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.
EventTiming.PostLateUpdate silently ignored in SendCustomEventDelayedSeconds / SendCustomEventDelayedFrames, if nothing overrides PostLateUpdate()
I have been testing EventTiming.PostLateUpdate in SendCustomEventDelayedSeconds and SendCustomEventDelayedFrames, and it is never called. The logs only show those that are using FixedUpdate. (3.10.2) void Start() { SendCustomEventDelayedSeconds(nameof(TestPostLateUpdateS), 1, EventTiming.PostLateUpdate); Debug.Log("SendCustomEventDelayedSeconds called"); SendCustomEventDelayedSeconds(nameof(TestFixedUpdateS), 1, EventTiming.FixedUpdate); Debug.Log("SendCustomEventDelayedSeconds called"); SendCustomEventDelayedFrames(nameof(TestPostLateUpdateF), 1, EventTiming.PostLateUpdate); Debug.Log("SendCustomEventDelayedFrames called"); SendCustomEventDelayedFrames(nameof(TestFixedUpdateF), 1, EventTiming.FixedUpdate); Debug.Log("SendCustomEventDelayedFrames called"); } public void TestPostLateUpdateS() { SendCustomEventDelayedSeconds(nameof(TestPostLateUpdateS), 1, EventTiming.PostLateUpdate); Debug.Log("test called in postlateupdate"); } public void TestFixedUpdateS() { SendCustomEventDelayedSeconds(nameof(TestFixedUpdateS), 1, EventTiming.FixedUpdate); Debug.Log("test called in fixedupdate"); } public void TestPostLateUpdateF() { SendCustomEventDelayedFrames(nameof(TestPostLateUpdateF), 1, EventTiming.PostLateUpdate); Debug.Log("test called in postlateupdate frames"); } public void TestFixedUpdateF() { SendCustomEventDelayedFrames(nameof(TestFixedUpdateF), 1, EventTiming.FixedUpdate); Debug.Log("test called in fixedupdate frames"); }
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Bug Reports
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Per-world asset bundles that users can download optionally at runtime
Many worlds have various small textures that could be higher or lower resolution depending on user preference. If users could opt-into having higher/lower resolution textures, then Quest builds could start out smaller (so as to meet the Quest world size limit), and users would have more control over their performance & experience in any given world. Players could also download new textures related to some optional add-on feature in the world. This can somewhat be achieved with image downloading, however that solution doesn't solve this problem for a couple reasons: The 5-second rate limit means you're incentivized to download large atlases for multiple textures, which is something some worlds can't feasibly do. But even if that were always feasible, if hundreds of textures need to be downloaded, the user would have to wait multiple minutes just for the world to initialize. Downloaded images can't be ASTC compressed, so they can't be as small as compressed local textures can be. If I could just upload one bundle of textures at a different resolution than those in the world to begin with, and set compression parameters to have the textures in the bundle compressed to ASTC, then have users download the entire thing at once for Udon to process at runtime, then all of those issues could be avoided. This would also be beneficial for downloaded text, not just images. You could even open this feature up to file types like audio clips or mesh files to give creators even more freedom/potential to create experiences they otherwise wouldn't have been able to before.
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Feature Requests
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。
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Feature Requests
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