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PhysBone freezes if parents scale is zero on enable then become non-zero, and isAnimated is set to false.
PhysBone freezes if parents scale is zero on enable then become non-zero, and isAnimated is set to false. Summary A PhysBone will become frozen (does not sway and unable to grab) if the all of the following conditions are met: The parent of the PhysBone has a scale of zero when the PhysBone become enabled, and then scale is set to non-zero. The Is Animated option is set to false. Details First of all, The documentation of PhysBone does not mention that PhysBone will freeze in some cases. Therefore, freezing is not expected behavior (for us). Secondly, the documentation of Is Animated option says: > Allows bone transforms to be animated. Each frame bone rest position will be updated according to what was animated. This must be enabled in order for any bone in the PhysBone chain (Root bone included!) to respect animations applied to it. Therefore, there is no mention for parent scale or any other behavior related to Is Animated flag, and there is no mention for freezing. If both or either of the behaviors are expected, please update the documentation to mention that. Steps to reproduce this gist is a minimal assets to reproduce the issue. Download the zip and unzip it to anywhere in Assets, then open the Test Scene.unity . You'll see single Avatar with a PhysBone with Is Animated set to false under "Parent" GameObject, and an "Indicator" that shows the "Angle" Animator Parameter of the PhysBone. Set the "Is Animated" of the PhysBone to false. Select the "Parent" GameObject and set the scale to (0, 0, 0), and make it inactive (uncheck the checkbox). Enter Play Mode. Activate the "Parent" GameObject. (This will also make the PhysBone enable) Set the scale of "Parent" to (1, 1, 1). Problem 1: The "Angle" parameter of the PhysBone become 0.5 and will not change. Problem 2: When you try to grab the PhysBone on the scene view, it will not able to grab. When you set the "Is Animated" to true, both problem will not happen. When you enabled the PhysBone after setting scale to 1,1,1 (swapping step 4 and 5), both problem will not happen.
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Connection timed out or vrchat stopped responding error (too often)
Some of you may have recived this error "[Disconnected] VRChat is not responding." or "[Disconnected] Your connection has timed out." every few minutes or so. The experience you will have is one way trafic from VRChat to you but you stop sending to VRChat. Example: You are talking to a freind, And they ask you a question. You answer their question and they say "hello? you still there?" with in a few seconds of them saying that you get the error. The most likely reason for this is due to a thing called route changes. Route changes is when your ISP changes ISPs internally giving you a new/better route online. These are normal and a often occurrence. But for those who have wireless internet your route may change constantly (Starlink and Verizon are two well known companies who do this) No matter if you follow VRChats troubleshooting steps you will run into the same issue even with Cloudflare warp. A theory I had is that VRChat servers don't accept a different IP in the route causing the client to "retry" but the mapping back to your IP does not change (They can send through different routes and not care because they wont see that packet) In one instance, I received a "[Can't Travel] You are not allowed to travel to that location. (Code: 403) [Okay]", a "[Disconnected] VRChat is not responding. [Okay]" error, and an ISP induced route change at the same moment. Sometimes I would hear multiple ping sounds when disconnecting and it kind of hurts the ears. (>o<) If VRChat would like to have all the little details that I gathered please message me and I will send graphs and data of what's gathered. If anyone has any questions or ideas please list them below.
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Avatar Parameter Drive's <Copy> mode dont work from animated parameters
Using the VRC Avatar Parameter Drive to copy an animated parameter in an animator to a VRC Parameter does not work. Tested copying VRC parameter to another VRC Parameter, and that works. Tested copying an animated parameter to VRC Parameter in Unity editor using gesture manager and that works too. Tested on an otherwise empty avatar without any VRCFury or other addons modifying the upload process. To create a test, follow these instructions: * Create a VRC Parameter component with the following 3 parameters and add to an empty avatar. VRC_Input (Float), VRC_Output (Float), VRC_InRadial (Bool). * Create a VRC Menu component and add two radials. Name one Input, and set parameter to VRC_InRadial, and rotation to VRC_Input. Name the other Output and set rotation to VRC_Output * Create a Unity animator with all 3 VRC parameters as well as a new "Animated Property" float parameter. * Create an animation animating the "Animated Property" from 0 to 1. Have this animation as the only animation in its own layer in the animator, and set the Motion Time to VRC_Input (Thus the Input Radial in our menu will animate the "Animated Property" parameter). * Create another layer with two states, name one "In Radial" and the other "Outside of Radial". * Create a transition from "In Radial" to "Outside of Radial" and set the condition to VRC_InRadial == False. Then create another transition back to "In Radial" with the condition VRC_InRadial == True. * Finally add a VRC Avatar Parameter Driver to the "Outside of Radial" state, set the type to Copy, the Source to Animated Property, and the Destination to VRC_Output. Upload and test. Expected behavior: Adjusting the Input radial will update the animated property, and when exiting the input radial, the animated property is copied onto the Output parameter and thus visible on the output radial menu item. Actual behavior: The VRC_Output parameter is not updated when exiting the Input radial. Adjusting the VRC Avatar Parameter Driver on "Outside of Radial" state to copy from VRC_Input instead of Animated Property, then re-uploading the avatar, shows that copying from VRC parameters works. NOTE: It may appear that the Animated Property is not being adjusted by VRC_Input if you view the Debug Menu ingame. However, creating a third layer with an animation that animates anything visible on the avatar (lets say the scale of a cube or color of a material) and then setting the motion time on that animation to Animated Property proves that the value is still updated. This strange behavior might point to the cause of this bug.
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