Please provide a way to sync up manual-ish sync with object sync
interested
bd_
Currently manual sync is significantly faster than object sync and RPCs. This is fine... until you are using manual sync to replicate e.g. a control for a particle effect bound to a held object. We need a way to get these back into sync.
Some potential options include:
- If the object sync latency is fixed, provide a way to obtain this delay so we can apply it to manually synced values.
- Provide a way to attach synced variables that are transmitted on object synced updates, but do not prevent the object from sleeping when it's not being moved (see https://feedback.vrchat.com/udon-graph-upgrade-closed-testing/p/reliable-sync-feedback-please-add-a-way-to-sleep-a-continuously-synced-object)
Log In
DrakenStark
How is this not resolved by having a manual sync object as a child of a continuous synced object?
I've made 'proxy' objects like this before to get the best of both worlds, so to speak, and I've not had any issues. Since a continuous sync script still runs locally with immediate results, this proxy script doesn't provide any noticeable drawback when forwarding any events. For instance, using 'Interact()' in your continuous script and calling a custom function in a manual script with 'yourManualScript.SendCustomEvent(_proxyInteract)' and the manual script having 'public void _proxyInteract()'. This '_proxyInteract()' function can then in turn do any manual sync function you need while also keeping the continuous sync functionality of whatever your host object is. You can already have the best of both types of sync by doing this and you can see it in the AnthroNorthwest VR world with the food items I have there.
bd_
DrakenStark: the main issues with that approach are 1) complexity 2) the risk of ownership getting out of sync between those two objects and 3) additional bandwidth usage due to the overhead of having an additional object (this can to either way depending on the circumstances)
You’re right it can be worked around but it would be nice to avoid the complexities that workaround introduces.
DrakenStark
bd_: Very well put and thank you! Absolutely would love to simplify things and optimize!
Momo the Monster
interested
Momo the Monster
tracked