Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Add precise, reproducible avatar scaling (numeric input + presets + API access)
Recent changes have removed the ability to use custom or animator-driven scaling methods that many users relied on. These methods were not just workarounds—they provided functionality that the current in-game scaler does not support. The current scaling system has several limitations: No numeric input for exact values Poor precision when using sliders No way to reproduce a specific scale consistently No ability to save or reuse scale presets Previously, users could create consistent, repeatable scale presets. This is no longer possible. Existing alternatives have significant downsides: Manual scaling is limited, imprecise and cannot be reliably reproduced Duplicating avatars for different sizes: clutters the avatar list (9 outfits times 5 scale presets = 45 avatars) wastes storage (9 avatars times 3 platforms times 5 scale presets = 135 avatars) Reduce cache efficiency, leading to more frequent re-downloads, longer load times, and increased bandwidth usage Additionally, there is currently no way to control avatar scaling externally or programmatically. This prevents integration with external tools and advanced setups. Request: It is time to stop relying on the community to use workarounds to provide the scaling options you should provide. Preferably this should be done before breaking the current external scalers. Please add official support for: Direct numeric input for avatar scale Saveable and reusable scale presets per avatar Fine adjustment controls (e.g., small increment buttons) An OSC input channel for avatar scale control An SDK-accessible method for setting and reading avatar scale Measurement modes (eye height, top of head including kemomimi, top of head excluding kemomimi, direct scale input) This would replace the lost functionality in a supported way and significantly improve usability for both casual users and avatar creators.
0
·
Feature Requests
Ignored PhysBone Root Counted Toward Affected Transform Limit
When a PhysBone component has a root with multiple children and is set to Multi Child Type = Ignore, the root bone is counted is a physbone affected bone. This makes it more difficult to split a skirt, hair setup, or similar dynamic system into multiple sections for collision optimization, because the common root transform is effectively duplicated in the count. Having an extra physbone component seems cheap in comparison to collision checks that could be saved. ## Expected Behavior If a transform is not affected by a physbone it should not be counted as a transform affected by a physbone. ## Minimal Reproduction Use the simplest possible hierarchy: * BoneParent * BoneChild1 * BoneChild2 Setup: * Add one PhysBone component to BoneParent with BoneChild1 as ignored. * Add a second PhysBone component to BoneParent with BoneChild2 as ignored. * Set multiChildType to Ignore on both components ## Expected Result PhysBones Affected Transforms should be 2 ## Actual Result PhysBones Affected Transforms is reported as 4 There are not even 4 bones to transform in this setup. ## Why This Matters Splitting large dynamic systems into multiple PhysBones can reduce collision complexity. However, the current counting method discourages this optimization because shared transforms are effectively penalized multiple times (and you get one more physbone component on top of that). ## Suggested Improvement If the root of a PhysBone has multiple children and multiChildType is set to Ignore , the root transform itself should not be counted as a PhysBone affected transform. In that configuration, the root is acting only as an organizer transform and is not part of the active simulated chain. This would: * Produce the expected result in minimal hierarchies * Avoid double-counting shared parent transforms * Better match how creators expect Ignore mode to behave ## Minimum viable fix psedocode this.affectedTransforms -= this.root.childCount > 1 && this.multiChildType == Enum:Ignore
1
·
Bug Reports
·
tracked
Load More