#development-advanced
1 messages · Page 46 of 1
You most likely are gonna need to do some php coding to get it working properly
Doing it in world would be pretty easy though without having it load it from internet
Im thinking if this vrc panorama can load webpages
You can just edit the webpage to update what it should show
And voila you have your easily updated sort of slide system
The main thing I've wamted to test for a while can you force the panorama to reload itself and how
Anyone now how to make a texture spin
s
speen
??
lol rero.
something like http://www.shaderslab.com/demo-96---uv-rotation-with-matrix.html
?
Is there a way to create a counter of sorts with the current event system? Like, say, Once an event has triggered x amount of times y event occurs.
VRC documentation isn't very helpful
Of course. I don't know if worlds have simpler methods available, but it's already fairly simple to just use a state machine that advances a single state per trigger.
Yeah, animator state machines are pretty much built for counting
Lmao
I should prob have put the question in #event-system-sdk2
I know they did it on the murder mystery game thingie, as players can collect notes to eventually spawn a gun, but I have no idea how to approach it atm
That would be an int parameter @dusty marsh
Every time you collect something it's AnimationIntAdd "count" with value 1
In your animator you make two states and make an arrow between them
Go to parameters tab, add an int parameter named count
Now click the arrow, uncheck has exit time, set duration to 0, then in the conditions section add count Greater 9
You can make a reset trigger by setting count back to 0 with an AnimationInt trigger
sweet, thanks @proud meadow
i wonder if its possible to do something similar to the echo in Murder 3 but use it as an event trigger to for example have an avatar ripple like water.
how i make texture change to make it spin in texture
Animators are the simplest way. You can make it spin. Making the texture spin would depend on how it is uv mapped
Mesh Renderer Material._MainTex_ST is what lets you scroll
I'm trying to make a simple world in the style of PyPy Dance and am wondering what the best way is to go about maintaining a large list of videos in a video player. I got up to about 30 URLs and Unity was already slowing down, and as none of the URLs are labelled I can see this being a nightmare to update (such as re-ordering or replacing specific videos). Does PyPy control it via animations, maybe? Any direction would be helpful. ^^
They probably write an editor script to automate this
You may also find the author's discord in the world and ask them
Yeah, editor script is best for this.
I did it for my stuff, though just a simple one https://github.com/PhaxeNor/VRC-Playlist-Manager
Thank you, Phaxe!
This is pretty much exactly what I needed! ❤️
Not sure if this is worthy of the "advanced" channel but... I have a world with a house plus 2 outside areas. It's raining, and I've got an ambient sound of the rain playing everywhere currently. Is there any way I can transition to an indoor soundscape upon going inside? I can't find any way to smoothly do this
I was hoping there was an audio object similar to source's soundscapes, where on entering a trigger it would switch the loop playing with a fade
you can use OnEnterTrigger to detect when player's go inside (if you're not using teleports), but knowing what to do with the audio is kinda open ended. You could have two versions playing, one that's outside version and one that's inside version and then mute one and unmute the other depending on whether you're inside or outside?
I have a question about unity and a vrchat world can someone please dm me
Is there a mute/play audio source on the VRC_Trigger actions? I can't seem to find one unless you meant deleting/spawning the object
Oh I'm dumb, SetGameObjectActive
I wouldn't specifically use SetGameObjectActive because then the sound will restart and it'd be pretty noticeable. If you know how to use Animators, I'd use that instead to mute/unmute directly. You could even use transitions to have the volume raise and lower
I just started a couple days ago, have experience with a lot of things in related fields but still new to VRC stuff
And yeah, it seems like SetGameObjectActive doesn't actually stop audio on the object it's linked to
I'm trying to use vrc_jukebox and vrc_audiobanks, but I'm not sure if they have any option to loop audio until another one is told to play
Is there anything that would cause the constant force script to behave differently in-game than in the editor?
Your unity isn't using the proper fixed update rate
Edit -> Project settings -> Time -> Fixed Timestep
It should be equal to 1/90 or whatever your headset framerate is.
That didn't seem to have any effect unfortunately.
is udon out
closed alpha currently
Alright, I can't seem to get anything with Audiobanks to work right, playing them, stopping them, nothing seems to function outside of the basic unity audio source
Maybe I have something hooked up wrong? I've followed several sites and reddit posts to no avail
Audiobank is built around playing sound effects, I wouldn't use it for this. Regular audio source is good enough
question: to what extent would a world and/or avatar asset be able to use custom code? i heard a long time ago that custom scripting is still a work in progress
i had an idea to make a world that simulates a very crude and simple networking lab, for experimenting with the TCP/IP protocol stack
and i figured it would be a helluva lot easier to use a currently-existing social VR platform than attempt to engineer my own
100% custom scripting is still not allowed, but VRChat's own scripting system just entered closed-alpha though it won't be publicly available for... a month maybe? There's no official ETA. I don't know to what extent of power you have with it though, TCP/IP protocols might not be possible even with the scripting
well not full tcp/ip, but a sliced down custom stack that uses less than 7 layers (but at least still shares Layer 3). That's alright though, I'd be excited to see what we could do with the vrchat scripting system!
Yeah, simulating some form of TCP/IP might be possible with udon (vrchat's custom scripting). What all do you think you'd need? Sending and routing messages between scripts (machines)?
whenever i try to make a unity project, it says it is unable to make a project folder. Anyone got help?
I'd like to put a camera on a moving object and have the view from that camera attached to my avatar and visible to others. From what I understand this will work for friends only, but that's okay. I think this involves creating something called a render texture? How would I go about setting this up?
How-to is in unity docs https://docs.unity3d.com/2018.4/Documentation/Manual/class-RenderTexture.html
For chairs on moving objects, should I pick mobile, immobilize, or immobiles for vehicle? I know that standing mode is bugged, and I'm pretty sure I've always selected immobilize for vehicle when putting chairs on avatar's hands but the players end up floating around like crazy and in weird positions rather than following the hand correctly. But perhaps that is due not to selecting the wrong mode for the chair but the way the IK solver works that breaks with particles and which rigidbodies fix? Anyway just to be clearl, in my case I have an object I'm going to animate that I want players to ride. I only mentioned hands because that and the standing being bugged make me thing maybe I'm picking the wrong modes.
The docs say:
Mobile - Allow users to move when seated in station
Immobilize - Prevents user from moving
Immobilize For Vehicle - Same as Immobilized but optimized for moving stations
So I guess mobile is right out, unless by "move" they mean move their arms and not their body. Which could be the case because I have never seen a chair that you can click on but still move your body freely, and when would that even make sense?
Immobilize for Vehicle is what you want. Mobile is for... shenanigans mostly? I myself can't explain it, but it's for using stations as things besides chairs, I guess
If I want to make someone sitting on a chair animate, all I need to do is create an animation controller stick it in the slot on the chair prefab, leave the seated setting enabled, and set the controller to play the animation, right?
kind-of sort-of? You can do that but the results won't be great depending on what kind of animation you're doing. The biggest issue is that players still have control over their IK which will override parts of the animation. If you need complete control of their avatar, you need to disable the IK which I think can only be done using Final IK on the asset store (it's whitelisted so it works with VRChat)
Okay, so once I have Final IK, how does one go about making it disable the player's IK when they sit on a chair?
I think you do VRIK .Enabled = 0
Maybe also FBBIK.Enabled = 0
Don't recall how full body works
Okay, but I've never used Final IK, but I assume the way it's normally used is to drop a script on your avatar. How do you apply it with a station to someone else's avatar?
you aren't adding scripts to someone else's avatar, you're just telling the animation to disable whatever script is there
so what you do is make a new empty game object, put one of each script (for example VRIK) on it that you want to disable, and in the animator set Enabled to 0 for each one
once you have the VRIK.Enabled things in your animator, you can just copy and paste those keyframes into whatever animator you want to put on the station
Splinks' dance pad prefab has a thing for turning animations into one's with disabled IK
Cool, I'll check that out!
Okay, so I know not the biggest group of people even know final IK is still usable with avatars and an even smaller group of people are actually using it still. But I wanted to just check if anyone knows if simple rotation limiters work without any extra nonsense on non-humanoid rig bones, or if I'd actually need to jump through a few hoops for it.
I can always find out, but wanted to just check and see if I can save some time. I have a bit before I'm ready to upload this thing anyway.
Final IK rotation limits work when the final IK component allows them. For example you can use a hinge rotation limit in the middle of a FABRIK to make that specific part a 2D rotation
I mean, I'm using hinges in conjunction with Dynamic bones for this headgear.
But IIRC you cant use rotation limits on something like Limb IK as it only accepts a bend modifier, but I dont really use rotation limits as they tend to break things more instead of fix them
It works in Unity(TM).
All I would say it upload and see what happens then
Like you said there's not many people deep in this stuff so getting help is usually a cry in the dark imo
I also have some bones inside of my armature that I want to track targets that are children of humanoid-rig bones. But I feel like I may be okay?
Already have them setup with IK_Follower parents.
The targets need to be VRC IK Followered and your good
Cant wait for that component to break :)
Well its already broken so I guess I cant wait for it to be fixed
IK_Follower is broken?
in the beta
. . .
:)
YOU KNOW
That's all I've got for my Final IK scripts now.
If it breaks, I lose half of my interesting systems and rig setups.
Don't worry you can replace all your IK followers with rigid bodies and fixed joints! Should work fine if you ignore the jittering and uneeded complexity
LOL
oh and drifting
If ik follower breaks Ill probably stop playing for a bit tbh
I'll say screw it and VRC can just put up with my excessively perf hungry models until they decide to actually fix the tools we already have.
¯_(ツ)_/¯
F
Well if anything VRC IK Follower is a band aide to a problem anyways so best case scenario in the future it doesnt exist
Riot. 😡
If they whitelist constraints after the move to 2018 it would be a much better situation
From what I've gathered they are looking into fixing the IK follower and want to whitelist constraints. However the time frame for those are up for grabs. I just hope we dont have to wait long
If constraints can do everything Final IK can or at least make it work properly with NetIK, like IK Follower, then sure.
D<
Lin, I'm feeling like Moz right now.
Constraints definitely cant do everything Final IK can, but would probably be simpler for things like pistons or what not. Haven't used constraints at all to be fair
Could use it for fixing targets to use with final ik
Oh no. There's rero.
The only thing that needs to be fixed with IK_f aside from it generally sucking is that it doesn't scale at all making it impossible to use on non uniformly scaled armatures.
Something not noted in the docs
Lol aside from it generally sucking
They're talking about the Beta.
Right where it doesn't work at all,
LOL
Yeah the armature has to be rotation 0,0,0 and scale 1,1,1 for it to work at all and thats not listed
I'm saying if they fix it they should fix it
I'm just hoping that it isn't broken and forgotten about like other things
^
No excuse for avatar 2.0
First thing in Avatar 2.0 is removing those pesky VRC IK Followers
Can't call something a 2.0 without making any progress on these things
stahp
I mean they can increase the VRC version number while technically regressing just fine
I'd say anything is possible
STAHP
I've stopped wanting new things and just want the old things back
^
Everytime I've finished my spider avatar they update the game within a month and break a component or system I'm using
Gotta enjoy the avatar while it lasts :')
¯_(ツ)_/¯
Someone asked me why I used the spider so much and all I said was "I dont know how long I have" like I was terminally ill
I have several things now that I'm just waiting to break and can't really use because of that anticipation
It's really cool feeling
Yeah you sure are
I'd say use em while they work because god knows when youll be able to do the same again
Yeah, I have a few that are so broken after a seemingly harmless update that they're basically a meme now. A meme I took seriously at the time.
¯_(ツ)_/¯
Would constraints work the same as rigid body+fixed joints to mimic rotations? I've had issues with drifting over time
Ah well. I'll stop spamming this channel, I guess.
And, I have no idea. I've only seen like clips.
Can't really test it without being in game imo
Guess no point even thinking about it unless it gets whitelisted
Can always trick things with clever aim IK usage.
I tried with limb IK /FABRIK/CCD but since targets are displaced it gets weird or doesnt bend right
You can use a combination. Plus limiters.
Main thing I'm doing is having spider fangs follow my FBT legs but they are quite displaced. Was having a hard time using targets and such to get them so that they bend accordingly
Can lock things together with Limb and use aim IK chains. But that's getting very rube goldberg. I'm sure there's a simpler solution outside of unity.
yeah its hard to jump into the Final IK gauntlet to get it to work the same as how the rigid bodies already do it
The model I'm messing with I beat my head against a wall over until I had those eureka moments and went back to blender.
Final IK gives me the weirdest looking rigs
Something else is why is Leg IK banned? Just seems omitted from the whitelist even though its basically a 4 bone Limb IK
lol Ironically, that's something I could've used. But I'm going to just take an actually random guess and consider OnStep?
Exploited?
Nah OnStep was banned specifically for VRIK. VRIK still "works" but if you do any OnStep it just doesnt work
Like the VRIK still functions but the specific OnStep you set is ignored
So that shows they can stop a specific part of a specific script
Just annoying as I got the bird legs working with leg IK and once I got to the builder I got slapped lol
Why can't you just reparent the fang bones in Unity?
The fangs knee is displaced from the normal knee so a direct parent would not work
Thinking about that I could do a direct parent for the upper fang though
This is what it looks like
Invis real legs and then the fang to the left
I do like the idea of just doing a direct parent relationship with fang thighs+actual thighs though as that would probably restrict drift
Also easier to use final IK on one bone instead of a chain
I've done similar with some more recent models. My Code Vein phase.
:)
The steps you have to go through.
Still wondering if gameobjects worked in place of bones for the upper body.
¯_(ツ)_/¯
They do for VRIK. Ive made a VRIK test armature that was mainly gameobjects IIRC
but you cant have bones be children of game objects in blender as everything's under an armature so it gets weird on export. You'd probably have to break the prefab instance which means you can fix small things and export nicely.
Really all you would achieve by using game objects instead of bones is tricking the in game performance ranking as I would assume the actual performance drain of a non weighted bone is minimal.
On the spider that would "remove" 52 bones out of the current 247 so meh
I just remember last time we talked about it. But yeah, unnecessary hassle.
Was planning on doing a millipede at some point which would results in around 1000 bones so I might do the half bones half game objects but ¯_(ツ)_/¯
At that point you may consider a shader solution lmao
I barely know how to make a shader let alone have one mimic a millipede that has grounders and VRIK
Soo. My 3 attempts have failed. And maybe I don't know how rigidbodies work anymore since I've just avoided them.
I've got a good case of "it works in Unity" right now. FFS. It's like my target is somewhere else entirely once it's in-game.
GG VRC
So Far I have this, this, and this. No idea why It'd wanna fight me right now.
Right now it's acting like all the scripts are being told to point in the opposite direction when I get it in-game, but I don't get why.
If you could @static relic if you notice anything incorrect in my GIFs, it could really help. I'd appreciate it. 😋
Off to work.
@static relic yea ur a
2 cute
h e c c
too much memory uncompressed if I had to guess
Gif isn't the most beautiful format, and maybe iphone decompresses to RGBA32
gotta get that 360p webm :v)
I tried dynamic bones + final IK and its a fucking mess so I gave up. Main thing I learned is that the checkbox for fix transforms need to be off or the dynamic bones will stay in their start position
main problem from what i can see is both systems try to influence the bone and can just end up exploding
Dunno if I can help much as your using AimIK and rotation limits which are two things I've barely even touched
It's obviously gorgeous in Unityyyyy
@dull hollow I wanted to clarify. With the exception of the tubes running from her head to those fins, none of the bones are affected by both an IK script and a dynamic bones script. Ironically, those tubes are like the only thing working as intended.
The Targets are parented to IK_Follower objects. The dynamic bones script has those IK_Follower objects as root and the script has good gravity setting so the Target is affected by gravity. The thing I want to follow that has Aim IK on it and the Aim IK is made to target that Target that has dynamic bones affecting it. I wanted the thing to be properly locked on one axis of rotation and I didn't want to try using joints.
To have it locked to one axis couldn't you just lock an axis in the dynamic bone settings?
@dull hollow Have you TRIED locking axis in DB? 😂
Yeah I usually do it with hair to prevent it from clipping into the head. Like make it so bangs swing side to side but not into the head when I walk foward. Pretty sure it's based on the bones rotation so you gotta make sure it's rolled correctly
It's generally not fun since it won't lock the bone as is. It'll rotate it to some other position.
Also, stiffness curves are the magic for what you described.
Unless you don't use gravity, I guess.
Just in case.
Anything with an IK script on it must be outside of the armature. And if it's meant to be a part of your armature, you'd have to attach it. I think I knew this at some point but forgot after being out of the game for 2 months. Problem solved~
https://gyazo.com/77b3bf80344dcd137b65e1b1597307cf
im trying to assign weights from bones but its grayed out, ive tried redoing both the armature and the mesh and idk whats wrong, I’ve tried both 2.79 and 2.8
I have the armature selected then the mesh
is mesh actually parented to armature
sometimes even if mesh is under armature it's not rly affected by it
unparent mesh
then click mesh and armature
ctrl p
@gleaming igloo
hello does anyone know why the video player crashing some new people joining, after playing a couple videos?
@Phasedragon#7157 sorry for the lack of response 😅 busy week
anyway, to reply to your question on december 16th:
yeah, just some basic transmission and routing between "machines"
also, to follow up with that overall concept, would it be possible with vrchat's current limited system to create some sort of "socket" system for building-block-like objects? i was thinking i could put an empty GameObject on each face of an object that utilizes these sockets, and use a vrc_datastore to store information such as what direction to make a socket "snap" to another one,
wait.. i can't actually use the vrc_datastore bc it requires scripting..
smh
uhhh hmm.
..can i use triggers and actions to read from and write to a vrc_datastore? it appears i can read from, but i don't see any way to write to..
the only known way to write to a data storage is by having an object sync and an animator on the same game object, and add float parameters to it. set the float parameter using a trigger, or set it using an animator Update trick.
Note that for data storage to update, you have to receive the data from other clients, so if you are playing single player, the data storage work, and if you have multiple players, there will be lag and you may get old data sent back from the server after a delay
interesting
the syncing system system in vrchat is not good enough to build reliable data transfer at sufficient speeds
you can encode data into animator variables and ints, and send at low "baud rate" - if a client loses an update, it is gone
getting even a kilobit of useful data per second through vrchat triggers and object syncs would be an engineering feat.
especially without udon and data encoding functions
oh i didn't even see that udon has hit alpha just a couple days ago
maybe i could just..like..contribute to udon now that it's here :P
Heyo, finished up the last bits of my world and ready to upload. I get past the first loading after hitting publish, and then type in all the meta info/camera. After hitting publish there, it runs for a few seconds before unity crashes. I'd list some specs of the world here, but I'm not quite sure what would help. I don't seem to receive an error.
That would probably be a unity forum question, including your editor log @warm niche
Not sure why I assumed there wouldn't be a log when it crashed like this. I'll take a look
Turn off future proofing since that is a known way to crash unity on upload.
anyone know of any links/examples/or prefabs of how to do a graffiti wall?
Not sure if this is considered advanced or not, but I didn't see a better place to ask it...
Is there a supported Web API I can use to make a "client" for the VR Chat website to get information about who's online and such?
@pure nest a graffiti wall is basically a camera with some render texture set as the target, the camera set as Don't Clear... and a transparent material with the render texture set as diffuse or albedo.
The spray cans themselves can use a volumetrics shader with cone shape if going for the graffiti world.
For a color picker, set the shader texture of the spraypaint to a 1x1 render texture attached to a tiny camera pickup aiming at a color wheel.
Basically, the whole thing is cameras and render textures. I'd suggest reading up on those. Really fun to do stuff with
@sweet drum Please see #faq - API access is not documented officially. If you want to learn, a great way is to login to https://www.vrchat.com/home with Developer Tools open, go to the network tab, select XHR and look at the individual requests
@proud meadow thanks so much! 😄
How does one bypass the length limit for emotes now? It used to be that they seemed to run for around 45 seconds unless you put a keyframe way past the actual desired end of the animation, and then you could make them as long as you want, but now it seems they end at exactly 60s regardless of whether I add a minute or more of additional time to the animation, and I just spent two weeks making a two minute christmas animation that I wanted to play on an emote!
The only thing I can think of doing besides putting it on a gesture, would be to maybe use an emote toggle like I use for inventories and... I dunno, toggle an animator somehow?
the classic way for the gesture thing is duplicate your whole avatar and put the duplicate inside: and set it to be always playing the gesture you want. When you want to show it from a gesture, hide your main mesh renderer and show the duplicate copy of the avatar... [ caution: beware of hiding your whole avatar causing it to be culled because bounds 0,0,0... always make sure you show something if you hide your mesh renderer ]
Oh, and if you do this, welcome to the
club because the disabled clone still counts towards polys etc 😦 You can leave your
card by the door.
I'm aware of how to do this with a gesture, but I don't want to have to hold a gesture for 2 1/2 minutes. Also, the animation is a sleigh ride, and the sleigh was supposed to sit there as a world space object until I clicked play, so people would have time to sit in it. Because of that, I'm not actually sure how I'd make this particular setup work with a gesture, cause if the sleigh plays its animation all the time, I'd have to put a delay in there and because I designed the animation to be played on the player, I can't play all of it on the sleigh alone. There's other objects not on the sleigh that need to be animated.
Just make it a toggled on object with the anim
It's not that simple...
I mean I guess I have everything under my world space object, so it's possible...
But the setup I created was a toggleable world space object, with a sleigh ride sign, and a sleigh with seats, and snow, and the idea was to toggle that on and give players time to sit in it, and then trigger the ride when they were ready with another emote.
And it all works great, except for the unpleasant surprise that all of a sudden I can't make emote animations longer than 60s.
Okay, I'm back after a much needed nap...
So before I go and screw all this up... Let's say I fix the animation keyframe paths so it can play off the world_fixed_joint instead of the player root object. And let's say I don't want the animation to just play all the time once I spawn the sleigh. Is it possible that I could disable the world_fixed_joint's animator by default, and then use a gesture to toggle it on to make the animation play? Or am I just stuck adding a timed delay to this thing I have no control over? I mean honestly the timed delay is probably gonna be the better solution cause I can actually move around while it plays and not have to worry about accidentally cancelling it out, but I wanted players to notice the sleigh and choose to ride it rather than telling them all to get on cause they've only got 15 seconds to do so.
Retro told you the best way to do it already, @scarlet pagoda . xD
If you toggle the entire gameobject on with the emote, you can control that same gameobject via gesture or even toggle gesture.
All the emote would do is enable it.
Note that I said toggle. Toggling something and simply enabling it are two different things.
Toggling a gameobject makes it stay on indefinitely after you trigger the emote.
You can use a very simple state machine for the gesture that has the animation to start it, stop it, and a suspend in between each state.
is there any known way to play an audio/internet radio stream in a VRC world?
Please don't ask the same question in multiple channels. Answer in #world-development
@scarlet pagoda after you turn on your world object with the emote, you just emote enable the object or component you want with another emote
Study this and try to understand how it works and you should be able to do what you want with the world fixed joint emote
@near nymph do you know subcom avatar world? i think the owner was able to make it so you can watch live stream in their world
what does this error mean and whats vrc spatial audio source?
@tacit citrus That's an old component that's removed on upload as it's the cause of various audio bugs. Spatial audio source is very similar in that it causes similar bugs, but it's what's used now.
ah okay
this might sound advanced, but how easy is it to change avatars in-game via emote? There are some chinese avatars that can change forms while still being the same avatar with the emote menu. How is that possible when emotes are supposed to be animation?
nice! so its called toggles. @drifting token do you know if there are tutorials for it?
there are relatively simple set ups like the ones you can make with https://github.com/Xiexe/VRCInventorySystem this one has an easy to use set up script
if you want to know more about the actual mechanics of it and how to set up these kinds of things yourself for use with gestures and other functions I did make an in-depth video about animators in vrc https://www.youtube.com/watch?v=GHjWF4yflRU
An Inventory system that is easy to set up for your avatars, using emotes. - Xiexe/VRCInventorySystem
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inve...
oh nice! thanks so much! i'm making an avatar that uses this toggle feature, will definitely look into this
@tacit citrus For swapping entire models on emote*, it may start back in blender with weighting two separate meshes to the same armature. I'd say that'd be the best way to go about it. Note that in order to keep visemes, you'd need to have both facial meshes affected by the same shapekeys. In order to have Eye-tracking, the face may just be a material toggle on emote, which is something else entirely. Unless they just used alternative eye tracking for this situation, which I'd recommend.
Actually, the viseme bit may be more complicated, as it'd almost have to be a material swap to keep visemes.
Since two separate meshes would be impossible to maintain visemes.
yeah that makes sense
Unless there's some voodoo I just don't know about. Which is entirely possible in this community. People gatekeep without meaning to sometimes.
that is true 😔
I lied. I guess the face swap could be a shapekey also. But toggling a shapekey on emote may be as much of a pain as toggling materials. At least toggling a shapekey would show in mirrors.
will have to experiment it then
I don't know what avatar you saw. They could have used some sort of copout with eye tracking and visemes.
Like the toggle not requiring either.
But that's how I'd approach it if I wanted to keep it all.
👌
its a very bright loli avatar in jin ji's avatar world, its a chinese world with the white cat on it.
so basically what he does is normal loli with no lights, and by clicking on light mode in emote it basically brightens up everything while still maintaining the avatar things like gestures, eyes and visemes
Kinda wanna check. I may be able to see what they did. xD
Oookay. Everything I'm seeing is regular toggle props. And it shows with the number of skinned meshes.
But I am actually impressed that I can reach 120 fps with the mirror on in that world. Like. What? I thought it was locked at 90 fps in VRC for some reason. But, I guess not.
maybe that author is really good
They use toggle props quite a bit.
okies i'll remember that
But yeah. That world is pretty optimized.
i need help with an error
i got this VRChat [version: Unity 2017.4.28f1 (e3a0f7dd2097)]
UnityPlayer.dll caused an Access Violation (0xc0000005)
in module UnityPlayer.dll at 0033:bc900bc5.
Error occurred at 2019-12-31_021936.
E:\Steam\steamapps\common\VRChat\VRChat.exe, run by justi.
42% memory in use.
32716 MB physical memory [18968 MB free].
37836 MB paging file [18446 MB free].
134217728 MB user address space [134201992 MB free].
Read from location 89dbc380 caused an access violation.
Context:
RDI: 0xffffffe8 RSI: 0x000000f4 RAX: 0x00000000
RBX: 0xfffffff4 RCX: 0x89d7ac80 RDX: 0x89d7ac80
RIP: 0xbc900bc5 RBP: 0x0000000c SegCs: 0x00000033
EFlags: 0x00010256 RSP: 0x3a07f270 SegSs: 0x0000002b
R8: 0x89dbc380 R9: 0xad164820 R10: 0x89d7ac80
R11: 0x3a07f370 R12: 0xf26b29c8 R13: 0x0000343e
R14: 0xfffffff4 R15: 0xf47d0a1c
Bytes at CS:EIP:
41 0f 28 00 49 03 c2 41 0f 28 70 10 45 0f 28 50
@mighty ridge What were you doing in VRChat at the time?
what's the system_legend tag used for?
Mystery tag is mystery. The general consensus is that it had a purpose at some point but it hasn't been or will not be implemented. And now it's just there. It also seems random how it's assigned.
¯_(ツ)_/¯
There's some point system in there, I'm sure. Just like all the other tags.
Unless it really was manually assigned, but like, that's a lot of users. Wth. I really doubt that.
hey, so i'm trying to create a music playlist for background music in my world. i have everything working but i want the playlist to shuffle so that it's not always in the same order. i noticed a VRC_Sync_Video.shuffle method however it does not seem to actually shuffle the songs, only restart the playlist in the same order. can anyone provide some help with this? am i just misinterpreting this method's purpose?
is there a way to make a particle system that spawns a subemitter upon hitting a player, but so that the original particle still keeps going? (aka could hit multiple players in a line)
as far as I can tell, you can only really mess around with one at a time or with colliders and such
Fire one visual particle and do the subsystems with invisible particles
@river karma some api tag, some people think it used to be veteran tag when they had it in game
Hello, I think this is an advanced question. I have a vrc_station that is being used to created an MMD world. The animations are working great and it's coming together well. The issue I am having is when the player leaves the station there feet are stiff and the only way to get them working again is to load a new avatar. Should I be trying to figure out how to reattach the IK bones to the feet or should I destroy the player on the onStationExited event and have them respawn?
Thanks
When I'm in a VRC_Station the hand controllers and microphone icon shows, is there a way to prevent that from happening? Thanks
you want to hide the system icons from the screen? There's no good way to do that from the main camera. Just hide nameplates and UI them from the quick menu.
ok, I didn't think of that.
If you want to make a cinematic camera view, you can enable an additional camera with custom layers, but be aware that it will be offset by the playspace origin if you choose to add a second stereo camera
and it will render the scene twice so it's going to be way laggier
if you've seen MMD dance stage for example, it has a keyboard button you can press that basically does that: toggles on a second camera
Yes, that's what I'm trying to do. I want the camera to switch when the menu button is clicked on the hand controller, however this isn't making it work. The camera works just not the Key Menu.
Menu is the weird hamburger button on the keyboard
to detect controller buttons in VR, you have to use a combination of joystick buttons
setting Culling Mask to not include UI Menu and UI, seems to be working to remove the UI suff.
you can try to download ExMenu and tear apart the triggers... but it's going to be tricky to get it right. I don't know any other good way to detect vr controller buttons
Looks like a hundred joystick buttons, I will experiment with them to see what happens when i click them. Thanks, you have been very helpful during this project. 🙂
don't do it that way. it needs to be cross platform
0,2 for SteamVR and 1,3 for Oculus, but if you mix up the platforms then it will randomly open when you walk I think... so you have to combine it with an Oculus detector. Super shitty
ok, I will think about it for a while before I tackle this. Thanks
Hello! This is PlayerTracking related. Do any of you understand PlayerTracking? I've been working with @proud meadow on this and am posting here in case anyone else wants to chime in with an idea or fix.
I'm trying to set up a situation where, when someone hits an ocean with their head, they hear "underwater sounds" while they are down there. Nothing is happening in my current setup, and I'm not sure why. I am inexperienced with PlayerTracking but Lyuma has been guiding me.
I have attached reference images below. If you have any ideas on what I could be doing wrong, please please let me know!
@wet tinsel is the sphere following the player handle?
The root playertracking object doesn't move, it's the player handle that moves. Though I wouldn't recommend putting objects inside playerhandle, it's best to make stuff follow it such as with the standard assets script followtarget
Also if you don't already, it should have a rigidbody set to kinematic. Rigidbodies are required for any sort of collision checks, and are also highly recommended for any sort of object that has a collider and moves
And setting it to kinematic means that it will still do rigidbody stuff like collision, but isn't affected by outside forces like gravity
@near bronze It's a little over my head (like I said, I've never worked with PlayerTracking before and am mostly going based on ideas Lyuma had to make this work) but let me see if I can wrap my head around it. 😛 :
-The sphere is a child of PlayerTracking, not PlayerHandle, and is just a simple sphere with a sphere collider on it. I'm not sure why I have to have this (?) But it was recommended that I add one in order to make my effect work. I am not sure what to do with this (if I have to do anything with it).
-Nothing is currently inside of PlayerHandle besides the defaults. I'm not sure if I need to make anything follow it with Standard Assets followtarget given what I want to do...do I? If so, what needs to follow it?
-Just to verify, do I need to add a rigidbody set to kinetic to the ocean mesh or to the PlayerHandle?
Thank you!!
The reason for the sphere is so that the water has something to collider with. You are putting a collider on the player's camera so that when it collides with the ocean you know the player's head is inside the ocean
Go to the asset store and install standard assets. Once you have that, put the script "followtarget" on the sphere, set xyz to 0,0,0 (default is 0,7.5,0), and make the followtarget target the playerhandle
And the rigidbody goes on the sphere
The point of the followtarget is to make the sphere move to follow the handle, and any collider that moves should have a rigidbody
Oh my god this makes so much sense. I think I finally get it.
You are the best @near bronze and @proud meadow !!!!!!!!
Hey @near bronze , I understand the overall process now/how it's supposed to work and I set it up the way you talked about, but I'm not hearing it when I go underwater. Here's how I've got it set up:
The ocean is looking for the playertracking layer and the collider is on the default layer
Shoot!! That makes sense
Also the sphere needs to be much smaller than that, like 0.01
Otherwise you'll get the sound before you actually go in
@near bronze By any chance would you know how to make the underwater sounds stop once I've gotten out of the water? It works when I don't try to make the sounds stop, but once I try to add a trigger that disables the sound's GameObject the setup breaks. (Image: Trigger 1 is what happens when you go in the water, Trigger 2 is what happens when you leave)
Don't have multiple vrc triggers on one gameobject, it won't work that way. Yuou need to add multiple triggers to the same ganeobject, with the add button
Also I'd you do setgameobjectactive false then it will disable the object permanently. You want to make sure that the first onentertrigger enables the object too. You'd also want to have that audio source disabled by default and set the audio source to play on wake
Perfect, thank you!
@near bronze Set up the way I thought it would work via that, but still nothing. Could the layers I'm asking it to look at be incorrect? I'm having it look at PlayerTracking for both enabling the GameObject (OnEnterTrigger) and disabling the GameObject (onExitTrigger)
@wet tinsel wait I'm confused. You had enter trigger working
Is that still working or it all broke?
Enter trigger is working
I just can't get it to stop once it's started (like once I'm out of the water)
Once I try to add an exit trigger to stop it, I can't get it to play at all. But if I don't try to stop it, it works fine
Right on the border it's probably going back and forth
I'd suggest setting an audio source object active and inactive instead of AudioTrigger
@proud meadow Hmm, no effect at all when I do that:
(Note: you can't see it in this pic, but the Actions dropdowns show the underwater GameObject being set to true, then false)
**This is resolved! @mellow prism showed me a totally separate method involving changing the volume of two separate tracks and PlayerTracking. Thanks and thanks again to Lyuma and Phasedragon for teaching me how to set up the PlayerTracking component!
Hey, could anyone point me in the right direction to learn how to make a video player with a YouTube address bar?
@wispy atlas https://github.com/ziritsu/SyncVideoPlayer_iws or https://github.com/MunifiSense/Hangout-Player
Thank you! ❤️
What was the fix for getting trail renderers to show up in camera based "mirror" systems with the cutout shader?
Gotta have those glowstick trails
Is it possible to use audiobanks in avatars to have sound variation?
@tidal belfry You don't seen audiobanks to have multiple audio clips on an avatar. You can do the same by adding extra AudioSources
You want a randomizer?
I have seen in a dance world where when you are in the VRC_Station dancing you can click the menu button (for VRChat) and your laser pointer allows you to click UI Buttons. Will you please point me in the right direction as I'm not sure how to do that.
Hi everyone, I'm a little confused about why my AudioTrigger setup isn't working the way I intended. I'd like to have one sound when you jump in to a pool (Box Collider set to 'is trigger'), and a different sound when you jump out. Jumping in, it works great! But jumping out, I don't hear anything. Here's my setup:
Is this something that would be better done with Bools, or am I missing something silly?
@proud meadow Yeppers
@stiff lily not using a reserved layer-- made my own 😛
i did non-local cos i wanted other people to be able to hear friends splashing about
@mellow prism hey dude! this isn't something you'd know about, is it?
Well, your setup looks the same as mine, except for the non local part. You could try setting the audio to 2D just for testing sake just to check if the audio actually isn't playing when your player tracking enters the trigger.
Weird, doesn't sound like I'd need a Bool in theory then....yeah, I'll give that a shot.
Yeah no I achieved this in a world without using a bool. The bool you see in my trigger is just for swapping under and above water BGM volume
Right, right
Oh my god, I think I do hear it but it's really far away. (Something) is working.
Thanks for confirming I'm not crazy @mellow prism 😂
Epic 😎
This might be something occlusion could help with but I'm not positive. Just throwing it out as an idea
If you have experience with PlayerTracking and/or Triggers, would you mind taking a shot at this? I set up a OnEnterTrigger to activate an AudioTrigger when the player enters the water. Instead, I'm hearing it as soon as I load in AND when I enter the water. (Turn on closed captions) https://www.youtube.com/watch?v=ogASIJm2znA
I would like players to hear a splash when they land in the water, but for some reason I hear the splash as soon as I load in as well as when I land in the water. Why is this happening and how can I stop it?
Fixed it! On the off chance someone finds this months from now and the fix helps them....here's the setup that worked:
The full "immersive water" setup is now working! When it is done it'll be released as a prefab. Excited 😄
im really excited to see this world
not just because im so ready to shill hawaii part ii to all of my vrc friends
but also becaus it just looks and sounds very interesting
do you know if their other music has a similar vibe? i know they only put out variations on a cloud besides this but tally hall or any of the ppl in the group i mean
i actually don't know much abotu miracle musical i just rly like the album @novel frigate
tally hall is like
ive yet to listen to more of them but they have the same vibes
their songs just sound a lot more natural if that makes sense >u>
sorta i think!
if they have a similar vibe i might try to make more hangout worlds based on the other albums
like miracle musical makes magical music that sounds like its otherworldly whereas tally hall makes some magical tracks that are a lot more like. band-ish
honestly
OHHHH
just give this a listen:
so very different then
ill just dm it to you to keep this chat clean
ok! i got the link
on the oft-discussed topic of randomizing/shuffling things like cards, has anybody gone down the path of trying to get entropy from the physics system, but really quickly, like within a few frames? e.g. teleport a bunch of rigidbodies into the same position (each representing an item to be shuffled), letting the physics run for a few frames to "explode" the objects with depenetration, then activate a world-covering trigger collider, which OnEnterTrigger reparents all the objects to some master object. The objects would then be somewhat shuffled due to both the depenetration explosion and the arbitrary ordering of OnEnterTrigger firing.
I'm sure there are downsides of this approach, and maybe the entropy isn't high quality enough, but just wondering aloud before I go try to build it
the main problem with that is probably how to detect the resulting position of those objects
by "detect the resulting position" you mean to get their ordering in some axis for the shuffle? I'm thinking to just collect all of them up with a huge trigger collider that gets activated and immediately covers all the exploded objects, so it'd be one frame to fire all the OnEnterTrigger events
just testing in the editor, the OnEnterTrigger events for a bunch of objects are in arbitrary order, though it's a stable order between hitting the play button a few times
huh, after messing around with it, the OnEnterTrigger ordering is arbitrary at first, but it seems to be stable while in play mode (deactivating and reactivating a big trigger collider and logging OnEnterTrigger). Maybe they're in some stable data structure inside the physics engine, disappointing
Can anyone tell me the difference between SetGameObjectAvtive and SetComponentActive ?
And how to toggle chairs and pillows?
I'm very stuck :c
Gameobjects are the things that have the components inside of them
Oh okay, so like a pillow being the game object and the box collider being the component?
Yes
Techinically
The pillow is also made of a mesh renderer and such that makes up the pillow
Gameobject is basically a folder that has all the needed components inside
I gotta figure this out, my issue is I can turn pillows and chair off, but not back on, it's on a toggle too
Post pictures of what you have
Okay, no my button disappears when I click it xD
I think I might have been dumb and thought I set it to toggle but didn't :/
But now I have this new problem Dx
Sounds like your button is inside the target for the trigger
Or have a empty target for the trigger which just targets itself by default
Nah, I think for whatever reason if you leave a blank game object in the parameters it deletes the object acting as a trigger
That#s the one
Yeah if you leave a blank space that means it's targeting itself
what are you baking with and what are your settings
@tropic wyvern
Are all your meshes set to static ?
With generated lightmap UVs ?
Set your lightmap size to 4K and texels per unit to 15
now check your objects in your project assets
they all need to have the "generate lightmap UVs' enabled
everything you have static
If you want to skip to the gist of it, just skip to the end.
Note: I forgot to mention that you will want to bake occlusion whenever using terrain. Open up the occlusion tab, adjust your settings (5 is too big) and bake occlusion.
I'm going to show you how to bake the can ...

Is there anyone here who knows anything about switching between lightmaps? So I can have a room I can toggle the lights on/off without using real time lighting?
@wispy atlas Maebbie has a tutorial on this: https://www.youtube.com/watch?v=VLU6A4JWsWk
it's a bit involved, but pretty much one of the best ways to do this.
The "lazy" approach is using post-processing to dim everything in the world but that usually looks a bit wrong.
Another thing I've heard of is using a fake lights shader to provide negative light (darkening) to the scene... or provide positive light depending on which one you bake... this should be better than post processing but has some drawbacks with the depth texture like losing antialiasing
See it in action in Atoll of Ether: https://vrchat.com/home/launch?worldId=wrld_7644eab0-6408-42ab-8088-454c32c08768
The simple solution yet painfully long way around to swap Lightmaps in VRChat. At the cost of your sanity you too can offer this experience to everyone.
thx t...
Hi there, forgive me if this is the wrong place for this question but it didn't seem like something with a simple answer. How can I hide the small square "panel" that is displayed when I place an avatar pedestal? I have a small orb and I would like people to be able to click on the orb to "unlock" a secret/hidden avatar.
Set a empty gameobject to be the Placement in the avatar pedestal script and scale that to 0 that should work
There might be a better way but that's what I usually do
Thank you, @shadow ruin !
No problem 👌
not sure where to put this Q or even if there is a right place but i was wondering, does vrchat use OpenVR for index finger tracking? and if so does that mean if someone created an OpenVR sketal input driver (https://github.com/ValveSoftware/openvr/wiki/Creating-a-Skeletal-Input-Driver) it would work in vrchat?
Does anyone know where S3Manager in the Uploader script in the SDK scripts is? Its missing its path to it. Which is causing errors in my project.
Nvm Just reimported the SDK and it fixed
@wispy obsidian from my understanding no. They take the pressure sensors for the index controller and use them as float values to see how open or closed the finger are.
hey does anyone know if it would be possible to have a object follow the player and on touch kill the player?
i cant seem to find anything online relevant to it
Well there is that AI thing that you can set to have something follow the player and if they touch its collider it can take away all their HP, but I've never used the former
maybe ask the snooze - that maze map has monsters that spawn and chase+kill the player on contact.
Error in video player room, desktop non vr this is the log
2020.01.17 02:32:08 Exception - Object reference not set to an instance of an object
at VRCSDK2.VRC_Trigger.ExecuteCustomTrigger (System.String name) [0x00000] in <filename unknown>:0
at UnityEngine.Events.InvokableCall1[System.String].Invoke (System.String args0) [0x00000] in <filename unknown>:0 at UnityEngine.Events.CachedInvokableCall1[System.String].Invoke (System.String arg0) [0x00000] in <filename unknown>:0
at UnityEngine.Events.UnityEvent1[T0].Invoke (.T0 arg0) [0x00000] in <filename unknown>:0 at UnityEngine.UI.InputField.SendOnSubmit () [0x00000] in <filename unknown>:0 at UnityEngine.UI.InputField.DeactivateInputField () [0x00000] in <filename unknown>:0 at UnityEngine.UI.InputField.OnDeselect (UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IDeselectHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IDeselectHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction1 functor) [0x00000] in <filename unknown>:0
I can send full log in private. (it shows my name otherwise)
bedroom theater and the fancy cat theater
hm?
you can ignore that error, its from one of the things that i use to play one of the UI animations, and happens when one of the panels isn't on. its harmless.
for bedroom theatre at least
Does anyone know how I can do post processing since the Post Processing Stack has been removed from the asset store?
Cheers
Do you know if post processing effects baked lighting?
yeah
Fek, got a box and my camera both on the same layer, box covers my whole map and the house in it but only the outside of the house is effected by the post processing :/
Hello, I have asked this question a couple of times in world, however I have been referred to a Google page with VRChat Prefabs and I'm not finding what I need. All I want is to have an InputField where someone can type into it and everyone in the world can see the typed text. Is this extra complicated in VRChat? I have the InputField in the Default layer, but only the person who types the message can see it. Please Help.
There doesn't appear to be a tutorial for inputfields either.
^ did you try this one yet?
https://chiugame.booth.pm/items/1135731
requires standard assets of course
Thanks, I will try it out. I was hoping the player could use their own keyboard, but this should be ok
there is no way to sync strings. any prefab that does what you want is by nature going to be complex
it should be possible to make it work with your own keyboard--you'd maybe do a custom trigger per key or something
Does having a canvas with an input UI element on it work?
alright well that's all I got. Sorry to hear
The ExMenu keyboard is more advanced
I was thinking I could have two buttons, Yes and No and they hide a text field with the words Yes and No in them.
it may have support for more things
I mean you can make predefined responses easily using a trigger
the complicated thing is allowing any message
Any workarounds currently for the limitations of broken generic avatars? I'd love to add fun little extras like emotes/gestures/other animations, but as far as I can tell it's all broken and the most I can do is an Idle anim. Could anyone confirm?
what happens to me is the player works on other clients with my HD 530 it doesnt, i use unity and avpro and i can play videos, so it should work too on vrchat.
@wet tinsel are you able to add movement animations? I have a fairly old avatar of a rusty muscle car and its movement animations still work for me.
Tried making headlights toggleable through gestures though and that didnt work.
@slender marsh Oh wow. I was under the impression that movement anims were broken 😮
maybe its because its an old avatar?
Possibly. The idle is just the car vibrating from the engine rumbling, walk makes the wheels move slowly and slightly increases the engine sound's speed, run sounds like you're flooring it and the front end lifts up a little which is pretty underwhelming on worlds with normal movement speed, and strafing makes the car roll left or right
That is WILD. I would love to do something like that when they fix Generic
@slender marsh
Thanks :3 the strafing is kinda wonky though, the car only rolls to the right, I may have put the strafe right animation in the strafe left box. Its a really old avatar lol.
It used to have smoke particles for when you run at 45 degrees to make it look like it was drifting but I removed those because once they activated they wouldnt turn off
I hope you get something figured out though
Anyone got any idea why I can't see my post processing effects when I spawn in game? The object with the Post Pro effect volume, and camera are all on the same layer, and they player, but when I spawn in game, it doesn't seem to work
Did you change the reference camera of your VRCWorld prefab ?
I mean you can use the same world id, but you will have to do another build and publish, however long that takes
Fek, ah well, how would I use the same ID? Just use the same name?
I don't mind too much
Just upload your world the same way you did before
I have a couple of chairs in my world. I can get in and out of them just fine, but I'm noticing that after sitting in them my avatar's "walk" animation seems to break. Does anyone know what might be going on here?
Nvm, looks like a long-standing bug...https://vrchat.canny.io/bug-reports/p/avatar-stations-chairs-breaks-animations-of-sitting-player-after-getting-off
So it looks like I'll be taking a class at UNI for VR/AR programming and unity. Anyone have any suggestions for resources so I can git gud before the class and make the most of it?
youtube. literally youtube
hi guys, does vrchat have any plans to bringing assets like playmaker or bolt that can allow users to make "script" without writing actual script? that's the only way for creators to create their own "scripts" right?
@raven pollen udon
they were going to do playmaker, udon is whats replacing it
alright lemme take a look
ty
i actually prefer just write my own script so i dont need to learn another api, but i dont know how that can be possible lol
multiple people are working on compilers to convert [x language, theres like 10 or so] to udon
wow, does that means we can actually write our own c# script just like using unity and it will work in vrchat?
yeah
lol wow
that's amazing
but udon is still in testing phase right?
if i wanna do something now i have to use the vrc sdk right?
SDK3 in unity 2018. Check the post linked in #udon-info
ty!
Hello development team, as a fellow developer, if i use ILSpy i can see the VRChat code and mod it, if it were compiled with CPP (there is an option in unity build settings) wouldnt this make it way much secure and remove the C# Compiler overhead?.
This worked out for me in a project in which people where modding DLLS
It's against the TOS to reverse engineer the game. They are moving to IL2CPP in the Unity 2018 update. Prior to Unity 2018 IL2CPP was not an option for the desktop standalone build target so they weren't able to use it.
What kind of things can I do programically for vrc? New to unity the sdk seems to have most of everything you need
But i want to go wild and flex my dev muscles
most of it is creative thinking then actual programming knowledge. in addition to the vrc sdk, standard assets, and final ik can be used with vrchat. more complex things in vrchat are made using animators and ui components.
Shaders are programming and so are triggers right?
yes shaders have to be programed but i view it different from c# scripting. triggers are a very over simplified action system not much flexibility.
hm ok
@frosty mural one thing i can suggest if you want to get closer to actual programming is to check out #udon-info
Its in a alpha state and only works in open beta but its alot more then what you can currently do.
bless, thank you
it uses the new sdk too doesn't it?
after I get a handle on some other stuff I'll check it out
Its also using 2018 unity.
based
Is it possible to upload your avatar to have the option for different controls based on what vr set people are using? For example having a custom gesture animation set to HandOpen for the Vive, but having that same custom gesture animation be set to Fist for Oculus?
"possible" maybe, but worth the effort? Absolutely not, just upload two avatars
Yea, I was just looking for any means. I didn't know you could just upload 2 avatars for different headsets separately? Like putting in the description: this 1 is for vive, this 1 is for Oculus?
yeah. there's really no limit on the number of avatars you can upload
Pardon my ignorance, but people do that? Look for an avatar and find 1 they like. If there's 2 versions of it, 1 for vive, and 1 for oculus, they will choose the vr set that they use?
Or, well. I don't mean "do people do that". I mean like, that's a thing that happens? That's a functionality within VRChat, in a way?
It's uncommon for public avatars but for personal avatars you make for yourself it can be worth it to upload avatars with separate gesture sets that are more comfortable/intuitive for that type of controller
Well. The avatar that I'm making (which will be for public use) will have a scythe they can wield. On the vive, to do the "HandOpen" gesture, you press the side button(s) on the grip of the controller. 1 way to press that button is to squeeze the controller. So it is quite intuitive that while you're gripping the main thing on the controller, your character is wielding the weapon! So, on the vive, to wield the weapon, you grip the controller.
However, on the Oculus, "HandOpen" gesture is literally the opposite. You move your thumb, index finer, and middle finger, away from the controller. So for Oculus, I would map the weapon wielding to a different gesture, one that is more "grippy" for your hand! : D
handopen is one that's specific to the controller, so usually it's either avoided on public avatars or the author just doesn't care and says "oh well"
if it's something you want to consider, then really the best solution is just to not use it
something like rock n roll or victory is much more common
Yea. It's something to think about. Thanks for the help, guys. 🙂
Hey guys, i gotta question
can animations be used to move the camera (Descriptor) on the player.
because that sounds like a gateway to some pretty neato avatar ideas
sorry, no way to do that. you'd have to instead do some joint tricks to adjust what you need to the camera's position.
there is a way to create a second stereo camera for the user by enabling a camera with no target texture set, but you will be offset by the playspace center when first enabled, so you'd have to be very careful to be in the center of your room when you first turn it on
i bloody hope udon gets avatar support at some point
imo avatars will likely get their own system to stand-in for a lot of existing stuff (animations, vrc inventory) as well as support a lot more
putting udon directly on them is just too risky
also that whole avatar 2.0 business
Every time I Build & Test with 2 clients I sometimes never see the other client in-game or the triggers are not working right. Always different. Anyone else experience this? Makes testing a real chore
Do not trust anything networking with local clients. They fail and give a wrong impression. The officially supported method right now is to upload and join it from two different accounts.
Man, that's annoying. Good to know then, thanks
can paricles go towds players like move at them?
So I used to jetdogs theater video player prefab in my world. This always worked fine. But it randomly decided to stop working correctly, when I want to play a video from youtube thats longer then around 2 minutes and 10 seconds it does not want to start playing. I have never had This issue before and its really testing me right now.
The things I tried to fix this are:
#1: Reimport the prefab etc and replace it had no effect.
#2: Changing the static value to off in unity.
#3: Changing the highest quality from 1080p to 720p.
#4: Tried a different video player prefab from someone else also had the same issue no changes.
I check all the setting and vrc_triggers etc but everything looks fine. Does anyone have a wild guess at what the problem could be?
@iron olive youtube changed something about their decryption that broke all third party players until vrchat updates their video helper binaries
It affected other apps too
🤔 mmh that really suprising. It did work like the 23rd im sure and I updated the map the same day and it died randomly could it really be because of that?
Yeah youtube made the change thursday evening I think
Vrchat knows about the issue so they should be fixing it soon
I tried to so many weird things etc and I was so confused on why it died for some random reason
but thats probably why then
You can download an updated youtube-dl exe manually and also everyone who you want to watch with you has to update it
Or wait for vrchat to release a patch
I'll probably wait till the vrchat update then
ty for letting me know
is there anyway I can see when vrchat updates it?
They always announce in this server when an update gets released so nothing to do but wait
👍
'''как игрфть плиз скажыте
I'm unsure if there is a general path or rotation that fingers being tracked by Index controllers follow. It doesn't seem to be global or pivot. It doesn't rotate based on the actual axis of rotation. Is there something that simulates the bend of the fingers when using Index controllers? I feel like I've needed this for a while in order to properly position props, but I never really considered someone had made it a thing.
If you could @static relic , I'd really appreciate it.
@static relic it's based on the humanoid's muscle ranges, defined by the avatar definition. You can choose minimum and maximum range and that allows humanoid animations to properly set the rotation of each bone based on those ranges rather than just guessing at some specific xyz rotation. Index controllers tie into that system. https://youtu.be/pbaOGZzth6g
Watch this video in context on Unity's learning pages here - http://unity3d.com/learn/tutorials/modules/beginner/animation/avatars
Avatars are definitions for how animations affect the transforms of a model. In this video you will learn how Unity handles the configuration of ...
That actually makes perfect sense. Facepalm.
I wish VRChat would use bone rotation ranges 😐
Anybody have any luck with creating replacement cameras on avatars?
Hey guys, I'm trying to make a deck of cards. I thought it would be easy to simply make a button that when pressed would spawn one of the cards at random, but I can't figure out how to spawn an object randomly. Can anyone help?
@shadow dock hi jetdogs i would like to know how to change the password of your keylock prefab and how to make an object disappear.
@elfin wasp i would suggest using the keypad prefab that i made. its a lot easier to change and use.
the keylock you have to change the transition conditions for the animator to change the password.
but for the keypad you just have to make a custom trigger and the name will be the code.
thank you sir @shadow dock
Does reparenting objects through FinalIKs LimbIK method still work? For some reason object is constraning to new target ("reparenting"), but it doesn't follow hand nor chest in game. It does in unity, but does not in vrchat.
EDIT: Nevermind, i search this discord a bit, and looks like it is indeed broken for now. Gotta make fixed joint for the targets then I guess.
@solemn flame it works as long as you dont target something in the armature. So you can use joints to get out of the armature, then move stuff around with limbIK
I see, so just making fixed joint to the hand which will be outside of armature, and set this joint as a target should work.
Can I ask something quick? What's the deal about vrc follower in nutshell?
I heard its broken and thats it. Is it useful in some cases right now?
There are a few things you need to follow to get it to work. I can't recall everything at the moment but I know one of them is that the avatar needs to be scaled exactly 1. If you need to change the size, do that in import settings
I see, thanks
i actually looked up docs here : https://docs.vrchat.com/docs/vrc_ikfollower
and it was updated 2 months ago (wow). So i get the idea of the script itself.
IKFollower is intended to be used to help particle systems sync up with their proper location after the IK has been solved, so you can shoot particles out of your hand into world space without having to use RigidBodies. This is far more optimal and has almost no performance c...
Docs don't mention the problems though. Make sure your main gameobject isn't scaled at all and your armature is rotation 0 and scale 1
Vrc ik follower is the best way to use Final IK right now albeit it's issues
Does anyone know if its possible to make some sort of a audio listener in the world that will work like a micrphone that you can project to another audio source that is somewhere in the world?
@iron olive no but you can use a vrc_playeraudiooverride. you can change player audio settings in a zone. so you can have a stage with anyone on it talk louder. https://docs.vrchat.com/docs/vrc_playeraudiooverride
A region in a world where user voice and avatar audio properties can be adjusted.
@shadow dock alright thank you!
Would anyone know of a script that would batch process changing material textures from the dds format to their png equivalent?
Would like to streamline this process instead of having to go through each material
@winged lintel Get Imagemagick, bash, GNU findutils and GNU Parallel installed and running, then do
find . -iname "*.dds" | parallel "convert {} {.}.png"
In most cases of dds files that'll find all of them, recursively from the current directory, and use parallel to run as many instances of convert to max out your CPU to do the job very quickly.
oh I dont need to convert them all, I got Sagethumbs doing that; I just need to get Unity to batch replace all of those
use a .bat ?
Probably gonna have to break out a C# editor script to do that
That's what he means, yes
Texture2D.SaveAsPNG() - should only need a few lines of editor script to do this
It sounds like they have the format conversion side all done and okay, it's swapping the original dds files with the new png files in the materials I think is the problem.
I'd guess that you would use the same asset hash for the replacement texture.
Basically, if you delete the .dds file, and call the .png texture the same... and you rename the .dds.meta to .png.meta, it might work. You might need to take the .meta from a valid png file.
The key is you need the same guid: line so it recognizes that the png file is the same asset as the dds file was, and it should work... just make absolutely sure to delete the old asset that has that guid... otherwise unity will get super pissed having two assets with the same guid
Last year I had an avatar which rolled a giant ball around in front of it. It worked by animating the target angular velocity of a fixed joint during the walking animations. With the networked IK update, this broke. Recently however, I saw someone with a ball avatar which rolled around as expected, rolling left right, forward and back, as they moved in those directions, and it was not using physics to accomplish this via ground friction because it worked even when they were in the air just as mine did.
Does anyone know how they might have accomplished this? Perhaps putting an animator on the ball with the fixed joint? Or using final IK?
Here's how I had it set up:
That ball you saw was using physics
Hey, i've just seen a world where things can only be selected by a certain username, how is this possible?
private for the creator
How should I approach breaking and reinstantiating joints in VRC locally?
@tardy folio Like a rigidbody? I've never seen any avatars in VRChat that I can recall using physics more complex than gravity. Even dynamic bones can't collide with the ground. How would this be setup? It sure seemed like it was moving forward and back when they were in the air as would be expected with an animated joint rather than actual physics.
I don't know the exact setup but I believe it was a spring joint under the floor slightly
@scarlet pagoda Other than that i have no idea
I posted this in #user-support-old but I'm a bit pissed off because this is the second time this as happened to my map. It goes from a heat 6 to a heat 3 in a matter of minutes despite there being 80+ people there regularly.
To add to this I have other maps that average 0 to 5 users and they are at heat 4
Is this a bug or is there an explanation for this?
Having this happen knocks the world to the back of every list so you can see why I would be upset
So I've been struggling with designing animations for my VRChat Avatars for a long time (more specifically state machines). I was wondering if anyone who is super knowledgeable would be willing to show me the concepts so that I might be able to figure out what I'm doing right and wrong. If anyone has some free time and is willing to show me the ropes that would be awesome. DM me if you can help please.
hey
i want a vrchat keyboard like something
that i can write on
like a keyboard thats on my character that i can write on and make text appear over my head in a text bubble or something so people can read what i wanna say
is this possible to make and add to my avatars / a spesific avatar ?
There's a nice particle based on on booth I believe
@mellow marsh @proud meadow https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml# under avatar prefabs (2nd one)
@night compass yeah i was linked this but. i am not quite sure if it still works due to its age. thank you il see what i can do tho
Poor guys brain dead :(
i dont know why but every avatar doesnt matter what it is as soon as it goes above 5 meters it breaks the movement and IK. ive tried many things but it just doesnt work and even if it does you go in your menu and it breaks again. anyone got an idea of what to do about it cause i got no clue anymore
That's why the height warning exists
thats the wierd part about it ive seen others pull it off successfully and thats what i dont understand the methods with that. thats what im miffed about
guess that must have been a recent develiopment that break
i just hope it can be looked at because things like mechs and stuff will not function how they should cause of cokpit sizes or intergration in worlds. with half size i cant fit any person inside it
Can I get some help on how to setup a movie player in my world
@midnight shore Do you just mean a video url input panel?
Yes but I would like to do movies and tv shows but don't want to upload them to YouTube.. not sure on were I should upload them....
@lyric iris sorry to ping but, you know your stop-action system, i was wondering how i could convert it to IKfollower so the combat module for games like murder dont screw it up
You can use ik follower as the basis, yes
Instead of joints
Ik follower + final ik is probably want you want.
I've not tested ik follower configurations a lot because I always run into a problem with it
I can help you with setup if you want to test
yeah, sorry bout that. walked downstairs and forgot about Vrchat and discord.
Mainly because my fam was watching netflix but either way its late.
Sorry for bothering Lin. Getting a copy of Final ik sounds like something i gotta do first.
it costs like 60 pounds tho
Its worth it imo. You can do a lot with it even with the workarounds you have to do currently
not sure if this the right place to post this but here goes. i am trying to make an object tied to an avatar to give to others. like holding a rose and having other be able to grab it from my avatar. but having it be done by the avatar and not a world.
Would have to be shader based iirc as no other data can transfer from avatar to avatar
Real quick. For creating pencils/markers/etc. you spawn particles not objects right?
Particles or trails
@obsidian silo in worlds, QvPen spawns actual TrailRenderer objects for each pen stroke. Since it was made pre-udon, QvPen spawns objects using the ExplosionFireAndDebris standard asset.
Other trail based pens such as Snail Pens use a single trail and a shader to hide long polygons... so these are all one object and do nt spawn.
Finally there exist particle based pens (the ones with dots) which emit (spawn) particles.
standard assets only work in worlds, so only the last two approaches above are viable on avatars
@proud meadow Thank you very much. ♥️
how do i make a gun for a world that can kill
😱
@warm niche Just curious, does it use raycast or particle?
Cool, I'd like to try it out whenever you put it up :) Working on a world where I was planning on scattering a few guns around the map.
egh, really hate the unspecified "Failed executing external process for 'Bake Runtime' job."
@warm niche i experimented with particle guns previously. If you look in my prefabs i have some examples of them. Did a few changes to try and make it as accurate as possible.
The main thing to look out for is network lag.
dont have that issue
but
i want to make the weponds spawn and respawn when a player is killed
any suggetsions
Force drop on death then set a timer to use the respawn method after a specified time.
im a idoit
photo but i think i know what that means
oh
i see it how about a time limit and a spawn seter for a game
I would go with a animation for the time limit. And are there teams?
I would have a designated starting area for each team then teleport them there.
wheres drop on death lol?
i have that allready
but if they die again they go to orignal spawn
During a game you can have a local teleporter that will take them to their side when they respawn or animate the respawn location to their side.
thats beyond me
For the death drop i would have to test if you don’t automatically drop items when you die.
It would have to be made. I would have to do some research to give a proper answer.
Ok 👌. A long time ago i helped with a world called the electricsands festival. Which is where the guns originally came from and made for.
thanks
I remember that world, it was by Smooth Octopus right? Really cool world and it was really optimized.
Yep she didnt know the technical stuff for vrchat so i was commissioned to make the weapons.
They turned out really nice too. Ive got a quick question about them though. Do you know of a way to make damage drop off depending on distance? Like if I wanted a shotgun to only really be effective within about 20 meters, could I have the damage start to linearly decrease after 20m?
I dont think you could linearly decrease it that well. And how i would do it i dont think it would be worth it. Would basically have a bunch of sub emitters each with decreasing damage. At least if you are using particles.
That would be something to do with udon.
Yikes lol, yeah probably not worth it until udon
I could probably put something together that could emulate that type of system but again i would save it for udon.
Would basically have multiple particles with varying life times.
So there is more at initial fire then less and less last over time. So few make it further away.
And each bullet would only deal a small amount of damage but since you would get hit closer they add up.
Thats not a bad idea actually, but I'll take your advice and wait for udon. Its for a world that isnt even close to being completed yet anyway.
Combat in general isn’t the greatest in vrchat. If you are ok with some of the downsides you can have some fun but nothing competitive.
Right, the game I'm basing it off of is APB, which the player just has one big hitbox anyway. And by then the rigidbody character controllers might be ready so crouching could actually make a difference.
Alrighty so I'm playing with the gun prefabs right now and I set up gunshot sounds. Is there a way to make the sound not end and retrigger after every shot so it'll always play through but still play subsequent shots over previous ones? Here's a video of the issue.
volume warning btw
@slender marsh you are wanting oneshot audio. There is no builtin way to do this requires either a animation event or ui button.
Hmm, so would that mean that each shot advances an animation to its next state?
This is slightly incorrect
You can have a WAV file with loop points. These loop points are read by Unity and used during playback.
So you could record multiple sounds and then use an animation to toggle the Loop property
Alright I'm pretty sure they are WAVs, not at home right now to check but I'm fairly certain. I do have multiple slight variations of each sound if that helps at all.
Actually now that I think about it if I use an animator, I might be able to do a bunch of stuff like limit the fire rate, add a non particle muzzle flash, and add an interval with a sound after a certain number of shots that acts as a reload. It'll be a bit of work but it might be worth it if I can go that in depth with it.
animators are pretty powerful yes, and would work well for this sort of thing: if you want to get really advanced, you can use int parameters to keep track of ammo for example; state changes when you click various things for example to trigger a reloading animation.
it's mostly how complicated do you want to make things: the audio with loop points is dead simple while a full animator can get quite invovled
Thats awesome, thanks for the response. Been really busy lately so I haven't had a chance to try it yet unfortunately, but the weekend is almost here so we'll see how it goes.
I'm a noob when it comes to the state machines but this will hopefully be a good experiment for me.
Did some testing in #VRChat with playing/ streaming music/ audio in vr chat. Wrote up a paper socumenting my results. For people wanting to do music stuff or host events might want to take a look. https://t.co/5raqKNHjuu
anyone know how to set the movie screen so me and my friend can watch it in my world?
in unity
Answered in #world-development
Hi people, I was wondering about how to add something like a QvPen into my world (I saw it in Single Room 02/01). Is there maybe a prefab I can use? Thank you!
aka, it would be great if I didn't have to make changes to the avatar (like for finger painting?), and I could just have a pen in the world that works
or alternatively, is there a way I can get an already existing avatar, that can finger paint? 😅
the QvPen package is on booth, https://booth.pm/en/items/1555789 you can find the DL here
okay, thanks!
what urls can you use for video screens in your own worlds? is it only youtube or can you use dropbox or google drive link?
Answered in #world-development @clear plover - second time you've double-posted your question. it wastes time for people who don't know it was already answered
my bad
anyone know how to fix this stupid issue?
Figured it out. Malwarebytes was interfering somehow
anyone know how to make objects you can stand on and pickup?
@cursive swan put a collider on the object and set the layer to default
I'd like to add toggable music for an avatar of mine, though it's for ambience rather then "Hey, listen to this!". From prior experience, having it assigned to a gesture makes it hard to do much with the avatar since you can only do other actions which allow you to maintain the trigger gesture and/or makes it easy to accidentally trigger it. IE: Moving around and picking stuff up.
How would I go about doing this?
@warm niche original post: https://discordapp.com/channels/189511567539306508/336764732482650112/659860578852143134
keep in mind that this is advanced lol not many people are in this area
Thanks, appriciate it!
👌
Hey guys. How do I set up the 'Swap Bodies' on the Configurable Joint? I'm looking to have an object on my avatar be in 1 spot, then move to a 2nd spot using Swap Bodies.
that's not what swap bodies does
Oh. D;
Well, using the configurable joint to move 1 object from 1 place to another, then back etc.. I'm trying to get that working.
what you're talking about would require enabling and disabling multiple different joints, but rotation doesn't work properly. Or you can use finalIK, but it does not work on objects in the armature
I'm trying to have a prop to be holstered, then when using a gesture, to snap to my hand to equip it.
I've heard that it's possible with joints, and I'm trying to achieve it for my avatar.
you can also just have a duplicate of the object, one on your hip and one on your hand. Enable one, disable the other
it's slightly less cool but waaaayyy easier
I know. I'd very much like to try it with joints, but I have not been able to find any tutorials on this matter
getting the actual object to transfer between two positions is a pain in the butt
joints are only an option if you don't care about rotation
By rotation not working, do you mean that if the prop is in your hand, and you move your hand around, the object attached to it won't rotate with the hand?
kinda, yeah
I'm looking to use joints instead of duplicates for optimisation sake.
that's absolutely not the case
I'd love to give a try and see for myself how it turns out and what I can do with it. But maan I haven't been able to find anything
having a bunch of rigidbodies will be more costly
if you want to see what I mean, make a new joint and rigidbody like this
and connect that to the rigidbody you want to pull
then when you want to pull it, just enable this object. When you want to release, disable it
This rigidbody and Joint is attached to object itself, or Emptygameobject that's attached to a bone?
it will pull the position correctly and snap the two together but it won't pull the rotation to the correct angle
new empty
because you need to be able to enable/disable it
I just checked and realised that in the performance ranking that if you to have 1 Rigid body component, it puts your quality to good, any more than 1 and it goes to medium. If you have 1 gun and you want to use rigidbody + joint to move them, that'll be 1 rigidbody component required or more?
And if you have 2 props, 1 for each hand, that'll be more than 1 rigidbody?
yeah exactly
every connection to your hand is going to require two joints. So if you put both your props on one hand you could put them in the same joint. But if you have two hands, that's 4 joints
Basically I went over the 70k limit of tri's allowed for your avatar, and I thought to myself that I have 4 duplicates of my weapon (Dual weidling); 2 on back, and 2 on hands. It'd be kool if I could make it so that duplicates won't be neccesary, and instead I would only need 2, and physically move them between holster and equipped.
Reducing tri count was gonna be my 2nd option, with my 1st being to reduce the amount of duplicated weapons, only needing 2 instead of 4, which would fix my inflated tri count. But I forgot about the performance ranking for rigidbodies :/ :/ :/
I can't get that example that you gave me to work, Phase.
should look like this
mmmmm
Final IK is a more optimized and stable way to do what you want. There's a couple work arounds due to NetIK but it's still quite stable as well as not counting towards the performance limits. You would need two Limb IKs per gun.
it would be more stable if it didn't require a rigidbody anyway
because you can't target objects in the armature, you have to make a rigidbody to get outside the armature and then target that
but aside from stability and performance, it's still the only way to move an object from one place to another
anybody have an issue where a particle system will use the same random seed every time? I have it set to auto random seed, but everytime I call my particles, they are the exact same
does it have a shape volume to work with?
ah so like when it emits you basically want a random card drawn from the deck essentially
yeah
but it keeps giving me the exact same sequence of cards
as if i'm using a specific seed
So just to confirm you have all the cards in the same texture and you are using texture sheet animation on the particle system?
yes
Yeah its odd that it changes through cards proper but somehow keeps the same order
it has a low time and ends the cycle and eveyrhint before starting a new "draw"?
very odd yeah
is your texture animation over the whole sheet or single rowed?
whole sheet
if you can organize it in a row and try the random row check box maybe that is a work around
it'd be a long row of cards though lol
no cycling, its a function of the texture sheet component to pick a starting frame
i doubt that would work
its too much work just to test it
you don't want it to cycle so players can't draw the same card twice right?
so it must pause after interaction or something
incase you started to consider it you are right single row random doesn't work
so don't waste time on that
Thanks for checking
I don't really care if the same card gets drawn twice
as it's not for playing cards
It's for Tarot Cards
you still wouldn't be drawing the same card twice with tarot, but it's less important to get it set up like that
I'll just throw some things out and see if any of it helps, you probably know these already but maybe we'll get something
The seed will only generate once per cycle, so it would have to stop and start for a new seed
whole sheet can randomly pick a start frame but from there will always proceed left to right, down a row and repeat
theres an arrow to the right of start frame allowing you to set a random value between two numbers
normally I have the start frame set as a random number between 1 and 22
right now it's only 23 because I'm using an animator and a behavior keyframe as a temporary workaround
but basically, the frame over time curve means that it picks a frame and stays on that frame
I almost wonder if you have a bug
honestly that would suck
because i tested pretty much the same settings with a poopy paint file
and as i googled stuff i saw a forum
and a guy said something similar and a unity staff member responded
saying "we are working on it"
I'm wondering if it's because this is a subemitter
they are emitted from different particle, on death
but I don't think that's the cause
atleast I hope not
oh i didn't go that deep
I had a grid made in paint with shitty squares and numbers in each
Haha
I did one particle emitter with no subs
and set it to animate whole sheet, random between the constants
it didn't work for you though right?
it did
interesting
ok just checking
2018 unity is for converting/creating content for the new update that hasn't come out yet
that's in open beta right now
@near bronze if you use a rigid body as the target you are forfeiting the stability. Instead you should use a VRC IK Follower. It's more stable but comes with set up baggage and low update rate.
while that is true if you can get it fully functional, it's difficult to recommend because of the sheer amounts of hoops you have to jump through
also I'm not sure if it solves the problem with final IK not being able to target the armature
I get complacent with the workarounds but I usually word it in a way that says that it's harder but better
The final ik doesn't target the armature it targets the vrc ik follower which targets the armature
It's the same concept of the rigid body fixed joint interaction
I know the ik follower gets moved out of the armature, but it's still in the armature at startup. Does that fix the behavior of the final IK bug?
While it's still in the armature in setup it works the same as a fixed joint once moved out. Only thing to watch for is that scaling and rotations are normalized or it gets displaced
Also I'm unsure what you mean by "the final ik bug" as there are quite a few
the one that was introduced with network IK. Any IK gets removed on remote clients so that they can be synced across the network, but custom avatar IK doesn't end up getting synced so it ends up just getting removed with no replacement
So basically yes, you can't have final IK IN your armature or manipulating your armature. However, you can have final ik around your avatar and it gets loaded like any other script
For example, if you wanted to have custom ik on your legs you would need fake legs for the vrchat ik (invisible) and then new legs attached to your hips which have final ik. These new legs would be attached via limb ik's to a hip vrc ik follower
Usually anything you want final IK on is outside of your armature like how the rigid body setup works. And then you have limb IK with an overextended elbow to connect these floating points to the tracking vrc ik followers.
What's interesting is if you have complicated ik setup outside your armature it's all locally calculated for everyone, while the main vrchat ik is still NetIK
it would be nice to be able to sync arbitrary objects on avatars though
Of course. I've practically given up any hope of expecting the NetIK bugs to be fixed. I only hope what we have at least keeps working.
ha good luck
I really appreciate the thought and help from you guys @near bronze & @dull hollow. Thank you!
hi
In the case of wanting to implement index controller support for OpenVR in Unity, does anyone know of any free or even purchased assets that I could import to my VRCWorld project in order to make testing easier? I've looked on the Unity asset store to no avail. Found Oculus controls but that's it.
I thought OpenVR was part of SteamVR. Does it not support the index controller?
I dont think I understand what you're asking @warm niche because the change logs for OpenVR SDK 1.4.18 state they renamed some instances of knuckles controller to index controller
I'm still new to VRdev. If you're only testing, and you're looking to streamline a bit, VRTK might be something to look at. Or NewtonVR. VRTK is a little more complicated I think but both work along with steamVR/openVR and add some prefabs to help speedup development. But all of it I think would need to be stripped from the project before VRC will accept the project.
@wary vector I mean some way to use your controllers in Unity play mode when OpenVR is running. I usually am just a camera. Which is cool. But I'd like to move it/myself around in my scenes with my joysticks.
I'd assume you have to write your own scripts. I bet it supports it. I just mean, some pre-made asset that allows you to easily attach a script to the camera, or some method of character movement with the index controllers.
That sounds cool in any case, I will check it out!
So yeah NewtonVR looked good! That's what i'm talking about basically but it had some compiler errors for me so I'm going to try the other one.
I might be too dumb to figure out VRTK as well. lol. I tried loading up a demo scene from it and it didn't show that I had hands or allow me to move at all except for my viewpoint on a pivot. I'll keep trying to find something or other. I'm sure VRTK has the capability I just have to read into it more.
Free Idea If anyone is looking for a way to help during the pandemic: Someone industrious should organize an open-source volunteer effort for social VR dev efforts, focused on giving people spaces that help alleviate their cabin fever during quarantine. Games/social/vrchat worlds....basically anything that a group can organize behind and get to work on quickly. Apologies if this has already been suggested.
@warm niche late reply, sorry, but for VRTK there are lots of tutorials. It looks like a pain to figure out but it seems like a powerful tool https://www.youtube.com/channel/UCWRk-LEMUNoZxUmY1wO7DBQ/playlists
But yeah, glad NewtonVR is working for you lol
Specifically, with VRTK, this looks pretty useful
https://youtu.be/tyFV9oBReqg
FOR VRTK V3 NOT VRTK V4
ONLY WORKS WITH STEAMVR 1.2 AND NOT STEAMVR 2
#VRTK Slack: http://chat.vrtk.io - http://invite.vrtk.io
This video covers how to download VRTK from the github repo (at http://vrtk.io) and open the VRTK project in Unity3d.
It then covers how to instal...
Being able to switch between Keyboard and steamVR SDK in real time while in game mode seems like a huge help
hey have they ever released the prefabs from ctf or steel n gold or has anyone made prefabs with proper netcode with no need to lead shots, uwu
nope to both. You have to use Udon
just cuouse for vr vchat dev stuff lets say you want to make a vr chat map but you need a scrpit or two to make it work is it accptable to talk to the devs to get such code apooved?
i want to build a map with
with circular gravity I'm not sure if it's possible but I don't think it is
udon is a visual scripting language developed by vrchat for vrchat world creators. It is sandboxed so that it can't do nasty things, but still has most capabilities of full C# scripting
oh I didn't realise I thought that feature wasn't implement yet
it's in open beta right now
and someone has done that already https://twitter.com/EvolvedAnt/status/1207885164036214785
#madewithudon I've been testing Udon, was able to whip this up in just a few days. The gravity conforms to match any geometry shape and is controlled completely by Udon. No plans to release, this was just toying around. Do not underestimate the power of Udon! ^^ https://t.co/...
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it's a big learning curve. Sooner you start, sooner you'll get things done
what do you mean by that?
because i want to make a HUGE world but i would need to break it up
half life sytal loading rooms
you enter a space and and you loaded into the next part of the map
every world has to be loaded all at once. It doesn't need to be rendered all at once though, that's where occlusion culling will help significantly.
well i'm more worred about huge downloads
if you absolutely need to split it up, you could just make multiple worlds. But you lose all data and persistence going between worlds
i see
there are lots of ways to lower download size. Use lots of repeating objects, don't go overboard with audio, crunch compress textures, etc
that sounds lovely, I'm sure you could fit that into a reasonable size. There's a really big world I know that has vehicles to get around, so it doesn't feel huge but I'm sure if you walked it then it would take quite a while https://vrchat.com/home/world/wrld_75e6540d-5b53-4251-9f54-13af2f9d6d26
i love the idea of just taking a hike in vr
i'm new to this uiny stuff but ive got a techy backgound
that's 173 mb, which is certainly big but not unreasonably so. You can get away with around 300 before people start groaning, and as much as 500 if it's justified
i just make my first avtar
also right now im looking into seating i want to set my avatar up so i can have mini avaturs sit in my hand
google should be able to help you out with that, I have to go for now. Good luck!
yeah im looking at staions
people said it would be supper buggy
if you move your hand
im guessing the staion doesnt like roation
yeah, best to keep it level
or at the very least, make it level when they sit down and then you can move it around
i guess i attact the staon to my my hand bone
if they sit down when it's not level, it's much worse
or a bone conneded to my hand
Hello, I'm learning to make maps for VR, and I have a question, do you have any function that makes the NPC follow the player?
how do i make a team based system
@grand mango In the Prefabs database (pinned) you have Fionna's pet prefab package
@stiff lily but using the sdk version of vrchat?
@grand mango Everything in the prefabs database is designed for the VRChat SDK
@proud meadow @stiff lily I downloaded the pack but says that this script is missing
I want to thank you for your attention, exactly what I want and for the NPC to turn to the player
standard assets most likely
would there be any simple way to make the npc look at me when it comes close?
LookAt script
I'm trying to get VRC_SyncVideoStream for some group TableTop RPG sessions and I was hoping to stream my Desktop (running Roll20, dndbeyond, etc) to an VRC screen. I can get that far but there seems to be a solid 30 Second delay between Twitch (used to stream desktop) and VRC in the world. Has anyone found a way around this? Is this a hard delay?
@empty parcel A bit of an untested theory, but f you this is for a private group session, and you're willing to have a bit of trial and error, you should be able to get the delay down by skipping forward a few seconds at a time. but you may have to do this every time someone joins or does a resync. But if you overshoot, it might break or start buffering.
The theory is--the delay is due to a limit in HLS (HTTP Live Streaming, a.k.a. HLS a.k.a. m3u8): Twitch publishes m3u8 segments of the stream in 30-60 second increments. After you start playing the beginning of the latest segment, there's a good chance you can get closer to realtime.
In the next unity update, due to a possible upgrade of AVPro and a switch to Media Foundation, theoretically speaking, VRChat should be able to support MPEG-DASH, a more modern streaming standard that will have way less latency. But I'm not sure if this has been tested yet
Alternatively, you would have to host your own streaming server on your computer or a server you run, and send data directly to other people's sessions. This can supposedly get sub-1 second delay, and there is a product sold on BOOTH that can help do this
@empty parcel Here is the BOOTH page: you would use this to stream your desktop, or run it on a server. But you need a connection with high upload bandwidth or else you will have to stream low quality to lots of viewers https://booth.pm/ja/items/1752066
Honestly streaming from my own desktop directly into Unity would be ideal, I just wasnt sure how well that would play with other users. Thanks @proud meadow I'll give this a shot!
@empty parcel heres some testing i did. https://docs.google.com/document/d/1xHS0ATiOKCro00ZlePGEGjyraqTNsM_V5cCwbiG86Ew/edit?usp=sharing
Just an update on the above for those interested @proud meadow @shadow dock I tried TopazChat Player to no avail, I tested that my stream was running on my rtmp server (checked through VLC) and configured according to the Booth Page, but my world just took a while to load and then froze up for a minute everytime i hit the global sync or resync buttons. Thanks for the recommendation though
there's a lot of complications in using streams through VRChat but I can't really help. Maybe a codec issue?
I'd suggest trying in the open-beta (2018) - because the release is happening within the next few days or weeks, you may as well be testing there anyway. VRChat updated to Media Foundation, so it may work better than before.
And there's the jank idea of skipping forward a few seconds at a time.
Finally, maybe just do it over discord, and use an overlay program such as OpenVR DesktopDisplayPortal (free, low fps) or XSOverlay or OVRToolkit (paid) to display the video screen on a pinned window. 😕
I have a character who has multiple parts of him have emissions. I would like to animate the emissions to pulse, but have different rates of pulses for the different parts. Is this possible?
@opaque wadi Please do not ask the same question in multiple channels. Already answered in https://discordapp.com/channels/189511567539306508/534472629013315606/692969293964509225 - if you have further questions, ask in #shaders
Delayed triggers are no longer firing at least in all of my maps.
Please make a canny with a simple world that reproduces the issue.
yeah i will after i confirm something
because the delayed triggers are working in a different capacity on other parts of my prefab
Disregard. Its a logic issue somewhere. Its blocking an alwaysbufferone trigger for me.
well its blocking alwaysbufferones which i think may have been something i've overlooked because i remember distinctly that i dont have to bufferone video player events and i thought i had removed the logic. But, its blocking them even on the standard videos I have baked in to the menu. Its just that my 6s delayed trigger works on that. It gets stuck in animation loop when I try to use the live stream part of my player
im wondering if i should just go straight to udon and even bother fixing these
Anyway Cyan, its completely different