Look At Me Release Feedback
- Typing indicator:
- Requests have been made to remove the box around the dots and just have the flashing dots when someone is typing.
- It was also requested that the indicator not pop-up when typing “/” commands for emotes – but as was pointed out, the system has no way of knowing what is being typed until after it has been sent, making it difficult for the indicator to ignore “/” when input.
- Other UI interactions can also incorrectly cause the typing indicator to appear over an avatar, which the Lab are looking to refine.
- VR virtual keyboard:
- Enhancements are already being planned – such as a “emote wheel” to make selection of emotes easier and not reliant on the commands being typed.
- The Lab would like further feedback on the keyboard and how it might be improved, or options that might be added, if some of the keys should be re-organised, etc.
- There have been instances where people opening the VR virtual keyboard in (first person view) have found their avatars unexpected walking forward without any of the keyboard buttons being touched.
- Voice Reset issue: along with the new options to test microphone levels, there is an option to reset the voice stream. However, reports are that when used, the voice stream fails to reconnect.
- Settings: it’s been noted that in VR, Settings > Control, no longer displays the VR controller options; users only get the desktop keyboard options.
- UI Buttons:
- Requests have been made to make them switchable between the left and right sides of the client window, depending on individual user preference.
- There have also been concerns raised that on very high-resolution (e.g. 4K) screens, the buttons are very small and hard to see.
- First person avatar view in VR: a preference for seeing the avatar hands an arms when using things like the revised client button set on the left wrist has been voiced. Eliot noted that the default blue hands are used to cater for avatars that do not have hands and arms (e.g. they have tentacles), so they have a frame of reference when tying to use menus, etc.
- Hi-Res Texture Streaming: a request was put forward to allow users to select whether or not they want to use the hi-res texture streaming when loading an experience. The point here being that some games – those against the clock, for example – might be dependent upon the scene being fully loaded and ready to go when the user is placed within it.
- The lab noted there are some tweaks to make to the texture loading, and that in general, there is more to be done to the scene loading to improve load times.
- Crash issues: there have been a number of crash issues associated with the release (and experienced at the start of the meeting). The Lab is gathering logs, etc., and investigating causes.
Custom Emote Issues
This is something the Lab is aware of. It’s also complex to describe but easy to witness. if someone has a custom animation enters an experience, other avatars of the same gender that are already using the same emote, or attempting to use the same emote, will adopt the same custom animation as playing on the new arrival.
So, for example, if a female avatar enters a room with a “floating” animation they’ve assigned to the “/sit” gesture, any other female avatar using “/sit” will also start to float, even if they previously had their own custom animation assigned to “/sit”. The effect is also cumulative: avatars will switch to play the last custom animation assigned to the emote, until such time as they reset through Look Book.
It’s been suggested that whatever bug causes this be annotated so that in future it might show how animations might be shared in certain situation (such as a “dance bomb” in a club hat could be triggered by (say) the DJ to get everyone doing the same dance – the Time Warp, anyone?).
Other Discussion Points
People in VR are experiencing issues with their avatars being deformed in certain situations. For example, a tall male using the female avatar can find the avatar deform or adopts odd shapes, even after the height has been adjusted, almost as if the avatar is “too small” for the person using it. Another seems to give avatars massively broad shoulders, resolved by re-logging. The Lab is aware of these issues and investigating them. If anyone does encounter such issues, the request is to make clear notes on what they were doing (steps taken) when the problem occurred and file a bug report.
It’s been noted that there are some glitches with the animation preview capability, such as preview recordings now always playing back on the Sansar Store, or the entire preview playback glitches while playing.
New User Experience
A part of the new user experience was deployed with this release. In short this:
- Automatically assigns a unique account ID (seen after the @ symbol in name tags), base on the avatar name + a numeric sequence.
- Delivers new users directly to a populated experience with a new default grey avatar.
It was mentioned at the meeting that new users will receive a tutorial on the client to get them started when first entering Sansar.
However, it was not clear in the discussion as to whether or not the tutorial aspect has been deployed with the Look At Me release. My own testing suggests it has not: while I was delivered to a populated experience with the new default avatar (see image, right), there was no associated tutorial. While I have reached out to LL to try to confirm the tutorial’s status, at the time of publishing these notes, I had not received any reply.
- Will Sansar support full body tracking? In time, yes, but not on the immediate horizon. The Vive trackers are helping with this, allowing data on hip and foot movements to be collected for use with IK, but Oculus is some way behind in their tracking systems.
- Currently, when the Chat App is opened and there is available text, it will default to the top of the text (i.e. the oldest comment), rather than scrolling to the bottom of the chat and the most recently made comments. This is a known issue, and part of a number of bugs in the App the Lab will be addressing.
- Rotating rigged and animated meshes: again requested, to help with bringing NPCs to life. This is apparently “on the list” but seen as a big task.