#world-development
39 messages · Page 147 of 1
yeah
Then if you're logged into that account in the SDK, you can go to content manager, find the world, copy the ID, then detach the blueprint ID under the Pipeline Manager in VRCWorld (or whatever you're using for your scene descriptor) and attach that ID.
so I opened an asset pack and it overwrote my data, and the only place I have the latest ver of my world stored is on vrchat itself. Is there a way for me to get my world from vrchat?
No. Always backup your scenes and projects
well that's very helpful
Is what it is. Cheers
so there was this asset that was in the hierarchy of the scene
how do I get that back
If an asset is in your hierarchy, it should also be in your project unless it was overwritten in the folder in which case there's not much to be done other than reacquiring/remaking it.
it was the default one that came with the sdk
Uploaded my world for VRC pc yesterday, and when i switched to android and tried to build & publish, i get this error.
Does anyone know what i can do to fix it?
You can ping me if you want!
Are you sure those are your only errors? That error generally just means there are other errors.
There are a lot of assets that come with the SDK, do you know what it's called or why you want it?
Yes, thats the only error
everything else in the console was just from building it for windows from before
I don't know, then. As far as I know those errors basically mean it didn't attempt to build because there were errors and thus nothing got built so it doesn't really tell you anything.
well it needs a file that doesnt exist, thats what the error says
i just have no idea what that file is and what i need to do to get it
The vrcw is just the world file that it builds and it doesn't exist because it didn't get created because there are errors. At least, that's my understanding.
ooh, my bad
would anyone be interested in making a game with these design
dunno why snipping tool is buggin out
for some reason vrcsdk also decided to kill itself
I don't know if any of those are actual errors but it's normal for the control panel to not show up if you have errors.
Hmmmm well I can't upload my world anymore which is a mild problem
Especially when I dont know why the error exists
There are no other red errors in your console?
Gimme a moment
Theres 88
Most of them seem to be because of my GameObject I'm using for the udonsharp script
That'll do it
I'd post the script in #udon-general to see what might be wrong with it.
ok ty
Does anybody know how to create a camera that focuses on players? Or is there a prefab somewhere.
There is indeed a prefab that can do a lot of camera stuff, I think following players is one of those things but I usually use it for simple stuff https://rollthered.booth.pm/items/3092308
Running an event in #VRChat but don't want to setup a camera system? Introducing CineCam! A CineMachine driven camera #MadeWithUdon I created a prefab that lets you do this with minimal setup! (Cyan Triggers is required for this to work) https://cyanlaser.booth.pm/items/3194594 Preview:
how to I make it to where you can pick up an object
Used to allow objects to be picked up and held Requires: RigidbodyCollider RPC's are available via the SendRPC action
how i send custom network event with variables
hi anyone, can someone help me with water please? i making a new world and the water having a problem in game but seems fine in unity project. can anyone help me fix it?
is it a bad idea to push updates to vrchat maps multiple times a day? I feel like I might be kind of spamming the recently updated tab
i fixed it, all you had to do is delete Udon Sharp, and anything that needed it. you didn't need to delete anything from the sdk. thanks for offering help tho.
Are shadows on Quest worlds possible?
and how do i add them? because i saw you cant change the Quality settings
yes
well.. i got mine from a package
but i can send you the package that i used because it's got a light with shadows in a premade scene
^
after updateing my world i can not load into it
can anyone help me pls?
what is your problem?
my water have huge waves in game
while have normal calm in unity
idk what werong and how to fix it
the internet show no answers
is there an option to change how big the waves are?
try lowering that then upload it
yea send a ss
i dont have dms on for server members
ok
second one how it shold be and the first how it in game
idk what couse that problem
what braking the water
idk what to tell you, do you know anyone that is experienced with this type of stuff?
nope. that why i asked here
in case somone know it
i tryd to google the problem and no resolt fount about it
C# scripts cannot be loaded into vrchat.
i dont think it have a script
it used to work fine in old version of the map
somtimes it worked fine in game and somtimes it has that problem
What do you mean I don't think? What's this?
yes, they are c# scripts
but still weird that its worked in older version
thx for help. it will do good for now @upper obsidian
Quick question as I havent tried this before, does anyone know if there is a way to implement physbones on props in the world not attached to an avatar?
Physbones aren't supported by worlds at this point, you still need to buy and use dynamic bone.
Thanks!
Anyone got any audiolink shader recommendations that does UV a pulse effects? Testing some out at the moment but would love to hear about some that I might not know about ^^
Hey guys, I have a problem with a SDK2 Combat system. It's respawning me but I get stuck at the respawn point for 3 or 4 seconds before it lets me go. Is there a way to fix this or am I just stuck with it?
in general I wouldn't recommend being on SDK 2 as it's deprecated
I'm not too good at UDON...
That's an issue with Combat System that exists in SDK2 and Udon
Afaik it has to do with the respawn delay built into the Combat System
But theres no way to change that in the current system due to not being able to use visual studio to do things for SDK2
You can avoid the issue by changing the respawn delay within combat system I think.
Appreciate you
Freaking SCHWEET
(Sent to ask over here.) Hi, I have a question about making objects like drawers and such functional in unity/VRchat.
I'd like to be able to have the user walk up to a cabinet or drawer, grab it, pull and open it, and maybe find a note / key / pen / object they can grab. Not just push button to activate... What do I need to read/learn about? Is this possible? I have no idea where to start with this.
Or maybe if someone has a dresser prefab I could take apart and study?
this has an interactive dresser
I know its been a few hours but thanks for this, I did look in too this which help me find out there is unity scripts that helped with this. Cinemachine something like that. But found out it would just be better to have an GameObject fallow the head bone with simple Udon script. Way better than original plan using trigonometry to calculate the players angle.
So, I'm trying to build a VR world that's built like a room in my living space. The end result is I would be able to do things like touch a wall in the game and it would line up with a wall I'm touching in real life.
I've got half the room modeled in blender to scale, down to the quarter inch. But I don't know how to translate scale 1:1 to unity.
The closest approximation I can find in the unity manual just says "Make a 1:1 meter object in your 3D modeling software, then import it to unity. Make a 1:1 meter cube in Unity, and compare them. They should be identical in size. That's how you know the scale you're working on"
if it's helpful one unit in unity is 1 meter
question were you modeling in meters or feet for blender
feet
you should just be able to export the fbx and imported if the scale is 1 1 1 on all of your objects in blender
Okay, I have another question though. How do I control the size of my avatar/character and how it spawns when I build the world? Because as it stands, I spawn like I'm ten feet tall with an average player model. Gimme a second I'll grab a photo
then you've messed up the scale of the world model if you look Ten Feet Tall
I mean yeah that's fair to say
I'm not sure why it doesn't transfer scale to scale though, if this is 1:1 accurate in blender?
unless something happens when it transfers from blender to unity?
try swapping the unit type back to meters before you export
Or, wait
it might be I just forgot how small this room is
hmmmmmm
maybe it seems a lot smaller when I'm looking at it this way
Now that I think about it, its probably that
have you tried the room also in VR
also probably helps if you had a avatar that's your height IRL to test
I just gotta tool around and figure out how to publish a world without making it publicly available
I'm still pretty new to this, you see
nothing wrong with being new
thank you for that reassurance ❤️
go into the SDK (same menu bar as file and edit) and "build and test" and make sure to turn off "force nonVR"
no I mean, I have build and test already
I do that on PC as it stands
But I have a quest, and that's what I'm planning to use for what I'm working on
which means I have to build and publish the world first, then boot up my quest and access it on my quest, if I want to see how it looks in VR
does anyone know how to hide certain layers with a VRCMirror?
I have them turned off but the layers are still reflecting
The layer matrix for the mirror is on the mirror component.
Ah, so if I turn off default it gets rid of UI text
Do you know how to make it so that text from holding objects is hidden in the mirror but everything else still reflects?
You need to actually organize your meshes and canvas objects to correct layers. You most likely haven't changed anything so all your meshes and canvases are all on default. You can make custom layers or use layers provided and organize your world appropriately.
You can put your world buildings and physical object meshes onto environment, or make a custom layer for it, ensuring only the appropriate layers collide with that layer such as player and pickups.
Pickups can go onto a pickup layer
Canvases can go onto the UI layer, but this may not be desired as then your canvases won't show in the camera. You can just make a custom layer for your canvas if that's desired or not. Canvases prob shouldn't collide with anything.
Once you're organized, you can actually properly determine what layers you want to reflect on the mirror.
Game menu, nameplates, etc is all part of UI as well, and ideally should be disabled on the mirror.
yes that's the current process
Do you know how to set the layers for the text that shows up when looking at an object to pick up?
You don't. It's part of the UI layer
I have the UI layer hidden but it still shows
Iirc some of this may have been moved to the reserved layers so disabled those too
The basic gist however, is set your world up so everything is on the correct layer is should be on, not everything on default. And the disable all layers you don't explicitly need.
i'll try that
so far the only layer i've been able to hide the vrc pickup text from was on default
but i cant hide that
it appears that the reserved layers were showing ui text!
i\ll upload it and see if it works now
To be honest, nothing should ideally be left on default. All of your game objects should ideally be sorted into layers as described anyways.
I'm confused cuz I had the Ui and UiMenu turned off, but they still show up in the camera
like you still could see your own quick menu and the laser pointer
huh really?
Some UI stuff was moved to the reserved layers to prevent over rendering abuse.
Reserved2 is used now.
ah, ok they no longer show in the camera, thank you. gotta change some objects' layer now
i see, thanks again
Yeah. As talked about directly above your post, ideally nothing should be on default, and everything should be sorted in appropriate layers. Makes it much easier for you for many reasons as you develop your world. Good luck
hmm, fair enough. I've been making many worlds for almost two years, but I've never had an issue with the layers until just now. Now I know why
How do I use VRC Pickup
heres an example of what I have
but when I try to grab it ingame, it just doesnt work
Would help to show your entire inspector for the pickup.
You also need a collider
All this needs to be on the game object with the mesh
You need a collider.
ah pain
can't pick something up if you don't have a collider for interacting with it
makes sense
is there a way to make the collider something that isnt equal on all sides
Use a mesh collider if it's a complex shape
nvm I need a box collider
Box is ideal tho for perf
make sure you have a spawn point set
I'd always recommend using VRCWorld rather than making your own Scene Descriptor
the VRCWorld prefab was giving me issues too
when i try to build the world, the builder tab is blank
That will happen with a lot of different errors. I don't think trying to use your own Scene Descriptor will work out well but that might not fix everything.
reimporting all fixed it
Is there a way to make a gun using the default vrc tools or do I need an external kit
How do you want the gun to operate? Is it intended to shoot a projectile to interacts with other players in some way?
How that interaction works and what the result is will probably effect the complexity. Once you start adding a projectile, that's kind of outside of my wheelhouse, though I suppose you could always just make it disappear and then go back to its original position but that's if you don't need collision.
Damn ty for the help anyway
Ah, that's why im seeing stuff i don't understand im lurking in the wrong room - 
How do I make pickupable items server-instanced
Since they're separate between my friend and I
SDK3 Version Used to sync transform values of a gameObject. It has one option. SDK2 Version Used to sync transform values of a game object as well as animations using animators. Actions available via Triggers RPC's are available via the SendRPC action
Ty
hi im trying to make a simple timer that counts up when you hit a button. I already have Neitri's clock, if there is a way I can modify that to have a start button it will be perfect
Has anyone come up with a solution for synced objects falling slightly through surfaces sometimes?
i have a deck of cards, and sometimes when someone else places a card it'll fall about a few cm under the surface it is placed on and jiggle up and down.
If you place it yourself it looks fine.
TakeOwnership is configured incorrectly or does not exist at all.
Other than having the takeownership box checked, what else is there to do?
Im using SDK3, I only see that refrenced under SKD2
There is an opinion that this flag does not work.
You need to call it in udon yourself.
Like give every card an udon script that (the picker) takes ownership on pickup?
It seems to me that it is enough to attach a request for rights to all cards to the reset button for the one who pressed it. After that everything will work just fine.
I have a reset button that calls SetOwner on reset, still seems to be an issue for ppl other than the reseter
I don't know where i can ask for help on this server for this, but every time i try to unpack the SDK3 for worlds into unity i get errors like this:
Error: Could not load signature of VRC.SDK3.Components.MultipleDisplayUtilities:GetRelativeMousePositionForDrag due to: Could not load file or assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>
I've tried redownloading the SDK3 and reinstalling Unity and looked up the problem and i can't figure out what to do or why it's doing it?
if you need more info let me know.
I got the same one too, no luck either. I was hoping to make a new world, though the only option I am given is to reload the sdk and it doesn't do much. If anyone finds a solution, please tag me too.
If I have a world. that is SDK3 but the Weapons are SDK2. Will my weapons still work?
Anything that used Triggers and Actions has to be updated to Udon/UdonSharp since any trigger and action components won't exist anymore, as SDK3 uses UDON.
Thanks
You're using the right Unity version?
Hello dear developers. Can anyone help with advice or give a source where to read about this topic.
There is a studio map. There is a camera on it (with which the player can interact in any way). And by pressing F10, you can see from the face of this camera.
Here I am interested in the function of viewing on behalf of an interactive camera by clicking the button F10.
As I understand it, this is not a direct camera change, but a rendering of an image from an interactive camera inside the main camera.
However, I didn't look for much. I have not found any useful or working information.
Thank you in advance for paying attention!
That's such a useful world
If I have junk files in my assets will they make the storage amount higher for my world
Or will vrc only add the files used into the world size
Only used files. Also including material references in animation and world descriptor
ok thanks
I'm trying to get the hang of building on PC and publishing to test on android
How do I access my world after I've uploaded it? Will it be available via my homeworld or something?
"Here's the worlds you've uploaded to VRchat!" etc
Open up vrchat and open worlds scroll down a bit till you see my worlds or mine and there will be a list of world you upload
hi! I have a problem. I have uploaded a world and any time I load into it the second It finishes downloading it sends me to my home world instead
Any fix for this?
how to detect localplayer colliding into objects
SO
I've been building this scale model of my apartment
its nice and all and I'm liking the progress I'm making but
when I spawned in, in VR, I realized I wasn't controlling the VR itself
err
I realized I spawned and my apartment was like, backwards
so I was walking around in this room, walking towards one wall while it looked like I was walking towards another wall lol
I'm feeling emboldened now
But I'm running into a problem with moving, both my person and the playspace of the model
how to run event when player collides with something
You can look up creating render textures using cameras.
I have a Render Texture. How can I bring it to the main camera using the button?
Anyone had issues with water shaders just not working at all for some reason? Using S-ilent and REDSIM works instantly for me, but for my friend it's just completely invisible and our setup looks no different
Is your friend uploading their own world and it's not working in their world?
If that's the case, ensure they have a depth light in their scene. There needs to be something to activate the depth buffer.
Could also be they just have shaders disabled in scene view if you're talking about purely in Unity editor as well.
It's not working when they test build or in CyanEmu; they're using built in baking and even using redsim's depth buffer it's just completely invisible as if the material isn't rendering at all. Shaders are enabled in scene view
Well, is there a depth light activating the depth buffer?
Ah I see. I missed the part about using red sims example depth light
Is the entire scene baked? Just to test it, ensure the depth light is how it should be, it needs to be realtime with hard shadow, don't change anything. And change scene lighting to mixed or realtime.
The settings may be erroneous resulting in your depth light not actually activating the depth buffer cuz all baked.
Can't think of much else without seeing the project. Would be useful if they joined and asked for support so they could provide screenshots, rather than a 3rd party phone tag.
So now we've managed to get it working with S-ilent but it's barely visible even when dropped in and no settings seem to change that; I'll have her look and see about rebaking and making sure the shadow settings are working properly and check back, also will try to get her to join lol ty
Is the world centered around 0:0:0? Are u using a custom mesh? Hm. Idk. Good luck
Ah, it was the shadow settings - I think the tutorial she was following was outdated and made her change baked lighting to something relatively incompatible
tysm ;;

Does it have to be the main camera (ie. player view)? In any case, you have to create a camera yourself in the scene and then drag the render texture into some field. If you want it to follow the player view, you have to make the camera follow the player head with an udon script.
Anyone experienced mirrors stopping working after trying to add a custom shader to the script??
What mirror shader are u trying to use?
None now, just after changing it to anything from the default now all of the built in VRCMirrors are broken
Well, you need to use a specific built mirror shader or the standard one.
If you're talking about in editor the mirror doesn't show, could also just be a bug, enter and exit play mode may fix that.
We were trying to get transparency on a mirror, added the custom shader, and then removed it to the "custom shader" box on the VRC Mirror script; and then after removing it, the mirrors are just completely invisible both in CyanEmu and in the editor ;~;
I understand that you need to use Udon. I thought to find information about what years it is better to use so that when you press f10, the player sees everything from the perspective of an interactive camera.
Just put that render texture on something infront of their face. I think someone made it work with a screenspace canvas, or you could use a screenspace shader.
O! I haven't heard much about this. I think it is worth digging in this direction. Thanks for the advice! You are the best!)
Yeah we got that bit working as well,,, but like the default mirror material seems to be just entirely broken now
somehow
With MirrorReflection mat
With a custom new mirror mat
that is a lot of solid color textures that could combined into one texture for not as many draw calls
anyone know why a reflection probe would show side ways i made a new probe and im still having the same issue
2019.4.31f1
Just checking, it's a common mistake
anyone else had issues with AVPro where the regular image would be fine but the videos are vertically flipped?
I'm wondering if it has to do with the shader but I've never had this issue happen before
using standard shader, video screen is pointing to _EmissionMap
I'm gonna try it with the in-built video shader but wanted to know if anyone else experienced this too
Do you have your world spawn set to an actual location?
Believe so
Yes the video player output has the Y uv axis flipped and the image also has to be converted to gamma space.
Look at the example video shader that comes on the sdk, it should have a condition or something similar that idicates that the uv is flipped, like unity_uv_starts_at_top or something similar (i don't remember the correct name).
And for the gamma space you just need to elevate the result to the power of 2.2, so just use pow(color, 2.2), with color being the video texture
I wanna make would but I don't know where to start? could someone help me
EDIT: I now wholeheartedly recommend using World Creator Assistant to set up your VRChat world projects! It's now the way I set up all of mine!
https://youtu.be/F1Tr3Nc9Rxs
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-world-project-management/7571
https://github.com/Varneon/WorldCreatorAssistant
Download Unity - https://docs...
ok thanks
So Ive baked my lights twice and when I click off the sopt lights to check and they still turn off like they’re not actually baked? Any suggestions on getting them actually baked?
Are they set to "Baked" or "Mixed"?
Also are you using the built in lightmapper or Bakery?
Lights are set to baked
after taking like an hour to bake im baffeled it did nothing
Are the objects you're trying to bake marked as static?
yup
Just to be clear, I mean the objects in the environment, not the lights. And you're not using Bakery? Not sure what else might be causing issues.
objects are static in the map and what do you mean by bakery? I just press generate lights in the lighting tab
Bakery is a popular tool for baking lights but it requires they be set up differently so I wanted to make sure you weren't using it and trying to set your lights up this way. So do other lights bake or does nothing bake?
nothing seems to be baking
Have you tried any of the other lightmappers? Enlighten isn't usually the best choice, though I think it should still work. Progressive GPU is the best option if you have a reaasonably power graphics card.
Hi, I've had over 12 hours of game time on VRChat and my account still doesn't have access to create worlds and upload them.
i been working on my first world and im done and happy with it but i cant figure out how to get past this error, can anyone help??
Info you need is here: https://docs.vrchat.com/docs/creating-your-first-world
For this issue it means you've not put the VRCWorld prefab from your assets folder into the scene
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
someone know how to solve this? I'm using Toly Udon Combat System. This happen when one player hit the other one, it gives the exception and the gun become stuck
hi all, can i put bushes on my terrain as grass or only as trees?
If I have a world with a mixture of avatars and free prefabs of items, the avatars I can put on the in game stands, but what about the prefabs, can I place one in the world so it can be examined and put a link next to it to the download page, or is that frowned upon?
I’m pretty sure you have to be a user or a new user, not sure which one it is, twelve hours probably won’t be enough, you can gain trust in game by being in public worlds and having high ranked friends
We do not entirely know how the rank system works (by design we shouldn't) and the consensus seems to be that time played has very little to do with the rank.
At "new user" you can upload private worlds, these worlds cannot be searched for and only you can create an instance for them, but after an instance is created people can join that world through you or through friends (I think, is possible that only you can invite people). When everyone has left the instance and it is automatically deleted then no one can be in that world.
At "user" you get access to the community labs which allows you to upload worlds that anyone can visit.
Okay so I wanna have a transparent object in my world. I know quest versions of worlds can use non-mobile shaders but it always gives you the warning that it may cause poor performance. Would using standard shaders just for a few windows in my world cause considerable performance drop on quest? I am unable to test the quest version of my world.
Every time I go to make a sideways edge loop it doesn't work and acts as though I didn't even spawn one, does anybody know the cause of this?
click autofix
then click on slelect and enable them manually
anybody know the solution? I've been stuck on it for a while
- This is the worlds page 😄
- Do you have any other avatars in the scene? Disable all but the one you are trying to upload
- Manually replace the DynamicBones with physbones if AutoFic isn’t working for you
- As always, restarting Unity often fixes issues
One layer of transparency isn’t too bad, try to not overlap many. It’s much more costly than on PC, so test on a quest.
Thank you! I'll have to get a friend with a quest to test it out
That’s awesome, please do! Many people list prefabs by name on a credits page.
Try checking the box reflection option?
box reflection just makes it not reflect the room like i want
I don’t know if probe transform orientation matters, have you tried changing that?
hello im beginning my world creation journey for the first time.
im trying to install the progrids package onto unity but i keep running into this error when i try to install for gitURL. i am using unity 2019.4.31f
ive googled many different things but to no avail
no
Can someone send me a good keypad that is a bit more secure then the default UdonKeypad that disables a border when the code is entered
Im tired of hackers getting the code man
look what's coming to Vrchat...
im making something related to loogies mansion
is a game
hey, whenever i rotate an object it increases in size in some way, anyone can help?
like x and z increase
Does anybody know where I could find this drinking making bottles from? I would love to use it for my world
is it just a visual bug?
no, that means the pickup object is parented to an empty object that is scaled differently on its axis, set the empty's scale to 1,1,1 and instead scale the pickup object however you want
So I have a screenspace shader on a cube so you can put your VRC camera into it and then see a render texture. Obviously, this doesn't have any depth which is why the focusing thing doesn't work correctly anymore.
Are there any workarounds that can fix that?
Do the StereoRight and StereoLeft only render to the specific eye? I was thinking rendering both eyes to textures and then on two cubes at the same position, so hopefully the camera can pick them up properly.
Will that work? I assume it won't because the focus probably uses a depth texture or something similar.
Those are the only ideas I have right now, if anyone could guide me into the right direction, I'd really appreciate it.
there is any video player that doesn't use VRC Url Input Field? Since I don't have it with udon 1.0.1
Yeah, that didn't work as I expected.
Is it even possible to have the zoomin/focus effect on different camera? Or is that a fool's errand?
you'll have to recreate the camera effects yourself unfortunately, if there was a way to parent the camera lens to a world object then you wouldn't need to, but i don't think you can rn
Yeah, direct access would be nice.
I'm more so asking in case there is some rendering/shader trick that one could use to display that blur anyway.
(that's something I'm not that great at)
ye you won't be able to make the blur effect directly because the vrc camera would need to render the depth by itself, so you'll have to recreate this effect yourself by taking the depth from the camera that renders on that screenspace shader and on the shader itself, do the blurring
Why did some objects randomly move to this positions ? In Blender I have set in different positions, after saving onto the FBX they moved like this
Oh right, it's a camera after all, so I can add all sorts of effects onto it. Do you know it anyone else know of a similar shader that does that blur effect?
not really, but if you have this vrclens thing you can take the shader from there and you'll have the blur effect with some more effects (i guess, i never bought it)
I think I know what you mean. Thanks.
ya welcome
I finally put my latest world, Comfy Ship, to labs. Still plenty of things to do, like pens, video player, pickups and non-crap lightprobe groups, but at least it's in a good usable state now.
does anyone know if unity pathfinding works properly in VRC
Thinking of making a map that leans on synced pathfinding enemy
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example of vrchat NPCs using the navmesh
"small AI that chases the player" perfect
still looking for a way to block a pickup object inside a room, a way that a player can't take it out of that room 😩
what dose this mean why cant it find the scene
Is this normal ? I am trying to bake lights and it's been on this step for 30 mins
Depends on your lightmapper and your settings if you're using Enlighten and you have your resolution high it can take a long time but Progressive GPU should be a lot faster.
I am not using Enlighten I think. And I do have the progressive GPU set to be used
Then it should be fairly quick but it still depends on your resolution, number of light sources, and how powerful your GPU is. I'm not sure about whether those particular errors would be problematic for baking.
Anything here wrong ?
im using unity on linux pc
IDK if the API suports raw linux
ive ben able to use avatars skd fine on it
ah, something else is wrong with your project then
check the console to see what errors pop up
i have it set up with git and it seems to bhuild on that pc tho it takes forevere
sense that windows pc i have rly old
wonder if it works on mac sense my mac is rly fast at compiling things
windows is the only officaly supported os for the sdk
tho shoudnt it work on all sense unity dose all the OS spasific stuff
cuz in other engines even if i download plugins that only say they work on windows they work on oher platforms anyway
It mentions appdata in the error for me, and VRC is windows only.
it may work on linux, just reminding ya its not officaly supported
tho as I said check your unity console for errors on your main pc
you probably just have a broke U# script or something dumb like that
ye seems the udon compiler is wats not working
thats prob why avatars works fine but not udon
sense the compiler docent work
I generally don't have ambient occlusion or multiple importance sampling on but I doubt that's the issue.
hmm, what udon are you useing, cyantrigger, graph or sharp
i dont have any scripts at the moment but i do have udonC c# installed
UdonSharp then
but if you have no scripts then hmm
@tawdry mason are you useing the world descriptor prefab or script
nuke the chair, use the script on an empty
see if it compiles
if it does you know the issue is underleing udon
also remember build target needs to be windows/android
2nd try I get thiis error
your somehow getting an out of Vram issue from the looks
what card are you useing Fuu
2070 Super
any intergrated enabled?
wonder tho sense oculus basiclly runs linux at its core why linux desktop docent work
guess cuz diff arch
Should be disabled though
what are you talking about, the quest isn't linux, its android
hence why the targets need to be android or windows
Looks like your GPU might not have enough VRAM (I think that's what it's looking for, this is a bit out of my depth) so it's using the CPU lightmapper which will be significantly slower. You might just not have a strong enough GPU for baking this scene but you'll also want to close as many other programs as you can to free up resources for the baking.
Ok, I understand a bit more now
It's not a bad idea to leave your PC on overnight when baking complex scenes. That way you can give it plenty of time and you can close every other program without having to just sit there and watch the bake finish.
Jesus
Tbh I just wanted to have it finish once so I can see how it's going to look, the world is not even 20% done
thx
so i saw a world that let you walk around a planet and it looked like it was using some mount trickery dose anyone have a idea as to how i could make the same
like i guess u attach the playet to a station and then the station has its own charater movment
also when i try this myself lots of things seem to break like the ui just docent work anymore its upside down so idk how they do this
then yeah add some sort of collider to your floor
im trying to make background music and i dont know how to configure this so it can be heard everywhere (2d audio),can i get assistance?
nvm found outi
how do i fix this error
entire error
i give you
the first thumbnail for my game
I have seen it often in other worlds, but have found no resources on how to do it myself (or prfabs), how do I make pick up objects 2 handed?
what component do you put on an object to make it a pickup?
is it just vrc_pickup?
That and a collider.
is object sync how i make it so everyone can see it moving?
And an ObjectSync script if you want its position to be synced
k. can i use mesh collider?
hrm getting a layers issue. don't remember getting that on my other world...
press the button
Yeah but I don't think it's great for performance if it's a complicated mesh. You can make it convex which simplifies it but ideally, you'd want to use one of the primitive shapes or make your own
Yeah, that's what you see with every world when setting it up for VRChat.
it's a coin and 5 guns...i dunno if that counts as complex.
Depends on how many triangles they have. A gun can have 50 tris or 50,000.
can i check that in unity?
Pretty sure if you click on the FBX in the project tab
k i'll do that when unity isn't busy next.
A pickup like a gun can easily be a convex mesh collider or just a box collider.
Yeah, you only really need a mesh collider if you need the collision to behave in some specific way, a box should work fine.
where in the inspector should it say the tris i dont' see it in the model section.
hrm...i must have missed something. getting no errors but it won't build & test.
just to check where do you put the scene descriptor?
i thought you add it to the world object but when i do that it has no options and adds errors to the console.
Don't try to create your own scene descriptor, find and drag in VRCWorld
To see how many tris an object has, expand the object in the project panel and find the mesh itself, then it will show at the bottom of the inspector
Need to add your main camera to the reference camera spot onto he world descriptor
so my guns are just falling through the world...
Did you not add a collider to it?
Yeah.
Is the collider set to "IsTrigger"
Screenshots would help
screenshots from unity or from vrc?
Of your unity project, showing the pickup and it's inspector.
this is the coin which works?
this is one of the guns which doesn't.
dunno why it sent the coin twice...
Your mesh collider and pickup are on a game object that isn't your mesh
Adding a mesh collider to a object that has no mesh renderer won't work without manually assigning the mesh
Your collider has no mesh assigned because it was put on the wrong object.
You can see your collider says "none" under the mesh spot.
Your coin has the pickup and mesh collider on the mesh itself. Which is correct
your floor got a collider?
Yeah, you shouldn't have colliders intersecting. Not good for performance as well.
You can use a mesh collider if you want, you just need to assign a mesh for it. But box collider is fine. It will take additional work to get it to pickup and behave like a rifle tho. But one step at a time. Least it shouldn't be falling through the floor anymore lmao
If you scroll up, you'll see the answer to the issue already.
so where do i get music for a world?
Many musicians choose to release their songs under Creative Commons licenses, which give you the legal right to do things like use their music in your videos. What is Creative Commons? Creative Commons is a system that allows you to legally use “some rights reserved” music, movies, images, and other content — all for free. … Read More "Legal Mus...
opengameart.org is good too, you can filter by the licenses
thank u :)
would anyone be so kind as to tell me how (if im able to at all) change where the players spawns?
vrcworld acts as your spawn point
You can also add additional spawn points inside of VRCWorld
Fyi if you import the VR World Toolkit, it will one-clock set up post processing for you! Find it at vrcprefabs.com/browse in the Must Haves tab. Highly recommend, it does a lot of fixes for common issues.
It is FAR better to have multiple primitive colliders on a pickup than one mesh collider. Your collisions will also be far more accurate and less likely to go through other colliders at speed.
So yeah, box collider pickups if you can. Also, if the pickup is kinematic there is no reason for anything other than a single primitive collider anyway
Don’t make Unity physics work too hard, basically
No need to tag me. I'm fully aware and alluded to that already. When I'm explaining things to people who don't even know what a collider is, or a pickup object or anything I prefer to start with absolute basics rather than word soups that will only confuse them further. Maybe tag them not me, so you are sharing information with the person your info is directed at vs wasting that effort typing for no reason.
There are a couple ways to do this but none are super easy. Desynced stations is one, and here is a guide to that approach: https://twitter.com/cyanlaser/status/1495230492802699270?s=21&t=W7LOFChhsEuOXFidbk9T4w
There are other methods but beware—this kind of movement can be very sickening.
Anyone remember the wall walking world I showed off 2 years ago? I just released a guide on how to make your own wall walking world with examples using UdonGraph UdonSharp and CyanTrigger! It can be found on @VRCLibrary's new wiki:
https://t.co/2tVdVwB0Lz
https://t.co/6KNZ2yahDS
144
if a stations rotation isnt 0,0,0 and the playes set to movable why dose the player just start flying away and spazing out
I can’t help you with the details myself, sorry.
Sorry, was just trying to give reply context, not specifically at you.
Should have replied to the other message, you are correct
Did you manage to solve this? The most simple way would be to write a script for it to detect a collision as it exits the room, and force the player to drop it (and possible teleport it back to the room). Implementation depends on what scripting system you use.
I didn’t see an answer to this here yet so I’m guessing you need to Apply Transforms to your objects in Blender.
I tried that, did not help. Also the Pool table I added to the project got moved to the same point for some reason
Ok that seems very odd then, I wonder if you have some weird scripts
I don't have anything other than the pool table, udon sharp and the SDK..
Can these be a problem ?
Those are points, I don’t know that they do much in unity.
What has an armature?
Oh ok
Wellllll…..clear parent on all those meshes and delete the points.
(Save a backup)
clear parent and keep transform.
Nah I think backup is not neccesarry, I will just have to resize them
Because when I delete the points the get thicc
i don’t use transform /point parents in blender myself
I did not intend on purpose, the object got imported that way but if it's an issue I will just delete them manually
yeah don’t just delete points, alt-P those meshes and keep transform
then they won’t be children anymore
They are the same has having objects as child objects of something in unity. All they'd really do as serve as logical grouping to keep things tidy.
Does anyone here have experience with virtual markets? Like this one https://summer2022.vket.com/en
I'd be interested in setting up shop whenever I want, but this looks like it's only for two weeks a year.
I don’t know if they would mess stuff up on export, unless you need to apply transforms to everything
Ah ok.
I always export with Apply transforms checked, not sure how that affects it. But it has solved a lot of issues with lightmap generation.
I would experiment myself but travelling away from pc. I don’t know why the pool table would move though
Actually the whole thing got completely resized and scuffed
I just don't understand why everything in 3D is so scuffed
still didn't since I was doing the other things and leaving it for last
I'm using u# and I was going to ask, how to make people drop what they have picked up
lol
It’s something like VRCPickup.Drop
so if any one has one im having trouble getting a name for this world any suggestions will be grate
did you move and or resize and of the components after importing the object into unity?
I don't think so. I just deleted everything and put the object again in the scene, that fixed the sizing and positions
Yea that'll do it
i'm trying to teleport a player with this
it should teleport him in another room
but for some reason it get stuck on the first linear wall
that happen on the way
someone know why?
don't mind the lower case R this screen was before changing it
You're lerping between two points.
#udon-general is a better place.
Jetdog also has examples of this on his GitHub in U# if you want to see how it's done that way too.
oh thanks, i'll put the question on that channel
Can anyone recommend a quest compatible water shader that can be used for making an ocean?
Like artstyle? Going for realistic. This is what the PC water looks like
doesnt the silent water shader have a quest version or something
Silent’s Clear Water set to opaque works well on Quest.
I see, I'll give that a shot!
Anyone know how to fix the pickup thingy. only the collider is I'm able to grab but the picture is in the position where it was put.
you have it set as static, static objects cannot move
Can physbone be used on world?
not rn
It is possible if the files from the skd for avatars are installed additionally.
Does it ignore the component whitelist?
I thought it will get removed anyway if physbone component hasn't been whitelisted
physbone is not in SDK3 for worlds, but it is in SDK3 for avatars.
If you carefully install both at once, you will get all the features of both.
I mean the physbones component hasn't been added into whitelisted world component. So even if you added the component from avatar sdk, it'd get removed in game.
Is it actually working?
Hi, I'm fairly new to VRChat World making. I've tried once before, but after realizing I was on the wrong version of Unity and losing all of my progress, I decided to try again after a few months. Anyway, something about the pipes and vents don't feel like they connect into the walls well. They kind of look like they're just... there. and not designed to be there. How do I fix this?
It should not be in exceptions, it is not an external component, but a component of the SDK.
Works.
Ok I see. I saw the sdk components get written in the whitelist as well, so I thought it has to be explicitly whitelisted.
Otherwise, the team forgot to update the document page.
can anybody help me with my video player error
Have you installed Udon Sharp?
yes
That’s the message I get from it
wat
does resizing my world since it's too small cause any problems
like just regular scaling
If you put the whole world into a parent object and scale that, it should be fine, make sure to adjust your spawn point just in case though
alright
well that's my first VRC world ever created
got a mirror and sunset
Does anyone have a working/recommended "fade out, fade in" for transitions?
Question please. I got my first "test world" uploaded with a video player and mirror. I would like to add a slide show. Is there a prefab for a slide show projector prefab or could someone recommend where I can find more information? Thanks for your help!!!
Screenspace shader with opacity channel animated for that, let me know if you can't find one
I was suspecting a screenspace shader would make the most sense as it'll just "eat" the camera so to speak. I have to admit I've not used any, ever actually come to think of it. Are there any you'd recommend?
You just need a black texture with it
Ace, thanks.
Trying to make area transitions less jarring and to add that "passage of time" feeling.
question: for some reason scene-Android-world.vrcw isn't showing up so I can't export
any fix?
Heh, made with imgflip.
I also don’t know.
Zixha's apartment I think ?
ugh i been having trouble with the SDK lately, it has the build menu empty and blank, ive tried reinstalling it 3x, and fixed all the errors, even deleting the vrc keys from unity but to no avail
all i wanna do is make a quest world ;n;
How do you get the VRC URL Input to work on Quest? I've used video players before in other worlds that show the input window when you click, and the only thing I changed from the examples is a different background image and font.
But no matter how hard I try the URL input doesn't open. It responds; the url bar changes to the "selected" color specified in the VRC URL Input properties.
...but there's nothing to input on.
can someone help me? after i added qvpens something happened to my world in unity, my vrc worldtoolkit disappeared and everything starting to break, can anyone help me?
Have you tried deleting the pens? I'm not sure if it's the pens or how people are installing them but I see a lot of people run into errors with those.
does anybody know why it might be that pick up objects are really jittery?
I hate udon so much
How do you prevent pickable items from stretching when you pick them up and move them around?
You need to not have them under a parent with uneven scales. Make sure all the scale for XYZ are the same number above the pickup.
ahhh
There can be a few reasons—where is the origin of the object relative to the grab point? Are you far away from 0,0,0? What are your rigid body settings?
Move your colliders so they don’t overlap as well just in case
ill try
could anyone help me? when i make an object able to be picked up, when it gets grabbed it grabs and invisible version and leaves the original behind
can u post a screenshot of the object on the hierachy and the inspector?
its at the top of its own hierachy but sure give me a min
and the inspector
damn didnt notice that, thx
slight problem, it randomly disappears if you look at it in a certain way
it probably had ocludee static on, you need to make sure ocludee static is off and then rebake occlusion culling
i assume i would find ocludee static in the occlusion tab?
nah, its on the same thing that static object is. wait a sec
it wasnt on 🤷♂️
yeah, you just disabled it while you were turning static (everything) of as a whole. now you need to rebake the occlusion culling
glad to hear that
so uh, almost everything just went invisible and vr chat acts like it isnt there, what do i do?
if you create a gameobject in a scene is there a way to give it a custom material instead of the locked in solid white standard material they seem to be given by default?
NVM found it...mesh renderer.
Random question, where do you guys get your textures and materials from?
when not made by me, i get my skyboxes from polyhaven.com and pbr textures from 3dtextures.me (from there the wood_floor_007 texture i see around a lot)
I think you have occlusion set too high?
at least that's what I'm getting from the boxes
either self made or from everywhere around the web. there are tons of free resources out there
I know but I need new websites
Have you checked these?
there isnt this one magical source that has everything, google is your friend. i never needed to go past the first page
Textures.com is a good resource for textures. There's also quite a few seamless ones on there too.
Yeah I know but I was just checking if someone had any website I dont know
ty :)
excuse me, i'm new in world-dev and i have a problem.
so i want to make an exhibition world kinda type and play a video only screen on the wall. i already tried using vrc video player and avpro but everytime i'm copy paste the object to change the video url, the video doesn't show up. like in the screenshot, for an example. does anyone know why? thank you.
@green vine I suggest using one of the video prefabs from vrcPrefabs.com/browse
The ProTV by techanon is probably the best one right now. Quest worlds have issues with video players however, is that your issue?
Substance painter is worth learning for sure. I also prefer to make my own when possible in photoshop. AI can do some pretty good base stuff to start with these days. That’s all very useful if you want to avoid copyrighted images.
i'm already use ProTV before but i got a compile error instead
where i need to get vrc_sceneDescriptor?? i have avatar descritor but not sceneDescriptor
you can get it fome the sdk3 world download on the vrchat website
i cant see this
then in the search bar or add compant type it in
can some one help me im getting these errors in the files form hitting build and publish
no
mm? which one?
only one works so try the 2nd one and add it to a empty game object or what ever object you want
it should be one of the first 2 files you can only put in on a empty game object
Check your console tab for any red errors. This page can guide you on how to find those errors correctly. https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems Common errors happen because of the wrong Unity version that VRChat uses, or incompatible assets.
Thank you, i have now another error, i was published test world but when i trying to join to instance i was throwed back at home
Anyone have an idea why such behaviour is going on?
That probably happens because you dont have a spawn point. Did you manually added a VRC Scene Descriptor to your scene?
I can't build properly after clicking Build&Test, and the same thing happens when I click Build&Publish for Windows
i guess so... my descriptor looks like that
I wrote some custom editor scripts for udonsharp scripts, is it possible the problem?
Are those 4 spawn points referencing the same object (VRCWorld)? Try setting it to just 1 (you can only have 1 scene descriptor on your entire scene) Also, what Unity version are you using? On the descriptor (your screenshot) it says "2019.4.40f1"
yes, this version is recommended in documentation
any suggestions? i'm pretty new
Disable / Enable vpn, check the Internet.
thanks
now everything works fine, thank you guys.
doesn't help, but seems it's really ISP problem
it wont let me edit
Is that a material embedded in the imported model? You generally can't edit those but you can make your own and just drag it to the model.
Yeah
It is
Luckily it's easy to reproduce, just a dark grey standard material with 0 metallic and smoothness
if I disable something from the hierarchy would it still be uploaded to vrchat
Yes
ok good
any good practices for making the world quest friend, i duplicated all of my objects and started modifying the duplicate. Did most of the stuff, still have long to go.
You can do everything from the same project but this can be easier or more difficult than using 2 projects depending on how much is different between the Quest and PC builds.
The main things for quest are texture compression, baked lighting, and not having too much transparency. There are other things like model complexity and limiting particle systems but those are the major ones.
is there a way to get a transparent version of the stardard lite shader ?
i need one for my water
I don't believe so but you can use the standard shader for worlds, just not for avatars.
would it work for quest ?
You can use most shaders for worlds on Quest, they may not perform quite as well but if everything else is well-optimized, you're not going to see too much of a hit from the occasional use of an exotic shader so long as it doesn't include certain things like grab passes.
the world i have is already used in another vr social platform
problem i am also experiencing is i have a shader with cull off and that one is in the custom category so its not liked
Don't worry about the yellow warnings in the builder, those won't stop you, they're just warnings that what you're doing isn't ideal.
Ultimately you just have to test frequently and make adjustments if something is causing too much of a framerate hit
ah ok so just upload. the world i have was in urp and was heavier then than now. so i think i will be fine
the main thing that bugs me is that the water shader works on pc and on android its invisible 😛
what sites do people usually use to get free models and materials to use for their vrc worlds?
You will have to adjust any materials that use shaders that only work in URP since VRChat only supports the built in pipeline. For water, Silent's opaque water shader works well. https://gitlab.com/s-ilent/clear-water
yeah ik, i got a new water shader its just pc only
For models, sketchfab. For materials, asset store but this will get you started https://gist.github.com/mauricesvay/1330cc530f6ab2ef33eb6a5ea56ef5bd
oh what is a grab pass, i am more on the programming side than shaders, so my knowledge is kind of whack
ty!
This is the documentation, though I'm not sure it will clear much up https://docs.unity3d.com/Manual/SL-GrabPass.html
You can check the code of the shader to see if it might be a problem or just throw it in and if it doesn't render properly, don't use it.
Thanks man, you are a life saver
No worries
❤️
how come i cant see my sdk i've tried it over and over
You might have compiler errors, though that usually just causes the builder to not show up. Are you using the creator companion?
no im just using vrc worlds
water shader didnt work, still invisible F
Any compiler errors?
no
You're using the Clear Water 2 Opaque shader?
just these
Well, those are errors, just not particularly helpful ones.
0_0
oh
unity: there is a problem
me: what is the problem
unity: well figure it out i am waiting
I've seen some obtuse errors before but completely blank ones is new.
same, i am hella confused
any way i can get my sdk working
untold try clicking on them, could be a rendering bug and when you click them it might reveal what it says
yea
idk
💀 😭
anyone mind helping me? my vrc worldtoolkit button disappears from the top so i cant test or upload my world and i dont know what to do
@sudden rain start a new project, then export your stuff to the new one
ok
just the unity project, hub is a separate entity
yea, it didnt do anything
the thing is all the assets from it package are in the project, but i just cant use the button because its not there : (
are u the right unity version ?
yeah idk much, i am new. i just know these 2 tricks XD
xD
pain
first world done, wanst that hard tbh. my friend told me i would need to redo all my object meshes. turns out i just had to change the layer
Yeah, you probably still have some URP shaders in there. At least the error shader should be bright magenta so easy to find.
anyone know if there is a way to upload a world without the vrc worldtoolkit or am i sol here?
went through the shaders list and converted all purples to standard. screw sieving my objects
VRC WorldToolKit is entirely optional, it just helps you optimize.
then how do i upload a world without it? i only know of the way with that
I'm not sure we're talking about the same thing, you can't use that to upload. You do need the SDK.
whenever i use the vrc world toolkit it lets me open a window to build and test my world in vrc and upload it
That's the SDK. You may be able to open the SDK using it (though I've never seen that) but it's just accessing the SDK.
this is all the sdk lets me do
You likely have compiler errors
That does seem to be a very problematic prefab. I'm sure you can make it work but it seems like it causes a lot of issues for people.
yup that was it
this means is quest compatible right
❤️
👍
i love all of you guys
now i took a day of for personal stuff, back to doing commissions
dont overwork yourself!
heres the thing, even if i do i barely make enough to pay my bills
anyone know how to fix this problem?
damn life of a starving artist am i right?
ik 12 programming languages, just the IT market is very dry right now
try building your lighting and occlusion
and full of minimal pay fullstack developer roles which are not worth it
jesus, and here i am barely knowing blueprint💀
i did
welp i mostly use 10 programming languages, the other 2 i have not touched in ages. but yeah so much programming know how + no professional experience = hard job hunting
Do you have compiler errors?
i ma stop talking about this since, welp randoms and channel rules 😛
none
i fixed all errors, generated lighting, generated occ, and even tried to remove all mipmaps, reinstall the sdk and also deleted the vrc keys from unity
Out of curiosity, do you have qv pen in your project?
nope none
I think there is a way to display additional Udon Sharp errors but I've forgotten how to access those
Anyone know if you can test your own world on oculus
ok i thought i was done with this chat for today, BUT for some reason some of my baked lights wont bake ...
any1 have ideas i tried clearing and then making a new bake
well I just started out and ya kind want some ideas (currently making like a tiny home world) but ya would be nice with some bigger
I imagine your settings are probably fine but I'd start by posting a screencap of the light's inspector
Fixed it, the size of the terrain was 0.0256 which only baked half of it for some reason instead of making another light map
it worked fine on quest version, but the normal had to screw up to mock me 😄
Good work, that's a tricky bug to catch.
it wasnt exactly a bug, its just how lightmaps work sometimes
for it to compress it, even if theere is no space it will just stretch the last bits from what i observer
making the terrain have a slightly bigger size fixes it, I am also modifying my light settings to make it look good
finally done
probably going to make a better world after this since this was just a test onto whether I could do it at all
eyy I made my first radio
are there any sites other than sketchfab where i can find free 3d models to use in my world?
like, i couldn't find a good free bed on there and there weren't many options so i just straight up made one but i'd rather not have to make every piece of the bedroom i'm doing like a desktop pc
There are hundreds of beds on Sketchfab but I guess if you can't find one you like there's turbosquid or the asset store, you can find some stuff on DeviantArt
Is that the reference camera in VRCWorld? You're trying to access this on PC, right?
Anyone know what's going on here?
Rotating it it becomes miles long but the collider doesn't move much.
It also happens to my Roomba's, making them like Jello when my friends or random visitors checking out the world come by
Random guess without seeing your project, but are these parented to a root with non uniform scale?
Ahhhhhhhh
I removed it from their parent and it fixed it
Why does this happen though?
The root of an object like that needs to be uniform in scale.
0:0:0
1:1:1
.5:.5:.5
Uniform scale.
Not
1:1.032233:1
0:1:0
Stuff like that. Non uniform
Could also have been something else but I suspect that's what it was. Regardless.
Gotcha, thank you so much!
Side note. I hope you're baking all those point lights lol
Oh yeah, every lighting source is baked!
I'm honestly trying to figure out how to further improve performance for both quest, desktop, and PCVR. But the toolkit and everything says it's fine, but I only get like, 45fps in pcvr, and 70 in quest.
To be sure, you've baked the lights in the lighting tab? Can take a few minutes or hours. (Not just set them to baked on the point light and that's it)
For what I see, 45 would seem low. Youd probably want to merge some stuff, and maybe have the pool table on an area trigger
The whole place is baked, thankfully. The settings are as such, so it only takes 2 mins to bake the whole map
Went as far as to remodel everything,
Nerfed it from 108mb down to 69 on pc
Adding a trigger Is actually a good idea
how do you remove the motion effect on the 3.0 SDK avatar pedestal prefab image?
Unity Marketplace.
@bold ibex here
thnx 👍
god help me
So I tried importing the ClientSim tool and the VRCSDK packages started conflicting, so I uninstalled those and re-imported my regular SDK package and now my postprocessing is broken and spitting out infinite console errors.
...I think I fixed it
any way to load avatar images (by ID) without that distorted water effect?