Open Beta

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!
Non-constructive and off-topic posts will be moved or deleted.
[1863] AVPro video player output incorrect on Quest
The video output from AVPro players on both PC and Quest has historically needed to go through a gamma to linear conversion to look correct. This is something that has been handled at the shader level in video player prefabs - USharpVideo does an explicit pow(color, 2.2f) , ProTV uses GammaToLinearSpace(), etc. Since the open beta update that includes the new AVPro version, this seems to no longer be the case on Quest. Videos played through AVPro players on Quest will now look incorrect with that conversion applied. You can verify this by going to Video Player Showroom and playing a familiar video in the ProTV player. With default settings, the video will appear very dark with a crushed black level. I will reiterate that this issue is not specific to the ProTV player prefab but instead to AVPro-based players generally. It is certainly possible for world/prefab developers to detect Quest and skip performing this color space conversion. However, in its current state, this causes incorrect playback in basically every existing VRChat world using an AVPro-based player. All of these worlds would need to be updated to ensure correct playback if this current open beta gets shipped to live. Some player prefabs such as ProTV include a user-facing option to skip this conversion, however I would consider it a regression if suddenly every Quest user needs to enable this option. It also seems presently impossible to come up with a method by which users can have correct playback on both the current live version as well as the current open beta. I basically have to choose which one I want to break.
3
·
Bug Report
·
available in future release
[SDK 3.10.4 beta 2] Allows us to ignore a global collider locally
Issue: With the new global collider option users can now mark a PhysBone collider as global to allow it to collide with other peoples PhysBones. This however has one problem, you can't have a global collider that can collide with other peoples PhysBones, while not having it collide with all of your PhysBones. For example Furry Avatars often have PhyBones in their toes, but maybe also want to be able to have a global collider on their foot. Currently those two would interfere with each other and there is no way to prevent that without making the collider local or disabling "Self" on the Phys Bone collision. (Doing so would also prevent hands etc from colliding.) Suggestion: Essentially, allow us to somehow have a global PhysBone collider that we can locally ignore. There are 2 ways I could see this being solved: Have a "Ignore Colliders" list on each PhysBone. If you have a global collider that you don't want it to collide with you can just drag it in there. Similar to PhysBones themself, have "Collide Self" and "Collide Others" toggles on PhysBone colliders when set to global, allowing you to decide if it should only be global for you, others or both. Current Workarounds: Currently you can just have "Allow Self" disabled on the PhysBone and live with you not being able to touch or grab them. If you want to add that back you could add your own finger colliders, etc. just for that PhysBone. Attachments: Here is a screenshot of the "Allow Self" and "Allow Others" settings on PhysBones that could also be implemented for colliders.
11
·
Feature Requests
·
available in future release
Load More