#open-beta-discussion
19 messages ¡ Page 15 of 1
yeah
man i still really want a viewpoint rotation parameter so we can look around and have custom animations for generic avatars
I'd recommend to re-install or verify the integrity of the game files
I did that
Do I delete it?
just delete the PumbkinTools folder yeah
That fixed it
Reinstall the Visual C++ Runtime. This is something verifying won't fix.
That's my idea, anyways.
why are we all calling it pumbkin??
check if restarting your pc will fix it first
it only does that in vr, desktop is fine
nope, it didn't
https://aka.ms/vs/17/release/vc_redist.x64.exe check if you can reinstall it
did dynamic bone have inside colliders? I rarely used DB
yes they did
still does that
it installed or told you it's already installed tho?
it tolled me it was installed and I pressed Repair
nope nothing works
at least in VR
Discord just freaking died lol
someone have same problem in #user-support-old hmmm
OOOOO maybe it is steamVR
yeah could be
testing it right now
it is
the new SteamVR beta that came out at the same time broke it
I suggest everyone to stay away from SteamVR 1.22.2 for nowđ
v1.22.2*
whoops
Is steam vr beta broke? Lol
Good to know, I'll have to uninstall it and go back to live.
i say knowing I spend 90% of my time on vrc in desktop lol
lol
Seems to only be triggered by Index controllers
yeah ik
I only vaguely experimented with them before, what exactly do inside colliders do
anyone figured out a fix for the hand colliders being way too long in game?
er sorry, finger colliders that is
you can adjust them in the avatar descriptor
the options in the descriptor don't seem to actually effect how they are in game
I think radius works, but length seems to be ignored
I made a canny but it hasn't gained much traction so wondering if I'm just doing something wrong or everyone already knows a workaround
What's the best way to quickly test the leg movements for my skirt physics? Right now I'm just rotating the bones with the mouse and that feels really jank so there's probably a much more rational way to do this
Grab the object of the avatar
select the rotation tool
Oops, well I was making an elongated spin joke
Just, use the rotation tool and or transformation tool, it does wonders to test these components
In that case maybe it's my physics that's the jank thing ><
Had to make a phone, couldn't help myself
Could well be
Anyone know how to get back to live realease
on quest?
flip back to live on app, then reinstall.
I am curious, any recent talks or news of when the beta update will be publicly released out of beta?
nope and there's unlikely to ever be a announcement before it releases
Thanks for VRChat for your totally professional and not at all amateur quality assurance. I'm so glad to send $10 every month to you for your awesome totally not at all buggy work. Keep it up. If it's not broke, you'll fix it until it is!
what
this isn't VRChat's fault, its 100% on Valve
also SteamVR is Beta is a Beta aka subject to stuff breaking
Yep totally, I totally agree and am def not being sarcastic. Passing the responsibility on to the totally guilty party.
Cause we all know that index controllers do not work at all in any game
And you can't get them to work
Yep, it's just all busted
me when i walk into a room and forget why i went in there
adhd moment
chill a bit, sarcasm doesn't always translate well through text
back in my day people used /s and damn it, it worked!
what do you mean sarcasm translates perfectly through text /s
But I'm totally not at all being sarcastic I'm agreeing with you
I totally am not completely pissed off by this new not at all
i take back what i said
I'm just confused now
oh well back to being productive
yeah so am i, that's why i took back what i said
yeah, did they fix the float capsules issue?
actually wait lemme be specific, i had an issue where i couldn't use the proximity contact receiver if it was a capsule
it would bug out, no register any float value when contacted and weirdly made all debug contact visuals disappear while it's in contact haha
i just fixed it by using a sphere instead but a capsule still might be more useful in other cases, was wondering if that was still a problem
and its fixed
they're quick with that
woo
time for a "welp Valve just fixed it already" ping from Tupper
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues. SteamVR: Fixed a regression that caused VRChat to crash on laun...
unbeliebablly quick
speedrun
Inside colliders pog
Now that we have Inside Colliders, does anyone have a link to a tutorial on how to make this kind of physics?
Bug got fixed before I got home from work lol
how do you grab bones in the editor
need to be in play mode
How do you return to the main branch on quest?
Has anyone experienced issues with collision senders? I have a working send receive in unity for the index finger but attempting it with my avi in game it fails. All collider groups are properly rigged
yikes
lmao

thats a good one ngl
oh no this is funny af
huh
If someone could help me get back into live I would appreciate it
I tried this already multiple times
Still it says Iâm on live in the app but Iâm stuck in beta
?

had the same issue with one of the demo avatars. Think it's a bug can't report it properly since I have not created any content using them yet
I don't understand why this is happening to some Quest users. I have 7 friends on Quest I've instructed step by step on how to get in and out and all 7 were successful at both. They got back on their own. I just told them to reverse the process to get back in.
Reverse?
Yeah I told them how to opt in. Just said to go back to the same page on their phone hit the version number again, select live and uninstall and reinstall.
All were able to get back on live.
Since I'm not present to see what's happening, I can't really help in a full capacity.
It's possible people do not have their quests paired to the phone app or something
Or their quest isn't connecting to their phone when going back to live
Hm I thought that it might have something to do with Auto Conversion, but since that isn't even a thing on Quest, this shouldn't happen
I would really appreciate if we could get an "IsPosed" parameter:
https://feedback.vrchat.com/open-beta/p/1185-isposed-parameter-for-phys-bones
Gave you an upvote because I do think it'd be useful to have, but I think you could substitute "Stretched" in for the time being and I imagine it'd work just as well for you.
Yeah it probably would, but with Stretch I don't really get a a pull over the had
Since it would first go up to get over the had and then back down to its end position
Using the Angle works better in that situation
But IsPosed would be really useful in general
It probably also wouldn't be hard to implement
Uurrhh...
softwaregore moment?
So I'm getting a cloth warning for using contacts.
Yes, this... this makes sense
wtf
Random question, but what do inside colliders actually do / how do they work? Ik people missed them a lot with Phys Bones but I don't really know how they work, what they do and what they are used for.
I also didn't really find any documentation for them online with a quick google search
ahhh now I get it xD
How has the performance enhancements been due to physbones?
how is the max angle on the bones supposed to work? cus my bones are still rotating past that angle
that's the tail
yet they're supposed to have a max angle of this
i think it's going under instead of just clipping through..
is there a way to offset the max angle? so e.g. it can't move left much but it can move right more
Max Angle applies to every bone in the chain which is also why it can do that
You can use a line graph though to define it on a per bone basis
oh nice
is this possible btw?
not at the moment no
There is canny post about that though:
https://feedback.vrchat.com/open-beta/p/1181separate-axis-of-max-angle
For some reason I don't see when Quest players are moving a few of my bones. My Ears and my hoodie cap work (both are on my head) but my Tail etc doesn't.
hey what happens when you upload an avatar with the beta sdk? / update an avatar with the beta sdk, does it break the avi on non beta branches?
or does it only show the beta update on the beta branch, which i think is what they did for the unity 2019 update
Can still be worn in live, just it will be stiff if using physbones đ¨
is there any documentation on the performance rank details for physbones?
do they differ to dynamic bones?
pc got a bump, quest just got 'em since they had nothing | https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system#pc-limits
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...
Did this cause thats mostly what i care about, easier to see
1 component / root = 1 cpu core, so multiple is good
lmao
I feel that
Everyone does with the way the system is set up xD
this is what the rank looks like for my 12 million poly cube
(don't worry im not uploading that monstrosity)
"Let me just add these assets and prefabs I found."
I had to fix an entire phone, it had 34 MATERIAL SLOTS.
Just joined the entire thing in blender and now it's just 1 mat.
you got any more of them material slots
Nah but you can ask the e-avatar creators
I could see a working phone needing 34 mats. But a static one???
It was a working one, but it didn't need to be animated
This is me yelling at a friend of mine every time he uploads anything. Lol
Don't tell me they create e-avatars
No, but they only know how to retexture and kitbash prefabs onto an avatar
shoutouts to those avatars with the x and o glasses
they're all made by the same guy
Every time I even think about showing them my mind even lags
they're probably less performant than my 12 million poly cube
my cubes just got a shit ton of polygons nothing else
zuvali made a really high poly quad and it was just 2 gb worth of polygons
Um just a question are there any new ways to get out of the beta with the new update I have tried the set to live and delete and reinstall thing I have tried downloading the past apk for the live version I have tried factory reseting non of it works
Yes, switch to Live, uninstall the game, and reinstall - if that doesn't work, wait a couple hours before reinstalling
Can some one explain endpoints to me?
its where it ends
a end point is used to define where it ends the phys-bone
you just need to move the end point game object if end ponit no work
Ok
Wulf. mind the sarcasm you ligth-saber wielding animal
We still need to do that bonk battle.
It happens because the Quest seems to sometimes rely on cached data and not update properly, so you'll opt-out or opt-in but the Quest won't immediately acknowledge it. I've posted some more thorough step by steps on how to ensure you exit but until those same steps come from VRChat team themselves, people are still gonna make common mistakes (due to an oversight by Meta).
I thought the team made this clear.
It's just never been a problem for me or other users I have supported
Not really no. "Uninstall & Reinstall" to most is an immediate thing. No one is waiting for their Quest to refresh nor checking the listing in the store on Quest to ensure the version numbers match; 2 very important steps that can make a difference between success and failure.
You need to contact Meta support, not VRChat because your issue is outside the scope of the bug.
If you developer unlocked your quest, and tried sideloading the APK for 117[X], without VRChat being previously installed, and the install returns a failure? Then your Quest account seems borked.
So I take people aren't following instructions?
More like VRChat team have left a few steps out.
Their steps will work for the majority of people.
Been there done that
Did they?
Is this not correct, it's worked for everyone I've help my old quest included
I literally mention what they fail to include between steps "Uninstall" & "Reinstall".
Like I said, their steps will work for the majority of unbugged users.
Yea my headsets so bugged it wouldn't let me install the live apk
That's not the same.
I mean I guess I just don't understand what's tripping people up
That's the website or app.
Ok?
Not on the Quest.
Users with the synchronization bug need to wait until the store listing inside the Quest matches their store listing on the Web or App.
Good for you but you can't figure out a bug
ofc you can
Not when the bug prevents you from doing anyform of install of the live version thru apk or download
Hey how would I go about contacting them
Sounds like this an issue on Oculus/Meta side.
This is why I jump ship as quickly as I could from them
-
Because most modern technology doesn't require you to literally dog the store listing to check if it's giving you the correct version number after switching that version on a separate platform. â Meta's update channel workflow is atrocious.
-
Many Quest users are joining the beta to try physbones for a laugh, then quit out to play with friends. â Be realistic, the Quest channels are inundated with people asking "how do I make an avatar, I downloaded the SDK but clicking it does nothing" and "How do I show PC avatars" and "Why can't I go to my friend's world?"
it is. as the devs have stated
*always has been
No I get that. and you're right meta has so many issues
It is, my point was there's additional steps that can help ensure the right channel installs. â They're not normally necessary, but if you have a bugged account these steps can make the difference between a successful switch and being stuck on a channel.
Can someone answer this
Tysm
YMMV because I get
Sorry, this content isn't available right now
On all Oculus sites lmao
On it
Now I wait for meta to respond which we all know I will be six feat under before then
If only it was that easy
You're experiencing a sever variant of the bug, and some other bug preventing a developer-unlocked Quest from sideloading.
Double check though that you have developer mode enabled via the mobile app, and try sideloading the apk using adb from command prompt or terminal with your quest connected via USB: adb install -r -d "[path to APK]"
Examples:
Mac: adb install -r -d "/users/zitic/downloads/2022-03-13T03-16-29.842Z_1036.apk"
Windows: adb install -r -d "C:\Users\zitic\Downloads\2022-03-13T03-16-29.842Z_1036.apk"
â
Being said: https://feedback.vrchat.com/open-beta/p/quest-host-beta-as-a-separate-listing
If VRChat did this, the bug woudn't even be an issue.
Been there done that
- Fixed issue of some VRCPhysBoneCollider's not updating values while in play mode
looks like its more broken than before
switching camera in playmode now make touching them break for me
OSC mixed with avatar dynamics is so powerful oml
like folks have already got to have haptic vest working with it
Does anyone know how to get out of the open beta back to live
Iâm stuck trying to reinstall it (quest) and it will not reinstall after I changed it back
It will only reinstall when I have open beta selected
Tbh open beta has gotten better for quest sense day 1 of open beta launch it used to break the avatars not just the phys bones but also the other ones as well just switching your avatar and the game would break so honestly itâs getting better still some small bugs but itâs definitely better then the avatars being broken all the time
Delete the game reinstall also if that doesnât work switch it back to ik beta and delete and reinstall again
i don't believe the ik beta is on quest
uninstall game, switch to live branch, wait a bit, and reinstall.
The ik beta is is on quest ik is the live beta
Do you mean no dynamicâs?
"live" is the live channel of the game
"openbeta" is the avatar dynamics beta.
Because the open beta is the phy bone beta
physics bones are part of avatar dynamics
Yea I know that every one that is here in this chat knows that
The server is literally called avatar open dynamics
yes
you just said
"do you mean no dynamics?"
"because the open beta is the phy bone beta"
wording counts
as I said, physics bones are part of dynamics.
You didnât put the correct grammar and I got confused
As In you didnât really didnât say which one
dynamics is physics bones and avatar to avatar interaction, while physics bones are just.. physics bones.
i don't?
physics bones are a component in avatar dynamics.
dynamics aren't a component of physics bones.
Dynamic bones canât be messed with other players like grabbed
and?
They can be smacked around
physics bones can, that's part of avatar dynamics.
that's avatar to avatar interaction.
Phys bones can however be grabbed and messed with making them player interaction
To a degree
which is a part of avatar dynamics
if physics bones can be grabbed that's avatar to avatar interaction, as one avatar is interacting with another's physics bones. that's part of why it's called "avatar dynamics".
Love seeing auto converted avatars with a collider bigger then the room, enable debug mode and all i see is that
The normal Dynamic bone donât have that
dynamic bones are older, and aren't part of avatar dynamics
on top of that, dynamic bones are an entirely separate thing. they're just able to be used in vrchat.
and dynamic bones are also getting deprecated
their replacement is the physics bones.
ok but you literally have been saying that they are apart of the avatar dynamics
i was saying physics bones are part of dynamics, not dynamic bones.
Yeah I know that
No this entire time you havenât actually said until now that it physic bones
they're two separate things
read
avatar dynamics =/= Dynamic bones
i am aware of that
read
I have been reading
Because You havenât
maybe we should move on to a new subject
good christ
I have already said your not specifying what your talking about
i am specifically talking about physics bones and how they're part of avatar dynamics
this was my second message in the entire conversation.
bro
In your words âdynamic is physic bones and avatar to avatar interactionâ meaning some one with reading disabilities could easily get the wrong idea which I did until you said that your talking about Phys bones on their own
let me make this message for reference, then.
dynamic bones - old and deprecated, not used in Avatar dynamics. dynamic bones are also an entirely separate thing that were just able to be used for vrchat.
avatar dynamics - avatar interaction and physics bones.
instead, avatar dynamics uses physics bones, which are exclusively made for vrchat. not dynamic bones. names are weird.
hope this helps
glad we came to a conclusion.
I mean it would help if you said Phys bones dynamics seem like your talking about the other bones
yeah that's why i hate naming
wish i could just go "EĂĂĂÄ" and people would know what im taking about
Why not just say AD?
i hate ads (advertisements)
but i don't hate ad (avatar dynamics)
you see what i mean?
Sorry but everyone I have talked to here have called the bones Phys or physical interaction bones
AD capital. Or AviDyn.
phys is just short for physics and physical interaction is just long for physics
I know that
names are dumb and stupid let's all just screech and make weird noises like how we did when we were caveman
Avatar Dynamics is more than just PhysBones. â PhysBones are just a part of it. There's also avatar contacts.
I am just trying to say I am really used to calling them Phys bones
There not an issue
There seems to be
Just got confused
I thought earlier that they were talking about the normal bones
But they meant Phys bones
But it was pretty obvious to everybody else that that wasn't the case
âDynamic bonesâ is what I thought you meant
Well now that we've cleared that up, we can move past it
yea
Agreed
I was about to say the same thing
great minds think alike
apparently so does my phone because it auto suggested i say this.

tbh i could've just said this earlier and you would've gotten what i mean faster
we both done goofed lmao
Agreed
it's a motorola from 2016
Sorry for the miss understanding
Itâs ok pal
Then it has a mind of its own
hey someone's gonna look back at that conversation and have a good laugh at the both of us
as long as everyone's happy
Anyways bye for now
cya
Cya
says how at the top
if you set it to OpenBeta then just wait for it to prompt an update
reboot your headset perhaps
on the store page
anyway, back to typing what i came here for
yee
hey yall, im trying to see what settings people like to set for forces on their physbones components. I'd like to know what settings you set for:
-Hair
-Tails
-Chest
-Chains
-Skirts
if youve set up physbone components on any avatars for these things please let me know what you set for forces c:
VRChat for the love of all things holy just make the beta a second (meta) store listing, please.
Theyâre arenât worlds
Same i did with dynamic bones , just slap physbone on parts, then go to playmode, wobble avatar around edit values until it looks alright, copy/paste value after
is there a parameter for detecting if a physbone is being collided with? closest i see is for grabbing but that isn't the same
so do i but i'd like to know what other people prefer to set for them
does anyone know why the default physbone values are so big?? like this is with the radius 1 on a reciever..
Put a cube near it, thats 1m
They are big to start i guess, edit them small 𤡠like physbone radius start at 0.025~ majority of my avs
Gravity is as strong as it looks in Unity editor because holy god my hair hangs like a brick
I mean you can just use like 0.0001 gravity if you want to xD
True
I'm a tiny bit confused, my contacts that had worked previously in the past are no longer now after updating SDK.
It didnât work
Yeah it didnât seem to work
how long did you wait
Good 15 mins
wait for it to prompt an update
So install it on beta, switch it and then leave it?
So I wait but I donât have it installed?
Iâm sorry for being difficult but Iâve be trying for 2 days now
Kinda sad you can only interact with other people with beta on if you have the beta on.
thats the case with most beta's
Leave it uninstalled, and occasionally check VRChat's version number on the Store inside the quest to see if it matches LIVE. â After it matches you can uninstall.
RN LIVE versions are 117[X] & betas are 118[X]
Can someone ping me to the message that tells you how to leave beta pls
select live branch, uninstall, wait a while, reinstall
Ok thanks
im tryna get into open beta
ive tried
Which platform?
Oculus quest 2
and which beta
open beta
there is 2 open beta in operation actually.
You meant for PhysBone or IK?
hold on lemme check smth
yeap, just in case.
Is 10 to 20mins a good wait time
try longer
anyway, if it physbone beta, toggle on app then reinstall be quickest way.
Maybe need to leave like 10-20 minutes between at least.
40mins
Ive had to wait 24 hours for a build channel to change once, and Ive heard of 48 hour + happening.
Anybody know what to do with an "The asset bundle is out of date" error?
Tried building my avi with the beta SDK and uploading updates to existing avis work, but trying to upload a new avatar results in it giving a blueprint ID error... even though theres no blueprint id on the model. â It hasnt been uploaded yet.
This doubly makes no sense because this looks like a world SDK error... for a Quest avatar build.
NVM. â Somehow it's like the Pipeline script attached to my avatar was broken. Deleting it caused a new one to be added (even though they were both empty) and it builds.
So, potentially stupid question, and I may have just missed finding the answer in my various searches ... but how exactly do I get the Avatar 3 Open Beta SDK? I've only just started out with making an avatar, and I'd like to just start with physbones now rather than doing dynamic bones then having to convert later
I have the 2022.2.16.19.13 SDK, but I'm not seeing physbones in Unity
It's posted as a download link in #open-beta-announcements
Ik I already asked that but how do you grab physbones in the editor?
I am on play mode but idk what I'm doing
Game mode window, main camera, drag with the pointer.
Does anyone have a list of good physbones settings for hair, breast, tails, etc..?
I am dragging them
no effect
That happens to me to idk why I :(
If you haven't updated to the latest release of the beta SDK you could be getting stopped by the error pause option in the console. Until this last release it would error when trying to drag a bone.
I am up to date
Me too
wait nvm I wasnt
If you get errors when trying to drag bones, you aren't updated
No?
Does anyone know where to get any boy avis with phsybones?
Look around public avatar dynamics servers and if you see one ou like, ask the person wearing it to clone it
Or use a site like gumroad if you know how to upload/add physbones yourself
Wanted to show off weapon/RP potential of my WIP public model using AD.
Misfires intentional ;)
Was you actually grabbing the sword or are you just good at using the emote wheel and lining it up
Any news yet on a estimate of when it may go live. Im thinking 2 months but not too sure
Am excited đ
if that is you actually grabbing it, how did you do that?
@near grove @lapis urchin If I were to guess the sheath would have a receiver looking for Hand L and the sword's handle a second receiver looking for Hand R both set to Constant with their own Params. Transitions in Fx would be checking for the respective param value as well as a Gesture value like 1 for fist to which it's entering an animation to change the source weights of parent constraints for both the sword and sheath objects/bones.
That's the train of thought you'd go with for particle drivers so makes sense to me to be something similar for contacts
Super cool stuff and 100x easier than using particles for grabbing things xD
could it be done for other users? like have objects on my avatar other people can grab?
man I wish I knew about this before it was removed, like I get why but I'm still upset
Actually grabbing it using avatar dynamics
Heya, has anyone tried to put avatar dynamics on their avatars arm or similar. Tried to do a quick test of it just now on my left arm. Works well when I'm standing still, but when I move the arm with grabbable AD on it is really shaky. Is this just how it will be with AD so I need to make a toggle for my arm to be grabbable or am I just missing something?
Did you raise the immobile stat to 1 so it won't move?
Yes
I have the current settings on it
It's attached to my upper arm.
I was thinking about immobile first aswell. But didn't seem to help.
physbone on humanoid bones did wierd things last time i tried it
Had one on my head and couldnt look up/down anymore
Yeah. Had that problem in the beginning aswell. But I think that specific problem should be fixed now. I have my hair components on my head bone without any problems.
i know, it was for testing all my physbones are rooted
It the same when you attach something to head you want constraint it to somewhere instead or it get culled to 0
Yes i have the same issue is there a canny already?
One big question. Avatar dynamics. They work on quest correct? Do I have to go on the new version or am I okay on the normal live
for now you need use beta version
Is that the live or is that a different version from open beta on quest
Been looking for a bit now and I can't find a canny on it. You or me?
open beta not ik beta if you choose beta version
keep in mind quest never had dynbones, so they need to be updated to have physbones, auto convert does nothing for them
Okay
You please, im away from my pc
Done :)
Thatâs cool
If the avatar is on quest can you slide it??
Nice
Give it like, a moment please. Trust me, no need to rush.
Ok
Maybe itâs coming out đąđąđą
Hello
there is no current date of when the update will go live
Ok do you know if it will be soon tho?
Is there a dev online right now
several
Can you @ one for me please
they aren't gonna tell you the release date if you ask them lol
confidential information
thanks you too
I will have a Quest version eventually, gotta remodel the entire thing specifically for Quest
evil facebook be like "i am good at managing betas"
Ohh ok ok well whenever you do it you remember could you dm me
Cause honestly grabbing the sword pretty cool
For sure! I already have a Quest thing out but it seems to scare everyone off because Iâm too realistic lol
I would not look at Questâs beta behavior as any indication of anything. It is known to be unpredictable
Just because a beta vanishes does not mean anything is coming. It could just be Meta being dumb.
Any bones attached to the hands that are grabable will behave this way, in my experience. â Since every model has default colliders and contacts, it's basically in a state of constant interaction.
I tried throwing a PhysBone on my sword (idea was that people could stop it mid swing) and it just constantly wobbled.
You can disable self interact on phys bones
I can't recall if i tried that or not but I want to say i did and it still misbehaved. Though that could just be beta buggy behavior.
It might be a good idea to have bool on the actual phys bone script that disables self interact regardless of the user preference setting however
Maybe someone should feature request it
It'd actually be useful if PhysBones connected to the hand would block self-interaction for just that side.
That way you could still interact with them on the opposite hand.
Where can I get it?
Will physics bones collide with collider components that are in the same gameobject? I'm giving the colliders different parent transforms, of course
I know a bunch of people made grabable objects for themselves, but is it possible to have an object other people can grab off of me?
yes and no
You could also people to grab stuff and with stretch you could make it look like they are holding it
Nevermind this was easy af to test, I don't know why I asked. Downside is you can't see the colliders while rotating the parent transform
but only for the max stretch range
welp, time to find where I can request features, a component that lets a specified object be picked up off my avatar would be nice
https://feedback.vrchat.com/open-beta - but as mentioned above, that's kinda covered by the physbone stretch option, to an extent
yeah but I want them to be able to grab it off and just go wherever with it, and also tether it to a specific direction and not just whatever direction they grab it off of me with
feels inefficient to make a chain of like 50 bones just so someone can grab something off of me (mostly because its one of those things people would grab then run away with)
does anyone know why my phsybones don't seem to be interactable? they also don't highlight as blue with avatar overlay turned on
Sadly I get this behaviour even if colissions is disabled. And if I don't close my hand it won't be interacting. Right? 
I had this behavior too with my sword. I think the issue is that the hands have both contacts and colliders. So turning off grabbing still leaves room for collision.
Collision, unlike colliders, cannot be toggled just for self-interaction since that's the only thing they're used for.
So it'll be better depending on your use case, but it'll still be wrong.
Hmm. OK.
You can toggle off collision. But it'll be fully for that bone and its children. Which I doubt is desirable.
If you don't need collision it might be worth trying though?
E.G. If all you want is for it to be grabable by others.
I honestly havent seen what happens if you toggle collision off alongside self-interaction.
Yes. That is what I've tried to do. No real reason for anyone to be able to poke my arm around with their finger collider. Only grab and pose is desirable.
I still get the same jitter in my arm while moving
Everything works just fine when I'm standing still. Even with colissions on.
Are these console warnings normal for the test Avatar Dynamic Robot example provided in the SDK? I can't get the said controller parameters to activate either, so I'm assuming that I messed something up and I need to make a new project.
ignore, for some reason it says that if you dont have em in controller, any parameter you add to physbone sorta expect em
_Prox one i dont know about
OK, thanks. I'm still confused on why I'm having issues, but this makes it easier to troubleshoot
prox must be a custom thing, IsGrabbed / Stretch / Angle is normal
Think itâs the proximity float for contacts?
Was about to say this.
Could be
_Prox is used with contacts when set to proximity, providing a float between 0 & 1 of how close to contact center it is.
(only works with spheres btw)
And apparently offsets are broken as hell too
So am I gonna have to add all these parameters to my animators even if Iâm not using them?
That'd make sense, the way it's design. Capsule would be harder to gauge distance to the center without additional calculations, vs "is it in contact? y/n"
Yup it's by design
It's a â ď¸ not a đ so I assume no
It's just the SDK saying "Hey a script is looking for these, and I checked the back and we have none in stock."
I know but it still bugs my heart 
The SDK in general is a bundle of bugs, atop an already buggy Unity editor, so I've learned to be numb to â ď¸
I've even gotten an đ ... that's just a manually pushed error giving you the Microsoft Visual C++ version.
OK so I am still really confused on making this work. I made a new project, imported the beta SDK and that's it.
Imported the Dynamic Robot scene from the example folder. Added a cube object to the scene with a Sender script attached, set to "sphere", as pictured.
I hit play, and move the cube towards the receiver button, and it just won't activate. What am I doing wrong here?
-
Make sure your objects have VRCAvatarDescriptors on them â for some reason PhysBones wont fire in the editor without them for me.
-
Make sure everything is animated properly â I had to tweak the example, personally, to get it to work.
â
Others here might have more succinct analysis of issues too.
Oh, I did not think to double check the example before I tested this
OK, so setting the robot's Animator controller to "FX" fixed the problem
Do you have the Luma AV3 emulator?
I do
Ok just checking cause without the emulator the way the robot is set up it doesn't fire at all for me without it. â To be clear, you can test contacts without it (I've done it), but certain configurations seem not to fire with the SDK alone.
And ye the demo scene it comes with already has the FX layer set up
Yeah I'm not sure what was going on with my original project. It wasn't working for the longest while but I removed the avatar emulator and now it's working
For some reason, changing the debug selection to "FX" in the emulator didn't work, but removing the emulator and manually setting the controller works
Thanks for the help btw. Would've taken me forever to think to start messing with the emulator
I dont mess with the emulators debug options personally. If I need to test specific layers I'll swap out my avi with a duplicate that has the specific animator controller set in its animator property.
I see
is there a way to detect the movement / velocity of a contact sender constantly? like i wanna detect if the player is getting headpats and currently it triggers whenever the hand just stays inside the collider even if it doesn't move at all
I know OnEnter has a velocity value but it only triggers on the enter frame and immediately resets to 0 next frame, so you'd probably have to combine it with a second collider to get what you want.
IDK for sure. Just brainstorming here.
but if i had 2 colliders i'd still only be checking if they're moving there hand at a certain speed on enter, and not constantly moving their hand
I meant like combining a proximity collider and a entrance collider, and using the two values and some complex animator logic.
probably Constant detection on the contact receiver
What you want would be trivial if animators could compare values; e.g. "if value_a greater than value_b, but that's not seemingly possible.
i could use a proximity then check if the value is constantly changing?
Constant is just on/off.
They're wanting to detect movement.
they said "even if it doesn't move at all"
They said "currently it triggers ... even if it doesn't move at all"
Proximity will give a float from 0.0 - 1.0 based on how close to center the contact is, which could work with a blend tree if the animation is simple enough.
0 being the no movement state and 1 being the movement state. But it'd still trigger without movement if the hand rested at the center.
OnEnter sounds right, but it'd take pretty complex logic plus a second constant or proximity receiver to get that going right.
That's what I was thinking but that requires comparing two values, which is, afaik, outside the scope of the animator's abilities.
OH WAIT
I have a crazy idea.
Have two contacts, but spaced slightly apart, and small enough that they don't touch completely.
"Play ping pong"
E.G. Have two identical "on" state animators. Then when contact is received, transition to one. Then have two state transitions for each:
The first one will have no conditions and an exit time.
The second one will be if the opposite contact has a value.
So if you don't move between the two contacts fast enough, it'll reset the animation state.
â
Im actually working up a demo
well that relies on the user patting a specific part of the head
that being in between the receivers
if they pat the left or right of the head for example it won't activate
Depends on how you space the colliders
You could use 2 capsules, and if you use OnEnter they can have some overlap.
This is a quick example I whipped up.
The gist is:
The Exit Time to Idle determines how fast you have to be bouncing from collider to collider.
The contacts use OnEnter which prevents you from resting between both colliders to trigger it.
â
Note that it seems "Exit Time" is based on the length of the animation, expressed as a percentage. Not seconds.
has interia been implemented yet?
Whatâs that?
Im new to the whole avatar making and the Avatar Dynamics so donât mind me asking
Something in physbones doesn't have. It breaks older things you could do with dyn bones.It's in the tracker
Like this knife system I'm trying to fix
Ah ok
Oh ok ok
Also collisions are affected because they don't create momentum
Not really a physics system without the 3rd law of motion
You can see the effect here
Got a script error while trying to convert my avatar to PhysBones.
I'll try re-importing the SDK
Btw, don't delete the sdk from the project to re-import or it'll sometime purge all your state behaviors. Make sure to follow the instructions on the docs https://docs.vrchat.com/docs/updating-the-sdk
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
Yes, it messes up a lot
On all layers in my experience.
Just open up your animators and 3.0 menus. And see if anything is missing
This is a fresh project, btw. Not 30 minutes old.
I am basically starting from scratch with the avatar base and my textures.
Huh, that's good atleast
That's normal for unity. A material property has to be animated the same for all materials on a mesh
No way using quest shaders to my knowledge
Poiyomi has built in ways around it, but custom shaders aren't supported on quest
I think thats only the case if you put the animator controllers in the vrcsdk folder which is where the default ones are tho?
while you can't animate one material property, you can replace materials in an animation
It didnât work and Iâm still stuck
Would anyone be willing to vc to help me redownload vrchat?
Switch to Live, uninstall the game, wait a couple hours and reinstall
Oculus/Meta/etc's handling of branches goes brrr
is it possible to get the open beta with the rift software? i use a quest with link
Yes. It hard to set up
anyone else having this problem? https://feedback.vrchat.com/open-beta/p/1183-avatar-descriptor-collider-customizations-dont-reflect-in-game
excited to say that my avatar does not have really large contacts.
because apparently that is an issue some people have been having
i don't think neetroo's vrcat is very fond of physics bones.
look at the ears
If you installed VRChat before the build number matches then you didn't read very well.
You have to leave it uninstalled until the Quest realizes your on the live branch if you have the bug.
I can try again but it did say117
Also double check via the mobile app that you are on LIVE. The website will sometimes let you change branches even if you're logged out (lmao) so its an easy mistake to make.
If all else fails, contact Oculus/Meta customer service.
Ok so Iâm checking rn I have it uninstalled and it says 2022.1.1p4-1173âRelease
spark is typing...
I made a ticket on vrchat website
Update!
fear
That is correct for LIVE. If the store on the Quest itself says that it should install live.
favorite caching bug gone thank god
Ok Iâll try installing
favorites bugs fixed?!?!
GOODBYE FAVORITE ISSUES

also yay we can use more than floats on Contacts
VRChat cant fix that, and beta feedback is via Canny. â The bug is an Oculus/Meta issue not a VRChat issue.
Some one ping me when we are out of beta

POG
"World Favorite Rows may have paging issues on Quest" â Lmao even LIVE has this issue.
finally no more "i cant favorite/unfavorite avatars" in general-1
awesome update thx team
about time
Finally that bug was a huge pain in the ass
It didnât install, so ur saying I contact oculus/meta?
I thought weâd have to wait until the new UI came out but glad I was proven wrong
same
Yes. app installation issues is not anything VRChat can help with. It's an issue with Meta/Oculus servers and the Quest OS.
yeah same
really exciting stuff
now fix index root motion pls
Ty
yes god please 
@marble loom EY
Wait... does that patch note mean we can use triggers?
perchance
uh oh thats not a good sign, a new patch and almost no dynamics related fixes
pretty sure that is a good sign
The last patch before this one was... two days ago.
less bugs to fix = larger chance upd goes live
- Contacts will now accept a parameter and send an according value instead of requiring the use of a float
So we can no longer set the parameter to a specific value?
no thats a bad thing lol

We no longer have to. If you set it to int, it's int. Set it to float? It's float.
Previously if you didn't use float it'd break.
yes but i had a contact that when touched set the float to 0.2
it still has tons of bugs, and if they are fixing non-dynamics stuff thats a sign that they think its fine as is
can't do that anymore
That should still work?
not from what i'm seeing
It's not removing floats.
I think you can still do that fine or you can just use a bool for on/off
what are the bugs if you dont mind me asking
havent purposely looked for them
It's supposed to be removing the requirement for floats. If you're using _Prox with a float it should still work unless its a bug.
I'm loading the new SDK into my project and will test and see if it's bugged or something.
i was using a constant that would set the float to a float to a specific value
So you were using a parameter driver?
nope but thats probably what i'll have to do now
???
What?
Contact is on/off (1/0), and so is OnEnter.
If you could make it set any other value it was probably a bug.
Is there a reason you need it to be 0.2? Instead of 1.0?
it was really niche having to do with volume and an instrument i'll just have to setup the contact to use a parameter driver instead but there were many use cases if you wanted to set specific things to happen at points on a float
I'm not actually seeing the ability to pick different parameters in the receivers, not set values.
Like if I set the receiver to affect a int, I don't see anything saying that I can set the int to X
just that it will be set to 1, otherwise the value is 0.
thats what i mean theres not way of setting the values anymore
I see now
If Im getting this correct, you were basically tying it in to an existing parameter that triggered under other instances?
Maybe they accidentally took out that line for setting the value?
So there is a float that needs to be 0.2 at some point, and you were purposefully using the contact to drive that value?
yeah basically
Yes, you can trigger multiple different animations with that one float based on different values along that float. Although an int would be just as viable for the now, I think?
But you already had it working with a float, so no point in converting it to work with ints now.
yeah but can't set anything now its just 1 or 0
^ I'm having the same problem
I see. So in fixing the forced float issue they introduce another bug.
Seems more like they just forgot to add in a part of the UI for the receiver, but yeah basically lol.

I mean it was part of the receiver, so that seems to suggest they either broke it or removed it.
I imagine if any of the devs are reading this chat at the moment, they're probably looking into a hotfix for it quickly right now.

Assuming it is incorrect

yeah i don't see the point in using a int in the contacts without being able to set a value
so the problem is you cant set a value?
Being able to drive other parameters besides floats is definitely one of the implementations that they needed to have in before full release though. Hopefully they get the UI fixed soon.
yes
You cant specify the value set.
is this beta related to physic bones or ik?

It's now hardcoded to 1/0.
Ints are pretty much entirely unusable with the current implementation of not being able to set a value.
It's possible this was done to be compatible with Bool
this channel is for physbones, #ik-2 for ik
oh, this is for physbones
ty
Ideally, they just let us define a parameter type in the receiver and then the UI changes accordingly to the parameter type for the values it can change. I.e. if you choose bool then nothing needs to be displayed, it's either on/off how it is now. Floats, we are allowed to change the value from 0 and in between to 1. Ints are then obviously 1, 2, 3... and so on.

For contact, that'd make sense. OnEnter a simple 0/1 makes more sense and likewise with Parameter, only a float will do.
But yeah, smarter contact inference would be good. I imagine the option was removed to make it compliant with bool and float. â Hopefully a future SDK update would then add back setting a value.
Heck, even something as simple as a "Use Custom Value" checkbox could work, forcing Int (or float if there's a decimal). Unchecking it would make it 0/1 and work as any value type.
You would still want the option for Ints for OnEnter. If you use OnEnter receivers for a UI's buttons, then ideally it would drive to different int values depending on which receiver is being hit.
Simplicity would just be allowing us to pick the parameter type, receiver type, and then display the according parameter info to whichever parameter you picked.
I imagine they'll have some sort of fix for the UI out soon
It's a good idea to create a canny post detailing your thoughts
With OnEnter though it's only set for a frame and immediately resets to 0 though. It's intended to function more like a "tripswitch" than a button or contact sensor.
I would think you'd want to use either not OnEnter or use animator logic for any particular values.
https://feedback.vrchat.com/open-beta/p/1186-option-to-select-parameter-type-and-display-parameter-info-accordingly here is the canny for the request to rework the receiver ui a bit to make it easier for people to use and simpler.
If I'm reading the latest notes correctly, I can use Booleans for PhysBone Contacts now?
They should work, yes.
My Unity project broke after updating to the 3/30 then todays sdk
the avatar builder is gone
what console errors do you have?
Delete the VRCSDK folder and import the latest package. Ive found upgrading the beta SDKs breaks it.
My controlpanel disables the performance ranking system if I upgrade.
Gotta fresh import. All new files.
Not too bad at least. Not a full re-import. Just delete the SDK folder and import the unitypackage for the latest SDK.
Right click the root Assets folder and "Re-import All"
Then restart unity when it finishes.
ok
If that doesn't work your project is possibly damaged. You can drag the assets from it to a new project.
Yeah, I think it's just broken
no. It's a community shader based asset. I highly doubt it'll ever get official support
It's reimporting everything and it's gonna take a real long time
I'll just wait and hope for the best
Only way anything custom will come to Quest is if custom shaders come to Quest.
They do have the fallback shader system now. In theory this could allow for custom shaders down the road (shaders blocked by default) but for now, Quest cant do transparency with supported shaders letalone anything custom.
Hihi, quick question about how this update works.
Will the Contacts drive any parameter that has the specified name, whether it's a Bool, Int or Float?
It'll send a value that corresponds to the value of the parameter?
anyone else having trouble uploading avatars in new Beta sdk that is?
wait hold on is the open beta almost ready for live considering the most recent open beta announcment
i hope not, there's still a lot to do...
I feel like they're planning on releasing both betas as one big update
struggling to find the phys bones recommended limits, can someone give me a poke with it?
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...
How do I get the beta tester role?
ok now im getting a bunch of compiler errors for stuff
Oh boy looks like I'm not uploading any time soon. Even after reinstalling the new SDK. Error saving blueprint upon upload attempt... (which... still saves a blueprint to the avatar...?)
Update's nice and all, but it'd be nice to be able to use the SDK đ¤ˇââď¸
yep new SDK can't upload new avatars currently only update existing ones just got done testing even happens in a new project tested with both Last SDK and The New one
Well there goes the day. Thanks for the confirmation.
i've been testing different things for the past 2hrs to try and see what was causing it
...Idea. Searches for an avatar ID to reuse
does this apply to existing pc ones too? can i make a shell pc av and then upload a quest update or do i need to upload a quest shell and then update
no idea don't have a quest so never uploaded them
fairs
from a brief test this does indeed seem to be the case
used shell pc avs then uploaded full quest avs on the new sdk and got no error
What is IK-Beta
Inverse kinematics Beta build
Basically a system where program tries to figure out the positions of your joints and bones
Or for those who still don't get it:
Black magic mathematics for your body
does anyone have any idea somewhat of when beta will release to live? /nm
Your guess is as good as everyone else's. No announcement was made. Some think maybe middle of next month but we can't be sure
someone said it was coming out today?? im just confused lol
They just released a new beta SDK (which is broken) so the chances are nearly 0% of that happening
aww mannn, i got so excited
We all are I guess. Can't wait for it either. Done and seen so much fun stuff already in the beta đ
So I guess I should now use a bool?
Well I just found out why my stretch value isn't / wasn't working
Contacts components can only use floats, but you can bundle all your contacts together if you only plan on one contact triggering at a time.
Like this:
I think you have not read the patch notes from yesterday :p
Wait what
the docs have not been update since 30 days xD
Fair enough, this is good if you want more than 8 states per pram. Just to save on bits. ;p
I finally now where all my problems came from.....
shout-out to the docs pages that use pictures of like
2018 vrchat ui
The bones on my hooddie are at scale 100

and all the child bones were at scale 1
which didn't really work that well
now since I put my stuff on an extra bone with scale 1 it works flawless
congrats on that
idk why the hell that stupid hoodie was made with everything at scale 100
Things having an Armature scale of 100 is commonly due to the Apply Scalings in the fbx export settings. Setting it to be Fbx All should export with scale 1.
Then I think I should make a canny about it
The bones them self work fine at scale 100 btw only the parameters get a bit wonky
so we can add typing on avatar sdk?
what?
I made a canny for it.
seems like new version of sdk let you typing with your avatar idk tho
typing with your Avatar?
yea im seeing my avatar friend can typing with his avatar
Hey does anyone know if we can animate Gravity value yet on physbones
Your issue might also be that you have a non-uniform scale (Z is different from X and Y)
which means bones change their base length as they rotate, which isn't really compatible with physics
going to try that out real quick
I hate my life
I changed my canny for it
Thanks for you help @gritty salmon
I'm feeling really dumb right now ngl đ
I'm even more confused now
Why I'm confused:
https://youtu.be/jEcIGkxIpWY
Did you duplicate these to make them? Copy/Paste component?
I heard from a friend recently that copying and pasting gameobjects and components is broken with phys bones/contacts and makes them break.
So you need to recreate them.
I am getting this error. And when I went to upload it, it wanted to delete the descriptor
I remade the descriptor, and then it got deleted. Along with the Skinned Mesh Renderer
nvm I got it
Well, I tried to go back to VRC SDK, but the builder wouldn't load so I restarted and now the Descriptor looks like this:
And I can't access the builder anymore
nope they arent
I also updated my canny a bit:
https://feedback.vrchat.com/open-beta/p/1186-phys-bone-paramters-wont-work-corectly-in-some-weird-situations
You need to delete the whole vrcsdk files and reimport with the unity package
Thank you for the reply! I tried it with a different avatar that I have it didn't break anything, so I gave up on the avatar. I am now just going to use the Robot Avatar that comes with the SDK because it's just for testing purposes
Alr!
So I just got the new SDK today and now I canât upload anything. I keep getting the same error. I reimport project, error. I delete the blueprint id and put a new one, error. I donât know what to do anymore
Yeah it a bug atm with the new sdk can't upload new avatars. You can update avatars but not upload new ones. A way around it is to Upload an avatar with another SDK and use its blueprint id in the SDK to override it.
yikes....thanks for the info
yeah figured that out after like 2-3hrs of trying to hunt down the bug XD
dedication âĽď¸
Is this just with the latest SDK? I used an older build fine just a couple days ago.
Only with the new SDK
When is the beta getting released? Does anyone know?
there is no ETA
maybe next week, maybe in 2 months
Okay
Rule 5 of the server. You have to report people correctly, not on Discord, #moderation-reports
Just detach the blueprint.
Itâll be fine, Iâve had that a few times.
I was having a similar error with an older beta SDK. The Pipeline Manager script was borked preventing it from creating a model. Kept giving an error from what I assume was the world's SDK because it was telling me to click "New Build" "on" the "scene".
Though Ive also seen this kind of blueprint issue if the VRCCam object is deleted from the scene or replaced during upload.
What is the open beta steam acsses code
i get this screen
Hello?
i Am very confused
you already have open beta.
but it will not let me continue
o
wait hol uup
i fixed it
im stupid sometimes
is the being stuck in beta around still for quest?
it should be ok now
I switched to an older SDK and it works fine
It's on a per-user basis and its a Oculus Meta bug. Though its been happening less lately so perhaps Meta fixed the issue.
does anyone have any avatar world suggestions?
iâve been trying to find some but iâm having a hard time
For Avatar Dynamics? Just the AD world at the moment, to my knowledge. Probably wont see a lot of AD avatar worlds until its live.
Does anyone else feel like we might be somewhat close to final release given what was said in the release notes of the last version?
I think we're "getting there" â There's still bugs to be ironed out before launch, and I have a feeling some of the removed features (setting custom values) was done for stability and reliability purposes (you lose setting custom values but gain Bool compatibility and less to go wrong).
It might be a case where we reach a state where base features can go live, but they keep the beta around for changes and additions to AD & PB.
Is there a way I can use open beta on a air linked quest 2?
https://i.gyazo.com/d20fa3590f84b09218a9449cadf9e543.png basically just use the rift url
Ah alright thanks man
or following the steam instructions works depending on which you normally use on pc vr vrchat
You can use Steam VR with AirLink
AirLink is just using a Quest as a Rift S so it should be whichever version they use, preferably (Steam or Oculus)
given the trouble everybody's been having on Quest yeah perhaps better idea to use steam VR version as that pretty much instantaneously swaps versions
I half wonder if all the issues with Quest betas is pushing them to prioritize stability over functionality and boot it out the door.
So many people ||with no business installing any kind of beta|| having issues and filing with customer support just because Avatar Dynamics is so hyped a feature.
Be easier on them to get something stable out the door, and add features in the beta later on.
they need to be basically on feature parity before they push dynamics if they dont want people to have a hissy fit
DynamicBones will still work for now, so if they get a basic implementation "out the door", but keep the beta open and add features, then it'd quell all the e-kid avi wearers and the other Quest users who joined the beta to try avatars that don't exist and then got upset they can't play on live in a beta that fundamentally changes how the avatars work.
And devs needing feature parity could continue to implement features in the beta.
Anybody know how to fix this error?
Installed the latest beta SDK and I'm getting this and I can't upload.
also my receivers are all missing their parameter values
@lime yarrow The receivers have been turned into booleans unless you use proximity (but the avlues are then set automatically).
The upload issue has been answered in an earlier message I cannot seem to find, but basically the SDK does not seem to be able to write new avatar blueprint IDs, so you need to use an older SDK to make the initial upload (mainly just to prepare the ID) then go back to the beta SDK project to replace said avatar with your new one
they're strictly Booleans?
It doesn't say that anywhere in the patch notes
and it also doesn't make any sense
And this is also not a new blueprint ID
it's an existing one
They're strcitly booleans yes, or more specifically they always send 1 as the value
And a minute ago, I was able to set a custom value
after updating
then suddenly this happened
That might be why you can't upload then
It broke
Hold on lemme find an earlier message that mentions this
I've tried it personally despite having way too many contacts and behaviors
It does until you reinstall it
Unity's pretty smart when it comes to finding missing things when they get readded
okay I'll try it



