Non-humanoid keyframes in custom movement animations not synced
closed
error.mdl
This bug was reported in open beta, but was not fixed before the beta got pushed to live:
As of build 785, custom walking animations for humanoid avatars no longer work fully. Any keyframe that isn't moving a humanoid bone isn't synced. For example, I have an avatar that turns off and on a couple of game objects every time I start moving. Locally, it still appears to work, but no one else see the game objects change state.
what other people see:
what I see:
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HK
closed
HK
Closing this report as it's been superseded by systems such as AV3 that enable building avatars with synced behavior.
Adeon Writer
Yeah this broke my skateboards that I had appear under you when you run. Can’t use shapekeys, a separate mesh, or a bone animation... no way I can think of to get around this new behavior. Please put back!
Raccoonteur
I may also have encountered this bug. I made a non-humanoid Katamari Damacy avatar which has a sphere which rolls about by using a custom hinge joint and setting its target angular velocity in the walking animations, and the sphere no longer rolls for remote players as of the latest update.
Tupper - VRChat Head of Community
tracked
Tupper - VRChat Head of Community
Merged in a post:
[785] Non-humanoid keyframes in custom movement animations not synced
error.mdl
As of build 785, custom walking animations for humanoid avatars no longer work fully. Any keyframe that isn't moving a humanoid bone isn't synced. For example, I have an avatar that turns off and on a couple of game objects every time I start moving. Locally, it still appears to work, but no one else see the game objects change state.
error.mdl
error.mdl
Also generic avatars suffer from the same bug.
Graelyth
Yes, locally everything seems to work fine. Nothing seems to show for anyone else.