#world-development

39 messages · Page 2 of 1

raven plank
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lol

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If there's a way to do audio ocllusion/raycasting im all ears

fresh plover
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well i know they have been doing a lot of changes in the way audio works so i am waiting for it to settle down a bit on that subject .. but some audio gods will be along shortly

raven plank
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F

supple drift
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We have no easy solution for that unless we get the ability to use audio mixer snapshots (which we can't do currently because the mixer gets overridden at runtime). Possibly you could use a trigger box collider, and just fade volume up and down on enter or exit using animations

raven plank
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yeh not sure

supple drift
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The audio propagation stuff you're talking about ~is~ probably coming, though. Occlusion is something they're working on afaik

raven plank
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im hoping for a more elegant solution because i need to sync the audio to all users

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as it's a space im planning on running music events in

fresh plover
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build thicker walls

raven plank
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i know theres the vrc_syncvideo/etc component but it might not work having to trigeer it for individual players

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shouldnt have built a basement bar

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you can hear everything from the street outside lol

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RIP $20 spent on volumetric sound plugins

fresh plover
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ya i did that before .. in my maps that followed i build the basement level separated and used a portal to push the players over

supple drift
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Add a low pass filter to the audio game object, and it should open up a new fall-off parameter for it on the audio source. You can attenuate a lot of the higher frequencies as you get further away, and it might help with how weird it sounds as you move out

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(plus you could get that outside of the club effect where you only hear the bass/low-end)

raven plank
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yeh im planning on doing that

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the only issue is that the audio source (speakers) are directly below the footpath outside

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so to fill the entire club with music would require it to reach the other side of the street too

supple drift
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Yeah, I don't think there'd be an easy way without using animations. : / It would just lower the volume (the clip would still be playing) so sync issues shouldn't really happen unless you push the max voice limits and it drops out

raven plank
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probably should have planned better

fresh plover
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drop that level down lower so its spaced .. even build more stairs like a fake blank floor

raven plank
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@fresh plover could do that

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honestly

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i wonder if i could put the audio source in the middle of the room

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set it to 2d

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then make a secondary larger audio source set to 3d and put a low pass filter on it

sacred warren
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Or make the locations entirely separate and use teleporter doors to get into the "rooms"

raven plank
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haha i was hoping it wouldnt have to come to that

sacred warren
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That way you don't have to worry about sound bleed

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True, it's not ideal

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Proper sound travel, occlusion, dropoff and such would make everything far more immersive.

raven plank
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would be amazing

supple drift
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Ditto

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Has anyone just straight up tried the audio propagation scripts in the Oculus audio SDK? I haven't, but i know the ambisonic script is whitelisted

raven plank
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no idea

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only started learning unity about a month ago

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so still discovering stuff

fresh plover
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they say many things are whitelisted but when you try they break

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like they say Unity default shaders work lol

supple drift
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I tried the script for dynamic room modeling and got it to visualize in VRChat a few months back, but was unsure if it was actually doing anything. There was another script that let you switch between snapshots using a trigger too, but it never worked (due to the mixer getting overridden I assume)

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I'd rather wait for em to roll out native support anyway, don't wanna tank perf just to jump the gun on propagation

digital veldt
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@fresh plover for some reason i cant place the link but it is : SilVR-Water-Shader-v3-4

fresh plover
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just DM me

digital veldt
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i did

fresh plover
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ok

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so i just looked it over .. i am not big on using any shaders that force you to use their custom editor scripts

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is their some specific reason you are trying to use this one for any other than a swimming pool or small fountain ? for large oceans you look into other shaders that support beach waves and foam .. so many more options are available that are also better performant

digital veldt
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its a pool and i like that it is interactive .. also other waters i tried dont work with VR

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okay i found out how to scale it and make it still work.. now i just wanna know how to make it more transparant/clear

raven plank
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is there no way to limit the distance 2D sound travels?

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nvm i was mistaking what 3d -> 2d sound for spread

broken stream
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Sup,what is the limit of slots to an instance for friends?

ripe depot
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Depends on the world

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Max you can set it to is 40 which allows 80 people to join (hard cap is double the soft cap)

short gulch
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@buoyant hollow tried using that first but realized I forgot to import the unity vehicle assets so then I tried a prefab i used with a great result in another world and both did the same thing

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The vehicle is just stuck in place and it doesnt move once its running

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I dont remember who made the prefab I was using, but its a red bmw looking 4 door with a screen for resetting the car, turning on the radio, "sport mode", and lights

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Modified to fit a 70s muscle car with a few of the menu buttons removed

buoyant hollow
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Be extremely careful what you remove from car prefabs. It’s really easy to delete dependencies

short gulch
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Yup I'm careful about that kinda thing. When it comes to models and buttons I just disable them, not remove them entirely.

raven plank
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anyone one know the max filesize I can add as an audio file to unity/vrchat_audiobank

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trying to add a 1 hour mix

supple kite
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500mb is the max world size

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Would recommend a video player though

raven plank
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thank you sir

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im having issues with video player

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need it to output to do different audio sources

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and i cant figure out how to do that without running two vrc_syncstream which causes buffering issues

supple kite
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Well the mmd dance world is 300mb and has 40 songs, go nuts

raven plank
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im only ever going to need 3x 1hr mixes on the map at any one time

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so should be ok

raven plank
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managed to get two speakers working

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however the vrc_sycnvideoplayer only plays the first video in the playlist

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ive had a look through the vrc sdk documentation and it mentioned a video count parameter but that isnt showin in mine

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any ideas?

weary root
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Does anyone know how to make a screen emit light itself?

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I've seen videos where you see the colors of the screen on the ground

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(flashes and such)

sacred warren
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I was in a room where not only did the light of the screen apply global illumination, it accurately reflected off surfaces too, it was amazing.

weary root
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I want something like that, does anyone know how to do it?

turbid trench
inner kernel
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Does anyone know any good ways to keep people with play space mover confined to a sectioned off area?

honest goblet
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Hey, I got an issue with UI for my world. There appears to be a hidden area around my buttons that my pointer doesn't penetrate until I get closer. Anyone see this issue before?

novel relic
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do you have any colliders in the area?

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or colliders on the buttons?

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does anyone know if there are plans to fix network IK so that custom walking animations work again?

inner kernel
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Anyone else getting error uploading maps recently?

stone garnet
autumn umbra
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I had that a couple of hours ago. I reuploaded a few mins later and it was fine

dull cargo
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Looking for someone who's experienced with Minigame worlds.

ripe garden
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Than you are looking at the wrong man.

autumn umbra
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Hmm, at least I thought it was fine. My already-public world reverted back to Community Labs. But has the system_labs tag 🤔 strange.

inner kernel
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Yeah, im getting the exact same error. I am told that it may be a vrc server problem. Just didnt know if anyone else was still getting it

small ridge
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hey there! how would i go about making props that can be picked up, placed onto an area of the body and not have to keep being held? i see these on things like hats in some worlds. is this a complicated process?

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they're props that lock into place

glossy pasture
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does deferred rendering path not work with vrchat still?

coral wing
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vrchat doesn't use deferred rendering and I doubt it will

glossy pasture
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big oof

coral wing
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deferred rendering isn't recommended in VR anyways

glossy pasture
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i was trying to add bloom and stuff, but if i use pps v2 i can most of the things with forward

glossy pasture
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how come its saying "please test/compile full scene (slow)"

cedar nebula
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you have an error, check the unity console and try to resolve it

raven plank
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seems like youtube playlists just dont work with the sync player even though the documentation says it should, will only ever play the first video

charred grail
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Hm, would anyone be able to assist in getting a timer after an interaction?
I'm setting up a trigger to hide an interaction, but I'd like there to be a timer to re-enable after like 5 minutes.

User interacts → things happen → after 5 minutes it resets.

near escarp
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use OnTimer with 300 seconds ?

charred grail
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Yeah, only issue with that is that it'll reset the interaction after 5 minutes. I'm seeing if on respawn and on player left works since they take ownership of the item.

near escarp
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Make sure that the checkbox for ownership of the object is ticked, that should work

charred grail
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Hmm, that didn't seem to work. I've seen it where people will go in a private room, lock the door and after they respawn or leave it will unlock the door again.

near escarp
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You might wanna rely on a collider then

charred grail
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Let me try that rq. I've never done it before so this is new to me 😂

celest lark
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hey, so i've been working on my world for 'bout.. way too long already and was just about to launch my first testbuild, just to see that i am unable to upload it, with this error smiling into my face:
https://puu.sh/E1SJj/20fdf89fa2.png

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i tried any fix i could think of, googled and also looked through this channel, but could find no solution. i got rid of any scripts and now the only thing the console spits out is this:
https://puu.sh/E1Ts3/cfc6c09582.png

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most of it being VRCSDK errors that shouldn't have a reason to be there and not even a single proper script error. i am clueless on what to do now as i don't want my last 2 weeks of free time just go down the drain

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any ideas?

ripe depot
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@celest lark Scroll up in the console a touch and take a screenshot please?

celest lark
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anything above that has nothing to do with the current error and is all yellow warnings that i have already just in case taken care of. i'll just restart unity and try again, seeing if the console spits out anything else this time.

ripe depot
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Trust me

celest lark
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so, i restarted unity and indeed the console spat out something completely else. and none of the VRCSDK errors. instead the only error it showed was the "test" scripts running from the postprocessing, which have never been inside the project before. but after looking back into my assets i suddenly saw a second folder that unity made splitting the original post processing folder into two.

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deleting that also fixed the issue now.

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so it was nothing i could've dealt with without restarting

tidal scarab
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quesion, why am i still getting source to be 3D while i have these settings on?

These worked perfectly before, the curve is tuned to go quiet when the player exits the main "room" and is on the other side of a glass wall (with an animated moving door), so all the values on my audio source are intentional (just to answer some possible questions right out the gate).

I disabled spatialisation and checked the "use audio source volume curve" but neither the volume curve, nor the 2D setting seem to work 😦

tidal scarab
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making multiple 3d sources to spread out across the scene doesnt seem to work either, i can distinctly hear 1 audio source being prioritized at a time, instead of the sound "filling" the scene

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tried recreating the speaker from scratch, unchecked enable spatialisation -> ctrl +s -> the script reverts my spatial settings

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ugh, i give up for now, i can't achieve the same results as i had with ONSP audio source, if anyone knows what am i doing wrong - i would be really glad to hear it, as i'm basically stuck with an update all modelled, baked and ready, but this audio change completely blocks me from publishing it, as it will break the core functionality of the world - playing music uniformly (so the constant delayed movement of the single point source isn't distracting when dancing) in the main area, and having it very quiet for the rest of the world

burnt parrot
humble lance
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Did you check the console?

burnt parrot
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@humble lance and whare should i look for in the console??

wraith field
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Hi there, does anyone know a technique for making little "dialogue windows" full of text pop up when something is clicked on? I would like users to be able to read more about an in-game object when they select it.

fluid cipher
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Best thing is probably unity UI that's animated via triggers

modern wyvern
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Can you someone tell me where i Can get water pack

fluid cipher
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Talking about SilVR's water shader?

sacred warren
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How is that shader supposed to work? It's just a static reflection when I tried it.

fluid cipher
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I have no idea but he updated it July 26 claiming he cut the prep time to get it to work from 10 min to 30 sec so you should try again if you haven't recently

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It works with camera magic and that's all I got out of my attempt to get it to work

wraith field
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@fluid cipher Thanks dude, I will research unity UI!

fluid cipher
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Best place I learned it from was cyan lasers YouTube video on it, there's some weird shit you have to do to get it to work in vrchat

sacred warren
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Ah, I wasn't expecting a video on it. I'll check that out. I thought the setup went really smoothly, but then it just didn't do anything.

fluid cipher
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Sorry enverex I was talking about cyan lasers video on unity UI. However, I'm pretty sure that silVR made a video on how to use his shader, it's probably outdated though now.

wraith field
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@fluid cipher awesome, that's the video I'm watching now actually

fluid cipher
sacred warren
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Oh, hah. No worries.

fluid cipher
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@wraith field Yeah I watched most of his videos on triggers and UI and now it's pretty easy to do any kind of animated UI via triggers locally or globally so it should expand what you can do. Actual UI can make your world much cleaner

raven plank
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is there a component that lets you adjust frequencies on the audio source

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an equalizer

mossy kettle
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i tried to upload an update to my world but an error pops up saying "Error updating content. Asset bundle upload failed. Failed to upload file."

fluid cipher
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Do you have future proofing turned off and the newest SDK?

mossy kettle
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yes

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unless there was a recent update for the sdk i have the newest one

fluid cipher
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What about future proofing?

mossy kettle
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it's off

fluid cipher
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If you're world is below 500mb and you have stable internet then I don't know sorry

mossy kettle
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how to i check the size of my world?

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it's most likely under 500mb i just want to check

fluid cipher
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Can only guess if you can't upload

short gulch
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Alrighty so I'm trying out the NotBad Cars prefab, how would I go about changing the engine sound? Im not seeing the audio component that was in every other vehicle prefab I've used that allows you to change the AccelLow, DecelLow, AccelHi, and DecelHi sounds. I'd prefer it to have engine sounds instead of the synthwave music.

buoyant hollow
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I don’t remember the exact location, but you can trace it through the trigger on the car keys since that enables the sound

buoyant hollow
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Did you uncheck 3D spatialization in the build window? Also try minis 2D audio prefab in the database

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The one in the pins

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Only in game dev lol

short gulch
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Thanks akalink I'll give it a try when I get home

buoyant hollow
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Np my dude

robust sparrow
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I've been hearing rumors that the latest update broke sync for Always triggers, is there a canny for this? (I can't search and sort by creation date at the same time it seems)

charred grail
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Hm seems like the default mirrors are unoptimized in my world, is there another source for a mirror I should be using to improve optimization?

robust sparrow
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@charred grail what optimization are you trying to do?

timid jackal
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im getting this error when trying to upload my new world.
i have the latest vrchat sdk.
i got the unity veriton i need.
i cannot test the world by using the test button

buoyant hollow
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Check console for errors

loud juniper
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Hello, there seems to be an issue going on with VRC. The heat level for my world decreased for some reason? When it should be increasing.

cedar nebula
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we have no idea how Heat Level works so I wouldn't worry too hard about it

loud juniper
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Really?

cedar nebula
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there's never been an official explanation for what the hell it means, I can only assume it's some kind of activity over a period of time but who knows

loud juniper
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🤔

timid jackal
loud juniper
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It's just odd to see it decrease.

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@eager ermine

cedar nebula
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Yeah Lars you have compiling errors from the 'Floating Entities' asset. You want need to remove them or reimport them

loud juniper
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Thanks.
@cedar nebula

timid jackal
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@cedar nebula thanks removing the scrips for that worked.
no floaty boats physiks in this unity ver i gues 😭

potent vigil
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Vrcglobalroot no defined.

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Cant upload world since yesterday. And when in vrc I get logged out every 2 mins. Very frustrating.

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I'm also on latest sdk

subtle bay
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Can you put youtube videos in the video player for worlds? was thinking of making a world and putting a few amv's I liked in the world (giving credit of course) though I feel like i remember youtube videos not working in the past

cedar nebula
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Yeah you can put youtube videos in video players. The problem that happens is that Youtube has an update and then youtube-dl stops working until VRChat updates again

bold ibex
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hey, just wanted to know is there a way to disable music on respawn

supple drift
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@bold ibex Unfortunately no way to detect respawns still afaik. Only solution I can think of is to use OnEnterTrigger (set to playerlocal) at the spawn point(s) with a box collider set to be a trigger. Issue with this is non-respawners will also trigger it if they can go back and enter it - if that matters to you!

solemn pulsar
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This is a stupidly easy question to answer and I want to keep this question a secret so no one ever mention it.

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What are the textures on on this bush? Planes are one sided.

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lol

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drew my own bush and everything but now im fumbling around trying to push this on an object.

supple drift
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Looks like it could be two planes intersecting perpendicularly with an alpha cutout

solemn pulsar
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wouldn't it be see through on the other side?

supple drift
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You could have a double-sided shader!

solemn pulsar
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That worked. Is that the best way to do it?

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I imported Double Sided Shaders from the asset store.

solid helm
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You could also model the other side. The cost is practically the same.

solemn pulsar
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cool. I made a very basic bush thanks to you guys. Please don't tell anyone that I dont know how to make basic bushes. Thanks!

coral wing
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nothing wrong with not knowing because now you do

balmy rapids
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I want to add in my world so that,when people go in my world I hear sound alert,how I can do that?

supple drift
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@balmy rapids As in, you're in the world too and you hear a sound? For everybody in the instance or just you? (or do you mean get an alert/notification on your phone or something?)

spring linden
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did the new updates make some issues with worlds? one of my worlds will not load, it everytime 0 download and back to home world, the world is public since about 3 month

ripe depot
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@spring linden Did you have quest content on it too?

spring linden
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no

balmy rapids
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@supple drift when I,m in world I can hear audio alarm what somebody is come to my world.

supple drift
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@balmy rapids Use OnPlayerJoined to trigger an audio clip (using AudioTrigger). There's no way to determine world creator in the broadcast types, though. You could use local + disable the trigger in editor - then create some form of super secret world password or something that only you can access that enables the game object just for you!

wicked rapids
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Could somebody help me understanding ownership thing? So when i trigger sendRPC ownership locally and targets are set to all, will it still send information to everybody? (to all?) even though it was triggered locally?

sacred warren
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Is "double sided shader" just a synonym for "shader with backface culling disabled"?

fresh plover
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not really "backface culling disable"d is likely called front face enabled , by default it would be disabled already

in the shader templates they can easily hard code cull modes, however they should only select one of the three standard options not mixed :

  • Cull mode off = disabled = double sided
  • cull mode back = back face disabled only
  • Cull mode front = front face disabled only
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@sacred warren

sacred warren
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Makes sense

scarlet bear
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does object sync sync children as well?

wicked rapids
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as far as i know and understand sync object script, this script is syncing transform values in realtime, so if parent which has object sync moves, children object move along with it

clear goblet
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Nice

narrow ibex
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Hey all, I’m looking for a bit of guidance on a toggle switch. I have it set up so when you toggle on it plays a series of WAV files in order with different delays. After that I trigger a bool variable on a handful of animation controllers. Each animation has a different delay built into the animation so they run in series. It works good in one direction. My issue is when I toggle off, the animations play my reverse versions in order but the WAV files do not play in reverse order because I’m just using a stacked trigger. I was reading about event handlers but have not tried yet. Anyone know the best way to do this?

sacred warren
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A Federal Corvette?

narrow ibex
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@sacred warren Anaconda

sacred warren
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Oh, it looks bigger.

narrow ibex
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Try walking the length of if lol

normal wave
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trying to build my world i'm making and it gets stuck every time

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i hit cancel and look at the errors

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looks like an error with my water shader but i dont know how to fix it

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and i need to use this water shader

supple drift
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~~ I'm not sure, but know someone who might! @solid helm ☝ ~~

normal wave
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oh i just talked to someone that helped me

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it was something wrong with my lighting lol

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that error didnt have to do with why i couldnt build

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so im just gonna ignore the error lmao

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literally all i had to do lol

supple drift
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Ah, alright! (Sorry 4 the ping Silent)

normal wave
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i appreciate you trying to help :3

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trying to make a beach world but i cant figure out if i want the sand on the ground under the water or not :c

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or if i should somehow cut the plane thats attached with the terrain and make it just the island

supple drift
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The latter will probably be more performant if you're using terrain for the ocean floor, but if you can go underwater then you'll obviously have to keep it or come up with some non-terrain method!

scarlet bear
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is there any vrctrigger that edits lighting settings? I want to have fog in one part of the map but not on the rest of hte map

supple drift
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Not that I know of! You could make a large mesh (like a world-encompassing sphere) to act as a fog volume and use a fog shader or something along those lines + then use a trigger to disable that object

scarlet bear
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do you know of any fog shader? I kinda liked the effect that unity's fog lighting had

supple drift
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I found one on the asset store that works well in VRC that looks similar to the native fog and uses this concept, but it's paid. I dunno of any free ones, but @fresh plover might!

worthy relic
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anyone have a chair setup for laying down for things like beds?

fresh plover
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@supple drift @scarlet bear
i am still playing with the fog shaders ..

@scarlet bear what type of fog are you looking for .. i am thing about two types one that does the fog in skybox and the second that does ground based like height fog ?

for skybox that's very easy.. i already have this in my skybox shaders called Horizon color that adds more options for glow, and sharpness ++

for height ground based its a bit more complex as I can't just add it into a skybox system do to the way it works as it needs a new game object cube or sphere .. it works now but i will have a few more extra options i am still working on...

@supple drift
the fog Noise does not use a actual texture, it pulls the the Noise from screen position normalized and makes a sort of camera depth texture .. so depending on your screen position it can feel a bit glitchy as in its only active when needed .. also i found the fog direction color comes from the light direction added thru your scripts, which we could try getting back in the shader with the world light direction ..

solid helm
fresh plover
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well no reply from Livb ok

versed garden
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When I make some updates to my Dutch Pub It's falls back to community labs , has that to do with more then 1 update on 1 day?

velvet cipher
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Is there a list somewhere that’s shows what “Joystick Buttons” correspond to the actual buttons for onkeydown for triggers in world? Would like to do some stuff for when buttons are pressed but don’t know what corresponds to what.

viscid dune
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dose anyone know a good tutorial for making worlds is so @ me please

cedar nebula
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@versed garden That's a bug that's going around recently, you don't need to worry too much about it

versed garden
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Thank you

normal wave
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what kind of settings would i want if i want less gravity?

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trying to make a beach ball

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also

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how can i make it bouncy?

cedar nebula
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you can't lower gravity for a specific object (at least not easily from what google is telling me) but you can make it bouncy by using a bouncy physics material, standard assets comes with one

normal wave
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you can add physics to a material? 😮

cedar nebula
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not quite, it's a different thing

normal wave
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oh

normal wave
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gotcha. thanks!!

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how do you make items respawn if they fall off the map? lol

cedar nebula
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on the scene descriptor component there's an option for 'Object Behavior at Respawn' or something, set it to Respawn instead of Destroy

normal wave
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ah ok thanks!

viscid dune
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dose anyone know a good tutorial for making world if so @ me please

buoyant hollow
viscid dune
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Thanks akalink

velvet cipher
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@cedar nebula Sorry for the late reply. That page doesn’t show what Joystick button corresponds to the buttons on the controllers though does it? Just says how to get them using scripts. Which cant be used in VRC obviously.

cedar nebula
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it gives the designated joystick button which you can use for OnKeyDown. So OnKeyDown Joystick 7 would be the trigger on a Vive controller (I think). I haven't messed with it much myself but this is the resource I see brought up

velvet cipher
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Hmm not sure if that’s correct. I saw a thing somewhere on my searches that showed some of the corresponding buttons for Vive (didn’t help me much because I don’t have vive) and they didn’t match up with those numbers

cedar nebula
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"joystick button 0 and 1 are for menu button left/right hand, joystick button 8 and 9 are for joystick or touchpad click left/right"

This is about all I could find in specifics

velvet cipher
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Alright thanks a lot. Joystick click might be what I use. Really wish they were all mapped out somewhere though

bold ibex
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How do I setup so the spawn changes depending on what happens in the map?

bold ibex
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wanted to know if im doing something wrong in regards to baking lighting because for some reason after I bake my lighting and try to test the build sometimes it just resets to default light settings, back to before I baked the lighting

rustic escarp
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not knowhing what baking lightning is makes it sound...pretty unusual

cedar nebula
#

@bold ibex You can control the position of the spawn through animation, so just setup an Animator state machine for different spawn positions

bold ibex
#

Thank you!

keen escarp
#

I’ll buy a ready-made, beautiful world. If you can provide such a service, write to Discord

minor finch
#

i forget what option was it that allows pick up objects to "float" when released from holding?

#

i forget which option and what component it was under

normal wave
#

does anyone know how i can make a rideable seat pickupable?

#

i added a rideable chair prefab without the blocks where the chair is, and then i put it under the chair in the hierarchy. then i made the "yellow chair" pickupable. but when i pick up the chair, the seat doesnt move with it. but if i sit in the seat when the chair has moved, ill still sit in the chair. anyone know how i can fix it?

cedar nebula
#

@minor finch You'd have to have an OnDrop trigger that would then SendRPC with IsKinematic as the method

minor finch
#

ah thanks @cedar nebula, you seem to have all the answers 😂

sacred warren
#

@upbeat mulch And in-case you didn't know, the sword also doesn't appear to be rendering properly...

upbeat mulch
#

Thanks!

rustic cypress
#

hey i uploaded a world a few days ago was in community labs for a few days then it went public tonight but now it has gone back to being in community labs

supple drift
#

@ashen charm Look for CyanClimbing under the prefab database that's pinned here!

#

@rustic cypress did you try to update? I believe there's a (reported) bug that sends some worlds back to labs even though it was public after an update

vale steeple
#

Make sure you arent using the reserved layers

vocal schooner
#

i cant seem to find a way to add bloom to my world anymore, it used to be a post proccessing setting, but i think thats gone now

vale steeple
#

it still is a pp setting

stone hollow
#

^

bronze smelt
#

Yeah, using reserved layers is a risk in itself 😃

loud juniper
#

When I do I a test version the planet isn't in the scene, when I also get closer the planet starts to disappear.

#

It's not rendering in the scene properly, what the

vale steeple
#

Far clip plane on camera

loud juniper
#

Will this fix the issue in game, with it not being there?

#

Thank you @vale steeple

vale steeple
#

np

bold ibex
#

wanted to know if there's a reason why my text and button image is low quality

buoyant hollow
#

I'm not entirely sure why that happens, there is a easy fix though

#

use the canvas scaler on your canvas and increment it until it looks good enough

#

there is a performance cost so don't go crazy

sharp pewter
#

Why when I updated my world today was it on the recently updated list for 20mins, before then somehow getting removed from the list, getting turned into a community labs world, and now it's not even appearing in the community labs list either?

#

Is this normal?

#

It's been public for a month.

near escarp
#

world ID ?

sharp pewter
#

wrld_41e9a399-1fd1-49f5-baf5-24ad13de44d1

dusk peak
#

Has anyone ported the cruise ship from Mario Kart Double Dash

#

I haven't seen it anywhere

sharp pewter
#

@near escarp Any update? On the website it shows it's community labs'd by the yellow border, yet also says it was already in community labs, and published, almost exactly a month ago

near escarp
#

@sharp pewter We're investigating the world as it is, we'll make it public tomorrow

sharp pewter
#

Okay, thanks. Is this some random rare bug?

near escarp
#

We haven't been able to figure out why it happens yet, but it happens often enough that it's concerning

sharp pewter
#

Ah, I see. Hopefully you guys get to the bottom of it soon. Thanks for responding though and making it public tomorrow, I appreciate it.

raven plank
#

anyone got tips on doing occlusion?

#

getting down to 20fps because stuff is rendering while being behind a wall out of line of sight

near escarp
#

Do you have static occluders in your scene ?

raven plank
#

ive set pretty much everything to static

near escarp
#

How do you know things aren't occluded ?

raven plank
#

well its a basement club under an apartment

#

and when i look downwards while standing outside

#

i can see the drawcalls go up massively

#

and draw calls are lowered by turning objects off that arent in view

near escarp
#

Does the occlusion work correctly in unity ?

raven plank
#

ive tried doing an occlusion zone

#

and baking it

#

but that REALLY fucks it lol

#

objects in the same room start dissapearing

near escarp
#

yeah that's not what we think it's supposed to be

#

it's another type of occlusion

raven plank
#

im new to unity and this kind of stuff in general so im just trying to learn as i go

#

the map is pretty much done but theres just a few areas were it chunks to 20 fps

near escarp
#

Is your light baked as well ?

raven plank
#

some are some arent

near escarp
#

Yeah that's the biggest offender for perf

raven plank
#

the ones that arent dont have much of an impact on drawcells though

near escarp
#

have you read some optimization guides ?

raven plank
#

yeh i've done as much as i can

#

ive got a meshcombiner script that ive run on most objects

near escarp
#

20fps is very very low

raven plank
#

yeh its bad

near escarp
#

What do you have in your scene ?

raven plank
#

most of the map is 60-70fps with like 9k drawcells

near escarp
#

jesus christ

raven plank
#

then it spikes to 26-28k when you look down into the club area from outside

#

even tho its out of line of sight

near escarp
#

that's wayyyy too fucking much lmao

#

Can you post screenshots ?

raven plank
#

i can send u the private world link if you want to see

#

ill post a screenshot

near escarp
#

The entire Luxerion world at once wouldn't be near 9000 drawcalls

raven plank
#

alright obviously ive fucked up hard

near escarp
#

yeah but it's fixable

raven plank
near escarp
#

How many thousands of objects do you have ?

#

i have a strong feeling you're trying to do too much at once

raven plank
#

the main offender is probably the fridge with individual drinks in it

near escarp
#

thousands of drinks ?

raven plank
#

no only like 10-15

#

maybe too many materials on them tho

#

this is the main inspiration for this map

#

which is more detailed than mine

near escarp
#

how many materials do you have in total ?

raven plank
#

most of them are baked into the models that i found

#

is there a way to see a total

near escarp
#

open the world descriptor

#

there's a row called dynamic materials

raven plank
#

ur gonna hate this

#

561 LOL

near escarp
#

That's a lot, but not even close to being responsible for the amount of drawcalls

raven plank
#

wierd because i was sure that would be it

near escarp
#

i mean don't get me wrong, it's a ton, but that doesn't explain the rest

raven plank
#

because i just noticed that the cdj model is 5k drawcells

near escarp
#

What happens if you turn off every single light off ?

#

cdj ?

raven plank
#

this is a cdj

#

ok

#

so with every light off

#

its down from 28k to 1.7k batches

near escarp
raven plank
#

🤔

near escarp
#

toldya

#

Bake them, remove them, disable them until people enable them manually

raven plank
#

only issue im having

near escarp
#

anything you can do to not have realtime lights

raven plank
#

is i have area lights

#

and when they're baked

#

they're not brifhgt enough unless i have them at liek 5000 intensity

fresh plover
#

add occlusion

raven plank
#

@fresh plover tried that but its fucky

near escarp
#

intensity isn't an issue

fresh plover
#

occlusion culling

#

oh wait i am in correct chat room lol

raven plank
#

welp found a directional light resposible for 7k batches

near escarp
#

Also make sur the culling mask for all your lights is only affecting player, player local, and the layers that your objects use @raven plank

raven plank
#

@near escarp thank you sir

#

i need to start fiddlign with that

near escarp
#

maybe mirror reflection if you have mirrors

raven plank
#

ive only used those layers to stop lights spilling through walls

near escarp
#

I'm certain you can go below 1k draw calls once you're done, and you shouldn't drop below 90fps

raven plank
#

rubick players proving once again to be the greatest supports

fresh plover
#

the only Realtime light you should as a beginner map is the directional light and try to bake everything that is static without animation or pickups

near escarp
#

dota > bc_fire

#

the fire being your PC when you walk into your world

raven plank
#

yeh serious

near escarp
#

I made the same mistakes when i started, you'll be alright !

fresh plover
#

for light spilling thru i think if you bake the map it will solve most of the issues

raven plank
#

hopefully i can optimize it and have it ready to run events in by the end of the month

fresh plover
#

but baking is the first step to future debug on that subject

near escarp
#

@raven plank Also before uploading your world again, in the dynamic material section, set it to 0 if you ever make changes to your materials

#

And crunch compress your textures !

#

And merge objects that are together !

raven plank
#

i will screenshot this and google how to do that in the future

raven plank
#

beautiful

near escarp
#

(there's a second doc too)

#

and feel free to ping me if you've got a question in the future

fresh plover
#

for texture crunching
do crunch every thing unless:

  • skybox textures (you can crutch but carful for quality loss find some middle ground you are happy with)
  • Terrain textures that use Mip Maps
raven plank
#

thank you sir i will

#

here comes

#

one HELL of a bake

#

praying this doesnt destroy my carefully crafted atmosphere

near escarp
#

The one that burns people's skin off ? LUL

#

But you'll get an even better looking atmosphere with baked light

fresh plover
#

oof

raven plank
#

i will ping u in a little bit tho

#

because i think this baking might cause me to need help lighting small rooms

fresh plover
raven plank
#

thank you sirs

#

would you guys reccomend changing the resolution (40) or the size (1024)

near escarp
#

20 should still be fine imo

#

you can try

raven plank
#

ok ill try that after this bake

fresh plover
#

textures ?

near escarp
#

lighhtmapping settings

fresh plover
#

check the size of the original texture and adjust

raven plank
#

where are those settings?

fresh plover
#

oh when u get to it that is the setting on a texture when you click on one

raven plank
#

ah

#

if most of my textures are baked into objects will i be able to access that?

fresh plover
#

the lighting is the only thing baked

raven plank
#

no as in

#

i downloaded alot of models from the webs

#

web

fresh plover
#

they get stored in a new file that should be the same name as your project

raven plank
#

and the textures are built into the models

fresh plover
#

yes the textures are applied thru a material/shader into the model

#

lighting is more global

raven plank
#

ofc

fresh plover
#

if you add or change stuff you would re bake when finished

raven plank
#

ok

#

im just saying i dont think i have access to crunch compress 90% of the textures that i have

fresh plover
#

ya its hard to find them all if your files are not well organized

raven plank
#

yeh may have fucked up on that part

fresh plover
#

drop this in your project and look for a new setting in the window tab called texture cruncher... set compression quality to 100%

this will find every texture in your files so you may need to go back after and change the skybox textures and terrain texture back to normal no crunchy after .. this may take a few hrs to run every textures as Unity is very slow with crunching depending on how many you have in your asset folders

raven plank
#

thank you sir

#

running it right now

raven plank
#

getting an out of memory error when baking lights

#

my cache isnt full

slow orbit
#

Probably referring to system memory, some light bakes can use a lot of RAM.

raven plank
#

yeh ive been monitering it

#

maxed out at 10gb being used by unity

#

i have 16gb tho

viral bough
#

Can i ask a question about world creation on this channel?

#

basically when i press to test the new build it forces me to use Microsoft store and search for something that can open my world. Do i have to change something in unity options or what??

bold ibex
#

is there a way to lower the quality of the mirror without changing the resolution of it so it looks blurry but still high quality

fresh plover
#

@raven plank
go into the Unity tab edit/preferences
take a look at the GI catch size and turn up the defaults .. also suggest you set up a local catch server also not on the same disk as your OS with Unity installed . do this also for catch server (they should not be in the same folders) ... during baking process it can use a massive +++ amount of temporary catch that builds up fast to run out .. even large systems more powerful can run out without the use of a extra catch server

night anvil
#

Does anyone know a good way to set up teams?

night anvil
#

ooh, you know "SetLayer" might do nicely

#

yeah, I think I got it

cedar nebula
#

@vast lantern I've been hearing that sprites don't work correctly in game right now, that's likely the issue here

night anvil
#

Have something set the player's layer to "team one" or something and have the weapon only check on layer "team two"

#

will have to test

cedar nebula
#

you can't set the player's layer like that, you'll have to use a different system

night anvil
#

darn

cedar nebula
#

The current way we have to do 'teams' is that joining a team does a bunch of things Locally, like enabling you to pickup that team's weapons

night anvil
#

yeah, but how do the team's weapon not kill your teammates. how does it know who and what to kill

#

I tried googling it and came up empty 😦

raven plank
#

@fresh plover ty sir

cedar nebula
#

Local toggles on everything pretty much. Like whatever the hit detection is on the gun you would disable it when you join that team

#

But speaking from experience, I wouldn't make a PvP map in the current state of VRChat. It's not popular or even viable, you'll just pull your hair out the entire time

night anvil
#

well, thank you for you help

supple drift
#

<4 months away from Udon (if shipping before 2020 is still their target) : )

bold ibex
#

https://vrcat.club/threads/jukebox-audio-bank-help.1263/

This that outdated? If so can someone tell me how I can disable the button to stop playing the music and also my stop all music button is not working as well.

😅 I have a couple other things thats not working but I want to get the music out the way.

I'm able to it hit the button and play the music but it will not stop when I hit the button again plus if I hit the others they start to overlap and play all together.

woven condor
#

i have a public avatar map (admin approved) - 4 avatar - all good performance - i publish update to map and now it return to labs 20 minutes after publish - for that 20 minutes it's public - i wait a week see if it's made public but not - if i republish same happen after 20 minutes - all i did was change sun position.

buoyant hollow
#

There is a glitch that pushing worlds back to labs. Email them your world ID so they can put your world back where it belongs.

woven condor
#

thanks @buoyant hollow i was hope i could fix it - i will email them -

simple arrow
#

I need a bit of help

#

so i'm trying to make a night scene for my world

#

so that the light outside, is the general lighting for the room

#

in unity, it looks like this

#

I've been changing alot of lighting settings and even using the Post Processing Stack to rely more on PP instead of direct lighting in unity

#

But it seems that i never really makes a difference. Any help?

glass gust
#

quick question

#

how would i make the audio from the player work for the entire world?

#

it zones out as i get farther away

buoyant hollow
raven plank
#

@fresh plover still getting issues even with a 60gb cache on different disk

#

only bakes on low res lightmap parameter which looks awful

#

apparently light probes help but i haven't used them before

#

the cache is only getting to 0.57gb before having issues

glass gust
#

oh ok

#

thank you!

fresh plover
#

@raven plank
a few things could be reason for the high numbers mostly related to your UVs or your transform scales

  • do you get any warnings for out of bound UVs? they should be fixed as they can also contribute to a lot of extra light maps and give you artifacts .. baking time will also be increased
  • do your model transform scales go far away from 1x1x1 .. off scale i the largest issue no one thinks about .. baking time would be 10x longer and contribute to performance issues also .. the best way to deal with this is time consuming by exporting the object from scene as a FBX and port it to blender to reset transform scales back to position and scale

i suggest you clear all your baked light maps and catch then due the first bake with the main structure .. after slowly add items turning on for bake so you can try to ID the offending models

glass gust
#

which one is newer? 2019.06.18.19.38 or 2019.06.19.20.14?

vocal schooner
#

im trying to increase the near voice falloff range, so people stay loud longer when you walk away from them, but nothing is increasing that range, can you even change that?

ripe depot
#

Are you using the correct component that I've forgotten the name of

#

All I can think of is Voice Override Region but it was changed.

#

Player Audio now or something? Lol

vocal schooner
#

the voice falloff range near

#

but that didnt do shit

ripe depot
#

That no longer works afaik

#

Also don't change near fall off

vocal schooner
#

how about the playermods component?

ripe depot
#

It's unrealistic

#

Don't use that either! :P

vocal schooner
#

i know its unrealistic, but im not going fo realism

night anvil
#

fun thing. PickUpUseUp and PickUpUseDown does not work for me. in any project... hurray, fun

#

in vr and on desktop

#

I am making a light source that you can turn off and on. for vr I have a floating button that you can turn on with your other hand, for desktop I guess I will just have it turn on when you pick it up. its like a flash light but in a ball form

vale steeple
#

For voice stuff gotta use player voice override region now

#

and set it to global if you dont want it in a defined region, but for entire world

peak hatch
#

not using post processing btw

torpid glen
#

Trying to get my head around "always" broudcast and spawning. If a object is spawned then repeaed is the spawn message still stored and sent to a late joiner or is the message cleared as the object was repeaed.

mild spade
#

@night anvil is the "auto hold" option on the VRC Pickup script set to "yes"?

night anvil
#

I tried that, I swear I tried that and it didn't work... it works now

#

ty

silent adder
stone hollow
#

As in?

#

Looks like it's working fine @silent adder

#

If you mean that the avatar is visible, that's because of the shader its using not playing nice with unity fog

silent adder
#

Yeah... I'm trying to use post processing for it now, but I guess I'll stick to some shader

stone hollow
#

There's only so much you can do in worlds before users mess it up ;)

normal viper
#

Do Volumetric fog scripts work yet?

ripe depot
#

Dunno if anyone has tested

raven plank
#

@fresh plover im getting alot of Mesh doesnt have albedo/UV's and Zero UV area errors, is there anyway to tell which mesh it is from the console?

fresh plover
#

are you in bakery or Unity light mapper ?

raven plank
#

im just in unity atm

#

im going through an generating the lightmap UV's for a few models that didnt have them

#

ok ive managed to get rid off all the red errors by generating lightmap uv's

#

just got around 30 "Mesh doesn't have albedo UVs. Consider creating them in your modelling package." errors now

#

yeh still getting the "Failed executing external process for 'Light Transport' job." message during baking 😢

#

115 instances of the error

#

not getting out of memory errors so far tho

fresh plover
#

ok just below the scene window you will find a drop down tab called "shaded" select this and start debugging with "view UVs " look around the map for missing UVs and go thru the other tools as needed

for really bad UVs such as overlaps or out of bounds you may need to re due them back in blender

20 Tips to Speed Up UV Mapping in Blender:

⇨ Free Blender hotkey PDF: https://zachariasreinhardt.com/free-resources/ In this video you will learn (at least) 20 tips to speed up the creation of UV maps...

▶ Play video
raven plank
#

thank you sir

#

ill try this out 2nite

fresh plover
deft turtle
#

I want to use that Bakery system in unity the one that I’m guessing makes baking lighting easier.. it said it’s recromended in the unity store for VRCHAT... can someone DM a link to the tutorial.. because I’m heading to bed and want to learn it later

mental iris
#

does anyone know where i can find a good bloom shader for rooms. i want to do that neon glow with stuff as it looks so epic and future-ish

balmy gate
#

@normal viper @silent adder XSVolumetrics has volumetric fog. The issue with unity fog is everyone who uploads avatars has to change some unity setting that I can't remember and therefore probably didn't get right on my own avatar either

#

If the uploader of the avatar didn't enable whatever it was, that avatar won't fade out with unity fog

pale grail
#

Im trying to make a test build for my world but Unity keeps saying "Could not load world world id here because it didn't exist" despite there not even being an id for it before building it. This hasnt happened to me ever before

bronze smelt
#

@pale grail you can ignore that message.
The SDK is just checking the generated ID against the API. But since you haven’t uploaded anything to that ID you’ll end up with that message.

pale grail
#

No but when I try to test it, it just puts me into my home world instead of loading the test version of the new one

fresh plover
#

@deft turtle
Bakery does not have a any VRchat specific tutorials and you will gain most of the information in the manual https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper

as most of the components use the same common rules for Unity baking my suggestion is to first carefully study the manual then follow the simple quick build instructions ..

below are some good non Bakery specific tutorials...
Quality of Lighting:
VRchat Xiexes lighting tutorial how to get good at baked lighting:

Color Space and Quality of Lighting:
Linear mode is highly recommended !!
The importance of color space in 3D rendering

vast lantern
#

Does anyone know how to make the Iwasync video players sync for late joiners?

midnight flame
#

how can i make audio more Range in house

#

i set on 20000 before and never changed range audio

near escarp
#

Use the spatial audio component instead of ONSP

midnight flame
#

but using VRC_syncYTPlayer so pre installed audio

#

i have no clue how use spatial audio like make worse ever hear @near escarp

#

see settings like i have no clue at all

near escarp
#

Remove the ONSP component and read the thing above

#

There's also documentation on the component

midnight flame
#

thing is i have no clue

#

even if read all it i still woudnt have clue

#

as Docs and stuff, not simple for me to follow since i never created all addons and stuff and its really hard understand how operate what it needs be done

people show preview needs set thats it and i follow that but Text wise i woundt even know im doing

and not been rude or anyone but people need understand if someone new making worlds like myself and reading not they good talent follow docs i recommended screenshot what should do not say read docs and stuff even people have no clue at all

im just NodeJs Developer not VRC Dev for worlds and stuff but something i would love get into it but hard get to know first

#

but anyways i found out now

hushed shell
#

does anyone here know how to fix up a mirror to have the materialize animation go off, like in the Nier world? Been racking my brain on trying to make mine better like that, but I'm having issues trying to make the custom shader on the mirror prefab work for me

left kestrel
#

can anyone give any tips on how to remove this deep fried shading with baked lighting?

buoyant hollow
#

Tick enable lightmap uv on the model’s settings

left kestrel
#

in blender or unity @buoyant hollow ?

buoyant hollow
#

Unity

left kestrel
#

where might i find this option?

buoyant hollow
#

Model settings

#

Click on the model

left kestrel
#

im really bad at this and dumb so sorry for all the questions but is it just something im not seeing or am i looking in the wrong place?

buoyant hollow
#

Yeah wrong place

#

You need to click on the model asset

#

Not the model in the scene

#

Clicking on the model asset will bring up the models settings

left kestrel
#

generate lightmap uv's?

buoyant hollow
#

Yep

left kestrel
#

ok i will try to bake again, thanks bro :D

buoyant hollow
#

Unless you bake lightmaps in blender, you need to tick that for every model you import into unity.

#

At least all the models you plan to light bake

left kestrel
#

this was an interesting twist

#

also i haven't done anything in blender/unity for a year and blender is completely different now (2.8) so i just smacked on a texture in blender and exported the model, never baked in blender.

supple drift
#

If you just generated lightmap UVs, you gotta rebake it!

left kestrel
#

and the problem only persists in baked lighting, Realtime lighting is fine

#

uuh the first pic i sent is how it was originally and you can see the difference after i generated lightmap uvs and rebaked

supple drift
#

Oh, that is cleared and rebaked? I thought you just generated new lightmaps, but didn't rebake because that's what it looked like

left kestrel
#

im pretty sure i cleared but i can try again

supple drift
#

Yeah, try it!

left kestrel
#

i think i forgot to apply the setting -.-

supple drift
#

woops, haha - ay I've done it more times than I'd like to admit

left kestrel
#

"heavily inspired"

prime valve
#

Hello, wondering why when I first load the world it looks off, but if i resize my screen the shaders fix themselves, i'm not sure what to do

#

If anyone knows why this is it would be greatly appreciated

left kestrel
#

no clue for a fix but it looks really dope, hope you get the help you need!

deft turtle
#

Is it a highly prefer to bake a world or can I just use real time?

solid helm
#

Highly preferred

#

What's driving you to ask?

mental iris
#

its not a requirement to bake the world but it is preferred. also are we talking about lighting or texture ?

#

it really depends on the situation

coral wing
#

yeah it's very recommended to bake, but a single directional light with no shadows won't have an effect on performance (it'll look like crap though)

mental iris
#

in that case make a flat plain with a mirror and a skybox and boom a world nothing to cast off of nothing to really work on XD

#

but im being sarcastic here, baking is recommended with almost all types of worlds. or at least the standard lighting

#

else be hit with some really weird crapy funny stuff but proly wont get far in publicity aka will remain in labs forever or outright removed if its to poorly optimal or just is a lagfest

#

i use Realtime lighting

#

but again its what platform your doing worlds for and the respective settings for said platform

#

baked is for performance. Realtime is the less optimal so if your trying to go optimal then bake everything i would assume but isnt there guides on the differences ? there should be

#

speaking of worlds does anyone know how to do the selfy and 3rd person camera view in a world that can be triggered with a keypress like press one of the number keys on a keyboard to switch the view toggle

#

im not talking about the vr only camera im talking about getting out of first person view and going into 3rd or frontal like a selfie cam. i seen a few worlds with this feature and not sure if its a prefab or an actual toggle script

open thicket
#

can these lights be achieved just with emissions?

#

my guess is no, like a whole bunch of baked spotlights

mental iris
#

that or one of those weird probe setups but proly baked

coral wing
#

yes you can just use emissive materials for like baking might not get the lighting you want though

mental iris
#

not sure how one would achieve that kind of lighting without some kind of shaders

supple drift
#

I've never seen area lights or emissives give off that type of photometric fall-off, though. My stab is it could be an emissive for the bloom with an IES light or point light that's using a cookie (cubemap?) for the photorealistic fall-off?

#

What world is it / whose world is it?

coral wing
#

they're possibly spotlights or the emissive material is inside an little indent, I found that doing that can give that effect

solid helm
#

Those just look like normal baked spotlights to me

supple drift
#

You think so? I feel like the normal unity spotlights are way more linear in their falloff

tidal mango
#

Hi guys, quick question...some time ago I followed Cyan's tutorial for VR hats using follow player, everything worked except for the fact that once I wear the hat it does stay on my head but it doesn't follow the direction I'm facing, it doesn't "turn" when I do like the ones in Cyan's world do. Am I missing something?

left marlin
#

👀

#

Probably

#

I'm really curious on how people are getting it to not turn, but still follow. Are you using follow target or reparenting? @tidal mango

loud juniper
#

How do I set up a ui slider so users can manually adjust the light intensity?

tidal scarab
#

@supple drift probably just an IES, i have a similar effect in one of my worlds, using IES baked spotlights (with bakery)

jagged coral
#

i dont understand that part of the rules

#

everytime i update my "PUBLIC" world , it falls back to "Community Labs" .

tidal scarab
#

yeah, i'm getting that too recently as well

#

heard that from a couple of other people

#

looks like a bug

jagged coral
#

In Unity it says "updated your Public world" but than it falls back .. 😦

tidal scarab
#

yeah, it shouldn't be like that, and it wasn't before

left marlin
#

Sounds like a bug. Search canny or make one so they know.

tidal scarab
#

I guess it should be filed in Community Labs? 🤔
Couldn't find anything in any section, so i'll make one.
@jagged coral what's the name of your world, so i can also include it in the post as an example?

jagged coral
#

dreamspace

jagged coral
mental iris
#

do they even care? is the big question. i mean if you update it should not go back to labs after it was approved by the mods

tidal scarab
#

but it does, and it's annoying, hence the bug report

fresh plover
#

@open thicket
looking at the photo you can see a lot of overlaps more than 4 so it can't be a standard spot or point light Baked and must have been Realtime spot to work with with IES spot light cookies based on that a render texture can only have 4 channels..

i suspect yes they used a sort of IES converted Cookies and small halo possible light flare could explain the halo scattered glow ?

so more info about IES and mask/cookie:
Understanding IES Lights
http://www.cgarena.com/freestuff/tutorials/max/ieslights/

fresh plover
#

@tidal scarab
that looks very nice !! the current version of bakery has a small bug in that Spot light overlaps are computed inaccurately at the moment.. this is planned to get fixed soon ... no one seams to even notice lol

#

@open thicket if you don't have bakery you may be stuck with using Cookies with mixed lighting to get the effect correct ... if you have a model already i would be happy to help as the resolution and image format must have correct import settings non default as Unity will mess them up

tidal scarab
#

that was baked like a month or two ago, haven't touched that one in a while, so probably using a pretty old version of bakery

fresh plover
#

ya it had the same problem back then also but still looks good

solemn pulsar
#

Any ideas why? There are point lights all throughout that hall.

fresh plover
#

unless the lights are set on mixed realtime they will not light non static models
you should add light probes

solemn pulsar
#

do i have to bake those?

fresh plover
#

the have a bake light probe data yes .. the probes collect the lighting data and the non static objects moving thru the scene get lighting data from the probes

bold ibex
#

Possible to make slider for the bloom and etc in Post Proccessing?

kindred void
#

I have pickup objects that I want to remain where they're dropped, but I haven't yet figured out how to get that to happen.

mild spade
#

@kindred void Enable "IsKinematic" in the object's rigidbody.

kindred void
#

Thank you!

balmy gate
#

@bold ibex for dynamic bloom, make another global post processing volume (assuming you have v2 post process) with just bloom set differently set weight to 0 or 1 based on how you want it initialized. Add animator (uncheck it) and animation onto the new post processing volume. Make the animation set Weight to 0 at time 0.0 and Weight to 1 at time 1.0 - make sure to set the curve to linear or pick a curve that works well

Now for the UI Slider. In on Value Changed (), add two actions with the new Post Processing Volume:

  • Rebind()
  • Update [in top dynamic float section]
    Also, in a slider, always set navigation to none and make the canvas have a huge margin around the slider. Otherwise the click will get stuck
#

@loud juniper same concept as ^ but. Instead of putting the animator on the post processing, put it on your light and animate the light as you choose at time 0.00 and time 1.00 (and curves or keyframes in between if you want should work)

#

Also make sure Loop is turned off on the animation clip

balmy gate
#

Priority needs to be higher on the new post process volume like 1. Also make sure you used dynamic float version of Update for the slider

amber hound
#

Has anyone here had an issue with updating an old world of theirs using an old world ID? To be clear, I can upload the world just fine if I use a new world ID, but when I try to upload/update my already-public version with its original world ID, the world doesn't actually update despite Unity telling me that my world was successfully uploaded.

deep vortex
#

How do I make buttons toggle? Like the UI buttons.
I can make them true or false, but toggle doesn't work?

graceful sinew
#

After copying the values from the old onsp to the new spatial audio source I've noticed all the sounds are several factors quieter, to the point where you can't even hear half of them if your volume isn't maxed; Is this a bug or is it just like that now?

vapid badge
#

anyone know why my buttons are vanishing when I press them?

#

there doesnt seem to be any reason for it. they turn off lights in my world. i hit the button and it does what it should, but the button disappears too

solid helm
#

Does it have a null (empty) receiver?

vapid badge
#

they had a few extra, empty receivers.

near escarp
#

update your skybox too

velvet hamlet
#

Is it possible to handle the onEnterTrigger without using VRC_Trigger?

solemn pulsar
#

is there a way to move around the scene in unity without the camera clipping through models?

#

Its so hard to see little details.

stone hollow
#

@solemn pulsar You need to lower the near clipping plane

solemn pulsar
#

my hero

foggy brook
#

is there a way to edit a locked material on unity ?

tropic yarrow
#

@foggy brook if that a material of model you should export it from model Materials tab in Inspector (or create a new material and assign it to model) (model in Project assets and not Hierarchy)

night anvil
#

how do you do "master" nameplate?

junior cloak
#

hello gamers, is there a way to control the PostProcessing values using an UI ?

left marlin
#

@night anvil When you say master nameplate, do you mean just something above a player indicating they are the room master? It involves player tracking and Ownership.

#

@junior cloak Read up for Lyuma's response. He answers that question

#

Or how to change it with sliders.

junior cloak
#

Oh, he just answered that, sorry !

#

and thanks Lyuma ;w;

#

And you ♥

junior cloak
#

hmm...

#

I did put something into a custom layer & ignored it on the post processing layer script yet it still affect it

#

Is that normal ? :>

#

First time i really mess with PP.

near escarp
#

What do you mean ignores it ?

junior cloak
#

Unchecked the layer ? 🤔

#

I'm not exactly sure of how Unity layers work tbh

near escarp
#

you're just supposed to select a layer for the PP and then use that layer for the camera/volume

junior cloak
#

If I follow the way PP ask me to do it I have to do a layer for it but if I do it it don't affect anything in game or in the scene.

near escarp
#

are you following Silent's guide ?

#

If it's using the correct reference camera it should

junior cloak
#

I did some weeks ago, could always re-do it i guess

#

But well, is there a way to not affect a specific layer with PP ?

#

or a specific gameobject tbh

near escarp
#

@solid helm Any idea ?

junior cloak
#

Because the color correction on a video screen is kinda... meh

solid helm
#

Confused

#

I don't think VRC exposes functionality to disable post processing on specific objects

#

As is, you can't just render things on a seperate layer that isn't affected by PP, which is what I think you mean you want to do

junior cloak
#

Yaes

#

Well, that's a shame but it's good to know, thanks you two ;w;

near escarp
#

Would be cool to be able to do that though i agree

solid helm
#

Your best bet is to stick with neutral values in areas that you want to watch videos on

#

It would be nice, but I imagine pretty expensive too unless VRC introduced the concept of having a UI layer rendered after all the others that was unaffected by PP

junior cloak
#

Yeah, i'm just gonna make the light be less intense instead I think

elder needle
#

Are worlds suppose to go back into com labs everytime you update it?

#

It didnt do that a month ago but now its doing it every update

near escarp
#

They're not

#

@elder needle Was it a cross platform world ?

#

Your only public world is not in community labs

elder needle
#

It gets put in labs for a couple hours

#

After an update

#

See how the published date is changed to today

#

When it was public in june

near escarp
#

Which SDK are you using ?

elder needle
#

Err probably the june one

near escarp
#

Also you're using the wrong Unity version

#

update both, and let me know if it still puts your world back into labs

elder needle
#

I will when i get home from work ^^

#

I think some people were having similar problems above

jagged coral
#

i used the newest SDK and the New Beta SDK , and with both of them .. after an update my world gets pushed back to Community Labs.

junior cloak
#

It does get pushed to community labs.

torpid glen
#

Dose anyone know of a way to trigger of onenter or oncollide for individual objects rather than layers. Or a work around solution that gives the same result.

foggy brook
#

My unity is super laggy when getting into the build panel and it's driving me nut, is there anything that could cause that ?

fresh plover
#

a few things can do this
try turning off a few things till your ready

  • turn off the Realtime and mixed lighting checkboxes in lighting settings
  • make certain auto generate is turned off
  • if you have VRC installed turn off VRC world
foggy brook
#

but I need it to setup layers no ?

#

like, you can't just remove the vrc world

fresh plover
#

just keep it toggled off till you are ready

foggy brook
#

that's just delaying lag time no ?

fresh plover
#

i can yes lag as its trying to connect

#

basically keep stuff off as your doing building till you are ready to work on it

#

and clean your system

foggy brook
#

But It's not lagging while building

#

🤦

fresh plover
#

wait is that not the question

foggy brook
#

The build control panel

fresh plover
#

ok i am lost i don't understand what build control panel

#

🤦🏼

halcyon gulch
left kestrel
#

is 200mb + way too big for a map or nah?

near escarp
#

If there is a reason for it then no it's not too much

unborn elk
#

Personally if I check out new worlds I tend to avoid ones that take over 200mb but I have rather slow connection. 200mb isn't unreasonable however

left kestrel
#

What reason would there be for it to be as large as that?

unborn elk
#

Like mp3 and animation files for dance worlds

bold ibex
near escarp
#

@bold ibex Which SDK and Unity version are you on ?

vapid badge
#

so I seem to have developed a bug in my world, whereby you cant hear people talk. like, its either forced mute or clippy audio when they talk.

#

now,

bold ibex
#

I have the latest SDK and the applicable unity version, 2017.4.28f1

#

I was able to upload this yesterday so I know there's no huge conflicts like that

vapid badge
#

I have a lot of lights in my world and havent gotten to baking yet. yet when you hit the toggle for the lights, (turns them all off in favor of a single directional) the bug goes away

near escarp
#

check the console for errors @bold ibex

vapid badge
#

I thought updating the SDK would fix it, since i had the player voice mod, but it didnt

near escarp
#

@vapid badge performance might be so bad that people can't keep up with voice packets

#

realtime lights = bad

bold ibex
vapid badge
#

maybe? I mean this happened after the recent update. before that i hadnt really touched anything

#

and even when people say their framerate was fine, it still happens

near escarp
#

What do you mean by player voice mod ?

#

@bold ibex havee you tried with a new world ID ?

vapid badge
#

the voice mod that lets you set custom dropoff

#

in the vrcworld "mods" part

bold ibex
#

I'm not sure what/where that is, so I suppose I haven't.

near escarp
#

@vapid badge Player mod ? Are you using it for a specific reason ?

vapid badge
#

I was using it for voice dropoff

near escarp
#

@bold ibex Pipeline manager component in your VRC_World

bold ibex
#

Do I need to make the ID any kind of format in particular? Or just plug in anything?

near escarp
#

Reset it, it should say "Detatch"

bold ibex
#

Right, I detached it, but it's prompting me to enter something

near escarp
#

@vapid badge There might be conflicts with that mod and our newest audio, have you tried without ?

#

@bold ibex It'll be generated when you press build

vapid badge
#

yeah. I thought that might be the issue so I updated the sdk and removed the playermod, no dice

near escarp
#

what's the ID ?

bold ibex
#

It did generate a new one like you said, but that didn't change anything in the upload breaking. It throws the same error in console as well.

near escarp
#

@bold ibex What did you change since yesterday ?

bold ibex
#

I duplicated the original scene, including the VRCWorld object, but as I stated in the post, I also made an entirely new project and only imported the original scene and it still had this error, so I don't think it was that.

vapid badge
#

weird question but did you try deleting the sdk in windows explorer and manually reimporting it fresh? (as opposed to just overwriting the sdk)

alternatively, if you make an entirely new project can you upload that?

#

also ruuubick, do you want the id?

near escarp
#

The correct steps to update the SDK are in the documentation

bold ibex
#

Yes, I did completely remove and reinstall the SDK

near escarp
#

Did you also remove the .meta files ?

bold ibex
#

Here, let me rephrase

ripe depot
#

Unity auto deletes them (you'll see the errors/warning about that!) if the file cannot be found

bold ibex
#

On the entirely new project I made, I installed a completely fresh download of the SDK, and it still had the break

near escarp
#

So it's most likely something you did to your world ? How big is it ?

bold ibex
#

Flippin tiny, it's like 4 blocks and the spawnpoint

near escarp
#

Did you turn off future proofing ?

bold ibex
#

It's just a test world v(=_=)v

#

I have not, but let me try that

#

Well, it has to be something with the world, because I just manually rebuilt a barebones world and it's uploading fine

ripe depot
#

Do you have the pipeline manager component disabled?

bold ibex
#

This is the error it's throwing on the main project and not throwing on the new project

near escarp
#

i believe this one is normal

bold ibex
#

Well as far as I can tell it's the only thing that's happening on the broken one that isn't happening on the fresh one, but I'll take your word for it

#

So weirdly you can even see that this isn't even the right upload page

#

So what on earth would cause it to load the wrong menu??

ripe depot
#

I think it loaded the default state

bold ibex
#

Right, but, why

vapid badge
#

@near escarp not sure if you were asking me or West for the world ID
||wrld_a84af571-92cd-4341-b661-1e64d2ab7383||
fair warning, mapsize is hefty. And yes, some spots are laggy. Work in progress etc

bold ibex
#

I figured it out;
I had some random GameObject with the VRC Pipeline Manager script active on it, which I assume was conflicting with the one in the VRCWorld prefab I added in.

#

Deleting that game object so there was only 1 VRC Pipeline Manager script got it working again 👍

vapid badge
#

oh yikes, that would do it.

#

👍

cedar dock
#

Anyone know of a way of getting a Random Number Generator to work in VR Chat? preferably one that would display the same number to all users looking.

left marlin
#

Why can the pipeline manager be disabled? That seems weird. Does it help at all or will it break in game if it is disabled?

left kestrel
#

what reason can there be for a map of this small size to be 200mb?

#

i need to reduce it alot kek

#

some unnecessarily high poly model or something?

mild spade
#

Textures. Check the materials and look the size of their textures.

#

You can compress them and save a lot of mb. Without affecting quality that much.

left kestrel
#

is there a simple way of compressing them or do i have to do it manually?

buoyant hollow
#

Also if you haven’t clear you dynamic materials in the vrc world component

left kestrel
#

how do i do that?

fresh plover
left kestrel
#

i have no idea how scripts works, how do? and thanks for all the tips guys

fresh plover
#

drop it in look in the window tab for a new option called texture cruncher .. set it to 100% and it will go thru your folders and crunch every thing

#

note it may take a long time depending on how many textures you have

left kestrel
#

should i set the compression quality to 100?

fresh plover
#

yes

#

100% is a good start

left kestrel
#

should i mess with the processing speed or just leave it at 10?

fresh plover
#

10 is ok

left kestrel
#

ill give it a try thanks bro

fresh plover
#

ya it will take a long time as Unity is slow

#

perhaps even a few hrs

left kestrel
#

21%

left kestrel
#

after crunching the map is still at 207.56mb @fresh plover

#

reee

steep wolf
#

Does anyone know why a trigger would only work for VR and not desktop users?

left kestrel
#

you sure youre pressing the right button on desktop?

steep wolf
#

well it doesn't highlight the object

#

for using it

left kestrel
#

oh

stone hollow
#

Theres a bug if a trigger is in the way sometimes it can cause it not to work for either side

steep wolf
#

of course it's a vrchat bug, ty

fresh plover
#

@left kestrel
what do you have in the project
any audio files ?

left kestrel
#

1 audio file

#

but it says i have 57 dynamic materials

fresh plover
#

how big is the audio file

#

your room is so small its crazy
did you bake the lighting ? how many light maps ?

left kestrel
#

uh 2 sec

#

ima check

#

sound file is 9mb

#

10 directional lighmaps

#

6.2mb

#

alot of the textures original sizes were 1000x1000

#

this is a learning process for me xD

fresh plover
#

10 light maps a bit high for a map that size

spark thunder
#

my unity wont stay open for more then 5 seconds, i tried all my projects they all do it. will someone help? i even reinstalled unity

fresh plover
#

does it do it on a new project

spark thunder
#

yep

fresh plover
#

ooof

#

check you drivers for updates perhaps

spark thunder
#

dont even know how to dot hat

fresh plover
#

update windows
update your GPU drivers

#

also try turning off any security stuff

spark thunder
#

idk how to update my stuff. idk where to go

fresh plover
#

it would different depending on what type of system you have

vapid badge
#

whats the secret to making ambient occlusion look good? as it is, it looks fine on the environment, but on players it looks horrible.

#

ive seen maps that use it effectively

spark thunder
#

didnt work

#

i updated my driver rn

solid helm
#

@vapid badge Baked lighting only

vapid badge
#

rippo. ill have to get around to that eventually then

#

ill just turn it off till I bake then

solid helm
#

Basically, if you're using the post process stack AO, don't bother

#

It won't work well

#

When you bake lighting, the light baking process will do raytracing and automatically produce AO in the lightmap

#

If you can't bake lights you have to go a bit more esoteric

vapid badge
#

hmm. I didnt know that

solid helm
#

AO is just a technique for simulating contact shadows

vapid badge
#

well i mean i plan on doing baking eventually, but not till im done mucking about with areas on the map

solid helm
#

If your map isn't massive it might not take too long

vapid badge
#

||it is||

solid helm
#

Hmmmm

vapid badge
#

its not that big a deal tbh

solid helm
#

What have you made it with?

vapid badge
#

what do you mean?

solid helm
#

Did you model it in Blender?

vapid badge
#

no. its a bunch of things ive picked from here and there and set up in unity to create a large world. there's several areas, some fairly large

solid helm
#

Hmmmm, okay

vapid badge
#

but like I said. its not that big a deal. I plan on baking eventually. so if that can help with AO, i can just turn off the post one for now

solid helm
#

Yeah

vapid badge
#

its not worth how nasty it can look

solid helm
#

Don't use the post one, it's not worth it

#

It's really expensive too

#

Because VRC is a Forward renderer, it can't inject the AO into the lighting pass like it should

jovial charm
#

Idk if you would know much on this @solid helm but I have a big map that I baked and took about 8hrs to bake but now when I try to do it with half the resolution its been sitting there for 2+ days and still doesn't finish any reason for that?

solid helm
#

Without moving anything?

jovial charm
#

Didn't add anything just changed terrain shape a little bit

neon narwhal
jovial charm
#

Basically have a mountain top and all I did was slightly flatten it but nothing else besides that

solid helm
#

Unity works in mysterious ways. When you alter the shape of the map or the lightmap resolution it means Unity has to throw out all the old calculations in its cache and redo them.
But, if it's taking 2 days it might be trying to do something impossible and hanging.

jovial charm
#

Ah so what would be best thing to do then in that situation

solid helm
#

Try cleaning the lightmap cache, restarting Unity, and rebaking

jovial charm
#

Alright thanks for the info

past wave
#

so ive been considering making a world with photogrammetry, ive seen it done before and figured that i would atleast give it a go, i know it can get quite high poly and was wondering, does anyone know if there is any sort of hard coded limit to how high poly a world can be? and if not, what would be a good range to try and stay within.

bold ibex
#

is launching worlds from vrcw safe?

past wave
#

dont know why it wouldnt be

near escarp
#

@past wave You shouldn't be using your raw output for a world

#

There's a lot of decimation required for it to be used, VRChat or not

#

Your blender or unity could crash if it's really high

past wave
#

good to know, only recently heard about this kind of stuff, i mostly know about capturing it, should have realized that alot of editing would need to be done 😄

slow orbit
#

Depending on what you're working with, Instant Meshes may be of use to you. https://github.com/wjakob/instant-meshes

I've used it with photogrammetry before, where I use IM to get a model with cleaner more managable topology, then in blender bake textures and such from the raw photogrammetry output.

past wave
#

oh, cool, ive only been considering it, trying to figure out if it would be better for my needs to just model it myself or use photogrammetry.

slow orbit
#

Depends on the object/scene and how good you are at the skills of each method and which would work out easiest/best.

junior glacier
#

Hi! This is sort of an odd question but it does relate to worlds.

I'm looking for additional places to seek out assets, and was wondering if anyone had any good places I could search. Thanks~ paid or free!

left kestrel
#

@fresh plover sorry to bother you this much but how do i reduce lightmaps if 10 is a bit much?

tiny bear
#

i have a problem my vrchat world shows fog that is not there in unity 😭

i dont know how to make it go away

stiff robin
#

hello, how do i make a seat in a world that makes the character lay down or in any pose/position i want besides the original pose?

tropic yarrow
fresh plover
#

@left kestrel
its a lot of work however its related to how the models are made and how well the UVs are before Unity gets then .. they have some paid assets that can help with this

#

@tiny bear
see if fog is turned on .. its located at the very bottom of the lighting panel

mystic wave
#

i cant test my world because the test thing in unity just open window that says choose app to open this with

vast lantern
#

Do LOD's not work while in VR?

velvet edge
#

Hihi =3
I've a little question ...how do i do to make a character to look at me?
kinda if i place an model rigged in the map (Like an NPC)
that always be staring at me wherever i move

mild spade
velvet edge
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Thank, you, very, much ♥

torpid hazel
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guys, I've added the jump mod to the world and I still can't jump

ripe depot
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Did you mark it as global?

torpid hazel
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I don't think so

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where do I do that

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"isRoomplayermods"?

ripe depot
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Yup

solemn pulsar
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I'm making a museum map.. and I need to add some sound files that narrate the hieroglyphics as you activate them. What's the best way to do this to save space? Ots probably gonna be like 5 wavs or mp3s. I dont know what file type is smallest and sounds best either.

supple drift
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PCM/Wav is lossless so it'll sound best, but for most people Vorbis set to 70% quality sounds identical to a wav file. Vorbis will be quite a bit smaller than PCM, but it costs some CPU to decode per clip

stone hollow
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ogg best

lament wind
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I think since the new audio system audio sources in my world have gotten quite quiet. Even at 100% volume it's a lot quieter then it used to be. (See screenshot for current configuration)

Does anyone have an idea on why this is happening and how I could fix it?

near escarp
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Did you add the new spatial audio component ?

stone hollow
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They changed the audio system

junior glacier
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Why is it that some people can pick up objects but for others it just wont let them? Like, only one person could pick up this object in my world and nobody else could.

left kestrel
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why wont the image for my world change even though i positioned the vrccam and shit?

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and pressed upload image

stone hollow
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@junior glacier is it a quest world?

junior glacier
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Nope! It's a regular full VRC World.

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It never happened yesterday

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Same build, same world, suddenly started happening today.

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It's a child of another pickup object, and the only way people were able to grab it was to pick the parent up then grab the child.

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That sounded odd...

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@stone hollow

stone hollow
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Is there a specific reason it has to be a child?

junior glacier
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Yeah, so the child is a stick that is used to aim and turn the turret of my Tank, and in order for it not to be lost by some poor sap who accidently let go of it, it's a child of the main turret.

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It wasn't an issue before.

stone hollow
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Ah

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I was just wondering

junior glacier
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I'll try and remove it from being a child and see if it does anything

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I'm going to sleep before it makes me any more mad, though.