Welcome to the Developer Update for November 17th, 2022!
If you’d like to catch up, you can read our previous Developer Update from November 10th.
We’ve released an in-app banner for the VRChat Creator Companion Getting Started guide! We’re doing this to get people more aware of the impending migration in January 2023.
We’ll be updating the linked page with more information focusing on migration too, since most people will be migrating old projects to start.
If you’d like to read more about the VRChat Creator Companion, check the docs! You can also check out some of our previous Dev Updates where we talk about it:
In addition to moving our SDK management to the VCC in January 2023, SDK2 will be deprecated at the same time. SDK2 will no longer be available for download.
At a future date, SDK2 worlds and avatars will no longer be permitted for uploads. We will support existing SDK2 content within VRChat for as long as possible.
Here’s a few more updates on the upcoming VRChat New Year’s celebrations!
We’re about halfway through the Poster, Food Truck, and Storefront slots for the NYE world!
Things are looking good and chugging along. We’ve also been inviting lots of new creators and contributors to create content for the world.
We made a reminder tweet for the Entertainment Network!
The VRChat Entertainment Network is a 26-hour long video stream we’ll be running! You can contribute video for us to play during the stream!
Check out this post to learn more. You can make a video and submit it right now! The deadline is listed on that page.
Please get your content in sooner rather than later!
A TON of the effort this week continued to be on Groups. We’ve been evaulating its state as time moves on, and still aim for at least an Open Beta this year, if not a full release.
Right now, we’re testing the (very complicatedly interwoven) systems and squashing tons of bugs. We’re also smoothing out some rough spots, as well as filling out documentation and guides.
Groups is taking up a lot of our time recently, and probably will continue to do so until we’ve got the first release of Groups out of the door. Unfortunately, that means these Dev Updates might be a little thin until we have something to show off.
OSC-driven full body tracking is coming soon!
In an upcoming release, we will offer support for receiving tracker data over OSC for use with our existing calibrated full body IK system. This has been in closed testing for quite some time, and we’re really happy with how things have gone.
We’ll be providing documentation on how to implement sending tracker data from an OSC sender application. It’s fairly straightforward! You simply send position and rotation of the tracker to VRChat, and we work out the rest.
Also, this is completely hardware-agnostic! As long as you can determine a position and rotation of a particular tracked point via any device you can think of, you can use that point to drive one of the existing calibrated full body tracking “anchors” like your feet, hips, shoulders, etc. We’ve seen internal and external testers implement OSC support for many different types of tracking hardware – SlimeVR, Kinect, a regular ol’ webcam (with some Python openCV magic), and even a Perception Neuron suit!
In fact, SlimeVR contributor Louka Lemire showed off their SlimeVR trackers and tracking server working with OSC-controlled tracking! It’s a little more impressive than us dragging around some handles in Unity.
Notably, OSC trackers are also supported on Quest… which means Quest users can use Full Body Tracking, natively!
Of course, you’ll need hardware capable of tracking your body, and a computer capable of processing the tracking data and transmitting that data to the Quest. With those assumptions you can use the exact same tracking solution you’d use on PC on standalone Quest VRChat.
Keep in mind that the computer involved here doesn’t need to run VR, it just has to handle a tracking system and network traffic. I wouldn’t be surprised if you could get this working on a Raspberry Pi…
We’ll have more info soon! No release date yet.
That’s all for this week! Like last week, Groups is where we’re spending a ton of our current efforts! So, not much movement elsewhere.
Thank you, and we’ll talk to you next time.