Developer Update - 15 June 2023

This was fixed in our latest update.

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@tupper For the upcoming custom emoji feature, will there be a way to report any “not safe for work” emoji’s that users might upload?

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About the upcoming hard limits, how does that affect Physbone transform count?
It isn’t mentioned there.

That’s already at 256 per component though?

Eh, this is annoying, never use avatar like that in public, but recently thanks to ModualAvatars and some own tooling found a handy way of working on avatar where i put everything i want on single avatar and then create a prefab variant with removed stuff I don’t want on given version, and my scripts then remove all the unused parts/bones/materials/animations. But I use that “master” avatar for testing it, especially local testing, and that one will probably get to 300 components soon ;/

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I assume it is for now, just to test the waters before people go crazy. You need to calculate every VRC+ member and how much space each emoji costs on dev’s end.

The shown UI has clearly space for more.

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I can not wait for the thumbnail upload feature. Makes things so much easier now.

Will most thumbnails be the same size throughout VRChat? (Seems some things like website/in game UI has different scaling here and there).

Custom emoji… that could get messy. ._. But it’s a nice little thing to add.
Really dislike locking a whole features behind +… I think it should only give you an extended limit for some things.

Really wish the comfort turning toggle would be in the quick menu, it’s the only thing I consistently have to go open the main menu for.

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It doesn’t affect it directly.

Practically, as @DrBlackRat points out, since each PhysBone component can only affect 256 transforms at maximum, that means the maximum PhysBone transform count is 256*256, or 65,536. This number is a ridiculous number that I would never expect to see on an avatar, and if I did, I would assume it was malicious.

At that point, I might have to track you down personally and bonk you with a large squeaky hammer.

I would suggest either you or ModularAvatars implement a method or step in your setup where you can build interim test avatars instead of doing the equivalent of trying to wear all your outfits at once and wonder why it’s getting very hot and you can’t bend your arms. :sweat_smile:

In other words, that’s unfortunate that it affects your test flow, but I don’t think we’ll change our implementation for this situation’s sake.

Getting a uniform aspect ratio on thumbnails is an issue we’ve been chasing for years. (sometimes with previously-mentioned squeaky hammer. Did you know UI engineers and designers can run really fast?)

We’ll get back around to unifying this at some point, but I don’t think it’s happening soon.

What type of feature would you expect to be locked behind a paid VRChat Plus subscription?

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Oh hey, I recognize Docusaurus when I see it :slight_smile:. It’s nice that you are utilizing its plugin system very well.

Nice little dev update. I like the direction of the SDK Build Panel UI upgrades!

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Although the emoji feature is really cool and i can definitely see myself using it. My heart just breaks for all these kids that will be presented with images they should never see at that age.

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I hope the new build feature outputs something to the Unity console when you upload! I have trouble remembering if I’ve actually hit Build and Upload enough as it is :smiling_face_with_tear:

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Haptic vests/face covers/limb parts, osc devices, props, clothes, hair, big bodies. It does not need to be 200 different components for physbones, but the amount of transforms, I believe

None. Really dislike such an idea. And Plus is really expensive. I’d easily pay 100 dollars if I had to for VRC cause that’s how amazing it is but I’m very much against subscriptions and paywalls in general. It’s still an extension of another feature so I was bit wrong in my wording, but please never start charging for unique features, that would be so scary.

Thanks! If you’ve got experience with Docusaurus and feel like donating some time, we accept PRs :wink:

We’ve got some ideas floating around for offering support for these sorts of things on a broad spectrum. Not even remotely close to “announced” yet, literally just pitches and ideas. but we hear you!

Gotcha. How might you expect VRChat to pay for its running costs?

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Ah yeah… there’s a massive amount of avatars with horribly optimized hair cause they toss in like 10 bones each for every single individual strand of hair or fur :weary:

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While the changes to the settings QM look cleaner, I’m actually of the opinion this is a usability downgrade. The existing menu is dense, especially for new users, but the new menu increases the number of clicks I have to do (or scrolling) to reach the tasks I care about.

Maybe you have tracking data which shows the most common interactions, but this feels like it was driven by aesthetic consistency goals rather than usability ones.

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Any chance we could see “local only” PhysBone components as well? I think this could be useful in cases where physbones are being used solely for calculations rather than aesthetics. This could apply to things such as weapon slash effects that only use the the motion or angle of the bone to drive a synced parameter.

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Though there are some cool things in 2022, this is opening up a can of worms worth of questions. For instance, since DX12 is out of experimental in 2022 is VRChat going to look into updating from DX11, since there are some limits with DX11 and DX12 has more tools available that can make performance comparable or perform better than DX11, would that perf uplift also apply for VR?

This is honestly a massive W. No more using the camera to put custom thumbnails.

With the new Physbone/Contact limit in mind, are there any plans to add additional contact receiver types such as a 3D Box Receiver? Canny