#world-development

39 messages ยท Page 1 of 1 (latest)

cobalt fiber
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dang

cosmic oak
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How do I turn off shiny grass?

frosty goblet
cosmic oak
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How do I increase the roughness like where is that at

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OK, I just figured it out but still shiny

cosmic oak
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Uhh

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How do I fix this

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I pressed a button where itโ€™s like if I get close to the ground, it just disappears

storm badger
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Is there a way to check if the player deleted their persistence data for a world?

There doesn't appear to be an event for it. I had an idea to check if a key was removed during a "OnPlayerDataUploaded" event, but the docs for the "Removed" state say that "Removing keys is not currently possible."

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It's unclear if that also means keys removed due to the player deleting their persistence data.

opaque mica
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Player deleting their data will remove everything, you just cannot selectively remove keys

violet hornet
storm badger
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That's not quite what I mean. I'm trying to detect if the player deletes their persistence data, not if it's initially empty, and not selectively removing keys.

violet hornet
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you can't detect that afaik, it's also not something you'd be able to pick up in the scope of a session because clearing the data forces them to leave the world

storm badger
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Oh, I didn't know that detail that it boots them from the world. That actually resolves my use case for it.

versed stump
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Does anyone know how to make a claw machine system?

tender hatch
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i have a sun that is far away that only appears when im not looking directly at it

honest crater
opaque mica
tender arch
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I'm happy with it so far, the trees and ore/rocks spawn randomly on specific parts of the map, and atm you can chop the trees

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chopping the trees has sounds too, so you know when you actually hit it

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the trees will be synced across players as well

glad ridge
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Hi there, what TV/Video Player prefab do you suggest?

vague pivot
glad ridge
gray trail
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Hi there, would anyone know a shader to do this? (Photo taken from GLGenesis' Wheel Of Fortune World)

eternal tree
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where "this" is what exactly?

frosty goblet
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yeahh I have no clue what Iโ€™m looking at

gray trail
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A Renderer Texture (With a Unity camera) material in a sphere, when a VRC camera is put into said sphere you get a full image of said Renderer Texture.

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Nvm, I searched in here and found a GitHub page! Very glad I was able to find something lol

crude birch
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heyhey, so im trying to make a dj club venue based in the garage map from Jet Set Radio Future but before i can really continue i was looking for the movement system that Lakuza ( the lead creator of the VRChat world "Jet Set Radio Festival" ) used for their world. iv seen other worlds use the system before but im unsure where to find it. do any one you know?

eternal tree
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what does a "movement system" do?

crude birch
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im unsure if that the proper term to be honest but thats the best way i can describe it

what im referring to is the way you can grind on rails, wallride, and double jump in the world. other worlds seem to use the same system so id assume that there is a unity package that holds the workings of it and a way to apply wallride/grindability to certain gameobjects within the unity project

eternal tree
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ahh

crude birch
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since the thing im looking for is movement focused i just called it a "movement system"

pearl dust
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Udon Airtime

lilac ridge
crude birch
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thank you both!

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now i have everything i need!!

hasty seal
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What is the program or asset that let's us put a 'private access' doorway that will allow only the members of our VRChat community group to enter?

oblique laurel
gray trail
hasty seal
gray trail
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Separately. Thatโ€™s the only bummer part about it.

eternal tree
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also it's by display name

gray trail
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Yeah

hasty seal
eternal tree
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surely you can pre-load that if need be

hasty seal
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I know I heard of something that can allow 'group' members only, but I am a complete newbie and struggling to just learn unity. I have no idea what the program or asset is that lets groups in.

gray trail
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Fair enough. I think now a good option is to look into the Hash Doorsys that was mentioned.

hasty seal
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ok, I will sure look at that. Thanks everyone. ๐Ÿ˜‰

wintry thicket
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whenever I try to update my world this message keeps popping up? what does this mean, and how can I resolve it?

tender hatch
tidal cedar
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is there a way to detect when the local player camera enters a trigger collider? OnPlayerTriggerEnter seems to detect the whole player capsule as opposed to just the camera transform

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the use case in question is instead of fighting with culling off or using multiple material slots, I want to change the cull mode of an ocean material when underwater

worn kestrel
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@tidal cedar you need to use head transform

tidal cedar
worn kestrel
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either you track your own (ie normal unity) collider to it and then work with its collisions, or you just compare raw data ie for example if ocean level is y=-1.5 then you can just compare y value of head transform to a constant. both cases it is update event.

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in my experience its always good to have an empty object tracking your head and then you just stick other stuff to it, be it colliders, huds, audio sources etc etc

tidal cedar
drowsy magnet
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for some reason when i move an object it snaps instead of smoothly moving, how do i fix that?

drowsy magnet
hasty seal
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A massive spike just happened in my world size again as I was building it. I did do a few changes and put in some plants and when I rebuilt, I had a 40MB jump!!!! I immediately removed the plants and it dropped about 20MB but the other 20MB is still there. This is the second time this has happened near the end of my build and I have been watching the size in the Debugger in the Worldtoolkit and even as I removed things last time, it would bring the size down some but NOT back to where it was before the jump. Last time I gave up and restarted a new world and have been watching this one VERY carefuly and rebuilding regularly to watch the size. Now, I can NOT get it to go back down and I have removed almost everything I had put in there when the size was only showing under 50MB and now it won't go below 75 (and most everything is gone again!!). I did learn last time that the size also includes the items in our assets folder, even if not in the world; so I have cleaned that out also. WHAT IS GOING ON? I don't want to start over again and it looks like this keeps happening at almost the end of my build anyway. Anyone know what I am doing wrong or what I am missing here?

frosty flicker
hasty seal
# frosty flicker Make sure that the trees aren't marked for static batching. Static batch make ev...

Thanks. I have removed EVERY tree, even my texture for low poly grass. I have kept removing items but I am noticing that in the debugger, the items are not being removed from there after I rebuild. To test this, I removed everything fom the Hierarchy except the terrain. It did makek my MB go down to 12 but all the items that were in the Hierarchy and are gone now are still showing in the debugger?

frosty flicker
hasty seal
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I meant everything else I had in my world. The skybox, assets, etc.. I have been watching closely because of what happened last time. This time I removed everything from the Hierarchy except the terrain, water plane, VRCWorld, Directional Light and eventsystem. When I did a rebuild with only those things, the size did go back down to 12 MB but all the items I had in the world before the republish are still showing up in the debugger.

lofty spindle
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@vague pivot can I circle back on a question I asked before the lighting one kinda related to geometry when u got a moment

opaque mica
vague pivot
wintry thicket
eternal tree
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That's a new one to me

frosty goblet
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I'm pretty sure you can open a ticket for SDK issues? It might take a while since their response times are in I think 5-10 business days, but in the end you'll have an actual dev looking at the problem

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It seems like it happens when you try to push an update during an outage

shell meadow
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is there a performant method of simulating basic cloth physics like flags or curtains? I remember seeing something in an update that made this a possibility but cannot find it again.

eternal tree
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Nope, the best we've got is physbones ๐Ÿ™

tender arch
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this is my game's pick and axe for chopping trees and mining rocks

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simple models I made in blender xD

tawdry oar
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someone can help me

eternal tree
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is that the only error? It really helps if you don't crop so much so we can see some more context, other errors, etc.

tawdry oar
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yes is the only

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well I've never actually encountered this error before, and I haven't changed or added anything significant... Could it be a server issue?

tender arch
tawdry oar
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It's an update, I couldn't upload it as a new one.

tender arch
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huh...

frosty goblet
drowsy magnet
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how do i make a button that turns off the world music?

frosty goblet
mossy kettle
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thanks for your help

short gulch
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Kk cya, no prob :p

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Im planning on having a day and a night version of a world im working on. Would the easier route be to make the day version first and then the night version later? Its basically an old styled asylum that was converted into a night club

mossy kettle
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ok so apparently i didn't have to leave yet

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and another thing broke

short gulch
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What happened this time?

mossy kettle
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whenever i try to join the fixed world it sends me back to home

short gulch
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Huh, I heard a couple of people discussing being sent to home when testing a world not too long ago, try scrolling up in this channel, maybe they came up with a solution

mossy kettle
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ok

inner kernel
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how come I can see the shadows of my lights even though there is a ceiling between the sun and my light fixtures?

buoyant hollow
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Directional lights pass through everything

inner kernel
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Ah okay, so just disregard it or disable my directional light?

buoyant hollow
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You can also and should turn off shadows

bold ibex
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Iโ€™m unable to upload my world to VRChat, and Iโ€™m getting this error message. Any idea what this means?

inner kernel
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Ah, on the directional light

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thank you

near escarp
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@bold ibex remove the world ID in the scene descriptor component

short gulch
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Wow so is like, everyone having this problem now or something?

near escarp
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What problem ?

bold ibex
short gulch
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Hit the Detach button

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@bold ibex

bold ibex
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I just tried it a while ago, same error message

short gulch
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Ah okay then

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Hmm, thats where my experience ends. That is usually what fixes it for me.

buoyant hollow
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Did you import any scripts, even editor scripts

bold ibex
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@short gulch tried it again on the upload menu, and that seemed to do the trick. Thank you.

junior cloak
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yo gamers which vrc_trigger do i use to teleport someone using an UI ?

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nvm i'm retarded

rustic cypress
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would there be a way to making an object appear after certain amount of time?

buoyant hollow
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@rustic cypress yes, can you go into more detail?

rustic cypress
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so im planning a map where after a certain time things just appear out of no where

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say like a painting

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you spawn in the world have a look around nothing there

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after 5 min there is a painting on the wall

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that enough detail?

buoyant hollow
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Yeah, would recommend doing that with a animation. All you need to do is have the animation enable the game objects in question. Could potentially do it with a single animation

rustic cypress
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i had that idea

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just having the objects randomly outside the map the having the animation just teleport

buoyant hollow
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Why would you need to teleport them?

rustic cypress
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what was u thinking?

hardy nest
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Can you upload a world with multiple avatars but not have it listed as an avatar world? Because I'll have 10 or so avatars as a reward for completing my map, but the process it take to get there is tedious, so I don't want people to click on my world thinking it's gonna be an avatar world, and then they ask themselves "Where are the avatars??"

buoyant hollow
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I would put all the objects in question under a single empty game object. Create a animation on that game object that individually deactivates the game objects on frame 0, and activates them when needed to.

sacred warren
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@hardy nest I believe that's just for the purpose of advertising it as a place to get avatars. So if that's not the purpose, you don't need to set it as an avatar world.

hardy nest
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Ok, I was just hoping VRC staff wouldn't see 10 avatars in my world and set it to an avatar world automatically

supple drift
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@rustic cypress I think you could use OnTimer to enable game objects too, but OnTimer starts immediately when the component becomes active afaik. In any case, I think you'll have to figure out how you want the spawn-ins to broadcast and/or sync. Do you want it to spawn just for you 5 mins from when YOU enter the server or 5 minutes from when the earliest joiner (master) enters the room. Basically, who is starting the timer (or animation)?

rustic cypress
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local

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i want the animation or the ontimer to start when you join the world

buoyant hollow
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Yep, what I described should start automatically

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If it doesnโ€™t feel free to ping me

rustic cypress
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will do

bronze smelt
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@hardy nest They don't check the worlds like they used to anymore. You yourself have to set the world as a avatar world

rustic cypress
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how do unity animations work wtf

bold ibex
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just need a quick answer to a question i have. If i wanted to creat a world am I confined to using Unity? or is unity just the final upload means?

buoyant hollow
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For the most part, Final upload means

bold ibex
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So i can draw a box and build out a world in maya and just pull it over? cuz i know jack all about unity

junior cloak
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... Any idea of why both of my audio sources are actually global ? wtf

buoyant hollow
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Yes you can

bold ibex
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cool thanks

buoyant hollow
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@junior cloak screencap your audio settings

rustic cypress
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also @supple drift i have tried doing the OnTimer but i cant seem to get it to work

junior cloak
buoyant hollow
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Your spatial blend is the culprit

junior cloak
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roger that thanks gamer

supple drift
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@rustic cypress Post a screenshot of how it was setup! (also, hi blurtron - long time, no talk ๐ŸŒž)

rustic cypress
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ikr

supple drift
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Try setting the low range AND high range to the time you want (in seconds). Also make sure the 'pictureframe' game object is actually disabled so it can be enabled by the trigger [because I'm an idiot and have done this more times than I wanna admit]

rustic cypress
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so like the low would be 1 and the highest would be like 10 sec (for an example)?

supple drift
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Both 10 secs!

rustic cypress
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both 10 secs

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got it

supple drift
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yeah! The low sets the shortest amount of time before the timer triggers the action, and the high sets the longest time. You have a defined time so you wanna set both to that time (so 10 in this case)

rustic cypress
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got it

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im taking a break for now but be expecting alot more questions in the future ๐Ÿ˜‰ lol

supple drift
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That's fine! We're here to help VRC_Happy

ripe barn
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I followed

bronze kestrel
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Hey, referred here from user-support. Here's the question I posed:

Hey all, I'm getting an odd behavior trying to build a world in Unity. Getting log errors saying my prefabs have missing scripts, but looking at them in the inspector, they don't have any; have seen this error before in other projects so I'm familiar with it and know how to fix it. The world runs find in the editor, just not in VR. Any ideas?
The referenced script on this Behaviour (Game Object 'SimpleWall') is missing!

bold ibex
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Okay so whenever soemthing is saying that the referenced script is missing, it is referring to something that should be specified inside of your inspector on an object but actually isn't.

The first thing we need to do to check this out is to go to the console and click on the error message, it should then navigate us to the object in question.

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also, if it doesnt then just look for the game object "SimpleWall"

bronze kestrel
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I checked that already. The specific prefab it's talking about has the referenced script. I even tried dragging one in-world and it didn't work.

bold ibex
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You should be seeing this

bronze kestrel
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Yup, not seeing anything like that.

bold ibex
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also bear in mind that the SDK removes scripts that arent whitelisted

bronze kestrel
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Ah, is that user controllable?

bold ibex
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No.

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So, you cant have that script on the wall and upload it to vrchat

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from the looks of the values inside of the inspector, its a script that acts as a sliding door?

bronze kestrel
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Well shoot. So custom user scripts are basically out the window, it's only what's available in the VR chat SDK then?

bold ibex
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Yup

bronze kestrel
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Basically a sliding door, except up and down.

bold ibex
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And the mass abuse of the animation system

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You can achieve that result with an animation

bronze kestrel
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The issue is that I want the walls to move up and down based on a programmatic scheme to form a maze that shifts, and the maze controller is itself a custom script.

bold ibex
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You can do that with animation too

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Have a series of animations that can play out, moving the entire maze around whenever necessary

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You can also setup multiple instances of the maze, and toggle between them

bronze kestrel
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Yeah, I was hoping it wouldn't come to that though. I wrote this a while back as a fun side-project. The maze is different litterally every time it changes. Baking the maze changes into animations is doable, just a huge and manual re-write.

For example, the way it's written now, to change the size of the maze, I only need to change one number. It spawns the necessary walls, generates a maze, then applies it. Then after a timer goes off, it calculates a new maze and changes the walls accordingly. Right now it's configured to be a 20 x 20 maze and to do that through the animation means I'd have to pre-write and bake in 380 walls worth of animations x).

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Regardless thanks for the insight.

bold ibex
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table flip

If you want, you can look to have it whitelisted by the vrchat team! If you want to deal with that headache ofcourse

bronze kestrel
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Hope you didn't perceive my explanation as trying to be difficult or anything. You gave me exactly the information I needed and I appreciate that. I'm sure you can sympathize with having to go with something that's basically already written to automate a large task like this and having to go to a more restrictive framework that requires a lot of manual re-writing. I had to do something similar when I built this in Second Life years ago.

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P.S. For anyone who followed the thread; the resolution to my issue seems to be the implementation of Udon scripting slated for release sometime this year. Guess I just have to wait for that.

mossy kettle
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ok i'm having a problem where every time i join my world to test it it boots me back to home

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does anyone know how to fix this

mossy kettle
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anyone know?

buoyant hollow
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the number of reasons this could be is many. I would start with checking the console for errors that appear abnormal

mossy kettle
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the console in unity or vrchat, because it's a problem inside of vrchat

buoyant hollow
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unity

mossy kettle
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ok

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i don't really see anything

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i saw someone say earlier that you should turn dynamic materials off, do you know how to do that?

buoyant hollow
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its in the vrchat world object. Click on it and find it in the inspector

mossy kettle
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ok thanks

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i'll try it again one the servers are back

buoyant hollow
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if that doesn't work, then my next suggestion is to look for scripts you may have installed via a asset or something.

mossy kettle
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ok

narrow ibex
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Hey, I am creating an animation of a fan blade for a fan that is on a tilted angle. Anyone know how to rotate? I can only get it to rotate around X Y or Z

mossy kettle
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just do a combination of the rotation axis until it looks good

narrow ibex
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Will be hella hard not to make a wobbly fan

mossy kettle
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i mean most ceiling fans are wobbly anyway

narrow ibex
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Anyone else? lol

supple drift
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Elaborate more on what the issue is. When I have to spin something in an animation on a certain axis like a fan, I usually make sure the pivot is set right on the geo before importing it into Unity so I can use the mesh's local pivot.

narrow ibex
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Object sits on the side of my ship on an angle

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when I rotate around Y it's not "spinning because of the origin orientation

supple drift
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Is your handle set to center-global on the top of Unity by your tool selection bar?

narrow ibex
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It';s the same if I pick Center or Pivot

supple drift
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what about when you change it to pivot-local

narrow ibex
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Just swaps the Y and Z

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I was hoping to change the pivot point angle

supple drift
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Ah damn, sometimes you get lucky and the pivot is set properly. You'll have to go in a 3d suite (like Blender) and manually set the pivot/origin for the mesh to be planar with the surface of the ship

narrow ibex
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Gonna try going back into Blender and leave the scale and rotate unlocked. I applied my rotation so I could mirror

supple drift
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Ah yeah, I've definitely had to go back in geo and fix the origin for cases like this. It can be a pain, but it's worth it relative to any alternative way!

narrow ibex
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Just a quick test, replacing .fbx. Will see how it goes

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Looks like it will work

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Local is on the original angle

clever yacht
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Anybody know why map sounds would not be working with new sdk?

near escarp
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You might want to read our medium post on the audio changes and look at the Audio scene included in the latest SDK

clever yacht
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I did, and uploaded the new sdk as per usual, and now map sounds are not playing in game

near escarp
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Can you post screenshots of your audio setups ?

buoyant hollow
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are they not playing at all?

clever yacht
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nah, they play in unity play mode but when uploaded, not in game

buoyant hollow
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that is really weird

clever yacht
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they were working fine before this update

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Very frustrating

buoyant hollow
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what are the import settings for the audio?

clever yacht
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? where do I see that?

buoyant hollow
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click on the audio file in the project assets and it will bring it up in the inspector.

clever yacht
buoyant hollow
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that may be it, its a song right? Not a sound effect

clever yacht
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It is a song, yes

buoyant hollow
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are you playing just one song?

clever yacht
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yes

rare wraith
buoyant hollow
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you should absolutely change the setting from decompress on load to streaming. I don't know if it will fix it, but it something you should change regardless because the current setting is a RAM hog

clever yacht
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I will try that, thank you, we will see if it works

buoyant hollow
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also try disabling specialization on the vrc_spatial audio source component

bold ibex
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@rare wraith There are a variety of things that can cause that error to appear, but here we go with 2 potential solutions

  • Go to your lighting settings window and toggle on the option for Baked Global Illumination

  • Try using the Progressive lightmapper instead of the Enlighten lightmapper

clever yacht
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I was sure we needed that with this update, but I will try

near escarp
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Are you audio sources triggered by something ?

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Or playing right away ?

fresh plover
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@narrow ibex
Blender hot key
Crt+A (apply location / apply rotation / scale)

bold ibex
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@buoyant hollow better a ram hog than a cpu/frames hog I would think? maybe I'm not reading it right, this is a song playing in the background right?

rare wraith
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@bold ibex I feel like progressive doesn't work properly on my world for some reason but i can try that again and see what happens

buoyant hollow
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you don't need it, but I recommend keeping the component, just not the spatialization

clever yacht
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and yes, the audio source is triggered by a button, but is auto on when you load in

bold ibex
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decompress on load would be best

narrow ibex
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@fresh plover That was my issue. I did that so I could mirror but it reset the UCS so I could not rotate local in Unity

buoyant hollow
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1001 it is indeed back ground music

fresh plover
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ya also when you export select the "!EXPERIMENTAL! apply transform" check box

narrow ibex
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What does it do?

bold ibex
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couple of hundred megs in memory is not even a ram hog

fresh plover
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it will keep your reset transform correct

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if you dont select it it will jump back to something other

buoyant hollow
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got ya ๐Ÿ‘

fresh plover
bold ibex
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the downside is the one or two seconds of 'initialising world' extra though ๐Ÿ˜ฆ @buoyant hollow but ye, it's good to know the differences

narrow ibex
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I have it working now. I have been applying many transforms in Blender so I can mirror. Blade was also off center. Reset the part origin to a better center. locally

fresh plover
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ya ok just make certain to select that apply transform check box or Unity will not import it correct the way you had it in blendr

narrow ibex
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It has been working ok so far. I wonder what I am doing different

supple drift
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Think Dawie is referring to the way orientation is different between Unity and Blender. I think Z is up in Blender, but Y is up in Unity. In your case, it shouldn't matter either way.

fresh plover
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ya so long as its working but its good practice for future
also it will keep your size 1x1x1 the same as you had in blender scale

mossy kettle
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My world still keeps crashing when i load in, I've tried updating my unity, disabling dynamic materials and removing scripts from custom assets

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what else should i try?

idle shell
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Can some one help me with VRC i cant publish my world it keeps saying
Last build VRChat scene could not be found

in unity

cedar nebula
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use New Build instead of Last Build

bold ibex
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i can't get unity to publish, i click publish, it says its working, then just doesn't go to the next step

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all these chat rooms and no one in them

supple drift
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Does anything pop up in your console?

bold ibex
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i've just started using unity

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wouldn't know what an error looked like

supple drift
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That's alright! The console should be on a tab on top the project panel, if not you can hit Ctrl+Shift+C

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It should pop up the console and list off any errors you may have

bold ibex
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followed the video that said import file, click archive, the hit upload

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tried 2 avatars just to make sure

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so either the video is out dated or something is not setup right

supple drift
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If it's an avatar, this might be better solved on #avatars-2-general -- but I'd audit your project assets for any scripts

bold ibex
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they sent me here

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i have 0 unity knowledge or experience

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i was following the video to observe the simplicity of taking on my own model

supple drift
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The avatar channel sent you to worlds to deal with an SDK issue that prevented you from uploading an avatar? That's weird! Either way, are there any scripts?

bold ibex
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tell ya what, i already said twice im not familiar with unity so, i guess i'll just leave it at that

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i'll give avatars another shot

narrow ibex
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Anyone seen it before that if you click new build it crashes after you get the the check the box and upload. However, if you test build first and then upload last build it works?

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ok, now just crashes everytime I try to upload...

bold ibex
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I put new spacial audio component on audio source but can only hear a very faint sound.

supple drift
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Post a screenshot of your settings!

bold ibex
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What settings?

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it's at default settings

supple drift
#

Are you talking in editor or in VRChat?

bold ibex
#

vrchat, editor is fine

supple drift
#

This is something I have to test still, but I have a feeling you won't be able to preview audio 1:1 between editor and VRChat without setting your spatializer plugin to 'OculusSpatializer' (in Edit>Project Settings>Audio) and checking off "spatialize" on the audio source components that are spatialized

#

I'm not sure this will work with the new Spatial Audio Source, but it used to work with ONSP audio source. It's worth a shot if it will help you figure out what's causing your faint audio post-spatialization.

bold ibex
#

I'll just delete it, not even sure what it's for anyway.

supple drift
#

I believe if you don't add one then one will be automatically added by the SDK with default settings. I'm unsure if that only applies to avatars, though.

bold ibex
#

My ONSP components were not converted when i installed the SDK. It just left a message on the ONSP component saying i should use the new one.

supple drift
#

ONSP scripts are still whitelisted so you should be fine for now! You might run into issues moving forward with upcoming audio updates (the spatial audio source is for future-proofing), but you could just update then

#

Spatial audio source isn't that different from ONSP so if you get the core concepts of one, it'll translate over. We just gotta get the weird workflow bumps down so we can preview audio between editor and VRChat 1:1 for troubleshooting

torn hemlock
junior cloak
#

I'm currently trying to make my videoplayer having emissive light on the walls around ; is there any tutorials for it ? ๐Ÿ‘€

ripe depot
junior cloak
#

ily scruffy

ripe depot
#

โ™ฅ

junior cloak
#

I guess my lighting is just bad

#

ima re-do the whole baking stuff :>

undone gate
#

I'm so annoyed currently. I'm trying to upload a world and I keep on getting this error saying "Last built VRChat scene could not be found", I've never encountered this issue before when I uploaded my other two worlds in the past. Plus, I can't find really anything about it online.

#

And when I go to test the world, it opens my game and logs me in but then it's acts like it tires to load the world for a split second then starts loading my home world.

ripe depot
#

@undone gate Got any errors in console when you get that error?

undone gate
#

I'm currently in the process of reinstalling the SDK to see what happens.

#

I'll try it and check what errors come up.

#

Thank you though.

ripe depot
#

๐Ÿ‘

undone gate
ripe depot
#

normal

undone gate
#

I noticed, I searched up the previous problems about this in this discord.

#

@ripe depot

#

Here's some more

ripe depot
#

Bottom of last is why

undone gate
#

Ah-

#

Makes sense due to what it says, anyway of resolving it?

ripe depot
#

If you look above it, you'll see another error

#

That's the reason

undone gate
#

ooo

undone gate
#

@ripe depot Now when I try to upload the world, it starts then gets stuck on a tab called "Building Player" with a loading bar saying "Packaging assets - archive:/BuildPlayer-a/BuildPlayer-a.sharedassets"

ripe depot
#

Interesting

undone gate
#

wait no

#

it just randomly worked???

ripe depot
#

lmao

midnight flame
#

erm why this not displaying?

#

like i copy everything same just woudnt import in dev build?

junior cloak
supple drift
#

You can embed Youtube previews into your launch page for your world, and I imagine eventually you'll be able to play that vid within VRChat too (maybe?). No way to update the thumbnail online after upload afaik

junior cloak
#

Updating a world already in the lab don't take it out of the lab ; right ?

midnight flame
#

anyone know my issue like i trying add my stats counter ingame and i worked hard get counter work none ingame

supple drift
#

It shouldn't, nope! Will just update the world - gotta shut down VRChat and relaunch to test the new ver though (unless they fixed that)

#

How are you doing the stats counter?

midnight flame
#

asset called SocialCounter

#

calls from that API

#

calls from this file

supple drift
#

You can't do that in VRChat unfortunately! No scripts are allowed besides specific whitelisted ones

midnight flame
#

are sure since just counter for social?

supple drift
#

Yeah - it's running off that script and that script is getting scrubbed on upload!

midnight flame
#

well text will not display so shouldve work, must be i missing something

supple drift
#

Possibly the scrubbed script is setting the UI text, etc. There was probably an alternative way to do what you want with web panels, but that was removed for security reasons. Maybe when Udon comes out at some point this year, what you wanna do may be possible!

midnight flame
#

point is i tried this before and does work, just will not display in world

#

but i leave it out for now

#

less its Ritch text issue

#

other 1 just same with no script and that sees it without ritch text

supple drift
#

It worked in VRChat previously?

midnight flame
#

same thing when i removed script so guessing something i do wrong

supple drift
#

If you remove all scripts relating to that asset, does it break when you hit Play in Unity? If you want a static social count that you update periodically, it might be best just to recreate that within the Unity UI system manually

wicked rapids
#

Is there any way to interrupt the timer so it wont make actions? For example timer goes on enable its gameobject (so after 5 sec it does something) but meanwhile in those 5 seconds i want to interrupt it and stop it from making anything (so it won't do anything after 5 seconds from enabling its gameobject)

supple drift
#

Just disable the object or component! That should work

waxen trellis
wicked rapids
#

i tried it and it doesn't for some reason

#

it looks like when gameobject is enabled and theres some trigger, the trigger will still work regardless of state of its gameobject

#

because it was triggered just when gameobject was active

#

but now when i think about this, i can do timer via animation and interrupt in animation controller under condition

#

so i'll try this i guess

supple drift
#

Are you re-enabling it at any point? Maybe double check the mechanic you're using to disable the component, its been a bit since I've used OnTimer but I vaguely remember being able to pause it by disabling.

#

@waxen trellis You using Post Processing?

midnight flame
#

i tried it @supple drift and seems updater script disabled because what that thing is was this but i might aswell recreate my own script that seems it. but i try do that but going be fun since im not fan C++ but i am with C#

wicked rapids
#

@supple drift I'll see, might be it.

#

thanks

supple drift
#

You can't use your own scripts in VRChat because they'll scrub it on upload!

midnight flame
#

well no other way get my YT counters and stuff without it

supple drift
#

Unfortunately not, unless you wanna update it manually with an update every week. Maybe with Udon that will be possible but TBD!

midnight flame
#

manually = too lazy since im not uploading every week (Thats why API more easy do)

#

but other that i going leave it not on for now

supple drift
#

I agree, haha. We used to have web panels that would have given you a solution to this, but like I said...there were security implications and it was removed.

waxen trellis
#

i dabbled in it, i deleted the stuff on my scene for it, maybe its somehow still there?

supple drift
#

If it's the new version (v2) - peep the latest pin of this channel! That seems to be the common culprit

midnight flame
#

and anyways is there way get VRCVideoSync work with YT Live videos

#

since thats my main problem atm and is there way add Radio station too by HTML .mp3 format E.G TruckersFM in VRChat.

like when i look up YT they selling Scripts for it but not free to add in and want simple audio from Radio station

latent light
#

Question, how can I make it so that I can have 2 mirrors, low quality and higher quality
my problem is that I don't know how to make it so that the mirrors toggle between each other when changing from high to low, you have to manually turn off the high quality mirror

waxen trellis
#

ahh, that was it @supple drift thanks

wicked rapids
#

so they switch on toggle

latent light
#

That simple?

wicked rapids
#

yea, that is my way of doing it

latent light
#

Alright

#

Thank you ๐Ÿ™

wicked rapids
#

also another button to turn off parent

#

no prob

buoyant hollow
#

yeah definitely don't want the mirror on my default.

wicked rapids
#

of course it turned parent object just for a screenshot, so it shows which is on and which is off

buoyant hollow
#

yee

wicked rapids
#

yea, it's better to start with them off

echo flower
#

So ya the new update.... I updated the SDK and uploaded the world after changing all the audio sources to the new Spatial source. Now it just kicks me back to homeworld on load. Also reuploaded on new ID still does it. This map is really important should I just try to go back to the other SDK

#

(realized i said that in quest worlds oof)

near escarp
#

Did you see errors in your log ?

junior notch
#

Since updating the SDK, all the 2D audio sources I had set up no longer work, and I've been fighting to get them to act 2D again, but I can't figure out the specific set up. Can someone point out what I have set up wrong? This is the current setup I'm using;

echo flower
#

i'll check now

buoyant hollow
#

@junior notch disable spatialization on build window

junior notch
#

I have, and nothing has changed, they're all still emanating as if they're spatialized.

buoyant hollow
#

Try automating 2D audio with the curves

#

Or just download Mimiโ€™s 2D audio prefab

junior notch
#

Will try

echo flower
#

How do I figure out what are errors in the log?

junior cloak
#

Red things.

#

I guess ruubick was talking about the console

echo flower
#

2019.08.01 18:41:41 Error - [VRCFlowManagerVRC] Something went wrong finalizing the scene:
System.NullReferenceException: Object reference not set to an instance of an object

#

Hard max on VRC objects is 80? uh how do I figure out what is and isn't considered that?

#

hundreds of missing behaviors

#

oof

junior notch
#

Using Mimi's 2D audio prefab did not work. The audio is still spatialized.

buoyant hollow
#

If that is the case I would email support.

#

And show them those settings

junior notch
#

Okay, will do

buoyant hollow
#

@junior notch actually before you do throw a random object in your world and see if it is there.

#

World might not be updating

junior notch
#

Will try. The world is being redownloaded every time I update it though.
I will perform the check though

#

Yep, world is updating. Something in the new sdk is just not working on my end. Submitting a support ticket.

echo flower
night anvil
#

my private world has been reported? o.O

#

how do I find out what it was reported for?

echo flower
#

all worlds start out with one Report notification

#

probably some kinda auto-generated one on their end with stats?

night anvil
#

ok

#

thanks for letting me know that. I had a bit of panic attack when I first saw it.

echo flower
#

[VRCFlowManagerVRC] Something went wrong finalizing the scene:
System.NullReferenceException: Object reference not set to an instance of an object

#

How to track down this issue hmm

near escarp
#

Any idea what the null refs are for on your side ?

echo flower
#

I removed the VRC_Player Audio Override and it's working again

#

so that was the cause

#

Ruuubick sadly this map has been a year long project and weighs in at like.... 414 gigs atm for the map. the map is absolutely full of things that could be it.

near escarp
#

414gigs ?

echo flower
#

been cleaning it up cause he logs though. A lot of the missing things were Scripts like Bakery Lights and Amplify Imposters

#

It's a big boy map. Performance is good, we get 90 solid. some people have some issues. Mostly cause the download locks up on their slow net.

supple drift
#

Wait, your world is a 400GB download or your project?

echo flower
#

Legit have herbs that can be picked around the world. Caves. Library with 20+ books so far.

near escarp
#

Wait, four hundred gigabytes ?

echo flower
#

OH i mean 414MB

supple drift
#

I have anxiety

echo flower
#

ooof

near escarp
#

jesus christ

supple drift
#

lmao

echo flower
#

but that's after it's all compressed

near escarp
#

ok, 400mb isn't that big of a deal, but that definitely means it could be a lot more things

echo flower
#

the PROJECT is like.... massive though cause all the LODs and Imposters etc I made

#

i was originally concerned VRC didn't support Compressed meshes but eventually removed the VRC_Player Audio Override

#

oh i have no audio... don't tell me the audio source needs adjusted range wise too. oof

#

lovely now i have to adjust hundreds of audio sources in 4 hrs T_T

near escarp
#

Do you need custom values on all of them ?

echo flower
#

Well i didn't know audio sources range mattered anymore so set em all to 1min 2max for some

#

thought the new component took care of the ranges

#

we have doors that open. plants that get picked make sounds. Voice range is lower and can't adjust. So teaching classes/Speeches are screwed

#

music changes per area via triggers. Fountains even make sound. oof

#

just a pain is all. Still a needed change

near escarp
#

Make sure that very few things happen at room load, and you'll be good

#

well, fewest amount possible

echo flower
#

Any clue why it doesn't load due to the Player audio override region thing?

near escarp
#

Well, if you have hundreds of them, that could be a reason

echo flower
#

no it said in the docs to only use one

#

so i used one for just the podum

near escarp
#

I mean audio sources

echo flower
#

So can i just have audio sources without the override then?

#

if using one for every single one is bad

supple drift
#

Are you talking about the spatial audio source or the override component?

echo flower
#

Spatial audio source

#

on every audio thing

supple drift
#

I don't think you need it, but I believe the SDK will still assign one at runtime with default settings. I dunno if that happens for just avatars or worlds too, tho tbh

near escarp
#

For worlds, if you have the box checked on building

echo flower
near escarp
#

You should be looking at the audio medium post and the audio test scene provided in the latest SDK

#

I'm not confident enough about the values and curves to give you pointers

echo flower
#

Well it says that the curves are ignored unless I check Use AudioSource Volume Curve

#

so technically having audio sources set to 1min 2 max wouldn't matter cause it's not used. Only the near/far in the Spatial Componet would

near escarp
#

i believe that is correct

echo flower
supple drift
#

Unity lowers the internal priority of voices/sources based off max distance/audibility (to prevent audible drop outs from too many concurrent voices). Is Unity able to read the far range off the spatial audio source? If not, it might be worth a PSA to mirror your range settings to the native audio source as well if you're dealing with many sources!

night anvil
#

what is a good way to teleport all players to one point?

echo flower
#

Also there is no Documentation on what VRChat's LOD range is. I did testing and it seems to be in Desktop Low it's 2. VR Low 1.5 and VRHigh 1. But that's while in Desktop. In VR the VR High settings seems to have LOD Groups switching as if it's 0.7

near escarp
#

That's possible, has a canny be written about it ?

#

@night anvil Select a non local type of broadcast for the teleport to

supple drift
#

I believe I saw a Canny about LOD bias for VR users recently!

echo flower
#

No I don't really do those much anymore. They seem ignored for the most part.

#

But i can write one

night anvil
#

ok

#

ty

echo flower
#

Would that be a feature request? Just want answers really. Cause i use LOD groups massively

supple drift
#

It's listed as under review in client bug reports

near escarp
#

Client bug report

#

sweet

echo flower
#

How is requesting to know the info on what VRChat's LOD bias is a client bug?

near escarp
#

Because it seems to be a bug from the way you're describing the differences between the modes ?

#

@safe rover Any idea ?

echo flower
#

no that's how games work. Different graphic setting tiers usually have different settings.

#

Like VR High has 8x MSAA

#

VR Low has 4x and Desktop Low has 0

near escarp
#

I'm aware, but are you saying the LOD bias is inconsistent ?

echo flower
#

I'm saying I just need to know what they are so I can set my unity to use that for proper map creation.

#

Basically in VR things LOD sooner than in Desktop

safe rover
#

LODs are based on screen height percentage

echo flower
#

ah interesting.....

velvet cipher
#

If you have a public world and you update it is it suppose to go back into labs? Or is that a bug?

near escarp
#

@velvet cipher currently a bug

echo flower
#

so if my window is different it'll effect lod in VR headset?

velvet cipher
#

Ah gotcha thanks was wondering why it went back to labs

echo flower
#

it's not the end of the world. I basically got around it by giving some buffer space

#

i use amplify imposters

fresh plover
#

@echo flower
A lot of the missing things were Scripts like Bakery Lights and Amplify Imposters

bakery and impostors don't have any scripts that run in runtime

echo flower
#

to make fakes of objects

safe rover
#

The vertical FOV in VR is much higher than it is in desktop, 110ยฐ vs 60ยฐ.

#

So objects are much smaller in terms of screen height percentage in VR than on Desktop.

echo flower
#

Couldn't you have the LOD base itself off what he Desktop window sees instead of the headset? Are they effectively showing two different LOD groups?

safe rover
#

That Canny links to a post from a Unity dev with a solution to recalculate the LOD Bias based on the camera's FOV compared to the default 60ยฐ FOV.

echo flower
#

So if i look at a rock. Does the Desktop window show it at LOD0 but VR LOD1?

fresh plover
#

@echo flower
if they used LODs e.g. impostors they should not be baked .. only bake LOD0 and light probes on LOD1 +

#

if you baked LOD1+ e.g. impostors then they will each have a light map not shared

echo flower
#

bake... LODs?

#

is that part of the Culling bake?

fresh plover
#

well global LODs cant share light maps

safe rover
#

This isn't a lightmapping issue

#

It's just an issue with LOD Groups and differences in vertical FOV.

echo flower
#

The map uses no baked lighting. Just ambient lighting. The world is to large for light maps etc. I had to do it another way

fresh plover
#

its a memory issue more as they will build up very fast .. best to use light probes on LOD1

echo flower
#

this isn't the conversation anyway.

#

Was talking about VR vs Desktop LOD consistency and if VR was a different bias

fresh plover
#

oh i was thinking this was a memory issue topic

echo flower
#

so basically VR High setting is LOD Bias of 1 but cause the FOV it seems different

safe rover
#

VRHigh is LOD Bias 2

#

but it's the same in Desktop and VR with the same setting

#

Calling it VRHigh is a bit of a misnomer since it's used for Desktop too.

echo flower
#

So i should set my Unity when working to be 2

safe rover
supple drift
#

Jinx

safe rover
#

Lol

#

Setting LOD Bias to 2 and calibrating it using a camera with a 60ยฐ FOV will give you Desktop results.

echo flower
#

oh wow this is exactly what i needed thanks!

safe rover
#

However if you do that it will LOD too early in VR.

echo flower
#

ah i'll just keep doing what i did then. I kinda learned to Eyeball it

safe rover
#

You can try an LOD Bias of 0.8 to match VR.

echo flower
#

ya that's basically what I had came to believe

#

thanks

safe rover
#

0.8 will make it match VR while Desktop won't drop LODs until things are very far away

echo flower
#

i just gotta figure out why my world crashes to home due to the new Player Override. Tried to make the podium have a region for speaking louder

safe rover
#

The math is Original_LODBias/(tan(VR_FOV/2)/tan(Desktop_FOV/2))

#

So 2.0/(tan(110ยฐ/2)/tan(60ยฐ/2)) = ~0.8

echo flower
near escarp
supple drift
#

I have won the award for the least space efficient

#

To be fair, I've worked on this thing for over 15 months and stored literally every art pass/texture version, and geo pass in the project because I'm not very smart

solid helm
#

@echo flower Unless you only have a few meshes repeated several times, impostors can be really expensive. Amplify impostors use 4 large texture maps which can take a large chunk of space, especially in memory. For anything less complicated than a tree you should consider using a simplified mesh, or even better, a simplified mesh using the same material as every other LOD atlased together

#

I would really only recommend using impostors if you're rendering a lot of trees, too

echo flower
#

I have them down to 200kb each texture. I'm using it for buildings etc which are hundreds of meshes

solid helm
#

From a distance a building is just a box or two

#

Don't forget that crunched textures still take up space in video memory equal to their uncompressed size

inner kernel
#

I am using post processing stack v2 and for some reason the post processing bloom wont work in my world

#

i have the components on my main camera

#

and I have it on my vrcworld

near escarp
#

That's not quite how it works

#

Follow the steps

inner kernel
#

@near escarpGot it working! Thanks!

teal slate
#

I was wondering. Is it me or does world audio sound a little more quieter after the update. Does the ONSP audio component still work or is it just a case of readjusting all audio sources for the new spacialisation component?

sullen lark
#

Does anyone know why my reflections would be jittery using reflection probes?

sacred warren
#

So, baking lighting makes everything look worse, clearing baked data goes back to looking OK. Any tips on how to do baked lighting properly on outdoor landscapes?

sacred warren
#

Oh, OK I needed to enable generate UV maps on the models, now everything's good.

#

So I have a "thing" in Unity. It's a post and attached to the post is a lamp and a point light. How can I make this a "thing" so that I can place them around the map, but then if I update one of them, it updates all of them? (e.g. the light values for the point light, etc)

chrome lynx
#

save as a prefab

sacred warren
#

Yeah, just found instructions ๐Ÿ˜›

#

Thanks

nimble cedar
#

Is the PostProcessingV2 not working for anybody else? My old maps I haven't touched in months do not have it any more

vale steeple
#

It might be because you set it to use one of the VRC reserved layers that got changed in newest update

nimble cedar
#

(โ•ฏยฐโ–กยฐ)โ•ฏ๏ธต โ”ปโ”โ”ป

nimble cedar
#

Strange, though. I don't see anything in regards to layers in the doc notes

waxen trellis
#

i've been trying to clear this error for 2 days now, i was told my post processing folder had to do with it, so i deleted the test folder, still there, deleted teh whole folder, still there. im so lost at this point on what could cause this error. i re-installed teh sdk more then 10 times at this point. and yes it is the most recent one, i tried the old ones too

sacred warren
#

Is there any way of telling Unity to just show me "in-use" textures?

buoyant hollow
#

@sacred warren give me a second there is editor script that does that. Give me a minute to find it

sacred warren
#

Great, thanks.

waxen trellis
#

well i figured it out, nvm. somehow a pipeline got hidden on a camera

#

noclue at all how that happened

buoyant hollow
sacred warren
#

Thanks

buoyant hollow
#

Itโ€™s pretty obvious when it does break uploads because the upload bar takes like half a second instead of a actual realistic amount of time

sacred warren
#

Hmm, is it not possible to have decent lightmaps without making your world size gigantic? (if you have a large map)

near escarp
#

Yep

#

Adjust settings, adust scale of objects on the lightmap

#

You should expect your lightmap to still be at least 30% of your world size i think

sacred warren
#

Oh really? Ok then. I'll keep that in mind.

#

Given outdoor environments, is it actually possible to have ambient occlusion create better shaded edges of objects against objects, e.g. in this sort of situation...

#

Basically I'm just looking for decent baked SSAO I think.

buoyant hollow
#

Are you using bakery?

sacred warren
#

No, I've given up on Bakery for now, it kept just locking up. I'm using "Progressive" at the moment.

buoyant hollow
#

Ok, Iโ€™m afraid Iโ€™m useless to you then

sacred warren
#

Could Bakery actually do it well on big landscapes?

near escarp
buoyant hollow
#

I suppose it depends on how big, but Iโ€™ve been able to do it with medium sized maps

#

Like that big

sacred warren
#

Hmm, turns out marking all the textures to be compressed compresses them ALL when you upload your world, even if they're textures that aren't used. This is going to take a while...

desert elm
#

I'm making a video playlist that is currently at 60 videos. The more videos I add the slower unity gets (only when editing the video panel) until it's almost unusable. Is this a common problem and does anyone know a way to fix it? It's starting to drive me crazy and I might just give up on finnishing this world if I can't do anything about it.

bold ibex
#

wasnt vrchat going to add a Summer Category? i saw them mentioning it on twitter a while ago

#

@near escarp yeah that asset is a true blessing, i used to dread light baking, since it took over an hour or lots of work to optimize it to be shorter. with bakery you can just run it a few times and see what works best without fear

#

and the creator of it knows it too, used to be like 20 bucks, now its like 50 heh

near escarp
#

Nah it's always 50, it's just very often on sale

noble hare
#

Do you guys know what settings to use to do 2D world audio with the new audio script? (you can @ me)

supple drift
#

@noble hare It details how to do it in the docs! (but Mimi also has a prefab in the prefab database with it pre-configured). Some people have had some issues with getting 2D audio to work here. Not sure if that's a bug or user error, though.

buoyant hollow
near escarp
#

This is Jetdog's 2D audio prefab btw^

fluid cipher
#

What's with everyone and DotA 2 maps

near escarp
#

there's more than one ?

supple drift
#

Maybe time for #audio channel? Seeing a lot of audio questions across channels bcs the update + we could pin screenshots of common configs. I'll die on this hill, haha

fluid cipher
#

Well you posted one and what akalink posted is DotA assets

#

Haven't seen a DotA map in-game though

buoyant hollow
#

That is ruuubicks world iirc

fluid cipher
#

Ah makes sense then, I know ruuubick has a ton of dota stuff but haven't seen anyone else do it

near escarp
#

yeah that's a screenshot from my world ๐Ÿ˜„

noble hare
#

I'll check those when I wake up
Thanks ^^

fluid cipher
#

Only issue I can see with porting a Dota map is the texture quality up close. At least when I was poking around in crowbar that was one of the biggest things I noticed

supple drift
#

I've seen some people upscaling textures from classic games using AI for fan restoration, and it looked decent. You could probably do something like that with some tiled detail normal work for super up close stuff

#

I wonder if there any worlds out in the wild where someone has done AI upscaling on classic textures actually - I'd love to check that out

buoyant hollow
#

Yeah the software is called waifu2x

near escarp
#

I ran every texture through a software like that

#

but it's still ugly as fuck

supple drift
#

haha, it tried~

#

What's the leading software for that now? Topaz or web-based stuff still like waifu

near escarp
#

i used topaz

supple drift
#

Nvidia might have some crazy stuff on github too

near escarp
supple drift
#

ah, so no luck there

fluid cipher
#

Have you tried the new drow model ruubick? Wondering if the textures are bigger since she's the newest model

near escarp
#

Yep, she's in my avatar world

supple drift
#

I mean there's way less aliasing between those

near escarp
#

texture quality is definitely higher

#

same for the newest heroes and jakiro's new model

fluid cipher
#

Her model is straight up A+

#

I can't wait for them to give the older heroes the same treatment

near escarp
#

She still had an awful armature though ๐Ÿ˜„

fluid cipher
#

Yeah when I got CM out I think I just rerigged her

#

Didn't wanna deal with it

near escarp
#

worst by far is Alchemist

#

he has fat clumps bones everywhere

fluid cipher
#

Thats realism. I can imagine something like techies would be a mess too

near escarp
#

Techies wasn't bad, i kept him as generic but a friend of mine has him humanoid

fluid cipher
#

Use stations and have it actually be 3 players for the ultimate realism

near escarp
#

lmao

#

I'll add stations on the mounts eventually

#

i hate rigging quadrupeds

fluid cipher
#

Do batrider first then easy

near escarp
#

I did batrider first, and that was awful lol

fluid cipher
#

Have you done the heroes with no sets or are you doing their items as well?

near escarp
#

No chance, I've done two custom ones for my friends, but there's thousands of sets

#

All heroes are available, should be good enough

#

People can do the set version for themselves if they want

fluid cipher
#

Yeah that's how Ive looked at with warframes, guess the biggest thing to do instead of entire sets would be the arcanas

near escarp
#

Yeah arcanas are completely new models, they're not too bad, but the flying ones are a bit annoying

fluid cipher
#

I can imagine, especially with the particles, going to have to dive back into crowbar at some point

bold ibex
#

Possible to remove and cut holes in prefabs in unity?

inner kernel
#

How come on my camera preview it is this

#

set to 1024x1024

#

but on the render texture it is

sacred warren
#

Any ideas why Unity would lock up on this? I left it for 4 hours at this step and it never progressed...

inner kernel
sacred warren
inner kernel
#

very zoomed in on one park of the camera view

buoyant hollow
#

Clustering is the thing that always takes the longest

sacred warren
#

Not 4 hours longest.

#

Baking lighting normally takes less than 3 minutes, lol

#

The issue was "Indirect texels per sample" being set too high apparently

primal mica
#

anyone know of a good video player for vrchat that will let you enter the url? im currently using the one from the vrc prefab spreadsheet thats called iwaSyncVideo, but when i click on one of the options on the menu it disappears in game.

stoic latch
#

does texture load per URL Still work ?

#

with Vrc_Panorama

primal mica
#

are you asking me or? cause for me when i go click video or live, the whole screen disappears

stoic latch
#

no i just ask for myself just a question i have

#

@primal mica U need a Server

primal mica
#

no, i just need a better video player prefab lol

stoic latch
#

They Break it dont work anymore

#

or better Youtube Break it

primal mica
#

even with the url entry ones?

stoic latch
#

Yt dont like it when someone stream from externel stzuff

junior cloak
#

wym lol i'm using one in my world uploaded yesterday without any problems

primal mica
#

niyah which video palyer do you use?

stoic latch
#

Change to get it run 0.1%

junior cloak
#

@primal mica Do you have windows 7 ?

primal mica
#

8.1 ive made lots of worlds before and this hasnt really happened before

#

i just am looking for a good video player prefab that lets you enter url

stoic latch
#

@primal mica Its A Known Problem its Youtube that Block it

#

thats why we use Own servers

primal mica
#

i dont mind if its locked to only youtube

#

i just need the screen to work

junior cloak
#

I'm using the one from Jetdogs that I changed a bit but the scripts are still the same.
iwaSyncVideo use the VRCStream and this one do not really work with windows 7 or 8.1 ; Work fine on windows 10, I could litteraly come in right now and put any link as a w10 user.

primal mica
#

any chance you could link me the jetdog player files? โค

junior cloak
primal mica
#

thanks

junior cloak
#

I mean

#

what's your IGN ?

primal mica
#

M is for Emily

#

kinda famous xD

stoic latch
#

@junior cloak how will that work ?

#

i mean what we know is that yt block now external streams becours of there new Premium Music shit

junior cloak
#

No ?

primal mica
#

youtube doesnt block. its because youtube is the default source set website for the videos

#

so when you use a alternate address it doesnt have clearance

#

but thats with vrc's player

junior cloak
#

There's this and the fact that the youtube-dl for a lot of people is not updated.

primal mica
#

btw thanks again niyah. see ya at the blackcat or one of my worlds :3

stoic latch
#

in this World We Use Own Servers To run Videos Becours We Didnt get any Video (Youtube) to run

junior cloak
#

added you ; if you're in game you could try to join & just type a random url

primal mica
#

im sure yours works, lol im just wondering why my whole screen disappeared

#

it was funny\

junior cloak
#

@stoic latch

#

Youtube running right now

sacred warren
#

That is... terrifying, lol

stoic latch
#

@junior cloak WTF

junior cloak
#

youtube again

#

it's working without any problems

stoic latch
#

1 sec play what i give you

junior cloak
#

sure

#

send it over

stoic latch
junior cloak
#

get good 4head

#

:>

stoic latch
#

may they fixed it

#

they gave out a dll to fix it

junior cloak
#

it's working since at least 3 week

stoic latch
#

but dint know they put it in a update

junior cloak
#

since i've been running this player / map since 3 week xD

sacred warren
#

Isn't the issue that you need to update your client side copy of YouTube-DL?

junior cloak
#

you don't anymore

#

they updated it like one or two weeks ago

#

this PC is a fresh install from 3 days ago

#

and it's working fine

sacred warren
#

It breaks randomly, sometimes every other day. It depends when YouTube decide to move around server side content.

junior cloak
#

yush

sacred warren
#

I run a copy of Youtube-dl for a site and need to update it nightly to make sure it actually keeps working.

stoic latch
#

we run it on own hostet servers 24/7 to make sure it work xD

junior cloak
#

as you can see I don't really use youtube aswell

#

but i just know it's working

sacred warren
#

Ah

junior cloak
sacred warren
#

Yeah, keeping the stuff on your own server ensures it doesn't break randomly ๐Ÿ˜›

stoic latch
#

So back to my question do someone know how to load imiges from url ? (So lick clip board whit alot of pics use alot of space to load them after)

junior cloak
#

@stoic latch

#

image url loader prefab in it

#

Just play around with it

stoic latch
#

nop

junior cloak
#

wym "nop" ๐Ÿค”

stoic latch
#

VRC_Sunglasses never Change a running system

junior cloak
#

your system seem to not work since you don't know how to do it

#

:>

stoic latch
#

we just use own url instead of Yt Urls xD

#

easy fix xD

junior cloak
#

...

#

I'm talking about the load images from url

#

pepega

#

Jetdogs prefab isn't only a player. It's a bunch of useful stuff

stoic latch
#

oh

#

iris thx

wanton zinc
#

Hey does anyone wanna join the team and help me make a world with Unity Collab? : D

wise sedge
#

I'm unable to interact with UIs in my world, is there a simple setting I might be forgetting?

wise sedge
#

Figured it out, they were slightly inside a collider.

somber topaz
#

Warining: russian language!
ะ ะตะฑัั‚ะฐ, ะทะฝะฐะตั‚ะต ะฒ ะฒะธะดะตะพ ั‚ะฐะผ ะขะพัˆะธะบะฐ ะปะพะบะฐั†ะธั ั‚ะฐะบะฐั ั‚ะธะฟะพ ะพะฑะณั‰ะฐะณะธ ะธ ะฟะปะพั‰ะฐะดะบะฐ ะดะตั‚ัะบะฐั
ะฅะพั‡ัƒ ั‚ัƒะดะฐ!
ะกะบะธะฝัŒั‚ะต ะฝะฐะทะฒะฐะฝะธะต!

raw gust
#

Is anyone familar to akalink's multi pedestals prefab? I can't figure out how to make the switch local instead of global when it switches between the avatar variations.

Edit: figured it out, under the avatar pedestals, in switch I needed to turn on advanced mode and change the OnInteract to Local

bold ibex
#

Any ideas why sometimes planes break like this when the world is populated (the "nearest utility" text should be covered completely)?

#

This has been an issue for a very long time and I'm afraid of using planes in the future.

supple drift
#

@bold ibex Looks like z-fighting? Assuming it's a pick-up, you could add some extra padding to the colliders to prevent that. I'm not sure why it'd get worse when the world is populated, though.

summer galleon
#

I need some help

#

i set the skybox

#

like this

#

but in game i cant see the skybox

bold ibex
#

@supple drift It looks like z-fighting, but that's not the case here (there's no flashing). It's not a pick-up, but a static plane above a static cube.

bold ibex
#

@summer galleon Increase far distance in main camera settings.

broken stream
#

Hello people,what is the limit of slots in the world for friends?

dusty sequoia
#

40 is the soft/portal limit

mossy kettle
buoyant hollow
#

@raw gust feel free to tag me if you have trouble with the prefab

bold ibex
#

is Noe's pen prefab still the best one for worlds?

hardy nest
#

Ever since the new update, you can barely hear the sound effect in my world unless you're at the center of the object, is there a fix for this?

junior cloak
#

So uh, did the new SDK break the test new build ? it take minutes to build the world damn

hardy nest
#

Always took me a solid 3 min, I guess it depends how big the world is

hardy nest
#

I figured out my audio problem, you have to tick "Use AudioSource Volume Curve" on VRC_Spacitial Audio Source, if only there was a way to edit every single script at once so people like me wouldn't have to spend an hour looking for every single sound effects in their world ๐Ÿ‘€

onyx kindle
#

Does anyone know how to fix my lighting? When ever i look at a certain angle in my scene the floor goes black

hardy nest
#

If you have Ambient Occlusion on in post processing, turn it off

echo flower
#

Does a Video source get unloaded when it's disabled? I might be making another video world but it'll have.... a lot of videos linked to a single source so wanna fine the best way to prevent lag/load times.

junior cloak
#

I have one last question to make my world a bit better gamers

#

If I use two onInteract in the VRC_Trigger ; will it actually trigger both of them when the player interact with it ?

#

If so ; @echo flower I may be able to help you concerning this ๐Ÿ‘€

#

But nah, disabling the video source make it kinda glitch out last time I tried.

echo flower
#

cause for example lets say I made an anime world with like 40+ series... and buttons to go through list and episode. That'd all be on same video player sync.... or i'd have to hide them and they'd remain loaded

junior cloak
#

I currently have a player with 70+ things but i'm not using the video playlist sync

#

it's garbage

#

I'm doing one try and if it's working we can talk a bit in dm if you want since i rarely read this discord lul

junior cloak
#

yep, it's working as I intended, gonna have to upload every buttons but no more pre-caching shit pog

#

@echo flower hmu in dm sweetheart

echo flower
#

My movie world is up to almost 200 videos

#

:X

junior cloak
#

yush, not a problem with the way i'm doing it

junior cloak
#

Is there any ways to replace the picture manually instead of moving the camera ? Or is there a prefab / ez way to have the PERFECT picture ?

#

I know we can replace pictures of avatar with the API, no idea of the worlds one.

#

Please @ me if you have any infos about this so it don't get lost when i wake up tomorrow :>

scarlet needle
#

hold up jorror, can you dm me for a sec?

#

i might me able to help

sacred zodiac
buoyant hollow
#

Shaders

#

Looks like the broken cubed lite version from like over a year ago

sacred zodiac
#

It's funny cuz when I replaced the the SDL with the new, the Mirror Prefab started showing this.
None of my other world have this problems

noble ore
#

so this showed up and i found the script that was causing the issues...should i just detete it? or should i leave it?

#

(@ me)

#

pls soon

#

ok imma just delete it and see what happens

noble ore
#

ok i deleted the file with some scropts that were causing problems and so far it works

#

uploading works ....so i guess i fixed it

inner kernel
#

Does anyone know how to have an object continue to fire while holding down left click?

#

i have an audio file set to onpickupusedown and looped but it just goes on forever, even when I release the left click

sacred zodiac
supple drift
#

@inner kernel Audio source with play on awake + looping that's disabled. OnPickupUseDown, you enable the audio source game object (+ I usually use AudioTrigger too just to make sure it plays for redundancy). OnPickupUseUp, you disable the audio source game object. Is this what you're doing rn?

solid helm
#

Is that skybox a mesh or a Unity skybox?

#

That looks like the camera isn't clearing properly

sacred zodiac
#

It's a sky dome basically, and I'm not using a skybox.

wraith field
#

Hi there, does anyone have any tips for giving the illusion of a world extending farther than it actually does (hiding the fact that the terrain ends somehow)? This will be a forest map for reference

inner kernel
#

will they be able to get close to the edge?

#

a fog might be able to give the effect?

wraith field
#

Yes they will and good idea! Did not think of that

sacred warren
#

If I've created an island, what's the best way to put water around it?

inner kernel
#

I wanna say a big plane and use a water shader on the plane but I never used it on large sources of water

#

only small stuff like fountains

#

@supple drift Your idea worked great! Thank you.

limber horizon
#

Is there a hard limit on world size?

#

and would 1.2 gb be too much?

fresh plover
#

@wraith field
in addition to the fog you may try also changing the skybox so the bottom half is black not grey .. the only other idea is to see if curved world shaders work in VRchat ?

alpine spruce
#

i cant seem to get the directx 11 grass shader to work, it keeps showing up as pink

velvet cipher
#

How do you setup the thing some worlds have where when you open the in game menu it spawns a menu for the world near the in game menu? Remember someone explained it a while back but I forgot and would like to mess around with it.

vapid badge
#

when marking things as static in my world, do I mark any particle systems as static as well?

inner kernel
#

Does anyone know how to get a pickable object to stick to the player like the hats in the default hub?

velvet cipher
#

Follow Target maybe? Not sure its in Unity standard assets I think

open thicket
#

what unity version are we on right now?

#

4.28?

sacred warren
#

2017.4.28f1

open thicket
#

cool thanks

#

also i can't see model importer for combined meshes, is there a way i can see the import settings any other way?

supple drift
#

@inner kernel You could probably modify that prefab, I think it exists in the database! (but the basis should be a follow target (standard asset script) targeting the PlayerHandle of a PlayerTracker (prefab). If you need to lock it on an axis, you'd have to use Lookat Target too (also standard asset)

#

@limber horizon >1GB would probably be too much for most users to download, target <500MB max. No hard limit that I know of for non-quest worlds, but if it's excessive they can remove it from public. Are you using crunch compression on your textures? It will still load everything uncompressed at runtime, but the download size will be significantly lessened!

inner kernel
#

are there any downsides to using crunch compression on textures?

junior cloak
#

Quality of it.

supple drift
#

Yeah, as long as you're happy with how your textures look when compressed! Crunch compression is really transparent now imo, and the benefits kind of outweigh most perceptual fidelity loss in our use case. Possibly negligible time added onto world initialization (?), but it's really fast to decompress (altho not so much to compress ๐Ÿ™ƒ )

sacred warren
#

You can't enable crunch compression without normal compression can you? Is High Quality with 100% crunch actually noticable?

supple drift
#

You'd have to compress it, yeah. It depends on what the source is tbh. All I usually notice is slight banding in textures with smooth gradients, but sometimes you can dither those out in post processing

limber horizon
#

@supple drift itโ€™s the โ€œOutside Environmentsโ€ pack from the movie โ€œAdamโ€, so I donโ€™t know how to canโ€™t optimize it. There might be a low def version in the pack though. I said the size would be 1gb because thatโ€™s the size of the package, and there is only one environment in the movie. Iโ€™ll find out the details when I get home.

supple drift
#

You could probably crunch compress and get it down quite a bit! (Also you could drop the quality of textures that might not need the fidelity, like you could take a smoothness map or AO map down from 2048 to 1024, etc.)

polar timber
#

Anyone have an idea why adding the Player Mods to the world would break it? When I upload it with the jump mod the world loads then goes to black screen and kicks me out

inner kernel
#

@supple drift What do you mean by standard asset script?

supple drift
#

All the scripts in Unity's standard assets pack (free on the asset store) are white-listed for use! They're pretty powerful, but you can't edit em besides the parameters that are exposed in the inspector

inner kernel
#

Can you be more specific which components I should be using? I'm not sure what prefab youre talking about. I can't find a prefab that would track players in VRC nor the standard Assets

alpine spruce
#

still having issues with the direct x 11 grass shader if anyone can please help

spiral zodiac
#

Completely random question, but I just had my world go public (published out of community labs, yay!) about 18 hours ago. I just uploaded a new version of it to fix some stuff, but it seems to have gone back into Community Labs. I was under the impression that once you're "published", it won't revert back. Did I mis-read how it works?

buoyant hollow
#

email them, that is not supposed to happen.

#

make sure you give them the world ID

spiral zodiac
#

Thanks akalink, that's what I thought too. I'll e-mail them in just a moment. ๐Ÿ‘

supple drift
#

@inner kernel It should be in the prefab database that's pinned in this channel! It might actually be a part of Hardlight's Toybox. You can use a Follow Target script from standard assets + target the player handle in that prefab to have things follow a player.

inner kernel
#

Thanks, I was missing that prefab.

#

I implimented it and the ball i wanted to stick to people just disappeared?

#

are my settings ok?

supple drift
#

I don't have a Unity project open rn + don't remember how the Player Tracker is set up but try swapping the target to the PlayerHandle object (should be a child)

#

It actually might already be following you, but above you (or inside you VRC_WOAH)

inner kernel
#

Must be because when I run the script it just disappears

inner kernel
#

Is there a way to set proximity?

#

i just want it to stick to people, like how you can stick a piece of gum on someone

spark thunder
#

can anyone help me in the direction of getting the extract textures to be high lighted or if theres a way to import the textures witht he model

inner kernel
#

You know like how the hats are. Theyre inert unless placed on you, where it sticks to your head

supple drift
#

Hmm - I did this with a sticky grenade mechanic a few months back, but I seriously can't remember how I pulled it...I'll check when I'm on my PC with that project!

#

Actually, I think Cyan made a tutorial for exactly what you wanna do. Let me find that

sacred warren
inner kernel
#

I'll try that, because for whatever reason, when I use the script it fails to upload my map

#

Oh wait it is probably the same script lol

supple drift
#

@spark thunder You can click that extract material button and it'll extract the materials into the asset directory. You'll prob have to go through each material and plug in your textures, but those are quite a bit of materials for a single mesh. Probably fine if that one mesh is your entire world, but keep in the mind that mo materials = mo draw calls

#

Yeah, Cyan's tutorial is using similar standard asset scripts and he shows different advanced use cases. It's failing because of the standard asset scripts?

inner kernel
#

Not sure it is giving me this window

supple drift
#

Looked like Enverex was having issues too, I wonder if it's a back-end issue?

inner kernel
#

You think it is a problem with the asset itself?

spark thunder
#

What are draw calls?

supple drift
#

I mean like a server issue with uploading rn! It shouldn't throw you those errors for uploading standard asset scripts. are you using post-processing?

#

@spark thunder We use draw calls to measure performance (rather than frame rate because that's a relative metric bcs we all have different hardware, etc.). Basically, it's the game talking to your hardware to draw something on screen. Each draw call = another set of instructions

inner kernel
#

Yes i am, I am using post processing v2

supple drift
#

Did you delete le tests folder?

inner kernel
#

I believe i did, but ill double check

#

I mean, I shouldve because it was working up until i added player tracking

#

Yes I did

supple drift
#

Yeah, that's strange. It def shouldn't be a script in Standard Assets causing it because tons of people use em (unless you have another asset that imported some scripts behind yo back). Maybe they're just having some server issues

inner kernel
#

Not to my knowledge

#

at the very least, it would tell me in the console if that were true

supple drift
#

Yeah, usually. Besides that damn tests folder, it always threw vague errors so no one could track it down haha

inner kernel
#

and I got the toybox from the pins, unless someone did something malicious to it

supple drift
#

Maybe grab the one from the prefab database rather than the pins. Hardlight might have updated it and fixed something that's causing your issue

inner kernel
#

Nevermind, nothing is uploading now, whether or not the component is active.

#

Is anyone else having issues uploading worlds?

supple drift
#

That's what I figured tbh, they've been having some backend hiccups lately

inner kernel
#

Should I try pick this up later then?

#

Oh well, thanks for the help!

supple drift
#

Probably! + no prob!

rare wraith
#

anyone else having an issue updating the VRChat sdk? i keep trying to update it and it keeps saying there's a new version when i just updated it

#

also not letting me upload my world

#

could just be a glitch on my part though

inner kernel
#

what kind of error are you getting in your console

#

if any

rare wraith
#

ill check

#

nothing really shows

#

just get this in the build

#

and when i click upload it does nothing

rare wraith
#

think it's because my SDK isn't updating, whenever i import it all the boxes are checked off and i can't check them on

sacred warren
#

That doesn't look like my upload menu, you shouldn't have some of those options.

#

What version of Unity and what version of the SDK?

solid helm
#

@sacred zodiac Ooh, then you have disabled the skybox? In that case, I would guess the problem is that the sky dome is not writing to the depth buffer, so things rendered aren't being cleared properly. What shader is it using?

rare wraith
#

@sacred warren I'm using Unity 2017.4.28f1 and the SDK version is 2019.07.31.13.58

#

apparently the updated version but it still says it needs an update

sacred warren
#

That's odd. Not sure then, sorry.

rare wraith
#

ohh okay, thanks anyway dude

sacred zodiac
#

I see.

near escarp
#

@rare wraith Which steps did you follow to update your SDK ?

rare wraith
#

@near escarp Actually let me follow that step by step and see if that fixes it, what i did is i just downloaded the sdk and imported it without removing the previous version

short gulch
#

Having a problem with vehicles since this newest sdk. The world usually runs at a steady 91 fps, but after adding one vehicle dropped the framerate down to 11-17 fps

#

Anyone else run into this?

buoyant hollow
#

which cars are you using? I highly recommend the not bad cars prefab if you aren't using them.

dull cargo
#

Which are the "Best" horror maps in vrchat?

#

Looking for someone experienced in that area and/or Minigame maps to discuss with.

bold ibex
#

Any ideas why often planes break like this when the world is populated (the "nearest utility" text should be covered completely)? It looks like Z-fighting, but that's not the case, and it only happens when the world is populated.

#

It also affects only some players and seems to be completely random.

solid helm
#

What exactly are we looking at?

#

Planes don't really break

#

Are you sure there isn't a sync issue or a logic issue displaying two at once?

ripe depot
#

@vast lantern Bad UVs?

digital veldt
#

anyone know how i can make silVR water bigger and still working? when i scale it it stops working. also is there a way to make it clear?

ripe depot
#

Does it come with instructions to do that?

sacred warren
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I tried it last night and it doesn't work at all for me, just seems to be a static reflection and nothing more (although it appears to "set up" properly).

fresh plover
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what's the link for silvr water ? who is the DEV on that one
I would suspect if you are scaling the water larger in the inspector it is stretching the UVs so all the settings would all be incorrect from that point .. you should try a new mesh that is more dense for large water areas see if that helps or not

raven plank
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Any idea how to make audio play in a cube or other shape instead of a sphere

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have a rectangular room and using the default audio source means the audio spills out of the room because the sphere of the audio source clips out the side

fresh plover
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sounds like a problem with thin walls ๐Ÿ˜‹