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View Code? Open in Web Editor NEWSelf-calibrating synced abstract seats with callbacks and API
License: MIT License
Self-calibrating synced abstract seats with callbacks and API
License: MIT License
When trying to access IsLocalPlayerSitting property during OnPlayerEnteredSeat callback, it returns false.
The isLocalPlayerSitting variable should be set to true before the player uses the station, which invokes the OnStationEntered method on the station.
The new calibration persistence gets reset when avatar changes, PlayerScaleUtility will become deprecated soon.
Preserved calibration is not cleared before attempting to run automatic calibration
For example: in a driving world it doesn't make sense to have hundreds of stations allocated for each vehicle, when in any given scenario the world can have only up to 82 players sitting in vehicles simultaneously.
Rather than having hundreds of unused seats, introduce an option to pool seats ready for use, waiting to be summoned by proxies.
Seat proxies would have the same properties for setting up the seat as the existing ones, but would be responsible for summoning a seat from the pool on top of the proxy and applying the properties to it.
UdonSharp and ClientSim are now both included in the Worlds package within the "Integrations" folder.
Dependency to UdonSharp should be defined with com.vrchat.worlds >=3.4.0 <4.0.0
Seat enter location transform is moved during seat calibration, which requires the default local position to be at (0,0,0).
If the seat enter location is off-center, players may appear in the wrong location for remote players after calibration.
Any player's avatar height change in the instance will result in every player's seat calibration to be reset due to missing player local check in the new implementation.
For starters, add the ability to receive following callbacks by implementing an abstract class (e.g. "SeatEventReceiver") and linking it to the manager in the scene:
This makes it a lot easier to e.g. disable the central noclip in the world or display instructions on player's HUD when seated.
Ability to calibrate the player's position based on the front edge of a seat allows for virtually any sized avatar to sit naturally without their legs or body clipping into the seat, and would most likely be the most popular option in use cases where hand/head position isn't a critical factor
Create a default seat component and prefab that can be used instead of creating a new class which inherits from the abstract seat
Automate the release workflow for creating new releases based on package manifest information with following assets included:
.zip compatible with VRChat Package Manager
.unitypackage
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