#development-advanced

1 messages · Page 52 of 1

rocky terrace
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next worst thing would be, imagine if you could interact with an object and the world creators would know! Oh no vrchat team better not implement that...

vague girder
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@toxic trench out of curiosity, what made you interested in VRChat?

rocky terrace
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Also regarding this, it is more like you write in a C#-like language, which is compiled to assembly to run in Udon VM. It is not native C#

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also regarding that article, that is very interesting, because pretty sure there's no way to open webcams or such lol. Need more detail of the exploit but it sounds fake as hell

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try making something in vrchat, you cant just do that stuff with udon

toxic trench
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today

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And i noticed this youtube reproducer

vague girder
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I see, in that case, welcome!

toxic trench
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So i guessed you can code stuff for vr chat

rocky terrace
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if anything it would be a steamvr vulnerability, not a vrchat one

toxic trench
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I hope

rocky terrace
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you can yeah, but it does not run as native code so there are many many limitations

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you cannot like, call windows API and stuff, which would be possible if it was just plain unity C#

toxic trench
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I mean, it wouldn't be the first time that there is a vulnerability in an online game that allowes a hacker to pwn your computer by just joining a server

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remember log4j?

rocky terrace
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yeah but that's nothing to do with udon anymore

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even if there's no Udon, it would be possible to do the exploit

toxic trench
vague girder
# toxic trench yeah, it has nothing to do with udon, its just an example

I recommend giving this a watch https://www.youtube.com/watch?v=hVWlgh8QP5s

Join me on my one year journey descending deep into the world of VRChat. It was an incredible insight into the lives of hundreds of thousands of people who call this digital world their home.

Maplist Below

Please do your own research before purchasing equipment!

Join the VRChat Discord here: https://discord.gg/vrchat

Join my Discord here: h...

▶ Play video
knotty abyss
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hey so, im having an interesting dilemma. when i use most models and i sit on a chair, such as in the movie and chill world, if i lean backwards, the hips and legs stay put and the body bonds at the hips to show leaning backwards.

my model in all other aspects seems to work correctly, save for this. when i am sitting in a seat/chair.... my character sits in the sitting position, correct height, etc. all seems normal, however when i move my head when i lean back, my character does not bend at the hips. instead the hips follow my head position. here is visual aid for what is happening (reconstructed in unity) just to help understand what i mean.

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and clues what might cause this?

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lol. on that note. i might have figured it out. massive oops.

toxic trench
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besides that, vrc is amazing lol

vague girder
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it's not using any kind of API

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again, avatars can't use custom scripts

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the whole neural network is done using shaders running on the GPU

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aswell as cameras, custom render textures, etc

tranquil roost
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I think I did something in unity now I cant move around in the scene at all. Any suggestions?

vague girder
tranquil roost
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yeah its scene view

toxic trench
vague girder
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that whole translator thing was on an avatar, not part of the world

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it's possible to make "world locked objects" on avatars, which is what SCRN did. they can basically just spawn in their UI and leave in the world so people can mess with it

toxic trench
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Well, that translator is pretty cool tbh, specially if it isn't using any API to translate

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how the fuck?

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lol

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its really cool, i need to find the sourcecode

tranquil roost
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Lol I somehow got moved so far from the middle that I moved so slow It seemed like I wasn't moving at all

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I pushed f on an object to get closer and now its fine

tranquil roost
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also sacred your the best always helping people out

toxic trench
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I have only been here for like 12 hours, but i already love this community so much

sly pond
# toxic trench But you can use custom scripts in worlds, that's what i am worried about

I'm not a programming or security expert, but from what I understand U# is just sort of a heavily limited version of Unity C#. Your custom scripts can only access whitelisted components and methods: https://docs.vrchat.com/docs/whitelisted-world-components

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And yeah, doing web request stuff is pretty much impossible besides playing mp4 video. There are gonna be vulnerabilities like any system of course but for someone like me it's a solid wall between things I can and can't do

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AFAIK v2 of the world SDK did allow web requests in certain ways that people were able to exploit though. Which is why we can't do that now haha. I was hoping to pull a bunch of jpg's from a website into my world on runtime, to use as textures, but couldn't make it happen. People are doing all sorts of hacky stuff though, and I think VRChat really wants to give creators more control but it's so tough to balance, been really interesting to see how it all progresses and evolves

toxic trench
toxic trench
sly pond
toxic trench
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interesting

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i am going to search the source code for Udon#

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I guess its this one

sly pond
# toxic trench Sounds like you guys are having fun finding ways to do stuff

Well, I think if you want to do tricky things like that you have to find tricky ways to make it work, or accept the limitations. But there are tons of more ordinary things (like pvp shooter mechanics, networked ai, etc) that you would program in the same way that you would if you were making your own game- which is super cool to me. Cuz a lot of other social VR/metaverse apps (rec room, fb/meta horizon for example),have everything self contained within their own creation systems. With VRChat and the unity sdk, the more you learn to create, the more you learn real life Unity game dev skills, and if you make something you like, you could pretty easily port it to a standalone Unity game/app

sly pond
rocky terrace
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There are a lot of limitations, those who want to do more experimental stuff (like controlling light settings in a club environment externally, displaying text from external sources) had to embed it in video data, or think creatively. One of the questionable one is the world that you can do youtube searches from internally, and that runs using an external server that caches query results and do many other things. It is questionable because URL cannot be modified in runtime.

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However, vrchat would be providing OSC support for world sometime, which would allow more external data to be inserted in a safe way. New tracking solutions for avatars already supported via OSCs now, so even face tracking is possible

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I find it amusing how much work is being done to implement cool stuff that wasn't easily possible because vrchat did not allow it lol...

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Note that even with OSC being supported, you'll need to have someone in each of the instances to send the OSC data into that instance. A new instance created by anyone would not be able to do anything.

tranquil roost
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I got a problem where when I try to change the blendshape states in the vrc descriptor it just stays at the one it started as. Any suggestions?

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I get something saying the skinnedmeshrenderer has been destroyed

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but I can see it

tranquil roost
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I restarted unity and its fine now lol

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weird must of done somthing

thorn tapir
tranquil roost
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if your ram is faster then your pcie you could upgrade but I wouldn't bother personally if your not feeling any latency.

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I guess it depends on how crazy you want to be

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as far as ssd its always going to be faster then a hard disk as read write speeds are always an issue with them

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As long as you got decent ram (I use 16gb), a reasonable graphics card(im still on my 1050), a solid state and have a decent internet connection you should be fine.

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Some of this stuff you could even ommit if you don't mind playing on a lower quality.

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I play on max graphics on my pc and I am fine

tranquil roost
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Im making toggles for accessories. When I test them in unity it works but in vr they dont toggle. Which playable layer should togglable meshes be in? Right now I've tried action and fx with them also as a controler.

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think I got it forgot to set the weight again

toxic falcon
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as a world creator, avatar creator, and even a vtuber that films in vrchat, i have 2 big suggestions, one that honestly needs to be addressed, as i see more and more creator leaving, we the content creators are making your worlds, we are the ones making you money, and the whole of vrchat, please do something about world and avatar thieves, i spend a lot of money, buying assets, and hundreds of hours creating for vrchat. please protect your creators, better encryption, actually going after and prosecuting thieves, as it is a crime under vara and the millennium act. make it not worth . the people of this metaverse can do a lot ourselves, but this is one thats not as easy for us, there are deterrents, but you go after us, with vengeance, for using those system, but less interest in world and avatar thieves . many of us have put hundreds of dollars in assets avatars and more, just to have some loser living in some basement grab it, and flaunt it around, and have nothing done. have you seen how cocky they are at a particular website , with no regard to anyone, not even vrchat, they say vrchat doesn't care, so they dont either. we make vrchat, we make your worlds, your avatars, all the spice. and i for one will not even have any new worlds or avatars put in, and i know a lot of creators doing the same. we ask for better encryption, and protection.

timid jay
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and from what i understand, its not up to vrchat to prosecute rippers

shut bane
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you can't really easily encrypt information going to your GPU for rendering anyways. GL instructions are always the same, and so the raw data that makes up a 3D model (the mesh and textures) can pretty much always be ripped

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that's why you see rips from video games all the time.

timid jay
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plus ripping has been a thing for years. world of warcraft changed their entire file system + new encryption a few years back and it was cracked within 3 days on something that probably took them a year to do

candid owl
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and like no AAA studio with there infinitely bigger budget than vrchat has been able to make rip-proof 3D models

torn lake
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I was curious if there was a way to host an older vrchat server on my own computer just to try out the older versions of vrchat bc ik you can't just run it due to the newer servers

candid owl
crystal oxide
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Does an avatar parameter have to be bound to an animator in order to be synced over OSC?

near bronze
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no, but it does need to be added to the parameter list in your avatar descriptor

crystal oxide
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Maybe I should specify, this is for reading. I added the parameter to my parameter list and also to my expression menu so I can change its value. This parameter does not get synced over OSC, but my other float values which controls different things does

crystal oxide
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It seems like I got more parameters not syncing, I added the locomotion ones alittle over a week ago and those aren't syncing either, but all older ones are. Maybe I should just try updating the VRC SDK and see if it's gonna work

wraith atlas
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You should ALWAYS update your SDK when a new one becomes available. There are times that things break with older SDK versions after updates.

halcyon rose
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hi all! is it possible to remap WASD keys to other keys? I tried keytweaks and it’s not working…😭

crystal oxide
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I'd actually love some input on this. They are obviously being set as can be seen from this screenshot. They are just not getting synced to OSC for some reason 😮 Anyone got any ideas?

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Okay, a series of events within vrchat fixed it 😄

  1. Disable OSC
  2. Reset Config
  3. Enable OSC
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It didn't work to just reset OSC 🤦‍♀️

young iron
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For whatever reason while importing stuff to upload a model. I keep getting a error in Unity saying requires a team license- not too sure what it means but I would grately appreciate some help- tried googling it but only one result and didnt really explain anything 😦

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It says exactly "MethodAccessException: Requires team license"; when I start off from fresh it doesnt happen- only after adding the sdk to the scene. I cant see anything in inspector when selecting my avatar and get my console spammed with messages

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If anyone has experienced this and knows a solution id be more than happy; willing to send the error code / screenshots

past storm
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Hey guys I want to make a UdonSharp system I wrote open source. Publishing it on github. At first I thought I could just push only the contents of the folder containing all the items to a repository but now I want to add an automaticly packaging pipeline when I push a tag to github and for that I need the .meta file of the parent folder.
That would mean I would need to create the git repository inside Assets but I would have to ignore anything else that is there which would make it impossible to wrap the project as a hole for a private repository to create a little test room for myself.

So now I was thinking about just pushing the whole thing. So that devs could more easily work with it and the packaging would probably work fully. So now I have been searching for the info about which files I should gitignore so that I do not push my vrchat world id or have it overwritten by accepting a pull request. Do you guys maybe have like a vrchat world gitignore file? I couldn't find anything on google.
And how would I go about the integration of the vrchat sdk? I saw that Udon sharp has a MIT license so that shouldn't be a problem (even though I'm still not going to include it to not bloat the repository) Should I just tell the user that he has to localy insert a vrchat sdk?

shut bane
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you definitely don't want to include other packages like the SDK. list them as prerequisites in your readme.md

tranquil roost
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I have a quick question. Do these colliders already stop hair cliping ect without setting one myself?

shut crane
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Is it possible to be a part of the package manager beta? I'm developing an editor tool for use with VRChat as a graduate project and would like to give it a try. Hope it's okay to tag you, @thick walrus

thick walrus
shut crane
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Alright, that's fine! Thank you. Sorry for the tag!

thick walrus
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np

ruby wedge
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So I have a weird issue where my avatar "glitches out" in a way where it looks like the model is... compressing itself? every 5 or 10 seconds? It happens on 2 separate models of mine too, and the only thing they share is a locomotion controller. But Im not sure what would be causing it?

The basics of the locomotion controller is the base layer initializes the avatar, then on the second layer, all the actual locomotion is handled. Locomotion itself, when not in any custom modes, is handled by a simple blend-tree that takes the upright float and blends between vrc_proneLocomotion (0.4), vrc_crouchingLocomotion (0.7), and vrc_standingLocomotion (1.0).

Is there any ideas on what to look for? It's like my avatar is getting sucked into a "vortex", but only for a frame or two, then resetting. It's worse in heavier worlds too. As if the animator logic is being interfered with.

ruby wedge
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Actually... does Upright have a tendency to glitch out on Quest systems or other similar headsets? That is, can the value briefly "jump" up or down erroneously?

cinder grotto
west elk
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not sure where this might go, but I noticed a weird issue lately. when in play mode, feels as if everything in the scene is going too fast. animations seem to play at light speed, but physbones do too. i was wondering why i couldnt seem to test them properly but thats why.
any idea why this is happening?

pine depot
deft bough
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I accidentally unpacked the world SDK into my avatar project. I tried to delete everything, but I must have missed something because the #define for UDON is still triggering and causing an error.

Does anyone know where UDON is set so I can figure out what file I missed?

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Or is there something I can do to fix this project so I don't need to start a whole new project

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I'm just gonna comment the line out since it works without it

rough crater
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I believe in the unity project config it adds a keyword you might need to remove, but I dont remeber exactly where that is

vague girder
rough crater
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That's the one.

deft bough
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Thanks!

west elk
glass cosmos
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I'm having an issue where it seems using any blendtrees is causing other actions on my avatar to stop working. On entering the blendtree again it'll update everything else.

eternal quartz
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I'm having a really weird problem with synced variables. I have a vehicle, and I want to sync it's position in local space instead of world space. I have it giving out two synced varaibles: A Vector3 for its position, and a quaternion for its rotation. However, in testing, I'm finding that these variables aren't updating unless I open up the debug window for the second player.

Is there some kinda networking/ game optimization happening here? I'm a little confused, and unsure as to what to test next

eternal quartz
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Feel free to throw out any suggestions on what I could look at, even if you don't want to follow up and help me troubleshoot it fully

pine depot
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So try press right shift without actually opening any of the debug menus and see if it's still the same result of it actually being related to the debug menus

grand lagoon
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What's the right way to go about packaging prefab assets that need animations so that they work as expected when imported and placed on an avatar? Should the prefab have an animator component and I provide a controller?

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Last time I distributed an asset I wrote a script to build the animations and add them and the parameters they used to the avatar's FX controller as a new layer. I'm guessing (hoping?) there's a better way that still lets people use the prefab with minimal effort on their part.

eternal quartz
cosmic radish
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Hi, I'm curious if there is an "official" way to create portals on the fly programmatically. After a quick search I came across VRC_PortalMarker but the use-case for that seems more like a pre-set portal location/destination tied to a specific world. If there is no "official" way to programmatically create a portal on the fly, what is the general consensus on reverse engineering the VRChat client to do such a thing via a mod? Is it generally acceptable if it's for creative/non-malicious purposes, or are there hard rules against such a thing?

Thanks

cosmic radish
timid jay
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its advised to not use them regardless of intended purposes

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also maybe im just misunderstanding but we can make portals to go wherever, whenever we want with whatever private option we need to use already?

cosmic radish
timid jay
cosmic radish
# timid jay doesn't really matter if its malicious or not. even talking about it in the disc...

This makes sense imo, they can't tolerate or allow "specific" mods just because they're "good/non-malicious", because it opens a can of worms of people debating x or y is a "safe" mod, so easier for them to just say no to everything and avoid all of the overhead that comes with the alternative. Although I imagine it's not worth any of their effort to ban someone for a mod that like... does nothing malicious and only increases someones fps a tiny amount... so that's probably why the communities surrounding those are fine.

cosmic radish
timid jay
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shrug, i just turn badly optimized avatars off or don't go in public but probably a good idea to canny it before our chats get deleted lol

candid owl
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yeah I fall back all very poor avatars

cosmic radish
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My use case if you were curious was to query the API for worlds and get a random one... so essentially just a button to spawn a random portal to a random world, nothing malicious at all... though with the capabilities of doing that programmatically would introduce uh... yeah people exploiting it.

cosmic radish
timid jay
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no i understand. im old enough to understand a conversation but theres a lot of kids in here that see "mod" and start drooling

signal pelican
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get rid of physbone snap grab

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wait i found the right channel

slate mango
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Anyone know of a way to constrain a bone to rotate twice as much as another bone?

karmic marsh
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I have been looking for this feature and can't find out if it exists. Is there any way to host a virtual desktop on a screen in a world?

tranquil roost
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got it lol

warm niche
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Darn...wrong channel...I'll move it

scenic zinc
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I've understood that there's a limit of gameplay before you can create stuff in VRChat.

What is that limit?

I come from sourcepawn ( Valve games like CSGO, L4D2, TF2 ) how similar is programming in VRChat to Sourcepawn?

stark bramble
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I’m not sure if it’s actually a specific amount of play time before being able to publish avatars and worlds, but it seems to be around 12 hours for most

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You can also get vrc+ and instantly go up to the next trust rank so you don’t need to wait

vague girder
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since it's quite different

vague girder
# scenic zinc Worlds.

alright, so disclaimer: I don't make worlds, so I only know so much. logic in worlds is done using VRChat's system called Udon, which is like a node based programming system. there's a community made system called U# which allows you to write C#-like code instead, which will then just get compiled to Udon

scenic zinc
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Is there a discord server more specific to it?

vague girder
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there's channels in this discord for it

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there's a whole Udon category of channels

near nymph
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does VRChat support use of SVG images in UI ?

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so far it seems like it can only use like svg sprite shapes for a single color

scarlet pagoda
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Does anyone know what settings VRChat uses for physics simulation?

I have some boxes that are stacked and leaning on one another, and I'd like to keep them physically simulated instead of kinematic, but with the default settings in Unity the minute I hit play, the boxes that are stacked slide around a bit, and interpenetrate even though they only have box colliders. I've tried different collision modes without much luck, and I know if I change the physics simulation step size that's not going to change VRChat's settings, but I don't know what the default settings are so I can set up Unity the same way. Though I suspect it's just using the default values.

sly pond
# scarlet pagoda Does anyone know what settings VRChat uses for physics simulation? I have some ...

Late reply here, but I'm pretty sure what you see for physics settings in Unity is what VRchat uses, and the SDK will revert any changes you try to make. I have a similar situation in one of my games and the way I fixed it is by pressing play, letting the group of boxes settle, then copying all of them, then exiting play mode and replacing the boxes with the ones I copied. That way, they will be already in a position that the physics simulation has resolved

solar ether
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Trying to use the Unity package manager to add VRC base, world and ClientSim packages. But I get this error. What am I doing wrong?

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I have installed git using scoop, and it seems to try to fetch using that. Is that potentially a problem?

scarlet pagoda
solar ether
tranquil palm
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Is there any way at all, yet, to publish a project and push it to VRC servers from the command line, instead of having to open it up in unity and manually run it and click a button by hand?

I have nearly 100 projects and many share resources so if I slightly tweak a resource, I would have to sit and republish all those worlds by hand, which would take hours, so that quickly just makes me go "forget about it"

Is there any solution for this yet?

sinful sparrow
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it just went into beta today though

tranquil palm
sinful sparrow
full cosmos
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I wasn't sure if this is the best place to put this since there isn't a channel for unity. I just wanted to see if anyone else has had this problem.

Whenever I start a completely fresh project, the timeline manager in the package manager isn't updating to the newest one and I can't work on worlds because you need that package for world validation. Anyway, I am stuck on the timeline package 1.2.18, and when I try to update it to 1.7.1, it downloads it, refreshes unity, and then redownloads the older 1.2.18. Like it refuses to download the newer version.

dry rampart
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I've noticed in the debug logs that, when you're an instance owner and you kick someone, an https call is made to do so. Emulating this call exactly returns a JSON object with an ID containing a v4 uuid, but the kick itself doesn't actually happen.

I was wondering if it were possible to know how to do this, so it does successfully kick the user? There are server-side checks for if you are the instance owner when making this call, so it's not something that could be used to remove users from worlds in a malicious manner. I'm wanting to use it to automate calls from outside of VRC if I'm pulled away from a private instance IRL but need to moderate it.

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If said last step with this uuid is handled through Photon, then nevermind~ (but it would be nice to know if indeed that is the case or not)

west elk
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are there any good addons that might let me handle multiple of a same problem all at once?

I wanted to test upload a map, and I have multiple of that "siblings share same path" error.
I recall there was a unity addon that would log all errors and let you fix them all at once... I forget now though

brisk otter
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how do I create sound for theatrical productions where their voice needs to travel through the room without proximaty effect

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I imagine this function is needed for every public presentation or meetings where crowds need to hear the main speaker

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in altspace.. mods can grant a user a megaphone or mic function

rough crater
brisk otter
rough crater
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Or if you want to skip that there are some prefabs around

prisma onyx
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Hello everyone by any chance have you been in to charming show world? and if you did go there by any chance you know how to make your pov like a camera angle?

civic belfry
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I know that there's a certificate problems that often occurs by VRChat client youtubedl, because that the domain uses Let's Encrypt certificate. To solve this problem, the user needs to install the certificate on their PC manually, but I want a simplicity. What certificate should I get, to make VRChat Video players able to get videos from my web server? I don't mind if it's paid or free, but cheap ones would be good. Currently using Buypass Free certificate, but they also doesn't seems to be working.

Related article from official VRChat: https://help.vrchat.com/hc/en-us/articles/4408619131795-Video-Players-failing-with-CERTIFICATE-VERIFY-FAILED-in-output-logs

gleaming bane
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Hey, so cameras set to None (Main Display) no longer work and instead render to the VR view. Did something change? Is there a different setting that we should be using for it to work as intended again? I am trying to output to only the desktop window and not the VR view.

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All of my old avatars / worlds that uses this no longer work, so I know VRChat changed something.

pine depot
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Tried it myself and it seems like the issue is having a camera with None (Main Display) messes with the rendering in VR of either the Main Camera or UI Camera

gleaming bane
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Looking for a fix, no luck so far.

pine depot
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Will probably need a canny for this

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Not sure if this is something that can be worked around on the user end

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Supposedly changing depth to 100 fixes it but that didn't appear to work when I tried

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Time to test again I guess

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Okay so depth 100 does work.

gleaming bane
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No VR oddness? 😮

pine depot
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Seems like it behaves as expected

gleaming bane
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Omg im going to be so happy if this works for me now

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you have no idea how many people are going to be excited to hear this is dooable again, thank you so much.

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❤️

keen silo
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Quick question, using a camera and a render texture I made a "fake mirror", and it works for me but my friends sees it as a black texture. Is there any way to fix that? Thank you

vague girder
silent ridge
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I need some help with an avatar that had Dynamic bones and on the old SDK. Before you would touch the belly and it would jiggle, but with this new update that doesn't work anymore. I talked to the creator and he said the Phybones would replace Dynamic Bones. And it did in the SDK before publishing it in windows, but still nothing. The belly changed to a Phybones collider but the hands got their colliders removed, adding new Phybones colliders still did nothing, at this point the creator and I are lost, any help appreciated.

silent ridge
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I don't understand if Phybones completely replaces Dynamic bones and doesn't need em anymore, or if they are both needed

Ping me if you can help

vague girder
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make sure that the physbone for the belly has a radius that is not 0, and that Allow collision is enabled

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if you want someone else to touch it, make sure you both have avatar interaction enabled

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you can check by opening the quick menu and looking for the yellow hand icon under their nameplate

silent ridge
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So change the size to 0?

royal slate
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how do I add sound to movement

silent ridge
woven spade
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Well I’m gonna try to implement it so the when I pull my avatars ear a hidden door opens

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Would that be Theoretically possible

silent ridge
vague girder
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a model is a model, the SDK is just how you get it uploaded to VRChat

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there are some things that are different from SDK versions, such as SDK2 requiring a left blink/right blink, while SDK3 uses a combined blink

dull reef
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this is an absolute crapshoot but does anyone know if VRChat supports splay for finger tracking, or alternatively, if it uses the steamVR skeletal input system?

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also, if VRC does not support splay, does anyone more well-versed in OSC than me know whether or not it would be possible to mod splay tracking into the game through OSC?

near bronze
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it does not support that, but OSC could definitely do that. Not sure if I've seen anybody do that though

dull reef
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gotcha. thanks!

near bronze
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should be much more feasible since the parameter limit was doubled just yesterday so there may be some people still working on stuff to fully take advantage of that

dull reef
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what's the parameter limit, if I might ask? I'm not too familiar with VRC's sdk much at all, just unity

candid owl
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the stuff vrchat uses to store synchronized variables

near bronze
#

it used to be 128 bits, and each float is 8 bits so you could have 16 floats. It is now 256 bits or 32 floats

dull reef
#

and that's for all of OSC or just for one OSC plugin?

near bronze
#

That's what OSC in general is used to affect

dull reef
#

damn that might not actually be enough bandwidth lmao

candid owl
#

any synchronized Avatar parameter uses those bits

dull reef
#

i gotta talk to my gloves guy but I think we have like, 36 sensors on the gloves in total

#

each joint is tracked

candid owl
#

like you could use some bits if you have a outfit toggle that you want to stay synchronized

near bronze
#

so you send an OSC message saying "this parameter's value is x" and then it will synchronize that parameter over the network. And everyone will see that parameter affecting your avatar

dull reef
#

does OSC have any latency? if so, how significant?

near bronze
#

same latency as regular body movement. Anywhere from a couple hundred ms to a second ish

vague girder
#

don't forget about the update rate

#

about 8hz

#

unless you enforce IK sync by having the parameters in a 4 axis puppet

near bronze
#

that doesn't increase the update rate, it just adds interpolation

#

which increases latency

#

the target update rate is 10hz, which it usually hits unless there's some heavy networking going on

winged socket
#

Has anyone ever made a custom controller that could work with vrchat?
I have a bunch of materials and just wondering if itd be possible to create a form of faked finger tracking where i can use more buttons for individual finger control

gleaming bane
#

@dull reef@near bronze Finger splay via OSC was done by someone before, I remember seeing it somewhere on Twitter I think being released by someone. It took a lot of parameters though i remember.

#

Lemme see if i can find it.

#

It used Leap Motion i think

dull reef
#

awesome! do you know if it tracked more than just splay or if it also tracked the rotations of each bone?

gleaming bane
#

Hope it helps you :3

dull reef
#

is it possible to track objects with, say, a tundra tracker in VRChat or will it just get confused and mistake it as being part of a fullbody setup?

vague girder
#

possible, but not straightforward at all

#

basically will need to use an OSC app, set it up on your avatar, run a calibration, and then toggle it on in VRC

dull reef
#

i figured it'd probably go through osc

vague girder
#

I wouldn't buy a tracker just for that

#

but if you have on on hand, go for it I guess

#

look up VRCTrackedObject on github

dull reef
#

ah, this is the type of thing I was looking for

vague girder
#

it will be pretty jittery in VRC though

#

it's relative to one of your controllers

#

the further your hand from the object, the more jitter

dull reef
#

hmm

#

the object i'm trying to track is a guitar... is there any way that it can be done in such a way that it's relative to the waist tracker?

vague girder
#

maybe? it could drift if you're not using lock hips or lock all though. plus, the calibration would be really annoying to do

#

you basically align a SteamVR overlay cube onto the cube on the avatar

dull reef
restive grove
#

Dupe from #avatar-help : Hello, I'm having an issue with a world constraint placing an object differently for me and for remote players. The offset is always the same and always in the same direction so it doesn't seem to be related with desync or framerate. Anybody has an idea of what could be causing the issue?

warm niche
#

Hello

#

Can someone help me with this?

#

?

wild briar
#

Do you have udonsharp installed?

warm niche
#

Where do I get it?

warm niche
#

I installed this

#

Do I need anything else?

wild briar
#

Was this installed before or after everything else?

warm niche
warm niche
#

?

warm niche
#

@wild briar

thick walrus
#

Try the item VRChat SDK > Reload SDK from the menu bar.

warm niche
thick walrus
thick walrus
#

Hm, that either worked or it blew up your computer entirely

warm niche
#

I'm making a Custom Editor, it requires a certain package from the Package Manager, how do I call it on import?

#

What's the used method?

thick walrus
#

You should always ask the user if they want to install something. If you make your tool compatible with the VPM package format, you can declare a 'dependency' on the target package to include it when the user installs your tool: https://vcc.docs.vrchat.com/vpm/packages#package-format
(note that the VPM format is in Open Beta at the moment but this is the best path, long-term)

warm niche
warm niche
#

Can someone help me with this ☝️

#

Who is willing to get paid to help me get this Sh1t resolved

#

F

cinder grotto
shut bane
# warm niche Who is willing to get paid to help me get this Sh1t resolved

remove the skee-ball prefab and asset from your project entirely. delete all files associated with it. then make sure your SDK version is the latest, and your unity version is the exact one specified by the SDK, it has to be exact. once that's done, install the Udonsharp package. This has to be installed BEFORE any fancy prefabs like your skeeball table. Read the instructions for that prefab carefully and install any required packages first. Then install your prefab.

#

installing a package before installing any required packages pretty much guarantees shit will break

warm niche
#

I think that might have caused the issue. Ok but how can I fix this?

shut bane
#

follow the instructions i gave you

warm niche
#

Ok I already deleted the skeeball assets and it removed all skeeball errors, only problem is all udonsharp video still exist

shut bane
#

remove anything that you imported that uses U#

#

just delete it all from the project entirely

warm niche
#

By just deleting the folder?

shut bane
#

yes

warm niche
#

from the assets tree?

#

ok

#

I am using Unity 2019.4.31f1 and VRC SDK3

#

is it compatible?

shut bane
#

that's the right unity version, so you should be fine

#

just get everything that uses u# completely out of your project, then install the latest u# package from github

warm niche
shut bane
#

then you can try to reimport your custom packages. just read the instructions carefully first

#

yes that's the one

warm niche
#

Ok I will give it a try, thanks

warm niche
shut bane
#

udon yes, udonsharp no

warm niche
#

Oooooooh ok

#

thanks

shut bane
#

u# is a third party wrapper around udon graph that lets you code udon like you would C#, it's a lot easier for people who already know how to code

#

update the sdk first if it's outdated, then install u#

warm niche
#

Ok right on

empty gyro
#

Should I be concerned about any of this?

#

On build I get a bunch of the same error and specific parts of a prefab I'm using do not function

#

No errors when in game though

glacial isle
#

is mounting vrchat avatars as a hard drive against TOS?

fervent mural
#

Wait what

#

What do you mean mounting them as a hard drive

#

How would you even do that and for what purpose

proud falcon
#

hi avatar error asking is here?

glacial isle
#

i got bored, so i got the idea to mount vrchat avatars as a hard drive

#

so i did

#

turns out avatar parameters don't make a very good hard drive

fluid linden
glacial isle
#

what do you want to know?

proud falcon
#

always showing a error of missing credentials how to fix it this error?

glacial isle
warm niche
#

Could someone help diagnose why the hanging bulbs are not emitting light to the billiard table and ambient?

#

Do I have the lighting settings wrong?

#

Entire scene is a indoor club. No outside lights

glacial isle
olive sigil
#

Not sure where else to put this~

I remember seeing quite a bit ago an editor script for unity to sync the Scene and game view's cameras.

Does anyone know who made it, or know where i can find it?

median venture
#

I'm not sure what you mean by synching the two. You ultimately care about the game view window's output. If you mean being able to walk around, you can import cyanemu or clientsim for that.

warm niche
#

That's a yikes!

fervent wasp
#

@fallow pilot Hate to bug you again about this, but:
● SDK Base
● SDK World
● UdonSharp
● Reload the SDK and then import TVPro, correct?

#

I'm gonna reimport the entire project so I can replicate the errors I've gotten, but these appear when Unity crashes. One moment...

#

Here we go:

fallow pilot
#

Try going to the Assets menu -> Open C# Project, wait a bit for the window that opens to settle (it should attempt to build any missing assemblies at this point). Then once it looks settled, close that window and then save, close and reopen the project.

fervent wasp
#

It just opens a new Explorer window in the project directory, is that supposed to happen?

#

Project reopened with no compile errors so far...

#

Forgot to mention that every game object in the prefab that uses Udon just has an empty Udon Behavior script attached:

fallow pilot
#

In the prefab asset itself or in the hierarchy?

fallow pilot
#

(not related to the problem, just thought I'd point it out)

fervent wasp
#

In the hierarchy, save for Unity Video Player, AV Player, Ui Shape and VRC Input URL.

fallow pilot
#

Did you have a non-empty scene open when you imported ProTV?

fervent wasp
#

Oddly enough, despite this, Wolfe's player (only the mini player tho) compiled no errors

fallow pilot
#

During the upgrade process for U# 1.0.0, it's advised to have an empty scene open during import.

fervent wasp
#

I can upgrade to 1.0 without Creator Companion right?

fallow pilot
#

Mainly because upgrading of nested prefabs is wonky.

fallow pilot
fervent wasp
#

Oh, that wasn't meant to be a reply, woops

fallow pilot
#

lol

fervent wasp
#

I have Script Inspector but I'll set the editor back to Visual Studio if need be

fallow pilot
#

No, a beta for U# 1.x. But again it's outdated and not advised to use.

fervent wasp
#

So, blank project, empty scene

#

add to CC, import the base packages...

fervent wasp
#

Okay, right off the bat (sorry for the late reply)

#
UnityEngine.Debug:LogWarning (object)
UdonSharp.UdonSharpUtils:LogWarning (object) (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/UdonSharpUtils.cs:306)
UdonSharp.Compiler.Udon.CompilerUdonInterface:AssemblyCacheInit () (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/Compiler/Udon/CompilerUdonInterface.cs:170)
UdonSharp.Compiler.Udon.CompilerUdonInterface:get_UdonSharpAssemblyDefinitions () (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/Compiler/Udon/CompilerUdonInterface.cs:53)
UdonSharp.Compiler.CompilationContext:IsUdonSharpAssembly (string) (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/Compiler/CompilationContext.cs:230)
UdonSharp.Compiler.CompilationContext:GetAllFilteredSourcePaths (bool) (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/Compiler/CompilationContext.cs:207)
UdonSharp.Compiler.CompilationContext:GetAllFilteredScripts (bool) (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/Compiler/CompilationContext.cs:220)
UdonSharp.UdonSharpProgramAsset:IsAnyScriptDirty () (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/UdonSharpProgramAsset.cs:256)
UdonSharp.UdonSharpProgramAsset:CompileAllCsPrograms (bool,bool) (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/UdonSharpProgramAsset.cs:292)
UdonSharpEditor.UdonSharpEditorManager:RunPostAssemblyBuildRefresh () (at Library/PackageCache/com.vrchat.udonsharp@c486a16ab9/Editor/UdonSharpEditorManager.cs:124)
UnityEditor.AssemblyReloadEvents:OnAfterAssemblyReload ()
#

I'm gonna take a wild guess and say this should not happen

#

Upgrades finished...

#

@fallow pilot Scripts compiled no error so far...

#

Nothing.

fallow pilot
#

If you check the prefab asset itself (in the project panel) does it have the scripts attached?

fervent wasp
#

Yes, TV Manager is clearly running

#

But I go to build and test

#

Try and enter a URL

#

and nothing

#

not even the buttons are interactable

fallow pilot
#

Try adding a copy of the prefab to a clean empty scene (with a plane and VRCWorld obviously)

fervent wasp
#

That's the first thing I did

fallow pilot
#

hmm

fervent wasp
#

Gonna try with Wolfe's player to see if it's only TVPro giving issue

#

Looks like it unfortunately, but I wanna keep troubleshooting because I am interested in some of TVPro's features that Wolfe ain't got

fallow pilot
#

Yea, the sucky part is that when I did my initial upgrade test using VCC for ProTV, I quite literally ran into no issues. I need to test other scenarios once I get done with the next beta 😔

#

For now sleep tho. Will follow up later. Hit me up on my assets server if you want since this seems to be specific to ProTV.

warped merlin
#

an odd quirk occuring- in unity play mode, physbones (and dynamicbones) do not preview like normal. they're completely rigid. hoping theres just a checkbox or option i dont have turned on

#

no errors in console either. everything seems to be business as usual, and i can upload just fine and everything works, including the bones. i just need to somehow turn back on the previewing of them in play mode??

silk wave
#

Having cameras with rendertextures assigned in scene will do that.

#

But in my case even a camera without rendertexture assigned broke it.

warped merlin
#

i know i called it a quirk, but, wow. thats one hell of a quirk. i just remove cameras that arent the scene camera to test that?

warped merlin
#

so, that wasnt it, but cloning entire assets folder to a new unity project fixed it. when in doubt....

grave kraken
#

https://i.hep.gg/uM6ON_UaE

These checkboxes to mark the toggles as off by default are not working in-game, but working fine in unity.. all write-defaults off, all weights set to 1. i really dont know whats going on, cuz those dont work, contact receivers arent working, and my particle systems

wraith atlas
stone fjord
#

Anyone know when "soon" will be?

light remnant
#

@stone fjord sadly:

"Tupper - VRChat Head of Community
StormiTheAvali: To be very succinct, contrary to previous belief constraints aren't free, especially at the levels some avatars utilize them (50+).
They have a performance cost which gets to significant levels, especially in a heavily CPU-constrained environment like the Quest-- even if the number of constraints used is quite low.
We've got some alternate solutions we're thinking of, but this isn't in active development yet.

·
June 3, 2022"

#

Okay so I've figured out how to add Contacts components onto my avatar via script editor by looking at Pumkin's Avatar Tools:

using VRC.SDK3.Dynamics.PhysBone.Components;
using VRC.SDK3.Dynamics.Contact.Components;
at the top, and then you can just say:

CrossContactSender.AddComponent<VRCContactSender>();

But I'd really like to be able to pre-load them with their correct settings. For me that's Radius, Position, Collision Tags, and Receiver Type & Parameter. What syntax do I use for these? Or, are there docs anywhere I could look at?

If I can't figure it out, Pumkin's Avatar Tools can continue to fill in the gaps for me, but... that's rough on inexperienced people who try to use my project. If I can just get this last puzzle piece, my script will generalize to any avatar proportions & be entirely self-contained. 😦

light remnant
#

It looks like Pumkin's Avatar Tools, which can handle Contacts components, doesn't get at them "directly" in a way I can crib, it just uses

ComponentUtility.CopyComponent(typeFrom);
ComponentUtility.PasteComponentValues(newComp);

which I'm assuming is the Unity onboard thing... so, yeah, I have reached the limit of things I know how to do to obtain this knowledge on my own (How to add Contact components with specific settings). If the only possible remaining solution is "include a prefab of each Component with the correct settings, and then figure out how to implement CopyComponent/PasteComponentValues yourself," I'd like confirmation on that from someone who knows what they are doing... and maybe some advice for making finding & referencing that prefab as foolproof as possible, since this project is meant for use by other people... anyway thanks for your time, anybody who reads this.

light remnant
#

@slate mango No, but for VERY limited use case, you can kludge together some stuff based on Aim Constraints that will magnify/exaggerate a small rotation into a larger, faster one. You can also get a larger, faster, opposite one! However there are sooooo many limitations to this approach it’s almost certainly not what you’re after.

fervent wasp
near bronze
#

I think it's possible to use bakemesh, you just can't use new mesh. You need to have a reference to a mesh that already exists that you can bake the data into, then you can reuse that instead of creating a new mesh every time

fervent wasp
#

Should it be a copy of the same skinned mesh separate from the object that needs the updated collider?

#

The VM also seems to crash the second it hits SetBlendShapeWeight.

near bronze
#

that's on the animatorsetbool, not setblendshapeweight

#

probably just a null reference to the animator

#

the second setblendshapeweight does not have a reference plugged in either

fervent wasp
#

updated screenshot my bad

#

OH

#

I SEE IT NOW

#

one second.

#

No errors, but collider still won't update.

#

Should I bake it to a copy of the mesh or should using the same shared mesh as the Skinned Renderer to bake to the Mesh collider work?

near bronze
#

no, you need to bake it to a different mesh

#

if you bake it back onto the skinned mesh then you'll only be able to do that once

fervent wasp
#

GOT IT.

fervent wasp
light remnant
#

Well, I solved my problem more or less like Pumkin's Avatar Tools did, via those undocumented operators on the Editor side, CopyComponent and PasteComponentValues, combined with LoadAssetAtPath and a prefab. This way I can fill in all the Contact Sender/Receiver things that I need except for position, rotation, and scale, which I handle dynamically at I guess the ordinary transform level based on calculating lengths of relevant avatar bones.

UnityEditorInternal.ComponentUtility.PasteComponentValues(AnyTaurCrossContactReceiverComponent);```

I struggled a lot with syntax and stuff because I'm new, so here are examples for the sake of people in my position. 

```GameObject CrossContactReceiverPrefab = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/AnyTaurScript/CrossContactReceiver.prefab", typeof(GameObject));```
waxen parrot
#

I think there is a problem with vrchat. I can't get a parameter to save correctly when adding 1 to it with the "VRC Avatar Parameter Driver" component.
By default the parameter has a value of "0", I can make it add 1 but it stops working.
Instead, if I remove it from "avatar parameters" it works correctly, but the problem is that the value is not stored and new users who enter the map see the parameter with the value 0.
Sorry if I haven't explained myself well.

#

If I remove the parameter from "VRCExpressionParameter" it works but isn't stored

#

The goal is to make that value remain even if I change the world, like when you change clothes and it stays because the value is still there.

tender tiger
#

do i ask help with avatars here?

#

everytime i try to autofix my mipmaps my builder menu dissapears, and it doesnt come back until i undo the mipmap, i have a video of it, if anyone needs to see it, atm i have no idea what im doing.

#

i havent found a single tutorial that explains whats going on either

small nexus
ocean apex
#

Need some help with what could be a bug? Using the newest version of the avatar SDK (2022.06.03.00.04) and in the avatar descriptor, I can't see the gesture and additive layers for my avatar after I press customize. Instead they are these weird empty slots:

(and this seems to only be affecting the avatar... I still see all the layers normally if I put a new avatar descriptor on an empty gameobj.

#

nvm I found out how to fix it right after posting this ww

#

an extra animator component was interfering with it somehow, and i just removed the animator component

#

hmmm on a side note, is this why it's usually recommended that you should make animations on a duplicate? Ive heard that it 'breaks your avatar" and now im wondering if this is what breaks? or do a lot of other stuff break too

untold geyser
#

I'm trying to write a script that will automatically add an additional parametre to a VRCExpressionParametre as well as add an element to a VRCExpressionMenu for an asset I'm building. Is there an example project by VRC or resources available somewhere that I can use to figure this out?

waxen parrot
#

I'll do a couple of tests now but I'll get the same result.

small nexus
waxen parrot
small nexus
#

.... it can be your problem..

slate mango
#

Can rigid bodies be used to make throwables on your avatar?

next citrus
civic belfry
#

Anyone experiencing this kind of timeout crash? I was monitoring the frametime of the event world I manage, and suddenly this message pops up and force disconnects me. In the log file, this message appears and all the Udon program crash (due to Networking.LocalPlayer = null) right away, then this timeout message pops up. Not only I'm experiencing the crash. Sometimes I can see players disconnecting in the middle of the conversation, and then rejoin after several seconds. Any fix for this?

sly nova
#

My uploading of avatars is failing, I already disabled future proofing, on latest SDK

upper plover
#

How does VRCX provide Discord Rich Presence that includes things like world thumbnails for the current instance, I thought it wasn't possible for VRChat itself to do? Why can't VRChat do it?

rich prairie
#

is anyone experiencing not being able to test senders/receivers by physically moving them in the unity scene with the latest sdk?

upper plover
cinder grotto
fiery grotto
#

i hope this is the right channel?
Warning: total beginner to this and checking what are the boundaries of world development.
Ok, so i have been doing some digging in the webs but was unsuccessful and since there doesn't seem to to something like that already i was thinking about looking into DIY it myself.
Short question: Can I do any kind of API requests from VRChat to some other service?
Long question: currently our world is passcode protected, but since the passcodes get leaked quite easily i was thinking of setting up a discord bot to link your vrchat account. that way it can be checked, if the discord account is verified in a certian server and let the user in. But for that the world would need to send a API request, preferably with REST. While my hopes are low, i still wanted to ask, before i look for other solutions how to solve this issue.

candid owl
#

basically no you cannot access web apis from vrchat outside of being able to call videos

fiery grotto
#

like... video links? that end with .webm?

candid owl
#

mp4 webm YouTube and twitch

#
fiery grotto
#

what about the other way around: Send something to the world. Is there something like an emiter that listens?

candid owl
#

not really besides for using the video player as a data input

fiery grotto
#

i mean.. you can probably get data out of the world that way.. but back in.. you would need to run a OCR or something

candid owl
#

basically vrchat worlds are supposed to be self-contained with no web access outside of videos

fiery grotto
#

or.. maybe different lengths to use them to transfer simple codes back

candid owl
#

mostly people just read like the video feed as a data texture

fiery grotto
#

i mean.. im known to try some crazy stuff.. but even that is next level for me xD

keen hollow
#

i'm super curious, has anyone ever heard of a machine vision overlay for VRChat? Like a program that scans what you're seeing in VR and overlays HUD callouts on detected things?

#

a specific example would be a helper for pool tables, which would overlay an estimated trajectory based on where it sees the ball and cue is

slate mango
#

All it really was going to do is outline player models using postprocess outlines, while not outlining anything that wasn't a player model. Probably via only outlining skinned meshes.

keen hollow
#

I specifically mean an external program that doesn’t integrate with the vrchat executable. It would purely scan the VRChat window and then draw to some sort of overlay on the VR device

slate mango
#

That'd be neat, but hella processor intense.

glacial yacht
# fiery grotto what about the other way around: Send something _to_ the world. Is there somethi...

You can send data into VRChat with OSC: https://docs.vrchat.com/docs/osc-overview

#

hmm doesn't seem to be for worlds at the moment though, I'd been looking for Avatar parameters

valid jewel
#

Can I move users between word instances using Udon?

fiery grotto
glacial yacht
#

Oh yes, but I figured that was more for user account stuff, haven't looked there just yet

fiery grotto
#

getting user details. world details...

fiery grotto
glacial yacht
#

yeah doesn't seem to do that

fiery grotto
fiery grotto
glacial yacht
fiery grotto
#

yea. it does not..

#

and the issue im seeing with osc, is that the player needs to run it. it cannot be seeverside

glacial yacht
#

yep

#

I think what I'd do is make a bot that you all friend which can invite you to a private instance

fiery grotto
#

i have been not enough on vrchat to know this.. but private instances you can be only invted to? no link that can bee shared arround?

fiery grotto
deft sail
#

let me check rq

#

nothing about it

fiery grotto
#

12.i

glacial yacht
rich axle
#

how do i fix this error

devout lance
#

i'm curious if it's possible for a general user/creator to use the "avatar granting system", like ready player me, i see great potential for using it to sell avatars one creates (especially when it comes to standalone users who can't upload them themselves) but i can't find any info on even remotely how it functions

candid owl
jade badger
#

(sorry for the repost but this might be a better place to ask)

None of my debug logs are showing up in the ingame logs
so i cant tell whats broken
it works in unity, but not ingame.

#

The goal is a raycast thats follows the players view to grab the UdonBehavior from an object it detects, then send the _Interact custom event on the E key
I have a debug to draw the ray and give me the position/rotation of the playerhead when using the Keypad 0 key