pretty awesome.
They already do. I regularly see avatars with thousands of constraints.
Sorry, but constraints aren’t gonna show up on Quest until we replace constraints completely with our own native system, or if/when Unity fixes them in a future version (unlikely, because they got replaced by animation rigging stuff later on…)
Let’s keep constraints out of this thread, though, they got talked about to death in the Feb 16th and 23rd Dev Updates.
In regards to worlds and Unity 2021, are we supposed to expect our work to be broken? I personally have 45 worlds, and I’m really not looking forward to having to fix ALL of them if this new version breaks everything.
Is there any chance there will be more work on getting Quest 2/future Quest devices to have a different build of the game allowing more than what is currently there with them being more in line with a PC build of a world or seeing PC avatars? I know its a lot to work on but it unless I am mistaken the Quest side of things and now Android side of it is going to be lower end but the devices are getting better and better. So was just curious on that if any work is being pushed to allow more compatibility?
Okay, so you’re saying “screw it” on the new platform thing that was holding you back from PSVR2 with iOS support in development.
Do you think this could then open the door for a VRChat PSVR2 port?
I think if you want to get content creators on PSVR, it might be helpful to have like, a 3-4 month period where you push creators to get their content ready before release. During this period, if someone ports their content to PSVR2, they’d get a fancy early creators badge for their profile. Just a thought.
Within the Unity 2021 LTS upgrade, will VRChat eventually run on m1 mac?
Out of curiosity, does this mean we’re staying on Single Pass Stereo for Unity 2021? Or are we moving to SPS-I and getting the slight performance boost?
Do you plan on moving to URP eventually?
Omg Vrchat is going to be on Mobile this is howlsome news
Is it even possible to show the rendering time of each avatar? Not everyone is going to understand how to judge model performance, so there are often FPS DOOM models in use. (Even 13900,4090) Whenever I get stuck I need to check all the very poor models on the map to see if they are too exaggerated. If only there was some way to tell players that “this model is super huge poor!” That would be great.
Will the 2021 upgrade be a full engine upgrade, so we’ll have access to all the new rendering features, and need to recompile all the shaders and reupload etc?
The Android release as a side effect suddenly makes it a lot easier for content creators with only PC VR equipment to test their Quest content.
A way for the SDK to ‘push’ a world or avatar to a USB connected phone to do the equivalent of Build and Test but for Android would be amazingly useful.
Have you ensured that Treehouse in the Shade works properly on the new Unity version? I had heard some people say that it might not work properly on an update (but forget the details they mentioned or even if they mentioned any, as I was very new to VRChat at the time), and due to the creator’s passing it won’t be able to be updated.
Speaking of inputs, is there any plans in being able to use esoteric inputs like Flight Sticks in Udon?
Being able to use a flight stick in worlds that have planes would be really great.
Any sort of updates regarding rendering? Almost all words run below 70fps, improved culling, batching instances, pooling etc?
Mac version when?
Please see below
Less that, more “well we’ve gotta tackle that problem now.” iOS is a good way away. I’m not even willing to say “months”, use that as a measure.
Dunno, depends on how lots of gears turn.
See above discussion, same thing.
Yes, staying on SPS, not going to SPS-I yet.
With an unbounded timebox, we’ll eventually move to some other renderer.
(it isn’t happening in the foreseeable future.)
Not at runtime, no.
No, as pointed out in the original post, very little content needs to be reuploaded. I’ve been using it for the past week and gone through tons of worlds and events, and so far I only saw two avatars that could use a reupload to fix a weird shader bug-- and we’re already contacting Unity about that one.
Ensuring Treehouse continues to work is really important to us. We’ll do more in-depth testing once we hit more rigorous QA test suites, but a cursory check I’ve done just now shows that it works fine:
The engineers working on it say that nothing about it would be vulnerable to breaking from the changes we’ve made. The shaders used here (raymarching) don’t really use Unity’s rendering for much, except drawing to the screen, so it’s not that vulnerable to breaking changes.
Regardless, if we discover something is broken in Treehouse, we’ll fix it.
No current plans, but I agree that it’d be neat.
I’m not sure I follow! There’s lots of worlds that run above 70FPS.
Optimization is important and we have done lots of things to improve it and will continue to do those things.
However, keep in mind that the massive bulk of render time is due to the content being displayed, which… we don’t make.
VRChat on android! Hmm I’ll have to check the specks on my tablet. Wondering how this will do lag wise in a world when it’s close to cap on people in it. A dance club world with close to 80 people in it will probably melt down a phone or tablet.
Good call on the Android adaptation. I can see this bringing in more Users for sure. The collider fix is a welcomed change aswell. Iv already applied for VRC a long time ago, Never got a confirmation Email, but I wish you guys the best of luck on your new hire. Professionalism is key, More so if you are working with the public. Keep up the good work.
If you’re updating to Unity 2021 please please OH PLEASE whitelist the script for Magica Cloth 2. PLEEEEASE. Magica Cloth 2 is amazing for doing some cloth related stuff that physbones aren’t as good at (cloaks, as an example). Using the basic unity cloth component is like the definition of pain.
Thanks for the hard work!