#development-advanced

1 messages ยท Page 27 of 1

normal aurora
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I'll just comment out the evil and think about whether it's possible to do a sequential rewrite

normal aurora
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the sequential version just turns out to hang unity instead

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didn't seem to complain when it compiled it though

noble cypress
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When using RainAi and letting a model move along a waypoint path, how do i set it up so it always looks in the direction its going and not spawn looking west but while moving its always looking south for example

wary path
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Pls vulkan

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I want to die

pine pasture
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is it possible to attach a Worlds object locally to all players?
I want such an Object to rotate and move with the players head (PlayerCamera).
Is there a way to do that?

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Setting such an object as Child of the PlayerCamera (reference Camera in VRCWorld) does not work. The Child objects won't be loaded it seems

winged lintel
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hmm, I'm trying to get a glass to fill up at a bar. I tried setting the fosset cylinder to fill up the glass upon it entering the trigger, but it doesnt seem to work. I have both the glass and the cylinder on the pickup channel, but it doesnt seem to work. Also set the filling up to a animation bool

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I'm wondering what I'm missing

noble cypress
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I got it to work... but only in playmode.. when i open a vrchat test world my model runs all over the place and into walls. Anyone knows whats up? Playmode, fine. VRChat, not..

sand canyon
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Skiz, is RainAi an asset you downloaded? or part of standard assets?

noble cypress
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something i downloaded it enables me to create waypoints and let models follow it

sand canyon
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yeah it gets stipped out

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only whitelisted assets allowed

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Can you try with standard assets AI? That's something I mean to play with some day

noble cypress
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its whitelisted

sand canyon
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If you are talking about synquark's unity store page, that is not official. Sadly.

exotic tree
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Only a very specific, very old, version of rainAI is whitelisted. I'm not sure which one, but they plan to unwhitelist it sometime in the future, so don't bother using it.

sand canyon
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๐Ÿ˜ฉ

pine pasture
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we've a RainAI version which is whitelisted and was used by someone else for another map already.

warm niche
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sigh

exotic tree
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Yeah, I have the RainAI package that is supposed to work if anyone wants it. But playmaker is coming very soon, and I've heard from the devs that the RainAI being whitelisted was a mistake and they intend to remove it sometime in the future.

warm niche
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can someone tell me the particle setting sfor glowsticks it isnt working

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i dont know how all the club worlds have the same glowsticks

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but i cant figure out how they did it

pine pasture
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"is coming very soon" => August

warm niche
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i cant find any prefab glowsticks anywhere

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the particle settings that i am using arent working

frigid nymph
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"very soon"

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(tm)

pine pasture
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we want to get our NPCs to work until then^^ Otherwise we won't be able to release our map before August :<
RainAI does work in Unity as we want and we heard RainAI still works in the current VRChat-Version. That's why we want to use it until then.
Unfortunately we have a small problem that the NPC doesn't follow the Navigation-Path in VRChat. But it follows it in Unity Player. That's why we asked for help. Probably someone knows how to setup the navigation paths correctly in Unity for VRChat.
The NPC moves, that means RainAI works somehow... but it doesn't follow the Navigation Path.

exotic tree
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Do you have the old whitelisted version of RainAI? Keep in mind you're not actually uploading scripts with the world, VRChat is just copying the settings for the scripts to versions of the scripts that have been compiled into the game. If your using a newer version, it's possible that the script responsible for pathfinding changed significantly so the settings from the new script are no longer compatible with the version built into VRChat.

pine pasture
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We're using RAIN 2.1.11.0. Is this the supported version?

exotic tree
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Yeah, that is the correct version I think.

pine pasture
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okay.
It's weird and I don't understand why it doesn't work correctly.
It looks like the NPC tried to get straight to the goal, ignoring the Walls and the given Path in VRChat. :S

sand canyon
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Is this "august" based on any real communication or rumor?

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Also so I don't waste my time later, is there no way to get any standard assets nav to work?

warm niche
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it's all rumors

odd fable
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@normal aurora @rough sleet flow control is so (relatively) expensive on GPUs, and there's no stack, so there's little reason to not inline functions

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which is also why many loops are unrolled by default as well

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oh and I see now you were talking about recursion, it's not possible to do recursive calls again because there's no stack

rough sleet
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@odd fable Yeah, and why there's so many shader variants. It's way more efficient to compile separate shader programs for each situation and switch between them than to use flow control.

odd fable
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you can make your own small stack though

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for things like iterating a BVH it's fairly common to do that (though there are better ways now)

rough sleet
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Trejkaz had "unrolled" their recursive algorithm into separate functions but it made the shader compiler die.

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But yeah, GPU code is very constrained compared to CPU code but that's the trade off for the massive parallelism.

warm niche
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always trust the compiler to optimise your unrolls better, sometimes if you add a mul somewhere your shader becomes FASTER because the compiler found a way to combine it with other muls in one go

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the HLSL compiler is a thing of beauty

rough sleet
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That's a good point

odd fable
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when I was implementing voxel cone tracing in an engine, we had a loop set up for marching spheres along a cone to sample the voxel volume

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the loop would terminate when it hit a fully solid voxel

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turns out it was faster to make the loop run to the end of the voxel bounds instead of terminating early

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does extra work, but then it could unroll and kill all the flow control

warm niche
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break 'should' be faster

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especially when marching rays

rough sleet
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I guess being predictable made it faster?

odd fable
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break is still flow control

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yeah, it could completely avoid flow control and just execute all the instructions every time

warm niche
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I'm just speaking from experience

odd fable
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got like 2x speedup

rough sleet
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Wow

odd fable
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this was a very specific case though, as the cone expands it samples larger and larger mipmaps, which meant far out samples would read memory that was very cached

rough sleet
warm niche
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oh yeah that makes sense, yeah texture lookups are also something that can speed up massively in a counterintuitive way when the compiler gets to grips with it

rough sleet
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Adding padding to your structured buffer structs can improve performance due to cache line alignment.

warm niche
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yup, same for VBOs

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I mean vertex buffers in Cg ๐Ÿ˜‰

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lay them out properly and they are twice as fast

rough sleet
odd fable
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man I wish Unity would move away from Cg

warm niche
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why?

odd fable
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all sorts of quirks compared to GLSL

warm niche
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they are both quirky

rough sleet
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The HD render pipeline has a lot of hlsl

odd fable
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everyone in the industry is used to GLSL quirks though, Cg is basically a dead product now

warm niche
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lol

odd fable
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ah yeah from https://developer.nvidia.com/cg-faq: The Cg Toolkit is a legacy NVIDIA toolkit no longer under active development or support. Cg 3.1 is our last release and while we continue to make it available to developers, we do not recommend using it in new development projects because future hardware features may not be supported.

rough sleet
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Also the "LightLoop" stuff is great

warm niche
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I love Cg compared to GLSL

rough sleet
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Handles multiple pixel shaded lights in a single pass.

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CPU wise at least

odd fable
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yeah to get the latest features you need to use HLSL or GLSL

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modern integer code and so on

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atomics

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wide texture format support

warm niche
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I'm happy GLSL became stricter, I'm also happy Cg is dying but it's cleaner and I like that

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opengl was a mess for a long time

rough sleet
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You might be able to write straight HLSL shaders right now even in 5.6.

odd fable
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I haven't really been following so maybe this exists already, but hopefully someone implements "what OpenGL would be if it wasn't a giant global state machine" on top of Vulkan

rough sleet
warm niche
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amen tach

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and I wish AMD would stop making GPUs

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so we can move on

rough sleet
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How are they holding things back?

odd fable
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you want to be stuck with NVIDIA and Intel entirely controlling the direction of APIs?

rough sleet
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I wish AMD would figure out how to get competitive with Nvidia

warm niche
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I personally wouldnt mind

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yes thats a better angle

rough sleet
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If AMD were to fail I'd consider it necessary to do something to break up Nvidia's monopoly

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Same for Intel

warm niche
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ye agreed ๐Ÿ˜

rough sleet
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CPUs and GPUs are too important to allow one company to completely dominate the market

warm niche
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even more now with AI and self driving cars coming up like this

rough sleet
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Yeah

warm niche
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not even mentioning the cryptocoin angle

rough sleet
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Crypto will fix itself if GPU prices get (or stay) too high

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Bitcoin already uses ASICs

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and the ASIC resistant altcoins will either develop ASICs (because GPUs are so expensive it's worth it) or more likely just switch to Proof of Stake.

warm niche
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why is it pink and not red green blue

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it's material is missing

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or broken

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magenta means error

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which shader do i need

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so that the material will change colour

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any shader with a diffuse color will do

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its not working

sand canyon
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Element 0 where it says NoMaterial. You want a glowing type trail? Pick a particle material from standard assets maybe

warm niche
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o

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i did it

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just need a black/white material

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and it will pull from colors

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thanks

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๐Ÿ˜„

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yw!

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hm

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how would i get the trail renderer to match the colour of a particle/light

normal aurora
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@odd fable you can't even have your own stack in the traditional sense because arrays of structs are banned too, so you end up writing multiple stacks, which is what I did, but I find that it still doesn't work. but now that might just be that the algorithm is so much worse that it never finishes rendering one frame

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I had also thought about removing the break instruction from my original ray marcher but even if I returned an array of the values I couldn't find a way to get the first hit without then using another break

warm niche
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hey guys

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is it possible to set world gravity in unity

sand canyon
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Edit-Project Settings-Physics. I don't know if that translates to game but that Y-9.81 is gravity in m/s^2

warm niche
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well i just need to simulate the ingame normal gravity

normal aurora
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?

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doing some custom rendering of things which aren't really objects?

warm niche
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the gravity ingae isnt 0

sand canyon
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no, it's -9.81 Y

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If you don't have the set by default, that's the value to use for normal earth gravity

warm niche
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o ok

sand canyon
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(high school physics)

warm niche
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im trying to have particles fall when i move my hands but it isnt working

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if i have it on local the direction is wrong

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i think it is supposed to be on world

normal aurora
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Gravity Modifier is set to 1?

warm niche
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.1

noble cypress
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couldn't you give particles colliders?

sand canyon
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for particle system I assume 1 means 100% world gravity?

normal aurora
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yeah

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so .1 should fall down at 10% the normal gravity

warm niche
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yeah

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for some reason it works in unity but ingame its broken

noble cypress
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oh i just checked i thought i remembered it had a gravity setting in the colliders tab somehow

normal aurora
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oh is this just another world space particle problem, where you just turned on World but didn't apply the usual workarounds

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I thought that bug only affected the position objects came out

warm niche
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positioning is broken too

normal aurora
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position is what I said

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I should look at my flair particle effect because that appears to be affected by gravity despite not using the workaround...

warm niche
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whats the workaround

normal aurora
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the rigidbody/fixed joint one

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not sure what the best tutorial is right now, there are several

warm niche
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and that will allow particles to fall

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?

normal aurora
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it definitely does because I use it on my banana weaponry

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the only thing I can't get to work is inherit velocity

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it isn't clear to me why inherit velocity isn't working, because the component the particle system is attached to should be moving like any other physics object

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but it's like you always get velocity 0 when emitted even if you're moving the emitter really fast

warm niche
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ok

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so if i addthe rigid body component to the particle

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defaults are fine>?

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and the particle will fall

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?

normal aurora
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rigid body goes on the bone you're controlling the other object with

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the other object also has a rigid body and is under Armature directly

warm niche
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i just want gravity to be applied to my particle

normal aurora
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does it work in Local?

warm niche
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no

normal aurora
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hmm... is that normal maybe

warm niche
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well

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it does but local direction is wrong

normal aurora
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you can reorient the system though

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I guess that'd be cheating maybe heh

warm niche
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hm

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can rigid body gravity be applied to particles tho

normal aurora
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no

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not without scripts

noble cypress
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velocity over lifetime? that it has more drag down the y axis the longer its active?

normal aurora
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that should simulate it too

warm niche
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o

normal aurora
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if the world space workaround isn't already being used, I'm surprised you're even getting them to position correctly in the first place

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usually the particles just pop out of your hips instead of the place you want

warm niche
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im trying to get the particle to drip from my hands when i hold an orb

normal aurora
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that should definitely require the workaround

warm niche
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whats that

normal aurora
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google for vrchat world space particle

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there are several tutorials, like I said earlier

warm niche
normal aurora
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yeah this guy's looks like it's talking about the same thing

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meanwhile, I am trying to make a flying machine like the one everyone already knows about, and am hitting a snag or two

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thought I'd try it just to see if I knew how it worked

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turns out I didn't know

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the missing bit is that when I grab the right handle, it causes a rotation cascade that spins the craft wildly until I let go

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and setting various drag options on configurable joint doesn't seem to help

warm niche
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so to get that to actuallly work ingame

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i would need to make the orb a rigid body

normal aurora
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there are two options

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you could make the orb a rigidbody and move the particle system to higher in the hierarchy and put the fixed joint on that

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or you could make the hand a rigidbody and move the entire orb to higher in the hierarchy and put the fixed joint on that

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I tend to use the first option because the first few items I made were wobbling when I tried the second option

warm niche
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๐Ÿ˜

normal aurora
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other people have been saying they don't get the wobble problem so I dunno anymore

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there must be something about the centre of gravity of the item

warm niche
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the orb is a particle

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the drip is a subemitter

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๐Ÿ˜

normal aurora
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you could separate it, but I'd just try the second approach of moving the whole prop to under Armature and see if it works

warm niche
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ok

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well i can just duplicate it and move the test 1 over i guess

normal aurora
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yeah

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always duplicate lol

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editing is scary

warm niche
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ok

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so i throw it under armature

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and just add rigid bodies

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and it should work

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?

normal aurora
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the fixed joint is the thing doing the actual work

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and the rigid bodies require particular settings to work correctly

warm niche
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ok

normal aurora
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IIRC, angular drag 0, gravity off . then on the hand's rigidbody, check all the lock checkboxes, and on the prop's rigidbody, check none of them

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then fixed joint itself has one option to fill in but it should be fairly self-explanatory

warm niche
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wait

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so i have to add rigid body to the wrist too

normal aurora
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yeah

warm niche
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even tho the prop is seperate

normal aurora
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well, the fixed joint on the prop can only connect to another rigidbody

warm niche
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o

normal aurora
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so the idea is that you set it up so that it's in the right position initially and then the fixed joint will try to keep it in position

warm niche
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so do i add fixed joint to both objects or the prop or the hand

normal aurora
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both

warm niche
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rigid body to both too

normal aurora
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when you add a fixed joint it will auto-add a rigidbody for you anyway

warm niche
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o

normal aurora
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crud, time to start the day's errands...

warm niche
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ok

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ill see if this works

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o

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it broke

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the rigid body made the system think my avatar is too large

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nope

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it didnt work

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with the normal version the particles fall from the hips

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with the rigid body version nothing displays

manic cloud
warm niche
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thats that 1 i did

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i will try putting the particles inside an gameobject

manic cloud
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your game object has to be active at all times

warm niche
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that might be why

manic cloud
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or else your particles will spawn in random places

warm niche
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i will try

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lets try this again

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lol

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i wish it didnt take so long to upload a file

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so

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if i wanted to do trails for my feet

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i would need to use rigid bodies as well

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?

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or just use trail render

manic cloud
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u need rigid body if u do on wrist/fingers and head

warm niche
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o

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but if i wanted to leave a path of particles where i walk i dont need it then

normal aurora
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I made a similar mistake with some other thing recently which wasn't even using fixed joint and found that when I enabled it, it appeared at 0,0,0 in the world, lol

warm niche
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thanks it worked ๐Ÿ˜„

warm niche
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Hey

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How come some particles appear in mirrors and other dont

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?

normal aurora
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in my case none seem to

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even particle systems which are always enabled

golden valley
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from what i've noticed if the object is inactive when uploaded and activated with an animation of any kind, the animation won't play in the mirror meaning the particles aren't shown

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same thing with meshes

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you can get around it with meshes by activating/deactivating the mesh renderer instead

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i think for particle systems if you animate emission instead of setting the object active it might work the same

normal aurora
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nah, mine are doing that and they don't appear either

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object enabled, particle system enabled, emission disabled

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it's clear that Configurable Joint can do the thing I want, I just can't find the right combination of settings

granite imp
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How do I fix my shader which is having that double-vision glitch for VR (where both eyes see two different images)?

hollow lotus
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Is it possible to arrange triggers similar to the ones we have for the food in the hub?

autumn hatch
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@granite imp I don't code or know much about technical shader stuff, however your shader has got to be single pass stereo. If it's multipass then you get a separate picture per eye

noble cypress
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@hollow lotus what do you mean by that? you mean creating pickup items? thats possible

hollow lotus
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Nah, I mean, edible items.

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Something that reacts when you eat it.

noble cypress
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have you seen it in other worlds before?

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my first guess would be its a custom thing they did that it can react to getting close to bones like the bones in the head and then trigger its eating sound and destroy the object

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because if it would trigger on colliding with it alone it would be eaten as soon as you pick it up?

robust yarrow
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checked the hub a few minutes ago and it is mouth only trigger ๐Ÿ˜ฎ

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interested to know if this is possible with the toolset we have or if this is another hub/dev only trick for now ๐Ÿ˜›

pine pasture
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Probably if object touches a trigger that is attached on a PlayerCamera?

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And PlayerCamera is a reference Object in VRCWorld

bleak tendon
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but isn't playercamera only for post processing? I've heard that if you add a combat component or something to the world like that the player gets more collision boxes, haven't tried that out yet, don't even know if that's true

drifting egret
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I've seen it in the bowling alley too

bleak tendon
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yeah but that may be the dev trick lakuza was taking about, cause as far as I know that world is in some way dev related

pine pasture
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at least you can try

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Add a collider to the PlayerCamera and change it to "Trigger". Haven't tried it, tho

bleak tendon
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Imma try it out right now then. I'm going to report back

robust yarrow
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is there a way to give the person who spawned a prefab ownership over it so others can see it but not interact with it?

noble cypress
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you can add an invisible static particle system to the player camera and add triggers onto those

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if they collide, bam

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maybe this way?

bleak tendon
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I'm not sure if I did it wrong but for me it didn't quite work ๐Ÿค” the thing with the box colider on the player cam

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I took an existing system that worked and kinda copy pasted it so that I can be sure that I'm not hecking up too badly

noble cypress
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there is nothing listed in the vrchat documentation

harsh nest
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@noble cypress I think it means respawn

oak mountain
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Playmaker when?

hearty lantern
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wen broly

tulip fractal
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wen

warm niche
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hm

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i need to figure out how to drop world particles

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i just wanna drop stacks of money all over the place

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XD

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i think it's just a lifetime/timer setting

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with some gravity

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and rigged bones

normal aurora
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I swear I found a world where you could hold a bottle up to the vague mouth area and it would make a sound like you were drinking it... but I forget where

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maybe it was actually detecting intersection with any avatar part though, who knows

wary path
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its an onavatarhit on a trigger

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at the mouth of something probably

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so like the mouth of the bottle

normal aurora
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yeah that's the way I'd do it assuming no better option

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also set up the audio so that you can only hear it within 30cm or so

robust yarrow
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@normal aurora i know the old hub lets you drink that way too

normal aurora
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maybe that's what I'm thinking of, in which case that's probably cheaty too, lol

robust yarrow
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๐Ÿ˜›

normal aurora
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meanwhile I have been trying to figure out why my GPU performance spikes every now and then on a scene with a single object in it ๐Ÿ˜

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setting more things to static...

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every 30~31 frames there is this 8ms spike in GPU usage which isn't accounted for in the table at the bottom of the profiler

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for this one frame, GPU:8.34ms, but then in the bottom table, Camera.Render is 1.405ms

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where on earth is the missing 7ms

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if it's the profiler itself, that would be very dissatisfying

robust yarrow
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are there any colliders on that object? (not that it should be caused by that since its just a single object

pine pasture
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Is it possible to trigger animations/triggers on a Pickup-Item depending on the Hand gesture you're doing in VR?

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Like: you're doing the "Point Finger" to activate the flamethrower you're holding (just a dumb example)

echo bay
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Yeah there is a triggeron activate key

pine pasture
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and I need to bind this triggerOn Activate Key on the pickup item?

echo bay
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You must activate the trigger when holding the item and then on key activation you do something

pine pasture
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okay, I'll try it!

noble cypress
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is there a way to track what vr controller someone is using or if they're on desktop?

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just the if the tracking is possible, so for instance based on it they see different prompts

mental rune
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yes if there arms stay by there side there computer such as me

pine pasture
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@echo bay thank you, it works! ๐Ÿ˜„

noble cypress
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mean not visualy in worlds that i want to figure out who is using vr.. i mean how can unity track it.. like if they use a vive, there is an information panel that shows up and lists vive specific things or if they use oculus it shows oculus stuff instead

echo bay
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Have you figured out how the gamepad key are called @pine pasture

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I need their names for my own map :X

pine pasture
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unfortunately not :S I don't have VR but we're looking for that now.
is CTRL+F1 == Hand Gesture with VR?

echo bay
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Dunno

pine pasture
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we need a "OnKeyHold" :<

echo bay
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Oh... yeah

drifting egret
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CTRL+F1 is not a hand gesture, SHIFT+F1 deactivates gestures on desktop

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But it doesn't work very well on desktop, audio doesn't get canceled. For this reason, I always assign SHIFT+F2 (Fist) to nothing on desktop avatars

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So people can press shift+f2 and then f1

pine pasture
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I want to find out how to trigger specific events on specific hand gestures :<

drifting egret
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I don't think that's possible with the system we have right now

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Even if you can detect key presses, good luck standardizing that across all VR sets, including Windows Mixed Reality.

pine pasture
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it's possible to trigger specific events on specific KeyDowns... so why shouldn't it work with Gestures

drifting egret
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Because the SDK doesn't expose that as a trigger or event or whatever

dark sigil
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gestures are a state in the animator

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for the player

drifting egret
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Oh yeah, that's a good point. But can you even read the animator's current state?

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If so, there's your answer.

dark sigil
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It would probably be possible with scripts

pine pasture
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hmm... our System for Weapons with different skills does work for Desktop users only then :S

dark sigil
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you could probably attach a trigger on the weapon to scroll through skills

pine pasture
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okay, with Shift+F2-F8 my characters does different "Hand gestures". I thought VR does the same with some headsets. Because for some VR Users it looks exactly like they're using this Key-Combination like Desktop users.

drifting egret
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Well yeah, they're the same gestures.

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Until a few updates ago, desktop users could not trigger these gestures. The shift+f-key combinations were added later as compatibility.

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They share animation slots too, but their implementation is slightly different

pine pasture
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oh, okay

dark sigil
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The gestures tell the player's animators to go to the gesture's state

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doesn't mean it's mapped to the same button

boreal flame
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how to make eye blinking work

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i have the blend shapes but, nothing in game

autumn hatch
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You still need to set up simulated eyetracking. Eyeblinking is part of it.

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One doesn't work without the other.

robust yarrow
#

oh that explains why some of my recent avatars dont have eyetracking

#

i got lazy and started skipping the blinking visemes XD

autumn hatch
#

Well

#

Eyetracking does work without the blendshapes

#

Guess I worded it bit weird

#

However if you want blinking then you absolutely need simulated eyetracking set up

#

The eye bones must be mapped in the avatar config scene also

robust yarrow
#

i see, i think it might be the bones, i remember you mentioning a while back the bones need to be pointed upwards. I think thats where i messed up on my recent ones. I'll go back to them eventually and fix those as i still need to animate emotes for them anyways

drifting egret
#

Well, you can make blinking work manually

#

By manually animating the blink animation and putting it on a legacy component

#

In fact, this method allows you to stop the blinking if you need your eyes closed for gestures.

pine pasture
#

is there a way to get Playernames?

#

Saw Maps (like the Bowling Map) where the monitors show the player names

robust yarrow
#

i think the bowling map is a dev map

#

๐Ÿ˜ฆ

pine pasture
#

saw some other maps, too. :<

robust yarrow
#

oh ๐Ÿ˜›

pine pasture
#

I would love to see a feature like this to use it for Player UIs

robust yarrow
#

i guess if you dont get answers for it here, you could try to track down the creators for the worlds you saw

#

they might be on this discord but not check this channel

#

it would be cool though to be able to use that info

pine pasture
#

Thanks! I'll try that!

#

Or lemme try this...
@sterile cipher ? Is it possible to get PlayerNames to print them somewhere as text? I saw Maps where this was a thing. Like the Bowling Map, the Tron-Map and some others

sterile cipher
#

That's done via scripting. It isn't possible for players at this time. D:

pine pasture
#

awwww D: I wish I could use that for my world, too ;-;

#

Is there really no way to get access to it?

#

Would like to add the players name to an optional UI for my world I'm working on

sharp burrow
#

Playmaker should be able to access it. So once that is out you could probably do it

frigid nymph
#

yea its right around the corner since november

#

just a little more

raven idol
#

playmaker /might/ be able to access it. I doubt it though assuming the player name is stored and used via the Photon api

echo bay
#

Is vrchat using photon ?

warm niche
#

yeah

echo bay
#

Sweet

cold minnow
#

I read in game files that worlds can contain scripts but have to be approved beforehand

#

Is this true?

autumn hatch
#

Worlds like Steel and Gold and bowling world has custom scripting because they're made by VRchat themselves.

warm niche
#

Guys

#

Help pls

#

My particle works if i sit down on a chair/sofa but if i stand the particle just drops in front of me.. Im pretty sure it has to do with colliders

#

How do i make it work

#

I think i have to add something to my body so that it ricochets off but i cant get it to work

warm niche
#

@drifting egret help pls

drifting egret
#

No idea

sand canyon
#

K when you sit you have no collider. When you stand you get your capsule. Your particles have collision?

noble cypress
#

can i control the speed of an animation with a vrctrigger?

sand canyon
#

Skiz you can!

#

Set a parameter as a float

#

Maybe int works too I dunno, click the clip in the animator window and you can control the speed with that parameter

#

Even set to negative for reverse

noble cypress
#

ah nice, our hp bar updates very slow right now since it has a grace period after each hit to update a second bar behind it which is red and slowly goes down based on the damage you did aswell.. we're going to reduce that to an amount that feels better but want to give players the ability to cast blood rush on the shaman weapons that sets it to an even faster update time

pine pasture
#

does all VR-Controllers have the same buttons in common?
Are we able to use keybinds for the VR-Buttons?
Are there "unused" Buttons in for VR-Controllers in VRChat so we can use Buttons/Button-Combinations to trigger Skills (like we do already with KeyDowns for Desktop users)?

#

never had vr tbh :<

sand canyon
#

Dieu is working on similar things, ping him about controllers etc

#

Maybe Superscope too

pine pasture
#

he has the same problem, i guess @echo bay

echo bay
#

I guess VRChat do not track the thum + index on triggers and the medius lifted

#

You can see the controller in the sdk whatever

#

There are 3 buttons so 9 combinations possible but only 7 emotes

dark sigil
#

I'm gonna assume VRChat uses the steamvr plugin and I'm pretty sure steamvr maps the buttons pretty similarly, but afaik there's no option to access them through triggers

pine pasture
#

only three buttons? o.o

echo bay
#

i'm even more sure that VRChat is based on the vrtk SDK

pine pasture
#

there's no Equivalent to the Shoulder Buttons/Triggers like on Gamepads, right?

normal aurora
#

there are more combinations possible but not being used and/or difficult to perform

#

oculus rift has (grip + trigger + top) * (left + right)

echo bay
#

Yeah, when you trigger emotes it's with your gamepad, and you only has three button. The Thumbstick, the trigger and the grip

pine pasture
#

we want to setup five skills for every weapon

#

oh, okay

normal aurora
#

but the only "unused" button is still "used"

echo bay
#

But you can totally do it without scripting Cellenseres

pine pasture
#

I know that

#

๐Ÿ˜„

#

it's like we doing it for Desktop mode right now

noble cypress
#

we can set it up like a regular game for desktop users, abilities on 1,2,3,4,5 thats not the problem

pine pasture
#

but I don't know how the Controllers are working. Never had VR^^

normal aurora
#

and the docs page for controls has been blank forever lol

pine pasture
#

that'S the problem ๐Ÿ˜‚

normal aurora
#

I was thinking of filling it in but first I have to find a nice diagram of the touch controllers

noble cypress
#

we have another solution for it already but being able to actually trigger/track those button presses from the hand gestures would make things a lot easier

pine pasture
#

or from the Controller buttons

echo bay
#

When you do an emote from the left hand, you can activate a gameobject for this specific emote. And you can child like 7 deactivated gameobject to this gameobject.
And every of this 7 child can be activated by a RIGHT hand emote.
So to resume whenever you play an emote from the right hand it activate one gameobject on the 7, but it come to be childed to a deactivated gameobject only triggered by a specific Left hand emote, so you don't see it unless you play this left hand emote at the same time.

This way you have 7 emotes by hand. So 7x7 spells possibility

#

Of course you need custom avatars

normal aurora
#

how to make cโ€”shot in head

pine pasture
#

cshot?

noble cypress
#

how to activate that first gameobject even when you can't track the button presses?

normal aurora
#

I blame discord for unnecessarily formatting something in a weird way

noble cypress
#

or not track i mean, but actually find the prompts in the onkeydown vrc_trigger

#

oh you were talking custom avatars myb

#

yeah thats another solution we try to avoid

#

especially because you can't really add triggers on the custom avatars that interact with world objects, right?

#

@echo bay

echo bay
#

I'm pretty sure you can do it with custom avatar having objects linked to World Position for your area

#

Than you put trigger activating at this world position

#

And from this triggers you can do whatever you want

pine pasture
#

yea... we still won't do that stuff with Avatars xD
Everyone should be able to fight the boss with their own avatars

echo bay
#

You can give a cube to everybody, and each side of the cube launch a spell

#

You trigger it with the other hand

pine pasture
#

the skills are bound to weapons already

#

as long as the player has the pickup Item in hand, they can use the skills by using Keybinds (1-5 for Desktop users)

#

we need to do a alternative way for VR Users

echo bay
#

Can you have like a sphere in the right hand, and a sword in the left. You attach a lot of mini balls to the sphere and when you cross them with the sword it activate the sword skill ?

pine pasture
#

I would like to avoid that tbh

echo bay
#

So you can activate as many spell as you have little balls attached to the sphere

#

If you do it well with cool effects instead of balls it could look like a real feature

#

But yeah I understand

pine pasture
#

should look like the good 'ol World of Warcraft. :D
Players are using the weapons to hit the boss. Using Skills with Keybinds

noble cypress
#

holy shit

#

we could create stands like in jojo's bizarre adventure that trigger things

#

hold shield in a specific way, invisible collider floats in the air above it, only reachable in a specific way of holding the sword upwards

#

it then triggers the ability

#

people on pc can still press 1,2,3,4,5 but vrchat can do cool poses

echo bay
#

You may be able to attach coliders to the camera

#

So if you pose you could for real trigger stuff

noble cypress
#

you can basically add all components you want, no?
you just can't add child objects

#

thats what i'll try to use to create a custom crosshair, add a 0.00000001 big cube collider with i.e. 40m range that collides with the other weapons so the healer will be able to heal other players by looking at them when activating a heal, if colliding you'll also see a circle on your gui meaning you're actually targeting something right now

small prawn
#

@autumn hatch pls make that tutorial for the visemes!

autumn hatch
#

Which one?

warm niche
#

does anyone know of a distortion shader which can have 2d distortion bumps that follow the camera viewing angle similar to how a matcap does?

frozen pike
drifting egret
#

I'm using a stencil shader to give my avatar a "portal" effect, and it works great. Problem is, I cannot see myself due to the stencils.

#

Is there a way to still be able to see myself?

#

I heard someone found a way to make objects only show up for the local player (the one using the avatar). If that's true, then I could fix it, but I would have to know how to do that.

#

Since then I can essentially just put a hollow box around myself that makes myself visible again

warm niche
#

is there anyway to make UI elemets synced over the network? like sliders etc?

cold minnow
#

Can we know what version of Playmaker is VRChat going to use? I'd like to start working with it

kindred kiln
#

It has to be the latest

cold minnow
#

Playmaker v1.8.7p1?

#

released 2 months ago

kindred kiln
#

doesn't matter as long as it's updated.

#

since you typically can't revert assets to their previous version.

#

unless you archive them

crude schooner
#

anynews on that playmaker anyway that news was like on December ....

naive crag
#

Lots of rumors about playmaker, but is there any official sources mentioning it's implementation in the near future?

autumn hatch
#

Playmaker support IS coming, but when is the question.

naive crag
#

Learned to use it, and it is very very useful. Not just for managing state in general, but a great alternative to most scripting.

autumn hatch
#

Original plan was shortly after last new years, but then the mass influx of people arrived to VRchat and servers were on fire 24/7, trolls galore and such. Priorities was changed because of that but things have calmed down now so hopefully it'll be in soon, rather than Soonโ„ข

naive crag
#

Well yeah. After the meme inspired influx of new players. Many of them stay to become a part of the community, so the delay is understandable.

autumn hatch
#

I believe long-term scripting solution is to write their own scripting language

#

Like you said, playmaker is super nice in the meanwhile

naive crag
#

Where one of the tasks is"Deliver an SDK to content creators and ensure its usability"

warm niche
#

y'all got examples of what could be done with playmaker ?

autumn hatch
#

Think the game Hearthstone was made in playmaker?

naive crag
#

Yep

autumn hatch
#

So that's one example

naive crag
#

With playmaker

#

all the logic

warm niche
#

could you create a world with full rpg systems?

naive crag
#

But if you want a questing system for a rpg game for example, you could do that

autumn hatch
#

Yup, sounds like it

naive crag
#

yeah

warm niche
#

okay that's fucking cool

#

so it's only for world making

autumn hatch
#

I haven't heard anything it being used for avatars, no

naive crag
#

The struggle atm is managing state, and having propper managed logic based on events.

#

and based on variables etc as well

autumn hatch
#

Avatar "scripting" might be a thing later on but nothing set in stone how it'll work exactly

warm niche
#

guess <you can have a lot of trolls with that

naive crag
#

Yeah. Avatar scripting is a bit more difficult. Public worlds need to be approved to make sure they are just annoying game-breaking things. To ensure that in scripting is very difficult.

autumn hatch
#

Yeah... Unfortunately you always have to view these cool stuff as weapons first

#

Because you cannot have nice things

quartz slate
#

I welcome the day we can shoot each other in a VR CounterStrike clone that isn't Pavlov

#

And I can hide behind the skirt of my teammates' anime girl avatar

warm niche
#

interaction with each other is what i want to see
like touching the hair and cloth of others
or small model standing in your hand or shoulders

autumn hatch
#

Have you been to Steel and Gold, Minor Dispute and CTF worlds yet? They're obviously not Counterstrike-esque, but fun either way

#

Steel and Gold is hands downs the best

#

I want handholding ๐Ÿ˜Š

warm niche
#

same

#

i want to add these chair prefab on my shoulder so tiny avatar can sit on it

quartz slate
#

I got turned off from them because they used VRChat's old locomotion style

#

and I still won't play them as FPS games since movement is tied to HMD direction

#

and not the offhand/left controller

autumn hatch
#

Yeah, movement being tied to controller would be great for those worlds

#

I've just sort of learned to deal with it

warm niche
#

PLEASE HELP ME

pine pasture
#

no one is gonna help you if you're not explaining your problem, dude

warm niche
#

hello

pine pasture
#

hello from the other side โ™ช โ™ซ

whole crystal
#

Anyone know how to have unity recalculate normals? :>

pine pasture
#

open the Model in Blender, go in Edit mode, recalculate the normals and save :>

#

there's no other way to do that in Unity

whole crystal
#

hmm how do I execute that script in unity tho? ;< ive been trying to figure that out for a whilee

pine pasture
#

You should do that in Blender. Not sure if this script-method is even a permanent solution.
I guess it's runtime only (and not supported in VRChat)

whole crystal
#

if only i could, im using cats new protection thing, it turns the character into a box on base shape, so i dont think blender would work

pine pasture
#

uhh, never did something with CATS tbh

whole crystal
#

its got some good stuff, mainly use it for visemes and now the protection, but the normals thing is just an issue rn ;< trying to fix that since im a bit vary of security rn

pine pasture
#

doing the most stuff by myself :D
isn't it possible to get the model stuff from CATS and save the model as "unprotected model" somehow?

whole crystal
#

well yea, but i do want it protected ; P

pine pasture
#

unprotect it

#

do the "recalculate normals" stuff

#

and protect it again

whole crystal
#

pretty sure it does that automatically once you hit protection again

pine pasture
#

try it manually

whole crystal
#

did, doesnt work, if only there was a way to keep it as it is

pine pasture
#

that sucks :S
Sorry, but I don't think that Unity has a method to recalculate normals directly without scripts. And Scripts aren't supported in VRCHat

whole crystal
#

ye ;< its fine, guess ill have to wait for vrchat to ramp up security on their own, ty tho~~

pine pasture
#

yw o/

sand canyon
#

I thought the cats plugin was only blender...

subtle kelp
#

@sand canyon It is

#

@whole crystal Protecting the model with cats does not recalculate the normals automatically

#

If you recalculate the normals before protecting it there should be no problem

whole crystal
#

ctrl + n is recalculating right

#

set normals from faces
make normals consistent

none of that works, the shading on the avatar is completely fucked up ;<

#

before protection obv ^

warm niche
#

anyone know how they render a texture only to the desktop app and not in the headset, the way it's done in the photo studio map? i know how to do the fullscreen effect but not sure how it only goes to the desktop app and not headset

golden valley
#

#if UNITY_SINGLE_PASS_STEREO would probably do that

#

maybe something like
~~```
int isSinglePass = 0;
#if UNITY_SINGLE_PASS_STEREO
isSinglePass = 1;
#endif

if(isSinglePass == 0)
//render texture


#if !UNITY_SINGLE_PASS_STEREO
//render texture
#endif

rough sleet
#

@golden valley @warm niche Even better is to put the rendering inside the if directive.

#

GPUs don't do branching that well

golden valley
#

is there a #if not x

#

?

rough sleet
#

Yes, put an exclamation mark in front

#

So #if !UNITY_SINGLE_PASS_STEREO

golden valley
#

good to know

rough sleet
#

Since GPUs aren't that good at branching the default behavior for conditionals is to calculate both results and then choose which result to keep

#

However for things like the single pass stereo we can use the preprocessor directive to selectively include code depending on which shader variant is being compiled.

#

To avoid the shader needing to branch for stuff like different light types or single-pass vs multi-pass Unity compiles a whole bunch of different variants of the shader and switches between them as needed.

warm niche
#

i thought that's how you would do it, but it seemed to not be working for me

rough sleet
#

Post your code

#

Put it in between ``` for code formatting.

warm niche
#

actually, i put it in the frag function, would that affect it?

rough sleet
#

It's fine in the frag function

#

Do you want it to show anything at all in VR?

warm niche
#

nope

rough sleet
#

Because you could do this

#
clip(-1);
#endif```
golden valley
#

is clip more performant than just discard?

warm niche
rough sleet
#

Discard's probably more appropriate

warm niche
#

i hate it like that for testing

golden valley
#

you probably need to return something in the case of vr

#

i assume it's giving an error?

warm niche
#

it rendered the same thing in the desktop view and inside headset, which was just the white, no texture was rendered

golden valley
#

oh nvm

#

im dumb

rough sleet
#

Hmm, maybe UNITY_SINGLE_PASS_STEREO is true in desktop?

warm niche
#

ya no error, just white, but i had it with the ! before like you mentioned, no else, and it would render the texture in both desktop view and headset

golden valley
#

that seems odd

rough sleet
#

Try using USING_STEREO_MATRICES instead of single pass

warm niche
#

seems to be false for both, just to be clear tho, i'm not switching between vr/desktop, i'm only using VR and while using VR i want the desktop preview to only render the texture and in the headset, nothing should show up

#

which is probably why these aren't working correctly? but i know it's possible cause it was done in that photo map

golden valley
#

you might be able to mess around with this to find if it's in desktop.

if (unity_CameraProjection[0][2] < 0) {
    //left eye
}
else {
    //right eye
}

Perhaps unity_CameraProjection[0][2] is 0 for desktop

#

in fact when i used this i think desktop users saw the right eye image

#

so it's certainly >= 0

warm niche
#

seems desktop uses the left eye, doesn't seem to be a different value for desktop

golden valley
#

really? In my scene the right eye texture shows

#

can you try that in a new unity project or in game? It might be something with your current project

#

that should certainly be showing the right eye on desktop

subtle kelp
#

@whole crystal I found the way to prevent all lighting issues with copy protection:
Upon export in Blender set the setting in Geometrie > Smoothing to "Face"

whole crystal
#

Oh wow that works Thanks @subtle kelp even tho i still got a few artifacts left

#

like just at the mouth corner~

subtle kelp
#

@whole crystal Maybe try the option Edge instead of Face. I don't know what the difference between those two re ally is

whole crystal
#

i tried to

#

same result

subtle kelp
#

Ok, good to know

#

But much better than before

whole crystal
#

tried on 2 models

#

for some reason both have the same issue one the mouth

#

but one has it on the nose too

subtle kelp
#

Maybe a weird texture?

whole crystal
#

hmm

#

nah if i change to cubeds shader

#

then theres the typical cubeds shadow

#

its just extremely dark there

#

@subtle kelp

normal aurora
#

as I thought, as long as something is one mesh and one material, its custom shader can use stencil buffer within its own geometry without having to worry about things like Hakanai's stencil scanners. I could probably even have a final pass to erase it and nobody would ever know

tidal belfry
#

Is it possible to have a player spawn in sitting on an object?

sand canyon
#

Sure, you will either need one per player or queue in your spawns

#

Make that a station with a custom animator

#

When they spawn, you can use a trigger to send them to the station

zinc briar
#

@warm niche If you find the answer to the texture rending only on desktop, please tell me I'm searching for that as well!

warm niche
#

sure, still searching for an answer, I gave up last night :p

zinc briar
#

Darn

#

I've focused on other things because I got annoyed with searching as well

warm niche
#

anyone know how to change the game into 3d person view?

#

im searching very long some tutorial but nothing

#

i tried in unity3d too i changed the vrcamera Z coordinate into -1 or -2 thats not working too

rough sleet
#

@warm niche Did you try the stereo matrix check?

#

Nevermind, I scrolled up

#

Oh, I misunderstood your goal

warm niche
#

ya, i didnt do a new project or whatever, i gave up for the night, so i'm still trying to find a solution ;p

rough sleet
#

I thought you wanted it to only be visible for desktop users

#

Those macros probably won't do it.

warm niche
#

ah, nope, what i'm wanting to do is record the desktop view on my monitor, but not have anything in the headset, cause i'm trying to put a rendertexture there from a camera

tiny quest
#

Possibly rhetorical question, but, is it possible to optimize shaders?

#

Is their performance based what they do? How much they do? How the script for the shader is? How they react in game? (such as reflective lighting and emission, etc.) or all of the above?

#

Like, if a model is well optimized already, can you optimize the shaders to increase performance, or alternatively, can the shaders decrease performance if done poorly?

warm niche
#

@tiny quest it's possible and important to optimize shaders, the more operations it does, the more it will slow down rendering frames, especially fragment shaders since they operate on every pixel can be very heavy if you have supersampling turned on, ways of optimising include doing the same calculations with less precision, unrolling loops, removing passes or certain effects, optimising data so it fits the caches better, etc etc

tiny quest
#

Thanks! If I'm not using the parts of a shader, say they're inactive, unchecked, etc.

#

Do they still affect performance since ce they technically exist?

warm niche
#

depends totally on the shader's code

#

hopefully yes, but usually no

#

most have a set amount of things they do in a certain order, not using a property or texture doesn't take it out of the code being executed in most cases

rough sleet
#

@warm niche Unity does everything at float precision in DirectX.

warm niche
#

I know

rough sleet
#

Ah, ok.

warm niche
#

but you can still do fast approximations instead of the 'proper' math

rough sleet
#

Ah, yeah that's true.

tiny quest
#

I'm just now learning how to modify shaders at the text or script level. Like, still learning all terms, what they do, etc.

warm niche
#

fixed only works on mobile

#

like with avatars you're just trying to squeeze more out of less wherever you can

rough sleet
#

@warm niche Thanks

warm niche
#

I had a better link somewhere with some cool matrix ones, I'll post it if I find it

rough sleet
#

@warm niche Do you use any profiling tools besides just running the shader?

tiny quest
#

Thank you for the information :)

#

I feel like my particle systems, which overall the effects arent drastic, the particle count is incredibly low, but sometimes people have issues, so I'm looking to optimize where I can.

warm niche
#

I just test a lot in vrchat and have different people run it

rough sleet
#

@tiny quest Take a look using Unity's overdraw mode

#

It's under the Shaded view drop down in the Scene view

warm niche
#

I use the debug overlays sometimes

tiny quest
#

On mobile atm, but I can look shortly. Does it display like, usage and such?

warm niche
#

the steamVR one and the oculus tray tool

tiny quest
#

Or does it break it down even more to like what uses how much?

rough sleet
#

It changes everything to use a reddish additive shader

#

So you can see where things overlap

#

It can be a little misleading as opaque meshes usually don't overdraw as much as the overdraw view shows.

#

But for transparent meshes and particles it really adds up to a lot of extra pixels to draw.

#

I'm not entirely sure what's too much overdraw but the view is still useful to see where your worst case is.

tiny quest
#

O:

#

that's the doom sword

#

@rough sleet wait are you the original make of that?

rough sleet
#

No @exotic tree made it, or well ripped it from Doom and animated it.

tiny quest
#

I see

#

That was the original inspiration and first major goal to get to, and I've been able to replicate all the effects more or less so I gotta thank him ๐Ÿ˜›

normal aurora
#

hmm, I was wondering about profiling too, because I got my world runtime down to 1~2ms in Unity but I can't get a clean 45fps in vrchat

#

I'd like to know where all the other time is

warm niche
#

anyone know shader forge and can help me make a refraction/distortion shader that behaves like a matcap? ie goes around the contours of the mesh with a 2d normal relative to view angle

warm niche
#

nevermind i think i figured it out

warm niche
#

would anyone be able to tell me what is used to make shaders that only move when you move, but are stationary if you move camera? i do not want it moving when i rotate the camera to face away from it

tidal belfry
#

Is it possible to make a working GUI/HUD for worlds in VRChat?
I've tried using the UI canvases but they don't seem to work.

wary path
#

You can

#

It's tricky

#

and there isnt much point to it

#

It's basically a shader that covers your entire camera and renders something over everything else

dull umbra
#

@tidal belfry If you set the canvas to ScreenSpace - Camera and then attach a VRC_UiShape component to it, it should stick in front of the player's camera in the world.

tidal belfry
#

Wait, that'll actually work?

#

uhm

#

@dull umbra doesn't work, just tested it

dull umbra
#

It won't work in the editor, but at runtime the VRC_UiShape will automatically set it to the game camera. While in the editor though, it's fine to set it to the reference camera.

#

The VRC_UiShape will also spit out an error whenever you go into playmode which is a pain for uploading. To fix that, you can set the component to be disabled by default and enable it only at runtime using a VRC_Trigger.

tidal belfry
#

Tried it in runtime @dull umbra

dull umbra
#

And you're sure you added the VRC_UiShape component to it as well?

tidal belfry
#

Yes.

#

This is how it is set up.

#

It enables VIA trigger which then should trigger a countdown text normally.

dull umbra
#

Does it show up as expected in the reference camera if you just hit play in the Unity Editor?

tidal belfry
#

No.

#

When it's set to overlay it works fine in the editor.

dull umbra
tidal belfry
#

Is that the button you've selected or the canvas?

dull umbra
#

The canvas

tidal belfry
#

Yep.

#

Okay I got it to appear in the editor.

#

I guess I'll go test one more time.

dull umbra
#

Kk.

tidal belfry
#

Yep, still doesn't work.

dull umbra
tidal belfry
#

Should I set it to 0 or something like that?

#

the plane distnace

dull umbra
#

0 will also scale it to 0, so it will be invisible then. Anywhere between 1 and 5 should be fine I think.

tidal belfry
#

Trying 1...

#

Still nothing.

#

No idea.

dull umbra
#

Well, I've helped you everyway I can. You've obviously got something setup weird on your end. Try trimming it down to just a simple canvas with setup shown in the previous screenshot. Then work your way up.

warm niche
#

hey guys

#

how do i change the sitting in chair animation

#

i saw some guy have 1

#

but i cant figure out which 1 it isd

tidal belfry
#

I believe it's tied to the animator on the station.

dull umbra
#

@warm niche The VRC_Station has an AnimatorController parameter. If you put an standard avatar override controller into there, the IDLE animation will become the player's sitting animation.

#

It also works for emotes I believe.

warm niche
#

o

#

so i use a different controllertemplate for the sitting 1

tidal belfry
warm niche
#

and my normal 1 for standing

tidal belfry
#

Gotta change that.

warm niche
#

?

tidal belfry
#

Look in the picture in the link.

#

You need to set that to your own controller.

warm niche
#

oh that 1 is different from the override

tidal belfry
#

Yep.

warm niche
#

do i need to change anything in it

#

oh

#

the controller is the 1 duplicate animation thing right

#

it didnt work

#

do i apply the controller to my default avatar

#

or do i apply it to the animation clone

#

well i just broke my main avatar

#

ffs

#

how doi fix it

#

custom sitting animation + idle

#

but if i change the controller my avatar will glitch out

#

i put the controller that i made a custom animation with and it didnt work

warm niche
#

well

#

i did it

#

the only problem is the 2nd avatar gets stuck to me when i get up

#

lol

cinder atlas
#

I'm trying to access the camera depth texture to generate a height map for one of my shader and it seems to work fine in unity, but in VRchat it always comes out white, any ideas?

hybrid raft
#

What shaded are you using and is the camera on?

#

Shader

cinder atlas
#

Hold on I'll try to explain my setup

warm niche
#

There are worlds with live streams in them. How is it done?

cinder atlas
#

This is going to be difficult to expain without screenshots but here's the shader I have applied to the plane I want to see the depth data on:

Shader "Custom/DisplacementShader"
{
    SubShader
    {
        Tags{ "RenderType" = "Opaque" }

        Pass
    {

        CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

        uniform sampler2D _CameraDepthTexture; //the depth texture

    struct v2f
    {
        float4 pos : SV_POSITION;
        float4 projPos : TEXCOORD1; //Screen position of pos
    };

    v2f vert(appdata_base v)
    {
        v2f o;
        o.pos = UnityObjectToClipPos(v.vertex);
        o.projPos = ComputeScreenPos(o.pos);

        return o;
    }

    half4 frag(v2f i) : COLOR
    {
        //Grab the depth value from the depth texture
        //Linear01Depth restricts this value to [0, 1]
        float depth = 1 - Linear01Depth(tex2Dproj(_CameraDepthTexture,
        UNITY_PROJ_COORD(i.projPos)).r);

    half4 c;
    c.r = depth;
    c.g = depth;
    c.b = depth;
    c.a = 1;

    return c;
    }

        ENDCG
    }
    }
        FallBack "VertexLit"
    
}
#

Then I have a camera that renders that plane into a rendertexture that I use on another shader as a height map. It works fine in unity but in VRChat the plane is always white.

autumn hatch
#

Would make it easier to read

agile owl
#

message i'm getting after hitting "new build" under "test" you'll need a new app to open this VRchat....

#

someone please help.

#

i'm new to VRchat

split hull
#

@cinder atlas If you're sampling the depth texture, you need to be in a map with a directional light that has shadows enabled for it to work

#

I use Gaia Night for testing normally if I need to sample the camera's depth texture since it works there

cinder atlas
#

@split hull I'll try it on that map then thanks ๐Ÿ˜ƒ

#

Still looks white in Gaia night, I'm probably doing something not right...

agile owl
#

hello?

split hull
#

Are you using VR? If you are you gotta do the single pass screen space sampling for it to look correct, though I think you'd still get some valid-ish data without the single pass sampling

#

@agile owl your question isn't very clear, what is the message it's giving you?

agile owl
#

i figured it out thanks though!!!

#

@split hull Have we met before?

#

in a different discored

split hull
#

I don't think so

agile owl
#

oh ok. you have the same user name as someone else

split hull
#

Yeah I imagine there are a bunch of other Senpai's

agile owl
#

yeah

#

there is.

drifting egret
#

How do I prevent a particle from colliding with myself, or possibly other players? I just want it to collide with the world. I told the particle's collision module to only collide with "default", but this seems to also include my own body.

#

I have no colliders anywhere on my body (except dynamic bone colliders on legs), but I do have a rigid body on my hand

#

My guess is that the particles are colliding with something that the game adds to me locally, maybe? Or it just collides with my mesh regardless. Either way, I need a way to stop this.

warm niche
#

hello

#

help pls

#

how do i change the origin point of an object'

#

my sitting animation has me floating because even if i move the character up or down in unity

#

in game he just sits in the air

drifting egret
#

That's because you need root transform on the animation, not a physical movement up/down.

warm niche
#

ohhhh

#

how do i do that

drifting egret
sand canyon
#

Rokk, you need the vrclayers. Walkthrough is what you want

#

This is on an avatar?

warm niche
#

doesnt work

#

none of those sites say how

sand canyon
#

I have an untested suggestion. Remove your avatar descriptor, and add VRC World and a floor, and test build or upload one time. That will set up the layers for you.

#

Then remove the VRC World etc and put your avatar descriptor back on

#

The Pickup and Walkthrough layers do not collide with player avatars

warm niche
drifting egret
#

Alright cool, I'll try that out! Thanks

warm niche
#

ugh

#

why sint this working

#

i moed the root bone location

#

i set apply root transofmr

#

*apply root motion

#

root bone location is moved from the floor to the hips

#

but my sitting animation still isnt working right

drifting egret
#

I actually fixed my particle problem, I disabled dynamic object collisions in the collision module. It probably won't collide with solid dynamic objects, but it's good enough for my purposes. Still, I'll keep the collision layer generation from VRCWorlds in mind in case I ever want dynamic collisions. Thanks again!

#

I'm pretty sure that it would only affect moving objects in specific cases anyway, such as those gondolas in that tower map

#

I don't really care about that lol

cinder atlas
#

I finally found what was the problem... I had to put the camera that was rendering the depth to be to deferred...

split hull
#

Ah nice

sand canyon
#

I have not tried to put a custom sit animation on an avatar. Stations do allow world creators to put custom animations in the station. I did not have a problem with this, though.

zinc briar
#

@warm niche Ever figured out the desktop only shader?

merry coral
#

Hey I got a question

#

how would I go about making an HUD on a avatar and or a world

harsh nest
#

@merry coral scroll up HardLight680 explained world HUD there

merry coral
#

Kk thx

#

Also

#

How would one pull off a screen shake effect

#

Say if a monster stomps

#

I want the players view point to shake

warm niche
#

How do bullets work? I'm at my wits end trying to get proper exploding bullets working. If I use "Collision" or "Death" as a condition to spawn sub-particles, they never spawn. I have to use Birth. But birth just activates it at specific intervals (and colisions), and the bullet itself doesn't dissapear.

#

@warm niche I have the same problem. Animations using avatar movements (up/down or forward/backward) do not work properly. They do work in unity, but in VR chat the avatar is barely moving. If I set it to fly up 30 feet in the air, it does so in Unity, but in VR chat it never flies more than 1 feet. Likewise, I made a jump pack attack animation ,where the avatar leaps into the air and slams into the ground - looks good in Unity, but in VR chat the avatar does the body movement (army, legs moving into a knee landing pose), but his body isn't moving up and forward.

sand canyon
#

@atomic shuttle just made a guns prefab!

#

For worlds, anyway

warm niche
#

well

#

i am a genius

#

and i managed to get it to work

#

my sitting animation works

#

my y axis is fixed

#

i dont fall thru the floor

normal aurora
#

is there still no way to get a reliable video playlist without just hard-coding the whole list of videos?

#

just wondering, before I set out on making a script to update the playlist

tidal light
#

@merry coral i believe you have to create an animation in a shader sphere

warm niche
#

i saw tlak about seated animations, how do you change the seated pose? i literally filled an override controller with an animation i made, and it's still default

drifting egret
#

Make an animation override controller, and override the IDLE animation in there. Put that override in your "Custom sitting anims" slot.

warm niche
#

for RPC usage

#

hey guys

#

do emote/animation kill switches work so that you dont have to reload or change avatars when they bug out

#

@drifting egret @sand canyon

normal aurora
#

the yaml unity outputs is invalid yaml? ๐Ÿ˜ฆ

uncut badger
#

older version + custom iirc

#

@normal aurora

heavy flicker
#

When object1 touches object2, the object2 becomes inactive, after 3 seconds i want the object2 to be active again, how do i do that?

autumn hatch
#

When object1 touches object2 it also activates empty1 that has an OnTimer trigger on it set to 3 sec (low and high) to activate object2

#

If you want it repeatable you make it so the OnTimer trigger deactivates the empty1 again also

#

OnTimer triggers only start counting when their game object is set to active

#

If the low and high seconds are set to different times then the action will occur randomly between those times

sick lodge
#

anyone know what the shader in avatar testing that renders faces (not tris) is?

drifting egret
#

What do you mean?

#

The flashlights? @sick lodge

#

It's a Projector I think

#

But those only work on worlds, you can't have those on your avatar

sick lodge
#

i know, i want one in my world

#

what's the shader for wireframe faces?

#

i have a shader for wireframe tris here but i don't want tris, i want to render wireframe quads

trim ibex
#

does anyone know how to get unity to jump from 0 to 100 in blendshapes/shapekeys, rather than gradually going from 0 to 100?

#

i am trying to do 2d mouth movements and don't want my mouth to stick out when i talk

sick lodge
#

how does the fullscreen thing in iris photo studio and the great lasagna's photo booths work?

drifting egret
#

@trim ibex unfortunately, that's just how the animator is set up. There's no way

#

As for 2D mouth visemes, there are tutorials on that. Try those out

trim ibex
#

@drifting egret thanks for the info

warm niche
#

Dont need a flashlight just add a light to your body so everyone can see you

#

And everything around gets illuminated

#

It's also good for the scary maps

dark sigil
#

it's also good for lagging people since you have realtime lights on your avatar

drifting egret
#

Realtime lights are super laggy yeah, especially in VR

#

I block people who have rapidly flashing realtime lights

autumn hatch
#

Shadow, specifically, are FPS murderers

#

So if you absolutely need to have a light source on your avatar, please make sure it doesn't cast shadows

final wigeon
#

I'm willing to bet setting the light's Render Mode to Not Important will help, since then it becomes a vertex light. Much lower quality but cheaper to render.

Probably, I haven't tested it but the unity manual suggests that's how it'd behave.

noble cypress
#

did anyone find out what button the triggers are on vrcontrollers for a OnDown trigger?

rough sleet
#

@final wigeon Not all shaders are guaranteed to handle vertex lights.

#

You can have four vertex lights for no extra draw calls as they're included in the base pass but some people and worlds won't get lit up by them.

sick lodge
#

this is probably a bit too obscure but is anyone experienced with using realtoon enough to tell me why i get this weird black spot over my neck that only appears in render textures? https://i.imgur.com/1p5ngax.jpg

patent stratus
runic mauve
#

@patent stratus mostly like yea

patent stratus
#

do you think they are working on there own version or do we just have to buy the normal play maker?

runic mauve
#

well they dont own play maker i think they would just make patch for playmaker to work with VRCSDK

patent stratus
#

if they are working on it so much they might have made a deal with the playmaker devs

#

but yeah a downloadable vrchat mod for playmaker sounds more probable.

runic mauve
#

i think in opinon more like have buy playmaker then get it for free

autumn hatch
#

I haven't heard anything suggesting an alternative playmaker version

#

It's pretty much safe to say the actual playmaker version is the one going to be used

patent stratus
#

2:55 (in the new update video) - he talks about developing features for playmaker

runic mauve
#

like Dyanmic bone you have to pay for that to use vrchat

autumn hatch
#

Those are literally things you can do with playmaker

patent stratus
#

yeah I know but he aslo sais they don't want to rush it out with limited features

#

and you can basically make anything with playmaker right now

runic mauve
#

just mean take alot longer to work on it

autumn hatch
#

Just means playmaker isn't fully supported yet and needs more time to work out bugs and such that might limit it

#

Otherwise it'd be out, right?

patent stratus
#

yeah so they are probably working on frame work / mod around playmaker to limit it's use (so that you can't do malicious stuff with it) for VRChat

runic mauve
#

yea dont give fullpower of tools just bring in malicious user

#

have limit some stuff if running a server

autumn hatch
#

Playmaker you can't do anything malicious with to begin with

#

That's why it was chosen

livid raft
#

Is there any rough ETA for playmaker yet or are people screwing about with security still delaying it?

autumn hatch
#

And if you could, it's much easier to lock down I suppose

#

compared to C#

runic mauve
#

but there still limit need in place alot people can figure loop in system just with visual programming as well

autumn hatch
livid raft
#

Hoky doky

runic mauve
patent stratus
#

of course closing down conventional unity scripting would be impossible

pine crest
#

Anyone familiar with how to play an animation from a trigger in your world? Im currently trying to work out which component to use in the VRC_Trigger, nothing seems to be working for me so far.

next hazel
#

have this weird issue, trying to get inherit velocity to work on a particle, in unity editor it seems to respond correct since the particle jets off super fast when moved, but once uploaded into vrchat the particle just falls to the floor and seems only barely affected by it. The particle is world spaced as well.
help would be much appreciated if anyone has an answer to this

sand canyon
#

@pine crest there is legacy animation. However the best way is to use an animator controller and use an Animation Trigger or other parameter to start your animation. For a basic explanation of the animator controller, see https://www.youtube.com/watch?v=JeZkctmoBPw

pine crest
#

Thanks, I did notice that to use the PlayAnimation I needed my animation to be labeled Legacy but couldnt figure out how

#

Ill check out the video

sand canyon
#

The controller is a flowchart that tells the object what to do when. It is a little more complicated than just one animation clip, but you can do a lot with it.

pine crest
#

I found a video more related to VRChat and what I was looking for, ty Fionna though for the link!

#

I figured out how to do it, now to implement it how I had planned

warm niche
#

I've got a problem with some spotlights in my world. They are lighting up a transparent double sided shader when they shouldn't. I have each translucent object set to the reserved4 layer, and each spotlight culling mask to everything but reserverd4. Lighting for the spotlights is set to bake and i've baked it. It still lights it up, am i doing something wrong?

warm niche
#

Hmm, mustn't work for spotlight then...

#

Maybe i need to create a lightmap parameter? not sure what to put though.

warm niche
#

@warm niche uncheck lightmap static on the objects you do not want included in the lightmap

#

It turns it bright blue when i disable light map, i'm trying to get a glass like effect.

#

it only seems possible with the lightmap on, but any light shining on it makes that part bright blue.

#

Seems the only solution is to direct the light away from it but really makes the lighting look blotchy.

rough sleet
#

@warm niche Do you have light probes?

sick forge
#

The "visual programming" aspect is just a bonus for learners and those not familiar with Unity. What playmaker is really about is being able to script in-game addons almost (like garry's mod) in order to make maps 10000x cooler. Imagine a zombie survival map with NPC's that run at you, and try to route to you

#

Or a working casino

frozen urchin
#

Not sure if this is a advanced question or just me beeing completly stupid. But I have been trying to set up a world where if you press a button you play 2 diffrent YT vids on 2 diffrent screens deppending on what button you pressed. I have tried diffrent variations of playing them and so far the only thing that has worked is having the link in the Video Player/Sync Player then just sending a Play RPC. I am probebly missing something completly obvius and it could help with some fresh eyes.
Currently I have it set to do "Clear(Screan1,Screan2), Send URL(Screen1), Send URL(Screen2), Play(Screen1,Screen2)"
I thought that would work but I guess not.

sand canyon
frozen urchin
#

I have not, I should probebly have looked at that before writing all of that ๐Ÿค”

warm niche
#

@rough sleet No light probes in the scene.

rough sleet
#

Try adding probes and see if that helps with the blue issue.

cursive totem
#

I need help with toggles props

#

Do anyone can explain me how to use it ?

robust yarrow
#

anyone know why some of my triggers don't work correctly? They are not complex at all (mainly just On interacts" set to local that are turning a few objects off and others on, and an animation bool change). They work inconsistently, some players will be able to see the interaction but clicking won't trigger the actions, others it will work fine. For some reason the trigger will work after about 20 minutes of waiting and then re-interacting lol. Another trigger won't work for anyone if theres more than 1 player in instance, but will half work after waiting like 20-30 minutes (but still not perform every action).

frozen pike
#

That is a lot of interesting things

#

Lets break it down

#

Lets do animation first

#

Have you been going into the game tab, selecting the item with the animation on and within the animation window checking that it runs through it correctly when the bool is changed.

robust yarrow
#

@frozen pike oh its not changing or looping ๐Ÿ˜ฎ

#

the first quest's animation runs fine though

#

oh wait

#

the other one works fine too XD

#

it was set to off

#

lol

frozen pike
#

First thing to work on then. Make sure the transitions are setup correctly.

robust yarrow
#

yeah, the first one that i said wasnt working, that wasnt playing since its off by default

#

its turned on when accepting the quest , turning it on to test in game mode and it works

frozen pike
#

Solved that one then?

robust yarrow
#

no, thats unchanged

#

basically the animator was working fine

#

but for some reason its not being triggered in game

#

by the on interact

#

the on interact is also toggling a sprite which doesnt show up either

#

(although after 20 minutes, it will start showing when interacted with again)

frozen pike
#

I know it is a pain in the ass