[1706] Allow Auto-Hold to be Optional For VR Users
Floof_Woof
For how much I like auto-hold being available for accessibility, I really hope that it can be toggled off in the settings for VR users. As someone who really hates "sticky pickups" in VR games; this is a must for me. Having pickups stick to my hand until I press the grip button again is very unintuitive for me and doesn't feel natural whatsoever
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Sharrnah
Please VRChat make this optional TO THE USER.
How can a World creator decide how things are hold if they don't even know the type of controller the user has?
Or is it expected that World Creators first ask the player what type of controller and then decide for this?
This is really annoying.
Luckily most worlds so far i encountered only used this sparingly or reverted it back completely.
But even then it was always a surprise that it got stuck to my hand without notice and with no obvious way to get rid of it again until you remember "Ah that stupid auto-hold again".
The only controller i can think of where it _might_ make sense is the Vive Wand Controller. All others have a more "natural" type of grabbing things by closing the hand (You know, like in reality you do it too without stuff suddenly sticking to your hand even when opening the hand again).
knah
If I really wanted things to stick to my hand, I'd change the grab binding in SteamVR to a "Toggle" type thing. I don't, though, and some random pickups getting stuck to my hand makes me think that the grip capsense finally died. It's mildly infuriating.
No other VR game that I can remember does this for grab-type interactions. The closest I can think of is weapons in Alyx, but those are explicitly equipped, not grabbed. The way VRC does it is simply inconsistent - I never know if a pickup is normal, or this sticky garbage.
Udon already can do the "equip" type thing (just move the object to the hand bone each frame), so this "feature" seems absolutely unnecessary and counter-productive.
Especially
if someone had the bright idea to annoy world makers into enabling this by default, as other comments imply.Matrices
After upgrading my pickups in my world and setting up Auto-hold on items that made sense for them (pens, food pickups, etc) on 9/26/25, I was excited to try it out. But after a lot of user feedback in my world including my own playthrough, some items not set to autohold were now difficult to hold, and items that were set to autohold were now confusingly stuck to users when they did not expect it, or even if they touched the item on accident. (I use Index controllers)
I decided to go through and revert the change on almost all the items back to the 1.0 behavior on 10/15/25.
It feels like every user who used an item where they did not expect auto-hold to stick to them then subsequently asked me if there was a setting to turn it off in the VRChat menu. I would like to make it an option in the world menu, but I perhaps have missed the way to program that (I am a beginner to Udon stuff), so I just turned them off until VRChat introduces it as a per-user or easy/obvious Udon exposed setting.
Despite the SDK shaming me, most items are now reverted back to 1.0 behavior.
Floof_Woof
MatricesYou definitely made a lot of good points that I 100% agree with in terms of the issues with auto-hold being force-enabled and not player-optional. Another VR title, Rec Room, has a setting to turn off auto-hold on pickups, so I don't see why VRChat can't do the same
buzer ~
Floof_Woof yeah I told them it's a bad idea there in the comments but no one listened
I ran into these auto hold items in one of the Spookality games, if I didn't know what was going on I would've thought my controllers were broken or something.
Floof_Woof
After VRChat released the change to live, I am surprised that an option was not added to disable this to keep the old behaviour