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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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Eye Tracking stops working when using “VRCFaceTracking” together with AvatarDescriptor Eye Tracking (BN:1769)
Note: The behavior described below was tested using Meta Quest Pro and an iPhone (Live Link Face). I have integrated a system into my avatar that combines face tracking intended for “VRCFaceTracking(5.4.1.0)” with the Eye Tracking feature in the AvatarDescriptor. Recently, I noticed that the same avatar—which previously worked perfectly—no longer applies Eye Tracking, while the rest of the system behaves as expected. (By “Eye Tracking works,” I mean that the data read from the hardware is correctly reflected on the avatar.) After investigating in detail, I found that the likely cause is the “v2/EyeX” and “v2/EyeY” parameters, which are used by VRCFaceTracking. (Although I use AvatarDescriptor Eye Tracking, I was also using “v2/EyeX” and “v2/EyeY” for tongue movement with Meta Quest Pro.) As a test, I removed both “v2/EyeX” and “v2/EyeY” from VRCExpressionParameters, and AvatarDescriptor Eye Tracking started working again. To further isolate the cause, I tested with a standard avatar setup that does not include face tracking (an avatar with AvatarDescriptor Eye Look configured). After confirming that my gaze was being reflected using an iPhone and “VRCFaceTracking,” I added “v2/EyeX” to the VRCExpressionParameters. At that point, Eye Tracking stopped working. This seems like a minor issue, and I’m not sure whether the root cause is VRChat, “VRCFaceTracking,” a bug, or an intended behavior. However, since this behavior appears to have changed compared to how it worked previously, I would like to report it. ~Original Japanese (for reference)~ 「VRCFaceTracking」とAvatarDescriptorのEyeTrackingを併用するとEyeTrackingが動作しなくなる。(BN:1769) ※以下の説明の動作確認はMetaQuestProとiPhone(LiveLinkFace)で行っています。 私はアバターに「VRCFaceTracking(5.4.1.0)」を想定したFaceTrackingと、AvatarDescriptorのEyeTrackingを併用したシステムを組み込んでいます。 先日、以前は完全に動作していた上記のアバターが、EyeTrackingだけ動作していないことに気がつきました。 (EyeTrackingが動作するとは、ハードウェアで読み取った情報がアバターに反映されることを指しています。) 詳しく調べてみると、どうやら「VRCFaceTracking」用のパラメーターである「v2/EyeX」と「v2/EyeY」が原因であることが分かりました。 (AvatarDescriptorのEyeTrackingを使用しているのに、「v2/EyeX」と「v2/EyeY」を使用している理由ですが、MetaQuestProで動かせない舌を動かすためにこのパラメーターを使用していました。) 試しにVRCExpressionParametersから「v2/EyeX」と「v2/EyeY」を両方削除することでAvatarDescriptorのEyeTrackingが動作するようになりました。 また、問題の原因を明確にするために、FaceTrackingを組み込んでいない一般的なセットアップがされたアバター(AvatarDescriptorのEyeLookが設定されているアバター)で動作を検証してみました。 iPhoneと「VRCFaceTracking」を使用して自分の視線が反映されていることを確認したのち、VRCExpressionParametersに「v2/EyeX」を追加してみたところEyeTrackingが動作しなくなりました。 マイナーな問題で、原因がVRCなのか「VRCFaceTracking」なのか、また、バグなのか仕様なのか判断が付きませんが以前の挙動から変化があったため報告させていただきます。
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