Thank you to kind Booth users who messaged me about the issue and helped pinpoint the problem!
I fear this issue only resolves for Optimizer AAO, other Avatar Optimizers may have similar issues! Please let me know if you encounter such issues!
I have posted v1.2.4 of ColliderDropDX!
・Resolved issue for those using Avatar Optimizer AAO, where using the optimizer, or even just having it installed would prevent ColliderDropDX from generating it's collision!
In attempting to find a workaround not using FinalIK, I tried many methods to sync the networked collision back over the network; parameter drivers, contact proximity sync, etc. But it has become evident that events from the network avatar cannot be re-synced over the network..
I love the VRC Raycast, but still the 'Hit Players' and 'UI Layer' option still does not collide with remote players
I have FinalIK assets in the works that rely on on it, and wish to upgrade!
I made a now tracked canny post on on 4/3, but who knows :<
https://t.co/4bLE17lppj
At the moment I have only added this to Jinxxy, as it is more creator-friendly and more transparent about orders, attaching generated licenses to orders that I can manually check if need-be!
I am also unsure how Booth and its users react to Commercial Licenses on products 🤔
I have added commercial licensing option for all my products o:
This is only for redistributing the files in situations like: paid avatars, base models that wish to include it!
This is very much new territory for me!
I set it such the commercial license is 10x the price of the product, I feel like that is a good midpoint for both small and large creators!
This is not something I've done before, but I wish to give other creators the ability to do interesting things with my assets too!
@sarada_jpn Sorry for getting hopes up :<
I think the only way would be to test multiple versions of altering the camera clock to try and get to match
but it would take time, and may get less frames in the end
So best may be to cover Quest Pro LEDs and use the original Babble firmware :<
@sarada_jpn Hello! Thank you for taking time to try it!
It is odd that it still flickers D: I have not been able to fully test on official Babble myself, so it could be that. I wonder if maybe the LEDs on the Babble are interfering..
There are a lot of possibilities :<
@LiindyVR Here is hoping! I had mild success with an IK workaround that targets the local client UI layer which I was to release on github.
But I had hoped I could scrap it and just use VRC Raycast instead.. I may need to revive that project🫠
I love the VRC Raycast, but still the 'Hit Players' and 'UI Layer' option still does not collide with remote players
I have FinalIK assets in the works that rely on on it, and wish to upgrade!
I made a now tracked canny post on on 4/3, but who knows :<
https://t.co/4bLE17lppj
Pushed a smol update to ColliderDropDX: v1.2.1
Fixed a lil issue where it may error if there is no prefab in the scene >.<
I forgor to add a check to my if statement🙃
Limitation drives innovation, I'm sure the size community will have something new in a couple weeks.
Granted before, animator scalers played nicely with avatar hiding features; I fear if a new workaround uses for example SteamVR drivers, that is not something that can be hidden.
The VRC beta broke avatar scaler addons and unfortunately they've stated they will not be fixing it, hopefully a workaround is found eventually.
Sucks for anyone who makes size content.
@RaealTV Worlds are able to bypass the avatar scale radial, however I believe it requires some assisted world scaling prefab, because the radial menu does not exceed an input of 5m.
There are also avatar prefabs that can far exceed both limits using animations and workaround.
Took some time to cook up a follow-up for VRC Raycast :> Added so many features that I felt were needed while testing >.<
I was originally planning on making a sister asset, but ended up combining everything c.c
Jinxxy: https://t.co/EmBHh3IjNN
Booth: https://t.co/XmJiEriu9Q
Reminder: if you already own the original ColliderDrop, you can find ColliderDropDX in the Downloads for the original! <3