#development-advanced

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stiff lily
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@kind prawn How are you updating your SDK ?

kind prawn
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Downloading brand new files through the main website.

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Once through the updater within Unity.

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Either method would the same result.

stiff lily
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I meant how are you overwriting the files in your folders

toxic hedge
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@kind prawn if you're just importing over top of the existing one you may have stray scripts littered throughout the tree. Delete the vrchat sdk directory from your assets folder before importing the new one.

stiff lily
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it's a bit more complicated than that https://docs.vrchat.com/docs/updating-the-sdk

kind prawn
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If I'm downloading the unitypackage, I usually just open that up, and let Unity write over files as necessary. I haven't tried that doc you linked, so I'll give that a go and see if anything changes for me with my previous projects containing this issue.

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Is VRChat using Unity 2017.4.28 currently?

toxic hedge
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yeah 4.28f1

kind prawn
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Ah, I think that might be the issue. Been using an older version, guess I missed an update.

kind prawn
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So, installing a fresh SDK onto a new, updated Unity still gives me that issue. When I import the unitypackage, the VRC SDK doesn't show up in the toolbar until I close the Unity window and open it up again. Then I'll get the same issue I had before.

remote chasm
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Is there a way to add finger spreading support? Piggy backing of index support is cool but it would be even cooler for intergrators

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@summer berry maybe you know! other then official support you are knowledged on working with boundairies imposed so far ๐Ÿ˜‰

near bronze
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the inner workings of the player controller are completely outside the limits of worlds and avatars

remote chasm
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gestures could be triggered through buttons from vive trackers (pogo pins on bottom)

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I assumed ๐Ÿ˜ฆ

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I was told years ago id have to piggy back on index but index only does finger bends to a degree

near bronze
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we can do a fair bit with the player's location, but not on any of the bones of the player's avatar

remote chasm
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@dusk pewter aev ill buy you a dinner in person at anime expo if you can somehow pitch this.
I wonder what it takes for people to help with expanding controller functionality in vrchat
Is it something that you guys would consider third party involvement for?

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i know its a canny.io thing but seeing how full that list is

trail jacinth
drifting token
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Neos doesn't have the essentials down and keeps getting distracted by small, ultimately unimportant details

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I also fail to see the point in integrating the editor into the game

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Cause vr interfaces are uh

Not Good

trail jacinth
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VRChat and Neos could have such a wonderful baby :'(

drifting token
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They're uhm..
Direct competitors lol

trail jacinth
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Well yeah. Thats how it works. One always does something better and something worse. Just like Vive and Oculus...

drifting token
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I do think it has a lot of potential it just needs to turn it's focus back to polishing the basics like animations and stability

polar wagon
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this has probably been asked a thousand times but there's no way to swap out animation overrides via gestures right?

drifting token
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no lol

polar wagon
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Other than the obvious work around which involves seperate armatures and enabling disabling stuff

drifting token
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what would you do with multiple armatures

polar wagon
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not multiple armatures, sorry

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mispoke

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I meant multiple sets of the same bones

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and mesh

drifting token
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for what exactly

polar wagon
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like say I want to hop on a skateboard and have my legs go into a skating pose

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while retaining use of my hands

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etc

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I'd need to clone the bottom half of my body

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and have it be a seperate mesh and bones

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and have them frozen in place or animating differently

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and then enabling the appropriate mesh via gesture

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because I can't just tell vrchat "hey, change my running animation on this gesture"

drifting token
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could do it through material swap to retain a single mesh but yeah the basic idea would always need to be the same

polar wagon
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sucks

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maybe some day

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And material swaps don't show up in mirrors anymore which is really annoying

finite lava
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Hi

drifting token
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๐Ÿ‘€

finite lava
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Huh?

short umbra
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I want to make an animation where I take my tail out of my back and hold it with my hand. Is there a tutorial for that anywhere? Is anyone able to help me with this?

lucid summit
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have a second tail that is detached from the avatar nested in the hand bone and activate it on gesture

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it'll be setgameobject.active in the tab, there should be some videos on youtube that cover gestures

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you might want to try out the ones specific to guns or just weapons in general @short umbra

devout rock
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its amazing how optimised we can make really complex things.

lucid summit
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You could definitely make it all one object if you wanted to and just change the size of that part of the armature

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but yeah

trail jacinth
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Does anyone know of an example for a SendRPC that uses "Custom Method" or knows what the "Custom Method" RPC field is for?

devout rock
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So im no genius but
ive seen that its possible to trigger animations on collisions.
is it possible to for example have an invisible collider on your hand, that only collides with like a sword sheath and when the two touch, it triggers an inventory toggle trigger, and like puts the sword that was in the sheath in that hand.

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?

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i think vrchat mods is a bad word. either way somebody there actually pulled it off

lyric iris
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yeah its possible

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animation on collision, or animation on particle death, or stop action animation (all the same thing), is done by using the stop action option that is on particle systems to reset an animator. you stop the animator from running the first time when the avatar first loads or a parent object is enabled, then you use stop action(set to disable) to reset the animator, and it animates what you need.

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it's not that simple that's just a summary to help

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here is my package for it

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@devout rock

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you're meant to use cibbi's broken emitter script to make full use of this

drifting token
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There are some packages of stop action animators I host in my asset server also (creator of the vrcm post here)

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@devout rock

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I created the method used to do so which is what is in the stop action kit

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The one for my toggles also has an experimental set up script to generate entire inventories with it with a single button

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Courtesy of my friend Cibbi

devout rock
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yeah its really smart, using particle death to do things
all because we cant be trusted with scripts.

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which is really fair tbh, because people will break the game even more with scripts.

drifting token
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I use stop action animation and emission for a lot of things

devout rock
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Yeah state machines are really smart, like one animation triggers many but only one is active ect.
and then we have so many ways to trigger different states
an animation that goes one by one through them all
an emote that just picks it and things like this

drifting token
warm niche
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Thats so cool ^^

devout rock
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Now thats something that id love to try.
so This is all basically just killing this which causes this or have i completely lost the plot

drifting token
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More or less

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Stop action causing an object to be disabled and re-enabled. Triggering an animator to reset to its entry state, performing a single action

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using a combination of traditional state machines and stop-action animators I made a "seamless" gun which has ammo, plays a click sound when shot while empty, reloads on activation without needing to be animated, and plays an effect when let go

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with the gesture just animating the behaviour of the animator (proxy)

devout rock
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you are a kind of person i would constantly join just to see what you have made.
cause that is awesome.

drifting token
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also for the same avatar prototyped a simple way to create speed detection for movement based particle emission

devout rock
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so if its moving fast enough, it will notice that its fast enough to do something

drifting token
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right

devout rock
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so that could be as simple as a trail and a slash audio or if somebody managed to pull it off, 2 avatars that were designed to work together.
cause i know thats possible, because people have made these bands that when another with the same key is in the world they glow.

drifting token
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Pretty sure that's just cameras and a rendertexture?

devout rock
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im not exactly sure, ive only heard about them,.

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So anyways
you have the ones that trigger when hit but can be manually reset
How exactly would you get the togglable ones to work.

lyric iris
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you should be able to do global cross avatar animation with uimenu layer and stop action collision

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rokk tested it

devout rock
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Woah.

drifting token
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UImenu is on the chopping block so hopefully when it's removed it gets replaced with something viable

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on avatars i mean

devout rock
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so like gonna just make up some simple one,
2 avatars, one has collider, one has particle, on their hand, so if they touch it could for example trigger a high five sound effect.

lyric iris
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yeah

devout rock
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that can cause some very creative things.

lyric iris
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im going to make a package for it eventually, provided that it doesn't get removed as rero says

drifting token
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Whatever they replace it with won't work across avatars, rest assured

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That's the entire point of disallowing UIMenu

devout rock
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Is the system that causes this entire thing, laggy or something worse.

lyric iris
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there is one hazard, which is that you can cause subemission errors for yourself if you set up subemission incorrectly

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this will fill your log with gigabytes of data

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just yours, though

devout rock
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so basically giving somebody the ability to instantly memory leak your vrchat client

lyric iris
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well, for cross avatars it wouldn't occur i think. only for the person with the particle system that is complaining

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since person B would only have a collider on them

devout rock
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so cross avatar systems are still for the best to be untouched.\

drifting token
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Well seeing as they will be depreciated I'd say so.

lyric iris
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you can do it safely either way

drifting token
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you are basically making something that will break guaranteed.
Which in the end is up to you.

lyric iris
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yeah you might get a few months of fun out of it, maybe

devout rock
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Anyways back to what we were talking about.
How do togglable stop particles exactly work.

lyric iris
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im rendering an disorganized guide for it atm

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its around 15 minutes

devout rock
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Cause ive found the greatest way to explain something in vrchat, that i understood straight away is having a small section explaining in like paint or something the theory behind this
Like https://www.youtube.com/watch?v=SySnHIhiVgM he explains that this works like an actual stencil.

drifting token
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I plan on making short-form guides to some of my more frequently used solutions/systems sometime soon

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stop action being one of them
as well as a video accompaniment for the stop action inventory generator script from my 2 button toggle asset i host on my asset server

devout rock
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because the difference between State machines and the stop particle system is that its more reliable, you could use an inventory system to disable the entire thing via emotes, or just reset it.

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Where as state machines have to be tweaked perfectly.

drifting token
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well, stop action and collision in general is dependent on framerate so you still have to tweak for that

devout rock
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Still, this means for high end vr this is much more reliable.

devout rock
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thanks

lyric iris
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you're welcome, re-dl the package i linked earlier incase you downloaded it right after i posted it

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added the basic parts folder for this vid

devout rock
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Having an intuitive guide to how to do them helps a ton

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So the Start/stop particles are kept on the root of the model
and they get rigid bodied to empty game objects in the eg hand.

lyric iris
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yes, although if for some reason you prefer ik follower you can use that

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final ik will work too if you have the set up

devout rock
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I would only use ik follower for world particles since they would likely be used more.

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So you can have one trigger particle on your finger, that be used like in reroSlate, can interact with smaller buttons (which are just small colliders) seperately.

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Which kinda confused me since How could you have like a sword trigger to your hand if the buttons are obviously tracked to something else.

lyric iris
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yep

devout rock
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So how can the particle that gets killed activate for example a sword on the hand if the trigger par is obviously on the button.

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wait the enable particle enables the entire thing which is on the hand.
the enable particle is the button
the particle killer is attached to the finger or whatever.
and you just kill enable particle
and it triggers the system its connected to enabling or disabling set.

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So ignore that
how do i make a system where one button toggles it off and on

lyric iris
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its done in this package

devout rock
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ok thanks

lyric iris
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basically, just have a particle that subemits a stop action disable particle for every game object you've enabled that needs to be disabled

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in my package, I enable objects named "Set"(because a set of your objects go under it)

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so in button inventory, 1 reset particle subemits every Set object

devout rock
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so its on buttons and one disable all button

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instead of having 1 button and 1 off button. so its like an emote inventory but its just in the playspace

lyric iris
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yes

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here is a WIP guide

devout rock
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Also
cant you completely avoid having to have a point emote by just using valve index.

lyric iris
devout rock
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since everything is just strapped to the bone.

lyric iris
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you still want an override generally with hand interactions because you can brush the collider with unintended movements

devout rock
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fair, so i can have that rigged to my regular point emote, so when gesture ovs are active i can just point right?

lyric iris
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yes

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button inventory is set up so it opens on a combination gesture

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handopen + fingerpoint opens it, and it will remain open until you release handopen

devout rock
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So Hand open makes the buttons appear
Finger point turns the safety off and activates all of the colliders on your finger.

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does mean things can get confusing cause hand open on index is, literally have your hand open but i can just have that on another emote anyways.

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so button invent stays on the root?

lyric iris
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its not a normal combo gesture

devout rock
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I play vrchat on the index so doing gesture overwrites requires you to turn on gesture overwrites which means this doesnt get in the way anyways.

lyric iris
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handopen and fingerpoint start an animator sequence instead of enabling/disabling objects

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both overrides need to be active for the output animator to start

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the output animator, in this case "open_menu", unhides the buttons

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yeah button inventory stays at root. you can move the state objects around. they're stop action systems

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naming scheme in the animators for button inventory may not be the exact same, but it's the same as in stop action kit

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difference is because i just updated the naming scheme in the kit

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guide should cover all the necessary parts of the setup. i recommend doing the setup and then uploading with some child cubes or whatever to test

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you probably also want to use a big af cube on yourself

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like this big af cube

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dont put it on public avatars, is wasteful

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but this big af cube will make it so people dont cull your animations or ik when not looking at you

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so if someone is turned away from you, you can still sync them

devout rock
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Cull?

lyric iris
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another word for "remove"

devout rock
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like block them.

lyric iris
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culling in this context is removing things that don't need to be rendered because you're not going to be able to see them anyway

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typically your ik and animations are culled when people aren't looking at you

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a big cube will make it so everyone is always looking at you, technically

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they are inside you

devout rock
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Oh because lots of this is done locally, and if somebody cannot see you it can mess the anims up for them and piss them off

lyric iris
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yeah

devout rock
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So just having this on the root so you dont get unloaded.

lyric iris
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its best for performance avatars

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like, you're performing

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most of the time you dont need to animate for people that aren't looking at you

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cause they won't see it anyway

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and people block animations unless they want to look at them anyway

devout rock
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Yeah you have animations you show off, and some people do like to rp.
Like having a big cube on a regular avatar is a pretty dick move.
the only downside is that
if your shaders are muted.
then if the cube isnt apsolutely huge, people will be annoyed.

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now that you have explained this all to me, i finally understand why visitors with giant cubes are not malicious models its cause they were not designed to be muted.

lyric iris
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well my cube is really, really big

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the cube is so large that if you see it ngl doesn't really matter

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the person seeing it is 10k units away from you

devout rock
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so far away the skybox is usually in the way of it.

lyric iris
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they're probably broken out there anyway

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and since the backface doesn't render on the cube you only see if you are outside of it and have shaders blocked

devout rock
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Yeah if they can see it, they are either glitching, just messing about ect.

lyric iris
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which is super rare

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im sure nobody has ever seen my cube

devout rock
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thanks for the tip

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yeah i see how nobody will ever see this. and cubes are not laggy to boot.

lyric iris
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yeah the only performance cost is that people will be rendering you all the time

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which for one avatar is no big deal

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you wouldn't want it on like 20+ avatars in the same instance probably

devout rock
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Which if they can look at you in the first place, usually isnt a problem
and making the avatar public is a bad idea because its like having a giant sign that says, clone me to lag the server.

lyric iris
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would be the same as just looking at 20+ avatars at once

devout rock
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Well considering i only lag when there are 20 avatars in view, should be fine.

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So i have a small idea, its like a kinda hud idea, where the menu is tracked to my head on the corner of my vision or is that a bad idea.

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like getting in the way kind of thing

lyric iris
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you maybe wouldn't want the button fixed to head all the time, even if they're hidden

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you'd probably want them to be fixed to world in front of your face while open, or something

devout rock
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anyways does the menu just hide itself once it starts?

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or do i have to hide it before i upload it

lyric iris
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it's hidden automatically once the scene starts

devout rock
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So ive got an item set up and positioned, how do i make it so i dont lose the position , like by moving the state machine?

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so i put it in the wrist and then what, do i just copy the position to the state and reset the item once its in set

lyric iris
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you can arrange position/rotation/scale offsets how you need. its best to keep the position/rotation at 0 and scale at 1 for the state object hierarchy, then have your offsets on the child objects

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unity will rescale and keep offsets as you move things around so you'll need to adjust it so your final hierarchy has correct transforms

devout rock
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So just move set to where the item was.

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oh so i literally just have to go toss the item in set and the state in the wrist and happy days.

lyric iris
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better to move objects below Set

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yes

devout rock
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thanks

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and im free to retexture the buttons right.

lyric iris
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yes, there is nothing special about the buttons, apart from where the colliders are located

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they're just mesh renderers

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cubes

devout rock
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know any shaders that i can use to just recolor the tex- wait the default right

lyric iris
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yeah you can add color to standard shader

devout rock
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yeah

lyric iris
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once the guide is done there will be an easy way to start a custom animated menu

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you can do it now but not a lot of people are familiar enough with this sort of system to make that change

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most people that use this just keep the default cubes lol

devout rock
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For now i think i should be able to deal with,
toggle activates the set, and i should be able to use simple animating to for example,
spawn the weapon on my back as default and have my fist animation hide the sheathed weapon and unhide a hand one

lyric iris
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which is not really what i intended but lol

devout rock
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well retexturing stuff is easy, infact you could even just move the buttons around you in a circle and have it bound to your prefab if you wanted

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would look cool remodelling the buttons to the weapon it corrisponds to., and it would look pretty seemless.

lyric iris
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yeah that is fine, but for like custom menu transitions for entry and exit

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like rero's slate is a good example

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rather than just a button panel its a fully animated rich button panel

devout rock
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The menu prefab is just a keypad of simple buttons that was designed to be torn apart and used creatively.

lyric iris
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yee

devout rock
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Yeah, he went above and beyond on the intention of selling it as an asset. so it makes sence.

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but id love to learn how to bind everything like a toggle.

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so the colliders are on the pointer.

lyric iris
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the particles are on the pointer, the colliders are children of the button meshes

devout rock
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could we hide the particles or would that mess it up

lyric iris
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what do you mean hide? hide the pointer?

devout rock
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state 1 is on
so the enable particle is removed.
and the disable particle is enabled

lyric iris
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no need to hide the particles really. their lifecycle is managed and they are invisible by default

devout rock
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and the disable state 1 is also just clipped or child of the enable.

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so making a toggle system.

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like on the reroslate

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talking to a person who knows what they are doing is why the discord is so good.

lyric iris
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you'll want to manage colliders for that

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instead of conditionally hiding the enable particle

devout rock
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either way, sure i know how to model and the general rules of the thing, i think ill stick to having a reset button for now

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since im no good with messing around with the entire function,

lyric iris
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like, enable particle always on, but the collider that kills it is conditionally on

devout rock
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So
set is on, so enable collider is off and the disable collider is on.

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could be achieved via state machines and a giant headache at the cost of probably 0.12 secs.

lyric iris
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yes something like that. my prefab isn't really set up to do that out of the box, you'd need to adjust the state object hierarchy and animators slightly to do it

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i don't actually like bidirectional functionality with the buttons though

devout rock
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does it sound more unreliable.

lyric iris
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since it really increases the complexity and you have to account for desync more

devout rock
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Well still the state keypad is reliable and also pretty good on its own, along with being basically infinitely expandable.

lyric iris
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it's manageable but you need to really think about your interface and have good sense of state management

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i think rero slate does it well because he thought about the interface a lot and you can power cycle the system if someone does get desynced and the implementation isn't careless

devout rock
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noticed a problem with my model
42 is much larger than the max of 32.

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also having 78 materials is a problem.

drifting token
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if you're going to do anything advanced
forget about the perf rating

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There is not a single thing you can do about it

devout rock
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Well im more scared about the fact that im hitting the max rather than it having bad profs.

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78 material slots. is
much much more than 32..

drifting token
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delete the material from the render module, set from billboard to none, turn off render

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done

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pretty sure the perf rating will count a mat but it won't affect performance

devout rock
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render module?

drifting token
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in the particle

devout rock
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oh

lyric iris
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particles should have all that stuff set to none anyway

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not sure where the materials are coming from other than the cube buttons

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doesn't exactly matter, everything is either disabled until you're using it or it doesn't render anything anyway

devout rock
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12 are from the buttons.

lyric iris
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sdk just counts it to be safe about potential

devout rock
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around 20 are from my model but thats after i atlassed it down from a whopping 38

lyric iris
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yeah i dont see any materials other than the buttons

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maybe the sdk is just counting particle systems as materials

devout rock
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well its letting me press build whats the worse that can happen

lyric iris
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yeah it won't stop you

devout rock
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its either that or the sdk is glitched.

lyric iris
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and real performance profile is fine

devout rock
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wait now i know the problem

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for whatever reason my animating model might have been on

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nope.

lyric iris
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nah i see the high material count too, i just don't see any unexpected materials in inspector

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and all the particles have none selected for the material

devout rock
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do they load in vrchat.

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and i know drawcalls are a real lag causer but doesnt matter if they dont even get called right

lyric iris
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no, even if the particles had assigned materials, the render module is off by default

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nothing renders so there is no draw call

devout rock
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Do the physics collider count being 26 mean anything bad

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do note im using latest sdk

lyric iris
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not unless they are always calculating collisions, which they shouldn't be. they're disabled by default too

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and trigger colliders

devout rock
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who knows.

lyric iris
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im thinking the sdk is just counting particle systems as 1 material for some reason

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that's the only thing i can think of regarding the material count

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i guess i can test that

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yep, it does

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you don't actually have that many materials in your scene

devout rock
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well considering i have 11 slots ive just realised i must have a trumpet in the theme of spooktober.

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On a sidenote do you have an optimal audio source setting, like decent range ect

drifting token
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can be used to generate configurable entire inventories

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(future video)

devout rock
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well it took me a while but ive set something up and im off to go upload and test it

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also you gotta make a tutorial on that speed detector.

drifting token
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working on it

devout rock
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also
nobody should ever be muted on vrchat unless they are actually being malicious

drifting token
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making a mini series of short-form videos about a lot of the solutions ive developed recently

devout rock
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because playing the game laggily is honestly just the raw vrchat experience

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id reccomend you do them in an order from easy to hard
then if you playlist them you basically are showing all of the skills going into something before you use it

drifting token
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yeah thats the plan

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less advanced stuff first

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and grouped by function

devout rock
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there is only 3 ways i can actually understand and do a consept in vr
1 - when i lock myself in my room until it works
2 - 1 but when im heavily sleep deprived
3 - both above but once the caffeine kicks in

drifting token
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i just get drunk and open unity

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seems to work fine

devout rock
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honestly that is literally all of my friend's main tactic
open up vrchat, sit down , chat with your mates, drink and open unity up

drifting token
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I do that but I skip the first uh
3 things

lyric iris
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i too drink standing

devout rock
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well who wants to throw up on their unity project and brick the pc before art is made

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so i either have been banned.
or my login is broke

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or steam vr died

#

well ive confirmed both pass and user are right.

#

ok i just plane cant login on the app

#

i can on chrome

#

gonna try rebooting

#

Nvm i was using my display name rather than my user, thanks a ton lin it works like a charm

#

seems to act strange when not in the home, on murder 3 its floating at an angle?

#

like not interactable

drifting token
#

combat systems break physics

devout rock
#

any work arounds?

drifting token
#

no.

devout rock
#

F

#

how does it break

dark sigil
#

probably has to do with how they add colliders with the combat system, but I'm not too sure

summer berry
#

Chiu found a fix. Apparently having it off at start but turning it on later works.

drifting token
#

yeah that fixes a few things with this game :/

static relic
#

So you can animate rigidbodies on to avoid them breaking in Combat Instances?

summer berry
static relic
#

Oooh. I'll try it on my main. She has like one low-impact particle I like to twirl around. Thanks for the heads up!

drifting token
#

does it just animate the rigid and move it back to 0?

#

since when it turns on itll be misplaced

summer berry
#

I haven't actually looked, just saw the conversation

drifting token
#

Does ikfollower work in combat maps?

static relic
#

It looks dead simple for set up.

#

I'll report in.

drifting token
#

if ikfollower works ill just stick to using that for the targets and limbik for positioning so i can control it better

static relic
#

I just see this as a quick fix for a lot of avatars that are already using joints. I still haven't tried to IK anything to me.

drifting token
#

makes sense, ik_follower is annoying to use

#

it works well if you have the right setup but the conditions for that are oddly specific

static relic
#

And yeah, IK_follower was partly for combat maps, I thought. So it's supposed to work. Supposed to.

kind brook
#

Can anyone point me in the right direction to learn or help me figure out how to use Raycasting for the purpose of damaging players when shooting them?

I have already attempted the use of particle systems with... inconsistent results.

drifting token
#

you can use cameras for this, no?

kind brook
#

Not sure how that'd work

civic ivy
summer berry
#

@kind brook Download Jetdog's prefabs and import Standard assets.
There is a Standard asset script called ProtectCameraFromWallClip that takes a camera and positions it so it doesn't move through walls (using a raycast). The damaging part is using OnEnterTrigger on either the player collider or whatever collider you give to players.

static relic
#

So the "fix" does work. But it offsets my Particle. Had the expectation. I should try it in Full Body since it loads the model in T-pose so it should have time to activate it before I leave the rigidbody behind when my IK kicks in.

#

The offset seems the same when I put my arm out in T-pose or just keep it natural though, which is odd. I checked the positions of everything in Unity and they're fine.

#

So maybe I need to manually offset it to fix it. I don't know.

drifting token
#

just animate the object rigid to it's 0 position with an animator that doesn't loop and/or suspends after state 1

kind brook
#

@summer berry I've got jetdogs prefabs, but wont the camera instantly hit the thing it's looking at? I assume I'm hiding/unhiding something

static relic
#

But the particle tracks properly other than the offset.

#

I could try that.

drifting token
#

also no it shouldn't immediately hit anything it shouldn't if it's just a ray cast from the camera

static relic
#

Could put it on the Particle's parent.

kind brook
#

I've used the ProtectCameraFromWallClip before, just not 100% sure how it'd be helpful.

#

smol brain

drifting token
#

you can use it as an example of how to use a camera for a raycast

kind brook
#

Hm... alright. i've found it,

#

Thank you all for your help, May have come up with something but I need to test it first. Very grateful ^^

#

I gave it a little test, and it seems to do damage to me and none to the person I'm shooting

#

I may have forgotten to change the broadcast type

Seems to be nothing to do with the broadcast type. Still doing damage to the shooter.

static relic
#

I tried setting the position to zero 5 frames after load, but its offset is exactly the same. There's something I did, maybe. Even though the particle is where it should be in Unity.

severe hinge
#

@static relic if you're using the IKFollower for particles I've noticed that it tends to shove the particle right onto whatever you parent it to (in my case it was a hand bone) regardless of where it's actually supposed to be or where I wanted it to be. So instead of a particle being 10 inches off of my hand, it was shoved into the center of my hand for instance. My guess is that it's applying this every time that it does IK calculations, which means that you couldn't offset it without disabling IK somehow.

static relic
#

I was trying to use a fix for Rigidbodies in combat worlds.

drifting token
#

ik follower works if you make a child tha has the offset you need and put the particle there

#

it also has a few other conditions you need to meet on the avatar to work properly

#

avatar root and armature object scale need to be 1,1,1, the object with the script on it will always be set to the 0 position on the bone so you need a child that has the actual offset you need

#

you obviously can't animate the object that has the script on it

#

if you follow those really specific rules ik_follower does what it's supposed to

#

and lags a few frames behind

#

which is...
like cmon

#

it had one job ):

severe hinge
#

That sounds about right tbh. I had thought up a solution similar to that but never went in to implement it, just went back around to rigidbodies. Don't really go into combat worlds anyways so I've never had an issue with it, was just looking for a more "VRChat optimized" way of doing it

kind brook
#

@summer berry So that raycast thing you mentioned for me to look at - even the prefab in the folder works backwards. When it hits someone, it damages the shooter, not the one being shot.

summer berry
#

I don't actually know how Jetdog has it setup, but if you are doing damage, you need the detection to happen on the remote player's game. If you are using OnEnterTrigger, you need it to only be player local. Anything else will damage the shooter. This will be affected by latency, making aiming harder though. You will be able to shoot yourself too. @kind brook

kind brook
#

It is on only PlayerLocal, yet it still damages the shooter ;n; @summer berry

summer berry
#

Uh, I guess depends on how you have it setup then

kind brook
#

Jetdogs prefab even does it >_>

#

It's like wot

#

I'll keep trying

summer berry
#

Send pictures of your setup

#

Change OnEnterTrigger from AlwaysUnbuffered to local

kind brook
#

I believe I had it on local before, but it did damage to the shooter. let me just retest and confirm.

summer berry
#

Also, don't turn off the object, only disable/enable the collider. If you haven't done so, add a kinematic rigidbody to the collider object too.

kind brook
#

Hmm... it isn't doing any damage to the person I'm shooting - however, if i shoot it at the ground near me I do take damage.

#

So it doesn't seem to be sending anything to the person being shot.

#

I'm using a test client of myself, though, not sure if it makes any difference.

summer berry
#

Never use local testing if you are testing networking or multiplayer. You are required to upload and use two or more different accounts.

kind brook
#

Ah, alright. I'll see if i can scrounge someone to come help and have a look

#

~>

summer berry
#

Use an alt (Steam or oculus)

kind brook
#

Hm, so far the prefab one is working as intended, guess it was due to me just locally testing it.

#

Trying to replicate it though

shadow dock
#

@kind brook the raycast gun in my prefabs was a old leftover from some testing i did. The main guns Iโ€™ve focused on and worked pretty well use particles. You would still need to account for network lag.

kind brook
#

sees the prefab author typing, heavy breathing

#

Yeah but i've discovered that the particle version doesn't work well unless the target is moving.

#

If they're stationary, it's very... unreliable

shadow dock
#

Ya it broke when vrc moved to unity 2017. Never went back to fix it and had to leave vrc for a while. Ive been getting back into things and currently working on a new update. Includes fixes to some things like the particle guns.

kind brook
#

Ohh, that sounds interesting :3c

#

Any chance you could point me in the right direction?

#

I mean I've tried a bunch of things, and I've been trying to get these weapons working with damage for a while. It's never been crucial for what me and my group use them for, but it's been a highly requested thing from me from many members.

shadow dock
#

ive only done personal testing with it. ive not done a proper test with them yet

#

but they should work.

kind brook
#

:o

#

I've got testing subjects here, and active worlds that use guns. I could try them out and get back to you if youd like!

shadow dock
#

its just the particle guns with some changes to make them work.

#

if you want.

#

i had a box set to player local and i was taking damage with it not moving.

#

currently trying to figure out some bugs.

kind brook
#

Thank you very much! โค

#

And awesome!!! :D

shadow dock
#

๐Ÿ‘

kind brook
#

Going to give those particles a try now, one on one my guns and yours too.

#

@shadow dock They work a lot better! When the target is moving laterally the network still has issues trying to register a hit, though.

So you added a Size over time to make the system detect collisions more reliably?

shadow dock
#

in 5.6 the size over time didnt do anything. in 2017 when the sub particle spawns its stopped right before the players collider and the size overtime lets the collider have a second change to hit the collider. like i said you will still need to account for network lag which is why lateral movement doesn't hit that often.

kind brook
#

Yeah

shadow dock
#

the current set up favors the person being shot instead of the person shooting.

kind brook
#

I wonder though, will it be borked again when we move to 2018?

#

yeah, I know, which is okay in our cases since the targets we will be shooting will be stationary a lot

shadow dock
#

maybe but at that time we should be getting udon soon after.

kind brook
#

Udon?

shadow dock
#

<.<

#

i have some magic to share with you then.

#

to put it simply its vrchats solution to scripting in vrc.

kind brook
#

...

#

Do tell o3o

shadow dock
#

assumptions is udon is built in unity 2018 so that will have to come first.

scarlet pagoda
#

I'd like to make some clones of my avatar follow me, or rotate around me, but I want them to follow the height of the terrain, which can't be done with a clone shader. Anyone know how to do this? I've seen it done, and the person mentioned dynamic bones I believe, but as far as I know dynamic bones don't collide with the world, so I'm not sure how the avatars were following the terrain, and I'd prefer not to have to build a custom armature in Blender just to enable this effect. I'd also like to be able to make a set of avatars orbit me, but follow the terrain. I suspect rigidbodies would be involved here, and maybe some joints, though I don't have a lot of experience with them and don't know if rigidbodies collide with the world.

drifting token
#

Sounds like you'd need collision to be able to have it stay on the ground

scarlet pagoda
#

Apparently he also lost the files for this so he can't show me how he set it up.

drifting token
#

could just be a chain of dynamic bones with no elasticity

#

kinda like how lamia do their tails

scarlet pagoda
#

Yeah but how do you make them collide with the world? I've only ever been able to make dynamic bones collide with dynamic bone colliders. And I don't know how or if you can make objects on an avatar, or clones of an avatar on an avatar collide with the world. Would it just be a rigidbody on there, with gravity enabled?

drifting token
#

They wouldn't need to since the bones would just take the exact path you do

#

cause 0 elasticity

scarlet pagoda
#

Ah I see, that makes sense!

#

What if I wanted to make two copies of myself rotate around me though, but follow the terrain? Do you think rigidbodies might do the job there?

devout rock
#

How do you make an animator play an animation once without looping

drifting token
#

set it to not loop

#

in the animation settings

devout rock
#

now i feel stupid

#

yep
now it enters
does the animation and leaves it there, and repeats once it is reactivatedf

#

thanks rero

#

now my weapons feel a bit more seemless

drifting token
#

yea if you want to go a step even further you can use stop-action to automatically reset the animator

#

thats what i do for my revolver

#

since it dissolves when you let go of it it needs to reset to 6 rounds each time it's taken out

#

lol haven't named the states yet ^^'

devout rock
#

you
really should

#

also you dont really have to due to your organisation method

#

just a good way to remind yourself what does what if you leave and come back to it

drifting token
#

I try to in case I need to show it as a demonstration of something I'm trying to explain

devout rock
#

also
have you seen anything about making the particle system working on combat maps

drifting token
#

they work if you use IK_Follower

#

which I do

devout rock
#

so how so

#

since the pad is in the root how do you make it attract to the hand

drifting token
#

hm?

#

pad?

devout rock
#

oh i use lins system

#

its got the colliders in the root rigid jointed to the hand

drifting token
#

oh yeah physics break with the combat system

#

apparently there is a work-around but I haven't seen it work yet.

#

I just use IK_Follower

#

Since I invented the method and develop separately Lin's packages which use my mechanisms differ slightly

devout rock
#

ill look into it

#

More or less
Lin keeps the colliders in the root attached to the wrist and the particles on the finger as local.

drifting token
#

I do the opposite and just put IK_Follower on the sample/trigger particles

devout rock
#

well the system works, its not like i need to summon a giant scythe on murder anyways

drifting token
#

true enough

#

IK_Follower is also really fiddly to get correct.

devout rock
#

you also cant animate the game object its attached to

#

yeah.

#

Actually, lin keeps the particles on the root as well.

#

both are rigid bodied to different points

drifting token
#

what why did my message get deleted...

#

whatever.

devout rock
#

for some reason im no longer able to lock my animation tab.

#

meaning i have to go through my heirarchy just to enable a single thing

drifting token
#

open another animator window

devout rock
#

once again

#

thanks

#

something that i want very much, is a script that just Generates an animation with either the left or right hand animators selected.

#

like that is what i spend majorety of my time doing whilst animating.
Animators.
left_hand.Index.1

#

all to middle finger spread

drifting token
#

?

devout rock
#

You know when you have to animate your hand and you have to add the properties of every finger one by one

drifting token
#

yeah that does that for you

#

15 bucks

devout rock
#

Cool
it also allows you to animate it all in one go by the looks

lyric iris
#

If you need it to work on a combat map, using ik follower to replace the joints should be fine, but you would need to customize the gestures so they animate the correct paths

#

Since to use ik follower you would need the particles/colliders nested in your armature

#

@devout rock

proud meadow
#

This prefab also claims to fix joints when in a world with Combat System: https://chiugame.booth.pm/items/1593401

ใ“ใฎใƒ‘ใƒƒใ‚ฑใƒผใ‚ธใฏCombatSystemใฎใ‚ใ‚‹ใƒฏใƒผใƒซใƒ‰ใงใ‚‚ๅฃŠใ‚Œใชใ„Jointใ‚’่จญๅฎšใงใใ‚‹ใƒ—ใƒฌใƒใƒ–ใ‚ปใƒƒใƒˆใซใชใ‚Šใพใ™๏ผ

sonic locust
devout rock
#

Ngl atm im really starting to have some ideas thet would work but no method to preform them
like imagine a sword that, if it goes fast enough summons a slash (repeatable to stack slashes) that when a second gesture overwrite is activated makes them all like feel like they attack at once maybe by having them all fly forwards.

#

anybody got any ideas on how that might work

drifting token
#

animate velocity over lifetime with a gesture so you can control them moving

lyric iris
#

@devout rock you can try this

#

this will place an object in world space where you slash

#

stacks up to 8 times by default

#

there is a minimal setup video on my channel

drifting token
#

I'm gonna make a video on my speed detection when i finish the demo media for the touch inventory generator

static relic
#

Could just change the lifetime so the slash stays so you have time to pull the gesture that adds speed/velocity. If you got crazy enough, you could set the velocity in local space and control where they go once you pull the gesture. Fun stuff.

#

Maybe I should do that. ^

drifting token
#

or if you want each slash to stay for a set time and then move forward you could just use the curves

static relic
#

Imagine slashing then the slash turns into a controllable projectile all the sudden.

#

Or just let it die without pulling the gesture.

drifting token
#

yea you could do that with velocity over lifetime

static relic
#

Would be easy to mess with people.

#

A different gesture to just kill it early instead.

#

oof

drifting token
#

I got sidetracked cause someone told me to "just make a gun out of unity cubes" as a joke

static relic
#

Of course you would.

#

I'm working on a Code Vein model.

lyric iris
#

how many cubes is that

drifting token
#

27?

static relic
#

XD

drifting token
#

the labels are offsets and empty objects

static relic
#

Just use Lyuma's once you're done?

#

The mesh tool.

drifting token
#

was just gonna use fbx epo what is lyumas

static relic
#

Oh. Idk what you just mentioned. Lyuma mesh tool combines meshes or same materials in Unity.

#

It's handy.

drifting token
#

would it retain the offsets for the slide/trigger?

static relic
#

I don't know~

#

I think you can combine siblings.

#

Instead of the entire thing at once.

#

I haven't actually used it on plain meshes.

#

Just skinned.

#

But I think it works for meshes too?

drifting token
#

@proud meadow

static relic
#

Oh. And the shape key thing.

#

Is supposed to be really neat, but I haven't tried it.

drifting token
#

i took like 15 minutes to make it

static relic
#

Oh.

#

Lyuma updated it a while ago apparently and I should download it.

#

It merges shapekeys over now?

#

whoo~

proud meadow
#

Be careful with using LMT on meshes with shapekeys and more than 64k vertices (verts not polycount). It can cause a huge performance hit

drifting token
#

same shapekey issue when face isn't split yeah?

proud meadow
#

I just have an avatar that has good performance stats and one mesh but drops frames from 60fps to 40fps if used

drifting token
#

friend of mine was having issues with a BL3 model and separating the head and removing the shapes from the rest fixed them

static relic
#

I remember the keyframing shapekeys talk, but not how to use it.

drifting token
#

so just to be sure

#

i can combine my 3 main objects into meshes

#

on the uh
cube gun

#

lol

proud meadow
#

Yes, you can also skin each part to bones and combine them further

static relic
#

That bot.

drifting token
#

is a skinned mesh renderer more performant than 3 regular meshes?

proud meadow
#

Definitely not here because they can be batched. And probably not for small numbers of meshes

drifting token
#

that's what i had guessed

proud meadow
#

But if you already have an avatar mesh then it could be a performance win to merge the gun into your avatar.

#

It's negligible either way lol

drifting token
#

yeah i thought it would be

proud meadow
#

Heck keeping them as unity cubes and letting unity batch them might even be best. Just make sure to set the Anchor Override of all cubes to one thing

drifting token
#

thats what the main "CubeGun" object is for haha

#

it's not like I even remotely care about my perf rating

#

might just leave them

proud meadow
#

after learning about the blendshape performance issues--yea you have to know when to ignore the performance stats

#

the Excellent category is actually worse performance because you're required to have one big skinned mesh with all blendshapes on it

drifting token
#

i know right

#

I've even tried propagating every vert not on the face before export and it obviously didnt make any difference

#

still dropped my frames

proud meadow
#

I should add a mesh splitter tool to LyumaMeshTools that splits meshes based on polygons that don't contain any verts with shapekeys

drifting token
#

thats a good idea

static relic
#

o:

#

I have A model that I should probably split. I hear about the performance issues with shapekeys and high poly meshes, but I didn't think it was as bad as you just described.

near bronze
#

Apparently it's fixed in 2018

#

The problem was that having blend shapes active made it do all the skinning on the cpu, which is horrendously inefficient

polar oak
#

from what i understand, it's still cheaper to split them in 2018, but they're being done on GPU so it doesn't matter as much

#

and you need to change the import settings on the mesh to import tangents instead of calculating them

dull hollow
#

So it's better to have 2 skinned meshes where one is the face with all the blendshapes and the other is the body with none?

proud meadow
#

@polar oak how do I know if my blendshapes are imported or calculated if I have broken the prefab

#

I want to be able to check in a script too...what do I look for

#

@dull hollow correct

polar oak
#

iirc it should be wherever the mesh import settings are, but idk whether it gives you that option with .asset meshes

proud meadow
#

Theres some debate about cpu vs gpu resources in 2018 so maybe there it's debatable

#

May as well shelve the issue until 2018

#

Yea .asset don't have it . Must be some data in the mesh object itself

#

Only thing I can think is it sets tangents and normals of blendshapes to null

polar oak
#

yeah it's probably stored somewhere within .asset yaml

proud meadow
#

Instead of array of stuff. I need to test this

polar oak
#

if you can't find a setting for it, i guess just supply it with custom tangents and normals and see if it uses them

tardy folio
#

afaik, the blendshape perf hit is still pretty trash

polar oak
#

idrk that much, all i'm going off of is what merlin's said lol

tardy folio
#

https://discordapp.com/channels/189511567539306508/629486998159228938/630386901588639759

It still has overhead. It's less costly since it's on the GPU, but now you're contesting with the time on the GPU for everything else. When it ran on the CPU you had some 'free' time since it ran the skinning on worker threads that are usually just sleeping. On my avatar with ~40k verts, with default import settings the blend shapes made skinning take 0.4ms on my 1080ti. Changing the import settings for tangents from Calculate Mikkt space to Import brought that down to 0.2ms, but it's still a consideration you will want to make if you have a high poly avatar with blend shapes.

finite sedge
#

I may have missed an update. But what's the story about vrchat supporting playmaker or not? Are there still plans for that?

near bronze
#

they ditched playmaker and are now making their own system called udon

finite sedge
#

@near bronze Ahh gotcha. Thanks for the update. I'm excited to see what they come up with.

dull hollow
#

In a post made about vrchat they showed off a node chart of a spherical gravitational pull that spun gamebojects around a sun. Don't have the link rn

dusty garnet
#

Not sure if this is the right channel for this, but I'm wondering if it's possible in VRchat to make avatars/players in a world children to a specific game object in the world? I want to move this game object around in the world, while still allowing players to walk around inside of it. If I don't parent them to the object, it'll just move out from underneath them

#

I've never seen anyone do this before, so I'm assuming it's not possible at the moment? If it isn't, will it be added in the future? O:

tardy folio
#

You'll have to move everything other than that place

dusty garnet
#

yeah, I tried that, but it causes way too much lag because of the number of things in the world :<

#

So, I'm assuming at the moment player/avatars appear at the highest level in the object hierarchy, right?

drifting token
#

They're children of the world root, no?

dusty garnet
#

oh, maybe of the scene?

drifting token
#

Can't you locomote while in a station or what does that check box do

dusty garnet
#

not sure what you're saying. in a station? O:

drifting token
#

There is a setting on the station component

dusty garnet
#

let me seee...

#

hm, the documentation says it's to allow avatars to sit down on something?

drifting token
#

Stations make you a child of them when you sit in them do they not?

dusty garnet
#

probably, there's an option that apparently allows mobility, so i'll try that O:

near bronze
#

mobile stations don't pull the player with them as if they're reparented

#

and stations in general do not reparent the player

#

I have a way to "reparent" the player to another object which does make the camera and your position very steady with the object but your legs will be trying to "walk" in world space, making them flop around behind you

#

the primary benefit to being able to reparent the player for a situation like this is if you want the world to be more freeform, where players can walk around on solid land or even have multiple vehicles independently. But it gets really advanced really quickly. If all you want is a hangout world with a cool background, then you should just move the world around the ship as if it was a background

drifting token
#

Ah didn't know that about stations, never touched them until the flying thing.

dusty garnet
#

it's a very detailed and big world with terrain, and apparently moving terrain with allot of objects causes lots of lag :<

near bronze
#

are you actually piloting the airship around and you want the players to get out and walk around?

dusty garnet
#

it just follows a set path

#

i want them locked to the airhsip

#

they don't get to walk around on the land

near bronze
#

then you have plenty of leeway in combining meshes and decimating polys

dusty garnet
#

yeah, the poly count is already extremely low, there's absolutely no lag even with quite a few people in the world

#

the issue i think is that, and maybe this is an issue with unity, moving large pieces of terrain seems to cause lag

near bronze
#

is it just a bunch of separate meshes that can't be batched?

dusty garnet
#

or many game objects, even if they're parented together

near bronze
#

oh wait does it have colliders?

dusty garnet
#

the terrain does O:

#

think it might lag less if i remove the terrain colliders? can i do that?

near bronze
#

ahh it is very expensive to move objects with colliders and no rigidbodies. It expects them to be static and when that isn't the case it has to do a whole other process that it is not as efficient at

dusty garnet
#

let me try moving it without the colliders~

#

hmm, yeah it seems to be a terrain thing D: i disabled everything but the terrain, and removed the terrain colliders. still laggy :<

near bronze
#

yeah even with the colliders disabled, I'm not surprised that terrain is going to misbehave when moved

#

you should be able to convert the heightmap to a regular mesh

#

not sure what tools exactly but I'm sure it's possible

dusty garnet
#

yeah, i can probably use a displacement map in blender to do it

#

that does mean i'll have to manually place grass and things though > w>

near bronze
#

yeah the last time I saw someone doing this, they created their own environment from scratch and didn't run into that issue

#

the issue they ran into was that they wanted players to get out and walk around, and that's quite problematic

tardy folio
#

See darkwaters 2

jolly turret
#

the show control panel went away and wont open again
VRCSDK-2019.09.18.12.05_Public

#

idk what to do

#

i edit stuff in regedit and it did nothing. i tried reinstalling the sdk.

#

i tried restarting the computer. nothing will fix it

stable hazel
#

you probably have some other type of compile error. Open the Console tab, make sure Clear on Play and Error Pause are disabled, then enter Play mode and see if any new errors show up

jolly turret
#

no error at all

#

i draged the window to my second screan then it just disapeared

#

ive tried edeting regedit and restarting removing some chashed data ect

tepid sail
#

is scripting in maps a thing now?

drifting token
#

not normally at least :v)

frail grove
#

is it possible to manipulate shader settings with a vrc trigger? I pretty sure it isn't but i thought I'd ask.

dark sigil
#

you can use an animation to modify the material's parameters and then use a trigger to trigger the animation

proud meadow
#

@frail grove what do you mean "pretty sure it isn't"? that's quitter talk.

frail grove
#

LOL

drifting token
#

pretty much anything is possible if you're enough of a hack

frail grove
#

I said that to imply that I've exhausted the methods in my depth of knowledge

#

oh yeah duhr i forgot about using animations

proud meadow
#

๐Ÿ˜‰ yeah there's a lot of crazy weird stuff you can do with unity vrc

frail grove
#

I never use animations for anything but animations ๐Ÿ˜„

dark sigil
#

animators are great for state machines

drifting token
#

some of the workarounds in this game are like seeing a wall and running all the way around the earth in the opposite direction to get to the other side instead of being able to climb it.

frail grove
#

yeah thats usually what I do. You know whats funny I thought about it when I woke up out of bed and I forgot it

#

then i came here

lyric iris
#

Or like figuring out how to phase through matter instead of climbing the wall

drifting token
#

vibrate rapidly.

trail jacinth
#

Very rapidly.

frail grove
#

So I got an animation built that goes from 0 to 1 and moves the slider one the shader. I've made a slider with a value of zero to 0 to control it on the UI. I set up a animationfloat on the animation called frequency. The problem I have is how do I get the onvaluechanged slider value in to the vrctrigger

proud meadow
#

Triggers just do on/off or actions

#

Why do you want the slider to be used in a trigger? What's your goal here

frail grove
#

goal is take a float value from the slidere

#

use said float value to set the playback time in a specific animation

#

playback time controls a slider in the material

#

profit

#

its this part that makes me think its not possible to get the dynamicfloat value from the UI slider

frail grove
#

hmm i could probably do it with push buttons. its sloppy but it will likely work

trail jacinth
#

@frail grove Using sliders to controll animations is definitely possible. There was a recent discussion in another discord. I will try to get a system running and then show you how it works alright?

frail grove
#

That would be great. I know there was a prefab but it used rigidbodies and joints. I'm doing this with UI

trail jacinth
#

Yeah its actually pretty easy

#

Give me like 2 more minutes

frail grove
#

ok

trail jacinth
#

Okay got a Unitypackage ready, dunno if I should/can post it here tho

frail grove
#

i thought we were friends on disc anyway. guess not

#

slidddeee in to my dms

trail jacinth
#

aight

frail grove
#

not that they'd give you crap for it

final wigeon
#

If you're legally allowed to share something and it doesn't break any other rules I see no problem with posting it here.

trail jacinth
#

Alright. Thx

fervent vortex
#

Howdy! I'm updating one of my avatars for the halloween season, and something I wanted to try was getting an animated texture. Is it possible to do that? In particular, I think animating via a spritesheet would work best for me, if possible. I'm open to anything however.

stable hazel
#

yeah you can do that, you'd have to use a shader though. I think poiyomi's has an option for that

scarlet pagoda
#

Can someone help me understand how RigidBodies work?

For example, using a Rigidbody to make particles shoot out of your hand...

You place the rigidbody script on the hand, and check freeze positon and rotation for all the axes, right? But the documentation says that Freeze Position freezes the position of the Rigidbody in world space, and Freeze Rotation freezes it in local space.

It makes sense therefore to freeze the rotation, as you don't want it to rotate in local space. Though this also does not make sense because why should the rigidbody ever rotate at all if you're not applying any forces to it?

But what does not make any sense is checking the freeze position boxes, as the documentation says those are in world space, and why would you want a rigidbody attached to your hand which your particles are supposed to follow to be frozen in space where the hand initially was? If freeze position worked in local space, not world space, them it would make sense to check these boxes. So unless the documentation is wrong I have no idea what's going on here.

dull hollow
#

In this situation, yes, the documentation is wrong. Rigid bodies on your hands should have all constraints checked.

scarlet pagoda
#

In this situation? That doesn't make sense.

#

If there's something different about this case versus some other case, I need to know what, and why it's done this way. Otherwise I'll just be following instructions without understanding the how and why of it, which will prevent me from doing more creative things than just making particles fly out of my hands in the right direction.

#

You also say the documentation is wrong yet that seems like a major error to make in multiple places in the documentation and when I searched for help on it, everyone on the Unity forums confirms that positon is world space. So I'm really confused about what's going on under the hood here.

stable hazel
#

if you just want world space particles use the ik_follower component. It's a frame behind but much easier to use than messing with rigidbodies and constraints
https://docs.vrchat.com/docs/vrc_ikfollower

scarlet pagoda
#

I'm not trying to make world space particles. What I'm trying to do is understand how Rigidbodies can be used.

Now, technically what I'm trying to do right now is make a second copy of my avatar move with me. But I didn't mention that because I didn't just want an explanation of how to set things up with no understanding of why it's done that way. My friend has done that and he tried to show me what he had done, and what he did is like the opposite of how it's done with the particles, where he's got the target joint rigidbody with the contstraints on it instead of the source. He too doesn't have any idea why this works or why he did it that way. So that is why I am asking here, what these values actually do, because how he's doing it, and how particles work, make no sense if constrain position is in WORLD space not LOCAL space.

#

Also you're mistaken in suggesting I use IK follower, because it is broken. You say it's a frame behind. But the problems with it are much worse than that. I had it on an avatar that fired particles and almost nobody with a vive or index could see the particles shooting out of their own hands. It only worked for them once I started using the rigidbodies method.

#

Oh and in my friend's setup, he checks Is Kinematic on the source rigidbodies. So yet another difference from the way particles work that's driving me crazy trying to understand what's going on under the hood.

near bronze
#

I would suggest using kinematic instead as well. Kinematic means that the object does not get affected by physics, it will never move. It's effectively locked in place, however the big difference between locking and kinematic is that locking still does all the normal physics stuff, it's just stuck.

#

When you joint an object to a locked body, it will be pulled with all the same normal amount. If you joint to a kinematic body, it will be pulled with effectively infinite force.

#

Because the force applied between two joints is relevant to the difference in mass between the two objects, and in the context of joints, kinematic bodies have infinite mass

#

Also ik follower isn't completely impossible to use, it just has a couple requirements. For example the avatar cannot be anything other than a scale of 1. You should resize your avatar with import settings, not transform

scarlet pagoda
#

I'm pretty sure I did scale those avatars with the import settings only.

static relic
#

IK_Follower fixes a lot of problems that Rigidbodies can't. But it goes the other way around too.

#

Also, if you do need to scale the model in Unity, I think you can use scale factor in the model tab of the FBX?

#

Without having to go back. But scaling is a small enough change to just do it. Sooo.

trail jacinth
#

Always make sure to Apply Scaling and check that little button that doesnt look like a button next to the scale option when exporting as FBX in Blender.

scarlet pagoda
#

Namely: "Create an empty object on your avatar, and add a fixed joint to it"

#

Or did they break that method, and I need to do something with rigidbodies now? I thought the way it was done was with a rigidbody with infinite mass attached to one end of a hinge.

near bronze
#

yes that method will work. The reason is because when you make a joint but don't give it a target, it defaults to the world. And adding a joint assumes a rigidbody.

#

I assume the hinge thing was something similar but adding extra mass would not help. If anything that would make it worse because it would take longer to get back to it's position after being moved by the avatar

tardy folio
#

you also need an animator with an empty controller and root motion ticked.

#

otherwise remotely it's borked.

near bronze
#

doesn't that only apply to fixed joints? I always use configurable

velvet badger
#

Does anyone know if Particle collision trigger set as Alwaysbufferone will trigger one time for each person in instance?

scarlet pagoda
#

So with this method, does hiding the object with the joint cause it to reset its location to the player's? Like, if the player moves, it won't move with it, so something has to happen to allow you to move about the world, and trigger the object to appear near you but stay fixed in that position till you decide you no longer want it there, right?

near bronze
#

if something is parented to your avatar, it will move with you. If the joint is active it will try to go back to it's saved position. When fixed joints go from disabled to enabled, they go through a startup process that involves storing their position relative to the body that they are connected to. Which means when you enable them, they will remember where they were enabled and try to go back to that position despite being moved all around by the object they are parented to

#

This behavior is something you can change though. If you use a configurable joint you can set auto configure to false and type in whatever number you want, and it will go to that world space position every time. You can't do this with rotation though ๐Ÿ˜ฆ

drifting token
#

you can always just animate it back to wherever you need it every time you drop it

near bronze
#

yeah there's also that. The reddit post had someone asking if an animation was necessary to reset it and someone said no, which is false if you want to drop it right in front of you every time

scarlet pagoda
#

@drifting token So like, put an animator on the object, with a non-looping animation with one keyframe to set the position and rotation of it in avatar space, and then when I hide and show the object that will play once and reset the location for me?

#

I should mention it's my intent to use a gesture to make this object appear, and I assume if I were to try to reset the position with the gesture animation, it looping would cause the object to act as if its parented to my avatar instead of moving freely in the world.

#

So the logical thing to do then would be to put a non-looping animation on the object that I want to remain stationary that resets its position once each time its made visible by the gesture.

lyric iris
#

@near bronze same thing seems to happen on config joints

scarlet pagoda
#

Okay now for something completely different... Is there a way I can render a mirror-clone of my avatar? In other words, imagine the mirror clone which is already rendered for a mirror, but without the mirror acting as a portal. Instead the avatar would be standing there in space, mirroring my movements, and I can approach it and when I raise my right hand, it raises its left hand, but mirrored to my right side, just as in a mirror.

I have a clone set up which can mimic my movements, using rigidbodies, but I've had only very limited success gettting bits of it to mirror my movements, and I realize that even if I got it perfect, I couldn't approach or move away from the avatar with this method as it would never move in the opposite direction as me in global space. But a mirror does exactly that with a copy of my avatar. I just need a way to duplicate what they're doing there, perhaps with a shader of some kind.

drifting token
#

yeah you could with a shader

#

fairly easily

scarlet pagoda
#

Well, yes, if I knew how to code shaders. But I don't, so I was wondering if there was a pre-exisitng option. Like maybe the mirror prefab has a shader that comes with it or something that would work? I should probably look in that folder and see what there is...

#

Hm... Despite many years of C++ experience and the code being extremely simplistic I don't have a clue how that mirror.shader works. I don't see any loops, or any way it could be flipping the model around a plane. Maybe it's replaced at runtime with another shader by VRChat. In any case, it doesn't look like something I can mod. I was hoping to see a stencil buffer in use which I could just disable to make the mesh appear outside the mirror space, but there's no mention of that in there either.

near bronze
#

the vrchat mirror shader is not doing anything special, it just handles the surface of a render texture. The real magic is the camera that is being positioned to give the right view

proud meadow
#

@scarlet pagoda You cannot replicate what the VRC mirror script is doing. You can use a camera 2D + render texture and depth information to make a 3d mirror by extruding vertices, as in "Depth Mirror" from Neitri's github:
https://github.com/netri/Neitri-Unity-Shaders

Alternatively you can use this technique to have a shader render a second copy (you will see it headless) of the avatar across a mirror plane, using the "Root Bone" slot on your mesh, add a pass that flips your mesh across 0,0,-1 and switch to Cull Front culling:
https://twitter.com/Lyuma2d/status/1165107161367629825

Built a VR safe mirror as a #VRChat avatar. Requires no render texture! However, requires changes to each mesh wanting to be visible in the mirror:

A stencil test with a depth pre-pass, and set the mirror as "Root Bone" so the mirror is (0,0,0) in object space. #madewithu...

โ–ถ Play video
scarlet pagoda
#

Hmm, these methods don't really help.

To give you a better idea of what I'm trying to achieve, I want to be able to dance with a copy of my avatar. But I don't want to just dance next to it doing the same moves... I know how to achieve that already. I want it to mirror my movements, so I can move towards it, and clasp hands for example.

proud meadow
#

@scarlet pagoda Using a shader to render a copy flipped around the "root bone" origin point would work for this purpose. I've made an avatar with this.

Your head will not be visible without using either a physics based "head bone copying" technique, or a modification to the mesh to have duplicate head geometry and a shader to correct the scaling.

#

you can use a fixed joint or other world locking technique to lock this "root bone" to the world.

#

If you don't want to use an object, another straightforward approach to be used in a shader is to make a reference point, such as rounding your position to the nearest 5 meters and rotating or flipping around that.

#

I'd be happy to chat in DMs if you're interested in trying shader based techniques

#

I'd still recommend Neitri's "Depth Mirror" as it is easy to set up and works better than you think. you can easily flip or rotate it as you desire since it constructs actual 3d geometry... downside is it uses a camera which means friends only...but if it's only for your own use anyway that should be fine

buoyant pelican
#

Anyone know how you can submit a world for the Halloween 2019 playlist? Does it require a specific tag when uploading or do you have to submit it to the Spookality 2019 contest?

stiff lily
bright falcon
#

if u want it only on the halloween world menu tab just add the tag halloween

buoyant pelican
#

alright cheers

sleek flicker
shadow dock
#

@sleek flicker try disabling the avatar then reenable.

#

if your still having the issue

sleek flicker
#

Yeah I did. It stops, then starts again. Its not causing any problems workflow wise. So.. ๐Ÿค” guess ill just ignore for now until i feel like really looking into it. I read in much earlier versions of Unity that this kind of thing was a bug. But it had to do with fixed joints, which all mine stay disabled until I upload

shadow dock
#

I've had the issue where the transform on a game object didn't update correctly causing that error. moving the object thats having the error fixes it. enabling and disabling also fixed the error for me.

sleek flicker
#

Just restarted Unity and it went away. ez pz vrcStoic

scarlet pagoda
#

I guess you're not supposd to hide the armature with the rigidbodies on it. The Three Amigos suffered for my mistake!

#

But this does make me wonder... If I did want to hide the armature so as not to have all those rigidbodies active all the time for optimization purposes, would I be able to reset them with my animation by setting all the rotations and positions on the clones back to 0?

stiff lily
#

F

#

I'd expect the transforms to reset if you replay it yeah

scarlet pagoda
#

Well to clarify, I'm not asking if they do reset, because they don't and those abominations get worse each time I make them visible. I'm asking if reseting the transforms and positions for the ridigdbodies to 0 would work...

...but I've just realized that those rigidbodies are not on objects attached to the bones, but on the bones themsevles... Which means I'd have to copy the position and rotation of all the bones into my animation, not just set them to zero.

...but I wonder if merely creating a new keyframe for each of those bones would have that keyframe auto set to the default value, so I don't have to copy it into the animation? I suppose it should.

#

I'm not sure that will work though, as when I would trigger this reset, the main avatar would no longer be in a default pose, so they would link up to it in a different post than the default and start moving from there, which is kinda what's happening when I make them visible again, except they've already got some rotation applied to them so they're not even starting from the default pose.

#

Well....

#

Anyone got a clone shader that actually mimics the default shader and supports cutout rather than being full bright? The only one I have is full bright with no cutout. Actually I can't even recall if the clones move with my avatar whenI wave my arms. I assume they do.

drifting token
#

uh ive got a standard edit i made a bit ago that does that

#

not done yet

proud meadow
#

@scarlet pagoda Here I edited Standard to add some geometry shader instanced cloning. Feel free to edit buildCloneMat in the CGINCLUDE block to change how they are cloned: e.g. rotate the matrix or whatever.

The template should work in other shaders: the main changes to embed geometry passes in existing shaders are

  • Change #pragma vertex vertSomething to #pragma vertex vertGeom
  • Change #pragma target to 5.0
  • In each Pass block, look at the function definition of vertSomething and add a line: CLONE(vertReturnType,vertSomething,vertInput,WITHTANGENTS)
  • Specifically for surface shaders, click "Show generated code" in the shader inspector, and save that generated file somewhere, then add CLONE(v2f_surf,vertSurf,appdata_full,WITHTANGENTS) right before each ENDCG block
#

also, don't try to run this shader on a Mac. Thing wasted half an hour of my time with several unity crashes before I figured out that it's just another case of geometry shader support on mac being broken. D-:

opal canopy
#

@proud meadow are they broken in 2018 as well?

proud meadow
#

haven't tested tbh. they actually used to work in 5.6 oddly enough

#

I'll let you know if I get time to test 2018 on mac

opal canopy
#

Ah, don't worry about it too much. Was curious but don't really have a use case for them so don't go out of your way to test :)

next cargo
#

Anyone knows the settings to make steering world particles on avatars? I'm trying to make a guided missile

near bronze
#

just velocity or force over time

next cargo
#

Velocity

#

I heard you have to set it to local but im not sure

near bronze
#

yeah the options are local and local means aligned to the gameobject that the particle originated from

#

and the other thing is that in the renderer tab you want to set render alignment to velocity so it faces the direction you want

next cargo
#

I got renderer already set to Velocity but I just can get it to guide properly, does it have to do with how force over time setting?

near bronze
#

what exactly do you mean by not guiding properly? Is it going the wrong direction? Not responding to you at all?

next cargo
#

The particle is not steering when i rotate the game object

near bronze
#

pic of settings?

near bronze
#

you don't have any numbers typed in to the velocity or force

#

also it's not both, it's either. Depends what you want

next cargo
near bronze
#

use velocity if you want it to respond immediately, use force if you want it to be more of a suggestion

next cargo
#

I'm trying to use velocity, pretty much guide the missile with my hand, do i need to add another rigid body to make it work?

near bronze
#

as long as you already have world space particles working, no

next cargo
#

Ok I think I got it to work now i just got to mess with the settings, thanks @near bronze

near wing
#

im trying to make enimy ai script enerything works fine and it targets the object but when i go in to vrchat it dosent track the object anymore?

#

is thare a way to target players directly? was going a round about way and make the enimy track a sword you were holding but that broke in vr chat

near bronze
#

get the toybox prefab from here

near wing
#

got that

near bronze
#

inside there is something called playertracking, and in that prefab is the "playerhandle" which will be the position of the player

#

note that this is the local player, so when you have two people then it will track each of them individually on their own client, and it does not know where other players are

near wing
#

ok ill give it a try ...the video i was watching was trying to use lookat player but i think thats old

pine depot
#

Also vrchat will not accept your custom scripts

near bronze
#

a good way to sync AI is to add an extra layer of abstraction. Make an object with the followtarget script targeting playerhandle, and an objectsync script to sync it's position. Then make the AI target that. When you want the AI to target a specific player, make that player take ownership of the objectsync, broadcast to disable the followtarget, then locally enable the followtarget

near wing
#

oow so the script wont work in the firstplace

near bronze
#

oh I assumed you were using standard assets AI. Standard assets are whitelisted, your own scripts won't work

#

if you're trying to follow tutorials, they usually need to be vrchat specific

near wing
#

how would i change the distence the npc can see me? ..i have a navmesh down and a ai character controller aimed at a target object but it seams to walk to that object nomater the distence?

#

even when its outside the navmesh

near bronze
#

you'll need to make a more complicated system to determine whether or not the player is within a certain distance

near wing
#

ok so ill just leave it at on off maby ..how bad is it?

near bronze
#

one way would be turning on a collider and seeing if it triggers onentertrigger on playerlocal

near wing
#

hmm good idea ill give it a try

#

thank you:)

near wing
#

how might i go about keeping 2 moveing game objects together whill toggling them on and off....right now im trying to set the first one to "setgameobjectactive" false/ and the second one true thin i want to move it to the position of the first one but i dont know how..... how might i keep them together, how do i teliport the second one to the first?

trail jacinth
#

There multiple ways to "teleport" objects.
However thats probably not even needed

near wing
#

?:)

trail jacinth
#

If you parent two objects the child will always "follow" the parent
but it can also be moved individually

#

However that means that if the parent gets deactivated the child also gets deactivated

#

so what you want is to have a parent that you move around that has two children
the two game objects you need

near wing
#

hmm can i have the 3 under the parent and toggle them on and off under the parent?

trail jacinth
#

exactly what I proposed.

near wing
#

can i have a ai on the parent and the childrin fallow its navmesh?

trail jacinth
#

Should work. Just make sure that all the requirements for the AI apply to the Parent.
(Like colliders I think)

near wing
#

ok makeing a fully animated enimy npc ..useing diffrent amimated set enimys and switching them out with colideer meshes for distence based realtime animations ..just needed to keep them together when thay switched:)

trail jacinth
#

I dont exactly know what youre doing so I cant say if youre doing it the best way (that I would know of) but using parents is usually the easiest to keep game objects together :)

near wing
#

i couldent fined any peramiters i could use for the animator to switch animations

#

so i just have 3 enimys set with walk ..fight .dead and i switch them out with colliders set to delete one and spawn the next

#

so mutch easyer to do with just one cusom script

#

thanks for the help have a nice day^_^/

trail jacinth
#

Well using different animations is actually much easier than using different objects but ok xD

#

Unless youre talking about things like Avatars (Unity not VRC)

near wing
#

my problum is in the animator you set up a first state "walking" and a second state "fighting" thin you need a peramitor to trigger the switch...so far nothing iv tried can be used as a npc animation trigger that works like distence from player or even movement in the x direction .. im wondering if vrc blocked custome anomator controllers

trail jacinth
#

Ehm...no?
You can Add Parameters in Animator Window, when you've selected the Animator.

#

And you can set those Parameters via VRC_Trigger

near wing
#

iv added isdmged and nothing came up in the triggers

#

bouth bool /trigger

trail jacinth
#

You need to go to the Trigger -> SetAnimatorBool and then type in the Name of the Bool you want to set

near wing
#

and its being triggered by a mesh collition

trail jacinth
#

What?

#

A VRC_Trigger can have many different conditions

near wing
#

hmm si iv tried to make a custom trigger and name it something and it dosent pop up whare i need it ...is thare a ciston trigger receaver

#

custom trigger recever

trail jacinth
#

A custom trigger can only be called by UI Buttons, Animation Events or other VRC_Triggers (ActivateCustomTrigger).

#

Usually you want the condition to be something like OnEnterTrigger (which means that the VRC_Trigger will activate when a collider enters the collider of the object the trigger is on (on the specified layer) (one of the colliders has to have isTrigger set to true)

near wing
#

ok on my enimy its set to trigger with my sword colliding with it .... is the action animationbool

trail jacinth
#

For example::
If you want to have a trigger that fires when the player is a certain distance away, you will need a sphere of that radius that follows the player.
When the object enters the sphere its within range and when it leaves the sphere its out of range. Meaning that you can use PlayerFollower + OnEnterTrigger/OnExitTrigger to determine if a Player is a certain distance away from something or not.

near wing
#

i have it set like that but on the enemy side ...it has a box collider set to trigger when my swords collider enters it at 10m ..i need that to trigger a change in animation to the fighting state thin after i get to it and hit its own hitbox" right now its a diffrent gameobject in attack mode so its a diffrent collider box dont know how i would do a second trigger with one gameobject"

#

would i set the trigger thats thare to animation bool or animation trigger ..how do i link it to the paramitor

trail jacinth
#

You need to insert an Animator into the field above the Name

near wing
#

the animator is set to the walking state

trail jacinth
#

You should watch Cyans videos on Triggers they might teach you a lot

near wing
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havent found any videos that isent linked to a player button

trail jacinth
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I dont think you really understand how Unity works or at least now how it works in the frame of VRChat content creation...
And I need to sleep so I cant help you now, maybe someone else can explain sorry

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ยฏ_(ใƒ„)_/ยฏ

near wing
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ow well thanks for the help youv gave me some ideas ..go get some sleep...goodnight^_^/

near wing
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so i now have the object set up when i touch it with the sword it triggers and the object gets deleted so the triggers fine. i set the trigger to animationbool , set the receiver to the objects animator and named it isdmged. in the animator i have the state walking and death. iv set a parameter bool isdmged and set the transition for isdmged to be true. it dosent trigger the animation change...any help would be appreciated

near wing
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finaly got the transition working thank you @trail jacinth turns out the vrc trigger dosent work untel you test and launtch it in client lol ..your a life saver

drifting token
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wrong channel

uneven quiver
#

Anyone knows whether going offline on Steam prevents viewing IP in Steam's Networking P2PSessionState_t via GetP2PSessionState ?

trail jacinth
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AFAIK going into offline mode prevents you from even connecting to the steam network. So yeah it wouldnt show your IP....because you would never be able to connect.

uneven quiver
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That's what I'd guess too but then if I understand correctly you're still using Steam Networking for VoIP somehow

trail jacinth
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Hmm idk

uneven quiver
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I also wonder whether VRC devs are able to block this command altogether since it's only for debug purposes

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Leaving it open is a valid security risk

sharp burrow
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That's how Steam P2P Voice works sadly

uneven quiver
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I mean according to Steam Docs it's not needed for p2p voice to work

sharp burrow
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In the recent update to Steam they added a protection layer to their voice, so could be that you are reading. But it wasn't that before

wary tangle
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Going 'offline' doesn't stop the local ip from showing at least

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Just don't have steam open and launch vrchat from the executable directly and your steam id shows as just 0

stoic holly
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Quick qustion: is this trick still works? Didn't used this trick for like a year, so idk is this suitable or not for current vrc.

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I mean executing custom triggers from animations by calling ExecuteCustomTrigger on VRC_Trigger

pine depot
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Should still work?

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would have to test to know for sure

near bronze
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yes it does

stoic holly
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ok thanks

versed sky
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Quick question, does anyone know how to make a list query like in the Capture the Flag Team setup. I'm trying to figure it out and cant get my brain wrapped around it

trail jacinth
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@versed sky "a list querry"?

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list of what?

drifting token
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players for teams

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honestly seems like something we don't have access to

trail jacinth
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Well whats a "Player"? :P

drifting token
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teams? like in capture the flag or gold rush or whatever

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in official maps

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which is why I think it's probably something we don't have access to

trail jacinth
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Yeah but "Player" is not defined in Unity. You have to define it yourself.
For example you could define a Player on Team Red to be:
"All Clients that have a certain GameObject enabled"

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And then you could "querry" that.

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But if you actually want to access the Metadata like Username, then no you cant do that.

proud meadow
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@versed sky In case you didn't catch that, CTF and other official maps use custom scripts, so they can do anything they want.

pearl condor
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I finally got placing a fixed object in a world working, but for some reason, it does not sync

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What it's supposed to do is spawn an object and lock it at that position. Which works just fine for me, but everybody else sees it attached to my avatar

stiff lily
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needs object sync component

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oh it's an avatar

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nvm

pearl condor
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it's on an avatar though

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yeah^^

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I'm using an animation to toggle it

drifting token
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you need an animator with apply root motion checked on it on the object with a joint

stiff lily
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Did you add the animator though ? screenshot has it empty

drifting token
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thats not the point of the animator

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the animator is to fix the world joint since they've been broken for awhile

stiff lily
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an empty one ?

drifting token
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but it needs apply root motion checked to work

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any

stiff lily
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interesting

pearl condor
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it's been broken for so long I only found out how to do it by checking a year old reddit post comment, complaining about it being broken lol

drifting token
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that's correct.

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there is not much actual documentation on this stuff

pearl condor
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Also, I could have sworn I had apply root motion checked. I'll update you once I tried it out

drifting token
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you literally do not in that screenshot lol

pearl condor
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I know, and I can't believe it haha

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okay, updated it. No idea why the "apply root motion" box wasn't checked, but it is still attached to my avatar for others

drifting token
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I think you also need an avatar in the slot below controller

pearl condor
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Giving that a shot. Thanks for the help so far.

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Well, was worth a shot, but assigning an Avatar causes it to freak out haha

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The fact that it's working alright client side but does not work server side breaks me

static relic
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Working locally and working globally is always a battle. Working locally but not globally sucks, but it's even better when it works globally but not locally and no one's telling you.

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Then you're talking about how it's broken and they don't even know what you're going for and it looks fine to them.

drifting token
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oh wait you do need an animator but it can be empty @pearl condor

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and does need root motion checked

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with no avatar

pearl condor
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It is^^'

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An animator with
Controller: None
Avatar: None
Apply Root Motion: checked
Update Mode: Normal
Culling Mode: Always Animate

proud meadow
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@pearl condor rero means you need an animator controller.

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Make a new animator controller, make an empty animation and put it into the controller then set the controller in the animator component

pearl condor
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Oh!
Thank you, I'll try that

pearl condor
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aaand it broke and is just going all over the place now Idiot me forgot to remove the cube collider

pearl condor
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Okay, so after adding an empty controller (no need for an empty animation as far as I could tell) it's finally working

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Thank you guys so much foxlaff

autumn lichen
#

hey guys how can I play a twitch stream in vrc like with the youtube player?

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is it even possible

pine depot
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yes

proud meadow
lyric iris
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@pearl condor do you have a reset mechanism?

pearl condor
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@lyric iris no, sadly. It's stuck at the initial position. Maybe you could do something with an animation that sets its transforms to 0 or something, but I haven't experimented with that

lyric iris
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Yeah that's exactly what you need to do

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You set transforms to 0 while the joint is off

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Here are some patterns for it

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gesture and emote

pearl condor
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Oh, thank you very much @lyric iris !
I wish I had that sooner haha
So happy it finally works~

honest lagoon
mortal olive
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? @honest lagoon whats happening

honest lagoon
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@mortal olive I dont know either

mortal olive
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i mean is it just no doing anything?

honest lagoon
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Its not letting me upload because it says that this error needs to be fixed

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lmao

mortal olive
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what does the sdk say

honest lagoon
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nothing

mortal olive
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the vrc sdk says nothing....

honest lagoon
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yup XD

mortal olive
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show

honest lagoon
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dont worry about it, just sdk loosing its mind from time to time

narrow snow
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i trying to create player to move in some waypaths
but it won't work

here is an video link
so you can experiment and guide me to the right place

i wish that someone can make proper step by step video
tutorial how to successfully achieve that

VIDEO:
https://streamable.com/s/7gnm7/zmafkn

any help pls

drifting token
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If that's a script it's not gonna work ๐Ÿคท

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I don't even need to see the video to tell you that much.

narrow snow
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well so far vrchatsdk accepting it

drifting token
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Doesn't matter if it's not whitelisted

narrow snow
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but i found in unity

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store