VelocityMagnitude Parameter local and remote acts different
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Liindy
if parameter VelocityMagnitude is used, you can observe it acting differently when observed locally, and remotely as another player.
Basically, VelocityMagnitude should be a float that goes up with how fast a player moves. Locally, it will ONLY change when you use the movement stick on the controller.
But remotely, the number will change with both the stick movement AND full body movement, causing wildly different results from what each player sees.
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Lush
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MisutaaAsriel
Lush: Just to note: velocity is broken for contact receivers/senders too, and so this might be a related bug: https://feedback.vrchat.com/bug-reports/p/onenter-contact-receiver-velocity-behaves-incorrectly
Saigo
I would actually prefer a distinction between playspace locomotion and analog stick locomotion. Having the local varient become the accepted varient would enable a lot of interesting things.
But having a different parameter between the two would be ideal.
Saigo
An example of taking advantage of the local functionality would be playspace constraints.
Figuring out how to draw a distinction between moving in playspace and moving with your analog stick has been a headache.