Stuttering on player pickups
available in future release
Melody Wolf
When in multiple instances, when you grab an item, it looks fine for yourself and others, but as soon as you let go, behavior is erratic.
For the person who let go, movement is smooth and normal.
For everyone else in the instance, however, it is very stuttery and jumpy, while also taking 3x longer to get from point A to point B. This happens with thrown objects that float slowly or when items are dropped with gravity.
When the item is actively held, behavior is normal until released from the grab.
This was true for all players in the instance, regardless of physical distance from one another (including two people in the same household).
This was only tested on PC.
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available in future release
Z0NE
Example of this in my world. The red car is running a script to control the purple NPC cars, they all have objectsync on them. They no longer move at all for other players. The player cars do seem to move but at like 1-2fps for everyone else: https://drive.google.com/file/d/1A0tnm6pJZ-Ja15vsT9is5BI-7L0zy5rM/view?usp=sharing
This was working absolutely fine about 2 days ago
Z0NE
NPC cars that no longer move for other players are navmeshagents with objectsync btw. The player cars that do move but very stuttery have their position directly controlled by the owners of the vehicle and objectsynced to to others.
Z0NE
Having the same problem on my VRC Racing world. My NPC cars which are object synced but controlled by one player do not move at all and player cars stutter at like 1fps
Vincil
-This also affects Object Sync objects that do not have and are not influenced in any way by a player pickup component. I suspect the issue is connected to ownership transfer.-
Edit: It appears it might have nothing to do with ownership transfer. In a world where ownership transfer of VRCObjectSync objects occurs, suffering is now occurring even where previously it did not, including on the master's side who has had no ownership transferred to them.
Scenario: I have a world with several NavMeshAgents with a VRCObjectSync attached. By default these are "dormant" and thus enter a "sleeping" state. They remain active from scene load until scene end with the mesh renderer and NavMeshAgent components being the only thing to get disabled, but not the objects they are connected to. They are also owned by default by the master. The NavMeshAgent component gets activated and disabled as needed to ensure it is only running on the owner's side.
Loading into the world with two clients, I begin the spawning and activation of these NavMeshAgents with half remaining to the Master and half going to the non-master. Both the master and the non-master view significant stuttering from the remote client's NavMeshAgents. Also debug menu 4 reported an eventual constant rise in the suffering level even as out kb/s out dropped lower and lower. Previous testing of the world revealed I could get upwards of 37 VRCObjectSync's per player before suffering began. Now it is being triggered at 25.
StormRel
tracked
yoshio_will
M E R C
Unsure if my issue is similar but visually it looks identical.
Historically I've never had issues like this. Recently however, the spaceships in my world have been having syncing issues that visually look identical. from the perspective of a remote player it looks like the vehicle is going at like 1fps, like a slideshow. But the person in the vehicle it seems normal. When another player is seated in the vehicle, that player feels like they're at 1fps due to the syncing delay and jitter. In my situation, the delay mostly stops when the driver of the vehicle starts moving long enough. But the moment they slow to a stop and rotate or move around the intense jitter and delay starts again, they start going long enough and it smooths out again eventually.
This was never present in my worlds for years. I'm unsure when the change occured that caused it as I had a lapse in vrchat but visually it looks to be the same behavior as what's shown in this video.
I hope this is figured out because it makes being passengers in synced vehicles annoying due to what feels like an extremely low fps (despite fps being normal) just from the sync jitter and delay.
yoshio_will
I think it’s related to most recent update of VRChat breaks VRCObjectSync. Such as position sync of vehicle also broken. Please fix this.