For world creators: I'd like the ability to specify a property on a vrcstation (seat) or triggerbox that makes an entering avatar's physbones simulate relative to that local space rather than world space with the option to fully disable them as the extreme case. Ideally with optional per-chain targeting.
This would help immersion on moving seats and platforms. Physbones currently simulate in world space, so when the platform moves, inertia drags the bones backward, they clip or flail even though the avatar isn't actually moving relative to the seat. Implementation could work similarly to contact receivers, but I'm open to whatever approach fits best.
I'm creating a world with a moving vehicle, and multiple playtesters have reported their hair and clothing being dragged out while it was in motion. Another case: in worlds like Test Pilots, an avatar with a physbone-enabled skirt has the skirt flailing in front of the camera, badly hurting visibility.