Developer Update - 28 April 2023

Agreed! We’ve seen that too, and that’s why selecting “Go somewhere else” is dead simple:

Our current UI is super confusing so limiting that down is important.

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Well, VRChat learned nothing prior EAC Update with modders, maybe people should do VRChat’s work again

At this point I’m guessing they’ve just gone back to their original roadmap. Scaling and camera animations have been highly requested for awhile now and are now only brought up if they’re prompted. Glad they’re making progress on the groups feature and trying to improve the onboarding process for new users, but my guess is that those and the Creator Economy are gonna be the priority for the foreseeable future as bringing in more peeps and ways to generate more revenue are kind of important.

Also I want portrait orientation for the camera fly controls.

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For transparency, our focus is on improving the onboarding experience, making it easier for complete newbies to get into VRChat, ensuring the foundational stability of VRChat and its content ecosystem, enabling community self-organization, and empowering creators of all kinds to earn from what they do in VRChat.

Those have been our goals for a long time! You’ll notice that those goals align with the big-picture ideas represented in the previously-quoted dev stream.

The challenge with these big-picture ideas is that they take a looooong time and a lot of resources to implement in a way we’re happy with, so they take up lots of our developmental capacity at any given moment.

If you’ll forgive my dramatics, these big monolithic goals might not have quick, snappy, flashy sound-bite feature drops. However, they are critical to making sure VRChat continues onward and remains the place that has changed and continues to change people’s lives for the better. (including mine!)

I hear you (and many others) when you say there were a lot of helpful and useful mods that got caught in the EAC crossfire, and are frustrated that you don’t have that anymore. I still have a list of every mod that was in knah’s modloader and what each mod did, cross-referenced with the approx number of downloads for that mod, as well as associated Canny posts. That is to say… we see what you mean. :sweat_smile:

Many of those mods had some really interesting, creative, and useful functionality that we haven’t adapted into our own designs yet due to resourcing and project management. We’ll get to those eventually.

In the meantime, there are existential pillars that VRChat has set out for itself, and we want to make sure we’re holding those pillars up.

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What is the license for those files? Do they fall under “Distro Content”?

As the comments below say, could you make sure that SerializedUdonPrograms originated from the VRChat SDK can be ignored from the files that need to be managed in git? I think that by including those SerializedUdonPrograms in the VRChat SDK, it would prevent SerializedUdonPrograms from being newly generated in the Assets folder.

I just realized you should probably .gitignore the Assets/SerializedUdonPrograms and the corresponding SerializedUdonPrograms.meta

The serialized data is a compiled program, you want to avoid checking those in to git because every small change to a program might result in a bigger difference in the compiled output.

It’s hard to have a different diff of a compiled program encoded in base64.

https://github.com/jaquadro/VideoTXL MIT license, excludes serialized data with dot gitignore

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18+ servers that require ID checks to enter and access and have no real rules on 18+ content.

Please I dont wanna be around kids anymore.

Many of those mods had some really interesting, creative, and useful functionality that we haven’t adapted into our own designs yet due to resourcing and project management. We’ll get to those eventually.

Just saying, a prop-like system seen in both your other major competitors would allow a LOT of this in a MUCH more accessible way… And would allow a lot of people to do some of the stuff you could see in mods.

You already have a lot of the necessary functionality in the form of Udon and avatar dynamics - packaging them up in a small bundle would be FANTASTIC.

Imagine, say, a board game you could throw down on a table in a Black Cat. Or a portatble video player you can find in a world that you can use whenever, like some avatars have. Or, say, wearables you can place on friends - maybe that let you drag them around or track them throughout the world. Things like that.

I know there are concerns with performance and user safety, but consider:

  • Maybe some sort of “prop station” that allows world creators to define points that props can be placed down?
  • Also “prop zones” where props can be allowed or disabled explicitly within a world?
  • Make props have to be explicitly enabled like an avatar, or have them have a similar safety system?

I think if you REALLY want to quell all complaints about the mod situation, this would be the best solution. And it REALLY does look to be where competitors are moving. Avatars are great and there are so many tools and solutions, but avatar creation is completely and utterly inaccessible to all but the like top 0.5% of users (generous estimate). Why not split at least some of that functionality out into objects that can be more easily shared around?

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They’ve had a prop system in the SDK code since 2017, it was never implemented due to the influx of players and other restrictions from the 2018 knuckles wave

If you have old SDKs, read through them and see what you find

The “prop stations” Idea Was suggested before as " Major-Minor scene Format | Voters | VRChat"
where it modularized sections of worlds as Subscenes where you don’t just drop a prop, but rather an entire “booth”

You basically described the original Idea I had for it back in 2020, so there IS interest in this Idea from the community

Edit: here is the revised canny
VRChat SubScenes: Enhancing World Interactions with Asset Streaming | Voters | VRChat

@tupper, apologies if this isn’t the appropriate place for this, but the root cause for the performance hit to the social menu was found out to be caused by a key in the registry called FriendsPerLocation. It turns out those don’t clear out at the end of every session and builds up over time. I had several thousand of those built up before I deleted them all. Once I did though my social menu became useful again as performance there increased immensely.

I just wanted to bring this up as before I realized this, I couldn’t really use my main menu social page as it would lag extremely when scrolling, and I noticed it was also affecting the performance of my friend’s wing abit. Hopefully, the fix for this could be allocated to an engineer.

Relevant info and stuff:

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So the windows registry is being used to cache data “temporarily”? Eeek

Why is the registry being used to cache something like this? What functionality does this even provide to begin with?

On this, I’d like to know if SeatMod (allowed you to dynamically place a station on another person’s avatar, given permission, using any bone or mesh as a reference point and adjusting from there) is in the list of “things that you would like to implement some day”.

I’m well aware that it’s definitely in the list of “things that would be difficult to implement” because of how much fine tuning would be required on the part of the user to get themselves in a sensible position, but I really would like to be able to just sit myself down on someone’s head while I’m 20cm tall without asking them to add a station to their avatar.

Also? Please this. Even if SeatMod couldn’t be natively implemented entirely, this would allow people to spawn stations that they could sit in themselves (sitting in a station spawned by your own avatar is impossible, and not without reason) and also just generally do a LOT of fun interactive things that are otherwise currently impossible or just difficult and annoying.

I don’t know if Oculus controllers are affected by this update, but it seems like every time my controllers don’t move after a certain time, I’m forced to use tank controls unless I move the “disconnected” controller. The time it takes for any of these controllers to “disconnect” seems too aggressive to the point where it’s extremely annoying

That is how VRChat handles it, think one handed mode was broken for a bit, but have noticed how it seems like my controllers go to sleep quicker, so maybe Meta changed something about that in an update.