#open-beta-discussion
19 messages Ā· Page 29 of 1
I also ended up not using capsule for my purposes so I never uploaded with that, only tested in editor. Is this possibly a client-only issue?
Is this possibly a client-only issue?
Last I recall, it was indeed client-only
ah that would explain it
Did you only test in-editor? Because it works fine there. Issue is client-only last I remembered.
I can honestly say that's that y'all haven't been able to repro. Its a problem in game and is still an issue with the current build of the game. I used a sphere and it works. Capsule and contacts freak out in the instance
Avatar Dynamics typically matches up with editor behavior very closely so if there is an issue that happens in client but not in editor, that is a very important detail to include
that's true. Client side and editor behavior are very strange
I'm not able to test floats though
I should've brought it up in the canny when I was having the issue but since it was already Tracked Internally at the time I assumed it was already known. 
is that jittery animated physbones fix local only?
It's for anyone in the beta
But if you are in the beta and someone not in the beta is watching you, then yeah they won't see it
I.e. it's not a network thing
oh okie. Thank you for the answer ^-^
Not just furries but catgirls too š
praise the open beta! was so sad to see i had only one avatar break, and it was also my favorite too.
Am I just dumb? How do you get beta
#open-beta-info theres a guide in here
Yeah Iām just dumb. Thank you lol
i like this beta. explains a lot of confusion as to why my tail was jittering all over the place
I just wanted to say thank you to any devs watching the channel. The push to fix the bones in the open beta even on a weekend is appreciated.
I definitely understand the pressure and effort put into getting a fix out quickly and safely as well as the weight of the decision not to push it out to prod on a weekend.
cant update to open beta on steam - missing file privileges error
uh why mute button stop working
I had an issue with proximity capsules too with my sheathing system.
I wanted to use a proximity capsule, the parameter did not update at all.
Had to switch to on enter capsule which annoyed some people since they couldn't get it to work consistently.
I haven't checked but I will after I type this message has anyone made a canny post about the five Hertz refresh rate with OSC applications?
It seems they have however it's not marked as tracked
I imagine VR chat is not interested in changing this because they're going to be building in eye/face tracking into another milestone release in the future, which seems to be the primary reason people want this change.
Would any of the staff know how many beta releases will come out before that becomes a part of an open beta?
I honestly expect it won't take too long given the fact that the last time that VR chat staff expressed interest in changing something they were talking about doubling the parameter limit and they did it within a release or two, if I recall correctly
Just very excited for face/eye tracking to be an offically supported part of the application!
@grim zealot sorry to bother/ping you, but I wanted to clear something up real quick if you would be able to. I've been hearing a few rumors about the IK2 being improved after release in future betas/releases. Is this true?
He will still be working on IK2 deepening on what feedback he gets.
He still has his #ik-2 channel ^^
Thanks for clearing this up Rat, I appreciate it!
Yeah that's MY channel!
lmao
just sayin theres a window for other devs to get in
And the internship can be here:
Does VRChat even take people for an internship? xD
If you sneak in and pretend you've always been there, maybe they won't notice
fake it til you make it
Just gonna put this here to raise awareness kek
Wen fix 
That's why I changed my ik's feet xD
This is an example of the issue
This happens on live branch too, ever since the IK2
Just bringing light to it as many people just brushed it off as a nonissue
it does the same for me
I thought it's normal
plus kung is fairly active here
Iām 99% sure this issue didnāt exist before IK2 but I could be remembering wrong because I almost always use FBT
I mean
for my avatars, it's been like this before ik2, so I had to change the ik animation to do my standing anim pose, it mixes lower side with standing anim when you stop moving.
old version takes a sec before doing this, now it slides to ik.
At the very least would like to know if itās supposed to work like this from the beginning
It's meant to slide this way now. I know how you feel. xd
def didnāt
it stepped, not slid
I miss the little stepping it did
Then vote on the canny
i miss the ferrets doing tiptaps before net ik 
and physbones not working on humanoid bones stole their jiggle

ferrets are die 
sad
Though, could this be "fixed" (dealt with until a proper patch is out) by changing the IK pose to a different feet position? Just a thought, not something I've really changed before myself either.
does that not also apply for fbt, or is that tpose layer
My guess is the new IK system messed with how the procedural animation for autostep accesses the foot position or broke it entirely, thus making it reset to the tpose
Just did, hopefully it's looked into
Instead of using the positions of the feet upon reenabling autostep after locomotion it canāt access them due to new IK so it just resets. Thatās just a guess though
And probably likely, the IK2 system changed a lot
Maybe an oversight of changing reference without changing the procedural animation
Who knows, might be an Object reference not set to an instance of an object
God the troubles that error has given me over the years
it's the new normal
Sad
Thinking about animation bugs, would be nice if this one could get addressed at some point...
https://vrchat.canny.io/avatar-30/p/bug-when-other-players-load-an-avatar-faster-than-the-avatar-wearer-the-expressi
(I mean it's a fairly old issue at this point, but it's still there and it is a problem)
pretty sure it always has been there, just not in this form. When i created idle anims a year ago i already noticed that auto footstep pretty much overwrote whatever i tried to put into standing
dunno if that is that much of a bug anymore or if i simply subconsciously work around that. Just like my guess in the canny from a year ago, I think its mostly the parameters being initialised with 0/false (feels like a standard unity behaviour) - since making the animator logic with a state which has a parameter driver to set "HasLoaded -> true" and is only reachable if "IsLocal = true", these issues did not occur for any layer which checks in its transitions for "HasLoaded = true" anymore. (meaning, all transitions from the default state require that HasLoaded = true, so you block from unwanted transitioning in case of 0/false initialisation of the animator)
Am I the only one who notices that with the beta and with regular VRChat, the models sway back and forth on their feet before staying still?
Got a few more fixes incoming to tack onto p3
:pog:
comming today? :o
Oooh? Autofootstep fix?
Yea
Yea
Since Ik2
Canny
tupper: "...sigh. KUNG!"
that is an incredibly tiny bug
but no, probably not that
considering it isn't tracked internally yet
its.. also in the wrong category

moving it to the correct board, pushing it into internal tracking. can you provide video?
Video
things posted in discord don't count
Honestly didnāt see an option to change the board kekw
please put it into the canny
Bro I tried
... then upload it to Streamable or YouTube :S

This time I shall give you both the spoon and the feed


Basically, put everything into Canny posts. Engineers do not read Discord to look for bug reports.
The harder you make it for me/QA to tell an engineer what's wrong, the less likely it is to get snatched up and fixed. 

There, video lol
I am a fool
For a software developer I sure am bad at making proper reports
not many people know how to make good bug reports, even mine tend to be short on some details, dw
Speaking of, currently if you have more than 2 cameras and one uses a render texture and you go into playmode, testing physbones in Unity will not work properly. Examples are in the comments of the canny post https://feedback.vrchat.com/sdk-bug-reports/p/physbones-cannot-be-grabbed-in-editor-if-more-than-one-camera-is-present-in-scen
Is this new for this Open Beta?
It appears that this is back from April so no, unfortunately not
although that explains why I can't grab the bones in my own editor
Speaking of render textures
How are they regulated in game
Sometimes they flat out disappear
And only certain people can see them
I'm confused why so much stuff / canny's get posted in here that aren't related to the open beta š
Becsuse
Devs
They be here
Here be devs
Itās like slipping a note into their jacket pocket when they arenāt looking 
I can imagine it being a bit confusing though if people mention issues in here that aren't related to the beta. Since if they are looking for information about how the beta is going it can be a bit misleading sometimes.
the channel description states that the channel is for discussion about the current open beta, but some people erroneously use it to refer to past unrelated bugs they'd want fixed in this beta/things they'd want in some future beta
well if it didnāt have such a high success rate people wouldnāt do it lmao
also this
Well also there is no channel for general bug discussion, even if it isnāt for contacting devs about it (thatās what the canny is for)
that tends to crop up in general-1
as does everything tbf
But, cannys need votes to be seen, so they gotta get discussed somewhere
Or in the channels related to that issue.
So #avatar-dynamics for stuff regarding Phys Bones or Contacts for example.
Ah yes, either the channel thatās been dead since the dinosaurs or the channel where it will get washed away in the flood of text

But in general, maybe a #bug-disscussion channel might be useful in those cases.
ā¬ļø
You don't need to react to it 20 times.
Shut
ok noted, will stop
BlackRat is right, trying to use this channel as a place to slip stuff up in the queue is NG
i try to avoid it but its hard to say "no, do it the right way" and ignore a bug
in other words, i appreciate the activism but please let's keep the job of managing open betas and their related bugs as easy and uncomplicated as possible š
the existence of a bug-discussion channel implies VRChat devs will monitor and discuss it
unfortunately, that is not something we/I want to do-- Discord is not a bug tracker
something something use the canny :v
if you find a bug, please post it to the Canny. as far as coordinating discussion with people on Discord to figure out a bug? sure, idc, do what you want
heh
Just a dumb thing I notice while using the beta version earlier today.
I was in desktop mode to test a new avatar that I uploaded and was side stepping in front of the mirror to test a PB item I added to my avatar.
Unity gave me a popup that my upload was ready and I hit the ok button while still sidestepping (dual monitor) and suddenly my avatar kept moving to the right, even after the VRChat window regained focus. I had to restart vrchat to regain control.
Is this a known issue?
(no game controllers, and my virtual controller is disabled in windows device manager)
OH.. nvm, it's right here. I overlooked that one.
https://feedback.vrchat.com/open-beta/p/1197-key-pressing-is-preserved-if-you-release-the-key-while-losing-focus
