#development-advanced
1 messages · Page 28 of 1
I'm at work so just RDPing home. Once I have my project open I'll see if I can send you an inspector of what I use
ok 😃
I'm also gonna try doing most of the changes through an animator
to see if reducing the amount of actions on the interacts helps
I am still new to the animator system but I do like it
yeah i'm slowly starting to use it for most things now
especially my last zone, its full of them
yeah that seems like how i use mine
except mine are broadcasting only to local
seems to stop working based on how many players are in instance i think too, as they worked when i did a solo instance
Remember if it is local the changes will only affect the person who does it. No one else
i know
its meant to be local since its quest dialogue
the triggers are basically changing npc idle animation + npc dialogue (and then activating quest items and enemies in the world)
Hey guys, does anyone hava a good solution to get a unique Camera World position in a shader ? the _WorldSpaceCameraPos is different for both eyes in my case.
Oh yeah, that's actually a problem
I've noticed the same thing with some of my own shaders where you'd see a different thing in each eye and it would look really dizzying.
when looking in the UnityShaderVariables.cginc
i see #define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]
but i can't access unity_StereoWorldSpaceCameraPos while in my shader 😦
and i think just editing the cginc files would not work once uploaded
Can i actually use a homemade cginc file for custom shaders in vrchat ?
so i just have to put it in the same folder as the shader file ?
yep and pragma include
let's say i just take a copy of UnityShaderVariable and include this one instead of the original it will be good then ?
well in my copy of this file i change the define _WorldSpaceCameraPos line
because i can't access the unity_StereoWorldSpaceCameraPos outside of this file
i would change to #define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[0] for exemple
this way the value will still be the same for both eyes
what are you trying to do?
i need to have access to the real camera world position in my shader
_WorldSpaceCameraPos returns the Eye position
because it is defined by unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]
you heva access to all of those
not true
_WorldSpaceCameraPos will always be different no matter what i do
I use them every day and no icludes
and ?
if you want to hack shaders into desktop mode, go ahead
when you need to for exemple hide an object based on your distance from it
the distance will be different for both eyes
so it will just be glitchy
i need the real center eye position
not by changing standard includes
then do world to object
it will be the same
yes because there's always two cameras
and two images
and your pixel or vertex will only have info on it's current camera context
Of course because no one would want to do a camera facing billboard in vr
thx unity
well you still need the center eye position for that
a view facing billboard is easy since it doesn't need any position whatsoever
but for camera facing you are screwed without a position to use
and since it's different for both eyes
the billboard rotation will be fucked up if you are too close
because it will face both your eyes at the same time
Is there a way to have a little sign that you can write on? And then, to go even further beyond - is there a way to text-to-speech what you write on that sign?
I know there are snail trails you can attach to your model for writing with your finger or what-have-you, and you could have a simple billboard object or something appear as part of an animation override, and that you can use text-to-speech in VRChat, but is it possible to take these pieces and make something magical?
I would think you would need triggers and you can't use those on avatars.
You can use text to speech in VRChat???
text to speech is only a text to mic tool that you then set as your microphone in game so no ^^
ok so im in a bit of a pickle, ive got a shell casing preset for my gun but it throws the shells out the pelvis in-game
any advice?
ye
Make sure the particle system is a child of your gun object, but it's set to world space. Does it come out of the right place within unitys preview window?
yeah
its set to the gun model and in unity looks fine but ingame comes out of pelvis / hip
@boreal heath u n eed to use rigid body + joint or legacy particle system ( i think it had no issues )
@sand canyon thsts the issue im having
@boreal heath https://www.youtube.com/watch?v=VmEED0E_e4w
@naive gazelle I don't suppose unity_CameraProjection contains the necessary info? I know people used to check the sign of unity_CameraProjection[0][2] when unity_StereoEyeIndex wasn't available, and maybe the magnitude is somehow related to the distance to the centre...
meanwhile, what's wrong with my maths?
float3 objectRayDirectionOrthographic = normalize(-ObjSpaceViewDir(input.vertex)) * objectCameraDistance;
float3 objectRayOriginOrthographic = output.objectPos - objectRayDirectionOrthographic;
I know either one or the other is incorrect because the result is distorted
@boreal heath Yuumi is correct
Place world particles into empty game object
Rigid body that, no dampening or gravity
Second rigid body to what you want to move them with, I E. Right wrist
Link the two -> position particles
I'm assuming the shell casing is a particle and not the mesh
does anyone know if i can render a depth texture in vrchat? https://docs.unity3d.com/560/Documentation/Manual/SL-CameraDepthTexture.html
on this page it sounds like i need a script to do that
a directional light in the scene with shadows turned on will force it to be rendered
mh, is it possible to get the depth from other camera than the screen camera too?
Mind putting together a Tutorial or pointing me in the right direction? Got my own webserver and can spool up a mysql database I just want to know how to store data.
@echo bay Wait is this working inside of VRChat??? That's wild
That is not inside VRchat @hybrid raft
He’s reverse-engineering his own client
@frozen pike I used this video https://www.youtube.com/watch?v=DHn5_17D6H4&list=PLKi6xN4oyUse3nzOsfhEzw8qnQtnrGqjj to get my own server working
I need a broadcast type master to help me
Speaking of the camera depth texture again .. it's too bad that it does require a light, because in some worlds, as soon as you turn on a light, everyone somehow notices and complains about it, and you end up turning it off again lol
even if the intensity of the light is so low that it would never cause any effect - and even if its colour is black
PhysSound is whitelisted in VRchat, right?
i am having an issue with some particle effects. if i place them on/near a mesh, there is an issue where they will render behind it. however, it is only on certain worlds. is there a way to force particles to render in front of meshes that they are on, irrespective of the world?
Physsound works but only with 2 ppl in the room if it’s on pickups.
Skiz and I are working on our Bossfight and Skillsystem.
Currently I'm working on AoE-Fields, visible attack ranges and stuff like this
https://snag.gy/GhyoNH.jpg & https://i.snag.gy/v90lNe.jpg
nice, I'm in the process of doing something similar with my attack ranges although its all done through sprites in the animation timeline
I take it yours has to be done differently since you have an actual ai system right?
the only thing being bound to the ai system currently is the pathfinding, i.e. npc moving up to bossroom, boss following you.. thats the only thing we even want to use the ai for right now.. everything else is triggers and animation controllers
oh i see
we don't want to utilize it that much since ai might be dropped in a future patch or when playmaker releases so we don't have to redo that much
x_x good point
Look good cellenseres
thank you
I've seen a model in game, but I was curious as to how it was done:
Essentially, the person was able to move 2 avatars at once with his vr. I'm not too sure whether or not this was accomplished with rigid bodies, joints, or a controller, or something else, as I didn't have the chance to speak with said person, before they left the world.
rigid body and fixed joint most likely
animation Overwrite, I guess
Fixed joints, almost certainly
I've seen people do Stands that way
You pretty much link all the necessary bones together with fixed joints
ah, I tried it, and had a stretched avatar in the end, so it might be me just not knowing the correct settings
I think the important part is that you put the rigid bodies on your own bones (usually that's the arms)
yeah
And then the joint component goes on the second model's bones
Set all forms of drag to 0, freeze rotation and transform, disable gravity
That is, on your own model. On the bones of the second model, you do the same but don't freeze any rotations or transform.
Hm, those are the settings I had, and it stretches the second model
Weird, it shouldn't do that if the bones match up
Maybe try again. If that doesn't work, fiddle with "Is Kinematic", I forgot whether you needed that to be on or off
Oh nvm, I think is kinematic needs to stay disabled
And one more thing
The second model needs to always be active, especially on spawn/load
yeah
If you want to hide it, disable its skinned mesh renderer instead
Hm, it still has the stretch issue, so maybe it's something special, or a different setting
anybody know how to fix shit bs? i can't seem to wok in zwrite for cubed shades like i do with simpler shaders...
https://i.imgur.com/YOg7TTp.png
basically, because hair has some transparencies, i try to set to fade and it's clipping everywhere
this is post atlas, and i really need to avoid re-atlassing to separate bangs and blush
"this image you are requesting does not exist or is no longer available"
is there an easy way to wrap a png image around a curved surface? i assume i turn it into a sprite, but not sure how this is done, and i'd prefer to do it inside of unity.
@raven idol is that this world?
https://i.gyazo.com/dcd7be6835c90247eb20bdfad9aa4227.mp4
if so, its @final dust who made the CM3 world 😃
@wide lintel your second model also needs to be in the same pose as your main one so best t pose
Anyone got any idea when I launch my World through Unity I end up getting this After I get the "logging in as Username" Screen
VRchat then closes, It was working fine a couple of hours ago. Zero errors in Unity.
Also other worlds I've made work when I test them.
@warm niche setting the path in vrcsdk again even though it was pointing at the right file fixed that for me
it seems like a steam error, but it's a vrcsdk config error afaik
Thank you, So much!
You just saved me hours of work/headbanging
👌🏼
I even wiped and reinstalled steam and it didn't help 🤦🏼
@exotic estuary They're both A(sample)-Posed
@wide lintel show me you settings on both fixed joint and rigid body please
This is for the main body
https://cdn.discordapp.com/attachments/421511360917012490/438411992487690250/main.PNG
This is for the second body
https://cdn.discordapp.com/attachments/421511360917012490/438411990046867457/second.PNG
@exotic estuary
Can anyone summarise the new and fixed functions?
Specifically the combat and IK on world particle ones
The IK interests me the most... Like what does inverse kinematics even mean for particles? Is it like you choose a source and a destination and the particles find the path in between?
From the docs, it looks like a solution to the current annoying system of emitting world space particles as sub particles
Place this component on a child of a IK'd part of the Avatar. It is useful for particle systems that need to be in WORLD space, but still need to track the position of an avatar bone.
I am trying to think of use cases - most obvious is convincing flames on someone's head or something
I think it also might fix the problem with emitting meshes from sub particle emitters not getting their parent's local transform, but I cannot be sure
AddDamage and AddHealth being fixed are big news
Whoa damage and health are fixed?!! Nice!
So we can store incrementing and decrementing values now! That was one of the biggest issues with only having state machines, you couldn't add 1 to a value
"AddDamage and AddHealth event types now work with players when VRC_CombatManager component is present in a world"
In addition VRC_Trigger can modify animation int params now
I think that last one has some major implications if my understanding of what shenanigans you can do with animation engines is right
So... if I'm understanding it correctly, the ikfollower means you can add it as a component to a particle system, and it'll get its rotation from its parent?
Every frame its location and rotation in worldspace is snapped to its parent
But it respects rotation
sweet.
Local rotation
So the net location = parent location but net rotation = parent rotation + local rotation
Which means worldspace particles are INFINITELY less irritating to set up now
And the issue where you could not spawn a worldspace mesh particle with inherited rotation has been fixed hopefully
I still don't think you can use it to do something like throw a ball on the ground and then it stays where it was thrown tho
Actually hang on it might
🤔
Might have to get creative with rigid bodies and animations
also in case some of you didnt see in world chat earlier, Tupper also confirmed that AnimationInt is now enabled 😃
AnimationInt has been hiding at the bottom of the action list for a while, but now we have MATHS
I await hearing what folks can dream up
For example that change with maths means you can use triggers to iterate through the anim controller's state engine... I think?
Also with the ability to trigger add and subract, multiply and divide you have the basics of if/else statements
Fun "so how do instructions work" exercises await
Anyone having luck with VRC_Pickup.Drop() ? It doesn't seem to be triggering for me, but I could just be trying to implement it incorrectly.
I haven't got that far yet, I'm still trying to figure out why my dancefloor only works when I'm alone 😢
That's a sad dancefloor
yeah I keep dancing on my own
No more using my shader workaround to rotate the particles based on their velocity x_x
was using it for this effect where i tap the air and a ripple spreads out https://i.imgur.com/aKk6kAP.jpg
@mystic grove you have to set the RPC target to Local.
That’s the only one that works
A solution to the “keep props inside an area” is a trigger collider with OnEnterTrigger —Pickup layer—RPCDrop and TeleportTo
Okay, thank you!
The VRC_IKFollower script seems to change the centre of bones connected to whatever the GO of the script is
OTOH: it does look like it works for making world-space particles less absolutely maddening to set up
Has there been a decent exploration of the shenanigans folks can do with the new animation controller integer mathematics options in VRC_trigger?
I'm wondering if it's possible to do something quirky with the new system to get game logic through the back door
Using animation controllers as state machines, somehow triggering other triggers or changing health values to work as int stores... x_x
Actually thinking about it you can switch objects on and off using animations - so using On_Enable you can then use one animation state to trigger another animation state in a different animator
Gonna read this and have a think https://medium.com/the-unity-developers-handbook/dont-re-invent-finite-state-machines-how-to-repurpose-unity-s-animator-7c6c421e5785
"You could set the transition between patrolling and sleeping to occur only when an “alertness” parameter value drops below a certain level." https://docs.unity3d.com/Manual/class-Transition.html
This is probably obvious to worldbuilders already
So you have an orb spinning in an animation state called "spinning", with an int called "spin" set to 1. You have a trigger on a button next to it. If you hit that button, it will multiply the value of "spin" by -1. If the value of "spin" is negative, the spinning state s set up to transition into a "not_spinning" state. That new state is set up to transition back to "spinning" if the value of spin goes positive, which you get by hitting the button again (-1*-1 = 1)
You can extend that all out to get if-else statements inside of the Animation Controller FSM
But most of that is already do-able. But given you have the power of maths now, you can probably get far more fun stuff happening
Clear the blueprint ID. It forced me to upload my avatar as a new copy instead of updating my old avatar, but that's what worked for me. @warm niche
@simple basalt One thing the math makes much more easy is for example, you want to allow 20 spawns of an object. You can now have each spawn decrement by 1, instead of having to make a loop of 20 states
However we still don’t have a variable function for gettting a value out of the animator so it’s still difficult to do some things that seem simple.
It also should help with sync, because you do sync updated parameters in a controller to late joiners.
is there a way to put constraints on how far an object can be pulled as a pickup before you are forced to let go?
Well there is no component or whatever for getting vars out of an animator which I imagine is a pain, yeah
OTOH I think you can get around that via some creative spawning of triggers, it depends on what you need to do
Use Blend Trees!
@simple basalt sorry for the slow reply. It's for your thing. https://docs.unity3d.com/Manual/class-BlendTree.html
Basically, let's say you have a health bar that you want to match an int variable. You make a blendtree on that variable with the highest value correlating to an animation of the health bar at 100 and the lowest to an animation of an empty health bar and then the blend tree interpolates it for you and gives you the in-between for all the middle values.
It's almost like you are actually reading the value because you can set certain animations and stuff to happen at specific values.
Ah, cool
@hybrid raft you may have just saved me
I can do a digit counter that way
I had one set up that stepped through frames before but it was not syncable. With parameters and blend tree it might be.
Lol you're welcome!
So did a fresh sdk update since apparenly a new sdk is out
cleaned out meta file etc like how you do
started up unity and got this erro "Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs(875,12): error CS1525: Unexpected symbol `OnGUInformation'"
im looking at the file in visual studio and i cant find anything wrong with it
@hybrid raft I'm gonna cry, Blend trees use Floats
So what does vrc_ikfollower actually fo? I am still clueless about this
apparently re-downloading my new sdk and reinstalling it helped
god damn corruption
new sdk didnt fix my processing upload error, welp guess i will never upload again
@sand canyon oh... And we only have integer math right now? My b, I guess you gotta do things the hard way
yeah....I put in a canny request for more! https://vrchat.canny.io/feature-requests/p/float-math-and-simple-variables
Curious if anyone has any input on this: the SDK documentation says the update rate default is 10 ms, but the new SDK doesn't appear to allow any values below 33 ms. My world is still on the default 10 ms from before though, should I change to 33? (World has a couple dozen physics items, but fps is >=45 with max people)
I think so
Hmm I took a screenshot of tupper talking about it in general chat but I can't post it
When doing someone a comission, would it be uhh... wrong to make, for example, the dynamic bones work and send them the model with the dynamic bones included?
Can you upload the avatar for them with a temp password?
If you give them the asset, they can reuse it for free, so I would not. You can remove it from the export and they can purchase it themselves.
So is there a way for them to get it working, but without it included?
so I'd just send the actual model, not the dynamic bone, and make it sure it's configured when they get it
I think if you export the scene and uncheck Dynamic Bones, it should be all set up as long as they import it into a project that already has Dynamic Bones installed.
You can test this yourself with a new project
I'll try it once I'm home, thankies
Hey all- any insight on how I can maybe use multiple FBX animations, to trigger a sort of scenario?
Basically animation for “NPC” to run from A-to-B, play audio-
Then stop and play an idle animation,
Then once you trigger an object, it plays the next animation, stops, waits for next trigger.
Seems simple enough but I just can’t get the animator node setup right. Animations seem to auto play without the button affecting it
Ceryn, for things like that I find the best debugging is to use Unity play mode and watch the logic happen
you can't use triggers but you can simulate them by hitting the trigger radio button yourself, which is a handy way to take the actual trigger debugging out of the equation.
If your logic is working in play mode, then you know your trigger setup is causing the problem.
One thing that can happen is that a trigger gets pushed twice if the transition has a duration, so it "preloads" that trigger again.
(Unity Play mode will execute some VRC Triggers though, such as OnEnable - AnimationTrigger, but only once)
King, you can trigger audio in animation. if you are importing the animation you can import it as legacy or generic. Then you have to chop it up. You create a new controller and then drag those animations you chopped up into that controller. You will probably end up with single frame animations to play those sound files. The rest of it is up to the paramaters you set
Does anyone have a copy of the shader that allows for mesh projectiles to be rotated correctly?
@sand canyon do you mean I cant do that in Play mode, or in general?
Basically I’m trying to make a scene from a movie that people have to re-enact.
So they’d spawn, and have a rigged model animate to a position, transition to a standing Idle animation, and say a line (I got audio figured out).
Then the player will have four multiple choice lines to choose from, and if they choose the right one,
Then the rigged model will move to the next animation, and say the next line.
I can handle all the animation and such, but I’m having trouble getting the animation chain to play, and then wait for the correct button trigger.
Is it maybe not possible, or maybe I’m just a dummy, lol?
I don’t fully understand the limits of VRC yet so it may not be a thing yet
It's totally possible
You just need to set up your animator controller transitions right.
Let me make an example and screenshot it for you.
The transition from SpawnState to walking needs the NewSpawn trigger. That transition would have no exit time. The transition from Walking to Idle and Speak has an exit time and no conditions.
Actually you need another idle state there, there shouldn't be a transition up from Idle and Speak to Walking....
this one is better
Lol thanks! I had a possibly outdated tut I was following but the animation would just auto play, and not wait for the button push
you need to click on the arrows and set all the transition stuff correctly.
Ohhhhhh I may have been setting the button on the animation states themselves. Not sure, will check after work! Thanks again!
It's just a flowchart. easy to think of it that way.
Yeah I’m pretty good with nodes in Blender and Lightwave, but Unity throws me for a loop with it
the transitions are in the little arrows themselves, that is poor UI in my opinion, a lot of people don't know to click on them.
You can see and reorder them in the state though.
Perfect! I’ll get this implemented ASAP. Only thing left I need to figure out for the Jade World 😃 TY
Let me know if you want your character to lip sync the audio, I can help with that workflow
it's a bit of work and maybe not worth it for you, but once you know the process, not too bad
I asked in the other chat but maybe someone here will know. Is it possible to add cloth physics to an avatar in blender?
Oh that’d be great, but yeah I think for now I’ll settle for using my Mocap suit to just act it out. It will be as close to the movie as possible though, so that’ll be fun.
OH is there’s a way to, say, bring a pickup object to a collider, have it disappear, and then have an animated version of it appear and do a little animation?
Basically you take a pickup to a beam of light, and it gets “sucked up” into the beam, and comes back as something else?
Would that just be like, OnInteract, destroy object, and then spawn a separate object, play animation, destroy object and spawn a NEW pickup?
Sorry complicated
@hollow agate do you have Dynamic bone in Unity? It works better
I heard the blender one is better, which is why I wanted to try. I already set up the physics in unity, wanted to compare
I’m not too familiar with the Blender cloth (I use Marvelous Designer for that) but I know there IS a better option than Dynamic Bone, just very complicated.
From what I gather, best way for hair and cloth dynamics in VRChat is Dynamic bone tho.
In Blender make a bone chain, and set the weight paints (select bone, go Pose mode, select mesh, go to Weight Paint Mode)
Then in Unity you just need to set everything to the right ROOT BONE (first in the Blender bone chain for hair/cloth, helps to rename)
Then just add some Dynamic Bone Colliders to different bones in your rig in Unity, like Head, or Hips or Legs
Apparently the cloth in blender uses meshes as colliders for a near clipless physic effect, I saw someone with it and they said they did it in blender, could've been bamboozled however
It looked beautiful in game
I've no idea how it works either, though. Else I wouldn't be asking xD
That may be the method I mentioned. Not too sure of the process, I’d have to look into it. Maybe the body mesh itself can be read in Unity as a Mesh collider?
I know King Kong in my race has Colliders on his hand bones, and they follow the rigged animation. Maybe there’s a way to get the full mesh as a collider? Not sure.
Like I said I use Marvelous for cloth, it’s SOOOO goddamn great for animation lol
@dusk quartz mocap suit envy!
@sand canyon I’ve been talking heavily with the people at Enflux, who make my suit- if I can get some drivers written for OpenVR, we’re thinking of working together on an affordable variant of the suit for VR! Mine was discounted for Dev use but their price has shot up recently
And you can do almost anything you want with animations. The one thing that stumped me was animating pickups eith Object Sync on them that players could then use. Sync and animation and physics didn’t play well.
You have to animate one and then swap it out with an activated one
One more question. I realize that scripting is whitelisted, is there any way to sync an event with a particle collision?
@hollow agate I think so, but particle systems right now are mostly disabled on characters at least, for the time being.
Too many hackers and harassers lol
The patch today rolled that back
^fully or partially? I was looking forward to not being crashed XD
At least thats what the announcement said, haven't checked
Oh ok
I have a limitation in that the animator controller is rather slow cycling through many states. Anyone know why? For example, I have a very dumb digit display that compares states up until it matches the int, going up to 99 will take around 1 or 1.5 seconds, you can see the digits "buzz" up to it.
I also don't know the limit for how long you need an animation that sets a game object true and false takes to ensure that the VRCTriggers on that object fire.
One frame at 60 samples? 10?
@dusk quartz you mind if I dm you about the particle question
I believe it cycles slowly because of the transition time between animation states
if you click on the transition you can change the exit time to a smaller delay
and that should speed it up
this is with 0 exit times
no exit time that is
also the clips have 1 frame each
set to sample rate 500 if that's even a thing
@hollow agate YEE go for it
I'm going to make another digit display that does shift for the next digit but this one I was hoping would be faster.
a shift digit requires setting gameobjects active to add and subtract the next digit, which adds a little hiccup
Hows the SDK looking today?

Lol good question- new SDK buggy or working okay?
from the builder side I have heard a lot of uploads not working right, not sure if that fixed. In game sounds like audio issues maybe with patch incompatibility?
The only way I can get the uploader to work is, when updating an avatar, delete it first and upload it as a new avatar with a blank id. dunno why but updating existing avatars causes the upload to freeze for me. Weird.
I was having issues with freezing as well and the upload never completed. But when I log in my avatar's updated
anyone else have some of their world render textures break after the update?
i can't find the cause
@sick lodge Try changing the tag on your cameras so they're not using "MainCamera"
Worked for a friend of mine
Well uhh
Each camera can be considered one mirror, considering how they work
So yeah, couple of tiny mirrors can lag
everybody only renders their own, so the new cams don't add lag like the old hacked player cams
That's strange, then why would it be lagging so much?
I hope they improve whatever it is, this patch crawls and audio stutters too much
I only noticed a drop in frame rate at one random spot in my world so far, but the audio of an explosion caused by a blimp exploding clipped really badly and was way louder than it was before.
doesn't seem to be world geometry and culling so much as having 15+ players nearby that is suddenly a nightmare
does anyone know which event to use when using the UI ?
For example; If i click on a button which event do i need to use? onInteract doesnt seem to work with UI Components
Anyone have any tutorials on the VRC_IKfollower?
As such - say you have a game object with multiple separate particle objects - do you place the script into each particle object, or just the top game object?
I figured it out, lol, easy. However, anyone else notice that the first world particle shot seems to not track?
'Burst' methods are particularily bad
Ye, i guess there is some bugs with it still, so will use the old method until they fix that, but it is easier to do than rigid+joints but less ways to play with it
anyone messed around with VRC_Visual Damage?
trying to show a picture-in-picture view of a render texture for an avatar testing world
the quad clips through stuff though
Anyway to create a shader to render over particles?
set render higher than the shader on particles have? idk anything shaders tho lol
Possibly Ztest Always?
Gunna have a play around
my idea is to create an anti-crasher shader
That's probably not gonna work
I know a guy who can essentially hide all particles (and all UI, ugh) on a gesture, but it doesn't stop particle crashers
The particle is still simulated on your end
It's not like they render something that will crash you as soon as it's visible, it's just the sheer volume of particles and things going on
Shame there's no RespawnTrigger so it catches the player after a respawn from the menu. Guess i'll just have to use an OnEnterTrigger on the spawn point.
I think there is, but I don't know how it works. The map Peccant Valley.NULL has a teleportation animation every time you respawn and its not OnEnterTrigger because you can walk by spawn without anything happening. Try looking up the creator of that map and reaching out to them. @warm niche
One way to do this is to have your spawn point locally move after you leave the first time, then it has a trigger that instantly teleports you to "spawn"
And does the respawn action
I have a spawn cutscene that after it is done, activates a teleporter. Thereafter respawning sends you to spawn which sends you through the teleport, it looks like you respawn in a new fixed location.
Another area I want a sound when you come in but not when you walk by that point--you actually teleport to an area just outside, activate the sound, and teleport inside. You cannot tell that you teleported twice.
@sand canyon it sometimes sounds like you are making a game instead of VRC world
lol I know!
I really like digging into the guts and making complex interactions. VR is amazing
The good thing is that VRChat provides all the platform for testing you need
So you just need to make things work
It gets even better considering how easy Unity is
It's okay, i've managed using just the OnEnterTrigger thanks.
So is there any way to mute audio for a youtube video? I disable the Sound (Audio Source) object but after the next song plays in the playlist it turns itself back on.
what if you don't even have an audio source? 😃
how exactly do you use addDamage and addHealth?
oh nvm got it working
🤦 wrong trigger event lmao
@dark sigil do you know how you read the health value, or can you only place a trigger when it reaches 0
what do you mean?
Like how would you make a health bar or something like that. I know there's a trigger event for when your health is 0, but can you do anything else with health?
not sure about health bars
Guys, does anyone know how to change ambient color/gradient using a trigger?
you might be able to use an animation to change these by creating an animation that changes the materials @wary sorrel
SetMaterial is a trigger action for a quick swap.
Set material swaps two materials instantly. You can animate a material yeah
Though a shader probably does that job better if it’s not trigger related
Has the layers changed by chance? Noticed stencil shaders got a little messed up on last update? anyone else have an issue with stencil shader cube?
well, other players are now properly triggering on the "players" layer (they weren't before)
hmm strange, i changed all the layers to "default" using stencil shaders, and everything seems to work fine in editor, but not in game
maybe a Rendering Path issue?
set it to Forward Rendering is that the best bet, someone said Deffered shouldnt be used?
Does anyone know how VRC_Juke Box should be used?
Yes, Forward should be used only
Trying to find a resource on how to make a gun/projectile launcher for a minigame in my world. Anyone~?
I've got a question. I am making a theater for my new home world and have been messing with the VRCvideosync prefab in the SDK. I have a play list of a few videos that works fine in game but I am having troubles making some buttons to pause, skip next and go to previous video. I have a On Interact trigger made with a SendRPC action and the receiver being the VRCvideosync. The Method being VRC_SyncVideoPlayer.Pause. For some reason this isn't working for me. I have the newest SDK installed. Any help would be appreciated.
Is there anything to prevent the wavering audio that happens when an audio source is set to 3D and the player runs around in the world?
^^ I just figured it out - The Receiver Targets must be set to Owner.👌
Tiger - set the doppler to 0
Thanks.
I think you're talking about the doppler effect. There should be a setting somewhere called doppler factor or something that controls how strong it is
Does anyone have a shader that rotates the uv and supports the transparency from the given texture
Yes it's fixed thanks.
Just noticed the videosyncplayer now doesn't clear the video after a disablement, so it plays the last song that was playing instead of starting at the first song. So you now need to have the clear command before you play. Bit of pain since i have 71 triggers to change, but i'll manage. Going to take me half an hour to fix it though.
This will effect any jukebox that uses the enable/disable way of doing things.
Halfway through now, sick as a chip, lol.
So for the VRCVideoSync, does it matter if i set the targets to All or local when i've got alwaysBufferOne selected. I've got two actions, 'Play' which is set to 'Local' and 'Clear' which is set to 'All'.
“Going to take me half an hour to fix” Said the person who uses 2 hours. 😃
Ok, so I've seen someone go around with a GP-GPU volumetric particle shader that allowed you to play with dust and have it move around their hands as if they had gravity.
And while I don't have the experience necessary to even begin to create that myself, I was wondering if anyone else knew about it.
Oh, multi editing, didn't know that was a thing now. 😃
Could have saved myself two hours, lol.
Would anyone happen to know if the fog option in scene lighting settings have any special set-ups or restrictions?
I can't seem to get the same outcome of what I see in unity to work in VRchat.
https://i.imgur.com/UvHLRZu.jpg
https://i.imgur.com/erPXyIj.jpg
I'm currently using Legacy Shaders on non_transparent textures and was wondering if that shader is simply the case. But then there's the sky box that shows to have no fog interference as well
Hey, I created a shader which should basically spin a texture. I'm currently doing it like this:
void vert (inout appdata_full v) {
v.texcoord.x += _Time;
}
Is this a good way to do this? (I have no idea of shaders and played around a bit until it worked)
Does it create a memory leak or so?
I think it's very unlikely that a shader will cause memory leaks
This one seems fine
ok, thanks 😃
does anyone know how to do a color picker?
so i have this animation controller.. 4 different empty objects that function like spawn locations because on enable they are supposed to spawn a prefab at their own location depending on which one i activate.. the problem is, they don't spawn
can objects only spawnobject prefabs if enabled via setgameobjectactive? does it not work with enabling them via an animation on and off?
@warm niche have a tiny camera with its clipping planes really really really close together and make it render out to a rendertexture. Since the camera can only see what's directly in front of it, it will only grab like one pixel of color. Make sure the camera is not set to clear so the color stays when you move away. Btw are you the one making music videos in VRChat hahaha how do you get the smooth camera pans?
So shader forger is now free for everyone (Saw TCL's post in another discord about this 😮 ):
https://assetstore.unity.com/packages/tools/visual-scripting/shader-forge-14147
@noble cypress interesting I don’t see why that wouldn’t work
OnEnable triggers work via animations. Spawn should?
But spawn is so weird
yeah that was a mistake on my part, i forgot another object destroyed those while its in contact with something else.. and i forgot to turn it off :/
@sand canyon
👍
Does FinalIK + custom animation controller + Non-Humanoid rig work?
Hello guys, I'm trying to find some deep documentation about the current scripting limitations for VRChat, does anyone knows any?
I want to know the actual limits.
Anyone know how to have an avatar spawn objects? Those I've come across seems to do it via animations instead of gestures, but I can't seem to derive the inner workings of it... hmm
@harsh sedge create an animation in Unity and add a property that hides or unhides an object. This could mean turning the whole object on and off or just toggling it's mesh renderer. Make sure the animation is one frame long. Then use an animation override to replace one of hand gestures like point or rockandroll. Make sure your object starts hidden.
@hybrid raft Basic animations and gestures I know how to do. An example of what I'm asking for would be... you know that one YuruYuri Tomato Girl? They sometimes throw these huge tomatoes down. It stays there indefinitely unless they make it disappear or leave the world. Not something you would need to hold gesture down or keep an animation going to sustain. And using the same animation would just 'activate' new instances of said tomato object.
Hopefully it's not 'illegal' custom scripts that makes that possible...
other examples are annoying avatars that throw C4 around then blow them all up. Or that one little girl avatar in white dress with flower basket that throws flowers around and can make them grow. etc
@harsh sedge that is just an emission trigger
particle system is always active and u just trigger emission
to make them explode u just trigger collission active with the particle having huge collision radius
Would I make particle system emit on using an 'animation?'
I need some sync help. This animation "loops" for others sometimes, seemingly random? And eventually stops. https://gyazo.com/8b185e4aa925972a5a1420c87aaf3928
It goes open/closed/open/closed etc
with a gesture you trigger emission, when u stop, the particles will still stay
I've only slightly dabbled with particles, but is emission within particle system component?
The Close and Shrink state is triggered with the Closed Bool true, the Open and Grow state is triggered with Closed bool false.
yes
okok, much thanks. I shall experiment!
Does it loop for everyone the same number of times or does each person see it differently?
Do you know if obj sync also syncs animation states? The old animation sync component says to use obj sync instead. If it does, then the animation might be syncing and then people are getting the trigger from the owner causing things to toggle twice. Just a thought.
Object Sync does sync state, parameters, and it seems the position in a clip (and does not play the whole clip to get there)
My issue seems to be the network making constant crossfades for the observer.
The logic is networked correctly, and the triggers are not being repeated, just the animation is being crossfaded randomly for others.
If anyone knows how to fix this let me know. I think if I have the clip transition to an idle state instead of pausing at the end of the clip in the same state it may fix.
Reminds me of something I realized yesterday. Vrchat behaves differently than just running in Unity. Some items in the initial state stay in other states on VRChat. I had an animation with an initial stage that turned an objects rigid body to kinematic and no gravity, and all the other states were non kinematic with gravity. States I knew had gravity would fall at a very slow pace. My fix was just changing the initial state and it worked.
Not sure how this would cause your looping though.
As a weird test, what happens if you set the trigger to local, which I assume is the owner? The object sync should sync the animations from the owner anyway, right? (I haven’t experimented with this enough to know)
Yes! I have encountered this bug.
Object sync is what is ruining it.
There is also an issue with Photon and changing Kinematic to non kinematic during Runtime.
I will try local and see what happens. I think adding an idle state will do it though because the same clip runs backwards to idle and works fine.
The vrc trigger RPC actions EnableKinematic and gravity just don’t work at all.
Animations stars do but Object Sync then goes nuts.
You would think if you had Object Sync on an animator, it would be able to correct itself and get synced to the master or owner, but this is not the case it seems. It is entirely possible to get the animator on a synced object out of sync.
I guess I never had that much of an issue with it since I set up my objects and animator very strangely from the beginning. My parent has the animator and no sync and the child has the pickup and the object sync. I use triggers to sync the animation.
I stopped using the rpc calls to change kinematic and gravity and just went with animators.
Turns out this is in fact the ideal strategy, after consulting with experts 😄
Who are the experts? Can they join in here and teach us their ways?
I need to check this channel more often.
here is the big info that helped me: Re. Bad Animation Crossfades: If at all possible, always avoid placing a VRC_ObjectSync on any objects with an animator. The animation synchronization is super awful and you will get random behaviors like that. If you have to sync an object, then place the animator on an empty parent an animate from there.
Essentially, you have an unbuffered trigger, but you also have the animation sync working behind that. The two might fire at different times, so the remote client my receive a state transition due to the animation sync, then receive the unbuffered trigger causing the state to transition again, which causes the animation sync to force a transition again. The end result is that the animation looks super choppy.
That's kind of what I thought it would be when I suggested changing the trigger to local.
I guess I got lucky in that I had two items with object sync that I needed to animate together that I avoided the issue.
Good to know for the future
I did once have it set up so that everyone had local animators but there are some triggers that i could not control that way (such as game objects activated by animation) so I tried a bunch of stuff
This last one did sync fairly well and corrected itself if it did get off but it wasn't perfect, and the crossfade issue was no good
Given the way I have it set up, I can have the pickup on a separate object but it has to be the parent, there are many nested animators inside that are not easy to separate.
Hope this works!
I'm curious how complicated your setup is now. It sounded like you were building an inventory system.
I am
Right now there is the parent animator, that controls the item detector layers and the open/close behavior of the chest.
Each item has a little subsystem that is it's inventory. I have waffled between having a dumb counter that is one animator digits 0-98, or a more flexible counter that you can add shift digits up as big as you like
Currently going with that model.
24 items: 3 digits of inventory = 73 animators per chest 😬
I should pare that down to 99 max per item, you can't even spawn more than 1000 items anyway.
Is this expected to be a multiplayer map because that will decrease the numbers as well.
this is just a prefab for anyone to use
I'm trying to build it flexible, easy to replace meshes, etc
you can store weapons, keys, etc in it
as a bonus the counter can be a points system by itself.
Making it generic for anyone to use just makes it harder to build, right?
Are you using destroy/spawn object triggers or something else? I haven't messed with those triggers yet but instead keep using the same single object.
It does spawn and destroy.
The chest activates a special Destroy layer inside the chest when it detects an item with the correct combination of layers inside.
The items have to have their own destroy triggers.
That must use a lot of layers then.
it's a combo-based system so it has 7 item layers and 1 destroy layer
If each item reuses the same set of layers, I guess it doesn't matter. As long as you leave enough for the map create to still make something.
Good job on helping build items for the community though.
it's similar to my key doors system
7 detectors, when item with 3 colliders on layer 1, 2, and 3 set off their respective detectors, it sets 3 bools active which leads to a unique state
I haven't seen anyone else's key door system. I had one but it was for my first map and I haven't gone back to the idea yet. While it worked for the map, you could easily break it.
this also has my programmable keypads (with synced animators omg)
on the older sdk so who knows how it runs now
I haven't tried on the new one yet
before the most recent one and patch
no, if I had access to int math its possible I would have done things differently but maybe not
. . . I just realized how much easier it is to make a keypad with int math. That would have saved me so much time for my first map. Then again, it didn't take me long to make a keypad, it was just tedious.
yes indeed.
I need to see if I can use int math to make things easier in other areas now.
while you're at it, vote for float math! https://vrchat.canny.io/feature-requests/p/float-math-and-simple-variables
Had to create an account, but voted.
well now you can post your own too!
Incidentally, if you don't like the idea of creating a dummy parent entirely for the sake of separating the animator from the object sync, feel free to vote on this request:
https://vrchat.canny.io/feature-requests/p/make-animation-syncing-optional-for-objects-with-vrcobjectsync
@sand canyon If you find you are running out of layers, have you thought about doing a key/lock system built out of trigger colliders?
https://cdn.discordapp.com/attachments/418586268944039976/425172590982594560/Keys2.gif
Essentially you'd have a bunch of trigger colliders way up in the sky attached to each of your pickups. Each collider would act as a notch in a lock that would set a boolean inside an animator. Whenever the two objects come in contact, the animator evaluates the result.
The system I have, if you use 7 layers you have 35 unique keys
Mm, that should be fine then. The way I'm thinking would only require 1 layer though.
If you use all 9 you can have 126 unique keys
I have 7 key layers and 1 destroy layer right now. The physical key idea is pretty neat
Just something I was thinking about a little while ago. If you use configurable joints with an XZ constraint, then you can remove the possibility of a person moving the object up or down to 'pick' the lock.
Thanks for your help earlier I now have a working inventory chest that syncs!
Oh, nice! Good to hear you got it working.
I hadn't realized ObjectSync automatically included anim sync
since there's a vrc anim sync component
I’ve never understood what anim Sync does
I think the VRC_AnimationSync component simply warns you to use the VRC_ObjectSync instead when you attach it in the editor. The VRC_ObjectSync automatically adds the VRC_AnimationSync at runtime.
It's perfectly okay to use the VRC_AninmationSync on its own though. It pretty much gives you the same result as the VRC_ObjectSync without the physics syncing.
Does anyone know about that GPGPU volumetric particle shader which uses cameras in the hands to disable the depth buffer and pull the particles to your hands like gravity? I've seen two people with it, and met one, but I cannot find where to get/purchase it
it's not available for public use
how do you set up a camera in a world that you can view on a screen? Like the ones in the private rooms in void club. Where you can see people with the camera
https://docs.unity3d.com/Manual/class-RenderTexture.html with Render Textures!
I actually just figured it out by accident LOL
but thanks!
other than web panels in worlds, is there any way to get local time without scripting?
asking for a friend
How do people get the clock where it shows how long you've been in the world?
Damn I want to play with that gravity dust stuff so bad...
@tacit jacinth in any unity shader use _Time to get the level timer
Oh got it thanks! @warm niche
@drifting egret No, just time since Unity loaded the scene.
You know how sometimes prefabs just refuse to spawn? Anyone know what to check?
Ok here's the log for my failed spawn:
[Error:5/1/2018 3:34:02 PM] Incorrect number of network IDs for object, expected 1 and found 2.
[Error:5/1/2018 3:34:02 PM] Could not instantiate Assets/BagOfHolding/LocalChest.prefab: Could not assign IDs
Maybe it's something weird with your RPC calls again? It looks like something is trying to spawn twice and is being given two IDs. Does it work if you change your triggers to be local only?
the spawn is a local button that enables a gameobject
the gameobject OnEnable does the spawn
(this is how you avoid multiplying spawns with extra people in the room, Spawn is by default bufferone)
I just switched the spawn prefab to a simple pickup, that worked correctly. The chest I'm trying to spawn is a big complex prefab.
would anyone be able to tell me how i could create a working power/battery system that drains when somthing is clicked
Slendy you need to learn about animator controllers.
So I have determined that having Pickup or Object Sync on a child inside a prefab will cause it to not spawn.
I assume becuase those create a network id, and the spawn parent does too? I can replicate this, I don't know if it is a bug or no.
So do you need to make the prefab spawn another prefab of just the part that you needed the pickup or object sync on?
Nvm they wouldn't be parented anymore if you did that
The prefab contains a bunch of things, including a pickup. the parent cannot be the pickup in this case.
For example, the prefab also has a bunch of teleporters that teleport the prefab to themselves. The parent also has the animator that controls the logic and cannot have object sync on it.
Wtf are you making lol
Still the same generalized inventory system?
Shes still working in the inventory system ^^
So, my counter uses an animation clip for each number to be displayed. Does anyone have a different way to do this or are we all going to have a large number of files in some animation folder?
i have been fighting with cubedparadox for days now, and no matter how i modify this shader i cannot make it effing light up with dynamic lights without breaking transparency... i either get no light at all, or i get light but it breaks all the transparency until i go into global lighting away from the dynamic light.... this is driving me beyond insane
can someone please please please help me
the issue is plaguing my avatars
@summer berry that's what i do. one clip per number displaying one sprite from a sheet
I did have a counter that stepped through one animation but it was not reliable/syncable
@summer berry you wnat a shift counter?
i will prefab mine for you
Using a sprite sheet would be smart. Mine uses the built in text component.
I was just curious on what other people are using. I haven't done much with mine yet, but it seems fine for how I'm using it.
for up to 100, your way is fine if tedious
Just make sure your bottom and top digits write the min and max to themselves, and if you want your counter to sync, each clip should also activate a gameobject that tells itself what the int is. Which means 99 GOs in your hierarchy
sync for late joiners that is
I only have 20 objects (23 if you count parenting), one for each number in each digit location. My test for it was for local counting but I'll need to consider syncing for late joiners.
ah I see so you run the tens and ones clips separately for each digit and each number?
I didn't think of doing it that way but of course that works
Doing it that way doesn't easily sync for late joiners though.
Yeah, I kept going back and forth between one animator for the counter and separate animators per digit
Animators per digit? That sounds like a lot of files unless they were all the same.
So not that bad files wise.
Is that what you meant by shift counter?
yes, each digit when it goes >9 sends a signal to the next digit up (and same down for >0) and subtracts from itself until it all settles down. This way you can add 100 to the ones and it will eventually get to the right place.
it allows for as many digits as you want without much extra work
I have a friends+ instance of the chests open if anyone wants to check it out
I'm curious on how the chest looks. What is your in game name?
Fionna
There are two without visible extra characters.
Are you Fionna from Adventure time, or the other one with a heart on her cheek?
have your audio output changed?
Can someone help with with some triggers?
Basically, I'm needing a trigger to activate only when 3 different buttons are pressed
I'm setting up a dungeon on one of my worlds
sounds like a job for....animator controller! (my answer to everything)
you can have each trigger set a Bool in the controller, the transition looks for all three bools
Button1
Button2
Button3
OnEnableActivate
I'll try your thing Fionna; Pom, I would do that, but I need all the buttons to show at the same time XD
That's a hierchy of game objects, not an order
Button 1 -> Activate button 1 gameobject, etc.
that is interesting
Twas a mind derp
is there a way to detect ownership transfer
Is there a way to get an audio clip to play on movement or based on velocity
@hollow agate maybe some crazy joint/trigger setup, object starts moving > joint connected object is dragged behind and enters trigger, different joint settings setups to detect different speeds
@warm niche I think I once had similar issue, I ended up, using opaque queue and enabled alpha blending
Is there a way to use an animation parameter as a value for a key frame?
yes, hardlight does that for his hp bar. Idk how to set it up exactly
if by that you mean to move it to a specific keyframe based on the var (int) value
It only works for looping animations, but you use the CycleOffset field in the state node.
In normalized time, so 0.0 - 1.0
hmm might not work with what I'm thinking of but I'll look into it thanks
Is PhysSound no longer supported? I can make it work in Unity, but it stops working when I load up my test world in VRChat.
i don't know anything about it but seeing this documentation it's still white listed so it should work
https://docs.vrchat.com/docs/supported-assets
I wonder if it's something on my end. Even the glasses in the Great Pug don't make the clinking sounds anymore.
It's a bug in VRchat where you need atleast 2 players in your instance for PhysSounds to start working @timid blaze
So I heard
That seems to be the issue. I just tried out a public instance of the Great Pug and the glasses are clinking again.
Thanks for the info.
Someone who can help me with netbeans?
i have an issue, it doesn't let me create a project
What does the standing play / sitting play toggles do to Final IK? I usually have to toggle this in VRC to fix the "puppet master glitch" however when using the same IK VRC uses in my own game I'm having the "puppet master glitch" there.
@harsh nest that's what i did, but i still have the issue where the alpha turns white when there are point or spot lights, and if i use alpha blending on the forwardadd light pass, it stops receiving light from point and spot lights.
i can alpha blend the first pass ezpz, but the forwardadd is giving me hell and won't alpha fade
i can only make it clip, but that looks bad
what line(s) of code do i need to add to a shader to make it double sided and where would i place it in the shader's code?
Cull off
is there anyway specific i should place it or can it go anywhere?
@robust yarrow you need to add it in the sub shader properties
Where you would also put ZWrite and RenderQueue, etc
ok, will check that out. thanks for the help guys ^_^
SubShader {
Tags { "Queue" = "Geometry-1" }
ColorMask 0
ZWrite Off
ZTest Always
Cull Front
Pass
{
Snippet from one of my shaders
You'll want Cull Off instead of Cull Front
@robust yarrow ShaderForge recently became free, if you're not too familair with shader programming you may find it easier to use that instead.
i have it downloaded already, just havent had chance to try it out yet 😛
just needed a quick fix for the fireballs on my boss battle being invisible on the inside (theres a hole at the back of it). 😛
@warm niche I think I tried other kinds of blending and one of them looked okay https://docs.unity3d.com/Manual/SL-Blend.html
hmm
srcalpha oneminussrcalpha is normal alpha blending, but that breaks point and spot lights on cubed forwardadd pass, that's the whole issue
@robust yarrow if you have transparent stuff that is Cull Off, you'll almost certainly want ZWrite On, otherwise the back faces will clip through the front faces oddly... ztest shouldn't be needed except for particular scenarios as far as i know
@warm niche no transparent stuff on it, its a single plane but i needed both sides of it rendered.
kk then you don't need z anything usually
Is it possible to have an avatar with some game object that does not move with the armature? e.g. like if I enabled some game object in front of my avatar using hand gestures, I would then be able to walk around without it glued to me; game object would remain in place.
I'm having an issue with a world I'm creating, and I was hoping someone here could help me out. I'm trying to use the SendRPC( TeleportTo ) trigger action to make it so when a car hits this trigger, it get's sent to the target transform.
It's teleporting to the location, but the rotation is being reset. Oddly, when I click the action itself in the inspector, it resets the selected transform to have no rotation, meaning any rotation I put on the target transform will be reset. For what I'm trying to do, I need the teleported object to keep it's rotation.
Example of what's happening when I click on the SendRPC action in the inspector: https://imgur.com/a/2OVdJrD
Is there any way I can keep or set the rotation of the object being teleported when it happens?
@deft bough that’s a frustrating bug with teleport. You can get around it by rotating the object after teleporting with a LookatTarget component that gets quickly enabled and then disabled. Or you can make a parent of the object you are teleporting that puts it in the right orientation.
@sand canyon Thanks! I did the parent object method and it's working fine now ^^d
Whats the best way, with Character Joints, to make the tail of the joint head towards a bone.
making an arm system that can really only work with joints
You mean like grabbing something like a tail/hair/skirt?
I've seen people do that, but only if the hand is positioned correctly once they activate the gesture, at which point the bone will follow their hand. Not sure how you would want it to actually move towards your hand or anything like that
@harsh sedge you used a fixed joint with no rigid body attached to it
No
Any clue why after reimporting a model to unity twice made one of it's meshes invisible in close range and ok in medium range? I had a model I used for a while which was fine but I wanted to try importing visemes, did so, didn't work out after reimporting it, of course I made sure to backup the older version before hand, then reimporting the old version again suddenly caused that issue to happen
The older one had no shape keys, the one I tried adding visemes to did, but, seeing as it didn't work out I just reimported the older one, the one that was untouched
It really was a bounding box issue, thanks
anyone wanna be my playmaker senpai;;
@sturdy frost you'll need IK for that. FinalIK is white listed (and currently on sale) but a bit expensive. I use that on my Borg avatar to connect tubes that originate from his back but connect to arm and head bones [FinalIK CCD]. The new VRC_IKFollower script will help here.
Finalik :>
I still have to look at the document to get a better idea on what to use it with.
I remember I was going g to use it to tinker with attack animations.
anyone know a way to get sprites to billboard (preferably only with y axis, so it rotates in place to always face the player (locally)) ?
I've tried a few suggestions in past which didn't work well where they rotated my sprites wrong and stretched the pixels out.
can anyone help me to restrict my banana spawn button to prevent banana overload?
do you want a max spawn limit or a cooldown?
max limit, ideally when it gets up to 10 it kills number 1
so the button is always seen to do something
because its prefabs i'm not sure how you can get a scene object to interact with a prefab
as an alternative, you could have the bananas already in the scene and the switch just teleports one of them to the spawn location
if a player is holding it, the object wont teleport though which could be handy too
you can always have the item force drop with the spawn device too
but essentially you would have 10 switches to swap out
is there no way to set up a banana array?
i've seen instantiated prefabs mentioned before
so i could just kill the oldest
not sure if thats the right thing to use here
but normally, your options are limited when it comes to controlling spawned prefabs via scene triggers
just thought of one weird idea that could work
actually that wouldnt work, nvm XD
in that case, what if I get them to self destruct on a timer?
you can do that sure
you can also destroy on drop if you wanted to
you could also make each banana a unique prefab i guess
and the switch would destroy only a specific one
but theres gotta be a better way than that since the idea i have is to use layers
how about rather than a timer it was a collision counter?
no idea how to do collision counts, but if you know how, that works too i guess
but what happens when all bananas are in use with 0 collisions?
they're pretty bouncy
So if put the button on a timer, which I think I can figure out, then make the bananas explode after 10 bounces there should always be a reasonable number of bananas in the scene
just make sure you have some kind of cooldown on the switch
players will always spam
XD
Who knows how to import avatar i created in Morph3d program to Unity?
While it's uploading you can get the tempory files of Morph3d
Is there an easy way t o check for if a player leaves while holding a pickup? Unless there is something else bugged for my item, the OnDrop trigger doesn't get called.
@summer berry what happens to the pickup for you?
I also wanted a way to detect when an objects owner leaves and apparently it is not really possible
Looking at HardLight's systems, you can check for when a player leaves. I'm just not sure how to update it for this purpose.
For my item, I turn off the pickup collider when you pick it up (to avoid physics issues). When a player leaves, the OnDrop is never broadcast out, so my animation does not know to reset to the dropped state, causing it to no longer be a pickup object for those in the room. Since I didn't buffer, new people can pick it up without any issues.
Hardlight’s thing works for his player-spawned objects but I found that method can only spawn very limited functionality items. He suggested a dead man switch timer reset to me
I downloaded the car prefab from Mimi and I made a reset button on my own car with the same settings as Mimi did, but when I drive with it and I click the reset button it rotate in a other direction .
Is there a way to correct this?
I don’t remember what that reset button does but I ended up not using it. You need to put a pickup script on the top level (and uncheck pickupable if you want) for the ownership to work right.
I also put a collider on the rear bumper to allow picking up to get it unstuck
I thought I rotate the gameobject empty and that will do the trick but that does'nt work
Is the reset a teleport? If so that’s a teleport bug
You can try an empty parent with the right orientation on top of the whole car
yes the reset is a teleport
Has anyone encountered a bug where the shadows shake while walking on parts of the world the furthest away for the 0,0,0 axis point of the world.
Here's what it looks like
https://dl.dropboxusercontent.com/s/70riz1k807zaqu4/2018-05-06_14-19-59.mp4
Yes that’s because of floating point. Close to 10k units and you no longer have millimeter resolution on movement.
Keep your world within a 7k radius or so to be safe
Umm. That may be a tad hard to do with the plans I have for the world and places to go in it
https://i.imgur.com/bLDod7n.png
....
Is there a method to fight against the floating point or extend it's radius?
You can't change how the computer handles a primitive data type.
Can you instead move the locations vertically?
There are tricks you can play but no easy solution.
Almost all of the tricks would involve chopping up areas and moving them.
Well I do have a culling setup of putting each area into a walled off cube then baking the occlusions and then removing the cube before the publish
Someone had a trick where the entire world was teleported locally to center it? Something like that?
Or animated
Do some googling because this is a general Unity thing, not restricted to VR Chat
Alright then. Thank you for that insight
Teleporting locally sounds like it wouldn't work for multiplayer?
Right, you can’t teleport without object sync. Probably animation then
Oh, I was more thinking that individual people will no longer be in the correct location in the world
You can sort of teleport things without object sync now that I know you can use UI buttons and the UnityEvent system.
It's not exact teleportation, but you can change an objects parent and it will move to that parent. I think it keeps its local transform during the move.
I need to learn the button thing
I just learned about it after getting access to toybox a few days ago
I think I just solved the OnDrop issue
Hey @mental narwhal I got final IK and gotta say, looks awesome. However for making my own hand/arm system, do you recommend making the hand a separate model thats on the hand and having the arm target the hand, or is there a way to have the end of a CCD set of bones have the end rotate properly?
Limb mode Does work but is there a way to do what the limb ik does but with more than 3 bones and with Rotation limits?
@sturdy frost that's what CCD does. It can work on an arm with a huge number of joints.
But the end doesnt rotate?
Like I cant have it match the rotation of the vr controller
Ah I think there may be a different component for that
Is there any way to get a particle system to emit a single particle without enabling/disabling the whole thing in an animation
without using scripting, of course
I'm looking for anyone interested in helping me introduce working helicopters into VRChat.
@hollow agate AFAIK no. You'd have to use the animator.
Which probably is one of the most powerful tools you can have without scripting
Im having some issues with triggers
I have a system that has around 50 triggers in it, all of which are set to local
And I have them toggle different trigger groups to be able to eventually beat a music based simon says puzzle
However, despite having all of the triggers set to local, once one player beats the first challenge out of the 4 total, no one else can pass that challenge
So I'm trying to load multiple playlists for a Video Player for the user which can be enabled by buttons. Is there a better approach than making different video players, then on button press deactivating all and activating the one they selected?
I tried using the AddURL event but it's really unreliable
You need to use indexing @woven bay
Take a look at this video player prefab https://drive.google.com/open?id=16_St7_IHfSo0D6TbtXePmTUVouHIet_u
I'll check it out in a few minutes
Okay, so some context for you all
I develop avatar's on vrchat, and have done a lot of stuff, but i have a couple questions that i would like to get some large scale feedback on
so, for context, i have made avatars that can drop houses in the world and leave them there, and on top of that have working chairs in them so people can sit and talk, i have avatar's that can place something down, (a bomb as a reference to a show) and then blow it up later and the explosion and sound be on the placed thing, etcf
stuff that pushes this game to its limits in terms of current development potential
and im just wondering, is there any possible way that someone could make some kind of teleporter?
maybe using some kind of thing making a player respawn, but respawning at the desired target? idk, im trying, and gonna move back into trying this today, but i gave up on it a while ago due to other people saying it wasnt possible
but as proven with the chair house and placeable bomb, ive proven people wrong before, so i dont know whether it really is impossible to teleport using an avatar
Even if I knew of a way to teleport players around using an avatar, it doesn’t sound like something they would want us talking about in this discord. Imagine how bad public worlds would be if everyone knew how to teleport players around.
@tired gate Are you absolutely sure every trigger is on Local? Do you have any object sync or animation syncs?
Ive checked all of them at least 5 times, and every single trigger is local
And I dont have any specific scripts to sync anything, although there are a few non synced animations
Animations to show if a button has been toggled for example
@summer berry no no no, you misunderstand what i mean. what i mean is, it wouldnt teleport players around, it would teleport YOU the player around
Yeah, I misunderstood because I think awhile back I experienced being teleported around. The only thing I can think of would be using colliders to push yourself around, but that doesn’t specify a specific place.
@north dust it sounds like you need to build worlds instead 😜
lol @sand canyon
im good on making worlds
although given enough time, like say 3 months, if you guys gave me the assets of the animations, and the models, i could completely make an entire game of overwatch with char select and all, in a world
but thats not my point
i guess here is another question i have
because ive already confirmed that you cant use vrc trigger to do stuff as event handler isnt allowed
BUt
is there a way that you can make the game change what object the avatar descriptor is on?
say i have a cube, it is my avatar, can i somehow place down another cube with a gesture, then, change my avatar descriptor from being on cube1, to being on cube2, and then disable cube1, and the game act as though the first one never existed in a sense?
So I have not done much with avatars and I don't know how much is allowed etc. But I do know even in worlds VRC components cannot be disabled, so the direct answer is probably no. However you may be able to fake it with an invisible object that is actually the avatar, and you change visible props
yea
BUT
that's not what i mean
what i mean, is like for instance, having a cube, it is your avatar, and then 5 feet in front of you is another cube
what i mean by what ive said is to somehow trade the avatar desc from cube 1 to cube 2
so instead of the one at 0,0,0 being my avatar, it swaps to the one at say 0,0,5 being my avatar
reason being if i can do that, i can then make a teleporter
that point being, put the second "avatar" object at the exit of the portal, then enable the avatar component
that way it "looks" and kinda acts as though ur teleporting
ah I see
but in reality its more like ur doing this instantly:
foster's destination imagination
the imaginary friend in that is prob the most powerful thing in that universe
it is an imaginary friend, that can take possession, of any object in the giant world of the toychest, and so its face like speedily transfers from object to object
my meaning, thats kinda what would be happening
put my face on cube 1, and thats the ava desc, then on gesture delete cube1, and put my face on cube 2
cube 1 is at xyz1 and cube 2 is at xyz 2
split that last section
new idea
what if you could make a vrc-portal maker prefab
and you basically make it a portal to a world of black void, and then you put that on a stand from jojo
there is a stand in jojo called the hand
and on its right hand, when activated, it can scrape things from existance
so if you did that and it worked, you could "scrape" people out of the world with ur hand lmao
think it could work?
actually someone else has tried and noticied that portals do not work without movement input from the other player
but that means you could scrape a walking person
they have to be looking at the portal and moving toward it to activate the portal
Can you have UI elements on avatars? If so, I’ll need to test if I can use them to teleport. I’m not sure if you can teleport the entire avatar, but you can move objects under the descriptor.
The portal test was in a world tho
not directly on ur hud but you could either tie it to ur head or whatever
I don't know if you can get one on an avatar.
im about to test on an avatar
They did not succeed in getting portal traps to work.
got a cube, got a cube to stand in as the actual avatar, but
im not trying to trap people tho
basically id 1 only use it on friends ok with nit
and 2
itd send em to some kinda joke world that they can immidiately return from
BUt, what do you mean in terms of traps?
like the person has to be moving i assume, but like it wont work on stationary people?
Like in the Deathrun world, where you get "pushed" into Uganda portals---you don't actually get forced
You have to look at the portal and move towards it for it to take you.
you can walk backwards through portals
yea
and not get portalled
ur stuck in a room until you either leave world, accept death, or go through it
Someone was trying to make a falling into portal or something
yea
going to test right now
i sincerely hope this works just for the memes you could make with it
lol
like you could make player side portals spawn, and basically you could make thanos snap his fingers
and portals show on half the players, when they teleport make dust appear, and then when they go through portal, it just leads to like my little pony or some shiit lmao
Drag it into unity?
Lol
It doesnt show in my shader list
By sitting in the asset folder
Im referring to a ".shader"
They dont import the same way as a shader package
And theres nothing on google or in the unity sdk manual
it's usualyl under Custom, if not then it's under a different category
anyone happen to know how to setup final IK on an avatar in a world so you can pose it? i mainly have it working but seems to be a bit buggy, like i'm using spheres for the target IKs and if i put them on the avatar itself it glitches out, right now its off the avatar but the spheres keep resetting when someone else touches them
i keep hitting walls with this thing :(
I'm working on my Frogger world that I just published today, and I'm having an issue where if a player that isn't you, gets hit by a car that has the "Teleport To" function on it, it will randomly teleport other people.
How do I make sure that it only teleports the person who actually got hit?
You haven't set the teleport trigger to local
it's set to the "Player Local" Layer
do I have to do something else? o.o
or if that's all I had to do maybe I just built it wrong XD;;;;;;
I think he's talking about the setting on the action within VRC Trigger
OH you mean the local that only shows up when the "Advanced Mode" box is ticked?
because I didn't see that before lol
I set it to Local and it's still having the same problem where it teleports everyone : /
https://imgur.com/a/eXdJli6 <---- this is what the trigger looks like, is this correct to make it only teleport the player who hits it?
Does it teleport everyone or just someone who was hit before?
That seems right
I've had issues when teleporting colliders around with onEnter/Exit triggers
I figured it out XD it turns out I was stupid and had 2 triggers on some of the cars somehow
deleting the bad triggers fixed the problem
is the newest vrchat sdk has remove playerlocal, player in the layer?
can anyone help me add an alpha mask to a shader?
Ok, here's a rough one, this is my particle system in Unity https://gyazo.com/cf22e3bf2d40b7dd1f8923857a1b5e13 and here it is in client after SDK update https://gyazo.com/e204c064535fe1d44d5300d841e873cc, material didn't change, shader didn't change, i didn't change values. The particles can't be seen by non VR users or camera and don't seem to follow the emission rate/speed.
hey is there climbing stuff just would like to make a climbing map
@graceful stump its difficult to make one with the current tools we have in my opinion and would be easy to tell that a lot of workarounds we're used. I imagine you could make one where you spawn colliders below players when they trigger certain climb points but the problem is that you cant pull yourself up from an interact. Curious to know if playmaker will allow for climbing mechanics though
Perhaps the collider could move with the player as they trigger different climbing points
using player tracking
to stay below the player
Anyone know how to force someone to drop something? I was trying a SendRPC VRC_Pickup.Drop
Welcome to VRChat
Yup
@frozen pike that should work
I know Magic Monkey is using pickup drop from send rpc options in his world
oh i think the target under the rpc action has to be local
I remember Fionna mentioning something like that
Player id need to be ticked?
i'm not sure with that one, but I think I would most likely tick that on my attempts (not knowing if it would work or not 😛 )
What are the settings? I think I remember Magic Monkey saying he used Local trigger and local targets.
it should be the same as Raven's screenshot above except the RPC target is set local and "use last player ID" ticked (not sure if that last one is required or not but it seems to work for Raven).
not sure if the trigger broadcast needs to be local or not though
I’ve used it and it works, be sure to put it above the teleport action!
It annoyingly doesn’t drop straight down, it flings it out in front a bit
@summer berry Yeah I got mine on Local.
Most of the time I either set the target as local or owner.
Okay so i got a WebPanel set up in my Debug world and i want to use Javascript, I tried it in Edge and Firefox and didn't write it in ES6 Code but it's still not running any Javascript code. What am i doing wrong?
No need to response. I just create a gif now
hello
any1 here
how do i get youtube to work in video player
i followed the tutorials and it doesnt work
the reddit post on the youtube player doesnt work either
mp4 files play tho
K the prefab is pinned in #world-development
@warm niche Are you trying to play direct mp4s or YouTube Vids?
Ok so have you used the prefab from the SDK?
And did you make sure that the YouTube vid is not below 720p?
Anything below won't work.
@warm niche ^^^^
Wait are you saying that the video prefab from the vrcsdk gave you a virus?
Reimport your SDK if the dropdown is empty.😂 Also what version were you using?
Did you reimport?
Which Unity Version?
Didn't you reimport it how it's described in #announcements ?
I'm not even trying to be funny
What video package file?
@warm niche Stop being paranoid. Lol. Nobody's trying to hack you.
Literally just reimport your SDK. And if you imported the video package file you should have unticked the SDK from that. Simple as.
That's why your SDK isn't working now.
@inland sierra I can't take this guy seriously.
@warm niche Seeing that your super paranoid and doubt that you even read #announcements I'm gonna spoon feed this to you.
- Close Unity.
- Find your Project folder with Windows Explorer, and find the Assets folder.
- Delete the VRCSDK folder, as well as the VRCSDK.meta file in the Assets folder.
- Go into Plugins (if you have that folder) and delete the VRCSDK folder, as well as the VRCSDK.meta file in the Plugins folder.
- Relaunch Unity, and then re-import the freshly-downloaded SDK. Do so by going to Assets, then Import Package, then Custom Package.
- Select the new SDK (you probably saved it in Downloads)
- Wait a moment, and click "Import" in the bottom left. If any files in the list are greyed out/unchecked, and you can't check them, you didn't delete everything you should have! Start over.
- Wait a minute as the SDK finishes importing.
Ok try doing it this way. Create an empty, add a video player to it, add the VRC video sync to it.
Or just post a picture of your settings and we can try to tell you what's wrong
@warm niche Just send a screenshot so we can see.
Is there any way to have a sound source tied to a particle subemitter without custom scripting? I want my character's grenade to make an explosion sound when it detonates but I can't seem to make it work
I see that there is a Triggers option in the particle system. What all does this do?
Another thing I was trying was having the audio source inside the subemitter hiearchy. I expected that this would mean whenever the subemitter played the sound would also. This doesn't seem to be the case
Are you enabling and disabling the particle system to trigger the explosion?
No, I have the particle emission rate set to 0 and I toggle it to a higher value with animations
I actually haven't tried putting the audio source under the subemitter hiearchy yet with this method
this was when I was enabling/disabling the particle system entirely with animations
so I could try it again
Hmm it should have worked when you were enabling and disabling the audio source. Is your source set to play automatically?