[1333 alpha] Screen space canvases render in front of the menu
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MyroP
Currently screenspace canvases render in front of the menu, which prevents menu interactions, for instance if a button is placed in front of the respawn button I am unable to respawn.
One possible fix : If we had access to certain events like OnMenuOpen(), OnMenuClose() or just a method like IsMenuOpen(), we could hide the screenspace canvas if the menu gets opened and show it again once the menu is closed.
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_sephiroth
Hi MyroP, we appreciate you raising this issue. There has been some discussion internally around this issue as it's technically not just an Android Mobile issue. The team are working on a future solution that will hopefully work for everyone however that may not arrive for a while as it's still in the early design stages.
For now though we have a potential interim fix that we're currently testing whereby we'll automatically detect any non-Internal screen-space canvases that are enabled and disable these Canvas components when the menu is opened. We'll then re-enable them when the menu is closed.
This should suffice for your use-case, however it does introduce a minor issue in your World due to the way you are currently disabling the HUD UI canvas via Udon#. Currently when a game starts you are keeping the HUD UI canvas component enabled and instead disabling the whole "Android HUD Spawn" game object this. Because our new fix would search for enabled canvas components to know which it should re-enable once the menu closes, this results in the HUD UI showing again once the menu is closed - Obviously this isn't what you want. What you'll need to do is adjust this so that the canvas component itself is also disabled, which should be trivial within your existing Udon# script.
I've already tested our new fix and it seems to work well, though I'd like to get your thoughts before I proceed any further.
Thanks.
MyroP
_sephiroth: Thank you very much for your reply!
I like this solution, it doesn't require any additional coding, and it will indeed work well in my case. I'll implement a fix so my UI will still work once the update gets rolled out.
totless
_sephiroth: Just heard of this update going into the Open Beta today. I really want to emphasize that I understand the reasons it is needed, especially on mobile and in cases of "Soft locking".
I'd personally really wanna suggest adding the user option (Disabled by default) to turn this feature off. For the simple case of event hosting.
I absolutely love VRChat for the ability to create and host events of all kinds big and small with the full creativity on its shoulders. This feature if released in its current state throws a huge stick in the cogwheels for event hosting without having to use a secondary camera, which is a very very easy way to save a ton of frames.
A simple safety setting option to disable Screenspace Canvas being disabled with menus would continue allowing this, again a feature that would be disabled by default and like the Horizon Adjust can be re-disabled upon client restart.
Alternatively have it naturally disabled on VR Machines as from my understanding to this issue, correct me if I'm wrong, it only affects Non-VR users.
_sephiroth
totless: Hi totless, We appreciate you sharing your thoughts. With any platform like VRChat that's so heavily powered by UGC, there's always risk of our changes having unforeseen impacts on content so it's great that you've raised this concern.
I've discussed with the team internally today and we've got a few requests - Firstly, we want to gather a bit more info about the specific situation you're describing as it's my understanding that event worlds do not tend to use screen space canvases - They're generally world space and therefore should be unaffected by these changes. It'd also be useful if you could elaborate on the "secondary camera" implementation you've described - What might you need to use a secondary camera for, and how are the proposed changes going to mean a secondary camera will now be required? Any technical specifics (or even example worlds) you can give will help us understand the situations you're describing.
Secondly, the Open Beta with this functionality is now available so we'd encourage you to try it out and see how this has impacted your events before we propose changes. This change has been discussed across various teams internally and we're happy with the implementation but the reason we have an Open Beta is for these exact situations. Once you've had time to spend with the Open Beta, if you've still got concerns then please could you respond with any info you've managed to gather that can help us understand the specific issues this change causes - Things like specifically what the symptoms are, the worlds you had issues with and why these couldn't be resolved using the functionality currently available within the SDK. With this info I can then liaise with the relevant teams internally once again and see how we can help.
Appreciate you reaching out, I look forward to hearing from you once you've found time to review the above.
Mixieǃ
_sephiroth: Hi! This has broken some functionality in my VRDancing world.
I use a screenspace canvas to add additional UI and output of a camera used for Twitch streams while users are in VR.
Could this feature be disabled for VR users? VR users don't use their desktop screen to interact with world features as far as I know so it couldn't result in blocking behaviour.
As of right now, whenever a streamer (thats in VR) opens their vrchat menu in my world the additional UIs and stream camera output gets toggled off. Which completely breaks the stream setup that many people have in the VRDancing world.
Chiii
_sephiroth: Hello!
As a VR user I would really like if this behavior could be at the very least toggable. This change makes total sense for desktop and mobile. But for VR it hasn't really provided any extra positives in my experience and only introduced additonal annoyances to established things.
A safety toggle would be amazing so I can still use the feature to the fullest in VR without being booted out for simply trying to check my menu or enable items in my radial menu and breaking up the flow if I'm doing filming or what not. Just seems like addressing a non issue for VR users as I never been softlocked by it but as I said before makes total sense for desktop/mobile of course, just not quite for VR.
Thank you, hope yall reconsider a little for the Vr side. :)
_sephiroth
Hey Mixieǃ, Chiii , thanks for the info - Leave this with me, I've raised with the team and will provide an update ASAP.
_sephiroth
Hey Mixieǃ, Chiii we're working to get this resolved for you ASAP. I've discussed with the team and we're in agreement that this screen-space toggling shouldn't be active for VR users at all.
We've got a fix ready however we're having trouble validating that this fixes the specific issue you're seeing in your own world.
Can I please confirm the world you're seeing the issue in and also how we should be able to activate the UI you're no longer seeing?
I assume it's the world is VR Dancing and that it's a simple case of enabling the menu.
Are you please able to confirm?
Many thanks.
Mixieǃ
_sephiroth: Thats amazing news! Thank you!
It's indeed the VRDancing world, uploaded to my account.
To verify that your fix works you can go the menu in the image and press "Start Desktop Output". That will override your desktop window with our stream system.
As a VR user you should still be able to open your vrchat/radial menus and have that stream camera be active on your desktop (instead of it switching to your first person view)
On desktop it automatically kicks you out of the camera when Escape is pressed.
_sephiroth
Mixieǃ: Many thanks, I've tested our potential fix successfully and passed to QA. I'll keep you informed of the progress. Thanks again for your swift and detailed responses!
Mixieǃ
_sephiroth: Yay! Glad we were able to communicate about this efficiently. Thank you for taking this seriously and implementing a fix! There's tons of dance streamers in our community that are very grateful for this!
_sephiroth
Hi folks, appreciate your patience with this one.
You may have noticed but we pushed a new patch out late yesterday which should contain the fix previously discussed in this thread - To be clear, the fix disables the screen space canvas toggling while in VR.
I've tested Mixieǃ's VR Dancing world and as far as I can tell the issue is now resolved.
Mixieǃ, if you could please test on your end and confirm that'd be much appreciated.
Chiii, if you could also test that'd be useful.
Thanks again for providing all the info we needed to get this resolved, it's been extremely helpful and helped us get this sorted without much delay.
Mixieǃ
_sephiroth: I'll be in VR again later today then I'll be sure to test!
totless
_sephiroth : just to bring in my two cents since I never returned to the original point I made, but the latest fix does indeed seem to fix the main concern I had with this new change as well!
Cheers!
Mixieǃ
_sephiroth: I just realised I never responded, but yes it has fixed the issue for us. Thanks again!
MyroP
Sharing an example screenshot here:
StormRel
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