Having too many contacts near each other causes receivers to output the wrong value
tracked
ThatFatKidsMom
There seems to be some sort of undocumented soft limit or bug that was introduced in the scaling update that causes contacts to break when there are too many receivers and senders close to each other. So when trying to show off complex avatar systems or in large lobbies of people close together contacts can not behave as intended as they will output the wrong value when interacting with other players. This "soft limit" is less than the hard limit of 256 components that was introduced in the same update. So if someone has an avatar with more than this soft limit by themselves it can cause the contacts to break for not just themselves but those around them. Alternatively, if there are a few people who have avatars that combined go over this limit and are in the same space together the interactions between themselves and the players around them can have weird behaviors.
Here is a video that goes over the avatar set up and interactions in game to show the issue:
Avatar ID of what I use to test in the video above is "avtr_5414f195-9453-41e4-8876-cf8ce10e48e1"
Log In
SenkyDragon
Have you discovered any more details about this limitation? I seem to hit it periodically, but it's hard to nail down the exact cause.
LuxIsBored
Some of the assets I have are showing this issue.
kevybevy
also having this issue!
StormRel
tracked
Voxian
I can confirm that I am also having this issue in the current live build of VRChat (1471).
I previously did most of my avatar calculations with physbones only, so I really didn't have too many contacts on my avatars, but more recently I converted many things from physbones to contacts to even out the load a bit.
However, I am finding "flickering" of the contact values whenever too many are close together.
I currently have 50 contacts on my avatar, and when 3 or more of my base are in close proximity, many of our contacts either flicker to a value of 0, or stick to a value of 0.
I have a public avatar that can be tested on.
avtr_a4199c37-a980-4bee-be01-9801399d05aa
It is especially noticeable with the "First Person Muzzle" enabled, because it will flicker in and out of your view whenever you get close to a few other players using the same avatar.