Inventory System with Scripted Props and Trading
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Pan Diman
I hope the title is descriptive enough. I would like to see an inventory system in VRChat people could use to share and save custom items created and uploaded by other users.
Also, it would be great if the props could be interactable, at least with the use of VRC scripts so players would be able to use them as avatar pedestals, video/web panels, chairs, etc.
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DarnHyena
I feel this would also be a great starting point for an eventual built in market.
I'm not too sure how selling avatars might work through vrchat, but props would be pretty straight forward
~Hira~
This would also save a lot on avatar performance, making it so props don't need to be added to every avatar upload and can be loaded only when they need to be spawned
Could also add it to the safety options to default that you can only see your friends props
Scout
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Vytle
this would be amazing. Personally, I think it'd be great to have friend requests handled as they are described in Ready Player One (the book); where its a custom 3d object that is basically a business card; like it has your username and bio, but also doubles as a friend request.
Demirramon
Just a thought: inventory items could have a different selection outline to be easily distinguishable. For example it being green, orange, dark blue or whatever instead of light blue.
zeshin
Been wanting something like this. We could have a new slot called "Items" and they load in just like avatars. Said items would have either a bone specification or set to world. Each player would have a limit of how many items they could have spawned at one time. When the player spawns the items, it will load (similar to an avatar) then bind to the bone it was specified. This can easily be done by setting its position/rotation to where the bone is on the player, and parenting the item to the bone. If parenting it could be a problem, then vrc could add a parent constraint to the item and bind it that way. Then having a way to edit the item's local position/rotation in relation to the bone could let someone customize it to their avatar. For world objects they would simply spawn in, and could have basic stuff like pickup/interact components. When a player leaves, it would despawn all items bound to them from the world, preventing abuse from over spawning items. Each item could have something like a cloning toggle, so other players could add it to their inventories. Having this as well could open a whole new type of market place where people create and share items. Also, having an inventory system like this would cut down on lag, because people don't have to make avatars with all their gizmos and gadgets on it, they could just make those separate and add them when appropriate. Also as another optimization/saftey feature, one could hide items by rank or person like normal since they are bound to the player, and when they show the player, vrc could spawn the items, and sync their positions if they are world objects. Objects parented to the player wouldnt need to be synced, just set up.
Unbøund Creatør
But why though. It's vrchat a social interactive game, not a first person adventure game.
Gondola
Unbøund Creatør: it's more so about streamlining the integration of interactive objects into avatars
Pan Diman
Unbøund Creatør: Trading is one of the most stimulating features when it comes to making a platform more social than ever.
Zennshi
Unbøund Creatør: lol@ your name + message. Just sayin.
Anyway, think about this normie situation... ahem.
You make a wedding ring and can now pull it out and give it to someone.
Boom.
Kush Meyer
Unbøund Creatør: A similar game to VRChat has this, it's called NeosVR. It is easily the best feature the game has, besides ease of avatar creation. You can pull out just about anything from your inventory. Need a chair? Go to inventory. Need to fly? Grab wings from your inventory. Need to do something crazy? It has scripting capability so you can make just about anything you can imagine and just keep it in your global inventory.
This puts a lot of creation in the hands of the people playing the game as opposed to putting creativity 100% in the hands of people outside the game. Imagine a VRChat where you can slap down objects down to make a world customized for your own liking.
If they went as far as avatar creation the way Neos does it you could plop down a model, put a viewpoint on it, slap on a couple of controllers at the hands, and then with one button press you've created a new avatar.
They could even put in ability for world creators to disable inventory objects for the case of maps where lights, etc ruin the experience.
G1fan
Ever since I tried out NeosVR, in order to see what else was out there in the social vr sphere, I've though an inventory system, similar to what they have in NeosVR could be pretty cool in vrchat. Being able to upload your own props that can be summoned from a menu, just like an avatar.
I think a limit on the number of props a user can have active would have to be a feature to stop people just spawning a ton of props and crashing worlds. I also think a way to set who can interact with your props, such as private, friends, public would be nice too.
Pan Diman
That reminds me, I made this a loooong time ago, so I might as well share it with you.
Demirramon
Pan Diman: Should be something like the quick menu or the regular menu so it would work for both VR and desktop users, but having something like this would be great.
Gondola
The props could be handled like avatars too, someone could click on a prop pedestal, have that prop placed in their inventory, and have it be able to be called on request through a menu on any world. Just like choosing an avatar from a menu but instead it's a prop from an inventory.
G1fan
Gondola: That seems like a good system for public props.
Pan Diman
Gondola: That could work, sure. Although I'd much rather prefer the regular drag and drop system of some sort, at least as one of the options.
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