Oculus and rebranded as Meta, so there's probably a lot of server hopping going on.

warm cedar
#

Huge Idea struck my mind without a vrcPerfVeryPoor appearing, OSC controlled dynamic colliders, say "Stop touching me" enough and voiceattack will just go "Fuck this" Sets "allowBooping" bool to false

stable mantle
#

Twitch Plays VRChat: Physbone on the root skeleton, and anything twitch doesn't actively control over OSC just ragdolls.

warm cedar
#

I like it

#

I WILL MAKE IT! And force my good friend rem to stream it

stable mantle
#

Lmao

muted brook
#

we got inside colliders

ionic bison
muted brook
#

hallelujah

shrewd estuary
#

wow update

molten cobalt
near grove
#

woo inside colliders (imagine i am excited)

timber jewel
muted brook
#

I can finally actually port my avi over

raven laurel
#

finally stats fixed

kindred heath
warm cedar
#

Well blackrat, there went your "friday" prediction

timber jewel
#

qwq

warm cedar
#

mehehehe, at least we got an update, that's what counts

timber jewel
#

I just turned of my VR because I wanted to go to bed earlier today....

#

I guess I'm not going to bed earlier today

warm cedar
#

I just opened my unity, ultimate timing for me

karmic wagon
#

is there a ETA on the update going to Live?

timber jewel
timber jewel
warm cedar
lyric bough
#

Why XD

warm cedar
#

Because "No FUn AllOWeD", nah would most likely destroy quest 1 users

timber jewel
#

also QUest 2

#

Quest 2*

warm cedar
#

a bit less, but yes. mostly destroy them too

#

safety settings ^

signal carbon
timber jewel
#

How do I add inside colliders?

warm cedar
#

You do not :troll:

sour epoch
#

add a regular collider and then check inside bounds

lyric bough
#

But performance is better way yeah

timber jewel
#

yay, max angle actually works now :3

lyric bough
timber jewel
#

I can finally update my Quest version

#

and this was why it didn't work before btw xD

warm cedar
#

Ouch

#

compression go brrr

hard pond
#

often yeah

timber jewel
#

Quest people can now see me yay xD

#

(at least if they show me manually)

warm cedar
#

they lag. they STILL lag.

stable mantle
timber jewel
#

uhhh my vrc doesn't work

stable mantle
warm cedar
#

avoid showing e-girls, even pc users with low specs need to avoid this

#

I've seen my good friends crash before because an E-avatar appeared XD

timber jewel
warm cedar
#

Mine is working as is

stable mantle
wintry notch
#

does the SDK work for you all?

timber jewel
#

wtf even the normal live version doesnt want to work

wintry notch
#

Mine broke

stable mantle
warm cedar
#

Hehe, of course c++ is to blame :troll: