#development-advanced

1 messages ยท Page 36 of 1

warm niche
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its for unity

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its a vr game and people are gods at untiy here so id thought id ask

near bronze
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For raw scripting, you probably won't get much help here. But for literally anything else yeah it's probably a good bet. Shaders, models, animations, etc. Scripting is the one thing we can't do though

warm niche
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oh

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thats all goods

static relic
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I'm new to custom animators and I was wondering what the parameter names should be for the VRC gestures if I was animating a separate gameobject an an avatar to animate on any of them. Or does the parameter name matter?

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I'd just assume the parameter name was the same as the name of the gesture in the OverrideController, but I didn't want to try it and fail and not know why.

static relic
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Ah. Probably should be asking how I need to toggle the animators behaviors now.

proud meadow
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Vrc includes an example animator in the sdk so you can copy the parameter names from there. But I don't think you get access to them if your avatar isn't humanoid. And you can't change the controller for humanoid because.... let's not get into that again

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Toggle behaviors is the one thing you can do to pause an animator. Find the vrc inventory system prefab download and copy a behaviour enabled keyframe from it and paste in your anim and you can edit the path to be the path to your animator component

abstract eagle
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So I need help with something that I've been at a total loss for.
I've made 3 Sonic the Hedgehog characters as an Ooka Miko. Sonic, Shadow, and Silver.
I've been TRYING to rip animations for Sonic and Shadow's running from Sonic Adventure 2, but I can not figure out for the life of me how to do it. The only program I found that is capable of it is called 'SA Tools', but I don't understand how the program works, and how to get the animations I'm looking for.

If anyone here has the game, or believes they may be capable of figuring this out, please help me out. I really want the animations. I have since made my own, and while they look better than I expected them to, they still feel off to me.

(Alternatively, if anyone knows where I could download running animations for Sonic, Shadow, and/or Silver, that would be great too. Or even any other Sonic related animations.)

static relic
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I'll just figure out if I need 30 frames to toggle an animators behavior or if a single frame will work. But I think I'm getting somewhere now. Thanks.

hollow agate
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Anyone experienced with worlds, I'm tryin to troubleshoot an error I'm getting. I posted it in the worlds thread

drifting egret
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@static relic toggling animator behavior will work immediately, but triggering state transitions is based solely on the exit time you set yourself.

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I recommend somewhere around 0.3 seconds for each state transition

junior peak
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Hello, I want to try and spawn a static object using an avatar, how would I go about doing that?

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I've heard it has something to do with rigidbodies and fixed joints, but how do I configure them properly?

drifting egret
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If you enable an object with a fixed joint on it, it will stay locked in the world if the fixed joint isn't connected to anything. @junior peak

junior peak
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Really, that simple? Is there anything I have to change or can I leave the parameters default?

drifting egret
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You can leave it at default

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It's not quite that simple though

acoustic mantle
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generally you want to set the break force to inifnity though

drifting egret
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You also need an animator to reset the fixed joint object back to yourself while not in use, otherwise it desyncs

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Break force is already infinity by default

acoustic mantle
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oh my bad then

junior peak
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Hm, I tried putting a fixed joint on an object, but it still follows me around.

acoustic mantle
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you have nothing under "connected body" correct?

junior peak
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Yeah.

acoustic mantle
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This should be all you need to have it anchor in place. Though if you don't use an animation to reset it, it'll offset repeatedly from you when you turn it on, move/turn, then off again.
https://i.imgur.com/fcLtZ9q.png

junior peak
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Hm, there's another thing, actually.

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I've heard people say that enabling/disabling objects messes with the fixed joints.

acoustic mantle
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Generally I toggle the object the joint is on, and nothing above it. I'm not sure if it causes any issues though

junior peak
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Alright, I'll describe my entire setup then, see if you can spot anything that's wrong.

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I've got my avatar and then an object that is directly parented to it

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The object has a fixed joint with the same parameters that you specified.

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The animation is a gesture that toggles the object.

acoustic mantle
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if you get it working as is, every time you toggle the object on and move/turn before turning it back off it'll offset from you.
It needs an animation to reset the position back (usually to 0,0,0 for ease of use)

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otherwise it sounds like you have it set up properly let me find that dropbox for Rokk's example scene...

junior peak
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Yeah, but I want to get it to stay in place first, before I get into resetting the position.

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I changed some things around, so I am going to attempt to reupload it and see.

acoustic mantle
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Without seeing it I can't really offer any other suggestions, check the above scene example and see what you've missed.

junior peak
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Alright.

junior peak
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So, I managed to make it static, however, I've had less success with the reset thing.

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In the example you provided the animation to activate the object has WorldObjectParent : Behaviour.Enabled

manic cloud
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@junior peak have 2 game objects, 1st has animator that resets position and rotation of 2nd to 000, then 2nd game object is disabled by default nad has fixed joint, when u enable the 2nd game object u disable the animator on the 1st with behaviour,enabled: 0

junior peak
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That's the problem, I am not sure how to do that, it's not in the property list.

manic cloud
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you copy-paste the behaviour key and edit the path

acoustic mantle
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or just take the current animation in that clip and click 2-3 times to access the path to edit it

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it's not something normally accessible sadly

tardy folio
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Or press F2

warm niche
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Well it looks to me like the youtube player is still broken.

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What are you guys using for an audio player?

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I've been away for a while.

normal aurora
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any site other than youtube

tired gate
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Would anyone be able to help me with world particles? Ive set up all the rigidbodies and fixed joints, but while they work properly locally, other people see them launch off at exactly the opposite direction

drifting egret
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Is there any way to limit how far my avatar's hands can be apart? I have access to Final IK, was wondering if there is some sort of distance limiter or if this can be achieved with rotation limits or joints.

latent hemlock
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Anyone know how the SDK handles shader variants? Specifically Iโ€™m trying to speed up build time

thick kiln
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Hi guys! Is anybody uses procedural shaders at your map? Is it possible? Like skydome or interactivity water

summer berry
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Have you seen Treehouse in the shade? Everything besides the treehouse is a shader.

fresh sage
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Is there any way to make a custom trigger constantly being activated? Like a recurring activation for spawning a projectile from an enemy?

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I'm attempting to make a ranged enemy that constantly shoots projectiles that can be hit back into him, so I can't just do it on a set animation unfortunately

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Need the separately instanced and sync'd projectiles for the bounce back physics I think

summer berry
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Activate every frame, yes. That doesn't sound like what you wanted though.
If you make an animation with an animation event to call into a trigger, you can have it delayed however long you want.

fresh sage
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You can call on triggers through animations?

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No way

summer berry
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Yes

fresh sage
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That solves... well, a lot of my problems

summer berry
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Same with calling into UI Buttons to get access to the Unity Event System

fresh sage
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Sick, thanks Cyan โค

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Looking forward to watching the next world dev meetup my guy

summer berry
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Oh lol

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I don't realize how popular it is now

fresh sage
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I'm not sure how popular it is but I'd be damned if I didn't watch every single one lmao

summer berry
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Thanks! Good to know people enjoy the streams

fresh sage
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Has the coding for enemy ai been made public yet? Out of curiosity?

summer berry
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What enemy ai?

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It's possible to make your own, but it gets complicated

fresh sage
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For worlds like Blonix and The recent horror maze that has slenderman playertracking

summer berry
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Start off by downloading Standard assets and messing with the AIThirdPersonController for movement, if you want an ai that moves. Everything else is just animations

fresh sage
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Perfect, thanks

summer berry
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A very simplified version is in HardLight's Toybox prefabs

signal linden
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I'd like to make an avatar that starts out as one avatar, and then I emote I'd transform into another avatar, what is the best way of doing this?

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Here is what I've been thinking:
Make two avatars that have different skeletons, but are both mapped and have descriptors (I have no clue what will happen if I do this)
Painstakingly strip both characters, and simply enable/disable the clothes I want them to wear
Some other option a smarter person than I has

stiff lily
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Depends what you mean by "transform"

signal linden
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I also wonder if I can bind two meshes to one skeleton

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I want to make a magical girl

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she literally transforms

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goes from a schoolgirl to a magical girl

late abyss
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Plugging in because i'm somewhat known in vrchat for doing this

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In blender you could bind the mesh to the same fbx file

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Hide the other in unity

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Set a gesture to hide your original mesh and unhide the other one in an animation

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You have to keep that gesture up throughout the entire time you want that form to be up

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@signal linden

signal linden
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oh wow I think I've seen you somewhere before

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so you are saying to bind both meshes to the same skeleton, right?

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wipes brow

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I think I can do this

late abyss
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Yep

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Good luck

signal linden
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oof

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maya doesn't like my model

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๐Ÿค” I don't understand why I can't send images

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oh well

late abyss
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Oof

signal linden
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so the expensive 3d software hates my guts

late abyss
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I use blender for my stuff so i dont know how youd go about it but

signal linden
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but the free software handles it jsut fine

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๐Ÿค”๐Ÿค”๐Ÿค”๐Ÿค”๐Ÿค”

late abyss
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I use append instead of importing the fbx

signal linden
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geez why did I even take a 3d class if blender just works better

late abyss
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Because it keeps the shapekeys as is

signal linden
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idk

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is there a way to mass relink materials in blender?

late abyss
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It will usually relink all materials if they use the same texture

signal linden
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nah I moved it all to a different hard drive, so its all pink

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digital waifus take up a lot of memory, ya know?

late abyss
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Fair point

signal linden
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ok feel free to dm me if you don't want to chat in this channel, but I need help with rigging in blender, I've never done it before

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alright, how the heck do i even rotate something

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ugh I feel stupid trying to do something this complicated

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not the rotating, the rigging in an unfamiliar engine

manic cloud
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@signal linden you can change appearance through emotes with animator toggling meshes, if model is rigged under the same armature then it'll work fine, only issue that ppl who join after will see you as the original

signal linden
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yep thanks, I think I'm chugging through the pain

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I've messed up a few things, but otherwise I believe that it is functional

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welp again for some reason it looks like blender chewed up all my textures and didn't export them properly

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hmm, but in the preview window it is all colored

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๐Ÿค”

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idk i'm going to bed, if anyone knows why unity makes materials all black, please let me know

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well i guess adding a toon shader fixed it, so whatever

late abyss
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Change the diffuse color

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On the material

polar robin
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Does anyone have an idea of why one of my buttons to toggle a mirror is clickable for VR users but not desktop users? I already tried removing and setting up the vrc trigger again, but it still acts the same.

drifting egret
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@polar robin check that the button's collider is not behind or inside another collider

shell shard
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Anyone by chance have a guide on that whole gestures switching using emotes?

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I think a good example would be the apprentice level fox mage that "levels up" to master and is able to cast spells.

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To those that know what I'm talking about at least.

warm niche
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from yuumi's avatar world i'm guessing

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it's just a toggle system using the emote

shell shard
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Yeah, is there a guide of sort by chance?

warm niche
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either you find a prefab somewhere or you can make your own
this dude is explaining how toggling and cycling works https://youtu.be/sbL9k0VA4OY

shell shard
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Alrighty ๐Ÿ‘Œ

golden valley
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And then put all the spells you want locked behind a certain level on one object controlled by this system

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and just have gestures setup normally on those children

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then they only way they will activate is if the parent is activated, which is toggled by an emote

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so something like

MasterSpells(inventory toggle)
    -Fireball
    -Lightning bolt
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if that makes sense

drifting egret
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Xiexe's inventory system is the best iteration of toggles I've seen so far

shell shard
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So pretty much:
Emptygameobject
props
Props
Etc.

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Correct?

golden valley
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yep

shell shard
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Sounds simple enough, and surprisingly have xiexe's inventory system, just no direction on how to use it.

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So I guess I'll give that a try and see what happens

golden valley
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I was just telling him to put these instructions on the main page of the github ๐Ÿ˜ก

drifting egret
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Yeah, they're included with the package and they're easy enough to follow

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I tried Kuro's toggle props and could not figure out a damn thing about them

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6 animations included, all named something like enable or disable, readme tells you "put "the" animation on an animator"

shell shard
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Sounds like I have a project to set up

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I use signs to talk, but it's the bare basics. So this will help out as well as cut back on the amount of avatars uploaded

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Hello, Goodbye, Thank You, Your Welcome. That sort of deal

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Literal sign language

golden valley
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lol

drifting egret
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Oh yeah, I have one of those boards

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A 9x9 grid of responses or emotions when I'm mute

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Yuumi made an even better one which uses particles

manic cloud
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"kuro toggle" is nothing but the same toggleprop with just instructions, any1 who understands how animator toggles work can make it

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@shell shard yes, that is using a simple animator toggle that enables/disables meshes, game objects and more game objects

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by mentioning that.. I have to finish the avatar, still missing a spell

shell shard
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I assume actual emotes are optional?

manic cloud
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well, you can do an animator logic that cycles through the outfits and have it on a gesture

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i try to keep my stuff rather simple on public avatars to not confuse too much

shell shard
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As long as I'm able to swap out a set of signs using an emote, i'm good

shell shard
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i'm not really understanding the instructions.

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So it creates pretty much 14 animations; 7 enable animations and 7 disable animations that I have to put on a controller.

drifting egret
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Basically, yes. @shell shard

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I think it also adds a "disable all" animation

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You can override your emotes with the desired disable options

shell shard
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So I assume I need to put some props under a single game object then.

drifting egret
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You can put them anywhere and just point the inventory generator towards each one of them.

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So if you have a prop in your right hand that you want to toggle, just put it directly on your right wrist and configure it.

shell shard
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Oh, I can do the wrist?

shell shard
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so I followed the instructions, put them on emote 1-8 and I have nothing now.

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so that didn't work and I pretty much just created more work to fix this.

acoustic mantle
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Is there any way to set collision layers for particles? (EG: Player/Player local)

shell shard
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nevermind, have to remake the animations since the inventory thing messes it up.

shell shard
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sign works, only one set though.

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I'm starting to doubt that this thing actually works.

proud meadow
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You can use the same technique as vrcinventorysystem yourself by copying the animation clips and animator controllers and changing the path on the object names (f2 key). This way you can gain a little flexibility regarding where in your heirarchy you can trigger events

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The main key is disabled animator with clip that only turns on some object two levels down. As a child of this you have a disabled animator with clip that only turns off the object one level down. And then the object

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And then you can activate or deactivate things by turning on temporarily some animator (Behaviour.Enabled)

shell shard
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I have no clue. I just have the animations that just don't work and I have already looked through everything. I have no clue what to do

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I've tried everything

shell shard
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I'm just going to wait until something better comes out hopefully

proud meadow
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The problem you are running into might be because the vrc inventory system takes all the things you want to toggle and stacks them below two or three extra nested objects, so if you have animations referring to those things, you might need to edit their paths

shell shard
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I just tried doing that and it still didn't go how I wanted it to

proud meadow
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There is unlikely to be anything better, unless they design the ability for custom animators. Systems with animator toggles will work somewhat similarly to the vrc inventory system. So we need to work with what we have.

normal aurora
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I'd like to at least figure out how to make the hand position different for each prop as well. enabling the props is the easy part :/

copper jewel
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anybody know the optimal way to sync animation with audio? Like if i wanted to make a music video "experience" where events happened according to the song?

static relic
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What parts of Final IK can an avatar creator still actually use?

copper jewel
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i was able to use limb ik and ccd ik

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you can make ccd ik act like look-at ik

drifting egret
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FABRIK also works

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VR IK and FBBIK work

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Aim At also works. I think one of the only ones that doesn't work is Look At.

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But you can sorta get a look at effect using aim at and some empty game objects, even if that isn't the cleanest way to do it.

vestal lodge
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Does anyone want to help me test an editor script aimed at making reimporting avatars easier. It automates copying over a bunch of settings and dynamic bones from your existing avatars? https://puu.sh/BZMGY/53e5dad7c3.mp4

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Currently only supports copying over dynamic bones, transforms and avatar descriptors, but I'll add particles, sounds, lights, rigid bodies and joints later

copper jewel
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YES

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Oh help you test thought you meant if we want it. Not home to test atm :p

vestal lodge
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Do dm me if something isn't working right

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It should also support copying over stuff from other avatars, as long as you keep your bone names and parents the same

vestal lodge
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Note that you still need to manually set it to humanoid

final wigeon
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@flat coral I think you want some kind of physics joint. I seem to remember seeing some joint types have a 'break force' value. Have a read of the unity 5.6 manual on joints, there might be something in there that's useful.

static relic
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Is it normal to have weirdness in the feet IK when using Final IK? I made sure to set up the execution order with a defaulted VR IK component and none of the bones I'm applying my own IK to are part of VRC's IK skeleton anyway, but my feet stomp at some pretty rapid speeds after I've added the IK scripts to parts of her Armature.

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It's some really bad stomping. Like Happy Feet level.

hallow portal
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Did someone get the Final IK grounder to work in VRChat? I got it working in the editor only.

oak pollen
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Yup, me and Rokk had the same problem with IK

manic cloud
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@hallow portal yeah I've seen it working in game, not perfect tho

hallow portal
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@manic cloud On avatars or NPCs?

manic cloud
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@hallow portal avatars, i saw a robot with 4 legs with it and a miku with spider legs on her back that had grounder

drifting egret
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Yeah, add Yuumi to the list of people who had that footstep issue as well

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It seems to execute the VR IK twice whenever the IK execution order component is active.

manic cloud
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it looks odd even if u halve them

drifting egret
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Yeah, it executes twice on top of each other. It's not just the footsteps, the rest of the body slightly changes too.

manic cloud
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and it tries to do footsteps when it shouldn't, from what I experienced

drifting egret
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This seems to be a bug but not sure if it'll be fixed since Final IK support is shaky at best

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Perhaps we need to open a canny

digital saffron
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Hi all, I've been working on a proof-of-concept for VRC using the knuckles controller to give VRC avatars full finger tracking and I finally got it working last night. It translates the SteamVR skeleton input system which uses a more complicated hand rig with two more bones per finger to a simpler finger curling system (thanks to Brian from Climbey) which means that all avatars don't need to be rerigged to work for finger tracking.

drifting egret
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Ooh, interesting!

digital saffron
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Here's it working

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I plan to release this soon and the skeleton system supports all controllers so it would be cool if people give it a try and hopefully improve upon this

manic cloud
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โค

digital saffron
warm niche
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Much excite

normal aurora
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after giving up with airtable client due to .NET 4 requirement, I thought using HttpWebRequest would be a reasonable fallback, but apparently it doesn't like the SSL cert ๐Ÿ˜

vestal lodge
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@copper jewel Did you get the chance to try my little unity thing out?

vestal lodge
proud meadow
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@vestal lodge , nice work making a component copyer. That looks like a really useful tool: tedious to write once but likely to save lots of time from avatar makers, especially if you break a prefab or have to reimport model changes as a different fbx file. Best part is the translation to uwu. I would suggest opening a thread on vrcat.club or posting more prominently about it at some point.

vestal lodge
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@proud meadow Thanks! I will do that once I add support for a few more common components people have on their avatars, like audio sources, particle effects and so on

mild pebble
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Quick question, in lieu of web panel removal, can VRC_SyncVideoStream be used on avatars? (I am new to avatars, but I feel that this is more advanced...)

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Why would I want to do this? Well, to exploit it, of course! :p I could potentially create a web server that generates a live-stream video on the fly (in theory) that shows whatever I want, in near real time.

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That's pretty much why I consider my question to be on the advanced side of things.

oak pollen
normal aurora
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even web panel didn't work on avatars heh

sonic locust
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Wasn't supposed to work on avatars heh

mild pebble
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Gotcha, thanks xP

drifting egret
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Basically a handful of components work on avatars. There's quite a few that work though

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Not a single script will work on avatars, except avatar descriptor, dynamic bone, IK Follower, and some Final IK stuff.

warm niche
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Well

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Tos

rain crag
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hey, im making a world where there is different roles, how can I make it so that when you press a button, suddenly an icon appear on above your head and it follow you around?

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i've heard that it could works with the Toybox Addon, but I still can't figure it out

hybrid raft
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Did you download toybox and add it to your project? It comes with an example world with a button that adds a floating crystal above your head.

rain crag
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yeah, But I couldn't find the button....

rain crag
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Correction ,I,ve found the button, I literally copy pasted the WHOLE crystal button mechanic but is STILL not working in my world, WHY!?

warm niche
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How do i loop a shader?

proud meadow
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...

warm niche
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what.?

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cant loop a shaderr ...

proud meadow
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I don't know if that was intended to be a serious question. I would need more context

smoky phoenix
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[unroll(โˆž)] ๐Ÿคฃ

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@rain crag ensure that you have downloaded all the unity standard asset packages

tired gate
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Does anyone know how to fix an issue I'm having where it is extremely difficult to interact with a UI, because right now I'm having to touch the very edge of the slider on either end to be able to move it

drifting egret
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Make sure the Z Pos on all objects within the canvas is 0 @tired gate

rain crag
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@smoky phoenix you sure is necessary?

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and just in case, where can I found this "standard asset packages"?

smoky phoenix
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Assets > Import Package >

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then go down the list and get them all if you're not sure which ones are required.
Toybox relies on certain scripts in unity standard assets

rain crag
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good news, I was able to get the crystal to follow me and above my head....now I just need to figure out how to switch the mesh...

hushed bay
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I needed this thanks Shadow

merry coral
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Hey I got a question

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Can we get websites to display ingame

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Or is that still broken

proud meadow
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That's not going to be fixed: embedding web content securely is an extremely challenging problem. There are a few alternatives for some uses of webpanels we had in the past, if there is something specific you intend to do.

rain crag
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alright new problem, (and yes, it still has to do with the Toybox addon) I made 2 different buttons (black an white) that is suppose to spawn a specific logo above someone's head depending on what button you chose, but when I try to add a second button, the map glitch and it doesn't spawn any of the logos....

next eagle
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hey i have a problem now. My world is blackscreen but i can hear the sounds ๐Ÿ˜ฆ

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InvalidOperationException: Operation is not valid due to the current state of the object
System.Collections.Stack.Pop () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections/Stack.cs:329)
UnityEngine.GUILayoutUtility.EndLayoutGroup () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:323)
UnityEngine.GUILayout.EndScrollView (Boolean handleScrollWheel) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:435)
UnityEditor.EditorGUILayout.EndScrollView () (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7540)
VRC_SdkControlPanel.ShowBuildControls () (at Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs:204)
VRC_SdkControlPanel.OnGUI () (at Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs:131)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222

normal aurora
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you can run a web browser to render to an image and then load the image

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discord just caught up right as I hit enter lel

next eagle
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sry my english is bad i dont understand you

normal aurora
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it wasn't about your question anyway, because discord caught up right as I hit enter

next eagle
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ok

next eagle
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Never have ideas for my blackscreen problem?

static relic
#

I'm still looking for any potential fixes for using Final IK on my avatars causing them to tap their feet pretty aggressively. Mainly when looking down.

normal aurora
#

decrease step speed

#

doesn't really fix it, but slows it down at least

drifting egret
#

Same issue

#

It happens as soon as I enable the IK Execution Order component.

#

I can decrease my step speed but that makes it too slow while toggled off

acoustic mantle
oak pollen
#

Does it also happen in worlds with shadow-enabled realtime lights?

acoustic mantle
#

yes

#

something also causes it to bloom white after a bit until you move again (realtime lighting)...I'm lost here

#

reflection (or something) off the hands seems to start a cascade of white bloom unless you blot it all out

static relic
#

I'll have to check out the step speed later on tonight. Assuming it's the setting under Locomotion in the VR IK component? I thought that was supposed to be overwritten by VRC.

#

Also, @drifting egret. I'm still figuring out Final IK, but do you toggle your additional IK in-game via gesture? Does it show in play mode in Unity or am I not going about it the right way? Toggling the IK Execution Order component shows the IK still active in Playmode.

Ah, but that's only because we don't have VRC's IK to take over in Playmode?

warm niche
#

anyone know how to mod CATS so that the drop down lists are larger?

static relic
#

Might be a limitation of Blender.

warm niche
#

no

#

only the bone listing is restricted

#

the other drops downs arent

static relic
#

Can always @ Hotox.

#

Or join CATS Discord. They're pretty quick to assist.

warm niche
#

i did

#

they dont respond

normal aurora
#

@static relic oddly enough that setting and a few others aren't overwritten. still no idea why the same thing doesn't happen when you don't have any additional IK on the avatar

subtle kelp
#

Kuro only gave me 3 minutes to respond ๐Ÿ˜„ ๐Ÿ‘Œ

harsh nest
#

@acoustic mantle my theory: It looks like you have transparent shader in opaque queue, so it's blending with previous screen contents
in editor it might look fine because you might have changed the queue on material to be transparent, i think VRC ignores queue set on material, so in VRC it reverts back to opaque

#

if such is the case you want to change the queue inside shader to transparent

acoustic mantle
#

I'll look into that, thank you. I assumed it'd pay attention to the material because it'd make sense

acoustic mantle
#

@harsh nest nope, double checked. Geometry-1 (1999) on both shader and material.
It's supposed to be a depth mask, hiding the render of the surface and showing the object below (the lava pit in this case)

acoustic mantle
#

Lag free box example, walls down, half way through mirror on the top left where the vertical line shift is seen.
It seems to work properly outside the floor, but not where the floor actually is vertically (but can still be seen through it...)
https://i.imgur.com/pFuoIB3.jpg

#

Apparently If I can see the sky at least in a corner of the screen it will come out like the bottom section, otherwise it stretch-tiles like the top...
I can't tell if this is because of VRChat or if the shader is actually having issues here.

merry coral
#

ay is there a prefab for those custom menus in certain worlds i.e the local settings menu in Avatar Testing

proud meadow
#

You're looking for UI panels. You can copy some examples with them from the sdk or add them to your scene and fix the scale. Make sure to add the vrc ui interaction component to the canvas

next eagle
#

hey can i create cutscenes in my world as UI?

drifting egret
#

@static relic yeah, I toggle my FABRIK, IK Execution Order and VR IK components on via gesture. It works fine for me in play mode.

sudden sail
#

Hard to tell without any info on your spesific impliment @merry coral

merry coral
#

It's all good @sudden sail

acoustic mantle
#

Same issue as before, depth mask works in Unity, but in VRC it stretches textures seen next to or above it when looking around instead of masking the ground it is placed above. Started with "Geometry-1" queue, tried with "Geometry-21" to see if it was causing the issue, did not help.
https://pastebin.com/BrfncB8G

next eagle
#

How i can create a teleport with collider?

warm niche
next eagle
#

The problem is my collider dont trigger.

#

In my first project its works but in my second the colliders dont trigger

dapper mountain
#

@next eagle If "is trigger" is checked on the collider, use "OnEnterTrigger" with "PlayerLocal" as its layer. If "is trigger" is uncheck, use "OnAvatarHit". OnEnterCollider does not works with avatars.

next eagle
#

i want not playerlocal. Can i make this Global? For a Animation.

#

I have a Bodyguard. The Collider must trigger the Animation from the Bodyguard but global.

#

Do you know what i mean?

#

@dapper mountain

dapper mountain
#

to make it global, just make sure it is on "AlwaysBufferedOne" The Layer only decides what triggers the trigger, not how it is shown to others.

#

But, you were doing a teleport, right?

sly cloud
#

anyone mind helping me with a issue? I've uploaded my world and everytime i attempt to load into it, it crashes my game

#

`

next eagle
#

@dapper mountain no teleport i want to trigger animations from the human with collider

sly cloud
#

Here's my log while trying to load into the map

#

erm

#

`2018.11.19 18:24:07 Log - [VRCFlowManagerVRC] Preparation has taken 110 seconds, progress is 1.000001%, loader state is PreparingAssets

2018.11.19 18:24:17 Log - [VRCFlowManagerVRC] Waiting for world metadata load to finish..

2018.11.19 18:24:17 Log - [Always] Loading asset bundle: Home_Kit_Basic

2018.11.19 18:24:20 Error - [Network Processing] Local instigator was invalid when trying to process _DestroyObjects on SceneEventHandlerAndInstantiator

2018.11.19 18:24:20 Log - Room is running with an update rate of 33

2018.11.19 18:24:20 Log - [VRCFlowManagerVRC] Switching active scene: => Home_Kit_Basic

2018.11.19 18:24:20 Log - [VRCFlowManagerVRC] Instantiating VRC_OBJECTS

2018.11.19 18:24:20 Log - [VRCFlowManagerVRC] Hard max is 40
`

dapper mountain
#

@next eagle So, basically you want a Player to trigger globally an animation from the Bodyguard? Do you have something done? A picture would be very helpful

next eagle
#

@dapper mountain its works thank you very much i love you ๐Ÿ˜„ nice help

next eagle
#

@dapper mountain do you know how about i can add a panel on wall with clickable link or with a feedback system? I like to create 1 star to 5 star world feedback on my spawn room

dapper mountain
#

@next eagle You cannot add clickable links inside VRChat (that I am aware of) and webpanels are currently removed from the SDK. So all you can do is put a link as text/material in your world to website where they can rate your world, or your discord name for feedback.

next eagle
#

hm ok thanks ๐Ÿ˜ƒ

desert robin
#

So... anyone got any idea to why post processing isnt working with 2017?

#

every time I import it just doesnt work keeps giving errors

stiff lily
#

New processing stack maybe ?

desert robin
#

ignore the two warnings I know whats going on there

#

I dont even have a stack started this happens every time ive imported it

next eagle
#

hey i installed the new unity version. Can i create a second world? Its ok when i Detach the Blueprint Id? Than i have one world with old version and the same with new version??

drifting egret
#

You should detach the blueprint ID and then upload. Once you're done, you can assign your old blueprint ID and upload the 2017 version of your world. The 5.6.3p1 version will be kept, but you will have to resubmit the world for public. @next eagle

next eagle
#

my sdk dont work more :/

unique dust
#

What's the situation with VRChat/Unity & Playmaker addon? has VRChat implemented their own logic block system yet?

near bronze
#

They're no longer doing playmaker, they're developing their own thing called udon currently

unique dust
#

okay, thanks. will that give us the ability to create fully interactive games using Unity - VRChat?

near bronze
#

you're gonna have to be a little more specific, because to some degree (and a lot moreso than most people might expect) we already can with the current tools we have

unique dust
#

say, using your VR controllers to control a VR remote control car, for instance?

near bronze
#

yeah we can do that now. There's a world that has that but I can't recall the name

unique dust
#

and when the car crashes... bits can fall off?

near bronze
#

That's where it starts to get out of range of current capabilities, but udon should be able to

unique dust
#

ahh thanks. I am waiting for the time that I can start to implement my idea which at the moment is simply a scene in VRChat...

#

Robot Wars VR

#

I would try setting it up using VRTK but I need to really knuckle down and learn how to do it, SteamVR, networking and the whole sherbang!

near bronze
#

yeah the damage is definitely not out of the question, but it would be janky. The building on the other hand is totally out of the question

#

Your main limitation is that you'd probably want more inputs. Right now we can access the joystick and the touchpad by using some standard asset scripts in a roundabout way, and that works fine for basic cars and stuff. But for a robot you'd really want complete, direct access to both sticks

unique dust
#

yes, I managed to create a nice prototype using Unity and it works great in VR on my local PC against AI robots.

near bronze
#

Oh so you're already familiar with C#?

unique dust
#

yes, a bit but only on a hobby level

near bronze
#

That's great, udon is pretty much designed to be visual C#. It's not like it's own new language, so a lot of knowledge transfers

unique dust
#

is it usable now?

#

is it out, I mean?

near bronze
#

No, but there's a beta for some specific members of the community that are known for building stuff with what vrchat currently offers

unique dust
#

okay

#

Robot Wars is absolutely perfect for transition to VR IMO. I can't understand why it's not out on VR yet!

#

I contacted the folk who make VRSportsBar (VR pool) and they were interested in the idea but have too many projects going at the moment

#

I'm trying to tackle it myself but need to work out the best way forward.

next eagle
#

how i can add pens ins my world?

sly cloud
#

Still having the issue where uploading my world causes me to crash trying to load into it after uploading. I don't know what the issue could be. :l

smoky phoenix
#

@sly cloud turn future proofing off

sly cloud
#

Its not unity that crashes

#

Its VRChat that crashes. After the world is uploaded, upon joining it in vrc, the game loads to 100% then immediately closes out the game.

#

But I've had future proofing turned off from the jump

smoky phoenix
#

oh vrchat...

pliant shard
#

Try clearing your game files on %temp% and %appdata%. Maybe it will help

desert robin
#

my poor CPU 2017 doesnt like it

next eagle
#

Can i create full games with the sdk for Pc? Or work that only in vrchat?

warm niche
#

Does VRChat do anything regarding asset serialization? Seeing as binary files are significantly smaller, does it make sense to force binary serialization prior to upload? Or does it make any difference at all?

#

in other words, are assets all converted to binary on the backend anyways?

proud meadow
#

On uploading it creates a binary vrca package which is compressed pretty efficiently

#

You might be seeing slow uploads because it uploads a copy of your project with all its source files by default. To fix this, everyone recommends unchecking future proofing in the vrchat sdk settings

static relic
#

Setting step speed to 0 is pretty great. sarcasm It works until you try to turn at all.

warm niche
#

thanks lyuma

next eagle
#

hey how i can create jumpscare ui?

tardy folio
#

@proud meadow UnityPackages are renamed zips, I assume all the extra garbage gets combined into it which is why it takes so long.

smoky phoenix
#

set the ui canvas to screenspace camera and add a box collider and disable it

sand canyon
#

@next eagle I suggest starting with a basic world and learning more about the SDK. In #world-development I pinned a spreadsheet of a lot of prefabs, they show you how to do various things. There are a few pens in there. Jetdogโ€™s package had a ton of stuff too.

#

Jump scares can be done in a number of ways, take a look at the prefabs and see what triggers can do.

next eagle
#

@sand canyon yes but i want to create GUI Jumpscare do you know what i mean?

sand canyon
#

Not sure what you mean

#

Like a screenspace shader?

#

Like OfficalSayon does in his horror maps?

sly cloud
#

anyone know what this means? 2018.11.22 17:19:12 Error - [Network Processing] Local instigator was invalid when trying to process _DestroyObjects on SceneEventHandlerAndInstantiator

next eagle
#

@sand canyon I mean you go the floor than you trigger and next second a image comes on your fullscreenn with scream do you know?? GUI Trigger

sand canyon
#

So yes, you just need a collider set to trigger where you want to trigger the scare. OnEnterTrigger, set the layer to PlayerLocal. The actions would be AudioTrigger on the sound and SetGameObjectActive on your visuals. The only part I donโ€™t know is where you get the shader, but those are out there.

dark sigil
#

How come when I reap an object, if another instance gets spawned later the triggers don't work? I'm getting a NullReferenceException whenever I'm trying to fire the trigger

#

more specifically I'm spawning guns and the firing is controlled by an animators and they're not firing after they get reaped

near bronze
#

Is all of the firing logic contained entirely within the prefab?

dark sigil
#

yes

#

animator trigger and object scripts are on the same object

#

it still has the animator on it because it goes to it's entry state

near bronze
#

And does the prefab include the animator and everything too?

dark sigil
#

yeah

#

everything works correctly when it's first spawned

#

after that once it gets reaped it doesn't work anymore

smoky phoenix
#

you don't need a shader for screen space stuff

#

just make a canvas set to screenspace camera and add an image to it

stable hazel
#

I don't think those show up in vr though, only desktop

smoky phoenix
#

indeed they do show up in vr

#

provided you set it up right

stable hazel
#

I will have to look into that, thanks for the info

sudden sail
#

Anyone got any idea how id go about getting the object's rotation (as in worldPos but instead of position the rotation) in a shader?

proud meadow
#

(float3x3)unity_ObjectToWorld will give you the rotation matrix of the object. If you want the three angles out you will have to do some trigonometry or you can find a function online to do it.

near bronze
#

@stable hazel @smoky phoenix it's a little more involved than that, there's also vrc_uishape and a couple other settings. check out hardlight's toybox, it has a playertracker in it that does all the setup for you.

smoky phoenix
#

my setup is

  • Canvas (screen spac ecamera) adjust plane distance to how far you want it from screen
  • no graphics raycaster
  • Canvas Group with all the things unchecked
  • Canvas Scaler sized scale with screensize + match width or height
  • VRC_Ui Shape
  • A box collider but disabled (unchecked, so that unity doesn't automatically add a collider)
#

then as a child, have a Raw Image or Image with the pic you wish, and also adjust the size and position in the rect transform

summer berry
#

@sly cloud what are you doing in your world? Triggers? Avatars? Complex environment? (I've experienced game crashing when I make an infinite loop with triggers. Make sure you don't have any custom triggers calling themselves)

sly cloud
#

Oh, @summer berry I'll take a look at my triggers.

static relic
#

Any ideas on why enabling additional IK on an avatar would cause both of its shoulders to drop? How would I go about correcting that? Adjusting shoulder weight did nadda.

#

It's not terrible but it is noticeable.

sly cloud
#

@summer berry Fixed it! Seems the issue was the either the Object Pick up or Object Spawn on one of my objects!

static relic
#

Has anyone had any luck getting additional Final IK components to work on avatars while in full body tracking?

#

Any hints or tips to getting it to work would be great.

#

I've already tried substituting FBBIK for the VR IK component with no results.

normal aurora
#

hmm, what doesn't work? I figured you'd just add FBBIK into the execution order but maybe there's more than that

#

I feel like stuff missing from the execution order is also the reason for the tapping problem but I haven't figured out what

#

or maybe it's actually something to do with IKExecutionOrder ignoring components' disabled status >:|

static relic
#

I've just tried putting FBBIK in at the top in place of VR IK, but all my pistons that work in standard VR no longer work in FBT.

#

I assumed having VR IK and FBBIK would've been a bad idea, so I only have one added at a time.

#

Which means I'd need a model for standard VR and a model for FBT. Which would be fine, if it worked.

#

ALSO, I set step height and heel height's line to a flat 0 and set the step speed to 1.5 and it greatly lessened the tapping's noticeability.

#

It's still there, but a lot less noticeable.

#

Once I get this Final IK stuff figured out, I'll stop asking the discord for help and start answering questions instead. ๐Ÿ˜‚

drifting egret
#

Pretty sure the game manually manages any existing VR IK and FBBIK components @static relic

#

Just disable them by default to be sure

#

The foot tapping problem is very widespread.

static relic
#

@drifting egret I think the above solution is the best I've got with my foot tapping issue so far. I just can't consider my model complete until she works with FBT. It's like I have no additional IK added at all when I go into FBT.

#

All I've really tried is replacing VR IK with FBBIK though. There's probably something missing and I don't know it yet.

#

I think the SDK automatically disables the VR IK and FBBIK components when you go to upload, but I'll try manually disabling them beforehand.

sly cloud
#

How does one use panels instead of buttons? Instead of going up to press a cube but using the laser that comes out of your hand?

sand canyon
#

@sly cloud that's using UI. I'd suggest looking at jetdog's prefab pack (pinned in #world-development) for some examples.

drifting egret
#

If you use jetdog's prefabs, make sure you set the Z pos of every UI element to 0

#

For some reason the prefab has a lot of differing Z positions on my end and on my friend's end

#

Which makes it not work

sand canyon
#

tell @shadow dock to fix for his next update?

shadow dock
#

which ones?

drifting egret
#

I'll check once I get home

#

It was the UI example that showcased various button interaction options, not the video player one

shadow dock
#

i have the mesh object offset since it was z fighting with the panel but im not finding any ui elements. was it the old ui example?

manic cloud
#

from what I understand the buttons have to be at z = 0 or els ethey don't get batched, hopefully that's how prefab buttons are and only the canvas offset

drifting egret
#

Additionally, having other elements not at Z 0 might make the buttons not clickable because the panel will be in front of the buttons

static relic
#

I don't remember; do the UI buttons have the same issue as OnInteract buttons where you can click it twice in a single trigger pull if you're not paying attention? Because I get tired of mirrors flickering when I attempt to click the toggle button to turn them on.

#

I'd definitely use them if they don't share that problem.

drifting egret
#

I think they don't have that issue

#

But I never use OnInteract triggers with them, I just use Click () events directly since mine are all local anyway

summer berry
#

If the buttons are behind the canvas, they wonโ€™t be clickable, but if they are in front, you can still sort of click them as long as they are within the bounds of the canvas collider that gets added. Iโ€™ve messed with dynamic menus and when I added buttons the happened to be rotated and I could still sometimes click them.

sick verge
warm niche
#

@summer berry what you said above about buttons in or outside of canvas.. just using proximity on trigger works.. like proximity 7 for example.. after all you don't need to reach out and touch it you just need line of sight from that visible laser on controller.

I haven't truly messed around with canvas I don't need to with what I create.. but I've noted something that I need to sort out lately.. not sure if it's just vrc triggers or not but interaction text is missing from all triggers which is frankly driving me mad.. still I could just use a canvas over the trigger by the sounds of it for a nice quick fix.

summer berry
#

Now you get the tag right

#

And using UI doesn't use OnInteract's proximity

#

It's a raycast that requires the ui component to be within the box collider surrounding the canvas.

warm niche
#

Oh the buttons are on gui then so.. bypass buttons on gui by using physical instead?

summer berry
#

What?

warm niche
#

The play button for example on a canvas ypu could use a standard trigger that bypasses and triggers that trigger by using a relay trigger

summer berry
#

You can call triggers from UI Buttons. not sure the point in bypassing something like that

warm niche
#

Or you could enter debug mode and do something more complex

#

Well I know of triggers behind colliders unusable for vr users that's an old historical and annoying bug.. no different than using a sphere colliders over your world without istrigger result is goodbye to all your triggers.. if buttons are outside usable if inside not.. so a relay from outside to use on the inside should work

#

If vrchat actually had console usable for client ypu could call triggers too.. the same way as canvas works in garrysmod with playx that's the exact same setup and in the end we resulted to using text field aka simple chat window to send commands.. which works perfectly.

#

Since vrchat actually lacks a chat aka typing I think console would be a life saver

#

Console by rank maybe? It's just that think of all that output we could see in what's going on in our own world's then.. we wouldn't even require digging through logs generated if someone on our world's is messing around, we would see the player Id and the actioned authed.. plus other useful things like wire frame node and displaying all technical information for debugging.

#

Oh and using visual basic to attatching the debugger to unity is not the same as running a console through vrchat because the server massively responds differently..

smoky phoenix
#

@sick verge I've been messing with those scripts recently to try make game hehe

sick verge
#

@smoky phoenix ooooo can't wait to see what you have cooked up

ionic wolf
#

any developers interested in making a more friendly social area like a piano bar?

sand canyon
#

You make it! Well help you

ionic wolf
#

I'd need the piano code lol

#

from the piano rooms I thinkLateo's Piano World works best though, if i could get the piano, quite happy to design a bar etc

dark sigil
#

Is there anyway for objectsync to not sync animators?

near bronze
#

Put it on a separate gameobject

#

Like a parent

sand canyon
#

so @ionic wolf an actual piano is hard becuase of the audio source limit. However there is a piano world.

#

but people totally go play piano irl with a mic

tame trench
#

Cant you just use an audio bank for the different nodes and use playindex?

#

Seems like the simplest answer to me without using excessive audio sources

summer berry
#

Audio banks will cut off when overlapping sounds.

shadow dock
#

Ive not had time to try it out but the docs says it supports oneshot audio. That would allow for overlapping sounds.

tame trench
#

ive used them and i remember them having the option

smoky phoenix
#

I set up a piano in the past that overlaps, it sounds fine most of the time with any midi song, only when you get super fast or very very cluttered songs it starts clipping

#

although the setup I had was each note with 1 audio bank and 1 sound

#

think i tried the single audio bank before but had trouble with it, unless there was some other method i didn't figure out

tame trench
#

i never used the oneshot mode as i have only used continuous but it still sounds possible with 1 audio bank and 1 audio source (or multiple audio sources)

near bronze
#

NO WAY! Audiosource.PlayOneshot is awesome! You can trigger it with buttons and it works exactly as you'd expect, allowing for overlapping audio. But that's not all: You can use a single audio source and tell it to play any other sound, not just the one audio clip that you pre-load the audio source with. @summer berry look into this

#

No need for an audio bank or anything

sand canyon
#

@near bronze you are my hero

summer berry
#

Well, expect piano worlds now

sand canyon
#

Shit one audiosource per gameobject and you donโ€™t have to dick around with custom volumes/falloff for each effect

#

So good

near bronze
#

I was in a rush to test it before I had to go, so all I verified were those two facts. I can't say for sure how the quality is when you have a single source playing multiple clips, that needs testing too

near bronze
#

ok I'm back, and I need a proper library of piano sounds to test it with, but yeah it seems to handle a bunch of different sounds all at once just fine

#

this seems like the new "best practice" for audio, unless something comes up

summer berry
#

Telling new people to use buttons for audio might be a little much

near bronze
#

well yeah, hardly a thing to require people to do for optimization. Just that I'll personally be using it for everything short of looping continous sounds

summer berry
#

I probably will too, but then again, most things I did with sound were location based.

static relic
#

File size is still a thing though, right?

summer berry
#

Yes?

static relic
#

Nevermind. Confused at buttons.

#

Triggers.

near bronze
#

Yeah they're similar to triggers, but built into unity and capable of accessing some other stuff, like audiosource.playoneshot()

#

Also reparenting and animation sampling, which cyan has a tutorial on

summer berry
#

I need to make a better video than that.

static relic
#

I just need to get back into world creation. Avatars are just easier to bring to people.

#

And see reactions realtime. ๐Ÿ˜

near bronze
#

Yeah, that's definitely the downside of worlds. But being able to make something that people can actually interact with instead of just watch makes it all worth it

static relic
#

Avatar interaction has become more of a thing lately though. But yeah, I can see that.

static relic
#

I thought I'd check before trying. Is there any other known methods for triggering a .anim on an avatar other than gestures?

#

I'll probably come up with some Rube Goldberg machine to figure it out anyway. Like everyone else.

tepid rune
#

Emotes and hand gestures

drifting egret
#

Going prone

#

@static relic

#

As well as walking or falling

#

Literally just any slot in the override controller

#

But you can't move transforms in walking animations

static relic
#

Ah. Rube Goldberg machine it is. I'll let you know if I figure out .anim on collision without scripts or gestures. Or even audio on collision without scripts gestures. I have some ideas.

#

Final IK is so handy.

#

Just want to point in the air and trigger a .anim

tepid rune
#

i mean

#

it wont work

#

but good luck

static relic
#

Should be fun.

#

I mean, there's plenty that's been said to but now works.

#

So thank you.

tepid rune
#

i mean, final ik is not in the game

#

so the components wont work

static relic
#

It is?

#

Lmao.

tepid rune
#

it gets removed from custom content

static relic
#

The VRC IK is Final IK.

tepid rune
#

im pretty pretty pretty sure

#

yes

#

but when you upload it gets removed

static relic
#

I use it on an Android girl for her pistons. Works like a charm.

#

For everyone.

tardy folio
#

These are all the FinalIK/RootMotion scripts you can use

IKExecutionOrder
VRIK
FullBodyBipedIK
LimbIK
AimIK
BipedIK
GrounderIK
GrounderFBBIK
GrounderVRIK
GrounderQuadruped
TwistRelaxer
ShoulderRotator
FBBIKArmBending
FBBIKHeadEffector
FABRIK
FABRIKChain
FABRIKRoot
CCDIK
RotationLimit
RotationLimitHinge
RotationLimitPolygonal
RotationLimitSpline
#

They're whitelisted for avatars.

static relic
#

^

#

Have fun trying them out Sai.

tepid rune
#

no intention of trying them out

tardy folio
#

wat

tepid rune
#

I do not have intention of trying them out

#

breathe wants to play with them

#

i dont put more work into my avatars than needed anymore

#

ยฏ_(ใƒ„)_/ยฏ

drifting egret
#

They work just fine

#

Well, for the most part Final IK works perfectly well ingame.

#

The game uses Final IK for its IK

#

And the components are allowed on avatars, but without full body you get scuffed footsteps for some reason when you try using IK Execution Order.

tepid rune
#

oh yeah

drifting egret
#

The docs say you can only use VR IK and FBBIK for some reason

tepid rune
#

thats the issue my friend had

#

not the component being removed

#

my b

#

the docs are fairly dated anyway

#

tbh

#

says stuff like textmeshpro working

#

which doesnt work

scarlet helm
#

Anyone can help ? >.<

#

Target not supported, switching to one that is.
UnityEngine.Debug:LogError(Object)
EnvConfig:SetBuildTarget() (at Assets/VRCSDK/Dependencies/VRChat/Editor/EnvConfig.cs:611)
EnvConfig:ConfigurePlayerSettings() (at Assets/VRCSDK/Dependencies/VRChat/Editor/EnvConfig.cs:256)
EnvConfig:ConfigureSettings() (at Assets/VRCSDK/Dependencies/VRChat/Editor/EnvConfig.cs:171)
EnvConfig:EditorUpdate() (at Assets/VRCSDK/Dependencies/VRChat/Editor/EnvConfig.cs:144)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

#

I don't know how to fix the error

static relic
#

I dramatically reduced the footstep issue to nearly nonexistent though. Also, I couldn't get additional IK to work in FBT anyway. ;P

#

I'll try that again later.

warm niche
#

Is It possible to force a player to lay down? Like If an enemy jumps at the player

drifting egret
#

You can force them in a station

#

Just be wary of motion sickness

#

Combat system has "death" built in, you might be able to do something with that

warm niche
#

Ah that's what I hoped for! Thanks!

#

(not the motion sickness) haha

solar blaze
#

Just out of curiosity, does VRChat currently support Unity's implementation of Nvidia's VRWorks or AMD's LiquidVR, specifically in regards to using multi-GPU configurations?

rough sleet
#

@solar blaze No

solar blaze
#

Are there any plans to support these standards in the future?

rough sleet
#

@solar blaze Probably not unless Unity integrates support in a future version of the engine.

solar blaze
#

AFAIK Unity already carries support for these standards, they just have to be enabled via an extension to the engine

rough sleet
#

And VRChat will of course have to upgrade to that version.

#

Also some of the VRWorks features require modifying any custom graphics shaders which would break already uploaded content.

#

Lens matched shading, and multi-res have this limitation, but I'm not sure about multi-gpu.

solar blaze
#

I could be wrong, but I believe VRworks multi GPU workflow splits rendering of the scene between the eyes, one card handling the left eye and another for the right. Not certain the implications that would have on shader accuracy.

#

That particular facet of the standard could be quite useful for those who already have multiple GPU configurations. Basically a free performance increase for them, as long as implementation is not damaging to compatibility

rough sleet
#

@solar blaze My guess is that the shaders would need to be modified to check a variable that tells them which eye they're rendering so they can use the corresponding projection matrix and camera position. Unity does something similar for its single pass stereo implementation but I would expect Nvidia's Multi-GPU implementation would use its own set of variables.

dusk thicket
#

Does anyone know when Udon will be released, would such things be possible: procedural generation of meshes (terrain, objects), creating custom physics of vehicles, operating and transferring custom data between users (scores and other variables) โ“

summer berry
#

No and supposedly

warm niche
#

if an object has an onenable trigger on it and another object has an animator playing a looping animation that disables the object can a script still activate the variable at all to trigger the onenable trigger or does the animation keeping the object disabled prevent this?

fast bone
#

I'm not sure why, but for some reason my model will no longer respond to new Cloth colliders. As far as I'm aware, I haven't changed anything to break this.
What I'm trying to do is set up two capsule colliders in the chest to prevent an awkward issue where the jacket goes through and clips the front.
The Capsules are connected to the Chest, and a dummy chest bone I made specifically for this. I know there is a limit to the supported amount of colliders (32) but I'm resting at 29, so there should be no issues as far as I'm aware.
https://puu.sh/CcScO/8930b66f8a.mp4

summer berry
#

@warm niche if an animation controls the state of an object, then nothing else can change it. I think this has to do with write defaults for the animation states.

warm niche
#

ok thanks ^^

verbal wyvern
#

@fast bone try changing the Colliders to "Is Trigger"

#

okay forget what i just said, you already did that

proud belfry
#

I'm setting up a counter in my world to display how many players are in the world (or just in certain areas of the world)

#

I'm currently doing this with a trigger increasing an animation integer, and changing to different animation states based on the integer.

#

and it works! but i'm wondering if anyone has done a similar thing. is there any other way to count players?

stable hazel
#

I've done player counting before. Most consistent method I found was to have a big trigger collider sweep through the map with the trigger setup: OnEnterTrigger, Local, looking for PlayerLocal. The action is to then activatecustomtrigger on your counter, AlwaysUnbuffered, to add 1 to the playercount. Then anytime someone joins or leaves the world/area have it set the count back to 0 and do a recount

#

if you're doing it for the whole world and not a just a specific area then you can probably make use of overbuffering to just broadcast to have each player add one to the count on a customtrigger

proud belfry
#

sounds like that would definitely avoid counting errors

#

thanks for the response. do counting errors usually happen?`

#

using ontriggerenter and ontriggerexit for individuals worked OK when i tested it

stable hazel
#

the biggest counting error I ran into is that if the trigger moves too fast or is too small it won't count consistently. I've heard giving a rigidbody on a collider will improve the hit detection but I haven't played around with that yet

proud belfry
#

i see.. what i was wondering is what the reason for having a moving trigger is

#

would having one large trigger (covering the whole area) have a negative performance impact?

#

your method sounds like it would work! ๐Ÿ˜ƒ

stable hazel
#

the idea of using the moving trigger is that you can count players in a specific area instead of the entire world. But it has to be moving because, as the name suggests, you have to physically 'Enter' the trigger for it to work. If the trigger just appears on top of you it won't count you again. So you move the trigger into the player so they 'enter' it. And you don't have this going all the time, only when you need to do a recount otherwise it's just disabled

proud belfry
#

alright, so the advantage is that you have the trigger disabled most of the time. i guess that might increase performance!

#

i'm simply counting players who have moved into a certain area. i'll probably use a stationary trigger for now, but you method seems really useful for bigger maps! thank you so much.

summer berry
#

Well, I guess that works. Maybe I'm the kind of person who just hates the idea of recalculating something every time though. I think it is best to calculate things locally but I'm not sure how it is handled when a player leaves. (Does it fire on exit trigger).

proud belfry
#

i does, and respawning doesn't break it. i run into issues when players spawn in a trigger, so i image late joiners will get inaccurate player counts.

warm niche
#

any1 did Realtime GI by animating Texture? it works no problem with jsut updating Emmision color but if i want to scroll Em.Tex. it just doesnt update in play mode (it does update outside of playmode tho)

rough sleet
#

@warm niche You need to put a VRC_CustomRendererBehaviour script on it.

#

With UpdateGIMaterials checked.

warm niche
#

ah, okay. i tried so many things, you dont even know. i tried so hard that i destroyed my project and atm stuck at reimporting all files in hopes it will be revived. then gonna check the component T-T

tame trench
#

This is why backups are your best friend

stark canyon
#

So I just learned of NavMesh Agents, but before I get into actually learning how they work, does VRChat support them and would it be much of a performance hit if I wanted to add maybe a couple dozen of them scattered around?

summer berry
#

They work, and it depends on what all you use them for. I assume players are worse than nav agents. โ€œBless the Rainsโ€ spawns an agent per player and it works fine.

#

See Fionnaโ€™s pets prefabs if you want more specifics on how it works in vrchat.

sand canyon
#

โ€œBless the Rainsโ€ has about 12 world nav agents and every player gets one too. Not huge performance hits as long as you ensure you never get agents off the mesh. Those spam errors that lag.

#

Found the public version has one error spamming lion.

stark canyon
#

Awesome! Thanks for all the info :)

empty chasm
#

are dynamic bones supported in worlds? They aren't working for me

summer berry
#

Yes, but only within a few meters

#

so really, no

#

You need to be in range as you would an avatar

empty chasm
#

they aren't working at all for me

#

im in range, walking right up to them

#

is there a specific setting i need to use?

#

im using mostly default settings

stable hazel
#

from what I've heard, if you add the combat system to a world it breaks dynamic bones

summer berry
#

Really?

#

weird

empty chasm
#

I don't have the combat system

#

My SDK is up to date, and so is Dynamic Bone

near bronze
#

did you perhaps move the dynamic bone folder to anywhere other than the default?

empty chasm
#

Nope, its where it imported

#

I also do have Final IK imported and being used

stable hazel
#

might be worth making a new project and only importing dyna bones to test it

empty chasm
#

sure

#

Dynamic bones seem to work in the quick test project

stable hazel
#

okay now try bringing in final IK and see if that changes anything

empty chasm
#

doing that now

#

bringing that in and applying it to a character in the scene does nothing, its fine

stable hazel
#

then it must be something else. Try importing your other assets until it busts?

empty chasm
#

It might just be the project being borked, all the stuff works fine in the other

#

Figured it out, its just an issue with how Final IK handles its targets

#

dynamic bone wasnt disabled, finalik wasnt following the dynamic bones

#

follows it in unity though, not vrchat

dapper sky
#

I have an avatar with a texture that's reversed, and I thought a good way to fix it was to make the X scale -1 instead of 1, but now occasionally in game the avatar will just cross its legs. Is there a better way to fix this, or are these problems unrelated?

stable hazel
#

instead of flipping the model, try flipping the material itself? You can set the tile to -1 and that might fix it

dapper sky
#

Just tried making the material X tiling -1 instead of 1, and it just completely broke the texture, so that's not a viable solution unfortunately

#

Is there a way to adjust the rigging so that it doesn't cross the legs?

stable hazel
#

honestly it'd probably just be easier to find out why your textures are reversed then to try and change the rigging

dapper sky
#

Fair enough

#

Appreciate the assistance

empty chasm
#

got it working!

#

is there any way to move a rigid body on its own?

#

like, some way to just apply a force to it

#

i know i could do this with an animation and root motion, but it doesn't sync properly for me.

near bronze
#

constant force component

#

that's looking really nice, wow!

warm niche
#

oh shit that looks amazing @empty chasm

#

๐Ÿ‘

empty chasm
#

@near bronze that might be exactly what I need, thank you!

drifting egret
#

I'm using Bender's night vision shader (the camera version), but it's not amplifying light as much as I'd like. However, I noticed it's much brighter while I have my avatar menu open. It seems like there might be a directional light on the menu, but it's not visible on my regular view. Does anyone know how to replicate this effect? Or perhaps another way for a camera to act like the scene is much brighter?

tame trench
#

does anyone happen to know if the delay on triggers is activated before the trigger or after?

summer berry
#

When you call it, the trigger is activated, it waits for the delay and then executes. You cannot interrupt this, unlike onTimers

tame trench
#

thanks it worked!

warm niche
#

hey guys is there a way to cull a layer from the user camera

#

I need to cull a chroma key layer

#

no one likes to see green

#

but I am using other camers to output a greenscreen

#

how would you approach this? culling the green from user camera

proud meadow
#

Mirror reflection doesn't show. I wish there wasa layer culled for all cameras

proud meadow
warm niche
#

honeslty id love an option or a method to calibrate the arm length. cause i see a lot of model problems mostly originate from player model's arms being stuck to being near the stomach. It'd be nice where you can just set your arms all the way down, then reset the model's skeleton to have its arms down too

dull shard
#

Does anyone notice ovrdrop causing visemes to not work?

drifting egret
#

That seems entirely unrelated

signal linden
#

did render textures get changed? I used one in my world, but it seems to be rendering weird, or not at all

drifting egret
#

@signal linden something is incredibly weird regarding cameras

signal linden
#

shoot, I don't want to have to prerender events and show them on a video player

drifting egret
#

I frankly have no idea what's going on but it seems to be causing the mirror bug too

proud meadow
#

Is it true if both world and avatars are uploaded with 2017 the bug doesn't happen

signal linden
#

well I guess I'll just disable it until it gets fixed

proud meadow
#

Does it show weird in the editor or just after upload

signal linden
#

me?

#

I just noticed it in the editor, I'll look again in the test upload

proud meadow
#

Oh ok good to know it's reproducible in the editor too. Will make testing easier

tawny galleon
#

does anybody know what the new particle surface shader is actually for? i thought it was to "paint" particles onto surfaces/mesh when they're on it, but it seems i was wrong.

#

just a bit confused since it requires vertex streams to work and i'm wondering why

sweet crystal
#

It's for use with Particle Systems.

#

Previously you would use the Additive/Multiply shaders by default

#

The vertex streams are used for the functionality that blends between frames of a texture sheet smoothly

tawny galleon
#

gotcha, thanks ๐Ÿ™‚

drifting egret
#

I was under the impression it's simply a surface shader like Standard that also works with particle features

#

Like color

#

Useful for mesh particles

drifting egret
#

Are custom render textures still broken on avatars?

warm niche
#

Anyone know if there's a shader like polywave but changes materials instead of just colours?

proud meadow
#

@warm niche It's possible to implement without too muck work. You could try editing the code. Duplicate the shader. Edit the name on the first line. Now copy and paste all the lines with _MainTex to _MainTex2 and then use lerp or some other function to mix them. For example:

            {
                fixed4 col = tex2D(_MainTex, i.uv);
                fixed4 col2 = tex2D(_MainTex2, i.uv);
        //col.rgb *= i.col.rgb;
                 col = lerp(col, col2, i.col.r);
#

To make it more sharp you can do something like col = lerp(col, col2, saturate(100*dot(i.col, i.col) - 50)); you have to play with the numbers. Good way to learn shaders

warm niche
#

Will try to do that, thanks.

delicate ore
#

I have been trying to upload an avatar to vrchat but after uploading it doesnt show up in game, not under anything, not under personal. I have updated the Vrchatsdk but it doesnt work. can you help me?

drifting egret
#

@delicate ore not really an advanced question but

#

What's your Unity version?

whole sparrow
#

Yo, does anyone know of a semi-optimized shader that is transparent but shows full reflections or some texturing trick to act that way?

#

Sorry, new to shaders and how unity specifically works, if not don't worry about it, the model looks fine without it

dusky drift
#

Tried using a rendertexture with some culling?

#

Ah if it's for a acatar model, nvm what I said. What I mentioned is for worlds

whole sparrow
#

oh sorry, should have mentioned that

#

well it will probably be fine without it, sorry to clog up the channel.
have a good night all

dapper mountain
#

Does anyone have an idea of what might cause a spawned object to "reap" on its own (randomly)?
it is supposed to "reap" only when a specific trigger enters its collider, but sometimes it does it without the collider entering it (The trigger collider also kills the player, but the player is not killed when the object randomly reaps) I had this issue before, and the cause was that the "reap object" was on AlwaysBufferOne (my mistake) so every time someone joined the world the objects would reap for everyone. Changing them to Unbuffered fixed it, but now the problem returns with Unity 2017 and I cant find a solution. I tried replicating the problem so I could see the Output Log, but It never happens when I am in the world. (got this feedback from streamers/friends) Any help would be appreciated.

summer berry
#

Is this in your snow fort world? Reap is an rpc, so if one person can trigger it, everyone will see it. If the object is synced (which it needs to be for reap to even be there) you donโ€™t need the call to be broadcasted.

dapper mountain
#

Yes it is the snowfort world. So do I need to make the spawned object "reapobject" Local? That is what I was about to do, but I still dont understand why it happens only on certain occasions. I tried leaving the world, then joining, have someone else join, then leave while someone is building etc. and the objects never reaps randomly. So every synced object that has the reapRPC will always need to be on Local ?

summer berry
#

Iโ€™m not sure about every rpc being local, but so far I have used local for reap and it works as I expect. But, if it is getting called when it shouldnโ€™t, then broadcast isnโ€™t the issue. Are you sure that the collider is only activated at the proper time? How is it activated? Animation? Could another buffered event cause it?

dapper mountain
#

The collider that destroys the object only activates when someone presses the RESET button, which activates an animation trigger that moves the collider up, then down to itยดs idle position until the trigger is used again. That specific trigger has an AlwaysUnbuffered broadcast. There is no other trigger that can destroy the objects. Also that trigger collider adds damage to players, killing them. But in this case, the player never dies. Could the animation trigger activates every time someone joins the world (even though is unbuffered) destroying the object for themselves only? (destroying it for everyone else) I will triple check every trigger and buffer in my world. Still, if it was another trigger causing the issue, it would happen every time, for everyone, and it would be easy to replicate. This is frustrating. I will try to redo most of my triggers, and hope the problem disappears Thank you so much for your help, CyanLaser.

gray mulch
#

hey do you guys know how to make your avatar teleport?

summer berry
#

I feel like I haven't done anything yet Kriss- but you're welcome. If only you had the log when it did happen. You could bring it up during the dev meetup since that is a good way to test with a lot of players.

VOiiDDZZ what do you mean? In a world or just as an avatar in any world?

#

@dapper mountain Do this test if you haven't already. Play through an entire match, and thin in the second one, have someone join/rejoin

#

You said that someone has to press reset for it to happen, but what about end of game triggers?

gray mulch
#

@summer berry an avatar in any world

#

i've seem someone teleporting around in a game, and i got curious

summer berry
#

I know people have flying colliders, but not full teleportation.

gray mulch
#

oh

#

ok thanks anyways

near bronze
#

teleportation most likely is a playspace thing. Various different programs and plugins for steamvr can allow you to move around in your steamvr playspace as if you were telling it that you were actually moving in real life

gray mulch
#

oh, thanks!

tawny galleon
#

has anybody tested if the new "Collider Force" parameter(s) for particle systems work? (for example on props/pickups in a world)

dark sigil
#

Is it possible to use editor scripts to setup triggers?

#

And if so any documentation on it

summer berry
#

Yes, but I don't know of any documentation. What are you trying to do?

#

I use editor scripts all the time to setup triggers. If you are editing an existing object, it's annoying as you need to go through the serialized property api (to ensure it is saved properly). If you are copying an object and editing the copy, then you can just go through and edit the trigger directly.

dark sigil
#

I just want a trigger that randomly chooses a number by setting an animationInt, I can do it by hand but thats monotonous

summer berry
#

Yeah, that is easy to do.

#

hold on

#

Here is a sample from one of my editor scripts:

VRC_Trigger trigger = obj.AddComponent<VRC_Trigger>();
trigger.UsesAdvancedOptions = true;

VRC_Trigger.TriggerEvent ev = new VRC_Trigger.TriggerEvent();
ev.BroadcastType = VRC_EventHandler.VrcBroadcastType.Local;
ev.TriggerType = VRC_Trigger.TriggerType.Custom;
ev.Probabilities = new float[limbs.Count];
ev.Name = "SpawnLimb";

for (int curLimb = 0; curLimb < limbs.Count; ++curLimb)
{
   ev.Probabilities[curLimb] = 1.0f / limbs.Count;

   VRC_EventHandler.VrcEvent evh = new VRC_EventHandler.VrcEvent();
   evh.ParameterObjects = new GameObject[] { limbs[curLimb] };
   evh.EventType = VRC_EventHandler.VrcEventType.ActivateCustomTrigger;
   evh.ParameterString = "SpawnOwned";
   ev.Events.Add(evh);
}
trigger.Triggers.Add(ev);

Make sure add this to the top of your file:
using VRCSDK2;

#

(Not sure if I need to ping)

dark sigil
#

ah cheers

#

where'd you get all of the function names? I assume they're in some script in the SDK?

summer berry
#

Autocomplete?

#

If you want to know what something specific is on a trigger, just look at it in the inspector in debug mode

drifting coral
#

so.. anyone with experience with unity/dx11 wanna sit down and have a talk got a problem i cant find out what is causing the issue

tame trench
#

does anybody know of a way to copy the text from 1 ui text field to another? im trying to set up some text that changes based on certain conditions and then it needs to play them back in the right order (edit: please ping me when responding)

lyric osprey
#

How can I make my thing work? I'm having a problem much like the issues with global particle systems, where my AImIK script is making my turret point down to where my char would be looking if there was no IK being applied
iirc it is fixed with joints, but I have a fixed joint on my target and rigidbodies on both the target and the finger, but that did not fix it

#

was told to post it here

tepid rune
#

@drifting egret

#

Just pinging him so he sees this tomorrow, he usually knows ik Stuff

lyric osprey
#

ok

#

actually, just found a guide that talks about this stuff

lyric osprey
#

fixed it

shell spindle
#

im having trouble uploading my world,if im in the wrong chat please point me to the right one

tepid rune
tame trench
#

don't ask me how, but i managed to screw up my world so if anyone joins the world they get a black screen while i get logged out. I have no idea why this happens, but i'm hoping someone here can help me fix it.

warm niche
#

Re upload it

barren lantern
#

Are there restrictions on vertex shaders in worlds? I have a vertex shader that I'm trying to use in a VRChat world to modify a mesh; it works great in unity's scene view, but it doesn't transform the mesh in the world. Other parts of the shader work, still, so it's not a compile issue.

dark sigil
#

anything but compute shaders is freegame

proud meadow
#

@barren lantern there's not even restrictions on shaders in avatars aside from the safety fallback system . If it works in the editor it should work ingame, unless it relies on a script. For example some plugins for water or terrain on the unity asset store may also use a script to update the shader

barren lantern
#

There's no script for the shader, but after a long while of testing things, I found the following:

  • Vertex shaders applied to a Dynamic or Static object in a scene that has no baked occlusion data work as expected.
  • Vertex shaders are broken when applied to a object with any property static, where the scene that object is in has any sort of baked occlusion data, even if the object itself is not included in occlusion baking.
  • Vertex shaders applied to a object with all properties dynamic in a scene with any baked occlusion data work as expected.
    This isn't the behavior in the Unity editor, and I've found nothing about the use of occlusion culling + vertex shaders not working on static objects in Unity documentation, so I think I've just stumbled across a obscure bug.
#

When I say "broken" I mean the object renders, but any vertex transforms aren't applied.

warm niche
#

i'm not sure where to ask this, but can someone explain this? https://streamable.com/qx59n this happens to me even with creating empty gameobjects in this new version of unity and im not sure why. never ran into this before and ive been making avatars for over 8 months. im so confused. its as if every time i parent a game object to a bone on the avatar, it parents the bone to the gameobject and moves the bone to that game object regardless of what it is? like my unity has got parenting reversed and fucked up somehow. i tried making a new scene, making a new project even, and nothing fixes this.

stable hazel
#

near the top left, where it says "Center | Local", click on Center to change it back to Pivot. Basically what it's doing right now is pivoting on the center of the mesh instead of on the bone

warm niche
#

lmao. i figured there was something i didnt know about but now i feel even more stupid because it was literally just a button. thank you

drifting egret
#

This also shouldn't be an issue

#

There's no point in moving bones in Unity 99% of the time

shell furnace
#

Assume I have a world with a video player with a VRC_Sync Video Stream component and a video playing, I send a VRC_SyncVideoStream.Pause to pause the video for everyone

#

is there a way to have the video load and play for anyone joining the room late, and have the paused/unpaused state be synced as well?

#

I've set a trigger OnNetworkReady with a broadcast type MasterBufferOne to SendRPC VRC.SyncVideoStream.Play which works great as long as the video isn't paused because then iirc it's playing for the late joiner but not others, or starts playing for everyone out of nowhere

#

it might be as simple as using Resync instead of play but I have nobody to test it with at this hour so I'm sorta just thinking out loud right now :V

#

I really wish the documentation was more complete

#

syncing sounds like a pretty common problem, and afaik it's only really a minor inconvenience if the video is paused and not actually stopped, might just leave it for now <.<

crisp bough
#

Does anyone have an idea why the game needs to access my screen?

#

Is it some sort of mouse hook?

#

Or does the game decide to have "a look" at my screen?

proud belfry
#

i wouldn't be suprised if it's a mouse hook thing. vrchat can be pretty agressive about keeping your mouse cursor. other than that ... good question. how do you know it accesses your screen?

lyric osprey
#

Does any changes to the VRIK script 'stick'? I read somewhere that VRchat overrides it

signal linden
#

is there any sort of crazy witchcraft I can do to make a world that kinda functions like tf2's skybox, where you can go from really small in one area, to be really big in the skybox?

stable hazel
#

you probably could but it'd actually be poorer in performance and look worse. If you want to try though, it's probably using a 3D camera to render an area

signal linden
#

that seems a bit too rough, is there any ways to grow/shrink avatars to have a pseudo solution?

stable hazel
#

I don't think there is to be completely honest unless someone else has an idea

signal linden
#

ok so is there a way to get a render texture to show whatever is on display 1?

proud meadow
#

Yes I'd love a creator mode type feature where I can scale the world and interact with objects and people as a giant

near bronze
#

@signal linden not really, but you can make a camera of your own match the player's camera directly. That's what player tracker does, it gets the position of the players camera

proud meadow
#

Can it match stereo settings? I used a Jinji avatar that had a camera that did exactly what you want from the emote menu, like a zoomed out tiny scale model of the world you were in (in stereo). Was really cool but it was actually caused by a glitch and that was in 5.6 so no idea if it works now

signal linden
#

I have this panoramic view of what I want, and I would like to find a way to turn that into some sort of panoramic thing

#

๐Ÿค”

#

if only this was 2018 unity, they have a pretty easy 360 camera

#

I guess I'll just shelve that idea until later

proud meadow
#

Something like vrc panosphere?

warm niche
#

wherever i put my chairs, the players sit higher than expected on avatars

#

anybody else with this issue? or im rarted due to my lack of experience with objects meant for worlds

granite drum
#

Wait so new sdk doesnt allow mesh collider?

#

My avatar has no mesh collider but thinks it has some. I have some capsule colliders for cloth

frail gorge
#

@sterile cipher
Execute Instantiate The StandardAssets script does not work properly.
Is this the expected behavior?

sterile cipher
#

I do not know. Please make a Canny post with details if you can! @frail gorge

frail gorge
sterile cipher
#

@frail gorge I've posted in that thread. Can you please provide a log file of the problem as well as world IDs of the worlds that are broken?

#

It would be very helpful.

frail gorge
#

@sterile cipher OK. Once I make it I will add it to canny.

sterile cipher
#

Thank you!

shell furnace
#

anyone know why my reverb settings change sometimes? the world is configured to not have late reverberations but sometimes it changes on its own

#

makes it sound way too echoy

#

does the default oculus mixer get overridden by something?

#

I've disabled the checkbox in the build control panel

#

sounds fine most of the time in game

summer berry
#

@sterile cipher Looking into Ikuko's canny, there is no indication in the logs. I commented and added a simple example that works in unity but not in vrchat.

sterile cipher
#

Thanks Cyan.

summer berry
#

I don't know what worlds are broken, but a lot of my tests are now pointless if you take out instantiate.

surreal fjord
#

Can someone help? Unity is crash from start if there is sdk in project

#

KERNELBASE.dll caused an Access Violation (0xc0000005)
in module KERNELBASE.dll at 0033:90125299.
But if i delete sdk, project will open normally

warm niche
#

Anyone know about assigning LODs, I created a LOD group with the assigned meshes and distances but when I upload to VRC it doesnt do anything

shell furnace
#

I'm starting to think the reverb issue is a unity bug, it's really easy to mess up the reverb even in editor

#

the oculusspatializerreflection settings resets to some defaults whenever you add another effect

#

also it happens in game precisely when the master leaves the instance

#

doesn't seem like something that anyone can help me with

#

I've been trying to ask around

#

the late reverb seems broken, even in a 1x1x1 box with one of the 6 walls with a 0.0001% reflection coefficient it takes a full second for the reverb to stop

frail gorge
#

@sterile cipher
We have fixed an issue that disabled certain scripts that was not intially intended and broke a few rooms.
It is not fixed in 2018.4.4p2

sterile cipher
#

Yes. This was a mistake. It will be fixed in the next patch due out soon.

#

I apologise, it is my fault.

unkempt stump
#

new to this discord so sorry if this is a question that's asked all of the time but i'm trying to make an avatar with unity and my VrChat SDK only says "Clear Cache and PlayerPrefs" I'm willing to give any error logs or anything like that if needed, thanks

frail gorge
#

@sterile cipher ok! We look forward to the next fix!

fresh sage
#

Anybody know of a decent tutorial for making an external armature mimic your movements?

willow robin
#

The frame rate in my world drops rapidly (down do around 25-30 fps on my system after 10 minutes), so I assume something isn't being destroyed that should be. Are there any debugging tools in VRChat to help me figure out what it is? Is there any way to bring up any of the Unity debug panels to show what all exists in the world?

proud meadow
#

@fresh sage most straightforward without editing shaders is rigid body/fixed joint system using freeze position/no freeze rotation on one end and freeze everything on the other end. Can't find a tutorial for this but it's pretty straightforward. This explains how to make fixed joints the main difference is use freeze position and one joint connecting every important humanoid bone to the puppet

Other options exist, all requiring some range of shader edits including: multiple skinned mesh renderers on one armature using a small shader edit to apply offsets to each one (easiest); geometry shader instancing off a single skinned mesh renderer (moderate difficulty, most performant way by far if all your meshes are the same geometry); shader mesh skinning to apply bones from one skinned mesh renderer onto other static meshes by storing data in a render texture/grab texture (still WIP, theoretically possible)

#

Performance debugging tools, you can use nvidia Nsight to profile gpu slowness. But I assume your bottleneck is cpu related?

willow robin
#

I don't know where my bottleneck is at the moment. I guess I can at least check Windows performance monitor to narrow it down to CPU or GPU.

fresh sage
#

@proud meadow thank you so much. I had attempted it earlier with rigid/fixed but Iโ€™m thinking the rotation freeze on one side. This fully explains the scuffed rotation issues I was having.

merry coral
#

Ayyyy so I tried uploading an avatar with chairs right

#

But I keep getting an error saying that I can have events and triggers

tardy folio
#

Remove both of those components

merry coral
#

Don't you need them for the chair to function?

tardy folio
#

Not for avatars.

#

or worlds theoretically

merry coral
#

Oh ok dope

#

Thanks

#

Now I can have my rollercoaster avatar actually function

willow robin
#

Okay, looks like my world is CPU limited. I'm down to 13 fps right now with 33% CPU utilization (quad core CPU) but only 3-4% GPU usage.

#

Unfortunately Nsight just tells me "The target application is using an unsupported graphics API." ๐Ÿ˜ฉ

old bridge
#

Aren't you overcomplicating it? Why you need something like Nsight? Just use the Unity profiler window

#

If it is cpu limited I guess you have tons of the draw calls

proud meadow
#

I think the issue is how to profile stuff ingame. For example using vrc triggers and effects of multiplayer

#

Is there even a way to test vrc triggers in editor?

smoky phoenix
#

@proud meadow naqtn has been making a system for that

warm niche
#

anyone remember what unity patch we are using for the new sdk?

dusk thicket
#

@buoyant oak u can try to use standard character controller (it has footstep sounds settings), but make it invisible and make it follow player ๐Ÿ˜ƒ

tame trench
warm niche
#

k ty

tame trench
#

Np

warm niche
#

knew it was somewhere

tropic jewel
#

Has anyone here ever experimented with using Skinned Mesh Renderers as the shape setting for a particle system?

#

I'm currently attempting to create a lightsaber whip, but have ran into an obstacle I'm not sure how to get past. (if it's possible to.)

tropic jewel
#

Cloth physics seems to have the same issue. Don't quite understand how neither will work for it. Unfortunate. Suppose I can always make a more basic mesh+shader based version.

drifting egret
#

@tropic jewel looks like the particle system executes before dynamic bone does

#

A common problem and not something that can be fixed by us

tropic jewel
#

Ah, that seems to make sense.

warm niche
#

Okay, so I dont see any other channel that would be more applicable for this issue. So here goes.

I am currently facing an issue where I am unable to import my completed model from Blender to Unity.

Usually this would be a straightforward issue that i'd be able to fix myself, though the issue that seems to be coming up only gives errors in Unity, not blender.

When I export my model as an FBX, there are no errors (yay!)

But the moment I import it into unity, the following errors start spamming my console. I've encountered this a few times before, but usually a re-export of the model from blender fixes it, which it doesn't seem to be doing this time around.

If I could get some help with this, that'd be really appreciated. Please do ping me if you have an answer, or pm me. Thanks!

The errors that appear in unity: https://ibb.co/rvsTPJ9

maiden palm
#

@warm niche I had the same issue before, whats your fbx filesize?

warm niche
#

1.4mb

proud meadow
#

All errors are about AABB (axis aligned bounding box) and it says aome vertex might be infinity or nan

maiden palm
#

Usually how I fix it, is to just go back to a version in blender where this didn't happen

warm niche
#

Another thing aswell, is if I import the model fresh and just export it straight away (even if I do a simple fix of hte model in cats) It still comes up with the same issue

#

So it may just be the mmd file itself thats the issue

proud meadow
#

Well blender might be hiding the bad vertices and ignoring them

warm niche
#

Hmm

proud meadow
#

Maybe try selecting all using a nice simple box select and duplicate those and separate the selected into a new mesh then delete the old mesh and rename back to Body

#

Would be telling if the number of vertices goes down after this

warm niche
#

I'll give it a shot

proud meadow
#

It's also possible normals or tangents became nan or some other shape key is nan. The duplicating vertices might break shape keys- maybe try deleing the key also as a test

warm niche
#

after selecting the mesh directly with the circular select, then duplicating the body before deleting the original, It has become smaller

#

I'm about to reimport it into unity, so hopefully it works

#

The issue is still persisting

#

Strangely enough, it was just the one mesh...

#

I'll just have to remake the model using the parts I require

#

@proud meadow Thanks for your help!

drifting egret
#

@warm niche check all shape keys in Blender and Unity

#

Make sure that none of them move some vertices incredibly far off

faint yew
#

What if the model has another parent

shell furnace
#

Has anyone noticed that an avatar with an audio source loading in resets oculus spatializer mixer plugin global parameters, like room size and reflection coefficients?

#

I had to disable all sound reflections in my home theater map because the reverb would sometimes turn into a marble hall basically, and the only way to fix is swap instances

#

I guess the best way to deal with this would be a world with a single sound on repeat and an avatar pedestal on it so the sound would break when you swap to the avatar, and post that in the canny with a description, but I don't have the time or energy for that right now so I thought maybe I should at least ask if this is a known issue

#

though I wonder if that would even help since it sounds like a unity/oculus bug, not a vrchat bug

sand canyon
#

Yes me more about this

#

I had noticed in a couple worlds in dev meetups that spatialization broke sometimes, people would sound like they were in a different place than they were

#

Wonder if thatโ€™s the cause

warm niche
#

Guys how to get player name and put to text

proud belfry
#

it doesn't seem to me like the vrchat trigger system can do something like that.

#

maybe there's.. some way to do it? maybe with webpanels? and telling players apart by their IP?

#

have you found a world that can display the names of players?

#

you could contact the creators.

summer berry
#

The only worlds that can get player nameplates are the ones created by the developers as they have code to do whatever they want. We do not have access to player names sadly.

autumn ember
#

Anyone know how to make it so pickups move against animated meshes?

#

i have a drawer that i want to be able to put pickups in, but when i open the drawer, drop the object in, and go to close it, the pickup stays in place then falls when the drawer is closed

sand canyon
#

So the quick answer is that the drawer needs a kinematic rigidbody. And primitive, not mesh colliders.

#

That still may not work well enough, but you can try it. There are varying levels of trigger things you can do to keep it with the drawer.

#

The best way would be to reparent the pickup to the drawer when you put it in.

autumn ember
#

Thanks, the first one works exactly how i wanted it to work

open lion
#

I have seen this done before but how do i have my mirror disable when your not close to it or on a different level

summer berry
#

@open lion Enabling the mirror when close and disabling when leaving is usually done with a trigger collider and OnEnterTrigger to enable the mirror and OnExitTrigger to disable the mirror. Note that people will have issues interacting in this trigger volume.

open lion
#

so i make collider on the mirror?

warm niche
#

you make an invisible box around the mirror, if people enter it the mirror turns on, if they leave it turns off

open lion
#

ahh thats pretty cool, im try it

open lion
#

does it need a collider? I tired it and no dice

#

opps i just saw the issue, i feel stupid

#

nievermind i changed it to false and its still not disableing

summer berry
#

You are not looking for any layers in that screenshot. If you want it to be only for the local player, add PlayerLocal to the Enter/Exit triggers

open lion
#

ok i added those layer and still nothing

#

should i chnage the local to something else next to onexittrigger

summer berry
#

Do you have the collider on this object?

#

You also have both set to true in your old screenshot

open lion
#

on i removed it because i fell trough the floor for some reason

#

go it working

#

please tell me if any of my setttings are not optimized becuase i am going my a video on this too

summer berry
#

You will need to make note of items not being usable in the trigger volume as this is a VRChat bug. It is more noticeable in VR than Desktop.

open lion
#

whats trigger volume

summer berry
#

Your box collider

#

Add a pickup, throw it near the mirror, see if you can still pick it up in desktop and VR

open lion
#

seems to be ok for me, there was a moment where it was hard to pick up but it seems fine (on desktop getting ready to build it so i can use it on my VR pc)

#

seems fine to me on both vr and desktop

summer berry
#

Maybe they fixed the bug

open lion
#

my box is quite big

summer berry
#

I've had issues before where having a collider around the entire world broke all interacts and pickups.

stable hazel
#

that seems more like a unity issue, I don't think it can be fixed. I'd honestly say better safe than sorry and just use playertracking with a sphere collider to do the collisions for you, 10 meters in the air

open lion
#

can this same method be used to unload the main room once its i leave, basically i have it setup so if you rid the wall you can jump off the world and you would hit a collider on the way down that would enable a platform under the world for people to hangout at.

warm niche
#

yeah ofcourse, people use it to turn off everything out of view that way, trigger 'occlusion'

open lion
#

nice cleaning up my hierarchy now, seriously thanks for all the help guys, you all make dreams come true

open lion
#

what are the disadvantages of crunch compressions

stable hazel
#

crunching isn't instant so you'll have to wait for it to crunch, and the quality of your asset will likely be a bit worse (depending on how much you crunched it)

open lion
#

also i now see what your talking some of my trigger dont work inside the box

#

what if i make the colider thin and on the floor, are the feet counted towards the trigger?

#

ya so far looks to be working needs more testing before i can recommend it

summer berry
#

You can put a small collider on the floor, but people will jump out of it. It still works though. The more complicated option would be to download ToyBox V2.1 and use the player tracking prefab to make a proxy Player collider. Using this method you can have the mirror collider in another location that won't interfere with pickups.

open lion
#

thanks for the info ill give that a try too i downloaded that but never imported it

open lion
#

any guide on how to use the player tracking? how exactly does it work and how would i use that with the mirror

summer berry
#

Drag the player tracking prefab into the scene. The child object called "PlayerHandle" will now follow the local player's camera exactly. Create an empty object. Add a sphere collider, kinematic rigidbody, and the standard assets "FollowTarget" script. Set the layer of this object to PlayerLocal. In the follow target script, set the target to PlayerHandle. Set the offset to some large y value (ex 0,100,0). Find your mirror collider and add 100 to its position.

open lion
#

cant seem to find the follow target script

summer berry
#

It's in standard assets. You need to import it first. If you have the option, you can get it from Assets->Import package->Utility. If you don't have the option, search the Asset Store for Standard Assets and download the entire package.

open lion
#

also what do you mean when you say set the layer, i need to a a VRC trigger to that empty object?

summer berry
#

The top right corner of the inspector for an object is the layer. Everything starts off as "Default".

open lion
summer berry
#

Target is set to none when it should be set to PlayerHandle
offset needs to match whatever you add to your mirror's collider.

#

(My example was 100)

open lion
#

ok i kinda got it working, should the player tracking be set to the same value as the spawn point?

summer berry
#

PlayerTracker's location doesn't matter and same with your Tracking System object as it's position will be replaced.

open lion
#

oh i think i know what it is, i need to rip those coliders out of the parent objects

#

the y values may be right on my coliders

#

should i change my box collider objects to player local too?

summer berry
#

No, only the one following the player tracker

open lion
#

ya i still cant get it to work

#

my mirror gets disabled on spawn so it somehow leaves the collider

summer berry
#

Where is your mirror collider and what is the offset for your Follow Target?

open lion
#

i have them all inside another game object that i offset to -100, the follow target is set to 0,7.5,0

summer berry
#

Follow target will override any position you have set. Set the offset to (0,100,0)

#

Well, I guess -100 since you used that already.

open lion
#

ok now i got it all working, my colider that i used to enable people to jump off the world and enter the secret room was positioned wrong but everything is working now. ill have to fiddle with it more so i can do a video on it

#

Thanks again, you really helped

summer berry
#

Be careful when disabling other parts of the map. If you have synced objects (like pickups) and the owner of those objects leaves the room, they will fall through the floor.

open lion
#

so if i have a pickup and i jump off and go to the hidden area the cube will fall trough sense the other player have it disabled. does that mean the other player will fall trough the world too?

summer berry
#

You should ask your question instead of asking if people are here. Someone who knows the answer will eventually get to it.

merry coral
#

True

#

Anyways I solved my issue

viscid vine
#

How can I change an avatar for it to have the proportions of someone specific? (For full body tracking)

#

What do I need to measure? And how can I use the values to make a proportional edit on Blender? (@ me please)

proud meadow
#

Arm length to leg length is the thing ^

ember lake
#

@proud meadow lemme get a streamable link or something to show the issue. Hold up

proud meadow
#

@ember lake "Basically just exploding geometry using voronoi noise. I have an option to keep the original geometry of the mesh, but when I give the extra polygon I send out to the TriangleStream, it basically doesn't render the underlying polygon when you're looking through it."

#

so you mentioned something about transparent rendering. that's where things get complicated.

#

What ZWrite and ZTest settings are you using? Also what Blend

ember lake
#

Not actually using ZTest or ZWrite. Hadn't really gotten into understanding those past very basics, and just kinda forgot about it.

#

For blending: Blend SrcAlpha OneMinusSrcAlpha

proud meadow
#

well you are always using ZTest and ZWrite - whether you like it or not. if you don't specify them you will use some defaults (ZWrite On , ZTest LEqual I believe)

#

the issue with ZWrite on is it means your transparent geometry will write to the depth buffer