#development-advanced

1 messages · Page 28 of 1

frozen pike
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But I think you are going to have to setup visual cues for each of the steps

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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

robust yarrow
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ok 😃

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I'm also gonna try doing most of the changes through an animator

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to see if reducing the amount of actions on the interacts helps

frozen pike
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I am still new to the animator system but I do like it

robust yarrow
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yeah i'm slowly starting to use it for most things now

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especially my last zone, its full of them

robust yarrow
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yeah that seems like how i use mine

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except mine are broadcasting only to local

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seems to stop working based on how many players are in instance i think too, as they worked when i did a solo instance

frozen pike
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Remember if it is local the changes will only affect the person who does it. No one else

robust yarrow
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i know

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its meant to be local since its quest dialogue

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the triggers are basically changing npc idle animation + npc dialogue (and then activating quest items and enemies in the world)

naive gazelle
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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.

drifting egret
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Oh yeah, that's actually a problem

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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.

naive gazelle
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when looking in the UnityShaderVariables.cginc

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i see #define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]

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but i can't access unity_StereoWorldSpaceCameraPos while in my shader 😦

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and i think just editing the cginc files would not work once uploaded

naive gazelle
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Can i actually use a homemade cginc file for custom shaders in vrchat ?

warm niche
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you can use any cginc you made

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but you can't just add new unity uniforms

naive gazelle
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so i just have to put it in the same folder as the shader file ?

warm niche
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yep and pragma include

naive gazelle
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let's say i just take a copy of UnityShaderVariable and include this one instead of the original it will be good then ?

warm niche
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good for what?

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why make another version?

naive gazelle
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well in my copy of this file i change the define _WorldSpaceCameraPos line

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because i can't access the unity_StereoWorldSpaceCameraPos outside of this file

warm niche
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you will just be changing names

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and you only need camera position anyway

naive gazelle
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i would change to #define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[0] for exemple

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this way the value will still be the same for both eyes

warm niche
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what are you trying to do?

naive gazelle
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i need to have access to the real camera world position in my shader

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_WorldSpaceCameraPos returns the Eye position

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because it is defined by unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]

warm niche
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you heva access to all of those

naive gazelle
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and unity_StereoEyeIndex change for each eye

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nope

warm niche
naive gazelle
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nope again

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in unity 5.6

warm niche
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not true

naive gazelle
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_WorldSpaceCameraPos will always be different no matter what i do

warm niche
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I use them every day and no icludes

naive gazelle
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all these values are always different by eyes

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it's not what i wantg

warm niche
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ofcourse

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it's a VR world

naive gazelle
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and ?

warm niche
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if you want to hack shaders into desktop mode, go ahead

naive gazelle
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when you need to for exemple hide an object based on your distance from it

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the distance will be different for both eyes

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so it will just be glitchy

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i need the real center eye position

warm niche
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welcome to vr shaders

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just average the two

naive gazelle
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well how ?

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that's what i'm asking

warm niche
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not by changing standard includes

naive gazelle
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i only have access to 1 of the two in a shader itself

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i don't have the two values

warm niche
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then do world to object

naive gazelle
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it will be the same

warm niche
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yes because there's always two cameras

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and two images

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and your pixel or vertex will only have info on it's current camera context

naive gazelle
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Of course because no one would want to do a camera facing billboard in vr

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thx unity

warm niche
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ofcourse you can do that in vr

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but they will tilt around if they're not round

naive gazelle
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well you still need the center eye position for that

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a view facing billboard is easy since it doesn't need any position whatsoever

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but for camera facing you are screwed without a position to use

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and since it's different for both eyes

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the billboard rotation will be fucked up if you are too close

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because it will face both your eyes at the same time

oak mountain
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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?

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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?

twin scaffold
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I would think you would need triggers and you can't use those on avatars.

hybrid raft
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You can use text to speech in VRChat???

naive gazelle
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text to speech is only a text to mic tool that you then set as your microphone in game so no ^^

boreal heath
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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

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any advice?

hybrid raft
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Lol

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Is this for an avatar?

sand canyon
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(add fart sound effects??)

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Is it a particle system on your gun?

boreal heath
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ye

hybrid raft
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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?

boreal heath
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yeah

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its set to the gun model and in unity looks fine but ingame comes out of pelvis / hip

manic cloud
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@boreal heath u n eed to use rigid body + joint or legacy particle system ( i think it had no issues )

boreal heath
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@sand canyon thsts the issue im having

manic cloud
normal aurora
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@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...

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meanwhile, what's wrong with my maths?

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float3 objectRayDirectionOrthographic = normalize(-ObjSpaceViewDir(input.vertex)) * objectCameraDistance;
float3 objectRayOriginOrthographic = output.objectPos - objectRayDirectionOrthographic;

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I know either one or the other is incorrect because the result is distorted

tiny quest
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@boreal heath Yuumi is correct

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Place world particles into empty game object

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Rigid body that, no dampening or gravity

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Second rigid body to what you want to move them with, I E. Right wrist

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Link the two -> position particles

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I'm assuming the shell casing is a particle and not the mesh

shut peak
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on this page it sounds like i need a script to do that

golden valley
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a directional light in the scene with shadows turned on will force it to be rendered

shut peak
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mh, is it possible to get the depth from other camera than the screen camera too?

echo bay
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Just completed a loggin system on VR 😄

frozen pike
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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.

hybrid raft
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@echo bay Wait is this working inside of VRChat??? That's wild

autumn hatch
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That is not inside VRchat @hybrid raft

hybrid raft
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Oh I saw the avatar and thought it was

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still pretty tight though

sand canyon
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He’s reverse-engineering his own client

echo bay
sand canyon
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I need a broadcast type master to help me

normal aurora
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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

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even if the intensity of the light is so low that it would never cause any effect - and even if its colour is black

sick lodge
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PhysSound is whitelisted in VRchat, right?

tawny galleon
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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?

sand canyon
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Physsound works but only with 2 ppl in the room if it’s on pickups.

pine pasture
robust yarrow
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nice, I'm in the process of doing something similar with my attack ranges although its all done through sprites in the animation timeline

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I take it yours has to be done differently since you have an actual ai system right?

noble cypress
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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

robust yarrow
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oh i see

noble cypress
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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

robust yarrow
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x_x good point

echo bay
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Look good cellenseres

pine pasture
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thank you

wide lintel
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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.

warm niche
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rigid body and fixed joint most likely

pine pasture
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animation Overwrite, I guess

drifting egret
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Fixed joints, almost certainly

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I've seen people do Stands that way

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You pretty much link all the necessary bones together with fixed joints

wide lintel
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ah, I tried it, and had a stretched avatar in the end, so it might be me just not knowing the correct settings

drifting egret
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I think the important part is that you put the rigid bodies on your own bones (usually that's the arms)

wide lintel
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yeah

drifting egret
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And then the joint component goes on the second model's bones

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Set all forms of drag to 0, freeze rotation and transform, disable gravity

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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.

wide lintel
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Hm, those are the settings I had, and it stretches the second model

drifting egret
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Weird, it shouldn't do that if the bones match up

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Maybe try again. If that doesn't work, fiddle with "Is Kinematic", I forgot whether you needed that to be on or off

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Oh nvm, I think is kinematic needs to stay disabled

wide lintel
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It's auto disabled

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default*

drifting egret
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And one more thing

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The second model needs to always be active, especially on spawn/load

wide lintel
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yeah

drifting egret
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If you want to hide it, disable its skinned mesh renderer instead

wide lintel
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Hm, it still has the stretch issue, so maybe it's something special, or a different setting

warm niche
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basically, because hair has some transparencies, i try to set to fade and it's clipping everywhere

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this is post atlas, and i really need to avoid re-atlassing to separate bangs and blush

pine pasture
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"this image you are requesting does not exist or is no longer available"

pale violet
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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.

robust yarrow
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if so, its @final dust who made the CM3 world 😃

exotic estuary
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@wide lintel your second model also needs to be in the same pose as your main one so best t pose

warm niche
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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

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VRchat then closes, It was working fine a couple of hours ago. Zero errors in Unity.

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Also other worlds I've made work when I test them.

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@warm niche setting the path in vrcsdk again even though it was pointing at the right file fixed that for me

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it seems like a steam error, but it's a vrcsdk config error afaik

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Thank you, So much!

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You just saved me hours of work/headbanging

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👌🏼

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I even wiped and reinstalled steam and it didn't help 🤦🏼

wide lintel
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@exotic estuary They're both A(sample)-Posed

exotic estuary
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@wide lintel show me you settings on both fixed joint and rigid body please

simple basalt
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Can anyone summarise the new and fixed functions?

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Specifically the combat and IK on world particle ones

hybrid raft
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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?

simple basalt
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From the docs, it looks like a solution to the current annoying system of emitting world space particles as sub particles

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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.

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I am trying to think of use cases - most obvious is convincing flames on someone's head or something

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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

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AddDamage and AddHealth being fixed are big news

hybrid raft
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Whoa damage and health are fixed?!! Nice!

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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

simple basalt
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"AddDamage and AddHealth event types now work with players when VRC_CombatManager component is present in a world"

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In addition VRC_Trigger can modify animation int params now

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I think that last one has some major implications if my understanding of what shenanigans you can do with animation engines is right

neon crypt
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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?

simple basalt
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Every frame its location and rotation in worldspace is snapped to its parent

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But it respects rotation

neon crypt
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sweet.

simple basalt
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Local rotation

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So the net location = parent location but net rotation = parent rotation + local rotation

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Which means worldspace particles are INFINITELY less irritating to set up now

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And the issue where you could not spawn a worldspace mesh particle with inherited rotation has been fixed hopefully

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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

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Actually hang on it might

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🤔

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Might have to get creative with rigid bodies and animations

robust yarrow
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also in case some of you didnt see in world chat earlier, Tupper also confirmed that AnimationInt is now enabled 😃

sand canyon
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AnimationInt has been hiding at the bottom of the action list for a while, but now we have MATHS

simple basalt
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I await hearing what folks can dream up

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For example that change with maths means you can use triggers to iterate through the anim controller's state engine... I think?

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Also with the ability to trigger add and subract, multiply and divide you have the basics of if/else statements

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Fun "so how do instructions work" exercises await

mystic grove
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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.

reef spade
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I haven't got that far yet, I'm still trying to figure out why my dancefloor only works when I'm alone 😢

mystic grove
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That's a sad dancefloor

reef spade
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yeah I keep dancing on my own

outer orchid
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No more using my shader workaround to rotate the particles based on their velocity x_x

sand canyon
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@mystic grove you have to set the RPC target to Local.

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That’s the only one that works

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A solution to the “keep props inside an area” is a trigger collider with OnEnterTrigger —Pickup layer—RPCDrop and TeleportTo

mystic grove
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Okay, thank you!

simple basalt
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The VRC_IKFollower script seems to change the centre of bones connected to whatever the GO of the script is

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OTOH: it does look like it works for making world-space particles less absolutely maddening to set up

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Has there been a decent exploration of the shenanigans folks can do with the new animation controller integer mathematics options in VRC_trigger?

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I'm wondering if it's possible to do something quirky with the new system to get game logic through the back door

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Using animation controllers as state machines, somehow triggering other triggers or changing health values to work as int stores... x_x

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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

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This is probably obvious to worldbuilders already

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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)

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You can extend that all out to get if-else statements inside of the Animation Controller FSM

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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

warm niche
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how to fix not yet able to publish avatars on Unity

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how to fix welcome to vrchat SDK

hybrid raft
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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

sand canyon
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@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

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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.

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It also should help with sync, because you do sync updated parameters in a controller to late joiners.

sick lodge
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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?

simple basalt
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Well there is no component or whatever for getting vars out of an animator which I imagine is a pain, yeah

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OTOH I think you can get around that via some creative spawning of triggers, it depends on what you need to do

hybrid raft
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Use Blend Trees!

simple basalt
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Is that for my thing or Waai's thing

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If for mine, how?

hybrid raft
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@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.

simple basalt
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Ah, cool

sand canyon
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@hybrid raft you may have just saved me

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I can do a digit counter that way

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I had one set up that stepped through frames before but it was not syncable. With parameters and blend tree it might be.

hybrid raft
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Lol you're welcome!

sour mural
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So did a fresh sdk update since apparenly a new sdk is out

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cleaned out meta file etc like how you do

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started up unity and got this erro "Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs(875,12): error CS1525: Unexpected symbol `OnGUInformation'"

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im looking at the file in visual studio and i cant find anything wrong with it

sand canyon
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@hybrid raft I'm gonna cry, Blend trees use Floats

granite drum
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So what does vrc_ikfollower actually fo? I am still clueless about this

robust yarrow
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watch the new dev update

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Tupper explains it in that vid

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its in announcements

sour mural
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apparently re-downloading my new sdk and reinstalling it helped

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god damn corruption

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new sdk didnt fix my processing upload error, welp guess i will never upload again

hybrid raft
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@sand canyon oh... And we only have integer math right now? My b, I guess you gotta do things the hard way

sand canyon
dry grove
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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)

hybrid raft
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I think so

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Hmm I took a screenshot of tupper talking about it in general chat but I can't post it

viscid vine
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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?

sand canyon
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Can you upload the avatar for them with a temp password?

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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.

viscid vine
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So is there a way for them to get it working, but without it included?

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so I'd just send the actual model, not the dynamic bone, and make it sure it's configured when they get it

sand canyon
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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.

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You can test this yourself with a new project

viscid vine
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I'll try it once I'm home, thankies

dusk quartz
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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

sand canyon
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Ceryn, for things like that I find the best debugging is to use Unity play mode and watch the logic happen

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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.

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If your logic is working in play mode, then you know your trigger setup is causing the problem.

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One thing that can happen is that a trigger gets pushed twice if the transition has a duration, so it "preloads" that trigger again.

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(Unity Play mode will execute some VRC Triggers though, such as OnEnable - AnimationTrigger, but only once)

hallow storm
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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

simple basalt
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Does anyone have a copy of the shader that allows for mesh projectiles to be rotated correctly?

dusk quartz
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@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

sand canyon
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It's totally possible

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You just need to set up your animator controller transitions right.

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Let me make an example and screenshot it for you.

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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.

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Actually you need another idle state there, there shouldn't be a transition up from Idle and Speak to Walking....

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this one is better

dusk quartz
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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

sand canyon
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you need to click on the arrows and set all the transition stuff correctly.

dusk quartz
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Ohhhhhh I may have been setting the button on the animation states themselves. Not sure, will check after work! Thanks again!

sand canyon
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It's just a flowchart. easy to think of it that way.

dusk quartz
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Yeah I’m pretty good with nodes in Blender and Lightwave, but Unity throws me for a loop with it

sand canyon
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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.

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You can see and reorder them in the state though.

dusk quartz
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Perfect! I’ll get this implemented ASAP. Only thing left I need to figure out for the Jade World 😃 TY

sand canyon
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Let me know if you want your character to lip sync the audio, I can help with that workflow

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it's a bit of work and maybe not worth it for you, but once you know the process, not too bad

hollow agate
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I asked in the other chat but maybe someone here will know. Is it possible to add cloth physics to an avatar in blender?

dusk quartz
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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

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@hollow agate do you have Dynamic bone in Unity? It works better

hollow agate
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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

dusk quartz
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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

hollow agate
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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

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It looked beautiful in game

#

I've no idea how it works either, though. Else I wouldn't be asking xD

dusk quartz
#

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

sand canyon
#

@dusk quartz mocap suit envy!

dusk quartz
#

@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

sand canyon
#

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

hollow agate
#

One more question. I realize that scripting is whitelisted, is there any way to sync an event with a particle collision?

dusk quartz
#

@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

sand canyon
#

The patch today rolled that back

dusk quartz
#

^fully or partially? I was looking forward to not being crashed XD

sand canyon
#

At least thats what the announcement said, haven't checked

dusk quartz
#

Oh ok

hollow agate
#

They work

#

My system only uses a single world particle

sand canyon
#

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?

hollow agate
#

@dusk quartz you mind if I dm you about the particle question

dark sigil
#

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

sand canyon
#

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

dusk quartz
#

@hollow agate YEE go for it

sand canyon
#

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

prisma void
#

Hows the SDK looking today?

sand canyon
dusk quartz
#

Lol good question- new SDK buggy or working okay?

sand canyon
#

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?

low peak
#

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.

warm niche
#

what about worlds.....

#

im stuck on creating file version record....

hybrid raft
#

I was having issues with freezing as well and the upload never completed. But when I log in my avatar's updated

sick lodge
#

anyone else have some of their world render textures break after the update?

#

i can't find the cause

autumn hatch
#

@sick lodge Try changing the tag on your cameras so they're not using "MainCamera"

#

Worked for a friend of mine

sick lodge
#

yep that worked

#

thanks

#

wonder why it broke after the update though

autumn hatch
#

My theory is the new photo camera is to blame

#

Probably reserves the tag

viscid vine
#

Well uhh

#

Each camera can be considered one mirror, considering how they work

#

So yeah, couple of tiny mirrors can lag

warm niche
#

everybody only renders their own, so the new cams don't add lag like the old hacked player cams

viscid vine
#

That's strange, then why would it be lagging so much?

warm niche
#

I hope they improve whatever it is, this patch crawls and audio stutters too much

slender marsh
#

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.

warm niche
#

doesn't seem to be world geometry and culling so much as having 15+ players nearby that is suddenly a nightmare

drifting egret
#

Yeah, having players nearby is suddenly a huge frame dropper

#

Pug is unplayable

agile trout
#

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

modest meadow
#

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?

modest meadow
#

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

fierce python
#

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

sick lodge
#

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

short crypt
#

Anyway to create a shader to render over particles?

manic cloud
#

set render higher than the shader on particles have? idk anything shaders tho lol

short crypt
#

Possibly Ztest Always?

#

Gunna have a play around

#

my idea is to create an anti-crasher shader

drifting egret
#

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

warm niche
#

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.

hybrid raft
#

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

sand canyon
#

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.

harsh nest
#

@sand canyon it sometimes sounds like you are making a game instead of VRC world

sand canyon
#

lol I know!

#

I really like digging into the guts and making complex interactions. VR is amazing

viscid vine
#

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

warm niche
#

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.

normal aurora
#

what if you don't even have an audio source? 😃

dark sigil
#

how exactly do you use addDamage and addHealth?

#

oh nvm got it working

#

🤦 wrong trigger event lmao

hybrid raft
#

@dark sigil do you know how you read the health value, or can you only place a trigger when it reaches 0

dark sigil
#

what do you mean?

hybrid raft
#

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?

dark sigil
#

not sure about health bars

raven idol
#

the built in one wont work

#

gotta make your own

wary sorrel
#

Guys, does anyone know how to change ambient color/gradient using a trigger?

marble falcon
#

you might be able to use an animation to change these by creating an animation that changes the materials @wary sorrel

sand canyon
#

SetMaterial is a trigger action for a quick swap.

marble falcon
#

forgot about that

#

does set material allow a change over time?

sand canyon
#

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

warm niche
#

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?

raven idol
#

well, other players are now properly triggering on the "players" layer (they weren't before)

warm niche
#

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?

sweet crystal
#

Does anyone know how VRC_Juke Box should be used?

#

Yes, Forward should be used only

olive surge
#

Trying to find a resource on how to make a gun/projectile launcher for a minigame in my world. Anyone~?

radiant rover
#

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.

warm niche
#

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?

radiant rover
#

^^ I just figured it out - The Receiver Targets must be set to Owner.👌

#

Tiger - set the doppler to 0

warm niche
#

Thanks.

hybrid raft
#

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

wary path
#

Does anyone have a shader that rotates the uv and supports the transparency from the given texture

warm niche
#

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.

warm niche
#

Halfway through now, sick as a chip, lol.

warm niche
#

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'.

fierce python
#

“Going to take me half an hour to fix” Said the person who uses 2 hours. 😃

warm niche
#

😃

#

I really don't get why there are two allbuffered options in the trigger.

fierce python
#

Who knows

#

Some type of secret i believe

neon crypt
#

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.

warm niche
#

Oh, multi editing, didn't know that was a thing now. 😃

#

Could have saved myself two hours, lol.

sick verge
#

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

lean oak
#

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?

drifting egret
#

I think it's very unlikely that a shader will cause memory leaks

#

This one seems fine

lean oak
#

ok, thanks 😃

warm niche
#

does anyone know how to do a color picker?

noble cypress
#

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?

hybrid raft
#

@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?

robust yarrow
sand canyon
#

@noble cypress interesting I don’t see why that wouldn’t work

#

OnEnable triggers work via animations. Spawn should?

#

But spawn is so weird

noble cypress
#

.> think i know why nvm

#

gonna check first tho

noble cypress
#

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

sand canyon
#

👍

tawdry hamlet
#

Does FinalIK + custom animation controller + Non-Humanoid rig work?

warm niche
#

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.

harsh sedge
#

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

hybrid raft
#

@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.

harsh sedge
#

@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

manic cloud
#

@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

harsh sedge
#

Would I make particle system emit on using an 'animation?'

manic cloud
#

yes°

#

and it has to be world space

sand canyon
#

It goes open/closed/open/closed etc

manic cloud
#

with a gesture you trigger emission, when u stop, the particles will still stay

harsh sedge
#

I've only slightly dabbled with particles, but is emission within particle system component?

sand canyon
#

The Close and Shrink state is triggered with the Closed Bool true, the Open and Grow state is triggered with Closed bool false.

manic cloud
#

yes

harsh sedge
#

okok, much thanks. I shall experiment!

summer berry
#

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.

sand canyon
#

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.

summer berry
#

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)

sand canyon
#

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.

summer berry
#

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.

sand canyon
#

Turns out this is in fact the ideal strategy, after consulting with experts 😄

summer berry
#

Who are the experts? Can they join in here and teach us their ways?

sand canyon
#

HardLight mostly

#

He stops by once in a while to bestow wisdom

summer berry
#

I need to check this channel more often.

sand canyon
#

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.

summer berry
#

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

sand canyon
#

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!

summer berry
#

I'm curious how complicated your setup is now. It sounded like you were building an inventory system.

sand canyon
#

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.

summer berry
#

Is this expected to be a multiplayer map because that will decrease the numbers as well.

sand canyon
#

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.

summer berry
#

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.

sand canyon
#

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.

summer berry
#

That must use a lot of layers then.

sand canyon
#

it's a combo-based system so it has 7 item layers and 1 destroy layer

summer berry
#

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.

sand canyon
#

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

summer berry
#

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.

sand canyon
#

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

summer berry
#

How old is older?

#

I don't think they have changed it that much?

sand canyon
#

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

summer berry
#

. . . 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.

sand canyon
#

yes indeed.

summer berry
#

I need to see if I can use int math to make things easier in other areas now.

sand canyon
summer berry
#

Had to create an account, but voted.

sand canyon
#

well now you can post your own too!

dull umbra
#

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.

sand canyon
#

The system I have, if you use 7 layers you have 35 unique keys

dull umbra
#

Mm, that should be fine then. The way I'm thinking would only require 1 layer though.

sand canyon
#

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

dull umbra
#

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.

sand canyon
#

Thanks for your help earlier I now have a working inventory chest that syncs!

dull umbra
#

Oh, nice! Good to hear you got it working.

raven idol
#

I hadn't realized ObjectSync automatically included anim sync

#

since there's a vrc anim sync component

sand canyon
#

I’ve never understood what anim Sync does

dull umbra
#

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.

neon crypt
#

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

warm niche
#

it's not available for public use

warm niche
#

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

hybrid raft
warm niche
#

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

tacit jacinth
#

How do people get the clock where it shows how long you've been in the world?

neon crypt
#

Damn I want to play with that gravity dust stuff so bad...

warm niche
#

@tacit jacinth in any unity shader use _Time to get the level timer

tacit jacinth
#

Oh got it thanks! @warm niche

drifting egret
#

Wait, are there also ways to display the time on a shader?

#

Like, system time

rough sleet
#

@drifting egret No, just time since Unity loaded the scene.

sand canyon
#

You know how sometimes prefabs just refuse to spawn? Anyone know what to check?

sand canyon
#

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

hybrid raft
#

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?

sand canyon
#

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.

tropic laurel
#

would anyone be able to tell me how i could create a working power/battery system that drains when somthing is clicked

sand canyon
#

Slendy you need to learn about animator controllers.

tropic laurel
#

animator controllers?

#

what do i have to learn

#

do you mean vrc triggers?

sand canyon
#

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.

hybrid raft
#

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

sand canyon
#

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.

hybrid raft
#

Wtf are you making lol

summer berry
#

Still the same generalized inventory system?

sharp burrow
#

Shes still working in the inventory system ^^

summer berry
#

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?

warm niche
#

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

sand canyon
#

@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

summer berry
#

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.

sand canyon
#

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

summer berry
#

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.

sand canyon
#

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

summer berry
#

Doing it that way doesn't easily sync for late joiners though.

sand canyon
#

Yeah, I kept going back and forth between one animator for the counter and separate animators per digit

summer berry
#

Animators per digit? That sounds like a lot of files unless they were all the same.

sand canyon
#

digits 0-9 plus shift up and shift down

#

and blank

#

reused by each animator

summer berry
#

So not that bad files wise.
Is that what you meant by shift counter?

sand canyon
#

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

summer berry
#

I'm curious on how the chest looks. What is your in game name?

sand canyon
#

Fionna

summer berry
#

There are two without visible extra characters.

#

Are you Fionna from Adventure time, or the other one with a heart on her cheek?

sand canyon
#

Adventure time

#

Let me go back to the keyboard and check friend requests

sharp burrow
#

have your audio output changed?

tired gate
#

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

sand canyon
#

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

warm niche
#

Button1

Button2

Button3

OnEnableActivate

tired gate
#

I'll try your thing Fionna; Pom, I would do that, but I need all the buttons to show at the same time XD

warm niche
#

Doesn't have to be the buttons

#

But ok

tired gate
#

They aren't pressed in order

#

It is a music based puzzle

warm niche
#

That's a hierchy of game objects, not an order

#

Button 1 -> Activate button 1 gameobject, etc.

tired gate
#

hmm

#

I take back my previous statement, that might actually work XD

sand canyon
#

that is interesting

tired gate
#

Twas a mind derp

sand canyon
#

is there a way to detect ownership transfer

hollow agate
#

Is there a way to get an audio clip to play on movement or based on velocity

harsh nest
#

@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

harsh nest
#

@warm niche I think I once had similar issue, I ended up, using opaque queue and enabled alpha blending

dark sigil
#

Is there a way to use an animation parameter as a value for a key frame?

raven idol
#

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

dull umbra
#

It only works for looping animations, but you use the CycleOffset field in the state node.

#

In normalized time, so 0.0 - 1.0

dark sigil
#

hmm might not work with what I'm thinking of but I'll look into it thanks

timid blaze
#

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.

warm niche
timid blaze
#

I wonder if it's something on my end. Even the glasses in the Great Pug don't make the clinking sounds anymore.

autumn hatch
#

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

timid blaze
#

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.

compact tendon
#

Someone who can help me with netbeans?

viscid vine
#

Netbeans?

#

What about it?

compact tendon
#

i have an issue, it doesn't let me create a project

main warren
#

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.

warm niche
#

@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

robust yarrow
#

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?

kindred kiln
#

Cull off

robust yarrow
#

is there anyway specific i should place it or can it go anywhere?

drifting egret
#

@robust yarrow you need to add it in the sub shader properties

#

Where you would also put ZWrite and RenderQueue, etc

robust yarrow
#

ok, will check that out. thanks for the help guys ^_^

drifting egret
#
    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
#

that worked perfectly 😃

#

thanks ^_^

grim pasture
#

@robust yarrow ShaderForge recently became free, if you're not too familair with shader programming you may find it easier to use that instead.

robust yarrow
#

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). 😛

harsh nest
warm niche
#

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

robust yarrow
#

@warm niche no transparent stuff on it, its a single plane but i needed both sides of it rendered.

warm niche
#

kk then you don't need z anything usually

harsh sedge
#

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.

deft bough
#

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?

sand canyon
#

@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.

deft bough
#

@sand canyon Thanks! I did the parent object method and it's working fine now ^^d

sturdy frost
#

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

drifting egret
#

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

real bear
#

@harsh sedge you used a fixed joint with no rigid body attached to it

warm niche
#

@drifting egret

#

Have you used render textures cameras and clothing together

#

?

drifting egret
#

No

trim sequoia
#

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

drifting egret
#

Bounding boxes probably

#

Your shape keys might be messed up

trim sequoia
#

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

trim sequoia
#

It really was a bounding box issue, thanks

leaden lark
#

anyone wanna be my playmaker senpai;;

mental narwhal
#

@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.

kindred kiln
#

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.

robust yarrow
#

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.

reef spade
#

can anyone help me to restrict my banana spawn button to prevent banana overload?

robust yarrow
#

do you want a max spawn limit or a cooldown?

reef spade
#

max limit, ideally when it gets up to 10 it kills number 1

#

so the button is always seen to do something

robust yarrow
#

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

reef spade
#

is there no way to set up a banana array?

robust yarrow
#

i've seen instantiated prefabs mentioned before

reef spade
#

so i could just kill the oldest

robust yarrow
#

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

reef spade
#

in that case, what if I get them to self destruct on a timer?

robust yarrow
#

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

reef spade
#

how about rather than a timer it was a collision counter?

robust yarrow
#

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?

reef spade
#

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

robust yarrow
#

just make sure you have some kind of cooldown on the switch

#

players will always spam

#

XD

burnt anchor
#

Who knows how to import avatar i created in Morph3d program to Unity?

inland sierra
#

While it's uploading you can get the tempory files of Morph3d

summer berry
#

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.

sand canyon
#

@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

summer berry
#

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.

sand canyon
#

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

timber musk
#

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?

sand canyon
#

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

timber musk
#

I thought I rotate the gameobject empty and that will do the trick but that does'nt work

sand canyon
#

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

timber musk
#

yes the reset is a teleport

sick verge
sand canyon
#

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

sick verge
#

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?

summer berry
#

You can't change how the computer handles a primitive data type.
Can you instead move the locations vertically?

sand canyon
#

There are tricks you can play but no easy solution.

#

Almost all of the tricks would involve chopping up areas and moving them.

sick verge
#

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

sand canyon
#

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

sick verge
#

Alright then. Thank you for that insight

summer berry
#

Teleporting locally sounds like it wouldn't work for multiplayer?

sand canyon
#

Right, you can’t teleport without object sync. Probably animation then

summer berry
#

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.

sand canyon
#

I need to learn the button thing

summer berry
#

I just learned about it after getting access to toybox a few days ago

summer berry
#

I think I just solved the OnDrop issue

sturdy frost
#

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?

sturdy frost
#

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?

mental narwhal
#

@sturdy frost that's what CCD does. It can work on an arm with a huge number of joints.

sturdy frost
#

But the end doesnt rotate?

#

Like I cant have it match the rotation of the vr controller

mental narwhal
#

Ah I think there may be a different component for that

hollow agate
#

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

tidal belfry
#

I'm looking for anyone interested in helping me introduce working helicopters into VRChat.

autumn hatch
#

@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

tired gate
#

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

woven bay
#

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

sharp burrow
#

You need to use indexing @woven bay

woven bay
#

In what way?

#

I'm trying to create an anime theater where you can pick the show

sharp burrow
woven bay
#

I'll check it out in a few minutes

north dust
#

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

summer berry
#

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?

tired gate
#

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

north dust
#

@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

summer berry
#

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.

sand canyon
#

@north dust it sounds like you need to build worlds instead 😜

north dust
#

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?

sand canyon
#

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

north dust
#

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

sand canyon
#

ah I see

north dust
#

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?

sand canyon
#

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

summer berry
#

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.

north dust
#

OH MY GOD FIONNA SO IT ACTUALLY WORKS?!

#

OH MY GOD LMAO

#

yes cyanlaser

#

you can

sand canyon
#

The portal test was in a world tho

north dust
#

not directly on ur hud but you could either tie it to ur head or whatever

sand canyon
#

I don't know if you can get one on an avatar.

north dust
#

im about to test on an avatar

sand canyon
#

They did not succeed in getting portal traps to work.

north dust
#

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?

sand canyon
#

Like in the Deathrun world, where you get "pushed" into Uganda portals---you don't actually get forced

north dust
#

yea

#

the blockers just force you to walk into it

sand canyon
#

You have to look at the portal and move towards it for it to take you.

north dust
#

yea

#

but ur otherwise stuck in it

sand canyon
#

you can walk backwards through portals

north dust
#

yea

sand canyon
#

and not get portalled

north dust
#

ur stuck in a room until you either leave world, accept death, or go through it

sand canyon
#

Someone was trying to make a falling into portal or something

north dust
#

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

warm niche
#

Hey guys

#

How do i install a .shader file

#

?

summer berry
#

Drag it into unity?

warm niche
#

Lol

#

It doesnt show in my shader list

#

By sitting in the asset folder

#

Im referring to a ".shader"

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They dont import the same way as a shader package

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And theres nothing on google or in the unity sdk manual

manic cloud
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it's usualyl under Custom, if not then it's under a different category

warm niche
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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

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i keep hitting walls with this thing :(

deft bough
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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?

sharp burrow
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You haven't set the teleport trigger to local

deft bough
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it's set to the "Player Local" Layer

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do I have to do something else? o.o

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or if that's all I had to do maybe I just built it wrong XD;;;;;;

hybrid raft
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I think he's talking about the setting on the action within VRC Trigger

deft bough
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OH you mean the local that only shows up when the "Advanced Mode" box is ticked?

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because I didn't see that before lol

deft bough
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I set it to Local and it's still having the same problem where it teleports everyone : /

summer berry
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Does it teleport everyone or just someone who was hit before?
That seems right

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I've had issues when teleporting colliders around with onEnter/Exit triggers

deft bough
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I figured it out XD it turns out I was stupid and had 2 triggers on some of the cars somehow

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deleting the bad triggers fixed the problem

warm niche
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is the newest vrchat sdk has remove playerlocal, player in the layer?

warm niche
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can anyone help me add an alpha mask to a shader?

stiff lily
warm niche
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hue

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360 field of view

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😄

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invisible to every1 else

graceful stump
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hey is there climbing stuff just would like to make a climbing map

robust yarrow
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@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

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Perhaps the collider could move with the player as they trigger different climbing points

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using player tracking

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to stay below the player

frozen pike
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Anyone know how to force someone to drop something? I was trying a SendRPC VRC_Pickup.Drop

inland sierra
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Welcome to VRChat

frozen pike
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Yup

robust yarrow
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@frozen pike that should work

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I know Magic Monkey is using pickup drop from send rpc options in his world

robust yarrow
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oh i think the target under the rpc action has to be local

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I remember Fionna mentioning something like that

frozen pike
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Player id need to be ticked?

robust yarrow
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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 😛 )

frozen pike
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IT WORKS

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licks @robust yarrow

robust yarrow
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yay 😄

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i'll have to remember those settings when i use it eventually too 😂

summer berry
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What are the settings? I think I remember Magic Monkey saying he used Local trigger and local targets.

robust yarrow
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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).

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not sure if the trigger broadcast needs to be local or not though

sand canyon
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I’ve used it and it works, be sure to put it above the teleport action!

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It annoyingly doesn’t drop straight down, it flings it out in front a bit

analog dune
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@summer berry Yeah I got mine on Local.

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Most of the time I either set the target as local or owner.

inland sierra
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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?

inland sierra
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No need to response. I just create a gif now

warm niche
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hello

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any1 here

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how do i get youtube to work in video player

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i followed the tutorials and it doesnt work

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the reddit post on the youtube player doesnt work either

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mp4 files play tho

sand canyon
analog dune
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@warm niche Are you trying to play direct mp4s or YouTube Vids?

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Ok so have you used the prefab from the SDK?

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And did you make sure that the YouTube vid is not below 720p?

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Anything below won't work.

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@warm niche ^^^^

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Wait are you saying that the video prefab from the vrcsdk gave you a virus?

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Reimport your SDK if the dropdown is empty.😂 Also what version were you using?

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Did you reimport?

inland sierra
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Which Unity Version?

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I'm not even trying to be funny

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What video package file?

analog dune
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@warm niche Stop being paranoid. Lol. Nobody's trying to hack you.

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Literally just reimport your SDK. And if you imported the video package file you should have unticked the SDK from that. Simple as.

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That's why your SDK isn't working now.

inland sierra
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uhh... what?

analog dune
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@inland sierra I can't take this guy seriously.

inland sierra
analog dune
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@warm niche Seeing that your super paranoid and doubt that you even read #announcements I'm gonna spoon feed this to you.

  1. Close Unity.
  2. Find your Project folder with Windows Explorer, and find the Assets folder.
  3. Delete the VRCSDK folder, as well as the VRCSDK.meta file in the Assets folder.
  4. Go into Plugins (if you have that folder) and delete the VRCSDK folder, as well as the VRCSDK.meta file in the Plugins folder.
  5. Relaunch Unity, and then re-import the freshly-downloaded SDK. Do so by going to Assets, then Import Package, then Custom Package.
  6. Select the new SDK (you probably saved it in Downloads)
  7. 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.
  8. Wait a minute as the SDK finishes importing.
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Ok try doing it this way. Create an empty, add a video player to it, add the VRC video sync to it.

inland sierra
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Or just post a picture of your settings and we can try to tell you what's wrong

analog dune
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@warm niche Just send a screenshot so we can see.

lusty trellis
olive surge
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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

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I see that there is a Triggers option in the particle system. What all does this do?

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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

hybrid raft
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Are you enabling and disabling the particle system to trigger the explosion?

olive surge
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No, I have the particle emission rate set to 0 and I toggle it to a higher value with animations

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I actually haven't tried putting the audio source under the subemitter hiearchy yet with this method

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this was when I was enabling/disabling the particle system entirely with animations

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so I could try it again

hybrid raft
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Hmm it should have worked when you were enabling and disabling the audio source. Is your source set to play automatically?