#open-beta-discussion

19 messages · Page 19 of 1

timber jewel
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You can also put in an end point without needing an extra transform (empty object)

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That's what the Endpoint Position is there for

mortal plume
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it'll behave the same way though

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it's just easier to add a bone

timber jewel
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Yeah

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But you avatar will have one more bone and one more Phys Bone transform in your Performance ranking :p

mortal plume
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adding an endpoint is still going to add an extra transform

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there's no difference between a bone and an empty object in unity

timber jewel
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Ik, but I wasn't sure if it's also counted for your performance ranking

timber jewel
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@floral barn I feel like this could create a few problems for bone chains

floral barn
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why?

timber jewel
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not really a big problem though

floral barn
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so don't use it on bone chains

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I'm suggesting it as an option

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I've only wanted it on chains one bone long

timber jewel
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okay yeah that's an valid point

turbid saffron
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I wonder if a skip root function would be good for tidying up messes.

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So if someone has a root bone set for everything that's null and needs things to ignore that.

timber jewel
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just set the bone after that as the root then?

turbid saffron
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More of a weird not-optimization hack.

floral barn
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I'm not positive, but I think that would mean less data but not less calculations, and the latter is the only real bottleneck

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is this a known problem with building on android in the beta?

timber jewel
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I have not seen that before

floral barn
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the descriptor doesn't look like it's working right either

timber jewel
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I think your SDK is a bit broken

floral barn
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agreed, but why/how

timber jewel
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idk honestly

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have you tried re importing it?

floral barn
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will try importing it in android mode in a bit...

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what is that bit about "animations: male", anyway?

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I've never noticed that in the proper editor, is that a thing that can be set?

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bizarre -- just switched back to Android again and this time it's fine. weird fluke

timber jewel
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weird

steep umbra
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How fix?

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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>

floral barn
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I got something like that; I deleted the SDK completely and reinstalled the latest one

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but bear in mind that might erase all your components (I didn't try)

steep umbra
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I've done that over 20 times in the last week, and I'm not exaggerating

floral barn
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no idea then, sorry

bright jungle
steep umbra
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They are imported, updating now

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But if a subversion on my maths was breaking all of it; I'm gonna break shit

timber jewel
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and? was it that?

steep umbra
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Testing the upload now

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Actually fucking fuming

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Gimme the servers

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I have gods work to do

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@bright jungle DM me

bright jungle
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would probably get more/better answers by asking here lol

steep umbra
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You were right

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So DM me

timber jewel
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lol

mossy python
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I’ve had it happen my fair share of times. It’s been happening less in recent times however

slow moss
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Is there a live release date yet?

timber jewel
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nope

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but a lot of people hope for next week

mossy python
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The answer is likely soon™️

slow moss
mossy python
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No

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That’s why I said soon™️

silver ledge
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me already crying in the number of avatars i will have to update

timber jewel
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I would have fun doing that ngl xD

silver ledge
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but good job to the vrc team to make the physbones pretty easy to use and converting not too difficult 👍

warm cedar
humble pulsar
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Yeah it’s really good to use

warm cedar
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Oh I am slow that message wasn't read, woops

humble pulsar
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I still have old SDK 2 avatars uploaded which are lost to time so I won’t be ever be able to update them lol

silver ledge
timber jewel
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It's funny how the Dynamic Bone script is basically just everything in a list without any organisation or documentation

warm cedar
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that's most C# scripts

timber jewel
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Phys Bones are so organised in comparison

silver ledge
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thats true, also limiting angles as well as pickable multiple child bones behaviour eliminates weird graphs, so well thought out 👍

sullen elk
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I love how many things in Phys Bones came with tooltips to describe how things work

timber jewel
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yeah it's really great

molten cobalt
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the vrchat team would be well aware of how many people would be looking at their code compared to the dynamic bones developer

stable wagon
small surge
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updated 60issh, have both old dynbones/phys , didnt use the autoconvert it was abit bleh having to set isanimated off constantly

reef vault
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I'm on oculus quest 2 with oculus link, but I switched vrchat mode from the beta to the live version, game crashes when loading in

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Is that issue still a thing?

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I heard something about this a while back where switching the beta can mess things up

timber jewel
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Just wondering, but is it planed to completely remove dynamic bones and force auto conversion at some point in the future?

hazy linden
timber jewel
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well, I really should have just looked at the docs xD

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Btw the Minimum Displayed Performance Rank is missing the info of what happens when you have to many Phys Bones.
https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system#minimum-displayed-performance-rank

near grove
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That's all that would need to be said

bright jungle
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that's conjecture though, not definitively sure if it's the same for physbones

swift prism
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does the DynBone > PhysBone converter not convert colliders yet?

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I’m still using regular Dynamic Bones to keep feature parity with stable for now but I noticed that hair-brushing didn’t quite work on beta.

sour epoch
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it should, even inside colliders

swift prism
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regular dynbones auto-converted just fine, but colliders didn’t

sour epoch
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odd, that's worth investigating. anything odd about them?

swift prism
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nothing unusual: colliders on each hand and dynamic bones at each hair group, breasts, and skirt

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(to be specific, the colliders are set on the index fingertips)

sour epoch
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oh, maybe those get replaced by the built in colliders? I could see that being a thing

swift prism
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imo, using a one-size-fits-all solution for adding colliders sounds like a really bad idea in a game heavily reliant on user-generated content

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and I know it wasn’t working because my hand was clipping deep inside my hair and not a single strand was disturbed

sour epoch
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sounds broken one way or another

swift prism
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it works on stable

sour epoch
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usually the built in finger colliders are pretty good

slender ocean
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make sure the bones you want to interact with have a radius > 0

sour epoch
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maybe the old colliders are interfering with the process of adding built in colliders. I wonder what happens if you just remove them

slender ocean
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yeah, physbone

swift prism
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dynamic bones don’t have radius parameters

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afaik

sour epoch
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yes they do

slender ocean
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they always have, and so do physbones

swift prism
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it works fine on stable

slender ocean
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difference is, physbones cant be bopped if radius is zero, dynbones can (but can be hard to hit the tiny colliders)

sour epoch
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but if you don't set it then the collision wouldn't have worked even in DB

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I think

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is that wrong?

swift prism
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i didn’t even know dynamic bones had a radius parameter to begin with

sour epoch
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is it 0 on your bones?

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If that works in DB then PB should add that too. I haven't heard anyone bring it up yet

slender ocean
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I dunno I think its useful to be able disable collision on a per-bone basis by controlling the radius with a curve, though perhaps auto-converted bones should be limited to 0.001 or something at minimum

swift prism
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@slender ocean @sour epoch They’re all 0.

slender ocean
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well then that would be why you cant interact with them

swift prism
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submitted the bug report

timber jewel
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There is already a canny about that

timber jewel
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I feel like the Contact Count performance stats aren't working, I have 2 Contact Receivers and one Contact Sender

warm cedar
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Enjoy it while it lasts, before you know it you'll be very poor

timber jewel
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I have 3 Contacts, I think I'm fine xD

warm cedar
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NO

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YOU ARE NEVER SAFE!

Very poor! no fun allowed!

timber jewel
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I am actually Very Poor anyway xD
So I don't think it matters that much lmao

eternal pawn
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So how do I get the open bets vrchat for oculus like so I can see the fizz bones

upper mountain
eternal pawn
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I'm a little lost cause I do have the open beta just dont see where I can activate the physbones

timber jewel
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This is how it looks in VRChat

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and that's how it looks in Unity

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and also how it should be

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any ideas why it's moved forward ingame?

mossy python
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Might be because there’s also a physbone component in the same object

timber jewel
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that's not the problem, works fine on my Avatar (Phys Bone is used to grab the bat with the left hand)

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The scaling seemed a bit weird, so I changed that

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(uploading right now to see if it fixed it)

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and that wasn't it....

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I'm clueless

timber jewel
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using a different baseball bat it now works

fallow rock
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ah yes, the edge falling. I get this a lot in the minesweeper world on Live

silver ledge
timber jewel
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I haven't experienced this with my Avatar, probably because I use locomotionfix lite

silver ledge
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Yeah, it has this detection built in

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to explain it shortly: that detection is basically looking out if grounded switches from false to true and sends itself into a roughly 1 second cooldown. if grounded becomes false within that cooldown, the cooldown will get reset and the check begins anew. Only if one has grounded = true for more than one second, it will allow a jumping animation to play

olive hare
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For some reason I'm missing a Values option, can someone help me out?

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I'm using the most recent beta

warm cedar
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it sends out the necesarry value to the parameter.

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If it's a boolean, it will send it out as is, same with int or float

olive hare
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WDYM? So if my Parameter is an int/bool/float it will work without that box?

warm cedar
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Yep!

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just remember to spell both correctly

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Practically place the parameter in the "parameter" box, and you're ready to go

olive hare
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Well, that's another issue, I have both my parameter set the exact same (via control c/v) and I get an error saying the Parameter is not found.

warm cedar
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Is it on your animator?

olive hare
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Yep

warm cedar
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well can you show the error message?

olive hare
warm cedar
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Could you also show your contact with it filled in, and the animation parameters? Let's make sure everything is okay here

olive hare
warm cedar
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Well have you placed the controller in the anination component on the avatar?

olive hare
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The controller or the FX? because Bow_Toggle is a Toggle Prop

warm cedar
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Fx

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Fx on the animator component on the avatar, otherwise unity doesn't know where to look

olive hare
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or like this?

warm cedar
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Yes

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2nd

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The first is for vrchat, the second for unity testing

olive hare
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I'm still getting the error

warm cedar
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Well that is odd

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Does it also not work? because I'd recommend to test the functionality tol as it's a warning

olive hare
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it did not work

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Well Skeleton_Pull is connected to an animation (not an immediate change), would that be a problem?

warm cedar
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Not to my knowledge, it should work if it's set on the contact and the animator

olive hare
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is there anything that relates to collisions that should be in my avatar?

warm cedar
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Nope, this error has to do with the animator

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well, it's actually a warning

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Warnings: 🟨
Error: 🟥

olive hare
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yea

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Wait should I have a separate controller for the avatar itself? Because I'm currently using the FX for the animator

warm cedar
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The fx is the animator

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Unity will look for the parameter on the animator of the avatar

olive hare
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so having both the animator and the FX base as the FXController is fine?

mortal plume
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why would you do that though

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the one in the Animator gets replaced at runtime

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you only need to put something there for testing purposes

olive hare
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Oh

timber jewel
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you can use the AVatar 3.0 Emulator to also test stuff out

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really usefull

olive hare
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I've got that installed

timber jewel
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have you enabled it?

olive hare
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I think I'm using a different one- lyuma's

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wait nvm

sand vale
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Is there a way for me to test contact receivers with avatar 3.0 emulator?

timber jewel
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Just make a contact sender and give it a custom tag

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Is mouse speed based on frame rate again?

mighty glacier
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could anyone tell me what is this?

floral flint
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That should be the pickup script

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Unsure how you got to that point

timber jewel
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what is the Test Marker for btw?

timber jewel
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ah okay, thx ^^

mighty glacier
small surge
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openbeta sdk has a bunch of stuff im not sure should be there

floral flint
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It might be containing stuff from the world jam SDK

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If anyone can make a canny about it that'd be cool

mighty glacier
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ahh ok

open kite
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The Emulator broke in the most recent SDK update due to changes in Contact behavior

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Unfortunately the Emulator has not been updated yet

timber jewel
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it still works for me

open kite
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The Emulator works, but it cant emulate Contacts anymore

timber jewel
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ohhhh

small surge
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2.9.7 works? ive used it for some days

sand vale
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Anyone know why the default state on this animator seems to stick around longer than it should? https://files.catbox.moe/uojh6s.mp4
Here's what it looks like, and what I have the transitions set to.

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Entry and Exit aren't set to loop, Default is

sour epoch
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disable exit time

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even when set to 0, it'll still have to wait for the end of the animation

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er, well, you don't have any conditions so you can't disable exit time... I'm confused, do you not want exit time?

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well anyway, whatever transition in this process that does have a condition, if it does have exit time, disable it

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not seeing all your transitions so can't say for sure though

sand vale
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Ah, it might just be saing that since they're all selected... Transition from Default to Entry activates when the parameter NoseBoop is set to 1, transition from Entry to Exit activates when NoseBoop is set to 0, and transition from Exit to Default has no condition, just waits for the animation to finish

sour epoch
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you can select multiple transitions at once but they'll all show up in that list top right and only the one that is highlighted will show up in the inspector

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you cannot edit multiple transitions at once

sand vale
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Ah, gotcha

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I'll disable exit time and see how that works

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Something else I want to do is maybe set up interruptions or something so that it holds up if someone taps my nose quickly. Should I just make a transition from Exit to Entry that activates when NoseBoop's set to 1?

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Oh, seems like it already works fine when that's being done. Nevermind

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Thanks for the help Phase, I appreciate it

open kite
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Like, it works, its just Contacts that cant be Emulated anymore on the recent SDK

timber jewel
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aka they can't drive the parameters anymore I would guess

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since that's what got changed

small surge
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This is the newest sdk, were using it earlier

timber jewel
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They work if you use floats for contacts I think

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cause it didn't work with bools for me

open kite
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Yeah something like that

small surge
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ah bools no mine are floats

timber jewel
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(in editor)

open kite
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Its weird

small surge
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can test it again tho, pretty sure they work fine

open kite
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Then youd be the first person I know that it still works for

timber jewel
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and the emulator doesn't know that

austere quail
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out of curiosity, when would you want the new Momentum in advanced mode to be different than 1?

slow moss
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So, is the new SDK up for the AD beta?

hollow hatch
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The Avatar Dynamics Beta has been up for weeks

slow moss
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The SDK?

timber jewel
slow moss
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Ah, well tbh, right now the SDK is not a big deal for me

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I'm currently working on making avatars

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I just need a teacher

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Because that's how I learn best (:

timber jewel
slow moss
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Sorry

timber jewel
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This channel is for discussion about Avatar Dynamics, so Phys Bones, Contacts and so on.

slow moss
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I understand

hollow hatch
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If you need help specifically for those, that is what this channel is kind of for, but general avatar creation is in the channels DrBlackRat shared

timber jewel
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Yup

slow moss
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Ok

lost frost
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Where do I join the avatar dynamics beta

hollow hatch
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#open-beta-info for how to get the beta client, read all of the information before you do

pine dune
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where do I find avatars that can work w this beta ?

hollow hatch
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Likely only used by people who do their own avatars and are testing, or in the world created by VRChat specifically for testing avatars. I can't remember the name, probably something with Physbones or Avatar Dynamics in the name

pine dune
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Thank you

sullen elk
verbal scaffold
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I can't seem to switch from Beta to Live on the quest version of vrchat.

bright jungle
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you can thank Meta for that lol - try switching to the Live branch, then reinstalling the game

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If that doesn't work, wait a couple hours before reinstalling

verbal scaffold
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well I am already on Live for my pc-version, just can't seem to find where to switch back, unless it's linked to the account.
Note that I never switched to beta for quest version, which means that it was likely account-linked, since the last time I used quest was last year.

bright jungle
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It's not account linked afaik vrcCatThink
check the top of #open-beta-info for instructions on how to opt in/out of the beta

echo harbor
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Is it known if theres an issue with the latest beta SDK where, if you toggle -any- float parameter, you simply freeze in place for everyone else in the world? You can freely move around from your perspective. But upon exiting the parameter, you simply teleport from everyone elses perspective but your own to where you currently stand? Because currently that happens for me lol

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I do not know if this is somehow localized for me, but it happened over several worlds. It's rather odd.

My current SDK version is: 2022.04.14.17.35

carmine moat
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Hey, i have a question about the Contacts parameter's called "Local Only",
on the doc they only say "Limit this contact to only work on the local client." does it mean it will only work for the one who interract with it or only for me ?

hazy linden
sullen elk
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But if you have the local that changes a synced parameter, the network sync will have the parameter eventually match up as far as I’m aware

carmine moat
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okay thanks, so there's no way to make a contact that will only work for the one that clicked on it ?
for example:
i want to make a contact that do a funny thing when you click on it but only and only for the one who clicked on it and no one else

hazy linden
carmine moat
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no, i'm asking if there's a way to do that ?

hazy linden
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That's what I was responding to yes. I'm not sure if there is a way at all

carmine moat
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because if the contact local is only for the local avatar and not the remote it wont work

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okay

sullen elk
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Depends on what you’re trying, the closest you can get is an effect that happens in a very tiny radius.
Otherwise you’d need to go down some pretty advanced paths to get an exclusive person effect

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You can make it so that you specifically don’t see it using the IsLocal native parameter

carmine moat
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the fact that i see it or not is not an issue, the real issue is that i want only a specific person to be able to see it

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and not everyone

carmine moat
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also, is it me or even with that "momentum" parameter there's still no real momentum in physics bones... i tried as much as i can to make a rope like object with/
pull : 0
momentum : 1
Stiffness : 0
immobile : 0
gravity : 0.01
gravity falloff : 0

it just keep wobble back and forth infinitely (for a really long time it seem to stop after a longwhile) without going in rest pose like a rope will do or like dynamic bones did...

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it seems putting a little stiffness works but it seem like there's something else that also make the momentum not working correctly, like if i remove gravity and remove the stiffness to there's still something that make it stop even if there's no force to make it stop rotating

winged hamlet
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Hey dose anyone know the name of the world where all betas hang out?

sullen elk
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That's because Pull is how much the chain wants to go back to its rest pose.

carmine moat
fallow rock
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Pull would try to return it to the default orientation like a spring whereas for something like a rope I would drop the momentum from 1 and give a little bit of stiffness

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I'm just playing with it now. I'm on 0, 0.95, 0.01, 0, 0.01, 0 just trying that out with collisions

carmine moat
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exactly what i did and it works... but if i try without gravity it doesn't works as intended.
if you put everything to 0 except momentum to 1 and compare to what dynamic bone do with everything on 0 it doesn"t do the same thing as it should.
if you take something that have 0 resistance and make it rotate in space, it will rotate indefinitely (the result you get with DB)
but with physics bone it stops after a few second like if there's a phantom friction somewhere

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by activating the debug menu and forcing momentum to 100000 it fixed it but it still seem stoping slowly and acting weirdly

timber jewel
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when I put everything at 0, but momentum at 0, it spins around fine, but as you said it get's slower over time

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as if there would be friction

carmine moat
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exactly that's not a big issue but it's there and it is not normal

timber jewel
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yeah probably not a big issue (idk any reason you would want something to spin all the time and use a dynamic bone for it), but if you want, you could still make a canny for it

carmine moat
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it's for a sphere that i can spin around my hand like the sphere with songs and springjoint that everyone use, but i want to use physbone to make anyone able to grab it

timber jewel
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would you need it to spin around all the time?

carmine moat
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but i found another solution so it's fine i just wanted to make everyone aware of this issue

carmine moat
carmine moat
# timber jewel what's the solution?

using a spring joint that move a really stiff physbone attached to the sphere so anyone can grab it but it won't do that slap-back i wanted when you release it

timber jewel
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btw what would be the way to make it spin with dynamic bones?

carmine moat
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everything to 0

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if you put everything to 0 there's no force at all so it keep it momentum

timber jewel
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it also get's slower for me, at least Iit looks like it does

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yeah it does get slower too

carmine moat
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yeah but not at the same way and it feel like it stop slowing at some point

timber jewel
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but it takes more time

carmine moat
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yup

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you can have the same result with momentum to 1000000000 in debug mode

timber jewel
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how would you even put it at 100000? xD

carmine moat
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in debug mode

timber jewel
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interesting

carmine moat
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it's called spring in debug

timber jewel
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that's probably worth to make a canny for xD

carmine moat
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but even with momentum to 100000 you will see it doesn't work the same way as DB at all and the more bone you have the worse it gets

timber jewel
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lol, they actually get slower really similar xD

carmine moat
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ok with momentum > 1 and gravity unity crash XD

timber jewel
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it's just that phys bones move around a whole lot why doing so

timber jewel
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I got them to behave really similar @carmine moat, you wanna see?

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the look mostly the same

carmine moat
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me to i just put some stiffness for the last bones and it works well enough

timber jewel
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I used immobile

carmine moat
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okay i see it works too hehe

timber jewel
carmine moat
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yeah but with immobile that strong it will be completely stiff no ?

timber jewel
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you can also use lower immobile values

carmine moat
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yup

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okay so now there's only one issue i need to fix and it seem not possible... transform animation of physic bones XD

timber jewel
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just check IsAnimated lol

carmine moat
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not really

timber jewel
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wdym?

carmine moat
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can we vocal together it will be easier to show x3

timber jewel
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sure

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just call me when you are ready

carmine moat
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yup

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i just setup an animation to show you

carmine moat
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so there's an issue with the animation of physic bones, the animation of a transform wouldn't work if your phys bone don't have a pull parameter > 0.
here's my canny about it

sand vale
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Is there a way to test/move physbones with my mouse in the editor?

warm cedar
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Yes, use a camera and tag it as "Main camera"

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then press play

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You can also translate (move) the avatar in the scene view, to test physbones

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(While in play mode)

vestal vigil
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will you be able to grab players by moving their root bone as a physbone?

timber jewel
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idk try it out xD

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Moving your whole Avatar might be hard, but you could make it so people could rotate you xD

limber quartz
timber jewel
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hm I never really go below 60 in desktop, so it's hard to test

raven laurel
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you can always set limit in launch options tho

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then test it

timber jewel
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true

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I forgot about that

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interesting, it seem to only effect your turn speed when you have those higher frame rates

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updated the canny post

turbid saffron
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This regression is back?

near grove
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If open beta could be on the same network as live then that would be fun to be able to play with friends that can’t go on open beta bc they don’t want to and stuff.

timber jewel
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it would also probably create a tone of problems

near grove
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Yeah

limber quartz
#

Speaking of regressions, seems very likely there could be some performance regressions as well. During CM the other day, I came across some nasty hitches I've never really encountered during CM before. Was also our first time being able to test the current AD OB in an 80 player instance as well. Previously we had to hold off on it due to the audio bug that was rampant on it, but thankfully the audio issue seems to have been resolved as I hadn't come across it at all during the meetup aside from one minor instance where it popped for like a small moment.

Performance regression I was talking about.

near grove
timber jewel
#

so far it has been good xD

near grove
#

Lol 😂

#

Life feels quick I felt like I was 4 years old just yesterday lol 😂

limber quartz
timber jewel
near grove
#

From me going from 4 years old to 15 it was a crazy journey

#

I wonder when physbones will be in the live version

#

I’m excited for it

hazy linden
timber jewel
#

hmmmm

#

someone should probably open a canny

hazy linden
#

Yeah, I was thinking of making one soon if no one else does

near grove
#

The bad thing that would come out from physbones being in the live version would be nsfw avatars

hazy linden
#

But right now Im making one for a seperate bug where collision checks dont get counted correctly if a collider is used by more than 1 component

limber quartz
timber jewel
near grove
#

But overall I think physbones would be great bc of hair movements and etc

timber jewel
#

this has nothing to do with the topic of this conversation

jovial sedge
#

Block and report people doing stuff they shouldn't be lol

near grove
#

😂

jovial sedge
#

Why gate a feature off for something like that

#

especially considering Quest might have less dumpsterfire performance with physbones :^)

jovial sedge
#

Quest already struggles with fps

near grove
#

Doesn’t vrchat cap at 30 fps??

#

For quest

shrewd estuary
#

no

near grove
#

Hmm

shrewd estuary
#

it's the unoptimized content that's dragging it down to that

hazy linden
#

Vrc caps at whatever fps the headset supports. For quest, that's 72 fps in general.
Just vrc can be an intense game because of the user content, so it usually doesnt reach that

near grove
#

There is a possible way to allow it to always cap at 72 fps but the side effects can cause damage

hazy linden
near grove
#

The storage can affect your vrchat fps most of the time

#

Also I normally turn off 120 fps cap and it works a good amount of the time

#

Sometimes when I use or have avatars that have a really high amount of mb I sometimes remove them or don’t use them so my fps drops

#

The higher the mb can cause your game to sometimes lag

hazy linden
near grove
#

I just figured this out lol

timber jewel
#

oh gosh unity in light mode

hazy linden
#

I know, im a monster

timber jewel
#

as long as you don't use discord in light mode everything is fine

hazy linden
#

I dont, thank god

#

For some reason, unity is like the only program I like in light mode

timber jewel
#

I'm honestly surprised by how many new cannys were made for 1188, I really didn't expect so many new problems to come up.

last viper
#

Big changes cause big issues

hazy linden
#

I would bet it's not new problems mostly, it's just people reacting to the news of a release candidate being potentially soon ™️. So it's a rush to get bugs reported

timber jewel
#

yeah, it's mostly old issues which were just now discovered

timber jewel
#

she is not

#

I am though xD

wet bluff
#

also wait, his cpu is thermal throttling at 32% usage vrcJamieVatarga

muted brook
#

ouch

wet bluff
#

fpsVR do make it easy though

reef vault
timber jewel
#

not really, it's just a tool to measure your performance

wet bluff
#

yes, it has a windows 11 section that ensures your currently running games are focused, so they are prioritized by windows scheduler

wet bluff
limber quartz
timber jewel
#

oh fuck I'm sorry

#

I forgot

wet bluff
#

i forgor 💀

#

but ya if you minimize steamvr or vrchat you will see your cpu frame times slowly get larger until you crash

#

not fun

#

but @limber quartz it looks like you don't have good enough cooling on your cpu... is it a beefy laptop?

small surge
#

Might wanna do something about that temp, its definatly throttling 100c isnt healthy

wet bluff
#

Hopefully not; not much you can do to cool a laptop

limber quartz
small surge
#

very similar to my pc except half the temp

wet bluff
#

ayy it's an ez fix

#

that's gonna be satisfying, getting all those frames back just with some thermal paste

hazy linden
#

It'll only help so much. The issue wasnt the throttling necessarily, it was this beta performing much worse compared to live.

limber quartz
#

☝️

#

I usually don't have these kinds of perf issues during a hard capped instance.

hazy linden
#

Even with the potential thermal paste/seating issues, she only noticed the throttling issues on this beta. If previous meetups were causing them, then I assume she would have noticed

limber quartz
#

I've alerted our residential benchmarker (@/Table) about the issue. Only problem is trying to organize a large group like that again and they were unsure if updates would be hold off on anything by next meetup. 🤔

wet bluff
#

ya I'm not too surprised large lobbies suffer from lag; with everyone being able to collide with everyone, that's a CPU nightmare

limber quartz
#

Mmmmh, but getting hitches like that is not common at all for me.

#

I've gone to Loner instances before and performed better then that.

hazy linden
wet bluff
#

hmm, so I haven't messed with PB with others very much yet, is there an option to disable seeing interactions between other people?

hazy linden
#

Yes, there's a button on the launch pad of the quick menu to just pause all interactions, even your own.

wet bluff
#

oh ok, so that button disables ALL interactions

#

cool

#

ya then I believe yall; would not be the first time we've seen random performance loss lol

hazy linden
#

Yeah, we'll have to see what it is.
It's kinda weird since the OSC beta also had a similar, but not as bad, performance regression that was fixed before it got pushed to live. And now we're having another performance regression with this beta

silver ledge
hazy linden
limber quartz
wet bluff
#

what was the average performance rank of that meetup?

hazy linden
#

Meetups require medium or better

wet bluff
#

ok ya that's definitely not normal lag lol

silver ledge
wet bluff
#

other people have been noticing worse performance though, so it's definitely not just sal

#

sal just had it bad in that video

limber quartz
#

A few people in the meetup discord brought it up as well.

silver ledge
#

well xD guess the only option to properly test that is to have such a full lobby again. Or once they push it to live some events will test it out naturally

timber jewel
#

or for the devs to do some testing

limber quartz
wheat fjord
#

For some reason a physbone that was working prior to the two last updates doesn't work with the same settings as before

#

it doesn't move at all

#

It's strange cause it moves in unity

timber jewel
#

are you using the latest SDK?

wheat fjord
#

Yes

timber jewel
#

what are the Phys Bone settings?

wheat fjord
#

gotta double check one sec

#

.7 on pull

#

.1 on spring

timber jewel
#

just send a screenshot xD

wheat fjord
timber jewel
#

do they not move when they have collision or when you move?

#

or both

wheat fjord
#

they were moving before now they don't. It's not suppossed to collide but it doesn't even if I set it on or not

timber jewel
#

hm

#

they don't even move a tiny bit?

wheat fjord
#

not even a bit, I alter the settings and nothing happens no matter what I change

timber jewel
#

so they move in unity but not in VRChat it self?

wheat fjord
#

They move in unity the same with way no matter what setttings I use but in vrc I get nothing no matter what

timber jewel
#

hm

#

are they shown when you turn on the overlay?

#

ingame

wheat fjord
#

it shows the phys bone there but it doesn't move

timber jewel
#

that's really weird

#

I mean your immobile is kinda high, but it should still move at least a little bit

small surge
#

immobile is abit high, try it very low see if they move

wheat fjord
#

I set it at 0

#

same result

#

those were the settings it worked at before

timber jewel
#

can you show us the hierarchy?

wheat fjord
#

Its a single bone

#

I can't show the hieararchy but it is a single bone

timber jewel
#

well, that's why it doesn't move then

wheat fjord
#

doesn't matter whether a endpoint is specified though

#

I've already tried making an endpoint

#

still get the same result

#

It never needed an endpoint before

timber jewel
#

how does the bone show up in scene view?

wheat fjord
#

as a capsule with the blue bellshaped angle at the bottom

timber jewel
#

hm

#

could you still send a screenshot please?

#

what is it attached to?

#

/ what should it move?

wheat fjord
#

it's attached to a mesh with bones, object isn't turned on because it uses constaints, getting it to show in unity is a pain

timber jewel
#

hm okay

#

just out of curiosity, when you turn on the Phys Bone overlay in game, the blue collision capsule and the white line in the middle are completely static?

wheat fjord
#

yes they do not move

timber jewel
#

hm okay, then I'm kinda clueless ngl

#

is the bone animated?

wheat fjord
timber jewel
#

then I have 0 ideas left

#

One thing, have you tried removing the script and adding a completely new one?

wheat fjord
#

yes

timber jewel
#

hm, maybe someone else has any ideas?

wheat fjord
#

will it not move at all if animated?

timber jewel
#

the bone transform or the PhysBone script?

wheat fjord
#

physbone, if I am turning on the physbone script with an animation

timber jewel
#

if you want to animate the bone transform you need to enable Is Animated, the Phys Bone script it self sadly can't be animated :/

timber jewel
wheat fjord
#

do I need to check isanimated for that

timber jewel
#

just animating the values it self wont work

#

nope

#

Is Animated is really just there if you want to animate the bone position aka the transform

wheat fjord
#

then this still makes no sense

timber jewel
#

yeah I really have no clue why tf it isn't working

#

for you

wheat fjord
#

Yeah even tried making extra game object, changing parenting. It will not move no matter what

#

I have a similar object also uses contraints it moves just fine

#

Hierarchy is also the same with this object too

hazy geode
#

I have a dieing feeling

#

that

#

the update is going to be out starting from here to the end of this week.

#

Just a guess.

wheat fjord
#

Gotta be a release candidate first

muted bloom
#

The release candidate usually doesn’t last more than a day

timber jewel
#

yup

#

depends on how good it works

warm cedar
wind talon
#

Most (if not all) other profiling has shown a pretty massive reduction in frametime with PB

acoustic meteor
#

Just realized tupper said it isn't exactly a release candidate so now I have to really prepare my avatars for physbones.

wind talon
#

I've had an avatar dynamics branch on my avatar project git that I've been working off of lol

timber jewel
#

Hm weird, other people also said they felled like the performance was worse though vrcCatThink

wind talon
#

To be blunt, "people said X" isn't enough to override months of profiling. :V

acoustic meteor
#

I should really backup the open beta so I can swap between the installs easier. I have so many avatars to work on.

wind talon
#

Just use git

timber jewel
#

yup, git is great

warm cedar
#

Sorry to go off topic but I fixed all my cherubs! (yaay)

acoustic meteor
#

I will try to use git at some point.

wind talon
#

github desktop makes it a ton easier. You don't have to upload, just keep the repo local (but back up your drive in other ways, like backblaze)

#

make commits any time you make major changes, branch off for betas, merge in changes you want to keep from betas, etc etc.

timber jewel
acoustic meteor
#

^

sullen elk
#

My performance has been fine for all of my avatar dynamics testing.
But also there isn't enough PC players to test with to really see.

topaz void
#

mhmm

warm cedar
#

y'know the ones, 400+ mat slots, 8 skinned mesh renderers, etc

#

Had a lot of simulated hair and accesories, I enabled it and dropped nearly 40 frames!

sullen elk
#

Hm. I'm imagining it was one of those native 2000-4000 DB collision check models that exploded on conversion because of addition of hands and fingers.
Those are the types of avatars I'll have burned in the barrel of hidden avatars.

warm cedar
#

Meh I've warned enough creators, if someone's avi crashes entire lobbies and they're too lazy to fix it it's more or less their own issue.

topaz void
#

truee

sullen elk
#

They all must burn

warm cedar
#

I'm hoping for the day avis with obsessive amounts of material slots get burned.

timber jewel
#

Okay yeah I can't agree with worse performance xD

#

I just build & tested my world with 5 clients, with db on my avatar I had around 20 fps, and with phys bones I had 50 😅

#

(Switched between the ik beta and open beta)

warm cedar
#

Multithreading is doing it's magic

timber jewel
#

not just that, but in general Phys Bones run way better

warm cedar
#

Let's hope that we won't have to wait much longer to show the rest of vrchat our wacky creations lol

timber jewel
#

yessss

warm cedar
#

I mean, to my local timezone I can go to bed and wake up with a patch, they always release around 3 am here

timber jewel
#

same

#

I feel like the photon is mad at me

warm cedar
#

orrrr

#

nah jk

timber jewel
#

it probably didn't like me building & testing my world every 2 minutes with 4 clients

warm cedar
timber jewel
#

like, give me a warning okay? xD

#

no more testing performance for me then I guess

#

I just wanted to do one more test with DB meh

hazy linden
timber jewel
#

Hm not sure then tbh

#

That test also isn't really scientific though tbh.
To be actually sure you would need everyone in the same Avatar at the same position etc

#

One with DB on live and one on beta with PB

limber quartz
timber jewel
#

hmm I mean yeah we could do that

#

but isn't stuff like that more up to the devs then to players?

limber quartz
#

It wasn't so much low FPS I suppose as it was, frametime just absolutely going down the drain with hitching.

timber jewel
#

I would have loved to atleast conclude my own test, but Photon was no more testing for you

hazy linden
#

When the community manager is dismissing the claims, we kinda have to start profiling for ourselves

timber jewel
#

hm yeah

limber quartz
#

I don't disagree with @wind talon, but something else was up other than that as I've never had that sort of frametime hitch happen at a full community meetup before.

#

Just wanna be certain my assumptions are wrong before this thing ships.

#

As before Sunday, we never had a proper opportunity to test in an 80-player instance before. (Was blocked from doing so due to audio bug)

timber jewel
#

Depends on how much profiling they do for every beta update, I'm sure they will be doing at least some before it goes live

limber quartz
#

They've also got Table who provides plenty of benchmarking data for them and even they seemed concerned when I showed them the canny earlier.

timber jewel
#

hmm

#

it's at least worth investigating

limber quartz
#

They wanted to try organizing 80 ppl together in Planck tomorrow (Tuesday)

hazy linden
#

Vrc also doesn't do much profiling for larger lobbies. Updates have shipped before with performance regressions that were only found later in the week from large rp lobbies having issues

hazy linden
timber jewel
jaunty knot
#

General question. Is there a good way to get the contact receiver to better shape like a semi sphere?
I'm trying to utilize the capsule shape, but it seems that if the radius is greater than the height it overtakes the height

sorry to detract from the performance discussion :x

limber quartz
#

I will have to let you know directly ^^;
I'll also try posting in here as well~

timber jewel
#

thanks ^^

jaunty knot
#

Essentially trying to make a button that utilizes the proximity receiver to press it

timber jewel
#

had the same issue earlier

jaunty knot
#

Dang, I'll have to just have an awkward amount of collider under the floor then i think

timber jewel
#

you could put a lot of small contact receivers next to each other xD

jaunty knot
#

Trying to make a footwork practice game thing

#

where you place your hands in the middle then kick out to individual buttons

#

and go between 6 different buttons

timber jewel
#

Ahhh sounds cool

jaunty knot
#

So in this situation you would hit the middle right button

timber jewel
#

Sounds fun

hazy geode
#

Auto dynamic bone conversation

warm cedar
#

They do buddy, they do.

hazy geode
small surge
#

auto conversion on some avatars ingame are... interesting, seen some giant colliders

hazy geode
#

Before it had in game auto conversation and SDK conversation

warm cedar
#

Conversation X,D

hazy geode
#

AYGWSHEH

small surge
#

Not likely these will be updated , old ones ive seen it on , like dirt old

hazy geode
#

I just got out of VR, my typing is scrambled

timber jewel
#

It mostly seems fine for me tbh

#

The auto conversion

#

Especially since the last beta

small surge
#

Had a few that their collider was bigger then the world, clicked and looked at stats, it was hiddious

warm cedar
#

nothing is perfect

#

although, this IS unity.

hazy geode
#

I'm confused

#

I tested the early beta

#

It auto converted fine

jaunty knot
#

its avatar to avatar

hazy geode
#

Avatar SDK replaced Dynamic bones with Physics bones with eass

jaunty knot
#

some will update fine some wont

warm cedar
#

Like cherubs, they are FUCKED.

small surge
#

its rare , not often you will see on thats totally messed up, but they stick out

hazy geode
warm cedar
hazy geode
#

What broke?

small surge
#

If they are on a humanoid bone 🔨

warm cedar
#

cord physics go SGEUSHS

hazy geode
#

Cuz I have so much shit on my model. I'm not redoing it all unless VRChat upgrades to Unity 2020. (Even Better, Unity 2022)

#

In that case, then I'll 100% redo all my shit

#

Cuz then it's worth it

small surge
#

Redid 70 something avatars cause i might as well fix the radius to match it better, then a thin line

hazy geode
#

Would be so annoyed if I had to redo everything

#

Everything is animated, and most of my toggles have custom icons.

warm cedar
#

You most likely will have to, unity is a bitch

timber jewel
#

I mostly just turned off Is Animated for stuff which didn't need it and set some limits

#

So stuff doesn't clip through my body

hazy geode
#

My Quest avatar on the other hand

#

I optimized the shit out of it

#

It's medium performance, still has working toggles and everything. Still looks good visually.

#

I fixed it up to allow the import of Physic bones.

warm cedar
#

That's great

hazy geode
#

Thanks.

#

It's not hard when you take the time to learn how to optimize

warm cedar
#

all my public avis are medium, I am not part of the E-avatar group

hazy geode
#

Good

#

For Quest. Medium is the best you can get before it looks like Shit

#

For PC, Best you can get before it starts to look like shit is Good performance.

#

Sometimes Perfect, but rarely.

mental marsh
#

E

bitter cliff
#

Dynamic bones converstion is... interesting at times currently. Had clothing with dynabone cloth just balloon out because of colliders expanding and had jiggle go from 'just enough they don't look static' to 'I've used cheat engine to ramp up the jiggle physics to be 200% of DOA Xtreme Vollyball 3'

solemn nexus
#

can't wait for the live update, being able to have bones at a party and not lose 20fps sounds great

mental marsh
slender ocean
#

most my auto-converted bones dont even move lol, I think its the max angle

wind talon
near grove
#

does anyone know when the open beta complete update is out?

bright jungle
#

when it's ready, generally

#

no ETA has been provided

warm cedar
#

Everytime tupper becomes active something is bound to happen

hardy cave
#

How will the phys-bone effect pc?

open kite
#

Even if worst case scenarios Phys Bones still perform over 10 times better than DB

hardy cave
#

Ohh will you be able to switch phys bone off?

open kite
#

For a while after release yeah

#

But that feature won't stay forever

#

You will be able to toggle off phys bones after the update for some time, but DB will be completely removed at some point

hardy cave
#

DB?

#

Ohh wait dynamic bones that sucks what

open kite
#

DB suck

#

They're extremely performance heavy and I'm glad we're leaving them behind for good

hardy cave
#

ah I thought dynamic bones looked more lively and nice I’m not too sure abt phys bones

open kite
#

You can get pretty much the exact same look

#

At this point phys bones offer more features than DB

hardy cave
#

ghhhh not too excited abt them being removed

open kite
#

I mean, it automatically converts all DB into Phys Bones as soon as the update hits

#

And by the time the DB toggle will be removed enough Avatars with properly set up Phys Bones will be uploaded and released to make a seemingless transition, that's the goal

hardy cave
#

I’m gonna hope they look better in live version then

open kite
#

They already look really good tho?

#

Unless you're talking about auto conversion

#

But that will never be 100 % accurate for all Avatars

small surge
#

If you never used radius on your dynbones, convertion not gonna add it for you (impossible to grab)

open kite
#

Phys Bones that are properly set up by hand have basically 0 visually difference to DB, if anything they offer a lot more freedom

#

Auto conversion kind of screws a lot of Avali avatars tho lmfao

hardy cave
#

^^ that’s what I’m not excited for

small surge
#

< phys bone with radius added in unity , auto converted that had no radius>

open kite
#

So when auto converted, they will always grab their wing bone when trying to grab anything, making it impossible to grab other people's bones and stuff

sour epoch
#

daily reminder that if you have a specific example where auto conversion looks totally wrong, please post in the canny with as many details as you can like the settings used

#

nothing about auto conversion is set in stone, if you want it to be better then they need more datapoints to work with

#

and before a lot of issues were because the simulation was completely different, but now with advanced integration, the auto conversion has the potential to match if the settings can be translated correctly

open kite
#

Oh yeah it's gotten a lot better

#

They've been doing a great job patching it up so far

sullen elk
#

Every time I hear complaints about phys bones I just look back and it’s the same thing as Av 2.0 creators clinging on to not go to Av 3.0

sour epoch
#

well, av3.0 didn't try auto converting from 2.0 😅

sullen elk
#

True, there’s even less reason to complain now

open kite
#

People will always complain lmao

#

Changes = Bad

#

Even if those changes are good

#

People fr complaining about a 20 times performance uplift

#

Cause they gotta learn a single new component which is almost exactly the same as DB

formal breach
#

they can live with their dynamic bones, i'll just use the autoconversion and they can suffer

fallow rock
open kite
#

Not gonna take long for new tools to arrive tbh

#

Wouldn't be surprised if Dread is already cooking smth up

tacit slate
#

imo, auto conversion should work in 8/10 cases and it would be good enough

#

no point in delaying feature because of dynamic bones backwards compatibly

open kite
#

Content breaking over time is just the nature of a game like this, it happens

#

Technology advances constantly and its not always guaranteed to be backwards compatible

winged scarab
warm cedar
#

Auto conversion only breaks when the user wasn't utilizing DB very well, or the DB was so god-awfully put together it was unstable to begin with

near grove
#

i'll take a new system thats mildly painful to use but incredibly optimized than a system thats easy to use but not optimized at all!

timber jewel
#

For me Phys Bones are way easier to use than Dynamic Bones, it so more organised and documented.

molten aspen
#

Gizmos are nice too.

timber jewel
#

yup

#

you actually see everything you do, which is especially useful for Limits

molten aspen
#

Dynamic Bones is like some script a dude made and put on the Unity Asset Store, heck the Neos developer even made their own "dynamic bone", although that is set up in runtime (like everything else in Neos). 😰

I wonder how much money the Unity Asset Store guy earned from VRChat users paying for it. xD

modern flame
#

The answer is probably enough money to drift for years

bitter cliff
# open kite Cause they gotta learn a single new component which is almost exactly the same a...

Kind of making the assumption they know unity at all. Lot of people have bought one or multiple 30-40$ avatars off gumroad and now with the new system they might be broken with no understanding of how to fix them. Not saying it's a reason to not use avatar dynamics but it's easy to see why people would be upset. Especially if there is no guarantee the original author will upload a fixed version

mossy python
#

There is no excuse to not use PhysBones

warm cedar
#

At some point the vrchat team will have to violently dropkick support for sdk2

hazy geode
muted bloom
warm cedar
#

I'm talking full on deletion of avatars writer

#

like a full wipe.

muted bloom
#

Use it if you want to but it’s at your own risk

warm cedar
#

The only way to get people to do something, is to take the thing away right before there eyes most of the time

hazy geode
#

SDK 3 if anything is easier

muted bloom
#

There is no benefit to deleting blueprints

#

It’s not to say they will keep working forever. Once they can’t be updated with new versions of unity unless it’s converted to SDK3, the shaders will eventually bust

mossy python
#

This is coming from someone who started with 3 for both

muted bloom
#

SDK2 was absolutely not better for worlds. Udon is an actual language, I don’t know how people handled triggers my brain just doesn’t work like that

mossy python
#

SDK3 is better for worlds because of all the functionality of Udon, but it also opens the window for horrible coding practices

muted bloom
#

My world’s were nothing but static models until Udon came along

warm cedar
mossy python
#

In my experience 99% of SDK2 worlds outperform SDK3 worlds at least on the Quest side of things

muted bloom
#

An SDK3 world that also isn’t scripted is going to be the same way

mossy python
#

And again, this is coming from someone who actively works with and uploads SDK3 worlds with custom U# scripts and graphs

#

My point being

#

I feel like they shouldn’t have discontinued SDK2 worlds

#

Because it’s easier to learn and more performant most times

bitter cliff
muted bloom
mossy python
#

Nah I don’t have a need since I started with SDK3

#

But I have lots of legacy creators who prefer 2 and wish it was just still an option

muted bloom
#

SDK3 isn’t more laggy, people are just actually doing complex things now

#

Because you can’t on SDK2

mossy python
#

I’m aware

dreamy skiff
#

The HDS series worlds sorta did do complex things with SDK2

mossy python
#

But it again also leaves the door open for coding bugs that SHOULDNT lag but do

muted bloom
#

And how does having SDK2 as an option solve that door being open

mossy python
#

Great example: one of my favorite worlds runs flawlessly but due to a U# error, the master of the instance will get horrible stutters and frame drops into the 20s

mossy python
#

But that’s not an option, so instead it uses custom scripts that accidentally cause horrible problems

muted bloom
#

Giving people a reason not to update is the opposite of what you need to do lol

mossy python
#

I’m just saying the trigger system is faster to learn than Udon. If it ain’t broke and it’s quick to pick up and you don’t plan on making complicated scripts, it should be an option

#

Perhaps a future SDK3 Lite or something to the effect

hazy geode
#

SDK 3 if anything is easier

muted bloom
molten cobalt
#

and like most people are just going to be dragging in prefabs that are people made so how easy it is to code is not much of a relevant factor for folks just trying to make chill bedrooms

mossy python
#

I was completely baffled by udon when I first picked up SDK3 for worlds

muted bloom
#

For the most basic user, “ just edit the proxy animations and rename them to not have the word proxy” is easier than using an animation overrider in SDK2 and filling up the slots

timber jewel
#

Any idea why this error occurs?

mossy python
timber jewel
#

for some reason only the last bone in the chain will move, all of the other ones are completely static, no mater what I do

mossy python
#

It took me far too long to set up teleporters and mirrors and there’s no way I could’ve done it without tutorials

warm cedar
timber jewel
#

how did you fix it?

warm cedar
#

Sdk update...

#

Yeeeahhh.. I know..

#

I had something about epsilon

timber jewel
#

hm

wind talon
#

Anyways, I've updated the docs for AD/PhysBones.

warm cedar
#

Waah!! God there he is again!

warm cedar
#

We're inching really close to a candidate now, aren't we?

wind talon
#

not really, I woke up really early and didn't have much to do 🙂

#

but also, maybe

#

who knows

warm cedar
#

Oh TUPPER Dammit! Stop it!

#

Well guess I'll fix all the broken cherubs I still have

sullen elk
#

I never fully understood how powerful curves were until recently

timber jewel
wind talon
#

Seems like one of your curves is broken doc

timber jewel
#

hmm

#

would be nice to know which one xD

wind talon
#

sure would

#

but that's a unity assertion

#

not us

small surge
#

Had a few of those errors, not sure what its caused by, maybe a really wierd curve, have some thats small at start and end, but not the middle

warm cedar
#

will we get a beta for the group functionality, actually? since that was also on the roadmap

timber jewel
#

yeah some curves in the phys bone script created those errors for me

solemn nexus
warm cedar
#

We'll see

muted bloom
#

I'm talking learning either blind without prior unity experience

timber jewel
#

I really don't get what the problem is

dreamy skiff
lyric ocean
#

i think thats what multi child tipe is for

#

o wait thats a diferent one

timber jewel
#

yeah, that's also why only the bottom one moved

#

because it's bigger than the other ones

#

hope this will be fixed before a release

timber jewel
next spire
#

how do you display collision boxes in the newest release? can't find the option anymore

timber jewel
#

You mean the Avatar overlay ?

plucky owl
#

One thing I want added to physbones is update rate

timber jewel
#

I don't think that's something we will get

#

What is the update rate from Phys Bones btw?

plucky owl
#

believe it's the same as the defaults from dynamic bones which is 60

next spire
plucky owl
#

only reason for adding update rate would be to mimic the miles morales style for deforming

timber jewel
next spire
#

oh alright

plucky owl
#

from the spiderverse movie

timber jewel
#

ohhhhhhhhhhhhhh

#

oooof

#

xD

plucky owl
#

like looking like you're either lagging or a low frame rate character

timber jewel
#

yup, know I know what you mean xD

lean raven
#

That'd be so cool

#

It's be like this

jaunty knot
#

Was making a canny post and noticed my icon was extremely old and wrong.

How do I update it?
It doesn't match whats on Vrchat and the upload image button doesn't work :x

timber jewel
jaunty knot
#

😢

timber jewel
jaunty knot
#

D:

Mine was an avi I bought and then realized I didn't like it and never used it again D:

plucky owl
timber jewel
#

One question, when I allow friends to be able to interact with me, but they have their interaction set to Nobody they still can't interact with me, correct? Both need to enable interaction with each other for it to work.

timber jewel
#

okay good, wasn't sure if it only was an, if I allow you, you can touch me, even if you don't want to

shrewd estuary
#

yeah both users need to have it allowed

timber jewel
#

the hand icon should be changed then tbh

shrewd estuary
#

change it back to the handshake, the handshake was helpful.

timber jewel
#

since just because the hand of someone is yellow, doesn't mean I can interact with them

shrewd estuary
#

please

#

(i can't rn)

#

not feeling like logging into vrchat on my phone in public with people directly next to me

timber jewel
#

I think the best way would be to show the hand icon just like now if they allow me to interact, but show the handshake if we both allow to interact with each other.

shrewd estuary
#

yes

#

that sounds good

timber jewel
#

I mean Salbug made a canny about this ages ago xD

shrewd estuary
#

how useful

timber jewel
#

let just hope for it to be implemented

shrewd estuary
#

if it doesn't then uhhh

#

:copium:

shrewd estuary
#

so upvote it

timber jewel
#

I mean just the hand alone is kinda useless ngl

#

since it doesn't really tell you if you can actually interact with them

#

you would still need to look in to your menu to see if you have allowed interaction with them

shrewd estuary
#

me hoping devs watched this conversation so far

timber jewel
#

idk they probably have other things to do xD

shrewd estuary
#

literally my first thought when i got into the new version of the dynamics beta was "why the fuck did they get rid of the handshake"

timber jewel
#

lol

olive hare
#

Do you think the AD update will be released later this month, early-late May, or early June? I just wanted to know what people's thoughts were

#

I'm just waiting for it to be Network-Compatible (which probably won't be until release-)

hazy geode
#

If you ask me, VRChat needs kinda what Neos has

#

Would be nice to actually hand people files

#

(for trusted people of course)

hazy geode
#

I'd like to take an image, or video, or unity package, and hand it to someone in game. Would be a nice VRC+ perk

#

Like hand it to them like a card

olive hare
#

I wish we could let certain people access private avatars, it'd me much easier to do commissions that way

hazy geode
#

A Id whitelist

#

Allowing it to be uploaded under more than one account

jade flicker
#

Couldn't that be abused? With bad creators removing access after time

olive hare
#

Good point

jade flicker
#

Would being able to transfer avatars be better?

bright jungle
#

inb4 people spreading malware

hazy geode
hazy geode
bright jungle
#

people already run shady .exe files from randos in discord DMs

olive hare
#

Imagine handing someone a rickroll lmao

hazy geode
#

"safety settings"

#

Neos has it,

#

Why not VRChat

bright jungle
#

implying that trusted user rank means anything
implying people use the safety system

shrewd estuary
jade flicker
#

yup

raven laurel
#

neos is more of sandbox then game about chatting

molten cobalt
olive hare
#

Yea maybe just photos/videos/YouTube links

shrewd estuary
#

trusted users here can't actually be trusted with that kind of thing

bright jungle
#

being able to send arbitrary files ingame is so not a good idea imo

hazy geode
#

Sjrjivnsnvks v

shrewd estuary
molten cobalt
#

there is no good way to establish actual trustworthy in this as a mechanical system in vrchat

#

and vrc plus would not be a suitable mechanism

olive hare
#

The ranking is more based on how much you played (and play time =/= trust)

hazy geode
#

I say one word incorrectly and I get instantly backlash. I'm on a phone, otherwise I'd love to give more

muted bloom
shrewd estuary
#

trollface skill issue

jade flicker
hazy geode
#

What I'm saying is... For the the metaverse to be a metaverse, it needs to be a more open platform

#

You need to send files,

jade flicker
#

Do you though

#

Vrchat isn't the metaverse

muted bloom
#

Screw the Metaverse I don’t want one

olive hare
#

I wouldn't go for exe/zip files tho

hazy geode
#

With the input of "bad idea" you need to be safe using the internet all together.

molten cobalt
#

vrchat has never described itself as the metaverse

hazy geode
#

I could send a file

#

Right here

olive hare
#

again, videos and images

hazy geode
#

Right now

#

If you download it it's your fault

molten cobalt
bright jungle
olive hare
#

We're trying to be reasonable not mean (or at least me)

bright jungle
# hazy geode Right here

In a public forum that's a lot easier to moderate in real time
where you don't have kids who will gladly run any .exe file you give them

timber jewel
#

Why not com back to the topic of this channel....
The open beta

olive hare
#

yea

jade flicker
#

I'd see it used for more harm than good, especially based on the toxic side of vrc

bright jungle
#

also ye, beta