Remote player collider is a sphere buried on the ground, rather than matching the local player's proper capsule shape
Uzer Tekton
Here is how the remote player collider looks:
https://global.discourse-cdn.com/vrchat/original/3X/4/5/45bf8cf5343d645a5e99baab04cb6cf8dd8a1dde.png
Here is how it should look:
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Thank you for reporting this issue! Unfortunately, remote player colliders have always worked this way - so it's not a bug we can fix without breaking existing content.
I
would
consider it a bug, though! It's something we should probably fix eventually.Uzer Tekton
Fax Why not have both? And dynamically switch between new and old based on world upload date or SDK version or some other checks? Surely there is a way to detect if something is "new" or "old" content? If not, this can be a feature request, "add compatibility labels/markers/tags to legacy content for compatibility modes in newer versions of VRChat" or something.
If Windows 11 can run Win 7 programs, so can you come up with a way to do backward compatibility!
Fax
Definitely!
KirianVR
Fax This was mentioned in a dev update 3 years ago. The concern for breaking existing content was explained as "only for specific setups". As there really been no progress on addressing it since???
The addition of the Raycast component for avatars is the PERFECT time to do it. Otherwise you'll have to explain to users that the collision against avatars never being visible on their end (making it almost entirely useless) is intentional. Or you'll have to tell them that
obviously
they should've aimed for the feet even though it is mentioned nowhere in the documentation for said component.Regardless of how you look at it, leaving it as-is is even more ridiculous now-