#development-advanced

1 messages · Page 33 of 1

silk horizon
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Not what I mean

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I'll just do you phase

boreal flame
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they turn those on also i think bc u have a capsule collider before

summer berry
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I didn’t expect my broadcast note to be passed around this much.
As people have said, the combat system appears to add a rigid body and a collider to every bone on the avatar.

silk horizon
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what layer

boreal flame
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player probably

summer berry
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Everything related to your player is on player local. Everything related to other players is on player.

boreal flame
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yea but

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in the world playerlocal is the layer for whoever is playing on there side

silk horizon
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oh well that messes up the easy way

boreal flame
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server sided scripts theres no playerlocal

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or im assuming

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but i think on client side playerlocal is assigned 2 ur player also

silk horizon
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doesnt matter anymore thanks

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sorry for the confusion

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ill just think of a different way

summer berry
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There is no server side as one player acts as the server (master).

near bronze
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I dunno about other people, but for me the documentation about broadcast types was a huge "level up moment", it's very well written and clears up a lot of details

summer berry
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I wrote that because I couldn't sleep one night and wanted to feel productive with the time. People were talking about use maintaining a doc or wiki. I was the only person who said I was willing to help, but I didn't want to do all the work myself...

near bronze
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It's not so much that I was struggling to figure it out and you finally clarified it in just the right way, it's more that it's basically the only clear documentation whatsoever. I'd never even heard about the distinction or what they all do except for the half sentence built into the triggers

summer berry
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Well, I'm glad it was clear enough for people to understand. While I want to help people, I don't want to spend most of my time writing the documentation that VRChat should have done in the first place. We need more people writing descriptions and tutorials.

latent hemlock
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Does anyone know the bit depth of a render texture?

fierce python
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More like we should have an Official page for VRchat to update

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Cyan

summer berry
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You mean the official api docs that they don’t update?

fierce python
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ye

sharp burrow
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You can actually send in edit suggestions to the official api docs. But if it isn't written properly it won't get accepted

summer berry
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You can? ... do I really want to go through and add to everything?

sharp burrow
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If or when it gets accepted I don't know. But the edit's I have done so far have been accepted.

thorny lynx
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why are there executables in the VRChat cache :v

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ah, my bad they're dlls, but still

dark sigil
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is it possible to sync animator parameters?

summer berry
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Sync how?

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Just having everyone have the same animator values?

dark sigil
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yeah

summer berry
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While people have complained about it before, have you tried animation sync?

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Why do you need the parameters specifically synced? How are you changing them?

dark sigil
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I'm trying to have a sort of team system and once a player dies their team values decreases to determine which team would win

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the value just decrements whenever they die

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might just be the method of decrementing, but it would help to have it sync

rose cloak
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Question: I'm trying to make rolling dice in a world by clicking a button to reset their position to midair. They are also affected by gravity so they fall and tumble in a bowl after the button is clicked. But when I click the button, they don't reset to midair. How can I fix or improve this?

boreal flame
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how do u set up the 'inteactive dynamic bones' thing without constraining the movement of it

remote chasm
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Vrchat devs should offer the playmaker vrchat beta to myuranran on twitter

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that guy goes really deep into it all.. vrchat would greatly benefit

summer berry
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PlayMaker is not a thing anymore

remote chasm
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WHAT

summer berry
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Udon

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🍜

remote chasm
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what is... the alternative?

summer berry
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Well, I guess no video preview, but the new thing is called Udon. They are making it themselves. But we don't really have say who is in the beta or not.

remote chasm
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Well they should give him a beta of udon then C:

summer berry
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Link to twitter? I'm curious what he does

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@rose cloak Depends on how you are doing it.

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@dark sigil Never responded before, but if you know when the player gets damaged, you can do a broadcast trigger to decrement the value that way?

remote chasm
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He has an adult animation on the top so i would like to DM it instead.. he is however a very skilled animator/programmer/scripter and goes in vrchat daily and makes a lot for it although be it private.
He even made tools for facerig that now creators benefit from for importing and creating their characters.. has also worked on PS3 titles like the augmented reality card game that was on ps3.. i forgot the name

warm niche
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I really hope that we get C# scripting in VRChat.

hearty lantern
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I doubt we will ever get raw C# scripting

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Way to exploitable

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They are working on their own visual scripting system called Udon

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Which should hopefully be pretty robust

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It'll probably be quite a while till we see that though

drifting egret
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There is absolutely no way we are getting our own scripts

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Udon only exists to give us a controlled environment in which to do things, in lieu of scripting

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Tbh what I would like to see is more components to make avatar developing easier or more fun. Such as a VRC component allowed on avatars that can set animator parameters

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And of course custom animators entirely

harsh nest
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Many games (Space Engineers and others) are using sandboxed C# scripting within C# app, it's not exploitable if implemented properly

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@thorny lynx those might be compiled custom scripts for example for the presentation room world

tardy folio
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@thorny lynx World Plugins, like Battle Discs or KOTH or The Hub(s) and even the default home world.

dusky drift
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C# is not exploitable. Just limit it to a subset, just like how second life or sansar do. Like no OS calls and then you'd be fine really.

fierce python
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yay got my Score counter working.

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its Add and subtract 54

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its a small system too

drifting egret
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@dusky drift that wouldn't help.

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The point isn't to prevent code exploits from infecting people's PC's

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If we had script access on avatars, what someone could easily do is just

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Make a script that deletes all world objects for example

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Or places a "switch avatar" trigger over the whole map

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Or uh, put lewd models on everyone's hip bones.

warm niche
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i wouldnt mind the last one that much

fierce python
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same

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😄

drifting egret
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War VRChat never changes

thorny lynx
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@harsh nest @tardy folio Thanks, still a little uncomfortable though. I'd hope that it's not allowed for everyone

boreal flame
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how do u use ik followers etc bc

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i want to make the head of a secondary avatar follow mine

drifting egret
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The IK follower script is designed for world particle systems

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Use fixed joints for what you want to do

boreal flame
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o ok

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but like

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their head moves freely

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i basically want like

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their head to look like mine does

hearty lantern
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You want to fixed joint their head to your head bone

near bronze
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You'll need a configurable joint so that you can use the rotational movement while ignoring the translational movement

drifting egret
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I don't think your own head bone has any position changes

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Otherwise you can probably use constraints for that already

near bronze
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The head bone doesn't move directly, but position comes in when you attach an object with fixed joint, it tries to stay in the same location relative to it's connected body, so if its 1 meter to your left, and you turn to the right, it will still be 1 meter to your left, instead of behind you and facing towards you. I also find that if it's particularly laggy, using constrained fixed joints can get kinda jittery, like it tries to go one way and then immediately corrects for it. A configurable joint set to only move on the angular movement allows it to not even consider going that way in the first place

surreal drum
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I see talk in here of using geometry shaders to fake compute shaders using cameras

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What's the limitation of the camera usage?

drifting egret
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Only friends can see it because the VRC devs hate fun

warm niche
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because removing those cameras was obviously the top priority.

surreal drum
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did they do that because of GPU particles?

drifting egret
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No

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They did it because uh, nobody knows

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They just did it and fucked a lot of shaders in the process

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Didn't even solve anything

warm niche
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cuz they released they own cameras i guess ?

drifting egret
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Nah, that came earlier

warm niche
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then they just wanted to remove fun

drifting egret
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They'll probably say "performance issues" even though they clearly don't intend to fix that

warm niche
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i dont see any other reason

surreal drum
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Can someone explain the camera's role or process in the GPU particles or give me a copy of the system for me to look at?

drifting egret
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Cameras? Sorry man, can't have those. 100 materials and 300 dynamic bones? No problem man

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I think the camera is used to write to a render texture

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Quantum's world has a discord link where you can get it for yourself

warm niche
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i can dm you the video if you want

surreal drum
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uh sure

near bronze
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The camera is used to store data of where the particles are in space. By writing to a texture and having a camera look at it, you can save that data and use it later or just to have a reference of time passing

drifting egret
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That's kinda stupid though

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Is it the grabpass bug?

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Where it crashes everyone?

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Or was it the thing where people's cameras got taken over?

warm niche
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can't you just DM him the reason if you dont want to share it ?

drifting egret
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Because that has always been a modified client

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I am curious about the reason though, so if you're willing to share the reason with me you could DM me

surreal drum
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Pixel shaders should have write access to structured buffers, is that not available in unity's system?

drifting egret
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I won't spread it or anything

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I know, but that's a silly excuse

near bronze
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I don't know any of the technical in depth stuff, just the general overview. If you want to talk shop about stuff like that, you should check out quantum's discord

drifting egret
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They went through a targeted effort in order to remove them, and only did it for non-friends

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And the end result is that a lot of cool shaders are now no longer possible for non-friends to see

warm niche
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i don't understand why it has to be that much of a secret.

surreal drum
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bypassing limits?

warm niche
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before they removed the cameras for non-friend, there was a way to use the camera of unity to show a render texture to everyone

drifting egret
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I'm skeptical but whatever

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I don't take people's word for this stuff

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The camera fix was super simple though, you can literally see how they implemented it

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Can't have taken more than half a day for 1 guy

near bronze
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Maybe actually implementing it sure but researching the problem, deciding what to do, that all takes time too

drifting egret
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I doubt cameras have such a fatal flaw in them that it requires scrapping them altogether

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Especially considering it's apparently not even crash or performance related

near bronze
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Well yeah that's why they didn't scrap them altogether

drifting egret
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Apparently the issue still exists, it's just not there for non-friends

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It's not like having a camera will literally give you script access or anything

near bronze
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Sounds like it allows you to replace someone's view with your own camera, that can be pretty damn malicious, especially to vr users. And way worse than just a screenspace shader too

warm niche
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it's basically a crash since you need to reboot the game

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doesnt change anything

drifting egret
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Yeah, I already figured it would be exactly that

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I even mentioned it earlier but got ignored lol

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That should be fixable without scrapping cameras entirely

keen turret
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Love when people are discussing dev choices, I can tell everyone put their feelings into the argument 😆

warm niche
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i don't even care that much if they remove the cameras or put them back in

drifting egret
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Unity has some weird logic for switching the player camera but it's perfectly avoidable for the devs

warm niche
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i jusr want to know why they were even removed in the first place for non-friend

drifting egret
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Like for example, the VRC devs could simply have forced certain tags to be on the main player camera

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And stripped any tags from avatar cameras

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But nah, let's just remove it entirely, no fun allowed

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They even went through the trouble of destroying the render texture for non-friends

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They nuke the camera component multiple times and then nuke the render texture from orbit

warm niche
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the reason being "fuck fun and fuck you" until we get an official reason

drifting egret
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I'm pretty sure it's the override player camera thing, which is fixable with tag enforcing

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Not gonna publicly detail how it would work since I don't want people to abuse this even with friends

split hull
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Official dev reason as far as I know is that cameras were never supported. People found a workaround, which was patched. People found another workaround that was left unpatched for months and was used for the avatar selfie cams, avatar scanners, and particles. Some people later figured out how to hijack the player camera using cameras which prompted devs to put out a hotfix that they had been holding onto, but not submitted which disabled cameras for real this time -- for non-friends.

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The original reason for not supporting them was probably because it's trivially easy to unintentionally destroy the performance of everyone in the room.

drifting egret
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Right, but they don't seem to care about a lot of other performance-destroying things just yet

warm niche
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Dumb reason when we look at the other problems with performance.

drifting egret
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I'm glad they at least didn't remove them entirely, but so many cool shaders are broke now

split hull
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Yeah there are other major issues with performance cough dynamic bones. And it sucks a lot that they killed a decent way of having stateful shaders 😦 . But with stuff like dynamic bones and the like it's more of a death by a thousand cuts situation. Rather than having one person take out their 4kx4k selfie cam capture that culls against everything in the world.

warm niche
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i think it was retro

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that made an inventory with camera

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and when he finally finished it

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they removed the cameras 1 or 2 weeks later.

split hull
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yeah Rero's inventory was another cool use of them. Also the color pickers

warm niche
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oh yeah

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i had one of those

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completely forgot since it wasnt that interesting anymore

normal aurora
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a supported way to have stateful shaders without needing to use a camera would be even better than cameras 😐

normal aurora
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so I thought I'd try to turn on post-processing...

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how do I even know this is going to be applied when the scene view and game view never seem to change

proud meadow
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Post processing?

normal aurora
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yeah

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I think I found the problem though ... and it was Unity being a shit again

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apparently 4 of the shaders it was relying on couldn't be compiled because they couldn't find the .cginc files which were literally in the same folder

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and instead of giving me an error, it thought it would be a great idea to just keep quiet and do nothing

proud meadow
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There do appear to be ways to keep information across frames. For example what Cubed Flat Lit Toon Lite does to the top half of the screen during the lighting pass.

normal aurora
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my next question is .. how many reflection probes can I have in a scene before it does something stupid lol

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I started out with one and quickly found that I wanted more in different areas, but no matter how many I have, there are places where it looks wrong

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I've at least put enough to mostly stop the reflective stuff from reflecting itself

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pro-tip though: if post processing doesn't take effect at all even though you do have it turned on in the scene - check all the shaders one by one and reimport anything which couldn't compile

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if they're still broken, deleting library and letting everything reload would probably fix that, but the most stuff gets into the project, the less I like doing it

oak pollen
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Dang, missed a hot conversation about the cameras 😆

surreal drum
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@proud meadow What effect were you referring to?

proud meadow
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It draws on the skybox with one one due to a bug and that persists across frames. There are other ways with named textures but I haven’t tested in game

latent hemlock
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If they updated the game engine we would have access to “custom render textures” which can do much more than just be a simple buffer and also don’t need a camera you apply the material directly

rough sleet
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@proud meadow That bug is fixed

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In 0.25

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I don't know how it could persist across frames, it was the Lite shader (no geometry shader) trying to use the vertex shader from the normal version (with the geometry shader) in the add pass.

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The vertex shaders for the two versions output different structs that aren't interchangeable so it messed everything up.

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But only for the add pass, which it turns out was including the wrong cginc file.

boreal flame
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how u set up the dynamic bone collisions with colliders

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i tried this but it doesnt work and now the ears wont move

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idk why

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they stay frozen in one spot

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looks fine in unity and it collides with cubes

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how do i fix it

boreal flame
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heres where the colliders are

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and i cant see them ingame

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i dont understand

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is it bc its colliding with the player capsule

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and if so how do i make it not

proud meadow
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Are you using is trigger?

boreal flame
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no

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would ruin the affect anyways

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but apparently its only local

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only issue i have tho is

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some ppl say the ear goes to center point of map at times

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all avatars should haz hand colliders 03o

proud meadow
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I want this too. Shame it’s so difficult and glitchy

surreal drum
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Yeah that's not persistent data @proud meadow it's just mismatched shader stages producing wacky effects. Now if after they switched off the avatar the image remained in the skybox then that would be something to take note of.

autumn plover
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@normal aurora for the question about reflection probes is theres no hard limit from the software its just hardware and speed baking them

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if they are 128

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it will be quick

tender orbit
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Is it possible to make a mesh particle inhereit the rotation of the emitter?

near bronze
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It's a bit harder to specifically do that, but it is very easy to make a mesh particle align to the direction it's traveling, if that's what you want

tender orbit
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I just wanna make this Grenade come out of it's launcher facing the direction it's flying, yeah, I assume I'd change it's rotation over lifetime

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Since I want it to arc aswell using gravity

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I'll probably just need to angle it slightly upward

near bronze
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I'll pm you with a link

tender orbit
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alright, thanks

drifting egret
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I'm using the Look At IK component (Final IK) in a world to make a model look at something. I added dynamic bone to the model, but the IK does not seem to trigger the dynamic bone at all.

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It works when I manually move the model.

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It's just the Look At IK movement that seems to not be making any dynamic bone movements at all. Manually moving the model works.

near bronze
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have you tried the lookat camera script in default assets?

drifting egret
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What?

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Oh, like that

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Well, I actually need this Final IK component. As far as I can see, that script just rotates a game object to face the camera.

near bronze
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I've never tried it with dynamic bones but it's worth a shot

drifting egret
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Final IK makes it so the model actually looks a bit more... natural

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And moves the rest of its body in a natural way to face the player too

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If I used the Look At script then I would be stuck with just eye tracking, the rest of the model would be static

near bronze
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oh that does more than just a single object, it does the whole body

drifting egret
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Yeah

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Basically everything above the hips

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It seems like the IK does its thing after the dynamic bone

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It seems to be a common issue, I wonder how VRChat fixed it

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I think they probably tell the dynamic bones to update manually, probably one reason why the dynamic bones "glitch" a little when you stop walking

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Orr, even easier, VRChat is simply configured to execute dynamic bone after Final IK, in which case it should work fine ingame. Should probably test that first.

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Yep, it works ingame.

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Noted.

hollow lotus
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When Master/Owner leaves the instance, all of the triggers stop working. The only way to fix this for me is to remove certain objects from the scene which have absolutely nothing in common, it's like they're randomly chosen by the SDK, and then if I don't delete them, the bug will occur again.

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What should I do?

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The world I'm talking about is Courtroom, so the props are definitely needed.

fierce python
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Hmmm

summer berry
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I just had the issue were the master leaving killed the instance. At least my world was small enough that I might be able to figure out the reason.

nocturne stag
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anyone has ideas on an if/else implementation that works with world building in vrc?

summer berry
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Animation controllers?

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You can define states and transitions using parameters

nocturne stag
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yeah i figured it would have to involve animation controllers

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hmm hmm

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so say per cube you touch lowers the int parameter by 1

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and once the int is 0 it triggers another state

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totally forgot about animation states, cheers mate!

summer berry
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Sounds like you understand how to do it already

nocturne stag
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yeah. was going through the whole planning phase and animation states slipped my mind

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mybad

summer berry
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No worries

brittle laurel
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Does anyone here know how you are supposed to pass an API key to the VRChat API?

sharp burrow
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?apiKey={key}

brittle laurel
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ah thanks

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what about authentication?

sharp burrow
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That you will have to read up on how to set headers for your request

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and get cookies

brittle laurel
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Alright

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Is there any documentation on that?

sharp burrow
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Plenty. Just look it up at what ever language you are using

warm niche
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@sterile cipher I have a question regarding the Unity cloud system that wasn't on Q&A with VRchat.
Me, my girlfriend and a group are making a club in vrchat. Is the 4 person limit as well as the 9 dollars a month is for everyone, or is it a one time fee for the person owning the cloud. We also had a question regarding if with the new build coming out if the Unity version 5.6.3 p1 is going to be supported in the future so cloud doesn't break the map, and assets associated, incase it isn't finished. It is a relatively large project with a lot of people working on it, but we were really curious and would like some input. Thanks. PS- Didn't really know where to put this because honestly, it has been a week since unity support has even sent an email or got in contact regarding this so I was curious about your input as well as the input of others.

sterile cipher
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I personally responded to your support email earlier today. 🤔

warm niche
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Apologize didn't see it, must have been sent to spam.

sterile cipher
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The long and short is that we don't have anything to do with the Unity Cloud Collaboration stuff. That's up to you to sort out. It isn't a VRChat service. As far as future Unity upgrades go, we don't have details on how that'll affect updating to a new version-- in the past, it has simply been a matter of "import the project to the next unity version"

warm niche
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Thanks a bunch, sorry to bother you with something so silly, seems like getting somewhere always leads to something else.

grim elk
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hi all can a vrc_trigger be added to a avatar eg onParticleCollision

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or is it only for worlds

sharp burrow
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It's only for worlds

grim elk
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😦

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that would be so cool like reacting to being shot

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is 8 the max emotes you can have

near bronze
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Those are the direct number of gestures you can do, but you can do a lot with them

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For example you can combine them so that a thing only happens if you're doing 2 specific ones at once

sharp burrow
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In the emote menu yes, those are the max you can do

grim elk
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cool

near bronze
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well gestures are different, I didn't realize you were talking about emotes

grim elk
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are there any guide or tuts for combining

near bronze
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emotes are a little bit more limiting since you can only do one at a time, you're locked in place, and you can't stop it at any time

grim elk
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can you use the emote as a toggle

near bronze
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You can use it as an on or off switch for something, but I don't believe you can use it as a toggle

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idk if there are any guides for combining, but if you already know how to do gestures it's as simple as putting one gameobject inside another, and deactivating both on default.One gesture activates one, the other gesture activates the other. In order for the second to actually be active, it's parents need to be as well. So both of those two gameobjects need to be active to show what's inside the second

grim elk
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cool

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there is some really cool effects that people are doing

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thanks for the help phasedragon

near bronze
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np

acoustic mantle
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you can technically have 16 gestures (I think that'd be the max?) 4 gestures used to activate things, and 3(+idle) set as requirements.
Example:
Idle+Thumbs Up used for animation one, Fist+Thumbs Up does another (fist disables a game object containing Anim1 and enables a different one, thumbs up being the activator for Anim1 and Anim2)

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If using Idle as a requirement just remember that the other 3 (or however many) requirement gestures would disable the Idle gestures and enable their own sets

north mountain
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Hey, anyone know a method for allowing users to toggle and audio clip by using gestures? I know it works for Non-VR but I was curious if there’s a way I could possibly do it in a similar method for VR

near bronze
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You can sort of do a toggle. Tap for one state, hold for another state, and then it sticks with that state after letting go.

north mountain
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Hm, do you think I could use an emote to turn the audio clip on and off without it interfering with movement and gestures?

near bronze
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Yeah you can do the same system as the hold vs tap thing, except you can't stop it Midway so you'd have to have one emote turning it on and another emote turning it off

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The emote would only interfere with movement for a second or so while it it's going, then it leaves the audio to play on it's own

north mountain
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Cool, can you explain a little more thoroughly how I should go about that process? I apologize if I’m being a nuisance lol

near bronze
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The toggleprops package is what allows you to do all this, you can search for it in this channel

north mountain
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Oh! That’s wonderful, thank you very much

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Oof, not seeing the link when I search for it

near bronze
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The basic idea is that the toggleprops package allows you to add a keyframe to gestures or emotesthat can enable/disable the animator component on another gameobject. So you put an animator on one gameobject, then your gesture or emote enables it/disables it. When you enable it, it resets back to the beginning. When you disable it, it pauses right where it is. So you just set up the animation to go through the different states you want depending on how long you hold it down

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woah I wonder if it's been taken down. That's weird

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what the heck, the only mention of it is the two times I've said it just now

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But I know I've talked about it several times in the past

north mountain
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Do you happen to have the package on hand? You can just zip it and DM it to me

near bronze
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yeah I'll do that

north mountain
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Awesome

warm niche
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hey guys how do you get cloth colliders to work? trying to use cloth on a skirt which is a separate mesh but i am unable to use normal sized capsule colliders because if i do my avatar flies into space... mini capsule colliders also dont work because then everything clips

near bronze
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set the colliders to istrigger

warm niche
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and that will prevent me from flying into space

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?

near bronze
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yeah

#

it makes them not collide physically, so you can use them for script based functions, like cloth or triggers. It still works because cloth interacts with the colliders inside the script, not as a base unity collision.

warm niche
#

ok

#

ill try it

warm niche
#

Thanks @near bronze it worked

west cloak
#

@near bronze do you still have that package of toggle props?

proud meadow
west cloak
#

Have someone tried audio reactive material in VRC?

warm niche
#

you have to bake the audio into an animation or texture

#

not much fun if its not realtime, udon will have some options though

west cloak
#

What udon? @warm niche

summer berry
west cloak
#

Woah. I missed that dev blog

oak pollen
#

A way to have it semi realtime is to encode data in video

#

Did a test by encoding the data and streaming in realtime, but the stream latency is too high to be worth it atleast for me

lean agate
#

Should be possible with the MIDI device triggers right? You do need to write a program that analyses the music before streaming it

oak pollen
#

Yeah, but triggers are triggers - not analog data

warm niche
#

Does anyone know how to make the gun that has logic trigger exactly like the gun in ctf map?

warm niche
#

looks like it not possible

warm niche
#

having a lot of trouble with vrchat_ik follower, anyone got a helpful guide or something for it? Currently got a pistol in my hand, then an empty game object with the particle system and ikfollower on that. For some reason the particle when looking in a mirror comes out of a random location and in the world (personal camera) it comes out below where it's meant to and at a semi-distorted angle. Looks all fine in the unity project but when I import it into vrchat these are the problems I experience

mental narwhal
#

@warm niche the ik_follower object MUST be a direct child of the hand/wrist bone. If you need to offset from there, make a child of the ik_follower and position that where you want the particle to appear.

warm niche
#

ah ok, so I put it on the bone right? Or do I put it on a game object as a child directly under that bone

mental narwhal
#

As a gameobject which is a child of the bone (with no local offset)

warm niche
#

okay, thank you!

mental narwhal
obtuse briar
#

How do shaders that cover the players camera work? Would it be possible to use something like that to make a custom HUD display for an iron man type avatar?

normal aurora
#

yes, but if you're not careful everyone might see it lol

obtuse briar
#

Do they work by everyone within a certain objects sees it or is it universal through the whole map?

normal aurora
#

if someone saw the thing that you have it on, it would render for them. so I think people usually do something to prevent it drawing unless you're close to it

north mountain
#

Anyone have some simple flight prefabs for worlds?

north mountain
#

(Intended for airplanes and such)

summer berry
#

Like the jetpacks?

north mountain
#

That’s exactly what I was looking for, thank you!

normal aurora
#

that explains why so many people have the exact same flyer now w

summer berry
#

It's been released for a while now

normal aurora
#

the one I got ages ago is an even simpler one with just the default chair and handle

#

(because it's so random for a normal chair to fly, I have kept it around)

north mountain
#

I might experiment with that one too lol

#

You should hook me up with that one as well

normal aurora
#

I'll see if I remember it when I get home later

#

I also have one of my own which works fine too

#

turned out to be not too hard to make

summer berry
#

It is easy to make. Just some physics joints and constant force

normal aurora
#

the way mine works is using a different method to limit the rotation though

#

actually if you just make the joint, you will spin out of control lolo

#

you have to stop how much it can rotate each tick somehow.

#

I did it by limiting the angular velocity

#

the others seem to do it by limiting the amount of rotation directly

#

the result seems about the same, it was an exercise I did for a laugh to see if I could replicate it

#

there are dragons in there around getting it ready to make public though, object ownership stuff is hard

north mountain
#

Also, since I’m already asking a question, does anyone have a tutorial/know how/have some sort of prefab for making ranged weapons that do damage?

lofty elbow
#

Shoot, I guess I can't post pictures here vrcalert .

autumn hatch
#

If you're making your own animation controller, that simply will not work at all (Except on generic avatars) VRchat throws yours away and uses its own.

lofty elbow
#

Ahh, yeah I figured. At most it plays the animation override for the legs but then they step back into place, the arms work though!

#

I am a little confused why this hasn't been implemented, then again I only understand like a third of what I'm doing half the time. Thanks!

strange gorge
#

Hello, i still have an issue when i want to upload my map.. there is 21 red issue i don't know where this come from, i really need your help :c

#

i tried to re install the sdk lot of times, and nothing happened

sharp burrow
#

The only error you have to look at is the WindowsVideoMedia error
The rest you can ignore

#

If you have a video component with a youtube url in it you can remove that. Only place you need to add the urls is in the SyncVideoPanel or SyncVideoStream component

strange gorge
#

Thank you very much !! i will try that

#

vrc_sync video player is the good one?

#

and i removed the link in "vidéo player"

sharp burrow
#

yes

#

As for the APIUser errors, those are just part of a future update and will be gone once it's out

strange gorge
#

oh ok, but when i upload my map, i can't go in there, do you think it is no depend of the apiuser

sharp burrow
#

Set the video players source to URL

#

You also need to set your Audio Output Mode and point it to a audio source

#

But the reason you can't load your map is something else

strange gorge
#

audio source! ok thank you ! i have only ten errors right now ! ty so much

strange gorge
sharp burrow
#

I told you earlier, those "errors" are for a feature update for the game. You can ignore those

#

The reason you can't load into the world is something else

strange gorge
#

oh..

sharp burrow
#

You not being able to load into the world can be many things.

strange gorge
#

this problem has happened to me since I made an occlusion culling

#

but idk why

#

i can see "room has a very fast update rate; experience may suffer with many users"

summer berry
#

That most likely isn't the main problem but in your VRCWorld, change the update rate from 10 to 33

strange gorge
#

ok thank you

#

when I want to publish my world I have to go to the "game" tab and click on play and pause to be able to access the page of publication

sharp burrow
strange gorge
#

i made my scenedesciptor in the vrcworld, is it the good place to ?

#

with spawn point and more

sharp burrow
#

Read Step 4

normal aurora
#

what are the actual requirements for a duplicate screen to work in web panel? it almost seems like it randomly picks whether it's OK or not each time it starts up

#

I even have a screen which worked fine, and then I tried to add a second duplicate screen and now neither work

strange gorge
#

i finaly fixed my issue,
it was coming of the vrcworld

#

but I see myself dark in the mirror do you know how see me enlightened ?

sharp burrow
#

Please do describe what you did to fix your issue so others can see if it's the same

#

You don't add Area Light onto the mirror

strange gorge
#

i need to put the area in wich rotation? and where on the mirror ?

sharp burrow
#

You don't use Area Light like that. It's to be used with emissive textures and light probes

#

Check your light settings on Environment Lighting

#

What's your Intensity Multiplier at?

sharp burrow
#

For your Lightning settings. Window -> Lighting -> Settings

#

Also, if there is shadows there it will affect your avatar too

light shoal
#

has anyone here ever gotten system.string or system.boolean errors in the console upon uploading, then it says successful, but then the map isn't playable?

summer berry
#

Everyone gets that, those errors are for an upcoming update

#

The map not being playable is something unrelated

sharp burrow
#

Anything that has APIUser front of it has to do with the new update ( #open-beta-info )

light shoal
#

thanks

#

anywho, yeah, forwarded logs to support, they 'forwarded to devs'

#

that was two months ago

sharp burrow
#

Does the in game log say anything else before you get tossed back into your home world? Also, what are you spawning on?

light shoal
#

no it loads 100% and spits back out at home. I'm spawning fine, it's an updated version of a map i made that worked before

#

also, i tried duping the map and deleting all potential problem objects, then detaching. it worked

sharp burrow
#

Empty triggers?

light shoal
#

but then i did the same thing, deleting one at a time and attempting to upload and by the time i deleted all of the same objects, it never worked

#

i suppose it could be empty triggers

sharp burrow
#

Check if you have any (my tool can easily list them all for you)

light shoal
#

which?

sharp burrow
light shoal
#

unless it's my teleporters, then i don't think that could be it, and i believe they are set up properly; collider is trigger and they have property vrc_trigger set to oninteract with action teleport player and they have destinations

sharp burrow
#

Is your spawn point right on top of the ground or above it?

light shoal
#

i believe it's well above

#

they are empty objects but i don't think that matters

#

i think it has something to do with cameras, i had two projecting to two different textures

#

but even then, i got rid of one and it didn't help

sharp burrow
#

Disable both?

#

@summer berry What was it about vrcworlds that could be done to maybe fix crash again? Or was it something else

light shoal
#

like, i deleted everything new since the last workable version, and it worked, but then i systematically deleted every one of them individually and tried uploading. All of the attempts failed, even after i finished deleting all of the objects

summer berry
#

I don't remember there being anything on the prefab itself that could fix crashing. The old prefab had the update rate set to 10 which is no longer possible.

light shoal
#

it's frustrating, since those errors apparently mean nothing

#

have to upload whole world instead of testing within unity

sharp burrow
#

Well you don't have to "upload" it if you use the Test button

light shoal
#

but the play works and the upload does.. it's vrchat where it fails

sharp burrow
#

What I am saying is that if you press New Build in the Test portion of the Show Build Control Panel you don't have to upload it to test it out in VRChat

#

But what have been added since the working version?

light shoal
#

omg. i just figured it out

#

whoever said those errors are meaningless

#

ty

#

all i did was go back to the map, detach from pipeline, and it worked

sharp burrow
#

APIUser errors, we said are meaningless

light shoal
#

right, thanks

#

i'll have to redo some work since i got a little fed up and starting deleting willy nilly to fix, but it's worth it

#

thanks y'all

sharp burrow
#

Glad you figured it out

summer berry
#

I did nothing, but you are welcome

warm niche
#

Is it possiblke to capture 360 video not just pictures in vrchat? anyone tried?

hollow lotus
#

It would be really really really hard to do and you'd need good hardware for this.

#

When one person grabs an object and gives it to someone else, does OnOwnershipTransfer work for the first person who grabbed the item or the next one who took it away?

summer berry
#

Last I checked, on ownership transfer was bugged and is called when any object in your world transfers ownership from one player to another.

light shoal
#

okay, another question that's less bug related and more trigger related. If i'm making a combat system and i have an object you can grab with a collider that adds damage, will it add damage to yourself if you hit yourself with it lol

#

i'm hoping to make a very basic sword fighting system

#

but i don't want people accidentally committing suicide

near bronze
#

Yeah, you'll want to have a trigger that locally disables it

light shoal
#

wow. i just realized i was watching your youtube tutorial on combat systems cyan.

summer berry
#

I think the better idea would be to have it disabled at start, but when you pick it up, you send an RPC to turn it on for everyone but then right after, locally disable it.

light shoal
#

yeah. that's where i'm at now

#

because i think otherwise it would be damaging you as you hold

near bronze
#

Disabling it locally would prevent it from damaging you while you hold it, turning it on for everyone else only while holding it will prevent it from damaging you when you go to pick it up

light shoal
#

can i do that all with the trigger script?

#

i'm so very bad at this

summer berry
#

Yes, with activate custom trigger

near bronze
#

Yeah, custom triggers will be the easiest way because that allows you to set off two separate actions with their own properties from the same trigger. Normally you can only have one trigger for on pickup, but you want to be able to both globally turn it on then locally turn it off, and you can't have both on one trigger. So instead have the on pickup trigger activate two custom triggers, one set to global and one set to local

summer berry
#

Going with ^
OnPickup (Local)
Activate Custom Trigger "Turn On"
Activate Custom Trigger "Turn Off"

OnDrop (Always Buffer One)
Activate Custom Trigger "Turn Off"

Custom Trigger (Always Buffer One) "Turn On"
Set Component Active "True" (damage collider)

Custom Trigger (Local) "Turn Off"
Set Component Active "False" (damage collider)

near bronze
#

if a global trigger activates a local custom trigger, does it just activate it "locally" for everyone?

summer berry
#

Yes

near bronze
#

that makes sense

summer berry
#

I said it in that broadcast doc, but I feel all global triggers should just be a single activate custom trigger and have that custom trigger be local doing all the work.
The only exception would be if you were doing one action with one receiver. This reduces the network traffic

near bronze
#

ohhh I understand what you mean by that now

light shoal
#

i'm not sure how i set the damage collider to the active component

summer berry
#

Is the trigger on the same object as the pickup script or a child?

light shoal
#

same object

summer berry
#

Damage collider was me referring to the collider you expect to hit people with. I suggest you move the damaging to a child with a different collider as this would remove your ability to pick up the object.

#

The way you select the collider itself though is by dragging the object into the receiver and then selecting the collider from the drop down.

light shoal
#

ah okay

#

dumb question: i don't see turn on and off under custom trigger. Only that adding a null receiver automatically makes it 'on'

sharp burrow
#

That is the name of the trigger

near bronze
#

You create a custom trigger, name it whatever you want

light shoal
#

yeah i actually just figured it all out

#

but that image helps

#

because the last thing i was having a problem with was adding my turn on and turn off triggers to the on pickup

summer berry
#

By the way, if turn on is always buffer one but drop is unbuffered, then that means there could be some weird sync issues when someone joins after an object has been picked up and then dropped.

near bronze
#

oh right, good catch

light shoal
#

i had pickup on local and drop always

near bronze
#

alwaysbufferone is what you want. Always will make it play back every single time it's been activated when someone joins

light shoal
#

for both?

near bronze
#

yes

light shoal
#

okay, also i'm confused then how damage fits into the equation. Should i put that trigger on avatarhit on the child object with my damage value?

near bronze
#

yep

#

although onentertrigger set for playerlocal might work better, does avatarhit work with istrigger colliders?

#

you'll want the collider to be istrigger so that it passes through them, otherwise it will spazz out when it collides and bounces off and tries to stick in the hand

light shoal
#

right right. thanks. okay testing now

summer berry
#

Always doesn't play for both, it's only for the person who joins. The issue is when you chain broadcast triggers. I have only found two cases when to use always. Almost everything else can be done with buffer one or unbuffered.

Avatar Hit requires the collider to not be a trigger and have a rigidbody. This can sometimes move the player which is not a great.

light shoal
#

hmm

#

so

#

the swords are currently invisible at start

summer berry
#

Did you turn the mesh off?

light shoal
#

no. i'm actually thinking maybe they just fell through because the collider is so thin

summer berry
#

You should have two colliders. One on the pickup part, and another just for damage

light shoal
#

i do

#

the whole thing has a collider for pickup, then the child has another damage collider

#

i originally had a small rectangular prism on the handle for pickup. they were invisible or fell through. going to try mesh collider now for the pickup

sand canyon
#

The pickup handle has to be the biggest.

#

You can’t hide it inside any other or you can only target what pokes out.

light shoal
#

yeah so it may be overlapping most of the damage collider

#

i had a guy hit me a bunch and it didn't kill

summer berry
#

Check layers. Pickup layer doesn't collide with players

light shoal
#

the damage is set to onentertrigger and local. is that the issue?

summer berry
#

What layer is the GameObject on and what layer is the OnEnterTrigger looking for?

light shoal
#

gameobject is on pickup and child with onentertrigger is looking for playerlocal

#

but i had to create these layers

summer berry
#

"Pickup layer doesn't collide with players"
If it is not the object with the pickup script, change this object to something else, like Default.

light shoal
#

okay.

#

maybe it was the combat system itself? if you just put one in and add health, it's active by default on entering the world, right?

summer berry
#

The combat system needs to be active at start or else it won't work.

light shoal
#

i believe it is

#

hm. still not working

#

how about onentercollider for the child with the damage trigger

#

oh. i forgot to set custom 'off' to local. so i think they were both set to alwaysbufferone and were counteracting one another

#

bingo

#

here's all the components

#

oh. can't put pictures

sand canyon
#

Imgur / gyazo

light shoal
#

the first trigger with the two on and off is set as always, but i also tried it with local and no dice

summer berry
#

Turning off the trigger component does nothing.

#

Remove default from the layers on the damage object. Keep it only player local, otherwise someone can hit the floor and it damage people.

#

(If your floor is set to default)

warm niche
#

My game is keep crashing and I can`t fix it. 😦

proud meadow
#

is this related to some world/script/avatar you have developed in Unity? Or you are just trying to get it to run normally? I recommend posting in a different group since this is just for unity development

spiral flame
#

hi all, was wondering if anybody would be available to consult with that has any knowledge on getting any method of custom scripting implemented? I have one essential script I need to fill and send out arrays to most of my shaders that is kind of essential and would be appreciated if i anybody could fill me with some information on any available options. 😃 thanks

proud meadow
#

Avatar or world? In general you can probably do most shader work without custom scripts.

#

What sort of array data do you want and where are you reading it in the shader

spiral flame
#

its not the the shader its self. its data that needs to get sent to the shader using GetSpectrumData and running it through some of my various buffers and sending the data out in to a global array

oak pollen
#

That requires scripting so nope. You're not the first one to want that data in shaders...

normal aurora
#

audio visualisation would be real nice...

exotic estuary
#

Is there a easy way to make a standard surface shader unlit ?

sand canyon
#

@exotic estuary would you like an unlit shader? CubedParadox and Xiexe have unlit shaders. Or are you just looking to learn shader stuff?

exotic estuary
#

learning shader stuff

drifting egret
#

Noenoe has unlit too

dusky drift
#

Quick question. Not sure if this has something to do with limitations or not. I've got an Audio source whose volume is regulated by an animator controller. depending on your location, the volume gets louder or softer. Due to how the world is build, using the sound settings for a custom Volume Falloff isn't really possible.
The Animator Controller does not have a sync. I've got several buttons that play the animations which increase or decrease the volume. These buttons are also set to Local. But for some reason, when someone presses the button, the volume gets changed for everyone. Anyone know if this happens to be some sort of limitation?

light shoal
#

okay i know it's not necessarily for this chat now, since what lyuma said, but i'll have to reexplain my entire scenario if i go to another. Just one quick question if i may

sharp burrow
#

@dusky drift Explain a bit more about how you set it up. Anything that isn't synced will be local. So there is something synced there

light shoal
#

i took default off of the layers that the damage object is looking for, so it stopped hurting everyone, but then it didn't hurt ANYONE just looking for playerlocal. It's as if players don't apply do that layer. So I then did the opposite to troubleshoot. I left the swords on default 'because i know it'll affect the player' and i set my ground as another layer, which then just makes you fall through the ground. Is there a way to make players apply to the layer i created titled 'playerlocal'?

summer berry
#

You only look for player local in the trigger, but the object that as that trigger on it needs to be on a layer that collided with player local. Default layer works, but you can also look through all layers by going to edit -> project settings -> physics.

warm niche
#

Hey guys

#

how do i make a particle shader see black as color

#

and not alpha

#

nvm i did it

dark sigil
#

what determines how big an avatar's hitbox is?

summer berry
#

Without a combat system, the hit box for everyone is a 2 m tall capsule that is maybe 0.5 m wide?
With a combat system, depends on the avatar as colliders and rigidbodies are added to the bones.

drifting crow
#

Does somebody know which rendering path gets used by vrchat? I would like to use deferred rendering, but i read today that Vrchat uses forward. (and does it change this on when loading the map?)

autumn hatch
#

You can use deferred but every VR user will see your world horribly pixelated and generally low quality looking no matter what. Forward rendering does not have this issue.

#

And yes, it does change on a per-world basis

drifting crow
#

Ok good to know! Thank you!

rough sleet
#

@autumn hatch @drifting crow You can't use deferred right now because the setting isn't copied from the reference camera.

#

You can use it on other cameras in your world though, just not the player's camera.

#

However there are a lot of shaders that don't handle deferred properly and will either fallback to forward rendering or the diffuse shader and may appear white.

hardy hull
#

how do i use unity's canvas system in vrc? i've seen it used in other worlds, and google isn't being too helpful. a basic worldspace canvas doesn't have any interaction features by default, it seems

sharp burrow
#

You need to add VRC_Ui Shape to the canvas

hardy hull
#

oh, thanks

#

i'll try it out

#

do i need to put it in a specific layer?

sharp burrow
#

For it to just work, no

drifting crow
#

@rough sleet @autumn hatch Oh ok, so no deferred at all..

rough sleet
#

Pretty much

#

It's slow and really aliased or blurry because you can't use MSAA in deferred so you either don't have any AA or have to use FXAA which is really bad.

hardy hull
#

how can i trigger events with a UI button?

drifting crow
#

@rough sleet Since im working on Optimization right now, i got batching working in deferred over the last two day on some simple objects, when i change to forward tho, the setpass call get mostly doubled. Has that to do with the new way of light calculation? (Im working with shadowmask and have a mixed directional light in the scene)

#

i just noticed that also batches double

#

holy, one more directional lights add setpass and batches x4 (just for test purposes)

#

So what i get from this, is that every additional pixel light doubles the drawcall and batch count?

sharp burrow
#

@hardy hull just reference the trigger where the event option for the UI is

hardy hull
#

reference how? what do i call on it?

sharp burrow
#

There are more advanced options too, but that is the basic

hardy hull
#

ah, i see

#

how could i pass text from a UI textbox?

#

i'm trying to do a cinema thing like mun's worlds have

sharp burrow
hardy hull
#

ah, thought so

#

will this sync though?

sharp burrow
#

yes, but currently only master can do it

hardy hull
#

ah, alright

#

so i should set the trigger to masterbufferone

sharp burrow
#

That's up to you. I would do MasterUnbuffered though

hardy hull
#

why's that?

sharp burrow
#

Don't need the ones that join to trigger it too

hardy hull
#

hmm

#

oh right, because they wouldn't have the URL

drifting crow
#

@rough sleet Ok so after testing the last two hours, i found the problem. I had a prefab (with an animator on it) which i used a few times in the scene. Apparently deferred rendering can also batch these animations, while in forward mode, they break the batching.

#

Does somebody has a solution for this?

rough sleet
#

You'll have to look at the frame debugger to see why the batch is split

#

It's under Window->frame debugger

drifting crow
#

yeah i used it for noticing the animation problem already. it doesnt show anything at the moment tho-

#

ohoho

#

its a known bug in 5.6

#

u have to enable it a few times again and again in playmode, until its showing something

#

@rough sleet yeah it says a different materialblockproperty is the problem. Oh and this seems to happen because the emission of my object is animated. Thats why its then reporting a difference probably. Weird that deferred didnt have a problem with this tho

rough sleet
#

Yeah, that's a bit odd

#

I'd expect deferred to have the same issue, unless maybe if it was GPU instanced, but GPU instancing batches get split by basically everything.

#

Anything lighting/GI related at least.

#

Different light probes, reflection probes, real-time lights, etc.

#

Can't be lightmapped either.

drifting crow
#

The material wasnt instanced at all

#

hm ill search through the internet, maybe ill find a solution.

drifting crow
#

@rough sleet I think i found the solution!

#

basically unitys batching only cares about that everythings the same. If you have a prefab with an animator twice in the scene, for some reason the baking gets broken, eventhough it the same animator on both (cause prefab:'D)
When u instead take all your objects u want to animate under an empty and animate on this empty (parent) all the prefabs (childs) change the animation at the same time (outgoing from the parent animation) and they get batched normally

dire spire
#

how do i set a trigger, for when 1 object hits another?

#

vrc_trigger collider is obsolete?

drifting egret
#

OnEnterTrigger

#

Or OnEnterCollider, I forgot

dire spire
#

ah yeah, thanks 😃

#

on layers, i would put environment?

#

or pickup?

summer berry
#

If you use on enter trigger, then make sure you are searching for whatever layer the other object is on. This will also fire for anything with that layer though.

dire spire
#

ahh, i see, thats fine 😃

#

thanks!

#

can i make it play an animation for 0.1 secs? i want to create a collectable system?
or is there anything online you can refer me to?

summer berry
#

You can make it play an animation, but looking at that picture, I question if the object is synced or not? If so, you should change the trigger broadcast to local so that it’s not broadcasted by everyone.

dire spire
#

doing it to everybody is fine 😃

summer berry
#

Double doing it isn’t.

dire spire
#

ohh, good point

summer berry
#

Whoops, wrong chat.*

tardy folio
#

Does the drop action work for equipables?

sand canyon
#

Yes, make the target local

tardy folio
#

I see no target, at least in this guys screenshot. lol

sour mural
#

Dunno if appropiate channel but, im looking for a metalness shader that uses lightprobes, anyone ever found one that works?

drifting egret
#

What

#

Metallic shaders should work without realtime lights, if the world has reflection probes.

#

Of course, many world creators don't do so which is bad bad bad.

#

Takes like 5 seconds to make even the most basic reflection probe

#

I heard of Alloy shader yesterday which can do that without too much hassle

#

Works without reflection probes

sour mural
#

i forgot if lightprobe is proper word for it but its like a shiny texture, english isnt first language.

drifting egret
#

Yeah, that's a reflection probe within Unity. You could try Alloy shader, not sure where to find it

#

Svelsien also recommended another shader for that a while ago, but he is nowhere to be found right now. He's on vacation I think

sour mural
#

hmm

#

for reflections

#

which made it look very nice

drifting egret
#

Hmm, that looks like a shader that can essentially fake the cubemap used for reflections.

#

Instead of receiving it from the nearby reflection probe, it just fills it in itself.

#

That should be standard honestly.

sour mural
#

ah yes it was something with cubemaps

drifting egret
#

Only downside is that you'll have to generate a cubemap yourself. This is actually super easy, just turn off your HUD and make a panorama screenshot. The panorama can be converted into a cubemap if you cut out the top or the bottom half.

#

Since the panorama is actually made for VR viewing, it's rendered twice

#

So you need to cut out half of it in an image editing program

#

Then just import it into Unity and set the texture type to Cube instead of 2D

sour mural
#

the one i linked is the one supplied with the model itself so it should work? 🤔

drifting egret
#

I don't know if that one will be accepted by Unity if that is literally the texture file

#

That looks like a cubemap preview rather than the actual cubemap

sour mural
#

well, i can try and see how it looks ingame

drifting egret
#

Unless I'm stupid and don't know how sphere projection works

#

Which might be the case lol

sour mural
#

I applied it to a anisotropic reflection layer in my rendering software and it appears to work, just need to apply it in unity

latent hemlock
#

alloy shader is on the unity asset store btw, just search alloy and it's the first result

drifting egret
#

Is it paid or free?

hearty lantern
#

looks to be free

drifting egret
#

Cool

chrome glen
#

Would it violate TOS to create a 'community whitelist bot', or an automated account that used external commands to friend certain people and create/sit in 'friends' set worlds as a pseudo-community whitelisting?

#

The TOS states : By using the service you agree not to use any robot, spambot, spider, crawler, scraper, or other automated means or interface not provided by us to access the Service or to extract data;

But is there a means by which I could ask for permission of a benign usage of a community tool like that?

sharp burrow
#

You can always try.

west cloak
#

any clues as to how control particle direction with a gesture?

#

like if i point in some direction, a particle will travel in that direction relative to particle position

near bronze
#

@west cloak what you're looking for is the velocity over time module. It sets the velocity of the particle local to the emitter, so it goes in the direction you point.

west cloak
#

oooh

#

Thanks

#

😃

drifting egret
#

Ooh, so that's how that works. Interesting!

unique dust
#

hello'

tired gate
#

Im having this weird bug in a room of one of my worlds where the occlusion doesnt work properly, with different parts of the room disappearing even when looking straight at it

#

I had it elsewhere in the world and fixed it by creating occlusion areas, but doing so here didnt work

summer berry
#

I wonder if that is a unity issue. I see it in the editor too but I don't know what causes it yet...

tired gate
#

hmm

#

I appear to have gotten it mostly working, but now just have the issue of them disappearing when they get close to the camera

#

I just had to make the smallest Occluder larger than the room itself

#

Which was fine since I separate all my rooms by a decent distance

tardy folio
#

Feel free to hit me up with a mention.

normal aurora
#

@tardy folio google-sensei says "Problem disappears if the user goes to Edit -> Project Settings -> Graphics Settings and sets Shader Stripping -> Lightmap Modes to Automatic."

#

maybe worth a shot

#

apparently they reproduced it in 5.6.0b2 but 5.6.0b1 didn't have the issue 🤔 (fixed in 2018.1 lol)

tardy folio
#

Thanks. 😄

normal aurora
#

is there a way to get an object location into a shader that doesn't involve a camera? 🤔

#

(not the object I'm rendering though .. obviously that would be trivial)

proud meadow
#

@normal aurora I think you will need to attach two object positions to one mesh somehow. The first way off the top of my head is using an Armature to do this.

#

The way you would do this in theory is stick all your vertices at the centers of each object, create another vertex stream for your actual vertex data (e.g. TEXCOORD2) and a stream for your actual normal data (TEXCOORD3?) and do the translation in the geometry shader using the position of each vertex as each object center, and the normal of each vertex as each object direction

#

I haven't actually done this yet, and probably Unity will throw some wrench in my plan somewhere. But the idea is I should be able to implement a basic form of skinning in the GPU, using up to 3 bone centers and 3 weights for each triangle (also passed as a vertex stream or crammed into the w coordinates or color or something.

#

I'm working also on a named GrabPass system to do this. It's extremely complicated and still fragile but the idea is every object in the world will write its position and some attributes as pixel colors during a specific render queue and then a named GrabPass will be done once for the whole scene. Once you have done this you can simply sample the positions of each object in your shader. (For a world you can do this idea with a camera probably more reliably but you said no cameras :-p)

normal aurora
#

hmm... yeah, this is for a world where I do already have one camera, I was just wondering about optimising it

#

initially I came up with the idea of having the pencil holding the only camera and then when drawing the canvas it relocates itself to where I want it

#

but then I figured I'd really want more than one pencil anyway

#

so currently I'm playing with the idea of having the pencils just a solid colour on the right layer for the camera to see

#

might actually have to be a second camera though

#

but at least it's a second camera, not one more camera per pencil

hollow lotus
#

Is it possible to scroll pages on web panels without touching them in VR?

#

Or at least without using the scroll bar.

drifting egret
#

So, how the hell do we compress cubemaps in any reasonable form?

#

Crunch compression works wonders on 2D textures, but on cubemaps it doesn't help nearly as much. It can even end up making the texture bigger

#

A 2k cubemap is 16 megabytes

#

In 2d form, the cubemap is a lot smaller

sand canyon
#

Weird. I have tried just reducing the texture images in photoshop. Very obvious when the quality gets bad though.

grizzled finch
#

Brain.exe has stopped working

unique dust
#

anyone there for a quick question?

summer berry
#

Ask your question even if people aren’t here. Don’t ask to ask. Someone will get to it eventually.

unique dust
#

i want a world i've created to remain public after I edit. How do I set this up using a portal (is it possible/allowed?)

sharp burrow
#

As long as you edit and upload your world it will be set to private. But you can add a portal in your public world to a dev world that you frequently update.

unique dust
#

so,, create a world with a portal to the world i want to keep updating?

#

do the devs allow this ? is it acceptable practice?

sharp burrow
#

Yes it's allowed. Just make sure you indicate that it is a Dev world. The world still has to follow most of the same rules as public worlds

unique dust
#

okay, thanks

warm niche
#

you can only upload with 5.6.3.p1

near bronze
#

it won't work

#

do you know how game engines work?

#

Even if they were compatible, the SDK probably stops it anyway

final wigeon
#

@pulsar wyvern I can point you to the versions you need to get unity and the vrcsdk working on linux, gimme 10 minutes or so, got stuff to do first.

#

Here we go
http://beta.unity3d.com/download/d72e16ff4aba/public_download.html

Of course, this is kinda unsupported territory, so expect shit to break.

Works with the latest version of the VRCSDK.

Issues I've found:
Warnings you're running the wrong version of unity, you can ignore these.
Importing the SDK may cause a segfault. In my case it's Unity shitting the bed when importing the .ogv in the examples folder, disable that in the import window and it should be fine.

Possible silent random world build errors, ie: triggers behaving in unexpected and unpredictable ways. Just reupload and keep trying. If all else fails, do the final build&upload on windows (even in a VM if need be)

#

I was talking to someone else a while ago in #vrchat-general-2 about unity and linux and they told me about the test builds and had given it a try

normal aurora
#

what if I want to make a camera turn on for just one frame every now and then... is there a reliable way to turn something on for long enough for one frame to render, and then immediately off? 🤔

#

the "X problem" is that I want to reduce the rate at which a shader redraws, and the camera's render texture is the main input so if I can freeze that it will freeze the logic (kind of)

lethal girder
#

nice, how's vrc on linux?

drifting egret
#

Sounds like performance hell

normal aurora
#

maybe not. shaders would be a bit questionable though, I remember a few of the ones I had didn't work with GL

final wigeon
#

The ideal way to run VRC at native performance on a linux machine is with KVM & PCI passthrough. Kinda helps to have two GPUs for that though.

proud meadow
#

I've had a pretty good experience with most shaders on my mac. I've been able to do most of my development on my macbook. One thing I had trouble with was geom shaders that generate things other than triangles

#

But the vrc sdk uses some windows libraries I'm pretty sure. I wasn't able to import most of the sdk. I just sync my project in dropbox and upload on windows

final wigeon
#

I believe all the SDK is C# stuff so as long as the host OS has the libraries it should work.
I know Owlboy does The Great Pug on Mac OS.

#

And by that I mean .NET or Mono

normal aurora
#

Flat Lit Toon certainliy can't cope with macOS

#

but most of the stuff I wrote myself only has minor flipping bugs

proud meadow
#

Weird. I have no such problem on mac unity 5.6.3 / intel iris 6100 integrated gpu. I had a small issue with using lines in a geometry shader, and lighting is a bit off color, but otherwise every shader I have tried works perfectly including cubed.

latent hemlock
#

Mine only has semantics issues

normal aurora
#

cubed here just falls back to Standard

forest wagon
#

Looking for anyone who can custom code a shader (specifically to work in VR with singlepass/multipass rendering)

proud meadow
#

What more specifically do you want your shader to do?

silk horizon
#

^

normal aurora
#

my AlwaysPink shader totally works in VR

forest wagon
#

More specifically the basic function of the shader should be working like a screenspace shader for VR like this: https://mashiroshiina.s-ul.eu/kXUTiSk8.gif ~ With some more options (But those are unimportant for now, since I should be able to add those myself)

lethal girder
warm niche
#

i would also like to get that one in the bottom right

#

been searching for a long time for it

forest wagon
#

@warm niche you can do that with the ehud

#

its part of it

#

@lethal girder I basically need a shader that can access both Eyes individually (2 different textures for each eye for example) , but also can display textures correctly when shown to both eyes (so that the textures don't overlap)

warm niche
#

oof

forest wagon
#

nice world btw @lethal girder

lethal girder
#

Oh. It can designate which eye to appear afaik. I'll pm u guys the shader and who made it since its a combined effort

forest wagon
#

thanks ❤

#

I had someone back then who made really good VR shaders, but forgot their name oof

oak pollen
#

Avatar model on screen? I guess thats just geomoetry shader making duplicate with a few transformations

#

As for per-eye, could be unity_StereoEyeIndex or some other index

latent hemlock
#

Nah that’s the one I’m pretty sure

oak pollen
#

R.I.P. WebPanels

summer berry
#

I guess I’m glad I never bothered learning them? But now there is a void to fill.

latent hemlock
#

I planned on learning them but yeah that sucks now

mighty compass
#

so question, not sure where it goes, but i make different outfits but use the same rigg, is there a way to just swap meshes? so i dont have to redo all the dynamic bones and the like?

#

like nothing else changes, just the mesh, would that mess up the rest of the game object?

#

cause re doing the entire thing is rather annoying

normal aurora
#

there was a tool somewhere for transferring dynamic bone setups from one avatar to another

mighty compass
#

could i just dupe the object and replace the mesh?

normal aurora
#

I wouldn't know without trying

mighty compass
#

guess i can try then

drifting egret
#

You can copypaste the component and re-set the root bone

fleet roost
#

If your model is a TDA MMD model, there are tools for easily switching parts. Otherwise, you're going to be doing adjustments in Blender, as the new meshes are going to need to be weight painted somehow (usually by transfering the bone data of the new mesh to the old one).

drifting egret
#

Cats can merge armatures pretty easily

#

But that isn't what he asked I think

#

@mighty compass you can swap meshes if you want, yes

#

But you'll have to refer to another mesh with the same armature inside the "Body" mesh object generated by Unity

warm niche
#

hey guys

#

if i wanted my avatars legs to not move in VR/FBT/Desktop mode

#

whats the easiest way to do it

#

2 meshes? remvoe weights?

#

armature settings in unity?

proud meadow
#

make Fake leg bones in blender and use those for the humanoid rigging

warm niche
#

ah

#

so i should just pose to shapekey and apply as rest pose and use the duplicate leg bones for unity

#

i should do the entire thing in blender i guess

proud meadow
#

I don't know if you even have to apply a pose from blender because unity won't touch your old leg bones after you rig using the new fake ones

warm niche
#

i want my dude to sit in a chair

proud meadow
#

So you can pose them in unity using animations or manually

warm niche
#

ah

#

or can i just do it all in unity

#

the only issue i have is preventing the legs from moving

#

if i delete the bones in unity for the legs

#

after i pose it with muscle animator

#

will that work

proud meadow
#

You need some extra bones. You can't delete or mess with bones in unity like that

#

The mesh renderer has a hidden property called bones and also bind poses that stick around even if you change things

warm niche
#

hm

proud meadow
#

You want to be able to walk too or this avatar will always be sitting?

warm niche
#

this version is sitting only

#

but for moving around

#

like a wheelchair

#

but not a wheelchair

proud meadow
#

Ah ok so yeah making fake bones is probably the easiest approach

warm niche
#

ok

#

ah

#

yeah then i dont even have to pose it

#

i can just move the model around in unity

#

then have the IK use the fake bones instead

proud meadow
#

Yes

#

And if you play fbt and are sitting feel free to attach rigid bodies to the fake IK feet and use your feet to control some flying object or whatever.

warm niche
#

ok

#

attach the trackers to your hands

#

😂

proud meadow
#

Oh actually... that's interesting

warm niche
#

well im gonna put some toggle prop stuff in the avatar as well so

#

imma put a computer screen in front of me but it wont be double sided so i can see through but people cant see me without walking around

#

😂

#

i dont know if avatar render textures stiill work tho

#

if i can just throw a local camera on there

proud meadow
#

For yourself yes. For other people you can maybe do some trick with stencil

warm niche
#

so they dont see a black screen i can put some fake thing on there lol

tulip hornet
#

so like, apparently i need to clock like 25 hours before i'm allowed to model a private world for myself to walk around

near bronze
#

You might be able to local test 🤔

tulip hornet
#

It won't let me export build from unity until i have been verified :/

drifting egret
#

Can't you use the home kit earlier than that?

#

I don't know how the home kit works

tulip hornet
#

Not sure what that is, I'm talking about the vrchat sdk for unity

sharp burrow
#

You can still test it in game without uploading

tulip hornet
#

how do i go about doing that? when i go onto the build thing so i can export it to a file that i can link to vr chat, it keeps coming up with a message saying i haven't been validated yet

sharp burrow
#

When you open up the Show Build Control Panel, you have the Test section, use that to launch into the game and you will be able to test it. Just make sure that the path is correct in the Settings panel

tulip hornet
#

i see, thanks, i'll try now

#

some cmd box came up then vr chat loaded up but it then crashed before it finished loading O.o

#

oh wait

#

i fixed the path like you said

#

no wait

#

still crashed

#

is it cause it's loading up the vr controls version? rather than mouse and keyboard?

sharp burrow
#

Put that file at the same location as vrchat.exe and point the path in the sdk to that file

tulip hornet
#

just followed it, same crash

#

should i post part of the crash log or something?

#

most of it looks like mumbo jump to me tho, it doesn't seem to say where the error is

#

oh, does the unity version have to be a certain one

#

i went to their main site so i assumed i got the latest but maybe i'm using an older one?

sharp burrow
#

yea, 5.6.3p1

#

Login on the vrchat website and it will give you a link to it

tulip hornet
#

Unity Player [version: Unity 5.6.3p1_9c92e827232b]

#

yeah, this is the right one then :/

#

but then in the sdk window it says i'm not using the right version

#

oh wait

#

it says the physical collision matrix isn't set up properly

#

is that mandatory for the test to work?

sharp burrow
#

You got to set up those ye

tulip hornet
#

hmm, set it up but still doesn't work

#

well atleast, i pressed the button and the button and error disappeared

#

is there a poly limit to worlds?

#

actually, how do i check the unity version

#

cause the version i pasted was from the bug reports

#

not from the actual unity engine

#

2018.2.4f1?

drifting egret
#

There is no poly limit for worlds

#

@tulip hornet you need Unity 5.6.3p1 obviously

#

But that was already established

tulip hornet
#

yeah, i'm not sure if that number i posted is my version though, i don't know how to look up the version

warm niche
#

no poly limit but keep your world under 600 mb or it might be rejected

tulip hornet
#

okay, downloading 5.6.3p1 now

#

just incase i got the wrong one

drifting egret
#

It should say in the top left of your Unity window what the version is

#

In the title bar

tulip hornet
#

so it doesn't work on more recent unity versions? doesn't the sdk get updated?

drifting egret
#

Filesize limits are rarely an issue unless you have a lot of audio or super high quality textures

#

No, Unity 5.6.3p1 is what the game is built on

#

You're basically building an asset bundle for the game to download

warm niche
#

VRC doesn't use newer Unity so you can't use newer Unity

drifting egret
#

So it has to match the game version

tulip hornet
#

ah

warm niche
#

nothing to do with the SDK

drifting egret
#

That way it can load in the assets seamlessly

tulip hornet
#

so have the devs just left the game then?

drifting egret
#

I'm actually surprised how well it all works all things considered

#

No, why?

#

Updating the game to a newer Unity version would be nice, but it wouldn't do too much other than make performance improvements possible and fix some minor issues

tulip hornet
#

was wondering why they don't use newer unity, surely they're paying for the licence anyways

drifting egret
#

Porting an existing game to a newer Unity version is no easy task

#

You can't just click upgrade and be done

#

For starters, all existing worlds and avatars would have to be wiped. I'd be in favor of that if it meant better performance though

warm niche
#

after 5.6 they changed a ton of things, that's why they picked 5.6

tulip hornet
#

ah, i didn't know that much changed, i thought it would just be like, bug fixes and extra tools, i didn't think it was like going from unreal 3 to unreal 4

warm niche
#

they bugfixed 5.6

drifting egret
#

Going from Unreal 3 to Unreal 4 is a good way to describe it tbh

#

Except it's slightly less drastic in the case of Unity

tulip hornet
#

crazy

drifting egret
#

Since most stuff will still keep working

#

But random stuff will break

tulip hornet
#

i wonder if The Forest is using the new or the old unity

drifting egret
#

And existing content has to be wiped

#

And older assets have to still be compatible

#

Like dynamic bone, Final IK etc

tulip hornet
#

that game is amazing, before that i didn't think unity was as good as unreal but holy shit

drifting egret
#

Unity is pretty good, but it won't perform as well as Unreal will most of the time due to the nature of .NET and stuff

#

It performs well enough though

tulip hornet
#

have either of you see Overlord?

#

i want to make a base kind of similar to how they made theirs, a custom made place to chill

#

would be so cool

#

all the worlds i've seen so far are generally just people using existing assets or making some horror of a world out of boxes and planes and just putting giant low res textures on them of ugandan knuckles

drifting egret
#

Well, making worlds is easy, but being an artist is hard

tulip hornet
#

yh

drifting egret
#

Not everyone can 3D model and texture their own stuff.

#

I'm good at Unity and good at Blender, but I'm artistically disabled. Can't draw, model or design.

#

So I can do great stuff with existing assets but that's about it

#

So I just stick to porting models and making avatars out of them

tulip hornet
#

i remember when i was a kid i was messing around with trying to make a map in tf2 it was terrible, but now i've learned to 3d model a bit so i reckon i could make a cool ass map ^ ^

drifting egret
#

You should do it

tulip hornet
#

ahh okay, that sounds good tho, like that's a skill on its own

warm niche
#

98% of vrc is kitbashing anyway and there's nothing wrong with that

drifting egret
#

It is, tbh. Avatar makers are just more limited than world makers.

#

I want custom animators at least

tulip hornet
#

i'd definately make some avatars, none of my favourite characters have avatars :/ everyone just wants to dress up as their favourite waifus or memes

drifting egret
#

Characters like which? @tulip hornet

tulip hornet
#

well, mainly like, characters i really like that are just like, generic teenage guys, usually just anime guys like Kumagawa from Medaka, Yuuki from Mirai Nikki, Ganta from deadman

#

oh and subaru from re zero

drifting egret
#

Ah, interesting

#

Yeah, there is a lack of male avatars. I intend to fix that but I needed to complete my Touhou lineup first.

tulip hornet
#

i just wanna play as some guy from some cool show but all the anime guys are usually like stuff that's edgy or wacky like pesona characters

drifting egret
#

It's mostly because male characters are usually less interesting since they're blank slates

tulip hornet
#

yh xD

drifting egret
#

And yeah, I feel you when it comes to Persona lol

tulip hornet
#

oh and my waifus don't seem to be in the game either

#

Shiro from Deadman Wonderland, and Ruby Toujou from Rosario+Vampire

#

at the mo my avatar is Felix from Re;Zero lol, found the loophole, male characters are boring, female characters look awesome and are mainly the ones that are made, so the solution is being a trap

drifting egret
#

Lmao

tulip hornet
#

soon a dozen people will collab and make the starting area from sword art online and on april 1st the devs will make it so your home is set to that and you aren't allowed to change worlds

#

OMG

#

turns out i got an email 4 hours ago that i have persmission to upload custom content xD

#

i just checked my emails lol

normal aurora
#

on April 1 they should remove video panels for security reasons

tulip hornet
#

wow, online it always said you needed lots of friends and hours, but i only have like 9 hours and like 4 friends

normal aurora
#

🎣

tulip hornet
#

is that a "baited" emote xD

warm niche
tulip hornet
#

which stuff?

normal aurora
#

everything from about 25 minutes ago probably 😐

#

it's hard to keep things on topic for a single channel honestly, sometimes I wish you could just move conversations that already happened

tulip hornet
#

xD but this is the development chat, i've been talking about trying to export files and create worlds

#

yeah

warm niche
#

advanced development

tulip hornet
#

there's no regular one is there?

warm niche
tulip hornet
#

ah, i thought development was more appopriate cause the validation thing was stopping me from doing everything development related

normal aurora
#

speaking of on-topic stuff, I started using TakeOwnership as a sync workaround for my animator and it seems to be behaving, or rather, everything is so out of sync naturally that it isn't really hurting any more

#

now to actually improve the perceived sync, I have to find a way to run the shader 4 ticks per second instead of at the framerate

#

it's too bad I can't just set it on the camera 🤔

warm niche
#

you can try smoothing values but that's about all I can think of

#

or use delta time to figure out when the ticks should happen

normal aurora
#

mmmm

warm niche
#

syncing events inside shaders for all players is hell

normal aurora
#

I think syncing this for all players is totally impossible, because late joiners are a problem

#

but if I reduce the issue to solving it for people who are already in the room I might be able to get it good enough

warm niche
#

when using _Time, yes, but animations should catch up

normal aurora
#

the animation will catch up but late joiners won't know the state of the inputs for each frame

warm niche
#

yea 😐

normal aurora
#

too bad I can't just sync a render texture 😄

warm niche
#

god that would solve so many of my 'blockers'

normal aurora
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having a web panel would solve about 80% of mine :x

warm niche
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I'm painting the house through the letterbox 9 out of 10 times

drifting egret
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Can shaders write to their material properties?

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Probably not but still

warm niche
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nope

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just pixels or verts