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.
Using [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] just continues using last set value on an object with no other scripts
When adding [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] to an udon# class, It will just continue using the last setting. For example if you add [UdonBehaviourSyncMode(BehaviourSyncMode.Continuous)] and then compile, then change it to [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] and compile again, you get the expected behavior, and calling SendCustomNetworkEvent() works. If you then change it to [UdonBehaviourSyncMode(BehaviourSyncMode.None)] and compile, then change it to [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] and compile again It will continue to behave exactly as if it's still set to None. SendCustomNetworkEvent() does not work. This is on an object that doesn't have any other scripts on it. I haven't tested the case with other scripts. You can look at the debug inspector to confirm that this is what is happening. From the documentation: "NoVariableSync: Enforces that there are no synced variables on the behaviour, hides the sync mode selection dropdown, and allows you to use the behaviours on GameObjects that use either Manual or Continuous sync." It seems like the case where a script using NoVariableSync being used on an object that doesn't have another script on it may have been overlooked. Since I'm updating a script in a prefab I'm releasing from None to NoVariableSync because I want to use network events now, it's not going to work for anyone updating to the new version. I am forced to set it to Continuous. Does anyone know if it makes any difference to bandwidth usage?
1
·
Bug Reports
·
tracked
Allow VRCImageDownloader to download and downscale images larger than 2048x2048px
Today, the most popular use case of the IVRCImageDownload is to share some picture with friends in VRChat. However, there is one big annoying behavior in IVRCImageDownload for this use case. That's 2048x2048 texture size limit. Therefore, I hope VRChat to have the feature that automatically scale the texture size down to 2048x2048. As described before, it's common to use IVRCImageDownload for sharing pictures with friends. There are several assets specifically designed for this use case such as Image Pad and ImageTablet . However, the 2048x2048 size limit is an annoying for this use case because today picture is likely to exceed this limit. For example, my iPhone 12 mini with default settings will take picture with 4032x3024 pixels and other modern smartphones also take high resolution image by default. In VRChat, I feel it’s common to choose take pictures in QHD, 4K, or 8K but none fits 2048x2048 limit. (FHD and HD fits 2048x2048 though we want to take high-quality pictures.) The texture downloaded with IVRCImageDownload become uncompressed RG, RGB or RGBA texture on the VRAM so It take huge VRAM. Therefore, I think it's reasonable to limit texture size on the VRAM. However, I think it's possible to resize texture down to 2048 off the main thread before loading to to the VRAM. That’s why I request VRChat to have the feature that automatically scale the texture size down to 2048x2048. 日本語要約 IVRCImageDownloadという Image Pad や ImageTablet のような画像を共有するためのアセットで使われている機能に対する要望です。 前述のタブレットではVRChatの制限により2048x2048より大きい画像を指定した場合にはエラーになりますが、エラーにする代わりに 2048x2048 以下に自動的にリサイズするオプションを追加してほしいという要求になります。 (技術的理由により2048x2048より大きい画像をそのまま表示するのは厳しいです) このオプションがあれば、Discordなどに上げた画像を共有するときにエラーが出て使えないという面倒事を減らせるようになります。
3
·
Feature Requests
·
tracked
Load More