Allow us to parent player avatars to game objects in our worlds
hobbert
Ideally being able to parent each avatar independently would be amazing. This would allow us to have, for example, moving ships and elevators that player's could board and move with seamlessly without need of seats as children of those game objects.
Even just allowing us to select a single game object that all avatars are parented to by default, instead of the world origin, would be amazing too.
I'm building a fantasy world, and I want to have a zeplin that tours this world, but I want players to stay on this zeplin and be able to walk around on it. Moving the world around the zeplin is incredibly inefficient, compared to moving the zeplin through the world- this can't be done without allowing us to parent players to the zeplin.
I really feel like this feature is long overdue.
Thanks for your time <3
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Spiritmarsrover
This is 'technically' with the current state of stations, just really annoying to work with. and IK breaks when facing certain ways. The only issue is that players need to set their avatar to have an empty sitting animation. The solution that you have is much simpler for the user.
Jon~
As far as I know vrc currently syncs player position based on the global position rather than the local position, which is seen on chairs when players on moving chairs lag behind the chair itself, the way that the ik calculates the steps it needs to take would also be an issue as the avatar would be constantly trying to catch up with the players position, this isn't seen in a lot of cases like with chairs and teleporting since vrc disables locomotion for this, but disabling locomotion on the ik component would be noticeable if you want people to move around.
Even with those things ignored they would still most likely have to sync what you're currently parented to so that when you get the local position it isn't updating you relative to the world or something that you used to be parented to because an RPC didn't buffer correctly or something else that would cause inconsistencies that would be very noticeable if done incorrectly.
I'm not saying it shouldn't be done, a dynamic reparenting system paired with ik that calculates steps based on the gameobject's local position and syncing of the local position would be nice, but would probably take time.
Demirramon
I assume this would work way better than chairs, right? Because now, if a moving object has chairs in it, avatars stutter A LOT.
Even if it wasn't, though, this is an amazing idea.
TwIsT [S9N]
Demirramon: I used to love the old chairs in the VRChat hub from back in late 2018, early 2019, because I could sit down on one, then reach back and grab the chair I was sitting on, and rocket off like a freakin' Lorax or something. It was hilarious, but required a very strong stomach, because it would send the player hurling while spinning into the air, really, really high. You could make it stop just by moving your left stick to get off the chair, then just fall and respawn. It was a blast though! 8)
hobbert
Oh! It'd also open the possibility of having avatars move seamlessly together, if they both belonged to the same parent object I think this'd work?