[1030] Avatar stations non-functional
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error.mdl
As of build 1030, stations/chairs on avatars do not appear to function at all. They do not appear to be interactable, and clicking on them does nothing. Happens in both SDK2 and 3 worlds. I've only been able to verify this for SDK2 avatars though, not sure if it alos applies to AV3 avatars.
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Tupper - VRChat Head of Community
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Fixed a while ago
xantoz・ザントス
Tupper - VRChat Head of Community:
This is still broken for SDK2 avatars that turn on the seats with an animation.
e.g. avatar ID avtr_39bc7d9a-58a0-49b5-a965-d06653980cab
or avtr_20ce2f78-5bea-4427-919c-8f0e9fc80e76 (the rollercoaster brought out with fingerpoint and thumbs up)
Franada
Tupper - VRChat Head of Community: SDK 2 station that get enable with a gesture don't appear.
I don't really care since it is old content, but some where funny.
Kaugumme
Franada: this shit is still the same in sdk3 too, stations that are disabled by default dont work. Had to set mine to y -100 to not be clickable by default smh
100の人
Tupper - VRChat Head of Community: I re-posted about this problem. https://feedback.vrchat.com/avatar-30/p/bug-avatar-chairs-are-default-inactive-do-not-work-in-unity-20194
100の人
VRC_Station Related:
Avatar stations (chairs) breaks animations of sitting player after getting off
Franada
100の人: In VR with a V3. If some get in a chair (V3) and exit right away. The tracking stay on animation. It don't happen all the time but often. They become shaky desktop user. Emote/reset/etc to set back tracking. It might be fixable by having a transition to a state that set tracking back ON if seated fail.
Tupper - VRChat Head of Community
The latest posts in this thread seem to indicate that this issue may be solved, but I've seen cases of broken stations in-app.
I'm trying to gather more info on this. Please reply here with updated reports!
xantoz・ザントス
Tupper - VRChat Head of Community: Still broken on SDK2 avatars, AFAICT. At least for ones where the station isn't on by default, but is enabled by an animation.
Seems to work, most of the time, on SDK3 avatars. Even when toggleable.
Kaugumme
xantoz・ザントス: yeah i can confirm, you have to enable the ststion by default to make it clickable
Tupper - VRChat Head of Community
xantoz・ザントス Kaugumme Okay, so:
- SDK2 is broken in the specific case where you have a station _GAMEOBJECT_ disabled by default, and enable it via an animation. The station will not show.
- SDK3 works fine.
Is that correct? Can you clarify if it works if you enable/disable the station component instead of the GameObject?
~Hira~
Tupper - VRChat Head of Community: I have a toggled station on a 3.0 avatar, I found that it worked in older worlds, but not any made with the new sdk and udon, people I've gotten to test it seemed to not see the stations trigger collider at all. I'll have to hop on tomorrow and test again to see if that's still the case
xantoz・ザントス
Tupper - VRChat Head of Community: I don't have any reproducer avatars I have uploaded myself, I've rather observed this behavior on some public avatars that I use occassionally.
Would it help if I found out their avatar IDs, or should I just go ahead and make some reproducer avatars of my own?
Kaugumme
xantoz・ザントス: tbh it only takes 5 minutes to start a complete fresh project and make an avatar only consiting of a vrc_station cube.
`Squishy
Tupper - VRChat Head of Community: I tested again last night 28th March. Using my own avatars I had the following results.
SDK2 avatar. Station enabled by default = Worked
SDK2 avatar. Station disabled by default, then activated via emote toggle system = Did not work.
AV3 avatar. Station enabled by default = Worked, can toggle on and off and continues working.
AV3 avatar. Station disabled by default, then enabled via action menu animation = Did not work.
All "toggles" were performed via enabling/disabling the game object. I've not tested enabling/disabling the station component itself.
Kaugumme
`Squishy: in what world type was this,sdk2 or 3?
Tupper - VRChat Head of Community
`Squishy: Very good info, thank you! As Kaugumme points out, it'd be good to know if this was being tested in an SDK2 or SDK3 world.
`Squishy
Tupper - VRChat Head of Community: Those tests were all done in an SDK3 world. Happened to casually do another casual test today in a different SDK3 world with same result. Will try to repeat the tests in an SDK2 world next time I get the chance.
Tupper - VRChat Head of Community
`Squishy: Did you have a chance to test SDK2 yet? Putting together some docs on the issue. No worries if not.
Also, if you wouldn't sharing your test avatar IDs (if that's OK) and the worlds you're using to test, that'd help too.
`Squishy
Tupper - VRChat Head of Community: I did test in some SDK2 worlds last night, but forgot to consider recording the names. Simply joined on friends in suitable worlds that I knew would help me test. Tested in Lakuza Lounge, and some rice field world that I didn't check the actual name of.
Can provide some avatar IDs though.
The AV3 test avatar: avtr_34f091a9-1def-4936-8a6d-14803d86ed1b
And the SDK2 one: avtr_dda7973a-6a92-42b3-9fa1-a9096139d3e4
The SDK2 one has a station that is disabled by default and enabled with an "emote toggle" anim.
If using the AV3 one, look up for info on how it's set up.
I don't have a public SDK2 avatar that has it's station enabled by default. Was testing that with an old private one.
Kaugumme
`Squishy: >I don't have a public SDK2 avatar that has it's station enabled by default. Was testing that with an old private one.
The behaviour should not differ on older sdk2 avatars to sdk2 ones currently published, those stations still work as expected and only broke once in february when all stations broke globally and then went back to their old behaviour.
Tupper - VRChat Head of Community
`Squishy: What was the result of the SDK2 world testing?
`Squishy
Tupper - VRChat Head of Community: Oops, that does seem a relevant detail to add, now you mention it. ^ ^;
Results came out same as before. Seats enabled by default worked both before and after being toggled. Seats which were disabled by default would not work after being toggled on.
Also was going to test whether enabling/disabling the component made a difference vs doing it to the game object, but realized that the station component doesn't have the checkbox to actually do that itself.
Tupper - VRChat Head of Community
`Squishy: I see. That's all super useful! Thank you!
HOBaRT
Appears to be fixed as of [1044]/[1046]. Will verify later.
Kaugumme
HOBaRT: Tried Stations with PCVR and Quest, seems to work on 1046. Let's see how long.
HOBaRT
I believe I've identified a potential cause and half workaround of this issue (as it occurs in [1040]; I know stations have repeatedly broken in the past with different causes/workarounds).
I have some 3.0 worlds with basic station chair objects. Think just a basic cube with mesh, collider, and VRC station components.
As of [1039] and [1040], I've discovered that these world stations became unusable. I double checked the VRCChair example prefab, which does work, and noted that it contains a basic Udon program featuring a Event Interact -> VRCPlayerApi.UseAttachedStation(Networking.GetLocalPlayer()) call.
As soon as I added the same Interact stub to all my world stations, they started working again, so for anyone encountering this issue with 3.0
world
stations, this is the fix/workaround.Assuming this is the same issue that avatar stations are facing (which seems likely considering it's a 3.0-world-instance-only issue that affects both world and avatar stations), I ask that VRChat restore the old station behavior (at least for avatars), as it is obviously impossible to add Udon to avatars. It's would also be nice for 3.0 worlds, as it's easy to forget to add the script, and keeps things simpler/cleaner when managing a world project.
jetdog8808
ran into this yesterday. but its working fine for sdk2 worlds. only sdk3 worlds are broken for me.
avatars with stations used to test:
sdk2: avtr_fec36a09-6bf1-4218-b330-c9c6a0f04c75
sdk3: avtr_c4c6057d-680a-48dc-876c-9fb270f87ad4
HOBaRT
avatar stations still broken in [1040] at least in sdk3 worlds. I can confirm that sdk3 avatar stations work in sdk2 worlds.
Kaugumme
Chairs in Udon/sdk3 Worlds stopped working with this update. old worlds seem to be fine.
HOBaRT
avatar stations were working for a while assuming they were enabled by default, but as of [1039], they broke AGAIN
Kaugumme
HOBaRT: try it in an sdk2 world
`Squishy
My current understanding of this (after a more recent patch) is that avatar stations are now working, but ONLY if they are enabled by default at avatar load.
Any that are disabled by default will not work even if animated on. Stations which are on by default, then disabled via animation, can be re-enabled any number of times. This offers a potential temporary work around, but a rather unnecessary and irritating one to need setup.
Kaugumme
`Squishy: also ppl who block animations will see your stations
xantoz・ザントス
`Squishy: Seconding this. This seems to be the current behavior, at least for SDK2 avatars. SDK3 avatars with toggleable stations seems to work.
Franada
Kaugumme: place the chair object super far away and bring it back to you in the default state and turn it off. So if some one have your animation off or on, it won't matter. That for quest. PC you could have a collider that is scale or off by default
Kaugumme
Franada: Yeah, that makes avatars verylow though. i only change the position when i want two chairs at the same time. changing the size of the collider to 0 and then 1 via the animation should work better in this case.
Franada
Kaugumme: empty don't have mesh so it's not calculated in the boundary
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