SDK Bug & Feature Requests

Please check out the following rules and use the provided template when posting a bug report! Off-topic posts will be deleted.http://bit.ly/vrchat-bug-reports
"Assets/Create/U# Script" still fails if destination file is outside project root
https://feedback.vrchat.com/sdk-bug-reports/p/assets-create-u-script-fails-if-destination-file-is-outside-project-root was marked as fixed in sdk 3.10.5, but the fix was not comprehensive. Packages added from disk during development (click "Add package from disk" in unity's Package Manager tab) are not inside the project root, and now result in "UdonSharp scripts must be created inside the project's Assets or Packages folder" which is not correct. If validation is still needed, you can check if an absolute path is inside one of these "outside of root" package folders by using !Path.IsPathRooted(FileUtil.GetLogicalPath(scriptFilePath)) , and then using FileUtil.GetLogicalPath(scriptFilePath) as the projectRelativeScriptPath The Unity's CreateAsset() cannot create assets in Packages comment in the current code is also incorrect. Unity can definitely create assets within Packages, the current implementation just doesn't deduce the relative path properly. The entire method can be replaced by this implementation, which solves all of those issues: internal static string CreateUSharpScript(string folderPath, bool createProgramAsset) { string chosenFilePath = EditorUtility.SaveFilePanel("Save UdonSharp File", folderPath, string.Empty, "cs"); if (chosenFilePath.Length > 0) { string chosenDirectory = Path.GetDirectoryName(chosenFilePath)!; string sanitizedFileName = UdonSharpSettings.SanitizeName(Path.GetFileNameWithoutExtension(chosenFilePath)); string scriptFilePath = Path.Combine(chosenDirectory, $"{sanitizedFileName}.cs").Replace('\\', '/'); string assetFilePath = Path.Combine(chosenDirectory, $"{sanitizedFileName}.asset").Replace('\\', '/'); string projectRelativeScriptPath = Path.IsPathRooted(FileUtil.GetLogicalPath(scriptFilePath)) ? FileUtil.GetProjectRelativePath(scriptFilePath) : FileUtil.GetLogicalPath(scriptFilePath); string projectRelativeAssetPath = Path.IsPathRooted(FileUtil.GetLogicalPath(assetFilePath)) ? FileUtil.GetProjectRelativePath(assetFilePath) : FileUtil.GetLogicalPath(assetFilePath); if (projectRelativeScriptPath.Length == 0) { EditorUtility.DisplayDialog("Invalid path", "UdonSharp scripts must be created inside the project's Assets or Packages folders.", "Ok"); return null; } if (createProgramAsset) { if (AssetDatabase.LoadAssetAtPath<UdonSharpProgramAsset>(projectRelativeAssetPath) != null) { if (!EditorUtility.DisplayDialog("File already exists", $"Corresponding asset file '{projectRelativeAssetPath}' already found for new UdonSharp script. Overwrite?", "Ok", "Cancel")) { return null; } } } // Commit to creation from this point string fileContents = UdonSharpSettings.GetProgramTemplateString(sanitizedFileName); File.WriteAllText(scriptFilePath, fileContents, System.Text.Encoding.UTF8); AssetDatabase.ImportAsset(projectRelativeScriptPath, ImportAssetOptions.ForceSynchronousImport); if (createProgramAsset) { MonoScript newScript = AssetDatabase.LoadAssetAtPath<MonoScript>(projectRelativeScriptPath); UdonSharpProgramAsset newProgramAsset = CreateInstance<UdonSharpProgramAsset>(); newProgramAsset.sourceCsScript = newScript; AssetDatabase.CreateAsset(newProgramAsset, projectRelativeAssetPath); } AssetDatabase.Refresh(); return projectRelativeScriptPath; } return null; }
1
·
Bug Report
[3.7.5+] Parallel Import encounters null exception following migration from VRCSettings to VRCPackageSettings
With SDK version 3.7.5 several settings were migrated from the static class VRCSettings , existing within the VRCSDKBase-Editor.dll library provided alongside the SDK to VRCPackageSettings , the change also included a refactor of the class, introducing a static property Instance , used to get or create an instance of the class, an instance is attempted to be created by the PerceptualPostProcessor as DPID settings were part of the migration, however this fails because of a null exception: VRCPackageSettings.Instance.dpidMipmaps within PerceptualPostProcessor executes VRCPackageSettings.Instance_get VRCPackageSettings._instance is null so Create() is called, which calls Load() Load() and calls within it, including EnsurePathExists() expect GetPath() to not be null, causing a null exception when it is because GetPath() calls GetPathFromType(GetType()) which calls UnityEditor.PackageManager.PackageInfo.FindForAssembly(t.Assembly) and returns null when executed by a worker process, GetPathFromType then returns null (a comment assumes this would only occur when the SDK is not located within the Packages folder) but this execution path was seemingly never tested and so methods that expect valid strings such as Directory.CreateDirectory within EnsurePathExists() throw null exceptions. Simply resolving the null exceptions is not enough as the current implementation would cause Load() to not load any data when it's meant to, leading to VRCPackageSettings.Instance to contain default values when executed by worker processes ( AssetDatabase.IsAssetImportWorkerProcess() ), you cannot simply abort execution because that invalidates the use of Parallel Import and would cause textures marked as "dirty" to not actually be updated to have mipmaps re-generated, a proper solution leading to the same settings file must be implemented, the whole dependency on the assembly's package info seems extreme. This can be easily reproduced on any 3.7.5+ project with Parallel Import enabled (Project Settings -> Editor, mine is configured with 8 desired workers and 2 on standby) by enabling/disabling "Override Kaiser mipmapping" in the SDK settings.
1
·
Bug Report
·
tracked
Load More