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ChilloutVR News

Status Report May 2024

Hello there, and thank you so much for checking in!


April was quite the busy month. We released a major Stable update, which included a brand new and much more reliable voice chat system along with many other great improvements and fixes, as well as a few hotfixes to follow-up on some lingering issues. Overall, feedback on the new voice chat system has been wonderful to hear, quite literally, and we’re very happy with the results. We’re continuing to work on adjustments as needed, but in the meantime, our development team has been working on some exciting new features.

Lua Scripting Progress

Brush off your “Lua for Dummies” books and get ready for the much anticipated new set of tools being introduced for creators in ChilloutVR!

We’ve been working on Lua scripting for some time now, first revealing the details of our implementation all the way back in June of last year, and are excited to say that it is finally closing in on a public test release very soon!

To briefly recap; ChilloutVR’s first client-side scripting language will be Lua. Scripting will be available for all forms of content creation, including Worlds, Avatars, and Props. We plan to add more scripting languages over time, but for now, Lua is what we have settled on beginning with.

Definitely give the Scripting section of our June 2023 Status Report a read if you would like more information on the topic.

Lua Scripting is planned to be available for public testing with the next Experimental release, so be sure to join and keep an eye on our community Discord server for future news and updates on new features like this. We’re thrilled to see the new creations that our community will build.

Example of our Lua implementation in use

Login with Steam

A popular feature request that we often receive is the ability to log in with a Steam account. It can really help new players quickly jump into the game without being required to go through the ABI account creation process first, as well as provide a simple way for existing users to sign-in with a linked ABI and Steam account.

All things considered, the convenience is a major benefit for both new and existing users. So, we are adding a button to log-in with a Steam account to the login screen!

At the moment this feature is exclusive to ABI accounts already created and linked to a Steam-ID, but we aim to provide a sign up with Steam option in the near future as well. Do keep in mind that only users with an ABI account will be able to upload content to ChilloutVR, and access the Hub.

Advanced Avatar Updates

Lately, we’ve been working on various smaller updates and improvements to the CCK alongside other major features, such as Swimming, Gravity, etc… in an effort to further streamline our creative tools with suggestions from the community.

One such improvement that will soon be available is a redesigned Advanced Settings customization UI, which features the following:
  • Separately named menu and parameter names
  • Better initial setting types
  • Automatic generation options moved to a dropdown
May be subject to change during development

Main Menu Updates


Finally, we’ve also been cooking up some helpful quality of life improvements for the Main Menu, particularly when it comes to visibility and positioning. The menu’s size has been reduced by 25% in order to increase visibility of the environment, and can now be grabbed and moved to any position as needed. Both can be seen in the preview below:

May be subject to change during development

Final Notes

As always, thank you for your continued interest and support of ChilloutVR's development.

[h3]Social Media[/h3]
Find us on social media with the links below:
Discord Twitter (Company) Twitter (Status) YouTube Reddit

[h3]Support Alpha Blend Interactive[/h3]
Like every company, we need financial support to be able to push updates and improve our product. We are grateful for every bit of support we get.
If you want to support us you can do so here: https://www.patreon.com/AlphaBlendInteractive

We are more than thankful for your support!

[h3]Not in our Discord server yet?[/h3]
Use the link above to join our discord server and get in touch with our wonderful community, get help with creation-related topics and find people to play with.

ChilloutVR 2024r175 Hotfix 3

We have just released a Hotfix update to ChilloutVR that includes even further improvements to our new voice chat system, as well as other general improvements.

[h2] Voice Chat Changes: [/h2]
  • Adjusted Player Voice Attenuations to apply later in the stack
  • Fixed an issue with Client not sending Ping Message
  • Fixed an issue with HUD Connection Indicator getting stuck shown
  • Fixed an issue with Threads throwing ThreadAbortException when being Destroyed
  • Fixed an issue with Distance Attenuation being applied twice
  • Fixed an issue with SteamAudioSource for Player Voices disabling Distance Attenuation of the AudioSource


[h2] General Changes and Fixes: [/h2]
  • Added a reset offsets button for the Quick Menu
    • “Reset All Settings” in the Settings menu will also reset the Quick Menu offsets
  • Added `VisemeIdx` & `VisemeLoudness` Core Parameters
    • `VisemeLoudness` represents the highest weight for any playing viseme mapped between `0f-1f`
    • `VisemeIdx` represents the highest weighted viseme index from `0-14` - Oculus Lipsync Reference
      • If you are using JawBone or SingleBlendshape Viseme Modes, this will fallback to `0-14` based on `VisemeLoudness` weight
  • Adjusted ApplyOLSToBlendShapes to calculate VisemeIdx & VisemeLoudness even if avatar is missing target shapes
  • Adjusted Volume Sliders Max to 200
  • Fixed a NRE issue with Video Player Blit Materials
  • Fixed a regression with SkinnedTransformHider conflicting with Magica Cloth 1
  • Fixed an issue where SkinnedTransformHider would cause mesh to disappear in first person if Magica Cloth 1/2 was toggled at runtime
  • Fixed an issue with Net IK Controller not setting initial height until first Avatar loads
  • Fixed an issue with pickups being dropped when passing them between hands
  • Fixed an issue with the Sil blendshape not being set on viseme reset
  • Fixed an issue with the Sil viseme being the most weighted due to it being inverted before being applied
  • Fixed an issue with TransformHiderManager not handling Avatar Overrender UI pass
  • Fixed default offsets for QuickMenu when attached to the right hand. It should now properly mirror the Left Hand defaults
  • Fixed loading hexagons not showing for players remote players when they join the world
  • Fixed Local eye tracking in desktop not working
  • Fixed not being able to raycast the Quick Menu when on top of the MainMenu
  • Fixed parameter stream Local World Download Percentage
  • Fixed raycast on the QuickMenu hand being able to raycast on the QuickMenu
  • Fixed Tobii Eye tracking not working locally, but works for remotes
  • Refactored `CVRAvatarPickupMarker` and `SpawnablePickupMarker` internals
    • Fixed large amounts of markers initializing at once often failing
    • Fixed an issue where a bad API response would break initializing any other pickup markers in queue
    • Implemented caching for pickup marker API results for duration while in-world
    • Adjusted PickupMarkers to only initialize when World Filter initializes them
      • This means pickups instantiated after world load will not initialize
    • Adjusted PickupMarkerManager initialization to only request 200 Pedestal Info at a time
  • Rewrote Loading Avatar Controller



ChilloutVR 2024r175 Hotfix 2

We have just released a Hotfix update to ChilloutVR that includes further improvements to our new voice chat system, as well as other general improvements.

[h2] Voice Chat Changes: [/h2]
  • Added Connection Debug Information to Quick Menu (Ping will work with future voice server version)
  • Fixed an issue with Audio Data Clamping not working properly
  • Implemented Audio Data Clamp to Max of 100db
  • Implemented HUD Customization setting for Connection Status Indicator
  • Preparation for server-side voice server selection

Instances created before April 17th at 1:00 pm (UTC) will not be compatible with these voice server changes. Should you be in such an instance, please create a new one.

[h2] General Changes and Fixes: [/h2]
  • Added set_convex to allowed MeshCollider event list
  • Fixed an issue with Magica Cloth 1 Fast Write feature not falling back properly on unsupported hardware
  • Fixed Combat System particle detection
  • Fixed Holoport in VR causing the view to slightly shake while the avatar is moving around
  • Fixed Left Controller haptic failing to give feedback
    • Fixed hovering interactables always vibrating the right hand
    • Fixed controller vibration incorrectly occurring on the wrong hand when first interacting with the big menu while the quick menu is anchored to the right hand
  • Fixed new eye movement setups
    • Fixed eye movement blendshape setup not able to go down, and in/out being broken
    • Fixed blendshape setup getting stuck when losing target instead of resetting forward
    • Fixed blinking not working when the avatar doesn't have a functional eye movement setup
    • Fixed player not being able to be targeted when not having a valid eye movement setup
  • Fixed Violence filter being hidden from the filter settings when the Mature DLC is not present
    • Also added the message saying there might be missing options on the prop filter

ChilloutVR 2024r175 Hotfix 1

We have just released a Hotfix update to ChilloutVR that addresses some issues found with the latest stable release, in addition to some changes that were missed from the previous Stable release notes.

  • Fixed an issue where Velocity would persist after teleporting out of a movement parent
  • Fixed an issue with CancelEmote not being applied in some cases for remote users avatars
  • Implemented HUD Indicator for Voice Chat Connection Status
  • Temporarily removed the Visual Clone Experimental option
    • It will be revisited once it works with the new FPRExclusion component

[h2] Notice [/h2]
The following changes were missing from yesterday’s 2024r175 release notes:
  • Fixed an issue where an existing login profile would be used, even if the login is rejected by the game server
  • Implement choosing an AutoLogin Profile using a launch argument
    • For example `--profile=kafe` will result into using the file `autologin-kafe.profile`
  • Updated Magica 2 to 2.6.1
    • Release Notes available here

ChilloutVR 2024r175

We have just released a Stable update to ChilloutVR that includes improvements to voice chat, cache management, core parameters, eye movement, and much more!

Major Changes:


[h2] Improved Voice Chat [/h2]
Vivox has been replaced with our own custom voice chat solution. It is expected to be much more stable and reliable, and no longer relies on third-party hosting outside of our control.

[h2] Cache Management [/h2]
Content cache size can now be changed, viewed, and cleared from the Experimental menu.
You may also change the cache location using the following launch argument:
--content-cache-path="F:\example\directory\"

[h2] Core Parameter Improvements [/h2]
Core Parameters are no longer locked to float type and added the optional parameters IsLocal, DistanceTo, GestureLeftIdx, and GestureRightIdx.

[h2] Eye Movement Improvements [/h2]
Expands avatar eye movement control for creators to include additional setups using transforms or blendshapes for more than two eyes.

[h2] Additions: [/h2]
  • Added a user notification for when world preload has started, completed, and failed
  • Added launch argument to change the cache location: --content-cache-path="F:\example\directory\"
  • Added menu options under Experimental > Content Caching to:
    • Set the max cache size
    • View current cache size
    • Clear cache
  • Added movement parent enabled to method call whitelist
  • Added `OnBecameVisible` and `OnBecameInvisible` trigger types to CVRInteractable
  • Added parameter stream remap, clamp methods
  • Added the following Core Parameters:
    • IsLocal (bool)
    • DistanceTo (float)
    • GestureLeftIdx (int)
    • GestureRightIdx (int)
  • Added TMPUGUI and TMP to spawnable whitelist
  • Implemented Audio Filter support for Props and Avatars
  • Implemented Audio Filter removables filtering for Props and Avatars
  • Implemented Player detection in Worlds using player proxy colliders
  • Added the following CVRInteractable actions:
    • OnPlayerTriggerEnter
    • OnPlayerTriggerExit
    • OnPlayerColliderEnter
    • OnPlayerColliderExit
  • Implemented Player Voice World Mute checking
    • Just add an AudioSource to the World Reference Camera and Mute/Unmute it
  • Implemented preserve velocity option to `CVRInteractable.TeleportPlayer` action
  • Implemented Steam Audio support for Player Voices in Worlds
    • Attach a SteamAudioSource component onto the World Reference Camera
    • The settings will be copied over to Player Voices upon load
  • Implemented support for Unity Audio Filter components with Player Voices
    • AudioLowPassFilter
    • AudioHighPassFilter
    • AudioEchoFilter
    • AudioDistortionFilter
    • AudioReverbFilter
    • AudioChorusFilter
    • Place these components on the World Reference Camera


[h2] Adjustments: [/h2]
  • Adjusted Emote & Toggle Core Parameters to set to the type used in the controller (this technically applies to all Core Parameters)
  • Adjusted MenuPositionHelpers to temporarily switch to Playspace Anchored if out of range
    • Halved max distance before being considered out of range from 20m scaled to 10m scaled
  • Adjusted Quick Menu Data update rate
  • Applied Collider Radius offset to Avatar Distance Disable check
  • Changed InitializationLocation of Magica Cloth 2 components back to `Awake` to fix conflict with our head-hiding solution
  • Disk Full Warning
    • Warn the user upon attempting to download content but the target disk is full (only triggers if the content is not cached)
    • Give the option to clear cache from within the warning
    • Give the option to ignore the warning and continue with the disk full (the user won't be able to download new content (avatars/worlds/props))
  • Parameter Streams now update every frame, other than when updating to variable buffers
  • Reduced Quick Menu Icon resolution
  • Rebuilt `CVRAnimatorManager` and separated AAS-specific logic into `AvatarAnimatorManager` as the original script is also used elsewhere for some CCK components
  • Refactor the eye movement serializable info
    • New features (requires the new CCK 3.9 Preview build 107 or higher):
      • Ability to set the interval range in seconds of how often the avatar switches eye look target (animatable)
      • Ability to set the interval range in seconds how often the avatar blinks (animatable)
      • Ability to set the duration range for blinking in seconds (animatable)
      • Added new eye look setup types.
    • Eye Movement Setup Types:
      • `Muscles` (default and legacy behavior) - Uses the eye transforms defined in the unity humanoid rig, and respects the muscle limits set.
      • `None` - Disables completely the eye movement on the avatar.
      • `Transforms` - Allows to multiple add eyes, requiring a transform and the limits configuration. This can be applied to any transform within the avatar.
      • `Blendshapes` - Allows to add multiple eyes, requiring to add a transform (for the eye position), and a skinned mesh renderer that has the blendshapes to be used. Then it requires the rotation limits, and the blendshapes to be used for up/down/right/left.
  • Renamed `OnGazeEnter` and `OnGazeExit` to `OnHover` to better reflect their actual implementations
  • Reworked parts of the InteractionSystem, (Interactables/Pickups), to allow for alternative implementations


[h2] Fixes: [/h2]
  • Attempted to fix drone yaw on local model pivot being strange
  • Fixed an issue where Pickups were never removed from CVR_InteractableManager when destroyed
  • Fixed an issue where Core Parameters would not be synced if they were not found in the currently-worn avatar animator
  • Fixed an issue where the local player shadow clone would not respect live-changes to shadow casting mode
  • Fixed an issue where you could attempt to set Core Parameters via CCK components (Animator Driver, Parameter Stream, ect)
    • Example: `GestureLeftIdx` wouldn't be set if `GestureLeft` didn't exist for syncing purposes
  • Fixed an issue with Avatar Filter hiding Local Player's Avatar when "Show Avatars For" is set to "Nobody"
  • Fixed an issue with CVRParameterStream Eye Movement and Viseme values not working on Props
  • Fixed an issue with Microphone Capture breaking when using a Mono Output Device
  • Fixed an issue with Player Voice Playback breaking when using a Mono Output Device
  • Fixed AnimatorDrivers not rounding to int properly
  • Fixed getting stuck in free look mode when VR switching
    • VRSwitching while in Independent Head Look mode caused Quick Menu to be treated as world anchored
  • Fixed Gravity Custom interval starts at 0
    • Also fixed weird display of huge decimal numbers
    • Fixed CVRSetting float types from breaking depending on the culture
  • Fixed hidden/blocked avatar placeholder having incorrect rotation offsets
  • Fixed local player proxy colliders not having their position updated when teleporting
  • Fixed MenuPositionHelpers range check measuring distance from PlaySpace center instead of Player position
  • Fixed push notifications not playing alongside menu alerts
  • Fixed push notifications silencing menu alerts
  • Fixed Quick Menu position helper not checking if in Desktop when doing menu free look behavior
  • Fixed the issue: "AutoFocus Aperture is set by Focal Length slider"
    • Requires manual adjustment of related sliders in the Camera’s Settings
  • Fixed TransformHiderManager not handling TrailRenderers and ParticleRenderers
  • Prevented constraints from breaking when mods have unknown component types at compile time
  • Removed Physics Influencer from Gravity System on Delete
  • Removed Vivox ːCVRChanDerpː
  • Reverted some changes that broke the CoHTML debugger


[h2] Text-To-Speech Notice [/h2]
Due to the change in communication systems, TTS has been temporarily disabled. The previous TTS implementation was supplied by Vivox, which has now been replaced with our own custom voice chat system, and does not currently support TTS. This feature will make a return in the future.