#world-development

39 messages · Page 147 of 1

vagrant shale
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Is the world published under your account?

stuck ice
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yeah

vagrant shale
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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.

stuck ice
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ohhh

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okay thank you, ill ask for more help if something goes wrong

sacred storm
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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?

stone marsh
sacred storm
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well that's very helpful

stone marsh
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Is what it is. Cheers

sacred storm
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so there was this asset that was in the hierarchy of the scene

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how do I get that back

vagrant shale
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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.

sacred storm
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it was the default one that came with the sdk

narrow hull
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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!

vagrant shale
vagrant shale
sacred storm
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found it

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it was vrcworld for the scene descriptor

narrow hull
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everything else in the console was just from building it for windows from before

vagrant shale
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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.

narrow hull
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well it needs a file that doesnt exist, thats what the error says

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i just have no idea what that file is and what i need to do to get it

vagrant shale
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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.

narrow hull
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ooh, my bad

sacred storm
river kraken
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would anyone be interested in making a game with these design

sacred storm
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dunno why snipping tool is buggin out

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for some reason vrcsdk also decided to kill itself

vagrant shale
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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.

sacred storm
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Hmmmm well I can't upload my world anymore which is a mild problem

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Especially when I dont know why the error exists

vagrant shale
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There are no other red errors in your console?

sacred storm
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Gimme a moment

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Theres 88

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Most of them seem to be because of my GameObject I'm using for the udonsharp script

vagrant shale
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That'll do it

sacred storm
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Issue being idk how to fix it

vagrant shale
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I'd post the script in #udon-general to see what might be wrong with it.

sacred storm
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ok ty

queen fox
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Does anybody know how to create a camera that focuses on players? Or is there a prefab somewhere.

vagrant shale
# queen fox Does anybody know how to create a camera that focuses on players? Or is there a ...

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:

sacred storm
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how to I make it to where you can pick up an object

green lagoon
sacred storm
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ty

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idk how to use this page

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nvm

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found it

austere hull
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how i send custom network event with variables

tribal crown
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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?

solemn gulch
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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

iron trench
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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.

narrow hull
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Are shadows on Quest worlds possible?
and how do i add them? because i saw you cant change the Quality settings

iron trench
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yes

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well.. i got mine from a package

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but i can send you the package that i used because it's got a light with shadows in a premade scene

gentle elbow
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after updateing my world i can not load into it

tribal crown
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can anyone help me pls?

iron trench
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what is your problem?

tribal crown
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my water have huge waves in game

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while have normal calm in unity

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idk what werong and how to fix it

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the internet show no answers

iron trench
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is there an option to change how big the waves are?

tribal crown
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yes

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i did them so they be little waves and calm like in lake

iron trench
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try lowering that then upload it

tribal crown
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i did

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didnt change anything

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i can show u how it looks

iron trench
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yea send a ss

tribal crown
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sec

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i pmd u the SS

iron trench
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i dont have dms on for server members

tribal crown
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ok

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second one how it shold be and the first how it in game

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idk what couse that problem

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what braking the water

iron trench
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idk what to tell you, do you know anyone that is experienced with this type of stuff?

tribal crown
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nope. that why i asked here

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in case somone know it

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i tryd to google the problem and no resolt fount about it

upper obsidian
upper obsidian
tribal crown
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i dont think it have a script

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it used to work fine in old version of the map

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somtimes it worked fine in game and somtimes it has that problem

upper obsidian
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What do you mean I don't think? What's this?

tribal crown
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those are C# scripts?

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didnt noticed

upper obsidian
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yes, they are c# scripts

tribal crown
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but still weird that its worked in older version

tribal crown
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thx for help. it will do good for now @upper obsidian

trail epoch
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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?

vagrant shale
hidden wolf
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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 ^^

tepid eagle
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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?

green lagoon
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in general I wouldn't recommend being on SDK 2 as it's deprecated

tepid eagle
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I'm not too good at UDON...

rain shadow
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That's an issue with Combat System that exists in SDK2 and Udon

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Afaik it has to do with the respawn delay built into the Combat System

tepid eagle
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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

rain shadow
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You can avoid the issue by changing the respawn delay within combat system I think.

green lagoon
tepid eagle
green lagoon
tepid eagle
vernal prism
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(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.

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Or maybe if someone has a dresser prefab I could take apart and study?

green lagoon
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this has an interactive dresser

queen fox
pearl dune
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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.

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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.

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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"

green lagoon
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if it's helpful one unit in unity is 1 meter

pearl dune
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yeah

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and I may have to go back and remeasure everything in meters/centimeters

green lagoon
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question were you modeling in meters or feet for blender

pearl dune
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feet

green lagoon
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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

pearl dune
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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

green lagoon
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then you've messed up the scale of the world model if you look Ten Feet Tall

pearl dune
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I mean yeah that's fair to say

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I'm not sure why it doesn't transfer scale to scale though, if this is 1:1 accurate in blender?

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unless something happens when it transfers from blender to unity?

green lagoon
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try swapping the unit type back to meters before you export

pearl dune
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Or, wait

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it might be I just forgot how small this room is

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hmmmmmm

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maybe it seems a lot smaller when I'm looking at it this way

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Now that I think about it, its probably that

green lagoon
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have you tried the room also in VR

pearl dune
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not yet

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I need to build and publish it

green lagoon
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also probably helps if you had a avatar that's your height IRL to test

pearl dune
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I just gotta tool around and figure out how to publish a world without making it publicly available

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I'm still pretty new to this, you see

green lagoon
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nothing wrong with being new

pearl dune
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thank you for that reassurance ❤️

languid pewter
pearl dune
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no I mean, I have build and test already

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I do that on PC as it stands

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But I have a quest, and that's what I'm planning to use for what I'm working on

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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

silver bison
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does anyone know how to hide certain layers with a VRCMirror?

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I have them turned off but the layers are still reflecting

stone marsh
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The layer matrix for the mirror is on the mirror component.

silver bison
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Ah, so if I turn off default it gets rid of UI text

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Do you know how to make it so that text from holding objects is hidden in the mirror but everything else still reflects?

stone marsh
# silver bison Do you know how to make it so that text from holding objects is hidden in the mi...

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.

green lagoon
silver bison
stone marsh
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You don't. It's part of the UI layer

silver bison
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I have the UI layer hidden but it still shows

stone marsh
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Iirc some of this may have been moved to the reserved layers so disabled those too

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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.

silver bison
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so far the only layer i've been able to hide the vrc pickup text from was on default

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but i cant hide that

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it appears that the reserved layers were showing ui text!

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i\ll upload it and see if it works now

stone marsh
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To be honest, nothing should ideally be left on default. All of your game objects should ideally be sorted into layers as described anyways.

nova locust
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I'm confused cuz I had the Ui and UiMenu turned off, but they still show up in the camera

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like you still could see your own quick menu and the laser pointer

nova locust
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huh really?

stone marsh
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Some UI stuff was moved to the reserved layers to prevent over rendering abuse.

nova locust
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i see

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why didn't i know about this

stone marsh
nova locust
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ah, ok they no longer show in the camera, thank you. gotta change some objects' layer now

stone marsh
# nova locust 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

nova locust
sacred storm
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How do I use VRC Pickup

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heres an example of what I have

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but when I try to grab it ingame, it just doesnt work

stone marsh
sacred storm
stone marsh
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You need a collider.

sacred storm
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ah pain

green lagoon
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can't pick something up if you don't have a collider for interacting with it

sacred storm
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makes sense

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is there a way to make the collider something that isnt equal on all sides

stone marsh
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Use a mesh collider if it's a complex shape

sacred storm
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nvm I need a box collider

stone marsh
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Box is ideal tho for perf

random spruce
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any reason why the VRC scene descriptor would be blank?

dusk sapphire
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make sure you have a spawn point set

vagrant shale
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I'd always recommend using VRCWorld rather than making your own Scene Descriptor

random spruce
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the VRCWorld prefab was giving me issues too

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when i try to build the world, the builder tab is blank

vagrant shale
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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.

random spruce
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reimporting all fixed it

sacred storm
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Is there a way to make a gun using the default vrc tools or do I need an external kit

vagrant shale
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How do you want the gun to operate? Is it intended to shoot a projectile to interacts with other players in some way?

sacred storm
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Nope, just shoot a projectile

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That can interact with other object maybe

vagrant shale
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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.

sacred storm
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Damn ty for the help anyway

latent agate
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Ah, that's why im seeing stuff i don't understand im lurking in the wrong room - Emmitt

sacred storm
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How do I make pickupable items server-instanced

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Since they're separate between my friend and I

upper obsidian
sacred storm
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Ty

bold ibex
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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

white moon
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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.

upper obsidian
white moon
white moon
upper obsidian
white moon
upper obsidian
white moon
prime marten
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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.

bold ibex
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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.

wet gazelle
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If I have a world. that is SDK3 but the Weapons are SDK2. Will my weapons still work?

stone marsh
eternal tree
feral stone
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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!

eternal tree
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That's such a useful world

bold ibex
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If I have junk files in my assets will they make the storage amount higher for my world

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Or will vrc only add the files used into the world size

frosty flicker
bold ibex
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ok thanks

pearl dune
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I'm trying to get the hang of building on PC and publishing to test on android

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How do I access my world after I've uploaded it? Will it be available via my homeworld or something?

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"Here's the worlds you've uploaded to VRchat!" etc

gentle elbow
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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

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Any fix for this?

austere hull
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how to detect localplayer colliding into objects

pearl dune
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SO

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I've been building this scale model of my apartment

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its nice and all and I'm liking the progress I'm making but

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when I spawned in, in VR, I realized I wasn't controlling the VR itself

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err

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I realized I spawned and my apartment was like, backwards

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so I was walking around in this room, walking towards one wall while it looked like I was walking towards another wall lol

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I'm feeling emboldened now

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But I'm running into a problem with moving, both my person and the playspace of the model

austere hull
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how to run event when player collides with something

fossil hull
feral stone
misty wave
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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

stone marsh
misty wave
stone marsh
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Well, is there a depth light activating the depth buffer?

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Ah I see. I missed the part about using red sims example depth light

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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.

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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.

misty wave
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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

stone marsh
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Is the world centered around 0:0:0? Are u using a custom mesh? Hm. Idk. Good luck

misty wave
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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

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tysm ;;

stone marsh
fossil hull
misty wave
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Anyone experienced mirrors stopping working after trying to add a custom shader to the script??

stone marsh
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What mirror shader are u trying to use?

misty wave
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None now, just after changing it to anything from the default now all of the built in VRCMirrors are broken

stone marsh
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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.

misty wave
feral stone
fossil hull
feral stone
stone marsh
misty wave
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Yeah we got that bit working as well,,, but like the default mirror material seems to be just entirely broken now

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somehow

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With MirrorReflection mat

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With a custom new mirror mat

green lagoon
raw siren
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anyone know why a reflection probe would show side ways i made a new probe and im still having the same issue

prime marten
eternal tree
copper compass
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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

pearl plume
gentle elbow
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Believe so

trim nacelle
# copper compass anyone else had issues with AVPro where the regular image would be fine but the ...

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

final crest
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I wanna make would but I don't know where to start? could someone help me

green lagoon
final crest
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ok thanks

ocean crag
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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?

sacred warren
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Are they set to "Baked" or "Mixed"?

vagrant shale
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Also are you using the built in lightmapper or Bakery?

ocean crag
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Lights are set to baked

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after taking like an hour to bake im baffeled it did nothing

vagrant shale
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Are the objects you're trying to bake marked as static?

ocean crag
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yup

vagrant shale
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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.

ocean crag
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objects are static in the map and what do you mean by bakery? I just press generate lights in the lighting tab

vagrant shale
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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?

vagrant shale
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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.

faint cairn
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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.

nova acorn
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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??

vague pivot
# nova acorn i been working on my first world and im done and happy with it but i cant figure...

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

bold ibex
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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

tribal crown
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hi all, can i put bushes on my terrain as grass or only as trees?

languid pewter
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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?

final crest
rain summit
# faint cairn Hi, I've had over 12 hours of game time on VRChat and my account still doesn't h...

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.

mortal compass
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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.

final crest
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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?

silk dirge
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why is this a thing?

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i cant publish

trim nacelle
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click autofix

silk dirge
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i did it wont

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i'm confused

trim nacelle
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then click on slelect and enable them manually

final crest
shut timber
# silk dirge i'm confused
  1. This is the worlds page 😄
  2. Do you have any other avatars in the scene? Disable all but the one you are trying to upload
  3. Manually replace the DynamicBones with physbones if AutoFic isn’t working for you
  4. As always, restarting Unity often fixes issues
shut timber
mortal compass
shut timber
shut timber
raw siren
shut timber
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I don’t know if probe transform orientation matters, have you tried changing that?

flint void
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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

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ive googled many different things but to no avail

bold ibex
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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

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Im tired of hackers getting the code man

hidden hemlock
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look what's coming to Vrchat...

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im making something related to loogies mansion

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is a game

low rune
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Yo

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That’s wack

bold ibex
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hey, whenever i rotate an object it increases in size in some way, anyone can help?

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like x and z increase

mossy jay
#

Does anybody know where I could find this drinking making bottles from? I would love to use it for my world

trim nacelle
#

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

fossil hull
#

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.

bold ibex
#

there is any video player that doesn't use VRC Url Input Field? Since I don't have it with udon 1.0.1

fossil hull
trim nacelle
#

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

bold ibex
#

how can I make item not going outside of some boundaries?

#

with a box collider?

fossil hull
#

(that's something I'm not that great at)

trim nacelle
#

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

upper pendant
#

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

fossil hull
trim nacelle
#

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)

fossil hull
trim nacelle
#

ya welcome

finite shoal
#

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.

swift trench
#

does anyone know if unity pathfinding works properly in VRC

#

Thinking of making a map that leans on synced pathfinding enemy

green lagoon
#

example of vrchat NPCs using the navmesh

swift trench
#

"small AI that chases the player" perfect

bold ibex
#

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 😩

tawdry mason
#

what dose this mean why cant it find the scene

swift trench
#

something errored

#

what OS are you using @tawdry mason

upper pendant
#

Is this normal ? I am trying to bake lights and it's been on this step for 30 mins

vagrant shale
upper pendant
vagrant shale
#

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.

tawdry mason
swift trench
#

IDK if the API suports raw linux

tawdry mason
#

ive ben able to use avatars skd fine on it

swift trench
#

ah, something else is wrong with your project then

#

check the console to see what errors pop up

tawdry mason
#

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

swift trench
#

windows is the only officaly supported os for the sdk

tawdry mason
#

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

swift trench
#

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

tawdry mason
#

ye seems the udon compiler is wats not working

#

thats prob why avatars works fine but not udon

#

sense the compiler docent work

vagrant shale
swift trench
tawdry mason
#

i dont have any scripts at the moment but i do have udonC c# installed

swift trench
#

UdonSharp then

#

but if you have no scripts then hmm

#

@tawdry mason are you useing the world descriptor prefab or script

tawdry mason
#

i did drop a chair asset in for testing

#

tho it uses graph

swift trench
#

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

swift trench
#

your somehow getting an out of Vram issue from the looks

#

what card are you useing Fuu

upper pendant
#

2070 Super

swift trench
tawdry mason
#

wonder tho sense oculus basiclly runs linux at its core why linux desktop docent work

#

guess cuz diff arch

upper pendant
swift trench
#

hence why the targets need to be android or windows

vagrant shale
# upper pendant 2nd try I get thiis error

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.

upper pendant
vagrant shale
#

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.

upper pendant
#

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

stone marsh
tribal crown
#

thx

tawdry mason
#

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

green lagoon
#

then yeah add some sort of collider to your floor

cerulean yacht
#

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

hidden hemlock
#

i give you
the first thumbnail for my game

somber wraith
#

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?

wooden merlin
#

what component do you put on an object to make it a pickup?

#

is it just vrc_pickup?

stone marsh
#

That and a collider.

wooden merlin
#

is object sync how i make it so everyone can see it moving?

vagrant shale
#

And an ObjectSync script if you want its position to be synced

wooden merlin
#

k. can i use mesh collider?

#

hrm getting a layers issue. don't remember getting that on my other world...

vague pivot
#

press the button

vagrant shale
#

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.

wooden merlin
vagrant shale
#

Depends on how many triangles they have. A gun can have 50 tris or 50,000.

wooden merlin
#

can i check that in unity?

vagrant shale
#

Pretty sure if you click on the FBX in the project tab

wooden merlin
#

k i'll do that when unity isn't busy next.

stone marsh
#

A pickup like a gun can easily be a convex mesh collider or just a box collider.

vagrant shale
#

Yeah, you only really need a mesh collider if you need the collision to behave in some specific way, a box should work fine.

wooden merlin
#

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.

vagrant shale
#

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

wooden merlin
#

it is not for me.

#

where is this VRCWorld?

#

Found it.

stone marsh
#

Need to add your main camera to the reference camera spot onto he world descriptor

wooden merlin
#

so my guns are just falling through the world...

stone marsh
#

Did you not add a collider to it?

wooden merlin
#

Yeah.

stone marsh
#

Is the collider set to "IsTrigger"

wooden merlin
#

no

#

the coin which also isn't is sitting on the table fine though...

stone marsh
#

Screenshots would help

wooden merlin
#

screenshots from unity or from vrc?

stone marsh
#

Of your unity project, showing the pickup and it's inspector.

wooden merlin
#

this is the coin which works?

#

this is one of the guns which doesn't.

#

dunno why it sent the coin twice...

stone marsh
#

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

wooden merlin
#

ahh

#

so this is better?

#

these are going to kick eachother away now though right?

vague pivot
#

your floor got a collider?

stone marsh
# wooden merlin these are going to kick eachother away now though right?

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

stone marsh
merry stag
#

so where do i get music for a world?

green lagoon
#

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...

gaunt egret
merry stag
#

thank u :)

rapid ruin
#

would anyone be so kind as to tell me how (if im able to at all) change where the players spawns?

gaunt egret
#

vrcworld acts as your spawn point

rapid ruin
#

ah

#

thx

vagrant shale
#

You can also add additional spawn points inside of VRCWorld

shut timber
#

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.

shut timber
#

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

stone marsh
#

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.

shut timber
# tawdry mason so i saw a world that let you walk around a planet and it looked like it was usi...

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

Likes

144

▶ Play video
tawdry mason
#

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

shut timber
#

I can’t help you with the details myself, sorry.

shut timber
#

Should have replied to the other message, you are correct

shut timber
shut timber
upper pendant
shut timber
#

Ok that seems very odd then, I wonder if you have some weird scripts

upper pendant
upper pendant
shut timber
#

Those are points, I don’t know that they do much in unity.

What has an armature?

upper pendant
#

It's an avatar I use, just for size reference

#

It will be deleted in the end

shut timber
#

Oh ok

#

Wellllll…..clear parent on all those meshes and delete the points.

#

(Save a backup)

#

clear parent and keep transform.

upper pendant
#

Nah I think backup is not neccesarry, I will just have to resize them

#

Because when I delete the points the get thicc

shut timber
#

i don’t use transform /point parents in blender myself

upper pendant
#

I did not intend on purpose, the object got imported that way but if it's an issue I will just delete them manually

shut timber
#

yeah don’t just delete points, alt-P those meshes and keep transform

#

then they won’t be children anymore

upper pendant
#

Big Brain

#

What you mentioned does not work though

#

It does not change the parent

white moon
lapis galleon
#

Does anyone here have experience with virtual markets? Like this one https://summer2022.vket.com/en

バーチャルマーケット2022

This is the official website of Virtual Market 2022 Summer(Vket2022 Summer), which will be held from August 13, 2022 to August 28, 2022.

#

I'd be interested in setting up shop whenever I want, but this looks like it's only for two weeks a year.

shut timber
white moon
shut timber
#

I would experiment myself but travelling away from pc. I don’t know why the pool table would move though

upper pendant
#

Actually the whole thing got completely resized and scuffed

#

I just don't understand why everything in 3D is so scuffed

bold ibex
#

I'm using u# and I was going to ask, how to make people drop what they have picked up

#

lol

shut timber
#

It’s something like VRCPickup.Drop

bold ibex
#

I see I'll check it

#

thanks

left raven
#

so if any one has one im having trouble getting a name for this world any suggestions will be grate

white moon
upper pendant
white moon
#

Yea that'll do it

bold ibex
#

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

stone marsh
#

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.

bold ibex
#

oh thanks, i'll put the question on that channel

toxic plover
#

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

gaunt egret
#

doesnt the silent water shader have a quest version or something

shut timber
#

Silent’s Clear Water set to opaque works well on Quest.

toxic plover
#

I see, I'll give that a shot!

barren spindle
#

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.

dusk sapphire
#

you have it set as static, static objects cannot move

barren spindle
#

ooooh

#

ill try it later, ty

spice fox
#

Can physbone be used on world?

trim nacelle
#

not rn

upper obsidian
frosty flicker
#

I thought it will get removed anyway if physbone component hasn't been whitelisted

upper obsidian
frosty flicker
bold ibex
#

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?

upper obsidian
frosty flicker
#

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.

sudden rain
#

can anybody help me with my video player error

vagrant shale
#

Have you installed Udon Sharp?

sudden rain
#

yes

clever musk
sudden rain
#

That’s the message I get from it

clever musk
#

wat

native moon
#

does resizing my world since it's too small cause any problems

#

like just regular scaling

near escarp
native moon
#

well that's my first VRC world ever created

#

got a mirror and sunset

sacred warren
#

Does anyone have a working/recommended "fade out, fade in" for transitions?

bold ibex
#

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!!!

near escarp
sacred warren
sacred warren
#

Ace, thanks.

#

Trying to make area transitions less jarring and to add that "passage of time" feeling.

native moon
#

question: for some reason scene-Android-world.vrcw isn't showing up so I can't export

#

any fix?

eager mauve
#

Heh, made with imgflip.

I also don’t know.

near escarp
#

Zixha's apartment I think ?

round mirage
#

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;

young leaf
#

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.

rapid ruin
#

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?

vagrant shale
#

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.

somber wraith
#

does anybody know why it might be that pick up objects are really jittery?

fading ginkgo
#

I hate udon so much

barren spindle
#

How do you prevent pickable items from stretching when you pick them up and move them around?

shut timber
barren spindle
#

ahhh

shut timber
shut timber
#

Move your colliders so they don’t overlap as well just in case

somber wraith
#

ill try

rapid ruin
#

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

somber wraith
rapid ruin
#

its at the top of its own hierachy but sure give me a min

somber wraith
#

and the inspector

rapid ruin
somber wraith
#

well, your object is static

#

you cant pick it up

rapid ruin
#

damn didnt notice that, thx

#

slight problem, it randomly disappears if you look at it in a certain way

somber wraith
rapid ruin
#

i assume i would find ocludee static in the occlusion tab?

somber wraith
#

nah, its on the same thing that static object is. wait a sec

rapid ruin
somber wraith
rapid ruin
#

ah, ok ill try that rq

#

it fixed it. thanks! 👍

green lagoon
rapid ruin
#

so uh, almost everything just went invisible and vr chat acts like it isnt there, what do i do?

wooden merlin
#

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.

surreal wave
#

Random question, where do you guys get your textures and materials from?

trim nacelle
#

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)

native moon
#

at least that's what I'm getting from the boxes

somber wraith
surreal wave
#

I know but I need new websites

somber wraith
toxic plover
surreal wave
green vine
#

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.

shut timber
#

@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?

shut timber
green vine
little lava
#

where i need to get vrc_sceneDescriptor?? i have avatar descritor but not sceneDescriptor

past forge
little lava
#

i cant see this

past forge
#

then in the search bar or add compant type it in

little lava
#

you mean this file?

past forge
#

can some one help me im getting these errors in the files form hitting build and publish

past forge
past forge
little lava
#

mm? which one?

past forge
#

only one works so try the 2nd one and add it to a empty game object or what ever object you want

little lava
#

what its mean?

past forge
#

try a diffrent one

#

you cant add the script it's self try the other file type

little lava
#

there only "decriptorEditors" left

#

its not what i need...

past forge
#

it should be one of the first 2 files you can only put in on a empty game object

mild spade
little lava
#

Anyone have an idea why such behaviour is going on?

mild spade
spice fox
#

I can't build properly after clicking Build&Test, and the same thing happens when I click Build&Publish for Windows

little lava
spice fox
mild spade
# little lava i guess so... my descriptor looks like that

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"

little lava
vagrant shale
#

No? You want 2019.4.31f1.

little lava
#

oh.. i see

#

thanks guys, uploading correct version

blissful nacelle
#

any suggestions? i'm pretty new

upper obsidian
blissful nacelle
#

thanks

little lava
#

now everything works fine, thank you guys.

blissful nacelle
#

doesn't help, but seems it's really ISP problem

bold ibex
#

it wont let me edit

vagrant shale
# bold ibex 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.

vagrant shale
#

Luckily it's easy to reproduce, just a dark grey standard material with 0 metallic and smoothness

bold ibex
#

if I disable something from the hierarchy would it still be uploaded to vrchat

trim nacelle
#

Yes

bold ibex
#

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.

vagrant shale
#

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.

bold ibex
#

is there a way to get a transparent version of the stardard lite shader ?

#

i need one for my water

vagrant shale
#

I don't believe so but you can use the standard shader for worlds, just not for avatars.

bold ibex
#

would it work for quest ?

vagrant shale
#

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.

bold ibex
#

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

vagrant shale
#

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

bold ibex
#

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 😛

brave crow
#

what sites do people usually use to get free models and materials to use for their vrc worlds?

vagrant shale
#

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

bold ibex
#

yeah ik, i got a new water shader its just pc only

vagrant shale
bold ibex
#

oh what is a grab pass, i am more on the programming side than shaders, so my knowledge is kind of whack

vagrant shale
#

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.

bold ibex
#

Thanks man, you are a life saver

vagrant shale
#

No worries

bold ibex
#

❤️

sudden rain
#

how come i cant see my sdk i've tried it over and over

vagrant shale
sudden rain
#

no im just using vrc worlds

bold ibex
#

water shader didnt work, still invisible F

vagrant shale
sudden rain
#

no

vagrant shale
sudden rain
#

just these

bold ibex
#

ahh

#

that one

sudden rain
vagrant shale
#

Well, those are errors, just not particularly helpful ones.

bold ibex
#

0_0

sudden rain
#

oh

bold ibex
#

unity: there is a problem
me: what is the problem
unity: well figure it out i am waiting

vagrant shale
#

I've seen some obtuse errors before but completely blank ones is new.

bold ibex
#

same, i am hella confused

sudden rain
#

any way i can get my sdk working

bold ibex
#

untold try clicking on them, could be a rendering bug and when you click them it might reveal what it says

sudden rain
#

nothing pops up

bold ibex
#

ok that is HELLA weird

#

right unity version ?

#

2019.4.31f1

sudden rain
#

yea

bold ibex
#

idk

sudden rain
#

💀 😭

rapid ruin
#

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

bold ibex
#

did you try restarting unity

#

was talking to rum

rapid ruin
#

oh

#

like the hub and everything?

bold ibex
#

@sudden rain start a new project, then export your stuff to the new one

bold ibex
rapid ruin
#

the thing is all the assets from it package are in the project, but i just cant use the button because its not there : (

bold ibex
#

are u the right unity version ?

rapid ruin
#

yup

#

it was there earlier but then it just kinda dipped out

bold ibex
#

yeah idk much, i am new. i just know these 2 tricks XD

rapid ruin
#

xD

bold ibex
#

i have to go on a needle hunt right now

#

transfered a urp world to vrchat format

rapid ruin
#

pain

bold ibex
#

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

vagrant shale
#

Yeah, you probably still have some URP shaders in there. At least the error shader should be bright magenta so easy to find.

rapid ruin
#

anyone know if there is a way to upload a world without the vrc worldtoolkit or am i sol here?

bold ibex
#

went through the shaders list and converted all purples to standard. screw sieving my objects

vagrant shale
rapid ruin
vagrant shale
rapid ruin
vagrant shale
#

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.

rapid ruin
#

this is all the sdk lets me do

vagrant shale
#

You likely have compiler errors

rapid ruin
#

wait

#

omg

#

its always qv pen

#

idk why but it hates my projects

vagrant shale
#

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.

rapid ruin
#

yup that was it

bold ibex
#

this means is quest compatible right

rapid ruin
#

yup

#

it says cross platform

bold ibex
#

❤️

rapid ruin
#

👍

bold ibex
#

i love all of you guys

#

now i took a day of for personal stuff, back to doing commissions

rapid ruin
#

dont overwork yourself!

bold ibex
#

heres the thing, even if i do i barely make enough to pay my bills

round mirage
#

anyone know how to fix this problem?

rapid ruin
#

damn life of a starving artist am i right?

bold ibex
#

ik 12 programming languages, just the IT market is very dry right now

rapid ruin
bold ibex
#

and full of minimal pay fullstack developer roles which are not worth it

rapid ruin
round mirage
bold ibex
#

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

vagrant shale
bold ibex
#

i ma stop talking about this since, welp randoms and channel rules 😛

round mirage
#

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

rapid ruin
round mirage
vagrant shale
#

I think there is a way to display additional Udon Sharp errors but I've forgotten how to access those

calm kraken
#

Anyone know if you can test your own world on oculus

bold ibex
#

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

vagrant shale
bold ibex
#

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 😄

vagrant shale
#

Good work, that's a tricky bug to catch.

bold ibex
#

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

native moon
#

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

bold ibex
#

eyy I made my first radio

brave crow
#

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

vagrant shale
#

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

vagrant shale
#

Is that the reference camera in VRCWorld? You're trying to access this on PC, right?

green lagoon
bold ibex
#

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

stone marsh
#

Random guess without seeing your project, but are these parented to a root with non uniform scale?

bold ibex
#

Ahhhhhhhh

#

I removed it from their parent and it fixed it

#

Why does this happen though?

stone marsh
#

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.

bold ibex
#

Gotcha, thank you so much!

stone marsh
#

Side note. I hope you're baking all those point lights lol

bold ibex
#

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.

stone marsh
#

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

bold ibex
#

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

bold ibex
#

how do you remove the motion effect on the 3.0 SDK avatar pedestal prefab image?

vagrant shale
#

@bold ibex here

bold ibex
fallow phoenix
#

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.

fallow phoenix
#

...I think I fixed it

delicate grove
#

any way to load avatar images (by ID) without that distorted water effect?