Developer Update - 26 January 2023

Yea, it doesn’t stop malicious users from bypassing, but they don’t need to hide bad performance avatars, they have ways to crash players without going past good/excellent, and this would be very useful to avoid non-malicious but badly optimised avatars, I’d personally be fine with this method.
maybe also add a system like Chillout where the avatar package is loaded in a background process first to check if it is a bad package before loading (to prevent crashes from corrupt unity packages) and also to scan the performance details again locally before finally being loaded on the main instance of vrchat.

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I’d prefer it if vrchat didn’t add official support for avatar scaling so that they can start locking it down on certain worlds, I prefer having the current method which works perfectly fine while also not being limited by the world creator’s choice.
If you are going to end up limiting it make it be chosen by the instance creator (or world creator for public instances) so that people can choose to experience a world however they want.

Avatar scaling, the way it is done now, does break some game worlds.
In Gun em down for example, just having it on your avatar screws up the hit colliders, that can probably be fixed by the creator, but means it really isn’t working perfectly fine.

Do however agree that it should be the instance creator’s decision.

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yeah, having a previous chat box message pushed up and fade out after a certain amount of time would be very helpful, ive split messages into 2 and people only see the latest, its gotten kind of annoying to wait for a while for them to read the first one, then say the next thing i want to after, rather than just sending both, and them see both, maybe a max of 2 or 3 messages

We made a pretty explicit decision to treat text as much like voice as possible for various reasons – including not providing a chat log. It makes it more challenging to catch messages like this, but for a variety of reasons we think that this approach addresses the main requested use case (those who cannot speak or choose not to) while also avoiding a lot of the potential social problems of text chat in a platform that’s by far and large a voice chat platform.

That being said, the discussion here is still interesting, so I don’t want to stop it. I just want to provide that particular bit of context!

Considering that would it be possible to add a “Hide Chatbox” button for each player? Some people are using it to just spam their CPU usage or something and I don’t really need to see that. The only way to hide it currently is to mute them, which is not that optimal.

I’ve seen similar things. I think that’s probably worth considering, although I can’t promise a timeline!

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For me it is still not fixed, I’m using Valve index controllers and cannot drag the camera menu unless I drag the menu while moving forward. Other Index controllers users don’t seem to have problem. Also the arrow button still skips the focus button so it is really annoying for me having to move forward to drag the menu so that I can see the focus option and the timer button.

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That’s because it isn’t released yet.

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Is it possible for us to get customizable gesture toggle icon? Because the current one is very difficult to see and that makes it harder to know if the gesture is locked or not. I would like to have a customizable size, colors for the gesture toggle icon. I am really appreciated for reading.

Well I guess with that said, how are the instance rules going so far? Any major ideas or toggles that will come with this that instance host can toggle on and off outside of possibly scaling?

I wouldn’t compare chilloutvr to vrchat since vrchat has had and continues to have a lot of bad actors for stuff such as ripping. it is entirely likely that if the same bad actors went to chillout vr they would find a way to rip avis. id give vrchat some slack there. at least since eac is bypassable(has been in every game its been put on) not to say it cant flag bad actors though and i think the way they are doing it works really well, like of course theyll just make a new account and rinse and repeat but vrchat cant do too much about that aside from the also bypassable hardwareid ban or the ip ban type stuff unfortunately for game devs when it comes to computers getting banned its pretty hard to keep them completely off the platform. All im saying is when it comes to topics like this vrchat is trying hard but crappy people wont stop being pieces of crap just do your best to be safe try and wear any avis that havent been ripped in private worlds or friend/friends+.

When will the issue with the avatar menu not updating after uploading a new avatar be fixed? To currently update, one has to favourite the new avatar, unfavourite and favourite a favourite avatar, or restart VRChat.
Thank you.

Known and tracked; unfortunately, no ETA! It’s an annoying one for sure.

Have mentioned this before in other venues, but personally I feel that Lua-like scriptable performance/shields would be a good addition… e.g. you would be able to do something like the following without needing too complex of a UI to support it (just a toggle and a config script).

loadDefaults(ShieldDefaults.NORMAL.set(Trust.KNOWN_USER, Shields.SHOW_ALL),
             PerfDefaults.SHOW_POOR)
if closenessRank <= 10 or materialSlots <= 50 or isFriend:
  shownAvatar = Avatar.MAIN
if distanceInMeters <= 10 and trust >= Trust.KNOWN_USER:
  showLights = True # operates as both shields and perf
if closenessRank >= 30 and distanceInMeters >= 30 and perf == Perf.VERY_POOR and trust <= Trust.USER:
  shownAvatar = Avatar.NONE # I don't like seeing robots or too many fallbacks.

It’s a great idea! I’d definitely use it. We’ve talked about versions of this internally over the years, including using some kind of scripting (Lua is a solid choice) to manage it.

It’s a fairly advanced feature, though. We have enough trouble getting people to understand Udon graph and U#. :thinking: It’d also be really, really hard to use this on Quest.

It’d be interesting to open it up so you can share configurations easily.

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Since the world searches are getting filters, I have a relevant Canny to help out users :slight_smile:

To be completely technically correct (as we all know, the best kind of correct), we’ve always had filters in the UI 2.0 menu, we’re just making the UI less annoying. :smiley:

Hey I have an idea about the menu customization like you know where it’s positioned when you open it like on the wrist the back of the wrist basically being worn like a watch of sorts and adding a in game clock would be nice too but these are suggestions.

How is the FSR function introduction going?