#development-advanced
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Not really, just don't be malicious.
@opal canopy I figure small bursts (like getting list of friends, looking up the world they're in and then the world id to get world name) about once every few minutes should be fine.
Obviously hammering the system with tons of requests is a no-no. I feel more was mentioned on the rate limit than what little is mentioned by Pill in #faq
Yeah I was just wondering if there was official guidance there. Thought I remembered seeing some somewhere
Yeah, I'm checking a few places, see if anything comes up
According to this
https://github.com/VRChatAPI/vrchatapi.github.io
"Do not make queries to the API more than once per 60 seconds."
Hmm... That claims it's from Tupper, but it'd be helpful to get an official source for citation purposes
I seem to remember the 'official' word is don't use the API because we don't support using it and it might break at any time π
I mean..is the file there
Anyone here know how to use emote storage with a player model or just emote storage in general
Please DM if you can, im at work at time of writing this
Trying to update a broken avatar, but the Build & Publish button isn't even there.
Anybody know how I can change an avatars scale when they sit on a chair? Doing it with animation doesnt seem to do it for me
Scale? As to how high / low they sit?
Should be possible unless it's changed. Don't know the parameters for it though.
But it doesn't affect the persons viewpoint
That's fine as far as view port. Just cant get it to scale. I animate the pose to shrink the scale but it doesnt scale when sitting
I have a friend that has this functionality and he said he just scaled the animation down but doesnt seem to work for me
Upon further reading, looks like you can't have scale animation on Humanoids? So it wuld have to be a generic? but that would also mean the avatars will get stuck in that pose when you get off the chair...
@violet trellis pretty sure the trick is change the scale of the root object (the one running the animator.., you can also try scaling Armature but if I recall one of them did not work.
Also, I think need to use your own animator controller, not the idle animation from a override controller. You can duplicate the main animator controller from the sdk...
The thing that is forbidden is animating humanoid bones directly, so that's why I think you have to scale the root object outside the armature
@proud meadow I literally spent all the free time I had yesterday messing with this and just about gave up on trying to figure it out. You just gave me another glimmer of hope. I'll try again today. Thanks for the info
By root object do you mean put the avatar inside an empty game object, put the animator inside the game object and scale the game object?
I've tried again with a few variations and still no luck... it's for a world, not an avatar. Not sure if I need any other component to make this work in my world.
The root object is the object the Armature and the Body are parented to. It contains the Animator with the Unity-Avatar and the Avatar Descriptor. You can either try to scale that one down, or both the armature and the body. If none of that works, you could make a blendshape that scales everything down and then animate that blendshape. However blendshapes dont work with the armature, so that would likely mess up something.
That may be the key component I'm missing there, @trail jacinth. I Don't believe I have an avatar descriptor there as it's a world object and not an avatar. But I suppose it needs this when I'm creating my anination?
Wait...what are you even trying to do?!
In my world, I have a chair. When people sit on my chair, i want them to shrink.
Well you can make custom emotes for when people sit in a specific chair, but I dont know if you can overwrite their default sitting animation.
Wait
no you can
hmm...
So I'm creating an avatar animation that scales and trying to use that as the sitting idle animation or even an emote and not getting results
No people thought that you wanted to create an Avatar that shrinks down when you sit in a chair
But creating a chair that shrinks people when they sit in it, is a different matter
I've seen it working in game on an avatar but not sure if its the same principle. But a buddy of mine has an avatar with a chair on his hand and when people sit on it, they shrink. I want the same thing but in my world chair
The override would sit on the root object. So to animate that, you need to animate the Transform directly.
I think...
however Im not really familiar with Animation Overrides on Chairs...
It's a tricky one for sure...
Well the thing is that you dont usually animate anything other than the bones, since you dont know what an Avatar may have. Like you would never enable a GameObject when sitting in a specific chair, because all Avatars would need that GameObject. And the only real constant is with Bones on Humanoids. But ofcourse all Avatars have a root, so in theory it should be possible
My buddy that has it working on his avatar chair just said "scale the animation"
But again, could be different on an avatar vs world
There shouldnt be any difference
they both use the same chair script and the same override system
I have an armature in my with the same animation and I see it shrinking as it should, but when I use it as an emote or something, it doesnt shrink. Is there a component somewhere that restricts certain things like scale?
World*
I'm not on my computer at the moment, but I'm still in the testing phase so it's nothing special. I'm just getting the toot and scaling from 1 to 0.1
Root*
Did you put it on the sitting animation override, or did you just try it in Unity as an Animation?
Sitting override as idle also as emote. I also tried with a custom animation controller
My buddy sent me this screen shot of his scale settings, but what I find odd is that it doesnt show the name of what the component hes affecting is. Just says scale
Well obviously
Its animating the root
Thats what it looks like when you animate a root
I could have sword even root shows the root name
it doesnt need a reference name, because it references itself
Hmm
Right, but when you click plus
To add it
He also sent this
Mind you, he has no idea how he got it to work
xD
Can an animator access a parent? Wondering if his animator is telling the parent to shrink?
does* he had some at one point :P
Hahaha
So I think this might have to do with Root Motion, which is a bit of a complicated topic
Are there any articles on it I can find?
Im reading up on it myself right now, not too confident that it has to do with anything, but maybe
Okay just found one on Google
Root motion really seems like it's what I need to enable
Ok so no it only says the Name while the original object that you animate is selected
If you select something else in the Scene and then select the Animation Clip in the Project, look what it says
I'm trying to connect to computer from phone to see and yes, I see that now
So yeah there shouldnt be a problem with your animation. There is likely something else
Can I explain my workflow and maybe you can tell me if I'm taking a wrong step?
Try I guess
So in my world, I'm uploading an avatar. In that avatar, im creating an animation controller. In that animation controller I'm adding an animation clip. In the animation clip, I'm scaling the root over time. Then I get that animation clip and insert it on my chair prefab animation controller as the idle state and or the emote state.
youre uploading an avatar in a world? xD
Just to create the animation
No you meant import, but okay
Oh haha
Hmm nah that should be alright. But as I said, I dont know if youre missing something else.
Right. And the avatar I'm using if set to humanoid and everything before I animate it
Is set*
Well Im afraid I cant help you then... :(
So weird. I'm about to just give up after today. It seems so simple that it's either not possible or I'm missing 1 checkbox somewhere
Hes also using spinks custom chair prefab and tried that too
But anyway, thanks for your time and help
@trail jacinth If I wanted to NOT use a chair to make an avatar shrink, is there a way to do that? like just a trigger? I've definitely seen that in worlds before.
you can't anymore sadly
no idea...
@stable hazel what was it that they removed that made it so you cant anymore?
Prop API, because it could be abused to do other things. Trust me though, even if it was still around, the system Cyan used to make it work on Funhouse was incredibly over the top and complicated that I couldn't recommend anyone try to recreate it
I wonder if that's related to why I cant make chair scale people right now...
that should still be working, I have it on one of my own avatars. It doesn't always work and I think its own a per-avatar basis of whether it does or not
yeah, my buddy has it working on his avatar too, but im trying it on a world, but i guess that should be the same
Even though it was over the top complicated, you donβt even know what I did. Also RIP FunHouse
Oh, was that funhouse yours? awesome, that was fun
so all of that shit is broken now? damn
It only lasted 2 months π’
damn.
Prop api was probably the most underrated component. The moment I realized its existence, I just experimented and found all the cool things you could do. Then they removed it from the game. Itβs understandable though. It was so difficult to work with, but so powerful.
well, that sucks but good to know
so I don't pull my hair out trying to do that if i ever wanted to
I'm still gonna test getting avatars to scale when they sit on a chair in my world for the next 5 hours or so, if i dont get results, im gonna move on. I've spent too much time trying to get it to work now, i got other things to work on
Donβt use an override. Just have the scaling animation in the animator. That should work
I feel like I've tried that, but I'll try again
well the problem is, that he wants to make a chair that scales all avatars down that sit in it cyan...
Yeah, a chair in my world that if people sit on it, they shrink down in size while sitting
whether they grow again when they get off or not is optional, i just want them to shrink while sitting
Ah it might be important that the animator doesn't set any humanoid properties at all... did you try making a whole empty controller with just the scaling anim in it?
It can set humanoid properties
The animator just needs to target itself and then set the scale on that
well, i made an animator that all it had was scaling on itself, yes. no results
I also got a prefab of my friends chair he has on his avatar in which this works on and its not working for me
it plays the animation when sitting, but no scaling, and I see the scale property in his animation cli
its just ignoring it it seems
Some avatars donβt scale.
yeah, i just did a test with a different avatar
i can try some more i guess...
im testing with default avatars
solved.
how?
So turns out it WAS avatar related. So I just tested OTHER default avatars and some worked
i know my personal avatar has some Unity scaling involved so that wasn't a surprise, but looks like some default ones have unity scaling as well
I have a version of my avatar with no unity scaling and that one worked fine too
so 2 days of troubleshooting to find out it was seemingly not working because of avatar scale factors
so my issue was in testing and not the workflow
well, thanks anyway for all of your help @trail jacinth @summer berry @proud meadow @drifting egret and everyone else. Great community here
does anyone know why the displacement in blender pulls out some vertices like this (within red circle and the areas within the green circles is what I want the area within the red circles to look like).. the amount of vertices and faces are the same on all areas because I used the remesh modifier before the displacement, but it still does that. I have no idea why. :/
@warm niche look at tip 15 perhaps
https://www.youtube.com/watch?v=bWPD2aEd8tY
Tip Overview:
01:13 - Tip 01: Generate UVs
01:59 - Tip 02: Mark / Clear Seam & Unwrap Shortcuts (Edit Mode / Ctrl + E & U)
02:55 - Tip 03: Smart UV Project (Edit Mode / U β Smart UV Project)
04:48 - Tip 04: Project from View (Edit Mode / U β Project from View)
05:20 - Tip 05: Live Unwrap (Edit Mode / Tool Shelf β Options β Live Unwrap)
05:53 - Tip 06: Tag Seam (Edit Mode / Tool Shelf β Options β Tag Seam)
06:40 - Tip 07: Keep UV and Edit Mode Mesh Selection in Sync (UV/Image Editor β Header)
07:59 - Tip 08: Mirror Seams (Edit Mode & Edge Select / Shift + G β Seam / 3D View β Header β Select β Mirror)
09:16 - Tip 09: Changing Island Margin (Edit Mode / U β Unwrap / Operator Panel β Margin)
09:40 - Tip 10: Changing Unwrap Method (Edit Mode / U β Unwrap / Operator Panel β Method)
10:35 - Tip 11: Island Selection (UV/Image Editor β Header β Island Selection)
11:29 - Tip 12: Protect Islands (UV/Image Editor / P & Alt + P)
12:27 - Tip 13: UV Sculpt (UV/Image Editor β Tool Shelf β Options β UV Sculpt)
13:22 - Tip 14: Show Stretching (UV/Image Editor β Properties β Display β Stretch)
15:32 - Tip 15: Average Island Scale (UV/Image Editor / Ctrl + A)
16:02 - Tip 16: Live Unwrap (UV/Image Editor) β (UV/Image Editor β Tool Shelf β Options β Live Unwrap)
17:21 - Tip 17: UV Grid Texture (UV/Image Editor β Header β New)
18:37 - Tip 18: Multiple UV Maps (Properties Editor β Object Data β UV Maps)
21:36 - Tip 19: Draw other Objects (UV/Image Editor β Properties β Display β Draw other Objects)
22:37 - Tip 20: Texture Atlas Addon (Properties Editor β Render β Texture Atlas)
24:07 - Tip 21: Selecting Islands in 3D View (Edit Mode / Face Select / L)
β¨ Free Blender hotkey PDF: https://zachariasreinhardt.com/free-resources/ In this video you will learn (at least) 20 tips to speed up the creation of UV maps...
So I need to uv map it before I do the displacement?
it just looks like the map you are pulling from is not flat or normalized for scale .. the middle looks like it may be mushed tighter that the other areas .. ya i would say check the UVs see if it helps
checking the UV map could be helpful
aaahhhhhh
makes sense
I will try to uv map it since it doesnt hav eone
it kind of removed it after I did the remesh thing
Is there a way to hide the ONSP Audio Source circle in Unity? i can't seem to hide it and it gets in the way of my editing
click the little triangle at the top left of the component to minimize it
@warm niche you can try using the minimize stretch operator too
anyone know of a way to delay OnPickupUseDown between fires? i was trying to use the timer trigger but it effects all trigger components on the same game object instead of just the one.
The "Delay" will put a delay on the trigger. Do you need more than that?
Or do you mean you only want it to fire again after some interval?
e.g. fire once, delay, fire again, delay ect
basically I'm trying to make single shot weapons that you cant spam.
perhaps if i used a relay to move the "use" to another game object and then make a delay system there
You should look into animators
Or if you are crafty, you could use a mix of custom triggers, but most people don't think that way.
I'll have to look into those
i did try an animation though but it still cant differentiate between the OnPickup from the OnUseDown
http://vrchat.wikidot.com/world-component:vrc-pickup
Event Description
-OnPickup When the object is grabbed
-OnPickupUseDown When the use button is held while the object is grabbed. Note that the pickup has to Auto Hold for this to work
-OnPickupUseUp When the use button is released while the object is grabbed. Note that the pickup has to Auto Hold for this to work
-OnDrop When the object is let go
With animations, you would need to define a statemachine that forces a delay between presses. This may involve custom triggers being called from the animator itself.
ah. i just watched your video on custom triggers and it doesn't seem too complicated. ill give it a shot and see what i can do
Seems like my combatsystem, players dying is causing rigid bodies and fixed joints to be out of place, anyone know a fix?
*scratch that, figured it out
AABB is Axis Aligned Bounding Box, so you've got a problem with a bounding box of some sort
yeah, it was the message board terminal in the scene.
might also explain why my scene was dropping in frames due to that error
on a better note, how can I configure a day/night cycle to switch between the different timed animations I have? I have a 5, 10, and 15 minute cycle set to the skybox mesh I have in the scene, but I cant seem to get it to switch right away to the other animation
actually....might have figured that out just now as well
So my car audio system keeps playing no matter what - it's constantly on after you turn the car ignition on. Trying to work with the latest NotBadCar prefabs so I can have engine revs and movement noises for my vehicles.
@sand canyon
Don't use the standard assets vehicle sounds.
Ah? What should I use then?
Awh...
The audio sources bypass the game volume slider.
Is there a way to make it so if the vehicle is moving it plays a revved up engine sound?
Not just on, but moving?
The idea was to have an idle sound for the vehicle, and when the vehicle is moving it disables the idle and goes straight to a revved up sound - might sound dodgy but it's the workaround I thought about
The NotBadCars do have a sound that activates when you turn the car on. You could make a version that detects movement by detecting the player controls perhaps
Yeah, that's what I'm going to need to figure out.
or some other system that actually detects movement and velocity but that was waaaay out of scope of not bad cars
Aye, the prefabs do good anyway.
these things are certainly possible. Easy...not so much
I'll stick with the idle sounds and work on it some more, see if I can't find a workaround.
Thank you, though1
you can detect speed on an object with stop action, the trigger module, and limbik @sand canyon @kind brook
basically, leave a collider in world space and use limbik to update it to a target position on an interval. just loop an anim that turns the limbik script on and off
if particle exits collider it dies, triggering stop action, and you know its moving at least fast enough to leave the radius of the collider before the next update
they're talking about worlds, not avatars
really not a good idea to do avatar stuff in worlds because it's extremely janky and there are much better and simpler alternatives
I thought someone had a slider based speed detector prefab? Couldn't that control audio source volume on a revving sound? Or anything you can do in an animator since that passes it in as a parameter
yeah that was hardlight
Worlds are just like big avatars, right? :)
I'm making a tennis court, but my tennis balls will faze through my rackets even with colliders. is it because the swing is too fast?
Probably just a limitation of VRChat. Are you using box colliders, could maybe try making the box collider thicker.
mmm i can try that :3
also keep in mind if the layers they're on actually collide with each other
They do. It's a standard pickuo
But its unitys limitations. I can collide with it very slow, but because it is so small, when swinging very fast at it, it goes right through. Probably no fix
How do i make 2 skyboxes (Morning/Night) that can toggle with a button?
nvm
Well, they should never allow people to upload avatars that uses a modded SDK. People should be banned for using modded SDKs because it goes against the EULA that you read when creating an account. (Topic moved from avatars to here in request by Ruuubick)
Can't really detect modded SDK's easily
And it's a moot point now anyway, there's no reasons left to modify the SDK
Checksum
Checksum of what?
idk
Alright done, my hypothetical modded SDK now sends a checksum corresponding to the checksum you would get with an "original" SDK.
but its annoying to see people still being able to bypass limitations.
You would need to do some pretty serious Authentication to make that work
The poly limit is gone
Since when ?
Very recently.
The only "advantage" is uploading disallowed components, which does not work ingame.
Since the introduction of Avatar Performance based Blocking
They decided to go the other route of "not giving a fuck, whatever"
Instead of properly enforcing optimization standards
an horrible mistake
trying to get around limitations might not be a reason anymore, but fixing their bugs before they can is still a thing
And security issues too.
Afaik, logging into the game is done by Username and Password.
They should make an extra class below "Very Poor" like "Insane" that uses the old poly limits and what not
So you need the Username and its password to connect and voila u have possession of someone else' account.
Isnt that with every service? xD
Yeah, a lot of people are using SDK addons to autofill the visemes for example
2FA is on the list btw
Which really oughta be default
at least other services wants u to connect with email and password, some also sends u a code that expires after X minutes.
Or auto removing disallowed components on a button press
Well as said 2FA is on the way, but yeah using the Username is trully stupid, because that is part of the security and still public knowledge.
But aslong as your Password is strong, unique and never shared ;D you should be pretty safe.
RANDOM.ORG offers true random numbers to anyone on the Internet. The randomness comes from atmospheric noise, which for many purposes is better than the pseudo-random number algorithms typically used in computer programs.
And get truely random shit and use this as a pw
No I mean they probably save passwords in some standard databank, which usually only holds like 32 or 64bytes per pw
I seriously hope these databanks are safe otherwise im outta here.
Well its most likely an Industry Standard, which is probably something similar or the same as other services you use :P
Btw, whats new in the latest SDK release?
No poly count being one of them @steep bloom
thx
just use a password manager
Only reason to mod the SDK now is to fix it not reading dynamic bones properly in the performance section
ahh ya thats something i noticed is not the same as the ingame readings
@latent hemlock How is it wrong?
last I knew it just said zero for number of dynamic bones since there was a typo
DynamicBoneCollider from DynamicBoneColliderBase
ah is it patched? I have a script that auto patches that word on import
That wasn't a typo
The version of DynamicBone in the client is from before DynamicBoneColliderBase existed.
There was only one collider type then so it was just DynamicBoneCollider
The new SDK checks for the existence of DynamicBoneColliderBase and counts those instead of DynamicBoneCollider if the type exists.
DynamicBoneColliderBase was in the version for unity 2017 which was what the sdk was on when this feature released, not sure why it was checking the old version
The "base" thing has been in dynamic bone for ages
VRC's dynamic bone is probably out of date, shame because the plane colliders would be really useful.
Just not high enough in the list
I've been looking for a fix for this problem for two years to no avail.
Does anyone know how to fix transparency looking ugly here unless cutout is used?
Use Alpha To Mask (Alpha To Coverage)
How do you do that?
Use a shader that supports it
XSToon, Mochie's Uber Shader are the ones that I can check and remember
I don't use a toon shader for my avatar.
Does mochie's uber shader do standard style shading?
lmao
silent has an external shader for hair, ask him @tidal belfry
Can somebody help give me some info on how to make something render in front of everything else? I've tried Render order on the material and that didn't help.
Reading something about Z-depth but cant quite understand that
You will need to set the render queue in the shader directly since vrchat ignores the render queue in the material
Thanks, I got my answer in the shader channel in the Prefabs discord π
good to know that VRChat ignores that though
If I'm testing locally with 2 clients, are they both treated as 2 separate local players? or does the system treat them both as 1 local player?
Local player is always the one in that client, although local testing with multiple clients gets buggy. Somethings donβt work. Vrchat recommended that you upload and test with multiple accounts.
Um... Is this normal???
it happens sometimes, not really anything to worry about
Looks pretty cool though.
It's better when the background is pink
I don't even wanna imagine how cancer that would be in vr
I saw that once in vr
Now you never see anything again in vr :P
I'm super late to the party. Syncvideostreamer is broken in my worlds now? Did they change something again? I updated to the latest unity and reuploaded a test version with the new scripts.
Nevermind. Youtube-dl strikes again.
Hey guys, am I dumb, or does the sync video stream ignore the curves you set in the 3d sound settings?
Like, i was using the sync video player and it was working great, with low pass filters / volume getting tweaked through animation so i can have a "quiet" room near the main one.
But when adding livestreaming support - none of that seemed to work. Volume slider on the audio source doesnt affect anything, as well as any of the curves (i thought if i maybe could achieve the same effect just by using curves lowering the volume and the cutoff frequency when the listener is on a particular distance from the source π€
now sure if I had to ask here or in #world-development
[SOLVED (?)]: So dropping the volume slider all the way to 0.1 on the audio source and reducing the max distance to my world bounds made it so the audio volume curve works and i can now at least have a quieter zone here.
The low pass filter still doesnt work tho, and seems to crank the volume up to max if applied.
Will leave it like that, as it is good enough, I guess
@scarlet granite you might want to test on open beta as well, there are a lot of audio changes
I'm using stations to start a animation state machine. Is there a way to broadcast an animation trigger locally when a player exits a station? The normal exit station is always broadcast to other players even when sent out locally.
hmm... is enter station local? if so you could have the exit station trigger a custom event, then disable the component until the local player issues the enter station trigger
OnStationEntered and OnStationExited are when anyone enter the station.
On the station itself there are 4 custom trigger slots for different options. One of them is local player exited, which is what it sounds like you want.
The old method was to use the OnInteract for entering the station to locally enable an object and call it when exiting only for the person who entered.
I see, how do I name my custom triggers? I did a local test and it seems to be working just fine. (still would need a test with another person)
scratch that I figured it out
Whoever said it, you weren't kidding about the tedios part of making a day/night cycle out of post processing. I now have 99 post processing's in total.
@warm niche
can you post a demo of what your trying to do
is all the PP for fog and glare ?
Just a day/night cycle by turning up and down the post exposure every 5 seconds. I wouldn't recommend it as it looks like crap. I'm just experimenting and didn't want to animate a directional light because of performance.
I have returned after a year.. i see index/knuckles support is in vrchat.
is it finger skeletal tracking?
No.
My Pro Builder keeps setting some merged objects from non-lightmap static to lightmap static. Just wondering if there's any way to fix that?
Is it a bug or a surprise mechanic?
probuilder seems to override your static settings unless you set it from the probuilder window itself. So click on the object, open the probuilder window and then near the bottom is the static options. Try setting it as Mover and then just setting the statics how you want and see if it overrides it. Otherwise you might have to try one of the other options
Okay, thanks, i'll try that when it's finished baking.
@tardy folio so you cannot move individual fingers on index??
@trail jacinth What no, it is finger tracking. VRChat's implementation is a bit weird but is still somewhat comparable to something like Aperture Hand Lab.
Somewhat.
To state it's just pressure sensitivity is incorrect though.
ok well sorry confused it with visual tracking
thought skeletal tracking was something like kinect does
in what way?
well the kinect uses a posed skeleton based on visual sensors aka IR Cameras right?
Yep
I'm guessing they're referring to SteamVR skeletal input?
https://steamcommunity.com/games/250820/announcements/detail/1690421280625220068
Got a problem with the player colliding with a collider which is set to pickup only. When i hit the collider i can walk on top of it but when i stop i sink through it.
I am mean't to walkthrough it and not stand on top of it.
Just remembered, it probably be best to put it on walkthrough layer.
@robust yarrow
not sure if there are any video tutorials but I converted a vid into frames in photoshop, limited it to every 2nd frame
cut out the frames I didn't need so I was left with about 60 frames
then converted frames to layers
and then tiled the layers into a sprite sheet format
and then in unity, I sliced them up into individual sprites and animated a sprite renderer
to change through all the sprites
I'm going to guess that VRC_ObjectSync.ResetLocalPosAndRot resets the position of a pickup?
Hey do anyone know if it is posible to add triggers on the player its self? Like on player hitt set gameobject active
Like if i got a avatar wirh a gun and i shoot another player at that world it would add damage, like friendly fire
Hello! Is there a way to make the Avatar walk faster? I am trying to recreate the flash. Got all parts expect increased movement speed
@warm niche if you use the combat system, players will take damage from things that has the dmg triggers
I know that but wil it work if the player use thair avatars gun
You'd have to add your own custom colliders that follow the players then, using player tracking
I traid to use the player tracing but it dident work to use it as a trigger
You need the player tracking and a game object with a collider under than. Only way
@primal otter use the VRC Player Mods component to add Speed (make sure IsRoomPlayerMods is enabled in the component)
there isn't really a way to do that then, you're out of luck
somewhat? but not probably not in any way that's particularly good, especially considering how collider movement in general got screwed up a couple updates back
@trail jacinth hey im not talking about the tracking method
also index should be also using proximity sensor tracking.. but i mean more like.. hand data from the controller is translated into skeletal data before being send to vrchat?
more in a sense of.. could i ride on the implementation of index its drivers to have individual finger control? and how are expressions triggered if its like this?
with other controllers its just more commands like keystrokes minus the gripper on the touch where you can move a set of fingers depending how far you push down
@remote chasm As I understand it for now, VRC's finger tracking implementation is not proper SteamVR Input 2.0 with the skeletal system. What I've been told is that for each finger VRChat directly gets the finger curl values and maps those to a pose/muscle values in Unity's humanoid rig system.
Does the index controller itself have any ability to sense finger spread?
I don't believe so. It can "fake" it for the thumb depending on what capsense you're touching
Unfortunate :(
@final wigeon ah that's a shame.. But it's still something
do anyone know how i can make a tracer system that i can use as a trigger on the avatar for damage? I want to use it so avatars can use thair guns as a trigger. (Like friendly fire) @ me
Independent of world, or?
@warm niche
No just at my world
So the thing i want si tat the player can use thair own avatars gun/sword to damage other player that gets hitt. Just to make friendly fire posible at my world. Its a training world were yoi can shoot targets
discord team. xd
Yeah because you can "DDoS an Account"...
Fearmongering or scaremongering is the spreading of frightening and exaggerated rumors of an impending danger or the habit or tactic of purposely and needlessly arousing public fear about an issue.
^ π
Also generally dont accept Friend Request, from people you dont know...I thought that was Internet ABC's jeez
Common knowledge is a lost cause in this day and age
How do I haha react
If you mean emoji-reactions, then they are mostly disabled on this Server

So, umm, i've got a lot of triggers in my world, when i say a lot i mean like thousands. Trouble is, i can't click on the publish button, it just lags out whenever i go near it. Is there a way around that or will i just have to wait for the button to finally respond?
Okay, it finally responded but i had to hold the button down for a minute.
Anyone know the proper method to send the API request to get a specific world by instance? I am sending
https://api.vrchat.cloud/api/1/worlds/wrld_94ef6736-f998-4099-b456-b3a444734013
with proper authentication and it sends correctly. However if I follow the form for a specific world as listed on the API website
https://api.vrchat.cloud/api/1/worlds/wrld_94ef6736-f998-4099-b456-b3a444734013/83480
then I get the response "Invalid Admin Credentials"
Really I just want to see if the instance is private/friends+/public
@gilded wagon They removed the ability to view people in instances, so nothing you can do there
Ah alright, thanks.
Oh okay I'm an idiot at the end of "location" in the response it tells you what type the instance is.
Β―_(γ)_/Β―
Wouldn't it be better to have OnEnterColider to affect the item it touches and not the item itself?
Is there anyway to affect the item it touches without having to put the trigger on that object.?
and without putting a receiver.
Anybody know how to have an object invisible to the players but visible from a separate camera? I've tried putting the object on a layer that was invisible to the reference camera and visible to the secondary one, which worked within unity but was visible to both ingame.
You can put it on MirrorReflection, but it will still be visible in people's photo cameras @dim owl
That's generally not a big deal though
Well that limits the things I can do with it. Oh well
Oh yeah and is there any way to increase the max number of layers?
@dim owl you could identify if it's in a player view in the shader
Basically, if VR, hide; otherwise, if it's FOV 60 and has zero roll it's probably a desktop first person view, so hide
If you only want specific cameras to see it, you can distinguish the fov or clipping planes
@tardy folioγthat doesn't work for desktop user viewpoints
Ohh I misread it
But for photo cameras it's even easier
Just calculate the fov
However this won't work for the stream mirror portion of the stream camera.
Basically when you grab the stream camera, the game actually makes two new cameras. One for the photo camera and one for the desktop mirror
The desktop mirror is indistinguishable from desktop, other than tilt
Stream camera renders the world twice? Sigh...
One time for the ingame preview render texture, and additional time to screen/window buffer
What a waste..
I'm having trouble with the collisions between two objects. So basically, I have a gun that unlocks doors so the two objects in question are the door, and the checker that expands from the gun on awake.
The checker is simply an istrigger collider with a unique layer.
And the door has onentercollider and onexitcollider triggers with that unique layer to enable and disable a selection outline around the door.
On collision of the two objects, nothing happens and I haven't been able to figure out why. Anybody have any ideas?
use onentertrigger, not onentercollider
Even if its collider isn't set to trigger?
I'll try that out real quick.
And it works! Funny thing is I previously tried setting them to onentertrigger but it must have been at the same time as I made the checker's collider non-trigger or something.
Regarding OnKeyUp, is there a button that matches both VR users and desktop users?
I need to activate and deactivate something on both desktop and VR but it hasn't got to involve pickups or colliders.
You can use two OnKey events, one for desktop and one for VR. Although some are missing for VR from what I remember.
Ah, okay, thanks.
What's the best way to do a local, master-only event, like a teleport or enabling an object for the master only?
@dim owl There is a master local prefab in the database pinned in #world-development
Cool
@summer berry Any ideas what key is free to use on VR headset?
Joystick button 0 and 1 for menu button left/right, and joystick button 8 and 9 for joystick click/touchpad click left/right
I only need a free button, not the ones already in use.
Well those are all the buttons you have
You could also put an oninteract button on the shoulder, that works pretty well
But your options are pretty limited
Doesn't seem to work anyway, i assigned it to shift and it works only occasionally.
Shift should work just fine. What did you have it activating?
Were you in VR pressing shift?
desktop
Idk, it fails sometimes if you're laggy, but unless you were at like 5 fps, it should still work a large majority of the time
I'll try without toggle, might be that.
OnKeyUp seems to fail, but OnKeyDown works fine from my uses.
Ah, okay
That doesn't work either, must be all the on interact triggers i have in the world.
hi do anyone know why and how i can fix this? so when i try to shoot at my world the bullets just goes down tot he ground and not where it should go! i know that its nothing wrong with the avatar so, idk why
quick question : If I rescale the VRC_Chair prefab (from the SDK) in my scene, will it also affect the size of the Avatar sitting on it?
Or do I have to do something completely different? (I want basically just place a chair on my shoulder for someone to sit there as a "small avatar")
You can affect the size of the avatar by changing the sit idle animation on it
Take a sit animation from Mixamo, and add a property for the object to scale itself down
aaah ~ I see
Anyone know of any good examples of liquid particle effects? More specifically a steady stream of water like from a squirt gun or a hose?
(General unity question, not sure where else to ask)
Will the VRChat servers be optimized for the 5G network anytime soon?
@brave lintelγ... What does that even mean?
I'm new to networking, so I don't really know how it works, but I am working on a project that will hopefully utilize the upcoming 5G network. Do the servers even need to be optimized? If we are connected through the 5G network will we have 5G speeds on the VRChat servers?
I'm sorry if I'm confusing XD
5G is just another way of reaching the internet. While there are some areas of development that would help in general for mobile networks (eg jitter tolerance), just saying "optimize for 5G" isn't really actionable
I don't think VRChat would have to do anything on their end
Thatβs not really how 5G works
@brave lintel 5G is used for mobile wireless. Not internet. Internet uses its own version. Also since 5G is used for phones, it's the speed at which the service is able to be streamed to your phone. Since once again there is no VR chat mobile. It doesn't matter. Plus it would be up to the providers servers such as AT&T, Version, Sprint, etc. Also 5G isn't really out yet and only available in certain areas in the US. So since the 5G is only from the mobile to the server and from that server to the VR Chat server, there's no point in trying to utilize a 5G network since its up to the servers of Version, AT&T, Sprint, etc.
anyone know how to make a jet chair that uses a joystick?
@warm niche to message me & thanks
does the video player inside the newest VRCSDK work?
i've tried using the prefab and I'm wondering if i'm missing something
So I'm having issue with triggers and I'm not sure if I'm just stupid, or if they just don't work.
I'm trying to detect a player's presence when they enter the trigger
but no matter what I use, it won't fire
I've tried OnEnterTrigger and OnEnterCollider and neither one seems to work
@lucid summit The video player should work, youtube-dl is just outdated in the current version of vrchat so youtube videos are hit or miss
@woven bay Use OnEnterTrigger, looking for layer PlayerLocal. Make sure the object has a collider on it set to IsTrigger and that its on a layer that collides with PlayerLocal (not Walkthrough or Pickup namely)
got it thanks
ah I didn't notice the layer selection
if I'm using it for a door, would Player instead of PlayerLocal mean that it'd sync?
I don't want people walking through closed doors on other screens
yeah you want it to happen globally
Does anyone know how to make UI sliders interactable?
the graphic raycaster script is there
@woven bay the broadcast on the trigger will handle it. Just have it look for PlayerLocal and make the broadcast on the trigger AlwaysUnbuffered or AlwaysBufferOne and it will sync
good to know
@lucid summit if you haven't already check this tutorial https://www.youtube.com/watch?v=us-yO_E31gU&list=PLIoLQ-8wanr9jQWDUIs_2zshaDD_Lg-9R&index=12&t=0s
But basically: Set the layers to Default and the canvas needs the VRC_UI Shape component
This tutorial shows you how to make Unity UI Text and Buttons. With the buttons you can activate different functions but these functions will be local to you...
I wasn't able to find what i was looking for there as it just covered buttons, but maybe theres something in there i'm missing
there are a couple videos out there on volume sliders so i'm going to give those a shot
thanks @stable hazel
it covers the main principals of making UI work basically
yeah, i think i'm just missing a concept from CyanLazer's video
I was able to insert text and resize the canvas, but when it came to getting the slider to work I was having trouble
i could make it slide from one end to the other in unity though so that was neat
I'll just have to give it another shot XD
weird... it still doesn't seem to work even when set that way
oh right on enter trigger
Also make sure to use the right BroadcastType
AlwaysBufferOne will buffer the last event for late joiners. I dont know what exactly youre doing, but that could cause desync issues
Well when trying to find an issue eliminate all causes one by one until you find it
You could also try using OnAvatarHit
but the presence trigger just seems to be useless
That is specifically meant for interacting with players
yes but won't that one keep triggering over and over?
I never used it xD
Its less flexible than OnEnterTrigger
Also PlayerLocal is "your" Avatar hitbox
Thats why its called local, its local to you
The Player layer is for all other Players that you can interact with
VRChat is a bit special in how it handles Client/Server Side
I just wanna know why walking into it doesn't work
lol
the triggers feel utterly useless
Well then youve done something wrong most likely :P
- Make sure the Default layer collides with the PlayerLocal in the Physics Settings in Unity.
(it should do that by default, but who knows)
I would fall through the floor
Well yeah see
So if you unset the isTrigger in the Box Collider, do you actually get stopped by the Cube?
I haven't tried that
but I know that if I use interact I can click it
and it opens the door
so it's not a problem there
Ohh
it's just a problem with the event type
OnEnterTrigger requires a rigidbody to work properly if I rememberr correctly
Try putting a Rigidbody on the Cube, and set it to Kinematic
what
Yeah Unity Physics...
what the hell
Try it, and tell me if it works :P
Players should have a rigidbody, but maybe they dont so idk
I hate you
Why? xD
because it actually worked
See told ya :P
and that makes ZERO sense
It does
The Trigger shouldn't need a damn rigidbody to work
Unity calculates physics for collisions only if a rigidbody is involved
otherwise it just deems it unnessecary
Remember Unity was made for "actual" Games and not VRChat Content Creation ;P
The Trigger itself doesnt need a Rigidbody to work
that still doesn't mean that it should need the rigidbody on the trigger, it should be on the damn avatar
but Unity doesnt calculate the collision if there isnt, so the Trigger works, it just never fires
Ohh well yeah
Rigidbodies can have some issues
And since VRChat is handling Motion not with Unity's Physics, but with their own code
(I assume)
Just remember that OnEnterTrigger needs one of the colliders involved to have a Rigidbody
pfff I mean if you already find that annoying, then imagine how it feels to actually do programming ;P
I think programming not frustrating but then imagine doing it on a time limit
Bit different when someone is breathing down your neck to get it finished
Remember all of the quirks each programming language has especially ones that are strong languages
I should have gone into computer science π
Also for people using 6 sided skyboxes does anyone know what would cause the edges to appear when editing the 6 images? I already put them on clamp and I've tried removing mipmaps
Like all I did was colorize an existing set of textures through gimp
And told the skybox to use the new textures
I also tried using a legacy cube map but that just made things even worse XD
@trail jacinth except that I find programming to be exponentially easier than this since languages are actually documented
VRChat isn't
ontriggerenter doesnβt need a rigid body if it gets activated by a player something is probably bugged
So i've been having issues with sliders not working in-game but they work fine in unity
i'm planning on having the slider change the intensity of a light
and it does it perfectly, but only in unity
does anyone know what i might be missing?
i didn't change the layer facepalm
thank you everyone
Happy to be your duck! π¦
Cant seem to get my bounce physic material working?
are you trying to get it to affect players? It doesn't work consistently for players sadly but it should work for anything else
I got it to work! had a physic material set to multiply instead of maximum
What are the new "best" settings to use for avatar audio?
The ones you've tested 
@warm niche yes that's the default max limit for avatars (40m)
dear vrchat team. do you consider support for LIV? that would be great feature to have.
@tall depot you should put that request in vrchat.canny.io. Though I'm not sure it makes sense to superimpose your real person into VRChat when we already have full body avatars and tracking.
Is there any way at all to make the new Voice Override Localised? In such a way that only certain people can hear the louder voice being broadcasted, or rather, hear it from further away
I tried that, but it still transmitted the voice globally
Hmm thats odd, possibly worth a bug report? Might be intended behaviour, but I doubt that
Or you've done it wrong
I'll give it another go, see if i have. Cause I tried lots and lots of things.
I havent checked the new script myself yet
What I was trying to do was have two people locally unhide the object so only they would theoretically be affected by it.
Or be able to hear it.
Basically transmitting the voice across the map between 2 people only, and nobody else can hear them at the same distance.
You can't hide the gameobject the script is on, as the documentation says.
You can, and i just went and checked the project I was testing it in
I already tried disabling/enabling the collider, seems to be the last thing I did.
Ahh yeah it says not to disable it while interacting with it
but you could also "teleport" the collider away
or shrink it to a peanut
theres tons of way to deal with colliders
besides disabling it
also remember that those changes effect everyone in the room (for you locally)
Meaning that if you set the Player Voice Volume to 0, you have to set it for everyone in the instance, you cant have exceptions for certain people
Yeah, thats what I assumed, it just does it for everyone no matter what.
I was trying to localise it to simulate point to point communication
Like a phone or radio
Ahh...hmm let me think about that
Yeah that could indeed be impossible as far as I read this
because that would require a single person to have a longer range and higher volume.
and it would need to be local to you
maybe it isnt
No it totally is possible
Just rather complicated
Also you should never test such things locally
local testing tends to mess some things up
Okay so the system that I had in mind was basically like Two Phonebooths:
Standing in booth A locally "enables" the collider of booth B and vice versa.
Now both of those booths have the Override with long range and a bit of gain on them.
And by "enables" I mean that the collider gets moved from -100 Y to 0Y via animation
That's what I actually have,.#
And it doesnt work because?
Because it seems to still globally broadcast the voice
So even people not standing in any of the booths can hear it?
No, everyone can hear it. Absolutely everyione
huh
π€
What if you change the isTrigger? xD
Okay no
That wouldnt change anything
Hmm...the AudioSettings for Players might always be global
It's just really strange >_>
Hmm not really
something like that is usually global
Which might also be the reason why we dont have individual volume sliders for users
I dont know how hard it would be to make them local
but there is a high chance of them just being global
Would have to ask an actual dev for that
Unless I skipped it somewhere in the "ohh so well written" documentation
Or its a something native to Unity
I'll keep testing and fucking about with it
I have absolutely no idea xD
https://vrchat.canny.io/feature-requests/p/local-avatarplayer-audio-settings
In case it is actually global...
You're a lad π
It had to be global, there were issues when it wasn't.
What the fuck are they doing wrong then? You get audio data...you locally apply adjustments....you put it out as sound. How hard can that be?
Guess you can make your own game then
Networking makes no sense
Dont get me wrong, they are already doing miraculous work
And sometimes things seem easy but arent
but this? like doing local changes to audio?
I mean isnt desync just a given?
Or do you mean like really bad desync? Like a second or two?
Audio is always been a pain in the ass. Like i can't reliably play a sound in game and not have it cut off, especially since they added the mandatory 1 second delay on spawn objects
But playing sounds and capturing audio from microphones is a different thing
Yeah, I suppose
It's also P2P, so you have to send data to everyone, VRC saves bandwidth by sending data to only those who can hear.
I mean they are already spatialising it...which is a local change to the audio
So they would just tack on whatever volume adjustments you would want onto the spatialiser and done right?
I dont know how the spatialiser script actually works, but I assume it essentially calculates the euler distance, and then adjusts the volume?
I think the documentation explained it. I don't understand it, I just immediately thought i could make radios with it
Well according to Scruffys statement that the audio settings need to be global...you cant really
Well thats more like using a megaphone then :P
When you enter a region you say "hey I entered this region" and the other people are like "I see you've entered that region and you've sent hey I entered this region msg" and then it modifies the audio.
Yeah I get how the override works
But usually when a collider isnt enabled
and something is modified locally based on the collision
then it doesnt do it for you
Thats what I expected
Like an OnEnterTrigger VRC_Trigger would behave
But if its modified globally, then ofcourse thats a different story
@tardy folio huh... It's not a local thing?
Nope
That sucks... Having it be local can be really useful for more complex effects
I'm trying to get Neitri's triplanar world overlay shader(the"vomiting wooper" shader) to work on particles. I have it attached to an avatar, but it's not showing up on collission or at all.
How would one go about setting up a local stereo/binaural sound source for a video player? And not a stationary audio source. Players would hear it all the same regardless of where they are in the world.
@harsh sedge If you mean head-locked stereo audio, you can play stereo audio through a source set to be 2D. There's info on how to do that in the docs for the spatial audio source, but you could also use Mimi's prefab that is in the prefab database over in the pins in #world-development if you want something preconfigured!
@fresh ermine Oh, tyty. I'll take a look.
@harsh sedge
Just disable spatialisation on the Spatialiser script and put the Sliders to 2D in the Audio Source settings. Dont know if this makes it a completely flat 2D Sound that is the same from everywhere within the range tho. It might still adjust the volume when you get further away, in that case just set the "Near" to the "Far"
Hmm interesting.
But that will make it really loud so you might want to reset the gain to 0db so its the original loudness (I think thats how it works, not sure)
Okok, trial and error. I'll play around with it for a bit. Thanks!
volume set to 1 on the native audio source, and gain set to 0db on the spatial audio source is unity gain (meaning it wonβt add or subtract any volume from the source audio clip)
Could someone please help me? I'm trying to make a phone with a camera function on it, but I can't seem to make it work in-game, the screen just stays black. It's supposed to be pickup-able and once clicked it should render a photo on the screen. What am I missing?
Parent object with pickup, collider and trigger for the button event:
child button event object:
Child camera object:
Does anyone know if there's any reason why we (or VRChat) would actually need read/write enabled on meshes + textures?
For avatar meshes it's needed to get triangle count in the performance system. VRC doesn't need read/write on textures or world meshes though.
Word - thank you!
does someone know how to get settings right for sptring joinst to work properly
on an avatar
try blender
a component in unity
Try testing it in the Editor in play mode, your question is too vague to answer otherwise without more background information
that is perhaps the location for the mid level gradient transition .. i would suspect that the color for fog and tint starts at that point .. it does not look like that shader has many options for removing it the best you could do is try to match the color or you would need to change to a shader for one with more options
it's probably because of the textures
in the textures you're using for the skybox make sure the wrap mode is set to "clamp" and not "repeat"
did you check the allow HDR in camera
are you sure the textures are seamless in the first place? if you use photoshop or something you can check if they line up properly
you can also try disabling mapping
I wouldn't believe HDR would cause this
you could also try swapping the z+ z- textures or x+ x- textures, if the textures were made with a different engine in mind it might be using a slightly different axis
the textures were originally seamless until i edited them all i did was put a color gradient over them and save over it
i believe the offender is Y+
but not exactly sure what it's doing
yeah it's probably just the gradient colors not matching up
or maybe it's like a few pixels didn't get colors?
I would agree with you, but it looks like a gap?
i'll give it another look
it does look like there is a star there
weird, how's the texture look when you put it on a plane or something
oh good question
i wonder what would happen if i put it on an inverted cube
here it is on a plane
pretty weird, only thing I can think of is the colors not aligning
maybe the alpha? idk
yeah i'm stumped
i think i'm going to consider using an inverted cube instead of unity's skybox
thanks for letting me pick your brain
Do any of you know how to make a screen emit light?
I want the colors of the screen to be seen on the terrain and trees surrounding it
I've seen it done before, but don't know how.
screen ?
A video player
do anyone know how i can make an enemy (AI) that attacs you when it sees you? @ me
Perhaps someone can help me find this~ So a while ago a friend showed me a world that, when you entered a certain area, it made your voice echo weirdly. As in, the actual player voice. I'm wondering what that was and if there is anything else like it I could use.
Audio reverb zone
Thank! \o/
Anyone know what this issue means and how it is fixed?
The script class couldn't be found
UnityEngine.AnimationClip:SetCurve(String, Type, String, AnimationCurve)
Anyone have any idea on how to make a progress bar for a UI?
An animator with a lot of states ?
I got it, but thank you!
@mystic sorrel You need to use the VRC_CustomRendererBehaviour script. https://docs.vrchat.com/docs/vrc_realtimegiupdate
This script is used to apply custom renderer behaviours to an object. Currently, the only supported custom renderer behaviour is "Update GI Materials". This enables the object's GI attribution to be updated in real time. This is useful if you have objects that change their e...
You'll want to set your video player to "Render Texture", create a Render Texture of the same resolution as your videos (1280x720 or 1920x1080) with format ARGB Half, set the screen's material to Standard with black albedo and the render texture as the Emission map, and then set the screen to lightmap static.
You'll then need to bake lighting with "Real-time Global Illumination" enabled.
Before you do this you'll want to make sure the rest of your scene is properly lightmapped, and has light probes. If you don't have correct (non-overlapping) lightmap UVs on all of your meshes baking "Real-time Global Illumination" can take a very long time and won't work properly.
If the screen doesn't give off enough light you can increase the screen's emission brightness. However this will make the video looked washed out, to avoid this duplicate your screen, move the duplicate slightly in front of the original, uncheck Lightmap static, duplicate the screen's material and apply it to the duplicate. Then you can select the original screen (which is behind the duplicate) and increase its emission strength until it's bright enough.
Thank you so so much!
So I've finished an AI and tested it. It goes from changing target and animation the first time the detector notices me, when I try it a second time it doesnt change target or detects me.. What did I miss?
Is it possible to make a gravity gun
Afaik you cant change gravity at runtime, you can only set it at initialisation.
Well that on the other hand
It is possible...somewhat
Its not like in the original game where it keeps your momentum tho and you also cant "take objects with you" (unless youre holding them as a pickup)
It depends on what you want to use it for
Actually I think you could do a gravity gun, but it wouldn't be easy. I know it's not what you're looking for but the idea is interesting
But it would be workaround-ish as well Igbar :P
But yeah the Idea is definitely interesting
They're not workarounds, they're happy-little-unexpected-behaviors β€
Isn't climb based on a ui exploit that lets you call any unity script
It is that just dumb rumors I heard in game
Cyan wouldnt do that
it's not an exploit, that makes it sound bad
unexpected sure, but not in a bad way
also it doesn't let you call any unity script, just whatever's whitelisted
and 'call' in general is a very vague term here
It is based on an exploit and the exploit lets you call any function from any dll used from vrchat, meaning you can make buttons that will quit a users game etc
well theres still protection levels. You cant call a private method from outside its protection level. And even if you call a method succesfully, unless its a method that doesnt expect any parameters, you wont get very far with it. And even if it returns a value, then without having the ability to use that value somehow its also useless. So really the only methods that really give any particular advantage are executing methods, that do something once triggered (like closing the application).
Unless you actually mean command line functions...which would be crazy
nah you're right
http://puu.sh/E2BKr.jpg
I've got a model of ED 209 from Robocop, with some animations. It can walk, run, and has a handful of other animations implemented.
Problem 1: The rig is not humanoid, for obvious reasons. I want to have some sort of feature where the head bone turns with the camera. How do I do this?
Problem 2: Animations do not play in VRC. I have the animation override/controller template, and nothing but the opening animation plays, when I open up the avatar.
Problem 3: I can't put the avatar camera anywhere inside the head of the model, because then I will be unable to see. Is there a way to make the material one-sided? I am using the NoeNoe PBR shader.
I have one gesture and one emote so far, but nothing works.
Does anyone have any ideas as to why my SDK is hanging on the build window? It comes up, goes completely blank and white, and then freezes my entire unity
At which point i have to completely shut down unity through Task Manager. Ive tried reinstalling SDK, reverting to an old SDK, and a few other attempts at it. Even loading a different "working" unity file for uploads, still does it. Newest SDK (apparently, although it tells me to update each and every time)
The "Update" Window is a bit of a r/CrappyDesign. It always tells you that a new version is available...
Even if youre on that same version
heh never noticed that, ive always just directly went to the site to see if there is a new one, just figured i would attempt the update window to see if it had a newer version since the one I am using didnt work whatsoever. Everything else works fine, logs in and everything. But once I build....it be ded
I dont know...thats a very unspecific issue. You might have fucked up something so bad that you have to reinstall Unity, or its just a simple file or asset that went rogue...
its odd, because it was working fine up until I saw there was a new update and grabbed it off VRC, then I dragged it in, imported without touching anything, and boom....no uploading.
heres an image for fun lol
theres my build death
and five minutes later
and a half hour later
narrowed it down. I dont know whats happening, but it doesnt like my animation (all particles)
freezes as soon as I put them on my avatar.
reduced particle count, freezes immediately still
I have never heard of a Geometric particle system controller
its a controller for my animation for the particles
this animation: https://youtu.be/blbih86-Z4c
Well thats likely the cause of your problems then
Even google doesnt come up with anything useful
The animation controller is invalid. I dont even know what could cause that xD
its just an animator controller
its used in applying all animations to base avatar functions. I have almost 40 avatars that have this specific function, and no issues?
Well Im out of ideas maybe someone else can help you :/
however, i fixed that error, I removed the previous controller on it and it went away, and added a new one
but i still have that issue (the bottom one)
thanks for trying though
new errors when deleting and reinstalling the VRCSDK
mightve figured it out
maybe
hopefully
Edit: nope
Never give up buddy xD
hi, im looking for a chair that puts you into a laying position for things like a bed for my world. but i am confused on how to do it
it's not too hard, you just need a laying down animation set as the default state in an animation controller and then specify that controller in the vrc_station
Mixamo maybe?
thanks :U
do i set up the animation controller like this or no?
wait, i figured it out, i just need the enter to gop into the animation that goes into the exit
and the anystate is pointless?
wait nope, it didnt work
Id recommend to watch the official tutorials on Animation Controllers from Unity :P
:T il looked at it originally but it was for makeing my own animation, not useing one that was remade
my guess is its the same thing for the controller as if i were to make my own animation juist swap the two out
Animations and Animator Controller are two different things. Do you have problems with either one?
you only need a transition from Entry to the animation, take off the others
ok
@trail jacinth its the controler that i dont understand
thanks igbar, im testing it now
ok it works now. thanks everyone for your help β€
ok im back :T so i did the whole add the custom animation to the custom overideempty idle and its still not working
originaly it looked like it was but when i had someone else join the world they said i was in a T pose
adding a mirrot to see this i can confirm that it was not just them
For onkeyup and onkeydown, which button corresponds with axis 2d primary thumbstick?
do anyone know how i can make a door open/close animation trigger?
@warm niche Animator on the door, collider on the door knob (could be a random child game object with a box or sphere collider positioned at the knob). VRC_Trigger with OnInteract on the knob + have it execute an AnimationTrigger to trigger your open/close animation. You'll have to fiddle with the animator controller to do the open and close, but that's all well documented!
There might be a prefab for this, but it's worth being familiar with the animator controller in the long term!
thx for the helpβ
do i haft to use tha animator to when im don with the animations?
Yeah! So you can use the animator state machine to do something like use one animation for both open and close by just reversing the same clip (or playing it at negative speed), it basically lets you do conditional things based off parameters (like triggers!)
oki
so im don with the animation and the animator, and i have ben testing if it worked with the trigger, but it dident work. is it something im doing wrong?
See the input field near the word 'Trigger' on your VRC_Trigger? You need to set a name for the trigger parameter!
https://docs.unity3d.com/Manual/StateMachineBasics.html I'd read through these too bcs it should help get you goin!
Does anyone know anyway to get an animation to play only when you're driving a vehicle? We got it to work with onkeydown and onkeyup, but that only works on desktop
Just use the OnStationEnter/Exit in order to set/unset an Animation Bool?
This is for an AT-RT. We want it to walk only when the vehicle is moving. Like, if you stop moving, the animation stops playing.
Ohh
I see
There might be a way, but I havent played around with something like that yet
Oh well
Well you have to remember that Vehicles arent really implemented in VRChat
Just some standard assets scripts
Unfortunately
But hey we got better Audio now :^) kappa
For onkeyup and onkeydown, is there a button that corresponds with the vr thumbsticks?
I think they are considered like analog sticks on a gamepad, which usually arent "buttons"...but who knows
I dont think there is much "research" on vehicles
Oof
erg....this animation still killing my unity, and I dont know why
Ok.....so i fixed it with the help of a friend of mine.....big shoutouts to him, but the reason the animation wasnt working, is because I had mesh particle, and in the spot where you choose mesh particles, it had two different meshs, one set as none (top) and one set as Cube (bottom) heres an image to explain what I mean
if the top is none, itll crash the SDK out, because the SDK is expecting something there (im assuming) and its not finding anything
this was throwing off the whole anim
interesting. was thinking about something like that, but how and why would you even do that? ;P
anyone know how i can check if certain objects are spawned in game so that it can make one of two things happen depending on if they are or not?
basicly i want a player to beable to press 4 buttons and set objects to active thwn press a bitton to check if all other 4 are active if yes then enable a diffrent object if not do nothing
@shell wagon You can use a Animator Controller.
Create two states and add 4 bool parameters.
One Idle State (has nothing)
One Execute State (this as a animation in it with a Event trigger)
Then set the animation transition from idle to execute, in the transition set up the conditions to match your 4 bool parameters and set them all to true
thanks
@trail jacinth accidental misclick, you just click the plus or minus to add meshes....i was testing out two different meshes at the same time, and when i deleted the first, i forgot to delete its "spot"
gg
yeah, friend helped me by saying why dont you remove particles one by one til it uploads, then check the particle to see if that particle was the only one that was the cause. Tbf, he didnt tell me to do it, but i went with that line of thinking because of him....he really helped me work it through my own mind lol
I could have told you that it must have something to do with the mesh
thats why it said "Geometric"
yeah, it was just a single particle
it wasnt the animation that was the issue lol
it was just a single particle with an extra particle mesh
that didnt exist
so VRCSDK was most likely looking for it constantly
which is why the build menu wouldnt load
yeah for sure, because it should just fail the check then error out instead of literally hanging the system
hi so i wonderd if anyone could help me with a problen i got with my vrc world. i have ben working on an door animation that wil triger when i clock on the trigger. but the problem is that it dosent do anything when i click the trigger in vrc
Where are your animator parameters ?
best option is to have a trigger parameters that gets triggered when you press the trigger if not the door shouldn't be doing anything.
@warm niche You need to match the name of the variable, so you need to rename 'New Bool' (on both animators) to what you have set on the VRC_Trigger (aka 'open/clsoe'
thx
is anyone here familiar with notbadcars?
When I import the package into an empty world it works fine but if i import it in a world it doesn't respond
is there anything that could cause it to break on import?
standard assets in the wrong location?
I realized that i used a dated version of unity to test the prefab. Do you think it's still usable in 28f1?
i forgot to import standard assets
thanks @summer berry
<@&397642795457970181>
?
huh?
Does anyone know how some users have managed to host content from their server and stream it to people on a map? (example: Kareeda's movie map) I wanted to know how the servers talked to each other to make that possible for an idea I was thinking of doing.
you just need to give it a valid URL that will host the video
dropbox works, but you can also make your own website if you really want to
would this be possible with, say, a live stream?
Is there any way to know why my world gets demoted from public back to labs every other update i push?
@scarlet granite https://vrchat.canny.io/bug-reports/p/public-world-put-back-into-community-labs-after-update contact support@vrchat.com with your world id
thx, i was searching, but didn't find, as i expected it to be posted in CL canny, i'll update my post to note that with the link
If anyone's a fan of building houses out of toothpicks I just finished a prototype for a damage system that allows different weapons to have different damage values. It only works 50% of the time and it requires a painful amount of manual assignment but hey, it only takes up 1-2 layers.
@sharp delta yes, the DDVR dance community does it every day
(they use twitch) but you could host a reflector for example
that's a bit more advanced. You could also punch a hole in your router and host it locally depending on your bandwidth.
@scarlet granite there's currently a bug if you're using the open beta sdk
Iβm not, but I contacted support and they reapproved manually warning that it might happen again until they fix a bug
@hasty heath Do you think i'd be able to do the same with say, a non-video stream?
audio perhaps?
you can stream MP3
you can trigger anything in vrchat with midinote and oscaudioin
No i want it to be live
I reccomend converting your files to OGG however
you can stream a psudo video stream of just audio and only have the audio part
like internet radio
for like a real radio? neat. If you did something like VLC the audio capture and make it a "video stream" with no actual video
you could create a vrchat video stream player and just not render the video part
it can. But we're talking about streaming
you dont need to make a "pseudo-video"
are you saying it'll handle M3U directly?
I think it uses the same base code for playing media. The only thing that changes is the fetching
becuase if it can you can just feed it shoutcast
Well, the way I was gonna try was that, supposedly, there is a stream URL with internet radio
I'm not entirely sure how it works
I can try m3u too, whatever works
Dosen't look like unity wants to take an m3u as an audio clip
Has anybody done anything with navmeshes yet? It seems like it has a lot of potential. I used the automove and rotate script for this example https://gyazo.com/7ea909fc8472b32fec858d1b9d7dbd0b and it works perfectly ingame.
I think the Dog in the Hangout House uses navmeshes and a simple follow AI. Could be wrong tho. But its not like its super useful for anything, since you cant do advanced AI behavior, and you could do most other things with Animations aswell :P
Well I'm making a dungeon so it'll be really helpful for me.
Or for anyone who wants to make a roomba
WOW
a roomba xD
Revolutionary
Nah it has exactly the use case its designed for. Making NPCs navigate around a mesh. But thats about it :P
Toybox has examples of an npc using the nav mesh agent. People use them, but syncing them is really annoying to do properly. HardLightβs loc sync method works well for non combat based npcs but I havenβt found a better way to sync for combat specifically other than syncing the target only.
Well since VRC works (basically) P2P, syincing will always be troublesome, unless its done inherently. Right?
I've been using physics-based monsters and they sync up well but you have to be really careful with where you put object syncs or the joints will try to be in multiple places at once.
anyone know how to make an object stick to a users hand and allow them to trigger it once its in there hand
You mean for VR users right? For desktop its just "Auto Hold" Yes.
yea for vr users
Doesnt that do it for VR as well? As far as I remember you have to actually press the grab button again to drop it
then i might be setting up somthing wrong, i have the object pickup on it but when i let go it just falls
and i cant use the trigger on the object
Well it might have been custom behavior for the instance I remember. Because I also remember that I had trouble with that once as well.
hmmm
And that you cant use the trigger on the object is definitely wrong tho.
"OnPickupUseDown" right?
what im trying to do is set up a prop gun like in the mini game world
"the mini game world" theres a few hundred mini game worlds
that way the user can just grab it and use it, when they are done they "throw" it
and most of the time you want a gun to drop when you...well drop it
