#development-advanced
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then maybe custom play maker script for it
but think they be long proccess get custom script in we wait we see be whitelist on play maker
i think some stuff be block on it
till there ready
i no developer just think best way to do it lol
yea it going be long run till we even see public
i think want to make sure there no loop hole in close beta
Depending on what they support I guess it could even be possible to program inside shaders and then read the colors out for various things.
I'm expecting a ton of hacky things like that to get things to work once they release a limited list of behaviours to use.
Only problem I have now is I need to make a pickup object not to have its layer overridden by the special layer... cuz I have a object I throw and it triggers, but only the Pickup layer can be detected, so if i'm running around with a pickup, then any pickup will trigger it
any thoughts?
Pickup A needs to interact with Object A but pickup B shouldnt interact with Object A
Anyone who knows how to fade a material out in a Particle Emmiter?
color over life
@atomic shuttle hey just dm me i think you are having all the problems i ran into before, for the layer thing you just have to make different colliders for pickups and for triggers. So just put a second collider on it that triggers the event
What happens if multiple teleport triggers are entered at the exact same time?
Do they all have equal priority?
Hey guys, I'm trying to import a one armed model. Is it a requirement to have two arms in order to import as humanoid? I'm a VR user, so the best scenario would be to be able to control the one existing arm
Well, to be more precise, the model has two arms, but one of the shoulders is dislocated, so I unassigned the entire arm in rig and set it up using dynamic bones
MMD Model, this morphs (pink squares) aren't created as shape keys in blender, some one know why?
For example, blink morph yes, is created like a shape key because have coordinates of the verts
But the "pink squares" morphs have a different Offset
Okay, the pink square is the "color ID", then the problem is that black square on the left
I see is a set of other shapes.
@waxen parrot cat plugin will translate the pmx file
so basic we dont need pmx editor do that anymore
just watch this video explan about it
just watch this video explan about it
does the game support particle collisions?
like if I just enabled it, would my little floaties bounce off walls n stuff?
For world space particles yes
neat
But keep in mind stuff on bones that move with the IK don't work right with world space
But keep in mind stuff on bones that move with the IK don't work right with world space
does anybody know how to get a spheremap working in unity?
for like a skybox?
for reflections
oh, fraid not
aww okay
how would one go about making an object that turns off any other objects collider when touched? I know how to do it for a single object, I want to be able to do it for any object it touches
like, an object that would let you walk through walls in a world.
I'm gonna go ahead and say that's probably not wise to make this
its for a world not an avatar
Oh, did you ask in #world-development ?
ultimately if I could get vrc_trigger to assume the object it is pasted on, that would do it.
yeah, crickets
basically its a maze and I need to make a tool to pass through certain walls. But there are a LOT of walls that need the feature added to them.
Hello. I've written a short tutorial on flying ships : https://www.reddit.com/r/VRchat/comments/7pnj8t/discussion_i_did_it_now_i_can_spawn_flying/ . Still, I didn't figured out how to spawn them in the location of the "spawner" object. When they animate, they seem to snap to some sort of world origin. Is there a setting that allows an animation to play in the place where the object is spawned ?
I made a tutorial on an alternative, but still I would prefer the spawning method
If I import a mesh from blender with its origin set in a different location than the world origin, will its location change after spawn in VR Chat ?
What's the SOP for creating an and-switch using the Trigger system?
By default, when you enter the scene, things animate. They should be stopped when the room is initialized.
@thorny vale make a generic wall prefab with oncollision @ a certain layer, it deactivates
then sprinkle them around
(at least in theory, I know that you can copypasta trigger-object pairs just fine)
I'm pretty sure you can make a spleef arena this way, give everyone sticks to pop the floor. I don't know about a compact trigger for undoing all of the block deactivations, though.
Yeah, had I thought of that when I started, that would be the best solution. Sadly, they are in and in place and there are hundreds of them. It's easier to just drag into the object setting at this point.
oh god D:
@runic mauve I use the pmx editor to edit mmd models, not just for translate
So... I wanted to make a character combining different mmd from different pages, I have the body, hair, outfit, wings and everything but... How do I put it all together? Is there a tutorial somewhere? Because I couldn't find any
it's not really that simple
when you import the mmd, it comes with all the data for the model
like the skeleton and stuff
so you'd have to take just the meshes from each model
and recreate a skeleton inside it, then paint the weights
The models I downloaded were already with their meshes and skeleton, I imported all of the things but I don't know how to put all of those things together
yeah that's what I said
you can't just "put them together"
the skeleton and mesh are essentially two separate pieces that were bound together then weight painted
so you have to take just the mesh from each model, because the skeletons don't match up
then create your own skeleton that matches the new "combined" model
bind it, and paint
Ohh, I'm sorry I didn't understood the first time
Thanks for the answer, I'll try that
righto
best way would be to just look at an existing mmd skeleton and recreate it piece by piece inside the new model
I've made a functional za warudo particle animation, but now I want to shade everything inside of the particle slightly dark
is there a way to do that?
how do you make something hidden by default on avatar load?
Is there a way with joint and rigidbody where I could like make a caspule attach to my middle finger(with rigidbody). A plane with a rigidbody with a joint to the capsule. So when I do an animation the actual plane spawn and move with the middle finger (without being in the hierarchy of the avatar), and when I do an other it just take the actual position of my finger and stay at this position ?
Maybe I could do that with a particle system. What do you think about that ?
Okay so i have this certain problem for a while now.
Everything is updated (Talking about Blender, all plugins and VRSDK)
For some reason some uploads become errors after a while.
What i mean is when i use it i can see it and some other people too but people later on (that havent loaded it before on first use) can't see it at all.
I really would like an explenation as to why, this all started with the huge server issues.
So that is a pretty long time.
@warm niche it's actually a bug
They're trying to fix it
That is a bug for all people
Sigh
Hope they'll fix it soon enough then.
I guess im going back 1 SDK
Maybe that'll fix it
I found how to deal with my question
how do i attach an audio source property to an animation?
i cant figure out if i am doing right or not
Hey! Just wanted to know how i could update a public world without taking it private again and wait for it to get re-accepted
Is there any way? Since it was coming along p popular and i dont want to take it off again just for a few bugfixes
@warm niche
Umm is it diffiuclt to get animated textures on an avatar?
@agile trout You can place a portal to your private world in the public one, but i doubt they will let people just update the ones that are public
Think of all the porn worlds showing up in public :p
So I had a problem yesterday where I wanted Object A to interact with Pickup A, but Pickup B not interact with Object A, So the thought was to put a collider on Pickup B that deflects Object A, But since the whole Pickup B needs the special pickup layer... how do you make a pickup, pick-upable but not interact with anything
@gleaming hawk it is
can anyone help me out? This is my character. I got dynamic bones on the skirt, hair and ponytails. But in-game I just get the red error model
Try reuploading it
aight
thanks that worked
just need one more bit of knowledge to make my model perfect
and that is how on earth do I stop my legs from clipping through the skirt? not even colliders work
That's something you really got deal with unless you want to attach the skirt to your leg bones so it moves with them.
My avatar has an ankle length skirt which has been very difficult to work with, but as long as I can get it to not clip while standing still, it'll be golden.
Any tutorials on how to sync audio to all users so they hear the same part of the song playing?
Only if you using video panel for playback. Audio will be synced in that case
Hello everyone, I'm not sure if this is the best channel to ask this question but has anyone had any experience with using soundboards in VrChat? I get that you can play audiosources on animations, but I don't think that moves your mouth right? So is there any Soundboard that anyone suggests I can use as well as continue to use my mic normally?
I've got a simple question about Unity. When I selected an object, it used to get highlighted in the object list until several days ago. Does anyone know how to make it work again?
@hollow lotus https://i.gyazo.com/9e3d299ee182208d7e6af8d9c37cd387.png
Select Outline
Did someone already try something with animation override + joint + rigidbodies ?
@stiff lily Selection Outline works for me, but if it's a hidden object within another one, the list doesn't expand anymore.
Actually, never mind. I changed my layout to default and it works now. Thanks for the help anyway.
Can't do what I want to do with rigidbodies and joint. I want to make 2 over ride animation with an goal. First one : I have a stickers in my hand, and I want it to follow my finger movement. Seconde one : I want the stickers to stay at his last position, and don't move if I move. (I've tried for example, to make a capsule in my fingers with kinematic on the rigidbodies, and add a fixed joint so the stickers move with the capsule wich move with fingers. But the problem is that I can dispawn the capsule so the stickers should stay at the same place(because not affected by joint and not affected by bones). But in fact it moves, and I've find a way to "Reset" the position of the stickers : Like it just take last position, and when I move again, it gonna take distance from his actual position and my new position, and move keeping this distance )
@hollow lotus Whenever I need to find something in the hierarchy and its hidden away. I would select the object in the scene and then move my mouse into the hierarchy and hit F with my keyboard.
I've made it works
But I need a things to reset the whole things (So I don't have to change avatar)
And perhaps when you move it does move with you, but not anymore with your hand
@eager moat mah fam
Yo what's up lol
When i tried the rigidbodies the mesh spazzed like crazy
Probably the colliders ๐
Btw
Good luck with ur world beatz
๐
delete doubles and decimate
Delete things
xd
Yeah colliders have delete them
and it works
Do you know how to make an animation that triggers an other animation ? ๐ค
Like I need the gesture one frame animation to trigger an animation that is 2 s(burning paper) than trigger a 5
i dont know nothing about animations yet
Well i mean if scripting becomes a thing that would be easy
Just curious why nobody has tried to make a dartboard yet? Stick a teleport spawn point on each dart, when it hit's the board, turn the gravity off and spawn the dart onto the teleport spawn point to stop it from moving. In theory, It should just stick to the board.
@warm niche YuudachiKaiNi made a working dartboard
Really, which world?
It's in a private world afaik but he was showing a few people
Works quite well
kk thanks
so VRchat has unity cloth whitelisted so shouldn't we be making clothes out of that instead of dynamic bones?
or am I misunderstanding what the unity cloth component is?
sounds like it's youtube time then
c@umbral crypt cloth on avatar you have have skin mesh for the clothes and for the body but problem with skin mesh render if you to many of them it drop perfomance for vr user
if everyone start doing it will cause more perfomance problem
what's special about skinned mesh?
skin mesh render double the draw calls
because of tranformation it does
skin mesh run on CPU
oh, do you make it into skinned mesh in unity or blender?
so it's something unity automatically does
yes
okay
but need to becareful use cloth if everyone start use it could be disable
because it be perfomance problem
ya true
would be better if you could just make flat plate bones for collision with dynamic bones
the colliders are to limited right now
to many coillder on dyanmic bone is perfomance problem to lol
basic anything moves will have this problem
vrchat need add option to disable phsyical data
make it static
for people cant handlei t
hmm good idea
would better option yea you get some people cry this person can't see my hair movment but not everyone dont care about that they care have stable perofmance
only option to have is setting or never have it anymore no one want that
all video games on pc have setting menu it not hassle it just normal thing in video games on pc
I want to weight paint the arm so it moves with that sleeve, but I don't know how to paint it correctly, what should I paint and what I shouldnt because when I grab something in VRChat, the sleeve doesn't move but the arm does
like, that sleeve has 3 different layers
Hi I need some help
I have a door I want functional
So far ive made it play a open animation when a button is triggered. But I want this button to also activate a timer that closes the door after like 3 seconds or so
I have both animations working. And the opening of the door functional
Now I just need a timer that closes the door 3 seconds after it opens
how to?
Is future proof publishing required or optional?
Is this the best channel to ask questions about development with shaders?
I'd say yes
Anyone know how to get multiple colours while drawing? Do you have a seperate hand gesture that switches between colours or different hand gestures for different pens?
I got black drawing working fine, but I dunno how to easily implement multiple colours with the animations
Would probably have to be a different color per gesture
Hello. When I use root of avatar for creation animation, they always stucking in the mantis pose. But if I use sub root, animation is creating fine. Can I some how use subroot animations for emotes?
I'm trying to make gaps in a drawn line using a different hand gesture, but every time the gap animation is done (it teleports the drawing trail rendeder to 1000,1000,1000 to try an leave a gap) it leaves lines to and from the position outside the map, even if I set the time to 0 in the override animation.) Is there any better solution or a fix?
anyone familar with Trail Renderer know how to Start and Stop with it? I want to be able to make mulitple lines without it disappearing
@heady gorge https://www.youtube.com/watch?v=Pi7i4sF_BgQ
@runic mauve I heard of that Snails, does that retrace all let you write with gaps?
it let you draw like you would do in draw rooms
Okay, so you can like draw a letter and keep it in the air while you draw another?
Cause that's what I've been trying to acheive with my own animations
yes
Alright thanks, I'd heard of it but tried to do it myself
but the mark has to stay active
the hand gesture just move the trail render appear
after you let go draw gesture it put back far away from the map
basically the effect I was trying to get is that one hand gesture will draw and the second one will pause drawing
all the trail that draw stay in that area
till swap out avatar
if you disable game obj on the trial render then trail render will dispear with it
basic just keep like how snail has it setup
Ah, so I could make an animtion on that marker to erase everything?
just name that avatar draw avatar
erase all speed up the trailer render
to 0
trail render sit to 120
but wont dispear in the mirror
So the two actions it comes with will draw permanent lines in the world?
ah, the effect I was trying to get is a drawing that'll stay aslong as the gesture is kept
and disappear otherwise
@tender orbit it be like this https://i.gyazo.com/3c504b166ba1f35f38a906cdad03373f.gif
i add to pen in my world
Oh yeah, that's the effect I needed
And the retrace all will erase anything near the pen or just erase everything?
Alright, nice, that's similiar to what I needed so I'll try it
thanks for your help
Does anyone know how to make a model in the game world change avatars on interact? (i.e. I have a treasure chest, I want to have it so, when someone presses use, they change avatars, instead of using a pedestal with a flat image.) I managed to make an entire boat teleport, but cant get an object to act as a pedestal.
@oak sparrow just make avatar pedestial seperate from mesh
then turn off the mesh render on the pedestial
mesh game obj then child the avatar pedestial to it
@runic mauve thank you but for some reason it didnt work for me it gave me this error
@heady gorge did you hit snail marker script first
after that need remove that script
snail auto script will make animation
and overrride for it
snail made so it can do it one click
@runic mauve oh no i didnt, i just dragged the prefab down to the Index finger and it gve me that error
but i need to do that first?
yes
make sure select your avatar folder
then make sure drag the animation file in to overrride
it give you 2 animation file
and overrride file
ok ill give it a go
make sure setup your ink color
you want
if dont setup
wont show in vrchat
snail explain that in video
Do you need to put the "Overrides" in the Avatar's animation controller? I was going to but Snail didn't do it in the vid, so I was like eh is it needed
it's already in the custom sitting and standing slots
@tender orbit need open override
put that animation in there
there not set in the overrride
yea
still couldnt get it to work for me. maybe it needs an update?
but I didn't slot it into the Animator slot, it was automaticlaly put into Custom Sitting and Standing pose
i know but the animation not inside the layout file for that
@tender orbit are you trying to do it too?
@heady gorge Yeah, I just slotted it into the Right slots and pressed do everything.
I'm not the one testing it, so I gotta wait to see the results
when running script i just click on it right?
i got this error when i dragged the prefab to the index finger like he did in the video
Did you set up your shader and press do everything
yes
I'm not sure then, It didn't give me such an error
hmm im going to try to download the other prefab from the other link
see what happens
working now! just got the one on Github and its working
did you put the Overrides controller in the Avatar?
My world starts to lag when theres +8 people, works fine on less than that.
My world has alot of lights and moving objects + a huge video player.
I made all the static objects as static.
Any tips on optimization, what is the propable cause of this?
GPU/CPU?
And whats the best way to debug this problem? Thanks in advance โค
I have around 8 sofas,which have multiple meshesh but same material, I should merge them right?
How do you make an animation with two mesh/model in unity. Totally new to this stuff,just want two robot moving in a looped โ sign
transparency/aplha?
@runic mauve Is it possible to put the Snail's marker inside a finger or remove it's mesh? If I wanted to draw with finger
@tender orbit yea dont need the mesh
also when I plugged it in it seemed to lock the avatar's fingers, nothing being drawn but the fingers couldn't move freely
Maybe I messed up the overrides, I don't remember but I might just delete everything and re-download/install it
@tender orbit well if the snail script thing not working you could try old way https://www.youtube.com/watch?v=RqX-9MzaE4I
this manual how to do it
just use the new snail package
ah yeah I saw this
@heady gorge How much did you do with the Github prefab? did you bring it in along with the rest of the project? Cause I've got the Marker and I did every step along with trying some of the fixes in the comments, no luck yet
Oh nevermind, it seems to be working
phew
Anyway with the current SKD to make a spawned prefab, be able to OnAvatarHit teleport a player to a location in the map?
Or destroy or anything
Hello guys, this might be a little bit of an odd dev question but I'm trying to import a minecraft world into the game. But these weird lines appear in front of me and they just make the whole scene look ugly af. Happens with every unity shader and it's also visibile in-game
@proven obsidian Select the texture file itself in unity and untick "generate mipmaps"
You probably want to do this with lowres textures
that made it look kinda better, but now this happens off in the distance
love your avatar world by the way ๐
Try just messing around with the texture image settings I guess, and thanks!
Maybe turn off filtering?
already off ๐ฆ
moving further down I see more and more distortions, it's like the color is wrong
Hrm. Not sure what else to suggest, sorry
can I ask you something else?
aight
anyone knows how to set up a weapon in a map, i didnt find any documentation
finnish 'demoscene' oculus only thing, pretty cool https://www.oculus.com/experiences/rift/1371447689639525/
(not vrchat related, but some interesting shader wrangling goin on)
Is it possible to attach an audio source to a world particle or a particle subemitted from a world particle? Beenn trying for a while nnow and can't seem to figure out a way to do it and google only seems to suggest scripts which I don't thinnk ar allowed in vrchat(?)
@proven obsidian it's to do with Anisotrophic Filtering and possibly Z-fighting
I fixed that issue, i had to put the lighting to deferred :p
It was fullbright?
idk what it was on
might you be able to help me with something else about this map?
Yo, maybe; I don't use unity really, dude; I just program everything in C lmao
If anyone could give me a hand with creating a heat distortion particle effect, i'd be eternaly grateful, i've tried every single shader possible and result is garbage in app
@stiff lily can you not use a modified water one?
They should be there under FX but i don't have any, and it's bothering me because i've downloaded the ones from the archives on the unity website and no dice
Unless i'm dumb and they're somewhere else ?
i did a quick search and saw this https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/heat-air-distortion-84029
I'd rather make my own, these don't take my unity version or Vr into account
$10
lmao fucking unity lmao
i found a example someone made they used the stained bumpdistort fx in unity for a head distortion.
usually used for glass
Yeah but it has reflection so it doesn't work in vr
trust me i've googled lol
i've tried all the tutorials, uploaded 15 different tries
@stiff lily I might be able to throw something together for you, lemme see if I can get it to work.
๐ decided to atleast double check.
For reference, the effect you want is the way things distort above a very hot object, right?
Dude... Really?
Is it worth assfucking FPS?
Why would a simple particle effect assfuck your fps ?
it's a normal map with a basic shader in most cases
How is it so hard then, huh?
and i'm in vr, so if it's bad for me i won't use it either
Because i don't have the water ones in my effects in unity
Steal from Source :^)
Shaders work on the GPU. vrchat rarely pushes the GPU hard unless you're using some crazy shaders.
implying most of the trash maps don't
What iis the set up required to make full body tracking work? I thought I had it set up right but all it did was make my models hips flip
The model
When my friend was doing a few of their models, they hips were fucked... It just happens, no?
Does anyone know what exactly in geometry causes flashes of light in bloom enables worlds?
Emission material
Nah, not high emmision
And something except for 0,0,0 size geometry seems to be causing flashes also
flipped normals
recalculating normalis in blender usually fixes the issue
custom scripts not allowed at all
Playmaker beta is coming for custom scripting
Does the video player make the game lag if there are lots of youtube links in the playlist?
Just 14, maybe i should use the jukebox instead, so many problems with the video player.
jukebox isn't synced though is it? I haven't looked at it. Using video player for music also.
Probably not synced but it works 100% i think.
Then again, it's a bit of a bummer though because of the copyright issues. I'll just use video player and cut it down to 14 or less.
Does anyone have a model that works properly with full body ik tracking that I can look at?
@stiff lily I might be onto something, will need to test it in VR and try fix something with it when I have more brain capacity.
I'd still keep looking around/trying stuff, what I've got might not work in VR at all but we'll see I guess.
If you manage to get in touch with hybridninja he might have the solution, he had a working one at some point but i can't get in touch with him
Thanks for the help, i appreciate it !
Can i ask here something? Q_Q
If it's an advanced question sure
Its about unity animation question, noone has an idea :/
I made 2 animations. One animation pulls out a Doll with facial expression. Second animation pulls out a Knife with creepy face. When I pull out the Doll, and then the Knife, the Doll animation dont get overrided for some reason.. I basically have 2 facia expression then.. Any idea how to fix this?
Whats the measurement for voice fall off the doc doesnt say
1 unity unit = 1 meter
Okay good
Does anyone know how to get the character back into a t-pose after it's gone into the crouching position when recording an animation? I want to make some detailed emotes, but I need a proper starting point.
I have yet to find a tutorial or post that doesn't completely gloss over this
It's a bit dumb, yeah. I don't know the answer, but I can say
geez, now it's looking like the keyframes don't even do anything
once I've moved a limb it just resets upon clicking away then back to a key
If you make your animations in Run mode, you won't run into that issue because all changes in Run mode are reverted when you exit
Is there a way to get the current URL of a webpanel element?
I'm trying to make a webpanel that sends the URL a user has selected there to a VideoPlayer object
I'm just at an absolute loss now, am I doing something completely wrong or what? https://gfycat.com/PassionateDizzyBlueandgoldmackaw
the keyframes just aren't saving any positions
Yeah, I don't know how to get the URL from a webpage object
unseen
yep
it snaps back because you have the avatar selected in your scene
you need to use a copy of the avatar
err no that is a copy of the avatar
in that case it's because you have the bone selected in the scene
see the error on the bottom
it discribes what is happening
well not in english lol
that didn't really mean anything to me
but anyways, what do I need to have selected, and how do I move limbs?
There's also a known issue that does that, you have to set all rigidbody components interpolation property to none
I encounter this sometimes when doing eye movements
the issue is that you're moving a ridgidbody posistion by one frame only
(a rigged part of the body)
and unity is trying to smooth the motion between two points
but there's only 1 frame so it can't
you can use multi frames when you're doing a emote but not for default animation gesture replacements
also
for gesture replacements you need to have the start and end posistion the same value on one frame
so like if you're moving from 0 to 100
both the 0 frame and 1 frame need to be at that value
gesture meaning with vr controllers right?
How can I get the URL of a web panel page?
yeah.
yep, in that case use multi frames, but start your animation somewhere other then the default
like the resting posistion, otherwise unity witll throw that issue and revert the frame you just wrote
you can get around it slightly by edditing the values directly on the unpaired animation file but you can't see the result without a preview - but you still need to use more then a single frame
IIRC as long as the 0 frame is something other then the default values you're all good
alright cool, thanks for the help man
anytime, I do this a lot! ๐
nope
it doesnt make that weird noise no matter how long I let the animation play in unity
so im a little confused on whats causing it
yeah, I threw it in the walk animation
when you go from walk to sprint you step slightly faster
and it's a new animation that restarts
so it's probably starting on walk then starting again on sprint
actually I replaced all movement with the walk animation
that would explain it
thing is, it happens regardless of me toggling
make a copy without the sound for walk not sprint
I could just go in a straight line no other change and it would loop
or bug out rather
yeah, I think it starts the minute you start OR stop walking
so the sound should only play on walk or sprint perhaps, and you may want to put dead air at the beginning and end of the sound byte so that each footfall is buffered a little
if you added about half the length of a default footstep animation as just silence at the beginning of the sound file it would probably fix the problem as a workaround
testing with the dead air at the beginning
kewl
@hasty heath how do I turn off the interpolation?
it just has 3 different types, no "none" option
it's in the properties of the rigidbody
well its different now
still fucking up though
new error: https://youtu.be/D1Z1tMancgQ
and here it is running in unity: https://youtu.be/oGbOA_yEIms
its happening in a straight line too though
yes, though it does seem to be happening less. You may need to add more silence or have seperate instances of the animation based on the length of each cycle
the default duration of each animation ovveride might be determining the play length of the sound
look at what the default footstep sound is and try to mimic that
is there even one
is your sound on 1 frame?
yeah, you need to have the sound duration be exactly the same length of the frames
even if it doesnt loop though?
yep
so from 0-1:00?
I ripped the walk animation from the default
its just the default walk with the sound tacked on
make the duration of the sound in frames the same length of the sound file itself
that will probably fix it
.592 seconds looks liek
since the walk cycle repeats every x seconds
how do I translate that to frames
I believe you multiply by sample rate, which is 60
right but you can't do half a frame so do 36 perhaps
I'm not 100% sure on that becuase I haven't had to deal with a sound that repeats with a walkcycle
but that's really cool to know, let me know if it works
attempt 7 testing now
bah
dont know what the fuck could be causing i
it
should I make the sound file the length of the animation?
the actual walk animation
yeah, that might work, but it'll still restart when the cycle restarts
maybe put the sound at the END of the cycle
rather then the beginning
so like the last 36 frames rather then the first 36
that way it only plays when the cycle is ending
made it worse fuck
try the last 36 frames trick
testing now
now it loops randomly
like it doesnt always play again
what the fuck
seems like adding an inactive element of it to the first frame fixes it
the non looping, gonna test it ingame now
this shit bugs so randomly i've no idea how to troubleshoot it
uggh
and it still is fucking up with the last frames trick
well im done for awhile
this just hurts the head
maybe stick it in the middle int hat case, with no play at the beginning or end
Does stuff, like a gameobject, who isn't the camera/directionnal light, out of the hierarchy get upload with the avatar ?
@marsh narwhal No, only the model that you chose to upload when selected.
But if the camera etc is inside of the model then yeah it would be uploaded with it, but anything outside won't
Does anyone know if there is anyway that I can have an animation run with keybinds or mouse buttons?
Ok
Any chance on something similar to raycasting is available on the SDK to improve collision detection?
๐ฆ
quick question, do post processing filters work in VRchat?
is there a way anyone knows of playing music in a room and having it in sync for new users, in the middle of a song? all i know how to do is have it sync up whenever the next song starts. and if it's a streaming mix from youtube it just starts at the beginning.
@proven obsidian some do. a bit of bloom can be good, dithering works well. i think people use colour correction. stuff like depth of field does not work well.
yeah I wanted to mainly use bloom and cc in my world ๐
@proven obsidian yeah, use https://github.com/Unity-Technologies/PostProcessing
only forward rendering is supported
thanks ๐
@proven obsidian keep in mind that most post effects look awful or make people sick in vr, like AO and DOF or extreme blur, but adding glow, gamma and cc works great though
yeah I'm not adding those ๐
How do you make an object go through a collider without letting players do the same?
I mean, I want objects to fall through the ground while players can walk on it.
@hollow lotus Layers. Exactly which ones I'm not sure, but layers is how.
Somebody here knows how to fix sound effects on emotes so they dont appear so quiet, that nobody can hear them?
@hollow lotus I think the collision layer matrix in edit->project settings->physics could be what you are looking for.
I'll check it out, thanks.
hi wondering how i would make something like lava / poison that teleports the player back to the start of an area. I tried using the onAvatarHit and uppon contact the player seems to be flung like halfway across the map idk, its nowhere near the teleport transform.
o ye and this is the trigger thing. idk if i should be using this but ye ๐ค
@unkempt ermine OnEnterCollider and use a box collider set to "is Trigger".
sorry another question, which layer would i chose. it has a layer option
Did never touch it. Seems to be the default.
a it didnt work for me rip
o wait sorry.. it might just be that my world didnt upload properly ๐ค thankyou for reply
Oh and I think it only works on hardware that supports it. So even if it is supported by VRC, my 980Ti for example would not benefit from it.
Anybody know how I can fix a broken UV Map?
I keep getting this error when I'm trying to export my model as an FBX file
Iโm gonna ask this question here as well because while I have reached out to a few admins about the topic, I havenโt received an answer yet and perhaps someone from the community may know. I know itโs bad to rip other peopleโs content from VRC, but is there any way for creators to redownload their own content thatโs been uploaded to VRC? Having just sustained major PC data loss, a number of my worlds and avatars are at this point going to no longer receive updates and will likely be pulled from the world list the next time a major VRC/Unity upgrade happens, so having access to those content files is definitely a big deal if possible.
anyone have any idea why im encountering this sound bug? https://www.youtube.com/watch?v=_jWRo0brlBE
If anybody else keeps getting the same error like me, try validating blender if you've got the steam version. That's what fixed mine
I could finally export my model as an FBX file
How do I move around the UV shells in the UV editor? Where's the toolbox in the UV editor?
A friend and I might have noticed an issue with the SyncVideoPlayer feature while making our world. Specifically, this page: https://docs.vrchat.com/v1.0/docs/vrc_syncvideoplayer says that it has the option to sync file videos but that doesn't appear in unity even when the source is a file. And the video doesn't sync automatically in-game.
We're also having an issue getting the player to support youtube, since youtube changes the video's "raw" link every day
@regal solar putting a youtube url in the playlist like https://www.youtube.com/watch?v=IDHERE should always keep working
no need to point to raw mp4 stream
We've tried that before, but we'll test it again
it's worked for me so far
What version of the SDK are you using @warm niche ?
latest
standard prefab, single url in looping playlist, worked for every visitor I've had
It looks like Elsie's SDK version was out of date, after updating to the latest it works like a charm, thanks for the help.
What's a good setting to use on dynamic bones for gravity?
any combination of force/gravity just breaks it
Anyone know how to make objects(weapons) disappear in animations in unity?
Tried scaling to zero
hide/unhide them
how do you know its still there? are you looking at it through a mirror?
mirrors don't show hidden/unhidden objects in overrides
only blendshapes
In avatar testing there is the camera
You know the square thing you can pick up
It shows objects
My vrcworld disappeared, like it's there but not visable, and when i go on it and put a vrcplayermods on it it's not working anymore, doesn't say for me to add mods or anything, it was working not too long ago then just stopped, Idk what i did wrong
https://gyazo.com/d25f85e27cdf36c2b5a2ab017ea1493a
Gyazo
Gyazo
anyone know?
What lights can be used on an avatar? I cannot see the spotlights I have.
I've had this sound bug for three days now and no tinkering has fixed it. Does anyone recognize this error?
sup bro
but theres a distortion on it
and I cant figure out why its distorting
and it distorts at random
nope :/ haven't met anyone with the patience to help me lol
attaching files has been disabled in this channel from now going forward
Why?
I could understand a blanket ban, but im also curious why just this channel
It's on every channel
They said it's for security reasons but haven't said much more afaik
he said it in #world-development
Has anyone tested the randomize function of VRC_Triggers? I imagine it sends a action based on %chance determined by the silder
https://yadi.sk/i/hMP_oXS83RTMfp https://yadi.sk/i/LHVtye973RTMfr Can I some how call subroot animation from root animator?
how to get the vrcvideo sync to work?
Hi idk if this counts as advanced stuff but I am having a animation issue with my weapon,
its not a simple gesture thing either, more so the weapon i setup has a animation that folds into a gun from a melee weapon
and vice versa
was using models bones to do it but the model is not showing up ingame when i gesture
and i have overides setup correctly
and no naming issue, it works correctly in unity on the model
Can you animate skyboxes for VRChat?
@trail bridge Has someone confirmed they dont see it? Because I have a saxaphone that spawns in my hand but I cant see it because its so close to me, and mirrors cant see it
Is there a way to have an object follow each player around locally in a world?
@sweet crystal What sort of object
you can have a single particle effect follow you around with 0 speed and a looping lifetime and have a nice emission or even a weapon you made. As lond as its attached to your characters heirarchy, where ever the position is, itll follow the character
I did that with some butterfly that had animations in the unity store, and wrote on the texture files "Go Fuck Yourself" on its wings.
yo does anyone know if having feelsgoodman from twitch in your world would be considered as breaking rule #16?
sdk question: is there a vrchat camera included in the sdk anywhere? it obviously renders some things differently, especially transparent things ^^ my world is super buggy but it doesn't bug out until it gets on the server! (and I can't test without uploading as it just boots me to the hub)
Was the world done with an older unity version? Does it use old shades for the transparent parts?
what would happen if the maximum was 25k polygons or up, would the game need more graphics? or what happens?
@broken glen they just put an arbitrary limit to keep lag at a minimum
it's overkill, but arguably a good thing since VR is the most intensive work you can do on some rigs, and many people (like me) only size up a little lower in the recommended specs
oh ok thanks for explianing guys
Has anyone here done screenspace shaders in vr? I can get them to work easily in 2d but the image offset is incorrect in the right eye even using unity's stereo adjustments. https://i.imgur.com/tTxe8g5.mp4
screenspace is generally a tough cookie
@hallow portal no I'm using the current one
but the shader is doing some funky stuff so I get why it's acting up
for instance, look what it does to the mirror https://i.imgur.com/0qXXga4.jpg
at present time..not worth the cool effect of having a shoreline around your feet when you walk in the water
My issue is due to a bug in unity itself which sucks
if you're actually having scrolling hentai in your avatar you're gonna be reported like hell tho ๐
spent all weekend debugging it and eventually found out they did their math incorrectly
It's just faces
no nudity
I have a million ideas for shaders but god I hate working in unity so much
yeaaa...still pretty young people playing this game tho, just keep that in mind. I won't report you for being mildly disgusting but be responsible I guess
alright
as for the actual shader problem it won't be exactly what you want but instead of sampling screenspace, why not plonk it in there as reflection?
hmmm
make your nasty-ass anime girl faces cumming texture into a cubemap and sample that...
the sample is for instance
_Cube("Reflection Cubemap", Cube) = "" {}
samplerCUBE _Cube;
and then in the surface shader
float3 worldRefl = WorldReflectionVector(IN, o.Normal);
fixed4 reflcol = texCUBE(_Cube, worldRefl);
o.Albedo += reflcol.rgb
or o.Emissive, whatever you need
might have to tweak this mind you
yeah I guess that would work
but then you should be at least halfway ready to gross out half the general population and turn on the rest
could I just use a sampler3d and use the camera direction to sample
I've actually never used sampler3D before as far as I can remember so can't help with that unfortunately
hmmm. It basically functions like a skybox where the input vector samples a point on the inside of the cube and then that color is shown for that pixel
but I assume reflection actually works already
so that's prolly better
I don't trust unity to actually function
that texture looks damn near exactly like the one someone I met was using
except they had a second piece of clothing with a full colour equivalent on it lol
yeah I've seen it before. the ones who weren't disgusted were slobbering all over it
was it me?
I'm not sure I can remember...
I have color one on clothes and manga one on hair right now
it works perfect for non vr players
ah yes maybe it was you I saw when I was in VR and the texture was nasty on several levels
but please, no need to cater to vr players with that particular thing
just leave it as is
the one I saw in VR was like it was focused somewhere in the distance, like looking into an infinite pool of ahegao
yeah that's what mine is
oh yes, can confirm it looked like shit. and then I looked again and it looked even more shit haha
but I guess that reaction is what you want
the closer you get to me the more you can see
I remember someone else was like, "tell me more about the third girl down from the top left" or something
and I was like, "which one is the top left"
I was actually working on it for space shaders
if you look at my hair in that picture it's infinite space
I wanted it for the inside of a cape
but images with hard lines were easier to debug
What do you add to make something spawn automatically if it has fallen off the map or been displaced for a certain amount of time?
There is a respawn height option in VRC_world
Set that to the height where, if reached, your objects will respawn
Also works for players
Hey who here is really good with dealing with animations
I have a issue involving a custom gesture and the avatars bones
Or bones on a weapon of the avatar
Ah cool some one replied
Sorry @wet roost
But my problem is I have a weapon that has a unfolding animation using weapon bones
ok
Well I'm trying to set it up to link to my gesture and I've done everything right but when I go ingame my weapon nor animation appears
Idk if its because animations like that have a limit and thats why but so far nothing has worked past that
mmh send me a screen shot of the animation
Alright will do in a sec
grabing pic now just dealing with a nose bleed XD
sorry hard to work with 1 hand
and what anbout the secound one?
the copy of the avatar
if u havent make a copy of the model and then make a animation that turns on the game object but make sure the animations in .01 of a frame
thats fine but u need to make a copy of the avatar to activated it in vrchat
so i make a copy of the avatar, then copy the aniamtion lengths adn past into a new animation?
no
screenshare?
Question (Trail Renderer)
I have a trail renderer I enable through an animation, thing is I thought the trail would clear once I'm not doing the animation/hand-gesture, but the trail comes back and adds a line from where I "stopped" to where I "began" the animation again. Anyone know how to clear it? I know there's a Clear method, but that's through scripting
Second idea was to just put the rendering time on it to 0 with another animation, but that'd take up another animation spot
Ideas?
This is on an avatar if that wasn't clear ๐
It's inside an empty game object which I enable/disable, so the object with the trail renderer isn't enabled/disabled itself, could it be something?
Hey has anyone had any experience using a soundboard for VRChat? Is there any you recommend?
@warm niche Just toggle the time variable between zero/non zero instead of toggling the game object. Whenever the animation is not active, it will revert to 0 and delete all existing trails.
Thanks!
Will there be a save skin function added to the game?
Can someone help me with my model? I have reuploaded multiple times (and just now) and people still can't see me or when I pull out my weapon. If anything I would like people to at least see my weapon out.
does Occlusion Culling work in VRchat when you upload your world? is it even worth it to bake your world with that?
will it increase frames?
Can someone help me with this map issue? I am collaberating with a friend on a map and we are running into a issue when I try to upload a test build on my account. I hit the New Build option under test and nothing happens. https://i.gyazo.com/56bb80637eeaa3919ec8269cbb77b6d9.png
Anyone know what I should do about this? https://imgur.com/GZguOT8
I've moved the bones in any way I can but the value never changes
@plush island Yes, occlusion culling works in VRChat, and yes you should bake it. It can definitely increase framerate depending on your world, and other things like how many people are in the instance and their avatars.
Okay cool thanks buddy
one question @rough sleet if you know, for some reason my player mods isn't working anymore
it was when i first added it a while ago
now it's just bland
blank*
Idk if you would know anything about that
or anyone here
it's annoying me because i can't edit anything anymore
@plush island I don't know why it's broken, it might be an issue with the latest version of the SDK. You should send an email with your editor.log attached explaining the issue so they can look into it.
@rough sleet yeah idk it sucks, i probably will do that, how do i even get to my editor.log
Does anyone know why my model's mesh gets torn into two? In Blender it's one but then in Unity it has two body mesh.
Unity will split a mesh if it's over a certain amount of vertice I think
64K tris = split
hey all
If you speak japanese
it'll be mostly useful for making NPCS with headlook
Hmm, that's odd, how come if i move a building far away from the centre, it decreases my framerate. If i move it back i get about 120 more framerate. Does unity not like me moving away from the centre or something?
How far? That should not happen. Did you mark the building as Static?
Never experienced this. Try resetting clipping plane to 1000 and test one more time. Profiler can help in this situation.
I'm not losing framerate now even when i put it back up there, not sure where the extra framerate came from then.
I've got 16 interact cubes in that room, maybe that.
Ah that's it, if i colapse the vrc trigger script it increases the framerate. Must be all those white lines causing slow down.
Shouldn't effect it in game.
I updated the sdk and have been trying to upload a model in. It seems to be successful and even gives it a blueprint id. But it doesn't show up in my avatar center.
Anyone knows if there's a subsurface scattering shader that works with VRChat?
Any ideas on why my OnTimer VRC_Trigger is spawning multiple times based on players in room? Theres no buffer settings for it
@jolly frost subsurface scattering works, yes. use sparingly like everything else, I guess
I still have the issue with ingame camera rendering things differently than unity camera, would love any info on which settings are different
seems to be mainly sorting/transparency differences
@frigid briar Any particular implementation you'd recommend? The ones I found were meant to be added to the camera and not the character
the one I use is roughly...SSS mask and then some magic is done to the incoming lighting. Wish I could explain further but I got a friends help with it!
@frigid briar do you happen to have a link to it? or a name?
sorry, it's custom so it's not on the asset store or anything ๐
Oh. I see.
@jolly frost I have a subsurface-ish shader I'm working on, based on Eric Penner's siggraph presentation and some other similar implementations of Pre-integrated skin shading.
May be somewhat similar to @frigid briar's method, might be totally different since mine uses two lookup textures.
you use BDRF?
I haven't tested it in vrchat but there's a skin shader called fast skin shader that only uses texture lookups. I skipped it for my character since it's dependent on lighting being good, an in the majority of VRchat world lighting is not good
(keep that in mind also when making a sss shader :D)
@frigid briar I think so, I remember looking up BRDFs was what eventually pointed me to Penner's presentation which is what I based most of my shader on.
https://i.imgur.com/xI8gtZh.jpg
Top row with shader, bottom without.
For backlit transmissive light I'm using Amplify Shader Editor's translucency, but for front lit it's the pre-integrated method.
And like you said, with the quality of lighting setups in vrchat being so.... variable, I'm still tweaking it so it can handle bad lighting gracefully.
Your research will probably be of more help to intra then, I got lucky and a kind soul shared their sss shader with me after modding it a bit to suit my needs
@final wigeon Looks interesting! Is it something you're willing to share?
Also why are there two look-up textures? Scattering color + map?
@jolly frost https://i.imgur.com/z0i99r8.png
The one on the left is the dot of the incoming light and the view direction along the X axis, and the thickness up the Y axis.
The one on the right is a thickness map (easy to make, flip your mesh normals and bake ambient occlusion until it looks decent)
Combined you get the stronger scattering look on thinner parts of the mesh.
@jolly frost I'm willing to share absolutely everything about the method and stuff, except the shader itself. Purely because it's an absolute fucking undocumented badly named mess that only makes sense to me at the moment.
now that we're here @final wigeon do you know anything about the differences between the vrchat rendering cam and the default unity cam?
I got shaders that look way different after they're uploaded
and I don't know where to begin
Could do with a comparison screenshot.
https://imgur.com/a/lqC4X can do
left is unity right is vrchat
HOWEVER
the left shader used to work fine until I started meddling with a water edge shader
I have two planes, one on top with surface water with edge, and one under with the underwater effect. the underwater plane (using standard fade material) got broken after the water shader (that's not supposed to even render anything from that direction!!) was modified
I think the bug on that screenshot might have been that I accidentally added Cull Off at some point, but the effect iself is still fucked up-lookin'.
after a while I ended up here https://imgur.com/a/quok0 so it's obviously some kind of transparency sorting faff
@final wigeon Ah. Let me know if you ever release it.
(or I guess that's kinda a hard in a place as busy as this)
https://imgur.com/a/9kSVU it's supposed to look like this, the edge shader, and it does, but when you try to look at it in the mirror it looks all fucked again
No clue how i can import mmd dances. I have my finished model as fbx.
and until I know what it is VRchat does different it's kinda hard to debug
oh, and related: if anyone knows how to do edge detection like that properly without having to use camera depth texture, please tell me ๐ I think using a different method would solve most problems I've had
I'm not that familiar with the specifics of how unity/vrchat renders things (ask me about path tracer renderers though :B) but I think you might be on the right track with it being some transparency sorting thing.
Maybe try seeing if the underwater effect works where it's just that plane above you, no water surface one above it. See if that changes anything.
it works in an earlier version of the level in game where the water shader has no edge faffing
How are you doing the edge faffing?
What I also find helps is step through the shader and send the output of certain points to the emission output so you can see exactly what it's been doing up to that point.
it's sampling the camera depth texture. it's doing other stuff too that I don't remember but I'm gonna assume cameradepthtexture is a bit of a problem since it's screenspace
and also since it's bugging out everywhere and not just where the shore shows up
Noob question about the SDK and updating it, can i just drag and drop the sdk into unity to replace? or do I need to do something else?
@thorny vale I just answered your question in #user-support-old
Thanks!
yo is there a way to update the sdk without redoing all everything using the old sdk?
@stiff lily I dont know if you remember me or not, but I'm chiizburker the guy with fireworks. One fo my friends recently got banned for having a pepe avatar, I have a firework considing of the POGGERS emote from twitch, which is technically an itteration of pepe, I've shown you it before. So I was just wondering whether or not I should remove it since it's breaking rule #16
Yeah, would be better to avoid that if you can, thanks for the notice though
Alright. I need help with two things. I'm trying to make an avatar ride a broom. Permanently. I have created the animation, and it works. for .40 seconds, and then it stops. I have it bobbing and weaving up and down to look like its floating. How do I get an animation to loop? Am I able to move around while the animation is playing? If not, how do I make my character ride the broom.
Also. How do I make my character float. When playing the animation. I sink into the ground. I have childed the avatar to a gameobject and raised the object, but nothing changes, inside the animation or out.
Also I moved the animator and avatar descriptor to the parented object.
On the animation itself, 'Loop Time' is ticked.
Instead of replacing an emote do I want to replace idle / run / walk / strafe with the hovering position animation?
Alright. Replacing all animations with the hover worked. Now just need to fiddle with root.T in animator to compensate for going under the ground?
Whats your question?
Where's documentation for it?
I have no idea.
This "new" sdk is 2 weeks old. Changelog on vrchat.net Just scroll down release notes a bit.
isn't this the broken SDK that everyone says caused endless issues with uploading?
Yo I can't delete the old SDK from my project, it just re-imports itself
wtf
Close Unity first then delete VRCSDK folder
Yeah I can't find the changelog on the SDK
https://vrchat.net/release
SDK v2018.01.03.12.06
FIXES
Fixed issues where some users were unable to upload content
Thank you very much. I was looking earlier and it wasn't there
Hello
I wanted to ask you peeps that if I wanted a model's hair, skirt, or jacket to bob around as I move, will I need dynamic bones in Unity for that? Or do I just create a new bone root in blender for that?
Is there any way to change default standing / jump animation?
I suppose standing pose, and jump animation.
I'm pretty sure you need Dynamic Bones for that Sgt.
At least ive seen people use db for hair.
Damn it sero
Anyone know how to make a particle system leave particles behind when the zone moves? Like I want particles that hang in midair even if the parent moves, tried changing velocity over lifestone and external forces, didn't see much effect
serious question
and not separate in their own folder when importing a model into unity
anyone know why? and how to fix this?
Does anyone know Does anyone know how to make a texture or material on Unity move to sound or music on an Object by chance?
Eg. Have a Spectrum on a Helmet.
Does anyone know how you disable the mirror for local only ?
@frank scroll Triggers. https://docs.vrchat.com/
You can make them so when a user enters an area near enough the mirror it toggles it to active, and when they leave it gets switched to inactive.
And for local only, just don't add any sync components to it.
correction: Object sync only syncs physics. If you have the trigger mode on Always (or owner, etc) it won't be local. You need to check Advanced Mode on the trigger and then select Local
Ah, close enough. :B
Will you guys ever be adding more options withing the control based side of things? such as Sensitivity, button remapping, etc
idk if people that frequent here would be able to help, but for some reason my mouth visemes seem to be activating on random. i've done everything, including making a new project with just that avatar in it (and dynamic bones etc) and nothing seems to fix it
wait
oh my god
aaaAAAAAAAA
FUCKING
I HAD
ONE OF THE BLINKING THINGS
FOR THE EYE TRACKING
SET TO A MOUTH VISEME
AAAAAAAAA
Do you guys know how to fix getting stuck on pushing those upload speeds?
Anyone have this issue where only 1 out of multiple instaces of a prefab game object shows up in VR Chat?
@bitter pollen make sure 4 blink blendshape on top 4 colum in blender keyshape and skin mesh render
if your visime in one spot then use the blink blendshape colum
for the script for blink animation
Hey I've seen theres some white listed assets like dynamic bone. Is there a full list of white listed assets and does anyone know if Post processing stack is in there?
@twilit rivet yea you can use post prcoessing in world
Alright thanks needed it for rendering my low poly scene correctly.
Hello. Reflection probe not working in VRchat?
It works. Make sure you baked lighting and objects around marked as Static or Reflection Probe static.
Is there a way to draw my own textures from scratch?
Any ETA on world test upload working ?
VRC Trigger Script have some trigger for two objects collision? Not with avatar.
Why VRCVideoSync not working? Im used link from youtube. When I trying publish world, error: "Cant't play a movie."
@sterile cipher what all does it take to become a mod/dev on the security side of vrchat?
okay so
i'm trying to make a flame flower on my avatar
i can't get the flame to follow the hand though
anyone have any idea on what to do?
What bone is the flamethrower attached too
Try your middle finger as the parent
for the record, the flame is confirmed to be coming out
https://gyazo.com/a50105d7b3f59595f5fd202d570d0e5d on the animated one, it's coming out of the hand there. but the posistion does not change.
not sure if that helps at all
like this
Is your particle system set to world or local simulation space?
World will spawn it and stay where it activatted, local follows parent
pretty sure its entirely local
aaah, set to world
dont take my word for it though
actually i take that back i dont think its entirely local
because some people make avatars with pens that draw particles and stuff
Yeah thats just a trail renderer, so its following loca lthe whole time, just has huge delay after it gets drawn
THats wierd, either laggy unity, or maybe go into settings and log out/back inn
it happens every time
like showing the build control pannel freezes unity and i have to wait for it to show up
You using the right unity version? 5.6.3 or somethin
5..6.3.p1
yeah i am
it also freezes after doing build & Publish
often ill just tab out til it unfreezes but when the actual pannel comes up i end up forgetting about it
its really annoying
how do i do colliders?
Pretty loaded question @solemn knoll , they can get pretty complex, by default you have Sphere colliders Box colliders and Mesh colliders, I'd avoid using mesh colliders as they use alot of CPU, Colliders also require a Rigibody component on the object, colliders hit other colliders, the Layer of the object determines what it will and will not collide with, the default layer is Default, which will collide with everything, You can make a new layer if you want it to ignore certain colliders, like a player. Then go to Edit>Project Settings> Physics and you can edit what collides with what
Sorry rigidbodies are only needed for triggers, A box collider will act like a wall by default
having some issues with code for some reason this is fucking up even tho it looks fine to me but then im no coder and this isnt my code https://puu.sh/z3tCv/03bc5b6c3b.png
Are they separate scripts?
If not, move the using unity editor to the top
tried
and it fucks up everything
C# seems to be seeming like its completely not there when its at the top
Weird.
Aah they're meant to be two files
well
iv had the whole folder
il put in the entire lot and show you
should i just split them
Yea, if you move that bottom script into into a separate cs file in the editor folders like it says, it should work
nope
:cirThink:
monkaS
How costly are light sources?
pretty costly if there realtime
Ah
it has to do two of a player and i think the affected parts of the map
It has to render the lighted objects twice?
yes but im not sure if thats 100% true or not
Hm
There is no shadows though
Baked won't work because your avatar moves so the baked lighting will be wrong for anything other than your unity pose.
I don't want shadows
it will make them colored i think
I just have a light source from a particle effect and I want to know how costly it is. No way I am casting shadows with those, I'm pretty sure everyone would die.