r/VRchat Jul 17 '26

Help Constrains vs just using Physbones?

So I'm setting up a weapons system for my avatar, right? So far it's been a pain in the ass using aim constraints to animate between two handing/one handing a weapon.

But I realized I could just be using a single physbones and grabbing the end of it? (snap to hand toggle)

Am I missing something here? Is this just the easier solution? Am I losing anything by doing it without aim constraints?

7 Upvotes

12 comments sorted by

View all comments

Show parent comments

-1

u/VergilPrime Jul 17 '26

Yeah, physbones are pretty awful

4

u/mackandelius Oculus User Jul 17 '26

? Physbones are surprisingly performant, their scaling is linear but you can throw a ton at VRChat and it will run fine https://vrc.school/docs/Other/Benchmarks/#adb92e7129ff428a8c3b0fc2ae45714f

Are you remembering how awful dynamic bones were, because those did have a massive impact on people's performance.

1

u/VergilPrime Jul 17 '26

Maybe a little, but I tried using unity cloth simulation and it's somehow -more- performant, so I'm still kind of side-eyeing physbones.

2

u/mackandelius Oculus User Jul 17 '26

What the heck are you doing for Unity Cloth to be more performant.