Developer Update - 2 February 2023

Was editing that concern into my comment, though I also don’t think it would work well with the current portal design either. Just feels like in general the proposed idea doesn’t use everything that it could.
I also really like your idea of the timer being kept in a bubble on the left over that of it being in the center, it makes the designing even. Though I prefer the player count tab behind the UI more like @dark 's design. Still good progress to a good design.

I meant even if it was just transparent text it would be not great. Suggesting a portal redesign is not ideal, because that’s a whole extra job added on. Might be worth eventually though.

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Fair, I hadn’t thought about how ingrained the portal’s design may be internally to portals themselves. I only considered how I know myself and other’s have commented that the portal itself needs to be redesigned other times that portals have come up as well. Though I figure if they’d ever change it, now would be the most likely time they will. Voice whatever opinions I have now for the best outcome, instead of being possibly too late to do so.

For cameras in stations, does this apply specifically to the VRChat photo camera object? Or will this smooth unity camera behavior, so if I wanna do some wacky camera shenanigans to simulate holding my head in my hands like a headless horseman, that’ll also be improved?

Question for this, I’m assuming the cone will follow your head or body rotation in VR?

Really great QOL changes here! Any eta for the groups update part 2?

Wow! There’s are some really awesome features!!

I have been doing too much busy public world hopping in the last few weeks, and will usually crash a few times a night. I have decent safety settings enabled and most avatars presenting as fallbacks. Also, I’m pretty sure it’s not an malicious user that’s crashing me. To me, it seems to just randomly happen. And I’ve got a pretty beefy setup, considering.

Other games and applications, on a crash or forced exit, present the user with an option to upload a crashlog to a server. When clicked, some open up a webpage that gives an optional form to fill out, giving users the ability to describe/select the specifics of the crash.

I was wondering, have you guys considered implementing an option window to upload a crashlog on a detected crash? It might help provide more data on some unreported/undetected bugs.

Thanks! :heart:

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Floortals? Coming Soon™?

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Avatar audio on Quest is not supposed to be possible on the latest SDK, it is only available on older avatars that were uploaded on extremely outdated SDKs or on modded SDKs (which are against TOS), vrchat is very unlikely to fix any issue you have with avatar audio on quest as it supposed to have been disabled for performance reasons

On the performance side of things hopefully Udon 2 (the WASM update) will fix most of those, for the rest of it I recall hearing of a tool which emulates the SDK 2 components using udon.
removing support for uploading SDK 2 worlds makes sense anyway, I think it is quite reasonable to prevent people from using tools that are years out of date, you should have transitioned to SDK 3 ages ago.
Also I’m pretty sure the bad performance on udon mostly comes from things that are running constantly, regular triggers are basically free

Check out CyanTrigger, it’s very similar to the SDK2 trigger system and I’m pretty sure it also has an SDK2 conversion feature.

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It will be an improvement, but it will not be remotely comparable. You’d expect the performance overhead to go from like 600x to maybe 200x or something if lucky, but that’s still insane compared to unity native.

CyanTrigger is not the answer, everyone always says that, that’s not the point. Automation tools for the uneducated is always a recipe for disaster. The problem is if it cannot do what you need or if it breaks something and you don’t know how it functions, you cannot effectively troubleshoot or optimize it’s results, or it could have completely unexpected affects on other things. I personally strictly avoid any automation macro scripts in blender and unity for anything i can’t do manually for this exact reason.

“Someone made a thingy that makes it easier” is not a solution. Just make the system less convoluted, or have an alternative.

I think the PortalUI is a bit big, no? o.o

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It’s a balance between the power of the tool and its ease of use. You sacrifice ease of use for the power. They don’t want to have to support 2 different SDKs

The system is designed to be modular and adaptable, it’s completely on you that you don’t want to use something that works almost exactly the same way.

I really like this.

I’ve said this a thousand times. They do not need to support anything. They just need to not block it. Say it’s depreciated, don’t tech support, don’t supply download, the end. Just leave it be at user discretion.

Finally, we’re adding an icon to your nameplate that others can see that indicates when your Earmuffs are on.

I highly suggest the icon to be much easier to see, by making it darker or contrast better with the rest of the nameplate

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the update seems to not support costume hand gestures parameters

We need a fix for the Smooth option in the camera, before introducing the new camera it was working good, but as soon as the new camera got released, the smooth option has been bugged, if its enabled and you move forward, the camera goes inside you, it should be locked so it doesnt move. Make it smooth the movement to the sides and up/down.

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While I do completely agree (I generally avoid anything that does stuff for me), CyanTriggers is less of a “tool that does it for you” and more of a proxy to help users. It is pretty much doing things that you would already do in Udon (albeit in a really annoying way, which I guess mimics the limitations of SDK2).

Though I will also say: Coming from a JS background, I found UdonSharp too intimidating. I started with Udon Graphs and it was pretty nice. I definitely think people should get into Udon Graphs since they are pretty easy to use and have a LOT of functionality… well, when the APIs you want to access actually exist. There’s a lot of good tutorials on YouTube for Udon.

I’m going to guess that they are stopping uploads of SDK2 worlds because they don’t want users complaining about it breaking when they try to upload. It’s a lot easier to just cut off an actually deprecated thing than to keep it open. Imagine the scenario, “Hey, my SDK2 world isn’t uploading properly,” and the reply is, “Hello! SDK2 worlds are no longer supported, so there may be bugs when you try to upload. We do not plan to fix these issues.” There’s probably other technical considerations, but that’s often the gist.

I still think the concept of just waiting for SDK2 to stop working disagrees with the concept of quality assurance. The known issue of the murder 2 map sounds familiar, that list may become larger.

Does make me curious about future cut offs, like will Dynamic Bones uploads be blocked?