#development-advanced

1 messages Β· Page 24 of 1

mental narwhal
#

No, just the ordering, for blendshapes. Check that they don't get reordered when imported to unity.

#

Zarniwoop made a good quick checklist.

sour mural
#

wth, reimported my avatar and it gained 10k polygons, all i did was rename some stuff wtf,

shell furnace
#

@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

sour mural
#

ah, it was because i had checked the active box on some stuff

mental narwhal
#

@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.

sour mural
#

πŸ˜„

#

My eyes got the 90 degree bug

shell furnace
#

@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

mental narwhal
#

If your avatar has a big balloon head or other weird proportions, sometimes you need to move it.

shell furnace
#

the descriptor just spawns cameras IPD/2 offset to the side, right?

#

or in the middle for desktop

mental narwhal
#

Yes, basically.

shell furnace
#

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

sour mural
#

I got eye tracking to work :3. Thanks hack

shell furnace
#

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

mental narwhal
#

Yeah glad to help!

remote wind
#

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

sour mural
#

Have a animation that is the lenght of the sound πŸ€”

woven cargo
#

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.

woeful falcon
#

Help. How do i run vrchat from another GPU?

#

-screen-fullscreen 1 -adapter 2 doesnt seem to work. Still uses primary GPU

rough sleet
#

@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.

woeful falcon
#

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).

strong geyser
#

@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

woeful falcon
#

Nah its not working. I guess I just need to build low end rig for world performance testing :/

strong geyser
#

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

woeful falcon
#

that might be harder

#

1080ti is watercooled with custom loop xD

strong geyser
#

Could go into display adapters and just disable it for time being might work πŸ‘

#

and also could check in the nvida panel if can disable it there aswell

woeful falcon
#

ofcourse that works πŸ‘

#

I just really wanted easy launch option for this :D

pearl wigeon
#

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.

warm niche
#

does anyone know how to make a material invisible only to me but visible to everyone else?

strong geyser
#

@warm niche why you wana do that?

lofty sail
#

it might be getting in her line of sight

warm niche
#

@strong geyser hoppou collar... it blocks vision downwards

strong geyser
#

@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

warm niche
#

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 πŸ€”

strong geyser
#

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

warm niche
#

my vrchat setup seems to be gettign more complex by the minute.

strong geyser
#

havnt tried it but worth a shot

warm niche
#

i don't wanna disable my character, just see through collar lol

strong geyser
#

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

warm niche
#

hmmm

strong geyser
#

Is it a custom model or a premade one?

warm niche
#

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

strong geyser
#

i dont think you can custom a camera inside of characters

warm niche
#

well i've seen people do them on weapon scopes and handheld cameras etc

#

they're clientside only now

strong geyser
#

yeah but cant change the main camera

warm niche
#

what do you mean?

#

i mean replacing material inside collar with camera material

strong geyser
#

They add a second camera but you cant change your main camera (one you main view from)

warm niche
#

like a display

strong geyser
#

ah kkkk

warm niche
#

i have no idea how that works though

strong geyser
#

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

warm niche
#

i've literally learned blender and unity from scratch just so make this avatar

strong geyser
#

yeah cause i think there is an easier way then todo that

warm niche
#

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

strong geyser
#

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?

warm niche
#

you'd see the missing meshes just by looking from over shoulder

strong geyser
#

hmm...

warm niche
#

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

strong geyser
#

could you pm me a SS of it in diffrent angles in blender for me? just so i can take a look at it?

warm niche
#

what do you want to see?

strong geyser
#

just the scarf area

#

so i can get a better idea of it

warm niche
#

ah, yeah i'll screenie that

strong geyser
#

kk ty

warm niche
#

it's a common hoppou problem

strong geyser
#

ah kkkk

warm niche
#

the collar moves forward and down if you say... look up, so it becomes less snug in there and threfore more visible to others

strong geyser
#

how good you with shaders?

warm niche
#

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)

strong geyser
#

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

warm niche
#

ooohhh right

#

i dunno how to set the distance on fade shaders

strong geyser
#

so if people got SUPER close to you it would be invisble but in this case its worth it

warm niche
#

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

strong geyser
#

idk if this will help i havnt touched shader forge but

#

and isntead of doing a fade just do it instant

warm niche
#

oh i see

strong geyser
#

idk if that will help?

warm niche
#

@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

strong geyser
#

Alright well good luck if need anymore help (wasnt much) just lmk

#

or anyone else who happens to be on at the time πŸ‘

hollow wind
#

Is there a way to get a particle system to follow a wrist bone in World Sim Space?

autumn hatch
hollow wind
#

πŸ‘

normal aurora
#

tex2D() doesn't produce a straight curve from 0.0 to 1.0? πŸ€”

mental agate
#

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

strong geyser
#

Theres an option under the particle effect for collisions

#

@mental agate

#

and what type of task you looking for @mental agate

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?

strong geyser
#

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

normal aurora
#

but executing what exactly

#

if you only wanted to execute something like more particles, that can be done

strong geyser
#

@normal aurora he wants todo sounds

normal aurora
#

sounds would probably be pushing it

strong geyser
#

upon collision or an animation or any type of event

normal aurora
#

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

strong geyser
#

im guessing he wants like bullet sounds hitting a wall once hits something or so

#

well you can do it via coding

normal aurora
#

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

strong geyser
#

You'd have todo it via there built in function via script

normal aurora
#

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

strong geyser
#

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

normal aurora
#

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

normal aurora
#

finally got my 256-stencil shaders working lol

rocky peak
#

anyone know how to make/get the galaxy texture ppl like using ?

normal aurora
#

I've seen so many that I don't know which one

#

might be an easy one to make

warm niche
#

@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

misty meadow
#

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?

barren latch
valid moth
#

@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

grand socket
barren latch
#

The ones I linked are the ones you commonly see ingame

#

Depends what you're trying to do

autumn hatch
#

@misty meadow Most likely you have not ticked the disclaimer button

trim phoenix
#

How do you get a update on a public world? What do i put on the form lol.

trim phoenix
#

I guess ill find out :o.

strong geyser
#

@trim phoenix ithink the worlds section could give you better advice

untold vigil
#

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.

whole crystal
#

Asking again, is there a character script for your avatar in unity? I need to add some exception things

autumn hatch
#

@whole crystal No, currently no form of scripting can be put on avatars

whole crystal
#

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

autumn hatch
#

Try setting them as trigger? I'm not sure to be honest

whole crystal
#

o: Ill try n see, ty for the info ❀

autumn hatch
#

Any non-C# solution would probably work

untold vigil
#

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.

autumn hatch
#

You can have custom controllers on generic avatars @untold vigil

#

On humanoid avatars controllers always get overwritten ingame

untold vigil
#

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

robust yarrow
#

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)

untold vigil
#

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

frigid nymph
#

is it possible to make emitted mesh face the direction and not the original mesh position?

wintry hill
#

@frigid nymph What are you asking exactly based on this image?

manic cloud
#

footprints are not following rotation

frigid nymph
#

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

wintry hill
#

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?

frigid nymph
#

sure

wintry hill
#

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.

hollow wind
#

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.

frigid nymph
#

@wintry hill appreciate ur try tho

orchid gorge
digital nimbus
#

anyone in here know how to make the snailmarker rainbow?

#

would that be a texture

warm pagoda
#

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

quick bluff
#

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

untold vigil
#

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

quick bluff
#

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 πŸ˜›

untold vigil
#

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

junior drum
#

@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

quick bluff
#

I've already got it working but thanks anyway

gloomy cave
#

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

sour mural
#

Anyone got an idea as to why my particle wont collide with my hand and it dissappears when i close my fist?

hallow portal
#

@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.

gloomy cave
#

@hallow portal Thanks for the info mate. It seems that I'm not the only one.

hallow portal
#

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.

sour mural
#

Then, how do i fix the emmiter killing particles πŸ€”

hallow portal
#

I'd ask in animation...

sour mural
#

oh didnt think about asking in animation when doing particles lol

hallow portal
#

it is for an avatar?

#

just assuming

sour mural
#

yes

hallow portal
#

Animation is the way to go...

#

I mean you trigger it with an ANIMATION override πŸ˜‰

sour mural
#

lol yeah

#

i got vr like 5 days ago so im fumbling around with all sorts of effects

hallow portal
#

Just clicked the channel and the first post i saw was about particle systems. πŸ˜„

#

@sour mural please keep the ammount of particles around 100 or less. It will have an impact on other players fps.

sour mural
#

oh i know that already

#

Also size of particles greatly affects fps

hallow portal
#

well not the size but overlapping transparency...

sour mural
#

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.

#

πŸ˜›

#

*Overdraw

hallow portal
#

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.

sour mural
#

My sun has 300 particles πŸ˜„

#

Fortunately i deleted it

hallow portal
#

Put the post fx stack on the cam and use the glow filter. Much better for the framerate.

sour mural
#

i see

#

will try

digital nimbus
#

how do you make the CubedParadox/Flat Lit Toon Rainbow shader rainbow

#

do i need a texture and if so what texture

quick bluff
#

Is it possible to make a drop down area in a shader without having to delve into creating the material inspector in a script

runic arrow
#

@digital nimbus Just download syns unity shaders.

digital nimbus
#

I think I figured it out

#

Haven't uploaded it yet as I'm adding a custom sitting pose

stable hazel
#

Anyone know how to make Unity loop animations perfectly? After a while the curves became less and less accurate and desync:

warm niche
#

https://imgur.com/a/KN6xZ

Does anyone know why i dont have all the stuff anymore?
tried to reupload the sdk many times already

strong geyser
#

@warm niche try shape.scale(scale)

#

@warm niche what are you trying to access?

warm niche
#

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

strong geyser
#

which particle package?

#

you could just comment out the shape part

#

and it'll prob work

warm niche
#

comment out? I dont know what that means πŸ˜„

#

I just remove the line of code

#

now it works

#

removed*

strong geyser
#

yeah commenting out a line of code is just doing // infront of it but removing the line of code works either way

warm niche
#

ahh gotcha

#

okay i commented it

#

maybe i will need it someday

#

your profile pic made me crack up xD

#

"noot noot motherfucker"

strong geyser
#

lolol ty

warm niche
#

in a deep voice

strong geyser
#

Is this for a character?

#

the particle effect?

warm niche
#

yeah, i have really really much particle effects already

#

and i just got this package, the materials, textures and stuff are amazing

strong geyser
#

just remember scripts dont go with the character so it may break it

warm niche
#

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

strong geyser
#

who did?

#

got an example?

#

video that is

warm niche
#

sadly not

strong geyser
#

you talking about the jad one?

warm niche
#

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

strong geyser
#

was it this guy?

warm niche
#

it wasnt

#

but its an effect like that

strong geyser
#

kk cause thats a shader/animation

#

doesnt actually shake screen

warm niche
#

Oh whaaaaaaat

#

Where can i get it???

strong geyser
#

if look at the portals off to the left there ONLY the back on shakes

#

back one*

warm niche
#

oh i see!

#

which shader is that?

#

i want it so badly

strong geyser
#

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?

warm niche
#

Isnt it just like a big object with the shader on it?

#

uhhh but i understand you

strong geyser
#

that or the way i just sade just a simple animation with a camera image render material on it

warm niche
#

holy moly

#

thats to high for me

#

i know what you mean

#

but iΒ΄d never know how to do it

strong geyser
#

this could gelp with rendeer textures for you

#

first video i pulled out

#

or actually

#

this cause its shorter lol

normal aurora
#

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

untold vigil
#

oh jesus please dont let people code screen shake effects onto their avatars.

quick bluff
#

How would I go about checking whether the camerapos is inside a cube?

#

In a shader*

drowsy plover
#

Yeah screen shake and flashing visuals are here and there

#

some I see are just a spherical object that attaches to your position

short crypt
#

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.

short crypt
#

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

old bridge
#

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

upper shuttle
#

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?

stiff lily
#

scale your model up if it's too small for the camera

#

arrow keys help

stray spear
#

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?

junior drum
bright escarp
#

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.

rapid gyro
#

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?

pale violet
#

does the post-processing stack V2 work with the sdk yet?

normal aurora
#

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

stray spear
#

when i ask for help on adding snail marker to my world, are people just ignoring me or does literally everyone not know how?

normal aurora
#

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...

runic mauve
#

@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

normal aurora
#

the particle one is the one I particularly wanted to do

rough sleet
#

@pale violet No, it's still in beta.

pale violet
#

thanks

normal aurora
#

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

stray spear
#

@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

normal aurora
#

I think it always looks like dots if you move it fast enough

stray spear
#

i'm writing very slowly and it's still kind of illegible

normal aurora
#

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

stray spear
#

so i mess with the emission settings?

#

do*

#

i would imagine

normal aurora
#

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 😦

normal aurora
#

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

stray spear
#

@normal aurora yeah, rate over time doesn't work, otherwise it'll emit particles just from holding

#

err distance*

normal aurora
#

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

stray spear
#

well it makes sense i guess, since rate over time and distance are both 0 by default

normal aurora
#

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

stray spear
#

i'm starting to think increasing this simulation speed might increase the particle output

normal aurora
#

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

stray spear
#

LOL WHAT. simulation speed was a failure, i repeat, failure. every time i went to draw i just created suns

normal aurora
#

lol

#

"realistic blood effects $20"

shadow dock
#

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.

stoic tapir
#

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

stoic tapir
#

nevermind fixed it, had to lower render queue, i'm guessing it was fighting with the background of the map

warm niche
#

Pens should likely use particles over distance since it should only draw while moving, correct?

strong geyser
#

they use a trail renderer @warm niche

ember kindle
#

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.

strong geyser
#

@ember kindle not to sure about problem but should double check and make sure some how the spawner isnt being deleted

ember kindle
#

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

strong geyser
#

That is very strange did you try asking the worlds channel?

ember kindle
#

I haven't but I'll ask there now

strong geyser
#

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

ember kindle
#

No problem, appreciate you taking the time anyways haha

strong geyser
#

Always here to help! good luck on your problem man!

marble root
#

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

ember kindle
#

I'll post a Canny report about it just to be thorough

trim phoenix
#

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.

normal aurora
#

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 πŸ˜ƒ

stray spear
#

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

pale violet
#

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.

harsh nest
#

@upper shuttle select the object and press F

crisp pendant
#

Can I have eye tracking without weighting any verts to the eye bones?

autumn hatch
#

Technically yes

crisp pendant
#

Awesome, thanks

#

My idea is to make or edit a shader to get bone transformation info and plug it into some uv texture scrolling

autumn hatch
#

Ooh, if you wouldn't mind sharing that later, it would be great

crisp pendant
#

No prob, bob

#

I just have to learn more about shaders

#

Which is to say, nearly anything at all

autumn hatch
#

Haha you probably still know more about that than me at this point

delicate goblet
#

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

autumn hatch
#

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

delicate goblet
#

hmm.. I try that, thanks

wild helm
#

anybody having failures right now on uploading?

#

just got 2 in a row ;o(

trim phoenix
#

@wild helm Yes, i get those as welll.

warm niche
#

API is down/struggling

#

have patience πŸ™

frosty dew
#

I’m newcomer. I got error

wild helm
#

hey where is the best place to upload a video for here

stray spear
#

can someone tell me how to simulate darkness

#

like, ambient darkness; absence of light

#

never mind, figured it out

queen hearth
#

@rough sleet

strong geyser
#

@stray spear like for a world?

#

nvm just read your last thing

winged lintel
#

I'm having issues getting objects to spawn

#

the sendrpc command should still work right?, or did things change

crude schooner
#

works ok @winged lintel

winged lintel
#

this is boggling me now

quick bluff
#

Hmmn, can you access the depth texture on a player's camera?

winged lintel
#

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

strong geyser
#

@quick bluff if you can write it in a shader im pretty sure itll work

#

unless you mean postprocessing

#

for everyone

turbid wedge
#

Anyone know anything about those particle c4-like bomb things?

warped socket
#

I need some help connecting my phone to my computer via USB, so that I can use RiftCat

strong geyser
#

@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

turbid wedge
#

@strong geyser it's more complex the effect on trying to achieve, got it now tho thanks

wide umbra
#

Does the subemitter also mess up for someone else?

digital hull
#

Anyone knows how to make the particle emission constant instead of by groups?

marble root
#

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.

thorny vale
#

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

autumn hatch
#

Only world creators can set the max limit on upload

thorny vale
#

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.

autumn hatch
#

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?

thorny vale
#

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?

autumn hatch
#

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.

thorny vale
#

cool thanks.

#

That clarifies a lot

harsh knoll
#

can I make players stand in a seat?

warm niche
#

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

autumn hatch
#

@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

warm niche
#

@autumn hatch in prefab i dont see what you are on about

warm pagoda
#

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

autumn hatch
#

Can you show me a screenshot of the VRCworld components?

warm niche
#

@autumn hatch

autumn hatch
warm niche
#

@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

autumn hatch
#

The settings you have on the camera object in your scene will be transferred to the player camera when they load into your world

warm niche
#

oki

warm niche
#

@autumn hatch that didnt work for me

autumn hatch
#

then i dunno

warm niche
#

oki when you put down the VRC_Avatar Descriptor it has that little ball, where is that located in the files?

golden valley
#

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

sour mural
#

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 πŸ€”

#

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 πŸ€”

wary path
#

@autumn hatch or anyone here

#

is it possible to have fog settings change on trigger

#

or would I need to wait for playmaker

sour mural
#

Ah, its actually because i have several materials i think

#

One material for a mesh if its a particle

hot stone
#

Does LoD still not work properly in VRChat?

sour mural
#

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

warm niche
#

unity LODs work fine, but a lot of people don't know how or implement it wrong

warm pagoda
#

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?

woven cargo
digital hull
#

Anyone knows here how to make constant particles?

warm niche
#

is there anyone who has a scrit that can put render textures on a cube map that i could use

strong geyser
burnt knot
#

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.

stray spear
#

anyone know why my avatar is flickering? apparently it's related to custom emotes

wide umbra
#

My subemitter messes up the timing of the particles it spawns can anyone help me out?

frigid nymph
#

anyone ever had the issue that the subemitter doesnt work on collide or death but only on birth?

warm niche
#

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 πŸ˜‰

#

but look into that

frigid nymph
#

nvm i didnt know i had to create an event lul

calm siren
#

why use a subemitter is my question

frigid nymph
#

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

dull umbra
#

@frigid nymph As I recall, only burst type emitters work for OnCollide and OnDeath, while only emission types will work for OnBirth.

frigid nymph
#

@dull umbra yea noticed thanks tho

summer harness
#

so guys wheres a good tutorial to start for learning to do transformations n stuff?

wanton spindle
#

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?

autumn hatch
#

Wouldn't suprise me if that was the case

wanton spindle
#

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?

golden valley
#

i've seen avatars with 50 alone so i'd say you still have a bit of room

wanton spindle
#

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.

junior drum
#

Where do you see how many drawcalls your world has?

wanton spindle
#

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.

junior drum
#

cheers

hot stone
#

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

hot stone
#

I never saw the original answer I asked before but does LoD work in VRChat now?

strong geyser
#

@hot stone i believe so give it a test

stray spear
#

can anyone give me a quick rundown on adding a camera that transmits to a screen to a world?

strong geyser
#

@stray spear

maiden spoke
#

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?

warm niche
#

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?

strong geyser
#

@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

warm niche
#

ok thanks

true peak
#

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.

maiden spoke
#

@strong geyser Yeah, I think I'll try to play with the descriptor more and see what happens

wide umbra
stray spear
#

why does having emotes cause my avatar to flicker badly?

kind ether
#

@stray spear Have you checked your 2 keyframes are identical?

stray spear
#

@kind ether I don’t flicker during the emotes, the avatar flickers after being in game for like a minute. It’s really damn weird. I just know it’s the emotes causing it because it wasn’t doing that before I added them

kind ether
#

Heard someone else mentioned that issue yesterday. Don't know if they found a fix. Perhaps something changed with the idle animations?

kind ether
#

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.

dark sigil
#

that happened to me when I accidentally had a keyframe that changed my avatar's position

frigid nymph
#

does somebody know what layers are used for environment, which one for the player (you) and which one for the other players?

strong geyser
#

@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

frigid nymph
#

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?

warm niche
#

has anyone got plexus particles to work in there world because they dont seem to be working for me

urban tapir
#

Does anybody know how to pause with videosync? Can't get it to work

autumn hatch
#

Haven't had any success with it either

warm niche
#

does anyone know how to get compute shaders to work

warm niche
#

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?

dull umbra
#

@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.

urban tapir
#

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
#

ahhh i see

#

thanks

dull umbra
#

@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)

urban tapir
#

I see

dull umbra
#

If you don't care about late joiners, then it's fine to just use AlwaysUnbuffered events.

urban tapir
#

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

dull umbra
#

You can use the AddDamage and AddHealth actions to manipulate the health pool.

urban tapir
#

I see

sick fox
#

I thought VRC_DestructibleStandard was deprecated

dull umbra
#

Not according to the documentation anyways...

sick fox
#

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

dull umbra
#

Oh. I wonder how Gleameyes and Darkside work then.

sick fox
#

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

dull umbra
#

@sick fox I just tried it now. Seems to work fine for me.

#

Maybe it was broken on the build you tried?

sick fox
#

im missing a Script file by default

#

whats it look like on your end?

dull umbra
#

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.

sick fox
#

so no health bar?

#

but it works in the back end

dull umbra
#

That's about right. Probably the same reason why the two bosses don't have health bars either.

sick fox
#

I thought Gleameyes does have Health bars

dull umbra
#

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.

sick fox
#

you mentioned a health bar hack using animators. Is there a git repository or some example of that I can use

dull umbra
#

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.

sick fox
#

Damn latency always gets in the way. Hope you figure it out. Thanks again.

dull umbra
#

πŸ‘

stray spear
#

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?

stray spear
#

@warm niche that's for like, if you can't see it, not for the video player itself

pale violet
#

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.

warm niche
stiff lily
#

@pale violet can you manually rename one of the tropical texture file to something different ?

split bane
#

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

frigid nymph
#

Does somebody know the layer that is used to detect other players?

autumn hatch
#

PlayerLocal I believe

fading sparrow
#

Any of you guys know how to conver cinema 4d models to fbx?

hot stone
#

is there more to setting up eye tracking than plugging them in to the humanoid rig?

fading sparrow
#

are you using cats in blender @hot stone ?

hot stone
#

i don't use blender

fading sparrow
#

ah

#

then i cannot help you, sorry.

hot stone
#

nice

pale violet
#

@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.

pale violet
#

@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.

stiff lily
#

Ah, well that makes sense, nice πŸ‘Œ

pale violet
#

i still don't have a good idea of what an assetbundle is, i assumed it was necessary

flat bloom
#

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?

warm niche
#

only works local, this is on purpose

merry coral
#

anyone good with particles??

potent canopy
#

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

warm niche
#

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.

wild helm
#

yes for a simple muzzle sprite would be better

potent canopy
#

Probably

stray spear
#

i can just submit the world form any time right

#

doesn't matter what time of day

velvet badger
#

Yeah, it does not matter much

#

Just remember about 24 h limit/user

fierce python
#

To bad the sprite animation script aint whitelisted for VRChat

warm niche
#

I’m having an issue on a map where peoples voice audio is popping in and out constantly. When we switch worlds everything is fine though

harsh knoll
#

so is there a way to fix vehicles based on kart prefab or should I wait for the devs to fix ownership issues?

unique tundra
#

@warm niche may be a hardware limit on the total number of sound sources your computer can support.

lusty forge
#

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)

warm niche
#

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?

dull umbra
#

@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.

pale violet
#

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.

stoic summit
#

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?

pale violet
#

@stoic summit i believe using the unity vrc sdk is the only way so far

stoic summit
#

@pale violet so in edit time only?

pale violet
#

the only way to upload an avatar to your account that i'm aware of is using the unity sdk tool they provide

stoic summit
#

@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.

pale violet
#

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.

wicked radish
#

does anyone know how certain players are able to add a skybox or something simulating it to their avatars?

wicked radish
#

nvm i figured it out

pale violet
#

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.

dull umbra
#

@pale violet Use a large collider that teleports the player into the center of the portal when they step into it.

pale violet
#

@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.

verbal basalt
#

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

languid lantern
#

i just overwrote it

#

let it replace those that need replacement and it worked for me

dreamy badge
#

deleting the sdk folder from your unity project will fully remove it

verbal basalt
#

ehh my solution was to open a new project and re-install then move old assests/avatars in via export

#

worked ok

pale violet
#

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?

humble tree
#

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. πŸ˜›

harsh knoll
#

I want to do something when player drops a pickup but OnDrop doesn't seem to do anything πŸ€”

echo bay
#

Do "on collide" with the floor

dull umbra
#

@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.

autumn hatch
#

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

pale violet
#

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.

stiff lily
#

i've seen that too, there could be multiple reasons

warm niche
#

Anyone knows how do I make a Music Player?

turbid whale
#

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?

inner lance
#

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?

cursive sapphire
#

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.

warm niche
#

make a transparent cone yourself, lights don't have these, they only light up the object it hits

dark sigil
#

there are probably shaders that simulate that effect as well

wild helm
#

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

knotty zenith
#

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?

wild helm
#

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

graceful stump
#

need to move a train but the trig is not moving the train

dreamy badge
#

did you not save the scene

#

file -> open?

warm niche
#

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...

keen turret
#

Anyone know of a good tutorial or something for subshaders, I'm having problems making my idea reality

hollow lotus
#

Has anyone tried making a sword-fighting world?

autumn hatch
#

Korro had a really good one

robust sandal
#

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?

austere apex
#

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

pale violet
#

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?

inner lance
#

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

harsh knoll
#

finally figured out a way to play gun firing sounds with no issues 😩

#

if only AudioTrigger wasn't so bad I wouldn't have to waste so much time

wanton spindle
#

@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?

inner lance
#

Mostly work with box colliders in only small and complicated shapes are with mesh colliders

dark sigil
#

you put any postprocessing or any shaders?

#

@inner lance

harsh knoll
#

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

dark sigil
#

I think they changed something so you can't have the same account on the same instance anymore

harsh knoll
#

oh great

dark sigil
#

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

harsh knoll
#

I'll give that a try

#

it won't let me log into my steam account this way, just gives me a blank menu

dark sigil
#

I upload, log in from steam first then open up the .exe itself in the vrchat folder and login on my vrchat account

inner lance
#

@dark sigil nope no post Processing and only cubedshader

harsh knoll
#

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

woeful cairn
#

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

hallow void
#

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?

wanton spindle
#

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?

waxen shale
#

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?

jovial fog
#

can 3rd person cameras be done with current tech? I saw spazkoga had one

stray spear
#

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

sand canyon
#

@harsh knoll tell me what you know. I’m currently trying to get Audio Trigger and it’s broken even in the SDK example

sand canyon
#

@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

waxen shale
#

@sand canyon thank you much! Hopefully uploading avatars gets fixed soon

sand canyon
#

Did you get something working?

cosmic relic
#

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)

final wigeon
#

@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.

marsh folio
#

yo quick question guys, can i upgrade unity to the newest version or is it not working with vrchat?

cosmic relic
#

ok... NOW it works

#

for literally no reason

#

maybe it doesnt like the codec that i used for a video? huh

final wigeon
#

@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?

cosmic relic
#

i have... not

#

apparently it supports anything that apple quicktime can because it uses apple quicktime

normal aurora
#

does Inherit Velocity not actually work for particle systems? :/

harsh knoll
#

@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

warm niche
#

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?

queen hearth
#

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

sand canyon
#

@harsh knoll that’s exactly what I ended up doing. I’m also going to play around with PhysSound.

short crypt
#

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.

lusty forge
#

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)

warm niche
#

To have more you need to modify the sdk which is Against the terms of service

lusty forge
#

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>

steel swallow
#

trying to optimize the default unity refraction shader, does vrchat use single pass stereo rendering for anything?

normal aurora
#

I thought it was used for everything

jovial fog
#

can 3rd person cameras be done with current tech? I saw spazkoga had one on a twitch stream

normal aurora
autumn hatch
#

You can set your viewpoint behind you and above your head if you want

normal aurora
#

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

autumn hatch
#

I know on generic avatars you can only change the Y axis, if you were using that

normal aurora
#

it was non-humanoid, yeah

autumn hatch
#

Personally I haven't really tried or messing around with uncommon viewpoint placements

normal aurora
#

since it was a roach I didn't want the camera at like 1cm

autumn hatch
#

With generic ones you have to change the origin point of the 3D model to change X and Z pos of the viewport

normal aurora
#

ah

autumn hatch
#

The height (Y axis) you can set in unity yourself

jovial fog
#

An example from her stream

#

I'm new to the lingo but it seems to be "real'

normal aurora
#

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

wild helm
#

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

warm niche
#

They told you?

#

Impressive πŸ€”

worthy heath
#

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

stiff lily
#

@wild helm Could you send us an email with their username ? thanks

wild helm
#

what user ?

stiff lily
#

the person with the 300k poly

wild helm
#

lol i dont remeber i have so many people that come through my portals that i drop

#

why is he in trouble/?

stiff lily
#

Bypassing the sdk and breaking the rules ? And worst of all, boasting about it.

wild helm
#

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

lusty forge
#

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?

stiff lily
#

Nope

jovial fog
#

I asked earlier about a third person camera in vrchat

#

It looks like this is some OBS feature and not vrchat specifically

tidal belfry
#

Trying to make a door system in VRChat.

#

Triggers work fine, however the animations for the door opening and closing do not play.

dull umbra
#

@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.

tidal belfry
#

@dull umbra I found a more simpler way

#

Toggling gameobjects of auto-play animated doors

tawdry hamlet
#

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.

autumn hatch
#

@tawdry hamlet Generic avatars allows you to use your own controller. Humanoids controllers get overwritten by VRchat's own when ingame

harsh knoll
#

can someone explain me what "trigger individuals" means in the OnEnterTrigger? the explanation on the documentation doesn't make sense to me

autumn hatch
#

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

harsh knoll
#

I see, thanks

inland sierra
#

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?

harsh knoll
#

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

livid lodge
#

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

next swan
#

Is that normal that world space particles doesn't work but local space yes ?

warm niche
#

they both work, could be the particle settings

granite drum
#

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?

warm niche
sweet crystal
#

Is there a way to have an object that just... moves around by itself without needing to be animated?

glass cosmos
#

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

stray spear
#

are those emotes that spawn a polaroid camera, snap a picture, and spawn a pickup achieved through hacking and making a custom script?

dull umbra
#

@stray spear Polaroid cameras are something that moderators can spawn.

warm niche
#

So have the devs said what future proofing actually does?

hallow portal
#

@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.

warm niche
#

Ahhh okay, so I'll stick to turning it off for the test uploads and turn it on for the final one

steel swallow
#

is it possible to turn off IK for the legs?

#

google isn't being helpful

autumn hatch
#

Make sure thumb, index or middle finger isn't assigned to the avatar. That forces it to use SimpleIK

steel swallow
#

does unchecking the IK pass in the animator do anything?

#

seemed to make no difference

autumn hatch
#

I doubt that it does, however I don't know enough to say for sure

steel swallow
#

righto

#

will I be unable to gesture without those assigned?

autumn hatch
#

You'll be able to use gestures like normal, though obviously the finger(s) not assigned won't move.

steel swallow
#

hm, well it's worth testing anyways, thanks

autumn hatch
#

A workaround you could do is to weight the middle finger to the ring finger so the whole hand deforms

steel swallow
#

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

autumn hatch
#

Aah, try unassigning your toes if you have them

#

Toes are optional

steel swallow
#

yeah they're not on

#

it's just because I'm a bit too close to the ground

autumn hatch
#

Try adjusting your player height in settings

steel swallow
#

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

autumn hatch
#

Player height only fits you better inside your avatar

#

It does not change the size of the avatar itself

steel swallow
#

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

autumn hatch
#

It might still fix the tap dance

steel swallow
#

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

autumn hatch
#

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

steel swallow
#

actually that might not be a bad thing either

#

is there a way to just flat out disable it?

autumn hatch
#

While still having it set as humanoid, don't think so no

spiral otter
#

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

#

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

stiff lily
#

How come the side walls kinda have the cut but not the rest ?

spiral otter
#

?

#

that's precisely my question lol

stiff lily
#

I mean the side wall is broken too, but it still has a shape, but the top isn't

spiral otter
#

@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

stiff lily
#

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

spiral otter
#

Managed to fix it

#

now the noise pattern is seamless across all walls, and working as it should

stiff lily
#

What was causing the issue ?

spiral otter
#

I have no idea :/

#

but making it not be a plane that I placed in unity fixed it.

stray spear
#

anyone know the good cloaking shader? i've seen it a few times, can't seem to find it

spiral otter
#

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

stray spear
#

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

spiral otter
#

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

kindred idol
#

is there any way to change the cache file directory

#

for the game?

wild helm
#

anybody here can answer a couple of quick questions about trigger onHit avatar and add damage?

steady monolith
#

?

#

@wild helm

wild helm
#

i just read you need the trigger off on the object you wanna hit with?

#

so its a colider

steady monolith
#

when using onAvatarHit, trigger should be unchecked

wild helm
#

ok thanks man ...that prob was my problem. thanks again inggamer

steady monolith
#

curious about what you're using it for πŸ˜ƒ

#

specifically the addDamage

wild helm
#

i got a sword...attached a sphere to it.....and im gonna whack some avatars ;o)

#

to add damage i hope lol

steady monolith
#

avatars like players?

wild helm
#

ya i have a section of world that has an arena........player mod(if it still works) to add health.(Healthbars check;o)

steady monolith
#

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

wild helm
#

ugg

steady monolith
#

maybe I did something wrong but ye, that's from what I've experienced

#

That's what I've been working on too

wild helm
#

if it works ill let you know ingenious. I know they want to switch to the new way

#

damage standard or something

steady monolith
#

I've been just 'instakilling' players by just teleporting them to a death room

#

so they 'die'

#

when they get hit by bullets

wild helm
#

lol a fast death no less

urban tapir
#

anyone know how the randomize feature works for triggers? Or how the ontimer works?

dull umbra
#

@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.

urban tapir
#

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...

dull umbra
#

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.

urban tapir
#

so how do I know if ontimer works?

dull umbra
#

Check the event log (menu key + 3)

urban tapir
#

event log?

#

oh

dull umbra
#

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.

urban tapir
#

what does this do?

#

trying to randomize it

small wadi
#

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.

dull umbra
#

@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.

urban tapir
#

what does the checkmark do?

dull umbra
#

@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?

urban tapir
#

seems like the checkmark doesn't take out the 0-100%

dull umbra
#

It's probably used for testing. If you need to temporarily disable some options without losing your established probabilities.

small wadi
#

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.

small wadi
#

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.

blazing oar
#

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

dull umbra
#

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.

blazing oar
#

Lemme check the logs

#

No errors

#

Just weird dark bars popping up everywhere

autumn nacelle
#

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

cold minnow
#

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?

sharp burrow
#

No scripts allowed, but they are working on getting playMaker to work with VRChat

cold minnow
#

No exceptions?

sharp burrow
#

Doubt it

inland sierra
#

yaaay paying $65 for scripting!

urban tapir
#

because some people are too abusive apparently

#

cause you can literally crash someone's pc if scripts were allowed

cold minnow
#

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.

urban tapir
#

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

#

that was 9/12/17

inland sierra
#

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

cold minnow
#

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

inland sierra
#

The question is

#

how many of the world tester are coders and how many are not?

autumn hatch
#

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

inland sierra
#

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

autumn hatch
#

Everything is just a matter of priority. Those changed when the userbase EXPLODED and servers were on fire all the time.

cold minnow
#

The Unity version released in December allows meshes of over 65355 polygons without splitting them in 2