Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Avatar Transferring/One-of-a-Kind Avatars on Marketplace
For those that commissioned an avatar and are unable/unwilling to upload an avatar themselves. My idea is that if we upload an avatar, as an avatar creator, we can choose someone to transfer the avatar to, on platform, and without sharing of account information. I do avatar commissions and I either have to walk novices through how unity works, or just hope for the best from them. I know some folks share passcodes, and that in and of itself is an awful idea from a security and tos standpoint. It makes avatar artists very liable if we choose to do that, and a lot of people don't have the option to upload themselves, (don't have a computer and play via question, don't have a strong enough computer, etc) Pros: possibility of selling one-of-a-kind avatars on the marketplace commissions with vrchat currency (maybe? like a mix of roblox and the vrc marketplace) no need to share passcodes, and can transfer ownership to another user maybe add permissions (similar to characters on toyhouse) for transfering, like can't transfer within x amount of days, or unallowed to make public, or sell, etc. avatar adopts and overpriced digital products (great money opportunity for vrchat, a la roblox) ~artificial scarcity~ for the marketplace with one-of-a-kind Cons: can't easily change after-the-fact without making uploading avatars more confusing idk probably has some sorta exploit/risk, maybe if an acc gets hacked and avatars get transferred out and can't get em back idrk
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Increase the amount of bits available for avatar parameters
Since more and more avatars use face tracking, the currently available amount of bits for avatar parameters is getting very low. Face tracking alone takes about half the parameters available. One way I got around this on an avatar is to utilize two 8 bit parameters to sync mutiple values in sequence, which makes it basically possible to have an "infinite" amount of parameters. The downside of that is that the sync is not in realtime (stutters for other players since every parameter synced this way has to be synced every tick after each other) and when joining a world the initial sync to set all parameters for other players to be visible takes also a bit of time. About 10 parameters a second is the maximum. Im seeing more and more people using that kind of sync for those parameters so I think lots of people are interested in having more parameter space. Even doubling the current amount would be a huge help. If that is for some reason not possible. More fine adjustments would also help. Like defining the precision of int and float values. Lots of radials dont need the full 8 bit of range. Or make some parameters static, so that we have static and dynamic values where static ones only change when used in a radial and dynamic ones are those which are constantly changing (like face tracking for example). The static ones only would need to be synced on world join / other player join and when changing the value manually via toggle or radial. That could possibly save on network bandwith if thats an issue.
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