#development-advanced
1 messages · Page 33 of 1
they turn those on also i think bc u have a capsule collider before
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.
what layer
player probably
Everything related to your player is on player local. Everything related to other players is on player.
oh well that messes up the easy way
server sided scripts theres no playerlocal
or im assuming
but i think on client side playerlocal is assigned 2 ur player also
doesnt matter anymore thanks
sorry for the confusion
ill just think of a different way
There is no server side as one player acts as the server (master).
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
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...
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
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.
Does anyone know the bit depth of a render texture?
You mean the official api docs that they don’t update?
ye
You can actually send in edit suggestions to the official api docs. But if it isn't written properly it won't get accepted
You can? ... do I really want to go through and add to everything?
If or when it gets accepted I don't know. But the edit's I have done so far have been accepted.
is it possible to sync animator parameters?
yeah
While people have complained about it before, have you tried animation sync?
Why do you need the parameters specifically synced? How are you changing them?
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
the value just decrements whenever they die
might just be the method of decrementing, but it would help to have it sync
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?
how do u set up the 'inteactive dynamic bones' thing without constraining the movement of it
Vrchat devs should offer the playmaker vrchat beta to myuranran on twitter
that guy goes really deep into it all.. vrchat would greatly benefit
PlayMaker is not a thing anymore
WHAT
what is... the alternative?
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.
Well they should give him a beta of udon then C:
Link to twitter? I'm curious what he does
@rose cloak Depends on how you are doing it.
@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?
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
I really hope that we get C# scripting in VRChat.
I doubt we will ever get raw C# scripting
Way to exploitable
They are working on their own visual scripting system called Udon
Which should hopefully be pretty robust
It'll probably be quite a while till we see that though
There is absolutely no way we are getting our own scripts
Udon only exists to give us a controlled environment in which to do things, in lieu of scripting
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
And of course custom animators entirely
Many games (Space Engineers and others) are using sandboxed C# scripting within C# app, it's not exploitable if implemented properly
@thorny lynx those might be compiled custom scripts for example for the presentation room world
@thorny lynx World Plugins, like Battle Discs or KOTH or The Hub(s) and even the default home world.
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.
yay got my Score counter working.
its Add and subtract 54
its a small system too
@dusky drift that wouldn't help.
The point isn't to prevent code exploits from infecting people's PC's
If we had script access on avatars, what someone could easily do is just
Make a script that deletes all world objects for example
Or places a "switch avatar" trigger over the whole map
Or uh, put lewd models on everyone's hip bones.
i wouldnt mind the last one that much
War VRChat never changes
@harsh nest @tardy folio Thanks, still a little uncomfortable though. I'd hope that it's not allowed for everyone
how do u use ik followers etc bc
i want to make the head of a secondary avatar follow mine
The IK follower script is designed for world particle systems
Use fixed joints for what you want to do
o ok
but like
their head moves freely
i basically want like
their head to look like mine does
You want to fixed joint their head to your head bone
You'll need a configurable joint so that you can use the rotational movement while ignoring the translational movement
I don't think your own head bone has any position changes
Otherwise you can probably use constraints for that already
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
I see talk in here of using geometry shaders to fake compute shaders using cameras
What's the limitation of the camera usage?
Only friends can see it because the VRC devs hate fun
because removing those cameras was obviously the top priority.
did they do that because of GPU particles?
No
They did it because uh, nobody knows
They just did it and fucked a lot of shaders in the process
Didn't even solve anything
cuz they released they own cameras i guess ?
Nah, that came earlier
then they just wanted to remove fun
They'll probably say "performance issues" even though they clearly don't intend to fix that
i dont see any other reason
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?
Cameras? Sorry man, can't have those. 100 materials and 300 dynamic bones? No problem man
I think the camera is used to write to a render texture
Quantum's world has a discord link where you can get it for yourself
i can dm you the video if you want
uh sure
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
That's kinda stupid though
Is it the grabpass bug?
Where it crashes everyone?
Or was it the thing where people's cameras got taken over?
can't you just DM him the reason if you dont want to share it ?
Because that has always been a modified client
I am curious about the reason though, so if you're willing to share the reason with me you could DM me
Pixel shaders should have write access to structured buffers, is that not available in unity's system?
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
They went through a targeted effort in order to remove them, and only did it for non-friends
And the end result is that a lot of cool shaders are now no longer possible for non-friends to see
i don't understand why it has to be that much of a secret.
bypassing limits?
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
I'm skeptical but whatever
I don't take people's word for this stuff
The camera fix was super simple though, you can literally see how they implemented it
Can't have taken more than half a day for 1 guy
Maybe actually implementing it sure but researching the problem, deciding what to do, that all takes time too
I doubt cameras have such a fatal flaw in them that it requires scrapping them altogether
Especially considering it's apparently not even crash or performance related
Well yeah that's why they didn't scrap them altogether
Apparently the issue still exists, it's just not there for non-friends
It's not like having a camera will literally give you script access or anything
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
Yeah, I already figured it would be exactly that
I even mentioned it earlier but got ignored lol
That should be fixable without scrapping cameras entirely
Love when people are discussing dev choices, I can tell everyone put their feelings into the argument 😆
i don't even care that much if they remove the cameras or put them back in
Unity has some weird logic for switching the player camera but it's perfectly avoidable for the devs
i jusr want to know why they were even removed in the first place for non-friend
Like for example, the VRC devs could simply have forced certain tags to be on the main player camera
And stripped any tags from avatar cameras
But nah, let's just remove it entirely, no fun allowed
They even went through the trouble of destroying the render texture for non-friends
They nuke the camera component multiple times and then nuke the render texture from orbit
the reason being "fuck fun and fuck you" until we get an official reason
I'm pretty sure it's the override player camera thing, which is fixable with tag enforcing
Not gonna publicly detail how it would work since I don't want people to abuse this even with friends
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.
The original reason for not supporting them was probably because it's trivially easy to unintentionally destroy the performance of everyone in the room.
Right, but they don't seem to care about a lot of other performance-destroying things just yet
Dumb reason when we look at the other problems with performance.
I'm glad they at least didn't remove them entirely, but so many cool shaders are broke now
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.
i think it was retro
that made an inventory with camera
and when he finally finished it
they removed the cameras 1 or 2 weeks later.
yeah Rero's inventory was another cool use of them. Also the color pickers
oh yeah
i had one of those
completely forgot since it wasnt that interesting anymore
a supported way to have stateful shaders without needing to use a camera would be even better than cameras 😐
so I thought I'd try to turn on post-processing...
how do I even know this is going to be applied when the scene view and game view never seem to change
Post processing?
yeah
I think I found the problem though ... and it was Unity being a shit again
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
and instead of giving me an error, it thought it would be a great idea to just keep quiet and do nothing
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.
my next question is .. how many reflection probes can I have in a scene before it does something stupid lol
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
I've at least put enough to mostly stop the reflective stuff from reflecting itself
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
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
Dang, missed a hot conversation about the cameras 😆
@proud meadow What effect were you referring to?
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
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
@proud meadow That bug is fixed
In 0.25
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.
The vertex shaders for the two versions output different structs that aren't interchangeable so it messed everything up.
But only for the add pass, which it turns out was including the wrong cginc file.
how u set up the dynamic bone collisions with colliders
i tried this but it doesnt work and now the ears wont move
idk why
they stay frozen in one spot
looks fine in unity and it collides with cubes
how do i fix it
heres where the colliders are
and i cant see them ingame
i dont understand
is it bc its colliding with the player capsule
and if so how do i make it not
Are you using is trigger?
no
would ruin the affect anyways
but apparently its only local
only issue i have tho is
some ppl say the ear goes to center point of map at times
all avatars should haz hand colliders 03o
I want this too. Shame it’s so difficult and glitchy
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.
@normal aurora for the question about reflection probes is theres no hard limit from the software its just hardware and speed baking them
if they are 128
it will be quick
Is it possible to make a mesh particle inhereit the rotation of the emitter?
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
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
Since I want it to arc aswell using gravity
I'll probably just need to angle it slightly upward
I'll pm you with a link
alright, thanks
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.
It works when I manually move the model.
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.
have you tried the lookat camera script in default assets?
What?
Oh, like that
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.
I've never tried it with dynamic bones but it's worth a shot
Final IK makes it so the model actually looks a bit more... natural
And moves the rest of its body in a natural way to face the player too
If I used the Look At script then I would be stuck with just eye tracking, the rest of the model would be static
oh that does more than just a single object, it does the whole body
Yeah
Basically everything above the hips
It seems like the IK does its thing after the dynamic bone
It seems to be a common issue, I wonder how VRChat fixed it
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
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.
Yep, it works ingame.
Noted.
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.
What should I do?
The world I'm talking about is Courtroom, so the props are definitely needed.
Hmmm
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.
anyone has ideas on an if/else implementation that works with world building in vrc?
yeah i figured it would have to involve animation controllers
hmm hmm
so say per cube you touch lowers the int parameter by 1
and once the int is 0 it triggers another state
totally forgot about animation states, cheers mate!
Sounds like you understand how to do it already
yeah. was going through the whole planning phase and animation states slipped my mind
mybad
No worries
Does anyone here know how you are supposed to pass an API key to the VRChat API?
?apiKey={key}
That you will have to read up on how to set headers for your request
and get cookies
Plenty. Just look it up at what ever language you are using
@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.
I personally responded to your support email earlier today. 🤔
Apologize didn't see it, must have been sent to spam.
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"
Thanks a bunch, sorry to bother you with something so silly, seems like getting somewhere always leads to something else.
hi all can a vrc_trigger be added to a avatar eg onParticleCollision
or is it only for worlds
It's only for worlds
Those are the direct number of gestures you can do, but you can do a lot with them
For example you can combine them so that a thing only happens if you're doing 2 specific ones at once
In the emote menu yes, those are the max you can do
cool
well gestures are different, I didn't realize you were talking about emotes
are there any guide or tuts for combining
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
can you use the emote as a toggle
You can use it as an on or off switch for something, but I don't believe you can use it as a toggle
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
cool
there is some really cool effects that people are doing
thanks for the help phasedragon
np
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)
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
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
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.
Hm, do you think I could use an emote to turn the audio clip on and off without it interfering with movement and gestures?
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
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
Cool, can you explain a little more thoroughly how I should go about that process? I apologize if I’m being a nuisance lol
The toggleprops package is what allows you to do all this, you can search for it in this channel
Oh! That’s wonderful, thank you very much
Oof, not seeing the link when I search for it
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
woah I wonder if it's been taken down. That's weird
what the heck, the only mention of it is the two times I've said it just now
But I know I've talked about it several times in the past
Do you happen to have the package on hand? You can just zip it and DM it to me
yeah I'll do that
Awesome
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
set the colliders to istrigger
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.
Thanks @near bronze it worked
@near bronze do you still have that package of toggle props?
This one linked in video description? https://youtu.be/5m8RZQd4JAw
Have someone tried audio reactive material in VRC?
you have to bake the audio into an animation or texture
not much fun if its not realtime, udon will have some options though
What udon? @warm niche
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
Should be possible with the MIDI device triggers right? You do need to write a program that analyses the music before streaming it
Yeah, but triggers are triggers - not analog data
Does anyone know how to make the gun that has logic trigger exactly like the gun in ctf map?
looks like it not possible
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
@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.
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
As a gameobject which is a child of the bone (with no local offset)
okay, thank you!

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?
yes, but if you're not careful everyone might see it lol
Do they work by everyone within a certain objects sees it or is it universal through the whole map?
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
Anyone have some simple flight prefabs for worlds?
(Intended for airplanes and such)
That’s exactly what I was looking for, thank you!
that explains why so many people have the exact same flyer now w
It's been released for a while now
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)
I might experiment with that one too lol
You should hook me up with that one as well
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
It is easy to make. Just some physics joints and constant force
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
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?
Shoot, I guess I can't post pictures here
.
https://cdn.discordapp.com/attachments/175835577592184833/474856145643765781/unknown.png
Quick question if anyone might know the answer. I'm doing a custom humanoid animation override set, but the animation for the legs revert to the default state. I turned off foot IK and the issue still persists. Any recommended steps are greatly appreciated. 
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.
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!
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
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
Thank you very much !! i will try that
vrc_sync video player is the good one?
and i removed the link in "vidéo player"
yes
As for the APIUser errors, those are just part of a future update and will be gone once it's out
oh ok, but when i upload my map, i can't go in there, do you think it is no depend of the apiuser
and do you think all is right like this : https://image.noelshack.com/fichiers/2018/31/5/1533309107-help4.png or i need to remove the "video player"?
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
audio source! ok thank you ! i have only ten errors right now ! ty so much
Hello, i still have an issue with my world, i can't enter in my world, i have "API USER" errors https://image.noelshack.com/fichiers/2018/31/5/1533316947-apiissue.png who know this error? :c
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
oh..
You not being able to load into the world can be many things.
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"
That most likely isn't the main problem but in your VRCWorld, change the update rate from 10 to 33
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
Make sure you read this: https://docs.vrchat.com/docs/creating-your-first-world
i made my scenedesciptor in the vrcworld, is it the good place to ?
with spawn point and more
Read Step 4
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
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 ?
https://image.noelshack.com/fichiers/2018/31/6/1533406036-spot.png i made a spotlight with "area (backed only)" and its the same
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
i need to put the area in wich rotation? and where on the mirror ?
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?
For your Lightning settings. Window -> Lighting -> Settings
Also, if there is shadows there it will affect your avatar too
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?
Everyone gets that, those errors are for an upcoming update
The map not being playable is something unrelated
Anything that has APIUser front of it has to do with the new update ( #open-beta-info )
thanks
anywho, yeah, forwarded logs to support, they 'forwarded to devs'
that was two months ago
Does the in game log say anything else before you get tossed back into your home world? Also, what are you spawning on?
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
Empty triggers?
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
Check if you have any (my tool can easily list them all for you)
which?
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
Is your spawn point right on top of the ground or above it?
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
Disable both?
@summer berry What was it about vrcworlds that could be done to maybe fix crash again? Or was it something else
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
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.
it's frustrating, since those errors apparently mean nothing
have to upload whole world instead of testing within unity
Well you don't have to "upload" it if you use the Test button
but the play works and the upload does.. it's vrchat where it fails
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?
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
APIUser errors, we said are meaningless
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
Glad you figured it out
I did nothing, but you are welcome
Is it possiblke to capture 360 video not just pictures in vrchat? anyone tried?
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?
Last I checked, on ownership transfer was bugged and is called when any object in your world transfers ownership from one player to another.
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
Yeah, you'll want to have a trigger that locally disables it
wow. i just realized i was watching your youtube tutorial on combat systems cyan.
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.
yeah. that's where i'm at now
because i think otherwise it would be damaging you as you hold
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
Yes, with activate custom trigger
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
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)
if a global trigger activates a local custom trigger, does it just activate it "locally" for everyone?
Yes
that makes sense
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
ohhh I understand what you mean by that now
i'm not sure how i set the damage collider to the active component
Is the trigger on the same object as the pickup script or a child?
same object
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.
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'
That is the name of the trigger
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
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.
oh right, good catch
i had pickup on local and drop always
alwaysbufferone is what you want. Always will make it play back every single time it's been activated when someone joins
for both?
yes
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?
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
right right. thanks. okay testing now
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.
Did you turn the mesh off?
no. i'm actually thinking maybe they just fell through because the collider is so thin
You should have two colliders. One on the pickup part, and another just for damage
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
The pickup handle has to be the biggest.
You can’t hide it inside any other or you can only target what pokes out.
yeah so it may be overlapping most of the damage collider
i had a guy hit me a bunch and it didn't kill
Check layers. Pickup layer doesn't collide with players
the damage is set to onentertrigger and local. is that the issue?
What layer is the GameObject on and what layer is the OnEnterTrigger looking for?
gameobject is on pickup and child with onentertrigger is looking for playerlocal
but i had to create these layers
"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.
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?
The combat system needs to be active at start or else it won't work.
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
Imgur / gyazo
this last one is the damage object. https://imgur.com/k5gn2Zu
the first trigger with the two on and off is set as always, but i also tried it with local and no dice
https://imgur.com/iKDv7qJ here is the combat system for reference
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)
My game is keep crashing and I can`t fix it. 😦
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
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
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
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
That requires scripting so nope. You're not the first one to want that data in shaders...
audio visualisation would be real nice...
Is there a easy way to make a standard surface shader unlit ?
@exotic estuary would you like an unlit shader? CubedParadox and Xiexe have unlit shaders. Or are you just looking to learn shader stuff?
learning shader stuff
Noenoe has unlit too
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?
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
@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
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'?
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.
Hey guys
how do i make a particle shader see black as color
and not alpha
nvm i did it
what determines how big an avatar's hitbox is?
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.
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?)
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
Ok good to know! Thank you!
@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.
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
You need to add VRC_Ui Shape to the canvas
For it to just work, no
@rough sleet @autumn hatch Oh ok, so no deferred at all..
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.
how can i trigger events with a UI button?
@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?
@hardy hull just reference the trigger where the event option for the UI is
reference how? what do i call on it?
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
https://i.imgur.com/fJB61PL.png
Dynamic String - AddUrl
yes, but currently only master can do it
That's up to you. I would do MasterUnbuffered though
why's that?
Don't need the ones that join to trigger it too
@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?
You'll have to look at the frame debugger to see why the batch is split
It's under Window->frame debugger
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
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.
The material wasnt instanced at all
hm ill search through the internet, maybe ill find a solution.
@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
how do i set a trigger, for when 1 object hits another?
vrc_trigger collider is obsolete?
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.
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?
https://gyazo.com/3265649e9a95267173b4d5c5fac80138 is what i have so far
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.
doing it to everybody is fine 😃
Double doing it isn’t.
ohh, good point
Whoops, wrong chat.*
Does the drop action work for equipables?
Yes, make the target local
I see no target, at least in this guys screenshot. lol
Dunno if appropiate channel but, im looking for a metalness shader that uses lightprobes, anyone ever found one that works?
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
i forgot if lightprobe is proper word for it but its like a shiny texture, english isnt first language.
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
hmm
Because someone in game told me they used some shader using these textures https://i.imgur.com/9WsZLnt.png
for reflections
which made it look very nice
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.
ah yes it was something with cubemaps
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
the one i linked is the one supplied with the model itself so it should work? 🤔
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
well, i can try and see how it looks ingame
Unless I'm stupid and don't know how sphere projection works
Which might be the case lol
I applied it to a anisotropic reflection layer in my rendering software and it appears to work, just need to apply it in unity
alloy shader is on the unity asset store btw, just search alloy and it's the first result
Is it paid or free?
looks to be free
Cool
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?
You can always try.
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
@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.
Ooh, so that's how that works. Interesting!
hello'
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
I wonder if that is a unity issue. I see it in the editor too but I don't know what causes it yet...
It looks like this (Ingame the walls and floor flicker in and out as well) https://i.imgur.com/zQ9tbP8.png
It's supposed to look like this: https://i.imgur.com/RLXIhYZ.png
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
Anyone know why this happens? https://i.imgur.com/in4aUzw.png
Feel free to hit me up with a mention.
@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)
Thanks. 😄
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)
@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)
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
Is it possible to scroll pages on web panels without touching them in VR?
Or at least without using the scroll bar.
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
Weird. I have tried just reducing the texture images in photoshop. Very obvious when the quality gets bad though.
Brain.exe has stopped working
anyone there for a quick question?
Ask your question even if people aren’t here. Don’t ask to ask. Someone will get to it eventually.
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?)
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.
so,, create a world with a portal to the world i want to keep updating?
do the devs allow this ? is it acceptable practice?
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
okay, thanks
you can only upload with 5.6.3.p1
it won't work
do you know how game engines work?
Even if they were compatible, the SDK probably stops it anyway
@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
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)
nice, how's vrc on linux?
Sounds like performance hell
maybe not. shaders would be a bit questionable though, I remember a few of the ones I had didn't work with GL
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.
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
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
Flat Lit Toon certainliy can't cope with macOS
but most of the stuff I wrote myself only has minor flipping bugs
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.
Mine only has semantics issues
cubed here just falls back to Standard
Looking for anyone who can custom code a shader (specifically to work in VR with singlepass/multipass rendering)
What more specifically do you want your shader to do?
^
my AlwaysPink shader totally works in VR
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)
Like this? (Look at lower-right) https://streamable.com/ncjbf
i would also like to get that one in the bottom right
been searching for a long time for it
@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)
oof
nice world btw @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
thanks ❤
I had someone back then who made really good VR shaders, but forgot their name oof
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
Nah that’s the one I’m pretty sure
R.I.P. WebPanels
I guess I’m glad I never bothered learning them? But now there is a void to fill.
I planned on learning them but yeah that sucks now
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
there was a tool somewhere for transferring dynamic bone setups from one avatar to another
could i just dupe the object and replace the mesh?
I wouldn't know without trying
guess i can try then
You can copypaste the component and re-set the root bone
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).
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
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?
make Fake leg bones in blender and use those for the humanoid rigging
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
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
i want my dude to sit in a chair
So you can pose them in unity using animations or manually
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
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
hm
You want to be able to walk too or this avatar will always be sitting?
this version is sitting only
but for moving around
like a wheelchair
but not a wheelchair
Ah ok so yeah making fake bones is probably the easiest approach
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
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.
Oh actually... that's interesting
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
For yourself yes. For other people you can maybe do some trick with stencil
so they dont see a black screen i can put some fake thing on there lol
so like, apparently i need to clock like 25 hours before i'm allowed to model a private world for myself to walk around
You might be able to local test 🤔
It won't let me export build from unity until i have been verified :/
Can't you use the home kit earlier than that?
I don't know how the home kit works
Not sure what that is, I'm talking about the vrchat sdk for unity
You can still test it in game without uploading
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
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
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?
Use this then http://secondstrife.com/vrchat-vbs/
Put that file at the same location as vrchat.exe and point the path in the sdk to that file
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?
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?
You got to set up those ye
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?
There is no poly limit for worlds
@tulip hornet you need Unity 5.6.3p1 obviously
But that was already established
yeah, i'm not sure if that number i posted is my version though, i don't know how to look up the version
no poly limit but keep your world under 600 mb or it might be rejected
It should say in the top left of your Unity window what the version is
In the title bar
so it doesn't work on more recent unity versions? doesn't the sdk get updated?
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
VRC doesn't use newer Unity so you can't use newer Unity
So it has to match the game version
ah
nothing to do with the SDK
That way it can load in the assets seamlessly
so have the devs just left the game then?
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
was wondering why they don't use newer unity, surely they're paying for the licence anyways
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
after 5.6 they changed a ton of things, that's why they picked 5.6
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
they bugfixed 5.6
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
crazy
i wonder if The Forest is using the new or the old unity
And existing content has to be wiped
And older assets have to still be compatible
Like dynamic bone, Final IK etc
that game is amazing, before that i didn't think unity was as good as unreal but holy shit
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
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
Well, making worlds is easy, but being an artist is hard
yh
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
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 ^ ^
You should do it
ahh okay, that sounds good tho, like that's a skill on its own
98% of vrc is kitbashing anyway and there's nothing wrong with that
It is, tbh. Avatar makers are just more limited than world makers.
I want custom animators at least
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
Characters like which? @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
Ah, interesting
Yeah, there is a lack of male avatars. I intend to fix that but I needed to complete my Touhou lineup first.
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
It's mostly because male characters are usually less interesting since they're blank slates
yh xD
And yeah, I feel you when it comes to Persona lol
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
Lmao
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
on April 1 they should remove video panels for security reasons
wow, online it always said you needed lots of friends and hours, but i only have like 9 hours and like 4 friends
🎣
is that a "baited" emote xD
put that stuff in #vrchat-general-2
which stuff?
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
xD but this is the development chat, i've been talking about trying to export files and create worlds
yeah
advanced development
there's no regular one is there?
ah, i thought development was more appopriate cause the validation thing was stopping me from doing everything development related
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 🤔
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
mmmm
syncing events inside shaders for all players is hell
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
when using _Time, yes, but animations should catch up
the animation will catch up but late joiners won't know the state of the inputs for each frame
yea 😐
too bad I can't just sync a render texture 😄
god that would solve so many of my 'blockers'
having a web panel would solve about 80% of mine :x
I'm painting the house through the letterbox 9 out of 10 times
