Feature Requests

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SlimeVR Toe Support Integration
Hello! I’m currently working on developing toe tracking support for the SlimeVR software. There are many SlimeVR compatible solutions emerging and available today, and hardware I am currently testing which are pushing just how small full body trackers can get which is allowing this development to be possible. As of present, I’ve been trying to see what I can push through the VRChat expression parameter system, but there have been many limitations when used with avatar systems such as full face tracking, or other third party avatar systems. The 256 bit limit fills quickly when more than a few things need accurate float parameter handling. Memory optimizers, and other systems cause the tracking over expression parameters to simply function poorly. In an ideal scenario we would want to be able to drive the toes with raw quaternions via OSC, or an equivalent tracking system. 5 toe quaternions per foot, for a total of 10 quaternions. This would allow pitch control of individual toes, and splay on the yaw axis. Another option would be two floats per toe via OSC, controlling pitch and yaw on local rotation. This would be half the data of syncing quaternions, and since toes don’t have a different roll rotation than the foot they are part of, the foot tracker would provide roll. I also think native toe control may allow for more passive avatar compatibility. If toes have been set up accordingly in Unity armature settings, they should ideally already be compatible with toe tracking. As of present, I have been able to make a tech demo that is limited to only pitch rotation on two divided halves of a foot's toes, and it requires making custom blend tree animations for either a curled, neutral, or tip toed state. It took considerable effort to optimize the parameters to have access to 4 total floats of syncable data among other avatar options such as face tracking, and there’s more nuance I would want to capture without having to compromise on other avatar features. Toe support currently requires building an avatar that is compatible with the expression parameters we’re testing with, which may not be very accessible to most people currently. Another thing that might be fun with the addition of native toe support, but potentially out of scope, is allowing toes to grab objects similar to hands (fully curled toes, grabbing). The thought of people handing somebody an object or shooting a weapon with their feet is the kind of silly thing that people would probably find amusing. Current tracking demonstration working with the present limitations we would like to move beyond. https://youtu.be/7L01RTmJWdE
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More Indicators, Ranking & World Avatar Settings
{Indicators} Indicator for someone having a mirror open with Remote Players set to true Indicator for third person Indicator for camera being currently out Indicator for the avatar overlay being enabled Avatar ranking showing if a avatar has a Render Texture or Camera within it these indicators should be added because right now it's difficult for a game world to be hosted by someone and being able to call out people who're actively being a nuisance using built in features that are client sided, newer features like the third person camera are coming out and actively making it harder for game worlds to have people play fair and have fun without someone coming in and closest cheat making the game generally unfun for everyone else. its actively hurting game world developers and i've watched some people entirely leave vrchat because there is little to nothing a world creator can do against something like this. Indicators should be a part of Advanced UI so people can choose to have it on or off so this way people who get overwhelmed or simply dont care about indicators can just have them off while others like Group hosts can enable them so they can see "is this person actively ruining other peoples fun?" more easily. {Ranking} Expanded Avatar ranking showing names and variables of shaders eg. Avatar has shader named "Wireframe" with a setting named "World Transparency" this would allow people to assume that x user is using a avatar that allows them to turn the world off and use a wireframe to gain ESP. {World Settings} it would be nice if world creators can have avatar settings so when an avatar is initialized into a world some components can be removed suchas: Directional Light, Camera's & Render Texture's in favor of fair play, the setting to remove these components should be turned off by default but able to be turned on by a world creator in favor of enabling fair play in game worlds. i've attached a picture of a simple example of a few indicators being implemented but they can be implemented in various other ways.
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