Automatic Update Option for SDK
Eremite
It would be an amazing Quality of Life improvement if the SDK could update itself from within Unity.
Looks like there are a couple options for this now that we can use the Package Manager:
This would be a big improvement over the current SDK update shuffle, especially when you have lots of projects. :3
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TwIsT [S9N]
Yeah, I second this suggestion.
I maintain 4 separate Unity projects, 2 of which are running the VRChat SDK, and it feels like a roll of the dice everytime I upgrade.
While my current build environment is
now
clean and seems perfect overall, this is after having to do a complete rebuild to get rid of some issues that held over from a previous SDK release. The upshot was that until I rebuilt my build environment, I had to save out each scene and completely close out of Unity, then reopen it, reload my last saved scene, and then perform the build/upload. Prior to the rebuild, if I didn't do these actions, as soon as the package was bundled and it came to the screen to name the avatar, set its description and upload it, rather than uploading, Unity would crash... every single time. Since then, I figured out that the sqlite library file was being held because of a PID lock, and since figuring that out, the SDK was restructured. Now, updates are much easier to ensure they're clean --but still, I agree, it'd be much better to get the VRCSDK not only using the package manager, but also placed on the Unity store so that it would be updated along with any other installed packages (which, itself, needs improvements... such as a package version check vs the repo at Unity's launch.
The one drawback I could see is one I experience directly --the package update check would increase project load time (perhaps significantly). I use a separate server to host all of my graphical dev data (in-house), and perform all of my CG-Dev from a workstation linked via a Gbit LAN. As is, since my projects exceed several GBs, it takes a few minutes to start Unity up on my workstation (12 core Intel box with 32GBs RAM) --but its a trade-off I'm willing to accept considering the benefits because were my workstation to (hypothetically) go up in flames, there's a really good chance that the last 18 months worth of work stored on my server would survive it.
Regardless, it would be one less thing dependent upon user experience to get right. I had the experience to work through the problems I uncovered in roughly an evening, but what I fixed could have easily vexed a less experienced user for months.
xxx_red_xxx
I dump everything in one huge project (like 50gb now) and also don't update my SDK unless it's absolutely necessary (new component, major fixes, new unity version)