We recently moved the Avatar Type and Avatar Scaling options from the Basic Settings tab to a new Avatar Settings tab on the Configure Game page. You can find this page by going to the Develop page and clicking the gear menu.
In addition, we’re pleased to announce we’ve introduced options for both Avatar Animation and Avatar Collisions to this new Avatar Settings tab. These new options allow developers to disable users from bringing in non-default avatar animations, and change how the bounding boxes behave for R15 body parts.
Avatar Animation Options:
Standard - The default animation set
(Default) Player Choice - Allow players to use their custom set of animations.
Avatar Collision Options:
(Default) Outer Box - Dynamically sized collision boxes based on mesh sizes
Inner Box - Fixed size collision boxes, similar to the classic avatar collision.
Interested in trying this out! One of my biggest complaints that has been the one major thing I felt was holding R15 back was collision issues. The physics of R15 in general being quite a bit of an issue. Good to hear that this has a solution now!
Inner Box Collision! This is great! Does this setting mean that all characters will have the same bounding box sizes and joint cframes? @Nightgaladeld
Huh. The location of this setting is unfortunate. I am making a game that has two places.
Lobby: hang out chat
Arena: competitive combat
In place 1, the lobby, I want players to be able to animate and be who they say that they are.
In place 2, the arena, I want players to animate and collide strictly the same, and then look like themselves if possible.
This update was made as a game setting instead of a place setting. Either the lobby or the arena of my game will have a worse experience since they both have to share the same setting. Can we look into moving this in the future?
I am also curious why this is a setting on the web instead of in the placefile itself. These settings all look like they have to do with the code of the places, and nothing to do with the website.
I worked on the client code for both of these features. The inner box for avatars is based on joint locations. The size will be affected by avatar scale, but not by package, so every avatar at a given scale should have the same inner box collision geometry.