#open-beta-discussion

19 messages · Page 17 of 1

wet bluff
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ya that list is only the bugs that were known before that release that haven't been fixed

stable mantle
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I think they mean "that's a very vague and pointless line in a changelog. I hope VRC elaborates."

wet bluff
#

definitely more tracked than that

sullen elk
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The standard given set of colliders are not counted

stable mantle
#

Can I ask if this is a shader + a texture, or just a texture. If so, did you use any special tools to make this texture?

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You can DM if you wish too, to not clog up beta discussion.

timber jewel
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That looks just like fur brush

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So it's basically just a texture

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@stable mantle

stable mantle
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Im just wondering how they made it.

bright jungle
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color + normal textures, presumably

dim cloak
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I also use my normal map while texturing in substance, so that's also adding a bit to the overall look as well.

mystic saffron
#

When is this beta coming out as a real update

floral flint
#

When it's ready whatthe

stable mantle
#

For real though Im glad they're continually working and improving on it.

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Im happy VRC is actually caring to make something versatile, performant, and functional.

small surge
#

🤔 naah its fine

shrewd estuary
#

real

shrewd estuary
stable mantle
timber jewel
stable mantle
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Aaaaaaaah

timber jewel
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you can do a lot of cool stuff with it ^^

stable mantle
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Oof… its an Adobe product.

timber jewel
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yeah :/

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they were bought by Adobe....

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sadly

bright jungle
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adobe, more like a doh be

shrewd estuary
#

substance painter more like substance pain

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my copy of adobe animate 2021 is totally legitimate i swear

bright jungle
#

yar har fiddle tee dee

shrewd estuary
#

🏴‍☠️

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ok back to open beta talk

timber jewel
#

so uh Phys Bones?

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really cool

modest ivy
#

true

shrewd estuary
#

frothing at the mouth

bright jungle
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rabies on the keyboards :monkas:

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but ye, keyboards are heckin' cool

timber jewel
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I hope I can press the keyboard with my feet

bright jungle
timber jewel
#

if not I'm disappointed

timber jewel
bright jungle
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lmao

timber jewel
shrewd estuary
#

that's how you play ddr

bright jungle
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that's how you play asnduboigujdsnfufbsnjsdbgnzdjf

shrewd estuary
#

hang on lemme get my cat

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that's how you play aqecdqfdwhfwbgenhrmitliylyy

timber jewel
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if we are already talking about cats, where is my VRCat plush?

shrewd estuary
#

soon

timber jewel
#

reeeeee

shrewd estuary
#

starting to believe makeship is ran by cats as well

dim cloak
#

It's a smart brush/material in Substance Painter, which is now attached to Adobe.

reef dome
timber jewel
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why would you do that :c

stable mantle
dim cloak
arctic flare
dim cloak
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He even has a video explaining how to set it up (although it is a bit dated compared to the updated version).

ruby harbor
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How do I make physbones only active on toggle..?

keen nova
#

Did they remove the ability to set a value on the Contact Receiver component?
Because now you cant bundle multiple contacts points into a group to save on bits, as you could in prior betas.

stable mantle
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Why would Discord embed the wrong URL?

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(That explains a lot though)

floral flint
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It can't embed twitter videos still

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Nothing surprises me

stable mantle
stable mantle
timber jewel
stable mantle
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It's wildly inconsistent on what it'll embed.

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It will embed MP4 but not M4V. But audio sometimes has to be M4A, which makes no sense.

timber jewel
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weird

fallow isle
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Does anyone else have a issue with the new SDK not working

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I had to go to a older SDK

keen nova
stable mantle
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I read that as 8 grams per contact, and thought "Well at least its high in fiber."

keen nova
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lol

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parameters takes more letters to type out tho

stable mantle
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I gotcha

keen nova
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Sucks because I was using just that one beta a go.
"Now my throw away avatar I don't care about doesn't work" ;p

stable mantle
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I mean the SDK can still do it, right? Or is it broken clientside?

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(I only ask because Ive learned newer is not always better with beta SDKs...)

fallow isle
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It won’t let me upload any Avis on the new SDK

stable mantle
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Can only update avatars.

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Not add new ones.

fallow isle
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Yeah I went back I just wasn’t sure what was wrong thank you

stable mantle
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To be specific, it can't attach/retrieve a blueprint ID for new avatars.

If you upload a "dummy" avatar with an older SDK, copy its blueprint ID, and put it on the new avatar, itll upload, because the SDK sees that as "updating" the avatar and doesn't need to change the blueprint.

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Newest SDK is a bit... bunk.

keen nova
# stable mantle I mean the SDK can still do it, right? Or is it broken clientside?

It's just broken in the way of, the functionality dose not exist anymore in the newest beta patch. Because I was using the Constant Value to update in steps. I.e. for animation clip 1: "if ContactGroup < 0.1", 2: "if ContactGroup > 0.1 and < 0.2", 3: etc.
Now the value is just set to 0 or 1 unless you use Proximity, but that is not the right effect.

graceful storm
#

that big brain moment when you update to new bones but delete backup of old ones

rose stag
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It wouldn't sync

versed thunder
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How long do yall think it will be before the avatar dynamics update will leave the beta?

rose stag
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But yeah it looks pretty good over all

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Fun to mess around with

keen nova
bright jungle
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pog

noble sluice
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🎉

bright jungle
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oh heck, super pog o:

modern flame
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  • Fixed an issue that caused OSC to stop working if you change avatars while sending a lot of OSC data
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you can't just sneak that in there

wind talon
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i did, tho

modern flame
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  • When uploading avatars, you cannot create a new avatar ID on upload-- you must update an existing ID. If you need a new ID to upload to, you can use a project with the Live SDK to create a placeholder avatar, and then write over that avatar with the Beta SDK. We found the cause like 2 minutes before we went to push the builds so we'll have a fix for you next time!
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Add a bot command for this one

keen lantern
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wait the sdk bug is still there?

noble sluice
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quick- push a new one before anyone notices

limber quartz
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  • Added Per-User Avatar Dynamics permissions!

Yo, let's go

modern flame
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Damn sal can't believe vrcbot gotcha

ionic bison
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Yes, we will potentially be able to release a new SDK bug build soon that fixes the issue

modern flame
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time to see if the antenna on my robot is still floppy with the dynbone conversion

ionic bison
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but it's the weekend and everyone has been working really hard, so it might be next week

velvet flax
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thank you for actualy adding a good feature to the avatar dynamics with the per user premissions

modern flame
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Yep still terrible. I should just update this thing in the sdk

ionic bison
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ty!

sour epoch
# modern flame Yep still terrible. I should just update this thing in the sdk

If you're not happy with the exact auto conversion settings, then we haven't touched that in a while. I would recommend making a canny with a picture of the dynamic bone settings, a picture of the auto converted physbone settings, and then a picture of physbones after you have tweaked it to more closely match what you'd expect.

muted bloom
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if we have uploaded content using the beta SDK that didn't use phys bones or contacts, does it still need a re-upload?

modern flame
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it's just broken phase lmao

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I'll check what it's doing in-editor

sour epoch
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could you elaborate?

ionic bison
modern flame
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I genuinely haven't seen any other dynbones get this mangled

sour epoch
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oh, looks like it just has no pull. What do the dynamic bone settings look like/

modern flame
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I should probably check how I actually have it configured in-editor

sour epoch
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is it getting it's spring from negative gravity or force? Maybe that's not getting converted properly

modern flame
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Honestly I didn't feel like making a copy of my project and importing the new sdk and then seeing what the actual conversion was, and I was just hoping it'd magically fix itself before it went to live, so let me be useful and see what functionality I was actually using

sour epoch
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nothing will be fixed magically if it's not reported with actionable information

modern flame
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yes but then how else will I complain that the dev team doesn't fix issues I haven't reported 😔

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I think I might be using negative gravity iirc so that'd break it

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Opening unity now

shrewd estuary
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wow update

modern flame
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No this is a vrchat update not a world of warcraft update

modern flame
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Running in-editor convert...

sour epoch
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ah, the issue is probably that your curves start at 0

modern flame
sour epoch
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that is an interesting case. Dynamic bones don't place as much emphasis on the first bone because they move other bones by position. But physbones move everything by rotation, so if the first bone's spring is zero that would indeed have that effect

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Honestly I don't think that's going to change in any way. It is doing exactly what you're telling it to do

modern flame
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Yeah I can just tweak & re-upload. I was abusing that to make it springy in this way, but it's easy to fix

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Needs changes anyways if I want it to be grabbable and not suck, as the bone chain ends really low down (I did some stupidity with the rigging)

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just thought it was odd that it was so stiff in dynbone and then pure flop in physbones, but if physbones are moving by rot, that makes perfect sense

wind talon
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ahhh I know what this is. DB has a bug, and we fixed the bug lol.

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DB ignores the first part of the curve. We don't.

modern flame
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I love math

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it does a cool spin if you leave it long enough

limber quartz
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DB is just a bug in general~

modern flame
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new procedural tail animation technique

limber quartz
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I'm also a bug, hello.

keen lantern
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the names bug, sal bug

limber quartz
modern flame
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this thing going on its own is amusing me way more than it has any right to

bright jungle
limber quartz
modern flame
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honestly the behavior alone of how the gravity is causing it to hit the angle limit then rotate an axis around feels like it could be abusable

slate blade
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Do we know officially when it'll be fully released, like no more beta?

flat patrol
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New ID issue. Not acceptable as an issue

slender ocean
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y'all forgot to update the tooltip lol

slate blade
hollow hatch
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When it's ready

verbal geyser
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@wind talon May I request a DM with you? Seems someone on the documentation team might have accidentally leaked something

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Not sure if it's fully released or anything but I don't want to share anything publicly if that's not the case

patent hearth
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What is the way to correctly update physbones, as I made an avatar with the old system (before todays update) and just updating the SDK (adding the package over the other one) didn't work correctly, as the PhysBone scripts still look the same to me even if I delete and re-add them

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and so because of that it won't compile because the scripts are wrong and I'm not sure how to fi them

patent hearth
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I tried deleting all the physbones on the avatar and none of the errors went away

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I really don't want to start all over with effects and such but if I have to I will

hollow hatch
patent hearth
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I actually don't remember where I got the sdk from so thanks this is really helpful haha

eager hawk
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Is it possible to send a picture via OSC?

hollow hatch
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OSC is out of beta, there is a channel for it #avatars-osc
Technically you could send a picture but it would be incredibly slow. I think someone has an example in that channel somewhere showing they could

eager hawk
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OK thanks

scarlet mortar
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My friend has changed to the open beta version and hasn't been able to switch back. I don't know if this is normal. Me and some\ others have been able to just switch the version, uninstall VRC, re-install it and it went back to normal. However, my friend unfortunately cannot switch back no matter what. Is there any solution to this?

patent hearth
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Can I use avatars I've made with the new SDK on Live? (minus the bones working?

scarlet mortar
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Quest

keen nova
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Bumping this post.

scarlet mortar
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I'll update if it works or not :)

keen nova
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I feel like someone should pin the "how to get off beta on quest" because it gets asked a lot lol

prisma ivy
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for some reason cant upload anything new using the sdk, says error saving bluebrint, something about a null header

keen nova
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this part

prisma ivy
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somehow missed that, thought it was related to the delete and reinstall of sdk. what a weird issue

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well great, means i have to upload 3 times for a single avatar

keen nova
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This was a problem with the last version of the beta as well, and they have already fixed it. just not live-beta fixed it lol

prisma ivy
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and my idiot self updated the version i was forking off to make a p hysbone only one so im gonna have to find an old avatar and yank its blueprint off and make something with that

mossy python
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I'm getting compiler errors, how do I resolve them

marble tiger
mossy python
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Yeah that was exactly it, I guess I just never updated this specific avatar

slender ocean
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kind of annoyed that all max-angle and freeze axis settings get totally wiped

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guess I can’t really hold the devs to making things compatible between beta versions but I gotta like remember to take screenshots and record the curves and things before updating the sdk or it’s all just gone

stable rivet
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I'm annoyed that small physbones don't move at all

slender ocean
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guess that was the fix for having them not jitter uncontrollably?

stable rivet
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yup and now my avatar's bell collar can't jingle because the data for it can't move

stable mantle
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I am using it now after an unfortunate incident.

stable mantle
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Oh well then you're already good there.

limber quartz
stable mantle
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Sooooo the new SDK is still havin issues with my model. Other projects work, but in this project the avi's bones won't move (in the editor during play mode) unless either its disabled when play starts or the animator controllers are removed.

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None of my controllers animate bones.

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Or mess with them.

stable wagon
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well, for me on update. 0 problem. i seen user that was having problem so i hope they can fix it 🙂

stable mantle
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This project was also having a memory corruption issue so I wonder if theres a bad cached file.

obsidian wagon
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man do i love reuploading like 10 avis 😔

stable mantle
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Huh. Removing parameter names from my bones fixed my issue.

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I guess if you define param names for bones but don't use them the SDK gets upset.

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So those warnings were not red herrings after all.

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Or maybe they were. It's back to not working after switch build targets. I even reimported all and rebuilt the base library.

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What the heccy

stable mantle
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OK so this is outright silly.

If I:

  1. Add the PhysBone Manager to my scene
  2. Disable Is SDK
  3. Enable Gizmos
  4. Play
  5. Stop
  6. Enable SDK
  7. Disable Gizmos
  8. Play

Then Physbones proceed to work emulated in the editor.

If I make any changes to any physbones and/or parameters on them, then the PhysBone emulation breaks again until I do the above song and dance.

wheat fjord
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what was the angle limit type for the old betas?

sour epoch
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old beta was effectively either angle or hinge, but you could only control the Y axis rotation

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this added the whole new polar and also added rotation options for x and z

ionic jay
sour epoch
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you have an old sdk and the new update is a breaking change to the behavior of freeze axis

vernal wedge
ionic jay
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ye

vernal wedge
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my fear of beta bugs are always, that they may got never fixed like battlefield

sour epoch
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this isn't a bug, it's a change. there is no migration process because it's still all beta. you need to update your sdk and redo it with the new hinge mode

vernal wedge
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my current version is: "AVATAR-2022.03.04.12.28_Public"

sour epoch
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the latest version is 2022.04.08

vernal wedge
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What is a Polar? They made complettly other buttons for the VRC PhbysBone Limits.

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"Added the Polar limit type which calculates limits using polar coordinates" What does this mean?

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I understand a cone and a circle, but what is the Polar

fallow rock
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just remove the pipeline manager. It'll give you a new blank one you can use

vernal wedge
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I also can not delete my older avatars. they always respawn again, after I restarted Unity

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I removed the pipeline manager, still Error

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great! maybe the phys bones are fixed (IDK, I can't test it) but now uploading is broken..

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Ok, I deleted the pipe line manager and also the VRC avatar descripter and made a new one from scratch, but this also ends up in a "Error saving blueprint"

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I can "Build & Test" it, but I can not build and publish it.

ashen fulcrum
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It's a polar bear

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He comes in and calculates it for you

ionic bison
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@vernal wedge The Known Issues section of the most recent open beta announcement will explain the issue there

vernal wedge
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thanks.

timber jewel
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yay new beta :3

vernal wedge
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What is a live SDK?

timber jewel
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live = the current public version

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@vernal wedge

vernal wedge
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oh.

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ok

timber jewel
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When will the docs be updated with all the new stuff from the beta updates?

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would be helpful when trying to figure out how the new stuff works😅

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wow the new Limits are awesome!

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sadly the curve is gone :/

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no more different max angles per bone

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whops I take that back I was just blind

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😅

mental marsh
#

Anyone know when E is coming out

timber jewel
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E?

mental marsh
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Yea E

timber jewel
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what do you mean with E?

mental marsh
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I just want to know when E will come out, just E

timber jewel
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what do you mean with E?

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E is literally just a capital letter

mental marsh
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I know

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What I mean by E is literally E

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That is it

timber jewel
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I'm even more confused now

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the letter is is already out since idk thousands of years

mental marsh
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E

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A

#

Sports

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It’s in the game

timber jewel
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haha so funny....

mental marsh
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Yep

empty thorn
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im confused, does this mean rotation and parent constraints won't work anymore?

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bit worried since i got alot of tank like avatars

inner kayak
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they added new angle limit settings so the freeze axis option was deprecated

empty thorn
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ah ok

eager kiln
turbid saffron
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Yes, but do freeze axes carry over on runtime?

gloomy dagger
#

Hmm.. Idk what happened but updating SDK didn't work until I made a backup of my Beta avatar, deleted SDK, re-opened project then imported new one. -_-
got me worried I might need a fully new project.
Just to let anyone that has issues with updating know how to fix.

ocean fjord
#

So, I keep getting this after dropping in the new SDK. I tried it on an older Live project I had, got the same problem. Scrolled up a bit, I don't have that "PhysboneMigration.cs" problem. It only gives me an option to "Reload SDK" under the VRChat SDK tab

timber jewel
#

if you press "Clear" in the console what errors are still there?

ocean fjord
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An error for the pen I use

timber jewel
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your pen is creating a console error then

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the VRChat SDK won't load with any console errors

ocean fjord
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Ok, I will remove it then and try again 👍

ocean fjord
shell blade
#

Damn when are they gonna add a stream camera option to vrchat on oculus

timber jewel
shell blade
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Ohh ok

timber jewel
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if Meta isn't providing a way to stream a different ingame camera there is nothing VRC can do

gritty salmon
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eh vrc can render to a render texture and stream internally but that'd put a lot of stress on the Quest, probably best to encourage people to get better hardware for streaming

timber jewel
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yeah

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I'm honestly surprised that they got the camera on Quest at all

timber jewel
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shouldn't the tooltip just say "Pause interaction with user" ?

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oh wait

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that's in general

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why is the button to stop all user interaction in the menu of a specific user?

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why are the buttons to select how to interact with them so big btw?

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it's 3 buttons wide, compared to only 2 buttons wide

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shouldn't it be as big as this one?

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it feels a bit inconsitant with everything else

raw forge
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It's the same style as the button to the right, how is it inconsistent?

timber jewel
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if you compare it with all the other 3 selection buttons

raw forge
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Yeah but look at every other item in the menu with 2 buttons

timber jewel
#

?

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every other 3 selection button is 2 wide, while that one is 3 wide

raw forge
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All 2 buttons

timber jewel
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I'm talking about the size of the button....

raw forge
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Yeah all the ones I circled are the same size

timber jewel
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I feel like you don't understand what I am talking about

raw forge
#

Explain

regal pond
#

is there a way to make a Phys bone Drag?

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like no rotations so it looks like it's flaoting behind you

timber jewel
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every other 3 selection button is as big as two buttons next to each other, the new one is as big as 3 actual buttons

regal pond
#

when i tried doing it the objects sjut jittered around like CRazy

raw forge
timber jewel
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yeah that's what I meant

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it doesn't fit with the rest of the UI

limber quartz
timber jewel
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works fine here :p

wheat fjord
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Anyone know what the default angle limit type was before this new beta?

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I gotta update my content and I used angle limits

fallow rock
#

The default was Angle no? unless you locked it to an axis then it was Hinge.

wheat fjord
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I kinda wanna try the new conversion system with these changes just to see what it does, I had to rework some parenting just in unity before these new changes showed up

fallow rock
#

Though I feel like having Hinge and Polar is kinda redundant considering using Polar with a Max Angle Z of 0 is literally the same as Hinge at least looking at it in unity.
Perhaps they function different in game with those settings?

wheat fjord
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kinda curious what's gonna happen, but I guess I'll check runtime first

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I feel like we're getting really close to this be almost a match for DB

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we really just need intertia now

fallow rock
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yeah i was gonna say

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minus the momentum/inertia

wheat fjord
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Inertia is the only thing preventing me from a full conversion

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My knife system is busted due to that

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plus my hair was a bit wierd on one avatar but I'm the only one who would notice that

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Because if you didn't see it before

fallow rock
#

any system that had an object free floating depending solely on external forces for movement is broken

wheat fjord
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Yeah it requires that

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It's too bad, I really liked it

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But I really feel like inertia is comming

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I guess we'll find out next week

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I honestly didn't think it would advance this soon though

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Still I'm kind of expecting full release by the end of may

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This is complete speculation on my part

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But it's just based on analyzing vrchat beta release patterns in the past

fallow rock
#

As long as it's ready. We've seen over the past few years how things go releasing too early. Most game releases in the last 5 years

wheat fjord
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Even if they release a bit too early, they've fixed things in the past after release

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But this is one where I think it's important to get right since it's kinda replacing DB

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I really really hope they let us do it on a per user or avatar basis

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the runtime conversion

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In addition to a global option, because you know some avis will be broken

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and newbies will not understand what's happening

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and I'm gonna get tons of people asking "what's with your avatar?"

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or "wtf is going on there"

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and I'm be explaining this 235 times in a week

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Luckily with dynamic bone limits almost everybody universally understood to turn it off though

wheat fjord
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But I'm not fluent with polar coordinates by any means

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I'm sure if I mess with it and end up using it for something I might understand it better

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at this time I only need angle and hinge

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what does none do, just ignore the angle limit?

timber jewel
#

Polar is awsome btw

fallow rock
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I mean, I know it's obvious when you look I'm seeing Angle is 3 axis, Polar is 2 axis and Hinge is 1 axis.

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so the functionality of each is very unique

timber jewel
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yup

wheat fjord
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ugh this new sdk requires a rework

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it removed all my limits

timber jewel
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technically you could make polar just like hinge by just having Max Angle Z at 0 xD

wheat fjord
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and it set the child type to average

timber jewel
timber jewel
wheat fjord
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Yeah but it's not written well

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It doesn't say a rework just a reupload

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which makes it sound like I can just pop in the sdk and it will default to previous settings

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and I just reupload

timber jewel
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you have to put the limits back in

wheat fjord
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It doesn't make it clear I have to redo every script

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problem is I didn't remember every single one

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and it doesn't make that clear

inner kayak
timber jewel
fallow isle
#

Do u guys think vrc will ever fix avatar audio for quest

inner kayak
wheat fjord
timber jewel
wheat fjord
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It certainly wasn't in the past

fallow isle
inner kayak
#

pff

fallow isle
#

That’s why u can toggle it in the safety

wheat fjord
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Everything is in safety on quest

timber jewel
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no, Audio was never meant to work on Quest Avatars

wheat fjord
#

including shaders, and you guys don't have custom shaders either

inner kayak
timber jewel
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they just carried the Safety menu over from PC to Quest

fallow isle
inner kayak
#

before quest limits were enforced by the client you could bypass it, but its been patched

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audio on quest avatars is not coming back

wheat fjord
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No it was never on the whitelist, there was an sdk glitch people used to get it to work

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and custom shaders are also not allowed on quest so the shader safety button also does nothing too

inner kayak
wheat fjord
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There was a short period where it didn't

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But now it does

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Final IK was also removed from the whitelist too which broke spider avis on quest

inner kayak
#

i saw

thorny haven
#

Is there a way to force usage of Dynamic Bones on the new update? :)

#

There's one component that regardless of settings I can't get to look right

inner kayak
thorny haven
#

ahw okay, well fingers crossed that for the final update they'll add the ability to still use dynamic bones on some components, since especially subtle movements look significantly more janky using the new system

raw forge
inner kayak
tawny oar
#

Does anyone else have the issues of VRchat not reinstalling after switching it back to LIVE?

timber jewel
#

well, I would love to use my Avatars but uhhh yeah idk

#

oh wow my login expired....

jovial sedge
#

So that wasn't just me lol

#

also man after updating the SDK and reuploading my avatar ingame it just loads forever now and I'm not really sure what went wrong :^)

shrewd estuary
jovial zenith
timber jewel
#

yeah, the docs have not been update for a while

#

the Phys Bone docs for example still say that Inside Colliders are still not a thing (which they acutally are)

tender dome
#

please make ignore the default for multi child type again umarucryjpg

timber jewel
#

yeah ignore should really be the default xD

#

I had to change it to ignore for a friends Avatar to today

tender dome
#

is there a canny

timber jewel
#

I don't think so

tender dome
timber jewel
sullen elk
#

Misread a tiny bit but fixed

near lagoon
#

Don't know if its common, but i just had a bug that made all of PsychBones scripts dissaper from avatar in Unity project while doing upload/reloging to diffrent account/or detaching blueprint. Don't know what moment exactly done it, but it kinda sucks. To be exact, some of them are still there, but like 90% are gone kinda randomly, kinda like their never existed

timber jewel
#

I really don't see any point of putting it there other than to confuse people

#

especially new people

timber jewel
ionic bison
ionic bison
tender dome
#

what average is doing is making the root bone a physbone as well, and since the root bone in my case is a HairBase bone, its applying physics to the entire hair mesh :p

bright jungle
#

should probably make a canny ye, would imagine there's a lot of avatars like that

timber jewel
#

yeah you should probably make one

timber jewel
tender dome
#

it makes me sad

timber jewel
#

the hair or that I said it looks funny?

bright jungle
#

jelly hair

tender dome
#

it shows my receding hairline

shrewd estuary
real plinth
#

BIG ISSUE
Updating any project with the newest SDK removes current parameter drivers!!

#

Do be cautious with updating!!

tender dome
#

didnt do that for me ThinkPika

inner kayak
#

my stuff lived as well

#

made me panic for a second kzDeadDedBleh

real plinth
#

Myself and 2 others had it happen. So mayhaps it has to do with how you update?

glass cloud
#

estimated time or physbones live yet?

real plinth
#

I usually delete my entire SDK and reapply it with the update in order to update

#

Maybe that is what caused it

shrewd estuary
real plinth
#

Thing is, I dont think its due to that, personally. My friend did not do the same procedure and the same occurred to him. So I have no clue.

shrewd estuary
real plinth
#

Could very well be we just so happened to be two niche occurrences in the same day xD

tender dome
#

it says that in the docs

#

sdk3 updates are drop in

real plinth
#

That doesnt make sense entirely, though. Considering thats the norm for me.

#

Ive updated the SDK the same way since the start of 3.0 and never had that happen

plucky owl
#

feels like this is SDK 3.5

shrewd estuary
#

sdk4 real

inner kayak
tender dome
#

could depend on whats changed in the SDK

#

still though, now you know, don't do that anymore :)

real plinth
#

For sure XD

#

Still, figured a discussion was at least warrented

#

so others dont have to labor for 2 hours fixing their drivers like I did. . .

tender dome
shrewd estuary
#

deleting stuff breaks stuff

real plinth
#

Still find it odd that this is the first time it's happened

#

at least it happened on my temp beta project and not my main

#

dear lord that would hurt

shrewd estuary
#

OHNO

#

id just shrivel up n die

outer python
#

My guess is a month or 2

glass cloud
bright jungle
#

Git can be good for that, too

real plinth
#

Oh I have backups

#

This beta project is super temp

#

I have a 30gb unity folder, I'm not gonna let that burn xD

gritty salmon
shrewd estuary
#

thats a beeg folder

real plinth
#

I understand that now, but I'm curious how mine have survived with zero issues despite me doing it for so long xD

shrewd estuary
#

black magic

gritty salmon
real plinth
#

Dunno! Either way, it's a mystery

#

For now tho, I sleep. Spent 8 hours on the beta today figuring out some stuffs.

shrewd estuary
#

have a good rest

bright jungle
#

sleemp!

limber quartz
#

Lol, just found a weird bug where occasionally on joining a world or switching avatars, you'll just leave your hand colliders behind. Gonna write up a canny for that now.

timber jewel
limber quartz
old shale
#

does anyone know when the beta coming to the full version?

tender dome
#

when its ready ™️

old shale
#

k

tender dome
#

thats literally the release date. vrchat updates never really have "release dates", they just come out when they feel its ready

#

so it could be tomorrow, it could be next week, could be next month :p

floral barn
#

what happens when you upload an AD version of an existing avatar, and then switch back to Live? does it load the previous version?

timber jewel
#

but without Phys Bones / contacts fo course

floral barn
#

hmm, ok

#

I guess that works

timber jewel
#

just give me a sec to look at it

#

yeah now it won't load at all...

#

Love it...

#

can you send me the video on discord or so?

#

@limber quartz

limber quartz
#

hold on, gonna compress further

#

slightly over limit

timber jewel
#

yeah idk why catbox is so terrible for me....

limber quartz
#

what about streamable?

timber jewel
#

that one works a bit better

grim glacier
#

question, is there a way to make the grabbing able to override the max angle? maybe a seperate max angle for when the bone is grabbed?

timber jewel
#

you could technically use the Is_grabbed parameter to change the max angle with an animation

#

but idk if you can actively animate that

timber jewel
#

thanks ^^

limber quartz
#

ooooh embeds, nice.

timber jewel
#

yup that exact bug

#

I've seen it before on the canny

#

but I cant find it for some reason

#

if I remember correctly @lyric ocean posted it

limber quartz
#

wording probably different or more vague?

timber jewel
#

yessss that one

#

thanks Sophia ^^

limber quartz
#

ah nvm

lyric ocean
#

its weird to like it worls like half the time

timber jewel
#

I searched for, detach, index, hand and everything else but I couldn't find that god dam canny post xD

lyric ocean
#

the you reset your avatar breaks reset again might work might not

timber jewel
#

maybe just link the post from Sophia below yours ^^

#

@limber quartz

lyric ocean
#

ya i could worded mine better but to late

timber jewel
#

can't edit it anymore?

lyric ocean
#

o i can alot of times you cant

timber jewel
#

I think if your post has to many upvotes you can't

lyric ocean
#

o i cant actually

timber jewel
#

xD

#

I think now to many people upvoted it xD

ionic bison
tender dome
wind talon
#

@tender dome Can you please take a few pictures of the bones as you have them set up in Blender?

#

For the head, hair root, etc.

tender dome
#

1 sec

wind talon
# real plinth I usually delete my entire SDK and reapply it with the update in order to update

Don't do this, the documentation specifically says not to do this. https://docs.vrchat.com/docs/updating-the-sdk#sdk3---avatars Although it seems others have already told you this, so sorry about repeating info 😄

#

Also, never ever use Beta SDKs on "production" projects. Make a copy first. (If you want to go Big Brain route, make your project a git repo and branch off for beta SDKs)

wind talon
#

Okay, I see. You can fix this by raising up the head of the HairBase bone to more closely match the top of the head bone, maybe?

#

Remember that Unity doesn't care about bone ends, they don't exist

#

Either that or setting the mode to "ignore." Of course, that won't work for DB conversions, so we'll have to figure out which setting breaks stuff the least. Probably Ignore.

tender dome
#

thats what i've done for my beta avatar, setting the mode to ignore

#

works as intended, but that wont fix my older uploads PepeHands

wind talon
#

oh for conversions? yeah. we'll probably swap back to ignore for conversions

#

that's my guess

tender dome
wind talon
#

it breaks some edge cases but is more compatible with how people used to build stuff. the new method is more flexible but can produce unintended behavior if you auto-convert too zealously

supple void
#

I dont see the option to change between angle limit types?

#

ah, I had complier errors due to a component copier tool

floral barn
#

I just tried updating from the first AD unitypackage to the latest, and now my cnsole is full of compiler errors like
Error: Could not load signature of VRC.Dynamics.MathUtil:DistancePointToPlane due to: Could not load file or assembly 'Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>

#

actually the rest of them are more like
Assets\VRCSDK\SDK3A\Editor\AvatarDynamicsSetup.cs(130,62): error CS0426: The type name 'DynamicBoneColliderData' does not exist in the type 'PhysBoneMigration'

#

worked around it by uninstalling the old one first...

#

how do the parameters for "limit type: angle" work?

#

are the "rotation" values maximums, or offsets?

#

also why does it say "max angle X" but it seems to affect all three axes

floral barn
#

(seems like they're offsets)

steep umbra
#

Having an upload issue, when building and publishing to an existing avatar, it updates the name, icon and description; though doesn't actually update the avatar, got no meaningful console errors or SDK issues. Using the latest in #open-beta-announcements

sand vale
#

What does Min Velocity actually equate to? Meters per second? I mostly just want a way to be able to guesstimate/visualize how fast the value I'm setting is without having to go in-game and test it with my VR controllers

wooden furnace
#

When will "Open Beta" merge with the normal version?

fallow rock
fallow rock
# real plinth **BIG ISSUE** Updating any project with the newest SDK removes current parameter...

Another late ping for you too, sorry.
I spoke in VrLabs about it and the issue, in my eyes, turned out to be their unity closed/crashed while updating. If this happened to you too then that’s the cause. From Unity’s pov you removed the sdk and didn’t add a new one before closing and reopening the project, thus the behaviours broke.
If you’re ever doing a deletion reinstall and it closes/crashes then you need to grab a vrcsdk folder from another project and transfer it in the File Explorer. This way when you open the project it’ll have a working sdk to save those Behaviours.

limber quartz
near grove
summer granite
#

Does this mean now on desktop pc I can now interact with other people’s Avatars with out the need of a oculus or reft

upper mountain
#

Uhh... maybe? I dunno.

summer granite
#

Sigh don’t take it the wrong way

#

I just wanted to know if I could or not

small surge
#

'yes' but you need a way to move arm , can be set up in unity

summer granite
#

Alright

#

Maybe I can try using unity

#

I’ve never done anything on unity before

mental marsh
#

E

open kite
#

You can't grab and pose bones in desktop for example

#

Even if your hand is touching the bone

#

But contacts do work!

vapid current
#

I've opened a couple cannies describing issues I've encountered

#

other than that the recent changes have been interesting, been able to make use of them already and I don't seem to have other issues with them

#

in particular it's been nice to be able to describe the motion of this bag

#

but I wonder if the angle limit system was meant to be flexible enough to describe complex mechanical systems where different joints have different liberties/ranges of motion

#

at points I feel like I'm using the curve system of the angle limit section as a twisted way to describe mechanical systems that I want to apply to specific joints, not just as an abstraction of a chain of jiggly bones

open kite
#

That works surprisingly well damn

young stream
#

hey, im trying to set up physbone colliders for my model, but they dont show up in preview? it also seems to be reading my avatar as non-humanoid when its already been set up as humanoid

#

could i get some pointers? using latest beta, updated from last beta release

#

ok it seems to be related to an import error with the model, unity/vrchat sdk is somehow reading the model as non-humanoid when i have properly set everything up for a humanoid rig with proper bone placement and heirarchy. i will do a fresh install of the sdk in a new instance to see if this solves it.

#

i updated the previous open beta sdk to the newest one and i think it may have something to do with that, we will see. bummer though, i already set up all my menus and expressions parameters...

#

i.. dont suppose theres a way to move avatar expressions parameters and expressions menus to a new unity file? 😬

young stream
#

Yes of course, that's the first thing I do with any humanoid model

formal breach
#

just wanted to be sure, sometimes people miss it

timber jewel
dim cloak
#

That's really odd, I've had quest users grab and pose my bones before cross-platform.

#

Gave ya an upvote, but i'd be curious if y'all could find the cause of it.

#

Or at least give a bit more info on it. Like checking if they're animated, and such.

timber jewel
dim cloak
#

Odd, i've had them grab and manipulate my tail before. It fires the angry face animation and is posable. Even keeps playing my tailwag animation like it should.

timber jewel
#

Both are the exact same avatar, the Quest version just has a few accessories removed

dim cloak
#

Did you use the same expressions parameters list?

timber jewel
#

yup

dim cloak
#

hm

#

that's extremely odd

timber jewel
#

yeah Idk why the hell it happens

dim cloak
#

given I used the update prior to this SDK update with it though.

#

Is it a newer issue?

timber jewel
#

I had that since the first beta

dim cloak
#

huh

timber jewel
#

(I think)

dim cloak
#

I am honestly not sure. I haven't been on the open beta as much as I'm waiting for some of the bugs/features people have requested to get added/smoothed out a bit, but I might hop back on soon and double check this one to make sure.

timber jewel
#

Just tested it out again. I can see them grabbing / posing bones on my head but not anywhere else

dim cloak
#

Every avatar you've tested, or just yours?

timber jewel
#

I have only played with Phys Bones on my own Avatar

#

I could test it with the public ones in the hub real quick

dim cloak
#

Might be worth checking out

timber jewel
#

it works on the public test Avatars

#

I'm so confused right now

#

for some reason it just don't wanna work on mine

dim cloak
#

Do you have any animations running on the physbones?

timber jewel
#

yes and no

#

it doesn't work on the ones with animation and on the ones without

#

If you have time @dim cloak would you mind to look over my Phys Bones to see if you can find the problem?

dim cloak
#

You likely have your "IsAnimated" turned off on quest or PC and on for the other.

#

I.e. Quest has "IsAnimated" unchecked, but PC has it checked.

#

That caused issues for me earlier on

timber jewel
#

nope, they are the exact same

dim cloak
#

Hm

#

If you want to send me screenshots of them I can look at them and see

timber jewel
#

the Quest version is literally just a prefab of the PC version

#

without some extra stuff of course

#

Tail Quest:

#

Tail PC:

dim cloak
#

When you say it's a prefab on the PC version, are you meaning you drag the PC version out into the assets folder, make a prefab, and then drop it back in and use that? Or are you just ctrl+d the pc version and stripping it down a bit for quest?

timber jewel
#

The Quest Project was just a copy of the PC project from the second AD beta.

#

So I just ported the prefab of the PC over to update all the Phys Bones settings and so on

dim cloak
#

Hmm.. I never create a secondary project for my Quest versions. I always create a duplicate in the same project and use a stripped down version of that for Quest.

#

That's the only difference I can think of between ours since your bones look fine.

timber jewel
#

So the Quest Project is a copy from the PC project, just one from idk 1 week ago

dim cloak
#

Have you tried redoing the bones from scratch on both?

#

just save the settings and then put new components?

timber jewel
#

You mean copy component, put in a new Phys Bone script, and paste it in as values?

dim cloak
#

Yeah

timber jewel
#

But why would it work on my head then, but not anywhere else?

dim cloak
#

Uhh that is an excellent question lol.

#

What model are you using?

timber jewel
#

Rexouium

dim cloak
#

Have you talked to any other rex players and seen if they've had a similar issue with the tail and such?

timber jewel
#

I haven't seen anyone else in the beta with a Rex, at least no Avatar creator.

dim cloak
#

Really??? holy crap I've come across like a dozen lol

#

hm

timber jewel
dim cloak
#

ah yeah it is mostly quest players now

#

first week it was filled with avatar creators constantly though

timber jewel
#

I've seen Rexos yeah, but I haven't seen a creator of a Rexo there

dim cloak
#

i personally don't own the rex so I won't be of much help here unfortunately. I'm using the hobkin and haven't had issues with it. I haven't heard other players complaining about the public rex's i've seen being used in avi dynamics, but it's possible the issue was there and they just didn't know it.

#

If you have friends who work on rex's then you could possibly ask one of them to make an avi dynamics rex with physbones to test it out with ya and see if they have the issue as well. If not, then potentially look in your animator for issues causing it and maybe the project itself. It's hard to say what exactly could be causing it.

timber jewel
#

I've asked on the Rexouria discord if anyone one else has experimented around with Phys Bones yet.

#

No repones so far

timber jewel
dim cloak
#

Ah yeah that would be a conundrum haha

#

setting up an avi with just physbones isn't very hard though, nor would it take long.

timber jewel
#

yeah ik, they all are just like "I don't wanna do that yet, I wait for it to be out of beta"

dim cloak
#

Yeah I understand that for sure

#

I guess if you wanted to try a new project, that could potentially work. Just to see if it's project related.

timber jewel
#

I've updated the Avatar of on friend to Phys Bones, but he is one of the few out of our group who doesn't use a Rex xD

#

urgh I can't upload new Avatars, only override older ones

dim cloak
#

and yeah that's kind of why i've been waiting to mess with stuff on the beta again for just a bit. A working SDK with some of the other issues (contact receivers values not being settable now) are kind of what I'm waiting for atm.

timber jewel
#

what do you mean with "contact receivers values not being settable now"

#

?

dim cloak
#

They are only 0 or 1, meaning we can't have a float value set to like .2 or .4 with a receiver, nor can we use ints.

#

Unless they fixed that and I missed it.

timber jewel
#

oh

#

I thought we now could use bools and ints

dim cloak
#

We can

#

but ints are kind of useless if you can't set the value lol

#

receivers can only fire 0 (default) or 1 since we can't set them ourselves.

timber jewel
#

oh but we cant select what value the float / int should go to up on activation

dim cloak
#

Exactly

#

Bools will work fine

#

and 0 / 1 floats too

#

but at that point.. just use a bool.

#

so it's like we only have bools now.

timber jewel
#

yeah true

#

have you made a canny for that?

dim cloak
#

I did

#

it's internally tracked

#

Suggested adding in a ui that changes based on parameter type chosen for the receiver.

timber jewel
#

lol, I even upvoted it xD

dim cloak
#

Much appreciated hahah

timber jewel
#

I just forgot I did xD

dim cloak
#

Lol I feel that, has happened to me a few times.

lapis urchin
timber jewel
#

I just noticed that the size of the bone indicator does not get scaled down with the size of the Avatar xD

#

so the bone visualization of my whiskers is bigger than the actual collision radius

steep umbra
timber jewel
#

well, my favorites just vanished

#

@dim cloak I just gave Quest players my Avatar and I still can't see when they manipulate it. :/ I really have no clue why I don't see it.

dim cloak
timber jewel
#

All the other Quest players could see it though

#

just the sync between Quest and PC does not seem to work for some reason

remote tree
#

When will it come out of beta

timber jewel
remote tree
#

When would that be

gilded stream
#

That's impossible to predict.

remote tree
#

Will it be in less than 2months

#

Oh

#

OK nvm

gilded stream
#

Depends on how much more work needs to be done to make it finished, but we don't really know that since we don't work at VRChat.

remote tree
#

It said early 2022 I just thought there was a specific release date if they'd said that

remote tree
#

Ohh ok

#

I'm pretty sure it'll be released soon since they said last breaking change before release

remote tree
timber jewel
grim glacier
remote tree
remote tree
#

On the release date but nvm

tropic sail
remote tree
tropic sail
#

Nobody knows when it's coming out except the devs, and even they probably aren't 100% sure.

remote tree
#

Yeah I know

#

Wait so why are you saying this lmao

tropic sail
#

Because you were rude to DrBlackRat for very specifically answering your question

remote tree
#

Wait where was I being rude

tropic sail
remote tree
#

They helped answer a question about something else yeah

#

But not the thing I originally came here for

#

Scroll up

remote tree
#

Idk about you but I'm not trying to start up an argument or a debate about questions I already have the answers to, sorry

#

If you wanna go back and fourth with me at least take it to the dms, I don't wanna blow up this server

tropic sail
#

If you're really insistent on being so dense:

You said "It said early 2022 I just thought there was a specific release date if they'd said that"

DrBlackRat quoted the devs as saying "Coming to Beta early 2022"

You asked "Also, where does it say this?"

They answered with a screenshot and link.
And then you told them they were unhelpful

remote tree
#

Wait why r u quoting this

#

I know what I said

inner kayak
remote tree
#

Why are you getting so upset about this :,)

inner kayak
#

i like this quote more

#

For discussion of the current Open Beta of VRChat.

remote tree
#

It doesn't really matter anymore I know the answers to what I said already

#

I'm not trying to argue about this pointlessly sorry

#

With that being said is there anything else you wanna say

remote tree
#

Was wondering when open beta would end

#

But ykyk

inner kayak
remote tree
#

Oh sorry about that

raven laurel
#

since this beta isn't perfect i doubt in next 2 weeks it will release maybe later

limber quartz
#

It’ll be released when it’s ready, yes.

timber jewel
#

Maybe even over a month or even longer tbh

#

Avatar Dynamics is such a huge Update so it will take it's time

tender dome
#

avatar dynamics will be real in 5 seconds mblush

sullen elk
glass cloud
#

i just hope they dont delay it like botw 2

#

lmao

tender dome
#

i wonder if they'll add a physbone limiter option like for dynamic bones

#

i know they're more optimized but an ungodly amount of them could still cause issues

bright jungle
#

presumably ye, is there a canny for that yet? o:

timber jewel
#

@dim cloak btw Quest players also don't see when I, or other PC players grab my tail.

timber jewel
#

Btw it also doesn't seem to be specific to the Rexouium, I've just meet someone else with a Rex and they could see when I grab their tail.

#

I'm honestly clueless why it won't work....

remote tree
#

L

dim cloak
hearty ore
#

Hey I got two questions, 1 is it possible to make a anchor in vrc for quest and 2 how can I put lights on my avatars since I seen many quest avatars with lights

small surge
#

⚓ ? world object? quest > no & no , those who has it are older models when there was some sdk that was broken or something

hearty ore
#

Huh, I did see a what looks like a recent avatar of ben with lights and particals

timber jewel
hearty ore
#

Yeah

timber jewel
#

yeah that won't work on quest

#

you would need constrains for that which aren't allowed on Quest

hearty ore
#

I was kinda being a goof and thinkin of how physbones can help do that but welp

brazen kite
#

I need a little help I reverted back to the live version but the game dosent update yet it prompts me to

tender dome
#

uninstall and reinstall

brazen kite
#

I did and it still ask to update

#

I did update later so now it stops asking

#

:)

tender dome
#

:) 👍

muted brook
#

will we be warned before dynamics comes out? Ive been waiting to convert my stuff until all the features get finalized

plucky owl
#

imma just sit here until @tender dome releases those sweet tuts on this dynamics system

tender dome
#

at that point you'll know everything is finalized

grim glacier
#

is there a way to make it so the grabbing can override the max angle? i can't seem to animate the max angle so i can't use tht

proven egret
#

Sorry quick question does anybody know why my vrchat avatar hair keeps clipping through the body and head I added in colliders but they don’t seem to do anything does anybody know what the problem could be i’m making it for quest 2 and I’m using the sdk that comes with phys bones

humble galleon
#

I know with the old dynamic bones you have to declare what colliders interact with them.

#

in the dynamic bone script on the part in question

mortal plume
#

only specify the ones that make sense

#

for example, if you have feet colliders, it does not make sense to add those to the hair physbones/dynbones

raw forge
grim glacier
stone rapids
#

Hey guys. I thought there was a change to allow contact receivers to act as parameter bools instead of needing to be floats?

#

Because when my contact sender interacts with the receiver it won’t work when it is all setup as a bool, only works if it’s setup as a float?

#

Is there something I’m missing here?

#

And before asked, the SDK is up to date

karmic frost
#

i keep getting this error with physbones

mental marsh
#

Imagine imagining how to imagine

karmic frost
karmic frost
karmic frost
#

if anyone can help then msg

obsidian wagon
#

anyone else having some issues with the newest beta sdk?

fallow rock
#

In what way?

obsidian wagon
worldly temple
#

Why do so many people join the avatar dynamics test world without opting in?

#

I'd understand if it just came out and people didn't know, but it tells you right at the spawn and it's been weeks

jovial sedge
#

I'd imagine they just forget they aren't opted in or it's their first time seeing it and they're out of the loop still somehow

clear torrent
dry finch
#

I’m on quest and I’m looking through the app stores vrc page and can’t find the open beta button

timber jewel
muted bloom
#

VRChat could make it just unlisted on live so it’s easier to find beta users?

#

Or somehow flag newly created instances with a build number and only show instances if yours matches

karmic frost
#

So I just thought of the avatars with 2 sets of arms.
Could vrchat make it to where a pair of physbones can attach themselves to act like other bones without being held and it would make them stiff like arms so quest users would be able to see both sets of arms like on the angel dust avatars for pc users they see both sets while quest see 1 set

wet bluff
#

So you want constraints on quest without having constraints on quest?

hearty ore
#

Yes

clear torrent
verbal whale
#

Im seeing a bunch of avatars I can't find anywhere, does anyone know how/where to find them? They have the PhsyBones on them.

bright jungle
#

likely private avatars that people made for themselves, or public avatars that the author's only shared via cloning

#

could search for "physbone" in the worlds menu o:

grim glacier
#

my issue isn't finding beta users it's finding pc users in that world lmao

karmic frost
#

My issue was I didnt even know pc users could go into the beta until yesterday

muted bloom
verbal whale
#

Ah

near grove
#

will there ever be more vrchat badges like a content creator one ect

pure thicket
#

Do we know when it will be out of beta

tender dome
#

nope

humble pulsar
#

It will be out when it’s out ^^

tender dome
#

when its ready ™️

fallow rock
#

I like to think every time someone asks they push it back just a bit further

outer python
#

Ya I agree like someone asks when it will be out and the devs are like k let's push it back 3 more days

floral flint
vestal vigil
#

every time someone asks please just say "we're now pushing the update back ten minutes"

real plinth
astral glade
#

Anyone know how to get Beta on pc?

grim glacier
#

hey does anyone know if in unity it's possible to grab one specific root bone of a physbone component to test it's movements etc when being grabbed?

muted bloom
#

Oh, I missed the "in unity" bit

grim glacier
#

is that possible then?

hollow hatch
astral glade
#

THANK YOU OMG your my savior

grim glacier
limber quartz
#

@lyric ocean There we go.

lyric ocean
#

like if you go to view contacts mode they never detach but the colliders do its weird

#

and it seems to happen to every avatar i tested witch wasent alot but havent found one yet that dosent have the bug so its as far as i can tell nothing to do with the avatar

limber quartz
#

The contacts are the capsules in your fingers and hands.

#

Those were detaching, and only those for me

#

The collider (used to grab physbones) was fine for me.

lyric ocean
#

i call them coliders as in the ones that can interact with the physbones collision

limber quartz
#

I did at first, but is more correct to refer to them as contacts as that's their actual term.

lyric ocean
#

ya normally there basically the same but for some reason only one half fails

#

it seems like a initialization issue idk

#

likly to be fixed next update hopefully as its like the biggest bug this update

shrewd estuary
#

yay sdk fix

tender dome
#

pog

bright jungle
#

sdk pog

winter dragon
supple void
#

Woo, thanks for the upload fix.

bright jungle
#

also sipp chat mod pog!

shrewd estuary
#

what the fuck sippbox youre purple

#

lean monster

dusky haven
#

One of us

#

One of us

tender dome
#

im thanos roleplaying

shrewd estuary
#

chat alive

wooden mauve
#

Nice!

winter dragon
#

snaps da sippbox

stoic violet
#

Is there any general timeframe for how long the updates stay in beta for? I have an avatar that I set up with avatar dynamics and friends who refuse to go into the beta so I'm waiting for it to release lol

tender dome
#

ow

stoic violet
#

I saw that 😳

#

Okay

#

Thanks

tender dome
shrewd estuary
tender dome
#

they just come out when theyre ready

winter dragon
shrewd estuary
#

certified ⭐ moment

plucky owl
#

yo sippbox is mod

stoic violet
#

That's okay though

shrewd estuary
#

no

stoic violet
#

I'm just gonna suffer

tender dome
shrewd estuary
#

there's no eta

stoic violet
#

And keep nagging them periodically

winter dragon
#

type frame is when it comes out 😄

flat patrol
#

I troll the chat too much to be a mod

stoic violet
#

Yeah ik now

#

But yeah

#

It sucks lol

tender dome
#

everytime you nag them, it gets delayed by an extra week

stoic violet
#

Me not nagging anyone 😎

hazy linden
#

It's honestly good that this beta is taking a while. Far too many vrc betas in the past ended prematurely without fixing issues

stoic violet
#

I meant my friends lol

#

I don't want people thinking I'm saying "WHEN UPDATE???? GONNA NAG DEVS :))))"

I was purely just asking whether a timeframe existed so yes or no, and I was just joking about nagging my friends to install the beta periodically

#

Which I'm confused about them not doing but oh well

winter dragon
#

easy make new friends in da beta 😄

stoic violet
#

God I wish

shrewd estuary
#

because of how many people have asked devs for release dates on the beta it has now been pushed back to 2023

stoic violet
#

Good

#

Refine it more

#

Gottem

winter dragon
#

no it's been pushed back to 2077

stoic violet
#

I'm really happy with it being in beta at all I'm just confused why they won't get it even though we only play in our circle of 3 people lol

#

It could stay like that for as long as it wants for all I'm bothered if they'd just install it

#

I'm gonna go back to the beta and wander around random empty worlds like that one meme of the guy waiting in 3 different places

daring hatch
# shrewd estuary

that’s gotta be a lie in there most recent update they state that the most recent update will probably be the last

shrewd estuary
#

(its a joke lul)

stoic violet
#

Bruh

#

Typos

daring hatch
sullen elk
#

It’ll most likely be the last wha?

bright jungle
#

this update is not the last update lol

carmine snow
#

When is live build release

tender dome
carmine snow
#

I see

mortal plume
#

since when are you a chat mod?

#

that's new lol

tender dome
#

as of about a half hour ago

floral flint
tender dome
mortal plume
#

niceu 👌

humble pulsar
#

Hey congrats sippbox! I enjoy watching your stuff on YouTube as well ^^

molten cobalt
#

congratulations on the promotion

tender dome
steep umbra
#

Still having issues with publishing an avatar. No errors at all, using the new SDK, and imported the model to a new project to test.
TL;DR:
When uploading -
The image, name and description is updated,
But the published model doesn't change.

I've opened a new project and imported the SDK, then replaced the one in my main project, still to no avail.

lapis sorrel
#

Hi, just wondering if the new avatar SDK is just for the beta, or will avatars I make now, work when the dynamics update publicly releases?

shrewd estuary
#

(as the live branch literally doesnt have it lol)

#

u should be able to use ur stuff on the live branch it just wont have the dynamics stuff

lapis sorrel
#

but do we have confirmation that beta content will work outside the beta when the update releases for public physics bones?

shrewd estuary
#

this is the beta for avatar dynamics, so yes, avatar dynamics content will work when avatar dynamics goes out.

lapis sorrel
#

alright thanks, just wasnt sure if I should full send my personal avatar yet.

mortal plume
#

I would make a copy of it

#

if you convert all of your dynamic bones to phys bones, that won't work in Live

lapis sorrel
#

Im aware, and thanks for for any advice. I tend to keep backups in case I break the model during new revisions.

ripe prism
worn roost
#

Its probably coming out in 2022