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hand-tracking movement too sensitive
I gave trying to do the majority of my navigation with hand tracking a shot on the recent beta. Seems that the dead-zone is way too small between pinching to activate, and any movement happening. I often pinch, and start immediately walking in some random direction I didn't intend since there's like a 2mm dead-zone. I'm sure this can be gotten use to, but my reaction to it has been "this is way too sensitive" so far. In addition, the ability to increase the distance between activation, and full speed would be nice. I'd more prefer to use my arm to navigate than my wrist. More like I was playing with an Atari joystick. IE, I think if there was a solid 10cm throw from full negative, to full positive in both the x and y, with a 1cm dead zone in the center, that'd make the movement all around more precise for me. Lastly, I found that I accidentally activated the movement mid conversation or action a lot. I also think this may just be user error and something I should get use to, but I was thinking it'd be an improvement if it was a double-pinch to activate (like a double tap and hold). I feel like that'd significantly cut down the false activations I've had in conversations that I am using my hands to vocalize, or doing other motions that might be picked up as a pinch for some reason. I could also see it being a problem for those that do ASL in the game if that evolves with this update, though I have no personal experience with that, just something I was thinking about too.
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[ input 2.0 ] Support hand tracking skeleton inputs override gesture animations
When using hand tracking in PC VRChat, I noticed that some incorrect animator tracking control settings in Gesture Animator may results some not expected behavior. Details: As the first screenshot, if you toggle "Animation" for left fingers in Animator Tracking Control, when user trigger a gesture on left controller in VRChat client, avatar will play a hand animation on hand skeletions; As the second screenshot, if you toggle "Tracking" for left fingers in Animator Tracking Control, when user trigger a gesture on left controller in VRChat client, avatar will keep following with the skeleton data and plays a gesture; How does this feature relate to the topic of hand tracking? As my personal reseach with avatars, normally, most avatars is "animation" in gesture controller layers (same scenario as the first screenshot). And this breaked the visual experience of hand tracking. When using hand tracking with VD, avatar fingers play gesture animation when I trigger a gesture, but as I expected it should keep following my fingers and plays nothing; After I toggle "Tracking" for all fingers in VRC Animator Tracking Control, and re-upload my avatar, it behaves normal and keep following with my fingers when I trigger a gesture animation. Why not we just let the skeleton inputs directly override those animation behavior in gesture animator? The reason I believe this is necessary: Most users owned a Meta Quest 2 or 3, and it has a good experience with hand tracking. This feature will be a big goods for these users. As is, multiple manufactors are developing gloves, PCVR users will need it too. It's very easy to make a work around in Unity, just modify Animator Tracking Control settings, but when we considering that many users still using public avatars, is not possible to ask them fix this by themselves. It could be a option in client, same as "FBT Locomotion Animation" in FBT settings. We can disable it in avatar descriptor, but also users can cancel it in client.
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