Stop locking avatars in place when players walk through walls
ShingenPizza
Stop locking avatars in place when players walk through walls or high furniture by walking around in their playspace.
It's unnecesary, doesn't help with immersion, is annoying, causes confusion, and/or gives cursed results.
If you want to add some optional thing for world creators so players can't look through walls and cheat in games n such: be my guest, but this current behavior doesn't work this way.
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vaizor
There was literally a mod before the great purge that disabled this stupid feature. Its not even a matter of clipping into a wall, it can be ANY kind of collider and it freezes your tracking. insanely irritatting.
ni1chigo2115
There is Cluster, a VRSNS similar to VRChat, but you were pushed out of consistency there when you tried to bury it in the wall.
As for me, I prefer more immersive ones like BoneWorks, but they are too hard to implement.
knah
Gonna copypaste my Discord post here to make sure it doesn't get lost like things on Discord often do:
Going back to the wall freeze topic - I still have no idea why is it even necessary or what goals it achieves.
So far I can sum it up as this:
Wall freeze cons:
* Not immersive - your avatar suddenly ignoring your movement is bad (new hip thing helps a bit with this, but not fully)
* People can playspace move their viewpoint anywhere, and nobody will be able to see any indication of that - no avatar, no nameplate, no selection capsule. What's privacy?
Wall freeze pros:
* Uhh... "Immersion" of not clipping into walls? Not a real pro, because people who care about this side of immersion can just, you know, not clip into walls. It requires deliberate effort with playspace mover, after all.
* Uhh... Something about pickups and game world cheats?
What I would suggest:
* Completely remove avatar wall freeze. This way other users can easily tell where this users' viewpoint is (so easy to know if someone is in the room with you), and there's no immersion-breaking freezing. Additionally, it would make game world cheating of a specific kind (gathering information through walls, i.e. amogus) blatantly obvious. On top of that, udon would be able to detect this by getting head position, which would actually be inside wall with this change.
* Always move nameplate and selection capsule to avatar head (not avatar root/player root). This solves being unable to select the player who clips into somewhere. Additionally, it also solves selecting players who playspace move up/down through floors - right now it can be highly confusing as to why there's an unselectable player
* For pickups, keep grab origin points frozen as usual. This should solve potential game world cheating issues while not interfering with the rest of not-freezing-peoples-virtual-bodies.
* Keep actual avatar root frozen as it currently is - proposed solution is not actually noclip after all.
Potential drawbacks of the new thing that I can see:
* Different kind of game world cheating (hiding avatar inside walls, but hey, people can just make invisible avatars anyway) - worlds affected by this can easily implement an "anti-cheat" by checking head position vs avatar root position
* Mild user confusion about locomotion "not working" (because their player root is elsewhere actually) or pickups "not working" (because grabby points are frozen elsewhere) - but most people are smart enough to figure out this peculiarity of playspace mover use. It is hard to accidentally get into a bad state without extensive playspace move use. A tiny icon can be added to the HUD to indicate that the player is "inside wall" and some things would not work normally, like locomotion and pickups if this is a concern.
At the end of the day, VRChat is primarily a social platform, not Boneworks or Alyx - being less restrictive about walls seems like a way more reasonable choice here. If some worlds desire it, they can implement custom head-in-wall logic with udon.
Torpor
knah: Wouldn't moving the nameplate and selection capsule be enough to tell if the player is in the room? You could still leave the avatar behind the wall (ideally let the bones rotate and slide it along the wall to keep it as close as possible).
Salbug
Actually, just noticed this behaviour is slightly different in the ik-beta rather than entirely locking you in place.
N
NooblySoupǃ
Salbug: is there a way to set my game back to ik-beta?
Salbug
NooblySoupǃ: There is currently no
ik-beta
branch active at this time.ni1chigo2115
It would be nice to have a fit like Alyx or BoneWorks.
It would be nice to see at least some change in the IK alone, rather than a complete stop of all movement of the avatar when the body comes in contact with the collider.
Airbee
I strongly agree.
It is super annoying when you find a nice spot in a beautiful world to take a picture, but you can't get too close to the wall because then the avatar freezes.
Or when you're in front of a table that has colliders, you want to reach over it to grab something, but your hand dies because your hip gets too close to the table collider.
A suggestion would maybe be, to simply make the avatar freeze a little bit later? Like giving it a good half meter more distance inside the collider until it freezes, or something like that.
Desmoulins
I kinda agree but there are two sides of the coin.
The current solution is NOT meant to prevent you from looking through walls, it is meant to stop you from clipping yourself far into walls to reach out of bounds points (beyond what we can do by simply clipping our arm through a wall). While it does not fully prevent some VR clipping shenanigans it does make it a lot harder since your actual ability to touch and grab items is based on your real hand position, not your controller position. This means blocking body movement prevents you from reaching further.
An option for world creators whether they want to force this behavior would be nice, this would override the option the user gets who can choose to disable this. The world option should be enabled by default.
Ultimately a better solution and option would be doing proper clipping prevention, that is blocking us from clipping any bone (or at least IK bones like head, feet, hips and hands) through solid geometry. This would prevent cases where we can grab/reach through walls or clip items into walls out of reach. Again this should be an option, should the need arise to grab something that got placed inside geometry.
An alternative would be adding a raycast check or line of sight check from our chest/head/arm/hand/hips/avatarcenter to the target item to see if something is blocking interaction, this way we could reach through walls but wouldn't be able to grab/touch something behind it.
ShingenPizza
eh, yes, i should've called it "freezing in place". can't edit anymore.
knah
Strong agree.
It doesn't even prevent the viewpoint from clipping into walls, it just freezes the avatar for no apparent reason, which is incredibly annoying when you're near some furniture with colliders and trying to real-space-move over - it just freezes you even though all your limbs were nowhere near any geometry.