VRLabs

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VRLabs

VRLabs

@vrlabsdev

Organization focused on developing tech for VRChat avatars. GitHub: https://t.co/Rtv8LvnHQL Discord : https://t.co/P4ROzkChi5 Patreon : https://t.co/7htIHLGjgP

VRChat शामिल हुए Haziran 2020
0 फ़ॉलोइंग997 फ़ॉलोवर्स
VRLabs
VRLabs@vrlabsdev·
We have rehosted a second batch of Dreadrith's scripts: - Unity-Localization, a library for script localization, split into a Core and Inspector, now on vrlabs.dev - DreadScripts-Archive, a list of miscellaneous Open-Source packages, now on github.com/VRLabs/DreadSc…
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VRLabs
VRLabs@vrlabsdev·
To Dreadrith: We’re not doing this to disrespect you. If you’d like us to adjust anything (e.g., remove references to you), reach out. To everyone else: Please don’t send hate. Let’s move forward respectfully. 3/3
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VRLabs
VRLabs@vrlabsdev·
We’re preserving these tools to prevent unsafe/malicious copies from spreading. While Dreadrith disagrees with this move, we believe it’s important for software preservation and safety. We’re following the original licenses, meaning some packages won’t be rehosted. 2/3
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VRLabs
VRLabs@vrlabsdev·
We've decided to start rehosting some of Dreadrith’s old packages (with licenses allowing it). First batch: - VRCSDKPlus - HierarchyPlus - ControllerCleaner - BlendTreeBuilder Find them in our VPM repos under "Rehosted" at vrlabs.dev #VRChat #VRChatDev 🧵 1/3
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VRLabs
VRLabs@vrlabsdev·
At VRLabs we are looking to translate some of our assets to other languages. To this end, we are looking to assemble a volunteer translation team which would be willing to assist us. To apply to join the team, please fill in this google form: forms.gle/D1REZtVMjrfgnS…
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VRLabs
VRLabs@vrlabsdev·
Wow, those are some cool devs! I wonder if they have an awesome discord server with fun events and lots of smart people who can help you build your next avatar system If only I could find out by joining their server at discord.gg/vrlabs or vrlabs.dev #VRChat
VRLabs tweet media
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VRLabs
VRLabs@vrlabsdev·
Have you ever wanted to record an asset preview, but the camera movement wasn't smooth enough? We've released the VRLabs Camera System, an OSC-based system that uses splines for the smoothest camera movement possible! You can find it at github.com/VRLabs/Camera-… #Avatars #VRChat
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VRLabs
VRLabs@vrlabsdev·
@Voxian Yeah, that's what those numbers are "An approximation for their performance would be 2-4 ms per 1000 constraints" That is for native Unity Constraints on live build
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Voxian
Voxian@Voxian·
@vrlabsdev I was referring to the equivalent numbers, but on live (non beta)
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VRLabs
VRLabs@vrlabsdev·
Have you ever wondered if upgrading your avatars/systems to the new VRC Constraints is worth it? We have released our benchmarks of the new VRC Constraint components! You can read all about it at #59ace515859342c0b58324f69473f172" target="_blank" rel="nofollow noopener">vrc.school/docs/Other/Ben… #Unity #Avatars #VRChat
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VRLabs
VRLabs@vrlabsdev·
@Voxian The numbers on the Unity Constraints are right above those for the VRC Constraints
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Voxian
Voxian@Voxian·
@vrlabsdev Would it be possible to run these numbers for the original unity constraints on non-beta as well? For comparison purposes it would be helpful to have that in there. I'm surprised depth has such an impact! ... I'll definitely work on reducing mine as low as possible.
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VRLabs
VRLabs@vrlabsdev·
@darkswordsmantv Yes I think those changes will mostly be bugfixes that don't affect overall frame time much as they *mostly* work now, but once they are released I'll redo my tests and update the page if there are changes
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VRLabs
VRLabs@vrlabsdev·
@PokerfaceCactus They don't auto convert directly, they add a copy of both components and copy over the values from the one to the other, so there is a performance difference between keeping Unity Constraints in the editor (which need this in game conversion) and VRC Constraints (which don't).
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Pokerface Cactus
Pokerface Cactus@PokerfaceCactus·
@vrlabsdev Didn't vrc say they'll auto convert these so "is it worth it?" Is kind of a pointless thing to think about cuz they'll do it for you wether you want to or not? Granted we can likely optimize a lot of systems further with the calculate in local space option tho.
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VRLabs
VRLabs@vrlabsdev·
Do you hate constantly looking up the settings for buffer particles? We have released the Particle Bufferer, a script that converts your Unity Particles into Buffer Particles! You can get it now at github.com/VRLabs/Particl…. #Unity #VRChat #Avatars
VRLabs tweet media
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VRLabs@vrlabsdev·
VRLabs is looking to commission creators to create (parts of) our new Patreon packages. These would be implementations of our existing packages. If you are a creator who has experience building (parts of) VRChat packages, please fill out this form. forms.gle/fsrRBKRwdAicrM…
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VRLabs
VRLabs@vrlabsdev·
Since there were a few questions about this, we want to clarify that this is an Avatar system. We probably should have mentioned that in the original tweet :p
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VRLabs
VRLabs@vrlabsdev·
Are you fed up with re-dropping your world drops for late joiners? We've released a new package, the Custom Object Sync! It's a script that can add location syncing to any object, and it is completely customizable! You can get it now at github.com/VRLabs/Custom-…. #Unity #VRChat
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VRLabs रीट्वीट किया
zex
zex@ZexisZexc·
Apparently, more people need to know this exists, there is documentation for most things. Just its (I agree) not the easiest to find. Don't blame others for not finding it though... vrc.school
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VRLabs
VRLabs@vrlabsdev·
@SPXWLF This is an avatar system, so it only works for avatar props being placed in the world.
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SpexWulf
SpexWulf@SPXWLF·
@vrlabsdev Does this work for Avatar props being dropped in world or just world items?
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VRLabs
VRLabs@vrlabsdev·
@ImperfectAce_ In theory, but the issue is that the ball would need to be thrown to start with, so you'd need the basic rigidbody throw and then modify it by adding another particle emission source at the end of the bat
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Imperfect Ace
Imperfect Ace@ImperfectAce_·
@vrlabsdev Could I hit a ball with a toggleable prop (e.g a baseball bat)?
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VRLabs
VRLabs@vrlabsdev·
Ever wanted to build your own throwable? We've released a new prefab, the Rigidbody Throw! It's a throwable physics object with collision detection and remote position/rotation sync! You can get it now at github.com/VRLabs/Rigidbo…. #Unity #VRChat (1/2)
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VRLabs@vrlabsdev·
@_Neffertity_ You can put models (fbx files) in the system to throw, but the world collision will always be a box, a sphere or a capsule
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