Unusual upload with open beta client
Hello! It's been twice now where I've played in Open beta (this probably only happen in very populated instances like the community meetup) and my upload speed gets MAXED (my upload speed is 1mbps and maxes out as 125KB/s), making it impossible to interact with anyone because my ping rises up to 1200+. A theory was brought up that it was because it was sending my IK to everyone individually and it does seem to hold up, the further I am from people, the more it goes down... Is that going to be optimized? This will kill anyone with a small connection (like me, at least currently) from joining meetups :/
 Movement animations for humanoids still broken
While it appears you have fixed movement animations on generic avatars, movement animations on humanoids are still non-functional. If a custom movement animation has keyframes that aren't humanoid flexes (and thus aren't synced by the network IK), the animation will appear to play correctly locally but remote players will not see the animation. Example: avtr_86cbeb8a-1886-4449-8e81-478dccdaa43f This avatar uses blend shapes for the movement animations. Locally running appears to work correctly. Other people will just see you slide around playing the idle animation.
 Jumping buggy, wall climbing broken even when enabled
From what I've been able to test, jumping isn't working as well as it used to. If one attempts to bunny-hop, every few hops you'll get stuck to the floor and it'll take a second before you can jump again. Additionally, wall-climbing barely works in the SDK2 worlds I've tried. You can stick to walls, but when attempting to jump up them you won't be able to gain any height unless you use a macro.
 Lerpaport detection not working with player base tracking
I was told that there is now detection for if a teleport should be interpolated based on the distance of the teleport. If this hasn't been added in build 894 then please close this canny. Video of remote client using teleports for base tracking: https://cdn.discordapp.com/attachments/424536392459223044/666747805087432714/DOouJdgn1l.mp4 If the lerpaport detection is measuring each intermediate teleport distance, that's probably not going to work with most worlds that use some form of base tracking since they normally teleport the player to some fixed position in the world and then back to their original location. So you can potentially have the player teleporting hundreds of meters in quick succession but only moving a few cm.
 Chairs on avatars do not work
Avatars from previous builds and possibly from beta builds can't use the chair function at the moment. Tested this on a few avatars. They work in the current live build but not in beta. The avatars otherwise function normally.
Redo performance rank values for Cloth
There is ample evidence to suggest that Cloth physics had a massive performance-decreasing bug in them in Unity 5.6 and Unity 2017: https://forum.unity.com/threads/case-977420the-performance-of-cloth-physics-drop-dramatically-since-unity-5-6.508398/ Now that 2018 is being updated to, please consider tweaking the performance rank values for Cloth verts. The current values are based on the 5.6/2017 "baseline", which is a lot heavier than in 2018.
 Post processing v2 built-in shaders forced in 2018.4.* worlds
Client-bundled PPv2 shaders are now forced even on worlds uploaded with 2018 unity. User-modifed shaders used to work fine at least up until udon open alpha - actual regression point unknown. Tested with *.12 and *.14 unity versions, both older SDK and newest as of writing: VRCSDK2-2019.12.21.16.01 Repro world with Uber shader modified to do desaturation - everything should be in grayscale: wrld_83d10c78-8449-4a22-95e0-284daf50adcf
https://docs.unity3d.com/Manual/Constraints.html This system seems to be far better suited to perform a lot of task previously accomplished with other comments, while providing additional options for avatar creators Allows limb copying without fixed joints (allowing avatars with multiple arms or legs) Allows using world particles in situations that IKFollower doesn’t allow (Attach to non-IK-following bone) that previously required fixed joints I believe these allow you to Animate holstering / unholstering weapons without needing to duplicate the mesh (IIRC, FinalIK supported this) Aim/LookAt constraints can be used to replicate hydraulics pistons or other mechanical joints for robotic avatars (previously this could be achieved with dynamic bones any maybe FinalIK) These components likely can be used to achieve other effects. These components hopefully won’t have the disadvantages of the systems they replace, such as; IKFollower: only allowed on IK-following bones (As per documentation) Rigid Bodies: Known to break in Combat enabled worlds (https://vrchat.canny.io/bug-reports/p/avatar-rigid-bodies-break-in-combat-enabled-worlds) Rigid Bodies: Some configurations of joints can drift out of place over time or during teleports.
 VRC_Trigger performance regression
I noticed a drop in performance with one of my larger worlds in the 2018 beta. The world uses local VRC_Triggers for culling in a lot of places with OnEnterTrigger/OnExitTrigger so I made a test world to see if VRC_Triggers had a higher performance overhead in 2018. The test world has 16,384 VRC_Triggers that have no events assigned https://vrchat.com/home/world/wrld_96b53d10-b32f-4d78-bbc9-895f4cd0c888. In 2017 I am able to maintain 90 fps with the 16k trigger objects enabled. In the 2018 beta I get 35 fps once I toggle on the triggers. I turned the trigger count up to 35k on live and still didn't drop below 90 fps. 35k was the largest number of triggers I could make before I started timing out while loading into the world.
 Teleport Player action randomly gets deferred and breaks things
As of the Udon additions to the beta, Teleport Player will randomly get deferred and break portals in my world. You get warnings like this printed to the log: 2020.01.15 20:49:56 Warning - [VRC_TriggerInternal] ExecPortalTeleport deferred event TeleportPlayer type Custom because waiting for TeleportTarget to ready Repro: go to my Camera Test world wrld_91805f98-fd56-497a-bf7e-772e434efb84 Turn on portals, and turn to the right and go through one of the portals while facing it. You will probably be left at the portal and see the stars instead of having gone through it. The deferred teleports don't seem to happen as much if you go through the portals sideways.