Update log
Full VRChat update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone! It's finally time... Avatar Dynamics has launched on Live! That's right, VRChat 2021.1.2 (build 1189) has just launched on our Live branch and is now available on all platforms!
Extracted changes
- Gameplay
- Performance
Check out our latest blog post for a full intro and user manual on Avatar Dynamics, including a crash course on how to use our Permissions system to permit and deny interactions with your avatar.
Want to high-five your friends? Give your pal a real headpat? Unfurl your wings? Grab and manipulate your face? Press a self-destruct button on your friend's avatar? All of that is now possible -- and so, so much more. Avatar Dynamics unleashes an entire new set of possibilities for VRChat avatars, far beyond anything we could summarize here.
…did we mention that Quest users can now (finally!) see their friends' hair, ears, and clothes move with real-time physics?
Avatar Dynamics adds in some of the VRChat community's most requested features. If we're being precise, literally the #1 and #4 most requested features on our Feedback board!
Creators: We've also spent a ton of time writing up technical documentation for Avatar Dynamics so you can get into creation that much faster!
IMPORTANT: When you update your SDK, follow the instructions for updating PRECISELY! You're gonna get some errors during the SDK upgrade process for avatars. That's fine. Clear them or restart VRChat. They're expected.
This release requires that you update in order to see people on the new version! In other words, if you join on your friends and they aren't in the instance, either you or your friends need to update!
Our full notes are visible, as always, on our docs site!
Oh one last thing: there's a special note for shader authors in the patch notes up there, go read it!
Client
Features
Implemented PhysBones! PhysBones is a component that allows secondary movement for a more realistic depiction of things like hair and tails! Check the docs for technical details and important implementation notes!
This system is available on all platforms-- yes, including the Quest!! We managed to get PhysBones working on Quest with some limits. See those limits in the Avatar Performance Ranking System docs
You can set up PhysBones to be grabbed, pulled, stretched, and posed!
You can interact with other people's PhysBones, letting you push around and pose affected bones. Want to give your friend a new hairdo? Easy!
You can set up custom PhysBones colliders for various different effects!
We've defined default finger and hand colliders for all avatars, listed in our PhysBones docs, so you've always got a way to interact with PhysBones
We've integrated a UI to customize these predefined colliders on your avatar descriptor, so you can turn off ones you don't want at avatar creation time
You can use PhysBones to affect Animator Parameters on your avatar, so you can detect when someone is grabbing, pulling, or posing one of your PhysBones!
PhysBones are highly performant, offering orders-of-magnitude better performance than Dynamic Bones
Implemented Contacts! Contacts allow you to define volumes of space that will send or receive signals. These signals can then be used to drive Animator Parameters on your avatar!
This system is available on all platforms-- yes, including the Quest!!
Contact Senders send a signal. For a successful collision to occur, both the sender and receiver need at least one matching pair of strings. Collision tags
Source
