#open-beta-discussion

19 messages ¡ Page 15 of 1

timber jewel
#

do you use PumbkinTools?

wintry notch
#

yeah

subtle wharf
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man i still really want a viewpoint rotation parameter so we can look around and have custom animations for generic avatars

timber jewel
#

Pumbkin doesn't work anymore

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what should I do?

warm cedar
#

I'd recommend to re-install or verify the integrity of the game files

timber jewel
#

I did that

wintry notch
timber jewel
wintry notch
#

That fixed it

stable mantle
#

That's my idea, anyways.

sullen elk
#

why are we all calling it pumbkin??

raven laurel
timber jewel
#

it only does that in vr, desktop is fine

timber jewel
raven laurel
fallen oxide
#

did dynamic bone have inside colliders? I rarely used DB

raven laurel
raven laurel
timber jewel
#

it tolled me it was installed and I pressed Repair

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nope nothing works

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at least in VR

warm cedar
#

Discord just freaking died lol

timber jewel
#

yup ik

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does VR not work for anyone else?

raven laurel
timber jewel
#

OOOOO maybe it is steamVR

raven laurel
#

yeah could be

timber jewel
#

testing it right now

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it is

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the new SteamVR beta that came out at the same time broke it

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I suggest everyone to stay away from SteamVR 1.22.2 for now😅

timber jewel
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whoops

keen nova
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Is steam vr beta broke? Lol

timber jewel
#

yeah

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atleast for VRC

keen nova
#

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

timber jewel
#

lol

dapper scarab
timber jewel
#

yeah ik

lime yarrow
#

Hell yeah inside colliders

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lets gooo

mossy python
#

I only vaguely experimented with them before, what exactly do inside colliders do

warm cedar
#

Canny idea

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local contacts shouldn't count towards performance

slender ocean
#

anyone figured out a fix for the hand colliders being way too long in game?

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er sorry, finger colliders that is

gritty salmon
slender ocean
#

the options in the descriptor don't seem to actually effect how they are in game

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I think radius works, but length seems to be ignored

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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

twin musk
#

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

warm cedar
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select the rotation tool

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Oops, well I was making an elongated spin joke

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Just, use the rotation tool and or transformation tool, it does wonders to test these components

twin musk
warm cedar
warm cedar
onyx pivot
#

Anyone know how to get back to live realease

hard pond
stone rapids
#

I am curious, any recent talks or news of when the beta update will be publicly released out of beta?

molten cobalt
wheat fjord
#

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!

sick creek
#

also SteamVR is Beta is a Beta aka subject to stuff breaking

wheat fjord
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Cause we all know that index controllers do not work at all in any game

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And you can't get them to work

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Yep, it's just all busted

shrewd estuary
sick creek
astral sinew
wheat fjord
#

I totally am not completely pissed off by this new not at all

astral sinew
#

i take back what i said

sick creek
#

oh well back to being productive

astral sinew
#

yeah so am i, that's why i took back what i said

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yeah, did they fix the float capsules issue?

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actually wait lemme be specific, i had an issue where i couldn't use the proximity contact receiver if it was a capsule

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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

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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

sick creek
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and its fixed

astral sinew
shrewd estuary
#

woo

sick creek
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time for a "welp Valve just fixed it already" ping from Tupper

hard pond
#

unbeliebablly quick

shrewd estuary
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speedrun

umbral apex
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Inside colliders pog

twin musk
#

Now that we have Inside Colliders, does anyone have a link to a tutorial on how to make this kind of physics?

keen nova
#

Bug got fixed before I got home from work lol

wintry notch
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how do you grab bones in the editor

twin fossil
lunar helm
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How do you return to the main branch on quest?

eager otter
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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

tough abyss
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yikes

eager otter
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lmao

sick creek
eager otter
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thats a good one ngl

sick creek
#

oh no this is funny af

inner kayak
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huh

mystic venture
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If someone could help me get back into live I would appreciate it

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I tried this already multiple times

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Still it says I’m on live in the app but I’m stuck in beta

gusty gale
#

?

mystic venture
wheat fjord
wheat fjord
mystic venture
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Reverse?

wheat fjord
#

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.

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All were able to get back on live.

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Since I'm not present to see what's happening, I can't really help in a full capacity.

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It's possible people do not have their quests paired to the phone app or something

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Or their quest isn't connecting to their phone when going back to live

timber jewel
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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

gloomy dagger
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Yay, no longer will I see sleepy ones T-pose when someone new joins~

timber jewel
dim cloak
timber jewel
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Yeah it probably would, but with Stretch I don't really get a a pull over the had

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Since it would first go up to get over the had and then back down to its end position

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Using the Angle works better in that situation

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But IsPosed would be really useful in general

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It probably also wouldn't be hard to implement

warm cedar
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Uurrhh...

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softwaregore moment?

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So I'm getting a cloth warning for using contacts.

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Yes, this... this makes sense

timber jewel
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wtf

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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.

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I also didn't really find any documentation for them online with a quick google search

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ahhh now I get it xD

near grove
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How has the performance enhancements been due to physbones?

grim glacier
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how is the max angle on the bones supposed to work? cus my bones are still rotating past that angle

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that's the tail

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yet they're supposed to have a max angle of this

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i think it's going under instead of just clipping through..

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is there a way to offset the max angle? so e.g. it can't move left much but it can move right more

timber jewel
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You can use a line graph though to define it on a per bone basis

grim glacier
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oh nice

timber jewel
timber jewel
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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.

grim glacier
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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?

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or does it only show the beta update on the beta branch, which i think is what they did for the unity 2019 update

small surge
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Can still be worn in live, just it will be stiff if using physbones 🔨

grim glacier
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is there any documentation on the performance rank details for physbones?

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do they differ to dynamic bones?

small surge
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Did this cause thats mostly what i care about, easier to see

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1 component / root = 1 cpu core, so multiple is good

warm cedar
bright jungle
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lmao

pliant hornet
warm cedar
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Everyone does with the way the system is set up xD

shrewd estuary
# warm cedar

this is what the rank looks like for my 12 million poly cube

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(don't worry im not uploading that monstrosity)

keen nova
# warm cedar

"Let me just add these assets and prefabs I found."

warm cedar
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I had to fix an entire phone, it had 34 MATERIAL SLOTS.

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Just joined the entire thing in blender and now it's just 1 mat.

shrewd estuary
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you got any more of them material slots

warm cedar
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Nah but you can ask the e-avatar creators

muted brook
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I could see a working phone needing 34 mats. But a static one???

warm cedar
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It was a working one, but it didn't need to be animated

keen nova
warm cedar
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Don't tell me they create e-avatars

keen nova
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No, but they only know how to retexture and kitbash prefabs onto an avatar

shrewd estuary
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shoutouts to those avatars with the x and o glasses

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they're all made by the same guy

shrewd estuary
warm cedar
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Every time I even think about showing them my mind even lags

shrewd estuary
#

they're probably less performant than my 12 million poly cube

warm cedar
#

yeah

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cause your cube most likely only has tons of polys

shrewd estuary
#

my cubes just got a shit ton of polygons nothing else

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zuvali made a really high poly quad and it was just 2 gb worth of polygons

dusty canopy
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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

bright jungle
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Yes, switch to Live, uninstall the game, and reinstall - if that doesn't work, wait a couple hours before reinstalling

old rock
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Purge %appdata%..\locallow\vrchat too

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Just to be sure

hearty ore
#

Can some one explain endpoints to me?

pliant hornet
hearty ore
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Ok.

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What if.

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It doesn't work?

pliant hornet
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a end point is used to define where it ends the phys-bone

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you just need to move the end point game object if end ponit no work

hearty ore
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Ok

warm cedar
#

We still need to do that bonk battle.

stable mantle
wheat fjord
#

It's just never been a problem for me or other users I have supported

stable mantle
# wheat fjord I thought the team made this clear.

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.

stable mantle
wheat fjord
stable mantle
#

Their steps will work for the majority of people.

wheat fjord
stable mantle
wheat fjord
#

Is this not correct, it's worked for everyone I've help my old quest included

stable mantle
#

I literally mention what they fail to include between steps "Uninstall" & "Reinstall".

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Like I said, their steps will work for the majority of unbugged users.

dusty canopy
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Yea my headsets so bugged it wouldn't let me install the live apk

stable mantle
wheat fjord
stable mantle
#

That's the website or app.

wheat fjord
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Ok?

stable mantle
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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.

dusty canopy
#

Good for you but you can't figure out a bug

crisp copper
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ofc you can

dusty canopy
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Not when the bug prevents you from doing anyform of install of the live version thru apk or download

dusty canopy
wheat fjord
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Sounds like this an issue on Oculus/Meta side.

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This is why I jump ship as quickly as I could from them

stable mantle
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  1. 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. — Meta's update channel workflow is atrocious.

  2. Many Quest users are joining the beta to try physbones for a laugh, then quit out to play with friends. — 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?"

crisp copper
#

it is. as the devs have stated

small surge
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*always has been

wheat fjord
stable mantle
# wheat fjord Sounds like this an issue on Oculus/Meta side.

It is, my point was there's additional steps that can help ensure the right channel installs. — 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.

dusty canopy
stable mantle
#

YMMV because I get

Sorry, this content isn't available right now
On all Oculus sites lmao

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On it

dusty canopy
#

Now I wait for meta to respond which we all know I will be six feat under before then

stable mantle
# dusty canopy 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"

noble bramble
#
  • Fixed issue of some VRCPhysBoneCollider's not updating values while in play mode
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looks like its more broken than before

small surge
#

switching camera in playmode now make touching them break for me

warm cedar
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OSC mixed with avatar dynamics is so powerful oml

molten cobalt
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like folks have already got to have haptic vest working with it

onyx pivot
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Does anyone know how to get out of the open beta back to live

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I’m stuck trying to reinstall it (quest) and it will not reinstall after I changed it back

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It will only reinstall when I have open beta selected

lucid jacinth
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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 it’s getting better still some small bugs but it’s definitely better then the avatars being broken all the time

lucid jacinth
shrewd estuary
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i don't believe the ik beta is on quest

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uninstall game, switch to live branch, wait a bit, and reinstall.

lucid jacinth
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The ik beta is is on quest ik is the live beta

shrewd estuary
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no the open beta that's on quest is the dynamics one

lucid jacinth
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Do you mean no dynamic’s?

shrewd estuary
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"live" is the live channel of the game
"openbeta" is the avatar dynamics beta.

lucid jacinth
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Because the open beta is the phy bone beta

shrewd estuary
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physics bones are part of avatar dynamics

lucid jacinth
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Yea I know that every one that is here in this chat knows that

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The server is literally called avatar open dynamics

shrewd estuary
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yes

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you just said

"do you mean no dynamics?"
"because the open beta is the phy bone beta"

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wording counts

lucid jacinth
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Sorry but you said

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“no the open beta that's on quest is the dynamics one”

onyx pivot
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Which is true

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It’s also the interaction one

shrewd estuary
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as I said, physics bones are part of dynamics.

lucid jacinth
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You didn’t put the correct grammar and I got confused

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As In you didn’t really didn’t say which one

shrewd estuary
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dynamics is physics bones and avatar to avatar interaction, while physics bones are just.. physics bones.

lucid jacinth
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No no that’s incorrect

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You got it mix up

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It’s the other way round

shrewd estuary
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i don't?

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physics bones are a component in avatar dynamics.

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dynamics aren't a component of physics bones.

lucid jacinth
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Dynamic bones can’t be messed with other players like grabbed

lucid jacinth
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They can be smacked around

shrewd estuary
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physics bones can, that's part of avatar dynamics.

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that's avatar to avatar interaction.

lucid jacinth
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Phys bones can however be grabbed and messed with making them player interaction

lucid jacinth
shrewd estuary
#

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".

small surge
#

Love seeing auto converted avatars with a collider bigger then the room, enable debug mode and all i see is that

lucid jacinth
#

The normal Dynamic bone don’t have that

shrewd estuary
#

dynamic bones are older, and aren't part of avatar dynamics

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on top of that, dynamic bones are an entirely separate thing. they're just able to be used in vrchat.

molten cobalt
#

and dynamic bones are also getting deprecated

shrewd estuary
#

their replacement is the physics bones.

lucid jacinth
#

ok but you literally have been saying that they are apart of the avatar dynamics

shrewd estuary
#

i was saying physics bones are part of dynamics, not dynamic bones.

lucid jacinth
#

No this entire time you haven’t actually said until now that it physic bones

shrewd estuary
shrewd estuary
hexed tide
#

avatar dynamics =/= Dynamic bones

lucid jacinth
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i am aware of that

shrewd estuary
lucid jacinth
shrewd estuary
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ive been saying that this whole conversation yet you say i haven't.

lucid jacinth
#

Because You haven’t

shrewd estuary
#

I have????

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i said "physics bones", not "dynamic bones" in both of those messages

molten cobalt
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maybe we should move on to a new subject

shrewd estuary
#

good christ

lucid jacinth
#

I have already said your not specifying what your talking about

shrewd estuary
#

i am specifically talking about physics bones and how they're part of avatar dynamics

lucid jacinth
#

At the beginning you didn’t

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Like at all

shrewd estuary
#

bro

lucid jacinth
#

In your words “dynamic is physic bones and avatar to avatar interaction” 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

shrewd estuary
#

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

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alulacheer glad we came to a conclusion.

lucid jacinth
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I mean it would help if you said Phys bones dynamics seem like your talking about the other bones

shrewd estuary
#

yeah that's why i hate naming

shrewd estuary
stable mantle
#

Why not just say AD?

shrewd estuary
#

i hate ads (advertisements)
but i don't hate ad (avatar dynamics)

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you see what i mean?

lucid jacinth
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Sorry but everyone I have talked to here have called the bones Phys or physical interaction bones

stable mantle
lime yarrow
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This is a lost cause

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Lmao

shrewd estuary
#

phys is just short for physics and physical interaction is just long for physics

lucid jacinth
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I know that

shrewd estuary
#

names are dumb and stupid let's all just screech and make weird noises like how we did when we were caveman

stable mantle
lucid jacinth
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I am just trying to say I am really used to calling them Phys bones

lime yarrow
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That's what they're called

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What's the issue

lucid jacinth
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There not an issue

lime yarrow
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There seems to be

lucid jacinth
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Just got confused

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I thought earlier that they were talking about the normal bones

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But they meant Phys bones

lime yarrow
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But it was pretty obvious to everybody else that that wasn't the case

shrewd estuary
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normal bones are just an avatars rig

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there's many bones

lucid jacinth
#

“Dynamic bones” is what I thought you meant

lime yarrow
#

Well now that we've cleared that up, we can move past it

shrewd estuary
#

yea

lucid jacinth
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Agreed

shrewd estuary
#

let's all agree that this conversation was beyond stupid

lucid jacinth
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I was about to say the same thing

shrewd estuary
#

great minds think alike

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apparently so does my phone because it auto suggested i say this.

lucid jacinth
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It was unneeded

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The argument

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Your phone is just a chad

shrewd estuary
lucid jacinth
#

Agreed

shrewd estuary
lucid jacinth
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Sorry for the miss understanding

shrewd estuary
#

sorry for not saying that at the start

lucid jacinth
#

It’s ok pal

lucid jacinth
shrewd estuary
#

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

lucid jacinth
#

I bet so 🤣

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The other people were just watching as our argument continued 🤣

shrewd estuary
#

about the naming of the beta, of all things.

lucid jacinth
#

Anyways bye for now

shrewd estuary
#

cya

lucid jacinth
#

Cya

tender dome
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says how at the top

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if you set it to OpenBeta then just wait for it to prompt an update

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reboot your headset perhaps

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on the store page

shrewd estuary
#

aaaaaa

tender dome
#

anyway, back to typing what i came here for

shrewd estuary
#

alulacheer yee

tender dome
#

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

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if youve set up physbone components on any avatars for these things please let me know what you set for forces c:

stable mantle
#

VRChat for the love of all things holy just make the beta a second (meta) store listing, please.

marble glen
#

They’re aren’t worlds

small surge
#

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

grim glacier
#

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

tender dome
grim glacier
#

does anyone know why the default physbone values are so big?? like this is with the radius 1 on a reciever..

small surge
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Your av is tiny

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1.67m , but yes they start big to be noticable

grim glacier
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idk how to check how many metres it is but ik it isn't that small

small surge
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Put a cube near it, thats 1m

grim glacier
small surge
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They are big to start i guess, edit them small 🤷 like physbone radius start at 0.025~ majority of my avs

sullen elk
#

Gravity is as strong as it looks in Unity editor because holy god my hair hangs like a brick

timber jewel
sullen elk
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True

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I'm a tiny bit confused, my contacts that had worked previously in the past are no longer now after updating SDK.

shrewd estuary
#

how long did you wait

onyx pivot
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Good 15 mins

shrewd estuary
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try waiting longer

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facebook is bad at managing betas. it takes a while.

onyx pivot
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Oh ok

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So I have it on live rn and it will not reinstall, so what do you say I do

tender dome
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wait for it to prompt an update

onyx pivot
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So install it on beta, switch it and then leave it?

tender dome
#

no

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switch the channel to live and wait

onyx pivot
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So I wait but I don’t have it installed?

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I’m sorry for being difficult but I’ve be trying for 2 days now

tight patrol
#

Kinda sad you can only interact with other people with beta on if you have the beta on.

tender dome
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thats the case with most beta's

stable mantle
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RN LIVE versions are 117[X] & betas are 118[X]

onyx pivot
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Ok t’y for the help

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I checked and it had 117 yet I can’t install

drowsy elbow
#

Can someone ping me to the message that tells you how to leave beta pls

shrewd estuary
drowsy elbow
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Ok thanks

charred tree
#

im tryna get into open beta

shrewd estuary
charred tree
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ive tried

hard pond
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Which platform?

charred tree
#

Oculus quest 2

hard pond
#

and which beta

charred tree
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open beta

hard pond
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there is 2 open beta in operation actually.
You meant for PhysBone or IK?

charred tree
#

hold on lemme check smth

small surge
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ik 2 dont work with quest, open beta does (physbones)

hard pond
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yeap, just in case.

drowsy elbow
shrewd estuary
#

try longer

hard pond
#

anyway, if it physbone beta, toggle on app then reinstall be quickest way.
Maybe need to leave like 10-20 minutes between at least.

drowsy elbow
#

40mins

stable mantle
#

Ive had to wait 24 hours for a build channel to change once, and Ive heard of 48 hour + happening.

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Anybody know what to do with an "The asset bundle is out of date" error?

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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. — It hasnt been uploaded yet.

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This doubly makes no sense because this looks like a world SDK error... for a Quest avatar build.

#

NVM. — 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.

unique fiber
#

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

wintry notch
#

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

stable mantle
static iris
#

Does anyone have a list of good physbones settings for hair, breast, tails, etc..?

wintry notch
#

no effect

static iris
#

That happens to me to idk why I :(

hollow hatch
#

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.

wintry notch
#

I am up to date

static iris
#

Me too

wintry notch
#

wait nvm I wasnt

hollow hatch
#

If you get errors when trying to drag bones, you aren't updated

glossy token
#

Does anyone know where to get any boy avis with phsybones?

static iris
#

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

sullen elk
#

Wanted to show off weapon/RP potential of my WIP public model using AD.
Misfires intentional ;)

near grove
near grove
#

Any news yet on a estimate of when it may go live. Im thinking 2 months but not too sure

#

Am excited 😁

lapis urchin
fallow rock
#

@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

lapis urchin
#

could it be done for other users? like have objects on my avatar other people can grab?

signal condor
#

uhhhh?

lapis urchin
#

man I wish I knew about this before it was removed, like I get why but I'm still upset

sullen elk
primal scaffold
#

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?

sullen elk
primal scaffold
#

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.

small surge
#

physbone on humanoid bones did wierd things last time i tried it

#

Had one on my head and couldnt look up/down anymore

primal scaffold
#

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.

small surge
#

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

restive tapir
shrewd heron
#

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

raven laurel
shrewd heron
primal scaffold
raven laurel
small surge
#

keep in mind quest never had dynbones, so they need to be updated to have physbones, auto convert does nothing for them

restive tapir
primal scaffold
graceful storm
#

new sdk doesnt let me build avatar just checked it

#

had to load older one

near grove
near grove
restive tapir
plush loom
#

Why is the beta gone on quest 2

#

?

#

Hello?

near grove
#

Give it like, a moment please. Trust me, no need to rush.

plush loom
#

Ok

near grove
plush loom
#

When?!

#

Is there not a date that it will be coming out again?

shrewd estuary
plush loom
#

Ok do you know if it will be soon tho?

shrewd estuary
#

no

#

only devs know pretty much

plush loom
#

Is there a dev online right now

shrewd estuary
#

several

plush loom
#

Can you @ one for me please

shrewd estuary
#

they aren't gonna tell you the release date if you ask them lol

plush loom
#

Oh lol

#

TOP SECRET

shrewd estuary
#

confidential information

plush loom
#

Oh

#

Well thank you for your help anyway have a great rest of your day

shrewd estuary
#

thanks you too

sullen elk
shrewd estuary
#

evil facebook be like "i am good at managing betas"

near grove
#

Cause honestly grabbing the sword pretty cool

sullen elk
muted bloom
#

I would not look at Quest’s 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.

stable mantle
muted bloom
#

You can disable self interact on phys bones

stable mantle
#

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.

muted bloom
#

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

stable mantle
#

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.

twin musk
#

Will physics bones collide with collider components that are in the same gameobject? I'm giving the colliders different parent transforms, of course

lapis urchin
#

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?

timber jewel
#

You could also people to grab stuff and with stretch you could make it look like they are holding it

twin musk
timber jewel
#

but only for the max stretch range

lapis urchin
#

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

bright jungle
lapis urchin
#

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)

grim glacier
#

does anyone know why my phsybones don't seem to be interactable? they also don't highlight as blue with avatar overlay turned on

small surge
#

radius 0

#

You need some or its impossible to interact with

primal scaffold
stable mantle
#

So it'll be better depending on your use case, but it'll still be wrong.

primal scaffold
#

Hmm. OK.

stable mantle
#

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.

primal scaffold
#

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.

near grove
#

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.

small surge
#

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

near grove
#

OK, thanks. I'm still confused on why I'm having issues, but this makes it easier to troubleshoot

small surge
#

prox must be a custom thing, IsGrabbed / Stretch / Angle is normal

sullen elk
#

Think it’s the proximity float for contacts?

stable mantle
small surge
#

Could be

stable mantle
#

_Prox is used with contacts when set to proximity, providing a float between 0 & 1 of how close to contact center it is.

timber jewel
#

(only works with spheres btw)

sullen elk
#

And apparently offsets are broken as hell too

#

So am I gonna have to add all these parameters to my animators even if I’m not using them?

stable mantle
timber jewel
#

Yup it's by design

stable mantle
#

It's just the SDK saying "Hey a script is looking for these, and I checked the back and we have none in stock."

sullen elk
stable mantle
#

I've even gotten an 🛑 ... that's just a manually pushed error giving you the Microsoft Visual C++ version.

near grove
#

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?

stable mantle
#

—
Others here might have more succinct analysis of issues too.

near grove
#

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

stable mantle
near grove
#

I do

stable mantle
#

Ok just checking cause without the emulator the way the robot is set up it doesn't fire at all for me without it. — To be clear, you can test contacts without it (I've done it), but certain configurations seem not to fire with the SDK alone.

stable mantle
near grove
#

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

stable mantle
near grove
#

I see

grim glacier
#

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

stable mantle
#

IDK for sure. Just brainstorming here.

grim glacier
#

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

stable mantle
#

I meant like combining a proximity collider and a entrance collider, and using the two values and some complex animator logic.

bright jungle
stable mantle
#

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.

grim glacier
#

i could use a proximity then check if the value is constantly changing?

stable mantle
#

They're wanting to detect movement.

bright jungle
#

they said "even if it doesn't move at all"

stable mantle
bright jungle
#

ye I reread that now lol

#

whoops, brain go brr

stable mantle
#

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.

grim glacier
#

i could check if the proximity is constantly changing

#

idk how but seems possible

stable mantle
#

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.

#

—
Im actually working up a demo

grim glacier
#

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

stable mantle
#

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.

#

—
Note that it seems "Exit Time" is based on the length of the animation, expressed as a percentage. Not seconds.

wheat fjord
#

has interia been implemented yet?

vague wolf
#

Im new to the whole avatar making and the Avatar Dynamics so don’t mind me asking

wheat fjord
#

Like this knife system I'm trying to fix

vague wolf
#

Ah ok

wheat fjord
#

I can spin it but only if it's in the air

#

otherwise it doesn't because no intertia

vague wolf
#

Oh ok ok

wheat fjord
#

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

peak rivet
#

Got a script error while trying to convert my avatar to PhysBones.

wheat fjord
#

and momentum not working

#

Can't know more without seeing the project

peak rivet
#

I'll try re-importing the SDK

hazy linden
#

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

#

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

peak rivet
#

This is a fresh project, btw. Not 30 minutes old.

#

I am basically starting from scratch with the avatar base and my textures.

hazy linden
#

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

grim glacier
gritty salmon
#

while you can't animate one material property, you can replace materials in an animation

onyx pivot
onyx pivot
#

Would anyone be willing to vc to help me redownload vrchat?

bright jungle
#

Switch to Live, uninstall the game, wait a couple hours and reinstall

#

Oculus/Meta/etc's handling of branches goes brrr

near bobcat
#

is it possible to get the open beta with the rift software? i use a quest with link

shrewd estuary
#

excited to say that my avatar does not have really large contacts.

#

because apparently that is an issue some people have been having

#

look at the ears

stable mantle
#

You have to leave it uninstalled until the Quest realizes your on the live branch if you have the bug.

onyx pivot
#

I can try again but it did say117

stable mantle
#

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.

onyx pivot
#

Ok so I’m checking rn I have it uninstalled and it says 2022.1.1p4-1173—Release

runic jewel
#

spark is typing...

onyx pivot
open blade
#

Update!

shrewd estuary
#

fear

stable mantle
modern flame
#

favorite caching bug gone thank god

onyx pivot
#

Ok I’ll try installing

shrewd estuary
#

favorites bugs fixed?!?!

sudden basalt
#

GOODBYE FAVORITE ISSUES

shrewd estuary
molten cobalt
#

also yay we can use more than floats on Contacts

stable mantle
hearty ore
#

Some one ping me when we are out of beta

shrewd estuary
tender dome
#

POG

stable mantle
#

"World Favorite Rows may have paging issues on Quest" — Lmao even LIVE has this issue.

tender dome
#

finally no more "i cant favorite/unfavorite avatars" in general-1

shrewd estuary
#

awesome update thx team

humble pulsar
#

Finally that bug was a huge pain in the ass

onyx pivot
humble pulsar
#

I thought we’d have to wait until the new UI came out but glad I was proven wrong

tender dome
#

same

stable mantle
tender dome
#

now fix index root motion pls

onyx pivot
#

Ty

shrewd estuary
shrewd estuary
inner creek
#

Wait... does that patch note mean we can use triggers?

shrewd estuary
#

perchance

slender ocean
#

uh oh thats not a good sign, a new patch and almost no dynamics related fixes

shrewd estuary
#

pretty sure that is a good sign

vague vine
shrewd estuary
#

less bugs to fix = larger chance upd goes live

winter dragon
#
  • 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?
slender ocean
shrewd estuary
stable mantle
dim cloak
#

I presume this includes bools

#

Sweet

stable mantle
#

Previously if you didn't use float it'd break.

winter dragon
#

yes but i had a contact that when touched set the float to 0.2

slender ocean
#

it still has tons of bugs, and if they are fixing non-dynamics stuff thats a sign that they think its fine as is

winter dragon
#

can't do that anymore

stable mantle
winter dragon
#

not from what i'm seeing

stable mantle
#

It's not removing floats.

dim cloak
shrewd estuary
#

havent purposely looked for them

stable mantle
dim cloak
#

I'm loading the new SDK into my project and will test and see if it's bugged or something.

winter dragon
#

i was using a constant that would set the float to a float to a specific value

stable mantle
winter dragon
#

nope but thats probably what i'll have to do now

stable mantle
#

???

#

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?

winter dragon
#

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

dim cloak
#

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.

winter dragon
#

thats what i mean theres not way of setting the values anymore

dim cloak
#

I see now

stable mantle
dim cloak
#

Maybe they accidentally took out that line for setting the value?

stable mantle
#

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?

winter dragon
#

yeah basically

dim cloak
#

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.

winter dragon
#

yeah but can't set anything now its just 1 or 0

dim cloak
#

^ I'm having the same problem

stable mantle
#

I see. So in fixing the forced float issue they introduce another bug.

dim cloak
#

Seems more like they just forgot to add in a part of the UI for the receiver, but yeah basically lol.

tender dome
stable mantle
dim cloak
#

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.

shrewd estuary
dim cloak
#

Assuming it is incorrect

shrewd estuary
winter dragon
#

yeah i don't see the point in using a int in the contacts without being able to set a value

tender dome
#

so the problem is you cant set a value?

dim cloak
#

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.

winter dragon
#

yes

stable mantle
past dock
#

is this beta related to physic bones or ik?

tender dome
stable mantle
#

It's now hardcoded to 1/0.

dim cloak
stable mantle
#

It's possible this was done to be compatible with Bool

tender dome
past dock
#

i mean the beta that just launched

#

there are 2 betas rn

tender dome
#

oh, this is for physbones

dim cloak
#

This is for Open Beta

#

Avatar Dynamics

past dock
#

ty

shrewd estuary
dim cloak
#

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.

tender dome
stable mantle
#

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. — 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.

dim cloak
#

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

vague vine
#

It's a good idea to create a canny post detailing your thoughts

stable mantle
#

I would think you'd want to use either not OnEnter or use animator logic for any particular values.

dim cloak
worn crater
#

If I'm reading the latest notes correctly, I can use Booleans for PhysBone Contacts now?

dim cloak
#

They should work, yes.

warm silo
#

My Unity project broke after updating to the 3/30 then todays sdk

#

the avatar builder is gone

fallow rock
#

what console errors do you have?

stable mantle
#

My controlpanel disables the performance ranking system if I upgrade.

#

Gotta fresh import. All new files.

warm silo
#

Sucks

#

I hope I don't have to redo any of my avatars

stable mantle
#

Not too bad at least. Not a full re-import. Just delete the SDK folder and import the unitypackage for the latest SDK.

warm silo
#

Didn't work

#

VRC SDK tab still just says RELOAD SDK

stable mantle
#

Then restart unity when it finishes.

warm silo
#

ok

stable mantle
#

If that doesn't work your project is possibly damaged. You can drag the assets from it to a new project.

warm silo
#

Yeah, I think it's just broken

fallow rock
#

no. It's a community shader based asset. I highly doubt it'll ever get official support

warm silo
#

It's reimporting everything and it's gonna take a real long time

#

I'll just wait and hope for the best

bright jungle
#

bit late but heckiN WOO

#

favoriting bugs sent to the shadow realm

stable mantle
sullen elk
#

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?

winter dragon
#

anyone else having trouble uploading avatars in new Beta sdk that is?

glass cloud
#

wait hold on is the open beta almost ready for live considering the most recent open beta announcment

drowsy quiver
#

i hope not, there's still a lot to do...

glass cloud
#

like performance stuff

#

and more obvs

#

then again theyre still doing a great job

warm silo
#

I feel like they're planning on releasing both betas as one big update

covert jetty
#

struggling to find the phys bones recommended limits, can someone give me a poke with it?

molten cobalt
# covert jetty struggling to find the phys bones recommended limits, can someone give me a poke...
wheat fjord
#

How do I get the beta tester role?

molten cobalt
covert jetty
#

ok now im getting a bunch of compiler errors for stuff

glad cape
#

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 🤷‍♀️

winter dragon
#

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

glad cape
#

Well there goes the day. Thanks for the confirmation.

winter dragon
#

i've been testing different things for the past 2hrs to try and see what was causing it

glad cape
#

...Idea. Searches for an avatar ID to reuse

winter dragon
#

Did get it to upload by using an old avatar ID

#

so that should work for now 😄

covert jetty
winter dragon
#

no idea don't have a quest so never uploaded them

covert jetty
#

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

hushed schooner
#

What is IK-Beta

final ferry
#

Inverse kinematics Beta build

#

Basically a system where program tries to figure out the positions of your joints and bones

warm cedar
#

Or for those who still don't get it:
Black magic mathematics for your body

alpine pivot
#

does anyone have any idea somewhat of when beta will release to live? /nm

arctic flare
alpine pivot
arctic flare
#

They just released a new beta SDK (which is broken) so the chances are nearly 0% of that happening

alpine pivot
#

aww mannn, i got so excited

arctic flare
#

We all are I guess. Can't wait for it either. Done and seen so much fun stuff already in the beta 😖

timber jewel
#

So I guess I should now use a bool?

timber jewel
#

Well I just found out why my stretch value isn't / wasn't working

keen nova
#

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:

timber jewel
keen nova
#

Wait what

timber jewel
keen nova
#

Lol

#

Hard to keep up with all the patches

#

Was looking at the out of date docs lol

timber jewel
#

the docs have not been update since 30 days xD

keen nova
timber jewel
#

I finally now where all my problems came from.....

shrewd estuary
timber jewel
#

The bones on my hooddie are at scale 100

shrewd estuary
timber jewel
#

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

warm cedar
#

congrats on that

timber jewel
#

idk why the hell that stupid hoodie was made with everything at scale 100

fallow rock
#

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.

timber jewel
#

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

quartz fractal
#

so we can add typing on avatar sdk?

timber jewel
quartz fractal
#

seems like new version of sdk let you typing with your avatar idk tho

timber jewel
#

typing with your Avatar?

quartz fractal
#

yea im seeing my avatar friend can typing with his avatar

cursive bridge
#

Hey does anyone know if we can animate Gravity value yet on physbones

gritty salmon
#

which means bones change their base length as they rotate, which isn't really compatible with physics

timber jewel
#

I hate my life

#

I changed my canny for it

#

Thanks for you help @gritty salmon
I'm feeling really dumb right now ngl 😅

timber jewel
#

I'm even more confused now

sullen elk
#

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.

astral otter
#

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

quasi bramble
astral otter
quasi bramble
#

Alr!

patent tapir
#

So I just got the new SDK today and now I can’t upload anything. I keep getting the same error. I reimport project, error. I delete the blueprint id and put a new one, error. I don’t know what to do anymore

winter dragon
#

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.

patent tapir
#

yikes....thanks for the info

winter dragon
#

yeah figured that out after like 2-3hrs of trying to hunt down the bug XD

stable mantle
timber jewel
#

Only with the new SDK

balmy oyster
#

When is the beta getting released? Does anyone know?

timber jewel
#

maybe next week, maybe in 2 months

balmy oyster
#

Okay

hollow hatch
harsh bay
stable mantle
# harsh bay Just detach the blueprint. It’ll be fine, I’ve 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.

naive zodiac
#

What is the open beta steam acsses code

#

i get this screen

#

Hello?

#

i Am very confused

raven laurel
#

you already have open beta.

naive zodiac
#

but it will not let me continue

#

o

#

wait hol uup

#

i fixed it

#

im stupid sometimes

lusty marsh
#

is the being stuck in beta around still for quest?

raven laurel
patent tapir
stable mantle
bright arch
#

does anyone have any avatar world suggestions?

#

i’ve been trying to find some but i’m having a hard time

stable mantle
bright arch
#

aww

#

okay

#

thank you :)

wheat fjord
#

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?

stable mantle
#

I think we're "getting there" — 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.

granite ibex
#

Is there a way I can use open beta on a air linked quest 2?

granite ibex
#

Ah alright thanks man

molten cobalt
#

or following the steam instructions works depending on which you normally use on pc vr vrchat

stable mantle
#

AirLink is just using a Quest as a Rift S so it should be whichever version they use, preferably (Steam or Oculus)

molten cobalt
#

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

stable mantle
#

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.

muted brook
#

they need to be basically on feature parity before they push dynamics if they dont want people to have a hissy fit

stable mantle
#

And devs needing feature parity could continue to implement features in the beta.

lime yarrow
#

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

minor flax
#

@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

lime yarrow
#

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

minor flax
#

They're strcitly booleans yes, or more specifically they always send 1 as the value

lime yarrow
#

And a minute ago, I was able to set a custom value

#

after updating

#

then suddenly this happened

minor flax
#

Ah wait

#

Did you delete the VRCSDK folder before updating?

lime yarrow
#

No

#

they tell you not to

minor flax
#

That might be why you can't upload then

#

It broke

#

Hold on lemme find an earlier message that mentions this

lime yarrow
#

Yeah but how do I fix it

#

okay

#

lmao

#

Thanks

minor flax
#

Here's a link to a message, seemingly replying to an issue similar to yours

lime yarrow
#

Yeah

#

But Im pretty sure deleting the sdk breaks state behaviors

minor flax
#

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

lime yarrow
#

okay I'll try it