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.
Checking a system-defined enum with equality operators fails
Checking the equality/inequality of a system-defined enum with equality/inequality operators ( == / != ) will fail. As a result, this example codes in the document don't work as expected: https://creators.vrchat.com/platforms/android/android-best-practices/#2-detect-mobile-players-in-your-world-automatically public override void OnInputMethodChanged(VRCInputMethod inputMethod) { if (inputMethod == VRCInputMethod.Touch) { // Run code for touch input } else { // Run code for non-touch input } } (The UdonGraph version (attached image) also has an identical issue.) Workaround Cast to underlying values and compare them. if ((int)inputMethod == (int)VRCInputMethod.Touch) Analysis UdonSharp compiles the expression inputMethod == VRCInputMethod.Touch into EXTERN, "SystemObject.__Equals__SystemObject__SystemBoolean" Although Object.Equals(Object) is overridden by Enum.Equals(Object) , which the inputMethod may have, with comparing underlying value, this EXTERN seems to call the Object.Equals directly (maybe via reflection API), and it returns the unexpected result (by only comparing the referencing instances). The EXTERN, "SystemObject.__Equals__ comes from here https://github.com/vrchat-community/UdonSharp/blob/22307065bd408dfd163fe46b0b8b701a4efcbc00/Packages/com.vrchat.UdonSharp/Editor/Compiler/Binder/BoundNodes/BoundInvocationExpression.cs#L420 And replacing the System_Object of this line with System_Enum doesn't work because the Enum.Equals is not exposed. Suggestions Temporary, rewrite the example codes using cast operator Expose System.Enum.Equals And replace the EXTERN with System.Enum.Equals
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Issue on implementing custom DSP algorithms with OnAudioFilterRead
I have encountered a problem related to Unity's DSP chain and Udon. I am planning to create an audio focused world, where I need to implement a custom DSP algorithm on audio that can respond to player behavior/controls in real-time. In the native Unity Mono framework, I can insert custom effects into the audio DSP chain by implementing the OnAudioFilterRead method in MonoBehaviour (see https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html ). In the UdonSharp documentation, I found that there is a method stub for OnAudioFilterRead in Unity events (see https://udonsharp.docs.vrchat.com/events/ ), so I should be able to implement it. However, it does not work in my Unity setup. I also saw a post on Canny mentioning that a component called OnAudioFilterReadProxy should be automatically added to the object if OnAudioFilterRead is implemented (See: https://vrchat.canny.io/udon/p/order-of-onaudiofilterreadproxy ), but this is not happening on my end. Any idea what could be going wrong with my script or configuration? Or it is a bug? My test code is like the following: using UdonSharp; using UnityEngine; using VRC.SDKBase; using VRC.Udon; public class SimpleSineGenerator : UdonSharpBehaviour { [SerializeField, Range(0, 1)] private float amplitude = 0.5f; [SerializeField] private float frequency = 261.62f; private double phase = 0; private double sampleRate = 48000; public void Update() { // verify that the script is running transform.Rotate(Vector3.up, 90f * Time.deltaTime); } public void OnAudioFilterRead(float[] data, int channels) { // DSP code double phaseIncrement = 2 * Mathf.PI * frequency / sampleRate; for (int i = 0; i < data.Length; i += channels) { phase += phaseIncrement; if (phase > 2 * Mathf.PI) { phase -= 2 * Mathf.PI; } float value = amplitude * Mathf.Sin((float)phase); for (int j = 0; j < channels; j++) { data[i + j] = value; } } } }
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