Have the menu always render on top of particles
complete
Zarniwoop
Since there is a on-going issue with people using particle spam and other various tricks to visually block the menu on a world-wide scale, some kind of short-term fix should be made ASAP.
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Aev
Merged in a post:
Render the menu higher in the queue
Squid
Please consider rendering the game's larger menu (not the handheld one) later than the average wall or player in vrc. For those who don't know what this would do, it would mean that your menu would overlay on top of other avatars and walls so that it doesn't get cut off even if the menu is going through the wall. An additional helpful feature would be to have a sort of "menu personal space" like in altspace. I believe there is already a canny for that though. I'll link it here if I find it.
Edit: yep found it, https://vrchat.canny.io/feature-requests/p/menu-personal-space-bubble
Aev
complete
Aev
As of the most recent update, the menu renders on top of everything else. Marking this request as complete, if there are exceptions and this needs to be reopened let me know.
i
ian
Unity's API has renderQueue fields for materials and shaders which seems like it would let the SDK prevent use of the Overlay+ range of render queues. in case someone bypasses the SDK, perhaps the client could do the same check for avatars ingame?
Bwc66930
this should be default
Toocanzs
I would really appreciate this. I write quite a few shaders that I basically have to put at transparency-1 render queue or I will cover everyone's name tag and menu. Moving everything UI related to the overlay queue would solve a lot of these problems
Tommy Blom
Personal space bubble for particles and locally settable per avatar particle limit would go a long way.
Wintermute
Menu should activate personal space when used
Eret
Some people also have huge models made out of a huge number of layers meaning you wouldn't be able to see your menu anyway. It would help hugely if you could see it over everything
i
ian
the menus seem to be using the Transparent render queue, which allows easy abuse if a higher queue is used. maybe the SDK could block shaders that use a higher queue? are there legitimate reasons in VRC for using Transparent+### or Overlay?
Toocanzs
ian: There are uses for Transparent+###(maybe not huge numbers like +9999) for sure especially if you have a set of shaders that you need to render in a very specific order.
Putting the UI at overlay will solve most of the issue as a lot of people aren't intentionally trying to hide the UI
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