#development-advanced
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Name the armature βArmatureβ. Name the mesh containing both eyeballs βBodyβ. If possible, make the whole head or avatar a single mesh. Name the bone hierarchy like this. Bones not mentioned can be named whatever.IMPORTANT: You cannot have any bones interrupting the hierarchy. For example, you ca...
Zarniwoop made a good quick checklist.
wth, reimported my avatar and it gained 10k polygons, all i did was rename some stuff wtf,
@mental narwhal what do you think of the method for aligning the avatar descriptor I talked about above? I haven't gotten anyone's response about it who's more qualified than me to tell whether it's actually a more universally applicable method than guesswork
ah, it was because i had checked the active box on some stuff
@shell furnace yes I recommend applying tpose controller for measurement. That's how the avatar is aligned internally when setting up eyeposition. We added tpose controller to sdk specifically for this.
@mental narwhal that's great!
now we just have to spread the knowledge and have people fix the literal hundreds of misaligned avatars in the avatar worlds...
good to have confirmation so I can stop second guessing myself, all the tutorials I've found and people I've spoken to say they just sort of put it somewhere in or in front of the head without a clear idea of what is actually correct...
the way I see it, if the avatar has eyes, the cameras should be in the eyeballs and the near clip plane the surface of your face, unless there's a good reason to do it some other way on purpose
of course avatar and human IPD a lot of times don't match
If your avatar has a big balloon head or other weird proportions, sometimes you need to move it.
the descriptor just spawns cameras IPD/2 offset to the side, right?
or in the middle for desktop
Yes, basically.
I think if the eye spheres are very large the center of the eyeball doesn't make sense
it should probably be between the centers of the pupils
I got eye tracking to work :3. Thanks hack
though in most avatars that's a difference of a centimeter at most
MMD ones anyway
@mental narwhal anyway thanks for your time helping me clear this up and confirm that I'm not spreading nonsense
Yeah glad to help!
Anyone have a best practice for gesture triggered sounds?
activating the object with the sound on it is rumored to be more likely to cause sound bugs
understandably, given the unpredictable nature of the one frame gesture loop
There are tons of ways to cleanly play audio clips in unity, all of which are disallowed by the "no scripts" requirement
Have a animation that is the lenght of the sound π€
Anyone knows how to apply a post processing profile to everyone's cameras in world? Gaia Night has this working, I am not sure what I am doing wrong.
Help. How do i run vrchat from another GPU?
-screen-fullscreen 1 -adapter 2 doesnt seem to work. Still uses primary GPU
@woeful falcon I'm pretty sure it will always use whatever GPU the monitor it is displayed on is connected to.
In my experience that's the usual behavior for DirectX applications.
You can switch monitors by hit alt-enter to switch to windowed mode, windows key + arrow key to move it to the correct monitor, then maximize the window, and hit alt-enter again to switch back to full screen.
I have multiple monitors and both are connected to another different card. 1080ti and 960
application never launches on 960 or doesnt use its resources (video memory).
@woeful falcon still having problems?
@woeful falcon cause if want it to run on other screen can just hold down shift before hitting /play/ and it will open the unity's basic configuration shit and just change monitor selection there
@woeful falcon lmk if works
Nah its not working. I guess I just need to build low end rig for world performance testing :/
Like config not opening or just not working by going on graphics card?
and could always just take out one your graphics cards for time being
Could go into display adapters and just disable it for time being might work π
and also could check in the nvida panel if can disable it there aswell
So my models done and reayd but hit something kinda odd. I updated my SDK and it says that the SDK is newer than the game? Then when I try to upload the model it just hangs on the upload process perpetually.
does anyone know how to make a material invisible only to me but visible to everyone else?
@warm niche why you wana do that?
it might be getting in her line of sight
@strong geyser hoppou collar... it blocks vision downwards
@warm niche i dont think you can normally you'd just locally disable your avatar but since cant access scripts on avatars only way i think you can do it is if you move the eye lcoation sadly
mmh
i've seen people do things that only clientside can see :/
well unless
i make the inside of collar a separate UV and use texmod or something and replace it with transparency for me only π€
or can just delete the faces or can try uploading with a normal animator on it which might be a local animation and see if you can disable your character
my vrchat setup seems to be gettign more complex by the minute.
havnt tried it but worth a shot
i don't wanna disable my character, just see through collar lol
do an animation to replace the material on your collar (on animator on play) and see if other people can see it or not if you know what i mean
hmmm
Is it a custom model or a premade one?
my pfp is her,... completely custom
uhh, g2g for a min
i wonder if maybe setting up a camera inside the collar might work?
i dunno how to do cameras
i dont think you can custom a camera inside of characters
well i've seen people do them on weapon scopes and handheld cameras etc
they're clientside only now
yeah but cant change the main camera
They add a second camera but you cant change your main camera (one you main view from)
like a display
ah kkkk
i have no idea how that works though
Uh is the object you added to it? or is iit part of the original model?
was trying find the original model to take a peek at it for you
i've literally learned blender and unity from scratch just so make this avatar
yeah cause i think there is an easier way then todo that
i mean worst case scenario i could just delete the faces and have it see-through
but anyone else who looks at the inside of the chin-area of collar will see through
yeah that's what i'd do personally just delete them
well doesnt really matter when looking through you though right? or did you want it to be like that?
you'd see the missing meshes just by looking from over shoulder
hmm...
so far with everything else in this avatar i've done an upstanding job i'd say of making no visible missing meshes anywhere
while still not being too much poly
could you pm me a SS of it in diffrent angles in blender for me? just so i can take a look at it?
what do you want to see?
ah, yeah i'll screenie that
kk ty
it's a common hoppou problem
ah kkkk
the collar moves forward and down if you say... look up, so it becomes less snug in there and threfore more visible to others
how good you with shaders?
i have shader forge
i can do a lot of stuff (except for make shader behave properly with baked light, but that's not consequential to this)
You COULD make that single object so you'd have to set up material ID's to make it invisable if you are x close to it
so if people got SUPER close to you it would be invisble but in this case its worth it
yeah, it'd only fade if they clipped into my head basically
i haven't actually made a shader like that before yet
i've only worked with lighting (in attempt to reproduce UnitychanToonShader2.0), and had a friend do other effects
idk if this will help i havnt touched shader forge but
and isntead of doing a fade just do it instant
oh i see
idk if that will help?
@warm niche yeah that would most likely work, but be a pain at uessing distannce...
i kinda wanna try the camera thing now tho
maybe give it a really wide FoV
Alright well good luck if need anymore help (wasnt much) just lmk
or anyone else who happens to be on at the time π
Is there a way to get a particle system to follow a wrist bone in World Sim Space?
@hollow wind I believe this shows you how to set world scale particles on armature
https://www.youtube.com/watch?v=2UZc_5PsB10
π
tex2D() doesn't produce a straight curve from 0.0 to 1.0? π€
Anybody of you done an avatar that has a pseudo-collider script? Like setting collision on a particle system to world/everything and having it execute a task? I'd know how to do it in C# but VRChat kills off any scripts you wanna attach right?
An example would be bullets colliding with walls, ground, skybox
Theres an option under the particle effect for collisions
@mental agate
and what type of task you looking for @mental agate
An example would be bullets colliding with walls, ground, skybox ^^
like an animation trigger
or sound fx playing
"Theres an option under the particle effect for collisions" >> Like setting collision on a particle system to world/everything and having it execute a task?
Sadly i dount believe you can
without a script
donot*
you are gunna have to wait for when they add that visual coding thing
were you trying to do a gun thing?
@mental agate
but executing what exactly
if you only wanted to execute something like more particles, that can be done
@normal aurora he wants todo sounds
sounds would probably be pushing it
upon collision or an animation or any type of event
well this is why "execute a task" is vague eh
no, you can't execute any task .. yes, you can execute some
it's too bad collisions can't just trigger a sound since it's such a common thing to put in games
im guessing he wants like bullet sounds hitting a wall once hits something or so
well you can do it via coding
you can make the whole game engine via coding, and then you don't even need unity
I thought the point of a game engine was to make the common things easier
it's funny because they do support subemitters, so you can have entire particle systems spawning every collision... but you can't just have it play a sound
You'd have todo it via there built in function via script
or avoid particles I guess
I mean for the most part we're stuck with particles because the game isn't letting us just create a bullet object
You can do object based particle emitter wich emits a 3d object so you can do the bullet/arrow point where once hits an object just get the object to hold still in the spot until it decays normally
yeah I have something like that
but it isn't a real object, and you can tell it isn't if it hits the ground rotated
a real disc-shaped object would fall flat
particles in unity's engine don't obey the laws of physics so they stick at whatever rotation they originally fell at
apparently some people get around this by "just replacing the entire particle engine"
but if it were me, I wouldn't be making my projectiles particles if I had a choice
finally got my 256-stencil shaders working lol
anyone know how to make/get the galaxy texture ppl like using ?
@strong geyser i solved it by changing weight to it's own bone and then parenting it to chest... it doesn't move around or anything anymore, but thatos fine i guess.
i can see through it, doesn't wiggle around weirdly etc
anyone know why when i try to upload my new avatar from unity, it switches to game mode and the screen to input the avatar name, description and upload button are all in the unity game scene and i cant input or press the upload button?
@rocky peak I think it's this one https://vrcat.club/threads/updated-noenoe-overlay-shaders.157/
@rocky peak there are various methods but alot of people simply download a galaxy texture off the internet and us it with the panosphere Shader that I believe comes with the VRC SDK
Or if you want that effect where a textures flows and moves around the material then a good Shader to use is the synLogic shader pack
@rocky peak https://youtu.be/C1k9CMupJk0
The ones I linked are the ones you commonly see ingame
Depends what you're trying to do
@misty meadow Most likely you have not ticked the disclaimer button
How do you get a update on a public world? What do i put on the form lol.
I guess ill find out :o.
@trim phoenix ithink the worlds section could give you better advice
I have hit a wall with a custom avatar and was wondering if anyone could answer this. I wanted to have different animations on each of the left and right hand slots,but see that the anim override has only one slot for victory, rock and roll etc , rather than a slot for left and right hand individually. Does anyone know how to overcome this? I tried to slot the anims into a copy of the sample controller and set the avatar to use that, but the animations stay as the defaults in game.
Asking again, is there a character script for your avatar in unity? I need to add some exception things
@whole crystal No, currently no form of scripting can be put on avatars
hmm, Is there any other way to make colliders ignore each other then?
Trying to do non-dynamic bone hair but colliders reacting to each other makes it a problem
Try setting them as trigger? I'm not sure to be honest
o: Ill try n see, ty for the info β€
Any non-C# solution would probably work
so is the solution to my issue setting up a custom controller. or is it possible to even bring a custom controller in. is it anim overrides only.
You can have custom controllers on generic avatars @untold vigil
On humanoid avatars controllers always get overwritten ingame
ahhhhhhhhhhhhhhhh. that would explain it.
thats a hugely helpful piece of info. I'm not sure whether or not it will affect what i am trying to do tbh. I basically built an avatar with the intention of using all 7 slots on each hand plus the default state to create a character capable of 64 facial expressions, with a UI built into the morphs. I got ahead of myself though and built out the rig without realising that the anim override system merges the slots for peace sign etc for both hands.
will read up on generic and see how things go
Asked in worlds for the past day so trying here too, I cant seem to set up a reset switch for a select few pickups.
So ideally, once switch is interacted with, it'll destroy pickup object A and B and then spawn new ones at their default location (by default i mean, where I placed them in unity in the scene window).
problems i'm having:
"spawn object trigger" seems to only let me choose prefabs from the library which dont share the same location as the one in the heirarchy. They either dont spawn, spawn somewhere completely different with pickup component missing or they spawn at a really tiny size (they were imported at scale 1, in unity I ended up scaling them to scale 100 to match the rest of the environment)
its looking like it will be a huge pain in the ass to set up what i want as a generic character and i honestly dont have the time. will scale back to a grid that allows 20 expressions and if they ever split the slots on the animation override for left and right fingr guns etc will add the rest of the grid to make 64 possible.
thanks for your help though zarniwoop i would have been banging my head off a wall for days trying to figure out why the expressions were not showing
is it possible to make emitted mesh face the direction and not the original mesh position?
basically thats my issue https://gyazo.com/800cd9dc8e3024ead792464f5ff45d40
@frigid nymph What are you asking exactly based on this image?
footprints are not following rotation
i basically rotate the particle system that emits the mesh but its not facing the particle rotation only its original one and I ask for its facing of the particle system
Let me open up Unity and take a look.
I wish I didn't have 3 versions of Unity.
@frigid nymph Any chance you can export that as a prefab in a so I can just import that to test it?
sure
The only thing I can think of is using billboard rendering to rotate it.
I've tried looking up other solutions as well and can't seem to find anything.
I have a particle system running at 0.0001 sim speed, when I activate the system on a gesture I get no emissions even though I scaled both Rate over Distance and Time to counteract the sim speed, it works just fine inside Unity but not in game, I'm at a dead end here.
@wintry hill appreciate ur try tho
Could someone look at the problem I have in #avatars-2-general? Its a strange one.
I am trying to place a button on the heirarchy of an object that will be animated. When the button is pressed it will animate the object. I cannot seem to find the right combination of Actions and recievers in the VRC_Trigger Script to get this working. Any help is extremely appreciated
Is it possible to create a box that has textures on the inside that can only be seen when you are inside the box itself?
I'd figure that I would need shaders for this but I'm not sure how to go about creating that effect
I think it might be more complex than that, as when flipped you should see the inside of the box from outside the box.
what you could do to cheat it is use the cubed paradox distance fade material and combine it with the above , you would have to tweak a few values in the code of the shader to make it work best though . make it visible when inside the box but 2-3 ft from box invisible , with a tight or totally hard transition in visibility
Currently trying to use the normal of each face to calculate a center and check the distance of the camera to that
Seems to be working for my sphere filter..
Not the most elegant way I think π
if anyone was interested here is the avatar expression control system i was on about yesterday. https://imgur.com/a/tYrmm As you can see, the 'ui' aspect uses a tweaked distance fade material, and is attached to the chest as i found that gave it the least relative motion to head while avoiding the head culling done in first person optimisation. Originally left side controller would control mouth, and right the eyes. In terms of how the ui works, the UI expression boards hide in the chest until called, and are move into place as part of the faces geometry driven expression morph. additionally the red indicator slides to show what part of pad you touched, and where to touch on pad to get a specific expression. Second last image shows the 'half notes' inside the head mesh. These are meshes called for specific expressions, and work by having them move half way to their final position when a specific mouth or eyes are called, but only the full movement when the morphs from these two parts overlap, this is how things like blushes, sweatdrops and head veins appear on one specific face only. last image shows full combination list.i was caught by balls by fact hand emotes are not run per hand, but am going to map some of these to 'emotive' viseme noises to get the max number of usable expressions that make sense, but will still have button control of the ones that matter most to me .
the control board graphics are standins, the final will use images of the models actual expression geo
@quick bluff add "cull front" to the shader. It will make it so only the back side of it is shown and not the front
I've already got it working but thanks anyway
Hey guys. I need some help. I published a minefield world where players run around dodging mines and players can set where mines are active in the field via button trigger, and it has occured to me that there are some problems where late joiners would sometimes see a different mine configuration from the rest. Some mines are active for certain players while for others it's not. (button object > VRC_trigger > setgameobjectactive > toggle > broadcast type set to always) This is how i activate the mines. I thought setting it to Always would activate trigger for late joiners. Do I set it to AlwaysBufferOne? or is there an entirely different solution? Your help is much appreciated
Anyone got an idea as to why my particle wont collide with my hand and it dissappears when i close my fist?
@gloomy cave Have the same problem with the toggle state button on my stuff. Sometimes people joined later and see the initial enabled state. But people in the world see it disabled that was toggled last.
@hallow portal Thanks for the info mate. It seems that I'm not the only one.
I did set all I could to local but for your minefield, pens or even doors it's not an option.
@sour mural Cause your hand has no collider. If you disable the emmiter when you close your fist it will also kill all particles emmited.
Then, how do i fix the emmiter killing particles π€
I'd ask in animation...
oh didnt think about asking in animation when doing particles lol
yes
Animation is the way to go...
I mean you trigger it with an ANIMATION override π
Just clicked the channel and the first post i saw was about particle systems. π
@sour mural please keep the ammount of particles around 100 or less. It will have an impact on other players fps.
well not the size but overlapping transparency...
My sun model i did as a test has so much overcalls on sprites its completely white when i change to overcall view. And the particles are huge.
π
*Overdraw
You can draw 1000+ as long as they use an unlit non tranparent shader and dont overlap. But try to watch thru 100 of them behind each other and it kills the fps.
Put the post fx stack on the cam and use the glow filter. Much better for the framerate.
how do you make the CubedParadox/Flat Lit Toon Rainbow shader rainbow
do i need a texture and if so what texture
Is it possible to make a drop down area in a shader without having to delve into creating the material inspector in a script
@digital nimbus Just download syns unity shaders.
I think I figured it out
Haven't uploaded it yet as I'm adding a custom sitting pose
Anyone know how to make Unity loop animations perfectly? After a while the curves became less and less accurate and desync:
Does anyone know why i dont have all the stuff anymore?
tried to reupload the sdk many times already
the play button haha
its a script the particle package use
i have no clue what it does because i just want the fx effects
which particle package?
you could just comment out the shape part
and it'll prob work
comment out? I dont know what that means π
I just remove the line of code
now it works
removed*
yeah commenting out a line of code is just doing // infront of it but removing the line of code works either way
ahh gotcha
okay i commented it
maybe i will need it someday
your profile pic made me crack up xD
"noot noot motherfucker"
lolol ty
in a deep voice
yeah, i have really really much particle effects already
and i just got this package, the materials, textures and stuff are amazing
just remember scripts dont go with the character so it may break it
yep, iΒ΄ll remove dat shit
someone got a camera shake script on his effect
i wish iΒ΄d know how to do that
so freaking amazing
sadly not
you talking about the jad one?
but the view with my oculus rift was shaking
i dunno
it was just a simple guy with a work in progress effect
my screen was shaking when the ground exploded
and for everyone else too
sick as hell
i think all it is, is just a giant plane that has a image renderer off a camera that snaps a quick photo and then an animation that shakes the panel giving it the effect
you know what i mean?
that or the way i just sade just a simple animation with a camera image render material on it
holy moly
thats to high for me
i know what you mean
but iΒ΄d never know how to do it
this could gelp with rendeer textures for you
first video i pulled out
or actually
this cause its shorter lol
I saw something like that yesterday too, it's super awful in VR
probably didn't help that they were also slowing render times down
oh jesus please dont let people code screen shake effects onto their avatars.
Yeah screen shake and flashing visuals are here and there
some I see are just a spherical object that attaches to your position
I thought render textures were disabled? As folks such as myself with avatars with something like a polaroid camera are broken. The render texture appears locally and for yourself but not for others.
I'm a complete noob so implementing a grabpass is beyond me at my level of knowledge. Do you know of any good learning material?
Ok thanks. How did you search through the archive of this discord? I know people have posted fantastic tid bits of information but manually scrolling and reading everything is so time-consuming.
I'm also a newb at Discord.
You've openned my eyes to a whole new world
Thanks dude appreciate it
so does anyone know how to fix the fingers bending sideways or just in a wrong direction? I've managed to fix 4 of them but thumb is really weird: it has the same bone structure for both of the hands but when I make a fist it makes thumbs up instead on one hand lol. I've tried different rolls etc but it seems like pretty much nothing really affects it
does some1 know how to fix the FOV in the Unity Engine?
When I zoom on a object it gets like cut because of the FOV
does some1 know a fix?
seeing as how not a single tutorial in the world exists on how to add a drawing marker to a world, i figured i'd ask here. any help?
Guy quick question, how could I make a paritcle system emit from a hat held in my hand that spawns into world space, currently when I try this the spawn particle system breaks and just gets stuck in my hips.
from what i've heard spawn into world space is broken, it needs to be local
but idk
as soon as i put particles into my characters armature, they disappear; what should i do about that?
does the post-processing stack V2 work with the sdk yet?
particles spawning into world space is broken if the thing they spawn from is part of the humanoid hierarchy, but if you spawn them from an object directly under Armature, they work fine.
so of course the trick is to put them there, position them at the right location, and use a Fixed Joint to keep them with the object you originally wanted them to be at
when i ask for help on adding snail marker to my world, are people just ignoring me or does literally everyone not know how?
hmm, never tried it on a world
I'd use noenoe's personally
in fact, I'd like noenoe's on an avatar. I want that back of pen eraser goodness
then I just have to make a new mesh and texture for my pen to make it look like a frixion...
@stray spear @junior drum the perfab i made with noenoe prefab dont work with the obj sync componet it can draw but no one be able see it because trail render not render with obj sync
noenoe particle verison will work with obj sync
the particle one is the one I particularly wanted to do
@pale violet No, it's still in beta.
thanks
I figured if I couldn't get it working myself I could probably throw away the prefabs and make my own pen at this point
@runic mauve so what settings do you have on the emitter so it looks like an actual marker and not a bunch of... dots.
or is that not possible
I think it always looks like dots if you move it fast enough
i'm writing very slowly and it's still kind of illegible
ah .. yeah it's definitely possible to reconfigure it to be more friendly, I was in a world using it recently
I haven't got it in mine yet though
I assumed it would be that 'rate over distance' setting
I have to come up with some nice trail particle effects for a project and I'm not quite sure what I should be doing yet π¦
now I have a question about whether trail renderer is enough for my purposes or whether I have to go for a full particle system, but only experimentation will answer it so I just have to wait until I can be in front of unity again
@normal aurora yeah, rate over time doesn't work, otherwise it'll emit particles just from holding
err distance*
ah .. huh.... I thought it wouldn't have the emission module enabled when it isn't writing
disclaimer: I haven't looked at its animation controller
well it makes sense i guess, since rate over time and distance are both 0 by default
I did open it, and go "wow, an object can have this many states in it for just a pen?" and closed it
also now I know how one guy implemented a keypad and am wondering whether that's the same way everyone else is doing it
i'm starting to think increasing this simulation speed might increase the particle output
should be a similar effect to increasing the rate over time, but that's oversimplifying it
for something that only drops static dots, maybe it really is just the same
LOL WHAT. simulation speed was a failure, i repeat, failure. every time i went to draw i just created suns
i found a problem but im not sure how to fix it. i have a ui panel and a webpanel but im not able to intereact with it when im in a cube trigger with a vrc trigger component. regularly a ray is casted from the hand like how it does for intereacting with the menu except to interact with the ui or web panel. but when your in a cube collider with a vrc trigger the ray hits the trigger or something so i cant interact with the ui or webpanel. it works withought the vrc trigger but once that component is on it no longer works.
any ideas?
i thought it was a layering problem but nothing i did helped.
Has anyone had issues with stencil shaders where the mesh isnt unmasked properly, but rather flickers when you or whoever is looking at you moves and only appears at certain distances?
looks fine in unity editor and only shows up in game
nevermind fixed it, had to lower render queue, i'm guessing it was fighting with the background of the map
Pens should likely use particles over distance since it should only draw while moving, correct?
they use a trail renderer @warm niche
Okay so, I'm trying to set up a few prefabs in my physics playground level to destroy themselves after a certain amount of time.
I've been able to get this to work on one of my prefabs I was testing it on, but then after an uncertain amount of time, the spawner would no longer spawn those items.
Not sure if that's a bug or if there is a way to do this that I may be missing, but if anyone could help me with this issue that'd be awesome.
@ember kindle not to sure about problem but should double check and make sure some how the spawner isnt being deleted
It's strange, the object is set to OnInteract spawn my prefab, the prefab has a timer to DestroyObject, and that works just fine, but after an indeterminate amount of time left alone the spawner although still interactable, no longer will spawn the prefabs. @strong geyser
That is very strange did you try asking the worlds channel?
I haven't but I'll ask there now
alright cause they probably had the same problem as you did once upon a time i dont make works so sorry i cant be of help
No problem, appreciate you taking the time anyways haha
Always here to help! good luck on your problem man!
i've also had spawners break on me, i don't have any advice though... seen it in my Surreal Hazard world. It does look like a handful of other things have broken since my last upload too though - got to get back on that world and do some troubleshooting again
I'll post a Canny report about it just to be thorough
Can we get better logs on what crashing unity on upload? I like more to see this for vrchat. Hard to make maps when randomly crashes and dont know what it is :p.
I tried sending the report to unity for a couple of those and was surprised that they actually replied via email [saying they couldn't reproduce it
I mean it isn't really unity themselves causing it if it's the plugin crashing the whole application out, but the button to report it was there, so I wondered what would happen π
soooo why does my world take so long to load? i've deleted literally hundreds of objects and trees and terrain etc, because there was an outside portion and inside portion... and the load time was totally unaffected...
it literally loads at .1% every second
does anyone know what this error means, and how to fix it? AssetBundle names "tropical forest pack.textures" and "tropical forest pack" can't exist in the same build as "tropical forest pack.textures" has the variant.
i got an asset bundle browser but it's not helping me get at the problem. i believe this is preventing my scene from building.
@upper shuttle select the object and press F
Can I have eye tracking without weighting any verts to the eye bones?
Technically yes
Awesome, thanks
My idea is to make or edit a shader to get bone transformation info and plug it into some uv texture scrolling
Ooh, if you wouldn't mind sharing that later, it would be great
No prob, bob
I just have to learn more about shaders
Which is to say, nearly anything at all
Haha you probably still know more about that than me at this point
I have box with collider, I have put VRC_Trigger with OnInteract to it and I have game object with Audio Source, how can I make clicking that box to play audio clip every time when using it
right now it plays that sound, but on every click its shorter and shorter. I think it cuts from beginning
I want it to play that soundclip everytime from beginning
I find making an OnInteract trigger activate a soundsource object to play the sound and an empty at the same time with a OnTimer trigger to deactivate itself and the sound source to be more reliable to play sounds
So you can keep clicking on the button to play the sound
hmm.. I try that, thanks
@wild helm Yes, i get those as welll.
Iβm newcomer. I got error
hey where is the best place to upload a video for here
can someone tell me how to simulate darkness
like, ambient darkness; absence of light
never mind, figured it out
@rough sleet
I'm having issues getting objects to spawn
the sendrpc command should still work right?, or did things change
works ok @winged lintel
this is boggling me now
Hmmn, can you access the depth texture on a player's camera?
Is there something I'm supposed to but on the spawnable object?
I've been going at this a bit, removing things one by one to see whats hindering it, but I cant tell whats going on
@quick bluff if you can write it in a shader im pretty sure itll work
unless you mean postprocessing
for everyone
Anyone know anything about those particle c4-like bomb things?
I need some help connecting my phone to my computer via USB, so that I can use RiftCat
@turbid wedge you can do a single 3D particle of a c4 object and have a sub emitter with the particle explosion so it would look like you threw a c4
@strong geyser it's more complex the effect on trying to achieve, got it now tho thanks
Does the subemitter also mess up for someone else?
Anyone knows how to make the particle emission constant instead of by groups?
anyone here having syncing issues with their vehicles? It didn't used to be an issue for me, but now is, despite the fact that I have an object sync on them (and other settings should still be fine). I just tested out someone else's vehicle also, and they had similar issues. As master of the room i was unable to see the guy drive around my vehicle (the vehicle stayed put and his avatar stayed also), yet he was able to see me inside of my vehicle driving around wherever I went.
How do I make a room portal have a max limit? Meaning, if I put a world portal in a different world, how do I make it so that the portal world doesn't get overloaded
Only world creators can set the max limit on upload
I get that
But say I'm in "world A" and in world A there is a portal to "world b" and lets say world b has a room limit of 1. It seems that world b will allow any number of people to join world b if that instance of world b is accessed through the portal in world a that stays open.
Unless there has been any recent undocumented changes, people entering world b should spawn in their own seperate instance, due to cap being 1 player. Isn't this the case?
I don't know. That's what Im asking. Currently the room was set to 5, I'll test on one. The other issue I had was that if a person entered the room and left, the room stayed available in the portal. So if someone when in it and trashed it, the next person to go in (even if the person who trashed it left) would still enter the trashed world. So is the portal just counting to 5 until it spawns a new world or is it actively checking to see the number of people in the world as they enter?
As long there is atleast one user in the 5 player cap world, that instance will be active. Any user who takes the static portal from A to B would enter the "trashed" instance, until enough players fill it up and when the 6th user goes through the portal then a new instance is created.
can I make players stand in a seat?
oki theres is this portal tutorial im watching and its this cool effect where you can see where you are going before you go through the portal and it follows a cam (player) so when you move it looks like its right there but i cant seem to get this work because idk how to link it the cam that we use for our avatars, i got everything else to work, can anyone help with this please also i have a gif if you dont know what im on about
https://imgur.com/xBFdGYi
@warm niche On the VRCworld prefab there is a reference camera slot. Drag the camera object to it
Any changes you made to the camera object will be applied to every players camera when they enter the world
@autumn hatch in prefab i dont see what you are on about
Looking for some help getting a portal gun to work. I have the portal as a child of the gun and when the gun is picked up the Portal appears but I am trying to make it so the portal is glued in place wherever it spawns, being a child of the gun causes it to stay locked in front of it
Can you show me a screenshot of the VRCworld components?
@warm niche https://i.imgur.com/tN85TvA.png
@autumn hatch oki thanks ill give that a try
@autumn hatch oki so just wounding, when i go in came will the cam just snap onto the player?
or will it be on the player
The settings you have on the camera object in your scene will be transferred to the player camera when they load into your world
oki
@autumn hatch that didnt work for me
then i dunno
oki when you put down the VRC_Avatar Descriptor it has that little ball, where is that located in the files?
That portal tutorial uses a two camera setup and it smoothly teleports you when you pass through. I don't do much world creation, but I'm not sure a two camera setup is possible without some scripts to set them up
Anyone got a clue as to why when selecting a mesh to use as a particle system it sometimes does not show up?
Like one model works and the other does not π€
Have no clue as to why since it seems random as to what mesh will not show up when selected as a particle for a particle system
Says Particle System will only work with 1 sub mesh but there is only one mesh π€
@autumn hatch or anyone here
is it possible to have fog settings change on trigger
or would I need to wait for playmaker
Ah, its actually because i have several materials i think
One material for a mesh if its a particle
Does LoD still not work properly in VRChat?
I mean, you could prolly make a trigger where a certain LODs is on when you are in that trigger
Like a sphere
And if you enter another trigger it changes LODs
unity LODs work fine, but a lot of people don't know how or implement it wrong
Still trying to find some help getting a portal gun to work. I have the portal as a child of the gun and when the gun is picked up the Portal appears but I am trying to make it so the portal is glued in place wherever it spawns. When the Portal is a child of the gun it causes it to stay locked in front of it. Is it possible to un-parent it temporarily when it is spawned?
https://i.imgur.com/KtUUTCH.gifv Need to really find the way to make it circular, still learning shader forge
Anyone knows here how to make constant particles?
is there anyone who has a scrit that can put render textures on a cube map that i could use
@warm niche https://docs.unity3d.com/ScriptReference/Camera.RenderToCubemap.html look through that
Depending on your needs Jinx, as in if you don't need to do this at runtime, you could bake a reflection probe. It will produce a usable cubemap asset. I do that for times where I need cubemaps of a particular thing from a scenes in my shaders.
anyone know why my avatar is flickering? apparently it's related to custom emotes
My subemitter messes up the timing of the particles it spawns can anyone help me out?
anyone ever had the issue that the subemitter doesnt work on collide or death but only on birth?
it probably does work on death but it dies instantly if it inherits stuff is usually the cause of that @frigid nymph
it also could be buggy idk π
but look into that
nvm i didnt know i had to create an event lul
why use a subemitter is my question
ok different question maybe someone knows specific but can a shader override unitys dont cast and receive shadows option ?
bc i have a normal emission shader and although i set the options to receive and cast shadows to zero on my object ill cast a big fucking ugly shadow in gaia
@frigid nymph As I recall, only burst type emitters work for OnCollide and OnDeath, while only emission types will work for OnBirth.
@dull umbra yea noticed thanks tho
so guys wheres a good tutorial to start for learning to do transformations n stuff?
I'm having an issue with a World; it runs fine with 1 person but as soon as others join the framerate plummets. Has anyone had similar issues?
Could having an Audio Listener on the reference camera have something to do with it?
Wouldn't suprise me if that was the case
I'm working on a world that currently has 400 draw calls. This is a lot more than my other worlds, but not sure if it constitutes "too many" yet. Any opinions?
i've seen avatars with 50 alone so i'd say you still have a bit of room
Thanks for the info. The reason it's so high is because almost every single object in the (small) world is animating
the geometry is really simple, but nothing is getting batched.
I only have like 3 materials in the scene, I think they aren't getting batched because I animated them in a different program so they are considered unique objects or something.
Where do you see how many drawcalls your world has?
You have to click the "Stats" button in your game view
My computer is pretty beefy so things always run well for me. I need to make some friends with slower machines for testing, lol.
cheers
Does anybody know about VSync in the profiler?
No I don't know what it does
I'm looking at the profiler to optimize a model before using it in-game
VSync is eating half the graph and scripts the other
I cleaned up scripts so now it's mostly entirely VSync
I never saw the original answer I asked before but does LoD work in VRChat now?
@hot stone i believe so give it a test
can anyone give me a quick rundown on adding a camera that transmits to a screen to a world?
Anyone know a good way to get you shoulders to line up with the avatar's? My arms always seem to be too far back on my avatar. Scaling issue?
Hi, not sure if my question qualifies for "advanced" or not but I'm trying to setup a fps combat system into a world I'm creating and I was wondering if there are any useful guides out there beyond the SDK docs?
@maiden spoke Did you zero out your model? aka apply transformations?
@warm niche i think worlds might be able to help abit more
@warm niche could also check the sample scenes
ok thanks
https://i.imgur.com/3fjY0Tw.png
Does anyone know how to get this effect working in VRChat? I've tried both changing the render queue and making a stencil buffer, both of which work in Unity but not in VRChat.
@strong geyser Yeah, I think I'll try to play with the descriptor more and see what happens
https://imgur.com/ceh2CSH this is how the particles look like when they work fine
https://imgur.com/yCegDbb and this wehen i use them as subemitter on birth anyone know why? or how i can fix that?
why does having emotes cause my avatar to flicker badly?
@stray spear Have you checked your 2 keyframes are identical?
@kind ether I donβt flicker during the emotes, the avatar flickers after being in game for like a minute. Itβs really damn weird. I just know itβs the emotes causing it because it wasnβt doing that before I added them
Heard someone else mentioned that issue yesterday. Don't know if they found a fix. Perhaps something changed with the idle animations?
Has anyone tried to use the engine.call method in the VRC_WebPanel?
A basic engine.call("ListBindings") works for me. But I'm having trouble figuring out how to format any of the other requests.
that happened to me when I accidentally had a keyframe that changed my avatar's position
does somebody know what layers are used for environment, which one for the player (you) and which one for the other players?
@frigid nymph honestly you are gunna prob have to do a thing as in set up a map and set up diffrent walls for testing purposes and see which one the player is on so like triggers that only affect layers and what not cause i dont think they have that on the wiki
yea, i have tested out a lot now, the only problem is i cant collide with other players because the player layer isnt working i know the wiki says that oncollider it isnt detecting avatars and as such has to use onavatarhit but i cant find it to look into it's script and see what makes it so different but i also know you can somehow collide with players because i already seen it can someone give me a hint?
has anyone got plexus particles to work in there world because they dont seem to be working for me
Does anybody know how to pause with videosync? Can't get it to work
Haven't had any success with it either
does anyone know how to get compute shaders to work
I'm trying to make a shooting mechanic using the OnAvatarHit trigger, with the AddDamage action, but which Receiver should I use when I want it to be other players?
@warm niche Your hit colliders should only be enabled for the attacking player only (favor the shooter), but not any remote players to avoid inconsistent event duplication. OnAvatarHit events for those colliders should be local, but propagated to a relay that triggers them as an AlwaysBuffered event so that everyone still gets them.
Can you actually do some combat with the current triggers and scripts now?
Because I saw some components but wasn't sure if they would work
@warm niche Slight correction: use AlwaysBuffered events.
@urban tapir To some extent. The main issue is that AlwayBuffered events makes things really unpleasant for late joiners (need to process all the previous damage events + respawns). The current health system also makes it just about impossible to show health bars or anything of the sort (it's possible if you hack it using animators though)
I see
If you don't care about late joiners, then it's fine to just use AlwaysUnbuffered events.
Because I'm still trying to understand if I can implement a simple turn battle system
whether counting health is possible since I've seen it in the scripts somewhere but I know some of it requires scripting which we don't have
just don't know where to start
I've only done experimentation with the VRC_DestructibleStandard component. That would probably be your best place to start.
https://docs.vrchat.com/docs/vrc_destructiblestandard
You can use the AddDamage and AddHealth actions to manipulate the health pool.
I see
I thought VRC_DestructibleStandard was deprecated
Not according to the documentation anyways...
I tried using AddDamage and AddHealth in the example scene with SDK 2018.01.26.13.13 and it didnt seem to work
it is set to Inactive in the example scene as well
Oh. I wonder how Gleameyes and Darkside work then.
no idea. I assume older maps using pervious SDK builds are whitelisted
but at some point they removed custom scripting
so any worlds published before then are whitelisted
But documentation is sparse so your guess is as good as mine
@sick fox I just tried it now. Seems to work fine for me.
Maybe it was broken on the build you tried?
hmm. So this my inspector https://i.imgur.com/PSUFQiD.png on the default VRC_Destructible Obj in the example scene provided by the SDK
im missing a Script file by default
whats it look like on your end?
It looks the same for me. I think the missing script is just for updating the health bar visual. The one AddDamage event should be enough.
That's about right. Probably the same reason why the two bosses don't have health bars either.
I thought Gleameyes does have Health bars
I never saw them if it did. Although it's possible that the missing scripts are still inside the client even if innaccessible by the sdk. So just referencing the missing script in your world might be enough to make it work.
you mentioned a health bar hack using animators. Is there a git repository or some example of that I can use
Not yet. I just made it for one of my worlds. It's not super reliable either. The whole thing forgoes the VRC_DistructibleStandard entirely and stores the health inside an Animator. It has sync points at every %10 to deal with late joiners, and there's currently a bug that causes damage to be multiplied several times if the local player's framerate is too low.
It's a bit of a convoluted hack, so I'd like to polish it up before releasing it.
Damn latency always gets in the way. Hope you figure it out. Thanks again.
π
anyone know why my video player is only showing white for other players when turned on? works fine for me, i'm assuming because i was host?
@warm niche that's for like, if you can't see it, not for the video player itself
does anyone know what this error means, and how to fix it? AssetBundle names "tropical forest pack.textures" and "tropical forest pack" can't exist in the same build as "tropical forest pack.textures" has the variant.
i got an asset bundle browser but it's not helping me get at the problem. i believe this is preventing my scene from building.
help
I finished an avatar and forgot to rig the fingers..
I will explain
let me get a screenshot
https://imgur.com/a/xUcAU
@pale violet can you manually rename one of the tropical texture file to something different ?
Hi I'm trying to get a video go to the next video by itself
Without using YouTube
I been using animations and triggers to turn on / off VRC_video syncs but it doesn't work
The second video sync never turns on
If anyone has a solution to this plez DM me or @fleet imp I been at this for hours and I can't figure out a solution
I would GREATLY appreciate it
Does somebody know the layer that is used to detect other players?
PlayerLocal I believe
Any of you guys know how to conver cinema 4d models to fbx?
is there more to setting up eye tracking than plugging them in to the humanoid rig?
are you using cats in blender @hot stone ?
i don't use blender
nice
@stiff lily nope i can't find that file in the project, it's hidden in the asset bundle somehow. and the free bundle browser tool isn't revealing anything, it just shows more, similar errors.
@stiff lily desunyan figured it out, something to do with confusion between the assets i'd imported using assetbundles when vrchat uses its own, so those associations had to be removed.
Ah, well that makes sense, nice π
i still don't have a good idea of what an assetbundle is, i assumed it was necessary
Does anyone know how to get render textures to work on their model? I'm trying to make a working camera where you can see what the camera sees on its screen, it works for me, but no one else can see it, does anyone know a solution for this?
only works local, this is on purpose
anyone good with particles??
Babbys first particles
: idk why the tutorials have it emit like 100 particles to create a round shape when you just need 3 spinning really fast to make the muzzle flicker effect
seems unnessicarily expensive for a worse effect imo
Wouldnt it be easier to do muzzle flashes with sprite animation rather than waste resources on particles @potent canopy ? just a suggestion really.. i notice many people dont use my tactic.. but i can create anything with sprites and have it rendering just as good as a particle.
yes for a simple muzzle sprite would be better
Probably
To bad the sprite animation script aint whitelisted for VRChat
Iβm having an issue on a map where peoples voice audio is popping in and out constantly. When we switch worlds everything is fine though
so is there a way to fix vehicles based on kart prefab or should I wait for the devs to fix ownership issues?
@warm niche may be a hardware limit on the total number of sound sources your computer can support.
Not really sure where to post this so i'll put it here since i would think it's advanced.
So for the past few days I've been thinking about audio visualizers and vrchat when I came around to the ProBuilder Basic on the asset store.
I was wondering if it would be possible (so I don't have to spend time trying it if it's impossible) to attach an audio visualizer to an avatar that would play music either attached in the unity editor from the vrchat emote section OR have it respond to microphone input. (just my microphone, not others)
Is there a way to upload a gif for an avatar? I wanted to make it look like I was watching a video On a phone made with an animation override. I know a gif can't be uploaded in unity, unless It's uploaded as one large scrolling image, but is there a way I could just upload it as a PNG sequence instead?
@harsh knoll As far as I know, there isn't - and I spent a whole day trying to get them to work before realizing it was a bug with VRChat and not just me.
is there a way to trigger a portal so it capture a player within a large space? if i increase the box collider it still requires me to walk to the middle of the portal to get sucked in.
Hi guys, anyone knows if I can upload my avatar outside Unity Editor? For example, if I have my own 3d modling app which made with Unity and is it possible to upload a model from the app without opening Unity Editor?
@stoic summit i believe using the unity vrc sdk is the only way so far
@pale violet so in edit time only?
the only way to upload an avatar to your account that i'm aware of is using the unity sdk tool they provide
@pale violet I knew the SDK is the only way, but I was not sure if I can do in my app with the SDK outside the editor.That's why I asked.
Sorry I don't know much about what the SDK does.
yeah i'm only aware of doing it through the unity editor, i doubt there's another way to add an avatar to your account. other than maybe with some hack where you steal it from somebody, but no idea how that works.
does anyone know how certain players are able to add a skybox or something simulating it to their avatars?
nvm i figured it out
i'll ask again, since i'd really like to know... is there a way to trigger a portal so it capture a player within a large space? if i increase the box collider it still requires me to walk to the middle of the portal to get sucked in.
@pale violet Use a large collider that teleports the player into the center of the portal when they step into it.
@dull umbra i was considering centering a person with teleportation right to where the portal is, but i'd rather not have them moved. right now i have an animated portal that quickly goes over the most likely space they'll be standing in, however it'd be much better if the portal size could be changed. the collider can, but it doesn't seem to affect anything.
What is the best way to fully-uninstall the sdk from unity? running into a issue where i updated but fresh install of sdk on a new project works fine but a update gives me errors
on my older project
i just overwrote it
let it replace those that need replacement and it worked for me
deleting the sdk folder from your unity project will fully remove it
ehh my solution was to open a new project and re-install then move old assests/avatars in via export
worked ok
close the project, delete the vrsdk folder and i usually delete the meta file too just in case, and then import the sdk
about the portals, lately it seems that even if we're right inside of them it takes a while until it catches me. is this happening to everyone?
Anyone have a tip for reducing baked AO intensity? I see where you adjust distance, but I just want to reduce the intensity of the AO shadows.
Oh, nevermind. I think I found the slider. π
I want to do something when player drops a pickup but OnDrop doesn't seem to do anything π€
Do "on collide" with the floor
@pale violet This is likely the result of past updates to fix a certain type of toxic behaviour known as 'portalling'. It's essentially there to prevent people from throwing down portals in the hopes of getting other players to accidentally walk into them. Last I checked, you can't go into a portal if you're walking backwards or facing away from the portal.
Yup, it was also called "hubbing", sending people back to the hub. You now have to look straight into the portal when you enter it
ah. i see the point, but it's not quite sensitive enough, i and other experienced vrchatters have had to try multiple times to get into some portals.
i've seen that too, there could be multiple reasons
Anyone knows how do I make a Music Player?
Anyone know how to get a sound to play on my avatar only when I collide with a part using my hands or maybe when moving around?
some of the rooms in my world make my char in vr look like its shaking, and also the menu. Anyone an idea why and how to fix it?
anyone here familiar with simulating lighting effects like a flashlight? the only problem i have is replicating the light "shafts" ? while using the spotlight light source.
make a transparent cone yourself, lights don't have these, they only light up the object it hits
there are probably shaders that simulate that effect as well
hey 101 i tried that cone effect for volume lighting.........maybe 10 streetlights volume light effect killed my frames
and i tried using a cone model.......then just a sprite....of course i had self illumintion maybe that was why it choked
howdy all: I'm trying to get particles to spawn when I throw a pickup object at a trigger: any tips on setting up the trigger / RPC system to do this?
hey indie put a vrc triigger onEntertrigger on your projectile. followed by a collider set up as trigger on an object. set the projectile triggers action playparticles .............press the plus sign and pic your particle emitter you made
need to move a train but the trig is not moving the train
The scene was saved before even attempting to upload.. before i even got to upload i was presented with the default naming and description before anything else unity crashed and the result is this.. it compressed the package but was unable to undock it afterwards after the crash the scene didnt load but the assets are all there.
vrcsdk appears to be stuck in a cycle as if im still in vrccam mode.
nevermind ive fixed it.. i ended unitys process tree and crashed it out completely.. deleted vrcsdk and then re-imported and its all fixed..
totaly bizare set of circumstances...
Anyone know of a good tutorial or something for subshaders, I'm having problems making my idea reality
Has anyone tried making a sword-fighting world?
Korro had a really good one
when I export my avatar to vrchat using the SDK the following error appears "updating content.asset bundle upload failed. failed to upload"
Does anyone know how to solve it?
Goal: make the tail of the star swing while attached to the star (hinge-style)
Former Issue: Dynamic bones script is too limited to do this.
Current Idea: Use a Hinge Joint
New Issue: Either the Hinge Joint does not work (connected to the hat), or the tail bobs around instead of swinging around (disconnected from hat; reparented to armature; works in Unity)
I've reached a dead end with this. Anyone have ideas for this?
https://image.prntscr.com/image/cVi9lqvuTvqvs6nh4baLyA.png
the wind in my scene isn't having any effect on trees. it was working in the asset demo scene, but i removed the wind scripts, and then unchecked the "use wind from scripts" option, but still no effect. any idea why?
some of the rooms in my world make my char in vr look like its shaking, and also the menu. Anyone an idea why and how to fix it?
Tag me too plz since im at work and can only read it later
finally figured out a way to play gun firing sounds with no issues π©
if only AudioTrigger wasn't so bad I wouldn't have to waste so much time
@inner lance My very uneducated guess is that it sounds like a problem with collision. You using any mesh colliders, or just the basic shapes?
Mostly work with box colliders in only small and complicated shapes are with mesh colliders
when testing a world there is an option to launch multiple clients but they join different worlds, how can I make them all join the same one?
I'd like to be able to test stuff without bothering my friends all the time
I think they changed something so you can't have the same account on the same instance anymore
oh great
yeah sucks
what I do is log on with my steam acc and my vrchat acc
and invite the steam acc
it's annoying but it works at least
it also lets me make sure I'm getting the effect I want without relying on my friends to describe what they see
I'll give that a try
it won't let me log into my steam account this way, just gives me a blank menu
I upload, log in from steam first then open up the .exe itself in the vrchat folder and login on my vrchat account
@dark sigil nope no post Processing and only cubedshader
okay somehow I managed to do it, thanks @dark sigil
except... I just realized I can't send myself a friend request...
maybe I should just give up at this point
https://gyazo.com/d95f2572d56065b867e282117d010ff7 So I have this animation, works good in unity
but in game, the mask doesn't even appear to turn blue and then vanish
and the fire particles aren't in the right position
even though they are attached to the mask properly
Is there a way add a VRChat player controller to Unity so I don't need to tax the servers when testing out minor tweaks?
I'm at work so I can't test this myself, but can a skinned mesh renderer be used in a world like any other non-skinned animation?
Wanting input:
I am currently trying to make an avatar of a dragon. Now the skeletal structure of this dragon is nowhere near the humanoid setup that VRchat uses. I know that i can use a custom Override controller to play different animations, however i was wondering if i can integrate VR hand tracking to the avatar, even though the model is generic.
Would I have to do something with the models rigging mapping?
can 3rd person cameras be done with current tech? I saw spazkoga had one
why is my video player with 16 songs taking 10 minutes to load
it went from 13 to 16, now it takes minutes to load instead of seconds
@harsh knoll tell me what you know. Iβm currently trying to get Audio Trigger and itβs broken even in the SDK example
@waxen shale You can use the humanoid avatar, and just weight paint the head, neck, and arms. The rest of the avatar armature is there but unused and maybe a little deformed.
The rest of the body can be dynamic bones and use animations in certain situations
@sand canyon thank you much! Hopefully uploading avatars gets fixed soon
Did you get something working?
im having trouble playing video files that are hosted on an ipfs cdn
for ex:
(it just plain doesn't play, even if localhost:8080 is replaced with a publicly accessable ipv4 address)
@cosmic relic I wonder if it's the url format that unity doesn't like? You could try adding it to ipfs with the... -w option I think? Last I remember that's the one that wraps it in a directory.
Maybe also try putting a web panel in the scene and have that point to a hash on your local ipfs node just to make sure it works with something simple like an image or a basic test page.
yo quick question guys, can i upgrade unity to the newest version or is it not working with vrchat?
ok... NOW it works
for literally no reason
maybe it doesnt like the codec that i used for a video? huh
@marsh folio Need to stay with 5.6.3p1 until the vrchat team update vrchat.
Could be the codec, did you check on unity's manual for the supported codecs?
i have... not
apparently it supports anything that apple quicktime can because it uses apple quicktime
does Inherit Velocity not actually work for particle systems? :/
@sand canyon if you just want to play a sound, create an audio source, disable it and make it play on awake. then add trigger OnTimer which will disable the audio source object after it finishes playing. when you want to play that sound just enable the audio trigger
if you want to play a sound multiple times at once (like gunshots) it's a bit more complicated
So I'm trying to make it snow, and creating a snow looking world particle isn't really hard, but I want it to look like I throw something in the air that causes the snow fall, so would I make a particle emitter then make the snow a sub emitter?
What cubemap orientation does VRChat use for their Pano shader?
I've got this equirectangular image I split into 6 cubemap faces, but I just put them in what I thought would be the correct order and it looks crazy fucked when I drop it in the pano
@harsh knoll thatβs exactly what I ended up doing. Iβm also going to play around with PhysSound.
Hey there.. I'm struggling to make a 3d model 2d. I've set the Z dimension in transform to make it flat but once uploaded my perspective goes nuts and the model doesn't render.
is it "easily" possible to use different character controllers for vrchat?
I'd like to use a controller for non humanoid animations (like walking, etc)
To have more you need to modify the sdk which is Against the terms of service
are you implying you've figured out how to increase the 20k limit? cuz there's no tutorial to do it on the internet, as far as I'm aware
<no I don't want to know how>
<anymore>
trying to optimize the default unity refraction shader, does vrchat use single pass stereo rendering for anything?
I thought it was used for everything
can 3rd person cameras be done with current tech? I saw spazkoga had one on a twitch stream
you can certainly fake it https://twitter.com/kurokuro9696tv/status/958338196814708736
You can set your viewpoint behind you and above your head if you want
I think I tried setting the viewpoint above the head naively once and it got reset back to where I was
I see some people adding some fairly transparent object above their character which might be their workaround for it
I know on generic avatars you can only change the Y axis, if you were using that
it was non-humanoid, yeah
Personally I haven't really tried or messing around with uncommon viewpoint placements
since it was a roach I didn't want the camera at like 1cm
With generic ones you have to change the origin point of the 3D model to change X and Z pos of the viewport
ah
The height (Y axis) you can set in unity yourself
the height I had set, but it got set back for me
I didn't really investigate it much after that
unrelated topic .. I assume web panels don't sync mouse clicks at all, even if you sync the position
say if I wanted to implement a rhythm game on a web panel and thought other people should be able to see it
though realising that an actual rhythm game wouldn't work due to timing problems
i was with somebody who had a 300 000 k and 300 bones in their avatar.......completely fooled the system
not was was with
special software
I have this issue with my avatar where the eyes are rotated weirdly
https://i.imgur.com/4MF1aRz.png
I have tried changing their rotation in unity so that it might change in vrchat but it makes no difference.
I have re-exported the model again with ner eye tracking and such too and nothing.
The eyes work in the config, blender and unity but not vrchat
https://i.imgur.com/JSJS4A1.png
@wild helm Could you send us an email with their username ? thanks
what user ?
the person with the 300k poly
lol i dont remeber i have so many people that come through my portals that i drop
why is he in trouble/?
Bypassing the sdk and breaking the rules ? And worst of all, boasting about it.
ahh ok. if i ever bump into him again ill try to remebr his name. i see so many people on here it aint funny. Could be all talk for all I know
does particles and effects also abide by the avatar size? or if you say, shoot a gun, or weapon, would the particle go past the avatar limit?
Nope
I asked earlier about a third person camera in vrchat
It looks like this is some OBS feature and not vrchat specifically
Trying to make a door system in VRChat.
Triggers work fine, however the animations for the door opening and closing do not play.
@tidal belfry Best way I've found to setup things like that is to setup an animator controlled by a boolean parameter. That way you can test it without triggers before uploading.
https://i.imgur.com/fiTJ04Q.png
When you're ready, just setup the trigger with an Animation Bool action to toggle the bool flag.
@dull umbra I found a more simpler way
Toggling gameobjects of auto-play animated doors
Advanced question: Is the Animation controller slot (Animator > Controller) utilized in VRC at all?
Anytime i make my own modifications to the provided template it simply gets ignored even though it works in unity itself.
@tawdry hamlet Generic avatars allows you to use your own controller. Humanoids controllers get overwritten by VRchat's own when ingame
can someone explain me what "trigger individuals" means in the OnEnterTrigger? the explanation on the documentation doesn't make sense to me
Let's say you have a platform with OnEnterTrigger that spawns a balloon that flies up when a player steps on it.
If trigger individuals is on, if player A steps inside the platform and stays there a balloon will spawn. Player B and C joins in and two more balloons spawn even while player A is inside there to begin with.
If trigger individuals is off, if player A steps inside the platform the balloon will spawn as normal. But if player A keeps staying on the platform when player B and C enters nothing will happen. When all three players leave the platform together then a new balloon can spawn.
(Assuming I'm not horribly wrong about all this) @harsh knoll
I see, thanks
Does the VRC_Sync Video Player like checking the URL and depending on the url it plays the video from the cache or from the url itself?
Like if i got two times the same url will it load each one individual?
okay... I have another problem that I can't figure out. I made a weapon that can be fired but when at least one more player joins the world, the weapon fires twice when I only click once. what could be causing this?
it works fine if I'm alone in the world
hi, nobody knew how to help me in the worlds section, maybe you guys can help me - I've been editing my world for the past few hours and when I tried to upload it I didn't have any options in the VRChat SDK toolbar http://prntscr.com/ig7rle I'd really appriciate if someone can help me solve this! thx
nvm fixed it
Is that normal that world space particles doesn't work but local space yes ?
they both work, could be the particle settings
Btw, how many facial expressions on my avatar I can reasonably add? Alot of premades only have 2 facials (peace and victory). Is it not advised to add too many for various hand gestures?
@next swan many issues with world particles, this video should help you though https://youtu.be/yZxfQkxvxRI
Is there a way to have an object that just... moves around by itself without needing to be animated?
Does anyone know if it's possible to have an avatar descriptor with multiple armatures? Specifically I'd love to have multiple avatars all properly moving in their spots with the default animations
are those emotes that spawn a polaroid camera, snap a picture, and spawn a pickup achieved through hacking and making a custom script?
@stray spear Polaroid cameras are something that moderators can spawn.
So have the devs said what future proofing actually does?
@warm niche it uploads all assets and the scene data needed to build a new version in case VRC upgrades to a new Unity version.
Ahhh okay, so I'll stick to turning it off for the test uploads and turn it on for the final one
Make sure thumb, index or middle finger isn't assigned to the avatar. That forces it to use SimpleIK
does unchecking the IK pass in the animator do anything?
seemed to make no difference
I doubt that it does, however I don't know enough to say for sure
You'll be able to use gestures like normal, though obviously the finger(s) not assigned won't move.
hm, well it's worth testing anyways, thanks
A workaround you could do is to weight the middle finger to the ring finger so the whole hand deforms
probably not going to be worth it
I just wanna see if I can get my legs to stop tapdancing with my idle override
but I like my fingers too much
Try adjusting your player height in settings
so my legs are booping
for some reason adjusting that only moves the UI slightly further away from me
and changes my arm length
height doesn't actually change
Player height only fits you better inside your avatar
It does not change the size of the avatar itself
right, I mean my descriptor doesn't move up at all
the menu just nudges slightly away from me on the z axis
when I adjust it
It might still fix the tap dance
no, I've tried it before
it's just because I'm too close to the ground, the only real way to fix it would be to have my legs ignore ik
since I'm floating anyways
with the idle override
Hm, then all I can suggest repositioning the legs in the avatar configuration scene a bit if that makes a difference
Without totally disabling IK that is
actually that might not be a bad thing either
is there a way to just flat out disable it?
While still having it set as humanoid, don't think so no
Hey guys I've been banging my head on a weird issue with my level for the past hour and a half now.. needing some advice
Basically, this is how these materials look in the editor: https://i.imgur.com/jogWyn4.png
And this is how they look in game
same shaders, same material settings
one is a plane, the top one, and the other walls are from BSP geometry. both have good UVs
How come the side walls kinda have the cut but not the rest ?
I mean the side wall is broken too, but it still has a shape, but the top isn't
@stiff lily by broken you mean having the pixel noise dissolve effect?
hopefully this fixes it. I gave up and rebuilt the ceiling into the base geometry since I have no idea why this wasnt working
Well, it doesn't have the shape you gave it on the side, but it's still cut oddly, so something's funky on each wall
Managed to fix it
now the noise pattern is seamless across all walls, and working as it should
What was causing the issue ?
anyone know the good cloaking shader? i've seen it a few times, can't seem to find it
Everyone who's made one has made it themselves afaik
I made one in Amplify Shader editor, Claw made his in code, and Garret's is based on mine, but made cooler with transitions
i've seen the same one twice, there's a predator in an avatar world that uses it. unless they made the same exact one twice xd
That's Garret's I think
anyways just find any good refraction shader. and you just have to animate the refraction amount and the opacity mask
Amplify has a good demo one. I think ShaderForge does too
anybody here can answer a couple of quick questions about trigger onHit avatar and add damage?
i just read you need the trigger off on the object you wanna hit with?
so its a colider
when using onAvatarHit, trigger should be unchecked
ok thanks man ...that prob was my problem. thanks again inggamer
i got a sword...attached a sphere to it.....and im gonna whack some avatars ;o)
to add damage i hope lol
avatars like players?
ya i have a section of world that has an arena........player mod(if it still works) to add health.(Healthbars check;o)
playermods still work, and healthbars will show up; but from what I've tested you won't be able to give damage or health to players
ugg
maybe I did something wrong but ye, that's from what I've experienced
That's what I've been working on too
if it works ill let you know ingenious. I know they want to switch to the new way
damage standard or something
I've been just 'instakilling' players by just teleporting them to a death room
so they 'die'
when they get hit by bullets
lol a fast death no less
anyone know how the randomize feature works for triggers? Or how the ontimer works?
@urban tapir Seems like you can attach probabilities to any of the individual actions in the trigger. I think only 1 will ever run though.
just trying to make it at least workable since I have no idea if what im doing is correct
or could be because I'm using two trigger scripts...
I've never had much luck with having 2 vrc_triggers on one object.
I always setup my primary triggers as local, which then call out to various other buffer/unbuffered/local triggers using ActivateCustomTrigger.
so how do I know if ontimer works?
Check the event log (menu key + 3)
While you're in the game, you can bring up the log by pressing the menu key (the button that normally brings up the right-click menu between ctrl and alt) and 3
It's a bit hard to read, but it will notify you of all events being triggered.
Everything's also recorded in the log file in your appdata folder, so you can go back if you miss anything.
I kind of wish you could disable it for when you release your world as gratuitous log writes seem to be responsible for some dips in framerate.
I've looked in the forum and here but i'm have a really hard time getting useful information from my searching.. Sorry. But if anyone has tips for how to make NoeNoe's pen prefab work I would be thrilled and very greatful for any insight.
dots are cool but writting with the pens is painfully slow.
and i've seen them work as desired in another world.
@urban tapir Goes from 0 to 1 - represents 0% to 100% chance. Since you only have 1 action item, it should always be 100% chance.
what does the checkmark do?
@urban tapir Not sure. I'd expect it either disables the action, or removes it from the randomizer thereby making it always occur alongside whatever else is selected. You might just have to try it and find out.
@small wadi I haven't used any of the pen prefabs yet, but maybe you need to increase the emission rate of the pen's particle emitter?
seems like the checkmark doesn't take out the 0-100%
It's probably used for testing. If you need to temporarily disable some options without losing your established probabilities.
I've actually, literally, turned emissions up to 9000 and there is no change. Each of these emitters is set to 0 rate over time emissions but are still making some dots. Just not that any of the particle settings seem to change.
Animation named Draw_Time is responsible for the emission rate over time value and not the emitter settings on the pens. At least when using the full pen prefab. Thanks for the help @dull umbra I was too tired to see what was more or less right in my face.
I got this weird problem with unity, which makes me unable to make animations, because I can't see anything https://ibb.co/if93t7
Haalph
That's certainly different. Any errors popping up in the logs? If all else fails, you can hit the record button and modify whatever and it will automatically generate keyframe tracks for you.
Maybe as simple as a restart of the application. Looks like an old WIndows memory issue, leaky application. If the typical restart, checking another model to see if it has the same issue in the menue, and repair istalation does not work..not sure. You find a solution while you waited? @blazing oar
Are basic scripts allowed in worlds? I'd like a to make an advanced movement script for some objects. My understanding is that custom scripts are not allowed. Could I put one with the revision of it by a vrchat dev?
No scripts allowed, but they are working on getting playMaker to work with VRChat
No exceptions?
Doubt it
yaaay paying $65 for scripting!
because some people are too abusive apparently
cause you can literally crash someone's pc if scripts were allowed
Yes but they could make "approved scripts"
Like, maybe submit a script. A dev checks the script and approves the script. Then they make a hash of the script and put it to the "approved script hash list". If the client finds a script of a world in the approved script hash list, it enables it. Otherwise the script is disabled.
They could even implement the script check in the upload of the world.
they probably would if they had more manpower rn
there was a form to apply for scripting or playmaker
but that's postponed for the foreseeable future
evidence is in #event-system-sdk2 pinned messages
that was 9/12/17
Are there any ways to find out from which instance you make a request to an redirect url?
Like something to stuck to
maybe a browser agent or an specific ip address
because APPARENTLY it doesn't care if you return a 307/308 don't know rn or not. Cuz it always loads the url from cache
they probably would if they had more manpower rn
given the number of worlds that there are and that probably not even 1 world is submited per day, it would not be a problem
There are a number of dedicated world testers, however anyone on the discord mod team can join in to test worlds if they chose.
Compared to coding, world testing is child's play
Also i think before they go to the scripting they should check the assets on the webserver and maybe update the Unity Version and RenderingPipe so you can use more than 2000 polys
Everything is just a matter of priority. Those changed when the userbase EXPLODED and servers were on fire all the time.
The Unity version released in December allows meshes of over 65355 polygons without splitting them in 2