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.
Save & Load persistent World Data
World persistency would increase usability since old in-world settings could load automatically when the user re-visits the same world later. As worlds get more and more complex, this is no longer a "nice to have" feature - it is now absolutely needed to make a more complex world playable (such as playing a long story through like "The Devouring" for people who don't stay 4+ hours in a single world in VR or in case VRChat crashes while playing it). But it is also needed for grinding mechanics and worlds where you can build something and farm resources - something we are currently working on. Tl;dr, either VRChat gives us a [StoreToDisk] string datatype (without a weird character limit) that saves to disk when it changes and loads again when the user joins the same world or we'll have to implement our own open-source solution reading debug log files and a third-party application running on people's PCs to send Ctrl+V to the window handle (as other world creators have already done it). But either way, we definitely can't go on without a solution here and the current "ask a VR user to copy+paste a string" is not a good way to do it - especially since it's not crash-safe, so users lose all progress when VRChat disconnects the user randomly. But also since we still don't have a "Copy to clipboard"/"Paste from clipboard" function next to a TextInput field for whatever reason, something that would be extremely useful for VR users in general anyway. Ideally, an instance could also specify to only load the progress from whoever created it, since it's not possible right now to know who's the instance creator in Udon, but that's only a minor follow-up issue.
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in progress

Cameras and personal mirror broken in worlds with custom Clear Flags on main camera
My world has a layered camera setup and requires for the reference (main) camera of the world to be set to render with Clear Flags set to Depth only and only render from players eyes up to 1000 meters in order to maximize performance. Secondary camera of the world is set to render only a low quality copy of the terrain and surrounding mountains in the horizon from 1000 meters all the way up to 4000 meters before the main camera of the world renders the scene. Despite the player's POV looking perfectly normal on desktop and in VR, the in-game camera, steadycam and personal mirror all break because they inherit all applicable properties of the reference camera and don't properly clear the render, resulting in unacceptable ghosting in the sky. I'm asking for the VRCSDK to include an option to set the camera properties of VRChat's in-game user cameras independently from the reference camera, e.g. fields for Clear Flags, Near Clip, Far Clip on the VRCSceneDescriptor so they can still keep functioning without the world author having to provide a completely custom camera solution from the ground up in order to mitigate this issue. If exposing the properties in the SDK is too big of an ask, at least ensure that the in-game cameras do not have their Clear Flags set to Depth Only or Don't Clear. Thank you. P.S. This issue could also be fixed by allowing the world to set the Clear Flags of the player's main camera during runtime with Udon, related post: https://feedback.vrchat.com/udon/p/give-us-an-interface-to-the-main-camera-via-the-vrcgraphics-class
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