#development-advanced
1 messages · Page 6 of 1
So, is your problem actually you're trying to get other U# script within the same object?
If it's a fixed type, then you could just get component by that type directly.
Or either you could make public variable and assign component from the inspector.
@proud belfry Just a heads up: Docusaurus v4.0 will introduce a lot of breaking changes that will require a ginormous assortment of changes on the Creators Docs, including changing all pages from .md to the .mdx extension!
I have already done this on the Poiyomi Shaders Docs since I'm the main contributor to that, so I thought I'd let you know to possibly look into migrating the Creators Docs on your end so that it's ready for Docusaurus v4.0. https://github.com/vrchat-community/creator-docs/issues/291
Fair enough! Though I don't think there's any rush - 4.0 hasn't been released yet, and we'll have plenty of time to make the switch.
I've used other docs tools but not this one, it's just a markdown -> fancy site generator thingy, right?
Yeah, it’s a static MDX website generator built using React. Many devs across the community uses Docusaurus for it’s ease of use, extensibility, and file organization.
neat.
it's pretty nice
I like it, too! 😄
Though needing to go through Git can be cumbersome if you need to change something quickly.
IMO your docs should be in source control, so that should be just a standard part of the process
It honestly works way better when using an IDE with Source Control.
I heavily use Visual Studio Code workspaces since it has native Source Control integration and it makes managing the Docs a breeze! I highly recommend it.
Oh, certainly! But non-technical users usually struggle with that, from what I've seen.
It raises the bar for making suggestion. That's why we have a feedback widget, too
I find using an IDE for this to be cumbersome, but you do you 🙂
when can we get a co owner feature
I have a complex question
For context, I’m trying to make an MMO in VR Chat called VRmon SPEED, self-paced education for expedited diplomas. This game will span across 39 worlds, at least, and I need a convenient way to help players transfer their data between worlds
Can Avatar Contacts be used for this? My idea right now is to:
- When a player hits a Save block,
- Teleport that player to an area where the world has avatar contacts
- Use an Udon# script to change the player’s avatar’s contacts’ height and rotation depending on their VRmon’s data. For example, if a player has a VRmon of Species3 with 42069 exp, then its corresponding contact might be changed to Height=0.3, Rotation=42.069°
- Teleport the player back to the Save block that they hit
- When the player hits a Load block in the next world, or just when they enter the next world in general:
- Teleport the player to an area where the world has contacts
- Read the height & rotation from the player’s avatar’s contacts to re-generate their VRmon. I.e., an avatar contact with a height of 0.3m and a rotation of 42.069° will tell the world to generate a VRmon of Species3 with 42069 exp
- Teleport the player back to wherever they’re actually supposed to be
Is this possible to do with avatar contacts? I know it’s possible to do with physbones, but the upper limit with physbones is only 8kb
Pretty sure you would need to use a VRC Station to animate the contacts into the right values, can't directly affect them with Udon and telling the avatar's animator how to move them would be messy.
Not sure whether the floats are 32bit or 16bit in animator, but in total for each contact you do have 9 floats to work with, position, rotation and scale, all of which can be read by the world upon contact with the avatar's contact, but floats are a bit of a lossy format to store data in so would loose some precision to make sure values don't jitter.
Icic~ I’ll look into VRC Stations then. Thank you so much! ^.^ 💛
uuuh, I think the SDK3 unitypackage download is still on 3.10.2 (im not able to access 3.10.3)
is there any known solution for the "sinking"/"slow fall" that happens with (box) colliders on avatars?
Hello! I am in need of some help here. I have this world here. It's all made up and in an FBX format, however, the issue I am having is with the terrain. The world itself is a two story house with an outdoor component; the main floor and a basement along with the outside. Basically, the terrain needs to be high in the front, and then gradually get lower as you walk towards the backyard. Is someone willing to help me with this? It's literally all I have left to do before I can fully decorate the outside. Any help with this would be greatly appreciated!
I'm honestly surprised they still distribute Unitypackages. I'm curious on what your reasoning for using them still is! it sounds like it could very well be quite an interesting story
Me
short of it is that I do avatar work on a linux system, I dont thiiink the VCC works on linux (tho I havent tried).
(tho I will mention this. what I was able to do is make a project on my windows install with the VCC and then open the same project on Arch.)
(so that kinda works)
way more valid than "I'm stuck in the past" (I met someone who was still using SDK2 in 2024, those people exist)
Linux Moment
https://vrc-get.anatawa12.com/en/alcom/ is a foss creator companion alternative that works on linux :3
although if i could ask, have you had any issues with certian shaders lagging the editor at all? i tried & it dropped me to 10fps and i couldnt find a fix so im dualbooting for unity rn
I actually attempted to use that one but the appimage doesnt like running.
damn :c
might b something with me tho
o
bumpies :3
alcom does though. it's better anyway.
oh damn, didn't scroll down
is k vrc-get will do the trick
Mind be a silly question
Is it possible to allow computer shaders to work?
Or would they cause a security threat?
Compute shaders? No, they are not supported in VRChat.
Wouldn’t bee nice to have them?
For world creation
I look at some of the stuff people make with a high stable fps and get shocked 😮
It would, although you can kind of hack around it using a render texture and standard shader
I've got an annoying issue I've run into that I didn't realise would be a problem until I hit it. So it's easy enough locally to tell if the user is on Android or not due to defines you can set up in the script at build time. However, I need to be able to tell if a user is on Android from the perspective of another user. Without starting to do weird stuff like writing to a list of users on world join, is there any simple way for one user to tell if another user is on Android? (via U#, obviously).
Yes it is possible with U#, with some networking
A asks B to tell A if C is on Android, basically
using #if directives? does the U# compiler produce separate program assets for PC and Android?
Yes, but that would only work locally.
i'm questioning how that's possible at all
Oh, right
You upload separate versions of the world, duh
Can anybody here suggest a volumetric light solution that would work in vrchat?
or even an ideal way to fake it
Depending on what you want to do I'd go for a cylinder or a plane with a transparent texture.
I downloaded an auto-tiling script that modifies the textures on any model before runtime, it's saved me hours of work making the floor tiles repeat right when I want to put small holes in the floor plane
only 10 dollars
Has anybody successfully implemented source control for their world projects and have recommendations on how to do it? I've only ever implemented that sort of thing from an IDE
i'm curious about playmaker, i guess this means we still can't purchase most assets from the unity store that use scripts? but will a visual scripting engine let us do volumetric lighting? there's a great one i tested recently that adds a lot to my scenes, although it may bring the fps down too much when networked. just in the unity preview it felt great.
@rough flame I'm about to but I work at a company that uses Unity for our games and have spun up several repositorys for the projects I've worked on
What do you need to know?
I'm planning on adding games to my low poly forest, does anyone have a list of components I need to add to an object so I can pick it up, throw it, and give it weight?
yes @median viper you need to add a rigidbody, a collider, a "VRC_Pickup" component, and I think that should be it.
@royal moss thank you, I will try that tonight 👍
Welcome, I'm glad I can help!
Now here's a question, does anyone know what the difference is between stuff like "alwaysunbuffered", "owner", "masterBuffereOne" and the like?
I know that "alwaysunbuffered" means the trigger isn't saved. It fires for everyone in the room, but new people to the room won't receive it. If you do buffered, triggers are saved and each new person to the room fires them all when they first enter.
I forget what the other two do, as I've never fully understood them.
generally you should use alwayssunbuffered for your triggers unless it's super important to keep current users and new users to the room synced (like, say, if you are flipping a geometry feature on or off for everyone)
@median viper you might want to add a VRC_special layer and set it to "walkthrough" too
Lol is that setting an object to be walked through?
@median viper while we pile on. Also make sure to add a VRC_PhysicsSync object. Otherwise, other people will not see YOU pick up the object (and so on)
The PhysicsSync makes it so the movements of the pickup carry across clients
I believe it was called VRC_object sync, but yes
Oh yup, you're right
I think one thing I immediately miss (having never used discord) is threading. Does Discord support it?
Nope 😦
That was one of my favorite slack features, being able to contain a conversation in a specific expandable threat
Isn't there like many other ways to set an object to be walked though?
There's several ways, Hoka. What specifically do you want to do?
If you disable the meshcollider on an object, for example, it will be visible, but you can walk through it. You can also set the object as "isTrigger", which also makes it lack collision
well I'm just questioning it, but my next question is this: if I had an object spawn from a trigger, and you then move that object around, should I use "buffered" or "unbuffered"?
so late-joiners will see the object
So I know that with a physics object set up properly (with VRC_Pickup and VRC_Object Sync) the position is automatically provided to any new user who enters the room.
I am actually uncertain, in this case, whether that will be the case if you weren't there when it was spawned. I'd assume no, unless you set the trigger to buffered
@vernal copper it's just not something I know how to do with the file explorer alone. Where do I start?
Well I'll do testing with pill hopefully at some point
Thanks @stuck bobcat ! I figure I better add some picnic/camping games to my forest incase you are still down with using my forest for the social this Wednesday :p
having issues with unity failing to execute external process for Clustering job
cleared the GI Cache, and restarted
<@&337692363860344832> guessing ur the best people to ask is there any api or page I can scrape to see how many people are online on vrc? ik that vrchat.net/home/worlds is a thing but it requires logging in and all that drama.
add this to steam Vrchat properties> Set launch option vrchat://launch?id=world Blueprint go here. if you want avoid people
If that was directed at me that's not what I'm after 😛
Oh noice
i just use steam to see who online
in vrchat
just add everyone know on vrchat to steam then know who online lol
everyone at al avatar corridors
14 people
Dude I asked for a page to scrape for a reason lmao
some nice json endpoints or something for basic vrchat state info would be 👌
we could build some super cool stuff with that
Exactly what I'm after lmao
Would be super noice
@warm niche i'm pretty sure we are working on that integration
I love you even more now daddy pill
building a vrchat bot that'd let you query rooms from discord would be soooooooo cool
@sterile cipher That's actually why I was asking
I kinda wanna make a bot for this server and shoot the admins the sourcecode
saves them the time and effort of making one
you could even have api keys so you could access your own account data read-only, so you can build an out of game friends list
hngggg
same
jus a lil bit
excellent
yass
Meh I'm not that good
I've only done a little work on komanda
and some for eris
that was about it
I suppose I could maybe work on a package that uses the users own login to scrape the /home/worlds page 🤔
Would be messy but it would work until offical json support
🤔 🤔 🤔 🤔 🤔 🤔 🤔
I'll sleep on it I suppose
ys go to sleep
In my second client, the picked-up objects are locationally accurate, but the rotation of the pieces are lagged behind, and all the pieces have object syncs on them.
Any solution?
The solution: My pick-up object was a two-cube object, but since each cube needed to be it's own scale they were under a single parent, and the pick-up grip point was a third child, object sync should ONLY be on the parent and the grip point, not on either of the cubes, and it seems to work fine now.
Or: uncheck "sync phsycis" and leave "allow collision transfer" checked on the two cubes.
Thanks a ton for that post @mental narwhal !
@warm niche , something like
"VRChat DiscordBot: Where is @kneesox?"
kneesox is currently in this vrchat world: vrchat://launch?id=world_123456
would be cool yeah
Yass and it would be super ez to make as well
Already got a few ideas on how to pull it off @mental narwhal
and something like
"$onlinetotal"
bot: Total online vrchat users: 9001 in 69 worlds
I'd personally love to make a bot for you guys and shoot u the src 😛
@honest plume is the one that knows these stuffs. but we also need to figure out the privacy implications...
yeah it's a little less privacy then
You could make it more general so instead of specific users make it just the community?
So see the total number of users online and the total in x, y, z public rooms
api where
The only problem is that it's Completely Undocumented
Something something security-through-obscurity
I'll document that shidd
So what you're saying is "we have those features, better start searching" :P
🅱ocumentation
Keep the talk about 🅱evelopment
ooooh wait the api is already openish like that?
pleas giv lead
we'll figure out the rest
security-through-obscurity
legit the most guessable file names
tyyyyyyyyyy
Yeah, I don't actually believe in security through obscurity
it's 🅱rash
" Security experts have rejected this view as far back as 1851, and advise that obscurity should never be the only security mechanism."
If we sign some kinda of "we give you our virginity" contract can you just give us the information?
I'm having a chat with our executive layer about that
Thanks dad
❤
cube drone best drone
2 damn right
You could do like api access like you did the 5.6 beta
keep it priv🅱te
and 🅱nvite only
till its safe and 🅱ecure
My point is that anybody who's knowledgeable enough to use the API maliciously
Is also knowledgeable enough to reverse engineer it. So why not just publish docs?
But that might imply a blessing on our part
So I see where they are coming from
Just to confirm @honest plume reversing the API doesn't break any laws or tos does it?
I want this to get an ok so I don't get the 🅱an hammer
I can't confirm that, no
Well shi🅱 lads
I've done no reversing to ur api am law abiding citizen pls don't 🅱an me
no proof :^)
Lol subtle
I mean he could look at requests logs :V
🅱pn
@median viper We will be using your Blocks world for the social, but NEXT Wednesday (8/2). I want to give people more than a week to build their blocks avatars.
@laosounds good, gives me plenty of time to polish the forest
Update a copy of your worlds to 5️⃣6️⃣ to be ready for the Unofficial Beta Test tonight. Message Pill for an invite to beta if you're willing.
I'm having some bad luck making a physics-based object, it keeps falling through the map. When someone has time can they upload a picture of thier object inspector so I can see exactly what components and settings I need :)
I'm in no rush for this project :P
Incoming Clem, one second
@median viper this is one of the beachballs from Fortune Pools. Yours might have a different collider (this one uses a sphere) but the setup otherwise should be the same.
Also this is from the newer Unity so some fields may be different.
(in 5.3.4p1)
First upload in discord! I am having an issue with my shader. Floor is mostly black but looking at certain angles you can see it faintly. As you can see in the shader too, everything is set to normal.
Hey cool people! Dumb question, but when I try a test build of my level I keep getting stuck on the loading screen?
Thanks for taking a look and let me know if I can get more info from my end to help!
Anybody know of a solid way to translate an object between 2 points without using animations? Or if with animations, a way to make the object translate towards a moving gameobject?
have a really cool idea, might be able to do it with a few tweaks to game balance without this, but if it's possible that'll be amazing.
Mecanim anims are hard coded sadly... you can use root motion but I'm guess that's not what your looking for. That's more suited for body anims
I'm thinking more like a simple ai, where the user touches a trigger, which then enables a gameobject that would progrsivley move towards that player until it touches them. At that point another trigger on the enemy would trigger a "game over"
player would have to make their way to another trigger for the object to be disabled
Just did some tinkering and I have a good idea now on how to do it without scripts. Physics simulations are networked synced, correct?
@cursive elk if you are using the dev version when making and testing your world, it probably means you don't have the dev version of VRChat, the instructions should be linked in Pill's message to you, that is if you are using the experimental dev version
@slim apex you couldn't make the object move "towards" a player persay, but you could give the illusion that it is following the player by making the player only have one option of where to be
Thanks man, but I was able to get it working using the constant force property and a grid of local triggers that tells the object which way to move.
they all trigger an animator that changes the value
this only needs to work in a small-ish box room so this works perfectly.
that's.. very innovative, you'll have to tell me how you did so later, but I need to sleep now
It's not too complicated, but I just thought of a new version I'll make tomorrow that ditches the animators and just enables and disables different constant force properties on the "ai" object to change the direction instead. Could go horribly wrong in practical use though since it would figure out what way to move based on it's starting position in the grid as opposed to pathfinding. It can also only move in 4 directions to keep to the grid.
Edit: also just now realizing that I know the sdk can enable/disable gameobjects, but not sure about properties of gameobjects.
more I think about it, more I think I'd be better off just ditching it for the game I'm making actually. Would be a cool technical showcase though if I decide to make it a standalone thing.
TO BED
@cursive elk did you ever figure the loading problem? i have been having same issue ..
Brain storm here: fishing in VR-chat?
Would be fun
Yes, please
I'm trying to figure out how to do so..
someone's already made fishing in vrc
anyone knows how to use Crowber?
I've set something to be enabled and disabled when a player enters and leaves a trigger hitbox, but it only seems to spawn, and not de-spawn
O.o invader...
@warm niche how well does it work?
super well lmao
@gaunt root ?
after they fixed the borked ass triggers that vrc broke
Oh invader, were you the one who was gonna send me the script that makes players run faster?
after they fixed the borked ass triggers that vrc broke
the pic
was just the api being rate limited @solemn bloom basically cloudflare being stupid
i found that when sifting through the logs
Take no notice
ahhh
@royal moss Thanks for the reply!
For some reason, it's still not working for me. I'll see if I can get it running on my other PC.
If you try to test a 5.6 world on the non-beta version of VRChat, it will do an infinite quick-load
How do I get the statistics of whats taking up the most space in my world?
I think it was analytics
Huh @royal moss, it totally runs on my other PC.
My other PC uses the Pro version of Unity and the standalone Oculus Rift executable of VRChat instead of the Steam version.
strange..
Also, I already had a window of live VRChat running when I initiated it.
Yeah, just trying to provide info in case it happens again!
https://www.youtube.com/watch?v=BWvtf5h2dS4
My one true love
@autumn hatch should ask vrpill add that @tutorials
@warm niche I suppose you could add my link to the #tutorials channel
then never be lost in void chat lol
I probably should have asked this before going overboard... but do speedtree models work in VRChat?
they dont require any added scripts to use in unity or anything
They probs do then
as long as they have a skeleton and a body and don't require any custom scripts then it should work
So I learned two very fun things today...
- speedtree does work
- AltspaceVR's Video Jukebox app runs just fine in VRChat on a web panel
just as I expected it would :)
holy crap even the separate control panel for the player works, volume control and adding songs etc
How do I do analytics on the worlds
NM figured it out. It's the build log I was looking for
Can anyone help me? I'm trying to work on light baking for the first time. And it seems to be working, except on my terrain. In the editor, it appears as if the light baking worked on my terrain, but when I load it up into VRChat, the terrain is not lit. Has anyone encountered this?
How do you edit the jump height and walk speed values in the most recent SDK? Its changed since the last time I made a room, used to be on the VRCWorld object.
That would be playermods, and you need to copy it over from a old project
I don't have easy access to my old project files anymore (they're on my old pc), is that the only way?
As far as I know. There is one in the SDK scenes, but it doesn't have jump.
I'm sure there are reasons why but it feels like the process for uploading a room went up a level or two in difficulty. I like the build panel, that's actually super cool and helpful, but I wish the player options were like they used to be.
Where's the latest SDK?
@subtle charm its in hiding 😛
@subtle charm latest public sdk is at https://vrchat.net/download/sdk
beta sdk is pinned to the beta channel if you're looking for that
well there's my problem, i'm not in the right places!
is there a way to breakyour project to make it into 2 separate opnes w/o having to restart?
I tried months ago to break old town into 2 pieces by making one whole section into an asset to move to a new project but was unable
has anyone every been able to do that or tried?
Hey guys, anyone using the Progressive lightmapper in Unity 5.6?
Having a weird issue where through half of my bake it looks great, then it gets cancer halfway through
that looks like a case of 'your mesh doesn't have good lightmap uvs' @spiral otter
you can make unity generate lightmap uvs for a mesh in the mesh's import settings in the inspector
I did that. The lightmaps start baking looking perfect
which leads me to believe they are fine
like the first 3 or 4 frames of the bake in the gif
Hey @gaunt root, I replied with a way to break your map in the Beta cahnnel, just in case you missed it there 😃
Hmm looks like Progressive lightmapper doesnt support transparency yet O_o
so that was probably my issue
testing now with enlighten (SO FAKKING SLOW!!!)
CORRECTION
backface tolerance on my lightmap settings set to 0 made it look good :)
using progressive (SO FAKKING FAST!!!)
Anyone know why refraction on shaderforge looks so terrible in VRChat in VR mode but looks fine in desktop?
It probably doesn't handle Single Pass Stereo correctly.
anything I can do to fix that in my shader? or does anyone know of one that works decently for VR?
Welp, I started from scratch and made my own water shader that looks decent enough. No refraction :/
If anyone needs something to work from let me know and I'll bundle it up. I couldnt find one anywhere
accepts 4 normal maps each with individual sine scaling and panning speeds Also supports Tesselation and displacement, though I havent really honed that in yet
So, I think I baked the normal map of a high poly to a low poly in blender, how do I tell, in blender, what it looks like with that normal applied to it?
@royal moss you can add a normal map to a material in blender in the textures tab
How do I specify it as a normal? It doesn't change how the object looks
I opened all the bits you need in that screenshot, you want to set image sampling to normal map, and set influence to normal in the textures tab
I dragged open a bunch of windows to fit the settings all in one screenshot
Image sampling has no "normal map" option
hmmm
@gloomy cargo what were those blender UI addons you suggested?
k I'm actually not sure why you don't have that option
if you make a new texture slot is it there?
yeah
then stick your normal map there
that should atleast give you a thing with the right defaults to go from
huh?
I don't see that orb button even http://prntscr.com/fzp98n
you need to select your model, you have a light selected
OOOOoooh
Yay!
So I can't have more than one final image, I have to have one normal map for the entire object when it's a finished model, right?
Which means I'll have to combine all the parts at the end
no, you can have a normal map for each material
and one model can have multiple materials
I know in unity it exports as seperate objects, but I think other exporting options may make it into one object..
I'll figure it out I'm sure
@placid current I think I messed something up again, I have an object selected, it has the texture image node, and I'm on the material tab.. http://prntscr.com/fzpvqq
But image sampling doesn't have the normal map option
it looks like you're in the cycles renderer now? you do normals stuff in the node editor in cycles
I'm in blender render
right, that has a node editor too, it's just bad
i have no idea what I did but I just refreshed the material by deleting and creating another
yeah that'll fix it
you turned the material into a node material
weird
I know people may cringe at this question, but what is a compiler error? apparently I have to fix all of them 😳
in unity
Oh, a compiler error is when the compiler, which can be monodevelop or visual studio, has detected an error that will not allow the program to be built, like if instead of "if (a > b)" you put "i (a > b)" the compiler has no idea what "i" means, so it says "I can't make this into a program" and then does not allow your game to be built @sly kayak
They show up as lines marked in red in your compiler, some errors when making VRchat rooms won't prevent you from building, and are able to be ignored, so try fixing them if you can, and if you can't move on and if you fix one, try pressing play to see if it builds
Thanks @royal moss I might know what I've done. I have an old world trying to fix but my hiarchy is an eff mess, probably that.
possibly
😢 😥 😪 😂
Thank you so much @placid current for the pointers. With them I was able to get a nice water shader created :) It accepts reflection probes, or a custom cubemap reflection, supports single pass refraction using the combined normal map animation. Accepts 4 normal maps with controls to animate them and control their lighting intensity, and fresnel controls to blend between refraction and reflections. Still may add some sort of shore coloring. to it. Happy to share once it's completed :)
Anyone know what could cause a mirror prefab to just disappear on one of your builds when you havent touched it?
I did turn off mirror reflection layer in the mask for my VRCCam when I uploaded the blueprint... does it use that for the actual player when they join?
anyone knows how to get an array of all the bones that have a specific script ? in C#
ExampleScript[] scripts = FindObjectsOfType<ExampleScript>();
that's find objects, not neccesarily the game objects containing the scripts?
or am I wrong
Hmm, if it's HumanBodyBones that's wanted that have specific script on them it's probably best getting the script array and then create a list of HumanBodyBones and for loop through all scripts and add HumanBodyBone if the script gameObject contains one
@strange fable That's the thing i was trying to do
GameObject[] allObjects = UnityEngine.Transform.FindObjectsOfType<GameObject>(); is the closest i am right now, i have an array with all the bones
but it doesn't let me change <GameObject> into the script name <DynamicBoneCollider> it says that: https://gyazo.com/7b7e1a2238075d19600a16b2f0623431
im really new to this
You're trying to put an array of DynamicBoneColliders into a GameObject array.
Change
GameObject[] allObjects
to
DynamicBoneColliders[] allObjects
Then if you need to reference GameObject just use allObjects[i].gameObject instead
oooooooooooooh i see :o
thank you so much !
i think im going to watch some more tutorials after that 😅
Scripters: I encourage more Unity Editor side scripting! Someone made the script to position the camera for Avatars - yes! Remember, there is no restriction to scripting here, go to town and make the content creation pipeline better and more streamlined and share your scripts with the community. We as VRChat can't include your scripts in the SDK for licensing and IP reasons, but you guys should feel free to share like you do with props and shaders currently.
Is this saying we can add scripts now?
Can't upload scripts, no
Hackspanner is saying to make utility scripts to help in content creation in the editor
soooooon
@winged lintel That looks great! Hope we get to see it in it's full glory when it's finished!
Can someone tell me what layer their mirror prefabs wind up on?
for some reason mine are getting added to "Water"
Are we able to use the mirror reflections script in VRChatSDK in our own stuff? I'd love to grab that output for a shader...
@warm niche where do you find panos in your system?
in your pictures -> vrchat folder
I need to make an original environment from scratch...
All this ripping has me feeling like a mooch
I'm just waiting for a company to launch a DMCA on vrc for hosting ripped worlds
lmao
well the developer dont want there map be in the world vrchat admin will remove it
it not hard to stop it when they have blueprint to disable it
more like Nintendo would do it any other company lol
The day we able to make pokemon and pokeball to work in vrchat is the day Nintendo will attack lol
Yeah that happened to that Minecraft mod
Doesn't help that half of my rips are from direct competitors though
To vrchat
This is my last level rip. From here on out I'm going clean!
:P
At least I put a lot of work making them look better than the source
Finally I can share this picture lol
AltspaceVR Welcome Space!
This took more work than I care to admit to port over lol
Keep it up!
oh wow you're ripping the entire assets now, including the areas? 😃
must be...I see this is in unity 😃
It would be really cool if you could add the world globe that showed where in the world the ppl in that room are from like they had. I mean it was sort of creepy but cool as well. Lol
Ohhh does that mean someone can make the card game for vrc now? Holograms against humanity and just call it something else.
But with a bigger deck.
I get the feeling HAH would be very difficult to implement in vrchat, if at all. Not without using a custom script anyway.
The globe would be fairly easy if you could get a web panel to wrap around a sphere, you could do most of the who's who and where server-side.
wonder if playmaker will make that possible
Hmmm I have playmaker. But I have to get Old Town back up and running. 😕
The code for HAH itself is here https://github.com/AltspaceVR/HaH so anyone better at JS could have a look through it and make an educated guess at how it could be done in vrchat with playmaker.
Maybe the guy that made it for them will put it in vrc and we wouldn't have to worry about it. Lol
From what I recall of playing it you'd at least need to be able to get active players and set player cards to blank to all but the 'owner' of the cards, until played. That alone would likely require querying 'who's in the room' and from that 'who's playing' and comparing to 'who owns X card' and… yeah.
I can't imagine it working without playmaker or a custom whitelisted script.
It would be wildly popular game in VRC though. It was a hit in altspace for sure.
Oh god yes. I'm pretty sure some rounds of HAH have caused damage to my lungs from laughing so hard.
🤣
Another HAH style game that would be so fun in VR is Dixit! Dixit had really interesting art on each card and it involved making up a creative phrase about the card so that some of the other players could guess it but not all. Beeple Dixit would be a blast!
Does anyone know how to stop Unity terrain trees from moving with your head? XD I have two worlds where that trippy effect happens but can’t seem to find a way to turn it off!
I hope someone get that game HAH working in vrchat, it is hilarious.
@warm niche Don't know how to control it, but what's happening is at a certain distance the trees get turned into billboards and they orient in… view space I think. If there's a way to tell it how to orient them, that would probably fix it. How? No idea.
They become basically particles or images instead, and it might just be inherent to the prefab? Unsure.
Poke around about orientation and visual settings
A quick test of Steam Audio's spatialization.
Sadly we can't use this in VRChat without it being added by the developers.
we NEED steamaudio, epsecially since it's been developed to suppourt VR exquisitely well
is playmaker getting added to the list of allowed plugins or something? people keep mentioning it
@copper jewel from what I have heard yes.
After 5.6 beta is up they be next close beta for test playmakers
They mostly test everything so cant be hack
When release to the.public
One hack script can ruin for use all
Going to be diving into getting the SDK set up in unity this weekend, wish me luck 😃
@copper jewel yes, it will be the scripting method of the future, they said it on the town hall
They said they're looking into it.
I hope they only do it if there's a way to do it for free.
My shader is showing shadows through it... What causes this?
like if my avatar walks in front of an area with shadows, those shadows are visible through them
I know I won't pay 65$. But if others create and share stuff with it, I wouldn't mind using whatever is free and seems useful. Maybe some nice comunity stuff makes it even into a future SDK(if there are no licensing issues, of course).
Hi, where do i download the standalone version of vr chat? links in the site keep bringing me to steam
@crystal flare Vrchat.net all way to bottom there 2 client
Clicking vive just redirects to steam app. clicking sdk logs me in, then gives me the same options, go to steam or download the sdk. (already downloaded)
Have any plans been made to recreate Ache's basement from "Ready Player One?"
I feel like that would be an amazing community collabrative project, and great social media for VRChat!
Anyone have the ability to convert a C4D file to an FBX?
@runic mauve Thanks, i realize now that i was thinking of the old version before steam.
is this some way to clear you unity so its fresh il like to get rid of the prodjects and start fresh
@warm niche if you move the old projects to another folder (or delete them) they will disappear from that list.
ok
so just wanted to ask before i start looking into is rain ai going to be around for a while?
sorry can any one tell me why get this error in untiy Failed to initialize spatializer. No plugin has been selected. Please check that the project audio settings and the plugin importer settings have been set up correctly.
UnityEditor.HostView:OnGUI()
Is there a way in unity to scale from one side? Perfectly line up one side and drag the other side out?
Does anyone know how to get Gifs to work in Unity? I read that the best way was the save each key frame of the gif and then save them all as textures and have the textures animated, but is that the best way?
What do i attatch to objects to make them possible to pick up?
nvm just found the Wiki
in 5.6 this is my view in one eye during loading into a world
when in both eyes, i see everything 4 times
also, i see all of my avatars pink, but everyone else sees my avatars completely normal, it's just my point of view that it's pink
weird
@ornate siren post in #closed-beta that normal you need reupload your model from new sdk 5.6
pink is from shader not being find on 5.3 model
when 5.6 come out all world and avatar going be delete so we need to do the new rightway upload avatar
how do i get access to #closed-beta channel here
vrpill
and fuck it's going to take a while reuploading everything if i even have them anymore
why is it normal from others point of view tho
and only i see them pink
because new shader coding
but after you you upload model with new sdk fix it
you need make sure your bone are parent right to
you are now in #closed-beta @ornate siren
👍
Wait, 5.6 is available?
@brazen lotus still in beta and releasing soon. PM me to get access to beta.
Thanks @warm niche
my mirrors in my world are pink. im using unity 5.3.4p1 and the sdk is 2016.12.01.18.02
Please download the pinned SDK @fluid crater
pinned where?
Oh sry thought you meant the beta
; P
Shouldn't be pink in release. Did you drag the mirror prefab In? Did you make any changes to it?
Not sure what to do. Provide us your editor log please
sorry but where is the editor log? lol
One sec heading back to pc
alright
thanks. we'll need to wait until someone from the team can take a look at it
btw its the editor log for when i opened up unity just then im not sure if it will have anything in it for the problem because of that
i made the world last night
also every vrc_event handlers say use vrc_trigger in the future so im not sure if my vrcworlds and chairs and stuff would work
Vrc_events still work but are being phased out. You don't need to worry about those errors
okay cool
^ ingame
idk why
also heres a new editor log since i just updated the world
the mirrors are bugged for me
idk if the mirror reflection shader is part of the sdk or unity but i think its the shader that is broken since the preview is literally pink
Is it normal to have significant reduction in audio volume after uploading? Also, is it possible to use image effects such as bloom (it disregards the main camera to which I have it applied)?
Hoverboard hell clearly has bloom.
@humble tree Did you try this? https://www.assetstore.unity3d.com/en/#!/content/51515
have you also applied the main cam to the vrc world?
I was using the newer post processing asset as I was working in 5.6. I assumed vrchat just disregarded the camera; my camera was just plopped into the world and I spawn at my assigned spawn point.
In the Inspector after clicking on the VRC World in the Hierachy window, there is a slot called Reference Camera. Did you drop the Main Cam there?
Nope, but that should be an easy enough fix. Thanks 😀
Lets hope it works. Cant get it working in 5.6. But they use another system anyway. That one is for 5.6. https://www.assetstore.unity3d.com/en/#!/content/83912
Yep. That's what I was using for optimized bloom and global fog. Should hopefully work after fixing the cam.
If you can get it working it would give me some hope.... 😉
Will let you know
I was tempted to use some tone mapping, but wasn't sure how hard that would be on performance.
Trying to keep screen effects to a gratuitous minimum.
That one's probably fine. The one that I know is a performance killer is Ambient Occlusion.
Might come to aesthetics then. I wanted my sun nice and bright, but preferred my sky colour before applying it. Maybe just a matter of twiddling some knobs.
Sun shafts seem kinda broken in VR.
But I can get a better look using global fog than sun shafts anyways.
I haven't tried that one.
There are some volumetric fog shaders that are supposed to support VR but they're paid assets.
Hmm, how can i make something invisible to players but visible to cameras? I figure it has something to do with layers and it "works" in unity but when i'm in game all the invisible things are visible to the player
because the player's camera is not the main camera, sadly
it's spawned in and we don't have a reference to it, we only have a reference to the general layer that players will appear on
and we can't programaticly edit their camera, I don't think
How it looks in-game:
The devs could probably add another layer to their sdk that is like "invisibleToPlayer" and we can just use it, although that would take up yet another layer, and people wouldn't know which ones they can delete
Turns out that "MirrorReflection" layer makes things invisible - Made a bunch of cubes in different layers and all i had to do was find the one missing
Ah, yeah mirror reflection is invisible for players, will be seen in mirrors though
Eh, have no mirriors ... Success!
:)
yay!
anyone fancy importing a city https://www.blendernation.com/2017/07/30/city-launceston-3d-scan-released/ 😛
@placid current i might actually experiment with that
I tried to mess around with big urban scans a couple of months ago (not for vrchat, other stuff) but it was crazy polycount and I hadn't the skills to reduce it
having it already sliced and LODs is awesome
I've been wanting to try making a google-earth like experience for real estate and urban planning purposes, this data is just perfect
what's the max polycount on worlds, then?
If I recall correctly I think 500k in view at any time was suggested by someone but that was before 5.6 added single pass stereo.
Stuff behind you gets culled.
As are occluded models (when occlusion culling works properly).
But realtime lights add an additional pass per light, same with shadows. So realtime shadows and lighting can effectively multiply the polycount.
okay so assuming 90 degree view distance to be generous, and that all polys in front of you are rendered, about 2million polygons
but that's viewing from center
You can use LOD models to reduce polycounts further away.
how do I do that in blender?
Ah
It's called LOD group.
You create separate objects for each LOD level, put them into an empty with the LOD group component on it and set the LOD distances. It's a little weird to get the distances right. Also it doesn't work in mirrors, or at least not on your avatar. You end up seeing all versions, I can't remember if everyone else does or not.
I've never gotten into LODs since I try to get my stuff really low poly from the start, but this is a good learning excuse
Hello Everyone! If you were at the Sunday Meetup tonight, you may have heard me talking about creating a Ready Player One Room. Anyone who is interested in this project, PM me and I'll give you some more details. Once I get enough people interested, I'll create a room in VR that we can start meeting in to discuss creating the room. For those of you who've read RPO, it's going to be "Ache's basement," Which happens to be a recreation of Haliday's basement from the game.
@warm niche can i be readded to beta channel thanks 😃
so, what is "specular map"?
can someone help me with this error ?
im using Unity 5.3.4p1 (64-bit)
here should be better to read
@lucid pewter open File/Build Settings..., select PC, Mac & Linux Standalone and press Switch Platform button. Save project and restart Unity if error persists.
need to download it first o.o
but i cant because it say
"Not Found
This page is no longer available. You might find what you are looking for by browsing through the links in our top menu or, trying one of the links below."
😭
@lucid pewter download Unity Download Assistant and check Windows build support while installing https://unity3d.com/unity/qa/patch-releases/5.3.4p1
ohh thanks now i know what i did wrong ^^
What are the chances we could get a variable we can hook into with our shaders to get the value of mic loudness?
So we could use that for our shaders for glowing when talking and stuff like that?
might work if you make a 2d UV blendshape like how 2d face 3d model use. i only person i know who maybe know how 2d face blendshape work is Zarniwoop and and shader that change brightest on texture map sheet with shader might know how to do is snail
ask them 2
does anyone have experience baking light maps onto a Terrain? and can I get a look at your Terrain settings?
should work with just lightmap static enabled on the terrain
if your terrain is very large be prepared for really long baking times
Neither of those are the issue
My terrain seems to accept the baking of the ambient light, but not my point light sources
But only in VRChat. In the editor, the light baking looks just right
The point light baking works on the other objects in the world, though
So I'd like to see someone else's terrain settings to see if there's something off about my material or something
It's very interesting to see what's possible in unity, like for instance anti-gravity racing by raycasting and just rotating
How can you check your avatar and world ID numebrs?
Manage Uploaded Content in Unity (in the Build tab)
Dumb question, but you're looking at a project with the SDK installed?
@brazen lotus
NP 😃
can somebody help me ? Q,Q
i really dont know how to fix this kaka :/
@lucid pewter Pose> enforce Tpose
Is there any standard's you could switch it to?
@runic mauve now i have to finde Pose ^^
found xD
@runic mauve Thanks for the help 😛
no problem
@mental narwhal Still having issues like the ones yesterday, i legitimately think it has something to do with a map size restriction or similar. I have 5 Different assets 3 models, 2 sounds, if i add any 1 to the map it loads no problem, but 2 or more of any of them and it gets stuck at 0%
For example: Add model to the map, loads without issues, add sound to it, it fails and get stuck at 0%. Then if i delete the model and just keep the sounds, it loads fine again with no issues.
What kind of times do you get when loading? Is this for just you or others loading the world? Have you tried clearing the cache?
I've deleted the map cache in tmp/DefaultCompany at times yes, does not fix anything
Oh i mean VRC cache in %appdata%
done that at times as well
It's not the largest map i've seen but it contains a rather large amount of large sounds, high-poly models and animations
Have you tested other people trying to load the world?
Running local test world for now since it kinda takes ages to upload
Logs are telling me:
[Log:8/1/2017 7
08 PM] ERROR: 1
[Error:8/1/2017 7
22 PM] Room download stalled and timed out, may have lost connection. Resetting.
off topic, but lmao those emoji
oh @mental narwhal You seem the guy to ask. Is there any way to get a shader function exposed that we can add to our shaders that gives a 0-1 float of the current mic input value?
: like a property of a specific name we can add that a script you guys add will automatically control?
basically whatever goes to the mic icon on the bottom
It's a future thing on my wishlist, but go ahead and put a request on canny.io. I actually want to expose all the phonemes that way
Without it I cant my altspace avatars darken when talking :3
So.. idea time
It appears to be possible to get vertex position in localspace into a shader... If that could be passed, somehow masked for a single vertex, to full frame UV space... I could maybe in theory use that to drive a color change based on a mesh blendshape or a liece of mesh on an otherwise unused jawbone
Can someone with more shader knowlege tell me if this sounds even remotely accurate or possible?
I imagine if the mesh was basically a quad, but scaled to 0 so all verts occupied the same position, I could maybe project from UV space to get a full frame of color for it's local position
also my terminology is probably wrong...
Shaders are run on each vertex or pixel(aka fragment) separately from all others.
so would the local position always return 0,0,0 for all verts?
@rough sleet yes
if it's local to the mesh I should be able to have a two islands in my talky mesh one that doesnt move and is at the object origin, then the one that has blendshapes to move relative to the origin
splitscreen them in the UVS, stretch each half to full frame and subtract one from the other
in my oversimplified... Unreal editor shader editor way of thinking anyways this seams feasible :P
The problem with that is that the shader code is run separately on each vertex with only that vertex as an input. It doesn't know anything about the other vertices.
Also Zarniwoop already figured out how to make parts of his avatar glow when he speaks.
Has anyone run into an "out of body" issue when building a world and using a teleport within it? I'm having a weird problem where the camera/player moves somewhere well away from the avatar itself, and essentially has to walk back into the avatar before it will move again. The weirdest thing is it's not consistent - sometimes the teleport will work normally.... any insight would be much appreciated!
So I'm trying to make my avatar jump higher in the new world I craeted but no matter how high I make the jump power it only jumps at a level of 3
Anyone know why this is happening?
Wait nevermind figured it out
Does anybody else get an issue where several of the namespaces included in the SDK just do not get found?
I'm missing S3Manager right now somehow
How do I get a Avatar Pedestal to allow other people to use it?
Hi, I am new and trying to get VRchat to work on Unity. But right now it says I have the wrong version. Does that matter?
yes it matter but right now should wait till Thursday upload avatar because swtich to 5.6. sdk
5.3 avatar are getting delete
okey, thank
hey y'all - what is the best way to create pre-recorded animations + MP3's ?
@spiral karma who was the user who you interviewed in GU who recorded songs w/animations?
We aren't switching to 5.6 until Tuesday if you want in the beta pm me
Might want to make some sort of announcement if that's the case. because everyone I've talked to so far in vrchat thinks it's Thursday still.
@warm niche agreed, please put into #announcements if that's official stuff
@faint zealot that was done as a keyframe animation based on what actually happened irl, so he made all the different frames the moved his hands then the audio is seperate , alk to me at some point and i might be able to give you a more detailed explination.
Anyone want anything modeled?
TIP: go to C:\Users(yourusername)\AppData\Local\Temp\DefaultCompany and delete everything inside to clear your cache of unity projects if you have a ton of projects taking up to much HDD space.
WARNING: This may make you have to rebake lighting when opening them again
This should not cause rebaking lighting. Rebaking can be triggered by deleting Unity GI cache in Unity settings.
https://docs.unity3d.com/Manual/GICache.html
REMINDER: No discussion about ripping games in the Discord unless you were given explicit permission by the games devs to do so and discuss
Does anyone have any balloons they can get to me today that say altspace on them?
I can make some
I can bodge one together in blocks
Does anyone know of a way to record your movements in VR? Not necessarily VRChat
Actually, ask @strange fable I was using his script.
@mental narwhal Does VRChat require DirectX9 support to be enabled in the Project->Player settings?
An asset I'm trying to use doesn't support it and complains if I don't remove it.
i've been asking around to some people, but thought i'd ask here too... does anyone know of any sort of app to record vive motions, the controllers and headset, or even tracking pucks, and then export that as an fbx? or some other format that could be added to animations, and then imported to vrchat? there must be something out there that captures vive or rift movement, maybe on github somewhere?
Does anyone knows how to use VRC_Audio Bank? Can't get it to work.
Will Playmaker enable us to capture data such as 3-D position of avatar hands/head?
(In our own world)
@pale violet I think @strange fable has done some experiments on recording tracking movements and saving to a file.
@faint zealot that data is available in our script SDK so I imagine we will be hooking it into PlayMaker
Oh, sorry I missed this. Yeah I've made a Unity project for recording "mo-cap" animations from VRChat, there's a 5.6 branch if you want to use it with beta. The 5.6 branch also includes voice recording if wanted that @placid current added in
https://github.com/MrQ89/VRCMotionCapture
@brazen lotus ^
Also @pale violet ^^
@strange fable @mental narwhal awesome! i will test this out asap.
@pale violet It doesn't export to FBX or humanoid, only Unity generic rigs.
These animations are sadly Generic atm so will only work with the Avatar you're recording with.
I'm working on making it humanoid animations though. Think I've found the solution just gotta take the time and implement it.
@strange fable What's the possible solution?
Recording muscle positions instead of bone positions. Haven't found how to do it yet but at least know it works so just need to figure out what to record in the animation.
Is expanded scripting capabilities included with the 5.6 SDK, or are we still working with triggers?
Wondering if I should bother pill for a beta setup now.
Scripting SDK is focus after 5.6 release, for now it's the same trigger system as before
I would imagine trigger system would still get some love even with the visual scripting solution out, since not everyone is going to go out and buy PlayMaker
PM works with VRC, but not native scripting? Hmm, tempted
C# is hard and time consuming to lock down, while visual scripting is much easier to lock down unwanted things, like writing to disc and downloading things to your harddrive.
So I have a super-super framework idea for katamari damaci in VR chat
Is there any interest in this?
katamari in vr chat sounds cool as hell.
I have to wait for light baking before I can switch to a project and see if it would be possible, but it just might be.
Darn, the behavior I was getting in one project is not the case in VR-chat.
Unless anyone knows of a way for a child object to disobey the parent's rotation and position?
without scripts
oh god, yes to Katamari in VR
@autumn hatch Wait a sec, you said PlayMaker works in VRC?
If person get roll yup on that be fun room lol
Letty not yet that till close beta happen for it
@woven epoch sometime in the relatively near future it will. There will be a beta a short time after 5.6 comes out.
there will be more details when 5.6 comes out.
Well I can't spawn an object and set it's parent, so it has to be spawned from another child, that requires all the objects that are to be picked up to already be children, so that means that the children have to disobey it's parent's location, which I can't figure out how to make happen with just unity and no scripts.
This would be cool someday if your able this type script vrchat it let you talk to npc with your own voice
This is probably been asked already, but whats the exact version on Unity I need for update. I'd like to know ahead of time.
And can I get a hold of the updated SDK?
What are best practices for 3D audio? The sdk has an option to add spacialization, but it makes my audio go really quiet. Do I set the spatial blend to 100% 2D and allow ONSP scrip to take care of spacialization? I'm thinking I've set min/max distance twice both in the 3D sound settings of the audio source and ONSP script and that's why it's quiet.
@raw heart this is the version we're on https://unity3d.com/unity/qa/patch-releases/5.6.2p3
also if you'd like the sdk in advance probably ask @warm niche
@humble tree set your spatial blend to fully 3d. The ONSP component will takeover so use its setting to increase the gain or min and max falloff distances. Its best to keep the inverse square falloff enable for realism. You can set your audio plugin to Oculus Spatializer in your ProjectSettings>Audio menu. That will enable the Spatialize checkbox in the inspector, but I believe that gets set automatically anyway if you have the ONSP component. If you use ONSP attenuation it ignores the Unity falloff curve, so no need to set that.
Awesome, just what I needed to know. I had my audio just perfect before adding the ONSP, so I'll just copy the max/mins.
For some reason spacialization was set to "none" in audio settings, so surely that was my problem.
That shouldn't matter, as the client overrides that, but it does allow you to see the settings better. The ONSP enables spatialization automatically (dependent on 2d-3d mix)
where could I find some good bar assets
@hazy jasper also make sure all sources are mono and normalized
It's your ears that make things stereo:spatial 😊
Yeah, I had all my audio mono. In retrospect I should have normalized, but may just play with gain. Things are already sounding better.
Hey, can anyone tell me why my rigidbody pickup objects seem to have a constant velocity to them when I pick them up? They vibrate rapidly and then if I let go while moving them even a little they go absolutely flying.
I'm using default settings on everything.
hm does your vrc pickup have high value for "throw speed" or something? I know there is a setting like that
also they may be very low mass, or very high mass?
since technically we in VR-chat exert infinite amount of force on an object
The mass is set at 1, so I should try raising that. Throw speed is also set at the default of 1, so there shouldn't be extra force being exerted beyond what we bring personally.
Or should I have throw boost at 0?
no 1 is good, 0 will probably make your throw speed null, so you couldn't throw anything
omg that gives me an idea
I set two identical objects at a mass of 10 and 50 and they both acted exactly the same.
When I select a mesh the translation tool is located quite a bit away. Would that have any effect? I wouldn't imagine so since the objects have their own colision so I doubt where the translation tool is (their expected center?) has any baring.
hm.. maybe remove and re-add the collider?
I'll try that. They are mesh colliders, but they're set as convex as they should be.
Tried to set one as a Cylinder collision and one as a Mesh collision and they both acted the same. Tried to put one under an empty GameObject to sandbox it off from other interactions and still acted the same.
It's definitely something related to how it's being picked up though. I was able to drop it down some stairs and it bounced and rolled fine.
hm..
If it makes any difference, this is the 5.6 SDK.
Are these interactions handled differently in the new version?
Anyone with working eyetracking able to help me out? Followed the tutorial and set everything up but i can't get it to work.
Are you uploading the avatar to 5.3?
5.6
Hm, OK. Since in 5.3 you can't see if eyetracking works in mirrors
Does the blinking work atleast?
Nope
That is weird, it looks correctly setup
Need any specific setting in Avatar descriptor?
You shouldn't, but try setting lipsync to blendshapes, select the Body mesh and apply all the visemes?
I would try deleting all the spare blendshapes
Alrighty
Also check in blender that the eyebones are following the rotation of the headbone
I know some mmd models have that unchecked by default
wait
What's the "TRON Miku by TDA" text that's before the armature?
Delete that TRON Miku point and it should work
It's currently hidden
Armature is on the same level as body in there
that Tron Miku seems to be some top level catagory ?
Yup, right-click and delete
Alrighty
The armature is currently parented to that point, so the script can't find it
The script is dumb so the armature needs to be at the top of the hierarchy
Go to avatar configuration and click on "pose", reset pose and enforce t-pose
yeah i'll do all settings and test it again now
Now it works, huzzah, Thanks Zarniwoop.
👌
So what trigger do I use if I want it to be when they "use" an object? Like pressing trigger while holding the object
@granite pilot Did you just duplicate blendshapes for all the extra non-vowel sounds, or did you make new ones?
I'm considering reworking my Cirno for the VRC eye/viseme automated blendshapes
Yeah, no i'm not making new ones lol, i'll re-cycle existing ones only
Gotcha
Is it "OnInteract"?
Does that trigger when they "use" the object held in their hands?
@sterile cipher You can use the "New shape from mix" in blender to create new shapes by mixing with different weights on ofther shapes
ahh, interesting
Figure I'll ask again to see if anyone has a solution. If you jump into my port of Left 4 Dead's No Mercy finale on 5.6 you'll see that none of the pickups function properly. I have the components mirrored to what they show in any example map, but for some reason they just have insane vibration and force applied.
Hold your hand still and you can drop one, but move your hand even a little while letting go and it will fling off a good several meters.
Does anyone have examples of what each Viseme is supposed to look like?
@granite pilot I was wondering whether there was a way to create new shape keys from existing shape keys. My avatar has a bunch of blendshapes but they're not visemes so reusing them will hopefully be a lot easier than doing them by hand. Thanks.
Anyone experienced with shaders around? I could use help adapting this shader https://gist.github.com/dtupper/9590f6a93f71b9efba5bc976ea74c44d to work with single-pass. I know Cubed provided this before:
float2 uvs = uv;
#if UNITY_SINGLE_PASS_STEREO
uvs = (uv.xy + float2 (unity_StereoEyeIndex,0)) * float2 (.5f,1);
#endif
return uvs;
but I'm unsure how to implement it. D:
@placid current If you're around and could offer some assistance I'd be greatly appreciative :S
um, you shoud just need to input the screen uv coords into that function I gave, and then replace the spot where the grabpass takes uv coords with the new corrected uvs
okay, i'll give it a shot, thank you 😃
Hey @granite pilot do you think that if you just duplicated the typical MMD blink 4 times for left/right blink/lowerlid, that would work?
uhm, if LeftEye does both eyes then RightEye should do nothing
otherwise you double up on the blink movement
also lowerlid should not move your upperlid in any way
otherwise it looks really weird
i took a movement that included some lowerlid movement, selected those points and then had the blendshape only affect those then made a new out of that one
if that makes any sense
yeah
I have a similar one
@granite pilot Is there.. is there seriously no way to straight up just DUPLICATE a shape key?
I feel like this is stupid simple functionality
Oh, that might be it-- i'm not setting it to 1.0 first
herp
Sorry, this is all new stuff for me, so sorry if the questions seem pedantic
I'm sure it's not
@granite pilot Did you leave the remainder of the MMD shape keys on the model? Or did you remove them after making the vrc-required ones?
err, they can stay
As long as the first ones are in order I assume
yeah
@granite pilot Sorry to bother you again-- about how far did you place the eye bone from the actual iris/pupil mesh?
I'm not sure how much VRC is going to deflect these bones so I don't know what's a reasonable distance.
i added a bone where the MMD eye bone is
Ohh okay. I'm modifying the MMD eye bones.
I guess I can just leave them roughly where they were
i did not modify it, i added one in the same location
gotcha
the two small ones standing up are my eye bones
from the base of the MMD eye bone, straight up
Eyes aren't working despite heirarchy being correct, names being correct, bones being assigned, and following both of the guides quite closely.. this is one of the most frustrating things I've done in VRChat lmao
At least your model has eyes.
Most of the avatars I work with have the eyes just be a part of the face texture. Laaame.
That isn't it, jaz
everythign is set up right, if I test the eye bones in Blender they rotate as expected
They're in the heirarchy correctly, they're named properly, they're assigned in Unity
but they.. just.. don't track
Maybe same issue i had @sterile cipher ? Is your hierarchy pretty much exactly like this? Model > Armature > Hips > Spine .. bla bla
Needs to be quite litterly exactly like that
oooh yeah, leaf bones are problems
When is 5.6 supposed to release?
I've noticed that thhe left side is uunreliable
I knew it at some time, but I forgget the actual release date
Uh huh..
Next 2 days right?
I was thinking after my kind of horrible vacation I'd come home to 5.6 but I'm worried that won't be the case
I'm working on a 5.6 model
helmet is fuckked tho
for some reason i can't get it onto the skeleton even though it says it is
Nice
need a hand, i got my model into unity using 5.3.4pl and for some reaosn where it says vr chat sdk instead of just vr chat. when i click the vr chat sdk option, only the settings come up. nothing about build or anything that would let me bring my model into vr chat itself. ill add photos.
any ideas?
You installed the latest version of MMD4Mechanim, which disables the VRCSDK. Remove the MMD4Mechanim folder.
Anyone know why I can't delete these bones? http://i.imgur.com/2OtTNQT.png
I can select them, but there's no transform options. On top of that, when I hit delete, I get the popup, and when I click delete, nothing happens.
I imported room into version 5.6, and the was nothing in the scene?
Does using a two sided shadow use up much performance?
@warm niche it has more to do with the fact that you need a dynamic light to cast the shadow.
so, unrelated to VRChat, is there any way I can change the analog sensitivity for touch controllers in SteamVR
@winged lintel that question would probably go in VR
Hey all, I have unity 2017.1.0f3 how do I get my map from that one to the VRChat version ?
Download version 5.6.3f1, put it into a new directory. (Very important)
you have wait till sdk come out for 5.6
What he said, it's only tomorrow I think
yea but not out right now
some could change in a day lol
if they find something wrong could delay it again lol
so how would someone lower the polygon count from lets say 21k to 10k
Decimating the model in blender is the most common way
Cool, thanks guys 😉
is there a site with lots of free particles for unity? im looking for fireflys :x
Besides the unity asset store, I dunno really
Hey, I have a model that appears in both 3d view and Unity in the model viewers, but in both Blender and when dragged into a scene in Unity they're completely invisible.
I thought it was an issue of scale, but upon bumping scale to 3000x scale there was no difference.
In Blender I even bumped scale to 500000x scale just to cover my bases.
5.6.
Would that affect it being invisible in Blender as well?
Because Unity and Win10's 3D View both show the model, but only in their model views.
viewers.
Oh Sorry I read the original post wrong
No worries.
Are the separate parts of the mesh selectable or editable despite being invisible?
What's the tri count in blender?
Just above 14,000 tris. The seperate parts are selectable and viewable in the asset browser, but not within the scene editor.
I have no idea off the top of my head. But if you want to DM me a copy of the model I'll take a look at it when I get a chance and if you haven't figured it out.
Sure, one second.
Is there a way to make a trigger print text to the screen/hover in space?
@nimble nova Yes, though not printing exactly
You could create a text panel and set it InAcitive, then set up a clickable VRC_Trigger to flip it from Inactive to Active
Didn't even realize text panels were a thing.
But that would only turn a single panel on and off
Yup, I think there is an example one in the VRCSDK
Any way to have it turn itself off after a period of time?
Yes, you'd set a VRC_Trigger on the panel itself, an OnTimer
The Timer would start when the panel became active, and upon ending, set itself inactive
Brilliant. I'll work on that. I appreciate it.
NP!
Alright, new to Unity still. What does it mean for a GameObject to be inactive?
How do I set it that way?
At the top of your inspector on said object there should be a checkbox. Ticking this toggles it between being active and inactive.
I thought that was it, but when I set a trigger to set it as active and then I hit the trigger the text pane didn't appear.
Ah. Because it wants to set one of the components for the Canvas actor as active.
Hmm.
Eh. This was a bad idea anyway. It gamify's the world too much and would break immersion.
Any way to turn off automatic light rebuilds in Unity?
Essentially, if you move an object that is lit, it goes through the whole Light Transport thing behind the scenes?
(and says you can't do any work for 20-30 minutes)
Have you checked under Window -> Lighting
?
Not sure if it would be there, but that's my best guess.
Good call, found an "Auto Generate" under Debug Settings.
Now flipped off, we'll see if that solves it.
Every time I dig into Unity occlusion culling, I'm reminded how little sense it makes.
How you take that screenshot? And also any way to lower poly count ? Or something? Got an mmd4 model that im trying to upload but polygon cout at 21 k.
My world is getting really complex.
Someone in the beta want to check this with me again?
Anyone know how to turn off the floor grid in Unity?
Or rather the 0 height grid
Found it. Show Grid in Gizmos
@stuck bobcat just found that gizmo menu yesterday, happy that i can now turn these off
i have a question... what's the best way to show a scrolling image outside a window? i want to simulate movement, without making us travel all that way, if possible. i guess one method would be to make a video and play that, but i'm wondering if there's other ways that come to mind. i would just have us move in the world but it's like 2 km, which will either take too long or if we go too fast we'll get flung out of the compartment.
You could try making the compartment static and animating the world
@brave robin ahhhh, actually... can't move the whole world i don't think, there's too much. but instead of taking this elevator down a couple of kilometres, i could move it down slightly, and animate strips of textured land by the window much faster. thanks 😃
So, why do avatars have the option to accurately tag something as NSFW, yet it can be freely used everywhere, and the community guidelines say against nsfw content? Is the filtering not implemented server side or are the tags useless?
It would be nice to see nsfw avatars “blocked” in sfw worlds like the lobby and such automatically rather than allowing people to accidentally click on a nsfw avatar in the hub
I believe the tags were originally meant for a, now-removed, avatar marketplace. As a result, they do not serve any function currently.
^
IMO that should be noted somewhere at least then
Still having problems with baking, i should probably give up but here is a picture, i don't get why this is happening, it appears perfeclty fine with realtime lighting...
There is a floating island outside as well which should be lit by a directional light, but it isn't, it's dark. The outside castle lighting is perfect.
There is any way to make a cool cycle Day/night be able for Vr?
This is how it looks in realtime.
@warm niche My best recommendation is to tinker around with the lighting tab. I had this problem when updating my Mortal Kombat room, or a similar problem.
@warm niche animate a directional light for angle, darkness, and such
KK thanks, looks like i'm sticking with realtime lighting.
How does one become a "trusted developer"?
A lot of trust and developing
👍
Currently you do not. That system was (as I understand) never implemented into actual use although the framework exists.
So nobody can upload scripts into their world yet. Gotcha.
Anyone know how to get the youtube videos playing using the video player?
You can't use YouTube links on the new 5.6 video player.
It needs a direct link to a video file. Which you can get for a YouTube link but they don't last very long.
The old style webpanels (VRC_Youtube) prefab still work for me, in regards to playing a Youtube file.
They will only work for the first room with video you enter.
Ah! That explains the behavior I was seeing when traveling between worlds.
Playing a video breaks Coherent UI for the rest of your session when you leave the room.
Nice.
so there are bug and there will allways be bugs. okay.
?
Guys can someone tell me why i can upload only 4 Avatars 😭
It doesn't seem to be applying the ambient light or ambient colour when real time GI lighting is on? It's making everything dark. Is this normal, and how do i fix this please?
hey, whats a good way to seperate a huge mesh into 4 seperate pieces?
might want to see this https://hologram.cool/
Hologram is a pioneer Desktop app that let you creating and prototype for WebVR in interactive and fun way. It requires no previous coding knowledge, so anybody can start design cool VR experiences. It only takes a few step.
@winged lintel I know A way, but not sure it'll be the best way for you. I would just import to blender, switch to edit mode, press "c" and circle select half the mesh, then press "esc", "p", choose "selection". Then repeat the process with each half.
I think I may have figured it out dividing it in maya
If you're simply asking the optimal way to divide a mesh, I dunno. I would just divide in a way that maximizes occlusion culling
yeah, I just split it into 4 pieces
Sweet