Open Beta

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[1863] AVPro video player output incorrect on Quest
The video output from AVPro players on both PC and Quest has historically needed to go through a gamma to linear conversion to look correct. This is something that has been handled at the shader level in video player prefabs - USharpVideo does an explicit pow(color, 2.2f) , ProTV uses GammaToLinearSpace(), etc. Since the open beta update that includes the new AVPro version, this seems to no longer be the case on Quest. Videos played through AVPro players on Quest will now look incorrect with that conversion applied. You can verify this by going to Video Player Showroom and playing a familiar video in the ProTV player. With default settings, the video will appear very dark with a crushed black level. I will reiterate that this issue is not specific to the ProTV player prefab but instead to AVPro-based players generally. It is certainly possible for world/prefab developers to detect Quest and skip performing this color space conversion. However, in its current state, this causes incorrect playback in basically every existing VRChat world using an AVPro-based player. All of these worlds would need to be updated to ensure correct playback if this current open beta gets shipped to live. Some player prefabs such as ProTV include a user-facing option to skip this conversion, however I would consider it a regression if suddenly every Quest user needs to enable this option. It also seems presently impossible to come up with a method by which users can have correct playback on both the current live version as well as the current open beta. I basically have to choose which one I want to break.
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Bug Report
[1853] [SDK 3.10.4 beta 2] VRCTween.TweenInt fails to tween large integers correctly due to 32-bit float precision loss
Description: I am very excited about the addition of VRCTween in the new SDK update. However, I have noticed an issue: when trying to tween large integers using VRCTween.TweenInt , the values get rounded up or down to specific numbers, leading to inaccurate results. using System; using UdonSharp; using UnityEngine; using VRC.SDK3.Components; public class VRCTweenTest : UdonSharpBehaviour { [NonSerialized] public int _tweenedInt; public void PrintCurrentValue() { Debug.Log(_tweenedInt); } void Start() { VRCTween.TweenInt( 1, 15, 2, this, nameof(_tweenedInt), nameof(PrintCurrentValue), VRCTweenEase.Linear ).SetDelay(1); VRCTween.TweenInt( 100000001, 100000015, 2, this, nameof(_tweenedInt), nameof(PrintCurrentValue), VRCTweenEase.Linear ).SetDelay(4); VRCTween.TweenInt( 2000000001, 2000000015, 2, this, nameof(_tweenedInt), nameof(PrintCurrentValue), VRCTweenEase.Linear ).SetDelay(7); } } Expected Behavior: The script should output all intermediate integer values smoothly: * 1 through 15 * 100000001 through 100000015 * 2000000001 through 2000000015 Actual Behavior: When running the script, the console outputs the following: * The first tween correctly prints 1 through 15 . * The second tween only prints 100000000 , 100000008 , and 100000016 . * The third tween only prints 2000000000 . Cause Analysis: I suspect this happens because VRCTween.TweenInt is internally utilizing DOVirtual.Float or otherwise casting the values to float during interpolation. Since a 32-bit float has a 24-bit significand, it cannot precisely represent all 32-bit integer values (precision loss occurs for integers larger than 2^24, which is 16,777,216). Thank you for looking into this!
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Bug Report
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tracked
[1863] Companion repositioning avatar copy does not apply custom blending ops on the copy like the avatar itself (avatar copy uses personal/face mirror main color transparency)
Background I have an avatar which uses a black main color with alpha 255 (opaque) and blending ops to make the "opaque" material look transparent, with opaque preset blending ops used to make the outline visible, rendered at renderer queue Transparent (3000). This is also a somewhat deliberate design choice for fallback shaders (Mobile Toon Standard) and impostor generation, and to avoid viewing occluded outlines of the mesh through the mesh. I cannot use alpha 0 for the main color, because the main color alpha value in Poiyomi Toon 9.3.64 also controls the outline transparency. (IIRC, the minimum workable option is alpha 3.) The bug The companion repositioned avatar copy ignores my custom blending ops applied to the material and acts like a face/personal mirror. My avatar looks transparent as intended in (most) world mirrors and in person. Affected avatar (private): Outline Rusk ( avtr_ea270d17-f69f-4015-8e33-1a5a13bc1458 ) by WubTheCaptain Steps to reproduce: Redeem a Reference Cube Companion by using the code CUBEFRIEND : https://vrch.at/redeem?code=CUBEFRIEND Launch VRChat in desktop mode in open-beta Switch to an affected avatar (e.g. Outline Rusk) Stand in front of a world mirror Open up Quick Menu, go to your Inventory, find your Reference Cube Companion Spawn a Reference Cube Companion Reopen your inventory Click the "Reposition" button on the companion from the inventory to spawn an avatar copy (fade in) Press F5 to enter third-person mode Use your Action Menu to take out a personal mirror and face mirror Expected result: The avatar should look like my avatar in person and in world mirrors (transparent body, white outlines). Actual result: The avatar looks like a black void with white outlines in the companion repositioning avatar copy, same as in personal and face mirror. Tell me I've goofed up my material. World mirror used for testing: NULL by Ziggor
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Bug Report
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