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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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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Package Resolver Tool will remove newer keys from settings.json (resetting VCC 2.5.0+ data)
The Creator Companion 2.5.0 update introduces multiple new keys, including onboardingCompleted and enabledRepos , these new keys are missing from the current Package Resolver Tool release (0.1.29) and no "beta" has been made available. The Resolver class provided within the same package executes several methods that lead to Settings.Load() and internal calls to Settings.SanitizeUserRepos() (which performs Settings.Save() within Settings.Load() ) Additionally, while not exactly documented and not part of the "public API" (and thus could be broken at any time), the package contains full functionality to add/remove repositories from VCC, as well as add/remove packages, when said functionality is utilized, Settings.Load() and Settings.Save() may be used as well. This results the settings.json file being written with an older version of the data structure, removing the newer keys from the file. Updating the package will address the data structure mismatch for now, but this issue will come up again with future updates to the data structure, and projects using older packages will persistently be an issue (more-so than VCC being downgraded, which would cause similar issues). There are several ways to tackle this this: Split the newer properties to a separate class/file Downside: Same issue arises if either file contains new properties in the future. Migrate to a file-name versioned "settings.json" i.e. "settings-v2.json" Downside: Older packages may reference outdated data within older-versioned files (i.e. repositories list may no longer match) Use one of various ways to preserve keys that aren't present in the "current" data structure. Downside: Does not address older package versions that do not contain this functionality, so this may need to be combined with #2. Also posted on GitHub with additional context and reproduction steps https://github.com/vrchat-community/creator-companion/issues/598
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