Developer Update - 31 August 2023

I’m really looking forward to 2022, when do we get to know wich unity version it’s going to be, so we can start migrating?

VRChat should hold off on any specific recommendations, as bugs found during the beta process can have an influence on the specific version chosen. Like there was a bump in 2019 version that didn’t make it out of the beta phase because of issues on Android

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Doesn’t let me change the thumbnail for already existing content, just the current content that’s in the scene

EDIT: nvm, it works, I just need to copy the id onto the existing model and just change the thumbnail from there, that is a real life saver

Why are the content tags still there? I thought you said previously that these functionally do nothing and are a legacy feature that doesn’t work.

What doesn’t make sense to me is that it doesn’t have to be this way. VRChat could maintain separate BIRP and SRP versions of Unity, where the only difference is the render pipeline. The rest of the game should work for the most part since it’s just C# and other stuff, where it doesn’t really interact with the render pipeline much at all. Just like how we have Quest + PC, we could have content uploaded with both BIRP and SRP.

And I’ve seen things like how Poi, Mochie, Silent, etc. shaders will completely break, but that doesn’t make much sense to me. It’s all just math for the most part. Is there not a way to swap the APIs they use so they can interact with SRP, where most of the code stays in-tact?

From the new Community / Creator Guidelines:

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I just hope this isn’t bait from VRChat is all. They seem to be trending towards accepting it and I’m sure that mass-banning content marked in such a way would kill the platform to a degree.

Recompiling shaders can be kind of messy. Get something wrong and very cursed output. Might be a situation where certain blocks of code are easily recognized and some other stuff is trickier.

When poiyomi or other shaders make a locked shader I suspect they’re being ran through something similar to the c preprocessor, cut down the shader to the sections actually used.

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The issue is that some shaders are incompatible yes, but ones that are compatible, afaik still need to be recompiled for the new pipeline, which means everything would need to be reuploaded. That’s why i said, either they’d have to wipe everything or make a VRChat 2 that runs on a SRP, because cross-compatibility of compiled assets wouldn’t be a thing. Also maintaining simultaneous network compatible builds for that would be woefully impractical, and vrchat doesn’t have the staff to handle such a workload.

I remember TCL giving reasons a while back why BIRP is explicitly better for their uses - but it does depend because the SRP’s have been changing and evolving a lot.

The new SDK UI is beyond amazing, the Unity Editor no longer randomly pushes itself to the forward of your window hierarchy at seemingly random (on lesser PCs) and the one-click upload feature is so satisfying compared to what it used to be!

I also heard a → rumor ← that the VRChat team had made a hasty change to 2022 due to a security vulnerability in 2019 that had to do with certain audio files being capable of injecting malicious code onto the computer (which, if real, could cause serious widespread damage). Curious if that to any extent was true.

Unity 2022 Engine Bug, maybe? :

So far on the Unity 2022 Version, my homeworld, the Avatar Testing Chamber (Portal 2 Themed) has a world-constrained clone of your avatar mocking your movements and pose, the world constraint that formerly worked on Unity 2019 no longer works effectively (1 frame behind issue, similar to avatar parent constraints) and moves around everywhere when your avatars hip or root bone rotates or moves.

New ik is horrible for hip movments when dancing. The human spine douse not spin counter clockwise to your hips when doing a hip roll. Even when using a chest traker the chest/spine spins out of control and douse its own thing independent of the trackers movements. Please give us an option to revert back to the why it was before the update.

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Nothing really jumped out to me for this one but im glad things are still happening.
Also does any one check the Sexuality check box? Like it seems like a Ban trap. Perhaps with some better understanding of what it entails by clicking it, more people would use it but as of right now I would not touch it with a 10 foot stick.

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Right, I know. But that’s why it’d be a separate render pipeline that the game can be launched as experimentally.

… They can run BIRP and SRP at the same time.

That is fair and is why I don’t think we will see it. But it still should be possible, if there ever is a point where VRChat sees a major benefit of moving to SRP, even if it takes a year or two. They could run both versions while people merge stuff over to SRP, and perhaps keep BIRP as a separate build that isn’t network compatible at some point, at least so people can visit old content to enjoy it or to reference stuff while porting to SRP.

Unfortunately thus far they have shown only a passing concern with preserving dated content. If they cared about that, they’d have an optional branch of the game where you can go back and see old worlds and avatars etc in their original glory from 5.6 etc. They don’t even seem to want to put in any effort to fix anything with any SDK2 content even, they just let it rot.

I vocalize this from time to time, but willful destruction or decadence of art should be borderline criminal. There are many great works, by people who are gone, or content that the original files were lost, etc, that will eventually be destroyed by the march of the live service.

If they did switch, i doubt they’d have much concern for what was lest behind at this point, unless a change of tone happened.

If that was true, you’ve definitely given too much information already, and it wouldn’t be safe for the devs to reply with any kind of confirmation either. Not until we’re actually on 2022 in the live build at least. So your question is a little self defeating. ^ ^;

If you add a new PC version, I imagine creators will do what they often do with the Android version and largely ignore it, or at most chuck on a bundled shader just for compatibility.

Separate BIRP and SRP versions of worlds? Ezpz (I mean not obviously but we could do something cursed to get it working). Separate BIRP and SRP versions of avatars? They’d have to work in both contexts all the time, if we didn’t support people’s avatars automatically on both they simply wouldn’t go to SRP worlds.

There’s paths we can pave in that direction but it’ll be a long way out at best.

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