World/Udon Bugs & Feature Requests

Post about current World or Udon bugs feature requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
InputDrop doesn't fire for index or quest controllers
On the documentation page for Input Events ( https://creators.vrchat.com/worlds/udon/input-events/ ) "InputDrop" is said to be true for releasing the grip buttons on controllers other than vive wands or some WMR controllers. I've been doing a few tests with the input mappings to see how they behave between players using Vive wands and other controller types. So far, I've found that the "release grip" condition for InputDrop becoming true is only the case (for a single frame, which is good) when using Hand Tracking on Quest standalone, but I was unable to trigger it from releasing grip any other way. Oculus controllers - both from PCVR through SteamVR via Virtual Desktop, and on the standalone version - from my testing cannot fire InputDrop at all. Index controllers also can't fire it all either. I feel as though either this needs to be changed in the client or the documentation needs to be updated... With this in mind though, currently a usable workaround is to just do the "release grip" check on our own via Udon, using the InputGrab event and checking for False. P.S: I also found that the OnInputMethodChanged event always says SteamVR2 when playing from PCVR, regardless of the actual input type, but this was already reported in another post. Also, The input method for Hand Tracking on Android returns a value of 19, which is not documented as the highest value shown on the website is 18. My IDE says that it does exist however with an enum called "VRCInputMethod.Count" instead of using "VRCInputMethod.QuestHands"? Still strange.
1
·
Bug Reports
·
tracked
VRCObjectSync doesn't sync Gravity/Kinematic flags reliably
Gravity and Kinematic flags on VRCObjectSync components don't sync correctly right now and also cannot be set correctly while holding the pickup. To set gravity or kinematic flags, VRChat added two new methods for us: https://udonsharp.docs.vrchat.com/vrchat-api/#vrcobjectsync (they are supposed to behave like a synced variable) There are two bugs related to this: ~ Bug 1: ~ All you need is to create a pickup that has no gravity and then toggle the gravity flag on the VRCObjectSync component with an external button after claiming ownership. Then you let different people in the world pick up the pickup and drop it (to show their own local state). In my tests, this resulted in a pickup where the gravity flag is wildly different on each client and only syncs occasionally or not at all. They would see the pickup drop on my end, but when they pick it up it has no gravity for them. ~ Bug 2: ~ All you need is to create a pickup that has no gravity and then toggle the gravity flag on the VRCObjectSync component in OnPickupUseDown() . In my tests, this resulted in a pickup where the gravity stays enabled after the first OnPickupUseDown() and I am unable to turn gravity off again. To check gravity, the pickup is dropped. You can also just test it out here: Right setup: Bug 1 / Left setup: Bug 2 https://vrchat.com/home/world/wrld_9cefd5ec-4492-43c5-8cd3-05036c494556 Additional note: Since we only got a setter and not a getter method, we are left in the dark here when it comes to analyzing the problem. Reading out the local rigidbody state doesn't give us access to the real synced state. A getter method should be added.
3
·
Bug Reports
·
tracked
Load More