Developer Update - 12 October 2023

There’s no need to change previous releases, because what we’re doing here is simply describing how we’ve been doing it all along. If we can move to proper SemVer some day, we’ll document that and communicate it. Until then - we’re essentially describing the current reality and codifying it (in upcoming Docs changes).

My friends and I look forward to Spookality every year. Always good to see fun and spooky worlds.
I am assuming Content Gating is just adding advisory warnings to worlds and not removing the world them selves unless they break TOS.

Side note: Any plans for implementing AR with in VRC? On the account of the Q3 capabilities. Im sure that has more to do with the SDK and what Unity can allow but it would be cool to see being it is even something that can be done.

Any ways as always keep up the good work.

My point was that everyone was assuming you were following proper semver standards instead of doing your own wacky thing. This means pretty much everyone was using ^3.0.0, so they wouldn’t encounter breaking changes but still allow users to upgrade to newer SDKs. With this change, it means any packages using that semver, even in their older versions, can possibly allow you to upgrade the SDK and then encounter breaking issues when the dependencies were initially set up to not allow this

or the straight up fact that some of the metrics tracked don’t functionally matter to actual performance in most cases, at least in the limits that are defined currently, while other ones are literally not tracked at all and have the biggest performance hit on an avatar

It’s even worse, because for example: When VCC went to 2.1.4 and the VRC SDK went to 3.4.0, the UdonSharp template now doesn’t work, because U# is integrated into the SDK. I updated the VCC and what not assuming that it would work, but it doesn’t.

So I can’t imagine how many U# projects are broken now because the users updated their VCC and SDK and they probably weren’t warned because of this new, custom semver they made.

There’s a reason why NodeJS is up to v20 now, despite the fact that you can technically use v14 to v18 without much issue. They use semver correctly.

Meanwhile, there was a funny thing with NGINX where they took down an entire, worldwide service for an hour because they made a breaking change on a minor version. :slight_smile:

It’s also funny because they have to make another breaking change for the SDK for Unity 2022 like Momo mentioned. I am so excited to see how many projects are going to completely break going to Unity 2022.

Edit: I want to emphasize what Momo said:
image

This is even more reason to just bump to SDK 4. It isn’t confusing. Please just follow semver.

ok yeah but where is the preload button did you guys forget to actually put the button in? because its not there for me

The version of VRChat with the preload option was rolled back.

For me the version that had preload kept crashing in under 10 mins of launching if I was in a world with a running movie player, also the chair based flying in newer gogolocos was very inconsistent, instead of working 100% of the time, it would work like 30%.

No idea what other problems people had.

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Any plans to add batch editing for content tags? I’ve got a bunch of versions of the same and different avatars, different edits, different performance ranking versions, etc, having to go through all the different uploads to set largely the same tags is fairly tedious so at the moment I’ve resorted to updating the few uploads I use most, I’m sure there are other users in a similar situation.

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Ah yeah gogoloco would spawn a chair at world origin and put me in it and thats it. Some sword prefabs with a neat slash system and sheath system don’t work either, just gonna make one myself, what a pain. It’ll be better anyway.

we had to roll that update back due to some crash and perf regressions

For a little update on that, we’ve tracked some of the issues causing the problems we had to roll back for. In addition, we found a memory usage regression that we’re currently working on which is preventing us from releasing the new version live

FWIW I played with the GGL thing for a bit myself and discovered the issue disappears if there’s a mirror visible. Pretty sure Franada knows. Probably something to do with some mirror clone optimization we did.

If you have your face or personal mirror on, GGL flight will work every time.

Obligatory reminder that flight prefabs aren’t supported by VRChat, and we don’t plan on making changes or fixes to explicitly support them

Not at the moment, we haven’t seen a ton of demand for batch editing. A lot of our web engineers are currently on other tasks so we’d have to stop something else temporarily to do this.

It’s a bit annoying for sure, but it’s a one-time annoyance. Going forward you can tag your new stuff on upload, so you won’t have to do it again.

For private avatars as long as you tag the ones you use the most (I have ~150 and probably use like… 5 at this point) then that should cover you. If you have public avatars you 100% should go through them all, though.

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yeah gogoloco stuff breaking is just an annoyance i dont expect vrchat to fix something like that other ways to “fly” anyway. thanks for the snappy response about the regression, too.

while im here i have a request, a small one that can be ignored its no biggie a similiar option exists.

can we perhaps get a “alternative” or “misc” nsfw tag just so i can have it nsfw hidden from the children regardless of what my avatar is?

I’ll keep this in mind, thanks.

This might be unrelated but rendering for avatar thumbnails isn’t accurate through the scene capture.

For example here’s one of the images I wanna use for the thumbnail:

And here’s the actual thumbnail being generated via scene capture:

It happens on dark areas where it adds greens and purples that don’t even show up on the original image. Strangely enough if you upload an image instead, you don’t get the mishmash of random colors added to your thumbnail.

I was under the impression that this was rolled back due to wd on avatars breaking in mirrors (Canny), however, that issue has reappeared after the update was repushed to live

I thought that was one of the issues that got the update pulled?
Will we see a prompt fix for the avatar mirror issues?

This is due to compression and reduced colour precision. This depends on both the colour settings for the rendertexture, and the final saved image format.

Any chance of vrchat coming to iPhone?

In short, quite likely not Apparently it was mentioned in a past update and I didn’t notice it, but the point remains that it is very unlikely to be anytime soon (probably still in investigation phase if I had to guess), and whenever it does come it won’t automatically have a lot of content like Android does.

In order to support a new platform, all content (this means worlds and avatars) need to be explicitly compiled for the platform. Android didn’t require this because the Quest runs a version of Android and thus Quest content was already compatible with Android.

Never say never, but it would be far more nontrivial to support iOS than it was for Android.

It’s definitely nontrivial, but I do believe I’ve seen VRChat express interest in iOS.

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They… quite LITERALLY announced it as coming to iOS at some point post-Android.

Developer Update - 30 March 2023 - Official / Dev Updates - VRChat Ask

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In regards to Content Gating, will the “shoot first, maybe ask questions later” policy of banning for NSFW content without providing the banned user with any detail of which avatar was the cause or anything, be lifted or updated?