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.
EventTiming.PostLateUpdate silently ignored in SendCustomEventDelayedSeconds / SendCustomEventDelayedFrames, if nothing overrides PostLateUpdate()
I have been testing EventTiming.PostLateUpdate in SendCustomEventDelayedSeconds and SendCustomEventDelayedFrames, and it is never called. The logs only show those that are using FixedUpdate. (3.10.2) void Start() { SendCustomEventDelayedSeconds(nameof(TestPostLateUpdateS), 1, EventTiming.PostLateUpdate); Debug.Log("SendCustomEventDelayedSeconds called"); SendCustomEventDelayedSeconds(nameof(TestFixedUpdateS), 1, EventTiming.FixedUpdate); Debug.Log("SendCustomEventDelayedSeconds called"); SendCustomEventDelayedFrames(nameof(TestPostLateUpdateF), 1, EventTiming.PostLateUpdate); Debug.Log("SendCustomEventDelayedFrames called"); SendCustomEventDelayedFrames(nameof(TestFixedUpdateF), 1, EventTiming.FixedUpdate); Debug.Log("SendCustomEventDelayedFrames called"); } public void TestPostLateUpdateS() { SendCustomEventDelayedSeconds(nameof(TestPostLateUpdateS), 1, EventTiming.PostLateUpdate); Debug.Log("test called in postlateupdate"); } public void TestFixedUpdateS() { SendCustomEventDelayedSeconds(nameof(TestFixedUpdateS), 1, EventTiming.FixedUpdate); Debug.Log("test called in fixedupdate"); } public void TestPostLateUpdateF() { SendCustomEventDelayedFrames(nameof(TestPostLateUpdateF), 1, EventTiming.PostLateUpdate); Debug.Log("test called in postlateupdate frames"); } public void TestFixedUpdateF() { SendCustomEventDelayedFrames(nameof(TestFixedUpdateF), 1, EventTiming.FixedUpdate); Debug.Log("test called in fixedupdate frames"); }
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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.
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