VRC Action Driver Component (Toggler)
in progress
Fax
A popular use case for expressions on avatars is to do things like toggling objects on and off, adjusting blend shapes, and more. Setting up cases like these in an SDK project from scratch requires a fair amount of knowledge of how Unity and its animator system works, which isn’t always intuitive to users that are brand new to creating avatars.
To help make it easier to set up common use cases like this, we’re working towards introducing a new component called the Action Driver. The fundamental idea of it is to let avatar creators bind parameters on their avatar directly to one or more “actions” that they want to trigger, which includes common tasks like turning game objects on and off.
*Read more in our Developer Update.
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BruceKnight
I absolutely love this feature! I've been wanting something like this.
What would make it extremely useful for me is if the component could add its own menu toggle, icon, parameter etc, just like the VRCFury toggle.
Dealing with the Menu assets is my least favorite part of VRChat avatar development. I love seeing my menus visually in the hierarchy and being able to edit them quickly, so I use an empty VRCFury Toggle components just to create the toggles for me.
I love that you can specify up to 8 conditions, In situations where I'd be forced to use the animator, now I wouldn't have to! If the Action Driver can replicate all of VRCFury Toggle components' features, I would probably like to switch to using it for pretty much everything as long as the UX is similarly straightforward and simple. (Please replicate adding the menu asset)
I think this component is a good step in the right direction, it gives the creators a simpler / quicker / more comfortable alternative to using the animator for most things. I could even see this replacing the animator logic entirely for simpler avatars
橘花【きつか】
I use an animation setting the scale of a bone to 0 in order to hide the object, as well as animation lerping a blendshape.
In addition, one of the conditions is A∧~B.
Would be nice if the action driver component would handle these cases, but I'm happy for anything that can go outside the animator.
Angriffsmacht
Why does something like this end up on the roadmap? This is years too late, isn't it? Now that VRCFury or Modular Avatars are pretty much everywhere? Or like 15 free tools already offering help here?
From my perspective, wasted development resources.
poproх
Angriffsmacht Maybe because animations are not performant? This way they can script it instead of rely on performance heavy animations. Animators are the laggiest part of an avatar for the CPU.
stereofoxmuviz
Angriffsmacht it does substitue some animations, which are pretty heavy to run for something as simple as an object being turned on or off. It's kinda like running logic directly on a processor vs running logic in minecraft redstone (but not as extreme)
It also would remove the need for installing VRCFury or MA in some cases, these addons aren't bad at all, but i like to have less third party dependencies if none.
Idk what are all the plans for this component but if they add a feature to attach the object to a certain bone it'll erase the requirement to download third party tools for many assets that don't require complex setups, like solid objects or additions that don't need to be attached to the avatar's rig
Fastolph
Would this have its own internal logic, or generate animators the same way external tools such as Modular Avatar and VRCFury currently do?
Shadowriver
Fastolph Native code components like physbones and others alike (as it suppose to be since very beginning, vrc simply was wierd with this), thats whole point of them as animations are really just a hack. Animation are not for logic, logic is for animator for logic driven animations only, it not meant to drive scripting.
Animations need to check all it states every frame, like like tuning code on Update(), while you could just run code only when you got user input or network message that sync data updated, executing only if it needed. So this will give more performance to avatars
This will also fix issues with MMD/seat animations worlds which need to pierce thru heavy avatar animations setups to work properly to control avatar.
Fax
updated the status to
in progress