[Build 772] Animation sync has become significantly unreliable
complete
MehStrongBadMeh
Animation sync has become so unreliable to the point that I am struggling to make workarounds for every issue that is negatively impacting the extensive animation state machine used in Elevator VR. Prior to this update, Elevator VR worked shockingly reliably, running through the entire ride for thousands of viewers with no problems. Now there seems to be several bizarre issues randomly occurring for various users, including:
-Animations occasionally being skipped for some of the people in the room
-Animations ceasing to load at all for some of the people in the room, forcing them to leave and rejoin to make them work
-People randomly get teleported outside the elevator when joining late, despite the fact the teleporter only appears at the start of the state machine
-A previous animation somehow remaining while another plays on top of it for some users, despite use of "Write Defaults"
-The logic for ending the state machine is broken for all users, and causes various weird effects for everyone who isn't master.
I have been working on making workarounds for the various animation sync bugs introduced in this build, but it is proving difficult, as most of these issues are not occurring for everybody, nor do they occur every time.
Log In
Tupper - VRChat Head of Community
complete
Fixed in 801.
g
gg67
Thanks for the detailed report MehStrongBadMeh. Would you mind putting up and linking a simple repro world for our engineering team to look at?
Best,
- GG
MehStrongBadMeh
gg67: I'll put together a shortened testing version of the Elevator. The ending logic is one of the most reproducible of the bugs, so it is good place to start.
MehStrongBadMeh
gg67: Elevator VR - AnimSyncTest: https://vrchat.com/home/world/wrld_e85ae2e2-cfc4-412e-b043-56c34e5c8859
What it should be: Elevator VR, but with all the wait songs between floors reduced from 1 minute to 5 seconds.
What happens: With multiple people in the room, the Elevator will jam (cease to load any further songs or floors) after 2-4 floors (about 1-2 minutes).
Further notes: assuming this bug is fixed, another bug to look out for is that the penthouse loading logic at the end may trigger prior to ride actually ending (it will end up overlapping another floor).
Let me know if there are any questions or if I can be of further assistance in fixing or testing this matter.
g
gg67
MehStrongBadMeh: Thank you!
g
gg67
tracked
MehStrongBadMeh
On further examination of the breakages, the problems seem to be related to empty animation states (states with no animation clip associated to them). As I am using these in many areas as logic gates (as is their usual purpose), this causes all kinds of issues.
owlboy
The end of people telling me to use Animations because they are more reliable than triggers?
MehStrongBadMeh
owlboy: Well, they were more reliable, and helped correct for the unreliability of the randomize trigger mode. But now they aren't.
H
Hugo Zink
At this point it seems we have to start using UI Buttons for damn near everything, until that ends up breaking something too of course.