SDK Bug & Feature Requests

Please check out the following rules and use the provided template when posting a bug report! Off-topic posts will be deleted.http://bit.ly/vrchat-bug-reports
"Assets/Create/U# Script" still fails if destination file is outside project root
https://feedback.vrchat.com/sdk-bug-reports/p/assets-create-u-script-fails-if-destination-file-is-outside-project-root was marked as fixed in sdk 3.10.5, but the fix was not comprehensive. Packages added from disk during development (click "Add package from disk" in unity's Package Manager tab) are not inside the project root, and now result in "UdonSharp scripts must be created inside the project's Assets or Packages folder" which is not correct. If validation is still needed, you can check if an absolute path is inside one of these "outside of root" package folders by using !Path.IsPathRooted(FileUtil.GetLogicalPath(scriptFilePath)) , and then using FileUtil.GetLogicalPath(scriptFilePath) as the projectRelativeScriptPath The Unity's CreateAsset() cannot create assets in Packages comment in the current code is also incorrect. Unity can definitely create assets within Packages, the current implementation just doesn't deduce the relative path properly. The entire method can be replaced by this implementation, which solves all of those issues: internal static string CreateUSharpScript(string folderPath, bool createProgramAsset) { string chosenFilePath = EditorUtility.SaveFilePanel("Save UdonSharp File", folderPath, string.Empty, "cs"); if (chosenFilePath.Length > 0) { string chosenDirectory = Path.GetDirectoryName(chosenFilePath)!; string sanitizedFileName = UdonSharpSettings.SanitizeName(Path.GetFileNameWithoutExtension(chosenFilePath)); string scriptFilePath = Path.Combine(chosenDirectory, $"{sanitizedFileName}.cs").Replace('\\', '/'); string assetFilePath = Path.Combine(chosenDirectory, $"{sanitizedFileName}.asset").Replace('\\', '/'); string projectRelativeScriptPath = Path.IsPathRooted(FileUtil.GetLogicalPath(scriptFilePath)) ? FileUtil.GetProjectRelativePath(scriptFilePath) : FileUtil.GetLogicalPath(scriptFilePath); string projectRelativeAssetPath = Path.IsPathRooted(FileUtil.GetLogicalPath(assetFilePath)) ? FileUtil.GetProjectRelativePath(assetFilePath) : FileUtil.GetLogicalPath(assetFilePath); if (projectRelativeScriptPath.Length == 0) { EditorUtility.DisplayDialog("Invalid path", "UdonSharp scripts must be created inside the project's Assets or Packages folders.", "Ok"); return null; } if (createProgramAsset) { if (AssetDatabase.LoadAssetAtPath<UdonSharpProgramAsset>(projectRelativeAssetPath) != null) { if (!EditorUtility.DisplayDialog("File already exists", $"Corresponding asset file '{projectRelativeAssetPath}' already found for new UdonSharp script. Overwrite?", "Ok", "Cancel")) { return null; } } } // Commit to creation from this point string fileContents = UdonSharpSettings.GetProgramTemplateString(sanitizedFileName); File.WriteAllText(scriptFilePath, fileContents, System.Text.Encoding.UTF8); AssetDatabase.ImportAsset(projectRelativeScriptPath, ImportAssetOptions.ForceSynchronousImport); if (createProgramAsset) { MonoScript newScript = AssetDatabase.LoadAssetAtPath<MonoScript>(projectRelativeScriptPath); UdonSharpProgramAsset newProgramAsset = CreateInstance<UdonSharpProgramAsset>(); newProgramAsset.sourceCsScript = newScript; AssetDatabase.CreateAsset(newProgramAsset, projectRelativeAssetPath); } AssetDatabase.Refresh(); return projectRelativeScriptPath; } return null; }
1
·
Bug Report
ClientSim PlayerObject persistence writes invalid JSON for synced strings containing escaped quotes, causing DataToken.Error on the next Play Mode session
Unity: 2022.3.22f1 VRChat SDK - Worlds: 3.10.4 Title: ClientSim corrupts PlayerObject strings containing nested JSON Environment: Unity 2022.3.22f1 Worlds SDK 3.10.4 Reproduction: Add an Udon-synced string to a PlayerObject. Store JSON containing another serialized JSON string: {"outerKey":"[\"innerValue\"]"} Call RequestSerialization() and allow ClientSim to save the PlayerObject. Exit and enter Play Mode again. ClientSim fails while restoring the saved PlayerObject. ClientSim saves: "{\"outerKey\":\"[\\"innerValue\\"]\"}" It should save: "{\"outerKey\":\"[\\\"innerValue\\\"]\"}" The backslash preceding each nested quote is not escaped for the additional ClientSim JSON storage layer. The malformed value is loaded as a DataToken.Error, but ClientSim then accesses it as a DataDictionary in ClientSimNetworkIdHolder.Decode() line 180 As a result, the PlayerObject is not restored and all persistence stored in it appears lost. ClientSim may subsequently overwrite the file with empty/default data. The same nested JSON persistence seems to works correctly in the real VRChat client, so this appears to be specific to ClientSim’s local PlayerObject save/load implementation. Trace stack: InvalidOperationException: Attempted to access Error token as DataDictionary VRC.SDK3.Data .DataToken.get_DataDictionary () (at <8dae6d6858f2465fad961e5d8ef394cc>:0) VRC.SDK3.ClientSim.ClientSimNetworkIdHolder.Decode ( VRC.SDK3.Data .DataList data) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Networking/ClientSimNetworkIdHolder.cs:180) VRC.SDK3.ClientSim.ClientSimNetworkingView.Decode ( VRC.SDK3.Data .DataList data) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Networking/ClientSimNetworkingView.cs:95) VRC.SDK3.ClientSim.Persistence.ClientSimPlayerObjectStorage.Decode () (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/PlayerPersistence/ClientSimPlayerObjectStorage.cs:165) VRC.SDK3.ClientSim.Persistence.ClientSimPlayerObjectStorage.OnPlayerJoined (VRC.SDK3.ClientSim.ClientSimOnPlayerJoinedEvent payload) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/PlayerPersistence/ClientSimPlayerObjectStorage.cs:102) VRC.SDK3.ClientSim.ClientSimEventDispatcher.SendEvent[T] (T clientSimEvent) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Events/ClientSimEventDispatcher.cs:62) VRC.SDK3.ClientSim.ClientSimPlayerManager.DispatchPlayerJoinedEvent (VRC.SDKBase.VRCPlayerApi player) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/System/ClientSimPlayerManager.cs:137) VRC.SDK3.ClientSim.ClientSimPlayerManager.OnClientSimReady () (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/System/ClientSimPlayerManager.cs:129) VRC.SDK3.ClientSim.ClientSimMain+<InitializeClientSim>d__45.MoveNext () (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/System/ClientSimMain.cs:399) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
0
·
Bug Report
Load More