SDK Bug & Feature Requests

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On Linux, Build and Test doesn't produce a built avatar
OS: Arch Linux (but any Linux would get the same results) Unity 2022.3.22f1 Unity project managed by ALCOM (a cross platform open-source alternative to VCC) VRChat SDK version is 3.8.2 Summary Setting Build Type to Build & Test Your Avatar in the VRC SDK window, then clicking Build & Test does not place the new avatar inside %LocalAppdata%Low\VRChat\VRChat\Avatars (as per documentation ), and it is thus impossible to locally test avatars. Why This happens because that directory does NOT exist on Linux; the virtual C: drive created for VRChat by Steam is inside its specific proton prefix, and as such the right path is more likely to be located near /path/to/SteamLibrary/steamapps/compatdata/438100/pfx/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat/Avatars/ . This path is not right for every VRChat installation, because Steam allows for multiple game drives. Solutions I see two potential solutions; one of them requires fewer changes and is less practical for users : After building an avatar for testing, if the environment is Linux, provide users the path to the compiled avatar asset so that they can move it over to the right folder manually If the environment is Linux, inside the VRC SDK window, in the settings tab, add possibility to set the path to either the root of the virtual C: drive, or just to the folder where the user wants to export their testing avatars Please, please do ask more info if you need it, I will happily provide them, and I'd be happy to see this bug fixed I have found the location, it is inside .local/share/VRChat/VRChat/Avatars/, I have not seen that documented anywhere, maybe updating the docs would be nice... ~~Also if you just give me the path to the compiled avatar I'd be happy, I really wanted to test it out so...~~ Also, I would gladly fix it myself if the sdk was open source... is that planned ? Is it forbidden, in the meantime, to go and decompile and fix stuff for myself ? What about publishing fixed dlls ?
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[3.7.5+] Parallel Import encounters null exception following migration from VRCSettings to VRCPackageSettings
With SDK version 3.7.5 several settings were migrated from the static class VRCSettings , existing within the VRCSDKBase-Editor.dll library provided alongside the SDK to VRCPackageSettings , the change also included a refactor of the class, introducing a static property Instance , used to get or create an instance of the class, an instance is attempted to be created by the PerceptualPostProcessor as DPID settings were part of the migration, however this fails because of a null exception: VRCPackageSettings.Instance.dpidMipmaps within PerceptualPostProcessor executes VRCPackageSettings.Instance_get VRCPackageSettings._instance is null so Create() is called, which calls Load() Load() and calls within it, including EnsurePathExists() expect GetPath() to not be null, causing a null exception when it is because GetPath() calls GetPathFromType(GetType()) which calls UnityEditor.PackageManager.PackageInfo.FindForAssembly(t.Assembly) and returns null when executed by a worker process, GetPathFromType then returns null (a comment assumes this would only occur when the SDK is not located within the Packages folder) but this execution path was seemingly never tested and so methods that expect valid strings such as Directory.CreateDirectory within EnsurePathExists() throw null exceptions. Simply resolving the null exceptions is not enough as the current implementation would cause Load() to not load any data when it's meant to, leading to VRCPackageSettings.Instance to contain default values when executed by worker processes ( AssetDatabase.IsAssetImportWorkerProcess() ), you cannot simply abort execution because that invalidates the use of Parallel Import and would cause textures marked as "dirty" to not actually be updated to have mipmaps re-generated, a proper solution leading to the same settings file must be implemented, the whole dependency on the assembly's package info seems extreme. This can be easily reproduced on any 3.7.5+ project with Parallel Import enabled (Project Settings -> Editor, mine is configured with 8 desired workers and 2 on standby) by enabling/disabling "Override Kaiser mipmapping" in the SDK settings.
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