#development-advanced
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jeez, I had to redo the tiling on alot of textures
didnt seem to preserve much in the way of uvs, lol
hopefully this fixes clustering problems though
I found that some of my textures were a bit wavy after importing to vrchat (but not so in the editor). Not sure if coincidental, but it seemed to occur more further from zero.
and now I let the long process of clustering go on
Mixed lights or baked?
Eh. I'll just go baked for now.
How do I get Unity to start the baking process? I've just switched all of my lights to baked and the only thing that has changed is that it's now unlit in realtime.
If you go to window > lighting you can ask it to start baking the light again @nimble nova
Yeah, I did that. It does it for all of a quarter second and then "finishes".
Everything remains unlit.
Hm.. add another random light you can see, like just a default and see what that does?
Alrighty.
I can see the new spotlight I added that defaulted to realtime.
Nothing changed for the 40 or so lights changed to baked.
Is your camera doing something?
I mean, if I move it and hit play the scene is still unlit. Other than that, it's just a camera.
I'm not sure..
If anyone else could please help, I'm sure he would very much appreciate it
Yeah, I can't figure this out at all. I'll have to come back to it another time, I suppose.
Do you have the world meshes marked as "static"?
Light is only baked for objects that are marked as lightmap static.
Yeah, that ended up being it. Found that myself by accident. Thanks!
Didn't expect my whole scene to get so much darker overall after baking the lighting.
Not sure why, it should be the same except the fact that if you move the objects the shadows will not move
Huh. There's a few areas where, despite changing nothing lighitng wise, it got darker.
That might be because some areas were being affected by lights from other rooms in realtime and the baking properly isolated them or something.
Is there an easy way to see how large the file size for our maps are?
Built, that is.
Hello,
Will the upcoming update of VRChat SDK work with the most recent Unity version ?
@olive belfry nope, it's for 5.6 only, not sure how well if at all it works with different versions of 5.6 but i doubt it would work at all for the 2017 version.
Specifically 5.6.3f1 only.
@prisma void well it still worked for me before i realized there was a new version of unity we're using, although i assume it'll have more bugs
So you managed to use the correct version of the beta SDK on the wrong version of Unity?
I guess that is something to tell Axy to do?
I meanโฆ
I don't know what the point is
actually good point it was also the previous sdk, so not sure if it would work at all on another version, maybe not. i was just qualifying my statement earlier, definitely not recommending.
thanks @pale violet @prisma void
I've made a huge mistake. When I start working on something, I either don't stop until it's perfect or give up.
So, I'm either going to give up by tomorrow or two weeks from now have converted the entirety of Silent Hill to VRChat.
That sounds really nice but I get easily scared
@warm niche You can make any horror media less terrifying by turning off the audio and playing yackety sax instead. (I'm not even being sarcastic, it does help. Sound is easily 50% of the horror effect)
Well, if you want to check out an unfinished area you can head over to https://vrchat.net/launch?worldId=wrld_d14c34eb-0521-4af4-8dd1-a1b996a7bb57 .
This is for 5.6 though, FYI. Don't worry, there's no jump scares and I haven't started much on the audio design yet so it's mostly silent.
If you have an avatar with a light source on it, I recommend using it since there are a few areas that the lighting didn't bake properly that I've noticed. Including one or two nearly black rooms.
Mostly just a fairly large place to explore in that one with about 20 rooms or so.
I really need to bump up the lightmap resolution, but at the same time the lightmaps for that scene are already over 65mb. It's just painful to see some of my light design get so muddled by the low resolution.
How many lights do you have?
40+. I don't have unity open to check.
Are their ranges set as short as possible?
There's quite a lot of rooms in the hotel. Literally every room you can access in the game except for the boiler room because for some reason I couldn't get it to export out of SH2's engine correctly.
Not all of them. Light design isn't totally finished.
That's why that world is still technically private. I still need to do sound design and then a final light sweep.
Most of the lights have their ranges right around where they should be though. I'm sure there's three or four that are two or three digits higher than needed though.
I only baked now so that if someone tests it they don't just tank their framerate. Now it holds a pretty solid 90 where before I was dropping to 30 with them all real-time.
Which GPU do you have?
Ah, perfect for performance profiling.
Yeah one of the things I find hard now is figuring out what is "optimized" because my computer will handle anything, so what I kindof seem to be doing is "if my laptop on high-performace mode will sortof handle it, then it's okay"
Ever since I decided to start developing for vr I've refused to switch away from my 970
I just ask people how their performance is.
Also I run my supersampling at 1.7 which increases GPU load by a significant margin so if I can hit 90 with that on then someone on a 970 can probably do it without it.
Blender suddenly refuses to actually start. It can't open the audio config file and then just hangs.
Well, now it's working. Weird.
Just jumped into what I have of Silent Hill so far, which isn't much. Even so, it was pretty crazy to see it from street level.
And during the daytime.
so what exactly is the difference between unity's audio source and ONSP? i haven't been able to directly compare them, i do like unity's graphical interface though. but i want to use the best spacialization.
also, does anyone here use RainAI? i have a bunch of navigation waypoints and i'd like various sea creatures to swim at random to these spots, but the documentation i've found is aimed more at humanoids patrolling video games, what i need seems simpler as i'm just asking it to move around a big empty space with no interaction. the only complicated thing is that they should always face forward, so i have to define that.
@pale violet you only get realistic spatialization with ONSP. Without it, if you enable 3d sound you'll only get a simple falloff with distance. ONSP actually creates a binaural mix into your ears that simulates the way a human head alters the sound and enhances depth (HRTF).
@mental narwhal ah, thanks. i was wondering if without it i was losing something, it's not bad but it's just tricker to get the distance right with onsp for me so far. does the unity graphic have any effect then?
In 5.6 I believe there's a checkbox for enabling ONSP falloff. You should really leave it enabled with the inverse square on, for realism. If it's off, only then is the graph used.
@mental narwhal is it a good idea to have reflections enabled, or doesn't it make much of a difference? accurate reflections i imagine take a ton of processing.
They are only a room size reverb simulation, so they aren't that heavy. I think the world descriptor has the room size defaults on it.
It's not particularly realistic and only useful if you have a pretty boxy room.
that makes sense. might come in handy later, for now that doesn't sound too useful.
yeah now that i'm comparing them, and tweaking the distance more exactly, the ONSP definitely does sound better.
Large chunk of the neighborhood of South Vale, Silent Hill finished.
I've been ripping drawcalls from the game.
nice, nice
Looking hella nice
In the alleyway where you can't see the void at all I actually get crazy presense.
It feels like a proper alleyway.
also, I've been thinking of making a pokemon-related world. anyone have any suggestions? any memorable places from the games that would be cool?
Pushing for newer locations or older ones from the pokemon universe?
May not be much horror in this map. Or, I may release a "Daytime" version and then a proper foggyworld version.
The fuck is this attention to detail?
It's literally impossible at native PS2 resolution to see those "accepted card" stickers, and this game has an overhead camera.
Question, do webpanels that aren't youtube panels produce sound? ๐ฎ
youtube panels are web panels so it would be weird if they didn't (though to explain further the audio is routed into VRC then into an audio source on the panel, if one already exists it uses that)
Ahh I see ๐ Makes sense! :3
Thank you so much Euan! ๐
Also does anyone happen to have the asset file for Better VRC Chairs? ๐
Wait, got it! Just in case anyone else needs it/can use it!
What is better about these better chairs?
It was made by @placid current a while back, they give you a visual indicator of where the chairs are when you plop them down ๐
Helps a ton :3
Also I think Discord renamed the file, it should work if you add "ckage" to the extension XD
yeah, I made a preview gizmo script that makes placing chairs nicer
Hiya
I am having a problem opening a scene from Unity2017 -> Unity 5.3.4p1
Just crashes, any ideas ?
Pretty sure scenes are not backwards compatible
there must be a way, no? i haven't had any success, but if one was to remove the right files, i have to assume there's a way to get most of it working in an older build. otherwise you'd have to reassemble everything, have both open and copy settings by hand.
I had two questions- one is, what does the occlusion option on VRC mirrors do? And the second is, what is the best setting for a basic pickup? Iโve applied the pickup scripts to objects but canโt seem to get them to pick up! XD
@warm niche what sort of collider are you using on the object you want to pick up?
yeah mesh colliders need "convex" checked
although i feel like that hasn't always worked for me, not in all situations
but try that
although if you can use box colliders, i'm told it's easier on the scene
Ahh that's right! ๐
Awesome X3 I'll probably use box colliders then for most of them ๐
Thank you so much @pale violet ! ๐
@warm niche no worries, i had the same question once upon a time
and sometimes you do want mesh colliders because you want to feel like you're precisely grabbing an odd shaped object
Exactly yeah^^ Like something totally crazy 0.0
hey so anyone working on a Beeple scene, you have until sunday the 20th to get the world ID to me, and as long as 5.6 is out i'll add them to a hub room built for this, and on the weekend of the 25th we'll try to get everyone to check this out. including the Digital Decade exhibition in London, where @sterile heron will be there in person to help introduce them to vrchat. and anyone else can meet them online and say hello during their short visits.
@pk, the only way I have managed to sort of get it working between versions is removing all assets excluding the map and 3d objects
It imports, however it doesn't recognize the materials at all
And you have to rename all game objects and make them visible again
@pale violet
@potent oak ah okay, thanks will keep that in mind
Np
Hiya, me again ...
I have managed to get my world in vrchat to test, how do I make the characters bigger ?
So I spawn in, and I feel like a midget running around
Do I have to shrink the whole map ?
Most likely, yes
Bah ....
You can create a 3D cube and change the Y scale to 1.7, then you would get an average human-sized cube. You can use that as a reference to see if things are too big/small on your world
Sweet, thanks for the info, I'll try that ๐
Just ping me if you need anymore help
Cheers, much appreciated ๐
Hey guys. Got any settings for audio sources not being heard 100 miles away? Trying to make a light flickering sound when a person walks by.
I've been thinking about making a guide to human scale for VR spaces but I have a gorillion other things to do ๐
Sync to 90 is forced in VRChat in both desktop and headset
Are web panels forced to use Coherent UI for audio? Only I seem to have audio in the world I'm building and it's super loud unless I change the coherent ui volume preference to 1
Also are Youtube Live streams supported in YouTube panels? ๐ฎ
Unless they broke recently, they should work just fine!
I enabled VR on a unity project of mine, but it doesn't seem to move my camera, it's just acting like a stationary camera even though it has a script attached to it to move it.
Or should I be attaching the camera to an empty and /then/ making that empty move?
I guys. Just wondering. Have any of you tried to use volumetric light?
I've not messed around with volumetric light much in Unity. Here is a good vid: https://www.youtube.com/watch?v=H5v_X1k02U0
But as always... there may be scipts ๐
Speaking of scripts.... Does anyone know if this Unity Editor Extension will work with VRChat? https://www.assetstore.unity3d.com/en/#!/content/53258
Editor extensions are usually fine... in-game scripts obviously will not work
The asset creates curved UI but I have no idea if the UI element contains a custom script that gets uploaded without trying it out.
This looks like mostly in-game scripting, and you can't create UI elements that you can interact with in VRChat (well, you CAN, but they won't do anything). So, no, this is probably useless sadly
Damn... This would be a huge time saver for me. I have to make all of my curved ui elements as individual texture files. Would be so much faster to just use text UI
You can use canvas renderers for font based text
Hey guys, wanted to show you how much RE2 Police Dpt looks with volumetric moonlight coming through the skylights
The hovering text in the example triggers scene is a good base to work with (make sure to rip out the raycasters though)
I'm sorry to ask this but can some one team view with me and help make a button for music in a room I made for my birthday party tommorrow
Message privately if you can
RE2 police station so good
I was testing out some stuff, but the volumetric lighting wont work cause it uses certain scripts, but I still loving tinking with it in Unity ๐
So volumetric lighting is basically treating light as a liquid/solid that is visible in the air as well as the surfaces it's on?
Pretty much
I would say volumetric lighting should be white listed like dymanic bones, or have it emulate the values like dynamic bones does
The volumetric lighting package says it doesn't support VR.
hey guys having an issue with making avatars. I'm trying to load an avatar up but unity says that the sdk is newer than the vrchat client im testing with. Which to me doesnt make sense. I have unity 5.3.4p1 and i have the 2016 sdk files but i cant figure out what im doing wrong. thanks.
You can ignore that error, the sdk is weird like that
alright cool thanks zarni
99.9% of the time no matter what Unity version or SDK you're using, it will tell you that and you can ignore it >_>
Big problem: So for my vive, I plug in headphones in the headphones jack around the back, but my sound only comes out in mono, as in it plays in both ears equally loud.
I can't seem to find anything so far online that has helped, any ideas?
i got another question. So my avatar seems to be missing a foot bone would that effect the upload. Im going to fix it but i wanna just upload and see how things work to get the hang of things. also my avatar says (this avatar is not imported as a humanoid rig and will not play vrchat provided animation set) which i did set it as a humanoid on the model tab. would this be caused by the missing bone?
@royal moss check the Windows output settings for the vive audio device
I think it's my headphone adaptor, because when I plug my headphones into my computer raw with just the headphone jack (it has two male ends coming out of my headphones) and it outputs stereo
My Avatar doesnt seem to want to build and publish. any ideas anyone? no problems at this point i used a different model.
@sterile cipher Okay thanks.
Can anyone tell me how to change the drop off sound for an audiio file that would be helpful!
@oblique ember nice, how are you creating that moonlight?
@sly kayak you're speaking of how far away you can hear a sound from the source? if you have the ONSP script checked, then that takes over from the graphical unity interface that's quite good at controlling the drop-off but doesn't sound as realistic. with ONSP i mostly just do trial and error, playing with the max distance and the sounds volume, until it feels right. it can take me a while though.
Can some one explain how the video panel works please. It's just a white screen when I enter room
Don't worry about the video problem
Is it okay to use Crunch compression on photos?
@pale violet I was using a spotlight with volumetric lights on it, however it doesn't support for VR and it uses some scripts. So can't use it hear, but it still look cool to look at.
ah yes i see, i actually bought a volumetric lighting asset from the store, but got it refunded when i realized it used scripts. in unity preview though it looked great! it was a nice peak into what vrchat will look like in the not so distant future.
Do you guys know how to add a cookies shape to Spot Light?
I found a free assist online @pale violet
@oblique ember adding shapes to spot lights? hadn't thought about that, could be cool though to block out certain shapes
@oblique ember As soon as Unity complies I'll post you a quick example
Cookies do not show up on baked lights, only mixed and realtime
And the cookie texture must be set as such
I see. I have almost every light set to bake so I didn't see the cookie option, but I see them now. Thanks @brave robin
Any ideas on lighting to make a soda machine glow? I don't want to use a spot light to illuminate it because if a person walks in front of it, it wont look right.
Emission in the standard shaders does a glow look
Hmmmm. Might do just that.
I don't know if anyone will find this useful for world building, but now that TextMesh Pro has been whitelisted, I have the feeling we'll see more text in worlds. The .hack team extracted the font from the original games, and we converted and vectorized them into a truetype font for modern PCs. ๐ Also comes with the Greek Symbols used for ingame servers and all punctuation symbols. If you happen to be looking for a classic PS2 font for a world, this may help you! ๐
Example of the font:
Right on!
@warm niche I wanted to thank you for the guided tour on Sunday in the .hack worlds. The last one I was in (fast running map) did not seem to have a respawn point for if you fell off the map, I jumped off the edge and fell forever, I had to force quit to get out.
Anyone rich enough to buy this and bring it into VRChat? ๐
Are you trying to recreate Officesim ? ๐
@warm niche , Maybe kick off something similar to a kickstarter to raise money to get it ? Perks for those who contribute ?
nah just throwing it out there. I may eventually get it if it goes on sale. Best looking office I've seen yet
Ooh dang, if I had money Iโd so get that 0.0
Also @potent oak thank you so so much for checking out the .hack worlds! ๐ Ahh Yes, That map- luckily the 5.6 version of it has both those issues fixed, but as weโve already upgraded the whole project those bugs will likely stay till 56 comes out ;_;
Awesome, thank you for that ๐
@warm niche VRC headquarters? nice design.
Office of the vrpill version 2.0 ๐
Whats up @deep thunder ?
Ah ok ๐
and i was looking at the scenes haha
Its pretty hilarious though because when it was new year, i saw my computer date change to 01/01
and i was like wait
its ment to be 00/00
then it came to me that ive just been programming too much
Hahaha!
@deep thunder I know it's a joke, but actually quite a few languages start their arrays at 1: Lua, Smalltalk, Fortran, COBOL to name a few.
oh yeah lua does, i forgot about that
I used to write stuff with Love2D all the time
but i mean, ive been learning C++ recently and it's a lot to learn
I'm working on a world at the moment and its looking really nice
Im gonna hope I can get it finished soon so it could be published
also @mental narwhal
tail is dynamic boned
You don't see that everyday.
Wow
"You don't see that everyday."
soon you can ^w^
hahah
๐
also this
materials are too shiny oops
but im working on it
well this is technically not mine
but it a really chill place with the snowdin background music
Looking forward to it ๐
I'm about an hour late but R also starts indexing at 1 :S
Oh yeah that reminds me
since programming languages are just letters for some reason: C, R
microsoft made P back in may this year
there's also S, which R is based off of
It's okay if i put mesh colliders on a super lowpoly version of the map i made right?
i should make the walls less longer on the bottom oops
oh actually i just reallised
this would be a lot more effecient for the floor
it's okay
Question! What's the best way to do glass in Unity, in a way that works with VR Chat? ๐
Thinking glass like a drinking glass :3
Here is a good tutorial from Andrew Price on how model a beer glass in Blender. Obviously don't use the crazy amount of subdivisions he used for the image render. Works great with transparent materials. https://www.youtube.com/watch?v=Xbc3KMIOuKM
I have done glass by using standard shader from unity and adjust the alpha in the color box. Pretty simple
have any of you had a bug where you can't into a room you uploaded
might be version mismatch, that's about all I've experienced
I am going to need to download 5.6 to see if my gallery still works
trying to load a world.. the loading screen comes up but stays at 0% then goes to black then back to loading over and over. never loads up to 100% any ideas?
snip from work. not sure what i messed up on.
Are you using Unity 5.6.3f1?
Also you have 3 errors in console. Make sure you fix them before building world
and for some reason 2 scenes are open. Get rid of scene worldtest001
what's the best way to show liquid in a virtual cup? the only thing i've tried uses scripts and so won't work in vrchat.
@placid current made a clever liquid shader that is used in the Great Pug.
ah, cubed made it? i wonder if it's available for others?
the one i bought was called a shader, didn't realize that some still rely on scripts
another question, is there copyright protection on some unity assets? i bought a shader and shared it with someone, in fact i bought it specifically for them but wanted to check it out myself, it's working for me but not him. by the error message it seems like it must be because he didn't buy it. although in the past people have made things for me and used specific assets and then i could work with the project further.
I have officially found out a system in which melee combat can be done in a much more realistic fashion in VR-chat, as in where swords and sheilds will actually refuse to go through eachother and you can block properly
@royal moss how's that? could these sorts of colliders you speak of also work in non-combat things?
Depends on what you need them for, right now they are just objects that will refuse to move through something, like if you swing your sword their sword can block, and even if you pass your hand through their sword your sword will stay behind
But theoretically yes they could work in non-combat
@royal moss i'm thinking mostly of containers for people, elevators and other transports. probably not the same thing but it'd be great if there was a way to prevent us from falling through a collider if we're going pretty fast.
It's mostly for VR-chat, and in VR chat people don't really have colliders to objects in hand
@royal moss This is an interesting system to play around with if you are interested in that stuff: https://www.assetstore.unity3d.com/en/#!/content/75712
If we are scripting enabled I was thinking a script that just takes the previous place of the transform, draws a line projecting where they might be going at a certain distance, and then if their rigidbody is going above a certain speed then if the line intersects something, half their speed or apply opposite force, or add drag or something to slow them down
But that's general purpose, my system for collider-improved non-scripted weapons in VR-chat is good for assuring people's things in their hands don't clip through other things
what you propose there is precisely what Unity's physics system does, so you should be able to work within that.
Well my system by-passes your guy's positional locking of the item in an avatar's hand, it's the best system I could come up with when you can't use scripts, there is some minor research to be done in why it sometimes freaks out, but the simpler the object, the better it works.
me and itvarana tested it out, they thought it worked great
Things that you grab in VRChat are not fully locked into your hand, if you hit a collider with it. Depending on the physics properties you set, you could get behavior like you describe.
Well from what I've noticed, if your hand would push the object into a collider, it will move and such, but if your hand moves through the object entirely the object will snap into the other side, my system by-passes this and keeps the original object from passing through anything for a good while, although of course unity will eventually vibrate it and make it pass around it at light speed if you pull hard enough
what happens if you put a pickup on a interactive chair
Has been done You can lift the person in the chair and throw.
wouldn't that make them very nauseous
Super yes
good to know
do you know what be a good way to make pillows you sit on on the floor since if I just use the chair object feet will be in the floor
I know the same room that had the pickup chairs also had pillows on the floor you could sit on.
It was in 5.6 beta from what I recall
i'm kinda out of the VR loop. Is the new unity available yet?
hey all, is there a way to edit clipping plane settings for my VRchat scene? I entered into it the other day through VRChat and a bunch of objects in my scene were being clipped but when viewed in Unity it's not an issue
Heads up, another udemy sale going on, only six hours left and it's $10 this time. It says "New Student Discount", but it applies for everyone. Great chance to learn more in unity.
Forgot that was going on. Appreciate the reminder. Just purchased 2 courses.
@sterile coral have you added your "main camera" into the reference camera in the "VRC SCENE DESCRIPTOR"?
what is the simplest way to play an audio file as background music in VR chat?
Add a sound source, drag the 2D3D slider to 2D (Sound coming from "everywhere", as opposed from a location), put in the sound file and adjust volume, make sure the ONSP or whatever it was called component is there (If not 3D spacialitze in the publish setting), The ONSP controls the range of soundsource so set it high to cover your map (The numbers are in meters I believe) @green whale
You might have to set the volume super low, like 0.04 depending on the audio. You might have to play around a few times to get it right, and make sure to calibrate it when you have your Sound FX set to 100%
okay do I attach it to my main camera? the audio track is under an empty game object. ive been trying to search online, confused haha, cuz my main camera is set as the reference, so where do I put an audio listener, in the main camera?
@green whale thank you so much, I can't believe I missed that. only trouble is the bloom script attached to the camera isn't carrying over now
Don't set any audio listeners. You just need to place a sound source on the scene and it'll work.
@sterile coral ur using post process stack? ive noticed I need to turn bloom way up to be noticeable for some reason
thanks @autumn hatch ill mess with it
@green whale i just added the script to the camera as a component....reading up on post process stack, i can give this a try
@autumn hatch what if i'm looking to have multiple audio clips play one after the other?
its a free asset from the store, though it wont work with 5.3 only 5.6
cool i've got 5.6 going rn
Would probably play around with VRC_Triggers, there is a OnTimer which lets you time stuff
okay thanks a lot!
So you can make a new sound source to become active after you've timed it to trigger after the first source is done
okay makes sense, i also see VRC_Audio Bank which seems like it would let me play through a group of clips
Haven't personally used that one, so can't give any tips about that one
@sterile coral put a camera in your scene, then give that a larger range and drag the camera into the reference slot in vrcworld
thanks @pale violet I've got it working now!
and yes the audiobank works well
cool it seems like it'll be easier to do with the audiobank
Sorry if I'm being dumb, but my reflective surfaces aren't reflecting what my reflection probe is reflecting? I have a metallic smooth object in the scene and a reflection probe and it's not really doing anything..
Yes I have some objects set to static
@royal moss Did you disable the auto bake for light and reflection? If so you have to bake the refletion.
In the inspector should be a button to bake or a message that its set to auto when you select the probe.
It's auto-baked
The mat is set to specular and the sliders are both to the left?
sorry the right side...
Yes
Is realtime working?
How do I tell which cube map is from the reflection probe I added in the scene?
There should be a folder with the name of your scene. In there you find all the baked stuff.
I don't see it
Wait I had to bake my probes even though it should have auto-baked them
it's working now
Then there was nothing baked for some reason.
^^ you asked how you would know wich is the qubemap. Because it looks like this in the selector...
There is no real texture.
I baked my probes and then a new one showed up in that menu
What? So you have 2 reflection probes? Do the materials have refletion now?
What if you delete the old one?
Yikes, this world of mine has been baking lightmaps for 6 hours and still has 79 jobs left on light Transport.
Wow
I guess i shouldn't be baking on high resolution.
Are you trying to rebuild a map of Vegas ?
No, it's just my Mario world.
Ah right
It must have got stuck on something as it's 68 jobs now.
I hate it when programs get stuck on something like that ... reminds me of the old internet days ... 98% download ..... CRC Error !!!!!!!
Im working on a world right now, and im dealing with 2 problems: 1: Emission materials are not glowing on static objects. 2: The SDK World descriptor has a world version of -1, not only that im getting this error in the console:Could not Init ApiWorld from jsonObject bc jsonObject is null.
UnityEngine.Debug:LogError(Object)
VRC.Core.ApiWorld:Init(Dictionary2) VRC.Core.<Fetch>c__AnonStorey1F:<>m__36(Dictionary2)
VRC.Core.EditorAPIResponseHandler:HandleReponse(HTTPRequest, HTTPResponse, Int32, Action1, Action1, Action1, Action1, Int32)
VRC.Core.<SendRequest>c__AnonStorey6:<>m__A(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
The world version being -1 means that it hasn't been built yet
wich build do i use, test or Publish?
Publish adds a count of one to your world version, unless it was -1, it makes it "version: 1" when you first publish it
welcome
emissive materials must be baked in unity
is it better performance for VR chat for a space to be made of lots of objects or or all the objects joined in one match
anyone have experience with the audiobank script?
Anyone know of a way to have pick up objects be floating until they are pickedup? Which they then have gravity after pickingup?
@maiden crescent Ive already tried bakeing the materials
How would I get a portal ID for a Portal Marker in Unity
You gotta get an ID from the person who owns the world
So how would you get the ID for the hub? lol
I think it defaults? I can't remember
I know my world has a hub portal and I forgot how I got the ID
The hub is defult, i whant to get the id for the moonbase
Do you have light probes setup? Both baked and real time emissive materials require light probes to light non-static objects.
but, i have everything as static, so there is no need for light probes
Also do you have everything set static? At least lightmap static.
Okay.
Hmm, this might be a similar issue to the one I was having. I still haven't figured it out yet.
I was trying to get the real-time pre-computed GI to work so I could have a video player light the room.
You can try using area lights to fake the emission as long as it's baked.
im already on my v2 map, with 2 more rooms.
when the game updates to 5.6 then ill get back to the emission fix
thx for the help anyways
Oh, you're working in 5.3? I was having an issue in 5.6. It seems to work statically in 5.6 but it's weird if it changes.
what object do i attach VRC_AudioBank to?
I notice in a few rooms teleporters to other parts of the room how do you use them
Hey! I reminded people about a month ago that halloween was approaching and to start thinking of ideas for it, well here's your second reminder:
If you're thinking of building a large halloween room I would recommend start planning / building in the coming weeks.
If your thinking of building just a normal sized / small halloween room I would recommend start planning soon at least.
@candid owl i don't have one in front of me and haven't used them in a bit, but basically you go into the vrc example rooms, find the teleporter trigger and copy/paste it into your scene. there you'll have the teleporter in one spot and the location it moves you to.
Hey you guys might want to run a tool to patch your unity editor to protect yourselves against a security vulnerability in unity
For 5.3.4p1 (release): https://unity3d.com/security/mitigation
For 5.6.3f1 (beta): https://unity3d.com/unity/qa/patch-releases/5.6.3p1
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
do you need to update visual studio as well?
shouldn't need to I don't think
now my unity version is no longer 5.6.3f1
its 5.6.3p1 now
unless that supposed to happen
Is it possible to make the SDK launch the test build in desktop mode? I don't have a vr set so everytime I want to test a build I have to publish it.
(I know having no vr equipment isn't recommended but I love the game, and I love developing world. But my pc can't handle vr
Create a desktop shortcut of vrchat.exe (found in the install folder, in steam find the game and Right Click > Properties > Local Files > Browse Local Files) then go to the properties of the shortcut and append --no-vr to the end of the Target. Back in unity go to the VRCSDK settings tab and change the Installed Client Path to the shortcut. This should then launch VRChat in desktop mode when you create a test build
Thanks for the heads up @sudden smelt I actually just signed it to tell people as well, I'll have to patch mine tonight
At last!
someone was making a beeple room based on this image, but i don't remember their name! anyone know who it is?
Thanks so much @sudden smelt !
beeple?xxx
Beeple is like an Art/World contest. They are pretty amazing
@honest heart http://kingdeluxe.ca/beeple-vr
the deadline is basically today
and hopefully next weekend they'll be public, well some are now but there's 21 or 22 altogether. just waiting for 5.6.
oh ok i thought it was another vr social app xxxxx
what are the green texture files labeled "e"? is it supposed to be like an ao map?
What is this 5.6 thing I hear everyone talking about?
5.6 is the new version of unity (being the games engine) that a future update to vrchat will be running on. We are currently on 5.3 . There is a closed beta going on where people are preparing content for the upcoming 5.6 update.
Will we have to update our worlds/ their sdk?
All avatars and worlds will be wiped as of the 5.6 release as the content is not backwards compatible. There will be a new version of unity and a new sdk with new buttons and gadgets to give you more options when making worlds and avatars.
Content uploaded during the beta will remain, however.
Tldr: devs nuking content from orbit
nyone know if posable to broadcast a camera feed from one world to anther?
I'm not sure, but I wouldn't think so. That would require the world to be loaded 24/7.
If all my assets for a world are located on my desktop.. and I move them to my documents folder.. would that mess the worlds up?
and if so how do I fix it?
It shouldn't mess anything up. When you add an asset to a unity project, It creates a local copy in the project folder instead of pointing to a file on the desktop.
Okay, cause when I started making a world I thought that I would giveup really fast and now it has become a cluster of assets on my desktop
so i assume there's a tutorial or something by now that covers adding jumping into a world
i neeeeeed it
thanks! ๐
O dang that Google drive link went fast
np. it is a little hard to follow. But you should get it
@subtle charm It gives a demenstartion on a new world but you can just load the scene and copy the "jump mod" and paste it as a new component in your root
How do I make a object "re-spawn" if it is dropped far away from it's original area?/dropped out of the world
@mental tangle In the VRC_World prefab there is a setting if you click on it. Change "Destroy" to "respawn".
thanks
can anyone tell me settings to use for custom voice fall off. My map is about 500m explorable. I set the custom "falloff range near at 4" and "fall off range far"at 100, will that allow you to hear convos at 100m distance? thanks!
Anyone know how to make a trigger teleport the player when they enter the collider?
There should be an event called "teleport player" or something
There is, I have the teleport part working, I just need to make it so when they walk into the collider they get teleported instead of having to click it
Oh, have the event under a trigger about something like collider enter or OnEnterCollider, and then set the layer it interacts with as both player and playerlocal or something, you set up layers, right?
I did that, and I set it the layer to "everything" (because I couldn't figure out which one it was) and it still doesn't work
Well if it was "everything", that may trigger it immediately and it won't work since it might be colliding with something, maybe also try "alwaysUnbuffered" and set it to "trigger for individuals"?
How do you make an item play a sound when you pick up the item
@candid owl It would be a trigger for when you pick an item up. how to set it up. not sure
@pale violet will there be another beeple contest? Only just saw this!
also, does anyone know if it's possible to add a teleport to an animation. I have a ufo I'm trying to get to pick people up.
@sly kayak there'll be other similar design competitions i hope
sweet. I think we need a channel for art/design.
I've been trying to use VRTK to develop a VR game but like.. I can't figure out how I'm supposed to be using it at all
VRTK is used for "game machanics" like picking up objecs, throwing, using objects and doors, etc... make sure you have SteamVR Plug in as well if you are making a vrgame.
I used VRTK for a VR game that I made a while ago, so i have a little knowledge on the uses it hase
has*
Well I want to use it for implementing VR into a racing game, which means I really only need the position of the controllers, wether or not they are colliding with something, and what buttons are being pressed, and like.. it's really hard with VRTK because it hides everything under the SDK sorter at the start, so I have no idea how to get a reference to the controller or like.. I dunno.
you whant to know were the controllers are in-game?
Yes basically, I'm basically going to make it so that "if they press grip while inside of the wheel hitbox, then make that controller fade/disapear and "lock" it to the wheel (basically show a model to say "your right hand is on the wheel") and then track the position of the controller, and if they turn their controller it takes the rotation of the controller and then makes the wheel turn, I don't want to leave it to physics though, I want it to be scriptually turning the wheel based on the rotation of the hand controller, that way it's easy to control and they don't need to keep their hands absolutely still, and if they squeeze grip again, "detach" the controller from the wheel.
well, the thing to setup first are the right and left hand grip points on the wheel using VRTK, and how the wheel moves based on the rotation and potition of the controllers and how that interacts with the cars direction while moving, idk if there are scripts in the VRTK that can do that. The fadeing Controllers can be done by a custom script that disables the controller models when the grip buttons are pressed and re-apear when pressed again.
would setting up a script to just attach to the controller work? Are the controllers for each SDK structured similarly so if I go "find parent transformation" it was always be one type of thing?
the controllers should be their own parent holding the controller model, so you should just be able to set a VRTK script(s) on two different grip points on the wheel for the user to grab
But I don't want it to be an interactable, I want it to be just "if they press grip inside of a certain area, then fire off an event" because I don't want them to pick it up, just to look like their hand is on the wheel
so basicly, the player presses their grip button on the wheel to start a new command to do what?
is the player driving the car with the ability to stear the car?
or is the player just going to start an autimated event?
im just having a hard time understanding what you whant to acheive with this vr racing game...
I don't know it's just confusing me because there isn't any tutorials, just some vauge "here's how you start" notes and then the full documentation with working examples that are tiresome to figure out how they work
oh
the only things that I can think of for a vr racing game is to set up two grip points on the wheel for the controllers to grab, then work on how the controllers position and rotation effect the wheel and how that turns the vehichle, because anything that involves an object being moved needs to be interacted with.
other wise nothing really will happen unless you setup automation
see I've been trying to set up a basic player attached to a transform and I can't even get it working
are you making a game by its self or are you trying to make a game in VRChat?
ok, then you dont need any sdk, you just need the SteamVR plugin and VRTK
both can be found in the asset store for free
Well I want to make it independent of platform like VRTK does
just click load default layout
i did it it keeps cycling
well that dosnt make any sence, ive had that issue were the failed to load widow pops up and all I do is click load default layout and unity opens
Anyone mind explaining to me how to use Dynamic Bone for a tail with 6 bones?
Pretty simple. Add the dynamic bone component to your avatar game object, in the root window put in the first tail bone and play around with the sliders. Press the "play" button on the top row, click on the "#scene" button on your viewport and drag your avatar around to preview the tail movement. @devout pasture
what setting are u using for voice near range and voice fall off range in VRCScene descriptor I lost sound when trying to mess with the settings
Thank you so much Zarniwoop, just one more question: How do i make a Dynamic bone respond to gravity?
Put something like -0.002 on force on the y axis. You might want to play with the numbers
umm not sure if i did something wrong... but it didn't do anything, Currently its sticking straight out. Is there a way to make it actually fall?
@candid owl Not so much a shader the wall effect is a just a gif as the matterial if I am not mistaken
So in unity my avatars bone structure looks good and everything is connected. But as soon as load into VRchat that arms are like 4 inches out their sockets
#development-advanced can someone send me a link to
beta?
@atomic path get in touch with VRpill
he just gave me the instructions ๐
hmm does anyone know how you use the VRC_Object Spawn, do you just drag the mesh/prefab that you want in the box and make it active?
You need a prefab I believe
Had an idea for spleef in VR-chat, would be simple "deactivate on collide" event
Any feedback?
Is there any way to Export 3d objects from google blocks?
Doesnt look like it
Then again I have just read another article and that person says you can export it as an OBJ
That's what I'm trying to figure out ๐
Lol
whats the difference between Alwaysbuffer one and Alwaysunbuffered?
Always would trigger something for everyone and trigger it for any new joiners,
AlwaysBufferOne would trigger something for everyone and only buffer the last time it was triggered for new joiners,
AlwaysUnbuffered would trigger something for everyone but not trigger for any new joiners
thnx Euan
Anyone know what layer the VRchat Avatars are on is it Player?
player and playerlocal
thnx Korro
Lol b/c when you think of 3d models, you think of the lunar/solar eclipse
haha
is there a way to do a random dice roll on trigers in vrc? touch a trigger and have 10 random things that can happen?
Any one have any ideas on how to position something at the player's head in VRTK? I mean I could just copy an object to represent the head to every head transform in the SDK setups, but I was wondering if there was a way I could do one single gameObject that snapped to the head.
VRTK apparently hates me. Everything I try to do that isn't click-and-drag copy-paste mechanics won't work at-freaking-all
Dumb question but, if I alter the pose of my avatar in my scene(say to make a fancy icon) will it affect it when I upload and use it in vrc
On pill's video it seemed that as long as all of it was done during the time that it was using the VRC camera that you have to aim, it shouldn't affect the avatar
Thanks, I don't really plan on doing anything like that, but I've been wondering that for ages
If it turns out that doesnt work, you could always make a duplicate that you pose like you want and just point the camera at that instead
But I would like to know how to bring an image into unity at a simple 2D plane that I can rescale and place
I want to add a hall of fame to my Block Heads map
I'm sure it would be easy in blender or something, but I'd rather just half-ass it in unity
You can use a plan and find a picture and drag it onto the plane. Pretty simple
Thanks
so shader question, Is there a way I could get a "wavy" effect on a backdrop through a shader, kinda like in 16 bit games
clip for reference: https://www.youtube.com/watch?v=wphpPjT1Fqk
@winged lintel closest I could find in 30 seconds...
https://www.shadertoy.com/view/ldBGRR
You may search for "unity plasma shader".
and I found this but didn't test if it works ingame.
Works fine with a texture in the editor. Just hit play to see it working.
Would one be able to port a gmod map file into unity without effort or no?
Is it possible to make a button that you push in a portal appears after you push the button
yes, that should be possible, simsora
What's the best way to make a pickup not move on X or Z without a player grabbing it? ๐ฎ
how would a pickup move if a player isnt grabbing it? are u trying to make it float?
So I am not that smart when it comes to the bones of a charcter, can anyone help me with this one? It looked fine in Blender
Well of you do fix it, be sure to keep a copy of the broken one, broken avatars are always a blast
๐
Added some terrain, and now my lighting takes absolutely forever to generate, any way I can speed this up a bit?
@potent oak try click on pose > reset pose, pose > force t-pose if that helps
Tried that, sadly that pose you see there, is it's T-Pose ๐ฆ
are you saving the .blend file to unity or exporting?
try exporting as .dae. I've had this happen to me once or twice, and only by exporting as .dae did I fix that
Ah, will try that now, thanks
@halcyon pewter Itโs currently set up in a stack of similar objects, and so despite it being flat it seems to want to topple over, so yes! Floating would be perfect ๐
@autumn hatch .dae does the same ๐ฆ
you can send the blendfile to me and I'll see if I can fix it
Blend, or dae ?
Tyvm, please let me know how you manage to fix it, so I know for furture acrobatic models ๐
I have now been generating lighting for about an hour, and it doesn't seem to be finishing any time soon
Is it all the excess terrain I have?
Light Baking does take a lot of time.
Resolution, other quality settings, the size of the mesh(es) being baked all contribute. it's not a simple answer.
The processor you have and how many cores it has.
Any way to tune the quality back a bit? As this is still rather WIP, I don't really need anything fancy
I will say, 35 Jobs is a LOT. The Pug only ever has like 5-7 or so I think. Or far less.
Just nice to see an approximate how the light will look
I bet it is the size of your terrain.
Its gone through about 120 jobs by now
Oh yes, it's your terrain size for sure then.
each job is a chunk of the meshes it made.
That's a lot of chunks
My processor is a i7 6700K at 4.4GHz, and it's been 100% for a long time now
So yeah, I'll see if I can cut the terrain down without removing the work I've done
I'm on an I7-6700K too, and The Great Pug bakes in about 15 minutes or less.
Seems sizing down the terrain stretches it down rather then cutting it, but oh well, was a sloppy terrain job anyway
@lean crane idk why it would take a long time. I have a map they is bigger then that and uploading test versions and publishing version for friends to look at take about a minute or two
I don't bake the lights though. So that could be out.. honestly idk how to
It bakes light automatically by default, atleast it did for me, had to turn the auto baking off to stop it from going nuts every time I added something
Huh
I really should just cancel it at this point, there's still 4 more cycles after this
its gonna take literally hours
Maybe I am doing my lights wrong. Or you have.
I probably am, not too experienced with making stuff just yet.
Neither am i though lol
@lean crane There is a setting in the terrain called scale in lightmap. It will reduce your lightmap resolution just for the terrain.
Is there any reason I keep falling through my world? Like it doesn't appear to be solid or something.
@ornate bay did you place any colliders?
It's an infamous glitch to happens to players randomly for an unknown reasonn
colliders can impact this but It's happened to me with non-collider models
The best thing to do is to restart vrchat
if the problem consists you might need to figure something out
Let me try a different collider, maybe that will fix it.
Yep, got it. I was using the wrong one.
all unity colliders should work (as long as it's not 2D), if it's not what saladtrach said maybe it's on a layer that doesn't interact with the player
@lean crane If you didn't read it give it a try. Some of it is outdated but most of the information is still valid for 5.6 and also true for 5.3... https://unity3d.com/learn/tutorials/topics/graphics/fine-tuning-lightmap-parameters
can some one help me with putting avatars on pedestools please?
Thanks, I'll give that a go, though most of my issues were fixed when I drasticly tuned down on the amount of terrain used.... aaand when I realized there were two directional lights in the world :v
Takes a minute or two now
3 worlds i've tried to do lightmapping, all three times it has messed it up. Some with blurry textures, some items lit up and others not. It's just not worth bothering with.
@spiral karma and @warm niche I was hoping I could get the 5.6 code again. I didnt save it and I applied it to my not VR computer and Steam doesnt appear to apply it globally.
Hey all, I have created a custom avatar, how do I tell how many polygons it has? I can only see Tris / Verts / Faces
Ah bugger ...
@potent oak best get info in avatar channel for avatar
development usely people who make worlds lol
Ha, I didn't know there was an avatar chan, thanks ๐
If I get a world published, am I still able to edit and make changed to the world?
You can, though iirc, if the world gets made public by the staff and you update the world, it will "unpublic" itself until a staffmember can make it public again.
You can still join it and invite people to it however
I know I can have in "not public" and invite people to the world. But I want to get a map up but if it un publishes every time I upload a change to it. I don't want to make it public yet
@warm niche Make sure you enable Generate Lightmap UVs in each mesh's import settings.
Best thing to do is to just make a new scene with the updated world, and use a different blueprint id on it.
@mental tangle that way you can upload the updated version as private, but keep the released version public until it's ready.
@rough sleet Yeah i did that, was still the same.
@slim apex That is an amazingly crazy good idea
Would I be able to make a perm portal in the public world to the private one with the ID??
You would. This is how they do whats in the box every other week I assume.
What's a good range for lets say, a trigger that is supposed to be a door that teleports someone to somewhere else.
Seems the default range lets me trigger it from across the world basically
It will trigger on the colliosion box, and if you are wondering how far it can teleport. I have mine teleporting people 5000 (unity units) away.
(idk what unity uses for distance and scaling)
Was thinking of the interaction range, its currently set to the default 100 "Proximity"
did mixamo suddenly scrap their autorigger??
nothing on the site, and no info online about where it went. i know they were cutting down on free services, but this was supposed to stay
mixamo.com/fuse is also gone, just error pages
yea they remove it yestarday
They discontinued some of their features. The old version of Fuse has been discontinued. You have to use Fuse CC now.
i guess i now have to learn to rig as well
i read more than once i think, that they were going to keep the rigger online
I thought so too.
i was hoping it would get more advanced. i'd be happy to pay (a bit) for it
professional rigging is time consuming and expensive. amateur rigs aren't always as good as what mixamo does.
wow, quick response... "The auto-rigger is not gone. We have made a significant update to the website and it's likely you have an oudated version cached in your history. Please clear your browser history, close and restart the browser, and reload the page.
Several features have been removed, but the core workflow of rigging, animating, and downloading is still there."
there rigged but it connect to the animation
https://i.gyazo.com/6dcb64f978252744808a31006e8b78e3.png you need delete animation in blender
then go in a pose
Ah. That's closer to what I was expecting. They removed their animation "store"; everything has been free since they were bought by Adobe.
clearing the cache didn't help in firefox
i use chrome
me too, but used firefox to check
if someone sends me a shader as a json file, how do i apply that in unity?
ah okay you can upload unrigged characters right on the first page of the mixamo site
thought it was just to add animations
@sterile cipher i thought so, but i saw some json's in my unity files, so i thought maybe they could be used somehow. but maybe not.
so uh
I ported a GMod model over to Unity and it was working in the game except for jacked up fingers and non-crouching legs
need fix in blender
And so I went in to configure the finger bones and whatnot but
There's only 3 finger bones for some reason
in each hand
#336764636156264450 go here
avatar channel more about avatar
development is world builder hangout more
Hello, im working with the beta SDK and with unity 5.6.3f1 - and with the examples -> scenes -> example-actions (as well with simple tutorial builds) the scene in VRCHAT restarts the level -> loading and i respan again and again. Does somone know what to do a bout that?
I doubt theres a way to do this but it doesn't hurt to ask. Is there any way to make a slide that players could go down?
Should be possible if you rig up a seat to either something with physics, or just take the seat itself on some sort of path?
Would there be a way to give the players the ability to slide down and move around on their own (Ex: The slide from Super Mario 64).
1 unity unit = 1 meter @mental tangle @lean crane
@ornate bay a physics object with low friction with a seat on it would work. you could add pickups with some friction if you needed to steer, or maybe just a brake.
Yeah you could maybe modify the friction rating?
There seem to be very few colors in the darkest range such that it causes horrible banding. I kind of want to keep the darkest blacks, and have attempted to adjust for this by using colour grading such that any colour below a certain darkness goes to black, but have only succeeded in making things worse. Do you think that is a good approach? It may be just my skill in tweaking the knobs that is the problem.
True black was actually what I was most excited about when Oculus switched to oled, but I guess there is a minimum brightness >black due to slow pixel turn-on times. Our eyes seem exponentially more attune to brightness differences at lower light levels.
ERROR/ HELP: Hi all, my unity 5.6.3f1 + latest SDK gives this problem
it keeps flashing wit the exdample actions scene
once I'm opening it as a new test build
loading 0.00% return to hub. it says, and other times it does load the map but after a short period of time it reloads again
Have you got the beta branch of VRChat selected in Steam?
yes closed_beta - Public beta branch
Unity 5.6.3f1 - 64bit
sdk 2017.08.19.09.49
vrchat [c;losed beta] build ID 2066821
Hmm, I'll test to see if it works for me later, meanwhile if you haven't already try load it again then after it failed close vrchat send the output log to me, I'll look though it to see if anything weird is happening in there
!outputlog
You can find your output log at C:\Users\[Username]\AppData\LocalLow\VRChat named vrchat;outputlog.txt
@mental narwhal that's great to know! I was actually just wondering yesterday if I could make a chair that wasn't static, can you make them pick up as well or will that break it
hey all does anyone know that site where u can create your own room the easy way xxxxx
@desert condor only time see that in 5.6
im trying to upload a map and its hung up on "saving blueprint" is that normal, I do have a bit more trexture on this one than my normal google maps
seeing this in the logs
[564] Request finished Successfully, but the server sent an error. Status Code: 403-Forbidden Message: {"error":{"message":""Can't modify or apply pluginUrl if not admin or trusted user"","status_code":403}}
fixed it
nothing a little "make a prefab and create a new prject and try again" cant fix
I am getting that same error Clem. I had to use new project IDs for everything.
@median viper did you run that Unity 5.3 security patch? I ran that update and it may have something to do with the blueprint issue when updating existing worlds.
yeah,
hey guys im working on a unity package that upgrades a few vrc-prefabs and includes a few extra items made by me , message me if you world like a copy to test and use for yourself
Hey all. I want to make a nice map for 5.6. Is there any way to implement food items in custom maps? Or perhaps custom food and drink objects that behave similarly to the beer bottles and goblets in the main hub?
Ah, gotcha. So nothing included in the SDK, but would require something to be written from scratch?
If not, that's fine. Just trying to get an idea of what is possible in custom VRChat maps before I throw something together. I understand that some scripting functionality is restricted to avoid potential griefing tools to hit the scene, which is good.
Ohh gotcha
@hallow portal no its a easy room buliding app ive got sketch up xxxx
how do i make my room intractable please?xx
As far as I can see @honest heart , All you've exported from what I assume is Sketchup, is the "scale man",
Maybe you selected the wrong thing when exporting?
Lol which version of sketchup is that scale man?
I have a girl with rainbow brushes and hammers
Anyone here use Sketchup to make worlds? Claire's world appears to have a bit of an issue where meshes are sort of.. inverted when placed in Unity.
probably just got to reverse the normals of the faces
I use SketchUp some. You can reverse faces (I believe in the right click menu) in SketchUp. It's easier when you use the default material because forward face is white and reverse face is blue. You can also flip faces in blender.
๐
Yeah sketchup isn't very straightforward when exporting
@thick mortar best ask about it
Do you think it's okay to use very high resolution shadows for the sun?
Alot time shadow take fps
Long as you bake it I don't see why not. Just as long as we aren't talking realtime.
What do you recommend for realtime?
Going as low res as you can for performance.
kk thanks
Are there decent shaders for maps besides the standard ones/any recomendations?
That moment when you spent time baking lights and forgot to turn your lights back on before clicking bake... ๐ฆ
does anyone have the run speed mod they could link or send me? I guess I would just need a map file which the mod is inside of, and I can copy it out from there. It would be great to try it out in my world ๐
@marble root @solemn bloom has it
Hey im getting a "403 - Forbidden Message (Can't modify or apply pluginUrl if not admin or trusted user" anyway to fix it?
Im trying to reupload a custom room after some tweeks (that worked yesterday)
Oh Figured it out. I forgot to detatch an old Blueprint ID
Got an odd bug in Unity with two transluscent objects, one of them can't make it's mind up if it is infront or behind the other object.
Seems to mess up at close range
Sounds like the old transparency 'bug' some game engines suffer from
Think I found a fix for it http://answers.unity3d.com/questions/609021/how-to-fix-transparent-rendering-problem.html .... Simply change the render queue: - select Object Material - change view to Debug Mode (Inspector Window top right drop down menu) - change Custom Render Queue value for example 3000 => 3100 - now your object will be rendered before other transparent objects
How do i get it to keep the debug settings? keeps reseting the custom render queue back to default 3000.
Unless i'm mean't to keep it in debug mode?
@warm niche that doesn't really solve the problem, unless you know that one object will always be in front of the other object.
^^ Mr. T cup
It's always in front.
Doesn't work anyway, keeps resetting back, i'll just leave it.
@zeon ask @solemn bloom might know way tell drive script come back
I know invader was testing some driving with pushing sticks I think
I wonder if there's another automated way of rigging that's easy to do now that mixamo's autorigger is gone
Mixamo rigg still there combine animation now
Wow! You're right! It seems to have gotten even better now too. No more need to drag to different body parts
Hey guys! I made a Unity scene that fixes an issue in Unity that makes 3D text visable through walls and objects. Here is the package that can be used as a refernce.
Is there a penalty for a real time light whose enlightened surfaces are out of view (eg around a couple corners)?
Also can pixel light count be used to dynamically switch on or off real-time lights based on if they are seen?
http://bit.ly/free-photo-scanning Discover a free photo scanning workflow for VisualSFM, Meshlab and Blender. After watching this tutorial you'll be ready to...
For those interested in a low cost way to get into photogrammatry
Hm. What's the 'right way' to get a youtube playlist (audio only) setup in a room that's synced for everyone.
Someone please tell me How to migrate object in VRC_SyncObject's owner to other player, except pickup grabbing, or cannot?
it it possible to trigger something in vrchat just by hovering over it? i imagine so, by the trigger being activated by entering its space, although i've never messed with this yet. basically i just want buttons to change colour when you get close to them. and then change back when you move your hand away.
onEntertrigger and onExitTrigger are VRC event types, yes
@royal moss thx will try those two
@median reef I'm not sure what you are trying to do?
@royal moss My world have some controlable rigidbody vehicle. player can ride and drive it. but, When over 2 players in this world around same time. There is a situation that the some player drives not owned vehicle. this causes so jittery driving experiences. To avoid this. the vehicle should be pickupable and driver should grab vehicle once before ride to get owned. for now.
I want to know if there is more simple owner-changing method :>
I mean nothing is really "owned" in VR-chat, sounds to me you need strategic placement of VRC_ObjectSyncs
Is there a certain texture resolution that would look best for world creation or is there not really a major difference between say a 2k-4k resolution for textures.
Im working on my map once again, and i need to know how I can make Audio Triggers (press a button and play audio)
im asking because im working on a new room for parties and I want to set up 4 audio sources that play a different sound track just by pressing a button the stage, any help?
@topaz harbor can you please help me out?
@ivory jacinth can you help me out with audio triggers?
this will have to wait till later today
nvr mind
setGameobjectActive usely works
ill try that
wait, i have an audio bank set up with a trigger, I set the trigger with "OnInteract" "OwnerBufferOne" I go into VRChat and interact with the trigger, but nothing happens
and I do have an audio source set up
ok, yea gonna have to wait till later today, im getting mad and i dont feel like breaking something
@here For those who haven't downloaded the version of unity 5.6 will be using https://unity3d.com/unity/qa/patch-releases/5.6.3p1
You might want to do an ( at ) here for this
Just checking, did that alert anyone?
cool
oh dear, don't say the repeating message bug has reached here as well
Yep, it just hit me and goose in a DM as well, also stuff on connecting, I have to close and open to see any new posts
weird, as I've been seeing it on slack
Hello everyone, I've been working on my new level last night adding in an audio bank but I cant set the trigger propperly, can anyone help?
does anyone know how to use audio banks?
If it's a unity 5.3 map we got some gad news buddy
lol, im working on 5.6 way ahead
and im no longer using audio bank
im using VRC_triggers because i figured out how they work
It works!!
Glad to hear
We use Unity 5.6.3p1. Download Unity 5.6.3p1 at https://unity3d.com/unity/qa/patch-releases/5.6.3p1
SDK -> Download from www.vrchat.com
Again, how to upgrade SDK is as follows:
- Quit Unity
- Delete Assets/VRCSDK
- Start Unity
- Import new package
So, looking at my "Manage Uploaded Content" it doesn't look like any of my 5.3 stuff got wiped?
Nor any of my 5.6 stuff I'd uploaded previously. Should I delete it?
ive got everything set up (triggers, and audio sorces), The issue that im having is when ever I trigger the lights or sounds I can see it but everyone else cant, any help?
can anyone help?
Is TextMesh Pro still broken in the 5.6 release version?
Can someone please check out the framerate in my world? I haven't got a headset so can't check myself really. I'll be in the hub.
ive got everything set up (triggers, and audio sorces), The issue that im having is when ever I trigger the lights or sounds I can see it but everyone else cant, any help?
im trying to get this map ready for events
they are set to "on interact, setgameobjectactive"
ok
alright, now the other players can here the audio, but I cant... help>
@warm niche Did it work?
yea, its works for the other players, but it isnt working for me, im trying masterbufferone right now
That's odd.
Okay, i'll just upload it as it is.
can someone please help, im getting irritated over this small Trigger issue
its set to alwaysBufferOne and everyone but me, the owner of the world can hear the audio and see the lights
NOT 5.6.3.f1?????
Should still work though
well we closer to 2017.1 unity
any possible way i can get the old world prefab? so i can add jump?
Thank you
@runic mauve mmmm octany goodness
I get an import error when I try to import the new SDK
copying temp/export access denied
did you delete old sdk
yeah..figured that out...but now I don't know what "avatar controller" to use?
"sampleavtarcontroller" is gone
argh..I see they have three now...
"calculating asset hashes" - the bane of my current existence with all my rooms and updating to latest SDK
@warm niche use t-pose verison
it better
type in t-pose
it should show up
it made to make sure the avatar has the avatar decription
in the head
well might need ask @solemn bloom
he maybe only one has working one for 5.6 lol
or @brave robin
do we still have the problem that mirrors don't really show some movements? like if I want to test whether I can actually move my head etc
or lip sync
well I used "simpleavatarcontroller" for that 1st test, looks "alright" for now
use new one
will try
it call t-pose at the end
Can confirm that though 5.3 worlds and avatars exist in Manage Uploaded Content, they don't show up in the My Worlds or Avatars area. I guess just delete them manually.
nevar!
@stuck bobcat Should be ok deleting them, but there's no need to unless you just want to clean up your local list. Also keep in mind that if you will be updating any of those worlds for 5.6, you probably want to keep them so it uses the same world/avatar id
Oh, didn't know we could use the same blueprint. Good to know!
I used all new blueprints for the Benzai 10 worlds, since they were co-existing with the 5.3s
So I deleted the SDK asset, when I import the new package will things like picking up items and teleporters still work?
Or do I need to set this up again?
is that "future proofing" really needed? It takes forever...the actual upload only takes a second or so
@warm niche it can be disabled in the sdk settings. But the point is that if you upload an avatar and future proof it, then it's good for the next time we upgrade unity versions like this.
@slim apex In theory, couldn't we just wait until the new version get updated. Thhen do the future proofing?
Or is it once it is future proofed, it is always future proofed
You probably could
Seems like a good thing to do once you want to upload something you feel is complete, then it shouldnt need updating in the future iirc
That's true, if you don't plan to re-upload an avatar in the future you're better off just future proofing now.
true
I'm still having problems getting past "Pushing those upload speeds" ๐
is it normal for uploading a world to freeze on "Building Player" and the status on the bottom say [434] Sending Get request to https://api.vrchat.cloud/api etc etc
seems to have no progress, maybe it timed out?
Don't worry @late gale Mines been pushing those upload speeds for a little awhile on my bigest world
well mine is a avatar, usually those only take seconds ๐
I had that same issue on the old version of unity @late gale
I did aswell
Hopefully with 5.6 I won't have that issue anymore. Lol @late gale
I was still having the same problem on 5.6 @wary ridge
I'm going to try tomorrow. @late gale
I wish you luck @wary ridge
I'm glad I'm not the only one who had that issue. I did some research and couldn't find anyone else who was having that problem. @late gale
I couldn't find anyone either, I tried a lot of things
What water are you guys using that works in 5.6?
anyone having rig hierarchy problems with mixamo avatars? Always the crap with the "neck and shoulders need to be parents of chest"
(ok I am seeing jazneo's post in #336764636156264450)
"Eye and mouth movements now work in mirror (with a delay on the mouth movement)" <--- ahhhhhhhh
yea
not big deal
people see it normal
without delay
good just test see it work only
render will make delay couple sec
best post this stuff avatar alot thing in just world info
Hello everyone! Somebody knows how to make an interactive button for a 360 video for the webs? Scene: A scancar is driving around and stops (The video keeps playing of the car doing nothing waiting for the user to react) a button appears and when you look at it it triggers the video to skip to the point of the car scanning the license plates of other cars with an animation.
@pale violet might know, since I think he did a room with 360 video
For all non Vr user please make sure your unity set to single pass
Jazneo please don't post the same thing over multiple channels at the same time
well this problem need be address we going see alot more people non vr going have this problem Euan even avatar get effect by this
yes but once on one channel or answering someone is enough, if you want it seen just ask for it to be pinned
well yea should be pin made simple so people know what to do
think need both channel
How do we enable Jump in 5.6? Old method does not work
@solemn bloom @winged lintel might know
copying the playermods should still work
@winged lintel , How do I copy player mods from the old SDK?
Is there an issue with the Mirror prefab in the new SDK? When I add a mirror it just shows up pink
if you have a scene from an older version with the jump, just copy the playermods component over to the VRCWorld of the world your trying to add it to
Oh hell, lemme just make a prefab
can someone add this file to the wiki as well?
It's adorable this hack still works.
Feels like it should just be implemented into the current SDK
Yeah, Iโm surprised that wasnโt fixed 0.0
Also whatโs the best way to do water atm? I know Water4 doesnโt seem to support single pass :0
@warm niche I am using the water in the Standard Assets
Nothing to fix about jump. It was removed on purpose. (AFAIK) That's why it's adorable it still works ๐
well they know we use why just not add perfab lol
Oh wow, so they don't want jumping in worlds at all? ๐ฎ
ask @marble root how he did jumping in his terrorpark world. He has like 1/4 moon gravity going on there.
invader gave me this file a couple days ago. If you open it up it has both the run speed and jump height mods in the VRCWorld which you can copy into your VRCWorld, or whatever that prefab was called :)
www.andersfray.com/downloads/vrchat/Epcot.unity
How do u install?
open up file, copy component from VRCWorld, open up your world, paste onto your VRCWorld (at least that's what I did). I didn't need the entire VRCWorld prefab so i just grabbed the component
idk if this is the place.. so since the panels arent working is there still a different way to show videos? ppl keep saying use the unity panels?
Yep you can use the Video Player component thats new in 5.6 along with VRC_SyncVideoPlayer to sync it, you can find an example prefab in the SDK, you can find info on the video player and what video formats it accepts here https://docs.unity3d.com/Manual/VideoPlayer.html
Has anyone messed with .fsb audio files before? Need to find a way to convert them to a unity compatible format and the programs I find are questionable or just won't work.
Audacity or audition can't open them?
It's a bit of a proprietary format, normal programs can't seem to handle them.
@storm yoke not sure i fully understand the scene you're building. do you mean the video pauses, then starts up again further on? the pausing can definitely be done although i've never tried a gaze trigger, i'm not sure that's possible but others would know better. if it is then i have many uses for it as well yet. as fro skipping to another part of the video, without scripts the only thing i can think of is to have a second video, that starts at this point, and switch. to not have a delay you'd need to put the video into the room for download, instead of a web link, although i haven't been able to get that working in 5.6 yet. not sure what i'm doing wrong but only links work so far.
@@mental narwhal @sudden smelt Does VRChat have Light Probe Proxy Volumes enabled in its graphics settings?
@rough sleet Yes it's enabled with all quality presets in VRC
@sudden smelt Based on the page you linked (for video players) it looks like this only supports playing video you've imbedded in your map (which adds to fileside) and does not support streaming audio or video from a source (like Youtube). Is this correct?
outside connections work via URL
I tried pasting in a Youtube link, but nothing came up.
But perhaps I didn't get the link format correct
I've found Unity documentation to be exceedingly poor in most respects, as it tends to hit the high notes and leave out lots of specific "gotchas". I'm wondering if that's because most questions are answered on their developer forums?
though youtube won't work as that isn't a raw video, to solve that you need to have something to dynamicly get the raw video link given a youtube link
Every format the video player accepts is on this page https://docs.unity3d.com/Manual/VideoSources-FileCompatibility.html
Ah, that's useful.
But it looks like even video you link must still be encoded into one of the proper formtas
So if you uploaded your own music and streamed it into the map, everyone in your map would be eating bandwidth on your server
Whereas something like Youtube would be free.
It's something I can live with, was just curious about the specifics so I didn't waste time digging into something that wouldn't get me what I want.
I'll send you something useful
?
i've only gotten links to work, any 360 video i've included in the scene doesn't play for some reason
Is that a threat @sudden smelt?
Nope a link to a tool I made, ducktape to the problem
Heh
Thems fightin' words
i still dont know how to make rooms can someone please take time out your day and make me a room with just web panels? the celeing the floor and the wall and put a certain video no there for me? plz!!!!!!!!
Are web panels working now ? if so i will make tommorow
So with the new package, how would we add jumping in 5.6 worlds sdk?
Anybody know? lol
@jolly tartan they say u have to use the unity panels. Not what u used.. but to me i thought it was all the same thing.. idk
@jolly tartan it going be while till real fix it
there just use unity player
stream stuff from url link
okey Jazz
the unity player seems to work with hardle any Url links is there a trick i'm missing or does it have to be downloaded local
there is an easy non pro solution. You can use Dropbox to put it on the web, and then paste the public link on your web page. Its very easy to use, and its a placeholder for a more elaborate solution. http://answers.unity3d.com/questions/186866/how-do-i-find-a-web-player-url.html
that what info i found lol
Dropbox public folders have long ago been deprecated and will soon stop working at all, if it's the same date for everyone then that day is infact Today.