#development-advanced
1 messages Β· Page 25 of 1
no reason to use any anyway
The new Unity beta has probuilder advanced implemented in it for free π
Now my purchase for probuilder is kinda pointless tho
Oh well, I guess I got to support the devs
it seems to not work...
I had no success doing that either in the past
has anyone a working speed mod that can be locally triggered at different points on the map?
How's the scripting support so far
What Mapname does a WebPanel replace with it's render?
I'm assuming "_MainTex"
also is there a "Owner- Local" sync style?
where only I can press a button and only for me will it make anything happen?
There's local, but that lets anyone push it
@velvet badger I've messed with it before. It seems pretty unreliable. It's much easier to setup an animation that controls the IsKinematic flag directly - just make sure it executes on all clients as the VRC_ObjectSync doesn't transfer local changes to the kinematic flag.
anyone know why sfm models' chests pop out when you stop moving sometimes?
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?
Whisper or Tag me plz since im at work and can only read it later. Thanks :)
@dull umbra thanks for confirming!
is there a way to have multiple animations (same length and same framerate) to run in perfect sync for all players in the world? it seems to only work perfectly for the host and then other players see the animations playing at different points.
(im using animation and object sync too)
when u do a manual atlast why would u do a 2k instead of a 4k, is it anything else than size or does a bigger atlas mean higher chance of overflow or something?
Can I have an avatar that is a ball dynamically rolling as I drag it across the ground with my player movement?
if you manage to give it a roll animation that has the same number of frames as the IK sample animation for movement, i think that'd work ?
So I'm back to whine about the lack of cute cameras, but can I make it so that it'll just show the one render texture frame, so it just looks like I took a photo?
@warm niche thats pretty much what the old cameras were doing but its disabled (made local only) for avatars for a reason. Every camera is basically doubling the amount of rendering if its just one player
imagine if a room with 32 players has everyone using a camera
and the reason why what you suggested is still the same thing because that one render texture frame still needs to be rendered
its also more problematic since vrchat is based on user created worlds, so one world may work fine but another world with lots going on thats just on the tip of becoming a laggy mess will die if players pull out cameras π
@robust yarrow I know that's how they work, I just didn't know if it would allow me to just do a single frame. Just more wishful thinking and fond memories of when the cameras worked
yeah it was cool to see in game π
hopefully at a later date they can find a way to enable it and not cause havoc with fps π
Yeah there's a post on the canny that we've spit balled ideas but no official response unfortunately
ah i see
Well if you haven't seen it yet, it doesn't hurt to upvote it! The more attention it can get the better!
would making spawned prefabs fall down to the respawn height be sufficient for destroying them?
Is there any reason why the VRC_Web Panel auto-activates itself?
I set the component to disabled in Unity and then when I test it it is active
Any help with it?
@stiff lily "if you manage to give it a roll animation that has the same number of frames as the IK sample animation for movement, i think that'd work ?"
How many frames is that?
no idea
Is it possible to make some sort of shader that will make a material invisible to myself, while remaining visible to everyone else?
I want to surround myself with a little house
As soon as I ask, I think I can imagine a way to do it with stencil shaders
hmm
people that drop giant seemingly multi-material particle things, are they actually dropping multiple particles in the same spot, or are they dropping one particle and finding creative ways to make it one mesh and material?
Would anyone know if its possible to tweak the Cubed Shaders for a greyscale variant?
I know almost nothing about shaders besides how to change them on a material π
that sounds like it should be pretty easy to do
sure, it's possible, you can edit the shader and map colors to greyscale
averaging RGB values for example
actually you really want to convert to YUV
and it feels like there would be a utility for that but I don't know it
convert to YUV, set U and V back to 0, convert back to RGB
covers a bunch of methods, mine at the top
the best results are weighted for the human eye
@crisp pendant The rolling ball works fine on my bb8.
dot(col.rgb, float3(0.3, 0.59, 0.11)) is the method i most commonly see used to convert color to greyscale
that's with weights for human eye perception
that's the YUV one
might save time vs an actual YUV conversion since you don't need the two colour components in the result
(also you don't set Y itself back in as R, G and B, but instead you set them all to 1.164 * (Y - 16))
at least according to one source. I guess you could reapply the original equation to check the results huh
@hallow portal Oh yeah? How does your ball work?
@crisp pendant 5 anim clips for the 4 directions and idle. All applied to the simple avatar controller. No bones on the model. Imported as custom. In the tutorial section is a tut from mechlai that explains it in more detail. He is not using a ball but the basics are the same.
sorry for the delay. at work atm...
I know what you mean but I doubt it works that way. The speed and direction of the rolling match those of your avatar though.
Go to The Shufflepuck Bar and look for the pedestal with BB8. See for yourself if you like it that way...
so i wanted to reupload my avatars. unity freezes when i try to open the upload dialog. tried removing and reinstalling the sdk, but didn't help
has anyone ever encoutered this issue before?
giving the settings the path to vrchat.exe fixed it
@crisp pendant I gave it some thought and the problem would be that the ball needs a collider. If you have an avatar with a collider that comes in contact with the invisble and always present default collider you will go up up and away like a rocket. So if you try that put the ball 1 unit infront of the actual position of the avatar axis(use a gameobject as parent). And use 2 cubes with joints on the left and right of the ball to gently push it towards the floor. The ball may need to be a rigid body. But even then I still doubt that it works. What works is that the darn ball rolls next to you when you hold it as a pick up and push it down when you walk.
anyone use SendRPC (TeleportTo) ? it sends it to 0,0,0 not cardspawn (Transform) dunno why
@warm niche The TeleportTo target should looked up dynamically by name. Is cardspawn spawned at runtime? Are the cards spawned at runtime?
Cardspawn is an object in the hierarchy, it's not "spawned at runtime". same for the cards. The TeleportTo target was dragged from the hierarchy
not sure how you mean by "looked up dynamically"
oh wait is "Targets... All" needing to be fixed?
*changed to another value ?
@warm niche No, it sounds like you've got everything right. I've always had a bit of trouble getting TeleportTo to behave properly. One alternative I've found is to use the FollowTarget script in the StandardAssets package. it will lock an object to a target transform's position while it is active, so you can just enable it temporarily using an animation, then disable it again a few frames later.
Sup guys!
I was wondering, I'm fixing the last parts of my escape/horror world.
Thing is, in the last (boss) room I want to adjust the VRCworld Playermods.
Is this doable through triggers? I know you can use SEND RPC, but what would be the right values.
Nevermind figured it out.
soooo i have an emote that turns my avatar invisible for 5 seconds, but... when it ends, my avatar remains "invisible" -_- anyone help?
I'm trying to make a version of cubed's Flat Lit Toon that works with Stencil masks, but it seems to only turn the material into a missing texture. I've tried arranging the code in various ways, but I just don't know the program flow of shaders...
Here's my non-functional basic attempt: https://www.dropbox.com/s/7vkucpwej738333/Stencil Flat Lit Toon.shader?dl=0
The thing I'm trying to merge is StencilGeometry.shader
Oh a stencil would be awesome
Whatever material I put that shader on turns into a missing texture
yep
oh yeah it could also just be the broken shader
like I said my edit of that shader isn't functional, I'm trying to figure out how to add the stencil geometry part without it breaking
i've made a working camera for my model that can ¨film¨stuff and freeze the screen with gestures, but it only shows up for me, other people just see a black screen, does anyone know how to fix that?
awww π¦
I edited the custom shader UI to add the stencil option
Looks like it works, thanks for the help ;)
Now if I can get stencil masks that only work when seen under another stencil mask... hoho
you're in too deep
@severe hornet Could you provide info on how you got this to work? I've been looking into this, but I keep getting a null ref exception in the logs.
@marble fox A feature request to re-enable limited functionality for cameras has been made here:
https://vrchat.canny.io/feature-requests/p/allow-limited-camera-component-functionality-across-clients
@dull umbra thanks
Alright sooo... How many Urls does the SyncVideoPlayer cache?
hmmm any1 know what calculation in a shader causes the NAN propagation flashing issue
?
hmmm
On the SDK, pushing a build to the servers reveals a few AWS locations. How are these secured?
More accurately: are they secure?
E.g. can I get at any public key/secret via the SDK (or breaking into the SDK)?
Not asking as I am malicious, I work with AWS for a living and spotted it last night. :)
If a bucket or EC2 is able to recieve write requests for a given user's avatar stash, for example, I assume it is not possible for someone else to use a different set of credentials to write to that stash?
Also: when an avatar is pulled from the server to be loaded in by another user, how is that avatar transmitted and stored locally? Is it possible to intercept and rip somebody else's avatar?
Apologies for the security questions. Not seen a specific room for them.
I think you're best off sending them an email for such questions
Yeah
@simple basalt of course it's possible to load and steal all the content. It's the nature of assetbundles in Unity3D. There is not much you can do but to make it more difficult. Even without assetbundles you can rip pretty much anything being rendered in any game. The only way to actually answer your other questions would be to violate the VRChat ToS which I've not done and hopefully others haven't either so nobody here should be answering π .
Well I can ask the questions, I don't mind not getting an answer π
Not really allowed to discuss that topic here in general π
@fast yarrow did you sort out your stencil flat lit toon?
yea, but not how to make a texture only invisible to me so I can see through the house I'm trapped in xd
Is there a way to trigger an event in local if the localPlayer touch a trigger collider ?
because I'm making a big world with a hub to teleport to other parts of the world and to optimize I want to disable a world when the player leave
with door interaction it works but with a trigger it make the hub disable when any player touch it and not only the local player
https://i.gyazo.com/1989fb56a803ea22676604d7c88f0828.png does anyone know how I could create an atari like shader?
nvm
Does hiding a particle emitter at the end of a gesture mark its particles as destroyed?
For the purposes of an on-death sub emitter
I.e. can I end a gesture, hide an emitter and spawn a particle from an always-visible emitter?
Trying to see if I can construct a " charge a fireball' gesture that then "releases" the fireball (spawns a new projectile with speed) when the gesture ends
If it's something you want to fire a couple of at a time, you can disable the emission module but keep the particle system at all times and then in the fire animation just activate the emission module for a short period
I don't know of a way to fire just one without having a slow emission rate and timing it well
@simple basalt
you'd think if you're animating it, you could turn the emitter on for a precise number of frames and set the emission rate to that rate, but I'm guessing there is a risk of accidentally firing two in some edge case where it goes off exactly on the start frame
I use a similar trick for a grenade, making it disappear from the hand at the same time the particle system produces exactly one particle, and I wasn't able to get it to fire at the right time using a slow emission rate
so I set the rate to 0.2 at the moment and just make sure I release in time
the problem I found was that the emission timer starts running as soon as the particle system is running, even if the emitter isn't enabled
use bursts in emission, only let it fire for one cycle, and make the "over time" 0
I've got no issue with getting a fireball or ten out
hadoken!
I'm just wondering if in Unity, the particle emitter sub-emitter trigger-on-death functionality triggers if the particle emitter is hidden
I can check it easily later, just wondering now
Is it possible to save data by using triggers in VRChat?
Define save data
For example, save voting results.
I guess it's the simplest way to explain what I'm looking for.
yeah I've been wondering that too, I've tried the float animator values but afaik you can't increment them
I think something like that would require scripting if you want to save it to your computer
Hopefully, we'll be able to achieve this with PlayMaker.
However, if we're not even close to that, I'm probably gonna prepare something different for my diploma project.
@hollow lotus If you've got a webserver somewhere you might be able to do it semi-remotely via webpanels.
I'd have to check exactly how to do it, but if webpanels don't load pages until their gameobject is set to active, you could have triggers that locally enable a webpanel that loads a page triggering a 'vote' or something, then deactivates itself & the trigger.
Yeah, the panels are still a bit inconsistent. I don't think I can make a database for a system like this, but I'm sure it'll work one day eventually.
Actually, I don't know. Do panels even work these days?
Maybe I didn't set mine how I was supposed to, but seems like I can't interact with it at all.
As long as you're not trying to play media (audio or video) in them, web panels should work mostly as described.
Yeah, I see. Well, thanks for giving me something to think about.
When I send my avatar using unity the following error "updating content.asset bundle upload failed. failed to upload" appears.
Anyone know how to solve this?
I already told you that it was the server but this problem has been happening for more than 2 weeks.
Ex [HTTPRequest]: CallCallback - Message: Object reference not set to an instance of an object StackTrace: at VRC.Tools.ObjListToStringList (System.Collections.Generic.List1 objList) [0x00000] in <filename unknown>:0 at VRC.Core.APIUser.Fill (System.Collections.Generic.Dictionary2 jsonObject) [0x00000] in <filename unknown>:0
anybody know what this is since i updated?
Does anyone know someone who knows how to code Plugins/Scripts in Unity?
i'm wondering if there's any way to cut a hole in a mesh, inside of unity. to get this exact spot using blender or any other software would be tricky as it's a large mesh intersecting with other large meshes. is there any plugin for unity i can get that lets me take a piece out?
i use 3dmax or blender. Havent found a way in unity..........you need to delete some polys
there MUST be a way to delete triangles inside of unity. seems like it's too useful a tool for someone not to have figured it out.
why is my avatar not showing up in unity when i upload. I downloaded the new sdk
@warm niche ask in #avatars-2-general some already solved this; and it's not an advanced question im pretty sure (not trying to be rude)
you.. could save data technically i guess. implementation would be kind of horrible though. you could use triggers to create a pseudo finite state machine to store that information, and have a non-trivial amount of inactive web panels that you can activate appropriately to "save" a value by calling a url assigned to that value, but the web server would have no way of differentiating which instance of the world that http call came from. But.. this is probably too horrible to even consider implementing even if it could lol.
but.. your server could differentiate ip addresses, and i guess with local panels, you could have the triggers call the appropriate web panel url assigned to a specific value, and have your web server configured to redirect that specific ip to another address that displays a url shorterner that the person could type out to access that data for later, as long as they're on the same ip address.
technically possible i imagine... but you really shouldnt do it
I wonder if it's possible to take a screenshot with a camera and save it somewhere.
We can take screenshots manually, but I wonder if it's possible to do this from a different POV.
Without scripting: No
Would we be able to do this when PlayMaker arrives?
Don't know
This is kind of an obscure idea, but I'm interested in taking pictures in VRChat like this and printing them on paper.
The most common way so far is just putting a one side screen in front of you and taking a screenshot
I know a way to temporary save screens tho
Is it hard to access them?
Access what?
Actually, if you're sure it's just temporary, maybe it wouldn't work.
Like temporary save a screen in VRChat
So far, I'm just trying to find a way to take pictures with a separate camera and use the images on paper, so it's probably something different.
yeah the only way to do that so far is taking screenshots of Screens, for example with a Render Texture
does VRChat support Leap Motion?
Not directly, there's a piece of software that uses the leap to emulate a pair of vive controllers.
wtf
I updated the SDK and some vrchat components disappeared in unity
Lost hours of work
don't touch anything, delete the SDK folder and import the new one
close unity before that too
I updated it following tupper instructions
Closed unity, deleted vrcsdk folder, opened it again and imported the new sdk
Lost complex triggers...
Not all
did you change the name of anything?
any old scene versions you think you can load up
to see if the triggers are there
or just try restarting unity again
ok, managed to restore them by restarting unity. Looks like script components are loaded at startup, and because the import was made after startup the Editor didn't load those components
Devs should implement variable and basic operations and comparisons in the next update. I really need to save some runtime data
where are the vrcsdk temp files saved?
Does anyone know if it's possible to change the default location/settings of the vrc camera? I keep moving it to the same location whenever I upload a new avatar so it'd be lovely if I can make it the default
Maybe you can make your own editor script to do it?
I want a particle system to have world and plane collision for different purposes but I can't change the collision type in an animation
Would I just have to set it to plane and make an invisible plane that's big to substitute world collision?
Anyone know how to make a sphere hollow? Trying to make the textures on the inside something else for an animation.
have a shader that disables culling
just a hollow sphere I can put a panosphere shader on @inland sierra
Do you need to outer faces?
not sure what that means @inland sierra
Is there a way to make things turn to face players?
You mean a sprite? @sweet crystal
No
sure you can with shaders
Is anyone using TextMesh here?
Can you post here the setting you use?
I can't get mine to appear in vrchat. Strange, as it shows perfecly in scene view and in play mode
I made it to work in one build of my world some days ago
Then I changed some config and it stopped working
Β―_(γ)_/Β―
is it possible to have a particle collide with an avatar?
essentially firing at a player
Doesn't particle systems allow colliders for particles?
yes, I've had it collide with the world, but never tried hitting an avatar
hmm
it could work
But it could also not work
it depends on the setup of the Colliders
it can hit people but it will only show locally for the other person
So what would you use for lightsaber glow, the things i tried usually just filled entire map with light and i dont want that
Create 2 tube
1 inner and outer tube
Inner tube max emissions with max alpha
Outer tube
Set slpha to around 30% and also emissions
Oi mates, quick question. does vrchat support normal maps on models in worlds?
yes it does
Does anyone know how people animate those world bubbles, is it with the particle effects in unity? Is there a tutorial or something since I would like to try to make one myself? Ex: I seen people have oceans or the kingdom heart scene with all the key blades in the ground.
@warm niche Those are more under particle effects... https://www.youtube.com/watch?v=61vO-IswFps
I can't promise that video will work but good luck with whatever you're trying to get with particles
What I'm supposed to look like: https://i.imgur.com/Hub68Yu.png
What I look like in the mirror: https://i.imgur.com/Oj5ZvZC.jpg
What I look like in the fucking camera: https://i.imgur.com/cK8ocSx.jpg
I'm at a loss for words
Just a basic MMD model, using the regular old cubed's shaders
and somehow that's what happens
@brittle cobalt line renderers look alot better than tubes
and im just looking for a glow effect without making too much light
i just remember somone told me to never use or always use directional light
does anyone know what this shader is? https://gyazo.com/e368fb27886c51ce94f6ccf129e85b43 I really want it for my Philemon map.
prob custom made
kinda figured
does that particular effect require a geometry shader?
I had wondered because it seems like you'd need to introduce more vertices to lift up one section while the adjacent section stays where it was
As shit, it does too. Thank you SO much!
okay, so how much control do you have over a characters movement when you make a world for vrchat. lets say I wanted to make a Mirrors edge map without the boring parts. Would It be possible or will it only work in playmaker
I wonder if this is possible, some sort of vote tabulation system.
Have a button for each option, and each option activates a web panel. Web panel loads a page on a webserver you've configured, and use cookies to check and see if a person has voted before or not so they can only vote once regardless of options. Users can obviously work around this by clearing cookies but i imagine most players wont really bother with vote manipulation. If you really wanted to you could restrict it by ip.
Would that work? It would be interesting to use to get survey results on features in a map and see what people think. Sort of like those screens you see in some shops that lets customer vote on how pleased they are with customer service.
sure, why not?
You just need to remember to activate the cookies
You could even make a hidden Voting System based on users action by creating WebPanels and changing the url based on their action
Kahoot xD
this will be quite useful actually since i'm interested in creating maps with secrets/puzzles
and getting metrics on how many people are able to figure them out would be nice
I wonder if its feasible to do some kind of collaborative drawing board
Like once Reddit did that thing?
yeah
Has anyone ever used the mesh pack made my kripto fx for 22$ on the store? There's a few problems when I try to use it and I'm just looking for some help
Ping or pm me
I'd like to know an approximate date of when will scripting be avaiable
So I know If I should start writing scripts now
Trying to make some of my avatars "pickup-able" in my world. Anyone know how? VRC_Pickup doesn't seem to want to co-operate with me...
I've tried adding a box "inside" of my avatar's mesh but of no luck. It just fell through him pretty much
Nvm mah dudes, I figured out how to solve it
I'm not sure it's classified as "advanced", but I'm trying to figure out how to get my world particle mesh to emit at the same rotation of its emitter. IE: Planting a sword at any rotation anywhere in the world space.
I can already plant the sword at any location based on my emitter, but rotation seems beyond me.
Does the "use default presentation" toggle on portals actually do anything? I turned it off and supplied a custom prefab, but nothing seems to have changed.
Anyone have more information on the VR Chat api?
is anyone familiar with the juke box script? it plays the songs fine it seems if i have it on shuffle. but when attempting to play them in order, it stops after the first track. any idea why?
Trial and error, my friend... trial and error...
so essentially it's a flaky script
Asking this in development advanced since this might be more than expected for worlds.
I'm making a mini-game map and I have a few questions:
-Is there a way to force hide player nameplates? I noticed one of the werewolf maps had blocked nameplates in a specific area. I assume it's a shader or an object that blocks UI layer.
-Can you change the speed of specific players after loading in the world? I want one group of people to be faster than the other. Disabling running for a group would work too.
-Is there a way to get and track a player's location?
I've been wondering about the nameplate thing too. a few worlds are doing that now
Supposedly it is a ToS violation so they won't tell us here.
-On the backend side of things there is a flag admins can set on your world ID to force nameplates off, this was done for "spooky" worlds during last halloween. Obviously you can get similar effect with shaders, which is fine unless it's done with malicious intent.
-Been trying to figure out that myself, unsure if possible but I doubt it.
-If you manage to make a rube goldberg machine with the VRchat trigger system, yes you can. @summer berry
Thank you for responding. I don't want to disable nameplates from the start since I only want the people playing to not see them. I guess I'll figure out the shader then. I will only have it enabled in the play area.
It might be possible to force them into a vehicle, but I haven't looked into those scripts yet. If I force the vehicle with the same controls, that would also solve the position tracking.
My teleporters don't wanna activate for some reason π€
I'mma try "toggle" and see what happens. But Toggle seems unlogical though
Didn't work either...
I have an invisible texture on them. But That shouldn't be an issue now would it?
I am so confused... It worked perfectly the other day but now nop
Looking for way to make a moving platform not cause insane jitter for players on it
I'm still having issues getting the GUI to work. Anyone got a prefab of a working GUI I can look at?
why does unity completely disregard my blueprint ID when i try to update an avatar? i have to remove it and upload it as new every time since the update
Welcome to VRChat
so is it possible to have particles collide with other avatars?
standard avatars that is, not ones with extra colliders around them
Particles can collide with people as world particles. But... it'll only be seen on the receiving persons end.
ah, alright thanks
how do i add a collider to a particle so when it hits you and then you teleport
esoteric shader question .. I have a UV but I want to get it to screen space. I know the object it's on is flat and figure I can probably get the normal vector easily, but not the orientation
use case is deforming an image behind the object, but using the coordinate space of the rectangle
say if I wanted to apply a mosaic effect to stuff behind it but didn't want it in view space
@warm niche this might help https://realtimevfx.com/t/unity-5-5-5-6-align-mesh-particles-with-velocity-using-vertex-stream/2328 apparently its in-built feature in newer Unity versions
@stoic tapir I think Kimple used some web app on web panel to make collaborative drawing board or you can use https://vrcat.club/threads/updated-noenoe-pen-prefabs.85/
the floor() function in shaders ... is supposed to work, right
is there some way to debug this stuff? it's like it has no effect on the values being passed in
@normal aurora I usually output the value Iam debugging as color
@graceful stump to simulate that, I think you might be able to spawn moving (animated) object that teleports player on collision
Hey i'm trying to get a negative shader that auto fills the inside of whatever mesh its in (so I can have a sphere that has inverted colors inside it) does anyone know a script for this?
thanks neitri hehe
Who else is excitedly learning playmaker :$
my learning list is already not ending :<
Does anyone on here know whether or not the javascript bindings for Unity calls for VRC_Web Panel actually work.
I'm trying to make a webapp that uses room Id's and player Id's to do session management, because cookies don't work in the webpanel
@vivid crane According to the logs, it looks like you've got a number of methods at your disposal.
https://pastebin.com/rJU9UUNq
You'll probably want to try VRCSDK2.Networking.get_LocalPlayer followed by VRCSDK2.VRC_PlayerApi.GetPlayerId
@dull umbra I've been doing some extensive testing and so far VRCSDK2.Networking.get_LocalPlayer errors with '''[Exception:3/1/2018 1:34:28 AM] BindingException: Indexed properties are not supported. Please use an array or list field'''
according to the function definition for VRCSDK2.VRC_PlayerApi.GetPlayerId
public static int GetPlayerId(VRC_PlayerApi player)
{
return VRC_PlayerApi._GetPlayerId(player);
}
It seems to require a GameObject reference which I have no idea how javascript could provide that
I guess this kind of stuff is still under development
and/or not supported
It's a longshot, but try passing in null.
I can't really
I don't know much about the interface to the browser
But im making these calls by using a promise returned by the function engine.call(<call name>).always() in js
I'm making some headway as to the response types of some of the functions that work
@vivid crane According to the CoherentUI documentation, the standard way of invoking functions that return arguments is engine.call('functionName').then(function (returnVal) {
Many of the bindings seem to be implemented improperly or deprecated
Looks like they're generated procedurally to me. From what I'm able to gather, Coherent should handle most basic data types.
VRC_PlayerAPI doesn't look like it has anything too irregular in it...
@dull umbra I'm assuming it can, however most of the functions that allow me to retrieve a basic level of information do not seem to work
I.E the 2 functions you mentioned originally
Actually should put that in #3d-modeling probably; Sorry ;D
i ran into someone today testing a new avatar and they seemed to be able to do a bunch of crazy shit, like blow kisses at people that centred a mesh on the persons fov, which seems odd as you could basically blind someones avatar with it. hey also talked about being able to change everyones character model to monica from doki doki. they seemed harmless enough , but i cant help but wonder if what they were doing breaks tos in some way
@vivid crane I'd wait for scripts. Making that in javascript would be hell
Might be a hacked SDK
@untold vigil That's a hacked SDK. Record it or take a screen and send a Moderation Report
No it isnt? Thats a client side hack if they can run scripts. As the CLIENT removes the scripts on runtime. Aka its a hacker...
Sure a modded sdk lets you upload more stuff but that doesnt mean itll be used.
Last time I tested, there was no way to upload code with the Avatar, the only place it is possible is to upload scripts with a world, and even then you have to be a trusted user
It is probably tricks with animations or client side stuff to make it work
Or maybe even triggers
@tawdry hamlet dafuck are u talking about they talk about modifying the sdk so the object is big enough to apply a screen shader
@cold minnow I'm an impatient person who has spent way to much time writing js
Hmm, fair enough, i guess i should have read further back
don't need a modified sdk for screen space shaders, it's just obnoxious though
changing people to monica though is probably a modified client
Is it possible to play specific item from playlist using VRC_videosync player? and trigger system
hey, i have a wierd problem
i have multiple triggers setting a material on an object
only one works
any help?
does vrc support any point cache animation plugins? such as megafiers? or pc2unity?
anyway to make the VRC_videosync player not cache redirect URLs? i'm trying to make it so you can control a playlist from the web. the idea is to let a web server change the redirect location of a URL and then when you hit 'next' it should go to the new URL but instead it seems the video player is caching this beforehand so it keeps going to whatever the redirect location was at the start of the instance (or whatever it was when your client joined)
is it possible to render Only Players on a camera?
maybe if you adjust the far clipping plane to be close enough it never renders the scenery but you'll still get the skybox π€
it's cheating but hey
@sturdy frost yes https://prnt.sc/im8ziw you can also adjust the clipping planes
@velvet badger didn't test it but https://docs.vrchat.com/docs/vrc_syncvideoplayer says there is PlayIndex RPC, that might be what you are looking for ?
@harsh nest Yeah, it works, figured this out already π β€
Regarding The seated position that avatars use with the station script, Where is that seated position pulled from?
I thought it was an animation but i have no clue where from
since you can create an override for the standing and sitting animations it could be the idle animation
Cause im working on a project that wants me to change the idel override to a yoga sitting position
And it works nicely for desktop
But vr users look wonky
The feet and legs go all over the place. So im now wondering if the sitting position is an animation at all
Did you check the rig configuration?
Guys, something wierd is going on with one of my old avatars
After the recent patch, I can actually see my hidden object animations in mirrors!
But only with that avatar, even though I use something similar on others
*magic*
anyone know how to make the range property in a shader increment in values of 1 with no decimals?
nvm got it
cameras on avatars .. is the warning in the SDK true, and what does it mean?
that note at the bottom of https://docs.vrchat.com/docs/whitelisted-avatar-components is either not very descriptive or requires some domain knowledge that I don't have
The VRC_SlideShow custom method for showing next slide is VRC_SlideShow.ShowNextSlide ?
do you still have to detach the pipeline manager when updating an avatar?
Is there any documentation on what functions you can call from inside a WebPanel? I know you can call ListBindings to get a list of what functions are available, but that doesn't actually say what the function returns or how many parameters is has, so I'm kind of wandering around blind here.
The only one I've managed to figure out without documentation is VRCSDK2.Networking.GoToRoom. There's got to be docs for the rest somewhere, right?
any tutorials on adding web panels to worlds other than the wiki?
figured out how to prevent cloth colliders from sending your avatar into space!
tldr set the collider to a trigger
made a quick tut https://www.youtube.com/watch?v=DnX226UdCFw
@normal aurora is probably supposed to mean that the camera is active only for the one who uses the avatar, so to others who see you, it will behave as if the camera was disabled/removed, Iam however not sure if it's true, I am still seeing avatars with working cameras
@barren lantern scroll up, see the answer by HardLight680 - Last Thursday at 11:06 AM http://prntscr.com/imrys5 https://pastebin.com/rJU9UUNq
Not specifically a VRChat question but is for something I want to build for VRChat: if I wanted to load an interactive webpage onto one of my controllers in a similar way to the OpenVR Twitch chat plugin, is there a good project to fork or start with?
I've got an idea for a DnD world that doesn't somehow display your character sheet etc in game, but on a companion app that's hosted on AWS or something
And you can just look/modify your sheet as needed in game. More elegant than some hacky solution inside the game before scripting is extended.
@simple basalt the plugin you mentioned seems like a good start to me, or you can probably use OVRDrop from the same creator to show browser window with your webpage
Thanks
@odd fable great work
@simple basalt https://github.com/Hotrian/OVRdrop-Public
@barren lantern Webpanel bindings seem to be bugged at the moment. While there are a few simple functions that work such as GoToRoom, anything that uses a non-primitive type as an argument or return value will spit out a binding error or nothing at all. I wouldn't count on them being very useable right now.
@odd fable Theoretically that work flow could be applied to hair in place of dynamic bones
Right?
yeah it should work reasonably well for some kinds of hair, but I think that most existing models probably don't have a hair setup that will look great with this
definitely a good avenue for exploration though, might be some awesome results
Given me some ideas and things to ponder. Thanks!
great to hear π
@odd fable cheers for figuring it out mate
Anyone know if you can make ab object (light) world based and not attached to your avatar, or only a particle system?
Yup for in game
I don't get it
@modest meadow I think there is a way to do it, i havent figured it out tho
something to do with fixed joints i think
Hmm gotcha, thanks!
just seen I've tried to find similar info to no avail
@harsh nest yeah, that's exactly why I wondered, I have seen quite a few people with them working, but I tested it just for my own special effect I was trying out and everyone else saw it black
How do I sync objects so players see that I'm moving it and that I can see other players move it?
Kinda feels like the entire world is out of sync too, togglable lights never worked correctly either.
@tardy folio on objects use VRC_SyncOject on trigger use AlwaysBuffer
Alright, I'll try it, cheers.
would it be possible to have an animator on a object inside an avatar? and if so, is there a way to use a rigidbone thing to trigger animations?
what do you mean exactly? @sturdy frost you can animate skinned meshes separately if that's what you mean, each with their own controller
And is there any limits that vrchat puts on these animators? Like can you use whatever you want in them?
you can have one controller per mesh, but it can play different anims
and yes, you can animate almost any property with them, including enabling and disabling game objects, changing materials, moving sliders in custom shaders etc
Awesome. What are ways you can control Animators? Like how would you trigger animations from inside vrchat?
Ahh yeah. and that'll transcend the past the avatars animator and can activate an animation inside an internal animator?
ah ... eh no ... the gestures are on the Body mesh
but if you would enable another mesh with them, and have that mesh play an animation on active, you'd have triggered them both from the gesture if you catch my drift
it's fiddly and frustrating but it pays off figuring it out
okay okay, cool cool. How about colliders or rigid bodys, can they trigger animations?
I think so but I haven't messed with it, I know particle systems can spawn subemitters on collision and a lot of the collision effects you see are based on that or abusing that trigger
your avatar's colliders don't interact with other player's colliders
okay cool, thanks for the help π
Sounds can be triggered to play on animation, right?
Might improve my hadoken thing to do that tonight
I'd like to be able to have said hadokens explode on contact with the environment but I am not sure world colliders work
for particle effects they do
look at collision and sub emitters in your particle system
Neat
Can someone explain why only single pass shaders are allowed?
not true, you can do multipass
Are you sure? I think I have read several times somewhere here that they weren't allowed
yes, I have working multipass shaders ingame doing post effects on the framebuffer
vrchat doesnt limit shaders at all to my knowledge
Thanks
time to implement some voxel cone tracing GI then?
yeah, doing distance field sphere tracing atm π
any modellers/mappers in here who are searching for ideas? :P I don't want to be annoying but I think I have quite an awesome idea. I want to know if it is doable.
dx11 yeah
@prime sky #vrchat-inspiration might like it
@junior drum what do you mean? did you read #world-development ?
oh sorry
didn't see the channel link
thanks for pointing at that
nope, tend to stay out of #world-development sorry
Is there a way to set up an offline testing environment so i can debug animations before it's gets screwed up by the vr controller interactions?
how do you make a ui work in a world i have it work in play mode but not in test on vrchat
has anyone gotten the audiobank or jukebox component to work successfully? i'm curious since it seems to be one of vrchat's enigmas
@clever apex Audio bank only works for random playback order using the PlayNext RPC. For any other playback order, it overflows the playlist by 1 and throws a NullReferenceException every nth track.
well, I /was/ making good progress on this shader
now I just need to account for lightmaps, but it's complaining I don't have a variable defined
then when I define it, it comments it out and says it's built-in
then returns to complaining that it doesn't exist
because it just commented it out
right well anyway
Are you able to sync shader effects to time using a sort of "bpm" system?
So could I pass a float into a time node as BPM and manipulate something to that beat?
yeah but there's no way to sync it to the audio except keyframing it I guess
Gonna repost this since I'm super dumb when it comes to shaders, but does anyone have some tips on making a grayscale shader? Mine seems to distort/squish as well as make it grayscale. The skybox doesn't seem to grayscale either, but that's okay.
I'm trying to make a Polaroid camera on my avatar but the render texture is always black when rendering for other players. I don't understand why it's not working.
Anyone have any tips they could spare? Itd be much appreciated.
Are canvases allowed on avatars?
Thats the only alternative I can think of
I've seen folks with them. Which is why I dont understand why it wont work.
There is some work around
not sure how they are doing it
They all insist they arent hacking so im not sure how they get around it
Smells a bit fishy huh
yep
searching for modellers/mappers/programmers who want to help bringing eSports Streams to VRchat. PM me if you are interested.
@foggy cosmos here is my screen overlay greyscale shader https://pastebin.com/raw/faxNPAha (use Unity's default quad) not sure if that's what you are looking for
shaders which paint over the other objects in the scene as if they know where the objects' vertices are, how does that work?
I'm wondering how to get my splatter effects to stick at the right angle irrespective of the surface π
@normal aurora if you are working on world, you can use projectors for dynamic objects or generated mesh for static objects
I'm curious about that effect as well, are there any resources/examples I could take a look at?
yea there are plenty namely depth test
Anyone know if lowering the 'update rate' on Dynamic Bones would help improve performance for other players? If so, setting that to 30 by default would cut dynamic bone induced lag in half, right?
Anybody know a way to implement a form of randomization to an object on an avatar or world?
Such as creating a wheel to spin that will stop at a random point for a selection.
Or creating a box that will randomly select an object to reveal.
Etc.
Send me a message if anybody has an idea. Messages are open
@harsh nest nah, I was going to try it for an avatar, but there are some challenges
I'm sure it's going to involve the camera depth but I think I have to fetch the normals somehow too
@normal aurora if it's just avatar texture then you can probably paint it in Blender
@warm niche I'm curious how they did it in Spin The Bottle world
@harsh nest but itβs other people and the environment Iβm planning to paint on top of π
the camera depth texture is always empty in unity so it's damn near impossible to test anyway
@warm niche There is Randomize checkbox on VRC_Trigger that randomly selects between two or more actions.
@obtuse tide You can randomly enable one animation.
@normal aurora I think camera depth texture is set to shaders after opaque pass, so make sure your shader is in transparent queue.
it is
the problem I think is that the camera itself isn't set to the right mode
if I set it up using a script on the main camera, that one works
If there is a direction light in the scene with shadows on the depth texture will be rendered
cause hard/soft shadows use that I guess
Test your shader in gaia night and you'll see it works
indeed, adding a directional light makes the preview screen work
...kind of, anyway
the texture on the game screen is a lot more intense for the same shot
and both of them make the transparent bits of my model vanish lol
oh, nope, it still only works when playing, it just had a residual render
I know for sure the depth texture works in gaia night so that may be your shader
I think it's just that some bits are semi-transparent
and the depth texture considers that infinite depth I guess
if I switch those to "RenderType"="Opaque" then it renders on top of them but then they render slightly incorrectly without any effects applied
this is probably also why some people's cameras show half of me as nonexistent
How do I rig a look rotation or possible head tracking into a custom non-humanoid rig?
Hmm, I gotta know does VRC Pick up work if i put down a ragdoll model through one of my animations? Because I know the ragdolls have colliders on it
@low peak I think you can't, you can however use humanoid rig, I did a wolf with humanoid rig where I weight painted only neck, head and eyes.
hi, i have 2 question , maybe somebody know please tell me. is this possible make chair on player , and this is possible make collision on playermodel for another player , i mean if they'll try stand on me they don't fall down!
Hey,
Does someone know howto turn a specific shader into a single pass stereo rendererd one?
dm me if you know howto.
after I spawn a LOT of objects, they stop spawning, even though those objects destroy on a timer.
is there any way to make that work? am I not cleaning up the object sync properly or something?
maybe this is the wrong place to ask?
@fervent tide did you check log ? it might tell you what went wrong
there is no log file? at least not the normal unity one.. there is a gc.log and a vengine.log, but I dont see anything useful in there?
Is this the right place for asking about how to debug shaders?
on the topic of randomisation ... how
turn on advanced in the trigger system and when you choose what type of trigger to make, there should be a checkbox that says random or something like that and now all events associated with that trigger will activate randomly depending on what number you give to the event
hey Guys,
working on a world were friends and I can watch Anime together
using VRC_Sync Video Player
is there a way to Sync the video for everyone?
For example someone joins some minutes later, he'll be at the same position in the stream as we are
how to do that?
@dark sigil if I'm shuffling say 48 cards... I can probably have 48 events and use that to pick one card, but then to pick the next card I'd want to choose from the remaining 47, which seems hard
hmm
I guess a dirty technique is to accept that it will pick an already chosen card some % of the time and just run the loop more times
and try to set it so high that it's always shuffled by the end somehow
I had wondered whether it would be possible to make a physics-driven shuffling machine but I figured it would be too reliable and end up exactly interleaving the cards or something
I mean I guess you can make a pachinko shuffling machine that has a certain ball tied to a certain card
Does anyone know how to change the material of the snail trail renderer? It seems to be fixed to the Ink material
gotta edit the shader for that
There's no way to just switch it to another material
I made a duplicate of it to change the color
So I could have more than one color option
fun fact: PMD file format contains english bone names, meaning that pulling out the japanese names and translating them is not always the best strategy
Hey, I want to add some Seats in my World
Using VRC_Station for it, the player can sit on it but can't get out of it. why?
"Disable Station Exit" is NOT selected
Attempting to randomize the animation played by a gesture override. Tried using anim submachine to no avail. Anyone have any suggestions?
can you use a timer? it wouldn't be random, but if you could make G1 the first minute, and G2 the second minute... when you activated the gestures would be sort of random
or swap them by animation...
Deferring event of type SetMaterial because dispatcher is unavailable.
UnityEngine.Debug:LogFormat(String, Object[])
VRCSDK2.VRC_EventHandler:TriggerEvent(VrcEvent, VrcBroadcastType, Int32, Single)
VRCSDK2.VRC_EventHandler:TriggerEvent(VrcEvent, VrcBroadcastType, GameObject, Single)
VRCSDK2.VRC_Trigger:ExecuteTrigger(TriggerEvent)
VRCSDK2.VRC_Trigger:ExecuteTriggers(IEnumerable`1)
VRCSDK2.VRC_Trigger:OnTriggerExit(Collider)
plz help
this is OnEnterTrigger on a simple setup
does anyone know what "dispatcher is unavailable means?" Thanks
@warm niche Sounds like you're running in editor? Certain event types won't work in the editor - you have to be running in VRChat.
? that is a shame because I have alot of testing to do and need a way to test hundreds of triggers in the editor, what would be the best way to make sure Triggers work in the editor?
and which triggers exactly need to be tested in Build because that is a huge problem for debugging games
I need a way to have a way to have debug output, and step through the trigger system in a logical way to make sure it works, how do you guys deal with this
what is the "Dispatcher" and how can I simpulate it for local testing
Simulate it... I am working on Large scale games and really need a way to test, its taking me 20-30 mins per upload / download just to test in game, and local testing seems to nor work? Is local testing fixed?
Also is there any Optimization Profiler or tool that people use to Measure in room performance.... I have seen some users be able to pull up stats like @sudden smelt and others, can we please have access to these tools? I would like to see stats, and data on the world so that I can see whats wrong while the build is running online. How can I do that the right way if I can not test in the editor, and then get no feedback when the world runs.. I think there has to be a tool made, and an Editor Script that helps with these two issues
Seriously though, I am taking on some really big projects, and any input on how to test triggers in the editor would be helpful, and exactly which triggers will not work so I can save valuble time, I was thinking that it is my logic, and I am running in circles? Is this information from @dull umbra accurate? @sterile cipher
I do the majority of my logic inside Animators - they can do just about everything triggers can do and they can be tested, debugged, and visualized in the editor.
Thanks @dull umbra I figured that is the next step to go towards, so you are saying AnimationInt / Bool etc work , but setgameobjects and others do not? Is there a doc or reference that has a list of working Triggers that work in the editor?
Not really. It's mostly just trial and error. I'm not even sure if AnimationInt/Bool work either, but when testing, you can manually trigger these in the editor.
I try to keep the trigger system surface level, so only the things that VRChat directly has control of uses it.
Ok thank you, this should be made very clear to people in the documentation
it would turn off alot of Devs to even work with the SDK as it seems "broken"
novice users will run into this problem 100% and its not clear that these triggers are not testable in the Editor
I wonder if any of the VRCat community devs would have time to build a custom dispatcher that works in the editor... It should be possible to link to the VRCSdk.
They should, because if we cant test locally, the Large scale games. Even with playmaker will not be testable
as they have to tie into VRC triggers anyways
we got more logic, but it will not be an efficient way to test unless we can step through, and add debug output, and go through our logic before even uploading anything...
for me its a big deal because I am setting up audio and video control panels, and they need to scale
Thanks for the insight @dull umbra
No prob. π
I can confirm this was the case.. I rebuilt original Logic setup, and when testing in game it works, so for anyone wondering why a trigger isnt working in the editor.. try Building and Uploading.... not the best cycle, but def let people know this
I got a problem with my particle systems i basically have a particle system witch works fine when its not stuffed in a subemitter cant post immages here sadly
hey for making accounts
i messed my name i made it like TwinTail. i want to edit it and make it to Twintail or twintail
think you can add Edit profile so i can fix my username
I got a problem with subemitters this is how the particle effect looks when not put as a subemitter
Working: https://imgur.com/BiEmSlZ
And this is when i am using it in a subemitter
Not Working: https://imgur.com/upeDjbl
I am using Unity Version: 5.6.3p1 Personal (64bit)
I am on a Windows 8.1 PC
Already thanks for helping
@wide umbra I can't really tell from the images, but I guess it's running too fast? Sounds like you have more than one particle system driving the same sub-emitter. Each sub-emitter should only be parented to a single particle system.
@warm niche I forgot to mention this, but it's pretty important. Whenever you're doing logic on animators, avoid attaching the VRC_ObjectSync component to the same object as the animator. It will try to interpolate animations between clients which will wreck havoc on your logic.
@HardLight680#9731 yeah there are 4 particle systems attached as a subemitter but efen wit just one it still runs too fast and also messes up some particle spawns
interesting
there's no way to use VRC_Data Storage right? it's like the events are hooked up for it but there's no way to change what's stored
Is it possible to rig in unity an object that follows you but kinda lags behind? Or perhaps a bone you could designate to slowly follow you at a certain pace? (Context: avatar addon pets that follow you)
sounds like dynamic bone
given how much I see some people's hair lagging behind their head movement lol
But how do i make the flying pet bird lag behind me without using a literal line of bones to rope it with me?
why without? π
but if you really want to avoid bones, you can try something like a Spring Joint maybe?
Spring joint? Ill have to research that, never used it before
essentially you put a rigid body on both sides and it acts like a spring, you just set the parameters of everything to make it less springy / slower
Ohhh! That sounds like what im looking for.
So i make the master bone (spine) and a slave bone (connected to spine but not physically connected) and apply spring to the slave bone?
I'd make it under Armature, but maybe even there, it might still act like it's directly connected. I haven't experimented with making something not follow the object it's under
maybe the next level above that would work but I really haven't tried
Yeah, wish there was an sdk addon so i can test my avatar in unity instead of uploading, testing, logging off, adjusting, then repeating the process 30 times
physics stuff is mostly testable but then randomly something will be broken only in vrchat :/
Exactly
I can't even figure out how to move an object from one place to another at this point
lol
I can spawn a new object from a prefab, and I can destroy an object
Rigidbones to fixed joint question (in regards of mirrored bones) how do i make the fixed joints move the opposite directions from the master bones?
other than using a contraption of some sort I haven't found a way to do that sort of thing
Bummer
the problem essentially resolves to "how do I make a series of connected objects where rotating A one direction rotates B the other direction"
I want my wings to move the opposit directions from the arms
I assume connecting them to the opposite arm doesn't just work
Nope
rats π
The results were hilariously frightening
I want to do wings but I'm just not sure how to make it work
What do you want them to do?
If i could make the fixed joint move local to itself but mirror the amount of rotation the master arm is moving that would do it
What im trying to do is make the wings look more alive by mirroring the movement of the opposite arm, from the bicep to the forearm, the rest jiggles.
I just can't find a good way to move the wings that doesn't make it immediately obvious that I'm controlling them
But i also need them to only move slightly, not full 100% movement
That would be cool
Aye
Putting dynamic boneson the mirrored bones themselves seems to break the whole thing
is anyone able to help with a shockwave distortion shader?
depends what kind of question is coming about it
?
you didn't say what the actual problem is
so how do I know whether I can help or not?
oh... i should say i'm at 0
i can do steady distortions or maybe scrolling or rotating in shader forge
but shockwave? no idea
ah, I've never used shader forge, I've been writing mine from scratch
i see
looks like I didn't bookmark the last tutorial I found
i wouldn't be able to write script... coding drives me mental lol
i just want a simple either dome-like in&out pulse, and/or an expanding ring... that's all lol
that sounds interestingly tricky lol
i've seen both done in vrc
I know how I would do a sphere but rings are something I don't know how to model
i wonder if it's something as simple as a spherical distortion but applying flat to a ring mesh, and then scaling the mesh π€
do a shockwave effect by using the grab pass and shifting pixels in the franebuffer
seems gimmicky though
GrabPass is definitely the way to do it
yeah i really dunno much at all about this
make rings animate outward and add that refract/distort effect
yeah I see how I'd do it now actually
I'd figure out where the intersection point is programmatically model the refraction like that
but it's not like I could do real refraction either
well if you see my avatar is in my pfp, the speakers on the ears, i want to have a sonic blast effect
Nah just a pixel shift is enough
yeah, well, a uv shift
covers the basics + simulating glass: https://www.alanzucconi.com/2015/07/01/vertex-and-fragment-shaders-in-unity3d/
i'm pretty noob at shaderforge too...
i did find one already made shader that does a shockwave-like distortion.. but it's a $10 unity asset >.<
yeah there's a lot of nice stuff there... gotta be extra careful though that they haven't made the shader to require a script to run it
Hey, I'm messing around with the stencil shaders and I've noticed that it seems to stop working at certain distances and angles... Is there an explanation for this? I've no idea what to think. http://sno.sh/9u
we are currently searching for people who want to build a esports public viewing arena with us. Send me a PM if you are interested in the project!
@prime sky Just a heads up dude its against the rules to send the same message across multiple channels.
:C ok
Alright. Kinda' new to this whole VRChat world business, so I'm unsure of how difficult this would be:
So there's that Mario Kart world where you can actually drive a Kart. I'm sure many of you are familiar. I recognized this world's use of the basic Unity car and was curious as to how the creator managed to sync VRChat players to an external character controller like a car and have it work.
I wanted to know how difficult this was to accomplish for a developer like myself who is skilled with Unity, but not skilled with VRChat's SDK specifically.
I've tried like 12 different workaround combinations so far to try and get a camera to re-enable and none of them seem to do it π
@wary talon The VRC_ObjectSync will handle typical synchronization tasks. Use a SendRPC TakeOwnership event on entry to make everyone else sync up to what the driver sees. There's also a bug in VRChat right now where ownership transferring doesn't work unless the object also has a VRC_Pickup component on it. So just add one to your object and uncheck the Pickupable box.
Fantastic advice!!
The Kart prefab is pinned to the #world-development channel too, so feel free to use it as reference.
I was just earlier wondering what happened to SendRPC
@normal aurora Make sure you have Advanced mode enabled, or SendRPC isn't listed.
oh they hid it behind that now
Anyone getting auth errors?
signing into SDK just now, having internal server error
@heady lagoon See announcements.
k
I wonder if that's responsible for events from scene not being available too then
Go it, thanks- was pannicing worrying my world was corrupted or some such lol
I imagine the biggest challenge is going to be inputs. I'm planning on attaching the player to an existing character controller with special attributes. Will syncing the VRChat "jump" button and the new controller's "jump" input be difficult? I suppose I'll find out!
@wary talon I think there are a few people who have started working with the other player controller scripts. From what I've heard, directional movement works, but jumping, crouching, and sprinting are limited to keyboard inputs.
That seems like an odd limitation
It's to do with how the scripts are implemented. They use Unity's Input.GetAxis for movement which handles multiple input devices. For other movements, they use Input.GetKey which is limited to keyboard.
That makes sense.
And the rest of the input scripts that VRChat uses are locked behind closed-doors I'm willing to bet, eh?
All of the ones that pertain to special actions
If there were a way to read gestures, or something
You could technically get some inputs from the OnKeyDown/OnKeyUp VRC triggers. They support up to 20 generic gamepad buttons, so it would depend on how those buttons are mapped to Rift/Vive controllers.
Is there a diagram for those inputs and what they map to?
All I really need is vertical, horizontal and jump and I'd be set
Haven't really checked, but I'd think there's one floating around somewhere.
If you really get stuck, you could probably make a pickup item that triggers a jump when you use it.
It should be noted that I've never made anything more advanced than a pickupable object before in VRChat, so perhaps this is a bit ambitious...
I'd just like to have a button that attaches the player to the root of my custom character controller. I think I can handle the rest from there. I hate to ask to be spoon-fed, but I could use a bit of guidance.
Thanks for your help so far, @dull umbra
@wary talon You could probably achieve that using a VRC_Station. But it gets kind of tricky depending on which controller you're using. If the controls are aligned with the camera, but pressing left or right causes the character to turn, then you might find yourself spinning uncontrollably.
So, in Unity my character controller is behaving normally, but during testing it just floats in the air. I'm guessing the custom physics scripts aren't playing nice with VRChat?
Do I need to do special things with the scripts in order for VRChat to accept them?
Not that I'm aware of... Custom scripts won't work, but anything in the Standard Assets package should be available. Do you have any other VRC_Components attached to it? Also check to make sure you haven't added any colliders near the controller's feet.
Oh. I didn't know that. What makes the Standard Assets like the car so special that VRChat allows them to work then?
Custom scripts can't be packaged inside the asset bundles used by Unity for uploading worlds to VRChat. So only scripts that are already compiled into VRChat can be used.
Ah ha....
I think that's mainly limited to Standard Assets, PhysSound, and DynamicBone.
Well then my entire project is bunk then. Wish I'd known that sooner.
I should'a known, though. That makes a lot of sense now that you explain it
Is there any way to save player state to a scriptable object or something? How much data can be stored locally?
or does it all disappear by the time the player leaves?
Is VRChat gonna use a newer unity version anytime soon or fix the lighting issues? a lot of shaders that are reliant on light simply dont work/stay black
Or is there a trick to use em
Does this issue occur with baked lighting as well?
Since optimization is super important when it comes to VRChat worlds, I would be using baked lighting at whenever possible, right?
@whole crystal use the tree shader, try the last one in the list
@whole crystal make sure to play with sliders, it usually halves the texture at first. just correct it via sliders.
nono, I got a custom shader that is supposed to work with unity 5.6.3 already with 5.5.x i believe, with the regular cubeds or unity shader the skin(or whatever i select it for) works fine, but with this custom shader it just turns black, unless i shine a light directly on it, like the lamps in the avatar room
is it possible to add a camera to a particle? i wanna make a drone that's controllable with a camera attached to it
To a particle, not so sure. However you can make a render texture and point a camera object to it to have a screen showing a live feed.
the drone is a world particle with a mesh renderer and gesture overrides change the velocity over lifetime to controll it, is there any way to get a camera to follow the drone?
Just parent a camera object to the drone itself and that should be it
ok thx, i'll try that
Hello! Im trying to create a shader where the texture dissolves but only once. I got the dissolve working but im not quite sure what to do to get it to dissolve only once
With the current setup, my mesh doesnt render
how can i unhide assets? because i want to duplicate the "unlit/texture" shader and add an outline width
I have a problem where the animators in my world reset when a new person joins
Anyone have any ideas on youtube URLS for the VRC_videosync player just being static??
certain ones, specifically old video
Lots of youtube links on my video player are static, randomly
Cant hear any audio just static
@fleet tundra sorry, see last pinned message in this channel
Wait, what? What does the VRChat quality settings have to do with the problem that I am having? :0
@harsh nest Did you read all of what I typed? :P
@fleet tundra last pinned message by VRPill says: "REMINDER: No discussion about ripping games in the Discord unless you were given explicit permission by the games devs to do so and discuss"
Ah, that message is not in this channel @harsh nest , but thank you for clarifying that @median flare , I appreciate it
oh, wait. It's all the way at the bottom, my bad
I'm tired :\
@atomic shuttle Static'y videos is caused by certain old videos on youtube using a video codec that is incompatible with the VRC_VideoSync
No fix just skip those for now?
That's all we got for now - as far as I understand.
Thank you for clarafication π
also is anything supported besides Youtube URLS?
Can't really say anything on that - I haven't really tested anything with them myself.
@atomic shuttle accepts YouTube, Vimeo, and DailyMotion URLs and also hosted mp4 files
Anyone in here a coder and well versed with Cubeds and unity?
All my avatars are fucked because cubeds decided to turn into a normal mapped shader.
https://i.imgur.com/0k67SVo.png
Console error:
Could not create a custom UI for the shader 'CubedParadox/Flat Lit Toon'. The shader has the following: 'CustomEditor = FlatLitToonInspector'. Does the custom editor specified include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
UnityEditor.DockArea:OnGUI()
cubeds has a custom editor script for the material editor, have you edited or removed files in the folder?
yeah looks like you removed the file it uses to format how it looks in the editor
or you have it in a different folder
it's a public class ShaderGUI type
\Assets\Cubed's Unity Shaders\Editor\FlatLitToonInspector.cs
I mean it looks like that regardless of what I do
and no, none of the files are missing
Folder structure is that of the github
Reinstalling cubeds or even doing a new project, same result
are you using the right version of unity? any funky asset store things in your projects?
Ive not changed my version of unity, been using the same version 5.6.3.p1 since January.
And Cubeds not been updated in any meaningful way unless you consider .pngs updates.
Only asset store stuff I have are for particle materials
good, yeah, that shouldn't be a problem
Basicly I cant work on any of my avatars cus of cubeds.
And theres no way in hell Im using standard shader
π
and theres no way to contact Cubed
hey, it's pretty good for some stuff
I mean if you wanna loko like unity chan sure
nah, I meant metallic things etc, not for toon models π
sort of
you can try here https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues
and cubed's also on this discord, you can shoot him a message or ping him I guess
makes sense I guess
also that issue report is dead
cubed doesnrt read it
like
last response was in december
Pretty sure he just doesnt dgaf about it
other than the radeon issues the code is very solid
you have all the obvious things sorted, I wish I could suggest something else but I'm at a loss
do silent's modded flatlit toonshaders have the same issue? https://vrcat.club/threads/silents-modified-material-shaders.84/
it's cubeds with some added stuff
Does it have everything or do I need cubeds too
Seems to work, but it has just one flat lit option?
So I guess you need cubeds fro distance fade etc
yeah just the flatlit with extra lighting tricks
strange how that one doesn't throw exceptions
if I want the others, do I install this ontop of cubeds or
you can copy over the special effect ones, I don't think they use the custom gui script
just the .shader files?
yeah that should work and have exposed properties for editing
awesome, well at least you have a decent flatlit with the gui for the time being
Yeah thanks for linking that one
yw! the added ramps and sph slots are great for some stuff
Sph = speculars?
sph = spherical environment maps for cheap specular/rim shading, cheap way of emulating materials
used in a lot of MMD models for gloss and skin effects
typical envmap to do cheap metal shading fast https://img.atwikiimg.com/www6.atwiki.jp/vpvpwiki/attach/216/676/Sample.png
doesn't use UV but uses normals to map, usually used to fake reflective material and speculars
@warm niche It's 3 grayscale maps packed into the R G and B channels (And possibly A if there's transparency)
You'll probably need to make your own shader to split it and send each one to where it needs to be doing what.
Is there any way to put a light on my avatar that only shines on my avatars mesh alone? Usually unity does that by setting the Meshs Layer to X and the Lights cullmask to X as well, but it doesnt seem to work in vrchat(works fine in unity editor tho)
@whole crystal maybe you could hardcode the light into shader you use
if only I was that smart
I mean
Theres plenty of people who could do it for you
I'd offer but im real full on commissions right now
does anyone know why my streamed audio, using the video sync player, only works for the master user in the room? if i trigger a cube with a streaming audio source attached, the others will see the cube but not hear the audio. even if they trigger it first, unless they were the first person to enter the room. is this a bug, or just some settings i need to change?
Has anyone experimented with a combination of dynamic bones and rigid bodies to make dynamics intractable between models?
Does anyone know why my particle systems refuse to allow world spawning? I've been using the method with RigidBodies and Fixed Joints to try and make a liquid drip from a spot near the hand, but it'll just spawn where the hand rests in it's default animation pose
i think i saw a tutorial on making a particle effect follow your mouse cursor, mabye the same idea could apply tp your problem? i will see if i can find that video @tender orbit
if you replace the mouse cursor with the part your talking about, it seems like it COULD work. then again, im not the best at scripting or particles.
Ah, alright
Anyone here worked with stencil shader (flat lit one) and know how to make it so that everything inside a sphere is visible but not outside?
@burnt forge its simple, it's two spheres, one slightly larger, the outer writes stencil buffer only, the inner reads stencil and draws when not equal
@burnt forge or in shader you could check camera distance from sphere center
you can just do two passes where one pass culls front faces and the other culls back
no need for two spheres
write some value >0 on the one that culls front faces and write 0 on the one that culls back
anything that should be visible should check for that value written on the cull front pass
oh that's elegant too ππΌ
i'm pretty sure the view direction for both eyes should be parallel
maybe you mean the center eye position? It's possible to get but not very easily
doesn't the effect look much better with proper single pass stereo? @warm niche I'm curious
Anyone has an idea of how to reproduce https://www.youtube.com/watch?v=IYqp8QUrbvk&feature=youtu.be&t=3m26s (Cellphone selfie effect)
I remember hearing that was caused by manipulation of the SDK, which I think is something you'd not want to do.
@obtuse tide
world matrices are a dark art
But Im not quite sure.
Yeah I was told no scripting form was allowed on the models so I'm puzzled about how he achieved that
It depends the SDK is one part, the client is another, but probably some of it
@golden valley This is not true for all HMDs, the Pimax 8K has canted screens so the view directions are non-parallel.
SteamVR added support for HMDs to specify non-parallel screens shortly after the Pimax 8K was announced.
yeah its the same renderer
some stencil and layer stuff is different because of the vrcchat GUI but it helps for debugging
Make sure you have your graphics settings set to match VRChat's if you want to be as accurate as possible.
Search this channel for "VRHigh" and you'll find a picture posted by hackspanner with the quality settings.
that's the coords of the camera, it has nothing to do with the viewdirection
you need to convert the UV position into worldspace by applying the object2world matrix
des anyone know howto use the YouTube Sync component?
@agile trout Youtube Sync is deprecated
So, whats the new one then?
The Sync Video Player
https://wiki.vrchat.tk/index.php/Sync_Video_Player:Docs
how to make mini maps work in vr? https://streamable.com/ssdte (i know the position of minimap is terrible, i thought putting it in center will be able for it to appear in vr xD)
@lethal girder Check out the VRC_CombatComponent's VisualDamage parameter. You can attach a prefab to the eye position of players in your world, so it doesn't have to be attached to the screen.
It's local only, so it doesn't show up for others.
i dont know where to start, i tried but, what prefab exactly? i used a plane with display on it as prefab and it sent me flying. then i disabled the collider but i can't see any part of the prefab
plus i can't teleport to the arena anymore, it just respawns
@lethal girder Check VRCSDK/Dependencies/VRChat/Resources. There's a prefab there setup with all the necessary parts. It's got a weird script on it that's required which moves it around and scales it a bit, so I just put an animation on it that locks it's position to 0 and scale to 1.
After that, you can just add your object as a child.
anyone working with overlay shaders or shaders in general which affects areas? i'm having an issue where my shaders sometimes cause player nametags to disappear, particles to stop rendering and menus to stop appearing - obviously that's not what i want but i cant figure out how to fix it. anyone got any clues? been at this for ages now without any success :c
tldr: trying to make a shader which cause everything to be black and white within a sphere but it has a nasty side effect of also removing peoples nametags~
Render at transparent - 1
@fading sky your overlay probably renders before the menu, writes into zbuffer and is closer to camera then the menu, so the menu thinks something is already there
so you can switch of zbuffer writing: ZWrite Off
or you can switch to queue Transparent which I think has ZWrite Off as default
or you can make full transparent pixels not render (and not write to zbuffer) with clip(finalColor.a);
Thanks guys, I'll take a look. Right now my ZWrite is already off but I'll try and render at transparent -1
Yeah, transparent - 1 seems to have fixed it! Now I feel a little silly, I must've tested every render option except that lmfao, anyways thanks for the help guys, appreciate it.
@golden valley since Im using the flat lit toon stencil shader / mask I cant find anything in the sahder code that says Cull, Pass or Front.
Only thing is: Shader "VR/SpatialMapping/Occlusion" {
SubShader {
Tags { "QUEUE"="Geometry-1" }
// Stats for Vertex shader:
// d3d11: 8 avg math (8..9)
Pass {
Tags { "QUEUE"="Geometry-1" }
ColorMask 0
Add it yourself to the pass
interesting that it's Geometry-1, what exactly are you trying to do?
I dont code so idk how. xd
Thats the default stuff in the shaders code
What does the shader do by default?
Its a flat lit toon shader with stencil and a flat lit toon mask shader.
I mean it works, its just that I want to make it so that only whats inside the sphere when viewed from inside, is visible.
Unfortunately it's going to take a bit of coding to fix it up not way around that really. you could try amplify or shader forge
Add Cull Front in a new line before Pass {
so I happened to hear something about the trick to getting avatar cameras to work and tried through every combination I could think of and nothing worked. back to the drawing board I guess
i've been getting conflicting information about that very issue.
that 1. cameras no longer work in the game and you need modified SDKs to do it , or 2. they work and it's voodoo
so i have no idea now
yo, would this be the place to ask something about making a dank af gesture?
I want to make a gesture where he spawns a static gameobject cube that is invisible, and have that cube play the "KIRA QUEEN" sound. then later i want to press a button and have the click play, then have the particle of explosion play with the sound of the explosion ON the cube, BUT i dont want the cube to follow me as a player.
xLePlay, place the empty gameobject in your scene but don't make it a child of your avatar (so it won't follow you). Add the audio sources and particle effect you want to it. Now you'll need two animations if you want to trigger the explosion separately. Have one animation trigger the game object/kira queen sound and the other trigger the explosion effect then assign the animations to whichever gestures you want.
tidus
@tired plume im pretty sure if i dont have it a child of my avatar it wont be uploaded
I meant don't make it a child of any of your bones, sorry @north dust
godamnit @tidus lol
@tired plume i already went through the trouble of placing it out of my whole avatar
but yea, i basically do not want the audio file and particle file of the explosion to follow me around once enabled. what do i do
reason being is anything kira touches turns into a bomb, and i wanna mess with that in vrchat lol
@tired plume it still follows me
Then you might try in the animation itself, setting its position to a specific set of coordinates
@north dust
but then if i do that then when i activate it, it will be at my feet @tired plume
huh? not if you use something other than 0,0,0 for your coordinates
yea, but it will always be in that one spot
thats the problem
i want it to be dynamically chosen when i lay down the audio particles, and then when i move to a new location, and activate them, they activate where i placed them originally
@tired plume What if i apply the rigid body directly to each of the things i want to stay put?. and have them freeze xyz movements
That might work. I originally misunderstood and thought you just wanted to spawn an object that didn't follow you. I didn't realize you wanted to dynamically place it.
my problem with that is that one gesture activates the smoke to let me know where the thing is, then the other activates them, but if i activate them seperately then wouldnt the explosion still be near me?
well i do want something to not follow me
but i then want to activate it and have it play the sound of a click on me, and show the explosion on it, and play the explosion audio on it
the explosion audio and particle effect would be children of the game object, so just trigger the animation for those while the first animation is still active
well thats the thing
i cant get the first animation to stay in one spot in the first place
plus what scaling and everything do i pick?
so if i want something. im making an empty game object. i have made it have 1 mass, no drag, no grav, freeze all the things. now, i go into animation and activate it via first gesture it then plays the audio of the primer via attribute.
will it godamn follow me @tired plume
cause i DONT want that
whenever i activate the gameobject, i want the explosion and effect to happen where i activated it. i then move away, and use other gesture to activate the particle gen child of it?
or what
cause i wanna blow my brains out rn
So after looking into this some more I'm not sure what you're wanting to do is possible. Since the game object is a child of the avatar, it is also a child of its transform. That means the child will always move with the parent. Since the gameobject has to be a child of the avatar in order to be uploaded I'm not sure there is a way around this. I mean, someone more knowledgeable than me may know of a workaround, but thats what I gathered from reading the unity documentation.
@north dust So just a thought I had (by no means am I good, but sometimes its the idiot that helps) but what if you were to have it set at a certain distance from you? Like have it go out 20 units and freeze, allowing actions to follow from there (make it a parent to the rest of your goal)?
nope
i tried the transform option on the gameobject im now using for efficiency
it still follows my avatar
im gonna try adding the max drag i can on angular and normal, to see if it stays put
as drag is the resistance of moving, having a shiit ton of it may help
heres hoping fellas
spoiler alert it didnt work @tired plume @barren basalt
@brave patio plz help me @tired plume
rip
anyone knows good distortion shader settings?
@north dust have you tried a particle system yet with world particles?
yes
the particle stays in place but i cant get the explosion and audio on it to spawn in the first place, let alone where the world particle was placed
Okay, does someone know if its possible to stream youtube streams into VRChat? I got videos working, but not actual streams
Actual live video is not working yet
how did the void do it tho O_o
Technically it can be done through webpanels I believe, however that is not recommended
You'd have to ask the world author, I can't answer that
aight, thanks anyway ^^
oi how do I make a camera to take pictures with and use responsibly so I dont crash everyone
100 billion particle camera π
i've spent a couple of hours trying to get PhysSound to work. my old project does still seem to have it going. but the same settings don't work in the new one. and i opened the PhysSound demo scene, there's no sound in it, even if i add pickups and throw things around. anybody know why?
i just realized that it only works in unity's preview, in vrchat there's no sound even with the old project.
i knew physsound wasn't working with fast hits, i was told, but does it work at all?
@pale violet Last I heard, there was a bug where PhysSound doesn't work unless there's another person in the room with you.
@dull umbra ah okay, kind of sucks, but i did get a pretty good audio trigger going, just doesn't have the pitch changes.
Has anyone gotten LOD fade to work with a custom shader?
This might be a bit of an odd question, but how would I get this "glowing writing" effect on a particle system?
I currently just have a 2D texture below my avatar (similar to image), but now I want to add this glow effect to it
Emission probably
Ah, that's actually pretty close to what I want. But how would I go about adding those red "streaks" on top of that?
i don't know if that's possible with just 2D
I have a rigidbody / joint setup on one of my avatars, but when I move the object, it bounces around ungodly fast like teleporting almost. It does what I want it to except for the amount it moves, Is there any reasons as to why it would be moving so much? I am newish to playing with joints / rigidbodies.
Hello, is there any way to have a particle system play on collision event of another particle system at the moment?
yo
ive got a question for ANYONE who can answer this
its been driving me crazy
SO, i have a world particle. said world particle when spawned moves forward on the z axis relative to the spawn, so it moves forward from where i spawned it. then
when it collides with anything, it kills the particle and sub emits the visuals of an explosion particle i have.
my problem is, i want to trigger and play audio of the explosion on the death of the particle where it dies. it needs to be dynamic, and im having the worst time trying to do it
it cant use scripts either, as vrchat does not allow scripts
@north dust I don't think it is possible to trigger audio on particle collision without scripting.
I've tried myself and couldn't figure out a way around it.
G1fan, my dude, literally a little while a go someone said that you cant play audio on the world particle, that it would follow the player, and i figured out how to do it. im sure its possible, its just eluding me harder than kira did the main group
if you figured out how to do it how is it eluding you?
@drifting egret probably add several more planes of blured image on top
Oh, good idea
@hearty lantern the reason it is eluding me, is with the first bomb, i am manually triggering a gameobject, which auto plays the sound as a component of it, and then subsequently spawns the explosion particle at the gameobject 1 in the world. the problem with this is that i need it to spawn on a particle, and it needs to spawn on collision, which with particles, can only sub emit more particles.
Hello guys. Are flight and teleportations prohibited? If not how can I achieve them? As for flying I know that I have to mess with colliders but I don't know the details
Hello! I'm trying something out with the VRC_Data Storage component. Is there any way to serialize and store the render output of a camera? Also, is it possible to access stored data from within a Web Panel using the Javascript API? I've been trying to figure that one out for a while, but documentation on the Javascript API is almost non-existent.
Ideally, my end goal is to take the render output from the in-game camera and render it or just have access to it from inside the webpage on the web panel.
I think that I can use VRCSDK2.VRC_Serialization.ParameterEncoder on the web panel to get a byte array of the render output into a variable on the Javascript side of things, but I can't find any further documentation on VRCSDK2.VRC_Serialization.ParameterEncoder past the fact that it exists and returns a byte array, so I've hit a roadblock.
I have the weirdest shader issue going on, where it's rendering slightly wrong only in VR, so I pulled it to my Mac to look at it further and it renders in the same wrong way there. And the way the rendering messes up, it's like it gets the wrong result only on one axis, yet when I read through the code I can't find any place where I'm favouring an axis over the others
now I've reproduced the issue on windows too, by running under OpenGL
turns out the shader had a max() function which was seemingly implemented correctly, but didn't produce the same results when running on OpenGL. removing it and letting it use the built-in one makes it produce the right result
How well does Git work as a VCS for development in 3D tools and Unity?
Random q but just wondering
I'm using it with some success but I set up unity to use text formats instead of binary for most files
Ah
I'm mostly worried about it handling complex data
Like models, images, sounds
there are some things it doesn't do very well, like it will produce diffs where nothing has changed in some situations