[1899] Worlds: Playable Director Deleted On World Validation
tracked
BlackStartx
- Be in Beta (Build 1899)
- Launch https://vrchat.com/home/world/wrld_934866c2-f34f-4cd9-95fa-bb62c89de41d
- Console shows a new error not happening outside beta.
[WorldValidation] PlayableDirector with invalid graph removed
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_tau_
updated the status to
tracked
BlackStartx
Hi _tau_, thanks for the reply and information! 🌺
I was checking my Timeline Asset and it does not seems to have any null-binding.
Furthermore, once the timeline gets enabled while in Play-Mode, when checking the IsValid state using this method:
[MenuItem("CONTEXT/PlayableDirector/Is Valid")]
public static void IsValid(MenuCommand command) => Debug.Log($"Is Valid: {((PlayableDirector)command.context).playableGraph.IsValid()}");
The method does return True.
I have to say that my playable director is disabled by default, is it possible that during the World Validation, since the Playable Director is disabled, the graph is empty and thus IsValid return False?
Does the fix mean that Playable Director are now required to be enabled on scene load in order to not get deleted during World Validation?
Thanks in advance!
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_tau_
BlackStartx: That's possible - could you try an upload with it enabled and check if that works?
BlackStartx
_tau_ I made two worlds:
Playable Director˸ On: https://vrchat.com/home/world/wrld_6406bd63-2e9b-4f4c-8a52-4f05adc933f9
Playable Director˸ Off: https://vrchat.com/home/world/wrld_d130b723-ab2d-4f90-9c26-d28b67c54ff2
I confirm that, in the world where the Playable Director is enabled on upload, the Graph is not deleted~
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_tau_
BlackStartx: Noted, thank you. We'll look into it.
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_tau_
updated the status to
needs more information
This was the fix for https://feedback.vrchat.com/open-beta/p/1867-part-of-world-audio-not-belong-to-volume-control. Unfortunately, invalid graphs have unpredictable behaviour, and as such need to be removed.
I recommend making sure that your graph has no null-bindings, and that you bind all required resources (i.e. in case you use an AudioTrack, you must have an AudioSource bound).
If you think you are encountering a case of a fully valid graph at upload-time (you can check with this function: https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Playables.PlayableGraph.IsValid.html) is stripped at runtime, please add some details here!