EMOJIS!!! oh and the other stuff is cool also
I really enjoy the concept of taking something that takes a bit of know how to do and making it simple for everyone to use in VRC.
(On another note)
I do hope integrated Play space mover is on the list for are Dev team this year. It is something I feel confident saying most users will enjoy.
Keep up the fantastic work and thank you for keeping us updated.
So no option to turn these off then for PC only? I get the quest having a hard cap because of android hardware limitations.
Is it possible to increase the functions of letters and chat rooms?
Sometimes some worlds are too large or too many stages to see each other.
There is no simple text or voice mail function to send each other, and it is also convenient for some people to stay on vrchat for a long time without afk.
Having a chat room feature also facilitates instant in-instance communication, although some worlds already have that.
In addition, when will the texture streaming function be launched? It has been enabled in the SDK for a long time.
One difference between VRChat and a discord server is that on discord it doesn’t need to keep the custom emoji loaded. I didn’t look too closely at the details that have been shown, but hopefully these have a decent resolution cap, and are compressed instead of raw.
Basically I’m concerned about how much video RAM this feature could suck up on the low end. 5*80 more small textures hanging out.
This is the sort of thing where they can always increase the number.
Long term I think there is a possibility for a future avatar format to be architecture agnostic. The question remains is if Unity will implement this, or if VRChat will end up implementing their own way.
Switching platforms in the editor makes sure that all the files in a project are kind of ready, but the build process could be modified to ready up only the required assets during the build process.
By making the files ready, the most obvious is the textures, on windows an image (png) is converted to either DXT 1 or 5, and for Android the use of ETC or ASTC.
例如裙子又或者是很多件服装
OMG TUPPER YOU ARE BEST!
I add that the Italian translation was done entirely by me and my Italian community staff. That’s why you have it all perfectly ready at 100%. I don’t know who listed “Raffaele Brevetti” as the official translator, but it’s clear that he doesn’t even know Italian.
Feel free to keep developing other ideas that nobody cares about, great Tupper.
Local contacts, and even PhysBones in some fringe cases, would be very welcome.
In general the ability for things to be carried out locally, and the end result synced to other players, beyond just animators, would be very welcome. Not every player needs every component for something to work!
The ability to mark things as local would go a long way!
That’s an interesting idea but most likely out of scope for this one. You should make a canny if there isn’t one though!
For newly made avatars - you will be able to fill out the info and then just click build and upload and just walk away to make some coffee. The UI for saving changes will be a little different for newly created avatars than the one in the video.
Making it automatically switch platforms and upload both is not a part of this update though, but we know its something people are interested in.
Reports not being taken seriously doesn’t help either. Trust & Safety team my ass, this profile picture is blatantly NSFW and I have reported her ingame once already.
Or should I make a T&S report instead because ingame reporting does jackshit?
EDIT: Okay that worked, she now has the default robot avatar which i’m all but certain it means she got banned. Shame I had to publically name and shame her first.
OMG, I can’t even! This VRChat developer update is like, seriously mind-blowing!
The new features they’re bringing in are just off the charts!!
#VRChatRocks
Could we get a mutual friends tab? It’d be extremely useful for remembering how we met people. So then everyone wouldn’t have to always guess with “Do I know you through _____ or _____?” Would make life so much easier
with the recent changes with how all the settings can be changed and such
what if you had somekind of “favorites” tab for settings, so that settings which an individual user changes the most can be accessed quicker?
Some people need certain settings more than others, so letting them choose their own most accessed settings could streamline their user experience in the long run
Not related to the dev update, but I need to ask once and for all: why is the image loader whitelist different from the video URL whitelist? Wouldn’t it be better to have the same whitelist for all URL requests?
Is it possible that we can have the physbone convert off by default now since its been more than enough time where we have more phys bone models than old ones, Old models that cant be uploaded or accessed anymore appear broken or are broken when the convert is on
If so then the extra skirt will have to use the fabric system to make up for it
Just to be clear, the limit is on PhysBone components, not affected transforms. You can have up to 256 PhysBone components, which is a huge amount.
If you’re running into issues with that limit, try parenting your sibling bones (for a skirt, for example) to a common root, and then put the PhysBone component on that instead.
This won’t help if you need different behavior on every single chain, but in that case, you might need to get creative with the way you implement the parenting or chains.
That’s great news! Thanks!
There are more incentives for using the setup on the left, though:
- It lets all three bones be grabbed independently of each other, whereas the setup on the right only allows one bone to be grabbed at a time (canny).
- The left setup is counted as three transforms, whereas the setup on the right is counted as 4 transforms, despite the root being not simulated due to being an ignored multi-child bone (canny, I guess?).
It would be nice to see those addressed at some point if this kind of limits will be introduced - not that I expect the limit of 256 to be too impactful for the average use case.
From our analytics, an extremely tiny amount of avatars will be affected.
From what I recall, the first incentive is the result of an optimization. Could be wrong. Worth looking into.
Second one is definitely a bug, but it’s fairly minor in impact.