Developer Update - 15 June 2023

2022.3 you say…? Hmmmm :smiling_imp:

Please add the custom emoji to the safety settings for the love of god. I do not need people in public instances spamming me with gore, nsfw, etc. You know it’s going to happen, don’t try to deny it.

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Blah! And here I was already learning Unity 2021 for a non-VrC project I have x,x

Hopefully avatar version still increments. Don’t fix what ain’t broken

I beg that you guys don’t upgrade to a Unity version that kills all of my worlds, as I lost many projects long ago.

Not related to anything mentioned in the thread, but would it be technically feasible to disable any shader that adversely effects my view? For now I end up blocking random avatars wherever sometimes avatar decides that everyone needs to experience shakycam mode.

I figure if the shader is drawing relative to the headset, I don’t need to see it, unless it’s literally a HUD on something I’m wearing

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The thing to keep in mind is value.

The value of something is going to generally drive it’s success, and the value of something can be objective or subjective.

If VRChat were to be more aggressive with their VRC+ features and make it more worth it (but more annoying), sure, there could be a chance that people move away from VRC. Just think about what happened when EAC was added.

However, VRChat has a lot of value due to it’s age, player base, and a lot of it’s features. If VRChat started to really screw up with VRC+, they would be shooting themselves in the foot. So there isn’t too much to worry about.

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that will not change as Unity can only be one bill Target at a time so there’s not really a way to upload both build targets at the same time

vrchat can’t stay stagnant on the same Unity version forever if they want to still get security fixes as Unity only provides bugs fixed support for only the latest couple of versions

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Now with the localization update in full blast, it might be the appropriate time to add other languages in the profile section of the user.

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It is a quick menu though, it should prioritize speed and this is definitely a big downgrade to that.

Instead of changing the UI for Quick Menu, you should’ve tried to make it more clear and apparent how to actually open the Main Menu, because in my experience with every new user you have to explain that they need to double-click/or find a little button in top-right to open the MM.

Other than that, the QM design is pretty good in it’s current state. If I would to improve the settings tab, I’d make it modular so users can choose what settings they need to have a quick access to.

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no shit

Now I just hope granular safety settings will be on the radar, plus some custom whitelist for VRCUrls so the 5 second query can be reduced

Or perhaps option to switch hand controls or support for one-handed FBT calibration for those of us disabled players? I mean, new emojis are okay, I guess.

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I hope this UI update finally fixes the Issue, that i get switched from “Trusted User” to “User”, close to every time, i try to look at someone’s profile… Have been dealing with it for months now.

What about Setting up an automated Queue? So that it uploads them all one at a time but in sequence automatically. (Also it’s worth noting that I don’t mean Upload both the Android and Windows version simultaneously, I meant like different Blueprint IDs in the same scene)

I LOVE idea of custom emojis.
But hope there is some sort of self-moderation is coming with them. Like ability disable them as same way as you hide someone’s avatar.

Have nothing agains they are closed behind VRC+, but there is any chance that really limited amount of them can be used by non VRC+ members?

Also, speaking of VRC+, little unrelated, but there is any chance what It also increase limit of Favorited worlds in future updates?

Agreed about knowing how to open the main menu… it took me quite a few sessions after the update before I was regularly able to find and remember how to make it show up (in the interim I’d go into shields and select custom since that was the entry point I knew about).

That said, as long as that issue is solved (eg with some kind of prominent textual button to show the full menu), I actually quite prefer the Quick Menu being… well, quick… and lesser-used or more complicated options being relegated to the full menu.

I’m assuming the 256 contact limit excludes the ones that are built in by default? (head, hands, feet, etc) Probably never gonna get close enough to hitting that limit that it would matter but some clarification on that would be nice. Just in case.

I also don’t like the new quick menu settings ui. But perhaps it might grow on me. I just like the current iconography that most of the buttons had which did a good job of showing what each settings does at a glance.

Custom emojis are great, but why only five? It seems like a ridiculously low amount. I’d understand if that was the limit that’s available for free, and could be expanded to like 50 with VRC+. But for an already paid feature it’s very low. I’d imagine people would like to have “sticker packs” with a custom stylized versions of every default emoji that they use.

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DX12 has little effect on vrchat, trust me.

As for so far.

Since most of the overhead does not come from the driver, the improvements DX12 can get are limited.

Normally the CPU load is less than 10% of the overall and does not enter the main thread, although sometimes it does.

But if it’s a particle system with too many particles, etc. or a skinned mesh that’s heavily overwhelmed, it might work, but before that it will overwhelm your GPU with very low efficiency.

1 Like