VRC_Trigger emits an error log on Editor
Version:VRCSDK2-2020.04.03.13.11 Description of the bug:When the VRC_Trigger is in the Scene, just by pressing the play button, two error logs will be generated for each VRC_Trigger, and every time ExecuteCustomTrigger(string) is executed, an error log will be generated, which can be very inconvenient because the Console will always be filled with error logs. Steps to reproduce (how did you encounter the bug?):Put a Game Object with VRC_Trigger in the Scene. Then just press the play button. Any extra files? (output logs, screenshots):
Do not append admin_approved tag to the search criteria of VRCPortalMarker
Currently, when using VRCPortalMarker in search mode (empty roomId, World=None, sortHeading=Created), the `admin_approved` tag is automatically appended to the portal's search query. This tag is outdated, as most recently-made worlds are `system_approved`, but not `admin_approved`. This results in much fewer world results when searching for worlds. Use Case: I am creating a random portal generator. Having `admin_approved` appended to my portals' search queries reduces the total amount of possible world portals from ~16000 to ~5990
Avatars filesize large when uploading without legacy blendshapes normals
Enabling legacy blendshape normals in the model import settings reduced the size of my avatar from 120+MB to less than 25MB. There should probably be an auto fix button that does this for you in the build and publish menu.
Master and owner type triggers can be activated by anyone
Intended behaviour is that owner triggers will check the owner of the object on the receiving end of the event and not do anything if the local player is not the owner. This check doesn't happen, and the trigger goes through anyway.
VRC_PlayerAudioOverride not in SDK3?
While using VRChatSDK3 2020.05.06.12.14 Component VRC_PlayerAudioOverride is listed in the documentation as being in SDK3 but does not appear to be there. It is also not listed as in progress. I would just like to know if this will be implemented in the future? https://docs.vrchat.com/docs/whitelisted-world-components#vrcsdk2-and-vrcsdk3
[SDK VRCSDK3]Dynamic Bones are not active on spawned prefabs
Spawned prefab objects do not have dynamic bones active. To duplicate bug; Create udon-driven spawner that will generate instance of a prefab object that has dynamic bones.
[SDK] Avatars in Prefabs don't have Valve Index finger tracking
Version: VRCSDK2-2020.05.12.10.37 Description of the bug: When creating an avatar, if the model is in a prefab, the Valve Index controllers can't access finger tracking. While it can still track when gestures are enabled (only matching gestures I make with my hands) the individual fingers are ignored, and the model doesn't respond at all when gestures are off. Steps to reproduce: Drag an avatar model (FBX file) into your scene. Create a prefab of the model by dragging the scene element into your project files. Continue making a VRChat avatar, by adding the VRChat elements to the scene, not the prefab. (The animation controller might have to be in the prefab, but I'm not sure. Moving the VRC elements into the prefab didn't seem to make a difference, and kinda defeats the purpose of making it a prefab.) Publish the model, load into VRChat with Valve Index controllers, load the model, and finally, be sad that the fingers are not tracking, except in gesture mode, and even then, only for existing gestures.
Local Testing with more than one client doesn't work
If you put any number other than 1 into the "Number of Clients" box under Local Testing, this does not work as expected. One client opens in the world that I am attempting to test. Any other client that opens just takes me to my Home World instead.
VRC_SpatialAudioSource forces audio wholly to 3D if curve is not entirely 2D.
Build: 928 SDK Version: VRCSDK2-2020.05.12.10.37_Public A recent SDK or client change appears to have broken the VRC Spatial Audio Source component: https://docs.vrchat.com/docs/vrc_spatialaudiosource As an example, this setting used to give me 2D audio for 35 meters, which then faded to 3D and silent at 40 meters: https://cdn.discordapp.com/attachments/488466987849089044/713525800195850351/unknown.png I've gone through tons of options/checkbox iterations on the spatial audio source and none seem to fix it. They actually all sound identical to my untrained ear no matter the settings. If I press play in Unity and move my camera around in the scene, I'm definitely hearing the proper audio within the 35m range, then fading to 3D/silent after 40m. In fact, if you remove the Spatial Audio Source, or add an ONSP audio source for testing, it seems like the client or SDK are forcing it to use the broken Spatial Audio Source component. I also tested with the '"Proper" 2D Audio Source' prefab posted in the prefabs database here and it is now broken as well: https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml The docs page has this to say about using 2D Audio: https://cdn.discordapp.com/attachments/488466987849089044/713526983346094161/unknown.png I have a background music source that is 100% 2D audio in the slider and that is still 2D, but it is also maximum volume everywhere in the world, which is undesirable. The docs seem to imply that there's no real reason to use 2D audio, but there are a plethora of uses: * Rain, ambience, etc all sound very silly when from a 2D source. You dont' hear rain coming from a single point in the sky in real life. * TV/Video rooms sound much better if you hear the proper 2D audio, but you might want that volume to fall off as you leave the room. Of note, akalink got it working in an SDK3 world with these settings, very similar to my own: https://cdn.discordapp.com/attachments/488466987849089044/713521991134609428/unknown.png
VRC SDK Version 2 and VRC SDK Version 3 does not properly display what objects are conflicting
When there are components from VRCSDK2 and VRCSDK3 in the same scene, the builder tells you there are conflicting objects. "The scene contains components from the VRChat SDK version 2 and version 3. Version two components will have to be replaced with their version 3 counterparts to build with SDK3 and UDON." However, the "Select" button does not display all the objects that are problematic. It shows it in Unity's multi-object selection UI, but there is no way to work out which objects are conflicting. Note for devs: Rather than select the component, maybe select the GameObject(s) that the components are in.