#development-advanced

1 messages · Page 20 of 1

sleek locust
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@barren lantern if you want a mirror i would take 1 piece put a metal texture on it and put a mirror shader after

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and its same as putting a sword on a avatar etc make sure you put the item in the hand or wrist of your avatar when you are done adjusting it

barren lantern
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Would I be able to distance fade that mirror using the same shader?

atomic shuttle
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Anyone know why that my 2 objects with different layers and in the collision matrix they are not set to interact, are still triggering the VRC_Trigger layer?

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Might have fixed it 1 sec..

sleek locust
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hmm if there is a mirror fade shader then yes @barren lantern

barren lantern
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I'll have to look around or try to make one, then. It sounds silly, but I basically need to have a mirror on my wrist so that I can check if my facial animations are correct, but I'd like for this mirror not to be visible to other players, as it'd break the look of the avatar.

atomic shuttle
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So does the Pickup Layer supercede any other layer i put on it? so if i make a trigger happen on the non pickup layer it wont trigger unless it looks for the pickup layer too?

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Basically I need object A to be triggered by Pickup B but not by Pickup C

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nvm think i found a solution

warm niche
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I've been seeing the thing with people using phones for selfies in game and it's so adorable, does anyone have any idea how it's done? Is there a unity shader, or type of material I could use?

atomic shuttle
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Phone locked to hand bone, with a mirror on the front to look like its a camera

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There is a reflective material that acta like a mirror

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just have to stick it on the phone model

warm niche
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Alright thank you, I'll have to try to find that tomorrow when I'm on. Thank you, hopefully it's not hidden too deep.

final wigeon
waxen sierra
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What layer are nametags rendered on in Unity?

forest osprey
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So how would someone go about optimizing their world if they aren't exactly sure what they need to optimize?

runic mauve
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think bake light, reduce material

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idont over use particle

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less draw call better the world would load

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and use LOD

untold vigil
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aggressive use of lod is the bread and butter of optimisation. Also possibly look into texture atlasing.

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Does the vr chat avatar system support eye tracking driven by blend shapes/morphs or even bone translation rather than rotation. I have a character whos eyes are just not suitable for rotation driven . an alternate approach i could take would be to use rotation but set the pivots in like the back of the head, and limit rotation to a few degrees, but im not sure the pipeline would support that either and honestly doing it with morphs would be a lot easier for me.

robust yarrow
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is there a way to trigger a one time spawn animation? so for example I switch from Avatar A to Avatar B and it plays a small animation like an emote before going to the idle pose or whatever the player is doing. The only way to have it trigger again would be to change to a different avatar and switch back.

stiff lily
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@rough sleet That sorta worked, but unity didn't like the result too much after export, i'll try something else just in case, thank you !

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@untold vigil I believe you can you use bones for visemes, what do the eyes look like ?

lament tulip
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Does any one know where the settings panel is created? at the end of the hand bone, infornt of the face or some where else?

warm niche
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question, i've seen some giant people in vr chat, how are they able to bypass the height limit in unity?

stiff lily
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Asking how to break the SDK rules in the official discord 👏 👏 👏

rare ravine
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😂

lament tulip
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😂

untold vigil
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@stiff lily Hmm. my issue was more the opposite, i wanted to use morphs to drive eye tracking rather than bones. The eyes are a large flat plane so unless i pull the iris way off the eye rotation is going to cause intersection. if it cant be done with visemes will just not bother with eye tracking, but would like it.

stiff lily
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Didn't the 2D visemes tutorial work for you at all ?

warm niche
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@stiff lily it was more of a WHY

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because its annoying to see giant people in servers

stiff lily
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If they are annoying the people in the room please use the report abuse function or take a screenshot and send it to moderation@vrchat.com

gray mulch
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Err... the topic says to go to #development-beginners

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but thats not a thing ?

stiff lily
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Good catch, i'll edit that

runic mauve
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@gray mulch this channel for people who more advance stuff after you learn most stuff from avatar channel and world

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most time people come here ask somone maybe know more how to do it

gray mulch
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Aha right

old bridge
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Did anyone notice that VRChat started fucking up the bone weights? I mean in blender everything's fine when I raise my hands. When I use emotes like cheer it is ok too. But if I raise my hands in VR some vertices are starting to popup ot of nowhere.
and there's nothing I can do about it since as I said its all ok in Blender

final dragon
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Anyone in here know how to convert a unity asset to be able to use in vrchat? I bought Faye off there and for the life of me cant get her to work properly, I would gladly give you the file (P.S if this request shouldnt be here lemme know and ill delete it)

warm niche
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So Im trying to find a way to simulate a mirror in an animation override. I found a shader but apparently it does not work for vr, as well as I couldnt get it to work anyways. Does anyone have any suggestions?

runic mauve
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@warm niche mirror disable because perfomance problem

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only use camera

warm niche
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And do you know how, or could point me to a tutorial on how to do that? Im trying to make a version of one of the cell phones people have been using to do mock selfies with

runic mauve
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change reolustion on material better resoulation

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you only be able see the camera though

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if your able to see somone camera mostly like bypass somthing in sdk we cant talk about that

warm niche
runic mauve
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yea only be able to see it

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vrchat sdk has turn off global on camera

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@warm niche

lament tulip
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When I move in game the model snaps to the same location and snaps back when I stop moving https://i.gyazo.com/473ec30f572afc70fdb1e08dbd345e2a.mp4
Since the model moves when I go in to playtest (what ever its called) could that be it?
If it is how do I fix it, I dont see any changes to the transform position values on the model or game object.

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I have also poked around in the animations and it does not look to be an issue with the idle animation being anywere else (position wise)

thorny vale
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I can't seem to find help with this anywhere else, but when using VRC_SyncVideo_Player the defaults work fine with audio, but when I make them a youtube link, the audio go to cracking static and noise. Anyone run into this?

graceful stump
runic mauve
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@graceful stump so you got the broke Hp to work lol

graceful stump
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yep

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going to start doing animals you can kill

wild juniper
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If I wanted to give my avatar cell shading, similar to Breath of the Wild, what should I do?

runic mauve
wild juniper
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got it

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thank you

analog dune
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For some reason whenever I try and load in a whole song in an animation the song sounds like its breaking and distorted. Yet a sound clip works fine. Anyone know why?

stiff lily
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Or just reduce the amount of bones in the tail

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or is there something else i should know about tails and dynamic bones

runic mauve
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@stiff lily i animation big tail like that use dyanmic give it better effect

stiff lily
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So 2 bones should be enough ?

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there's currently 5 i think

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or one bone maybe ?

runic mauve
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just use tail root in vrchat it make it stick straight alot

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if you add some animation to tail move back foward

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it make tail more realstic

stiff lily
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bone is already the tail, and it's set as root, what should i use instead ?

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i feel like something is wrong with the way it moves, i'm not sure how to make it move straight like you're explaining

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but it my head that would solve the issue because the tail wouldn't break at the end

graceful stump
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how do you do the driving car

runic mauve
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i animation the tail

stiff lily
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oh, an actual animation

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i'll have to learn how to do that then, you're right it looks much better

runic mauve
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in pinned

umbral crypt
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So in Blender I can use the toon and sphere textures on my model, but when I import it to unity it looses all it's nice spa/sph/toon textures

graceful stump
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thanks

gray mulch
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Is there a way to stop unity from opening worlds in vr mode ?

dreamy dagger
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Can you pick up an item while inside of a vehicle?

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or i guess a station?

nimble nova
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Alright, this is driving me mental. It's a simple thing but I can't get any answers on it. How the hell do I have text exist in the world? TextMesh renders above geometry.

warm niche
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Does anyone here know of a good and reliable tool for creating sprites, other than using unity?

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Or rather, merging sprites and then creating a small animation loop, rather simple request really, but i cannot use unity for this.

stiff lily
junior plaza
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Can I replicate these selfie cams with a render texture/camera combo? If so, how do I "pause" the texture when i take the photo?

nimble nova
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@warm niche Yeah, I saw that. I was hoping there was a way to do it without making a new shader. That really should be something that ships in Unity be default.

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Oh well though.

warm niche
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Well.. every engine in the world has issues one way or another, though saying that.. i dont ever recall having issues with unreal 😛

nimble nova
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Unreal is the gold standard of usability.

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Source 2 is pretty good as well, but still not Unreal level.

warm niche
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Cryengine is better than most.. having used it on and off i found it to be really easy to use despite what others say about the learning curve.

ocean mirage
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Unreal is UI heaven

keen turret
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Not sure if this is a advanced or beginner question, but my arms keeps acting like "chicken wings" where the elbow etc jumps behind my back whenever I'm walking around and stuff, anyone know how to fix it?

stiff lily
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Are you using vr ?

runic mauve
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@keen turret screen shot your avatar description

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in unity

keen turret
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Yeah I'm using VR, and 2sec Jazneo

runic mauve
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your model to is short need 3d view

stiff lily
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I still don't understand how to use a mixamo animation, i've been told how to, i've tried and it doesn't work, why is this so difficult

runic mauve
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need to see how the model with avatar desciption l

keen turret
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What do you mean Jazneo?

runic mauve
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just screen shot your avatar with the ball

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avatar decirption can be to far back

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and .9 height would need different z

keen turret
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Also tried moving the ball to the center of her skull, makes no diffrence

runic mauve
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the smaller the height more need bring up foward

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your hand behend your back you say

keen turret
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No the elbow and stuff, like a chicken

runic mauve
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put your hand next your mouth in vr

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if you dont touch mouth in real life then avatar description and height not correct

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plus if the arm to long

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it do that to

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avatar description picking on that stuff

keen turret
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When I touch my mouth irl it touches it in VR too, but it still does the chicken wing thing when I have my hands around and infront of my chest irl and ingame

runic mauve
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could be the arm to long

keen turret
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Damn, any safe way to reduce the length without fucking up the entire rig?

stiff lily
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could also be shoulder rotation

keen turret
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Well shit

runic mauve
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i think some people see in that avatar have same problem

keen turret
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Ahh

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It's so annoying to look at, and I simply can't figure out a fix

stiff lily
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Could the hierarchy be incorrect somehow ?

keen turret
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Not that I know of

stiff lily
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if it wasn't an mmd i'd definitely take a look myself, but i don't know enough about those

keen turret
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Damn

dry dagger
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does anyone know what this could be? tryna import w/ mmd

viral verge
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what changed in the sdk?

fringe tundra
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sorry for asking here but im not getting answers anywhere else. anyone know if it is allowed to modify vrchats public avatars? if so, where to get them

atomic shuttle
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Anyway to equip a player with something? Like they click it once and its attached to them forever

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and can continue to use both hands

fringe tundra
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well if you want to equip and unequip in game and still be able to use your hands, no.. at least not that i know of

barren lantern
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Hey-- is there a changelog for the new SDK or is it just stability/bugfixes?

final wigeon
barren lantern
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Thanks

lusty charm
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Any good world building assets worth buying?

lament tulip
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I am geting super frustrated, where is the settings panel created? View point? Bones?
Does no one know, for the life of me I can not get the panel to show, either it just is not opening with this one model or it opens out of sight and I cant get to it

stiff lily
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@lament tulip What do you mean by setting panel ?

lament tulip
prime wadi
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if you're too tiny it wont show

lament tulip
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The model is 1.5m~ tall

glacial current
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How can I make pickable items get destroyed after being thrown out of the map? and how to make them respawn?

lament tulip
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I remade the models bone structure from scratch, the menu now shows in game.
Neither Unity or the VRchat SDK had any errors relating to height, a bug maybe?

lilac mural
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got this ui
it shows on non vr mode
but on vr it dosn't

lucid herald
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how can i enable the sound on the youtube screen?=

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?¿?¿¿?

dull umbra
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@lament tulip How wide is your avatar? Certain parameters such as pickup range and menu distance from your eye are determined by the avatar's length/width as opposed to their height. At a certain minimum width, the menu disappears entirely.

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For the rig anyways.

lament tulip
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@dull umbra 🤦 I didnt think about width, the model its self was 0.5 wide but the rig used to be 0.001, after I remade the bones it was 0.5 (Added atual arms)
Thanks

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@lilac mural could it maybe to far in the coner to see in the headset 🤷

lilac mural
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nope tried putting it in the middle 😛

lament tulip
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Anyone know how to rotate an model? I can get it working in preview but not ingame all it does it wiggle
I think that it is tring to roate the armature at the same time so when ingame the model wants to stay facing the view hence the wiggle (rotates 1 degree or so then is reset to the view)
In the animator I have tried to alppy a transform the the mesh nothing happens
Any ideas?

ivory stone
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I think I might be having a problem with the Unity upload in that it breaks my animation that worked perfectly fine before. It was a simple knife holding animation, but recently I added a rose, and now the knife holding animation makes my character's model stretch and break across the sky, though I left it totally untouched in unity. I'm hoping I don't have to re-make the thing, do I?

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Or is this a unity upload problem?

bright rivet
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@warm niche SDK Changelog?

warm niche
sour mural
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Is anyone willing to share the shader or whatever used to make those mobile phones i see people use for selfies or whatnot?

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Or atleast teach me?

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:3

golden valley
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Btw if anyones wondering how to do a camera like https://clips.twitch.tv/MushyBovineTurtlePJSalt

You just add a camera and make it write what it sees to a render texture and to take the picture you disable the camera. It will display the last thing it saw before it was disabled
but there's one trick, other players can't see the render texture unless it is uploaded inactive
so activate it with a gesture
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no shaders needed

warm niche
autumn plover
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hey does anyone now how to do 4 legged avatars?

turbid meteor
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I've asked in a few other places but no response so ill try here. im having a small issue, ive done custom hand gestures on 2 other avatars but for some reason every avatar i do now is missing its blendshapes in the mesh bar in unity. I have no idea why its not there when i dont decimate the face at all.

stiff basalt
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Fixed issue where doing an emote with a non-humanoid avatar caused you to no longer be able to move. I read this at vrchat.com/release does this mean you can make custom emotes with generic rigs now?

lament tulip
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I made a custom idle animation and my model is stuck in the ground, if I compensate for this my model when finishing motion moves from in the floor to the position I set in the animation.
Is there some blend between the default idle (which I can override) and some other animation that can’t not be overridden/is not in the override controller?
Also of note, when in VR and in idle the avatar will not move up and does with the head set but does in the walk/run/strafe animations
Has anyone else had this problem?

sand radish
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Does anyone know if the unity asset called Obi Cloth works in vrchat? when you answer please @ me thanks !

final wigeon
thorny vale
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when adding a custom player mod on an interaction what is the syntax for increasing jump?

warm niche
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If I set a camera to render a texture, then applied it to a material, and attached it to an object in an animation override, would I be the only one to see it, or would others be able to as well?

golden valley
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others can see it, but if it's uploaded with it always active then they can't for some reason

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so if your animation override is the thing that activate it then it works fine

warm niche
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Awesome, Im gonna give it a try, Thanks!

wanton turtle
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Does vrchat still use unity 5.6.3p1 with the new sdk?

dusk arrow
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yep

wanton turtle
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cool thanks

warm niche
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Im attempting the camera thing but Im recieving this error? What is this mean?

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I found the audio listener, it was within the camera used, I removed the component

remote chasm
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vrchat got an SDK update? what's new

warm niche
atomic shuttle
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I always see and hear of TextmeshPro working in VRchat, but it's the 1 thing that won't work in my world, does the test mesh need any VRC scripts on it?

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Text*

dusk arrow
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TextMeshPro has issues with rendering through objects and not respecting depth, it might be more useful to look inot Unity's Canvas system for displaying Text in world

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also, while nomrally those sorts of rendering artifacts are just annoying to see, in VR it can cause vertigo so... uh... yea...

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protip: If the player of your thing vomits while using the thing they probably won't recommend the thing

warm niche
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@golden valley so as of now in the only one who can see the render, no one else can

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May I ask what always active would entail? And how to circumnavigate that?

golden valley
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my camera has stopped working as of the most recent patch

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so i have no clue atm

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if you see anyone else who has a working camera please dm me, i don't think i changed anything but this morning i was using the camera fine any everyone could see

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for now i'm just going to assume it's not possible in the most recent patch

warm niche
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If I find out anything I'll let you know, and if you do please dm or @ me

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God that's frustrating

golden valley
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yea i changed like fov on my phone avatar but i don't think i changed anything else. I'm pretty sure they are disabled for others now

warm niche
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The day I go to make one nonetheless

pale violet
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is it possible to have a directional light ignore an object/layer?

warm niche
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@waxen sierra I've seen you use what I'm assuming is the same sort of thing. Has the latest patch effected you at all?

waxen sierra
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Latest patch disabled global cameras.

hearty lantern
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I can confirm that my camera also no longer works

waxen sierra
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The camera deal wasn't meant to be in anyway. They accidentally enabled them in a previous patch.

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So don't expect them to enable them again.

hearty lantern
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Why disable them I wonder.

warm niche
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That's heartbreaking but understandable, thank you

waxen sierra
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Performance

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Each camera doubles draw calls, as it's rendering every avatar twice.

runic mauve
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Performance just same as mirror

waxen sierra
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They're essentially mirrors

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Or half-mirrors

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Bottom line, not happening again any time soon.

warm niche
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Rest in peace my dreams...

hearty lantern
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I appreciate the explanation.

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I wish i'd waited until tonight to make someone with a polaroid camera, instead of last night 😦

waxen sierra
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Mmhmm. I was incredibly upset over it, and complained enough for half the VRChat population, but this wasn't a sudden decision.

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Lots of people seem to be upset over it.

warm niche
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Yeah, like I said I understand why. But it was so adorable I just wanted to join in.

hearty lantern
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I can imagine.

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It was fun while it lasted bois.

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gg

waxen sierra
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:'(

warm niche
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I'll cry enough for all of you guys don't worry

waxen sierra
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I've complained to the devs for a few days even before the patch came out

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They understand the frustration, but there's nothing they can do. It's just too much on performance

hearty lantern
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It's understandable

atomic shuttle
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600% pop growth in a week can lead to making quick cuts to stuff, all understandable

hearty lantern
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even without the growth 2x draw calls is still plenty

atomic shuttle
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True

merry coral
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not pointing fingures

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but I blame the knuckles

bold wagon
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How would i go about learning doing avatars from scratch and other more complicated things?

merry coral
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it depends

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first you need to know how to make a model

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then rigging

serene folio
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@waxen sierra I had beem not using a constantly active camera recently, but mostly a photo camera to take pictures of people <aaaand some other stuff (peopel who know me know whati am talking about :P)> - this was essentialy a camera activated for one milisecond, render texture stayed as the moment of activation. I am not sure, but i dont think this would affect performance. Cannot we have a global cameras with single pass draw and for example 20 second delay? This should not affect performance so much... This could be some custom SDK object/script...

merry coral
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and then what ever you need

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but there should be youtube videos

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on how to do it

serene folio
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also, @warm niche any thoughts about this idea?

bold wagon
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Most of the videos do it from mmd models

runic mauve
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People can still use camera but only see it or make world with phone lol

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People can still use camera but only see it or make world with phone lol

merry coral
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no

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some people have cameras on their avatars that work and everyone can see it

warm niche
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Not anymore

merry coral
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did that come with the recent update?

warm niche
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yeah, scroll up a bit in this chat, Compatible gave a fairly good explanation on why. I'm sad about it, but again I understand why

merry coral
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yeah

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but if it only works for the local player

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you could use it for scouting

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for CTF

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._.

warm niche
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Yeah but I wanted to be a cute friendly person taking selfies with people. But alas this is but a dream...

merry coral
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ye

glass nest
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whats the best way to make ur world collided instead of putting a much of box colliders everywhere

dull umbra
hearty lantern
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@dull umbra cheers mate

timid token
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If someone could give me some assistance. Im trying to put a real time camera on my avatar, and I have a display it renders to. But VRchat doesnt seem to like the camera. Anyone have a potential workaround?

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Nvm im dumb and didnt look up 2 posts

warm niche
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@dull umbra upvoted ❤ make my dreams come true

glass cosmos
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Does anyone know how to make a working phone screen. Specifically having it display what the on the phone camera would be showing.

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Would that be done with VRC_MirrorCamera?

runic mauve
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@glass cosmos you just put a camera on the obj but they disable gobal camera

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only you would see it

glass cosmos
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How do I get it showing on the phone screen? @runic mauve

runic mauve
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instead be pixel just change resoulation to 1080

glass cosmos
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Merci, I'll give this a shot

mighty compass
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So i have the oculus, how can i get foot tracking?

hearty lantern
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Im not sure oculus supports full body

lusty charm
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Any good unity assets for world building?

runic mauve
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@mighty compass only with kinect with driver 4 vr put cant move spinn need stand in place

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cant even lay down with it

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vive tracking only best way or could use ps move but alot work get it setup

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and correct ps move controller

mighty compass
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okies, thannks

somber moth
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I can't get this audio rolloff thing to work. I have audio sources from two separate video players for two rooms. I want to only hear each respective audio source in their own room, but I hear both audio sources wherever I am in the world.

atomic shuttle
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Whats your ONSP settings

somber moth
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Do I need to disable the specialization? I have them set as 2D anyway

atomic shuttle
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You need a minimum of 1...

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if no minimum its infinate i believe

somber moth
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Does that apply to the audio source settings as well?

atomic shuttle
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uhhh not sure

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but thats the only thing i see different from my audio sourcesd

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sources*

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Wait in your first picture

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You have just 1 audio source selected?

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or 2

somber moth
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I usually do 1 at a time

atomic shuttle
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yeah but for that picture

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is just the 1 audio source object selected

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for the inspecter

normal aurora
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has anyone here ever seen an issue where an avatar or any other object will render in the correct position for the left eye, but then in the right eye display they will render in the same position, causing the user to think there are two of them, instead of it properly resolving into a 3d object?

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that's the effect I'm getting when I try to set a certain shader, but people are saying it isn't a shader issue, and I'm thinking that I haven't really done anything else that could cause such a bizarre problem

somber moth
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Yes @atomic shuttle

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I think I see what youre saying

atomic shuttle
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yeah I feel like it would break the game with the OSNP settings hitting 2 different audip sources on same object

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just make a seperate entity

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for the other room

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keep em seperate

glass nest
frozen copper
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The cameras causing 2x draw calls makes sense, but at the same time, I've never noticed any kind of performance difference when people enabled/disabled their cameras. Hell, it was only a day or two ago that someone showed me the idea of leaving the RenderTexture active while disabling the associated camera, in order to have a 'still' frame on the texture, as if they had just taken a picture. That blew me away! If I never saw that person until after the most recent update, I never would have gotten to see that amazing functionality. I wish it could at least be a user-controlled setting...

somber moth
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@atomic shuttle Is it an issue if the audio sources have the same mixer?

atomic shuttle
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Thats fine

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In my experiance so far

somber moth
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Im still hearing both audio sources. I even deleted one and redid it to make sure they're separate.

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The video players each have their own URL and no more

atomic shuttle
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I wonder if the Video Players have their own audio source bubble

somber moth
#

When I'm uploading I'm getting a 500 ISE code

atomic shuttle
#

havent used that VRC yet

somber moth
#

Dk if this is why I cant fix it, maybe I haven't even been seeing my changes?

atomic shuttle
#

You have that as correct source?

glass nest
atomic shuttle
#

Temporarily disabled, for performance I think

#

mirrors are basically another camera rendering everything

#

so the 2x draw calls are bogging it down

glass nest
#

ah

somber moth
#

Yes I do

frozen copper
#

They shouldn't be disabled in worlds, though, it's just the avatar cameras that are local-only

somber moth
#

My mirrors still work

frozen copper
#

I was just in the AvatarTesting world earlier tonight and the mirrors were working fine

glass nest
#

i imported everything correctly and and it doesn't give me the shader

#

what a mystrey

runic mauve
#

@glass nest in vrchat only use one mirror

#

they have that well have no fps problem you need move the other mirror away from each other

#

to work

glass nest
#

@runic mauve oh okay but my shader is still pink :/

warm niche
#

hey So does anyone know anything about hip and feet tracking?

runic mauve
#

@glass nest that nomral

#

it show up in vrchat

#

correct way

glass nest
#

ah

runic mauve
#

it show up correct in vrchat it just pink in unity

glass nest
#

Oh thank you so much! @runic mauve

somber moth
#

I dont know what I just did but as soon as I loaded my world my ears filled with eardrum shattering static

#

Even audible at 0%

atomic shuttle
#

Any thoughts on my Kinematic pickup with frozen rotations, automatically rotating a bit for non VR users on pickup?

somber moth
#

So do two video players not play nice with each other or? I just broke both of them

runic mauve
#

@somber moth cant be near each other

somber moth
#

Is the disableGravity method not working for SendRPC? I want to turn off gravity for some objects when I use a trigger but nothing happens.

atomic shuttle
#

Yeah mine hasnt worked consistently expect onSpawn, so for work around I made my rigidbody have almost infinate drag and angular drag

#

which slows its fall speed and turn speed

#

dunno how long it will look like grav is off tho

#

sloowwwwly falls

#

And does anyone know how to stop my object im holding from rotating when I turn using the joystick on my rift

#

the 15 degreee snap or whatever

#

makes my frozen rotation object turn

sweet crystal
#

I want this box to enable an object while the person is inside it and disable it when they're outside it. I only want it to affect the person locally. How do I set it up right?

atomic shuttle
#

Click advanced mode on your VRC_triggers

#

change alwaybufferone to Local

#

and instead of everything layer

#

just select player

#

should function

#

and you have it backwards it looks like the player will enter and it will disable your object, and will enable it once they leave

#

unless thats what you want

sweet crystal
#

Yes, it is

atomic shuttle
#

Then what I said should work

sweet crystal
#

Should I use OnEnterCollider or OnEnterTrigger? I don't want the box to be solid

#

The main reason I ask is because it doesn't seem to be working

sweet crystal
#

Oh, setting the layer back to Everything worked. Thanks@

glacial current
#

How can i make sure that pickable items that gets thrown out of the map actually get destroyed?

copper ravine
#

anyone know how i would be able to make cubed shaders able to show vertex colors?

glacial current
#

Did you decimate the head mesh?

#

@sweet crystal

sweet crystal
#

Nevermind, stupid mistake

blissful root
#

for some reason every time i import the SDK into a unity project unity cant load the project, it just freezes.

#

any help?

#

oh never mind it loaded xD

sweet crystal
#

Welcome to Unity 👀

#

So, this collider I set up, none of the interactable triggers inside it work. Is that normal? Do I have to work around it somehow?

queen crow
grave zealot
#

try packing islands and making a larger atlas

runic mauve
#

@queen crow make the metal part is own material

#

just altas manual other stuff

queen crow
#

Is there some sort of guide to manually atlas? 😮

#

or just something I'd have to figure out

runic mauve
#

tupper has video on it

queen crow
#

Alright, I'll take a look at that, thank you ^_^

runic mauve
#

basic just make the metal part i own mesh till you finish the atlas on the other part

#

then join mesh back on

queen crow
#

Ooh gotcha

inland edge
#

It will never move from empty to the next state even if it has been properly triggered.

#

:/

lusty charm
#

does atlasing make performance better? ive been just deleting dupe mats

bleak tendon
#

deleting dupe mats helps a lot, but atlasing is the best performance wise, cause you then theoreticly only need to load one texture

median flare
#

It reduces the drawcalls substantially. As an example, I've seen some pretty bad MMDs hit 80-100 drawcalls. Atlasing them can reduce them to one single call.

#

(They'll typically be around 20-50 normally though)

bleak tendon
#

damn 80 to 100 are a lot

median flare
#

Yeah, most MMDs are made for videos or still images. A quick image render, or where you render a video all day. (Edited for wording)

faint shell
#

does anyone know how to fix a model that has camera in had, I tried to more in the front but still not working, always in game is in head, I can see anything cause this

#

head*, sorry for my bad english

bleak tendon
#

did you correctly set the camera point of view in unity?

faint shell
#

yes

median flare
#

Generic avatar?

bleak tendon
#

weird, maybe there is a limit, how far off the camera can be forward, try draging your model backwards? and then adjusting the camera again

faint shell
#

and yes generic avatar animation, why

#

maybe move the point more in front?

median flare
#

Was making sure it wasn't a humanoid issue. I'm not too sure honestly, I guess try what MC said and maybe check the animations to make sure they're not pushing you away from where you want

bleak tendon
#

yeah, maybe try that and then put it further back, see if anything changes

#

if the further forward doesn't do anything and the further back does something it's probably because there is a limit of how far forward the camera can be

dull umbra
#

@faint shell Camera placement for generic avatars is broken. Currently it is only possible to move the camera up and down.

#

Either move the camera up above the avatar, or enable backface culling on the mesh.

faint shell
#

ohh, so I have to place it more higher

#

like above the head

dull umbra
#

That would work.

faint shell
#

Ok After some endless loading loop, now I can't load my model at all, I see only a red model/something

dreamy dagger
#

@faint shell some avatars got overwritten

#

happened to about a quarter of mine, like 15 of them

faint shell
#

Guess was that, I just reupload it and now is working ty for reply ^^

dreamy dagger
#

np 👍🏻

#

nice!

faint shell
#

and the "fix" for the camera was just placing bove the head, a bit glitchy but is working

#

above*, watev

spiral otter
#

I asked this earlier but for the life of me cant find if I got any responses (search fails me). Is there a way to set the Useragent string for the in game web browser panels?

autumn plover
#

so im working on a 4 legged creature model

#

what do i need spefically for the animation contoller

#

or in the controller?

faint shell
#

you need to have a rigged model

autumn plover
#

well of course

#

iv got base stuff

#

im on about the contoller its self

#

nothing else

#

im sorta used to unitys animation controller system

faint shell
#

you need to make some animations like idle, walk.. there are some tutorials on youtube how to use the animation tool in unity

autumn plover
#

do you need a walk for each direction

#

as my model that i did has a run and walk

#

:T

#

in one direction

faint shell
#

most easy is to make a walk forward and backward

#

left and right don't need a special animation

autumn plover
#

im guessing the animtions need to move the root bones

faint shell
#

yes

autumn plover
#

or is that not needed

#

Fuk

faint shell
#

when you animate you need to use the bones

autumn plover
#

i mean for movement

#

so like moveing the root bone for a direction

#

forwards back ect

faint shell
#

yes but you need to record this with unity and make keys

autumn plover
#

oh

#

ok

#

il go do that in blender

#

unless it needs a special type of easing

#

or whatever

faint shell
#

like*

#

good luck!

autumn plover
#

i will be ok

#

just animateing the forwards and back

#

is going to be a pain

autumn plover
#

so

#

i have some of it kinda there

#

what do i need for peramiters

#

?

#

Can anyone give some advise?

stiff lily
#

you might have to wait a bit, this channel are not for regular issues and so not everybody can help

autumn plover
#

has anyone used final ik for there avatars? as its surported

#

pm me if you guys can help me with my avatar

warm niche
#

How can i make a particle System, like a flame that is made to stay at a specific part of the clothes stay at that place when i move? Dragging onto like the shoulder bone looks shitty in my opinion

autumn plover
#

I think that's the only way to do it

warm niche
#

aw shit

autumn plover
#

If there was scripting it could be done differently

#

You can make the Sim space local

hearty lantern
#

we're coming for you scripting

#

one day

hallow lantern
#

in need of help with a blender importing python script please dm if you can help.

warm niche
#

Hey is there an easier way to change the fingers rotation/item scaling etc while making the animation? Or just value's only? ;l

raven idol
#

does anyone have any ideas if there's any way to spawn an object locally? Or something similar like setactive(f) or !enable the colliders of an unowned obj?

#

would be a HUGE optimization boost if I could somehow do that.

#

cause each deck costs about 20 frames (for me at least)

#

because of the colliders

#

well, moreso the colliders being stacked I think is causing it. (yes they're set to triggers in the deck)

runic mauve
#

@warm niche muscle animations editor cost $15 assest store

warm niche
#

Thanks @runic mauve

warm niche
#

Is there a way to make trail (drawing with finger actually to be specific) be able to pause drawing (cut the line) and finish drawing on so you can write letters seperately and such?

runic mauve
dull umbra
#

@warm niche Not that I was able to find in my own experiments. However, you might be able to get something to work if you used world space particles instead of trails.

warm niche
#

@dull umbra so what you're saying is that @runic mauve vid is useless?

#

For what i want that is

runic mauve
#

you can do with trail render

dull umbra
#

It uses a TrailRenderer, which is limited to a single line.

runic mauve
#

snail made shader

#

you can stop and draw with this

#

snail made shader then stop line draw when it get sent other side of the world

#

trail render use animation and shader made for it

#

@dull umbra watch the video

#

before think it wont lol

warm niche
#

So if i follow the video it will work like that?

runic mauve
#

yes

#

i use it

warm niche
#

Then it should work now

runic mauve
#

and snail draw with all the time

#

it portable marker

dull umbra
#

@runic mauve I don't see anything in the video or the shader code indicating that lines can be broken using this...

#

But I'd be happy to be proven wrong.

runic mauve
#

it can be done if you know how to make shader and snail is pro mathcial guy

#

if figure way to do it

#

here outdate tutiroals but it show

#

how it works

warm niche
#

Ye it isnt working with the older video you gave.

runic mauve
#

it work when i use it

dull umbra
#

@runic mauve Neat. I'll have to give that a try then.

warm niche
#

I did everything step by step cx

runic mauve
#

need to make sure snail shader on the trail render

#

only work with that shader he made

warm niche
#

Is what i did

runic mauve
#

it dont work in hub

#

it work any other map but the hub

warm niche
#

im in avatar testing

#

thats where i always do testing

warm niche
#

Yes, as i said i literally did everything

#

How would I go about the simpler version of just drawing with a fingertip, and it erasing when the animation override is over?

runic mauve
fast berry
#

When I want to test my world the "New Build" option of Test doesn't launch VRChat. My only option is to use the New Build option of Publish and launch VRChat myself, then my world, which is quite long when you have to test something quite often. Is it a bug or a normal behavior?

atomic shuttle
#

Go into your settings for the SDK in unity

#

at the bottom make sure the file path is correct

#

@fast berry

#

in your steamapps folder

fast berry
#

Oh, I'll get a look at it when I'm home, thank you @atomic shuttle

misty narwhal
#

Anyone got any tips on how to fix the eyes and mouth on this one?

#

I can switch out the shader, as it seems to be caused by backface culling

#

But changing the shader to sprites removes the back on the character

sand radish
#

Why dont you make it slightly thicker?

#

@misty narwhal

zinc harbor
#

or clone the front for the back

sand radish
#

^

misty narwhal
#

Any quick way to do in unity?

autumn plover
#

does any one know what paramiters for a generic animation contoller?

golden valley
autumn plover
#

ok

#

thanks

#

also

#

hand gestures wont exactly work on a non human rig

#

or shape

golden valley
#

yea ik, i'm just not sure if the parameters are still set even if you can't move fingers because you don't have them

autumn plover
#

the avatar has paws

#

so

#

unless i make fake bones for it

#

then no

#

im guessing head movement is done automaticly even if its not a humanoid rig

#

?

golden valley
#

i don't think so. Just rotation of your avatar. There's not a way to tell the game what bone is your head if your using a generic rig

autumn plover
#

oh :/c

#

thats ok i guess

#

im mainly working on walking and idle

#

nothing else

#

maybe a emote or two

#

im guessing movementx and y are floats

#

im gonna give it a try on how it is atm

last parcel
#

@misty narwhal scale it on the respective axis to be thicker. If that doesn't change anything, you probably have to go into blender and drag the vertexes a bit towards the front. You could also try to use the cubed's paradox flat lit toon shader and play with the outline setting (0- 0.002, sth inbetween), but if it has no depth it might not change anything, didn't use 2d chars yet

autumn plover
#

tested it and it kinda works

#

it didnt exit the walk though

#

and dint work on run

#

-n-

#

but i may have fixed it

marble root
#

random question: in Unity can you use the first UV channel as the lightmap channel, similar to Unreal?

final wigeon
#

I think unity likes to use the first UV channel for normal texture UVs and the second one for lightmaps.

misty narwhal
#

Thanks @last parcel, tried the shaders with no luck, fixing the axis didn't do much either

last parcel
#

hmm, then you should try moving it infront of him via blender in edit mode

autumn plover
#

idk if you can do this but try doing a bevel modifyer

zinc harbor
#

i wonder what difference there is in 1 dynamic bone component on hair root versus one in each strand. does that actually make and difference in cpu load?

autumn plover
#

or something

zinc harbor
#

from my understanding the afected bones in the end are essentially identical

autumn plover
#

look at the profiler

zinc harbor
#

i guess, i was hoping sombody knew

autumn plover
#

im pretty sure doing each bit would make some diffrence

#

if you them to be diffrent kinds of movement just do for a couple and make another and do it for other couple

median flare
#

There's some overhead, so one single script is prefered. If you need to, go ahead and use more for other chains, but keep it reasonable.

low sinew
#

Is there a way to tell a collider to only interact with one thing ? Because if i want to use Cloth phisics i need to add (capsule/sphere coliders) but if i do that i get launched into space as soon as i hit something or jump ^^ witch is not fun

median flare
#

Set it as a trigger --> "IsTrigger"

low sinew
#

ok, done but that can't be it

median flare
#

That should stop you from flying away. (It's been a while since I've done it myself, so your mileage may vary)

low sinew
#

is that all ?

median flare
#

Yeah, that's it

low sinew
#

wow

#

hahhaahaha

#

oki thank you ^^

#

oh so we set it as an hitbox instead of an solid object , got it

autumn plover
#

i hope my generic rig thing now works better

#

0u0

zinc harbor
#

cloth always ends up glitchinf my characters around the map

steel nymph
#

Anyone know if the Embedded Browser from unity asset store would work with vrchat?

autumn plover
#

no from what i remember its not on the whitelist of components

#

but it counts on what you are using it for

warm niche
#

any ideas how folks are doing phone-selfies? I presume its a camera that they then somehow lock a frame on

charred olive
#

phone selfies are broken

golden valley
#

it's not possible for other players to see them anymore. Only you can see them.

The way it works is they have a camera and a render texture. If the camera isn't active the render texture still displays the last thing written to it, so you position the camera and deactivate it to take a picture

warm niche
#

I saw it just a few days ago

#

Yeah it was broken with the latest patch

#

RIP

#

good to know how it was done though, thank you. I'll support that link

wet iris
#

Is there any way to open a URL with a Trigger from a map? Or is it not yet implemented?

warm niche
#

I'm following this tutorial on how to make a finger pen and I was wondering if there's a way to clear all the trails once I stopped the pen gesture, is there a way to do that?

https://www.youtube.com/watch?v=o09-GmqD14U

warm niche
#

Too much work involved on fixing this next project i'm doing. Lot's of one sided glass walls connected to each other. I used a double sided shader to fix the visual problems but placing box colliders on each wall would takes weeks for me to do, not to mention performance issues. So i'm just going to leave it without colliders so people can walk though the glass. Seems to be the best solution. There's 50+ doors too, would be daft to put teleporters on each one.

flat bloom
#

Quick question about particles, does anyone know if its possible to add an object or something to particles? I have some particles set to float around like fairies, just I'm trying to figure out a way to add wings to them, to give them a nice final touch, just hoping I dont have to model my own particle for it

warm niche
#

I have 300+ chairs so i'm going to have to pick the best ones, unless someone knows a way. It's not as simple as putting an onEnterTrigger because the trigger turns off when you sit down, creating all sorts of problems. My museum is set up to turn off/on the chair script component when you go through a door, this is not possible on a large map such as this with lot's of chairs.

dull umbra
#

@warm niche Add an animation to the default hand gesture that sets the TrailRenderer's Time variable to 0. This will immediately erase the entire trail.

warm niche
#

Thank you very much.

dull umbra
#

@flat bloom Further expanding on what I mentioned before, I would add 2 OnBirth sub-emitters to your fairy particles. Each one would emit a single oriented quad particle that would rotate up and down to simulate wing beats.

#

Although IIRC OnBrith sub-emitters don't support burst emission, so you may have to get a little bit creative using continuous emission and limited lifetime particles.

flat bloom
#

@dull umbra Sweet thank you I'll try that out! I have some wings on now with sub emitters, my only issue now is the scaling, they look good up close, but seem like the wings take over in size the further out you go, is there any way I can keep the size constant with the particle instead of how close the player is to the particle?

#

@dull umbra This seems to be my main issue at the moment

dull umbra
#

@flat bloom To get a fixed size, set the Max Particle Size under the Renderer tab to some large value. Then scale the particles to your desired size.

flat bloom
#

@dull umbra Thank you! (:

glass cosmos
#

who knows how to get the rainbow shader to move?

flat bloom
#

@dull umbra Last question, because everything else is pretty much done, do you know if theres a way to make the sub emitted particles stick with the main particle? they spawn together great and everything, but once they start moving they go in seperate directions

warm niche
#

what is Hagbard username? anyone know have a question about some sitting pose overides

atomic shuttle
#

Is the simulation space for the sub particles local? @flat bloom

narrow token
#

Hi, I have a question, is it possible to stop this cape from clipping into the ground with dynamic bones? Without Dynamic bones it's horizontal from the back of his shoulders.

atomic shuttle
#

Er does it Inherit everythingn

#

Anyone else not able to login to unity SDK?

junior plaza
atomic shuttle
#

Cheers

flat bloom
#

@atomic shuttle Yup they are all local

#

@atomic shuttle and they inherit everything

atomic shuttle
#

Can you explain the issue real quick? what kinda effect is the main 1 and what should the subs do

#

Nvidia graphics update just crashed my unity before I saved T.T

flat bloom
#

so basically the main particle is just a ball of light that floats around, the sub particles are just particles that look like wings, and are attached to the main particle, Basically I'm trying to make an ocarina of time type fairy that floats around

#

but when they float around

#

the wings and the main particle seperate and go different directionjs

atomic shuttle
#

Navi? or w/e

flat bloom
#

yeah

frosty nova
#

@warm niche for your many chairs, you ever think to put them into groups with an empty object and disable them all via that one main parent object?

atomic shuttle
#

hmm let me poke around real quick

#

You can see the wings so its not an issue of your max particles

#

Since sub emmiters take on the shape on the parent, why not just put 2 emmiters on the object thats supposed to move

#

and dont make the particle systems rely on eachother, but a root object

narrow token
#

Would it be possible to make a cape that's longer that my avatar "trail" along the ground? It doesn't need to literally do it but it'd be nice to give off that effect.

flat bloom
#

@atomic shuttle Yeah in total the main particle and wings are a total of 3 particles, and how would I go about doing that? would I still be able to get it to float around randomly like normal particles can?

atomic shuttle
#

Ah, not sure, I know sub emmiters are pretty wonky, but maybe you just have to make a sphere. remove the renderer, and put a animation on it that just moves around

#

and just make the emmiters child of that

fair nest
#

Does somebody know how to make this effect?

#

I think it was possible with cube's rainbow shader

#

but can't find the values

warm niche
#

@frosty nova disabling chairs doesn't work, there's a bug where it locks you into the chair and you can't move at all.

frosty nova
#

is the trigger volume pretty much set for a hallway or something?

runic mauve
#

@fair nest that more like get trouble

dusk arrow
#

Is there a way to set the camera a world uses to be Deferred rendered instead of forward rendered?

frigid briar
#

weird but not really question: what happens to the copyright of things we upload to VRchat? anyone seen any kinds of agreement?

#

I use creative commons music in my world while giving credit but i can't give that copyright away 😛

lucid flax
#

Copyrighted stuff is still copyrighted when you upload, if there is ever a DMCA takedown on content in the game VRChat has to honour that

atomic shuttle
#

Rip my world someday lol

frigid briar
#

@lucid flax I'm wondering about my own copyright though

#

does VRchat own any of it?

#

since i use their service

#

I haven't seen any ToS

lucid flax
#

No, VRChat does not claim any content uploaded by users

frigid briar
#

good to know! do you have any source for that? I use sounds that my friend made for me too and he cares a bit more than I do ^^

lucid flax
frigid briar
#

thanks!

lucid flax
#
7. User Content

7.1. User Content Generally. Certain features of the Service may permit users to upload content to the Service, including software code, messages, photos, video, images, folders, data, text, and other types of works (“User Content”) and to publish User Content on the Service. You retain copyright and any other proprietary rights that you may hold in the User Content you post to the Service.
marble root
#

cool thx for info. heard that question brought up a few times in the past w/out a direct answer

frigid briar
#

anyone else got a "moving file failed" error when trying to build with the new version of the SDK?

#

"customscene.vrcw: The system cannot find the file specified"

#

tried publishing instead and it seems to be stuck on future proofing content now :/

white fable
#

Hey guys, i have a question about Eye Map Movment, when i do that and export to Unity Appears like that?

atomic shuttle
#

Anyone know why my local OnEnterTrigger VRC is spawning almost infinate objects when I just want 1 when it enters

warm niche
atomic shuttle
#

Getting Bad Gateway on SDK login.. anyone else?

#

@warm niche Just started happening moments ago

#

Err...looks like its fixed nvm

keen turret
#

Hey guys, so I was wondering is it possible for an animation to replace your entire model, I've made this cool rave party avatar with music, but when I go ingame it wont show my wings, and wont change my characters look, is there a way to do this? (I'll include screenshots after this of what I mean)

#

Guessing I'll have to crack this myself lmao

next smelt
#

If i'm making a model from scratch and I wanna maintain quads and not tris due to ease of modelling, doesn't the export just convert to tris, or will I have to triangulate the mesh just before I export to unity?

lusty charm
dark sigil
#

how come eye tracking makes my avatar's mouth open and makes their mouth open every so often?

stiff lily
#

@lusty charm Could be fire be causing this ?

#

@dark sigil is your jaw mapped ?

lusty charm
#

i deleted the particles and it still does it

dark sigil
#

yes, unmap it I assume?

lime field
#

when i export my blender .fbx into unity the hair and eyes are messed up

severe halo
#

daf are your keyshapes for blinking and shit at the top or bottom of your keyshapes

lime field
#

i dont know how to fix the hair from looking blocky

lusty charm
#

change material from opaque to cut and se

dark sigil
#

I disabled the blinking thing

severe halo
#

but do you still ahve eyebones

dark sigil
#

I still have the original eyebones

#

and the new ones

lime field
#

you mean the rendering mode right

severe halo
#

the eyebones might be telling vrchat to use the top 4 visemes for eye blinking

#

thats all I can tell ya

#

if you dont want blinking either remove the eye bones or create 4 dummy visemes at the top

lime field
#

setting the material to cutout and changing the alpha works but it looks terrible

dark sigil
#

ah gotcha

#

that's probalby why

cobalt osprey
#

@lusty charm You might not have a directional light in your scene. The lighting might be as if it was sunset without a directional light active. Also remember to toggle the scene lighting on to preview the lighting in the editor.

lime field
#

so i fixed my texture to have proper transparency but the material still renders the full hair

zinc harbor
#

wrong rendering mode

#

dropdown under shader

#

set to transparent if thats what you changed

lime field
#

that makes the hair do something weird

#

blender

#

vs

#

unity

#

the hair is different shades

runic mauve
#

need use cutout type shader

#

for the hair

lime field
#

that makes the hair noticeably aliased

#

is there a way to make it more smooth without using fxaa?

runic mauve
lime field
#

thanks i'll try it

somber moth
#

Does anyone know why people can't interact with my web panel? "Is interactive" is set but I seem to be the only one who can actually use it.

runic mauve
#

@somber moth did you put a obj sync on it

somber moth
#

No. Do lights need those as well so everyone sees them in the same state? I have a trigger set to turn them on and off, but people have still been seeing them in different states even with object syncs.

runic mauve
#

need obj sync on web panel

#

if you want other see webpage

somber moth
#

There is a synchronize URI option on the web panel already and I think they see what I'm doing. The issue is that only I can actually mess with the panel (going to diff sites and stuff), and everyone else has said that they can click and see the cursor on the panel but it doesn't do anything for them.

runic mauve
#

any thing want to be sync with network need obj sync

#

only way it works

#

need add obj sync on pickup item, buttons etc

#

if you want to be on the network

#

if dont have obj sync it wont be on the network

severe halo
#

would this be the right place to ask for direction on shaders

lime field
#

what's the question?

zealous jacinth
#

Is this the right place to ask about an alternative to the dynamic bones asset?

#

I don't have $20 to spend ATM, as I just bought an Oculus

somber moth
#

@runic mauve People get stuck in my chairs and can't get out. I can, however. Is that an object sync issue?

runic mauve
#

@somber moth no dont need obj sync on chair

#

because dont move

somber moth
#

Would you know why they can't get out of them? I can press W and get up with no problem. However, everyone else gets stuck and can only get out by switching to another station

runic mauve
#

make sure chair set like that

#

it default like that to begin with

#

i test the chair work

#

@somber moth

somber moth
#

Oh, didn't know

#

Thank you

warm niche
#

For performance reasons i usually set the chairs to 'advanced mode', 'local' instead of 'AlwaysBufferOne'. Proximity of 1. Not recomended to have too many chairs in a scene (30 should be fine). Don't use a local SetGameObjectActive' on them, seems to cause a bug where you can't get out of seat, instead, disable the scripts using a local SetComponentActive.

warm niche
#

Does anyone know what I need to do to have the other facial expressions of MMD models be an animation file?

#

is it possible to modify the way a vehicle handles?

thorny vale
#

Is there a way to respawn objects that have triggers built in?

hallow urchin
#

you need to know the way

#

i do know the way

#

and yes they are\

tawny warren
#

Does anyone have information/instructions/videos regarding making your avatar be able to draw with their finger? Thanks.

runic mauve
#

it work for me just need watch video and listen careful

#

dont skip it

#

it snail marker

tawny warren
#

@runic mauve Thank you very much for this information! I've been searching for a couple of days on this, so I really appreciate your response.

runic mauve
#

it draw like the presentation room

#

marker

#

but cant erase like presentation lol

stark fog
crisp quest
#

if it says that it’s broken

stiff lily
#

@stark fog Yep server

stark fog
#

got it th

hollow osprey
#

Noticed people talking about dynamic bone plane colliders on here, but they don't seem to be on the avatar components whitelist. Anyone know why that is?

stark fog
#

I didint

hollow osprey
#

servers are having some issues, you just have to wait

runic mauve
#

just need wait server issue

#

play somthing else till then

severe halo
#

Do you think it would be possible to create an expanding sphere that tints everything grey when a character is inside of it

stiff lily
#

A time stop kind of effect ?

severe halo
#

yeeee

stiff lily
#

Doable, but performance should be top priority

severe halo
#

I've gota particle system that expands in a sphere, just no idea how to get the actual visual effect

stiff lily
#

I don't think there's specific tutorials for this though

severe halo
#

assuming shaders of some kind, but I dont know if they would effect everything inside

#

I've seen animations where the entire sky goes red, so I assume its doable

stiff lily
#

definitely doable

timber raven
#

This is the servers fault right?

#

1 Hour of this^^

trim ibex
#

dont blame the poor servers

#

they were not build for this

#

or actually they might have been built for this

plush warren
#

Do any of you

#

have a turtorial of emoji?

#

like making dance

strange grove
#

is there any cape tutorials?

turbid meteor
#

Was wondering if anyone is experienced with audio bites on avatars that could help me out

fair valve
#

is there something i need enabled for me to select bones while weight painting

#

also, is spliting the mesh and then mirroring it the only way to get symetrical weight paints?

hoary trail
#

I don't know if this is the place for this, but i have hair that is pulled out and I want ot put weight back into it so it drops enought to be called hair. I have dyn Bones in it and here is the screen shot. Anyone have any ideas?

#

Right now it acts as a tail.

wet iris
#

Does anyone know how to use the VRC_AudioBank correctly?
Where do I have to put it? How can I trigger it?

bright dragon
#

does anyone knows if it's possible to remove that function that makes you freeze on your spot when you use an emote? I would like to add some emotes there that don't make me stay freezed on the spot...

plucky coral
#

OH WOW SHINY ZOROARK NICE

hearty lantern
#

zoroark ftw

lofty sail
#

Soooo. this happened to my model's arms after putting it in the scene on humanoid rig. any fixes?

warm niche
#

does anyone who uses shader forge know what even works for vrc environment lighting? everything i try doesn't do squat.

#

attenuation does nothing, ambient light does nothing . . .

#

light direction only works in worlds with light sources, but what makes you dark in dark parts of the world??

atomic shuttle
#

Okay, I'm not sure if its jus tthe limitations of the current SDK or what, but I cant get consistency on my VRC_Triggers. They happen everytime, but the more people in the world, the more times it triggers the triggers. Works 100% when by myself, but when its 2 people it just cant sync, I have object syncs, and ive tried local trigger and alwaysbuffer 1

#

It will function normally like 80% of the time

#

but that last 20% causes crashes due to spawning x10 more then normal

atomic shuttle
#

Any thoughts on making spawning objects more consistent across clients?

smoky wind
#

I'm running into issues with Unity freezing/locking up when I'm editing avatars. Either the interface will become completely unresponsive, or it will go blank. Weirdly, I can still hit CTRL+S to save when this has occured. I've reinstalled Unity and created a new project, but the problem still persists. Does anyone have any ideas?

dreamy dagger
#

@atomic shuttle buffer your input to the trigger. AKA, trigger a trigger that triggers your spawn trigger on Enable so it can't be repeated

#

then make sure you clean that up and reset that object to false so you can do it all again

#

probably the trigger you spawn things with would be the best to turn the spawner itself off

#

so, to reiterate, Input(collision, interaction, etc. Disable Input here)->CustomTrigger(sets object active)->OnEnable(send spawn RPC and disable this object. Either Re-Enable input here or through other means)

#

if you are doing input based on collision you will have to buffer that too

#

and do a handshake with the thing you are colliding with

#

which is a whole other mess of code

somber moth
#

I can't get a video player to play/pause when using a trigger on it. Does anyone know why this is happening?

#

It uses the VRC.SyncVideoPlayer_Play/Pause methods

zinc harbor
#

are you using the premadd one from the prefab scene?

somber moth
#

No, I made it myself

#

Should I use the prefab?

somber moth
#

@zinc harbor Okay so I found out what caused the triggers not to work. It has to be set to the valid target defined in the SDK (which is Owner). However, the pause method resets the time to 0 seconds rather than pausing in place.

zinc harbor
#

interesting

#

i just generally avoid using the webpanel with video

#

it seems to explod into earrape ever so often

somber moth
#

I'm using the SyncVideoPlayer, not a Web Panel w/ video

atomic shuttle
#

@dreamy dagger Hey thanks for the reply! I have an idea now of what might work

#

Still same problem tho, on enable trigger, is happening twice randomly

atomic shuttle
#

Anyone have any thoughts on what Trigger Individuals means on the collider VRC_Triggers?

#

Nvm, missed it in the documentation

robust yarrow
#

does vrc_pickup component work on objects placed on an avatar? I've seen some avatars have props that others can use , am i correct in assuming its as easy as adding vrc pickup?

atomic shuttle
#

Avatars props and physics are localized as far as i'm concered... no interaction

#

sure it wasnt a world item or great acting?

robust yarrow
#

ah ok, you could be right about that

#

i saw it in some compilation vids

atomic shuttle
#

Yeah, there is no interaction

#

even boob jiggle physics

#

is only used by the player

robust yarrow
#

thanks for the quick answer 😄

fair valve
#

any ideas what might be causing it?

#

this poor atst

zinc harbor
#

wrong weights

#

either that or wrong initial position but i doubt it

old bridge
#

Does anyone have a default walking animation as .anim file?

warm niche
#

I dont know if i am the only one with this problem but with the new SDK every time i upload something 9 out of the 10 uploads becomes errors for everybody else after a little bit of time. How is this fixable? It's pretty annoying now.

#

Anyone that has a fix for me please mention m,e in the message. Thank you very much.

zinc harbor
#

same but i think thats still cuz of server issues

lone spire
warm niche
#

I am trying to add a mesh collider to a Posed (in unity) skinned mesh, and the collider is still in TPose and the mesh is posed (a skeleton) how can I bake or get the mesh collider to work as expected?

#

I moved the Bones and posed it in Unity

#

is there any way to bake the Pose to a static object and have the mesh collider work? when i use mesh Filter and regular renderer, it only shows up in Tpose... I assume I need to pose it in Cinema4d, but then I would have to Export the Terrain as a Reference, so what would be the best way to get a mesh collider on this model so people can jump on it

brazen lotus
#

Does anyone know what and how to solve this problem? Mesh 'ClinkerNov17/Clinker_Base_26Oct2017' has no normals. Recalculating normals.

#

I get a preview of the image fine, but when I place it in the scene, it's not there

warm niche
flat bloom
#

quick question with particles, I made a flamethrower, and it all works great, but I want the flames to collide with the world as well, does anyone know why when I turn collisions on the flame shoots out about an inch then shoots off upwards or in some random direction? I cannot for the life of my figure out why its doing this

dull umbra
#

@flat bloom Very likely you have an errant collider that your flames are running into. Double check to ensure your avatar doesn't have any colliders near where the flames are appearing. Also check that the size of the colliders for the individual flame particles isn't too large. Finally, if you want the particles to get destroyed when they hit a wall instead rebounding, then set the lifetime loss to 1.

zinc harbor
#

@warm niche you can pose it in blender etc then that wouldnt be an issue

hallow portal
#

@warm niche I'd say use box collider and place/scale them in a proper way.

#

Maybe if you move it in the configure window to the position you want and click apply. But I'd go for the box collider.

lucid flax
#

@flat bloom That's because collision is world space (for all intents and purposes) and world space simulation on bones doesn't work well with the IK. Unfortunately there's no good way to replicate the effect you want.

#

What's happening is the particles are colliding with the floor because that's where it thinks it is.

mild fossil
#

@ me if you need more help :)

warm niche
#

How do you toggle an object from visible to invisible and so forth by clicking on an object?

#

@warm niche VRC_Trigger on the object you click on and then drag and drop the object that needs to be affected

#

no clicking area to add?

#

@warm niche you can adjust the proximity i believe

oak sparrow
#

How would I go about creating an ocean like that which is in the map Uganda. It seems tobe a Terrain , underneath a plane? That is patterned and translucent, and has a foam an all the water where the island touches. :< I mostly have everything down but this.

warm niche
#

@warm niche the area depends on the object you apply the trigger on i think

oak sparrow
#

I'm dying not being able to understand how. 😦

warm niche
#

Oh right it got to be on a mesh my bad, i knew i was doing something stupid

atomic shuttle
#

@warm niche Hey, So I have a bird that flies with a seat attached, and it all works great, but the game cant seem to keep me synced with the seat so I find myself floating off to the side of the object most of the time. Is there a better way to make the player locked onto the chair in the object?

warm niche
#

@atomic shuttle No.. its a vrchat issue it happens everywhere else.. happens on all my rides too.. the one thing ive found that helps is rigidbody.. but with rigidbody you cant exactly link children to parent with it enabled because things parented like seats to chairs as an example just fall through.. the easiest way ive found is colliders main place holder for seats and rigidbody then works but doesnt make the physics engine go crazy keeps chairs in place and stabilises movement.. but when it comes to us flying out with 1st person camera.. thats a vrchat thing.. for some reason.. we all have it right now.. i will work on a fix in the meantime i believe i may know how to fit it.. but it will take some experimenting as usual.

bright dragon
#

does anyone knows how do i remove the 1 min freezed in place of the emotes? I need to use emotes on that menu, and move freely, and don't actually freeze my head or body in one place...

halcyon pendant
#

https://youtu.be/1OHXDfIvF98 . I added the same components and did the same setup as the chair to this animated flying cube. What should I do to be able to ride it ?

warm niche
#

@timber musk link me your world id so i can create a portal from my world to yours, we should link all theme park worlds together on a great chain to make fun ever-lasting.

#

how would i go about using colliders to make my helicopter float?

atomic shuttle
#

Anyone have thoughts on why my triggers seem to happen multiple times based on the amount of people in world? Ive tried local and AlwaysBufferOne and I have the spawning happening on enable... so how does it spawn more

warm niche
#

How do I undo the movement

#

In blender, I moved the tie. How do I,move it back

magic glen
#

ctrl+z

warm niche
#

Thanks

steel grotto
#

'Development advanced'

#

@warm niche you can just set the origin for your model in blender to like, a few meters below the actual mode

#

Much easier imo

mild fossil
#

@warm niche
In the Project window, Right click. Select Create>Shader>Unlit Shader. Name it whatever you would like.
Now that you've made a custom shader We can create a material to use this shader.
In the Project window, Right click. Select Create>Material. Name it whatever you would like.
With your new material selected, Look at the Inspector window. Right underneath the Name is a drop down menu. From there, you can select Unlit>(whatever you called your new shader)
Now you can select the texture and drag the material onto your object in the scene.
After that, you can double click the new shader in the Project window and it should open up your prefered editing program.
With the code in view, find the line "LOD 200"
Hit enter, and on this new line Type "Cull Off"
Save the file and go back into Unity. The object should update and you should be able to see the texture on both sides.

#

Rendering something different on either side is a tad more complex but still possible. Let me know how this turns out first.

warm niche
#

in unity how do i move my my mouse facing my avatar

pale violet
#

i'll ask here... why are my convex mesh colliders no longer colliding with the floor, when i'm using rigidbodies? i can't tell what i'm doing differently.

barren lantern
#

Hey, I'm having a Unity issue, and I have no idea why it's happening. I can't configure the rig for any avatar in the editor; it used to work, but for seemingly no reason in particular, clicking the "Configure..." button to set bones just causes Unity to hang for a few seconds, then select the avatar in the project folders without actually opening it to edit. This happens with any model, even ones that used to work fine. I've completely uninstalled and reinstalled Unity, as well as created a new Project, and it's still happening.

distant oar
#

@warm niche refer to the rules neaxt to development-advanced

#

@warm niche if you hold down right click you can rotate the camera and you can scroll through the space using the middle mouse button

summer eagle
#

is there a unity setting where i can adjust the hand alignment of my avatars hands to the vive controllers? Its currently at an obnoxious angle that makes my real hands bend at awkward angles just to make the avatar look like its holding its hands straight. I cant find settings anywhere.

#

I can trick the bone sets to be at the 90 degree difference, but they are still placed at the base of the controllers rather than the tips.

steel swallow
#

anyone experienced in optimizing particle lighting?

#

trying to get a grasp on what would be considered a normal maximum number of lights

warm niche
#

thanks

runic mauve
#

@summer eagle would bone and avatar description need to adjusted

sour mural
#

anyone know where i can get a shader that renders stuff behind it?

#

So i can make a model that is like transparent in certain areas without removing mesh parts neccesarily?

runic mauve
#

@JeperHof#8665 need double side shader

agile trout
#

Does someone have the link to the "make world public" form

#

cause the old link died somehow

dusky drift
#

I've got a VRC Slideshow with two images, set to autoplay and the material set to the plane. The Slideshow sets it to the first image and then stops, any ideas?

sour mural
#

Double sided shader eh? I wil try that.

sour mural
#

seems like mentions aint working

#

If i change the mesh of the mirror, will it still work 🤔

#

man, that double sided shader is not exactly what i am looking for

#

Wanted one that hides me inside

#

like it hides my player model

burnt knot
#

Has anyone had issues with a large complex world + many pickupable objects? I found when profiled that Physics, related to the pickup rigidbodies, was eating a good chunk of CPU time. Causing the world to drop to about 30 frames. Has anyone solved this problem for themselves? To achieve decent performance in complex and large interactable worlds?

dreamy dagger
#

@burnt knot how massive? like how many interactables and how large is your map

sick shuttle
#

what water shaders are people using? The one I have on my old map has a weird camera

#

so it changes when i turn my head and shows two different views in each eye

dreamy dagger
#

I had tried with maybe a hundred? just make them all box colliders, it will help some.

#

unless there are ones that really wouldn't look right with box coliders, then try adding mesh ones.

#

for the large map problem I just used occlusion baking. if you are indoors you can use occlusion areas as well

#

that is, if it is a series of rooms. or even if you have an open world with some interiors you can occlude the interiors.

rose hemlock
#

Is there support for depth layered multiple cameras in vrchat ? I know/heard that 5.6+ does support it on the VR_camera component [using depth attributes]

#

[Wanted to use a small scale scene as a 3d skybox scaled up via 2nd camera, it's a gag used a bit in flight sims/ space games]

burnt knot
#

@dreamy dagger I'm not sure. Maybe a couple hundred, I didn't count. They don't use anything but box colliders. Maybe afew with sphere colliders. No mesh colliders.

#

Rendering isn't the bottleneck. Occlusion culling was fine, the Unity3D profiler indicates it's a physics issue.

dreamy dagger
#

okay if you are going into the hundreds then yea it will be slow

#

without custom scripting it is much harder to optimize that many objects

burnt knot
#

Well largescale or complex worlds need to support many objects. I imagine others will also run into this issue at some point. You're probably right though, custom scripting could solve this issue. Since you could ditch the rigidbodies and implement a less heavyweight pickup solution.

dreamy dagger
#

I agree with you as I too am trying to scale my worlds up, I just don't know of a way to optimize it through the components alone

#

usually at that scale you would just use some kind of dynamic occlusion to only process ones near players

#

I mean idk if you could add a collider to the players but maybe that could work? Just have big spheres turn on the rigidbody and collider

burnt knot
#

Mhmmm, I only had about 20 minutes to think of a solution for this problem due to the 2am UTC cutoff, which I think I missed anyway, so I haven't come up with a way to deal with it yet. I highly doubt there is a way we as content creators can do right now. VRChat needs to support non-physics based pickups. Because Physics eating half of the frame time is bad. Or like you said, a way to stop calculating physics through a manual occlusion culling algorithm.

#

Hmmmm, you found that manually turning on the rigidbodies as you encounter them allowed you to support hundreds of objects? That's interesting, I'll have to check that out.

#

I don't think Rigidbody can be enabled or disabled though 😦

#

It doesn't appear to matter if they are kinematic either.

warm niche
#

Should i go back to the 2017 SDK

#

as it seems to work better

runic mauve
#

@warm niche the new sdk work fine

warm niche
#

Oh, nobody can see my avatar, or go to any of my worlds except me

runic mauve
#

more like server isssue

#

Server been get hard lately

atomic shuttle
#

Hey anyone have any thoughts on how to use different pickups with different objects? because all pickups need that special pickup layer so every pickup triggers stuff..

#

Or more so the layer of the object is overridden by the pickup layer causing all collider triggers to look for a pickup to trigger

warm niche
#

is there a way to make sound echo, like when you are in a cave irl?

tiny finch
#

Anyone having upload issues with the SDK?

runic mauve
#

@tiny finch server issue again

magic yacht
#

just login issues not uploading issues

runic mauve
#

it on both end

#

some people can uplaod some cant

tiny finch
#

My VRC SDK is logged in to the servers but when I go to upload it tells me to log in again, but you can't while you're trying to upload.

#

Also my character randomly broke in the last half hour, like the custom anims lost some properties somehow, without any update of the avatar. Very strange behavior both in game and out of game the last half hour.

#

Ok for some reason it is only an issue in one of my scenes, wtf?

wet iris
#

Is there any tutorial on how to correctly use the VRC_AudioBank script? I can't seem to get a hang of it :(
I've added a trigger, an audio source, told the trigger to activate the audio source but where does the Audio Bank actually go? How does it trigger the random sounds I've set?

wet iris
#

Is there a way for a world creator to allow others to upload to their world ID? Because we're working together on a map and I'd love to test it inside VRChat but whenever I do so it'll launch it in VR and not Desktop mode.

rare ravine
#

Just detach the world I'd and upload it

#

It will be a separate world, but it will allow you to upload

#

Two people can't update the same world for security reasons

restive kindle
#

Hello, does anyone have any more info on the playmaker support for the game, I can only find it mentioned once on the reddit announcement from yesterday.

runic mauve
#

need to make new ID because if people were apply overwrite other people id it be Big headace

#

@restive kindle in the script channel there fourm in the pinned only info we have there going use play maker it cost $65

#

in asset store

#

mostly like close beta be first for playmaker wont see public for while

#

till it get out all the bugs

restive kindle
#

Playmaker allows for visual scripting, I'm just wondering if they are going to support additional functionality with custom scripts in some way, like maybe they mention it in a blog post or something.

runic mauve
#

maybe after they release playmaker