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.
Users cannot join an instance with more than 6mb of synced data
I am working on a world that uses manual sync to store large amounts of data, potentially up to 16mb. This data is spread across 4*16 Behaviours, each syncing a max of ~260kB of data. When a player joins an instance, they will receive any previously synced data on join, all at once. When the amount of data reaches a certain threshold, about 6mb or so, it becomes too much for either the server or the client to handle, and the player is unable to join: Debug - [Behaviour] Holding recovery payload until all bunches are received. ---------- Repeats 4500 times ------ Error - Got DisconnectMessage. Code: -11 Msg: "SendBufferFull". Debug Info: {} Debug - [Behaviour] Holding recovery payload until all bunches are received. ---------- Repeats 500 times ------ Debug - [Behaviour] OnLeftRoom Debug - [Behaviour] Cleaning up held messages Debug - [Behaviour] OnPlayerLeft Roughy~ (usr_826b49cd-2e24-4a54-8435-3344dfe9512d) Debug - Removed player Roughy~ Debug - [Behaviour] OnDisconnected: DisconnectByDisconnectMessage A full log of multiple join attempts is attached. The same problem was experienced by multiple users. Separating the data into smaller objects ( ~64kb per object instead of 260kb ) yields the same results. The "SendBufferFull" error itself appears to originate in Photon, and as the name suggests it's just trying to send too much data too fast. Players already in the instance do not appear to be affected in any way. This effectively means there's a limit of about 5mb of synced data. Is this an intentional limit or a bug?
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InputDrop doesn't fire for index or quest controllers
On the documentation page for Input Events ( https://creators.vrchat.com/worlds/udon/input-events/ ) "InputDrop" is said to be true for releasing the grip buttons on controllers other than vive wands or some WMR controllers. I've been doing a few tests with the input mappings to see how they behave between players using Vive wands and other controller types. So far, I've found that the "release grip" condition for InputDrop becoming true is only the case (for a single frame, which is good) when using Hand Tracking on Quest standalone, but I was unable to trigger it from releasing grip any other way. Oculus controllers - both from PCVR through SteamVR via Virtual Desktop, and on the standalone version - from my testing cannot fire InputDrop at all. Index controllers also can't fire it all either. I feel as though either this needs to be changed in the client or the documentation needs to be updated... With this in mind though, currently a usable workaround is to just do the "release grip" check on our own via Udon, using the InputGrab event and checking for False. P.S: I also found that the OnInputMethodChanged event always says SteamVR2 when playing from PCVR, regardless of the actual input type, but this was already reported in another post. Also, The input method for Hand Tracking on Android returns a value of 19, which is not documented as the highest value shown on the website is 18. My IDE says that it does exist however with an enum called "VRCInputMethod.Count" instead of using "VRCInputMethod.QuestHands"? Still strange.
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