Persistence

Share us your Persistence bugs and feedback here (one item per post).
Non-constructive and off-topic posts will be moved or deleted.
Add "local" per-world data saving options.
Now that Persistence is in the game, it would make sense to give us the ability to also locally store data that isn't game-breaking if it's lost, but that would benefit from not being constrained by networking limits (and not taking up the limited persistence space). Some examples would be: Settings for local-only state in the world. Precomputed textures/models for dynamic content, such as character customization. The game already does this for per-avatar parameters. And of course we wouldn't be able to choose where to store it for security reasons, but make it similar to PlayerData in that we only get to say what we want to save, but expanded a bit on data-types, such as textures & JSON. (and ability to only load the data from specific keys when you need the data, not all of it at once). Having this capability could reduce networking needs, especially for more ambitious worlds and open up more gameplay possibilities. Understandably there would still need to be limits on how much data could be stored, but it could certainly be much, much more than the 100KB each of Player and PlayerObjects, say 2GB for PC only worlds and 400MB for Quest, with limits that could rise as min-hardware levels change. (and creator can fallback to regenerating content instead if local-space limits are hit). Would probably want to display how much local-storage a world is using when a person clicks on the world in the menu and option to sort worlds by data usage, so people can identify junk worlds they might join that try to fill the space for no reason just to annoy, then user can hit the "Clear data" button for that world which already exists (or better have a button also for local-data specifically in case they are just trying to free space).
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Persistence does not restore synced variables in Udon components other than the first one on the same GameObject
When multiple Udon components with synced variables attach on the same child GameObject (whose parent has VRCPlayerObject and VRCEnablePersistence), Persistence only restores variables from the first Udon component. Steps to Reproduce: 1.Create two Udon components (A and B). Each Udon component contains one synced variable. 2.Create a parent GameObject with VRCPlayerObject and VRCEnablePersistence. 3.Create a child GameObject under it and attach components A and B. 4.Run a local test with a single client. 5.Set the values of the variables in A and B using any method. For example, set A to 3 and B to 5. 6.Rejoin the instance. 7.Check the values of the restored variables using any method. Expected Behavior: All variables are restored to their previously set values (A is 3, B is 5). Observed Behavior: Only the variable in component A, which was attached first, is restored. Component B's variable is reset to its initial value. (A is 3, B is 0). Additional Notes: Swapping the order of components A and B on the child GameObject reverses the result (A is 0, B is 5). This confirms that the issue is related to the component order. SDK version is 3.8.1. Similar issues found below, but it's unclear if they are related: https://vrchat.canny.io/bug-reports/p/pickup-events-may-not-be-called-when-multiple-udon-components-are-attached https://ask.vrchat.com/t/potential-issue-with-multiple-udon-components-execution-in-sdk-3-7-5/33845
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Persistence Data Rollback Support
At the moment there is a high risk that a world builder may release an update to their world that ends up breaking everyone's Persistence data in an unrepairable way. This could be caused by bugs within Persistence itself. When either of these conditions occur, there is zero recourse for the world builder to correct peoples' data beyond telling everyone to wipe their data completely, losing all progress. This can be catastrophic in cases where player progress was enhanced by purchases through the Creator Economy. This problem isn't unique to VRChat, as it occurs within Roblox as well, and is especially important due to how many transactions are tied to progress in their games. However, Roblox provides a comprehensive interface where the world builder can force a roll back of player saved data to any prior date at any time. This effectively eliminates all risk with releasing world/game updates, giving the builder recourse in the case of irrecoverable corruption. I brought this to Fax who thought it was a good idea and recommended making a Canny post, so this post is to request that we get a similar feature, so world builders have the option of force rolling back a prior date of saved Persistence data. An example world is my world: Elite's RNG Land. Players can purchase an upgrade that speeds up progression, however there have been instances where a bug, either through code or API bugs, caused players to completely lose months-worth of progress. The only recourse was to tell people to wipe their player data and start over.
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Add GetPlayerRestoreStatus Check
A Networking.GetPlayerRestoreStatus(GameObject) and PlayerData.GetPlayerRestoreStatus(VRCPlayerApi) that returns a custom enum with the values: Incompatible , Awaiting , Success , Failed , & NoDataToRestore . This would only work on networked objects that can store persistence data like PlayerData or PlayerObjects with an Enable Persistence component. Other objects will always return the Incompatible value. This would allow worlds to ask for a particular object's persistence status for many things: * Incompatible - This object does not support persistence. Use a PlayerObject with the Enable Persistence component. * Awaiting - Data has not been received from the server so the world knows to wait until a further update before trying to read/write persistence data for that object. * Success - Data was successfully restored from the server without any exceptions from VRChat's side. The world knows it is safe to read and write data to it. * Failed - Data restoration encountered an error on VRChat's side and data should not be manipulated for data loss. The world can present an error message and/or allow the player to clear their data. * NoDataToRestore - There was no data to restore from the server. The world knows this is a new player, a new update bringing a new persistent compatible object, or a player who has recently cleared their data. This also indicates to the world that this object is ready for writing new persistence data. Related: https://feedback.vrchat.com/persistence/p/add-persistence-data-status-event-or-status-parameter-for-onplayerrestored
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Add Persistence Data Status Event or Status Parameter for OnPlayerRestored
Currently worlds do not have the ability to check when persistence data fails to load or if there is any persistence data to load at all. OnPlayerRestored seems to only run when there is persistence data to load and only after all network objects have performed their checks for that player. 2 Suggestions: Create a new OnPlayerRestoreStatusUpdate event with a status parameter. This would tell the world the current state of the scene's (or better the object's) status for the Player Data Restoration process: Awaiting , Success , Failed , & NoDataToRestore . Or Add a similar parameter to OnPlayerRestored to indicate a general status for the whole scene. * Awaiting - Not all data has not been received from the server for the scene or object. The world knows to wait until a further update before doing anything related to persistence. * Success - All data was successfully restored from the server for the scene or object without any exceptions from VRChat's side. * Failed - Data restoration encountered an error on VRChat's side and data in the scene or on the object should not be manipulated for data loss. The world can present an error message and/or allow the player to clear their data. * NoDataToRestore - There was no data to restore from the server for the whole scene or object, this is a new player or a player who recently deleted their data. This would be extremely helpful at preventing future data loss with networking issues from errors from either the Creator or VRChat. Such as when Network IDs are lost due to a regeneration with the Network ID Utility. Or when VRChat makes a breaking network patch that fails to load certain types of data correctly. Related: https://feedback.vrchat.com/persistence/p/add-getplayerrestorestatus-check
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