World/Udon Bugs & Feature Requests

Post about current World or Udon bugs feature requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Allow VRCImageDownloader to download and downscale images larger than 2048x2048px
Today, the most popular use case of the IVRCImageDownload is to share some picture with friends in VRChat. However, there is one big annoying behavior in IVRCImageDownload for this use case. That's 2048x2048 texture size limit. Therefore, I hope VRChat to have the feature that automatically scale the texture size down to 2048x2048. As described before, it's common to use IVRCImageDownload for sharing pictures with friends. There are several assets specifically designed for this use case such as Image Pad and ImageTablet . However, the 2048x2048 size limit is an annoying for this use case because today picture is likely to exceed this limit. For example, my iPhone 12 mini with default settings will take picture with 4032x3024 pixels and other modern smartphones also take high resolution image by default. In VRChat, I feel it’s common to choose take pictures in QHD, 4K, or 8K but none fits 2048x2048 limit. (FHD and HD fits 2048x2048 though we want to take high-quality pictures.) The texture downloaded with IVRCImageDownload become uncompressed RG, RGB or RGBA texture on the VRAM so It take huge VRAM. Therefore, I think it's reasonable to limit texture size on the VRAM. However, I think it's possible to resize texture down to 2048 off the main thread before loading to to the VRAM. That’s why I request VRChat to have the feature that automatically scale the texture size down to 2048x2048. 日本語要約 IVRCImageDownloadという Image Pad や ImageTablet のような画像を共有するためのアセットで使われている機能に対する要望です。 前述のタブレットではVRChatの制限により2048x2048より大きい画像を指定した場合にはエラーになりますが、エラーにする代わりに 2048x2048 以下に自動的にリサイズするオプションを追加してほしいという要求になります。 (技術的理由により2048x2048より大きい画像をそのまま表示するのは厳しいです) このオプションがあれば、Discordなどに上げた画像を共有するときにエラーが出て使えないという面倒事を減らせるようになります。
3
·

tracked

Allow VRCURL URL / Dynamic URLs At Runtime, It's Time for a Change
With the Remote string loading and image loading, we should be able to dynamically construct endpoint url's to cater to different scenarios and offer more flexibility. I know other posts about this do exist, but I feel like VRChat won't really pay attention without there being more volume and input from the end users. Please upvote relevant requests and share your thoughts. I'm using this post to potentially share my feedback and idea, and offer a starting point for us to discuss on. I want to be able to kickoff my project in VRChat and the string loading with dynamic URL's will play a major role in making it a reality. I am assuming this was not possible because of "security" concerns, but let's face it that we offer users to block untrusted URL's as is and give them warnings. VRChat is not only a social platform, but a sandbox for creators in terms of avatar, world, and scripting content. I've developed essential tools on Garry's Mod and other sandbox games, and they had no problem letting scripts make API calls, despite the community having a dangerous and toxic userbase. This allowed me to let my clients configure "roles" and preferences from an external web portal. Are you afraid of data exfiltration? There are ways to do that already. Malicious URL calls? Anything on the internet can be malicious as is. We can't keep having this "Carebear" security mindset and keep it locked tight that severely limits our creativity, but look for accountability and flexibility. The security concern is admired, but now its necessary to send dynamic URL's for search queries when we deal with remote strings or images, otherwise we have no choice but to dump the entire dataset. I will just have to create hundreds of VRCURL's and just do a bunch of if/else's and download the entire "database" instead of feeding search queries to get specific datasets to save bandwidth and filter through the data set on the server side. Maybe to meet in the middle, we can be transparent of the requests to be made. Add a prompt to the end user stating that "This World is requesting permission to let your game send/receive content to and from http://xyz.com " and it would be whitelisted to that user individually. Any new URL's not on the list will prompt another permission request. It would Only apply to the domain name, and Subdomain only. Maybe prevent changing the domain/subdomain of the URL entirely. This can also allow the user to feel more confidence knowing that their "Untrusted URLs" is no longer a wildcard, but can consult a list to see which untrusted URL's they're permitting on their client. With your upcoming "Udon" menu implementation, it could be considered to have VRChat built-in user preferences specific to the worlds, and include the whitelist there of URLs the World has requested to communicate with.
3
Using [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] just continues using last set value on an object with no other scripts
When adding [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] to an udon# class, It will just continue using the last setting. For example if you add [UdonBehaviourSyncMode(BehaviourSyncMode.Continuous)] and then compile, then change it to [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] and compile again, you get the expected behavior, and calling SendCustomNetworkEvent() works. If you then change it to [UdonBehaviourSyncMode(BehaviourSyncMode.None)] and compile, then change it to [UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)] and compile again It will continue to behave exactly as if it's still set to None. SendCustomNetworkEvent() does not work. This is on an object that doesn't have any other scripts on it. I haven't tested the case with other scripts. You can look at the debug inspector to confirm that this is what is happening. From the documentation: "NoVariableSync: Enforces that there are no synced variables on the behaviour, hides the sync mode selection dropdown, and allows you to use the behaviours on GameObjects that use either Manual or Continuous sync." It seems like the case where a script using NoVariableSync being used on an object that doesn't have another script on it may have been overlooked. Since I'm updating a script in a prefab I'm releasing from None to NoVariableSync because I want to use network events now, it's not going to work for anyone updating to the new version. I am forced to set it to Continuous. Does anyone know if it makes any difference to bandwidth usage?
1
·

tracked

Load More