SDK Bug & Feature Requests

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Revert Boolean "Value" Visibility in Avatar Expressions Menu Editor
With the SDK 3.10.2 update, the Avatar Expressions Menu editor received the following UX change: When targeting a Boolean parameter, the Value attribute is now hidden and is always treated as enabled, since that's the only valid option for a Boolean (true when activated, false when deactivated). While I understand the reasoning behind this change, it removed a useful workflow that was previously possible. Before this update, it was possible to create two menu controls targeting the same Boolean parameter: one with Value = True and another with Value = False. This allowed both controls to toggle the same parameter while only the control matching the current state would appear visually active. For example: Badge toggle (Value = True) Nameplate toggle (Value = False) When the Boolean is true, only the Badge toggle appears active. When it's false, only the Nameplate toggle appears active. This made it possible to represent two mutually exclusive states using a single Boolean while providing clear visual feedback in the Expressions Menu. Since the Value field is now hidden and always forced to true, this behavior is no longer possible. I'd like to see the Value option restored for Boolean parameters, even if it's tucked behind an advanced setting or warning. While the current behavior is simpler for most users, the previous implementation enabled legitimate use cases that are no longer possible.
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VRC Object Sync - MAJOR Performance Issues With a Real Solution
VRC Object Sync by default is a continuously operating script that pings locations to all players even when objects are at rest or behind the player/occluded by the world. As a result, once the object pool reaches higher numbers, over 200, frame times are permanently hindered as the game waits for all these pings. I'd tested in my world the difference between VRChat's default Object Sync script and MMMaellon's Smart Object Sync on about 212 objects. Performance with default object sync raised frame times to 16.7-17ms. MMMAellon's Smart Object Sync brought framerates down to 2.4-3ms, an overall savings of around 4-5x performance improvement. And this is not on a slow PC - this is on a Ryzen 7 7800x3D with a Noctua NH-12s cooler, an RTX 4070, and 64 GB of RAM. You cannot simply add power to fix the problem. MMMaellon's script does a lot to improve performance, but the core function allows objects at rest to stop pinging unless exerted by an external force. They are also developing a newer version of the script that cuts bandwidth in half. As VRC adds more dynamic global objects through the inventory system, I fear this issue will only become more exasperated the longer global sync gets ignored. I highly recommend enabling higher performance syncing methods by default for newer worlds and enabling the older sync system only when absolutely necessary. As many maps feature QV pens, pool tables, grabbable pillows, coffee and drink prefabs, and other grabbable synced objects, this will have an immediate performance impact across the entire game, and it's something all creators need to be made aware. https://github.com/MMMaellon/SmartObjectSync
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