Animating World PhysBone Collider Radius/Height doesn't work
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Thad Gyther
I tried animating the extends of a PhysBone Collider in a world (radius and height), but the animation only affects the initial state when loading into the world (given the animation is already running at that time). After that, the animation won't update anymore.
Changing the scale works, but that doesn't allow to change the height and radius of a Capsule independently, since non-uniform scale is still applied uniformly. I'm not sure if it is simply considered a not supported feature, but since the fields are animatable I just thought it would work.
Note that my attempts to animate those properties where merely an attempted workaround for the non-existing Udon access so far. See canny: https://feedback.vrchat.com/udon/p/expose-physbone-collider-vrcphysbonecollider-to-udon
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Dexvoid
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Hi, thanks for your extra report. Currently, it isn't possible to change the properties of a PhysBone collider after it's been created in the running client because of the runtime cost that would involve, which is a limitation that applies to PhysBone colliders on avatars too.
Your other Canny suggestion you've linked to will allow you to change PhysBone collider properties using Udon, where you'll also need to call a method after you've finished making changes to actually apply them back. Doing this every frame can cause performance problems, so we'd rather discourage very frequent updates caused by tweening these values using animators to help keep world performance up.
You make a good point that the fields are animatable! We might mark them as non-animatable in the future to help clear up confusion.