VRC_SyncVideoStream.SetSyncType is broken.
Version:VRCSDK2-2020.04.03.13.11 Description of the bug:Selecting VRC_SyncVideoStream.SetSyncType in VRC_Trigger's Action will break VRC_Trigger's Inspector display, and you can't select a SyncType. And there's a lot of error logging. If you check with the client after uploading, you will see that the SyncType is not set correctly. Steps to reproduce (how did you encounter the bug?):Just select VRC_SyncVideoStream.SetSyncType in VRC_Trigger's Action Any extra files? (output logs, screenshots):
VRC_Trigger emits an error log on Editor
Version:VRCSDK2-2020.04.03.13.11 Description of the bug:When the VRC_Trigger is in the Scene, just by pressing the play button, two error logs will be generated for each VRC_Trigger, and every time ExecuteCustomTrigger(string) is executed, an error log will be generated, which can be very inconvenient because the Console will always be filled with error logs. Steps to reproduce (how did you encounter the bug?):Put a Game Object with VRC_Trigger in the Scene. Then just press the play button. Any extra files? (output logs, screenshots):
Local Animations Not Syncing When Using ObjectSync
Version: VRCSDK2 Unity: 2018.4.2041 SDK: 2020.04.01.09.57 Client: 912 Description of the bug: Animation controllers, with object sync, are not synchronizing the current animation state to all clients when the current animation state is changed using a local-only button that sends an AnimationTrigger event. Steps to reproduce (how did you encounter the bug?): Setup an animation controller that will go through various animation states. Add an object sync component. Create a button that uses a local animation trigger to move through the various animation states. The current animation state is not synchronized between clients, any client can activate the button causing the animation states to change independently. Attempting to force ownership of the object with the animator component did not resolve the issue. Any extra files? (output logs, screenshots): Screenshot with debug messages Unity package with an example scene: https://drive.google.com/open?id=1KG79IPZWNpn7YpNhuTZSbQEfuD41vH0M
Cannot edit VRC_Station properties
Version:VRCSDK2-2020.04.03.13.11 Description of the bug:There is a fatal bug in VRC_Station Custom Editor. You cannot put Game Object in "On Remote Player Enter" of VRC_Station. You can edit by setting to Debug mode. Even if you edit properties such as "Seated", there is no difference in the scene and it cannot be saved. Isn't serializedObject.ApplyModifiedProperties () missing at the end of the Custom Editor? Steps to reproduce (how did you encounter the bug?):I just tried to edit the properties of VRC_Station Any extra files? (output logs, screenshots):
SendRPC Play does not work
1) Load scene Example-VideoPlayerSync 2) Test build locally 3) Notice that video does not play and play button does not function. 4) Press Next button 5) Notice that video starts playing
VRC_AudioBank.Play() cannot be executed with VRC_Trigger's SendRCP.
VRCSDK2-2020.04.01.10.20 VRChat w_2020.1.1p1 I played VRC_AudioBank with the following settings when interacting with it, but it doesn't work. I just checked the logs. ERROR:[Network Processing] Could not find any components capable of receiving RPC "Play()" on object "Cube" with path "/Cube" and targets "AllBufferOne" but close matches with unsuitable parameters: ERROR:[Network Processing] Could not find any components capable of receiving RPC "Play()" on object "Cube" with path "/Cube" and targets "AllBufferOne" but close matches whitch need a VRC.SDKBase.RPC attribute:
[SDK] "Offline Test" option is broken with multiple clients
Please fix multi-client "Offline Testing" or provide a better way to test networking without a full world upload. The SDK provides two buttons for testing. One is for local testing and the other is for full uploads. Local testing, or "Offline Testing", still requires a network connection and also provides an option for the number of clients. While some things appear to work with only one client, when using more than one client, local testing breaks and behavior is unreliable. Since this is built right into the SDK, people believe that it is correct functionality and think that their world is broken, wasting many hours of debugging and more bad testing. Known issues: -Network IK only sends for master -OnPlayerJoined/OnPlayerLeft triggers do not fire -Sitting in stations force all clients to the same position -Object ownership does not act properly between clients -Sometimes only the master can execute ANY triggers -Some clients do not make it to the same instance -Some clients are kicked to home Previous canny relating to multi-client local testing was closed with the response that using the same account for the same instance is not supported. Users are required to log into different accounts. This is not a solution. The general user does not know they are required to have multiple accounts to test their own worlds properly. Multiple accounts can only enter the same world if the world has been fully uploaded. Some users also have a very slow or limited connection and uploading a full world is impractical. https://vrchat.canny.io/bug-reports/p/multi-client-bugs
SDK2 Add Remove receivers does not work.
The plus and minus buttons in vrc_trigger do not do anything making removing empty receivers impossible. SDK version 2020.3.31.12.04. Unity version 2018.4.20f1
[SDK][VRCSDK2-2020.04.01.10.20]Dynamic bones are broken on spawned prefabs in worlds
Spawned objects do not retain the dynamic bones of their designated prefab. To duplicate; Create a prefab object with an armature that contains dynamic bones. Use a trigger to spawn it in the world. Object will behave as though it has no dynamic bones.
Unity Editor Performance Degradation after 2018 update
After upgrading to Unity 2018.4.20 and SDK2 per the vrchat documentation - I have severe lag in the editor. And every time I alt-tab - I have to wait for quite some time to get it to work again. Same happens when clicking on any object in the scene. No matter if it has a vrc component or not. That renders the whole thing completely unusable. Alt-tab stall example: https://gfycat.com/agreeabledecentkouprey Click stall: https://gfycat.com/grizzledparchedcrocodileskink