Worlds/Scene/Components
https://creators.vrchat.com/worlds/components/
VRC Station
<h4 id="bkmrk-methods" class="anchor anchorWithStickyNavbar_LWe7">Parameters and Options</h4>
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<td style="width: 19.8981%; height: 29.7969px;">Parameter</td>
<td style="width: 80.1019%; height: 29.7969px;">notes</td>
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<td style="width: 19.8981%; height: 86.8281px;">Player Mobility</td>
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<ul>
<li class="null">Using "Immobilize For Vehicle" with "Seated: false" will cause the pinned-down bug to a player. <a href="https://feedback.vrchat.com/bug-reports/p/exiting-a-station-that-has-seated-set-to-false-makes-it-so-you-cant-move">It's reported on canny</a>.
<ul>
<li class="null">Someone exits the station, she/he cannot move with the stick.</li>
<li class="null">There are some workarounds:
<ul>
<li class="null">Use the "Seated: true" station to fix the bug.
<ul>
<li class="null">(I think it will cause the other bugs by fast entering the station.)</li>
</ul>
</li>
<li class="null">Use the station with the animator. If TrackingControl is set to true for all, the pinned-down bug will be removed completely on SDK3Avatar.
<ul>
<li class="null">Another problem, there is no TrackingControl on worldSDK. <a href="https://feedback.vrchat.com/feature-requests/p/move-vrcanimatortrackingcontrol-to-sdk-base">Canny is here.</a></li>
</ul>
</li>
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</li>
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</li>
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<td style="width: 19.8981%;">Animation Controller</td>
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<ul>
<li class="null">If "Seated: false", the SDK2 avatar plays and stacks in an animation pose.</li>
</ul>
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<td style="width: 19.8981%;">Seated</td>
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<ul>
<li class="null">If this is true, it causes the tracking bug on Hips.
<ul>
<li class="null">If the pose of the avatar is standing before entering the station, it's fine. It crouching or below, the hip bone behaves strangely. <a href="https://feedback.vrchat.com/bug-reports/p/if-the-floor-of-the-vr-space-is-lower-than-the-real-floor-the-sitting-animation">It's reported on canny.</a></li>
</ul>
</li>
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<li class="null">Other notes
<ul>
<li class="null">After the Update() and before the LateUpdate(), the position change applies to the player.<br>
<ul>
<li class="null">See also: Order of execution for event functions https://docs.unity3d.com/2022.3/Documentation/Manual/ExecutionOrder.html</li>
</ul>
</li>
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</li>
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