#development-advanced
1 messages ยท Page 23 of 1
sadly I don't know if that's actually what you're looking for
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
I'm not sure though since I haven't messed with the implications of disabling global illumination completely while doing baked lights
yo is anyone here good with particle systems
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?
@sand kiln at the start of the shader there will be a line similar to "Shader "CubedParadox/Flat Lit Toon Distance Fade""
That's where it shows up on the shader list, so change it to what you want
or you can just drag and drop a shader onto the material
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
I'm currently working on stencil shaders - I might already have what you need?
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
I've got flat lit toon, not tried panosphere
let me have a look at panosphere
it seems to just replicate the effect of noenoe's overlay shaders?
oh nevermind, it's like a cubemap using 2 sides rather than 6
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
Even just cubed's one would be hugely appreciated though. Little out of my depth when it comes to this sort of thing
the guides make things seem more complicated than they are I think
https://puu.sh/zam0j.zip give them a go anyways
the panosphere was a quick job, not tested it so don't know it it will work 100%
Thanks a bunch! I think I likely broke the formatting looking at it since mine just aren't appearing in the list
Just to confirm the Panosphere shader works too. Thanks again
sweet
someone can recommend some good youtubers who do more advanced stuff?
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...
is it set to 3d and youve adjusted the values so that the drop off isnt extreme>
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?
is it possible to use animation parameters that work on other parts of the model?
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.
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?
Does the pvp mode support melee weapons
anyone know if vrchat changes the render order of materials?
im trying to make a shader that acts like an invisibility cloak and it works in the editor but not in vrchat
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 ?
Does this Game have a discord for only skin, world developers?
no
Okay I may create one.
oh
i think there's somethinge similar
but its more for commissions I think
Called VRC Traders
https://i.gyazo.com/1e51d7b8366b424ff5f7a47333d65c9f.gif pushing the animation system
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?
@tough forum it is possible, in the "iris-ai photo studio" world, one of the avatars there has an invisiblity sphere in her hand
@tiny finch maybe make your own rotation matrix ?
@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
@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
@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
@robust yarrow if you are doing it as Zarniwoop suggested, you can write Unity Editor only C# script that automates the manual repetitive process
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.
It seems setting "animate physics" helps out somewhat, but it's not exactly a perfect solution.
@harsh nest My start speed is 20, gravity is set to 0, and I did not activate velocity over lifetime
Thats the screenshot of my settings
@placid current hey, i don't know much about shader sso bare with me
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
https://puu.sh/zaPDl.png it should look something like this
@junior drum I spent hours trying to modify his shaders, but could NEVER get my properties to appear in the inspector
I have no idea what he did
friend of mine had the same issue
yeah I know someone who had the same problem too
I don't understand why something as simple as adding properties doesn't work
I think it has something to do with the UI type it uses in the inspector
tfw I figure out the answer 2 seconds before the teacher tells the whole class
off topic a bit... is there a way to get a dark theme UI in the free unity?
I know it's just a simple toggle in plus/premium
I believe there is a program that does just that
It's god damn ridiculous dark theme is a paid feature
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
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anyone here use shaderforge?
I just bought it and for some reason no matter what I do, most of the options in the main node are greyed out
scratch that, was a UI bug, restarted unity and all is well
I'm still failing with these particles, I even tried adding velocity over lifetime, and still nothing. This is so convoluted
@steel swallow I have no idea why but adding this whole project to my assets made the properties show up https://forum.unity.com/threads/unity-4-2-stencils-for-portal-rendering.191890/
but also broke some other properties
@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 โค
So is there a way to have a gesture freeze on the last frame, and not repeat?
turn off looping
@warm niche maybe it's the start speed, it could mean a speed in the direction the particle is emited
The start speed is is 20, is that too low? @harsh nest
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?
u could do it on gesture but no triggers or events for character yet
I put a cube around my avatar
logged in and started flying into the sky with vomit inducing camera movements
good times
is adding things like that with the intention of flying against vrchat rules?
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
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
@dim fern Using in-game exploits to fly (e.g. adding box colliders/rigid bodies to your avatar) is allowed
nice
in that case i need to learn how to do this stat
side note (idk if this is the place to ask, seems advanced) but i'm having a strange issue
i pull a model into unity and it looks like this https://gyazo.com/217b0491784c7a280745847d5a3399e6 even with textures applied
https://gyazo.com/0d77a43791a80fcbf05dcdeac458fde3 blender it looks like this
can you show me the material in unity?
Try changing to standard shader? Not sure, seems to be right
Still not working. I'm suspecting the UV map isn't being recognized for some reason, if that's even possible
Try reexporting the model as a different file format
Dunno really, just throwing things out there
ah, importing it as an .obj fixed it
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wait shit that didn't keep the armature
aaaaaaaaaaaaa
Vrchat so much fun, the quirks with avatars is hell
okay got it, it was a uv map issue
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)
Anyone know any good animated texture shader?
any good ones that support transparency? i need it for a particle effect
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?
can anyone check what's wrong with this shader? https://pastebin.com/3KWrKuqL
it works fine on some spots https://i.imgur.com/0QFcOno.jpg
but renders on the wrong surfaces on other spots https://i.imgur.com/IkljY2G.jpg
i tried messing with the rendertype and renderqueue, but the problem persists
the flames, yes
look at how it's not appearing from my view, but the part of it inside the mirror is rendered https://cdn.discordapp.com/attachments/378509343751929856/406912536693178368/unknown.png
It's a particle system right?
line renderer
the problem isn't with the linerenderer, but with this shader
because my other line renderers with other shaders dont have this issue
Have you viewed yourself using the effect from a 2nd client?
Mirrors are borked as all hell I wouldn't trust anything they do. It might be culling for your view.
even if mirrors are borked, it still doesnt function well on non-mirror surfaces
i've tried other animated shaders like noenoe's but they aren't as good as this one
Did you write this one?
no, it's modified from this one https://gist.github.com/mattatz/f5b8e1b34035395013fe
the original doesnt have transparency, so i tried stitching some stuff from the additive shader to make it so
the texture is a .bmp with alpha input from grayscale + alpha is transparency
So the problem is that you don't even see the laser in that other screenshot?
I'd try changing the Tags so there is no alphatest
just go with transparent and comment out the alphatest line
See if that works?
Maybe there is some effect on the map in that spot that is breaking the test.
for example, if you view it from the opposing angle, my hand texture is overlayed by the flames
i have this issue on a lot of maps
surprisingly, it works perfectly on uganda
Try my suggestion and see if it works out
Uganda doesn't have any weird effects on the map so
damn, turning off alphatest doesn't work either
So you have the tags queueing it to the transparent render queue and you commented out the alpha test line etc?
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.
Suffice it to say that it isn't very easy to simply copy paste bits from one shader into another and have it work :-(
Zwrite also might be a line to play with, try with it on and with it off.
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.
_Color + _EmissionColor is to control the brightness
I've been playing with ZWrite and ZTest, but ZWrite On does not produce good results
Yes but it seems to be that you could get you clipping in the color.
Also try turning off the precision and multi pragma compiler options.
Also could be quirks with the line-renderer component. Try implementing it in a particle system instead and see if that fixes things.
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.
The reason why I didn't use a particle system is because I can't get it to look right
the whole shape would be wrong
https://cdn.discordapp.com/attachments/396637722816675840/407181435724890113/20180128232501_1.jpg
has anyone try using rigged body and character joint on hair?
it's fine on unity, but in game, it just float around...
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
I've made everything already to my liking, but I'm not sure where I can start with this
@midnight lark make the portal into a particle system set in world scale. Parent it to the avatar game object
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?
Well I can just walk around the space I have to interact with it
Yeah, you'd have to roomscale around it
This is gonna be an adventure to try and turn this sphere object into a particle system
Hi guys, i'm trying to make a nice world, and i'm focusing in the Unity lighting system
I now how the lighting system works, since i'm a real Unity dev, sooo...
it seem that vrchat is messing around with my baked lightmaps
Lightmaps on terrain is borken
i have a 200mb lightmap, looks great in Unity but not in vrchat
i'm not using Terrains
Hm, maybe something happens when the scene gets compiled and uploaded
do you know if there's a guideline to achieve this?
this one looks super outdated
http://vrchat.wikia.com/wiki/Lighting_Settings
@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?
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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.
@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.
have people figured out why for some people some audio sources don't work?
for example I've never heard music in the void club dance floor area
but mechatronix and rave robbi always work fine
@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 ๐
any ideas what the limit is?
@robust yarrow 4 or 8 depending on whether people are on VRHigh or VRLow/DesktopLow
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.
If you still want real-time shadows for players you can use mixed lights with the mixed mode set to Shadowmask.
Hey guys, don't suppose there's any way to active a random sound with a gesture override?
@rough sleet thanks, i guess i need to learn how to do baked lighting then ๐
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
@robust yarrow You're welcome. This is a pretty reasonable overview of the process. https://www.youtube.com/watch?v=u5RTVMBWabg
my particles won't show up ingame
@robust yarrow This tutorial's good too. https://unity3d.com/learn/tutorials/topics/graphics/introduction-precomputed-realtime-gi
awesome, will check that out ๐
TCL? Do u know any fun effects with cubed shaders?
Is there a difference in performance between a ternary operator or using step functions in shaders?
besides the shadow fading
How do I send a keboard input to the webpanel? All I want is a small pad with the rules to a game.
It has custom light ramps and specularity.
i need help with my particles
i dont know how
i suck at particles
i dont even know how to change their color nor shape ;-;
ill go ask another discord server
Yeah, that's what I read at some places
But in general step functions are cheap then right
i don't think nobody will answer my help
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?
Im looking for a 3D artist to become full time developer for a VR project, if anyone interested feel free to PM me
@warm niche ternary's are just IF statements so doesnt really matter they're not less opitimized then an ifstatment
if you wanted to test that you could copy the model id, delete the model, then upload a model with that id @cursive sapphire
is there actually someone with knowledge what these options exactly do other than just saying stupid things https://gyazo.com/ae837028a6f255a0cb7bc9d4239cd636
@frigid nymph just open the script and look for yourself
@strong geyser funny you say that i actually came to the same idea
@frigid nymph and if cant find try taking a look at this https://developer.oculus.com/documentation/unity/1.13/concepts/unity-audio/ might help idk
Anyone know how to get a world particle to spawn relative to the model instead of the same direction every time?
like similar to the way a local particle would spawn
Depends on what you want to do
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.
do you guys know any good animated/uv-scrolling additive shaders?
You could make one yourself. What exactly do you want it to do? @woeful flame
It's for a line renderer
I did modify an existing one myself, but there's some serious problems with it
Such as rendering on the wrong surfaces
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.
I think the problem has something to do with the depth buffer
Depth buffer basically doesn't exist in VR Chat
Could you post a screenshot?
Tbh I think this is very doable with a shuriken particle system, which might help things.
But why not just try a normal additive and add the line I suggested?
basic uv scrolling is very easy but the one you had was like, blending frames and so on
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.
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.
ive had laggy mirrors, and not laggy mirrors in different worlds, what are the best mirror settings and shader to use ?
use the prefab, make it local and only active if people are close to it
or add a local switch to turn it on and off
thanks, that might do what i want it to do
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
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
what if i have multiple rooms seperated by walls ways away from eachother?
that's perfectly fine
and the mirror is facing away from the other rooms
the rest of the world won't be drawn if there's a wall occluding it
facing away from the world is even better but doesn't have a lot of impact in that case
would baking light and shadows make it lag less ?
yes, but that goes for anything in a world, not only mirrors
yw, have fun!
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.
I don't think it will lag very much in a closed space like that at all
yeah
question, does anyone know why the flat toon shader from cubed paradox would work in unity but not vr chat ?
i get cel shading in unity on left, but it acts as if its all shaded in engine
ignore middle its explicit normals on face not cel
@untold vigil Cubed's Lit Toon shader act different under real time lighting and baked lighting
So worlds sometimes give different results
hmmm.
so it only gives cel shade under real time lighting
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
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
Tracker island is a private world so you won't find it in the world menu
kk, gotta head out but will check it in the lighting there when i get back , many thanks
It also might be if you have shadow turned up in the shader?
Anyone familiar with stencil shader?
Hey guys, looking for a programmer on Unreal to work on a VR project
That's not related to VRChat though
@warm niche Why look here when its a unity based chat? And why are you picking unreal in general?
@strong geyser i look everywhere, i think Unreal provides more opportunities than Unity
But i dont mind if i find a Unity programmer
@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.
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.
@warm niche what example for better opportunities?
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
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.
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.
Nice
Congrats for that, you are not able to work on my project
Even if you wanted to
Goodbye guys
Nice to meet you all
Anybody know how to add changable music into world?
leon no doubt gutted by this lost opportunity.
lol @untold vigil
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.
They sound like an idea guy I was just trying to give realistic advice but they didn't take it well I guess.
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.
Oh I thought this was like advanced animations and other stuff. My bad for asking questions in the wrong channels
Does anyone know how to use normal projection instead of uv projection for a texture?
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.
@dull jolt whats your question?/What shader do you want to make?
I wish to know 2 things:
- How to get the location of impact of OnEnterCollider.
- 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).
@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?
Problem of course it not having access to scriping that limits what we can do.
You are supposed to be able to create a new magic ball every time you click on the dispenser.
I'll look into what you want to do.
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.
Why not check when the ball collides with the shield to spawn the effect ontop of the ball?
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.
Does anyone know if volumetric explosions are possible in world creation? only ever tried it on avatars with no success as of now
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.
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)
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
@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?
that was supposed to be one sentence
like
im not a world maker, i just thought of a solution
Well.
Teleporting the object creates trails.
But that kind of functions like some explosion.
is there not a stop scripts/pause scripts thing?
Hahaha.
If I stop scripts, it becomes abrupt.
ah
How do you even move an object?
I d o nto know.
It's weird that scripting works with SendRPC in a test world but scripting isn't "supported" right now.
Well.
That is my problem.
Okay then.
Just 1 question.
How do I make respawning consistent?
Okay.
I could show you what my problem is.
I can not respawn the object more than once.
Why?
I'll test it then.
of course if you mod the sdk its possible to do anything
we dont condone that here
ahem
Scripts do not work still.
By the way, Post Processing Stack works but how do we apply it to the camera?
I have a perfectly functional script,
That does all I want.
But in VRChat it does not work.
Only in Unity itself.
@wintry hill ill get you in contact with someone i know who uses it
The reference camera?
Yes.
Okay, that's what I figured.
Do not use AO/FOG.
Those mess things up.
Ugh.
I just want 1 thing now.
1 thing only.
To respawn the objects correctly.
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
has anyone checked out what the volumetric radius option in the ONSP sounds like in game?
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
joint-related question, how would you use joints to, say, control a larger copy of your avatar ๐
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
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?
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
- 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.
- 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
@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.
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.
Mess with the rigid body settings?
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.
@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?
just wondering
do shader forge created shaders work in VRChat? it sounds kinda stupid but im wanting to be sure
Yep, they do work. Although I find Amplify Shader Editor to be much better than SF.
iv tried a bunch free and paid
mainly free
i just want something close to blenders
but advanced
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.
il have to see how much Amplify is
about 48 euros
:oc
does anyone know how to skin 2 necks together?
@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.
gotten a nice botw like shader
might be abit strong and still needs tweaks https://puu.sh/zd29Q/d869432fae.png
FYI: New SDK is up! Download it now! https://vrchat.com/download/sdk (version is 2018.01.26.13.13)
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
Anyone know why the mouth is turning out like this? https://cdn.discordapp.com/attachments/405489889467957259/407992727825940482/unknown.png In Blender and in Unity it looks fine but in the preview and ingame it looks like the image on the left. Also note that the visemes aren't working in game.
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
@sterile cipher are you guys aware of audio sources not obeying volume sliders and always playing at max?
I need help
๐ฆ
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
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 ?
Nope
Just delete VRCSDK folder, restart unity, reimport the new SDK
we are still on 5.6.3p1
ah super, thanks!
@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.
@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
Theres currently a bug with RX 400 and RX 500 gpus where models with "Flat lit toon shader" will turn up invisible. Here's a few bug reports on VRChat about it.
https://vrchat.canny.io/bug-reports/...
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.
I'll let the CM from AMD know about this. Thank You
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
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?
as an aside, i pray for the day the unity version the game runs on updates to use this new graphical shader builder system
Is there a changelog for the SDK?
@eager bronze they allway post there changelog here https://vrchat.com/release
Does anyone know how to fix "customAvatar.unity3d does not exist" ?
@runic mauve There's no SDK changelog there
@eager bronze only thing they did is fix test
it feature in sdk let you test the world take to vrchat directly
How do you know that's the only thing they changed if there's no changelog -_-
sigh
That doesn't mean it's the only thing changed
Hence the need for a changelog
think it only reason they update the sdk they would post more info on sdk
they allway do
changelog is there release webpage
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?
That is not possible to do, but it's something I want dearly. Currently you'd have to do some kind of workaround
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
Having the unlock process obscure enough only you know about it and such
@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.
anybody having trouble uploading?
been trying for a few hours it keeps locking up on protecting future content
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?
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)
@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.
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
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
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
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
mmm I'm just idly trying to figure out how someone is doing something ๐
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 ๐
something I can think of is making a duplicate rig of yourself, which is similar
it's the scaling part that's troubling
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? ๐
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
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
actually controlling it is impossible from the hips anyway ๐
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 you can hook them up to youtube, it's pretty straightforward
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
Need help with Mirror Camera how it works and jukebox
if your trying to just make a mirror in a world you can do it with a script and a shader
@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
no its not a platform
its like makin a big avatar
but just space between floor and small hovering avatar
ah... ok, so not quite what I'm after
or u can animate but avatar will always return to ground
yeah, I used to think this guy was using just custom animations initially
it follows him around
hes using the trick with bottom platform on fround
the crazy bit is how he seems to be moving so fast in a mostly stable forwards direction
he just uses custom animation for a key and d w and s keys
cause when he press w his avatar leans forward
what's a keyboard? :p
lmao
we're both VR users ๐
forward running or sprinting lmao
leaning does somehow have something to do with it I think because I made a flying machine which can reliably sprint backwards
im doing it.........
I tried reflecting it though and it didn't work in the other direction in the same position
cheesy animations but its stable
with the large avatar kind of trick I can't go any faster than walking with a normal sized one
VR
ahh
but not full body tracking
though now he's faking having full body tracking lol
some kind of spring joints from fingers to feet
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
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
I would imagine you'd want to use the hips, as the feet don't determine character height.
this is why I wonder how the physics works, because the character doesn't sink to her hips in the ground either
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.
you mean on an avatar?
Yeah,
Look at the * at the bottom of https://docs.vrchat.com/docs/whitelisted-avatar-components
I saw a folk with a working one two hours ago
you sure they're not using fancy shaders?
Possibly but he told me he was using straight VRCam
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
interesting, the guy showed me two versions. one working one broken.
I could just be misreading the docs anyway, since there are other kinds of camera
I know that you can do captures of stuff with shaders alone for sure, because I've seen a few demos of that
I guess Ill go digging around the internet see if I can upp some stuff up on shaders.
pull up *
Thanks for the insight!
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 ๐
Ill report back with what I find
now who was it that I saw with the working one .. I think it might have been snep actually
Is there any character controller script for your character in Unity? Trying to test some things out in regards to physics
and im using a cube below me trejkaz for my rocket man
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
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
saw it .. I see the character in the air, but was it always in the air, or can it go from ground to air ๐
i switch avatars
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
i have 3 avatar same model....different powers lol
yeah I have like 8 at the moment lol
lmao
all the identical prefab base with different props
getting the magic picture frame to work with that was a nightmare
you can fly but your unstable
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
ya i think thats because when your animating.....going forward......vrchat has max height for avatar
my error was your avatar is too tall
yeah I've seen that happen when I tried to have my pen active all the time
so when i idle......i am hovering higher
because the way the pen works is that it puts the point at z=10000 when it's not meant to be drawing
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
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 ๐
im too busy on my world for avatars lol
I'm doing a bit of world stuff too
Is local testing still broken? I'm trying to see what the overall filesize of the unitypackage for my world is.
I wrote a program to spin off arbitrarily sized picture frames so that I can make an art gallery which builds itself
ya u got pen happening thats something i plan on...if i ver get this spawn/destroy issue figured out
cool trej
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
i just wsaatched a vid where the guy was using local....
so I can just drop the gallery room into the map and just line the door up
I hate manual repetitive work
lol so u dropping models with sprites or jpgs in it?
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
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
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
ahh i was using fbx
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
you using blender?
I'm avoiding it like the plague, that's why I wrote a script to generate geometry for me
lol brainiac lol
u need modeling software in this business....or hobby i should say
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
is that c#?
ruby
ruby......is it new/
nah it's been around for a while
ahh cool trek........hope u got alot of time on your hands hehe
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
anybody here got time for a quick question on destroying spawned prefabs?
the equivalent code in OpenSCAD is only about 16 lines though I think
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
i promise to show everybody when i figure it out
I suspect the crash is because all the things have capsule colliders and land in the same heap
lol one big living collider
becomes like one of those fish tanks full of mouse traps and ping pong balls
lmao or nuclear explosions
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
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
o/
can anyone help me fix my lighting issue
๐ฆ
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/.
you losing fps seph?
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
๐ฆ
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*
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
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
you have it on mixed?
and is ur intensity 1?
render mode on auto?
your shadow strength at 1
Yes, I've tried real-time, baked, mixed, important, shadow strength, everything
if you put a point light in does it make shadows?
Yes
put pointlight
I tried it on a sign
But it wouldn't work when I made it huge yo cover the map before unless I fucked it up
make the range gigantic
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
k ill open it....it has 8mins
lol not yet
my worst fear is ill open it and have shadows
lol
u using the right version of unity? lol \
What was it!!?!
:o!!!!!!!
Because that's like the final major issue plaguing my world
lol u ready to kick yourself lol
Yes
goto window in unity....then lights
goto settings
lighting i mean
change it to skybox
Ok what now
for source
Lighting settings? What? Window?
So give me the hierarchy lol cuz I tried that shit
make sure shadows are on and voila
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
lol im not that good lol..........in unity goto window at the top
I'm in a match so I'll check in a few
then pick lighting......then settings
select source for skybox...not color
its on color
i got shadows here np
of shadows?
Yeah just show me the market Street model
i just changed it on your world u sent
And lenme see
k hang on
lmao
Annoying lol
ya this place is lame lol
Ah so you can't upload images here?
i couldnt capt
with the new SDK build, is it on the latest version of unity?
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
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
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
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
@warm niche What are you trying todo? like doing an animation or like what?
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
So you want toreplace 1 finger animation with all those ticks?
instead of replacing multipul fingers?
yes
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
No limit on worlds
i dont see why not
could just do one and test but i bet it would go fine
@trim phoenix
kk
LODS work fine!
Hello! Wonderign again, is there a character controller script in Unity for VRchat that I can use to add some things to my avatar?
map works fine, just grass is white.
Is there a certain shader needed for grass?
:c now unity crashs
cant upload.
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
@prisma root Don't spam the same message across all channels. I have left this one intact.
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
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
i think rigid bodies is costly period lol
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?
you half to email Vrchat..
Ohh kk. Thanks
Once you are ready to make the room public, send an email to support@vrchat.net with the subject โVRPill 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.
@here im getting an error because i have an ONSPAudioSource. what is this? this has never happened until the newest SDK update
Does anyone know how to set VRCVideoSync on Interact so that the video plays for everyone?
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 ?
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 ๐ค
@prisma root that is the old way we dont do that anymore we havent in a long time, you fill out this and its done. > https://docs.google.com/forms/d/e/1FAIpQLSfO1psNen5sGrcqKRrYn-piMJTddbQpkTn6u8y5UyUzVcB9oQ/viewform
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
Oh ok cool thanks
I wish we could get everything onto mirrors :V
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?
@frigid nymph you can just bake the lighting if you are worried about it lagging people
@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
Do you have 8 MB of ram or something?
Could always just used Mixed if problem
also could be editor bug and could see if restarting pc could fix ๐
@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.
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
@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...
@hallow portal you mean the scale?
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.
sorry i have im a little slow on your scale are u talking about the padding and resolution?
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. ๐
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"
on the object itself not in the lightning setting change this to 0.0x ... https://imgur.com/a/Mz4h4
I keep the defaults in the lightning settings and use the medium or low preset.
Well most of the time.
Just watching that and it gives you some nice insight into the matter in general and later even in tweaking the settings. https://www.youtube.com/watch?v=u5RTVMBWabg
ay mate, missunderstanding that what I was referencing earlier in my post however i really appreciate ur help
Try also to combine as many objects as possible to a single mesh/atlas texture. It will speed up not just the lightning.
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?
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.
@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! ๐ 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
That is not a good idea. But unity may have given you a warning by now. ๐
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 ๐
I wanted to make a gadget where I could tell which stencil values were being used by a material
@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
because there was some avatar which disappeared when it was seen through my stencil mask
@normal aurora For some reason seems to eat less performance to stack 8 objects on top of each other with 8 materials....
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 ๐
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.
hmm, it might be possible to do my trick using a single material with 8 passes which each change the value differently too
The sdk has a trigger to change the material of an object at runtime.
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
Maybe an object with 255 materials and the same ammount of buttons to enable them. Noooo not really.
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
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.
welp, time to run home and see how much I can get working this time
@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.
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 ?
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
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
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
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
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
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
should I tag someone who has better technical knowledge and can distribute the information better if my method is good?
Dunno, go for it if ya want
I think this is most relevant to @sterile cipher since he's the one with the ~2h tutorial with 120k views
Hi, someone know how to edit an animation after i have create it on unity ? (Reopen the animation for edition)
You can copy the keyframes and paste them onto a new animation to edit @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 ^^
@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 ๐ค
Like "Skinned mesh needs to be named Body" and this bone structure etc etc.
@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.
@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.
๐ซ