Disabled VRC triggers using OnExitTrigger do not fire OnExitTrigger until re-enabled
This issue has existed since the beginning of the 2018 open beta and was very obvious in one of my worlds where I use triggers for basic hierarchical culling. I needed to put together a basic test case for this though. The basic issue is that on live triggers fire OnExitTrigger when their gameobject gets disabled, since the trigger volume gets disabled as well. This is reliable behavior. On open beta, when you disable a gameobject it does not fire OnExitTrigger until the game object is re-enabled. This can cause a bunch of inconsistent behavior. This is the test world https://vrchat.com/home/world/wrld_08814acb-a298-4f5f-913b-46233843d143 There are 3 box triggers in this world, each is connected to a VRC_Trigger that enables the next smaller trigger box when you enter one. The 3 boxes in the center show each volume's trigger state. They turn on and off in sequence with each trigger volume you enter and exit. Walking into and out of the trigger volumes works fine in beta, but if you respawn while inside the center of the the volumes, you will see that some of the volumes have not fired their OnExitTrigger event and have left some of the objects inside enabled. If you respawn from inside all of the triggers in live, everything works as expected and everything gets disabled.
 Jumping buggy, wall climbing broken even when enabled
From what I've been able to test, jumping isn't working as well as it used to. If one attempts to bunny-hop, every few hops you'll get stuck to the floor and it'll take a second before you can jump again. Additionally, wall-climbing barely works in the SDK2 worlds I've tried. You can stick to walls, but when attempting to jump up them you won't be able to gain any height unless you use a macro.
 Unusual upload with open beta client
Hello! It's been twice now where I've played in Open beta (this probably only happen in very populated instances like the community meetup) and my upload speed gets MAXED (my upload speed is 1mbps and maxes out as 125KB/s), making it impossible to interact with anyone because my ping rises up to 1200+. A theory was brought up that it was because it was sending my IK to everyone individually and it does seem to hold up, the further I am from people, the more it goes down... Is that going to be optimized? This will kill anyone with a small connection (like me, at least currently) from joining meetups :/
Redo performance rank values for Cloth
There is ample evidence to suggest that Cloth physics had a massive performance-decreasing bug in them in Unity 5.6 and Unity 2017: https://forum.unity.com/threads/case-977420the-performance-of-cloth-physics-drop-dramatically-since-unity-5-6.508398/ Now that 2018 is being updated to, please consider tweaking the performance rank values for Cloth verts. The current values are based on the 5.6/2017 "baseline", which is a lot heavier than in 2018.
 Memory issues in large instances, over 16GB usage
Frequent memory issues causing lag, others hear me with robotic voice or no audio, desync, etc requiring about a dozen restarts over 3 hr event. Task Manager window visible here for example: https://clips.twitch.tv/SmellyTangentialCroquettePJSugar Memory is 16GB on my system. logs: https://drive.google.com/open?id=1dM9EIX-aZA7k1bWnX_Xf_psN2v2Sx7KL
 Lerpaport detection not working with player base tracking
I was told that there is now detection for if a teleport should be interpolated based on the distance of the teleport. If this hasn't been added in build 894 then please close this canny. Video of remote client using teleports for base tracking: https://cdn.discordapp.com/attachments/424536392459223044/666747805087432714/DOouJdgn1l.mp4 If the lerpaport detection is measuring each intermediate teleport distance, that's probably not going to work with most worlds that use some form of base tracking since they normally teleport the player to some fixed position in the world and then back to their original location. So you can potentially have the player teleporting hundreds of meters in quick succession but only moving a few cm.
 Chairs on avatars do not work
Avatars from previous builds and possibly from beta builds can't use the chair function at the moment. Tested this on a few avatars. They work in the current live build but not in beta. The avatars otherwise function normally.
https://docs.unity3d.com/Manual/Constraints.html This system seems to be far better suited to perform a lot of task previously accomplished with other comments, while providing additional options for avatar creators Allows limb copying without fixed joints (allowing avatars with multiple arms or legs) Allows using world particles in situations that IKFollower doesn’t allow (Attach to non-IK-following bone) that previously required fixed joints I believe these allow you to Animate holstering / unholstering weapons without needing to duplicate the mesh (IIRC, FinalIK supported this) Aim/LookAt constraints can be used to replicate hydraulics pistons or other mechanical joints for robotic avatars (previously this could be achieved with dynamic bones any maybe FinalIK) These components likely can be used to achieve other effects. These components hopefully won’t have the disadvantages of the systems they replace, such as; IKFollower: only allowed on IK-following bones (As per documentation) Rigid Bodies: Known to break in Combat enabled worlds (https://vrchat.canny.io/bug-reports/p/avatar-rigid-bodies-break-in-combat-enabled-worlds) Rigid Bodies: Some configurations of joints can drift out of place over time or during teleports.
 Object sync'ed objects disabled at start never sync
If you have an object sync that is disabled at start, the object will not sync for remote players. Objects enabled at start, but later disabled will still sync after being enabled again. Example world: wrld_12728c32-3675-4796-8a7c-a36c8ddddc1d The green sphere is always enabled. The red sphere is disabled at start and enabled with OnNetworkReady. The green sphere syncs but the red sphere does not.
 Controller model in loading missing texture. Broken shader maybe?
When I go into VRChat beta, I've consistently noticed that the texture on my Samsung WMR wands in the loading world are all black, and the shader seems to have more of a glossy sheen to it than normal, whereas on release VRChat the texture is there, showing the pointcloud lights on the ring, the hamburger label on the menu, and the windows logo, along with the shader being slightly more matte. Perhaps replace the shader with one that both fixes the texture and better represents the controllers' actual colors?