Open Beta

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Open Beta 1896 as well as unity-6 World breaking event trigger bug
Currently, in the edge of hi-law city (a vket world from a couple of years ago) a standard on-enter trigger is completely broken, preventing you from progressing without teleporting to another player, and even then, dialog events do not occur. I cannot imagine this doesn't affect a great deal of worlds that rely on this. https://vrchat.com/home/world/wrld_ec86c5f6-90b6-40d8-928a-d405809c3421/info https://vrchat.com/home/world/wrld_4c106750-ecb7-434e-8f87-97ef6f9294ae/info Repro: Simply enter the world and try to see the intro event with Niigo, music doesn't trigger, and dialog doesn't progress. It works fine on the release build. If vket didn't have EX menu to teleport to exhibits or players, the world would be entirely broken- you would never be able to progress past the entrance area. I imagine that other games and gimmicks that rely on the same method we're using would also be entirely broken. Here's what I suspect is the log for the bug occuring: VRC.Udon.VM.UdonVMException: An exception occurred in an UdonVM, execution will be halted. ---> VRC.Udon.VM.UdonVMException: An exception occurred during EXTERN to 'UnityEnginePlayablesPlayableDirector.__Play__SystemVoid'. ---> System.NullReferenceException: Object reference not set to an instance of an object. at VRC.Udon.Wrapper.Modules.ExternUnityEnginePlayablesPlayableDirector.__Play__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap heap, System.Span`1[T] parameterAddresses) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.VM.UdonVM.Interpret () [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.UInt32 entryPoint) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.String eventName) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.VM.UdonVM.Interpret () [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.UInt32 entryPoint) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunEventAdvanced[T0] (System.String eventName, System.Boolean mangleParameterNames, System.Boolean canRunBeforeStart, System.ValueTuple`2[T1,T2] parameter0) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunEvent[T0] (System.String eventName, System.ValueTuple`2[T1,T2] parameter0) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.OnTriggerEnter (UnityEngine.Collider other) [0x00000] in <00000000000000000000000000000000>:0 --- End of inner exception stack trace --- at VRC.Udon.VM.UdonVM.Interpret () [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.UInt32 entryPoint) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.String eventName) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.VM.UdonVM.Interpret () [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.UInt32 entryPoint) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunEventAdvanced[T0] (System.String eventName, System.Boolean mangleParameterNames, System.Boolean canRunBeforeStart, System.ValueTuple`2[T1,T2] parameter0) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunEvent[T0] (System.String eventName, System.ValueTuple`2[T1,T2] parameter0) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.OnTriggerEnter (UnityEngine.Collider other) [0x00000] in <00000000000000000000000000000000>:0 --- End of inner exception stack trace --- at VRC.Udon.VM.UdonVM.Interpret () [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.UInt32 entryPoint) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.String eventName) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.VM.UdonVM.Interpret () [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunProgram (System.UInt32 entryPoint) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunEventAdvanced[T0] (System.String eventName, System.Boolean mangleParameterNames, System.Boolean canRunBeforeStart, System.ValueTuple`2[T1,T2] parameter0) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.RunEvent[T0] (System.String eventName, System.ValueTuple`2[T1,T2] parameter0) [0x00000] in <00000000000000000000000000000000>:0 at VRC.Udon.UdonBehaviour.OnTriggerEnter (UnityEngine.Collider other) [0x00000] in <00000000000000000000000000000000>:0
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Bug Report
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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.
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Feature Requests
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available in future release
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