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Udon does not calculate double math properly on pico
Users on quest and PC hardware do proper double math. However, when doing double math on the pico in udon, incorrect values like Infinity, NaN and very low scientific values are generated. This can be tested in this world https://vrchat.com/home/world/wrld_a59ea2d0-375d-431e-b6e8-ca0fa2c3a8a5 On PC and a quest all of these values should be normal, but on a pico they are all over the place. Attached is a image of the PC version compared to the PICO version of the output. I have also attached the script used to generate this output. I hope this gets fixed fairly fast as its kind of a major issue right now since all worlds that use math like this are seeing garbled values. The reason we can tell its just double math and not float math is because when we force a float with 3.3f, we get the proper value using UdonSharp; using UnityEngine; using VRC.SDKBase; using VRC.Udon; using TMPro; public class test : UdonSharpBehaviour { public TextMeshProUGUI text; void Start() { //get the text component text = GetComponent<TextMeshProUGUI>(); const float testvar1value = 1.190284f; float testvar1 = testvar1value; const float testvar2value = 0.2982327f; float testvar2 = testvar2value; //start the tests text.text = $@"Testing variables: {nameof(testvar1)}: {testvar1}f {nameof(testvar2)}: {testvar2}f Equation Tests: Runtime: {nameof(testvar1)} / 3.3 = {testvar1 / 3.3} {nameof(testvar1)} / 1.65 = {testvar1 / 1.65} {nameof(testvar1)} / 3.3 2 = {testvar1 / 3.3 2} {nameof(testvar1)} / 3.3f = {testvar1 / 3.3f} {nameof(testvar1)} / 1.65f = {testvar1 / 1.65f} {nameof(testvar1)} / 3.3f 2f = {testvar1 / 3.3f 2f} ({nameof(testvar1)} / 3.3) + {nameof(testvar2)} = {(testvar1 / 3.3) + testvar2} ({nameof(testvar1)} / 3.3 2) + {nameof(testvar2)} = {(testvar1 / 3.3 2) + testvar2} ({nameof(testvar1)} / 1.65) + {nameof(testvar2)} = {(testvar1 / 1.65) + testvar2} ({nameof(testvar1)} / 3.3f) + {nameof(testvar2)} = {(testvar1 / 3.3f) + testvar2} ({nameof(testvar1)} / 3.3f 2f) + {nameof(testvar2)} = {(testvar1 / 3.3f 2f) + testvar2} ({nameof(testvar1)} / 1.65f) + {nameof(testvar2)} = {(testvar1 / 1.65f) + testvar2} Constants: {testvar1value} / 3.3 = {testvar1value / 3.3} {testvar1value} / 1.65 = {testvar1value / 1.65} {testvar1value} / 3.3 2 = {testvar1value / 3.3 2} {testvar1value} / 3.3f = {testvar1value / 3.3f} {testvar1value} / 1.65f = {testvar1value / 1.65f} {testvar1value} / 3.3f 2f = {testvar1value / 3.3f 2f} ({testvar1value} / 3.3) + {testvar2value} = {(testvar1value / 3.3) + testvar2value} ({testvar1value} / 3.3 2) + {testvar2value} = {(testvar1value / 3.3 2) + testvar2value} ({testvar1value} / 1.65) + {testvar2value} = {(testvar1value / 1.65) + testvar2value} ({testvar1value} / 3.3f) + {testvar2value} = {(testvar1value / 3.3f) + testvar2value} ({testvar1value} / 3.3f 2f) + {testvar2value} = {(testvar1value / 3.3f 2f) + testvar2value} ({testvar1value} / 1.65f) + {testvar2value} = {(testvar1value / 1.65f) + testvar2value} "; } }
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Pimax Hand Tracking is Broken in new update.
Hand tracking and finger tracking are now completely broken in the new update, essentially rendering the game "unplayable" to the extent of regular gameplay as well as interactions in game due to the tracking being heavily offset. Edit moving a statement up to here: Interestingly, the actual position offset fixes itself when entering the SteamVR home menu. I provided a video showing this. So in the steam menu and home, they work perfectly fine. In VRchat the hands will orient themselves properly fingers and everything while the menu is open. As soon as you get back into VRC, it breaks. This issue is already being tracked in another canny, but given that the update was pushed regardless of the information presented in the canny rather than working on a proper patch first or pushing the beta update back makes it pretty clear that more awareness and information is warranted. I had already commented on the post there, but I will provide more information here regarding my own personal setup. I am currently running the live build of VRChat, as it was pushed out of beta about an hour ago. I am running Steam VR Beta 2.8.2. The version of Pimax Play is 1.18.03.01 My Pimax Crystal has the latest firmware. My index controllers are connected to dongles on my PC, and my FBT is connected two controllers to my headset and one to one of my dongles. My controllers are all going through usb 3.0 or higher. I have 3 2.0 basestations. https://feedback.vrchat.com/open-beta/p/1487-hands-and-fingers-broken-since-ob-1487-update Very disappointingly various vrc developers/ staff on the discord have alluded to the idea that this will not be addressed by VRC and is instead being pushed to the headset developers. Whether this ever actually gets updated or not is entirely up to them. I will not bring up a discussion regarding update politics in this canny here, but this is a rather disheartening middle finger to anyone running pimax headsets at the moment. At the very least I have provided the data I can.
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