Translation: ChatGPT
Summary
In an 80-capacity world, when around 60 users gather, many or all players occasionally enter a “drift” or auto-walk state — jumping stops working, and avatars keep walking in the last input direction.
This doesn’t seem to depend on rendering or CPU/GPU load — it simply correlates with high player count, not general performance issues. The symptom started about two months ago, and we haven’t identified any clear cause.
Observed behavior
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When the world has many users (≈60), some or all players suddenly can’t jump.
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The avatar keeps moving in the last pressed direction, as if input became “stuck.”
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iwasync voice continues normally.
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It doesn’t look like collider push or lag — rather, input processing stops on the client side.
Reproduction conditions
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Does not happen with small groups.
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Appears randomly once population grows.
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Sometimes triggered while repeatedly pressing jump, but can occur even without heavy action.
Console / logs (repeated since world join)
Error - [Yodo] Please assign a hapticSlider to HapticSliderPersistenceManager.
2025.09.05 21:19:49 Error - [TextureManagement] Over cache size but failed to find any textures to remove
2025.09.05 21:19:51 Error - [TextureManagement] Over cache size but failed to find any textures to remove
Aside from these, no obvious error appears at the moment the drift starts.
Movement-related mechanics in the world
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A generic teleport gimmick (use to teleport).
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A uGUI teleport by player name (teleports to a specified user).
Main world systems / gimmicks
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PlayerSelecter – teleports selected player to me; cinemaCamera follows them.
Modified to only list players within a collider range, refreshes locally. -
YodoHapticSwitch (200+ instances): toggles objects (local/global).
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OR-type (added OR logic)
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Linked-type (linked buttons)
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AudioLink-type (switches AudioLink target)
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Yodo_HapticSlider (and modded variants): controls rotation or material values globally.
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UdonToggleSwitch – only one visible object among choices (modded for multiple setups).
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Modified ImagePad – can display in up to five locations simultaneously.
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AudioReverbFilter – adds reverb to world audio.
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VoiceGroupControl2 – for microphone and soundproof systems.
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Fukuro Udon – ManualObjectSync and reset utilities.
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FadeObject – teleport with fade effect.
Ask / Discussion
Has anyone encountered a mass “auto-walk” or input-lock issue that appears only when many users are in the instance?
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Could this be related to input desync under high player counts, rather than performance load?
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Any known engine-side or networking quirks affecting movement input when many UdonBehaviours are active?
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Could the TextureManagement or HapticSliderPersistenceManager warnings be connected?
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Any tips on client logs to capture, or world-side mitigations (input debounce, fewer toggles, etc.)?
Any insight or similar experiences would be extremely helpful. Thank you!