Animation overrides in VR bug when sitting down
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Edmond Lee
Animation overrides that spawn items or particles in VR will bug out and loop infinitely if you use the gesture as you sit down on a chair or other surface. You can use other gestures to spawn other things during this bug, but the objects that are stuck will not disappear. The only way to despawn the object or particles is to change avatars. This is especially annoying if you have an override mapped to [Finger Point] or [Fist]. I don't know if this is an issue with all VR sets, but I'm experiencing this issue with a Vive.
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Tupper - VRChat Head of Community
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Appears to have been fixed as a side effect of some other change.
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Hugo Zink
This appears to have been silently fixed in the last update. Nice job!
Noe
Merged in a post:
Facial Overrides break on chairs.
xEchoWolf
If you sit down using the "thumb" gesture, and let's say you have a smile assigned to that animation, it will break for other users and they'll see you constantly smile until you change avatars and switch back. Same thing with props like guns or swords.
KotoNeko
Fix this plz
ଳ̴̖̕
this is very annoying bug
Waai!
Adding to this: Oculus users have it particularly bad as it is extremely easy to accidentally trigger a hand override just before sitting down. Even with hands resting in completely neutral (i.e. no gesture active) position on the Oculus Touch controller, sitting can still often somehow break facial expressions, which makes sitting down correctly for Oculus Rift users needlessly difficult.
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spearmonkey
Similar things can also happen when sitting down if an emote (and presumably also any gesture) is interrupted midway by forcing your avatar to stand up: any object spawned during the animation will remain permanently active in the standing state.
HardLight670
This is likely the result of a Rebind invocation while changing animators from standing to sitting.
Rebind will update the default values of all states controlled by the animator to whatever they are when the function is called. So if the default state for a particle system was disabled, but it was enabled via a gesture when the transition occurred, then enabled will become its new default state.
A reasonable way to fix this would be to apply all defaults for controlled values before switching animators. More on this topic can be found in the following thread: