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ChilloutVR News

Status Report May 2025

Hello there!

We have just released a new Status Report for May 2025 detailing changes to our team, branding, the current state of various projects, related promises, and plans for the future.

Read the full Status Report

ChilloutVR 2025r179

We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to:
[h2]Main Menu Improvements[/h2]
  • Color palette adjustment (not UI2)
  • Updated Support page
  • Easily copy GUIDs
  • Bunch of other small fixes
[h2]Content Discovery Page[/h2]
  • Find & explore random Avatars, Props, & Worlds
[h2]Hud & Reticle Improvements[/h2]
  • Smooth Hud
  • Gesture Indicator
  • HexReticle & SmartReticle native
    • Reticle only displays when needed
    • Desktop throw indicator
[h2]Steam Screenshot Integration[/h2]
  • Easily add & share screenshots taken within ChilloutVR via Steam (if enabled)
[h2]Legacy Content Mitigation[/h2]
  • Prevented potential mass-delisting of content broken during the engine upgrade
  • MultiPass in Non-SPI Worlds
  • Many small fixes & mitigations after mass review of majority of Legacy content
[h2]New Ways to Interact[/h2]
  • Can now select Props while the Menu is open in VR
  • Can now hold Control to unlock the mouse in Desktop
    • Allows you to select Players, Props, interact with UI, and manipulate held objects
[h2]Several New CCK Components[/h2]
  • CVRWheelHubController & CVRWheelController for building vehicles
  • The beginnings of the CVRLeg & CVRMovementDriver
  • Advanced CVRSkyboxManipulator
  • Exposed Object Health to Props
[h2]Reduced Game Installation Size[/h2]
  • Removal of bunch of assets & shaders we shipped
    • In part due to the new MultiPass rendering in Non-SPI worlds
  • Improved our build times & development workflow greatly


Full Changelog:
  • Added a basic Gesture Lock SteamVR binding
    • You will need to bind this to make use of it
  • Added back the preload complete notification cause someone ate it again
  • Added Discover page to the Main Menu shortcuts
  • Added event filtering for Health System Components
  • Added gentle align upright to PhysicsInfluencer to use force to align an object to gravity
  • Added gravityFactor to PhysicsInfluencer to scale gravity and simulate thigs like lift etc
  • Added Health DealDamageManually function
  • Added input and output transforms to CVRLeg Component
  • Added Manual DownBehavior to ObjectHealth
  • Added more components to the prop whitelist
    • NavMeshObstacle
    • OffMeshLink
    • ObjectHealth
    • Damage
  • Added NavMeshAgent related parameter streams
    • Added new 'CVRSkyboxManipulator' component
    • This allows you to manipulate how the skybox renders for a target camera (rotation, material, mesh, origin, ect)
  • Added new damage system parameter streams
  • Added new Component 'CVRLineRendererHelper' to help using a line renderer to connect transforms
    • Component is in its early stages will be expanded on in the future
  • Added new ParameterStreams
    • LegIsOnGround
    • RigidBodyAcceleration
    • RigidBodyAccelerationX
    • RigidBodyAccelerationY
    • RigidBodyAccelerationZ
    • RigidBodyLocalAccelerationX
    • RigidBodyLocalAccelerationY
    • RigidBodyLocalAccelerationZ
    • WheelHubControllerGrounded
    • WheelControllerGrounded
    • WheelControllerRPM
  • Added object health functions to Callback whitelist
  • Added optional persistent zoom level
  • Added ParameterStream update method onlyUpdateWhenOwner (usable for props and later on worlds)
  • Added Pitch Randomization for ParticleSound Component
  • Added portal dropped on top of you HUD notification
  • Added sanitization to character controller velocity
  • Added steerMultiplier to CVRWheelController to reduce steering input and allow for back wheel steering
  • Added toggle zoom setting and made it the default
  • Added torqueCurve to WheelHubController
  • Added UDIM discarding support to the Highlight shader
  • Added 'UnityEngine.SkyBox' component to Avatar/Spawnable whitelist
  • Adjusted controller line renderer to always display when the menu is open
    • Also now visualizes the active UI ray (inactive ray is dimmer)
  • Adjusted default pointer placement to not be skipped if missing third finger bone
  • Adjusted Desktop LookAt distance to scale with playspace scale
  • Adjusted Desktop Menu input to be done via Controller Ray instead of being fed in from mouse screen position directly
  • Adjusted DesktopRayController to not run when window is not in focus
  • Adjusted DropProp to allow spawning props in the air
  • Adjusted 'CVRWorld.ConfigurePostProcessing' check to ignore volumes found outside of the world scene
  • Adjusted how Magica Cloth 2 gravity direction is applied on avatars within gravity zones to address a major performance regression
  • Adjusted outbound core parameter syncing to always send MovementX/Z
    • Should fix case where Emote parameter can get stuck looping on the remote side if running anims are disabled in FBT
  • Adjusted player controller trigger touch input to also be true if trigger value is more than 0
  • Adjusted project skinning quality to enforce 4 weights per vertex
    • This has been enforced on the local avatar for a year or so now
  • Adjusted Mature Content Visibility handling to hide irrelevant UI elements when disabled
    • The Search & Filter options will no longer appear when mature content is unlocked & disabled
  • Can now hold Control to unlock mouse in Desktop mode
    • While unlocked, you can select Players & Props to open their Details Pages
    • You can also move held pickups around & interact with the world
      • This can be disabled in the Controls setting category
  • Changed the default index bindings for the left 'A' button to be the gesture toggle instead of the skeleton input toggle
  • Changed the Main Menu theme to match company color palette
    • This is not UI 2! Colors were just tweaked to match the ABI landing page
  • Changed WheelController to now stop updating transforms if the vehicles rigidboy is set to kinematic
  • Clicking a prop while the menu is open will now open the details page for it
  • Clicking on the icons in the Support page now prompts to open them in browser
  • Disable Magica Cloth culling for the local player avatar
  • Don't needlessly 'tex.GetRawTextureData()' on downloaded portal images
  • Dynamic Bone & Mesh Cloth are now separate filter options
  • Exposed 'CVRSharedPhysicsController'
    • This component is automatically added onto the same object as 'CVRPickupObject', 'CVRAttachment', 'CVRObjectSync', 'CVRSpawnable', & 'PhysicsInfluencer' and is used to manage the default RigidBody state to restore once the mentioned CCK components are done overriding it
      • SetDefaultUseGravity(bool useGravity)
      • SetDefaultIsKinematic(bool isKinematic)
      • SetDefaultPlayerCollisionMode(CollisionWithPlayer collisionMode)
  • Exposed 'CVRWorld.SetPlayerPropVisibility' & 'CVRWorld.SetPlayerRemotePlayerVisibility'
    • These APIs are purely for experimentation to see if such functionality is desired.
  • Fixed 0G controls being incorrectly activated during the gravity zone alignment warmup
    • The 0G controls now only activate when in real 0G
  • Fixed an issue where taking a Steam Dashboard Screenshot while multiple other clients connected to Steam were open would take the screenshot on all of them
    • Fixed Avatar Overrender UI feature not respecting UDIM discard properties that were not animated
  • Fixed avatars not loading default profile from AAS on initial load
  • Fixed case where local user could not make changes to a CVRSpawnable when network lerp timer got stuck
  • Fixed center of mass shifting not working for physics influencers
  • Fixed clicking any tab not closing details pages
  • Fixed controller line renderer not displaying in worlds with nameplates disabled
  • Fixed 'CVRSnappingPointManager' nullref when reference point is null
  • Fixed CVRSpawnable interpolating from the last network state when the local user has made changes
    • This should fix subsyncs snapping back when alternating sync when using a prop like a chessboard
  • Fixed Desktop & Halfbody IK root angle not being maintained on movement parents
  • Fixed force applicator runtime gizmo
  • Fixed game icon being incorrectly colored
    • 'e41010' to 'e43600'... absolutely game-changing
  • Fixed LoginRoom scene load unintentionally skipping some game initializations
  • Fixed Main Menu detail pages being broken after logout
  • Fixed Main Menu drag scroll not disabling while holding dropdown & toggle inputs like the Quick Menu
  • Fixed Main Menu haptics
  • Fixed main menu not playing hover & click sounds
  • Fixed menu auto-refresh causing applied prop/avatar/friend list filters to not reapply
  • Fixed never releasing Grab sync type on subsynced kinematic pickups
  • Fixed not being able to raycast to the Quick Menu if launched into VR with only Left Hand and not yet raycasted to another collider on UI internal
  • Fixed objecthealth down logic
  • Fixed performance issue when replacing default clips on avatar load
  • Fixed potential race condition where menu wouldn't mark itself ready because authentication occurred too fast
  • Fixed prop spawn placement not correctly facing player when spawned in Gravity Zones
    • Example: spawning a prop on a gravity wall would not correctly face towards your direction
  • Fixed rotatechestbyhands being reenabled in the spine solver when toggling FBT >:(
  • Fixed RuntimeGizmos to correctly display more characters
  • Fixed Vive tracker interaction profile for OpenXR
  • Fixed window focus detection failing when there was multiple ChilloutVR windows open
  • Fixed User Details button not functioning on Request Invite element in Main Menu
  • Highlight Profile Updated:
    • Is now constant width
    • Changed the quality of it so that it is significantly faster
    • Made it overrender everything, this may or may not be good, need feedback
    • Changed the color to be the ABI orange
  • Implemented a basic gesture indicator after chopping the old filtered avatar's hands off
  • Implemented a system to manually render both eyes in Legacy (NonSpi) worlds
    • This system has replaced the automatic shader replacement when entering NonSpi worlds in VR
    • Issues with terrain foliage are mitigated, and will kick in when loading Unity 2019 bundles
    • This is far from perfect, but it is much better than opaque grass & flowers!
    • NonSpi Avatars & Props loaded while this system is active will also not be shader replaced
      • Loading into a Spi world after a NonSpi world will run shader replacement for any loaded Avatar or Prop
      • This is to ensure the currently worn avatar is properly shader replaced when the mitigation is inactive
  • Implemented Desktop FOV & UI Scale sliders
  • Implemented fix for remote avatars causing a native crash when animating a camera off on the first frame
  • Implemented HexReticle (Thank you SketchFoxsky!)
    • The reticle is now a hexagon that reacts when hovering anything interactable
    • It also displays an indication of the Desktop throwing multiplier when holding 'G'
  • Implemented known mitigation for AMD GPU wireless vr stutter
  • Implemented new local avatar clone
    • Addresses a huge hitch when loading a local avatar with many renderers on it
    • Shadow casting mode is now properly respected & can be changed at runtime
    • Projectors targeting the local player layers no longer hit the head hidden mesh in first person
    • Generic avatars can now use the 'FPRExclusion' component
  • Implemented scroll to change zoom level
  • Implemented Smart & Disabled modes for the HUD reticle
    • In Smart mode, the reticle will only display when hovering something interactable or using a mouse input
    • While in Disabled mode, the reticle is... disabled
  • Implemented VR HUD smoothing option
  • Improved CohtmlHud to not needlessly allocating every frame
  • Improved CVRPathCamController to also not allocating every frame
  • Improved the VR Intro display of errors when the initialization fails
  • Increased contrast of the reticle
  • Made applying NetIK less stupid
  • Made clicking author name in Avatar & Prop detail pages bring you to the authors details page
  • Made double-clicking Avatar/Prop/World/User detail page image to copy guid to clipboard
  • Made HUD unaffected by zooming
  • Moved Cosmos Controller evaluation before Vive Touch Controllers
  • Moved cursor lock to shortcuts 2
    • Added push notification to tell you the lock state
  • Moved Use Telepathic Grab option to Controls setting category
    • This addresses somewhat the Logout button not being visible once mature content is unlocked
  • Portable Camera captures now save to Steam Screenshots when available
  • Removed Aura 2 due to several critical issues, like not supporting SPS-I
  • Removed deprecated 'PuppetMaster.OnAvatarInstantiated' event
  • Removed Desktop Free Look while in Menus
  • Removed loads of unused assets from the compiled game
  • Removed most shaders that we compile
  • Renamed "Mature Content visibility" toggle to "Show Mature Content"
    • Added subtext to better explain the option
  • Renamed the setting 'Control Enable Gestures While Finger Tracking' to 'Finger Gesture Recognition' under 'Controls' -> 'VR'.
    • With Gesture Lock implemented, this naming makes more sense
    • Added the description to the setting: When finger tracking is enabled, infer the avatar's gestures using your finger positions
    • Also it's now enabled by default
  • Reworked cursor lock management so there should never be a scenario where the mouse incorrectly locks
  • Reworked when controller smoothing is applied, this should feel better
  • Separated HUD notification settings under its own category
  • Steam Dashboard captures (F12) now saving to the ChilloutVR pictures folder
    • Steam Screenshots have their location tag set to the current world name
  • Switching Main Menu tabs now closes ui confirmation dialogs
  • Unwhitelisted 'UnityEngine.Cloth' from Avatars & Props
    • It was incompatible with Gravity Zones, Avatar Scaling, and the local Avatar Clone
  • Updated Avatar/Prop Detail & Avatar/Prop Pedestal responses
    • Detail responses IsSharedWithMe is now correct
      • Was returning true when had permission to switch/spawn (ex: when content was Public)
    • SwitchPermitted & SpawnPermitted are still returned
    • Pedestal response now returns IsPublished
  • Updated Support page in Main Menu to not be horridly outdated & useless
    • It was pointing at an old forums page which has been dead for years ;-;
    • eat bread
  • Updated Magica Cloth 2 to 'v2.14.2'
    • Release Notes available here
  • You can now confirm FBT calibration when only one hand is connected


Communications Changelog:
  • Added Push-to-Mute option to Mute Bind Modes
  • Added Noise Suppression and Mute Bind Mode to VR Aware settings
  • Adjusted Pipeline Objects to fix several issues with Positioning and Playback
  • Adjusted Positional Tracking and Handling
  • Adjusted TTS to fix an issue with artifacting in the transmitted Audio Data
  • Fixed an issue with Audio Normalization not being active by default
    • Thanks DDAkebono for identifying and helping to fix this issue
  • Fixed an issue with Microphone Toggle keybind still being active during Desktop Login
  • Fixed an issue with Mic Toggle being active while Text Inputs are focused
  • Fixed an issue with not being automatically muted when switching Input Device to "No Device" while unmuted
  • Fixed an issue with the Audio Capture thread sometimes not restarting when changing Input Device
  • Fixed an issue with the Audio Capture thread sometimes not restarting when Connection Recovery occurs
  • Fixed an issue with TTS not broadcasting when "No Device" is selected as the Input Device
  • Fixed an issue with Voice Data sometimes not being sent to the Server
  • Reworked Push to Talk into Mute Bind Mode

ChilloutVR 2025r178 Hotfix 1

We have just released a Hotfix update to ChilloutVR that addresses the following issues:

  • Fixed mirror mask shader to fallback to skip a certain optimization on Hardware that doesn't support it
    • This should address the mirror being black on certain GPUs
  • Fixed CVRMirror mask material & command buffer not being disposed of during mirror cleanup

ChilloutVR 2025r178

We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including how you interact with objects, players, and mature content.
Main Changes:

[h2]Player Interaction without Input[/h2]
Allow or restrict other players/props from initiating certain interactions without your input, such as attaching objects or teleporting. Worlds always bypass this setting.

[h2]Desktop Throwing[/h2]
Props & Objects can now be thrown in Desktop by holding the ‘G’ key while held

[h2]Mature Content Visibility[/h2]
Players with access to Mature Content within ChilloutVR via the DLC now have a global toggle available in both the game Settings menu (General), and Account Settings on the HUB.

[h2]Unity Upgrade[/h2]
While not a major change, ChilloutVR is now using Unity 2021.3.45f1. This editor version may be used to upload content going forward.

Note: CCK related changes, and uploading via Unity 2021.3.45f1, will be available along with the release of CCK 3.13 following soon.
Changes:
  • Added 'normalizeBoneAttachment' option to CVRAttachment to allow for attachments to work across differing avatar rigs
    • This means that bone attachment with fixed offsets won't be affected by bone roll & local scale
  • Added 'OnPickupUseUp' and 'OnPickupUseDown' to CVRInteractable
    • This differs from 'OnInteractDown' and 'OnInteractUp' by only firing for the held hand holding the pickup
  • Added 'RectTransform.SetParent' and 'Transform.SetParent' to the unity event whitelist, limited to worlds. These are available via 'CVRInteractable' method call.
  • Added a mipmap streaming toggle on the experimental settings
  • Added a MoveMode dropdown to CVRPickupObject
    • This just exposes Velocity / Instant tracked pickups, with the potential for more to be added in the future
  • Added an additional Exception Handling for Bundle Verifier
  • Added a throwing multiplier & min speed threshold to CVRPickupObject
  • Added CollisionWithPlayer configuration to CVRPickupObject & CVRAttachment
    • DisableWhileHeld: The pickup will not collide with the player while held Collision is immediately returned on release
    • DisableWhileHeldAndColliding: Same as above, but the pickup will not instantly collide on release, but instead push the player out after half a second
    • DontDisable: The pickup will continue to collide while held
  • Added destroy children option to 'CVRInteractable.DeleteGameObject' action
  • Added error handling and display for incompatible worlds in the player activity menu.
  • Added filtering of "illegal layers" on world load
    • PlayerClone & UI Internal are now filtered
  • Added logs for when unity events get filtered out, while also stating the reason they were filtered
  • Added starting Steam (if not running) when using DeepLink to start the game
    • This fixes the issues of losing SteamVR custom bindings and mature DLC when starting the game from DeepLink URLs while steam is closed
  • Adjusted 'CVRAttachment' to call the Detached event when the attachment is broken
    • This can occur on an avatar switch, prop deletion, or any general case where the tracked transform is no longer able to be tracked
    • This also fixed CVRInteractables attached state being incorrect if another attachment was done prior to calling DeAttach
  • Adjusted Drop key in Desktop '(G)' to accumulate a throw timer while held
    • You can now hold G for up to 3 seconds to charge a throw
  • Adjusted first CVRInteractable.OnEnable call to occur after world load
  • Adjusted GravityZone rotation alignment handling to not force ZeroG controls during the transition between two override zones which have the same alignment mode
    • This fixes Zero G controls being active while transitioning through aligned override gravity zones
  • Adjusted how velocity is applied on release of a pickup
    • This should make throwing things feel just a bit nicer
    • This also fixes rotational velocity not applying to a pickup on release
  • Adjusted order that 'CVRAttachment' checks for attachable transforms:
    • Now is Snapping Points -> Trackers -> Avatar Bones (was in reverse order)
    • Ex: an attachment set to look for a "holster" type and hip bone will prioritize the preconfigured snapping point if found over the hip bone
  • Adjusted the new non-whitelisted url notification
  • Changed 0m MaximumGrabDistance behaviour
    • When set to 0m only Proximity Grab will work
      • As desktop cannot physically do proximity grab they have an extra reach distance given to compensate
    • Existing pickups using 0m for infinite still work as expected
  • Changed CVRInteractable.OnTimer to use coroutine instead of scheduler system
  • Changed how 'StateMachineCallbackSender' works
    • You now must define a specific receiver to forward callbacks to
    • This was changed for performance & implementation reasons
  • CVRPickupObject will no longer change Kinematic mode on held rigidbody
    • If disabled, pickup object will respect collision
    • If enabled, pickup object does not respect collision
  • Disabled rich text on Portals, Avatar Markers, and Spawnable Markers
  • Enabled mipmap streaming and set mipmap memory budget appropriately (currently set to 80% of max VRAM)
    • This should resolve where textures were always the lowest mip selected on a previous build that had mipmaps enabled.
  • Note: Some older avatars that have mipmap streaming enabled might use the lowest resolution at all times, which must be re-uploaded to resolve.
  • Exposed 'enabled', 'SetAutoHold', 'ForceRelease', & 'IsPickupable' on 'CVRPickupObject' for use with Unity Events
  • Fixed Advanced Safety not actually clamping transform positions
  • Fixed an issue where multiple delayed CVRInteractable actions being removed at once would stop other delayed actions
  • Fixed an issue where switching to VR after starting in Desktop would mess with VR push pull distance & speed
    • This caused pulling an object to you to stop before actually reaching you depending on your playspace scale prior to switch
  • Fixed an issue with Avatar Reloading not working properly when the upload is updated
  • Fixed an issue with Disconnect Messages being played twice
  • Fixed an issue with Max Prop Download Size not being enforced (it was using the avatars max limit setting instead)
  • Fixed an issue with Player Join and Leave toggles not working properly
  • Fixed an issue with Player Voice Pipelines not applying values properly
  • Fixed an issue with SteamVR not abiding by user-specified render resolution
  • Fixed CVRAdvancedAvatarSettingsTriggerTaskStay Add/Subtract per second being tied to target refresh rate
  • Fixed CVRBlitter Breaking when deleting content
  • Fixed CVRInteractable actions being needlessly iterated over during callbacks where actions weren't defined
  • Fixed CVRInteractableManagers enableInteractions state not being fully respected, causing desync while interactions were disabled
    • ex: CVRInteractable.OnGrab would not fire while in FBT calibration
  • Fixed CVRInteractables Teleport Player World Up option misbehaving
  • Fixed CVRInteractable Teleport Player with gravity alignment option not working
    • Fixed not orientating properly in certain scenarios
  • Fixed CVRPickupObject.RootTransform returning stored grip transform instead of active one
  • Fixed CVRPickupObject handling rotation of non-physics updated pickups properly
    • They used to move in FixedUpdate but rotate in Update, causing some visual issues
    • This also fixed GripOrigin pickups not being throwable
  • Fixed game initial Intro video not continuing the loading after finishing without user input to skip
  • Fixed Interactable not being able to handle multiple controllers properly
    • This fixes 'CVRInteractable.OnInteractUp' being wrongly invoked when hovering a controller over an object already being interacted with by the other controller
  • Fixed interactable-spawned objects in worlds set to Auto Pickup not working
    • It attempts to auto-pickup the spawned object if there is an available hand. If there is no available hand, it will drop the current held object and then grab the newer one
      • In VR it checks first the right and then the left hand for a free hand, if none available it force drops the right hand and then use it.
      • In Desktop just uses the single existent grab point (head)
  • Added options for interactions without user input option on Avatars and Props
    • Example: Attach props to users, or Teleport/Seat remote without clicking on something
    • Worlds do bypass these settings
    • For now 'UnityUI' calling 'CustomTrigger' does not count as user Input, so it will be restricted if players have this disabled
    • Currently the Me/Friends options look for the avatar wearer or prop spawner to decide whether the limits are applied or not. In the future this might be refactored to better interactions (like checking filtering depending on who's grabbing for example)
    • The default settings are:
      • Attachment without user input: Always
      • Teleport Player: Props spawns/Avatars worn by Friends (or self)
    • Note: This didn't improve the access to the mentioned functionalities, instead it restricts some funny ways to do it
  • Fixed issue with CVRBlitter breaking when multiple instances of the same prop were spawned
  • Fixed Mirror Facing Check, Mirrors should now be fully functional again
  • Fixed mirrors breaking with a skewed transformation matrix
  • Fixed notification for blocked prop due to max file size not showing
  • Fixed pressing prone key while in Desktop changing Seated Play state
  • Fixed reusing clips with shared Animation Events blows up AnimationEventHelper on content load
  • Fixed some youtube videos play using the wrong language
  • Fixed soundcloud.com links not working in the video player
  • Fixed typo on Player Interactions without Input description
  • Fixed VRModeSwitch Shader Replacement only occurring for only Legacy bundle format Worlds despite Compatibility Version being NotSpi
  • Fixed VR Switch Shader Replacement prompt using the wrong conditions to display
    • Would incorrectly display in any world using Legacy bundle format instead of NotSpi Compatibility Version
  • Fixed Worlds with Terrain set to Draw Instanced causing visual artifacts during Digitize transition
  • Implemented a system to handle shared physics & collision state across CCK components
    • This ensures CVRAttachment, CVRPickupObject, CVRPhysicsInfluencer, CVRObjectSync, & CVRSpawnable shouldn't end up reapplying values they shouldn't
    • This will also later allow creators to change the desired kinematic & gravity values when one of the above components is not overriding them
  • Implemented content blocking based on global mature content setting
    • You won't be able to see the details or use avatars/props/worlds/instances tagged with nudity or gore if you have the setting off
    • You won't be able to join instances of worlds that are tagged with nudity or gore if you have the setting off
  • Implemented global mature content setting associated with the users account
    • The toggle is available within the in-game General settings & on the Hub
    • You must run the game with the Mature Content DLC at least once to unlock this toggle
      • The toggle is automatically defaulted to true this first time you run with the DLC
  • Improved CVRBlitter functionality
    • Added RandomWriteTarget support to the CVRBlitter component
    • Added CVRBlitterController to ensure CVRBlitter execution order
  • Improved menu clarity and reduce aliasing significantly
  • Made Mirror Optimization always apply
    • Removed the setting from experimental
  • Pickups ineligible for grabbing will no longer highlight
  • Prevent some avatar materials that are not instantiated from getting destroyed
  • Renamed 'Input & Key-Bindings' to 'Controls'
  • Replaced 'Fade When Idle' setting with 'Display Behaviour' in Settings -> Graphics. Now it offers 3 modes:
    • 'Always' - The HUD is always shown (previously Fade When Idle unchecked)
    • 'Voice & Updates' - The HUD fades out if there are no updates nor voice activity both muted and unmuted (previously Fade When Idle checked)
    • 'Only Updates' - The HUD fades out and only returns when there are updates, or there is voice activity while unmuted (new)
  • Upgraded Unity version to 2021.3.45f1.
  • Whitelisted 'CanvasGroup' for props
  • Whitelisted FinalIK's 'AimIK' and 'IKExecutionOrder' components for avatars and props
  • Whitelisted setting some properties of 'CanvasGroup' via UnityEvents (limited to props and worlds)

ChilloutVR 2024r177 Hotfix 2

We have just released a Hotfix update to ChilloutVR that addresses the following issues:
  • Fixed video player resolver not working properly