#development-advanced

1 messages Β· Page 42 of 1

opal canopy
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Was there a policy on external tool api rate limits floating around somewhere?

tardy folio
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Not really, just don't be malicious.

final wigeon
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@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.

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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

opal canopy
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Yeah I was just wondering if there was official guidance there. Thought I remembered seeing some somewhere

final wigeon
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Yeah, I'm checking a few places, see if anything comes up

stable hazel
opal canopy
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Hmm... That claims it's from Tupper, but it'd be helpful to get an official source for citation purposes

warm niche
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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 πŸ˜„

opal canopy
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That is also very true :)

odd geyser
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why is this happeneing?

golden bison
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I mean..is the file there

warm niche
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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

round marsh
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Trying to update a broken avatar, but the Build & Publish button isn't even there.

violet trellis
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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

sharp burrow
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Scale? As to how high / low they sit?

violet trellis
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No, the actual avatar size

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Shrink them when they sit

sharp burrow
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Should be possible unless it's changed. Don't know the parameters for it though.
But it doesn't affect the persons viewpoint

violet trellis
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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

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I have a friend that has this functionality and he said he just scaled the animation down but doesnt seem to work for me

violet trellis
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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...

proud meadow
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@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...

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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

drifting egret
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Yes

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You can scale the avatar's root object

violet trellis
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@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

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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?

violet trellis
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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.

trail jacinth
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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.

violet trellis
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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?

trail jacinth
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Wait...what are you even trying to do?!

violet trellis
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In my world, I have a chair. When people sit on my chair, i want them to shrink.

trail jacinth
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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.

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Wait

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no you can

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hmm...

violet trellis
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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

trail jacinth
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No people thought that you wanted to create an Avatar that shrinks down when you sit in a chair

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But creating a chair that shrinks people when they sit in it, is a different matter

violet trellis
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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

trail jacinth
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The override would sit on the root object. So to animate that, you need to animate the Transform directly.

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I think...

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however Im not really familiar with Animation Overrides on Chairs...

violet trellis
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It's a tricky one for sure...

trail jacinth
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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

violet trellis
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My buddy that has it working on his avatar chair just said "scale the animation"

trail jacinth
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Scale an animation xD

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Thats a good one

violet trellis
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But again, could be different on an avatar vs world

trail jacinth
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There shouldnt be any difference

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they both use the same chair script and the same override system

violet trellis
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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?

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World*

trail jacinth
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How does that animation look like?

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(screenshot)

violet trellis
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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

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Root*

trail jacinth
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Did you put it on the sitting animation override, or did you just try it in Unity as an Animation?

violet trellis
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Sitting override as idle also as emote. I also tried with a custom animation controller

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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

trail jacinth
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Well obviously

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Its animating the root

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Thats what it looks like when you animate a root

violet trellis
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I could have sword even root shows the root name

trail jacinth
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it doesnt need a reference name, because it references itself

violet trellis
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Hmm

trail jacinth
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Let me try

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Ohh wait I see

violet trellis
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Right, but when you click plus

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To add it

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He also sent this

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Mind you, he has no idea how he got it to work

trail jacinth
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xD

violet trellis
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Can an animator access a parent? Wondering if his animator is telling the parent to shrink?

trail jacinth
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Well what parent would you mean?

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That should be the root, which has no parent

violet trellis
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... neither did Batman.

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Sorry

trail jacinth
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does* he had some at one point :P

violet trellis
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Hahaha

trail jacinth
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So I think this might have to do with Root Motion, which is a bit of a complicated topic

violet trellis
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Are there any articles on it I can find?

trail jacinth
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Im reading up on it myself right now, not too confident that it has to do with anything, but maybe

violet trellis
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Okay just found one on Google

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Root motion really seems like it's what I need to enable

trail jacinth
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Ok so no it only says the Name while the original object that you animate is selected

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If you select something else in the Scene and then select the Animation Clip in the Project, look what it says

violet trellis
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I'm trying to connect to computer from phone to see and yes, I see that now

trail jacinth
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So yeah there shouldnt be a problem with your animation. There is likely something else

violet trellis
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Can I explain my workflow and maybe you can tell me if I'm taking a wrong step?

trail jacinth
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Try I guess

violet trellis
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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.

trail jacinth
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youre uploading an avatar in a world? xD

violet trellis
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Just to create the animation

trail jacinth
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No you meant import, but okay

violet trellis
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Oh haha

trail jacinth
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Hmm nah that should be alright. But as I said, I dont know if youre missing something else.

violet trellis
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Right. And the avatar I'm using if set to humanoid and everything before I animate it

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Is set*

trail jacinth
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Well Im afraid I cant help you then... :(

violet trellis
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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

trail jacinth
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Yeah that seems to be the case :/

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Id suggest asking your friend and try with him

violet trellis
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Hes also using spinks custom chair prefab and tried that too

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But anyway, thanks for your time and help

violet trellis
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@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.

stable hazel
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you can't anymore sadly

trail jacinth
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no idea...

violet trellis
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@stable hazel what was it that they removed that made it so you cant anymore?

stable hazel
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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

violet trellis
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I wonder if that's related to why I cant make chair scale people right now...

stable hazel
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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

violet trellis
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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

summer berry
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Even though it was over the top complicated, you don’t even know what I did. Also RIP FunHouse

violet trellis
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Oh, was that funhouse yours? awesome, that was fun

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so all of that shit is broken now? damn

summer berry
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It only lasted 2 months 😒

violet trellis
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damn.

summer berry
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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. It’s understandable though. It was so difficult to work with, but so powerful.

violet trellis
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well, that sucks but good to know

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so I don't pull my hair out trying to do that if i ever wanted to

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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

summer berry
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Don’t use an override. Just have the scaling animation in the animator. That should work

violet trellis
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I feel like I've tried that, but I'll try again

trail jacinth
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well the problem is, that he wants to make a chair that scales all avatars down that sit in it cyan...

violet trellis
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Yeah, a chair in my world that if people sit on it, they shrink down in size while sitting

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whether they grow again when they get off or not is optional, i just want them to shrink while sitting

proud meadow
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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?

drifting egret
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It can set humanoid properties

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The animator just needs to target itself and then set the scale on that

violet trellis
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well, i made an animator that all it had was scaling on itself, yes. no results

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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

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it plays the animation when sitting, but no scaling, and I see the scale property in his animation cli

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its just ignoring it it seems

summer berry
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Some avatars don’t scale.

violet trellis
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yeah, i just did a test with a different avatar

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i can try some more i guess...

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im testing with default avatars

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solved.

trail jacinth
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how?

violet trellis
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So turns out it WAS avatar related. So I just tested OTHER default avatars and some worked

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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

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I have a version of my avatar with no unity scaling and that one worked fine too

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so 2 days of troubleshooting to find out it was seemingly not working because of avatar scale factors

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so my issue was in testing and not the workflow

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well, thanks anyway for all of your help @trail jacinth @summer berry @proud meadow @drifting egret and everyone else. Great community here

warm niche
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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. :/

quick heron
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@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)

⇨ 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...

β–Ά Play video
warm niche
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So I need to uv map it before I do the displacement?

quick heron
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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

warm niche
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aaahhhhhh

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makes sense

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I will try to uv map it since it doesnt hav eone

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it kind of removed it after I did the remesh thing

violet trellis
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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

stable hazel
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click the little triangle at the top left of the component to minimize it

violet trellis
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holy crap

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😐

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k thanks

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haha

opal canopy
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@warm niche you can try using the minimize stretch operator too

torpid yew
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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.

summer berry
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The "Delay" will put a delay on the trigger. Do you need more than that?

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Or do you mean you only want it to fire again after some interval?

torpid yew
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e.g. fire once, delay, fire again, delay ect

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basically I'm trying to make single shot weapons that you cant spam.

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perhaps if i used a relay to move the "use" to another game object and then make a delay system there

summer berry
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You should look into animators

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Or if you are crafty, you could use a mix of custom triggers, but most people don't think that way.

torpid yew
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I'll have to look into those

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i did try an animation though but it still cant differentiate between the OnPickup from the OnUseDown

summer berry
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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
summer berry
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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.

torpid yew
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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

golden bison
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Seems like my combatsystem, players dying is causing rigid bodies and fixed joints to be out of place, anyone know a fix?

winged lintel
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*scratch that, figured it out

final wigeon
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AABB is Axis Aligned Bounding Box, so you've got a problem with a bounding box of some sort

winged lintel
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yeah, it was the message board terminal in the scene.

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might also explain why my scene was dropping in frames due to that error

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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

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actually....might have figured that out just now as well

kind brook
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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.

stiff lily
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@sand canyon

sand canyon
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Don't use the standard assets vehicle sounds.

kind brook
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Ah? What should I use then?

sand canyon
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Your own audio sources

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you cannot have the revving sound go with the engine, sadly

kind brook
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Awh...

sand canyon
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The audio sources bypass the game volume slider.

kind brook
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Is there a way to make it so if the vehicle is moving it plays a revved up engine sound?

sand canyon
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Not just on, but moving?

kind brook
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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

sand canyon
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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

kind brook
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Yeah, that's what I'm going to need to figure out.

sand canyon
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or some other system that actually detects movement and velocity but that was waaaay out of scope of not bad cars

kind brook
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Aye, the prefabs do good anyway.

sand canyon
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these things are certainly possible. Easy...not so much

kind brook
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I'll stick with the idle sounds and work on it some more, see if I can't find a workaround.

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Thank you, though1

warm niche
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you can detect speed on an object with stop action, the trigger module, and limbik @sand canyon @kind brook

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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

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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

near bronze
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they're talking about worlds, not avatars

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really not a good idea to do avatar stuff in worlds because it's extremely janky and there are much better and simpler alternatives

proud meadow
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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

near bronze
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yeah that was hardlight

warm niche
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Worlds are just like big avatars, right? :)

agile rapids
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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?

warm niche
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Probably just a limitation of VRChat. Are you using box colliders, could maybe try making the box collider thicker.

agile rapids
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mmm i can try that :3

stable hazel
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also keep in mind if the layers they're on actually collide with each other

agile rapids
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They do. It's a standard pickuo

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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

prime patio
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How do i make 2 skyboxes (Morning/Night) that can toggle with a button?

prime patio
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nvm

steep bloom
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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)

drifting egret
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Can't really detect modded SDK's easily

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And it's a moot point now anyway, there's no reasons left to modify the SDK

steep bloom
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Checksum

drifting egret
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Checksum of what?

steep bloom
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idk

drifting egret
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Alright done, my hypothetical modded SDK now sends a checksum corresponding to the checksum you would get with an "original" SDK.

steep bloom
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but its annoying to see people still being able to bypass limitations.

drifting egret
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There are no limitations

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I'm not sure what you're talking about

trail jacinth
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You would need to do some pretty serious Authentication to make that work

drifting egret
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The poly limit is gone

steep bloom
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Since when ?

drifting egret
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Very recently.

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The only "advantage" is uploading disallowed components, which does not work ingame.

trail jacinth
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Since the introduction of Avatar Performance based Blocking

drifting egret
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They decided to go the other route of "not giving a fuck, whatever"

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Instead of properly enforcing optimization standards

steep bloom
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an horrible mistake

near bronze
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trying to get around limitations might not be a reason anymore, but fixing their bugs before they can is still a thing

steep bloom
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And security issues too.

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Afaik, logging into the game is done by Username and Password.

trail jacinth
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They should make an extra class below "Very Poor" like "Insane" that uses the old poly limits and what not

steep bloom
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So you need the Username and its password to connect and voila u have possession of someone else' account.

trail jacinth
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Isnt that with every service? xD

drifting egret
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Yeah, a lot of people are using SDK addons to autofill the visemes for example

trail jacinth
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2FA is on the list btw

drifting egret
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Which really oughta be default

steep bloom
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at least other services wants u to connect with email and password, some also sends u a code that expires after X minutes.

drifting egret
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Or auto removing disallowed components on a button press

trail jacinth
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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.

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But aslong as your Password is strong, unique and never shared ;D you should be pretty safe.

steep bloom
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Hm...

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For now, yes.

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Gets a 100char long pw cus weak security

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jk

trail jacinth
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I dont even think you could do 100chars xD

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VRChat isnt Google :P

steep bloom
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And get truely random shit and use this as a pw

trail jacinth
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No I mean they probably save passwords in some standard databank, which usually only holds like 32 or 64bytes per pw

steep bloom
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I seriously hope these databanks are safe otherwise im outta here.

trail jacinth
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Well its most likely an Industry Standard, which is probably something similar or the same as other services you use :P

steep bloom
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Btw, whats new in the latest SDK release?

mortal olive
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No poly count being one of them @steep bloom

steep bloom
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thx

dark sigil
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just use a password manager

latent hemlock
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Only reason to mod the SDK now is to fix it not reading dynamic bones properly in the performance section

cedar osprey
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ahh ya thats something i noticed is not the same as the ingame readings

rough sleet
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@latent hemlock How is it wrong?

latent hemlock
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last I knew it just said zero for number of dynamic bones since there was a typo

rough sleet
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@latent hemlock What's the typo?

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It should be working in the latest version

latent hemlock
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DynamicBoneCollider from DynamicBoneColliderBase
ah is it patched? I have a script that auto patches that word on import

rough sleet
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That wasn't a typo

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The version of DynamicBone in the client is from before DynamicBoneColliderBase existed.

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There was only one collider type then so it was just DynamicBoneCollider

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The new SDK checks for the existence of DynamicBoneColliderBase and counts those instead of DynamicBoneCollider if the type exists.

latent hemlock
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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

drifting egret
#

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.

tardy folio
#

Just not high enough in the list

tidal belfry
#

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?

tardy folio
#

Use Alpha To Mask (Alpha To Coverage)

tidal belfry
#

How do you do that?

tardy folio
#

Use a shader that supports it

tidal belfry
#

Which shaders support it?

#

I have no idea what it even is, so...

tardy folio
#

XSToon, Mochie's Uber Shader are the ones that I can check and remember

tidal belfry
#

I don't use a toon shader for my avatar.

#

Does mochie's uber shader do standard style shading?

tardy folio
#

Silent's cel shading shader has it too

#

Yes, yes it does.

tidal belfry
#

Goodie.

#

Ack, it's even worse lol

tardy folio
#

lmao

lapis sluice
#

silent has an external shader for hair, ask him @tidal belfry

violet trellis
#

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

summer berry
#

You will need to set the render queue in the shader directly since vrchat ignores the render queue in the material

violet trellis
#

Thanks, I got my answer in the shader channel in the Prefabs discord πŸ˜„

#

good to know that VRChat ignores that though

violet trellis
#

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?

summer berry
#

Local player is always the one in that client, although local testing with multiple clients gets buggy. Somethings don’t work. Vrchat recommended that you upload and test with multiple accounts.

steep bloom
stable hazel
#

it happens sometimes, not really anything to worry about

little salmon
#

Looks pretty cool though.

tardy folio
cedar osprey
#

I don't even wanna imagine how cancer that would be in vr

latent hemlock
#

I saw that once in vr

trail jacinth
#

Now you never see anything again in vr :P

frail grove
#

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.

scarlet granite
#

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 πŸ€”

now sure if I had to ask here or in #world-development

scarlet granite
#

[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

opal canopy
#

@scarlet granite you might want to test on open beta as well, there are a lot of audio changes

silent schooner
#

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.

opal canopy
#

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

summer berry
#

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.

silent schooner
#

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

warm niche
#

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.

quick heron
#

@warm niche
can you post a demo of what your trying to do

#

is all the PP for fog and glare ?

warm niche
#

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.

remote chasm
#

I have returned after a year.. i see index/knuckles support is in vrchat.
is it finger skeletal tracking?

tardy folio
#

No.

warm niche
#

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?

stable hazel
#

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

warm niche
#

Okay, thanks, i'll try that when it's finished baking.

remote chasm
#

@tardy folio so you cannot move individual fingers on index??

trail jacinth
#

You can, its just pressure sensitivity

#

so no skeletal tracking

final wigeon
#

@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.

tardy folio
#

Somewhat.

final wigeon
#

To state it's just pressure sensitivity is incorrect though.

trail jacinth
#

ok well sorry confused it with visual tracking

#

thought skeletal tracking was something like kinect does

final wigeon
#

in what way?

trail jacinth
#

well the kinect uses a posed skeleton based on visual sensors aka IR Cameras right?

final wigeon
#

Yep

lunar wyvern
warm niche
#

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.

warm niche
#

Just remembered, it probably be best to put it on walkthrough layer.

summer berry
#

@robust yarrow

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

warm niche
#

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

primal otter
#

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

sharp burrow
#

@warm niche if you use the combat system, players will take damage from things that has the dmg triggers

warm niche
#

I know that but wil it work if the player use thair avatars gun

sharp burrow
#

You'd have to add your own custom colliders that follow the players then, using player tracking

warm niche
#

I traid to use the player tracing but it dident work to use it as a trigger

sharp burrow
#

You need the player tracking and a game object with a collider under than. Only way

warm niche
#

Oki thx

#

I wil try that

stable hazel
#

@primal otter use the VRC Player Mods component to add Speed (make sure IsRoomPlayerMods is enabled in the component)

primal otter
#

Its on local avatar

#

not world

#

sry

stable hazel
#

there isn't really a way to do that then, you're out of luck

primal otter
#

Their is πŸ˜ƒ

#

colliders

stable hazel
#

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

remote chasm
#

@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

final wigeon
#

@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.

opal canopy
#

Does the index controller itself have any ability to sense finger spread?

sterile cipher
#

I don't believe so. It can "fake" it for the thumb depending on what capsense you're touching

opal canopy
#

Unfortunate :(

remote chasm
#

@final wigeon ah that's a shame.. But it's still something

warm niche
#

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

warm niche
#

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

tardy folio
#

discord team. xd

trail jacinth
#

Yeah because you can "DDoS an Account"...

https://en.wikipedia.org/wiki/Fearmongering

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.

bitter pilot
#

^ πŸ‘

trail jacinth
#

Also generally dont accept Friend Request, from people you dont know...I thought that was Internet ABC's jeez

bitter pilot
#

Common knowledge is a lost cause in this day and age

prime wadi
#

How do I haha react

trail jacinth
#

If you mean emoji-reactions, then they are mostly disabled on this Server

tardy folio
warm niche
#

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.

gilded wagon
#

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

sharp burrow
#

@gilded wagon They removed the ability to view people in instances, so nothing you can do there

gilded wagon
#

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.

warm niche
#

Β―_(ツ)_/Β―

warm niche
#

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.

dim owl
#

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.

drifting egret
#

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

dim owl
#

Well that limits the things I can do with it. Oh well

drifting egret
#

There may be other layers not visible to the player

#

I dunno how it's set up

dim owl
#

Oh yeah and is there any way to increase the max number of layers?

drifting egret
#

Nope

#

You can make more layers in the empty slots and that's it

opal canopy
#

@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 folio
#

You can just do if unity stereo check

#

Instead of relying on fov and roll

opal canopy
#

@tardy folioγ€€that doesn't work for desktop user viewpoints

tardy folio
#

Ohh I misread it

drifting egret
#

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

opal canopy
#

Stream camera renders the world twice? Sigh...

oak pollen
#

One time for the ingame preview render texture, and additional time to screen/window buffer

opal canopy
#

What a waste..

dim owl
#

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?

near bronze
#

use onentertrigger, not onentercollider

dim owl
#

Even if its collider isn't set to trigger?

near bronze
#

as long as one or both are

#

only use onentercollider if neither are trigger

dim owl
#

I'll try that out real quick.

dim owl
#

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.

warm niche
#

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.

summer berry
#

You can use two OnKey events, one for desktop and one for VR. Although some are missing for VR from what I remember.

warm niche
#

Ah, okay, thanks.

dim owl
#

What's the best way to do a local, master-only event, like a teleport or enabling an object for the master only?

sharp burrow
dim owl
#

Cool

warm niche
#

@summer berry Any ideas what key is free to use on VR headset?

near bronze
#

Joystick button 0 and 1 for menu button left/right, and joystick button 8 and 9 for joystick click/touchpad click left/right

warm niche
#

I only need a free button, not the ones already in use.

near bronze
#

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

warm niche
#

Doesn't seem to work anyway, i assigned it to shift and it works only occasionally.

near bronze
#

Shift should work just fine. What did you have it activating?

warm niche
#

Just some cubes which i merged with pro builder

#

i used toggle

near bronze
#

Were you in VR pressing shift?

warm niche
#

desktop

near bronze
#

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

warm niche
#

I'll try without toggle, might be that.

summer berry
#

OnKeyUp seems to fail, but OnKeyDown works fine from my uses.

warm niche
#

Ah, okay

#

That doesn't work either, must be all the on interact triggers i have in the world.

warm niche
#

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

proven moon
#

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")

drifting egret
#

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

proven moon
#

aaah ~ I see

woven bay
#

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)

brave lintel
#

Will the VRChat servers be optimized for the 5G network anytime soon?

opal canopy
#

@brave lintelγ€€... What does that even mean?

brave lintel
#

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

opal canopy
#

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

drifting egret
#

I don't think VRChat would have to do anything on their end

olive sail
#

That’s not really how 5G works

ruby monolith
#

@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.

warm niche
#

anyone know how to make a jet chair that uses a joystick?
@warm niche to message me & thanks

lucid summit
#

does the video player inside the newest VRCSDK work?
i've tried using the prefab and I'm wondering if i'm missing something

woven bay
#

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

stable hazel
#

@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)

lucid summit
#

got it thanks

woven bay
#

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

lucid summit
#

yeah you want it to happen globally

#

Does anyone know how to make UI sliders interactable?

#

the graphic raycaster script is there

stable hazel
#

@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

woven bay
#

good to know

stable hazel
#

@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...

β–Ά Play video
lucid summit
#

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

stable hazel
#

it covers the main principals of making UI work basically

lucid summit
#

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

woven bay
#

weird... it still doesn't seem to work even when set that way

#

oh right on enter trigger

trail jacinth
#

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

woven bay
#

I can't even get the damn thing to fire

trail jacinth
#

Well when trying to find an issue eliminate all causes one by one until you find it

woven bay
#

I've already spent too long on this

#

I can use an interact trigger just fine

trail jacinth
#

You could also try using OnAvatarHit

woven bay
#

but the presence trigger just seems to be useless

trail jacinth
#

That is specifically meant for interacting with players

woven bay
#

yes but won't that one keep triggering over and over?

trail jacinth
#

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

woven bay
#

I just wanna know why walking into it doesn't work

#

lol

#

the triggers feel utterly useless

trail jacinth
#

Well then youve done something wrong most likely :P

#
  1. Make sure the Default layer collides with the PlayerLocal in the Physics Settings in Unity.
#

(it should do that by default, but who knows)

woven bay
#

I would fall through the floor

trail jacinth
#

Well yeah see

#

So if you unset the isTrigger in the Box Collider, do you actually get stopped by the Cube?

woven bay
#

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

trail jacinth
#

Ohh

woven bay
#

it's just a problem with the event type

trail jacinth
#

OnEnterTrigger requires a rigidbody to work properly if I rememberr correctly

#

Try putting a Rigidbody on the Cube, and set it to Kinematic

woven bay
#

what

trail jacinth
#

Yeah Unity Physics...

woven bay
#

what the hell

trail jacinth
#

Try it, and tell me if it works :P

#

Players should have a rigidbody, but maybe they dont so idk

woven bay
#

I hate you

trail jacinth
#

Why? xD

woven bay
#

because it actually worked

trail jacinth
#

See told ya :P

woven bay
#

and that makes ZERO sense

trail jacinth
#

It does

woven bay
#

The Trigger shouldn't need a damn rigidbody to work

trail jacinth
#

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

woven bay
#

that still doesn't mean that it should need the rigidbody on the trigger, it should be on the damn avatar

trail jacinth
#

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

woven bay
#

I'll just remember that this crap makes me want to sleep

#

6 feet under

trail jacinth
#

pfff I mean if you already find that annoying, then imagine how it feels to actually do programming ;P

lucid summit
#

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

trail jacinth
#

Remember all of the quirks each programming language has especially ones that are strong languages

lucid summit
#

I should have gone into computer science πŸ˜”

#

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

woven bay
#

@trail jacinth except that I find programming to be exponentially easier than this since languages are actually documented

#

VRChat isn't

dark sigil
#

ontriggerenter doesn’t need a rigid body if it gets activated by a player something is probably bugged

lucid summit
#

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?

lucid summit
#

i didn't change the layer facepalm

lucid summit
#

thank you everyone

warm niche
#

Happy to be your duck! πŸ¦†

jade badger
#

Cant seem to get my bounce physic material working?

stable hazel
#

are you trying to get it to affect players? It doesn't work consistently for players sadly but it should work for anything else

jade badger
#

I got it to work! had a physic material set to multiply instead of maximum

warm niche
#

What are the new "best" settings to use for avatar audio?

stiff lily
#

The ones you've tested jj_happy

warm niche
#

im guessing the "Far" on the spacial audio source is the max distance?

mental narwhal
#

@warm niche yes that's the default max limit for avatars (40m)

tall depot
#

dear vrchat team. do you consider support for LIV? that would be great feature to have.

mental narwhal
#

@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.

kind brook
#

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

trail jacinth
#

Yeah just locally dis/enable the collider

#

that should work

kind brook
#

I tried that, but it still transmitted the voice globally

trail jacinth
#

Hmm thats odd, possibly worth a bug report? Might be intended behaviour, but I doubt that

#

Or you've done it wrong

kind brook
#

I'll give it another go, see if i have. Cause I tried lots and lots of things.

trail jacinth
#

I havent checked the new script myself yet

kind brook
#

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.

trail jacinth
#

What do you mean "hide"?

#

Disable?

#

You can probably disable the collider tho...

kind brook
#

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.

trail jacinth
#

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

kind brook
#

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

trail jacinth
#

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

kind brook
#

I don't test it locally

#

I had friends come help

trail jacinth
#

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

kind brook
#

That's what I actually have,.#

trail jacinth
#

And it doesnt work because?

kind brook
#

Because it seems to still globally broadcast the voice

trail jacinth
#

So even people not standing in any of the booths can hear it?

kind brook
#

No, everyone can hear it. Absolutely everyione

trail jacinth
#

huh

#

πŸ€”

#

What if you change the isTrigger? xD

#

Okay no

#

That wouldnt change anything

#

Hmm...the AudioSettings for Players might always be global

kind brook
#

It's just really strange >_>

trail jacinth
#

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

kind brook
#

I'll keep testing and fucking about with it

trail jacinth
#

I have absolutely no idea xD

kind brook
#

You're a lad πŸ˜ƒ

tardy folio
#

It had to be global, there were issues when it wasn't.

trail jacinth
#

issues?

#

what issues should there be?

tardy folio
#

Desync

#

Stuck on

trail jacinth
#

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?

tardy folio
#

Guess you can make your own game then

kind brook
#

Networking makes no sense

trail jacinth
#

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?

kind brook
#

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

trail jacinth
#

But playing sounds and capturing audio from microphones is a different thing

kind brook
#

Yeah, I suppose

tardy folio
#

It's also P2P, so you have to send data to everyone, VRC saves bandwidth by sending data to only those who can hear.

trail jacinth
#

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?

kind brook
#

I think the documentation explained it. I don't understand it, I just immediately thought i could make radios with it

trail jacinth
#

Well according to Scruffys statement that the audio settings need to be global...you cant really

kind brook
#

Could just assume everyone has the radio then :p

#

Guess that's all I'll be able to do

trail jacinth
#

Well thats more like using a megaphone then :P

tardy folio
#

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.

trail jacinth
#

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

opal canopy
#

@tardy folio huh... It's not a local thing?

tardy folio
#

Nope

opal canopy
#

That sucks... Having it be local can be really useful for more complex effects

stone inlet
#

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.

harsh sedge
#

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.

fresh ermine
#

@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!

harsh sedge
#

@fresh ermine Oh, tyty. I'll take a look.

trail jacinth
#

@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"

harsh sedge
#

Hmm interesting.

trail jacinth
#

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)

harsh sedge
#

Okok, trial and error. I'll play around with it for a bit. Thanks!

fresh ermine
#

volume set to 1 on the native audio source, and gain set to 0db on the spatial audio source is unity gain (meaning it won’t add or subtract any volume from the source audio clip)

nova vortex
#

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:

fresh ermine
#

Does anyone know if there's any reason why we (or VRChat) would actually need read/write enabled on meshes + textures?

split hull
#

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.

fresh ermine
#

Word - thank you!

late steppe
#

does someone know how to get settings right for sptring joinst to work properly

#

on an avatar

violet sigil
#

try blender

late steppe
#

what

#

its a spring joint

late steppe
#

a component in unity

sweet crystal
#

Try testing it in the Editor in play mode, your question is too vague to answer otherwise without more background information

lucid summit
#

thanks

quick heron
#

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

dark sigil
#

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"

lucid summit
#

that's what i thought it was too

#

however i changed them all to clamped already

quick heron
#

did you check the allow HDR in camera

dark sigil
#

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

lucid summit
#

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

dark sigil
#

does the original look fine?

#

and mb I meant to say mipmapping

lucid summit
#

yeah the original doesn't have any seams

#

not that i can see

dark sigil
#

yeah it's probably just the gradient colors not matching up

#

or maybe it's like a few pixels didn't get colors?

lucid summit
#

I would agree with you, but it looks like a gap?

#

i'll give it another look

dark sigil
#

weird, how's the texture look when you put it on a plane or something

lucid summit
#

oh good question

#

i wonder what would happen if i put it on an inverted cube

dark sigil
#

pretty weird, only thing I can think of is the colors not aligning

#

maybe the alpha? idk

lucid summit
#

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

mystic sorrel
#

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.

quick heron
#

screen ?

mystic sorrel
#

A video player

warm niche
#

do anyone know how i can make an enemy (AI) that attacs you when it sees you? @ me

kind brook
#

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.

terse sage
#

Audio reverb zone

kind brook
#

Thank! \o/

fallen edge
#

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)

warm niche
#

Anyone have any idea on how to make a progress bar for a UI?

stiff lily
#

An animator with a lot of states ?

warm niche
#

I got it, but thank you!

rough sleet
#

@mystic sorrel You need to use the VRC_CustomRendererBehaviour script. https://docs.vrchat.com/docs/vrc_realtimegiupdate

#

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.

mystic sorrel
#

Thank you so so much!

warm niche
#

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?

warm niche
#

Is it possible to make a gravity gun

trail jacinth
#

Afaik you cant change gravity at runtime, you can only set it at initialisation.

warm niche
#

Wait I'm dumb

#

Fruadian slip

#

Portal gun

trail jacinth
#

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

stable hazel
#

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

trail jacinth
#

But it would be workaround-ish as well Igbar :P

#

But yeah the Idea is definitely interesting

stable hazel
#

They're not workarounds, they're happy-little-unexpected-behaviors ❀

trail jacinth
#

Ahh yes

#

or short for bugs.

warm niche
#

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

trail jacinth
#

Cyan wouldnt do that

stable hazel
#

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

terse sage
#

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

trail jacinth
#

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

terse sage
#

nah you're right

lucid stratus
#

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.

vernal ibex
#

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)

trail jacinth
#

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

vernal ibex
#

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

trail jacinth
#

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...

vernal ibex
#

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

vernal ibex
#

is there anything here that would be a cause of the window crashing?

trail jacinth
#

I have never heard of a Geometric particle system controller

vernal ibex
#

its a controller for my animation for the particles

trail jacinth
#

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

vernal ibex
#

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?

trail jacinth
#

Well Im out of ideas maybe someone else can help you :/

vernal ibex
#

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

trail jacinth
#

Never give up buddy xD

shell wagon
#

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

stable hazel
#

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

shell wagon
#

oh, ok thanks πŸ˜„

#

any idea as to where i could get such a animation?

stable hazel
#

Mixamo maybe?

shell wagon
#

thanks :U

#

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

trail jacinth
#

Id recommend to watch the official tutorials on Animation Controllers from Unity :P

shell wagon
#

: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

trail jacinth
#

Animations and Animator Controller are two different things. Do you have problems with either one?

stable hazel
#

you only need a transition from Entry to the animation, take off the others

shell wagon
#

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 ❀

shell wagon
#

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

violet owl
#

For onkeyup and onkeydown, which button corresponds with axis 2d primary thumbstick?

warm niche
#

do anyone know how i can make a door open/close animation trigger?

fresh ermine
#

@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!

warm niche
#

thx for the help❄

#

do i haft to use tha animator to when im don with the animations?

fresh ermine
#

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!)

warm niche
#

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?

fresh ermine
#

See the input field near the word 'Trigger' on your VRC_Trigger? You need to set a name for the trigger parameter!

warm niche
#

oki

#

thx

violet owl
#

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

trail jacinth
#

Just use the OnStationEnter/Exit in order to set/unset an Animation Bool?

violet owl
#

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.

trail jacinth
#

Ohh

#

I see

#

There might be a way, but I havent played around with something like that yet

violet owl
trail jacinth
#

Well you have to remember that Vehicles arent really implemented in VRChat

#

Just some standard assets scripts

violet owl
#

Unfortunately

trail jacinth
#

But hey we got better Audio now :^) kappa

violet owl
#

For onkeyup and onkeydown, is there a button that corresponds with the vr thumbsticks?

trail jacinth
#

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

violet owl
#

Oof

vernal ibex
#

erg....this animation still killing my unity, and I dont know why

vernal ibex
#

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

trail jacinth
#

interesting. was thinking about something like that, but how and why would you even do that? ;P

shell wagon
#

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

sharp burrow
#

@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

shell wagon
#

thanks

vernal ibex
#

@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"

trail jacinth
#

gg

vernal ibex
#

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

trail jacinth
#

I could have told you that it must have something to do with the mesh

#

thats why it said "Geometric"

vernal ibex
#

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

trail jacinth
#

Hmm make sense

#

but bad software design

vernal ibex
#

yeah for sure, because it should just fail the check then error out instead of literally hanging the system

warm niche
#

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

stiff lily
#

Where are your animator parameters ?

proud mortar
#

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.

fresh ermine
#

@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'

warm niche
#

thx

lucid summit
#

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?

summer berry
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standard assets in the wrong location?

lucid summit
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I realized that i used a dated version of unity to test the prefab. Do you think it's still usable in 28f1?

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i forgot to import standard assets

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thanks @summer berry

cedar osprey
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<@&397642795457970181>

blissful walrus
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?

cedar osprey
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thats a ad if i ever seen one

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xD

lucid summit
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huh?

sharp delta
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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.

near bronze
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you just need to give it a valid URL that will host the video

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dropbox works, but you can also make your own website if you really want to

sharp delta
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would this be possible with, say, a live stream?

scarlet granite
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Is there any way to know why my world gets demoted from public back to labs every other update i push?

opal canopy
scarlet granite
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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

dim owl
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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.

hasty heath
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@sharp delta yes, the DDVR dance community does it every day

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(they use twitch) but you could host a reflector for example

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that's a bit more advanced. You could also punch a hole in your router and host it locally depending on your bandwidth.

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@scarlet granite there's currently a bug if you're using the open beta sdk

scarlet granite
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I’m not, but I contacted support and they reapproved manually warning that it might happen again until they fix a bug

sharp delta
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@hasty heath Do you think i'd be able to do the same with say, a non-video stream?

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audio perhaps?

trail jacinth
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you can stream MP3

hasty heath
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you can trigger anything in vrchat with midinote and oscaudioin

sharp delta
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No i want it to be live

hasty heath
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I reccomend converting your files to OGG however

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you can stream a psudo video stream of just audio and only have the audio part

sharp delta
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like internet radio

hasty heath
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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

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you could create a vrchat video stream player and just not render the video part

trail jacinth
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What?!

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The Video Player can handle MP3

hasty heath
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it can. But we're talking about streaming

trail jacinth
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you dont need to make a "pseudo-video"

hasty heath
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are you saying it'll handle M3U directly?

trail jacinth
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I think it uses the same base code for playing media. The only thing that changes is the fetching

hasty heath
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becuase if it can you can just feed it shoutcast

sharp delta
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Well, the way I was gonna try was that, supposedly, there is a stream URL with internet radio

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I'm not entirely sure how it works

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I can try m3u too, whatever works

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Dosen't look like unity wants to take an m3u as an audio clip

hasty heath
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you would put it in the streamurl

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you can try it in a live world @sharp delta

dim owl
trail jacinth
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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

dim owl
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Well I'm making a dungeon so it'll be really helpful for me.

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Or for anyone who wants to make a roomba

trail jacinth
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WOW

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a roomba xD

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Revolutionary

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Nah it has exactly the use case its designed for. Making NPCs navigate around a mesh. But thats about it :P

summer berry
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Toybox has examples of an npc using the nav mesh agent. People use them, but syncing them is really annoying to do properly. HardLight’s loc sync method works well for non combat based npcs but I haven’t found a better way to sync for combat specifically other than syncing the target only.

trail jacinth
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Well since VRC works (basically) P2P, syincing will always be troublesome, unless its done inherently. Right?

dim owl
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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.

shell wagon
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anyone know how to make an object stick to a users hand and allow them to trigger it once its in there hand

trail jacinth
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You mean for VR users right? For desktop its just "Auto Hold" Yes.

shell wagon
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yea for vr users

trail jacinth
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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

shell wagon
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then i might be setting up somthing wrong, i have the object pickup on it but when i let go it just falls

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and i cant use the trigger on the object

trail jacinth
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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.

shell wagon
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hmmm

trail jacinth
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And that you cant use the trigger on the object is definitely wrong tho.

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"OnPickupUseDown" right?

shell wagon
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what im trying to do is set up a prop gun like in the mini game world

trail jacinth
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"the mini game world" theres a few hundred mini game worlds

shell wagon
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that way the user can just grab it and use it, when they are done they "throw" it

trail jacinth
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and most of the time you want a gun to drop when you...well drop it