SDK Bug & Feature Requests

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Proposal for fixing Audio Filters (eg low-pass) support for AVPro
I believe it is time to get a solution to the most plaguing issue (in my opinion) of AVPro: Audio Filters I do not think this is a "can't fix" situation. In this proposal I will go over the problem, considerations that have been discussed historically, and the solution I believe is feasible to implement with working sample code. ### Previous Cannys 1) https://feedback.vrchat.com/open-beta/p/986-avpro-player-ignores-lowpass-reverb-and-other-filters 2) https://feedback.vrchat.com/sdk-bug-reports/p/avpro-video-player-audio-filter-issue 3) https://feedback.vrchat.com/sdk-bug-reports/p/sound-effects-are-not-applied-to-audiosource-using-avpro-that-comes-with-sdk3 4) https://feedback.vrchat.com/feature-requests/p/usharpvideo-stream-audio-does-not-support-filters ### Crux of the issue As previously discussed in above canny #1, the current way of handling the AVPro speaker component (type named AudioOutput ) is that the component is implicitly created via AddComponent on the same game object. This has the critical drawback of being unable to respect any audio filters due to the DSP filter chain being _component order dependent_. The second half of this issue is that Unity has no runtime native way to change the ordering of components without fully reconstructing the references. This causes very obvious issues in regards to dependent scene references. (TCL's comment in canny #1 clarifies this as well) ### What has been considered Detecting and destroying/rebuilding known filter components after the implicit component is added. This is bad because all scene references to those components would be lost (eg: UI Events or public Udon variables). To avoid the lost components issue, a full scene search would be required in order to update the references which is costly and fragile. Placeholder components (shims) for each filter type that gets implicitly created after the implicit AudioOutput This is bad because it does not allow users to reference the actual filter components in the inspector (namely an issue for UI Events) Allow adding the AudioOutput script manually in scene and have the speaker search for it before trying to implicitly add the component. This is bad because it requires that the user import the AVProTrial package to be able to use built-in unity audio filters. This needs to be compatible with situations where the user does not wish to import that package so the dependency is decoupled from the feature itself. ### Proposed Solution A shim script that inherits from the AudioOutput class combined with a compiler flag for detecting if AVPro is present, and if not, then have a stub type of the _same namespace and type name_ which is _ONLY_ present in the sdk. Then update the VRCAVProVideoSpeaker to check for the existence of the shim component before creating an implicit AudioOutput, using it instead if found on the game object. This ensures that when the main shim script is loaded in editor, it is already a valid AudioOutput component and the component order is correctly retained so the Audio Filters will work correctly. In the SDK, the script type will check for the existence of AVPro through a version define, and if NOT present, will enable the AudioOutput stub class of the same namespace. An example of what it might be like: https://gist.github.com/techanon/41efc336604e148dde55862bff1778d9 I've tested this specific example in editor and it works there. Can't test in-client obviously.
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[Worlds 3.5.0] VRCSDK may reset VRC Default World Scene
Description Modifications to the VRC Default World Scene will be reset silently (without any confirmation). In VRCSDK Worlds 3.5.0, VRC Default World Scene template is added and VRC Default World Scene based on the template is created if no scene is existing in the Assets folder. However, because AssetDatabase.FindAssets returns an empty array on [InitializeOnLoad] , if AssetDatabase cache is missing, Worlds Sample Scene will be created even if scenes are in the Assets folder. In addition, Since SceneTemplateService.Instantiate will override the existing scene silently, modifications to Assets/Scenes/VRCDefaultWorldScene.unity will be reverted. This problem is very problematic because AssetDatabase cache is missing when restoring a project from backup. Backup created by VCC will not include Library folder, so the first startup of Unity doesn't have AssetDatabase cache. Steps to Reproduce Create and open VRCSDK Worlds 3.5.0 project Modify VRCDefaultWorldScene and save Close Unity Remove Library folder Reopen project Modifications to the VRCDefaultWorldScene are reverted. Suggestions Currently, In the VRCSceneTemplateInitializer.cs , AssetDatabase.FindAssets is called on the [InitializeOnLoad] and Instantiated scene in delayCall. I confirmed moving AssetDatabase.FindAssets into delayCall will fix this problem. In addition, I think it’s better to just instantiate VRCDefaultWorldScene template without saving a scene for several reasons. (I mean pass null for third parameter of SceneTemplateService.Instantiate ) First, saving to the exactly same path will cause to unexpectedly override our scene on importing unity package. Many VRChat creators don’t understand unity much. Some (especially for beginners) creators use Assets/Scenes/SampleScene.unity of the initialized unity project for contents creation. However, since the GUID of the SampleScene is exactly the same for all projects in the world, It’s happening to replace modified SampleScene.unity (or renamed ones) with SampleScene.unity from unitypackage unexpectedly. (GUID of VRCDefaultWorldScene.unity is different for each project, but the path is the same, so It is still likely to override VRCDefaultWorldScene.unity unexpectedly.) Users should be aware of which file is included in unity package, but I think it’s good to avoid this problem. Secondly, not saving to disk initially will force creators to think about where the scene is. As mentioned above, beginner VRChat creators do not know about scenes, and I often see them confused when a previously opened scene does not reopen upon startup. I think letting creators think about scenes is good. not save default scene automatically, just open in-memory scene on the startup and let users save a scene manually because it lets users know something is saved to file. Conclusion Modifications to the VRC Default World Scene will be reset silently, so please fix the problem. This problem is very problematic because VRC Default World Scene will be reset silently when restoring the project from backup. As one of the ways to fix this problem, I think it might be good to let creators choose the scene path manually instead of automatically save to Assets/Scenes/VRCDefaultWorldScene.unity .
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Android build and test not working
Followed the this https://creators.vrchat.com/platforms/android/build-test-mobile/ but it fails to lunch vrchat on my phone after building it even puts the file on my phone so i know for sure adb is working and getting this in my editors console and tried this with 2 different world projects now AdbException: ADB failed with exit code 1. StdOut:Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] cmp=com.vrchat.mobile.playstore/com.vrchat.app.MainActivity (has extras) } StdError:Error type 3 Error: Activity class {com.vrchat.mobile.playstore/com.vrchat.app.MainActivity} does not exist. VRC.SDK3.Editor.Builder.ADB.Command (System.String[] arguments) (at <8c33ac67c14b4f31a7515261397206c6>:0) VRC.SDK3.Editor.Builder.ADB.StartVRChatIntoWorld (System.String remoteBundleFilePath, System.String appPackageName) (at <8c33ac67c14b4f31a7515261397206c6>:0) VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.RunWorldTestAndroid (System.String bundleFilePath) (at <64d127784e7f4289a5a7ffbe49df807e>:0) VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.RunScene (System.String bundleFilePath) (at <64d127784e7f4289a5a7ffbe49df807e>:0) Rethrow as WorldAssetExportException: An ADB command failed to execute. Check the console for more details. VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder.Build (System.Boolean runAfterBuild) (at ./Packages/com.vrchat.worlds/Editor/VRCSDK/SDK3/VRCSdkControlPanelWorldBuilder.cs:2576) VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder.BuildAndTest () (at ./Packages/com.vrchat.worlds/Editor/VRCSDK/SDK3/VRCSdkControlPanelWorldBuilder.cs:3282) VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder.OnBuildAndTestAction () (at ./Packages/com.vrchat.worlds/Editor/VRCSDK/SDK3/VRCSdkControlPanelWorldBuilder.cs:2147) System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0) UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0) UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0) UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
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