Collection 'DCL Neurolink N1' created by LastSlice is ready for review!

Did this change in the past 2 years? This structure used to work fine. Can you help me find on the documentation page where it says to list your assets in the wearable.json as suggested?

Check your zip again. I downloaded fresh and it’s not in there. I think the screenshot from Andreus was not yours.

This is what I got when I downloaded:

just unzipped the zip again; it’s there. I’m going to re-upload…again. This process is really broken. Needs to be a much smoother process.

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This is interesting. I thought the wearable json only needed the wearables to draw on the avatar. The other assets here are used within the experience, not loaded on the avatar bundle.

Haha my bad it totally was in the screenie. I’m not a Mac person :laughing:

But to confirm tho - it’s still not in your zip on my download. I downloaded from the Builder link:

Might be the case, but as I recall i had to add that when calling glb files from the index script such as emotes with the triggerSceneEmote.

Also I had a similar issue “Male/50” error and was identified by a dev as an empty file error ( I had a file called “50” autogenerated by the “npm run” compiler it wasn’t me, its same as the main.crdt error.) and as Lastraum has no empty files, i think the “Male” part of the error message is just a bug might and only have to pay attention to the second part. “50” in my case, assets folder in Lastraum’s case. Thats why i think just logically makes sense to connect the 2 issues, jst guessing, nothing in the documentation refers to it. Might its worked fine prior because Lastraum didn’t had the assets folder before.

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I have zipped and then unzipped to confirm the wearable.json file is there before I upload. I have done this 3x now. How are you downloading my zip file?

I appreciate the help and diving in; but I would like to stop chasing my tail and have a proper solution presented, documented, and any platform bugs updated so this process doesn’t dissuade others who have never developed in this platform.

I’m using the link VIEW ENTIRE COLLECTION at the top of this forum post, then using the DL button in the bottom right corner of this screenshot:

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What level of the json does the contents object go? Inside or outside the data object?

Preferably I’m sure we would all like that, it will take time to update everything tho, so thought i share and possibly help if i can.

I’m exactly the person you are talking about, never published yet, and stuck on this same issue for 6 weeks on a project, what i first thought was a sync issue updating an existing wearable to smart but it was these Male/empty file errors that cannot be seen on the preview side only curator side, so makes it time consuming to follow up on anything. I also made an airspeeder a few months ago, but triggerSceneEmote was broken so all the vehicle emotes would have to be published as a separate wearable to make it work, so I left that for that reason, 100 dollars already a lot alone. So I know from first hand these fixes aren’t quick. There are a bunch of small things, I could’ve had 2 items and started working on other things, but lots of blockers, and also smart wearables are highly nerfed, can’t do half the things that are everyday stuff for a scene like reading player positions. Just to add multiplayer trail effect, forced to sync high freq positions over a 3rd party server, just so the script knows where to draw the effect behind players, when the information is already there, as I see the players, so have the data kinda, just being sandboxed to read the numbers. I have countless examples, smart wearables need a rework for sure. I plan to ask for the set of feature addons, many things just related to being overly isolated and need permission updates.Not many smart items published recently, so i guess they have to iron out the proper smart-wearable-sample-main\.dclignore list and other things. I guess the most can be solved on the compiler side, the sync just being stubborn looking for exact error free zips, and not specified yet what those are requirements.

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I’ll try this thanks!

Good luck, hopefully it solves the issue, but even if not, based on the example its still likely the assets folder. So alternatively you could also move the assets to the main folder and update the script for the new location, might in combination with the wearable.json content addon, just guessing here.

edit: Would be cool if the creators would be able to test sync items, that would sync to a test collection and if it runs without error, would know its all good. Ofc this only helpful for these portable experience issues, but would be great. The config json files support a lot of settings beyond the default example, but couldn’t find deep dive documentation on those specifically.

Positions are updated each tick thru Archipelago/Peers catalyst: Archipelago | APIs | Decentraland Docs

But maybe you’re already using this and mean that there should be syncing without need for a websocket or server? Like built in multiplayer functionality and syncing native in smart wearables? That sounds amazing.

I would like to see user rotation, wearable change, and profile update added to the catalyst so we can see when another user does any of those actions. Right now those are local signals only.

Also, you can try entity attachments, but would still require web socket to sync with other users: Entity Positioning | Content Creators | Decentraland Docs

& yeah - I was wrong about wearable.json.
I downloaded my own wearable from the method above and my own working wearable doesn’t download with a wearable.json :sweat_smile:

sounds sick. should we push for PX to make a return?

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Yes, native syncing, like the message bus in scenes. Atm all comms are sandboxed as far as I know. In the future, smart items could easily get their unique channel (as its all the same code) that is only available to others who also have the wearable equipped. At least for lower freq status updates. I did build the effect and also tested a working model of the multiplayer version, but its highly wasteful, even after deep optimizations and bulked data, high freq syncing 40+ players depletes any free 3rd party plans fairly quickly.

In my example, if i would have mp positional data (height, pos, etc) like in regular scenes, than I would only need to multiplayer sync a status, telling if anyone turned their trail on or off, and could just use the internal mp positional data to be able to draw the effects at all the right places. At the range of the player load radius bubble at least. In most cases sandboxing to players having the same wearable equipped, reduces some privacy and bandwidth issues, that global calls would cause, and also the item on the marketplace states what it does and people can decide to equip it, based on the permission requirements label it has. Labels could be updated as well to be a little more specific based on code logic. So in my case just the pos data would reduce my 3rd party request from 1M in ~two hours with 40+ players to 1K or less, it would be a perfect use case for the message bus channel. Countless use cases for it.

As to what to add to the catalyst to be publicly available brings up privacy questions. For example i don’t even like that people can see my equipped emotes now in the client, it used to be wearables only a while ago. :smiley: Afaik not the changes itself, but actual equipped wearables data you can get from lambdas api, depending on the scale and context you’re thinking of can do those today with some limitations and downsides.

Also would be cool to get key overrides, like the w a s d keys or to expose Unity’s proper crossfade to the sdk for dynamic character and general animations, amongst other things. Portable experiences have 100x more potential than most people would think, without the nerfs and some features, could create so many cool things without the need and cost of additional servers, mostly when in many use cases it wouldn’t have a meaningful toll on the DCL servers. I could talk about it for days. lol

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Yes! Preach it! 100,000% agree! @Clo

and yes @lastraum team PX ftw! :raising_hands:

Yes love all of that! I’ve been one of the biggest proponents of PX since their original announcement.

That’s what this smart wearable was - basically a wrapper that opened ANY portable experience. I would love to get back to that.

One of my biggest examples was walking to the edge of the old map and your PX would load an entirely new city…I built it but now it’s no longer supported.

PX shouldn’t be too difficult because they are stored as world content which all goes through the asset bundler; so in theory they should all be optimized already. I really hope they read this and reconsider.

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