[Beta SDK 3.3.0] Please Validate hard limits after processing Preprocess Callbacks in `BuildAndUpload`.
complete
anatawa12
In previous SDK, we can workaround avatar validation by calling
VRC_SdkBuilder.ExportAndUploadAvatarBlueprint
which was marked [PublicAPI]
.I really need to call that to avoid false-positive Avatar Validation Errors. There are many false positive avatar validations errors:
- For Avatar Validation, EditorOnly can be skipped. Materials with pc shaders under EditorOnly may cause false-positive avatar validation errors.
- When we reduce some PhysBones with IVRCSDKPreprocessAvatarCallbacks, quest PhysBone hard limit error is false-positive.
- When we replace shaders with IVRCSDKPreprocessAvatarCallbacks, PC Shader errors are false-positive.
Of cource, I think it's not good to skip validation, but pre-build validation can cause tons of false-positive.
So, for Control Panel, I think it's OK to disallowing clicking "Build and Publish" button if there are Avatar Validation errors.
However, for calling
Build
or BuildAndUpload
by tools, please defer Avatar Validation after IVRCSDKPreprocessAvatarCallbacks
.See Also:
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orels
complete
This has been addressed by the SDK v3.3.0 released today
orels
tracked
anatawa12
In addition, pre-building validation can cause false negatives. We can add components in preprocess callbacks and this will cause false negative. I think this can also be a problem.