[876] VRC_ObjectSync fails with large child hierarchy
complete
Dj Lukis․LT
Owner of ObjectSync-ed animator with lots of child objects becomes stuck(avatar stops updating) for others and following exception keeps being thrown:
Exception - Sync'd object [
objectname
]'s encoded size is very large: 560, with types: [SyncAnim]at VRC.Networking.FlatBufferNetworkSerializer...........
Encoded size depends on child object amount, reducing animator layer and parameter amount did not change it (originally was 1kb before reducing, did not test what is the threshold)
Can be reproduced in wrld_ff4f81b4-7105-45ae-9fa2-94e73ef3305f
interacting with control panel calls RPC_TakeOwnership making that player become stuck
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Tupper - VRChat Head of Community
complete
Fixed internally.
Spawning prefabs with multiple sync'd objects should now work correctly; scene hierarchy with multiple sync'd objects should now work correctly.
Will be fixed in the next Open Beta push-- we're currently at 882.
Tupper - VRChat Head of Community
in progress
See note above...
Phasedragon
Is it possible that we could get a more solid number of what is acceptable and what is not acceptable? Are we talking 5 parameters, 20, 100? There are usually plenty of methods to reduce even the most complex systems down to under 20, but if we're on a limit of something like 5 then that's really rough.
Tupper - VRChat Head of Community
complete
This is going to be marked with "Won't Fix".
We limit per-object data use in order to avoid saturating connections. In this case, the synced animation data is too large-- the parameter names may be too long, or there may be too many parameters.
If you're seeing this message in your output logs, reduce the size of the synced data by shortening parameter names, or reducing the number of parameters synced on that object.
bd_
Tupper - VRChat Head of Community: is this meant to be dependent on the size of the child hierarchy as well, though?
Tupper - VRChat Head of Community
tracked