"bones not specified" error
this is something relatively obnoxious that happens- you worked on the model in blender, and then overwrote it in unity. then go to build, and it gives you this error. so you go to the rig window, but everything is assigned as it should be. And now that you have confirmed that, it now goes away once you try to upload again. It's just a kind of annoying bug that blocks you and forces you to open and close the rig config window before you can proceed. Mind you, it doesn't always do this.
SetMaterial action use wrong material named similarly
SetMaterial action use wrong material in some cases. It depends on how materials named. * Reproduce 100% if scene data is so * You can see at wrld_2d141628-bab5-461d-b0ff-7c81e1a0ebb0 * Tested with client 2018.3.2 built636, SDK VRCSDK-2018.10.02.10.29_Public REPRODUCE STEPS: -------------------- 1. Create new world (Create new project, make floor, add VRC_SceneDescriptor, assign Spawns point). 2. Create materials 2-1. Create two materials in diffrent folder. 2-2. Name these equal name. (Ex. "f1/Mat.mat", "f2/Mat.mat") 2-3. Change albedo color as visually identifiable. (Ex. Red to "f1/Mat.mat", Blue to "f2/Mat.mat") 2-4. Create two objects and assign each materials. (This step is for ensuring materials available in DynamicMaterials of VRC_SceneDescriptor. I used spheres in following screenshot.) 3. Setup SetMatrial action 3-1. Create two objects. Name t1 and t2. (I used cubes in screenshots.) 3-2. Setup VRC_Trigger > OnInteract > SetMatrial to self. And use each created material for material parameter of the action 4. Test Expected behaviour: Interaction with t1 changes t1 material to "f1/Mat.mat". And, Interaction with t2 changes t2 material to "f2/Mat.mat". Actual result: t1 and t2 change to identical material. 5. Additional test 5-1. Change material name of that is not appeared actually in privious test. Add characters to the tail of original name. (ex. "Mat111.mat") 5-2. Setup VRC_Trigger again. (This step need because VRC_Trigger doesn't follow material renaming.) 5-3. Test. The result doen't change. This means equal name is not true source of this issue. (If it is not reproduced. Try exchange materials name. It depends on reordering DynamicMaterials when SDK builds world. I couldn't get ordering rule enabling 100% reproduce.) MY ANALYSIS: -------------------- I guess the runtime behavior of Set Material action as follows: 1. Extract parameter string from SetMaterial action. Check it begins with "Assets/". If so, continue. 2. Remove charcters from beginning to last "/" . 3. Iterate DynamicMaterials of VRC_SceneDescriptor from head, and check if its material name (not include path and ".mat" extension) matches head of the string of step 2. If it matches, use that material. I think it should also use folder names section of specified asset path string. And of course, it should compare entire string. SCREENSHOTS AND LOG: -------------------- This is result of additional test. 1. f1/Mat.mat is actually red. 2. f2/Mat111.mat is actually bule. 3. Both SetMaterial use f1/Mat.mat Triggers actually use f1/Mat.mat and f2/Mat111.mat. > 2018.10.03 12:19:54 Log - [VRC_TriggerInternal] 15.12996 t1 via OnInteract executing [SetMaterial (False, 0.000, 0, "t1", Assets/iwsd_vrc/Issues/set-material-to-unexpected/Reproset/f1/Mat.mat, 0)] > 2018.10.03 12:19:55 Log - [VRC_TriggerInternal] 15.6973 t2 via OnInteract executing [SetMaterial (False, 0.000, 0, "t2", Assets/iwsd_vrc/Issues/set-material-to-unexpected/Reproset/f2/Mat111.mat, 0)] (Recently we had software version up. So this screenshots aren't taken with latest software. But I could reproduce with latest. It's same.) WORKAROUND -------------------- Name materials uniquely with long name. Don't use a name which matches the head of another material name. ABSTRACT IN JAPANESE -------------------- 概要 SetMaterial アクションが間違ったマテリアルを使う事がある。起こるかどうかはマテリアルの名前の付け方に依存している。 マテリアル選択のアルゴリズムはおそらく次のようになっている。 1. SetMaterial の文字列を取り出す。先頭が「Assets/」であることを確認する 2. 文字列の先頭から最後の「/」までを捨てる 3. DynamicMaterials を先頭から見ていき、そのアセットの名前（パスと「.mat」は含まれない）が前述文字列の先頭部分に一致したら、それを使用する。 これにより同名のマテリアルが別のフォルダに入っているとどちらか一方しか使う事が出来ない。そうでない方を使っている SetMaterial は間違ったマテリアルを使用することになる。 この現象を起こすのに名前は完全に同じである必要は無く、使われる方のマテリアルの名前と先頭部分でさえあれば良い。
SendRPC EnableKinematic only works locally
Using SendRPC EnableKinematic and DisableKinematic only sets the object locally. The broadcast settings have no affect. When setting an object kinematic, this also breaks syncing as the owner will see it stationary, but other players can move the object around with other objects. The logs show that all players are receiving the event, but nothing happens.
Unity Terrain grass shaders broken in VRChat
The hidden shaders Unity uses for Unity terrain grass detail patches falls back in VRChat to shaders that are not affected by fog settings and have cutout rendermode, forcing world builders to use the tree mesh part of terrain to render grass patches and that impacts performance a lot. The two hidden shaders in question are "Hidden/TerrainEngine/Details/BillboardWavingDoublePass" and "Hidden/TerrainEngine/Details/WavingDoublePass" causing all the grass in a scene to stick out of the fog. Dropping in this replacement shader that adds alpha transparency doesn't get picked up in VRC and gets reverted to the cutout shader without fog: https://github.com/Nition/UnityTerrainGrass Screenshots from Unity 2017 and VRC 2017 build showing no alpha transparency and fogging in VRC but working fine in Unity
Default Sprite Material broken ingame
Any sprite using the default unity sprite material in the 2D sprite renderer will appear broken when it should have transparency. In the screenshot attached, the 2 sprites on the left are using 2 different custom sprite shaders. The one on the right is using the default shader. The last time I uploaded a world with sprites was on Saturday. So something went wrong with vrchat inbetween then and now. I've also tested 2 different sdks with blank projects and the results were the same. SDKs tested on: VRCSDK-2019.06.19.20.14_Public VRCSDK-2019.06.04.14.12_Public Also this only happens to new uploads/updated worlds. I've also linked to the world with all 3 sprites shown in the screenshot if it makes it easier to test: https://vrchat.com/home/launch?worldId=wrld_a4fadea3-4dd0-4cba-a2c0-6c15cd768219&instanceId=62962~private(undefined)~nonce(77a3ff5b-e5ca-40a2-ad98-c6f31dd145ad)
[SDK][2019.08.16.18.20] World/Avatar preview image colors wrong
World/Avatar preview image colors looks wrong (white semi-transparent overlay from WorldPanel UI gameobject) To fix this Pos Z value of VRCSDK/UI/Canvas/WorldPanel/ScreenCaptureImage/LiveImage should be set to negative value, for example -0.01. Right now value 0.0008068085 is being used. Issue only visible when uploading new world/avatar or updating world/avatar image.
Spatial blend curve not working
Spatial Blend curve does not work with which you can set the radius for 2D sounds
Male/Female setting looks opposite
Version: SDK 2019.04.01.10.09 Description of the bug: Male/Female setting (Default Animation Set in the VRC Avatar Descriptor) seems to be opposite. When I choose "Male", the avatar becomes pigeon-toed, while when I choose "Female" the avatar becomes duck-footed. This behavior looks opposite.
[SDK 2019.06.25.21.13] Build Control Panel lags Unity for large scenes
I am using Unity 2017.4.28f1 and just updated an old but large project to VRCSDK-2019.06.25.21.13_Public. Opening the Build Control Panel or switching to it from another window lags unity for 3 or more seconds. This only happens in large scenes as creating a new scene has no issues in the same project. This scene has 8500 GameObjects for reference.
Unity Pro Builder meshes invisible
I don't know if something has changed recently or whether Pro Builder by Unity has a bug as they just updated there version to fix some bad bugs but I cannot import my world into VRC anymore without any Pro Builder meshes being Invisible. Other object meshes appear fine except the pro builder meshes. Including screenshots of what I built and how it looks in VRC. My current private testing and showcase to some people development world still works but trying to test updates to what I have been building in local I get the second image. Please note its a different angle where I am supposedly standing on the red highlighted foundation mesh in the first image looking to the right.