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.
OnPortalSpawnEvent
Create a legitimate way to enable and disable player spawned portals within a specific radius, trigger or collider of a world, while retaining the ability to have player spawned portals elsewhere in the same world. Currently in VRChat, you cannot place a player spawned portal at a world spawn or next to another player. What if this specific behavior can be a feature used for world building without necessarily needing to disable portals entirely from the project? There is no way to disable player spawned portals in a specified area of a world without placing a bunch of spawn points to act as a restrictor. Stickers and items have layers or colliders where they cannot be placed, but this seems to not work the same way for player portals. If player spawned portals cannot be disabled through a collider or layer like stickers and items, then there should be a way to achieve this through Udon scripting with an 'onPortalSpawnEvent' or other equivalent node. However, if the colliders, layers, as well as Udon options are not possible to implement for player spawned portals, my alternative is to add a toggle within the world instance menu to enable or disable player spawned portals in the currently existing way as emoji, items, stickers, drones, prints, and pedestals. It may seem like a niche use case, I believe this feature can be used for minigames, bars, nightclubs, venues and wherever locations and events that a world creator or instance master may want to specifically disable or re-enable portal spawning as an in-game toggle. Thank you for taking the time to see my suggestion.
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Can't render over the screen with more than 1 camera on Quest
What I'm going to describe is a very niche bug, that won't bother a lot of people, but it's been preventing me from porting some cool worlds like "Thad Recursive Room" to Quest, because it relies on some render tricks with multiple cameras. If you have a camera without a render target, it will render on screen. And if you set the "depth" parameter greater than 0, it will render after the main camera, effectivly acting like an overlay camera. So far, everything works. But doing that with more than 1 camera does not work. So if you use a second camera with an even higher depth value, it's content won't show up on the screen as long as the first overlay camera is still on (That is, if the content of the second overlay camera is actually performing a z test). But it gets stranger from here: if I open and close the menu a few times and also click on some of the menu tabs like the world menu. Every now and then it causes a glitch that will make the content of the second overlay camera sort of appear from there on out. What I can see then, is that when I move my head, it moves away an invisible shape that was blocking the content of the second overlay camera. And that shape fits perfectly the object it is supposed to render. It is as if the z values of the second overlay camera are already written to the depth buffer before the actual rendering of the second overlay camera begins and then the z test fails against its own values. But after the menu glitch, the occluding depth image seems to be frozen in place and I can partly move it out of the way by changing my view. Also: one time I tried something similar with cameras rendering before the main camera (depth parameter is set to a negative value, and main camera is set to clear nothing). Results were similar, and after I managed to get something visible with the menu glitch, it appeared as if the cameras that render earlier than the main camera were very pixelated, which was also surprising. I've been also experimenting with manually calling render() on multiple cameras that are supposed to render on screen during several render related events (for example in OnPostRender of the first overlay camera), but no luck getting their content to show in any way.
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