Developer Update - 27 October 2022

Are their any plans for avatars with audio to be fixed on quest so you can hear your own avatar properly and not just others?

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I get where you are coming from, but I want to point out in my years working IT that people often skip however many warnings you put up, and when the thing inevitably does not work, they complain anyways.

I think personally VCC is a good tool that we should move to, and while I was fine, enough of my friends had issues that I believe we should wait a bit longer before making it required. especially since that whole rewrite is coming anyways

I could be wrong but isn’t this is a developer-only option?

agree. just stop forcing things on people. have it as an option sure but stop forcing us to use stuff we don’t want to use

agree 100% im sick of being forced to use new shit I don’t want or need

new sdks keeps breaking avatars over and over again so a automatic update system would be terrible

just use ALVR its better then airlink as it directly hooks to steamvr instead oculus software
and u can have your hand tracking on PCVR

Are you planning on adding methods to the SDK for getting an object’s network ID and resolving an object from a network ID?

Eeeeh, ALVR’s hand tracking solution is just to emulate Index controllers, right?
Can’t do finger splay like native Quest.

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Wrong! ALVR passes full finger tracking information through OpenXR, which works for any game that implements the standard. For games that don’t support it, you can emulate Index controllers instead.

Ah, haven’t bumped into any OpenXR games. xD
Nice to hear.
VRChat is probably ways off from OpenXR though, the current Unity version they use doesn’t even support it. .___.

And Unity 2020+ = another content purge.

Yes, I’m pretty sure that is indeed the “platform and technical limitations” they’re referring to. Unity 2020 doesn’t have to correspond to a content purge, especially since a while back they bought access to Unity source code if I remember correctly, so it’s gonna be up to them whether they’re gonna choose to patch the engine to keep compatibility

You’ve made several incorrect assumptions here, please don’t spread misinformation.

At runtime, this doesn’t really matter. You can ignore the network ID.

Our latest SDKs have been fairly stable as far as I know, especially with avatars! I keep up very closely with our avatar updates as I primarily work on avatars.

Do you have Feedback posts or support tickets with the issues you’re running into?

Currently, yes, this is dev-only.

You corrected yourself here, but yeah, there’s some complications with Graphics.Blit on Quest. We’ll have to document it.

On the way.

This is not correct. Updates are always opt-in and you can choose previous versions to use.

Please see this previous post. We do not have the resources to fully support and test Linux and MacOS creation tools, but we will do our best to ensure no barriers are in place and will not do anything to intentionally break them.

Notably, we have never officially supported creating content for VRChat on any platform other than Windows, but it works with a bit of manual work on both Linux and MacOS.

You have to opt-into each update.

No, but the updates are opt-in.

Require? I can’t see why it would. I can see it “strongly recommending because otherwise you’re going to break your project beyond repair” but probably not requiring. No guarantee here. I can’t see the future.

This isn’t a tool to control projects. It is a tool to make it easier to manage projects.

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I gave VCC a try after seeing lots of worry about it in last weeks Update post. I guess we’ll see people seeing mentions of VCC and only just hearing about it and then worrying for a few more months…

Minor nitpick, but where should I ask about this being marked Quest compatible? The amount of quest users that think it means “PC Only” rather than “Unavailable” is too darn high.
image

@tupper I really do want information on like linking say Avatar SDK 3.1.9 to a particular date. I tried searching around the internet as best I can. When I see a new version of the Avatar/base SDK I’ll have to download the unitypackage just to get a date on the newer version.

I’ll start keeping a list for now :slight_smile:
VCC SDK3 versions 3.1.9 = VRCSDK3-AVATAR-2022.10.18.19.47_Public.unitypackage

Hello! Could you clarify my incorrect assumptions here? AFAIK VRChat still uses OpenVR runtime for the SteamVR version, which prevents finger tracking to be used from OpenXR, I would love to be proven wrong though!

That particular assumption is correct, but that isn’t what you said in the text I quoted!

Edit: I’m not going to play a game of elimination here. :stuck_out_tongue:

Oh, is it incorrect that Unity 2020 can be patched to keep compatibility with previously uploaded worlds/avatars with source code access?

I feel like I’m being painted like a bad faith actor, but I’m genuinely curious to know what part of my post is incorrect, I don’t like spreading misinformation!

Thanks for your reply.

It would be useful to me to have those methods when designing certain sync code (such as syncing a reference to another synced object). Currently I use other workarounds, but I think it would be more efficient to do it this way since baked network IDs basically means you can have a compiled lookup table and you only have to sync an int.

The upgrade is more complex than you imply, to put it simply. I don’t think you’re acting in bad faith, I just want things to be clear.

I’ll pass that feedback on!

Thank you!

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