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.
Under certain conditions, PB does not follow the movement of an object with a Constraint setting.
When the following conditions are met, a PB placed under an object with a Constraint setting will not follow the Constraint’s movement, regardless of whether it is Local or Remote. (Contacts follow correctly without any issues.) An animation within the Animator manipulates the Transform of the object that has the Constraint setting. (This applies even if it's in an isolated state.) The Constraint applied to the object is in an enabled state. Once the Constraint is disabled and the animation is able to move the object, the PB starts following to the correct position. (The avatar where this bug was discovered has a somewhat complex setup, so there may be other contributing factors.) The avatar ID where the issue occurs is as follows: avtr_d45ac5bc-cb20-4bce-8c03-bf45e81f0dec SDK: 3.8.0 BuildVersion: 1628 --------------------------------------------------------------------------------------------------------------------- [JP] [特定条件下でPBはConstraint設定されたObjectの動きに追従しません。] 以下の条件を満たすとき、Constraint設定されたObjectの配下に設定されたPBがLocal/Remote問わずConstraintの動きに追従しません。 (Contactは問題なく追従します。) ①Animatorの中にConstraint設定したObjectのTransformを操作するAnimationが含まれている。 (孤立したStateでも同様) ②Objectに設定されたConstraintが有効状態になっている。 Constraintが無効になりAnimationで動かせるようになると、PBは正しい位置へ追従するようになります。 (バグを発見したアバターは少々複雑な作りをしているため、他にも原因があるかもしれません。)
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Avatar with Particle Light will always have 2 or more Lights in Performance Stats even when Max Particle Lights is set to 1.
With the recent-ish change that makes particle lights correctly count towards your total light count, I noticed a possible discrepancy with the total count. Steps to recreate: Add a Particle System to the avatar In the Particle System, scroll down to Lights Create a Point Light in the scene but outside the avatar Create a prefab of the Point Light Insert the Point Light prefab into the Light slot inside the Particle System Limit Maximum Lights to 1. Upload to VRChat Observe avatar details of avatar. Lights will be listed as 2/1 Example of an avatar that only has 1 Max Particle Light on the entire avatar but is listed as 2/1 lights in the avatar details https://vrchat.com/home/avatar/avtr_7c80a2a5-3473-421f-86ce-fdda8fa8eb3f Expected behavior: Lights should be listed as 1/1. Though I expect the 2/1 is likely due to the server-side(?) performance check adding both the light in the light prefab itself (Even though that prefab itself is not included in the hierarchy on the main avatar and is only used on the particle system) and the maximum lights in the particle system. I understand that this is a relatively niche usecase as most people would likely just use a a regular light, but having this singular light be part of a particle effect allows for some neat control of the light through manipulation of the particle. i.e. I use it as a way to add noise to the the size and intensity of the light which would be more complicated to implement using a normal light. Also, is it possible to update the performance stat calculation of SDK Test avatars to match the new behavior? It's still using the old behavior that only counts the prefab and not the particle light count itself. I need to upload the avatar to see the correct stats.
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Textures used in material swaps on particles use incorrect mipmap level and become blurry
Issue: Textures used in a material swap on particles seem to use an incorrect mipmap compared to textures used on the original material used by the particle system. VRChat Avatar showcasing the bug: https://vrchat.com/home/avatar/avtr_985cb361-cea2-4502-b406-72fe3b56acb1 The avatar contains a particle system that has toggles for 3 material swaps: The Red material is the default material the particle system was uploaded with The Blue material is the swap material and showcases the incorrect mipmap level The Blue(NoMipMap) material is the same as the Blue material but using a duplicate of the blue texture where the 'generate mipmaps' toggle in the texture import settings was unchecked. This material does not have the same bug as above. All textures used on materials for this particle system test were 512x512 and should look identical aside from color. Additional Notes: This seems to only apply to textures that are not in use on the avatar in it's initial state. i.e. adding an additional mesh/material to the avatar that is using the same texture used on the Blue material will result in the particle system using the correct mipmap level on the Blue swap. Reproduction Steps: Create a particle system Create an animation that swaps the material of the particle system with a material that uses a separate texture. Activate the particle system, observe the normal texture Swap materials being used by the particle system, observe the lower resolution texture Expected Behavior: The expected behavior is that the textures used in the particle system look as high quality as they need to, i.e. using the correct mipmap level for the distance they are at from the camera. Attachments Description: Attached is a video showcasing the bug.
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