#development-advanced

1 messages ยท Page 23 of 1

frozen pike
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Will take a look

vital socket
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sadly I don't know if that's actually what you're looking for

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but if you disable Global Illumination and add a Directional Light with baked lightmaps, I'm hoping it would give you the ability to just throw up a cover on an area to do the testing

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I'm not sure though since I haven't messed with the implications of disabling global illumination completely while doing baked lights

warm niche
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yo is anyone here good with particle systems

sand kiln
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Got a bit stuck. Duplicated and added the code to cubedahaders and Panosphere for stencil buffer but the shaders themselves don't appear in the list anywhere. How do I apply them?

junior drum
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@sand kiln at the start of the shader there will be a line similar to "Shader "CubedParadox/Flat Lit Toon Distance Fade""

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That's where it shows up on the shader list, so change it to what you want

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or you can just drag and drop a shader onto the material

sand kiln
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Ahhh ok. Thanks I'll give that a shot next time. Went with standard shaders in the meantime and my character appears unshaded so I'll need to work out what I messed up there first anyway I guess or will likely have the same issue

junior drum
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I'm currently working on stencil shaders - I might already have what you need?

sand kiln
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Oh you've already got working builds of Cubed's flatlittoon and Panosphere? They're the main thing I'm going for but they just seem to break for me. Adding the code to new shader works other than the shading issue but adding it to those the shader refuses to appear in the list

junior drum
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I've got flat lit toon, not tried panosphere

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let me have a look at panosphere

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it seems to just replicate the effect of noenoe's overlay shaders?

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oh nevermind, it's like a cubemap using 2 sides rather than 6

sand kiln
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More or less. I may just be adding the code incorrectly since the only guide I could find was for making it from a standard shader

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Even just cubed's one would be hugely appreciated though. Little out of my depth when it comes to this sort of thing

junior drum
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the guides make things seem more complicated than they are I think

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the panosphere was a quick job, not tested it so don't know it it will work 100%

sand kiln
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Thanks a bunch! I think I likely broke the formatting looking at it since mine just aren't appearing in the list

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Just to confirm the Panosphere shader works too. Thanks again

junior drum
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sweet

foggy galleon
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someone can recommend some good youtubers who do more advanced stuff?

brazen lodge
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Is there a trick to get an audio source to play in game? Unity camera seems to play the audio just fine. It's a standard Audio Source entity parented to a hand object (that's triggered from an animation override). Standard settings with an mp3 audio clip. No dice...

warm niche
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is it set to 3d and youve adjusted the values so that the drop off isnt extreme>

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also, my world partcle system on my avatar refuses to fire forward, only straight down . I'm at my wits end trying to fix it, any ideas anyone?

urban tapir
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is it possible to use animation parameters that work on other parts of the model?

barren lantern
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Hey, is there anyone that uses TheEpicSnail's Marker addon for their avatar? If so, did you have any issues with the marker activating at random? As soon as I switch to my avatar, scribbles will start to appear, entirely at random, in about a 10m radius around my avatar. The scribbles are entirely unlinked to my own movements and will continue to appear until I use my Erase animation, at which point they'll start again. I've tried everything to fix this, but no luck.

arctic nebula
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Hey so I've got an avatar with a gun built into their limbs and I'm trying to get a muzzle flash particle as well as a sound effect to play when I have it perform a custom emote, but I can't edit my animation clip to flag it to activate either the audio source or the particle system. Is there a way to fix this or does anyone know of a work around I could do?

wary path
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Does the pvp mode support melee weapons

tough forum
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anyone know if vrchat changes the render order of materials?

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im trying to make a shader that acts like an invisibility cloak and it works in the editor but not in vrchat

void linden
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hm so I have a mesh that works perfectly fine but when i put the mesh into a particle system the mesh cant be seen
can a particle system only have meshes with x polygons ?

warm niche
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Does this Game have a discord for only skin, world developers?

urban tapir
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no

warm niche
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Okay I may create one.

urban tapir
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oh

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i think there's somethinge similar

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but its more for commissions I think

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Called VRC Traders

warm niche
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Found it but can't find a working discord link.

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found one.

urban tapir
wintry hill
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Does anyone know how station with mobility works? If I enter a "station" does that mean the player will parent all movements/velocity to keep them from sliding around while still allowing them to move?

harsh nest
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@tough forum it is possible, in the "iris-ai photo studio" world, one of the avatars there has an invisiblity sphere in her hand

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@tiny finch maybe make your own rotation matrix ?

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@warm niche you have probably missed some setting that makes the particle go down, I suggest you go thru all the settings again, your issue is probably Gravity Modifier, Start Speed or Velocity over Lifetime

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@arctic nebula while editing the animation, tick record mode, then activate your audio and particles, if that doesn't work, put your audio and particle into seperate gameobject and activate that

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@void linden maybe the mesh is not the issue, maybe the problem is in the particle system settings, see if your particle system emits something with default (Billboard) render mode

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@robust yarrow if you are doing it as Zarniwoop suggested, you can write Unity Editor only C# script that automates the manual repetitive process

wintry hill
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I'm testing mobility with stations and it doesn't really influence the way you move. Does anyone know a good way to keep smooth movement while you're on a moving platform? If you're seated the movement is fairly smooth (apart from your avatar not syncing up with your camera sometimes) but if you just stand it's very jittery.

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It seems setting "animate physics" helps out somewhat, but it's not exactly a perfect solution.

warm niche
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@harsh nest My start speed is 20, gravity is set to 0, and I did not activate velocity over lifetime

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Thats the screenshot of my settings

junior drum
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@placid current hey, i don't know much about shader sso bare with me iris I'm trying to add some stencil properties to your shader but when I add them the same as all my other stencil shaders they don't show up - do you know what I'm doing wrong? https://puu.sh/zaPAm.png https://puu.sh/zaPBJ.png

steel swallow
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@junior drum I spent hours trying to modify his shaders, but could NEVER get my properties to appear in the inspector

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I have no idea what he did

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friend of mine had the same issue

junior drum
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yeah I know someone who had the same problem too

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I don't understand why something as simple as adding properties doesn't work

steel swallow
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I think it has something to do with the UI type it uses in the inspector

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tfw I figure out the answer 2 seconds before the teacher tells the whole class

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off topic a bit... is there a way to get a dark theme UI in the free unity?

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I know it's just a simple toggle in plus/premium

autumn hatch
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I believe there is a program that does just that

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It's god damn ridiculous dark theme is a paid feature

steel swallow
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right? For the amount of time people stare at it, you'd expect Unity as a company should want to put their best foot forward in a free version

autumn hatch
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๐Ÿคท

steel swallow
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anyone here use shaderforge?

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I just bought it and for some reason no matter what I do, most of the options in the main node are greyed out

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scratch that, was a UI bug, restarted unity and all is well

warm niche
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I'm still failing with these particles, I even tried adding velocity over lifetime, and still nothing. This is so convoluted

junior drum
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but also broke some other properties

arctic nebula
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@harsh nest Actually that was the whole problem, recording mode was disabled for the animation I was trying to use, even though it was write-able. I ended up finding a work around about an hour after I posted that message though, was too tired to say anything about at that point, sorry. But basically I duplicated my model, made an empty animation controller and forced the animation I wanted to be the active one then it let me edit it after that and the changes stuck with the original. Thank you though โค

queen crow
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So is there a way to have a gesture freeze on the last frame, and not repeat?

delicate harness
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turn off looping

harsh nest
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@warm niche maybe it's the start speed, it could mean a speed in the direction the particle is emited

warm niche
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The start speed is is 20, is that too low? @harsh nest

turbid whale
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Is there a way I can get a bell ringing sound when I shake a bell on my avatar? Or is this the wrong place to ask?

boreal flame
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u could do it on gesture but no triggers or events for character yet

steel swallow
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I put a cube around my avatar

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logged in and started flying into the sky with vomit inducing camera movements

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good times

dim fern
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is adding things like that with the intention of flying against vrchat rules?

tawny trench
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most of the rules deal with social conduct, legal stuff or actually hacking the client -- they don't seem too fussed about glitches which aren't designed to impede or attack other users

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https://vrchat.net/community

unless it's somehow being used in a way to block someone else from moving (which i can't really imagine being possible via making yourself fly), i'm not seeing it tripping anything in there

autumn hatch
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@dim fern Using in-game exploits to fly (e.g. adding box colliders/rigid bodies to your avatar) is allowed

dim fern
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nice

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in that case i need to learn how to do this stat

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side note (idk if this is the place to ask, seems advanced) but i'm having a strange issue

autumn hatch
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can you show me the material in unity?

dim fern
autumn hatch
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Try changing to standard shader? Not sure, seems to be right

dim fern
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Still not working. I'm suspecting the UV map isn't being recognized for some reason, if that's even possible

autumn hatch
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Try reexporting the model as a different file format

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Dunno really, just throwing things out there

dim fern
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ah, importing it as an .obj fixed it

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๐Ÿคท

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wait shit that didn't keep the armature

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aaaaaaaaaaaaa

warm niche
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Vrchat so much fun, the quirks with avatars is hell

dim fern
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okay got it, it was a uv map issue

frigid nymph
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so what do I do when I want my mmd dance model to make use of the original rigidbodies? like the dance models in the club (for my world)

woeful flame
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Anyone know any good animated texture shader?

woeful flame
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any good ones that support transparency? i need it for a particle effect

robust yarrow
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anyone here know how to fix objects from glitching out when holding them? (they start to yo-yo about the moment they're grabbed).
also my lights will turn on and off before they go out of my field of view. anyway to fix this?

woeful flame
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i tried messing with the rendertype and renderqueue, but the problem persists

tiny finch
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What is the problem exactly? I can't see it.

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Is it supposed to be the laser?

woeful flame
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the flames, yes

tiny finch
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It's a particle system right?

woeful flame
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line renderer

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the problem isn't with the linerenderer, but with this shader

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because my other line renderers with other shaders dont have this issue

tiny finch
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Have you viewed yourself using the effect from a 2nd client?

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Mirrors are borked as all hell I wouldn't trust anything they do. It might be culling for your view.

woeful flame
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even if mirrors are borked, it still doesnt function well on non-mirror surfaces

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i've tried other animated shaders like noenoe's but they aren't as good as this one

tiny finch
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Did you write this one?

woeful flame
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the original doesnt have transparency, so i tried stitching some stuff from the additive shader to make it so

tiny finch
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Is there a lot of alpha in the texture?

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Oh

woeful flame
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the texture is a .bmp with alpha input from grayscale + alpha is transparency

tiny finch
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So the problem is that you don't even see the laser in that other screenshot?

woeful flame
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yes

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more specifically, it only renders inside the hands

tiny finch
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I'd try changing the Tags so there is no alphatest

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just go with transparent and comment out the alphatest line

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See if that works?

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Maybe there is some effect on the map in that spot that is breaking the test.

woeful flame
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for example, if you view it from the opposing angle, my hand texture is overlayed by the flames

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i have this issue on a lot of maps

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surprisingly, it works perfectly on uganda

tiny finch
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Try my suggestion and see if it works out

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Uganda doesn't have any weird effects on the map so

woeful flame
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damn, turning off alphatest doesn't work either

tiny finch
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So you have the tags queueing it to the transparent render queue and you commented out the alpha test line etc?

woeful flame
tiny finch
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There seems to be a lot of questionable or even superfluous stuff in there. I've written some shaders but I don't know what all the little things they're doing even does. If I was writing something like this I wouldn't have the colormask, and the _Color+_EmissionColor bit looks like it could break things, but I'm not sure how Emission works in fragment shaders.

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Suffice it to say that it isn't very easy to simply copy paste bits from one shader into another and have it work :-(

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Zwrite also might be a line to play with, try with it on and with it off.

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Could also try using OneMinusSrcAlpha for the 2nd option in the blend mode, it won't be additive then but VR chat is pretty finicky and literally any line here could be causing an issue in game.

woeful flame
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_Color + _EmissionColor is to control the brightness

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I've been playing with ZWrite and ZTest, but ZWrite On does not produce good results

tiny finch
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Yes but it seems to be that you could get you clipping in the color.

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Also try turning off the precision and multi pragma compiler options.

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Also could be quirks with the line-renderer component. Try implementing it in a particle system instead and see if that fixes things.

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Also still worth checking if other people see it fine since there are lots of problems with local instantiation in VR Chat, that you can't fix no matter what you do.

woeful flame
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The reason why I didn't use a particle system is because I can't get it to look right

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the whole shape would be wrong

warm niche
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it's fine on unity, but in game, it just float around...

midnight lark
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Ok here's a question. So I want to be able to make an animation override that conjures a portal. But I want the portal to stay in the world and not be attached to the hand so I can move around it and it stays there and then I can close it

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I've made everything already to my liking, but I'm not sure where I can start with this

autumn hatch
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@midnight lark make the portal into a particle system set in world scale. Parent it to the avatar game object

warm niche
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As an animation override to place it down would it face issues if you're using the vive, as that resets hand animations whenever you walk?

midnight lark
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Well I can just walk around the space I have to interact with it

autumn hatch
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Yeah, you'd have to roomscale around it

midnight lark
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This is gonna be an adventure to try and turn this sphere object into a particle system

zinc basalt
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Hi guys, i'm trying to make a nice world, and i'm focusing in the Unity lighting system

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I now how the lighting system works, since i'm a real Unity dev, sooo...

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it seem that vrchat is messing around with my baked lightmaps

autumn hatch
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Lightmaps on terrain is borken

zinc basalt
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i have a 200mb lightmap, looks great in Unity but not in vrchat

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i'm not using Terrains

autumn hatch
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Hm, maybe something happens when the scene gets compiled and uploaded

zinc basalt
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do you know if there's a guideline to achieve this?

autumn hatch
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Oh, the wikia is horribly outdated

zinc basalt
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i'll check it out thanks!

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there's nothing about lightning soon ๐Ÿ”ซ

midnight lark
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@autumn hatch I have that working, but now every time I spawn in the portal it is in a different location. How do I fix that?

autumn hatch
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๐Ÿคท

midnight lark
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ok

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Back to testing

robust yarrow
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anyone know why lights flicker in game? they seem to turn off, on or increase in range based on where i'm looking. I'm using spot light and point lights for street lights in the city. Other isolated areas that have 3-4 lights seem to work fine, its only the city with the weird lighting issue.

midnight lark
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Man, this is tough

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trying to get the randomness removed from a particle system

junior drum
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don't you jsut uncheck the shape option?

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@midnight lark

midnight lark
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I tried that

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First thing I tried

rough sleet
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@robust yarrow Do you have a lot of real time lights? There's a limit to how many real-time lights you can have active at once. If you have too many then only the closest ones will be on.

shell furnace
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have people figured out why for some people some audio sources don't work?

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for example I've never heard music in the void club dance floor area

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but mechatronix and rave robbi always work fine

robust yarrow
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@rough sleet thanks, I've started the lights again from scratch now and it matches what you say. I had 34 realtime lights in the city portion of the map so there could have been atleast over 10 active at any time. Will keep the light count lower this time ๐Ÿ˜ƒ

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any ideas what the limit is?

rough sleet
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@robust yarrow 4 or 8 depending on whether people are on VRHigh or VRLow/DesktopLow

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However you should really be baking your lighting. Each light causes everything in its range to be rendered again. Doubly so when shadows are enabled. It quickly becomes a huge performance hit.

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If you still want real-time shadows for players you can use mixed lights with the mixed mode set to Shadowmask.

near obsidian
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Hey guys, don't suppose there's any way to active a random sound with a gesture override?

robust yarrow
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@rough sleet thanks, i guess i need to learn how to do baked lighting then ๐Ÿ˜›

warm niche
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is it possible to make changes to the Layer Collision Matrix? The SDK seems to change it automatically to whatever the default values are when you upload

rough sleet
jaunty merlin
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my particles won't show up ingame

ashen plover
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mhm

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i cant help im not good at that stuff yet lol

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TCL prob can

rough sleet
robust yarrow
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awesome, will check that out ๐Ÿ˜ƒ

ashen plover
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TCL? Do u know any fun effects with cubed shaders?

quick bluff
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Is there a difference in performance between a ternary operator or using step functions in shaders?

ashen plover
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besides the shadow fading

rough sleet
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@ashen plover You might like Silent's modified version of Cubed's shader.

hallow portal
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How do I send a keboard input to the webpanel? All I want is a small pad with the rules to a game.

rough sleet
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It has custom light ramps and specularity.

ashen plover
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ohhh

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im excited already

jaunty merlin
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i need help with my particles

ashen plover
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i dont know how

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i suck at particles

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i dont even know how to change their color nor shape ;-;

jaunty merlin
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ill go ask another discord server

ashen plover
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ok

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np

quick bluff
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Yeah, that's what I read at some places

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But in general step functions are cheap then right

jaunty merlin
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i don't think nobody will answer my help

cursive sapphire
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quick question can someone @ me if they know the answer. do avatar ID's stay with a model if I delete the managed content from my account?

jaunty merlin
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thats a tricky question but i don't think so

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i might be wrong

warm niche
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Im looking for a 3D artist to become full time developer for a VR project, if anyone interested feel free to PM me

strong geyser
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@warm niche ternary's are just IF statements so doesnt really matter they're not less opitimized then an ifstatment

queen crow
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if you wanted to test that you could copy the model id, delete the model, then upload a model with that id @cursive sapphire

frigid nymph
strong geyser
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@frigid nymph just open the script and look for yourself

frigid nymph
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@strong geyser funny you say that i actually came to the same idea

strong geyser
midnight lark
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Anyone know how to get a world particle to spawn relative to the model instead of the same direction every time?

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like similar to the way a local particle would spawn

tiny finch
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Depends on what you want to do

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If you want to make a world space particle mesh that is just an object that sits there, I'm not sure if there is a way to do that. If you want to make a bullet you shoot from your hand, though, you can use rigid bodies.

woeful flame
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do you guys know any good animated/uv-scrolling additive shaders?

wintry hill
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You could make one yourself. What exactly do you want it to do? @woeful flame

woeful flame
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It's for a line renderer

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I did modify an existing one myself, but there's some serious problems with it

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Such as rendering on the wrong surfaces

tiny finch
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I don't really understand how the line renderer can render on the wrong surfaces. Also what kind of uv-scrolling thing do you want? The one you showed before looked pretty complex. You could just copy paste the additive one and then add something like o.uv = v.uv+displacementVector*_Time.x*_Speed or something and that would work.

woeful flame
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I think the problem has something to do with the depth buffer

tiny finch
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Depth buffer basically doesn't exist in VR Chat

wintry hill
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Could you post a screenshot?

tiny finch
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Tbh I think this is very doable with a shuriken particle system, which might help things.

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But why not just try a normal additive and add the line I suggested?

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basic uv scrolling is very easy but the one you had was like, blending frames and so on

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You might even be better off just copy pasting the uv scroll and 'shot' (or whatever it was called) function from the other shader into the normal additive than doing it the other way around.

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UV animation doesn't really change from frag shader to frag shader, but switching a shader from something that is intended to render opaque meshes on gameobjects to something that is supposed to be a transparent particle effect (or a proxy for it) is going to have a lot of different issues.

crude stone
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ive had laggy mirrors, and not laggy mirrors in different worlds, what are the best mirror settings and shader to use ?

warm niche
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use the prefab, make it local and only active if people are close to it

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or add a local switch to turn it on and off

crude stone
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thanks, that might do what i want it to do

warm niche
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mirror will lag people depending on what it has to render again (twice for VR users) ... so the world itself makes it laggy ... there's only one type of mirror in vrchat

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if it's reflecting a lot of the world it will be heavier on the users ... if it's an empty room it's almost nothing

crude stone
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what if i have multiple rooms seperated by walls ways away from eachother?

warm niche
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that's perfectly fine

crude stone
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and the mirror is facing away from the other rooms

warm niche
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the rest of the world won't be drawn if there's a wall occluding it

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facing away from the world is even better but doesn't have a lot of impact in that case

crude stone
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would baking light and shadows make it lag less ?

warm niche
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yes, but that goes for anything in a world, not only mirrors

crude stone
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rgr

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thanks dude, you've been very helpful

warm niche
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yw, have fun!

crude stone
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im making a map where ive placed statues of all my friends, and i just finished adding a secret room, and since my friends love looking at themselves in a mirror, i decided to have one, but i did not want it to lag them out.

warm niche
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I don't think it will lag very much in a closed space like that at all

crude stone
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id send you an image

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but im unable to in this chat

warm niche
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just go for it, it sounds fine like that

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I mean adding a mirror

crude stone
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yeah

untold vigil
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question, does anyone know why the flat toon shader from cubed paradox would work in unity but not vr chat ?

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i get cel shading in unity on left, but it acts as if its all shaded in engine

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ignore middle its explicit normals on face not cel

autumn hatch
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@untold vigil Cubed's Lit Toon shader act different under real time lighting and baked lighting

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So worlds sometimes give different results

untold vigil
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hmmm.

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so it only gives cel shade under real time lighting

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is there any world that people would know uses lighting that cel shade can be checked under. i had thought the avatar check world would but maybe not. The model appears fully shaded in both the hub and avatar testing worlds

autumn hatch
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I don't have a mirror, however you can switch to 3rd person locomotion and just move your avatar in front of you. If you enter "Zarniwoop's Avatar Dungeon" and go to the mirror room really close to spawn, go through the portal to Tracker Island

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Tracker island is a private world so you won't find it in the world menu

untold vigil
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kk, gotta head out but will check it in the lighting there when i get back , many thanks

warm niche
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It also might be if you have shadow turned up in the shader?

meager radish
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Anyone familiar with stencil shader?

warm niche
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Hey guys, looking for a programmer on Unreal to work on a VR project

wintry hill
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That's not related to VRChat though

strong geyser
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@warm niche Why look here when its a unity based chat? And why are you picking unreal in general?

warm niche
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@strong geyser i look everywhere, i think Unreal provides more opportunities than Unity

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But i dont mind if i find a Unity programmer

untold vigil
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@autumn hatch you were spot on. shadows worked perfectly in your tracker island. its seems that the 3 levels i looked at initially don't use the correct lighting, which is a shame to put it mildly. i might slightly alter my plans on the model to include some painted shading thats built in as it pains me to have no eye and neck shadow in most situations.

wintry hill
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The thing is, this is VRChat development channel. Ignoring that though, I don't know if anyone is interested to be recruited by some random person on Discord to work on a project they know nothing about by a person they know nothing about.

strong geyser
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@warm niche what example for better opportunities?

warm niche
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This is a development channel inside the VRChat group @wintry hill , and thats why I asked for a programmer, if someone is interested in more details feel fre to contact me

wintry hill
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I would argue that it's a development channel specifically for VRChat, but like I said, that's none of my concern as I'm no moderator or anything.

warm niche
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๐Ÿ‘

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I was asking for a programmer, not for your opinion

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As i dont care about it

wintry hill
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I am a programmer, I've been a programmer for 9+ years of my life. I'm giving you insight from a programmer's perspective. That's all.

warm niche
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Nice

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Congrats for that, you are not able to work on my project

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Even if you wanted to

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Goodbye guys

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Nice to meet you all

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Anybody know how to add changable music into world?

untold vigil
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leon no doubt gutted by this lost opportunity.

wintry hill
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lol @untold vigil

untold vigil
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think of how much exposure you could have gotten. XD

#

It never ceases to amaze me the attitude people have when looking for no doubt pro bono professional work.

wintry hill
#

They sound like an idea guy I was just trying to give realistic advice but they didn't take it well I guess.

untold vigil
#

they sound like 99 percent of idea guys.

#

namely, oh i have the greatest vision in the world , its the next halo

#

me-' oh fantastic, with that confidence i am sure you will have no problem taking out a loan to cover your initial hires to work up a pitch to show proper investors... right right?'

#

that gets rid of them.

midnight lark
#

Oh I thought this was like advanced animations and other stuff. My bad for asking questions in the wrong channels

potent canopy
#

Ok so

#

I heard you can make texture replacements an animation

glass cosmos
#

Does anyone know how to use normal projection instead of uv projection for a texture?

dull jolt
#

Can anyone help me with a shader? I am looking for something specific which i cannot find but some people have the code online to work with.

strong geyser
#

@dull jolt whats your question?/What shader do you want to make?

warm niche
#

I wish to know 2 things:

#
  1. How to get the location of impact of OnEnterCollider.
#
  1. How to spawn object1 from object2 and pick it up (like a can from a dispenser). while deleting object1_old (so that there is always 1 can).
strong geyser
#

@warm niche havn't touched the stuff but can prob for #2 just move the object back to the vending machine, and not to sure for #1 without scripts what are you trying todo?

warm niche
#

@strong geyser I have a magic sphere shield.

#

I have a magic ball dispenser.

wintry hill
#

Problem of course it not having access to scriping that limits what we can do.

warm niche
#

You are supposed to be able to create a new magic ball every time you click on the dispenser.

wintry hill
#

I'll look into what you want to do.

warm niche
#

And shoot the shield.

#

Once it hits the shield,

#

The shield creates an explosion.

#

I want that explosion to be where the impact is.

#

Because the shield changes.

#

And the explosion depends on the shield.

#

Not the ball.

#

But the location depends on the ball.

wintry hill
#

Why not check when the ball collides with the shield to spawn the effect ontop of the ball?

warm niche
#

No.

#

I told you.

#

The explsion type depends on the shield.

#

The location on the ball.

#

Right now I have correct explosion types.

#

But incorrect locations.

#

(The centre of the shield.)

#

And I can spawn magic balls, but not auto-pickup them.

turbid wedge
#

Does anyone know if volumetric explosions are possible in world creation? only ever tried it on avatars with no success as of now

warm niche
#

Also I have a problem. I can only reset the magic ball once.

#

(DestroyObject and SpawnObject.)

#

(OnInteract with Dispenser.)

#

The next time it has 0 effect.

#

So I have 3 problems.

#

No location.

#

No autopickup.

#

No continued reset.

#

The second ball does not destroy itself on collision with the shield, either.

#

The first does.

#

They both are the same prefab.

#

It is strange.

wintry hill
#

Without having scripting support the best you could do would be creating Layers per type of shield, checking collisions on a specific layer (on the ball) and create the explosion on the ball depending on what Layer you're on (which shield type is being collided with)

turbid wedge
#

why not instead of destroying the ball, move it somewhere else and doing all of your effects and stuff then and there so that you can just have one continuous script checking for collision etc

warm niche
#

@wintry hill I tried to resolve it by having a copy of the shield, LocationDetector, which detects triggers first.

#

And puts the LocationFlag to the location of the triggering object.

#

But.

#

That is the same.

#

I was unwise.

#

@turbid wedge So I have to move the ball itself back to the spawn is what you mean.

#

Okay then I shall try that.

#

TeleportTo?

turbid wedge
#

not sure

#

im not a world maker

#

i just thought of a solution

warm niche
#

Ah, that is unfortunate.

#

Oh.

#

?

turbid wedge
#

that was supposed to be one sentence

#

like

#

im not a world maker, i just thought of a solution

warm niche
#

Well.

#

Teleporting the object creates trails.

#

But that kind of functions like some explosion.

turbid wedge
#

is there not a stop scripts/pause scripts thing?

warm niche
#

Hahaha.

turbid wedge
#

oh

#

nice

warm niche
#

If I stop scripts, it becomes abrupt.

turbid wedge
#

ah

wintry hill
#

How do you even move an object?

warm niche
#

I d o nto know.

wintry hill
#

It's weird that scripting works with SendRPC in a test world but scripting isn't "supported" right now.

warm niche
#

Well.

#

That is my problem.

#

Okay then.

#

Just 1 question.

#

How do I make respawning consistent?

wintry hill
#

In what sense

#

You can just spawn whatever prefab you want.

warm niche
#

Okay.

#

I could show you what my problem is.

#

I can not respawn the object more than once.

wintry hill
#

Why?

turbid wedge
#

scripting doesnt work on avatars is what it means

#

iirc

wintry hill
#

I'll test it then.

turbid wedge
#

of course if you mod the sdk its possible to do anything

#

we dont condone that here

#

ahem

warm niche
#

Scripts do not work still.

wintry hill
#

By the way, Post Processing Stack works but how do we apply it to the camera?

warm niche
#

I have a perfectly functional script,

#

That does all I want.

#

But in VRChat it does not work.

#

Only in Unity itself.

turbid wedge
#

@wintry hill ill get you in contact with someone i know who uses it

warm niche
#

VRWorld Main Camera has to become the camera that has PPS.

#

I have PPS in my world.

wintry hill
#

The reference camera?

warm niche
#

Yes.

wintry hill
#

Okay, that's what I figured.

warm niche
#

Do not use AO/FOG.

#

Those mess things up.

#

Ugh.

#

I just want 1 thing now.

#

1 thing only.

#

To respawn the objects correctly.

fringe minnow
#

oh, AO screws things up? how so ?

#

I use it in my baking

vital sable
#

can someone help me with an avatar issue? i had a buddy frankenstein a seperate body, head, and hair into one avatar, but we dont understand/know how to make it so the head is attached to the neck, it wont connect and when we try it in VRChat, its stuck looking dead ahead and unmoving, although the hair moves and sways with the body and the mouth moves

steel swallow
#

has anyone checked out what the volumetric radius option in the ONSP sounds like in game?

austere apex
#

mfw i think i have a good idea with using spring joints to prevent dynamic bones from going around colliders but the dynamic bones script overrides the spring joints

normal aurora
#

joint-related question, how would you use joints to, say, control a larger copy of your avatar ๐Ÿ˜ƒ

#

if you wanted the motion to scale up so that something 3 times bigger would move 3 times further, obviously a fixed joint wouldn't do it

wary path
#

What like a fuckin

#

Monkey d Luffy stretch or

somber moth
#

I have a question about web panels. I'm trying to allow everyone in a room to interact with a web panel I created, but for some reason only I can use it. Does anyone know why this is?

austere apex
#

alright, so I've been chugging at these dynamic bones for a while, and I'm at the point where I need a public brainstorm.
The issue is that it's a dress with dynamic bones, and when the legs move out, the dynamic bones simply slide around to behind the colliders I've set.

I've considered two ideas that ultimately did not work out

  1. Create a collider "sink" to trap the dynamic bone. This isn't working because the size required for the colliders to perform this task is too large, and causes other dynamic bones to move unnaturally.
  2. Use joints to hold the dyanmic bone branches within a certain distance of each other. This doesn't work because the dynamic bone script overrides the joints' physics.
#

i don't know how to weight paint, but I get what you're suggesting

#

basically, the reason this is so difficult is because the dynamic bones part is positioned in just the right way such that the appendages go straight in between them

#

see

#

if spring joints still worked

#

i would have this solved already

#

i even have a radius distrubution set up so that that top-most bones don't have large radii, so it's perfect for a spring joint setup along the lower

#

in other words, I'm miffed

untold vigil
#

@vital sable For a mesh to be moved by a skeleton / armature it needs to be skinned to it. skinning is the method by which you tell a point on a model what bone it should move with. You description sounds like the hair is skinned but the head is not. You need to skin the head and attach all the verts to the head bone. If the head mesh contains a neck, you need to skin everything to the head bone, then skin bottom row of points to the neck bone, then row above that, 50 percent to head, 50 percent to neck to allow for nicely blended head rotations.

pale violet
#

i want to be able to throw an object really fast, with a lot of bounce when it hits an object, is this even possible with the scripts we have available? so far it's still all relatively slow.

autumn hatch
#

Mess with the rigid body settings?

warm niche
#

rigidbody.. lol no.. you need standard assets pack from unity store which is supported by server by default.. use a physical property on your collider. bounce, or bouncy.. then simply on rigitbody use a mass of arround 5.. and change the pickups power vrc_pickup to compensate for force and velocity. @pale violet

#

then you can create a bouncy ball or whatever.. trust me it works.. used it on my bouncy castle.

vital sable
#

@untold vigil what if, hypothetically, we don't know how to do skinning... do you have a video or something we can look at to get a better idea?

autumn plover
#

just wondering

#

do shader forge created shaders work in VRChat? it sounds kinda stupid but im wanting to be sure

final wigeon
#

Yep, they do work. Although I find Amplify Shader Editor to be much better than SF.

autumn plover
#

iv tried a bunch free and paid

#

mainly free

#

i just want something close to blenders

#

but advanced

final wigeon
#

amplify is your best bet then. I've been using it a little while and while you have to do some things different to blender's node graph, all the essential features and functionality are there.

autumn plover
#

il have to see how much Amplify is

autumn plover
#

in euros or pounds

#

il go look for my self

final wigeon
#

about 48 euros

autumn plover
#

:oc

vital sable
#

does anyone know how to skin 2 necks together?

untold vigil
#

@vital sable was out all day. basically, you need to do some reading/ tutorial hunting. if you are using blender, search for blender rigging and blender skinning tutorial. I'm a 3ds max user so i cant help you with blender, but im sure there are a lot of resources out there. My first port of call would be the avatar rigging channel here. After that hit youtube and start googling. It will take some time investment, if you are young enough to be going to school you are blessed , in that an hour a night and a full weekend should be enough time for you to cram on the information you need and then you can retain the skill and apply it to doing other models.

autumn plover
#

gotten a nice botw like shader

sterile cipher
austere apex
#

the things i do just to keep appendages from clipping too badly hurt my head

#

and thank you for the heads up. I wouldn't have noticed since I checked earlier when the announcement was posted

turbid whale
vital sable
#

we cant figure this out, my issue with connecting the heads neck to the bodies neck, is there anyone willing to take a look at it and fix the issue for me? :c

steel swallow
#

@sterile cipher are you guys aware of audio sources not obeying volume sliders and always playing at max?

summer harness
#

I need help

#

๐Ÿ˜ฆ

#

No one in the world chat knows how to fix this issue, my shadows for my directional light arent working. Its as if the light does absolutely nothing

untold vigil
#

did you uncheck recieve or cast shadows in the mesh setting by accident?

#

@sterile cipher first time being around during sdk change. does this mean we have to get that game has moved to that version of unity and the skd is for that ?

sterile cipher
#

Nope

#

Just delete VRCSDK folder, restart unity, reimport the new SDK

#

we are still on 5.6.3p1

untold vigil
#

ah super, thanks!

barren jolt
#

@warm niche @sterile cipher Does the new update include a fix for anyone with a RX 400/500 series GPU. Once I enter the VRChat space I can be in the game for 30 seconds then all my shaders go away. That includes Avatars going invisible to where I can only see a shadow or a outline of their avatar. This only seems to happen to customaized MMD avatars. I have looked to see if there is any sort of fix for this and no one has came up with anything.

sterile cipher
#

@barren jolt That bug is not a VRChat bug, but a bug with AMD compatibility with a community-created shader, Cubed's Flat Lit Toon shader. Please look here for the bug report. https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27

#

We cannot do anything about it as it is not our code, project, or video driver. :S

#

tl;dr is that AMD needs to fix their driver to behave with vertex shaders. Details are at that link.

barren jolt
#

I'll let the CM from AMD know about this. Thank You

untold vigil
#

progress on my houseki no kuni oc build

#

the pentagons and boxes are UI elements the reflect the status of facial morphs

#

its hacked together but will work. XD will separate my eye and mouth poses onto separate hands and then be able to mix and match them. pentagons have a element that moves over them via morph to indicate where you are in terms of selection and what other selections are

#

central boxes show currently equipped eyes and mouth

#

its set to use distance fade so unless you are literally intersecting the player model only the user will see them

tiny finch
#

Is it possible to pass a calculation in a subshader into the vert function? For instance a calculation that should be one once per object rather than once per vert?

untold vigil
#

as an aside, i pray for the day the unity version the game runs on updates to use this new graphical shader builder system

eager bronze
#

Is there a changelog for the SDK?

runic mauve
native drift
#

Does anyone know how to fix "customAvatar.unity3d does not exist" ?

warm niche
#

looking for a 3d artist to work on a VR project

#

interested contact with me

eager bronze
#

@runic mauve There's no SDK changelog there

runic mauve
#

@eager bronze only thing they did is fix test

#

it feature in sdk let you test the world take to vrchat directly

eager bronze
#

How do you know that's the only thing they changed if there's no changelog -_-

runic mauve
#

Local testing has been fixed (requires new SDK).

eager bronze
#

sigh

#

That doesn't mean it's the only thing changed

#

Hence the need for a changelog

runic mauve
#

think it only reason they update the sdk they would post more info on sdk

#

they allway do

#

changelog is there release webpage

uneven horizon
#

Is there any way to have custom broadcast types. Was playing around with the idea of locked doors that only specific players can unlock. Would there be any way to implement that with the current SDK or would that require C sharp scripts when they are later implememted?

autumn hatch
#

That is not possible to do, but it's something I want dearly. Currently you'd have to do some kind of workaround

frigid nymph
#

wait why is the sdk adding the onsp audio source to my audio and then asks me to remove it when i upload my character lol

autumn hatch
#

Having the unlock process obscure enough only you know about it and such

uneven horizon
#

@autumn hatch Thanks for the response. Fingers crossed it's a feature in the future. I'm sure we can just use the master broadcast in the meanwhile or hide the trigger in an obscure piece of geometry lol.

proud dock
#

anybody having trouble uploading?

#

been trying for a few hours it keeps locking up on protecting future content

burnt mesa
#

For an avatar world, say I want to add a new avatar to a pedestal I created a place holder called worldavatar1 then uploaded my world. When i upload a avatar using the placeholder name it does not work, instead it assigns it another id

#

on the submissing form it says "If you have an avatar room with many avatars you can create avatar IDs as placeholders so that you do not have to keep making the room public every-time you add a new avatar." Was I doing somthing wrong?

normal aurora
#

so... an object with 256 different materials on it would be a problem, wouldn't it... even if the texture were shared between all of them

#

related question would be whether there is a way to write a shader where I compute the value to put into the stencil buffer from the uv coordinates

#

(and likewise for computing the comparison value)

uneven horizon
#

@burnt mesa I think the idea is to upload an avatar to your account and get it's ID. On the VRC_Trigger for the pedestal you can change the SendRPC method to VRC_AvatarPedestal.SwitchAvatar and enter the avatars ID. That way instead of having to regenerate the world to load the avatar the player just gets it from when it's stored in the server. I've not much experience with it but I think that's how it works.

burnt mesa
#

yeah i just figured out why it was not working

#

cant use a custom place holder, it has to be an actual id then you can go back and upload an avatar with an already existing avatar id

austere apex
#

so i just went through the process of using a web of spring joints and configurable joints as a replacement for dynamic bones just to prevent clipping

#

i think i can call myself crazy

normal aurora
#

is it possible to use a web of joints to control something at a larger scale than your own movements?

#

I remember those mechanical tracing devices where you trace one picture and it produces a bigger picture

#

I just wouldn't have the foggiest idea how that would translate into joints

austere apex
#

I don't think so

#

unless that object is locked in local space in relation to what it's trying to follow

#

but I don't think that's what you're asking

normal aurora
#

mmm I'm just idly trying to figure out how someone is doing something ๐Ÿ˜ƒ

#

along those lines as well I'm trying to get a hoverboard working but I just spin like crazy

#

and I'm not quite sure why because there is no rotational force that I'm aware of

#

whereas I see other people riding the things stably enough to look like they're just walking in the air

#

I wonder if it's another stupid IK bug

#

...sounds more like it's a unity problem that a lot of people hit ๐Ÿ˜

austere apex
#

something I can think of is making a duplicate rig of yourself, which is similar

#

it's the scaling part that's troubling

normal aurora
#

yeah unless there is something that can be flexible with distance but completely lock the rotations together

#

it did look rather like a giant scaled copy of the real avatar though so maybe it wasn't even done in a similar way

#

the eye tracking simulation for both copies seemed to be looking at me

#

how does character physics actually work? ๐Ÿ˜ƒ

#

I thought there had to be a rigidbody for collisions to be done, but I don't fall through the ground on all levels, so characters must be special somehow

normal aurora
#

putting a collider directly attached to the hips doesn't cause spinning at all

#

so it's almost like putting it on the hands creates a small error in the angle it's positioned at, and then that error is amplified somehow

normal aurora
#

actually controlling it is impossible from the hips anyway ๐Ÿ˜

warm niche
#

I've seen screens in vrchat. Is it possible to hook them up to IRL webcams or other out-of-game sources?

#

If you had a webcam set up to broadcast then maybe?

warm niche
#

@warm niche you can hook them up to youtube, it's pretty straightforward

wild helm
#

hey anybody can answer a couple of questions on destroying prefabs made by obj spawn?

#

hey trej i have a jetpack on my avatar...........raise your avatar off the ground to your height ..put a flat gameobj between your avatar feet and ground.

#

then use custom animation for your straffing and forward and reverse

#

you will give the illusion of flying

prisma root
#

Need help with Mirror Camera how it works and jukebox

warm niche
#

if your trying to just make a mirror in a world you can do it with a script and a shader

normal aurora
#

@wild helm yeah, the bit I can't get going in a stable way is taking off in the first place. With a flat platform I can kind of repeatedly jump until I'm in the air but then I can't reliably move forwards, the character just kind of goes into a crazy spin if I get any movement going at all.

#

I feel like other people's flying stuff moves a lot faster than just walking too

wild helm
#

no its not a platform

#

its like makin a big avatar

#

but just space between floor and small hovering avatar

normal aurora
#

ah... ok, so not quite what I'm after

wild helm
#

or u can animate but avatar will always return to ground

normal aurora
#

yeah, I used to think this guy was using just custom animations initially

wild helm
#

watch his nametag

#

if it follows hes animatig

#

sorry stays

#

lol

normal aurora
#

it follows him around

wild helm
#

hes using the trick with bottom platform on fround

normal aurora
#

the crazy bit is how he seems to be moving so fast in a mostly stable forwards direction

wild helm
#

he just uses custom animation for a key and d w and s keys

#

cause when he press w his avatar leans forward

normal aurora
#

what's a keyboard? :p

wild helm
#

lmao

normal aurora
#

we're both VR users ๐Ÿ˜„

wild helm
#

forward running or sprinting lmao

normal aurora
#

leaning does somehow have something to do with it I think because I made a flying machine which can reliably sprint backwards

wild helm
#

im doing it.........

normal aurora
#

I tried reflecting it though and it didn't work in the other direction in the same position

wild helm
#

cheesy animations but its stable

normal aurora
#

with the large avatar kind of trick I can't go any faster than walking with a normal sized one

wild helm
#

cause of the vr

#

is he vr or pc?

normal aurora
#

VR

wild helm
#

ahh

normal aurora
#

but not full body tracking

#

though now he's faking having full body tracking lol

#

some kind of spring joints from fingers to feet

wild helm
#

he could be playing with bones and pivit points

#

so his avatar is animated but it is connectted by 2 bones to conrol a swivel

normal aurora
#

it sounds like rigidbodies are somehow necessary to get stable flying because the topic has floated around in rooms here before. I tried it on the feet with no difference at all, but maybe I just want it somewhere else on the avatar. I should also try using a quad below me instead of a cube probably, maybe the cube results in force in directions other than upwards

viral wing
#

I would imagine you'd want to use the hips, as the feet don't determine character height.

normal aurora
#

this is why I wonder how the physics works, because the character doesn't sink to her hips in the ground either

short crypt
#

Having an issue with VRCam. The rendering material is black for other but for me it display what the camera sees. Would anyone be so kind as to help me fix it or give me some insight? Thanks.

normal aurora
#

you mean on an avatar?

short crypt
#

Yeah,

normal aurora
short crypt
#

I saw a folk with a working one two hours ago

normal aurora
#

you sure they're not using fancy shaders?

short crypt
#

Possibly but he told me he was using straight VRCam

normal aurora
#

odd

#

I've seen a situation where two people with mobile phone-like things were in the same room together. one of them had a black screen which presumably only they could see, and the other had what seemed to be a working one which could freeze images in place as well

short crypt
#

interesting, the guy showed me two versions. one working one broken.

normal aurora
#

I could just be misreading the docs anyway, since there are other kinds of camera

short crypt
#

Yeah theres unity's stock camera component.

#

Might be refering to that

normal aurora
#

I know that you can do captures of stuff with shaders alone for sure, because I've seen a few demos of that

short crypt
#

I guess Ill go digging around the internet see if I can upp some stuff up on shaders.

#

pull up *

#

Thanks for the insight!

normal aurora
#

I'm interested in the sort where you capture what someone else is seeing and then freeze them in that view for a couple seconds ๐Ÿ˜‰

short crypt
#

Ill report back with what I find

normal aurora
#

now who was it that I saw with the working one .. I think it might have been snep actually

whole crystal
#

Is there any character controller script for your character in Unity? Trying to test some things out in regards to physics

wild helm
#

and im using a cube below me trejkaz for my rocket man

normal aurora
#

wait, so yours can launch? and doesn't spin?

#

I thought it was like the jetpack knuckles where it's just always in the air

normal aurora
#

I've been trying to read up on how character physics works, and the docs describe it as equivalent to a capsule collider which stays upright automatically

wild helm
#

i posted a pic trej

#

why isnt it showing mmm

normal aurora
#

saw it .. I see the character in the air, but was it always in the air, or can it go from ground to air ๐Ÿ˜ƒ

wild helm
#

i switch avatars

normal aurora
#

I have a list of things to try tonight but I'm running out of ideas because it sounds like spinning simply shouldn't happen

wild helm
#

i have 3 avatar same model....different powers lol

normal aurora
#

yeah I have like 8 at the moment lol

wild helm
#

lmao

normal aurora
#

all the identical prefab base with different props

#

getting the magic picture frame to work with that was a nightmare

wild helm
#

you can fly but your unstable

normal aurora
#

some instability seems reasonable too. the guy who has it working has a trail renderer behind him so you can kind of see the pattern of flight

#

most of the time it's smooth but occasionally he has rapid zig zags up and down

#

I also know that his collider board isn't flat

#

because I was firing my banana gun at it and the particles on that have physics turned on, so I can see the shape of things

wild helm
#

ya i think thats because when your animating.....going forward......vrchat has max height for avatar

#

my error was your avatar is too tall

normal aurora
#

yeah I've seen that happen when I tried to have my pen active all the time

wild helm
#

so when i idle......i am hovering higher

normal aurora
#

because the way the pen works is that it puts the point at z=10000 when it's not meant to be drawing

wild helm
#

but when i fly i drop to i guess max avatar height

#

which is high but not as high as my idle

#

thats prob the max

#

for pen height lol

normal aurora
#

well .. nah I think it can be bigger, they just set it to some arbitrarily large value

#

there is a fixed amount of precision but the max exponent is a fair bit higher ๐Ÿ˜‰

wild helm
#

im too busy on my world for avatars lol

normal aurora
#

I'm doing a bit of world stuff too

wanton spindle
#

Is local testing still broken? I'm trying to see what the overall filesize of the unitypackage for my world is.

normal aurora
#

I wrote a program to spin off arbitrarily sized picture frames so that I can make an art gallery which builds itself

wild helm
#

ya u got pen happening thats something i plan on...if i ver get this spawn/destroy issue figured out

#

cool trej

normal aurora
#

the next step is to have the program also put in the pictures as the texture, and then to build the room for the pics to live in as another model

wild helm
#

i just wsaatched a vid where the guy was using local....

normal aurora
#

so I can just drop the gallery room into the map and just line the door up

#

I hate manual repetitive work

wild helm
#

lol so u dropping models with sprites or jpgs in it?

normal aurora
#

I'm generating obj/mtl/png files at the moment

#

unity seems to ignore the mtl though

#

if I name the materials right in advance then it picks up those so there's a workaround

wild helm
#

ok so your dropping just sprites

#

i found when i make a model in max, its gotta have a texture on it.......or materials will screw up on it in unity

normal aurora
#

yeah interestingly the obj files I'm generating, I'm setting uv values even on things where there is no texture map file yet, and it seems to be fine with it

wild helm
#

ahh i was using fbx

normal aurora
#

fbx might also be ok but I haven't gotten to that yet. I want to try because unity's importer for fbx is better

#

the format is a lot more verbose but there's a text version of it so it should be doable

wild helm
#

you using blender?

normal aurora
#

I'm avoiding it like the plague, that's why I wrote a script to generate geometry for me

wild helm
#

lol brainiac lol

wild helm
#

u need modeling software in this business....or hobby i should say

normal aurora
#

I figure for things where straight geometry is more straightforward, modelling it as the geometry is faster than using a GUI

#

with the exception of OpenSCAD which is amazing. if I could figure out how to use that for this stuff my life would be a lot better

wild helm
#

is that c#?

normal aurora
#

ruby

wild helm
#

ruby......is it new/

normal aurora
#

nah it's been around for a while

wild helm
#

ahh cool trek........hope u got alot of time on your hands hehe

normal aurora
#

there is a 100-line version of the hair accessory script too, but I decided it was too hard to understand after I wrote it

wild helm
#

anybody here got time for a quick question on destroying spawned prefabs?

normal aurora
#

the equivalent code in OpenSCAD is only about 16 lines though I think

wild helm
#

just had to ask lol

#

wow trek thats impressive

normal aurora
#

oh boy, I wish I knew how to do that, because I have this one button in my base which spawns a thing

#

and if you hit it about 200 times the game crashes

wild helm
#

i promise to show everybody when i figure it out

normal aurora
#

I suspect the crash is because all the things have capsule colliders and land in the same heap

wild helm
#

lol one big living collider

normal aurora
#

becomes like one of those fish tanks full of mouse traps and ping pong balls

wild helm
#

lmao or nuclear explosions

normal aurora
#

yeah, eventually the glow sticks are moving through the room at the top speed possible because every time one lands it kicks multiple others and glitches out

#

had to laugh though, all the objects are also synced so I imagine the server felt something too

wild helm
#

i spent 10hrs trying to figure out the triggers. i saw one semi video......not a tutorial.......but i paused and used magnifying class to see what hes doing

#

you gotta set new spawns active

#

gameobj

#

anyways im off to the drawing board

#

later trej good luck

normal aurora
#

o/

summer harness
#

can anyone help me fix my lighting issue

#

๐Ÿ˜ฆ

#

3-4 days now and no one knows how to fix it.

#

@untold vigil it was late last night

#

so I didnt reply sorry

#

Yes, I did check to make sure cast/receive shadows was toggled

#

in fact, when I open the model on a new project it works fine. I even match my mesh settings and lighting/lights settings to be identical to the working project

#

and it still isnt working

#

so Im super frustrated.

#

Omega told me to figure it out myself "cuz that is what I do" and Im just not able to figure it out/.

wild helm
#

you losing fps seph?

summer harness
#

nope.

#

My shadows wont cast from my world directional light

#

but it will when I import the same model onto a different project

#

I have the package file if anyone wants to toy with it

#

๐Ÿ˜ฆ

#

I've tried everything. Lighting settings, make sure cast shadows are on, project settings, shaders, new lights, everything. Nothing works. Obviously it's possible if the other project works find

#

Fine*

wild helm
#

do u have it set on hard or soft shadows? or disabled?

#

lol just thought id start there

#

is it directional?

#

k i read that lol

#

do you have alot of lights?

#

i would remove all lights and start from scratch

summer harness
#

I did

#

Everything you just said I tried

#

I've tried everything

#

I have the file if you wanna see for yourself

#

I have a single directional light

#

I have deleted it and reset it

#

Nothing

#

I've put the settings from the new project that works onto this project, nothing

#

I honestly have no idea what the f the issue is

wild helm
#

you have it on mixed?

#

and is ur intensity 1?

#

render mode on auto?

#

your shadow strength at 1

summer harness
#

Yes, I've tried real-time, baked, mixed, important, shadow strength, everything

wild helm
#

if you put a point light in does it make shadows?

summer harness
#

Yes

wild helm
#

put pointlight

summer harness
#

I tried it on a sign

wild helm
#

change from point to directional

#

under type

summer harness
#

But it wouldn't work when I made it huge yo cover the map before unless I fucked it up

wild helm
#

make the range gigantic

summer harness
#

But technically the directional one should work fine since it dies on New project

#

I tried that.

#

Didn't work

#

There's the file if you wanna test

wild helm
#

k ill open it....it has 8mins

summer harness
#

Thanks โค๏ธ๐Ÿ˜š

#

Oops

#

I meant

#

๐Ÿ˜„

wild helm
#

lol not yet

#

my worst fear is ill open it and have shadows

#

lol

#

u using the right version of unity? lol \

summer harness
#

Yes lol

#

The blah blah blah .p thingy

wild helm
#

hey seph

#

nice world btw

#

i found your prob

summer harness
#

What was it!!?!

#

:o!!!!!!!

#

Because that's like the final major issue plaguing my world

wild helm
#

lol u ready to kick yourself lol

summer harness
#

Yes

wild helm
#

goto window in unity....then lights

#

goto settings

#

lighting i mean

#

change it to skybox

summer harness
#

Ok what now

wild helm
#

for source

summer harness
#

Lighting settings? What? Window?

wild helm
#

yep then lighting

#

then settings

#

change source to skybox

#

insert your light

summer harness
#

So give me the hierarchy lol cuz I tried that shit

wild helm
#

make sure shadows are on and voila

summer harness
#

Show neca screen

#

Me a*

#

To make sure you ain't full of shit cuz I tried that shit

#

And it didn't work before

wild helm
#

lol im not that good lol..........in unity goto window at the top

summer harness
#

I'm in a match so I'll check in a few

wild helm
#

then pick lighting......then settings

#

select source for skybox...not color

#

its on color

#

i got shadows here np

summer harness
#

Can you send me a screen?

#

Because I tried that before xD

wild helm
#

of shadows?

summer harness
#

Yeah just show me the market Street model

wild helm
#

i just changed it on your world u sent

summer harness
#

And lenme see

wild helm
#

k hang on

summer harness
#

I know just send a pic

#

๐Ÿ”ข

#

:)*

wild helm
#

how do i attatch lol on here

#

im new just got here today

#

how do u send it seph?

summer harness
#

Imgur

#

This discord won't allow attachment

wild helm
#

lmao

summer harness
#

Annoying lol

wild helm
#

i got the pic lol

#

ill add ya

summer harness
#

Ok :)

#

Pm me ๐Ÿ˜„

wild helm
#

ya this place is lame lol

hot stone
#

Ah so you can't upload images here?

wild helm
#

i couldnt capt

warm niche
#

with the new SDK build, is it on the latest version of unity?

runic mauve
#

@warm niche 5.6.3.p1

#

not going change for while

warm niche
#

dang alright i just dont like swapping from the new one to work on my project then to go to the old version for VRChat

#

just a wee bit tedious

normal aurora
#

colliders move other colliders, right?

#

maybe I'm going about it all wrong and what I should be doing is colliding a Box Collider attached to the hips with a second collider controller from the hand

warm niche
#

in essense yes

#

but there are things like a trigger that can change that

normal aurora
#

it seems like if I put a collider on my front half, I move forwards (and rapidly upwards) automatically, but if I put it on the back half, I move backwards

#

which is kind of the opposite of what I expected

#

so maybe one positioned really carefully on the front half somewhere could give pure forward motion

#

nope, backwards for that too. I dunno then

warm niche
#

hello is there a way to activate SFX without putting a tick in animation timeline? maybe a particle trigger? (Avatar question)

#

im working on a very long particle system animation and would want to put diffrent SFX in diffrent sections

strong geyser
#

@warm niche What are you trying todo? like doing an animation or like what?

warm niche
#

override. with a ton of particle systems that have diffrent delay on them so all together makes an animation and on the end it stays the same. but i would want to add short sound effects in between when particles change etc.

#

i know that if i did it by ticks in animation timeline then override gets kinda stuck

strong geyser
#

So you want toreplace 1 finger animation with all those ticks?

#

instead of replacing multipul fingers?

warm niche
#

yea

#

i already have the animation, just no clue how to put in sounds rn

strong geyser
#

So you're just looking how to add sounds do it?

#

to it*

warm niche
#

yes

strong geyser
#

sorry 2 early for me

#

take a look at that

#

should prob help

warm niche
#

not really, i was searching for diffrent solution than putting ticks in timeline. Because my animation is like 3minutes long. goddammit. overrides in vrc are so bad for longer animations :x. Because once i use it i wont be able to use it again untill animation time runs out (so if i activate it by accident so it flashes only for 1 sec im fkd basicly) and on top of that if i make it that way when the animation completes the final product wont stay but it will spawn another one x_x

#

so RIP me

trim phoenix
#

Whats the max verts, etc on a world?

#

Is it still 20k?

autumn hatch
#

No limit on worlds

trim phoenix
#

LODS Work?

#

Just curious before i build lods

strong geyser
#

i dont see why not

#

could just do one and test but i bet it would go fine

#

@trim phoenix

trim phoenix
#

kk

warm niche
#

LODS work fine!

whole crystal
#

Hello! Wonderign again, is there a character controller script in Unity for VRchat that I can use to add some things to my avatar?

trim phoenix
#

map works fine, just grass is white.

#

Is there a certain shader needed for grass?

#

:c now unity crashs

#

cant upload.

prisma root
#

I dont know what it is but i cant get a video or audio to play i have a gameobject with compoennt with the trigger attached linked to the player and audio source aswell even used the example prefab im started to get pissed...
I even have it set to interact i see the logo when over the game object
just nothing will play..
can i just script my own audio source player instead of using VRChat Video Player Sync

autumn hatch
#

@prisma root Don't spam the same message across all channels. I have left this one intact.

prisma root
#

it was 3 channels i didnt know where to ask it.. since i been asking the same question about playing audio with a trigger since i joined. never got an answer

austere apex
#

reading the Unity manual, I see that continuous collision detection with rigidbodies is costly. I need this cost put into perspective so I know how to moderate its use

wild helm
#

i think rigid bodies is costly period lol

trim phoenix
#

Hey guys i got my map working, how do you make it public? Is there a certain thing I have to change in unity for it to be public?

prisma root
#

you half to email Vrchat..

trim phoenix
#

Ohh kk. Thanks

prisma root
#

Once you are ready to make the room public, send an email to support@vrchat.net with the subject โ€œVRPill Make Me Publicโ€ and VRPill will get back to you to arrange a time/date to check your world for performance/bugs before making it public.

midnight quest
#

@here im getting an error because i have an ONSPAudioSource. what is this? this has never happened until the newest SDK update

analog dune
#

Does anyone know how to set VRCVideoSync on Interact so that the video plays for everyone?

brittle lagoon
#

hey guys what would cause prefabs to show up in unity but not when its loaded into vrchat ? my terrian trees ect all show up but the buildings do not any ideas ?

sour mural
#

is there any way except for using cats plugin to make eye tracking work

#

Since all tutorials i see are with cats and i dont use blender

#

Since it seems it should be possible to do in Unity ๐Ÿค”

warm niche
iron hatch
#

any1 know how to do parallax on a shader, without causing the mesh to render differently in each eye?

#

paralax looks great in 2d, but breaks horribly in 3D

dark sigil
#

theres stuff about vr rendering there

iron hatch
#

Oh ok cool thanks

trim phoenix
#

I hate how map developers render everything onto a mirror.

#

It's crappy lol.

normal aurora
#

I wish we could get everything onto mirrors :V

frigid nymph
#

quick question if you have like a really big map and you cut them into smaller pieces is it possible to separately generate lightings for them?

strong geyser
#

@frigid nymph you can just bake the lighting if you are worried about it lagging people

frigid nymph
#

@strong geyser i cant bake my lightning because im running out of memory that is why i want to split it up in first place

wintry hill
#

Do you have 8 MB of ram or something?

strong geyser
#

Could always just used Mixed if problem

#

also could be editor bug and could see if restarting pc could fix ๐Ÿ‘

mental narwhal
#

@sour mural eye tracking requires some specific blendshapes and rig setup as detailed in Mechlai's tutorials linked in the developer section of the VRChat website. You have to use Blender or Maya, or other 3d modeller to create it though.

normal aurora
#

so if I have a flat 2x2x2 cube directly under my feet, I can do the multiple jump thing to get high up, but then any direction I move rockets me directly backwards, but fairly reliably backwards

#

so I figure if I can just reverse whatever is going on there, I can make it go forwards

#

and I noticed that if I instead tilt the cube up 15 degrees or so, now I can tap-tap-tap forwards to proceed, but if I hold solid forwards then it goes in reverse

#

unity physics is lulzy

#

but my guess would be that some angle is a sweet spot for moving forwards instead of backwards, I just don't know what it is yet

hallow portal
#

@normal aurora I'd use a plain under the feet and give it a slight angle of around 12ยฐ so its a bit higher in the front and lower behind you. Not too big 0.5x1.0 should do the trick. One jump is enough and it is way better to control than a cube.

#

Oh and to come down just change the avatar or disable it with an anim override...

#

@frigid nymph If you decrease the size in the lightmap from 1 to 0.025 for all big objects it will not need as much memory and it's much faster...

frigid nymph
#

@hallow portal you mean the scale?

hallow portal
#

the scale in the lightmap. not the scale of the actual object. And it will not look like crap...

#

if you dont make it too small.

#

You could even tweak it further by reducing the cluster resolution and the quality of the GI and AI stuff. But that's a bit harder to explain.

#

And if you run out of memeory increase the cache size for lightning and maybe also your windows swapfile.

#

And then prepare to wait for a loooong loooooong time.

frigid nymph
#

sorry i have im a little slow on your scale are u talking about the padding and resolution?

hallow portal
#

If you create new lightmap parameters for an object or in general you can go far below low settings.

#

But try the Scale in Lightmap first and use some really low value. When it says clustering use the scene filter settings in the upper left of the game view. next to the little 2D button it says shaded. set that to clustering and check the colored squares it generates. The more patches the longer it takes. If you scale it down in the lightmap the clusters should get bigger and thus the baketime should go down.

#

You lose also some quality but in most cases thats better than waiting a week for the map to bake. ๐Ÿ˜‰

frigid nymph
#

hm I see I see, it's just that it's not like I have one huge mesh I have like a lot of small ones (a loooot of rooms) so I'm trying 0.01 in indirect and normal resolution, i tired like 0.0001 or so before but that looked really horrible I guess it was just one freaking cluster so I wasnt too sure about the settings and basically opened a new project to see how everything interacts in the lightning and everything below 0.1 indirect and 20-10 resolution looked really horrible thats why I thought I may have to split them up or so and load them at different times as for the parameters can you juggle around a lot with them? i havent had a deep look into it yet but I thought I may have a general issue with the other stuff as they are declared as "Fine tuning"

hallow portal
#

I keep the defaults in the lightning settings and use the medium or low preset.

#

Well most of the time.

frigid nymph
#

ay mate, missunderstanding that what I was referencing earlier in my post however i really appreciate ur help

hallow portal
#

Try also to combine as many objects as possible to a single mesh/atlas texture. It will speed up not just the lightning.

frigid nymph
#

mh when I have like 10 rooms for example I'd only make sure to combine the objects in every room to one mesh so the occlusion still works right? that is a balance between those two isnt it?

hallow portal
#

That makes sense. And if the object is too big it may exceed the scale of the lightmap and is split up. That leads to artifacts on the seams.

#

Also do not forget to generate lightmap uv's when you import the objects in unity.

#

Or else the results look like crap regardless of the settings.

normal aurora
#

@hallow portal yeah I was going to shrink down once I got something working and just iterate until it stopped working again. This is the first time I've seen a good initial value to work with though, so thanks for the info! ๐Ÿ˜ƒ I'll also try using quads and moving around the position of it

#

on the subject of my other experiment I figured out how to get my gadget down to 9 materials so it feels like it might not be so frame-rapey if I implement it now

#

I just have to carefully stack 8 materials with different stencil IncrSat values, arranged with 128,64,32,16,8,4,2,1

hallow portal
#

That is not a good idea. But unity may have given you a warning by now. ๐Ÿ˜‰

normal aurora
#

I haven't tried yet, I just came up with the idea while taking a crap but I don't have time to fire up unity here for full experiments ๐Ÿ˜‰

#

I wanted to make a gadget where I could tell which stencil values were being used by a material

frigid nymph
#

@hallow portal do you know by any chance if its still worth to use occlusion areas or are they outdated and a leftover because the doc says to occlude non static objects although the normal bake just does fine so

normal aurora
#

because there was some avatar which disappeared when it was seen through my stencil mask

hallow portal
#

@normal aurora For some reason seems to eat less performance to stack 8 objects on top of each other with 8 materials....

normal aurora
#

that's why that's the plan, people are always saying that too many materials would kill, so my original idea of using 256 was void

#

I can get it down to 8 if I overlap them strategically

#

I kind of wish I could just have one material and programmatically determine the stencil value from the uv

#

but oh no, we can't have that, stencil buffer has to be treated completely differently than rgb ๐Ÿ˜ƒ

hallow portal
#

As long as you only use it on maps with less than 10 people it shouldnt be a problem. But the more tranlucent stuff you stack the worse it gets. Best example are particle systems. You can draw 10000 in a line but as soon as a few hundred overlap it starts killing the fps.

normal aurora
#

hmm, it might be possible to do my trick using a single material with 8 passes which each change the value differently too

hallow portal
#

The sdk has a trigger to change the material of an object at runtime.

normal aurora
#

hmm

#

but can I even control a trigger from an avatar

#

it would be kind of satisfying if we had first-class props which could be pulled out and activated like world pickups

#

I wouldn't mind having to hit a button up to 255 times to find the right value

hallow portal
#

Maybe an object with 255 materials and the same ammount of buttons to enable them. Noooo not really.

normal aurora
#

lol

#

well again you'd only need 8 buttons

hallow portal
#

but I guess it would be fine with only 8?

#

too slow

normal aurora
#

but I still had this idea of doing it in a retro style where I have a sheet of different stencil masks and a sheet of materials which each require a specific mask ... so I'm still going to try and build the horror, even if I can't use it in VRChat lol

#

worst case should be 17 materials for the entire assembly. I feel like I can get it down to 2 with shader programming effort

hallow portal
#

Cant be worse than all the other fps killer avatars out there. Tbh I dont think it will hurt much on less populated worlds. Things start to get flimsy for me from 30 players up on most worlds.

normal aurora
#

welp, time to run home and see how much I can get working this time

hallow portal
#

@frigid nymph I once deleted the oclusion area and didnt realize it untill much later. So I'd say they are not needed anymore. Even baked new objects in the map and it was ok. No complaining from unity and no visible flaws in the world.

echo bay
#

Hey there, I have a DK2, does someone know a software, infrared USB key, or any way to use my oculus touch with my DK2 headset ?

shell furnace
#

I tried this in another channel already but I think this might be a better place...

#

are people aware of the way I've found to align the avatar descriptor perfectly every time without guesswork? or have I just gotten lucky with my models and there's a clear problem with my method?

#

I apply the TPose avatar controller temporarily to my avatar and press play in Unity, this makes the skeleton snap into the place it will be in game, and I can then align the avatar controller in the precise mid-point between the centers of the two eyeballs

#

the reason why avatars tend to shift a bit when you import into unity is that the origin of the avatar is at the bottom center of the mesh, whereas the avatar controller only cares about the bottom center of the rig

#

and those two a lot of times aren't aligned

#

so you end up with avatar descriptors a bit off and feet inside the ground for example

#

temporarily using the tpose avatar controller to check alignment takes all the guesswork out of it

grand socket
#

In all honesty the only times i had to do guesswork were based upon big headed models that clipped into view due to pivot or models with a snout per example, ootherwise it's always been clean

shell furnace
#

alignment of the face really doesn't matter on desktop and there's no good way to check it either, and the most popular megatutorial by Tupper doesn't offer a precise method, so I assume that's why the majority of them are out of alignment, usually somewhere a bit too high and 5-10cm in front of the face

grand socket
#

I have the template avatar controller on my models 90% of the time and they're honestly still very close to home, but yeah, desktop does require less messing around with viewpositions

#

So far however, got 3 models out there for public use that VR users use and have no issues with so shrugs

shell furnace
#

I'm mostly interested in this because I enjoy giving and receiving lots of headpats, and I need to be aware of where their eyes are lol

#

a lot of times you sort of have to hover your hand in front of their face, otherwise they only see your forearm or wrist

grand socket
#

I'm very precise with my eye-height positioning, i don't have more than 3 digits on some for added effect haha
But yeah, controllers are good to check for mishaps

shell furnace
#

should I tag someone who has better technical knowledge and can distribute the information better if my method is good?

grand socket
#

Dunno, go for it if ya want

shell furnace
#

I think this is most relevant to @sterile cipher since he's the one with the ~2h tutorial with 120k views

thorn comet
#

Hi, someone know how to edit an animation after i have create it on unity ? (Reopen the animation for edition)

grand socket
#

You can copy the keyframes and paste them onto a new animation to edit @thorn comet

thorn comet
#

No i just found it but thanks you, just need to click on the animation and put it on the animator of the avatar for example ^^

sour mural
#

@mental narwhal I followed a google doc and stuff witht that to the point, everything according to it but still no avail, all i managed to do was make my eyes 90 degrees to the side ๐Ÿค”

#

Like "Skinned mesh needs to be named Body" and this bone structure etc etc.

hallow portal
#

@thorn comet Good thing is, as long as your avatars all share the same skeleton stucture, you can use the animations on any of them.

urban tapir
#

Is it possible to an emulate a mouse for webpanels?

#

to scroll or click?

mental narwhal
#

@sour mural take a look at the sample avatar (it's in the VRCSDK/Examples) and compare with your model in Unity, noting any differences. The mesh name Body, The bone names (case sensitive) and the order of the first four blendshapes.

sour mural
#

Will do

#

is the naming of the blendshapes important? Because my vrc.blink_left gets renamed to vrc_blink_left in Unity (The dot becomes a line) when i import it ๐Ÿค”