Add colour-coded emergency respawn/go-home options in the action menu -AND/OR- sandbox the entire UI.
GenesisAria
Many people used a mod that added buttons in the action menu for respawning in the world, or returning to your home world. They were colour coded so you could see them even if your menu was unreadable due to wiggling into a garbled mess. These existed for when you are too far away from the center of a world, or moving through the air at very high velocities, unable to use the quick menu at all.
The alternative is to sandbox the entire UI so that any motion or floatingpoint errors become completely irrelevant.
Too many times i or many others have gotten stuck in broken worlds or being launched into oblivion and being forced to restart the game without a means to properly respawn or leave the world.
This seems like a rather important feature.
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ni1chigo2115
This topic is just respawn and GO Home, but I think there is room for color coding on various items such as joins and invite to increase visibility.
GenesisAria
ni1chigo2115: Well yeah, the monochromism of the ui is woefully unhelpful overall. They seem to demonstrate a complete lack of understanding of the basic psychology of interface design - how to draw your eye to important or mostly-used functions, and allowing for userfriendliness overall for both ease of use and accessibility for the less able. Adding visual emphasis to certain elements can help reduce visual clutter without actually having to remove things.
Lyuma
regarding "snadbox the entire UI"... VRChat already renders the UI/menu from a separate camera. if that camera is playspace relative from 0,0,0 then it won't have any world precision issues. Plus, use playspace relative coordinates for the laser pointer and raycast checks, so it literally won't move with you. (Right now the laser pointer is be inaccurate if your player is moving at high speeds)
Heck, it'd also solve the whole Set Horizon Adjust issue making the menu upside down, because menus (including radial menu, handheld menu) would be playspace-relative no matter what
GenesisAria
Lyuma: That sounds like a good idea as well. I mostly look for anything that will solve this fundamental issue that's been around since forever.
Though i wonder how that applies when someone setting the nearplane on their avatar camera to 0.001 using the forced mode, can also make the menu unusable?? Salbug showed this here: https://files.catbox.moe/gqumd7.mp4
Lyuma
GenesisAria: Yeah I see your video. I don't know what's going on there.
But my point is if it's a separate camera,
none
of those settings matter. the separate camera doesn't need to write to depth, since it's all UI. it just renders UI with its own (mostly unused near&far clip plane) at its own position relative to playspace origin (near 0,0,0) no matter what you're doing in the world. it doesn't care if you've changed your world camera's near plane, or if you've done horizon adjust.Even if VRChat doesn't use a separate camera, they could emulate the same thing by overriding the view matrix in shader. literally pretend that the virtual menu/laser/UI camera is relative to the playspace no matter if you're 100000 units away from origin in game.
GenesisAria
This would also get rid of any menu-related issues caused by setting the nearplane too low.