Physbone colliders on animated Physbone chains doesn't move with physbones
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WalooW
work in editor but doesn't in game,
physbone coliders on animated physbone chains do not move with the physbone at all, they stay stuck at relative position to the physbone root transform when avatar load
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Wunder Wulfe
Found something similar: https://feedback.vrchat.com/open-beta/p/1749-parent-constraints-desync-physbones-colliders
DatGek
Ran into this issue as well so might as well dump my findings, only after adding an animation that
changes any bone rotation before the collider to >0/<0
does it break, with an animation that sets every bone in the chain to "0, 0, 0" it hitches a little but does not break as it would with even "0.1, 0, 0" on any 1 bone in the chain if it's a bone before the collider
in the chain, but, when animating a bone after the collider
in the chain, it doesn't break, though it does start to twitch a little, like it's trying to stay in it's "frozen" location. (Edit: blend tree puppets, even 1D puppets, also break with a "0, 0, 0" animation, but only if the puppet has another animation that sets it to a non-0 value)As Narazaka stated, Is Animated doesn't matter, on or off the collider stays at the same position (or in the position it would be in when the bone chain is animated). Furthermore it doesn't matter if the collider component is directly parented to the chain or if it's attached to the chain using the collider's root transform.
DatGek
Well, I just discovered that the issue also happens to physbones on a physbone, same conditions as before, but the issue is also semi-present in unity editor, issue is present on the current unity version (2022.3.22f1), and both main and beta versions of VRC, really hoping this gets fixed soon-ish.
DatGek
Further further info, not sure if it's a recent development, but physbone colliders in this case also don't work in editor, the visual gizmo does, but the actual collision simulation doesn't, exhibiting the same issue as it does while in game.
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StormRel
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needs more information
narazaka
StormRel
Editor (Client Sim): The root transform position of the child physbone colider is moved by the parent physbone moving.
VRChat (avatar dynamics debug and by hand): The root transform position of the child physbone colider is not moved by parent physbone.
narazaka
and maybe IsAnimated is irrelevant
StormRel
Putting physbone colliders on a physbone chain should work, the only downside it's position will be delayed by a frame. We will need more info on what you are trying to do in order to determine if it is bugged.
StormRel
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