Fist bump, high five, like rec room, and BigScreen. Maybe even a limited head collider (camera shake) for fight sims?
What would they collide with?
Other hand colliders, or all objects in the world?
@Dan Leslie: Only if world creators put objects on a special layer for touch and in case of the hands in general only if the user enables this otherwise by default disabled feature in the menu. Just my 2 cent but I like the idea.
@Michal Sykes: So a new layer for hands and things for hands?
@Dan Leslie: For objects I had a special layer in mind(or maybe a check-mark in the pickup component). That way not all the stuff in a world would interact with my hand, just because it has some sort of collision attached.
And for the hand on hand collision there should be an option for the user to turn it on or off for in the menu.
Maybe some 'grab with button' or 'grab with fingers' option if for some reason the leap motion or some vr-glove get a proper driver in the future. Who knows...
This is something we already prototyped before launch. Hand, Fist, Finger collision among other things. We'll get back to it when we can. There's some other fun things I'd like to add and will need to do some up front design to make sure all the UX works well.
@Ron Millar: Yahoo! THANK you for being so responsive to user input. This is a HUGE differentiator between VRChat and the "other" social VR apps out there. And what keeps users coming back plus the awesome presence with the IK avatars! Vive tracking pucks!
As long as it's optional, I'd be for this. It'd be nice to be able to let other people play with your hair, for example, but I would not want anyone touching a character with breast physics. Maybe a whitelist/blacklist for who can collide with you.
@Kouki Elska: I hear you and agree one hundred percent. I also wonder how we are going to get to a more full representation of how things work in offline day to day life. This passage from Snow Crash sums up how trolls might be handled in the future.
"People are moving out of the way; something big and inexorable is moving through the crowd, shoving avatars this way and that. Only one thing has the ability to toss people around like that inside The Black Sun, and that's a bouncer daemon."
Seems like we are pioneers in a new social experiment and that eventually we will achieve full presence [with colliders] with all the good and bad that entails.
With great power comes great responsibility.
also push buttons, pull levers
@Mimi: Your testworld looks amazing(the one with the buttons for the door was yours?).
Was all of that done with the current sdk or did you use other stuff like an asset or scripts?
@Michal Sykes: yes it was all done with the current sdk!
@Mimi: Would you mind giving us a hint on how it was done?
@Michal Sykes: Yes, you add the component "VRC_Combat System. That's it, now every avatar has colliders on the head, body legs, hands and feet. they are on the player and playerlocal layer
@Mimi: That's all? Thanks.
yoooo headpats would be insaaaane with that.
@Andrew Pyle: This guy get's it.
EDIT: Oops, duplicate post.
It would be nice if you could hold hands, pull players, pick up avatars, especially small ones and carry or toss them all assuming that player allows it.
If there's to be a toggle option for whether you want your avatar to be "collided" with, please also add a block list so you can enable collision while blocking it from specific people (trolls who make their hands too big or such and cause unwanted collision).
A similar suggestion would be to add IK handlers so you could hold someone's hand etc.. lol
If this will become a thing, please not that it will probably break some (alot?) avatars. Me and some people i know are using joints for items held in hands. This means we also have rigidbodies both in hands (wrists) and items. I can only suspect what will happen if you also add coliders there and to fingers...
Please add some custom script to SDK that will disable collision in linked rigidbodies and still let us colide with other stuff.
I suspect this 'breaking' can be already observed on some maps that (probably) use VRC_Combat System (what @Mimi mentioned). Example (again, my guess) is battle disc, where items fall to the ground...