#open-beta-discussion
19 messages · Page 28 of 1
I gotta check my quest version
peak the assetbundle
Wait are you talking about download size
Yeah
Oh nice
Lower some textures
then they look really bad
How big are they now
I got 1 8k atlas and one 2048p one
8k is WAYYY to big
looks a lot better than 4k does
And kills everyone's vram
only other option would be to have the clothing and body textures on separate textures
Or just use 4k
makes it look pretty pixelated
Nobody looks that close to it
i do
This is why vrc has performance issues
It's not something you need though
Cries in 8192x4096 atlas.
i mean nothing is stopping me from just decimating my avi to 5k polys and just setting everything to 1024p in the name of performance
Which you should do
im not looking to make an n64 avi
N64 would be 200 polys
its called hyperbole
Ayy 4mb VRAM usage on quest
Nothing I can do about it though, my avatar has bad UV's. I don't even have a Quest version of it though, and I don't use it in public, so I'm not too concerned about it. May need to look into finding a different base though...
go through the different texture formats, some still look good while low res which can lower size
i use png. I doubt jpeg looks better
You'd be suprised
either PNG or tga
My vram is 70MB
Not bad but can be improved
I don't use anything above 2k
Good practice
Flexing here
what tool is this?
Thry's Avatar VRAM tool
It just displays your vram usage
Delete unused blendshapes and decimate
as long as you put some effort in. theres really no reason to get it as low as possible
its not like your performance will improve
It is like it will
uh, yes there is a reason
optimization
Every millisecond counts in VR
vram thing is handy to see wich one you didnt crunch , lower the upload size
the people who affect your vram the most are the ones who havent even opened blender
The thing that probably uses up most of my vram i can't edit. It's bound to a very complex animation file
Which is?
not everyone has 24gb of VRAM to waste on janky unoptimized avatars lol
Stargate spawn anim
heck, I'm on 3gb
which is why i prefaced as some effort in
But what is taking up the space on it
I very much appreciate people putting in effort to keep their avatar's perf/memory use as minimal as possible
the people who put in 0 effort are the problem ones
Meshes
If you're only using the animation from it, you can safely delete the mesh from the file and the animation will still work
Can all be deleted if you only use the anim
cant be deleted as then there is nothing to be animated anymore
The rig is seperate from the mesh. The rig is what controls the animation, not the mesh
The mesh can be deleted while the rig stays and is used to map the animation
yes but then you dont see the thing that is being animated
no mesh = nothing to be visible
I asked if you're only using it for the anim
As in, the animation file, not the meshes for it
the animation controls the meshes
Well you can still compress and decimate those meshes
issue is that i never understood blender lol
Good thing I rarely use quads
i needed half an hour of someone showing me how to rotate a bone lol
no idea why you would not use quads. they are so much easier to work with
Because quads are not neccessary
this may be a foreign concept. but you can have things that are not necessary lol
decimation destroys your topology and can easily look terrible, and often gives lower-poly models a bad reputation as a result
Then you get issues with decimation
look into edge loop dissolving
BTW pro tip: you can convert tris to quads and vice versa at any time in Blender
Easier doesn't always mean better though
help
except they are better
I have no issues with tris
I do use quads though
I am just saying I have no issues with tris
evidently, that's your workflow lol
but working with quads allows much easier loop selection, extrusion/modification, etc
I'd vv much recommend edge loop dissolving over decimating though, it gives you a lot more control over the process, and doesn't destroy your topology
For one, those meshes can be combined/reused
I've done that before too
you might be surprised by how many polys you can shave off your model without changing how it looks
i would need to commission someone for that
I did it for my quest model
maybe ill look into commissioning someone for optimizing such a thing
I can do optimization commissions
yeah i probably cant do it this month this im pretty low on budget currently
though important would be to not break the animation
Sipp has a good tutorial on optimizing for Quest, which goes into edge loop dissolving a bit
I could also walk 'ya through edge loop dissolving a bit, if you want o:
it's fairly simple, just takes time
i prefer to stay away from blender since everything i do without a ton of guidance is absolutely destructive
managed to break my avatar even for desktop mode recently
thats how i learned blender lol. just tried something and if it broke restart until it eventually didnt
doesnt help i dont even understand the interface
Making frequent backups of your avatar helps with the learning process, so you can undo destructive changes easily.
i prefer to just pay someone to do that work
will get the optimization done too and someone gets something from it to maybe pay his living better
i do have backups from kinda everything anyways so thats not a worry
though i do need to get a external HDD still since i dont want to use cloud anymore
probably but i doubt poiyomi can render meshes just like that. Would probably need a selfmade shader.
my public avatars are way less in vram size lol
wonder why given theyre pretty much the same as my private ones
just 62 MB
instead of 70
maybe the audiolink tablet
yeah the textures of it
@bright jungle floof you remember the last time you showed me blender right?
ye? o:
floof
Well
My avatars are currently broken in live vrchat for fbt due to the unflipped hip bone for a while now xd
Do work fine on ik beta though
Tried to unflip it again but i broke everything lol
Well not long until it doesn't matters anymore
make sure you flipped it in edit mode, not pose mode? also, in what way did it break?
ah, the hip might've still been connected to the spine bone when it was flipped, maybe
would need to see a screenshot of the armature though
Doesn't matter soon anymore anyways
Not gonna waste time fixing something when the automatic fix is right around the corner #open-beta-announcements
It was just broken since avatar dynamics released since that's where i uploaded the updates
At least for everyone not on ik beta or other methods people used
Since i don't have fbt myself it went under my radar for a long time
Can only act on stuff if it gets reported to me
are the beta SDKs compatible with Live atm
yes, as long as you don't use more than 128 parameter bits
if you do, all your parameters will be gone poof
gone, reduced to atoms
Official statement is that beta SDK's are not live compatible. If they work it's luck. If they don't, it's not a bug.
Back up your projects before using them, there's no guarantee to upgrade smoothly from beta to live
Download it, install it, and it'll be in the Thry menu
you gotta make the window bigger
what do I expand
found it
omg
there's a texture on here that should not be here
No wonder its so big
It should have taken this out after switching to quest
idk how to remove it
The simplest way is to just delete the file
Weird its using stuff in the poi shader ver even thouhgh its toonlit
Poi has some default values that it sets on a blank shader
Its been removed. This tool is very useful.
Now its much much smaller
awesome
apparently (and that was a discussion over at pois server), if you have textures referenced in the material which are not used by your options, they still will be included during compiling/uploading. So deleting unused textures is the easiest, or if you decide to not use an option/a texture in the material to set the slot back to "none"
Yes even if you have the options disabled the shader still references them
so deleting the files is the easiest, otherwise you can look through the material in debug mode as it shows each referenced material in the different options. that debug one was a pretty ... not nice way to get rid of them, so i did a search&replace over the files of my materials to get rid of them
yeah, but you have to scroll through a lot of options there, as it pretty much covers every keyword the material ever used i think?
Yeah but I find that easier than having to open and close every option
yes, especially in unity
Triangles are the easiest to render.
Unity forcefully makes quads triangles, unless you specifically tell it to use quads which doubles material count
Wait what, really? Material count, why would it increase that?
I have no idea why
that shouldn't happen. you should leave it as tris unless you have a specific reason to keep it as quads
like tessellation
Have a look at this https://github.com/lukis101/VRCUnityStuffs/tree/master/Scripts/Editor#material-cleaner
Its a material cleaner
Deletes everything unused on mats
Might cause lag in editor though
But only while viewing the unused properties if there are many
This isn't just useful to clean up unused textures but also to clean up unused properties
I can say that my avatar once lost 5 MB in download size after doing that on every material
You can also multiselect materials and clean them up at once
I actually should look at the meshes of my Stargate thing to see if they are using that. Every mesh has 2 materials on them and i can't get it lower by setting material slots to 1 instead of 2
I mean with that mat count in sdk stays the same
they should implement something like that in the actual game, most of the time when I have performance issues it's because I run out of memory instead of having a gpu/cpu bottleneck, which results in basically completely freezing from before I ran out a playable experience
it's kinda ridicules how a world with just around 30 people can crash a pc with 8 GB VRAM and 16 GB of normal ram lol
With our parameter memory being expanded we can use floats for osc paramaters more often, but the issue of the osc float update rate being small is still an issue, I know its been addressed on the osc github but it would be really cool to see the expanded bits and osc float updates at least at 60-90 per second come out on the same update, would basically perfect face tracking overnight
The issue comes about because Unity will split all the triangles into a different mesh from all the quads. If your entire mesh was quads it would be fine.
a lot of people don't optimize their vram usage for their avatars in the slightest
yeah that's why I'd like to block those
the performance ranks do nothing with measuring vram usage
not that it would catch all them but probably a good idea to put a download size cap on avatars
like at the very least it would catch all the folks with uncompressed 4K textures
people already can put a download size restriction under the safety settings though, and while limiting download size would cut down on some of the unoptimized stuff, it also would take away from the avatars that really do need massive download sizes (think animation type avatars)
A higher update rate actually isn't needed that much, the thing that makes it look so choppy is, that there is currently no interpolation for them.
sure ft isnt fully implemented yada yada. But you still need a higher sync rate for it to be responsive enough
Yeah it would, the only thing you really need it for is face tracking though, which is planned to be integrated in to the Avatar Descriptor by VRChat in the future without needing to use Parameters for it.
main issue is that it isnt yet. and i doubt it will be for a long time
yeah I suppose it would be handy if there was a dedicated vram stat
Wonder if Particle System Force Fields will ever be allowed on avatars
WHAT.
Also theres like 3 apis for face tracking currently and more on the way
What what
openxr make a face tracking standard pls
Probably won’t until Meta or Valve release a headset with built in face tracking
Eye tracking is a different story
How
Genuinely really want to know
DIY?
How much did it cost to do
Got a 3d printer so we good there
What parts did you have to buy
How could I do this
I must know
Sad
Does the new VPM work with the beta SDK?
vrc wtf does a nonce mean in this scenario
cus what i think it means does definitely not fit in this usecase
my british brain can not get over this lmfao
afaik, ye
does that even work in game though? though invites could be shared and reused anyway
If you have already installed the latest unity version and Unity Hub, the tool doesn't work, it will not detect them. I had to uninstall my Unity version.
the nonce field stops you from guessing someone's private instance ID based on the instance owner's user ID, world ID, and instance number (which is small enough to just try them all)
fun fact though: the instance ID/instance number field doesn't have to be a number
so- instead of a 6mb unitypackage file, you want me to install two more programs onto my computer just to avoid a tiny AND portable file?
vrchat.. why
creation companion isn't just that though
i guess-
it just feels unnecessary for people that don't do a lot of fancy unity stuff
is it going to be required to use vrchat companion?
then just get the normal package, don't think they will remove that
oh thank god
Auto updating dependencies (including the SDK), being able to download things from one, more official source, and creators don’t need to individually implement download checkers and more into their own assets
And it being forced would be ridiculous… (well I could see the VPM having a requirement down the line but that’s speculative)
I think most people will prefer using the VPM over dragging unity packages in as it continues on
yeah i can see that
for someone that actively works in unity on really advanced stuff i totally get it
Creator companion will also probably be used to make unity upgrades easier in the future
Eh, I haven’t had a chance to check it but if it doesn’t have an option to audit the contents of the package before actually importing that’s a big nope from me.
E
Not even, imagine being new and starting a brand new project. Instead of making a ton of google searches and stuff to get the sdk, shaders, etc, you can all get it from one place
Especially when people like to package scripts (!) with their content which cause issues or straight up have malintention
Just my two cents
If it’s based off of UPM and unity’s package manager UI, i don’t see why they wouldn’t have the option
yeah, that does sound nice. i honestly was just worried about it being a required thing. im one of those people that really doesnt like unnecessary programs on my computer 😓 thank you for explaining a bit more :)
I’ll take a look. In a second
Like I said I haven’t had a chance to look, I’m at work as of speaking.
Looks like there will be 3 (4) different types of packages, Official, Curated, Community, and User packages, so for the first two "issue causing" and malicious packages probably won't be an issue there
My main issue is for content being distributed outside that
I.e Gumroad purchased assets
The amount of times I’ve purchased an asset and it includes the entire SDK is too many
Oh wow, I've never seen that
its awful
It breaks so much shit
sometimes they include dynamic bones in them even, a paid asset
I’ve gotten to the point of auditing everything I import
I don't use gumroad, so I've never really knew it was like that on other platforms
ive even seen some purchased avatars from gumroad and payhip have token loggers in them to ensure you've actually bought it, then log all your information using a discord bot
its honestly scary
True, I won’t lie I’ve used pirated dynamicbones for a while but I bought for like $10 when it was on sale
seeing how its so popularly distributed in gumroad packages, i dont blame you lol
oh my gosh, speaking of dyn bones- is it not the most satisfying thing to not have to import that into unity anymore??
The better part is when they include Poiyomi and then Thry explodes
ngl I’m a UTS fan but it’s so broken
The lighting is unique but I stand out far too much
yeahh thats fair
im honestly upset with myself sometimes for becoming so used to poiyomi hahah
DUUUDE
hi my GPU would like you to not
😂 😂
gosh ill buy an avatar using some kind of fur, and when i import it it looks SOOO NICE. but when i try to recreate it?? what??
yeahhhh
Like some animations I’ve yoinked off Discord they look nowhere as nice from the preview video
hahaha right
Im glad they arent removing the old packages yet because the companion is no-op at launch
yeah its currently more in a get it to test it out place
i hope no one will be stupid enough to overwrite without backup but well they got warned then
cause people most likely will run into issues that break their project
at least on worlds side
udonsharp update to 1.0 is huge and complicated
Well, I do like the direction of VCC and VPM and all but from my limited testing I don't think I'll be using it seriously juuuust yet. I test-migrated a couple of my custom avatar projects and boy howdy the error list, whew...
Poiyomi definitely seems to give VCC trouble, lots of fallback shaders not being found from what I looked through. Not sure what else might have borked during migration, I haven't dug too deeply into the error logs.
I'll need to do a deep-dive into the migrated project copies to see what is and isn't working; will need to figure out the best way to provide actionable info for bugfixing and so on, though I imagine that'd be kinda tricky to do given just how many variables can vary from project to project.
Still, I am happy to hear about these new features for VCC and VPM and all, given how much avatar work I tend to need to do, things that help streamline the process are a BIG help!
Yeah, seems migrating still needs work, but it is a pretty bloated project
I'll have to try it with a blank project tomorrow
Well, when I looked into Unity in the project I'd migrated, it actually looks like a lot of the errors thrown were not terribly serious; I got rid of a couple of incompatible plugins and jiggered things around a bit, and it looks like things work okay
That being said, since this project is intended for sale/distribution (a from-scratch avatar base in this case), I am wondering how I would go about making a good exported project folks could use for importing into Unity
Or would it be better for me to go back to the original un-migrated copy and use the old non-VCC project methods?
i'm stuck on openining unity in the bg while migrating my pc avatar unity thingy
ok so i made a new project instead
why can't you add .unitypackage as a user package so you can easily add e.g. poiyomi shaders
i just closed it and retryed it and seems that fixed it
I will say reverting a project is actually pretty easy from trying to migrate, sadly it didn't work on my proj
There a Quick fix to this used the dup option as to not lose the avatars in case something happened and glad i did as this happened. couldn't find the SDK3Aimportfix and broke last second
what weirder is it still let me in the new version and it show the converted SDK but the models materials and pic are all messed up
(pic of the normal profile to show what model material and pic looked like before)
Already! I just opened the thing and picked a template then this happens

I found it and moved over there awhile ago lol sometimes your not looking for things
Incoming update 👀
Hmmm what’s new in this OB push
fear
- Fixed: QM text was incorrectly set to bold
bruh, I liked it better in bold :(
it broke out of bounds
rip
wait why did i get this on the newest beta
There is no official API to determine if the current user is a VRC+ user. So... if some world is doing some terrible unsupported hacky method to detect that, it's not surprising that it might break.
Wait
That’s a thing?
Why
The creator of the world gains nothing from VRC+ users
Why restrict it
What world?
Idk just referring to this
Before any of this spreads, because God knows the VRChat community is impossibly good at spreading misinformation. No, that's not real. It's an obvious play on the "Activate Windows" watermark that people like to point out in screenshots from users with unactivated Windows.
Crap-post culture man.
Indeed
The fact that I didn’t even consider it to be outside the scope of possibility in this community is more concerning
There is an API call to get that you're a VRC+ supporter, because it's tagged and you can fetch tags.
oh? you can access regular player tags from Udon? I thought people were doing weird hacks with colliders
There's a way to check via Web API but not ingame via Udon.
yeah, no Udon way, I misunderstood the statement
I'm also straining to figure out how a collider would even figure that out.
no syncing issues anymore with contact receivers, 0 delay
thank youuuuu
VRCat has a collider IIRC
or had, in some prior builds
lol
What do you mean?
there was a syncing issue with contact receivers on the older sdk
if someone triggered your receiver it would be delayed for them
but that got fixed in todays beta sdk update!
which is super nice
E
Am I the only one who isn't able to do gestures with a controller?
since latest open beta patch?
i was able to first open beta version, haven’t tried latest
Is there any documentation on how to actually do Gestures with Controllers? Because from what I know is that I just press RB / R1 and then move the Thumbsticks, or is that wrong?
Uhm for some reason I can't press the Upload button etc with the current SDK from the creator comapnion
It just won't let me press any of the buttons in the game window
I only have that problem in my PC Avatar Project
I get these errors
Why did you switch the input system
Oh wait nvm
I remember now they finally changed it
Yeah they changed it, but for some reason my SDK tries to use the old one
I also removed the SDK and added it back in, same problem
but only with my Main PC Avatar Project
ohhh ik why, it's because I used the Beta SDK and then switched to the stuff from the Creator Companion, which still uses the old method
Yup, after switching back to the old system it now works correctly. ^^
Where to report bugs?
Using newest SDK with 256 parameters option. if you upload your avatar with over old limit of 128 everything is broken. Menue does not allow any input for parameter changes
hours of work wasted xD. you better fix this
You can report bugs by making a post on the canny https://feedback.vrchat.com/open-beta
If you play on live, yeah it will break. Using more then 128 bits only works in open beta.
If you use an Avatar with the beta SDK in live with more then 128 Bits, all of them will be removed by the game.
The SDK with 256 parameters is for open beta, make sure you're also playing in open beta. Using more than 128 params with ik-beta or live will in most occasions break things
how can i play in open beta?
Right-click VRChat in Steam -> Properties -> Betas -> Open the dropdown and select Open Beta
The game will update, then you will be in open beta
Be advised; open beta is not network compatible, meaning you can't join others that are in non-beta or ik-beta, and they can't join you
thank you 🙂
you also have the problem that sometimes when you have animations (like audio files) triggered by contact recievers others dont hear them?
like 50% of the people do the others not
I haven't set up contact receivers so I wouldn't be able to tell you
even when they are friends and all is activ
maybe something to ask in #avatar-dynamics
Conacts don't really snyc with the paramters, the way they "sync" with other players is that, basically when someone idk touches your nose, it will also be touched on other people clients aka there basically sync just by the sender also moving in to the reciver on their client.
If you really need them to sync perfectly 100% of the time, you should set the Conact Reciver to isLocal and then use a synced Parameter for it.
Open beta still going good?
So far so good, haven't really seen any new issues coming up ^^
I'm so hyped for 256 bits lets goooo
not sure where to talk about the CreatorCompanion, but it fixed a project I've had that'd always import for ages before loading, what a fix
sped up loading the project by a lot
#creator-companion would be the channel c:
oh thanks, I figured since it's in "beta" it'd be in the beta sections 😂
Yeah maybe they should move it in to the beta section, since it is technically still in beta. I also had problems finding it at first.
With a Synced Parameter, I just mean one that is also in your VRC Expression Parameters list.
I think that's already a thing
I'll desync your parameters
isLocal true
You can't use a non synced param in an expression menu
If they added that functionality it'd be possible to optimize some avatars so much further since there's often a ton of stuff that is being embedded into a chain of values inside of an int or something for an extended state machine that wouldn't need to be synced if you could just send the value out st the end
lots of words
none of my locomotion settings need to sync, but i can’t save nor add to menu if it isn’t in my synced list
new bit limits help at least
how would you optimize avatars with non synched params in an expression menu
less unneeded parameters sent over the network
what kind of parameters would you want on the experssion menu but not on the network
buttons for OSC output for example
or buttons used for some animator stuff where in the end you use a parameter driver for the thing you actually want to sync
or a avatar password, where only the locked / unlocked bool is synced and not the numbers
none of my locomotion settings need to sync through the network
all my locomotion stuff is streamed over network ik anyways, so the logic and parameters dont need to
What is sent over the network (in terms of avatars) besides parameters and IK? Is the FX layer and other layer's run on remote player's clients?
Is that local only?
Here's how I understand it.
You have a local Animator from every person's avatar in the room.
They send you locomotion and parameter data, your client calculates their specific local animator update based on what their locomotion data is.
Because transforms are culled, that's what can cause a lot of the desync (as well as locomotion data not being fully 1-1).
Which is why we sometimes need synced parameters for things that need to stay true even if they weren't "seen" happening.
Avatar password?
Avatar passwords are useless. Don't even bother. People can bypass that so easily.
Since when you type in that password on your avatar it's being sent over network
Yeah ik, I just used it as an example where you have multiple buttons for something where only the end result needs to be sent over the network.
Is there any chance I would use VRChat camera in non-VR mode?
Couldn't you easily not have that happen by having the password calculation check only happen locally and parameter drive a synced "Correct" to show avatar across network?
That way you're not sending any part of the password over network lol
That is what I meant with this @sullen elk
for that we would need local parameters though
you can choose to have local only params
You can't use local only parameters for your expression menu.
You can only select parameters out of your VRC Expression Parameters in your Expression Menu. Those are always synced.
An relatively easy solution would be to add an extra check mark called Synced next to the Saved checkmark. You could uncheck it if you want a parameter to be local only.
And only the ones which have Synced checked will count for your Total Memory.
I see, I understand now, you guys meant menus.
Why not make a basic keypad using contacts? Since contacts can in fact be local self only.
I mean of course you could do that, but it would still be nice to have local only expression parameters
:NODDERS:
Also for OSC stuff
not really even if you copy my parameters onto the reupload it wont work. and the point isent to be perfect you can still full rip my avatar the point is to stop the reuploaded idiots from being able to just click and have your avatar. the amount of effort needed to bypass the password is more than 99.9% of them are capable of.
This is very true of all anti-copy methods. If these users were actually capable of bypassing all anti-rip/anti-copy methods, they wouldn't need to steal content, they would be able to create it themselves. They all seem very intent on convincing us they can. But why? Perhaps because they wish for us to stop using these methods? Nice try. Won't work. We'll never make a thief's job easier. Stop stealing. Learn to make your own content or just purchase it from the author.
It's really not hard to just pay the amount for the entire package.
If you can't afford it, perhaps you need to re-evaluate why. If it's that important, and you really can bypass these methods, why do you waste all this effort stealing, when you could use that skill to earn more money?
Many authors will give free unity packages on gumroad. There's a whole server that gives you links on servers that give join bonus so you can get content to work on.
Don't rip, don't steal. It's not neccessary.
How would you like it if someone did this to you? It's called empathy, use it.
ya like i find the basic password system the nicest as it doesn't break my avatar for others when thay dont have my animations on and stuff like others do and the thing that would make my avatar a target are more animations and just it as a whole witch would require alot to reconstruct but not impossible. but if thay can reconstruckt it thay could just make it anyway
i realized i somehow have 500 screenshots in this open beta 
all back to back like a video split into individual frames
there’s no way i purposefully took 500 screenshots 
I also made a few when playing around with the controller, but definitely not 500 xD
Curious, when people can force clone a private avatar, can't the VRChat servers not replicate that avatar change to other clients effectively making it meaningless unless they went through the trouble of downloading it and uploading it themself?
You can't force clone a private avatar, that only works with a public avatar.
Ah, so you can't be in someone's private avatar, only download it? Thanks for the clarification
ohh i think there was a canny that was about holding the screenshot button taking multiple screenshots
is there a screenshot bind for the controller?
that’s probably what i did if so
I think so yeah
i was talking to sophia in black cat, and somehow had 40 screenshots of just us talking in the mirror within a 5-10 second window
so yeah it was probably when i was using quest controllers as emulated x360 gamepad
think it’s patched, can’t find the canny tho
wondering if that is screenshots?
ya clients download your avatar then upload it again to there account.
You could make a slideshow out of them xD
no more need for obs just use rapid screen shot mode
exactly
Yes people have found ways of downloading private avatars. It's not as easy for people to successfully upload and reverse engineer a private avatar when they rip it, but rippers will try to convince you it is as easy as ripping and uploading a public avatar, the fact is they're lying, mistaken or have been misinformed. They want you to beLIEve that they can steal anything they want from you and you shouldn't bother trying to make their job difficult. Do whatever you can to stop them.
Also, if you report and prove that someone has stolen an avatar you have created, they may get permanently banned from VRChat. VRChat can also IP ban as well. So they can't simply just make an account and come back on. If they use a VPN, VRChat CAN blacklist any VPN.
I know a few people who were permanently banned for stealing content.
Could create a gif out of them?
Turn it into a tatoo or texture with flipbook and poi shaders
Remove environment with camera
Hmmm....
Don't
ip banning is less useful than you think, saying that since i come out of a country where providers give you a different IP out of a pool each time your internet connects.
IP bans are nigh useless, and VRChat doesn't do them
vpns are sadly banned though, i always cry when my provider f*** up the routing towards the vrchat servers and i end up with a connection speed of roughly 2kb/s and 95% retransmits
VPNs aren't banned, though some ASNs have been blocked, which some common VPN connection locations evidently fall under. Some will work, others won't, and vv common VPNs probably won't work at all
I'd recommend trying Cloudflare Warp though, doesn't seem to be affected by the ASN blocks o:
ah, last time i checked most of the nordvpn ones werent working and from what i read from others they had issues as well. might give it a shot next time it happens.
VRChat them self actually recommends to use WARP in those cases
What is Ik2.0 or whatever its called?
An overhauled version of the game's Inverse Kinematics (IK) system, i.e how your avatar's body movement is interpolated from your headset/controllers/trackers, etc
Ah i see, that’s great news!
indeed
Keep in mind things have been updated and added since this blog post.
https://hello.vrchat.com/blog/vrchat-ik-2
smh the tracking gon be scuffed they arent in the arm
kung no!


Release candidate :O
woah pretty good
Why is half of the changelog the same as the change log from last week? 
I wonder what this means for the IK-2 beta that's network compatible?
Does that mean IK will be out of beta soon possibly??
if it'll continue being its own separate thing for a while or if that'll close, as well
Fixes that been chosen to be release in main build?
IK Beta will probably come to a close I suppose
yeah, that's what I figured, too
oh my mistake, fixing
I was getting deja vu lol
No problem ^^
There we go. Can’t wait for release!
happens to us all

any new on, if this is also in the current build of the beta aimed to go into live soon?
@wind talon will IK-2 also come to a close when the Open Beta gets merged into live?
They aim to publish it today if no new issues come up. ^^
that is part of this same beta, yes
since preperformance in after to phys update took a huge dive in 40+ people lobbies
Oh that has already been fixed ages ago.
same question could also be asked of @grim zealot
oh i hope it will improve the fps again in bigger lobbies to at least the level it was before the phys update
There was an issue where it would spam the log file with to many people in a lobby which caused performance issues.
If you mean the ik-2-beta channel. Probably. The next updates to IK2.0 will likely not be network compatible and come in the form of patches to live. I think after the beta is released #full-body-tracking can mostly encompass #ik-2's topic content
ok, thank you!
and thanks, again for all your wonderful and very hard work on this
it's been quite a great thing to witness along the way and you've done a great service to the community; you have my gratitude.
^ kung b cool
I should probably post in the other channel too but big thanks to all you beta testers!
What are the things you are planning to do after the live release?
Most everything in the past many weeks IK2.0 related has been directly based on beta feedback, so very big thanks everyone 🙏
There are some non-network-compatible changes I'd like to try for improving things. Mostly the lock-all spine behavior.
And I know that lock-all + chest tracking is very finicky in the current state. So that needs some more polish. But it will go to release at the moment as-is in the interest of not introducing big changes right before release
Release candidate :o
Btw is there anything you can do / are planning to do about your elbows being weird when touching your own shoulders? That's basically the only complaint I got from friends trying out the new IK.
Same, that is really needed
(I hate the current Main Menu)
Yeah, there's likely more that can be done there too. Though to do a fuller job of preventing odd poses would require the tradeoff of taking more direct control of hands when they get into non-anatomical positions, basically taking priority from hands and putting it into the elbow. It's something I'd like to improve further though
id prefer to have them release ui 2.0 before everything else so they have less pages (like the groups) to transfer over if they do groups before new menu
but at the same time why tf would they do groups before new menu
That's great to hear ^^
gonna quote this
tomorrow "Groups released!"
yay my avatars will not be broken in fbt anymore when this releases lmao
Yeah if they are doing groups or the creator economy before UI 2.0 I'm going to shoot my self.
yay? xD
hands having less priority means their position will slightly be altered compared to where the controller is in certain areas of the body?
that sounds el terrible
I’m mostly excited about the option to scale to height rather than scaling to wingspan.
If the hand would pull the elbow into a crazy position, then yeah that would require hands going off the controller to prevent. This would only be really near the shoulder though, where you usually can't see your own hands anyway
It would be a tradeoff though yeah
terrible idea
read this as "im going to shit myself"
I didnt have a chance to test the latest update yet. But does it improve knee positioning too with knee trackers when having your feet close to your butt? The last time i tried sitting on my feet my knees where bending away despites having knee trackers
if it only has little effect on it, i wouldn't be that worse compared to your shoulders having a temper tantrum
yeah it improves knee tracking
at least it should
Hope so. Felt weird when it moved my knees away while having trackers that tell it where they really are xD
yea I noticed that yesterday
lmao
I was sitting with my legs up on my chair
and I noticed that my knees weren't tracking properly
They also do that when putting your hands up, I made a canny about that like a week ago.
https://feedback.vrchat.com/vrchat-ik-20/p/putting-your-arms-up-is-a-bit-weird
Yeah, that's known and intended, to help with arm extension in that case
Ah okay, I didn't know that.
Sorry I didn't have time to reply to the canny. I also wanted to see what kind of comments would evolve if people viewed as a bug
It's intended behavior though
I'll switch over to #ik-2 actually because we're taking over open-beta with ik issues
yay release candidate
I can finally use my extra params
i havent seen what 2.0 menu looks like
or the design concepts for it
I don't think anyone has
That was concepts for the new quickmenu, which is out now
oooh
those were old ones back in like 2019
which look absolutely nothing like the current "new ui" style
as long as scrolling through my offline friends doesnt nearly crash my game i'm good lol
Alot can change in 3 years
wym you dont want a free fake crash button
LOL
There hasn't been any new concepts shown for it, there are only really old ones.
🔥
oo
(thats the old concept from 2019)
Yeah it doesn't really feel fitting with the new design
it gives me zenith vr vibes which is ironic because the new ui concept came out literally years before zenith
theming is literaly the same just with different general ui layout
ok maybe not the same but you see what im getting at
It would be inconsistent with everything they made after that. Colour, corner radius and in general the design of it does not fit with their current UI standards.
it just needs elements tweaked
very similarish
currently i imagine its looking like the new quick menu in theming but its got the same features as the main menu with extra stuff
introducing udon? :pog:
cant wait for avatars 3
That felt like you stabbed my UI / UX heart with a knife
💀
nice nameplates guys
ok but i actually like the bottom one there
That whole concept there has basically nothing in common design wise with the current QM design 😅
its at least got the wings
it has blue
new colors more like a blueish green
The current QM is not blue.
wait am i colorblind
chlorine green
Oh wait, no wonder my avatar was getting desynced
I was using new SDK for live uploads, hahaha
Okay ture, I give it that. Even though I don't think wings are actually coming for the Main Menu.
yeah its def a blueish green
maybe a lighter tint than the one im comparing it with
it's blueish, hah
bluedeez
That's also not their current UI design, that was an older concept of the new QM.
oh cmon blackrat the current new quick menu is like 90% similar to this one
I have to say though that there are a few things I like better about that concept then what we currently have.
yeah like the explore button in the wings
No, not really xD
thats a THING????
Wait
Wait, WeeW never used the wings?
i have used the wings i just swear on god ive never seen the worlds button there
That is in fact new
World button? Is it in open beta only or live too?
Tupper, when did you guys added a Worlds Wing????
it makes testing avatars really easy
It's in the current open beta
so i was right when i said that was not a thing before
it was snuck in!
I can finally stop using the big menu
okay but the colors are different tho
until ui 2.0
just noticed
Uhh so why isn't this in the change log?
pool water color scheme best
my EYES
no more eyes for u
it looks nice though
weew, throwing a flashbang into open-beta-discussion:
me, crying from the bright light
its literally the equivalent of turning on a wii at night on a crt
my eyes as soon as it hits the home menu
wow that's very useful
It's cool, but I'm just really confused why it's there. None talked about it and it also wasn't in the change log
as if i dont do this enough already
it must be snuck in
be sneeky
dont forget to turn your hazards on!
Very useful for when you need to turn left and right at the same time
splits car in half
carmt
Can anyone of the team comment on if this was intended to be added with this beta and was just forgotten to be listed in the Patch Notes?
if it wasnt intended then whyd it have an icon and everythin
Yep, absolut no use for big worlds menu it seems
Accidental commit
Yup, it sadly just opens the Main Menu of the world you are clicking on :/
VRChat quick menu only speedrun
Will this get fix any time soon i want it back
https://feedback.vrchat.com/bug-reports/p/1147-vrcat-it-will-not-talk-or-meow-anymore

meow noW
Hm, it's also not mentioned in here:
https://docs.vrchat.com/v2022.2.1/docs/latest-release
sad
I love that it's tracked internally
This is the most offtopic channel in the server xP
Basically
The "Worlds" wing got in unintentionally. It's part of the upcoming Main Menu update, and isn't done and hasn't been reviewed yet. It'll be removed before we go Live, but you got a tiny preview.
Needless to say, due to that issue and a few other UI bugs, this RC unfortunately got rejected and we'll be fixing stuff to release another day 😄
ahh, sure
rip worlds wing
today - today
main menu update next tho ⁉️
but good to hear that there is planned menu update soon.
main menu next or i will personally come to your house and steal one of your vrcat plushies tupper
yeap (VRChat normal soon)
looks like im stealing a vrcat
When should we expect the next release candidate?
Tomorrow mosf likely
I get the following error after importing the new beta. I forget what the way to fix this is:
Assembly 'Assets/VRCSDK/Dependencies/Managed/VRC.Collections.dll' will not be loaded due to errors:
Unable to resolve reference 'Unity.Burst'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Unity.Mathematics'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
NDA...
If they managed to fix what's broken till then
scrolls up
both be Package Manager package, so maybe work on there?
lmao where is the question

restart unity
I meant....check you got Burst and Mathematics installed on Window-Package manager. (also yeah restart once before)
Did. Twice.
I'll do it again just to triple check
Ah, right so now I get this when trying to open the SDK window:
Caught ReflectionTypeLoadException in UpdateDelegator Job: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at VRC.Tools.HasType (System.String typeStr) [0x0000f] in <fd084a77afe34357b636e47d49df1611>:0
at VRC.Tools.get_isClient () [0x0000c] in <fd084a77afe34357b636e47d49df1611>:0
at VRC.Core.API+<>c__DisplayClass36_0.<SendRequestInternal>g__FinishSendingRequest|0 () [0x00465] in <fd084a77afe34357b636e47d49df1611>:0
(etc...)
Just to be sure, is being unable to edit invite responses from QM one of those known bugs? I can just report it on canny anyway
sorry that's the suggested fix in the updating sdk article lol its beyond me now
IIRC, this is something reimport/reimport all multiple times fix it, isn't it?
Alright we back to normal. Danke

Random German
Unfortunately, some bugs were found that have disqualified this current build as a RC.
#open-beta-discussion message
sad
hopefully tomorrow
258 parameter memory when :3
soon (tm)
Summer 2021
RIP Worlds Wing
24.05.2022 - 25.05.2022
Also, for it not being reviewed yet it works fairly well :p
At least we know what UI 3.0 will start to shape up to be
Hopefully UI 3.0 will have a stronger more robust infrastructure on the backend
There is no UI 3.0
Not as of yet. It’s much further down the pipeline as according to their dev log. But it is in active development to get there (that’s why we got a new quick menu)
New Quick Menu: UI 1.5
New Main Menu: UI 2.0
Customization & Udon Hooks: UI 2.5
You're thinking of UI 2.0, that's the new main menu update. The new quick menu was UI 1.5
and nah, world wing isn't representative of main menu at all, it's just a small addition to the quick menu
Those are phases, we can call it 2.0 if you want to I guess.
But keep in mind, we are technically in the second iteration of the UI because the menus changed from what it was in 2017 to something else more streamlined (I remember respawn button being moved for home button ew)
And now we have our new quick menu for the third iteration
But hey, let’s say it’s 2.0 just cause lol
I still can’t believe they did us dirty and moved the respawn button to the center.
Phasedragon works for VRChat, so you can trust what he says about the naming 😅
🤷♂️ as far as I remember they joked between naming it 2.0 or 3.0
Because it’s yes, it’s all true.
I mean you can call it whatever you want, that's what it's being called in development lol
I would argue that the two old UIs are still fundamentally the same, just kept adding and shifting stuff. Never really got a revamp enough to call it a new revision
Yeah, I understand. It’s all good. It is not a good feeling when it seems like I’m being told I’m wrong or something doesn’t exist because of a naming scheme though.
Hopefully, as with my first statement still holding.
When the new UI finishes release, the backend will be more robust for growth.
It’ll be great to have a setup to make cleanup or adjustments in the future more organized and less frustrating for those working with the API.
so close to update. i wonder what fail 😛
some general ui bugs so probably shouldn't be too long for next build~
no. it all good 🙂 bug do happen.
I hope we will get a new RC today. It's just that the World Wing has to be removed and that the invite message edit to be fixed
Oh, invite message edit had a bug?
Ah no, it was the invite repsones:
https://feedback.vrchat.com/open-beta/p/1200-cant-edit-invite-response-message-in-quick-menu
And maybe they also fix this? Not really that important for thr RC, but it would be a welcome fix
Just wondering, but will we get to see any new Concept for the new Main Menu before it goes to Open Beta?
also curious about this ^
oh shit i forgot to unping my bad
Interesting, the new Input System will continue to press a button when you are tabbing out of VRChat. I don't think is is intended as it's also not the case in live. Just to be sure I made a canny for it: https://feedback.vrchat.com/open-beta/p/1200-if-you-tab-out-of-vrchat-while-pressing-a-button-the-game-will-continue-to
canny already exists, and it’s screwing with my sharex recordings
Whoops my bad
Sometimes I wish the canny was better at showing similar posts
que the duplicate merge
It would be cool if we could merge our own posts in to the one from someone else if we find out that it's a duplicate .
ahhh I feel you pain so much right now, gosh I hope this gets fixed soon
driving me mad
I just always enter Safe Mode now....
In live the Action Menu blocks your Interaction with the World, in the current Open Beta this is not the case. You can still click on buttons or pickup objects when you have it open.
https://feedback.vrchat.com/open-beta/p/1200-action-menu-does-not-block-world-interaction
Well that went fast from being written to being tracked internally, thanks Tupper. ^^
same here, also happens in the live build
Live doesn't just continue to press a button when you Tab out of the game.
yesterday i kept being put into save mode whenever i went out of the menu, this started happening when i shift-tabbed to go into the steam overlay
Are you sure you where on live? Cause that only happens in Open Beta.
Hm weird
ive never once ran into the issue on live
same
regarding the higher parameter limit - how does that work on live servers right now? does it shave off the parameters at the bottom of the list such that it retains the default 128?
If you use more than 128 on live it will nuke all
tyty
I'll try to re-produce the issue tomorrow
The mouse cursor doesn't move on build 1200 desktop mode. Does it happen on your environment?
I can not be sure because it's too basic operation. after clicking left (or middle) button, it begins to move.
1200 be too buggy in general around UI so can be possible to happen...
New RC today? :o
maybe....
(hopefully)

Update time
Branches deleted 👀
Last
Open Beta is gone
everyone fight for da last
let's see
Public Updated, Open Beta and IK beta got deleted
;_;

NOT ONLY AM I LAST HERE
ACTUALLY
nevermind
i'll leave #ik-2 open
idk
anyways i got stuff to do
oh right here ya go, here's what got fixed in 1201:
disabled worlds wing
prevented freezing trackers in a case that wasn't necessary
fixed edit button being broken for QM invite responses
fixed "invert mouse look" from inverting scrolling direction
fixed issue where OSC would stop working in some cases
fixed issue where the mouse cursor wouldn't appear on login
fixed issue where opening the action menu wouldn't disable world interactions
OwO
yes
Nice

HMMMM?
But where the announcement at
So uh patch notes?
test time
bruh
oh it's just a lame beta this time
spooky
huhh, really small open beta...

patch notes: fixed jitter moment
i like simple
Do I have time to test if this patch exploded my model or not. Hmmm
I'm now disappointed xD
smol beta
among us sussy imposter
"FIX JITTERING BONES"
ok we fixed jittering bones here's a beta for the weekend
"wow lame beta"

This is local only right? Like~ if someone else isnt on the open beta they'll still see our stuff jittering right?
fine we'll turn it off i guess
wasnt new main menu, im gonna steal ur vrcat

smh not living dangerously and pushing to live
I'd rather have udon precence first lol
it's only a few lines of code how much could it break 🙃
Imagine how much better worlds could be if they could just save
new main menu when~
how dare this beta update not have FBT IK 3.0 with no trackers and using brain waves onto a usb dongle to simulate FBT tracking
:(
im so disappointed, come on vrchat
having a good understanding of funny computer physics being affected by user input, Im gonna wager A LOT can break here.
soon (tm)
Hopefully nothing does
We're using open beta to get a fix out to people who want it, without actually doing a live patch on the weekend
because that's asking for a whole lot of bad times
ic
Makes sense ^^
Yeah, my model doesn't have any visible issues.
Thanks for the patch!
I'mma be serious, thanks a lot, that bug was driving me nuts last night
Who ever worked on this, thank you for spending your weekend on this. <3
So here's the real question
Who was annoyed enough at the jitter that they wanted it fixed for their weekend and said screw it we can push it out to open beta too 
That's a great question
The furry community :v
which dev

Oh wait
Last bit of your comment there lol
But yeah, lot of noise from the furry community as everyone's tails were freaking the hell out because of the bug.
hotfixing the bug for personal fun and profit and just pushing it out to the beta channel so less people would complain 
IMO the jittering bones made vrc unplayable for me, just broke any little sense of immersion it had
it had a disproportionally large effect on furries lol
since furries use certain prefabs that allow tail wagging with animations way more
interesting accidential experiment
Furries be like tail goes brrrrr
so we experimenting on furries now
ferries?
ferries?
ferries?
Yeah, all the ship girls
you saw nothing
⛴️
ah yes totally not suspicious
I think some people call the kancolles
bully
pat pat
All four used to live in peace and harmony, until
they began to jitter
j
i
t
t
no
is that a custom joke?
cancel sipp the fun killer
lol rip
lol
well
Why are you all such gremlins lmao
:D
that seems like a decent compromise
i-- how. why
I just finished watching Gremlins 2
In germany we would say "quadratisch, praktisch, gut"
when I was on yesterday it was affecting about 60% of the furry avatars
the jitter was noticeable at high framerates and low framerates iirc
if you were at like... 60fps ish, they were much less noticeable
2 weeks later
Transparency on a few elements are broken
on what else?
Which elements you noticed?
Also, not new to this beta, tis has been the case for a while now
Like the block icon on a kick notificationhttps://cdn.discordapp.com/attachments/816617882099384371/980247871750275082/unknown.png
not new to this beta though
That one
Few more I saw but I’m not home
Few of the invite icons were wonky looking
ferries?
Was this reported when it happened before
oh so the jittering should be fixed now? epic
it happened a lot when ppl tried to pull my hoodie strings lol
can we also get capsule contacts fixed for proximity
only if you make a canny post
The post has been made since march and was marked as Tracked Internally https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/1181-proximity-contact-does-not-work-with-capsules
huh, I was using contact receiver just the other day and it worked fine. Are you sure this is still happening?
it's a bit counter-intuitive since proximity measured proximity to the spheres of the capsule, not proximity to the center of the capsule. But it did function
We are unable to repro.
I could investigate further, maybe it doesn't work on the cylinder part of the capsule?
I haven't tested yet since last time, but the proximity for capsules were still broken. I wanted to use capsule proximity for one of my contacts on my snout but could only to get it to work as a constant.
and you were definitely checking against the sphere part of the capsule?


just freeze it


