Open Beta

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[Items [Item Request] VRChat Handheld
Alongside previous feedback on the items system itself, I figured it'd be nice to put in feedback for some suggested VRChat "official" items. The following is for one of these items: Imagine this. You open your inventory, and whip out a totally-rad so-plastic-its-90s colorful translucent handheld assistant, not too dissimilar to the pictured device. You fire it up, and you're presented with a series of options in a grid on a beautifully crisp black & white display: [ Rat Attack! ] Everyone's favorite mobile game that totally isn't snake! Collect the wedges of cheese to make VRRat's tail grow longer! But watch out Eat your own tail, or bump into a wall, and its GAME OVER! [ My VRCat ] Ever wanted to take care of your own VRCat? Now you can! Feed it, pet it, play with it, respond to its every needs! [ Camera ] I can't believe its not the gameboy camera! But honey, it sure ain't butter! Take beautifully crisp, wonderfully pixelated, dithered black-and-white images with this cool cat ! [ Nearby ] View nearby users in the instance, and send them local messages! You can even limit how close someone has to be to see you online, or even go incognito with Do Not Disturb! [ ??? ] Who knows what else awaits you? Okay, so marketing aside… this would be a demonstration of a variety of technologies: Soba/Udon Scripting: This one is pretty much a given but having a little handheld running custom software in game would be a great way to show off the ability to create unique experiences with scripting. Graphics: this would demonstrate displaying graphics on an item, either via UI, or via a shader and Soba/Udon scripting Client-side Limitations¹: the display itself, its contents, and the ability to grab it, would be limited directly to its owner. It would optionally be pinnable in local space, where it would behave like the normal VRC Camera, or could be unpinned, to respond to gravity. When the camera is active, it would show a lens for networked players², identically to the VRC Camera. To networked players, the screen would display the VRChat logo. Item-to-Item interaction: via the Nearby application, users would be able to send short messages, up to 140 characters, to another player who is receiving messages and in a range set by the recipient within the instance. This would demonstrate the ability for items to interact with each other through networked events whilst the items are present and active. Cameras²: This would demonstrate the utility of cameras on items, their potential performance impacts, impact on worlds, etc. Dynamacy: In darker lighting conditions, the display shader could respond by becoming emissive relative to the amount of light, whilst being non-emissive when light is above a set threshold. This would also… just be a genuinely fun, quirky little gadget to play with, whilst giving us some fun interactions, and a useful tool for communication. Attached is a picture demonstrating the kind of funny, quirky 1-bit dithered images it'd be outputting. Bonus points if there's a print option. Ayo, print API? I might make that a general feedback… 🤔 — https://feedback.vrchat.com/open-beta/p/items-add-player-only-items https://feedback.vrchat.com/open-beta/p/items-show-cameras-as-lenses-to-networked-clients
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[Items] [Item Request] VRChat Flashlight
Alongside previous feedback on the items system itself, I figured it'd be nice to put in feedback for some suggested VRChat "official" items. The following is for one of these items: It would be really nice to have a good user flashlight, similar to the style pictured (Simple, cylindrical, with an egg-like dome on the end), with the option to toggle it on and off. This would greatly benefit players in worlds that are too dark, hard of vision, or just want to split up and search for clues. Not only that, but it would provide a great testbed for the following possibilities with items: Light Impact on Performance: By having an item with a real-time light, VRChat developers can test the waters with players being able to spawn items that generate lights, determine their limitations, monitor performance impacts, and study alternative implementations.¹ Light Impact on Worlds: By letting players spawn their own source of light, world developers could use these to experiment with the impact lights have on their worlds, determine whether or not to disable items, or even find unique and interesting ways to incorporate them. Likewise, VRChat could investigate options to give world creators control over item generated light sources, such as disabling them, limiting their brightness and range, etc. I personally built a flashlight into my avatar on PC specifically because many worlds are just too dark, due to either being poorly lit, over relying on post-processing, or using displays with deeper blacks or HDR which allows for greater visibility in dark scenes. It's actually quite the accessibility issue for me. So it's honestly, in my opinion, a win win during this testing period: VRChat gets to test a new system's stability, functionality, and safety with a real use case scenario, and users get a new tool which is both immersive and accessible. — On Standalone & Mobile, an approach similar to my own would be to use a conical additive particle-mesh with a gradient that simulates light coming from the flashlight. Whilst this, for avatar creators, does not quite simulate actual light, it does at least give users on Quest the immersive indication the light is there. As VRChat controls the platform, research into alternative, shader based lighting methods could be done to build upon this for a performant light approximation with greater utility than current VRChat particle shaders.
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Better control of placing items/portals/stickers with Udon
Since VRChat has added many cool new dynamically placed objects in the client, as a world creator I would find it very helpful to have more fine-tuned control of "place-able" things. Currently, world creators can disable portals, items, prints, stickers, drones, pedestals, etc entirely for the entire world. Instead of blocking these features in the entire world, I would like to use Udon to allow these things in certain contexts, and block them in others. For example: Allow placing portals and items in the lobby of Murder 4, but prevent these things from being spawned in the game area. Or: Allow stickers to be placed on a door, but de-spawn nearby stickers when that door swings open. We already have something similar for the avatar eye height scaling feature. World creators could turn this off for their worlds entirely by editing world details on the website, but in the world itself we can use Udon to allow/disallow scaling dynamically, get any player's height, and set the local player's height directly, and set the allowed range. I would like something similar for all these place-able things, allowing them to be fine-tuned within reason without turning them off entirely. Applicable place-able things: Items, Stickers, Portals, Sharing pedestals Useful methods to have: OnItemSpawned --> Tells you the position, rotation, owner GetAllSpawnedItems --> So you can check their positions, rotations, owners DespawnItem() --> Pass it something you want to despawn
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