all the content is done in Godot and they use our editor plugins to convert it into a miniaturized Godot scenes which gets uploaded to a server and then downloaded when it's required.
It's not done this way because it's the best way necessarily, but because it's the most practical and battle-tested approach
Still using Godot scenes, but allowing conversion on a backend so that the user doesn't even need to download the editor to get the stuff ingame.
Definitely more convenient for onboarding users who are not already hardcore into this kind of scene (though still somewhat debatable because it sometimes feels like more people are familiar with the Unity-to-VRC pipeline than they are with VRMs),
Still using Godot scenes, but pure runtime VRM loading where we refactor our existing VRM import tools so they can be loaded at runtime.
This would be nice because you wouldn't have to do (as much) security validation on them and it opens the doors for interesting realtime Neos-style editing, but it's also technically challenging because we're essentially asking users to import at runtime, and to do that without a load of stutters and hitches, kind of tricky and potentially unsolvable, but might be improved with stuff like GLTF extensions for texture and mesh compression.
From Saracen
It's not done this way because it's the best way necessarily, but because it's the most practical and battle-tested approach
Definitely more convenient for onboarding users who are not already hardcore into this kind of scene (though still somewhat debatable because it sometimes feels like more people are familiar with the Unity-to-VRC pipeline than they are with VRMs),
This would be nice because you wouldn't have to do (as much) security validation on them and it opens the doors for interesting realtime Neos-style editing, but it's also technically challenging because we're essentially asking users to import at runtime, and to do that without a load of stutters and hitches, kind of tricky and potentially unsolvable, but might be improved with stuff like GLTF extensions for texture and mesh compression.