#development-advanced

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warm niche
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There are two prefabs for it that I know of, the original base logic by retrogeo

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Link in that vid

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Then there is mine here

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Ready to go but no documentation

dense cedar
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oof

frail grove
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I figured out all that sync streamer nonsense. It was due to me not calling take ownership before adding the url.

lethal girder
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is the external video play list that 'old' worlds use still work? I remember the VOID using that before
(to update the playlist without updating the world)

warm niche
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Im starting to get a bit annoyed, how do i get particles to follow my head properly, because they're parented to the head bone, however, they dont move with the head, and are weirdly shaking in different directions

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They also dont dissappear like other objects within the head bone

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nvm

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unity was just being a glitchy peice of trash it always is

zinc briar
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What do you mean?

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Like, get VRChat to work with UE4?

brazen coral
drifting egret
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Probably a panorama component to fetch the stats from the web. Simultaneously, this request is logged on their end and used to increment the "visits" counters.

brazen coral
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But where do you get those stats from? The VRChat website only shows total visits

drifting egret
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They keep them themselves.

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When your game downloads that stats image, it gets that image from a server belonging to the map creator. The server is set up to manually keep track of how many people download that image.

brazen coral
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I was looking to do something like this anyway, how would I go about getting the latest stats from my VRChat automatically? @drifting egret

near bronze
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you don't, you have to make your own server

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and when people access that server via vrc_panorama, you keep track of that

brazen coral
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I see, thanks

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so i'll just start the counter from the current total and then add every new panorama request to the counter

timid tapir
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Use a free hosting platform, and PHP can do this easily.

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To make life even easier, have a host with CPANEL and PHPMYADMIN

young rover
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Hello people I need help with controls of the space ship, for now I can make it go forward, backwards and roll it on Z axis, I ma doing this with animations, by changing "Relative Force" and "Relative Torque" on a "Constant Force" component by checking for triggers "Key Up" and "Key Down", this works, but not well, as you see in the video, I would like to know if there is a better way to do this, I would like to ask you for help

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This is what the animation controller looks like

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What I am doing here is basically make a transition from state to state by changing the "State" variable by pressing and releasing keys

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but it's causing some issues

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I have not find another way yet

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May be I could improve it if I create 1 animator for each movement type, like 1 for fw/bw, thrust, 1 for roll left and roll right and one for doing up and down, but I don't know if this will cause problems on the component I am animating because it's been animated by different animations, but the variables I am animation are actually different

proud meadow
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@brazen coral check out the 1% of Virtuality exhibit by y23586. It shows some pretty cool ways of using these type of stats

near bronze
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@young rover you want to use animator layers. They are like completely independent animators but they're all inside one animator and draw from the same parameters. And as long as no layers are conflicting and both affecting the same value, you're totally fine. One layer can affect Z while another affects Y for example

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also you should definitely check out any state. Making a transition from any state is as if you were to make a transition from every single state in the layer, instead of actually having to make a transition from every single state

thin compass
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@warm niche Been playing around with the a audio on collide prefab, think i have a decent idea of the logic behind how it works now. So basically you turn play on awake after the particle is turned on, so when the particle dies aka it has 10000 life so it only dies on collide. it only plays after the lifetime of the particle is over as well, but for some reason if it collides with someone i guess it somehow interacts with them and the audio file "wakes up" and plays.

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the only problem i've run into is that is always seems to collide with my avatar so i can't see where my particle is shooting off to

young rover
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@near bronze Thank you so much for the help! I will try it this way! ๐Ÿ˜„

warm niche
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Move the particle away from yourself a bit

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It's probably colliding with your player local pill

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And yeah it'll collide with another person's pill too, and die that way

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But it's local for them

young rover
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It would be nice if you could just access a variable of an allowed component trough triggers

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This trigger system sucks for more complex systems

warm niche
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And yeah your understanding is pretty much correct. Play on awake is animated on after the objects enable for the first time. Then, stop action is used on the particle so it disables when the particle dies. It's always being animated on, so it turns off for a few frames then is forced back on. Since play on awake is on at this point, the audio starts from the object being re-enabled

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@thin compass

polar robin
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I've been thinking for a while now, is there a definitive way to prevent people from doing the many ways of going through walls and colliders in general for worlds? Doesn't seem like there's a definitive way

nocturne prairie
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Not sure if its possible, but maybe adding a respawn layer outside the walls when touched?

polar robin
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I've tried adding walls that teleport you to a specific location when you touch them within the existing walls, but doesn't seem to work. People still get through the walls/door. In my specific case, I'm trying to prevent people from getting into a room that's accessible only by a door with a code.

tardy folio
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Surround the room in a collider that covers the entire thing and have it enabled, when you enter in the correct code disable it (locally!)

polar robin
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That's actually an interesting idea...but wouldn't they still be able to go through it despite it covering everything? It would probably be the exact same as the current walls with colliders that already exist

tardy folio
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Well if you have an on enter trigger on it they'll never be able to get inside it.

polar robin
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Ah ok I see, I'll have to try it out eventually. Thanks for the idea! Appreciate it

tardy folio
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If you want someone to test, hit me up! ๐Ÿ˜

brazen coral
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Hey, how can I have a video player that only downloads the video when the specific video trigger is pressed?

thin compass
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@polar robin i'd say the best way is make nothing inside exist until the door code is put in correctly ๐Ÿ˜ƒ

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and make it local so if someone else puts the code in it doesn't appear for you

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basically if you want to make people progress through a certain path, you add triggers for when they walk over things to enable the next room's game objects

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thats one way, not the only way but one way.

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you can choose to make it local or global so you only need one player to successfully complete a task to proceed

tardy folio
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That works too

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But might be a hassle when you bake it

frail grove
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no documentation

proud meadow
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Yes it works, object sync with the boxes unchecked does the same but also syncs position

frail grove
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im only rotating the object

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its a planet

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Thanks for the confirmation!

fringe hazel
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i need some help with the triggers i want to implement 6 buttons and one of them should activate a certain thing but if the player activates another button it should deactivate the other thing he activated how do i do that

dapper sky
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Having an issue with several avatars in Desktop mode and I can't figure out what's causing it: When I switch to one of the avatars in question, everything works fine until I press ESC and then access any of the selectable menus from there. Once I do that and then close out of the ESC menu, looking up and down on my avatar dramatically moves my entire head up and down instead of rotating my head as it normally would. This results in some of my avatars being almost unusable in Desktop since looking up and down while standing up has me faceplanting into the floor when I look down.
Has anyone else had this problem/is there a known fix?

brazen coral
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Hey, how can I have a video player that only downloads the video when the specific video trigger is pressed?

velvet finch
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ok just got kicked out of s and g 100k fridayswitch's hosted game 4 player left
this is the 5th time
can i get refunds on this this is like 500k maybe 480 k

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i wrote this to jeff not sure where to send

young rover
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Hello people, I can't just nail it... I can't make the flying machine to work, the current setup I have is broken and it has to do with the "Local" and "AlwaysBufferOne" configuration, I just don't understand how it works.

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I have uploaded a prefab of the ship

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I hope some one can help me configuring this properly

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Blue - Should be enabled for everyone
Purple - Should be enabled for everyone
Yellow - Should be enabled for pilot only
Orange - Should be enabled for pilot only
Green - Should be enabled for everyone
Red - Should be enabled for pilot only

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The real problem has to do with Yellow, Orange and Red.

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Yellow is the stick you grab to control the orientation of the ship and for a strange reason only the first guy who entered the ship can pick it up, no one else even if he releases it

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Orange, are the buttons that enable/disable the controls, currently they enable for everyone, they should only be enabled for the pilot

fierce python
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Think owner only is a bit hard, but you can do it a bit different by having it activate the buttons when you trigger an local trigger instead

young rover
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Red are the controls:
W - Thrust forward
S - Thrust backwards
A - Roll left
D - Roll Right
Space - Boost (Same as thrust forward but faster)
Q - Go Up
E - Go Down

fierce python
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Still i think local only is the way to go, and have them trigger something that you need broadcasted with a custom trigger to Everyone

young rover
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Problem with this, once controls are enabled, every one walking on the map (Desktop user with keyboard) will start activating the controls, which result on a mess, basically every one can control the ship once the controls are enabled

fierce python
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you can have the controls activate only local once in the seat

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or they click a local start button

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you activate them only locally

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that would fix that problem

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just remember to have an exit station trigger to locally turn them off again

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don't remember if that is only activatable on the station that is on the Gameobject or not.

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you can always find workarounds

young rover
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I am going to show you the current set up for the guy who enters the chair

fierce python
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Buffer one i think is not good to have as you dont need any other player joining the map to trigger that when joining

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i think if i remember is to have this as local or everyone will get that message and trigger the Use Station command

young rover
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It works like this, because in "Target" section it is set to local

fierce python
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Everyone will trigger that as local in the map

young rover
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Only the guy who enables it goes in to the chair

fierce python
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nono, thats not how it goes,

young rover
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but every one see that this guy gets in the seat

fierce python
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players is always synced you dont need to sync players

young rover
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ok

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so first, change that to local

fierce python
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yes

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or else everyone will get that seat command

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local local

young rover
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ok

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then I have this:

fierce python
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that will trigger the person pressing the collider to enter

young rover
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These are also attached to the chair

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This will enable the buttons (should be for the pilot only) and then play a sound for everyone else

fierce python
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buffer one only if you need the players joining the map late to play the last action of that trigger

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else its unbuffered

young rover
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So, I change "AlwaysBufferOne" to "AlwaysUnbuffered"

fierce python
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always buffered will remember all the clicks or uses that trigger has and play the actions that many times when an player joins the map

young rover
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Oh!

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So, there is an issue there

fierce python
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no used for almost anything, buffer one is good for deactivating gameobjects that should not be active for gamemodes or something

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example is that you start something on a map, if an player joins he wont need to activate the game as it is already active, thus bufferOne is a good broadcast for that

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Always is just all players will either trigger it or everyone can trigger it for everyone

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Master is just the Master of the World/instance that can trigger it, or triggers the Action for everyone.

young rover
fierce python
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if you have an Custom trigger that triggers an Master trigger it will be the master that triggers it for everyone.

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good for an synced animation with an CustomEvent trigger so not everyone plays that trigger once the animation is done.

young rover
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Right

fierce python
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On exit can be local only if you dont have any triggers or anything that needs broadcasted in those gameobjects

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unless you have particle effects of sorts.

young rover
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The local trigger here will disable every control for the pilot, then, for safety in case any object is still enabled, it will disable everything for every one, then it will play a sound for everyone

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So, is there a problem if I call a custom "Always Unbuffered" trigger from a "Local" trigger?

fierce python
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if on enter is local you dont need it broadcasting again, but what you can do is Disable and enable the game objects when entering so not the previous user has it active if something bugs up.

young rover
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@olive oxide kill me

fierce python
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but that is something you can do later on if you see fit

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you could have an "fix me" button that is always active somewhere for it

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that you set up the triggers and the setup for it

young rover
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The thing here is that when a pilot enter the seat, I want a local event only for him (buttons and controls enable) and a global event for every one (play sounds)

fierce python
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yes that is alright

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local it is then

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Always for the sound is alright

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you could even have it as Master only if the sound is triggered from an local trigger :p

young rover
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But as I told you, the moment the pilot enters the seat, the buttons are enabled for everyone

fierce python
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its only interact that should have a problem with master only triggers

young rover
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Master won't be useful here, because there are multiple starships on the map

fierce python
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i was just pulling an example, i usually write like this.

young rover
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Thanks dude, I appreciate it

fierce python
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buttons was enabled for everyone because you had it as everyone was entering the seat

young rover
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I see

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so

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that may fix it now

fierce python
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ye, could be

young rover
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I still think some events should be se to "AlwaysBufferOne" like the engine sound, thrust sound, roll sound or boost sound, because those SFX play as a loop

fierce python
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also any player collider that is sitting in a seat is turned into the layer that you set on the seat, so if you want to trigger something from a player sitting in a seat you would have to change the layer of the seat when entering it ๐Ÿ˜‰

young rover
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Uuuuuuu

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did not know that

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Let me fix that

fierce python
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oh i mean if you want an area trigger "OnEnter" to trigger an player while in a seat you need to do it like that

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not all triggers

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just an hint.

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you could add an custom layer to the plane too if you need it to trigger something.

young rover
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Yes, because I have this issue when the starship leaves a collider that is set "on the planet", it makes a transition into space, which basically disables the ground stuff and change skybox

fierce python
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Movable Trigger Areas need also an Rigidbody on the same object as the Trigger Collider to work correctly because Unity Physics.

young rover
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Thanks for the advise

fierce python
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just keep it as Kinematic and you dont need to do anything with it

young rover
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ok

fierce python
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if those objects is sound objects you should rather have it play oneshots of the audio instead of activating gameobjects with loops, if you need it only as 1 play each time

young rover
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So, let me try the map with one spaceship for now, and if it works, I will add 2 more then try again, if it works, I am going to add some more safety stuff, try again, then update the current version to the new one

fierce python
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ye, you just need to experiment

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come back if you get stuck with anything

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its good to know about the Always Broadcasts as it is easy to make a feedback loop with them

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and you crash the world

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or just lag everyone because it triggers every frame

young rover
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I have two kind of SFX, loop and no loop, those which has no loop, I trigger them with AudioTrigger and those with loop, I trigger them by enabling/disabling the game object

fierce python
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right, you only need to send that as Always broadcasts if you need to activate them, but keep the triggers that triggers an always trigger disabled for everyone except the local person, i think that would keep them safe from making feedbackloops

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not sure if that works dont remember

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you may need them on for everyone

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its hard not to make anything overcomplicated ๐Ÿ˜„

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took me a long time to find out lots of stuff and to shrink triggers to only have the basics.

young rover
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I know

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this trigger system sucks

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It would be easier with stripts

fierce python
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used several hours on a basic thing to work and did like 5-6 iterations of it until i was happy with the resaults

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try to use Animators

young rover
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I have to

fierce python
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they are quite powerfull as you can trigger Buttons with them

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unity button can reference more than the triggers can and activate other states and calls for components

young rover
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I use animations as a timer, which just reminded me that when I trigger an animation that least more than 45 frames it won't reach the final frame

fierce python
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remember, you can set the sample rate to be 90 in the animations

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so it is synced with the updaterate of the world

young rover
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For example I need a timer of 2 seconds, at first frame it disables an object, than at last frame it should enable it, but it does not

fierce python
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it may be too fast

young rover
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Si, the animations for the world should be set to 90 fps

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I did not know that

fierce python
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you can do that with a normal trigger, the triggers is queued

young rover
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where is all that documentation?

fierce python
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so if you have both disable and enable gameobject it will trigger them in queue

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they recently fixed that

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before it was random what came first and last

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buttons do that too

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they are more reliable ๐Ÿ˜‰

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never broke them ๐Ÿ˜„

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all unity components are harder to break than trigger system they have

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but that's how it is

young rover
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thanks you for the info

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some times things are easier to break tahn to make them work...

fierce python
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yupp, and lots of stuff they have been into is tied together so they usually break loads of stuff while updating

young rover
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I mean in general

fierce python
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but the unity stuff is not touched as unity usually does its own thing

young rover
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not only yhem

fierce python
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ye i know

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its not a fault, and sometimes it could be a feature ๐Ÿ˜„

young rover
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hahahah

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right

fierce python
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like the seats they left open on the avatars that was active for a few days ๐Ÿ˜„

young rover
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I still don't know how to add seats to avatars, but I will investigate that later

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for now it does not matter

fierce python
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they got an own component for avatars

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so should be the same as world seats maybe even easier

young rover
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D:

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Did not work

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when ever any one gets into the ship the controls break

fierce python
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how breaks?

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would rather have an button do it but ye

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you start the engine with an button and

young rover
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Ok, same problem as before, once engine os turned on, every one can control the ship by walking

fierce python
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how was your control triggers?

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what type

young rover
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also I was the only one who could pick up the controller stick

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let me show

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the buttons will enable for every one still

fierce python
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you can have the start button disable for everyone once clicked and the local will activate the other objects

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just have the button local trigger and let the trigger trigger an custom that deactivates the start button with alwaysUnbuffered broadcast

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that should work

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else you can add the other gameobjects with that custom trigger, remember to have the deactivate gameobject at the end

young rover
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I am trying to figure out where do I enable the controls

fierce python
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local

young rover
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Ok I think I found the issue

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Thing is, then click on "Turn engine on" (which trigger a local and alwaysbufferdone triggers), the alwaysbufferone trigger plays an animation, when that animation ends the controls are enabled for local

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but since it's enabled from alwaysbufferone that is the issue

fierce python
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yupp

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thats your issue

young rover
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I should realy separate all local and alwaysbufferone triggers

fierce python
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it triggers the local trigger for everyone

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yes

young rover
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this time I should nail it

fierce python
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local can trigger always but not opposite

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else everyone gets it

young rover
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Yeah

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thanks, that explains a lot

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let me get into it

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jesus...

fierce python
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Local>Master>Owner>Always kind of

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You should always use local when you can

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Master after that

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then Owner or Always

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i think Owner is a bit buggy still

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Owner is more for Ownership transfer and "ObjectSync" items

young rover
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But weird thing is if I already set OnStationEnter to local, why was I able to see the buttons once other player entered the seat?

fierce python
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AH

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On station entered is triggering for everyone

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use buttons

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i remember now

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since a player is synced they trigger onEnter because everyone sees the player entering it

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its a bug i think

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shouldnt be like that you need to work around it

young rover
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it's fine, it would be a mess it that would not sync

fierce python
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so buttons it is then

young rover
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I think I know how to fix it with button, thanks

fierce python
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ye, but the on enter trigger should not be activated for everyone

young rover
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right

fierce python
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just remember the issue with on enter and onexit now that you said that

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both has the same problem

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so you dont need the Always on exit

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as everyone will send it to everyone

young rover
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So I should not trigger anything when someone enters the seat

fierce python
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making a heavy trigger event happen the more players are in the map

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It should only trigger it based on the broadcast

young rover
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if I want local trigger

fierce python
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but it triggers for everyone.

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so you need a button instead then or a lever or a key you turn to start the engine

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just use onInteract then

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but always have an Debug button to reset everything that is always active, good way to fix something when a player leaves in the seat.

young rover
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yeah

fierce python
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or leaves the world

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you can set that up later

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just get it working ๐Ÿ˜‰

young rover
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so if some one leaves world or respawn while sitting, will they trigger OnStationExit?

fierce python
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dont think respawn triggers anything

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so that is one of the bugs that can make the ride or plane unusable

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there is ways to detect an player not sitting in the chair anymore but i have not made that myself you you need to check that out yourself

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or find someone who knows

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you could check the flying personal transport planes that is already prefabs on.

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they are deleted once you leave them

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or removed

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so you just spawn an plane and once left it deletes them

young rover
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Oh, so you are the guy who made them

fierce python
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no

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:p

young rover
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Yes, i am actually using one as template

fierce python
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good, ๐Ÿ˜‰

young rover
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I think I will do that, but first I need to make it work

fierce python
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anyways im off now

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GL further

young rover
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Ok dude thank you for all the info, with this, now I can fix it

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๐Ÿ˜„

fierce python
trail jacinth
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Is it normal that my Animator controller on a GameObject with an Object Sync is not actually synchronised? xD

young rover
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Hello people! I have an issue here, you see, I got these flying jetpack prefabs, they are enabled by default. and I am also showing the configuration of the controller stick

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Problem here is that no one except the first player joined can grab the controller stick

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as you can see there is nothing restricting players from grabbing it, unless "Configurable Joint" component has something to do

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everything works fine, except player can't grab the control stick

violet owl
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Oh man, my friend had the same exact problem b4, I'll ask him

young rover
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thanks dude

violet owl
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Np

shadow dock
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its a ownership issue. in my prefabs i recreated the jetpacks fixing some issues and simplifying it. if you just want a quick fix on enter station for the station take ownership of the controller.

young rover
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Thanks dude, but how can I configure taht?

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I mean, how can I change the ownership of a GameObject?

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I seee

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๐Ÿ˜„

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In the TakeOwnership method, should I set target to Local?

shadow dock
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its either local or all. in not in unity at the moment so i cant be sure. if you select the take ownership from scene actions the default settings should be correct.

young rover
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OK, I try local first, then all

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What is the layer for the player?

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Is it Player or PlayerLocal?

shadow dock
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playerlocal is the layer your avatar is on. player is the layer other players are on.

young rover
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This should do it

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Thanks

young rover
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This ownership problem is driving me nuts D:

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So anoying

crystal fiber
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Following a tutorial on enemy ai but it use FPSController want to use for vrchat want to know the position of the player ???

near bronze
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Generic unity tutorials are not going to help you, they will almost always require custom scripts which are not allowed in vrchat. That being said, there are still plenty of ways to do what you want, but nothing about AI has been made into a video tutorial. Cyanlaser on YouTube has the biggest collection of tutorials though, that's a good place to start. He has one on tracking the player for example. For everything beyond those videos, your best bet is to ask questions here.

crystal fiber
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Thanks , will see cyanlaser tut. I made a world Lord of the Rings and adding a dungeon beneath HelmDeep and want to have patrol enemy in it following a path to kill intruders to respawn in cell !

frail grove
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some triggers seem to have broke. I am reuploading worlds with the new sdk

frail grove
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yeah my deferred triggers aren't even executing

near bronze
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Find a repro and make a canny

summer berry
frail grove
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np. im going to daisy chain it directly off the other trigger

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i was firing both of them off of a button

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testing now

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also the sdk never got updated. not sure if that was meant to be

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nope. same problem. I see it fire the trigger but the trigger does nothing. its like the damn delay timer isn't working

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doesn't matter if i fire both triggers from a button or in succession having the first trigger fire the second trigger

near bronze
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Not every vrchat update comes with an sdk update

frail grove
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ahh the way tupper posted it sounded like there was a new one

near bronze
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Oh you're right there should be

summer berry
#

The sdk does actually update your triggers either. The sdk is just how we interact with their code, but their code still changes. If they ever change the api to a trigger, then you are required to update the sdk.

frail grove
#

i messaged tupper. sure his stuff is blowing the hell up right now

#

well thats what I'm thinking cyan. They changed the video handler stuff

#

and this is related. but it appears to me that the fire trigger just isnt working. I'm gonna test with everything firing on one trigger with no delay just to rule out the video player. The the dev console isn't showing a play action at all

#

Cyan, should i just make a world with the bare components running those triggers for the canny?

summer berry
#

Yes

#

If you can make a world with just the minimum to see the bug, that helps them.

frail grove
#

with big buttons thats say "Fires both triggers off this button click and everything is scuffed"

near bronze
#

Is a unity package necessary or can they just get it

frail grove
#

you upload it and post a world id

summer berry
#

They don't need the package. They can just join the world

#

That

#

Apparently my "2" world was really helpful because they just had to join, click button and see if it worked or not.

frail grove
#

yeah. unfortunately i got other things to take care of right now like going to bed

summer berry
#

You don't really need to have a description in the world if your canny explains it well.

frail grove
#

yeah iw as just gonna take screen shots of my trigger components and put them on planes in front of the button

#

that way they know whats going on

summer berry
#

You can do both. Uploaded world with trigger screenshots

frail grove
#

i'll do it tomorrow

tiny furnace
#

So I have a problem. one of my worlds was public and at some point changed to public to friends but was not actually public. I couldn't update it as it would take me to old build and so I decided I would delete the world from my profile and re upload and submit it with a new ID with the same name and bio and all that. It went through and says its public but when friends click on me it is in fact not public and when I click on it in the mine section is says unlisted
this world has been public since September of last year and I have been updating it since then with no issues until a week ago.

I also have the most recent SDK and aside from a minor texture changes nothing in the world really is different from say a week or 2 ago.

frail grove
#

If you submit it with a new ID, it won't be public regardless of what you're reading.

brazen coral
#

hey, if I set my triggers to PlayAtIndex with Master they don't work. They work if it's owner, is there a fix?

slate canyon
#

any sexy people on?

#

I need help with Quaternions

warm niche
#

is there anyway to change the bloom in a room with post processing v1 or v2?

stiff lily
#

Yep, under the bloom setting

warm niche
#

oh, I should clarify. Is there a way to change it dynamically when in a room upon button clicks etc in a UI or something

#

I was thinking about trying the layer collisions with post processing v2 but wasn't sure if it would work

stiff lily
#

You can animate post processing values of a volume i believe yes

#

or you can enable volumes through animations/triggers and move them

#

with the falloff, you can have a smooth transition

warm niche
#

ok, sweet

#

that's only with v2 though right?

stiff lily
#

No idea, but you should use V2 regardless

proud meadow
#

Make a global post processing volume with everything except bloom at priority 0 weight 1. Add a second one just with bloom. Put it higher priority and weight to 0 or whatever initial value. Put an animator on it to control the Weight on post process volume. Then you can use various triggers or slider prefabs to control that animator and therefore the weight of the bloom

tiny furnace
#

@frail grove I was reading the official spreadsheet that shows what worlds are public and what are not. So at some point a DEV saw and approved it and yet it stays unlisted.

frail grove
#

It can take a little bit of time after it gets approved. Mine took two days after the sheet was approved to be public

trail jacinth
dark sigil
#

if(!!false) return !!!true

fresh sage
#

Any possible way to add an "Agro range" to the Standard Asset's ThirdPersonCharacter AI?

near bronze
#

Possible, yes. Easy, no. It's not as simple as just adding it to the AI. The only thing the AI does is pathfinding to a target. It's your job to build a system that determines where that target is. So everything like who it attacks, when it attacks, when it stops attacking, that's all up to you and however complicated you want to build it

fresh sage
#

Aren't we still locked from custom code? Or are you saying it's very difficult but possible through the event system?

near bronze
#

The event system is really best used for detecting things and setting things off. B the real logic, state machines, all of that, is built with animators

tiny furnace
#

@frail grove By yesterday it had been like 3 days since it was approved and now its 4 and I have screenshots of my issues. It goes through is approved yet is not public after days.

#

Open to friends same as before.

#

Should I open a support ticket or something?

obtuse condor
#

who wants to catch these hands

proud meadow
#

You can submit an update and it will go back into community labs. I don't understand this either. Happened to my world and I put it back in labs, not sure that actually helps

manic cloud
#

my friend had to email support for the community labs issue

ember root
#

Im looking into adding some Ai animal's to run around in my world. does anyone have good tutorials or something that i can look to since scripting isn't allowed. and im not sure how to go about it without scripting

#

I know aboout AI character control but not sure if thats everything needed since i havent tested

quick heron
#

uh haven't fully try this yet however was thinking about using Pegasus to set up and drive the animals then use runtime recorder to record them into .anim for a loop

distant aurora
#

when using the SyncVideoStream with live content, what are the formats actually supported?

#

does it do things like HLS or even DASH?

#

(please @ me if you know something, i might not see it for a little while otherwise)

ember root
#

Yeah I have all the animations already from another project I did in non vr. Iโ€™m just trying to find out the best way to use air nodes to make the animal walk around in a random premade trails

quick heron
#

Pegasus

ember root
#

Ohh that cost money tho and does that even work with vrchat? since im assuming its custom scripts

ember root
#

Im not sure how it was done. i know i went to a map the a few weeks ago that had a cat that moved around the map. it could have been a animation of the cat just walking around the house without and ai stuff. not sure though

#

INtresting theres a vrc_npc componet. not sure how it works yet though

ember root
#

I found a pretty nice tutorial/prefab on how to get the basic functionality still not quite sure on how to have it move around randomly or even to multiple points but Iโ€™ll probably mess with it when I wake up since Iโ€™ve forced my self to stay up way way to late normally got to bed like 5-6 hours ago lol

quick heron
#

Pegasus may not work in VRchat but you could use it in Unity and record the animations with the run time record i just posted above .. making a walk around with out any scripts could take a very long time making each shape key, so use a scripted setup like Pegasus and record the movements into runtime this way it could easy be used in VRchat

ember root
#

I found another way to go about it with a prefab that was pinned in one of the channels

quick heron
#

kk

#

what prefab was it ? i will be doing the same in future for some fish swimming around

#

check you DM

warm niche
near bronze
#

as long as they support steamvr's skeletal input system, then the answer is maybe, eventually, probably when knuckles release officially there will be a big push for it.

#

but directly supporting those gloves if they have some proprietary thing, then no absolutely not

warm niche
#

cools

zinc briar
#

"With programmable haptic feedback, SDKโ€™s for both Unity and Unreal, and compatibility with the VIVEโ„ข tracker and controller, Hi5 VR Glove Business Edition provides you with key solutions to fully immerse your customers in VR for games, exhibitions, educational experiences, and training simulations."

SDK's for both Unity and Unreal
seems proprietary to me, so chances are zero to none I believe

near bronze
#

sounds like knuckles would be way better anyway ยฏ_(ใƒ„)_/ยฏ

#

the only advantage gloves could have over knuckles is if they have restriction or at the very least haptic feedback on the fingertips. This has nothing like this, just detection

rotund oasis
#

Hmm... I want to try out a compute shader at work but my work laptop is a Quadro K610M

#

Wonder if I can get mesa to run Vulkan on that old thing? haha

#

Intel(R) Core(TM) i7-4810MQ CPU @ 2.80GHz Hmm... what gen is that?

#

4600 Intel graphics. Strangely enough, apparently mesa can do Vulkan on a GPU as old as 3000 series.

#

Anyone know if compute shaders should work in 2017.04? They seem to load up. But not getting any kind of result.

#

Wow... trying to do compute shaders on an underpowered laptop is slow as death. ๐Ÿคฃ

Ah well... I give up for now. Maybe straight up programming is better.

rotund oasis
#

Also: without a compute shader this calculates nice and quick on the i7 linearly...

#

Wow, this erosion simulator from that Coding Adventures video looks pretty good. ๐Ÿ˜„

white ruin
#

Whenever I go to the VRCSDK settings it will flash between 2 different settings menus. I can't type anything before it'll switch. Same goes for checking the boxes. I tried uninstalling and reinstalling both the VRCSDK and Unity. How do I fix this?

late steppe
#

What unity version do you have @white ruin

#

Wait nvm

white ruin
#

@late steppe I have Unity 2018.3.12f1

late steppe
#

Oh

#

Might be problem

white ruin
#

and the VRCSDK I'm unsure because it's still asking me to use the 2017 version

#

but I downloaded the 2019 one

late steppe
#

Use unity hub to install 2017

white ruin
#

and deleted any other VRCSDKs

late steppe
#

You can download 2017 the should work

white ruin
#

I already tried unity 2017 and it did the same thing

late steppe
#

So you did install latest sdk

white ruin
#

I did but it still says I need the 2017 version

late steppe
#

Hmm

white ruin
#

I deleted everything I could find of older vrcsdks

late steppe
#

Ok so your for sure running on the correct 2017 version

white ruin
#

of unity or the vrcsdk?

late steppe
#

Unity

white ruin
#

no I'm not

#

I tried it before though

#

but I'll try again

late steppe
#

Ok

white ruin
#

@late steppe So I'm using the right version for the VRCSDK but it's still doing the flashing thing and I can't type without the text disppearing

late steppe
#

Iโ€™m not sure then

white ruin
#

I give up

proud meadow
#

any red errors in the Console window? can you try on a new project and import nothing, then just add the VRCSDK from the official download and nothing else. Does it let you log in if you do that? @white ruin

#

then start importing assets one by one. probably there's a script in your project causing problems

ember root
#

Super late to this You have to have the 2017 version of unity to do anything with vrchat. Anything newer will not upload or work

#

Hopefully once then 2018 lts comes out in a couple months vrchat will move over to it since it has some nice improvements and fixes

gilded umbra
#

sadly,i doubt that'll happen any time soon. that's a hell of a move for a game driven by user created content

ember root
#

It would such since all worlds and avatars would probably need to be updated well worlds atleast not so much avatars.

drifting egret
#

They can move over once a 2018 LTS version exists, but I imagine even then it would take quite a bit of time.

#

Would bring a lot of potential performance improvements to the table, such as the jobs-based Final IK (once the bugs are ironed out on Root Motion's part), as well as jobs-based dynamic bones

ember root
#

Yeah the game its self should go over just fine they will have to maybe make small changes but yeah in my opinion the performance improvements and also the new terrain system and so on outways the small cons of needing to import the world to a newer unity and uploading

zinc briar
#

LTS 2018 is coming out in a few weeks actually

#

It got announced for the release of 2019.1 today

ember root
#

Yeah its gonna be some time in may

near bronze
#

hopefully going from LTS to another LTS will make things smoother, but still it's not to be taken lightly. But they'll want to make sure everything is stable first, and at the moment that is not the case

ember root
#

Going from lts to lts should really be smooth only thing that could become a issue is if any of the vrchat code uses old api calls

warm niche
#

think they will actually move over? seems like it would be imperative given the emphasis on mobile target lately

ember root
#

I think it would be more beneficial if they did since it will improve a lot of performance related stuff especially with unity terrain related stuff. also depends on how unity does there lts. if unity stops long term support on 2017 to replace it with the 2018 then they will have to move if they want that support

#

But 2017 lts ends in 2020 so lets hope they update to 2018 around when it releases

drifting egret
#

Well they should move over, but they may not be in any hurry to do so.

#

There are LTS releases currently out that fix some bugs like no mic switching and there hasn't been an upgrade to that either

#

And I figured they would also upgrade due to the giant security flaw in "open in asset store" links?

#

But apparently safety isn't as much of a concern if you actively create content for the game (worlds and avatars), only if you play the game.

ember root
#

i just now realized they are on a lts release from November of last year.

#

No point in not upgrading since its only small fixes and nothing like super major other then security flaws and fixes

polar wagon
#

Anybody know if there's a way to change your animation override via gesture?

#

Like say I wanted to use a gesture to change my walk cycle animation

near bronze
#

You can't change your animation but you could change the model that's being displayed, which would be running a different gesture

#

It would be pretty janky but it could sort of work

white ruin
#

@proud meadow The only error is the avatar descriptor. Which for whatever reason isn't showing up.

#

Yeah it looks like it's a problem with my specific avatar

timid tapir
#

Hi, so I am trying to make a button that rolls a die, but the dice is just text on the wall. For some reason it just isn't working.. I've been troubleshooting for 1/2 an hour with no change at all.

The button:
https://gyazo.com/89a76bed2044bf687551c71763e14ab1

Animation controller:
https://gyazo.com/4a023f4752fff4e3c2a5ad6dc92d94bd

The animation:
https://gyazo.com/fe027069a7ed099347672d48122683e7

The trigger:
https://gyazo.com/0870f262446e4d8677a308452c35345d

I can't see anything immediately wrong, but maybe some fresh eyes could possibly help?

#

Pressing the button for sure works, as I made a couple of blocks to debug and the one that gets set active for the button is the only one that is set active.

#

If I play the animation controller in unity, it plays the animations and returns. But of course I can't test the triggers until I am in game.

near bronze
#

What does the animation look like? Are you using an animation event to call setrollzero?

timid tapir
#

3rd picture

near bronze
#

Oh my bad

#

Is the setrollzero trigger on the same gameobject as the animator?

timid tapir
#

Yeah

near bronze
#

What's the reason for going through an animator at all?

timid tapir
#

So I can make the dice change a few times before it picks a number

#

as an animation

#

So it looks cool

near bronze
#

Ah

#

The speed of the animation is 3, maybe it's skipping over the event somehow? I'm not sure if it would or not

timid tapir
#

rand 4 and 5 are set to speed 1..

#

so even if it skipped the first 3, it should still at least change twice

#

See why I am stumped .-. haha

near bronze
#

Well first of all, change it to an animation trigger not a bool

#

Triggers are consumed when they are used for an animation, so you don't have to worry about turning them back off

timid tapir
#

What do I set as the trigger?

near bronze
#

For all the transitions like from 1 to 2 and 2 to 3, do you have exit time off? That might also cause it to transition immediately and skip the event

#

Trigger is another type of parameter, just like a bool

near bronze
#

Ah, don't have transition time

timid tapir
#

set transition duration to 0?

near bronze
#

Yes

timid tapir
#

That sadly did not fix it

#

still doing nothing when I press the button

near bronze
#

Did you change the interact to also change the animation trigger instead of a bool

timid tapir
#

Just tried that, still didn't work .-.

#

I am just going to go back to what I had before and not do the animation, just the trigger because that works fine.

#

Just not as nice :/

near bronze
#

I don't see anything obviously wrong with the animation either, changing to animation trigger is just a minor improvement not fixing an error

timid tapir
#

It works 100% if I don't use the animator so I know its not the triggers .-.

#

at least maybe

near bronze
#

However, I should note that you definitely should not be using always bufferone for every trigger in a chain of triggers

#

This is because if you have multiple players, they will each receive the action and rebroadcast back to other people

timid tapir
#

I know, I haven't gotten to that yet lol. I was trying to make it work before I did the cleanup

near bronze
#

If you want to work on that later, then at the very least make everything local

timid tapir
#

If I make the random dice one local, everyone will get a different number - I would want to make it master, wouldn't I?

near bronze
#

No, local means only the person that pressed it will see the results

timid tapir
#

I would want everyone to.

#

Its a multiplayer game.

near bronze
#

Yes that's what I mean, if you haven't gotten to working on the syncing part then you shouldn't just leave it always bufferone. That is going to cause exponential lag

#

If you haven't bothered with it yet, just have it not sync. That way you can work on the functionality and deal with syncing later

timid tapir
#

It works if I just don't do the animation which is just visual. I would want it to properly sync out of the box.

#

If I just have it select a number as soon as they press it - that part works.

near bronze
#

Yeah it works but if you have more people it will cause lag exponentially. This is a terrible practice

#

If you have a chain of events you need I make sure you're not over broadcasting

timid tapir
#

Have the button press local, and the random number chooser AlwaysUnBuffered?

near bronze
#

Yes exactly

timid tapir
#

Yeah that's what I thought, thats what the rest of the control buttons are.

white ruin
#

I'm having a problem with one of my arms glitching and twitching back and forth

#

It only happens with the right arm, not the left

white ruin
#

I tried to mess with the hierarchy so I'll see if it works

#

Yeah that fixed it

trail jacinth
#

Lol I was just about to ask what the best system for a RNG is...I guess the only true RNG would be to use the "Randomize" function of the VRC_Trigger, because that one uses the pseudo-random algorythm right?

warm niche
#

How complicated would it be to make an accessory that can play different audio files and have said files be interchangable via a another accessory you can put in? Think music player but on your arm.

timid tapir
#

Using a VRC_AudioBank not really that hard.

proud meadow
#

I don't recommend audiobank just because it's a bit buggy in my experience / doesn't loop or skip properly between tracks. For worlds, you can use UI Buttons to change the "AudioSource.clip" to any file on the same audio source. You can also use PlayOneShot or the built in vrc trigger play functions depending on if you want to allow multiple overlapping clips from the same audio source

clear lagoon
#

So I added a vrc_station to one of my avatars. People can use it and such. But when they get off of it, they can no longer move around. any idea why that might be?

late steppe
#

Thatโ€™s happened to me on and off for one of mine but not that much anymore so Iโ€™m not sure

wooden silo
#

Is it possible that they're getting stuck in the floor when they get off?

clear lagoon
#

I don't think so, as they got off while I was holding them up in the air

drifting egret
#

@clear lagoon can you show the station settings?

#

You must use default settings for the most part. Mobility set to Immobilize, and "Seated" has to be ticked.

frail grove
#

I can confirm this as I've tested it extensively.

clear lagoon
#

Ah, I un-ticked โ€œSeatedโ€. That is probably the issue then. Iโ€™ll try changing that back when I get home. Thanks!

late steppe
#

Is it also imobalize for vehicle

clear lagoon
#

Yep. Once I checked seated again it worked

drifting egret
#

Not sure why this is even allowed to happen on avatar chairs

#

ยฏ_(ใƒ„)_/ยฏ

#

Must be a bug

twin oasis
#

I wish someone told me that C# was easier than C++, and very similar

#

I tried C# at work today for a practical application, and it was like I already knew C#

#

the memory management part is blowing my mind

#

it's like C++ without all the extra bs that you have to account for

drifting egret
#

Yeah, I think C++ is harder

#

It still has its uses but I prefer C# any day

golden valley
#

and if you need to do some low level stuff, you can use unsafe code

#

or use interoperability and c++ code

late steppe
#

do i need vr ik script for vrchat

warm niche
#

Depends on what you are doing @late steppe

#

For using ik scripts with objects in the armature as target, yes. Also it lets you configure your avatar ik behavior

#

If you're using final ik scripts that don't have a target in the armature, then you don't need to use vrik

warm niche
#

can you make a custom Script to save data in it, to generate the Scene?

#

i would like to have an GameObject with an "TrainData" Component, and this holds multiple "TrainStationData"

#

this is just used to generate animations/animation-controller

#

and should not run on VRChat

#

like an Editor-Only-Thing

summer berry
#

You can create editor scripts to generate your world, but you need to understand programming and c# to do it.

warm niche
#

i know c# ๐Ÿ˜‚

#

i just want to avoid, making everything by hand

#

i have to do so much stuff that can be automated better

summer berry
#

Not everyone here does. But the way you worded the question was confusing.

#

I have probably written an editor script for all of my projects after my first. They are so helpful.

warm niche
#

like, moving the world, controlling destination display, lock/unlocking doors on the right side, sound controling etc

#

is there a way to add a curve into the inspector?

summer berry
#

As a visual? Probably.

warm niche
#

i want to set certain speeds at a specific time

near bronze
#

Are you talking about an editor script or something that will play Ingame?

warm niche
#

editor script that generates stuff for the ingame

near bronze
#

So you want to make a curve in the script that creates a curve in the animation?

warm niche
#

kind of

#

i have audio files for each station

#

like

#

Station 0
Station 1
Station 2

and then i have files for
a drive from Station 0 to 1
drive from Station 1 to 2

trail jacinth
#

For some reasons I cant interact with the UI Canvases in my world (even the completely standard ones)...I must be missing something but I dont know what?
(No I didnt delete the EventSystem, its not that I cant just click the buttons, but it doesnt even raycast onto the Canvas)

#

okay Im an idiot

drifting egret
#

@trail jacinth make sure you add a Vrc UI Shape component to the Canvas.

#

Ah

trail jacinth
#

Nah I forgot that you need a Panel

drifting egret
#

Not sure if you need one but

#

ยฏ_(ใƒ„)_/ยฏ

#

Also make sure neither the canvas nor any of its children contain colliders

trail jacinth
#

Wait what were you going to say?

drifting egret
#

And that there's a UI Shape component on the canvas

#

You need that

#

And finally, the Z Pos of the canvas and its children should be 0 or buttons may fall "behind" the panel

#

Making them not clickable

trail jacinth
#

Ahh okay thanks. Canvases 101

frail grove
#

Anyway to get feedback from the console and use that to generate an error message in the game on a trigger or something?

summer berry
#

Probably not an error, but I have used empty custom triggers as ways to log when an event happens just for checking and debugging.

frail grove
#

yeah im just trying to figure out if i can make a "url error" indicator on my CP when people screw it up by entering the wrong url and nothing happens

gleaming bane
#

Anyone here know what causes certain models to not work with flying colliders?

#

Working on a mech rn and the collision wont work for the flight system I usually do.

warm niche
#

why doesnt it set "Local"

near bronze
#

it needs to be in advanced mode

warm niche
warm niche
#

i love this wiki

#

its just empty

safe musk
#

https://docs.vrchat.com/docs/vrc_videoscreen If a texture is provided, it will be used as the "default" screen when nothing is playing. Is this broken? Inputting any sort of texture works fine in Unity, but it's always a pure white screen in-game when using the new video player.

#

You've gotta be kitten me. ๐Ÿ˜พ It randomly started working on a different build when I was working on something else entirely.

#

Nevermind, it didn't start working. I forgot to change back the material index to 0 after some experimentation.

winged lintel
#

So, anyone ever run into the issue of particle shaders and transparency not showing up at all in Unity

winged lintel
#

fixed it, model had no vertex alphas

dapper sky
#

Anyone know if it's possible to make a particle that expands past the view when growing it with size over lifetime?

near bronze
#

Yeah, you're running into the maximum size probably. Default is set to 0.5, which means it won't be displayed any larger than half the screen. If you make it something like 10, that will allow it to get much bigger

#

That's all in the renderer tab

dapper sky
#

Ah gotcha, thank you much

safe musk
#

RE: Transparency not showing up. Unity is weird if you have multiple transparent objects overlapping. It doesn't calculate it on like, a per-pixel basis. It pretty much just renders the one whose origin is closest to the camera primarily, then any overlapping transparent things as if they were behind the other transparent thing.

#

Try chuckin' a P-ball into the big funnel in Fidget Balls to see what I'm talkin' about.

#

Oh, didn't see the bit where it was figured out. -_- Need coffee.

kind brook
#

Can't figure out why my Enter trigger is not working. Unless I'm using it wrong; Trying to make an object appear that when you walk into it's collider it heals you

dapper mountain
#

@kind brook post picture of the components of the gameobject that heals.

dusky drift
#

What event function do I need to use to call a Button's On Click through an animation? I can only find get_onClick() but that doesn't seem to be it?

drifting egret
#

Press ()

#

@dusky drift

dusky drift
#

Thanks. I tried that one out. I had set to change the parent of a child to another parent, but that didn't seem to work for some reason. Got it working now, thanks anyway. Supposed to use Transform.SetParent instead of Transform.Parent

drifting egret
#

Yes, that's what I figured too

#

And to unparent stuff, for some reason setting Transform.parent to none doesn't work either, you have to call DetachChildren() on its parent.

kind brook
#

@dapper mountain I actually managed to get it working, kind of, just forgot to set the layers. Just it heals everyone who is damaged and not the target

dapper mountain
#

Is it set to PlayerLocal only?

drifting egret
#

The trigger has to be Local too

#

If it's synced then yeah, that will heal everyone.

dusky drift
#

Actually. Interestingly enough I set it to SetParent with the parent being the VRCWorld (just to have a parent) and that seems to work just fine. Weird

near bronze
#

you can also use detach children

dapper sky
#

How would I go about spawning a particle that stays at a fixed point in the world when I activate it? Setting the particles to World render space and then just placing them outside the armature didn't work, and someone suggested just putting a fixed joint on it that wasn't bound to any specific rigidbody because that would make it bind to the world or something, but that didn't work either

drifting egret
#

Which part of the world particles "didn't work"?

#

@dapper sky

#

You also have to set the rotation to world or velocity so it won't rotate with you

#

In the renderer module

#

Render alignment

dapper sky
#

The particles are still bound to my avatar location and rotation, I'll try setting render alignment to world and see if that fixes it

drifting egret
#

If the simulation space is world then it should not move with you

#

With render alignment set to world, it should not rotate with you

dapper sky
#

So what I mean by it rotating with me is that I have particles spawning in a circle around me, and when I turn or move, that circle of particles also moves and turns, not the individual particles turning.

#

So I think render alignment should be View, but I just want to spawn the particles, then be able to walk away freely without the particles being bound to my avatar's location or rotation in any way

dapper sky
#

still not sure how to do that though

dapper sky
#

turns out I just had to place a fixed joint on the particle and not edit the rigidbody in any way. That makes it so that the particle stays fixed in space no matter how I move or turn, but now I need to switch the view render so that it's not just a plane fixed in space

warm niche
#

You're gonna have to reset your fixed joint as well @dapper sky

dapper sky
#

Why is that?

#

Does changing render alignment break the fixed joint somehow?

warm niche
#

@dapper sky a fixed joint connected to nothing will gain an offset position as you move away from it, turn it off, and turn it back on

#

so you need to include a position reset in your handling of the fixed joint

#

to reset it back to it's starting position local to you

#

oh and fixed joints connected to nothing also have a bug that requires a specific work around

dapper sky
#

Will I need to include a position reset if itโ€™s just a brief animation? It just spawns a particle that lasts for like three seconds

Also what bug? And whatโ€™s the workaround

warm niche
#

if you ever move or rotate while the fixed joint is active, yes

#

the bug makes it so the fixed joint only works locally, not globally

#

the fix is weird

#

how are you activating your animation

#

gesture override?

dapper sky
#

Yeah

#

And okay, guess Iโ€™ll just make a reset gesture, didnโ€™t know Iโ€™d need to, thank you

near bronze
#

or just don't use fixed joints, problem solved

#

configurable joints have many more options

dapper sky
#

Can configurable joints fix a gameobject in space once activated so I can move around while itโ€™s active without affecting its position?

near bronze
#

yeah, and they won't have the issue that fixed joints do

#

they do everything fixed joints do and way more. Like with your circle of particles, you could have it joint to the world on rotation only, so it still follows you on position but doesn't turn with you

dapper sky
#

Well I want the particles to stay where they spawn, not follow me in any way

safe light
#

Anyone know a good way to extract a model from a ROM to use as a playermodel to create an avatar?

near bronze
#

wait you want the particles to stay? There's no reason for a world joint anyway. That's only if you need a physical gameobject to stay behind

safe light
#

not find the model online, but actually take the ROM and dig out the model of an NPC or something

dapper sky
#

I have particles patented under gameobjects. I want to spawn the circle, and have it stay where it spawns for the duration of the animation no matter how I move or turn. With no fixed joint, the circle moves with me and repositions as I turn, which I donโ€™t want.

near bronze
#

is the particle system on a bone that moves with IK, like your hands?

#

or is it just directly beneath you

dapper sky
#

Itโ€™s just beneath me, not bound to any bone. I placed it outside the armature, but still under the model.

near bronze
#

then yeah just set the particle to world space

dapper sky
#

Just setting it to world space didnโ€™t do it, it still followed my avatar

near bronze
#

on rotation or position as well?

dapper sky
#

Yes. There was no change.

near bronze
#

then you're not doing the right thing

dapper sky
#

Setting simulation space to world, right?

near bronze
dapper sky
#

Yeah that didnโ€™t do it by itself.

near bronze
dapper sky
#

So when I say rotation, I mean I am spawning several particle systems in a circle around me. When I turn, that imagines circle also โ€œrotatesโ€

#

Not the individual systems rotating

near bronze
#

Are you constantly spawning new particles, or do you want to drop one burst of particles and then leave it there

dapper sky
#

Itโ€™s not constant, but itโ€™s a variety of particles that together last for no more than 5 seconds

near bronze
#

that's not my question

dapper sky
#

The particles Iโ€™m using are from a prefab that I didnโ€™t make, itโ€™s composed of 6 different particle systems and I donโ€™t know if theyโ€™re burst or constant emission

near bronze
#

what does it look like

#

pictures, gifs, literally anything

dapper sky
#

Iโ€™m away from my computer, I canโ€™t post anything for at least another hour, Iโ€™m sorry

#

Iโ€™ll tag you with a gif when I get home

warm niche
#

@near bronze config joints have the same issue, haven't been able to find a setting that fixes the bug

#

@dapper sky the emission location is moving with you, so even though they are world particles, they emit from you

#

Fixed joint or config joint will solve this, is same effect, but you would still need to reset it, and the bug is still there on config joints

#

How are you enabling the particle system?

dapper sky
#

@near bronze @warm niche Sorry for not posting this earlier, this is the gist of what the particles look like

#

I have the particles being activated under the respective "Fire Pillar" game objects, then I animate their timed activation using the "Fire Pillars Super Parent" gameobject, then activate THAT for the gesture animation

warm niche
#

Is there any way you can change the particle systems so they subemit from a world particle?

#

I think that might solve the effect emitting from you

#

Otherwise, look at this

dapper sky
#

I could maybe do that, I'll give it a shot soon, thank you for the idea

#

Also thank you for that package, I'll give that a shot if it doesn't work

bitter ruin
#

Frigging... Anyone knows why blend from shape only works one on a mesh or something? I Keep trying to apply my new basis through all the shape keys.

#

but it ain't working :V

drifting egret
#

If you want to apply a shape key as the new basis, you should use the Cats "apply as basis" feature, otherwise it might be tough to get working properly

bitter ruin
#

Thats a thing with Cats?

#

In which dropdown is it?

drifting egret
#

The one on the right

#

Next to the shape keys list

bitter ruin
#

Doesn't work, and that just made the shapekeys for other things reach further :s

#

This sucks x .x;

#

Cause its the eyebrows and some teeth.

#

So if I seperate those.

#

and remove all shape keys.

#

Then Im losing expression and teeth are just gonna be there when I talk x .x;

subtle kelp
#

@bitter ruin Can you tell me more about it? What exactly didn't work?

bitter ruin
#

Well, It made the basis I wanted to try two times bigger,

#

And the other shape keys still made the eyebrows, return back to normal.

tropic jewel
#

Anyone know what's required to get triplanar world overlay shaders working on particles? (The "wooper shader" type)
I've had it working when just attached to regular objects or avatars already just fine, but it won't seem to show on any particle.
Am using a mesh particle with the same material that's working on other things. Same scene and has the required directional light.

drifting egret
#

The ones I've used work quite well

#

Rero's doesn't work on world particles because the object is assumed to be at 0,0,0 @tropic jewel

#

Generally to fix it, you need to not use the mesh's origin point, but the Particle's "Center" that you can pass in via Custom Vertex Streams.

tropic jewel
#

@drifting egret I'm currently using Neitri's shader. I assume it's the custom vertex stream part I'm missing then?

agile rapids
#

Possibly the wrong section but, if I wanted to create a "Leader Board System" in my world, how could one go about storing player name data and read data in unity?

near bronze
#

You'll have to manually approve it and add to it, but it's just a matter of making an image and hosting it somewhere then using vrc panorama to get it from the internet

agile rapids
#

Is there any custom C# code I could use to at least upload points? O:

near bronze
#

Well you can't use custom programming in vrchat

agile rapids
#

Ahh okay.

near bronze
#

There are ways to do a lot of stuff, but getting the players name and communicating with the internet are two things that are basically impossible

agile rapids
#

Well thank you anyway. Lol I want to make a capture the flag game and I'm having a bit of trouble with teams and play data :x

#

Player*

near bronze
#

Oh, you want a leaderboard ingame? I thought you meant an internet based leaderboard

#

Like a permanent one

#

If you just want something that's entirely self contained in the instance, that's doable. Although you'll have to rely on identifying players by generic names like player 1, player 2, etc, or give them the option to name themselves. but they'll have to do that every time

agile rapids
#

That's not so bad. I suppose I could have a static leader board for each round, see who had the flag for how long

#

Which team won, etc

stable hazel
#

couldn't you use a camera to freeze frame the nameplates, or the faces of their avatar? It won't work for late joiners but it's a possible solution to identifying people

agile rapids
#

I suppose. But I'd have to either hope their looking at the camera, have the camera follow their head and lock it's position, or something else xD

#

Any good tutorials out there? ;0

stable hazel
#

#12 might be what you're looking for in terms of tracking the player's head

near bronze
#

Yeah getting a picture of the players head isnt so bad actually

#

You can use playertracking to get their exact camera location and put the camera inside that

#

Or inside an objectsynced thing, that'll be the annoying part

agile rapids
#

Yeahhhh lol

warm niche
#

im feeling stupid rn,

#

i try to make 1 animation curve based on the data in another animationcurve

#

currently the animation curve is linear for the motion but i have another curve that says how the acceleration from that thing is

#

and it should be applied to

AnimationCurve worldCurve = AnimationCurve.Linear(0f, startZ, clipLength, destinationZ);```
#

it should look like this in the editor

rotund oasis
#

https://answers.unity.com/questions/1173078/is-it-possible-to-change-shader-of-terrain-details.html

So I'm guessing I should be able to override the Unity3D shader with one that's more compatible with VRC using this method. Am I right?

#

Otherwise my waving grass is all black.

rough sleet
#

@rotund oasis Sadly no, the grass shader cannot be overridden that way. There isn't a way to use lightmapping with Unity's terrain grass.

nova dirge
#

Is there anyone willing to kinda mentor me as I go along making my first world? I am a quick learner, already pretty much have the bones done by myself with only having to watch a single tutorial. Anyway, just someone who won't mind chatting and answering questions etc 1 on 1? discor11Luv

stiff lily
#

world
bones
thonk

topaz jolt
#

@agile rapids did you ever find a tutorial on how to set up a leader board and track player points? I am also trying to implement the same functionality

trail jacinth
#

@nova dirge did you actually mean avatar and not "world"? Because bones are something used in the armature of avatars, and not typically in worlds xD (And if you actually meant world then Id like to help, cuz obvious reasons ^^)

nova dirge
#

I meant world, I didn't mean bones of avatar. I meant like the bones of a building, sorry poor choice of words lol

trail jacinth
#

Bones of a building? Well now Im honestly curious what the hell youre doing xD

nova dirge
#

Just set up plane floor and walls so far. This is honestly the first time I've ever even looked at Unity let alone made something in it. But Im not 100% new to design.

trail jacinth
#

Ahh okay well just add me if you want. Im not an expert, but Id say Im decent when it comes to Unity.

nova dirge
#

That is super generous, thank you!

agile rapids
#

@topaz jolt I have not :(

topaz jolt
#

Ah ok well if I figure it out on my end Iโ€™ll let you know. But if anyone has any helpful guides or tips to making a score board it would be much appreciated

shadow dock
#

@topaz jolt question what type of score board are you looking for?

#

or more information on what you would want it to do.

topaz jolt
#

@shadow dock I want a way for individual players to score points /store points and then display that score where everyone can see, and a way to determine the winner(the one with the most points) but I dont know how one would create a score that incremented/ increased with the given VRC triggers and actions. Let me know if you need more information than that. I don't even know how to keep score

shadow dock
#

it matters how you want to build the world that would determine how difficult it would be to make. a simple way to display points and increment the value are with animator int add and subtract.

topaz jolt
#

๐Ÿ˜ฎ ooooooo I didnโ€™t know they could be used like that! Ok thank you

trail jacinth
#

Can you spawn an object as a child of another object?

near bronze
#

not directly, but you could spawn a dynamic prefab and then as soon as it is spawned it can reparent itself to the object you want

trail jacinth
#

Problem is that I have an Animation on that object that moves it around, but I want it to move around based on the position of another object, not in global space. Whats the best way to achieve that?

near bronze
#

could you reword that question with less prepositions? Not sure which one you mean by "that object" and "it"

trail jacinth
#

I have a prefab, that has an Animation which moves itself around. Now I want to Spawn that prefab on a position of another GameObject. Problem is that the Animation immediately sets the Prefab to 0,0,0. I want it to move based on the position of that specific GameObject however.

#

Ahh got an Idea

#

I parent that prefab to something that doesnt move and then spawn that thing at the position of the GO

#

Sometimes I think too complicated xD

near bronze
#

reparenting shouldn't be necessary unless the position you want it to move around is also going to move

trail jacinth
#

And even then you could just use a FollowTarget

near bronze
#

if you want it to move around the position you spawn it at instead of snapping to 0,0,0, then just run the animation on an object inside the prefab instead of the prefab directly

trail jacinth
#

Yeah thats exactly what Im doing now

agile rapids
#

So I give up. I'm not very good with unity, java, c#, python sure. But I'm new to Unity lmao

#

Does anyone know of any good methods to creating a minigame?

#

Im having trouble with sorting teams and give that player a specific role

#

like 2 defenders, 4 offence bois and spectators xD

near bronze
#

It's definitely not an easy problem. Not something anyone has made a prefab for. I think your best bet would be either let the players do all of it themselves instead of building a complex system that will do it for them, or work on other projects so you can learn more from the ground up instead of skipping straight to something big like that.

trail jacinth
#

Is there a way to "access" or trigger something on another game object via a spawned prefab? Because you cannot reference another GameObject in the Scene from inside a prefab :(

near bronze
#

Two ways: one, by putting a collider at a specific place in the scene and detecting that. And two, by using a dynamic prefab instead. Which is not technically a prefab, instead it's more like a copy paste. Which means you can have an object that gas all the references like normal, then just copy and paste

trail jacinth
#

How would that dynamic prefab way work?

near bronze
#

You take an object in the scene and drop it into your scene descriptor's dynamic prefabs list. Then you make a spawnobjwct trigger and call that prefab by name instead of by dropping in an object. In order to do that you have to go into debug mode and type the name, and then leave the trigger alone. If you expand it, it will delete the name and you have to re-type it in debug mode

trail jacinth
#

Ahh so the object itself will never be an actual prefab

near bronze
#

Yes

#

Prefab = unity thing. Dynamic prefab = vrc thing

trail jacinth
#

gotcha

#

And what would be the path of the Dyn.Prefab then?

near bronze
#

No path, just name

trail jacinth
#

In that field?

near bronze
#

Yes

trail jacinth
#

And you can only safely look at them in Debug mode right?

near bronze
#

You can look at the trigger in normal mode, just don't expand it

trail jacinth
#

ahh okay

#

Thanks

trail jacinth
#

@summer berry @near bronze Big News, I might have found a way to directly call "Press()" for Buttons via an AnimationEvent on a different GameObject. I want you to test my idea, because you understand this alot better, but Im pretty confident that it will work ^^ The technique is generally pretty cool and useful (I think) and maybe you dont know about it yet

drifting egret
#

Isn't that already possible by just calling Press(), and having that button click event call press on another object directly?

trail jacinth
#

Yes but you can also execute a custom trigger on another gameobject with this

#

I dont know how useful it is yet, but I think it is pretty neat

#

Its actually pretty simple. If you look at an AnimationEvent in the Debug Mode there is a GameObject set as its Root. You can (in theory) change that to whatever Object you want, and then its basically as if you were executing that AnimationEvent on that Object instead. So you can call Press(), Interact(), ExecuteCustomTrigger(), basically everything that an AnimationEvent can do, but remotely.

summer berry
#

๐Ÿค”

drifting egret
#

Are you talking about the "Object" field?

trail jacinth
summer berry
#

Have you tested this?
I never thought to try it, but it sounds interesting.

trail jacinth
#

Im about to.

drifting egret
#

That would be weird. Animations are in assets and should not be able to have any link to anything in the scene

#

Well they can, but only if set after the scene was initialized

trail jacinth
#

Thats what I thought aswell xD

drifting egret
#

You could set a connected body on a prefab's joint component, and then spawn it for example

#

Using UI buttons

trail jacinth
#

Hmm okay seems that it unfortunately automatically resets itself

#

But that might be a Debug quirk, like editing Triggers.

manic cloud
#

10 lashes for each ping

drifting egret
#

uwu

trail jacinth
#

Ok so yeah, it seems that it cannot have a different root than its supposed to. Either I havent thought of something or it is in fact not working like that. meh

trail jacinth
summer berry
#

Spawning the object causes that. I want to assume it is harmless but not sure.

trail jacinth
#

Well that is really odd...because I (for some reason) cannot Reap those objects...any idea why?

summer berry
#

You are probably calling it wrong.?
I have those warnings/errors and I can still reap. You need objectsync to reap obviously, so I always include that on the top level of the spawned object.

trail jacinth
#

I have a root object that just has a tranform and an object sync. Everything else is a child of that. Im spawning in the Root Object. And Im trying to Reap that. Console says that the call has been invoked. Yet it doesnt disappear.

near bronze
#

Is the trigger that calls reap inside the object being reaped?

trail jacinth
#

...maybe...yes

#

Not allowed?

near bronze
#

No that's how it should be

trail jacinth
#

On the same root object aswell

#

and its being called by an AnimationEvent that is in an Animation on an AnimationController that is a component of one of the childs

near bronze
#

It can be anywhere inside

trail jacinth
#

Okay found the problem

near bronze
#

And are you 100% sure that the object you're trying to reap is the one that's spawned, and not the original that started in the world? Only spawned objects can be reaped

trail jacinth
#

I had put the Animator on a different object to seperate logic and visuals. And I oopsie-daisy forgot to put the Trigger that is called by the AnimationEvent onto that new Object. and because the Visual Controller and Logic controller looked very similar I havent noticed that...I really need some coffee xD

near bronze
#

Ah alright

trail jacinth
#

Just confirms that most of the time its human-side errors not computational. derp.

near bronze
#

But also spawned objects are annoying and there are so many different things you need to fulfill that are not obvious at all

kind brook
#

Is there any way to send an object/pickup to a location without using this component?
https://i.gyazo.com/3c39ec6b846aa25c974bd0abfd905bf1.png

I have to make a unique target location for every single instance of this item so I can't put it in a spawner. I just want to reset the position.

#

If multiple of the same object is in the scene, this "OnDrop" Call sends the dropped object to the targetLocation of the wrong parent

summer berry
#

@kind brook Yes, there are multiple ways to teleport an object. What are your requirements?
There are "simple" methods and super complicated methods.
If rotation doesn't matter and only one location to teleport to, you can add the "FollowTarget" script from standard assets, drag in your target, set the offset to 0,0,0, and disable the component. When you want to teleport, enable the component and then disable it again a few frames later.

kind brook
#

I want to be able to prefab the object and have it be able to reset the position individually.

#

So... I had two firearms, and if they reloaded at the same time, the magazine for one of the guns would teleport to the position of the oldest gun in the instance, not the unique teleport location on the object itself. I fixed this by giving each teleport position (the targetLocation) a unique name and adding a set number to the world.

summer berry
#

If you want it to be a prefab, it needs to be self contained.

kind brook
#

Yeah.

nova dirge
#

Besides asset store, are there other places to find things to help with making a world? Im looking for plushies and like hair brushes and cute stuff

topaz jolt
#

You can search online for free 3D models thats are plushies and hair brushes

nova dirge
#

Ive tried but so many of them are just images or not free

nocturne prairie
#

You can still find stuff on deviantart and convert them. XPS,Xnalara, MMD etc. At least this way you have more to look from

#

sketchfab too

ember root
#

DeviantArt, sketch fab, free3d, free3dbase all have nice stuff free3dbase is more like house appliance then it is general items. but most are low poly. just credit creators if you do use stuff. unless its a paid asset you bought. Even then its nice to still credit them.

civic coral
#

Hi, it's a nice weekend! I have some questions regarding player's health and health bars

#

I'd like to add some kind of visualization of the player's health or object's health, just like most of the gun worlds do on the guns. I've researched about combat system and onDamageXXX triggers, but I'm still not sure about how I can visualize the exact health value with a custom-made pickup-able object. Any hints?

#

My best solution is to trigger an animation with OnPlayerDamaged trigger

civic coral
topaz jolt
#

I am curious how this is implemented. How will these HP0-5 know what the players health is? As in how do you pass the health value from the player to this animationInt value? @civic coral

quick solar
#

any word on the index being implimented into a future vrc update?

#

so we can get that smooth finger trackiing

drifting egret
#

No word yet. Currently it supports Oculus-style gestures and that's it.

quick solar
#

riiiip

#

that definitely needs to be implimented by august for when the index starts hitting homes

trail jacinth
#

Bit more advanced, but Is there a way to tell Unity to Ignore a script when building the VRChat stuff? I use a helper script that does some stuff for me, but when I want to build VRChat it complaints about the script using unknown Namespaces and what not... ๐Ÿ™ƒ

summer berry
#

You can put your helper scripts in a folder called "Editor" and it will then be treated as editor only. This might break other scripts if they try to reference this script though.

civic coral
#

@topaz jolt I didn't use any methods to pass an HP value to the animator. In fact, I haven't found one. This one is based on OnPlayerDamaged trigger, assuming damage values are all exactly 1

summer berry
#

There are no ways to pass damage between the combat system and something else. You need to handle it yourself. Which is why advanced creators will say to not even use the combat system for managing health but do all the work yourself. When you want the player to die, take all their health away at once.

civic coral
#

I would appreciate if anyone suggest a way to introduce exact HP value into any game logics

summer berry
#

We can already do everything in the combat system except for the ragdoll.

civic coral
#

@summer berry This is helpful

#

Thanks, now I look away from the internal HP system

summer berry
#

You already seem to have the animator setup, you can use something similar to that for everything. Does your healthbar need to be shown to other players? It would be annoying, but you could make a single health system that all damage objects refer to and then inside that it tells all gun health bars to change. I'm not sure how I feel about it being on the weapon as then you would need the weapon to see your health. You could instead make a hud and put it always on the player's face.?

civic coral
#

I don't think I need to show HP to other players. My plan is to create some non-coop PVE experience

summer berry
#

So, single player?

civic coral
#

I mean no cooperation in terms of strategy, but all players play together nonetheless

#

HUD should be achievable with shaders, I guess?

summer berry
#

Unity UI

#

It allows for player tracking and you can animate the ui elements

civic coral
#

Oh, does that works, really?

#

Ok, I will definitely try it out

summer berry
#

I don't go over using it as a HUD, but here is a video explaining player tracking and some examples: https://youtu.be/Yik63cfyuD8

If you want to use the canvas for a HUD, you can stop on the basic version. I think the advanced one will break visual ui elements. That and you should make the plane distance 1 instead of 0.

This tutorial goes over how to create a player tracker and 3 examples of how to use it. The player tracker was first created by HardLight and released in his...

โ–ถ Play video
civic coral
#

Oh it's you! I've dropped into your channel once and your videos are helpful

summer berry
#

That is always good to hear.

toxic dagger
#

Hiya! i've been breaking my head against an issue for days now

#

how can i teleport an object to an item when i use it (that is picked up) and it stays in the place where it was teleported

#

and then its disabled when you released the trigger

#

nothing ive tried worked ;~; ive looked up vids and forums and stuff but it just oofs T_T

dapper mountain
#

@toxic dagger You could play around with a script called "Follow Target" from Unityยดs Standar Assets. You set its target and it will follow it as long as the component is active.

toxic dagger
#

Thanku Ill try it! ๐Ÿ’•

jolly turret
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what are these super weird artifacts ? seemed to have came after i made most stuff lightmap static

stable hazel
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you need generate lightmap UVs enabled on your imported meshes. Find the object in your assets and it'll be in the import settings

jolly turret
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thank you! ๐Ÿ˜ƒ

jolly turret
#

if i downgrade the meshes using mantis the lightmap gets weird again. is there a way to fix it for objects with updated meshes

drifting egret
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The generated meshes probably need lightmap UV's made too. Not sure how that's handled in Mantis

#

If it generates assets you can do it on those

#

For probuilder you have to "Generate UV2"

jolly turret
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it just makes meshes of the same object with less polygons

#

so it just makes new meshes

#

meshes have no settings

trail jacinth
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I still dont understand Canvases in VRChat xD
Ive added the Ui_Shape script and just but a simple button on it. It still doesnt let me interact with it...is there anything else I have to pay attention for?

drifting egret
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Make sure the Z pos of everything on the canvas is 0

trail jacinth
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Is.

drifting egret
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Make sure you do not have any colliders anywhere on the canvas

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Because even if you don't change it the Z pos may mess itself up

dapper mountain
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For me usually is that I dont have a "Main Camera" xD

trail jacinth
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Lol

#

ok didnt know that

drifting egret
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No colliders near or around the canvas either

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Like a huge trigger volume

trail jacinth
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Nah I deleted the Main Camera

drifting egret
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Oh that might be a problem

trail jacinth
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Or disabled it

drifting egret
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Just add one back and set it as reference camera

#

Disabling it shouldn't matter

trail jacinth
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I have a PP Camera tho, can I just set that as the reference Camera?

drifting egret
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Well yeah

trail jacinth
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So every camera would work?

unborn dew
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I saw one person that clicking on unity on play through the game tab, was avle to click on his canvas, but I tried and I cant, just wondering If I can do that now that you are talking about canvas

trail jacinth
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No that works, but I guess it has to do with what Camera is assigned and what Camera is rendering to what Display

#

I guess reading the entire Canvas documentation on Unitys Manual might be helpful xD

#

But only if the Button is set to "Editor and Runtime"

unborn dew
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Oh I see

#

Is your button working? Check if you have a text if its interaction "collider" is not on the way

trail jacinth
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Nah I already got the Button working...but only if I have my Menu opened xD

#

I know that this is a common problem, but how do I fix it?

rough magnet
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Anyone here have any helpful resources on shader creation I can look into?

trail jacinth
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@rough magnet >> https://catlikecoding.com/unity/tutorials/
Pretty neat, but very theoretical. If you really want to learn about how Shaders work then thats a good one.
If you just want some practical tips on making Texture Shaders for VRChat then this is probably a bit too much.

A collection of tutorials for people who want to learn C# and shader programming in Unity. Useful to both novice and experienced developers.

trail jacinth
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So again my UI Button only works while having the Menu opened...how2fix?

drifting egret
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@trail jacinth the Canvas or any of its children or parents are not on the UiMenu layer, right?

#

And you added UI Shape component to the canvas itself?

trail jacinth
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Yeah added UI Shape to the Canvas Root Object and everything is on the UI Layer

drifting egret
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If it's on the Ui layer that would explain why you can only interact with it when the menu is open

#

Put it on Default instead

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@trail jacinth

trail jacinth
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Okay so VRChat doesnt like that hmm?

drifting egret
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Well it does like it, it's just how it's designed

#

People do that intentionally so you can't accidentally access the menus from across the map

#

It's a feature

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Just not very well documented

trail jacinth
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Hmm makes sense...but you could also just block the raycast with a big sphere around it

#

"Just not very well documented" truer words have never been spoken...

rough magnet
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@trail jacinth appreciate the link, this is great

trail jacinth
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Hope it helps ^^

nova dirge
#

So I want to import an animated pmx (furniture, not avatar) file to Unity. I know how to export pmx to fdx, but not with animation. Can anyone help or know of a YouTube video to help? Cuz I can't seem to find answers >.<

quick heron
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in exporting from Blender ?

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if you have a PMX file you can open it in blender and remove the animation and export that as a FBX

nova dirge
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yeah but I want to keep the animation

#

how do I do that? When I export as FBX it doesn't seem to keep I don't think

quick heron
nova dirge
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it starts as a PMX file

warm niche
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anyone here use probuilder for their worlds?

stiff lily
#

@barren axle ๐Ÿญ

modern edge
#

So I'm getting close to completing the art assets for my first world, and I'm starting to look into/think about shaders, scripting, and materials etc. and one of the main things I want to do is find a good way to make a mirror that's lower-impact than what you normally see, while trying not to sacrifice quality. I know one of the main things most worlds do is simply omit the background geometry and only render characters, but this led me to a question: Would it be possible to, say, composite this sort of lower-impact reflection with a low-impact world reflection (e.g. a static cubemap or cubemap that only updates every several frames) to minimize impact, while still being able to offer a "full" world reflection? Would the performance tradeoff even be significant? I'm not afraid to get my hands dirty if I can, so even if it's "difficult" I'm willing to give it a go.

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Also if this is better off in like Worlds or World-Optimization let me know.

oak pollen
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Hmm, inverted sphere/cube (depending on probe type) on reflection layer.. Depends on environment complexity and if happy with how it looks

modern edge
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The environment isn't that complex but I still want to save any performance I could. As far as looks as long as both are lit properly it should be fine. In fact with the way the world is laid out it should even be ideal (there are very few instances where e.g. the avatar would be able to be behind a world element)

#

Basically I'm just wondering if it's possible, if it'll save a decent amount of performance, and if so where I can go to learn how. I'm not too versed in Unity just yet and I'm not sure how I'd set things up so I can sample the cubemap and the avatar's reflection and combine them etc. For what it's worth if it works out I'd be happy to dump the prefab or script or whatever somewhere so everyone can use a similar technique.

shadow dock
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@modern edge with a mirror and updating reflection probe i fear it would be more performance intensive then just having a full mirror showing everything. You can have a 360 image that only the mirror sees of the room but it wont look nice. I did try as a test to use a reflection probe with box projection to make things look right. While it did distort the image to where my head is it distorted it in the wrong direction which made it look strange.

modern edge
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Well the probe could be static or update at a low frequency. I'm just wondering what the possibilities are here.

oak pollen
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Technically it could be more efficient because time slicing and no longer stereo rendering, but only profiling can show - need to have multiple options and toggle them at runtime while watching frame timings to see which is faster

barren axle
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@warm niche I've used Probuilder for all of my worlds! I use Probuilder + Polybrush. Did you need help with something?

safe musk
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From experience, users hate anything that is not a completely vertical VRC_Mirror script, preferably wide enough not to have to jockey for position in front of.

#

You can make other "mirrors" with cameras or reflection probes, but people will join your world, look for the mirror, if they can't find it, they'll leave. If they find it and it's not what they expect, they'll complain about it a lot, then leave.

warm niche
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@barren axle yeah i was just wondering if it has any compatability issues when it comes with the whole physics portion of vrchat. and perhaps if it could cause any compiling errors? oh and is there a reason that the grab points of generated objects tend to be in awkward positions, such as i tried animating a isohedron that was generated in probuilder to simply rotate but the central location of it is at a weird spot. so it made it rotate in a wacky motion. Oh and one more thing, does the generated objects make the MB of the world go up alot?

jolly turret
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How do i make the light only affect players skin light level instead of the whole map. it still gives of light on the map and not only on players

jolly turret
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in other words how to i increase avatar brightness without environment brightness

drifting egret
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Set the culling mask to Player, PlayerLocal and MirrorReflection

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It shouldn't affect any other part of the map