SDK Bug & Feature Requests

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"Locked out" rotations on physbones do not travel up the chain when pushed by colliders
When physbone rotations are limited, the effects of physics settings such as gravity, as well as pulling on the physbone, will cause the "locked out" rotation to travel up the chain, for example: Making a vertical line of 3 bones and limiting the rotation to 10 degrees, then grabbing the bone at the bottom and moving it beyond 10 degrees will cause the parent to then rotate to follow it (since they're linked together) However this same behavior does not extend to collisions, pushing the bone described above with a collider will only cause it to move and lock out at 10 degrees, and won't travel up the chain to push the parent, I see this as a bug as the behavior differs depending on interaction method. Please allow the forces induced by colliders to travel up the chain (note that some physbones may have depended on the old behavior, so a physbone version bump i.e. 1.2 might be necessary). This currently makes setups like the ones in the attached images only function for grabbing, not collision (hinge rotation on root bone affects the glasses, collision radius set to 0.015 but reduced to 0 on the root bone via curve, dummy bone set to to overlap the glasses frame with collision, to provide a wider point of contact than what would be possible otherwise, hinge rotation set to 0 on the dummy bones, immediately locking out their rotation, which should cause any force induced on them to travel up the chain).
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Bug Report
VRC Object Sync - MAJOR Performance Issues With a Real Solution
VRC Object Sync by default is a continuously operating script that pings locations to all players even when objects are at rest or behind the player/occluded by the world. As a result, once the object pool reaches higher numbers, over 200, frame times are permanently hindered as the game waits for all these pings. I'd tested in my world the difference between VRChat's default Object Sync script and MMMaellon's Smart Object Sync on about 212 objects. Performance with default object sync raised frame times to 16.7-17ms. MMMAellon's Smart Object Sync brought framerates down to 2.4-3ms, an overall savings of around 4-5x performance improvement. And this is not on a slow PC - this is on a Ryzen 7 7800x3D with a Noctua NH-12s cooler, an RTX 4070, and 64 GB of RAM. You cannot simply add power to fix the problem. MMMaellon's script does a lot to improve performance, but the core function allows objects at rest to stop pinging unless exerted by an external force. They are also developing a newer version of the script that cuts bandwidth in half. As VRC adds more dynamic global objects through the inventory system, I fear this issue will only become more exasperated the longer global sync gets ignored. I highly recommend enabling higher performance syncing methods by default for newer worlds and enabling the older sync system only when absolutely necessary. As many maps feature QV pens, pool tables, grabbable pillows, coffee and drink prefabs, and other grabbable synced objects, this will have an immediate performance impact across the entire game, and it's something all creators need to be made aware. https://github.com/MMMaellon/SmartObjectSync
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Feature Request
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