Having too many contacts near each other causes receivers to output the wrong value
tracked
ThatFatKidsMom
There seems to be some sort of undocumented soft limit or bug that was introduced in the scaling update that causes contacts to break when there are too many receivers and senders close to each other. So when trying to show off complex avatar systems or in large lobbies of people close together contacts can not behave as intended as they will output the wrong value when interacting with other players. This "soft limit" is less than the hard limit of 256 components that was introduced in the same update. So if someone has an avatar with more than this soft limit by themselves it can cause the contacts to break for not just themselves but those around them. Alternatively, if there are a few people who have avatars that combined go over this limit and are in the same space together the interactions between themselves and the players around them can have weird behaviors.
Here is a video that goes over the avatar set up and interactions in game to show the issue:
Avatar ID of what I use to test in the video above is "avtr_5414f195-9453-41e4-8876-cf8ce10e48e1"
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narazaka
This is a frequent problem when using Contacts-intensive assets such as Mochiri Shader and Marshmallow PB, which are well-known in Japan.
Specifically, if two or more people are using Mochiri Shader or Marshmallow PB, one or both of them may not work correctly.
There is no consistency in which one works correctly.
Since the Mochiri shader is one that places 16 Contact Receivers in approximately the same location, perhaps there is a limit to the number of Contact Receivers that can be in the same location.
If this is a bug, it should be fixed, and even if it is not a bug but a specification, it should be documented.
日本で有名なもっちりシェーダーやマシュマロPBといった、Contactsを多く使うアセットを利用しているとこの事象に頻繁に引っかかります。
具体的には2人以上がもっちりシェーダーやマシュマロPBなどを利用している場合、どちらかまたは両方が正しく動作しないことがあります。
どちらが正しく動作するかには一貫性がありません。
もっちりシェーダーはほぼ同じ場所に16個のContact Receiverを配置するものなので、もしかすると同一箇所に存在するContact Receiverに制限があるのかもしれません。
これがバグであれば修正されるべきですし、バグでなくて仕様であってもドキュメント化されるべきだと思います。
SenkyDragon
Looking through the ContactManager in the VRCSDK, it appears that there can only be 4096 receivers active in a scene. It's pretty unlikely this is the issue though, since you'd need a full instance of 80 people ALL with 50 receivers active at the same time.
Nothing else stands out as an obvious limit, unless the in-game implementation is different from the one in the vrcsdk.
N
Nexal
Also having this issue with a complex game avatar i created.
SenkyDragon just general mass contact overlap i presume
SenkyDragon
Have you discovered any more details about this limitation? I seem to hit it periodically, but it's hard to nail down the exact cause.
LuxIsBored
Some of the assets I have are showing this issue.
kevybevy
also having this issue!
StormRel
tracked
Voxian
I can confirm that I am also having this issue in the current live build of VRChat (1471).
I previously did most of my avatar calculations with physbones only, so I really didn't have too many contacts on my avatars, but more recently I converted many things from physbones to contacts to even out the load a bit.
However, I am finding "flickering" of the contact values whenever too many are close together.
I currently have 50 contacts on my avatar, and when 3 or more of my base are in close proximity, many of our contacts either flicker to a value of 0, or stick to a value of 0.
I have a public avatar that can be tested on.
avtr_a4199c37-a980-4bee-be01-9801399d05aa
It is especially noticeable with the "First Person Muzzle" enabled, because it will flicker in and out of your view whenever you get close to a few other players using the same avatar.