New Character Controller for Worlds
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We're working on a new character controller for VRChat worlds.
It works mostly like VRChat's current character controller, but has a variety of improvements:
- Players can stand on moving platforms.
- Going up stairs and slopes is smoother.
- Players can get pushed around by the colliders.
- It's better at getting players unstuck from geometry.
- Udon has greater control over the character controler.
... And more! This feature is still in development and subject to change.
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Karet
the feature i am most excited for over anything else.
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DrBlackRat
Welp, I guess this is officially on the back burner again.
°sky
f
GHOST_OP
Annnnnnnd it's dead...
Salbug
Salena
;w;
Eliх
b r u h
Eliх
Soooo... It's almost February of 2025. It was promised at December 2024. Any news on that? Or just like with Udon 2.0, silence?
Corbí
Eliх Only 2 months... And Udon 2.0 is now Soba.
Kaycie Shchi
How is this going to affect Udon prefabs that alter the current character controller for VRC? Prime example being Udon Airtime (https://github.com/squiddingme/UdonAirtime), a system that allows for greater mobility in worlds that allow it such as JSR Festival. Would the new character controller be able to work in tandem with these types of systems out the gate or would the prefab creators have to update these systems and have their worlds be broken for a while as a result? (Which I REALLY hope is not the case...)
hdorriker
Just sticking players to platforms (with a component) would be a good start and enable entire categories of gameplay which are currently either impossible or cannot be fully implemented in a comfortable way which is not broken by nearly every single Avatar modification out there. Even just this one functionality alone would create a huge amount of possibilities far beyond any feature added before.
Ericbazinga
hdorriker UdonPlayerPlatformHook can do this
SplitScream
I wanted to suggest looking at the Assassins Creed VR player controller, it is so different and feels better compared to most VR games
Entorix
Is this going to have any affect on how colliders on avatars work (with regards to avatar "flight")? I know VRChat have said that they want to remove that "functionality" in favor of their own at some point, but many people would be disappointed if this broke that current working method without adding in a viable replacement.
Also, is this going to be the new default for existing worlds? Or will it be an optional toggle when making new worlds going forward?
DrakenStark
Was about to make a canny specifically for scalable player colliders. This will be exactly what I need for this:
`Squishy
I want to link this system and it's demo world by Prismic247, for consideration in this work on the character controller.
Whilst the system itself relies on typical ingenius but janky work arounds in true VRChat fashion, having accurate scaled collision feels so right. Being able to imersively crawl under a low space especially, rather than getting stuck on something far above your avatar, makes the current fixed collider we've all had to become accustomed to, just feel primitive and un-intuitively strange by comparison.
Thanks.
Shaun
As long as the fixed collider remains the default option for backwards compatibility, this would be awesome!
Nidonocu
>Players can stand on moving platforms
Does this mean we might finally be able to get away from using VRCStation for things like vehicles?
Xiexe
Nidonocu a moving platform could technically be a vehicle in the sense that you could for instance have a truck bed, and be standing in the truck bed as the truck is moving.
Ideally, a station would still be used to seat the player who is actually driving the truck, though.
One limitation here is the slope angle limit - if you’re on a platform and it rotates past the max angle of a surface that the player can stand on, you’ll still slide off of it.
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