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VRCFury prefab buttons on tool window do not zero out position if avatar is not at 0,0,0 in scene #7

@SudosFTW

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@SudosFTW

the VRCFury and Modular Avatar prefabs for both All and Beyond are set to use the avatar's location in the scene as the position the prefab uses on the avatar. This results in colliders on the mirror clone that push the avatar in one specific direction when flying or falling and sometimes also when dashing with Beyond.
This is not an issue with GoGoLoco All but it does also occur on the All prefab, and thus this affects both of them even if one does not see the effects of such on that particular prefab.

The manual solution is to add the VRCFury component, and then zero out the prefab's gameobject position on the avatar once it is injected into the avatar hierarchy. I do not feel this should be a manual step as it is something that can cause significant issues when there is more than one avatar open in a specific project.

The expected behavior is, as expected, to have the prefab be added to the project at 0,0,0 on the avatar hierarchy.
This does not seem to affect the Modular Avatar side of things and Beyond works no matter what, but that works a bit differently than the VRCFury component, in that it does not allow for head-direction altitude adjustment like the VRCFury component does. Ideally both VRCFury and MA prefabs should be zeroed out once applied to an avatar.

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