SDK Bug & Feature Requests

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Revert Boolean "Value" Visibility in Avatar Expressions Menu Editor
With the SDK 3.10.2 update, the Avatar Expressions Menu editor received the following UX change: When targeting a Boolean parameter, the Value attribute is now hidden and is always treated as enabled, since that's the only valid option for a Boolean (true when activated, false when deactivated). While I understand the reasoning behind this change, it removed a useful workflow that was previously possible. Before this update, it was possible to create two menu controls targeting the same Boolean parameter: one with Value = True and another with Value = False. This allowed both controls to toggle the same parameter while only the control matching the current state would appear visually active. For example: Badge toggle (Value = True) Nameplate toggle (Value = False) When the Boolean is true, only the Badge toggle appears active. When it's false, only the Nameplate toggle appears active. This made it possible to represent two mutually exclusive states using a single Boolean while providing clear visual feedback in the Expressions Menu. Since the Value field is now hidden and always forced to true, this behavior is no longer possible. I'd like to see the Value option restored for Boolean parameters, even if it's tucked behind an advanced setting or warning. While the current behavior is simpler for most users, the previous implementation enabled legitimate use cases that are no longer possible.
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Feature Request
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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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Bug Report
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VRC SDK keeps re-enabling Auto Graphics for Linux, forcing unity to open in opengl instead of vulkan (overriding previous settings)
After testing, different of standard unity editor behavior where turning off auto graphics API for linux lets you reorder the graphics APIS and make unity try to first load with vulkan, VRC SDK on editor unload re-enables Auto Graphics API for linux, meaning that on the next project startup it will launch on OpenGLCore which is a broke renderer, and much slower, and since it is a different renderer this also triggers the assets to be rebuilt making the startup time infuriately long. This behavior is different of standard unity editor behavior that maintains the selected option across many restarts of the editor, this behavior only happens when VRC SDK is installed on the project. Tested with an empty VRC Avatar project to confirm it is in fact VRC SDK causing this behavior. Attached are 2 images, showing how OpenGL is rendering in a completely broken manner, while vulkan renders normally. Hardware & Software Specs: Operating System: CachyOS Linux KDE Plasma Version: 6.6.4 KDE Frameworks Version: 6.25.0 Qt Version: 6.11.0 Kernel Version: 7.0.3-1-cachyos (64-bit) Graphics Platform: Wayland Processors: 12 × AMD Ryzen 5 4600G with Radeon Graphics Memory: 32 GiB of RAM (27.3 GiB usable) Graphics Processor 1: AMD Radeon RX 7700 XT Graphics Processor 2: AMD Radeon Graphics Manufacturer: Micro-Star International Co., Ltd. Product Name: MS-7C96 System Version: 1.0 Unity 2022.3.22f1 Available Graphics APIS: Vulkan OpenGLCore Tested on an empty project created with Unity Hub (shows correct behavior) And on a VRChat Avatar project created with ALCOM (shows wrong behavior [keeps resetting to OpenGL on editor exit]) Created from: https://help.vrchat.com/hc/en-us/requests/692576
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Bug Report
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