#world-development
39 messages · Page 3 of 1
How do I update a world?
why is the audiosource so low even though it's set to maximum now
is vrchat adjusting it?
no
should I add? VRC spatial audio source?
won't it overlap all the other sounds in the world?
can some one plllllz help
any suggestions on what to do about my unity crashing after 5 seconds of opening any project even a new one? i uninstalled and reinstalled unity to.
Delete the regedit config files as well
Sorry for asking a very basic question that i could probably find a tutorial for.. but whats the best way for me to play a sound file in a small region after hitting a button? I'm not even entirely sure how to add sounds to my world properly.
I've seen in some worlds (Japanese Onsen) where certain objects can float on the water. I want to recreate that effect in my world. I take it that they're applying gravity to the object with the water applying a constant upwards force against it? How do I go about doing that?
@solemn pulsar best way to get the range you want to is create a test world and mesh with the audio source/spatial component
Im not exactly sure what to change in the spatial or audio source settings to make it louder. Would gain in the spatial component be just the sound coming out of the obejct or would it be the sound in the entire world like voice too?
The gain setting only adds additional volume to whatever is playing in that specific audio source. The default is 10 iirc - so it's adding 10db by default.
how would i make it so the device is toggleable? And activated by everyone so people can listen to it together?
Have the audio source be play on awake, disable it and then activate the game object with a VRC_Trigger in game!
disable as in uncheck the audio source at the top?
You could do that and have it activate the game component, but I usually just activate the whole game object
Just make sure the trigger isn't on the same object as the audio source if you do the latter, because you wouldn't be able to trigger anything bcs it'd be disabled at start
Im going to say thanks right now but i might ask more questions later. lol
@vast lantern You can fake it or you can actually apply forces. One fake is to have a collider animated at some height that only collides with the pickups. The way to actually apply force would be to use Phasedragon's Bouyant Objects prefab in the database. It uses some special standard assets magic to calculate the necessary physics needed to move the object to the water's surface.
I see. I think I'll try out the prefab first. Thank you
Hello, I have a few questions, i'm new to world creation so I appreciate all the help.
I'm planning on creating a simple world in Blender, it's a single circular room with a few objects. How should I go about it?
Do I make all the objects in the same file or separate each object?
When creating objects that have multiple textures, I keep separating the mesh and giving it its own texture, is there a better way than this?
One of the objects is a button, it'll have a small "push in" animation, do I do that through blendshapes or unity animator?
Thank you
probably should've asked this in #3d-modeling , my bad
I did not @near escarp. I looked thru the docs. Is it this component you're referring to? https://docs.vrchat.com/docs/vrc_spatialaudiosource
Creates a spatial audio source in VRChat
Yep !
My world build seems to be bugged. It is not building new itterations of itself. I have tried detaching the Blueprint ID, deleting and reimporting the SDK, Publishing the new build, closing and restarting unity, and lastly deleting the world and publishing the new build, but it seems to be locked at the same build regardless of what I do. I think it might be caching an old build or something? I am not sure to be honest.
Edit: Just tried making a new basic world, in a whole new scene, with only a plane and the VRCWorld component, and when testing the new build it took me to the bugged build. So leaning towards it being a chaching issue, but I am a novice at Unity.
Do you have a compile error? That will block all builds for a project.
There was a canny at one point to tell vrchat not to use old build but show upload error instead. This just makes it more confusing...
how do i go about making a button shut off an object but enable another when both objects are off by default?
@cyan pike Do you need it to toggle between after the initial press? If not, you can add two SetGameObjectActive actions -- one to disable an object (false) and another to enable the other game object (true). Alternatively you could set them up to be in the state you want + make them the children of a disabled parent object and toggle the parent object!
yes
putting a lowQ mirror and highQ mirror on 2 different buttons but need them to turn off one another
Could use the method I mentioned above and enforce the state for each version of the mirror (true or false) with two SetGameObjectActive actions on each button. You could also use one quality switch button with one SetGameObjectActive action set to toggle both mirrors which will toggle between 'em. Just gotta make sure one version is disabled at runtime for that to work.
thing is i hate having mirrors on by default
Have all of your mirror stuff (and mechanics) as a child of a game object, and have that parent disabled. You can enable it when players enter the area (with a trigger) or have another button to enable it
guess i could do that way
Anyone have an issue where one of your objects isn't being lit once the world has been uploaded? I just started using bakery and my map looks fine in the editor but the floor texture appears black once uploaded?
is there any way to retrieve a world? I had my world on another pc that got damaged
You might be able to get the Id to publish it however you probably won't be able to get it back into unity
I can't publish it, I click the button on the vrc website and nothing happens
it's private now
I usually do it all through the sdk
if it's because of the low performance avatars I really needed all the data back
Does anyone know why my terrain would be visible to desktop users, but not VR?
The entire world is also slightly tilted, but everything is perfect on desktop
I'm doing a museum audio tour thing.. so when they push the button it reads whats on the tablet to the people in front of the tablet. I want the sound settings to be perfect for the situation. Not to overlap too much.. and not to go all the way across the map, which is seems to do despite the min/max being at the edge of that bubble there. Can anyone help me with the settings?
I figured it out, I think it had something to do with putting everything into a game object
@solemn pulsar I think the issue you'll run / are running into is that audio spatialization is trying to mimic how sound works IRL, and two sources that close together will usually overlap IRL (unless they're very quiet, but then you would barely hear it even when in front of it)
You can sacrifice the ~audio realism~ + set a custom roll-off curve on the native audio source. Just gotta pop open the advanced settings of the Spatial Audio Source + check 'Use AudioSource Volume Curve' if you do that
my avatar pedastals in my world aren't showing preview pictures, is that normal if you own the avatar or am i doing something wrong?
here's my settings:
i have to run afk now, but if anyone has any advice please drop me a ping ❤
hey guys i just wanna ask if its normal that all your worlds get one report or if theres some funny jerk running around my world and reporting them without a reason
One is default.
i tested it out even just a world thats basicly just a box got a report
oh why is that so? you know?
i just got scared if i doing something wrong
How do I add a voice filter component that muffles voices locally (e.g. underwater)?
whenever I try to test my world it says I don't have the application to open it, how do I set vrchat to open it?
question: why wont my changes take effect on the map when i do a test build
If you got errors in Unity it will test the previous build instead. So check Unity for errors. If there is none then create a new scene and test to make sure it’s actually creating a test asset file
whoa it suddenly worked and the total map size went from like 200mb to 150mb
hey everyone
I've been struggling to get any kind of live video playing in my world.
i successfully used the VRCVideoSync prefab for regular vids which just worked.
i tried replacing the video player component with "VRC_Sync Video Stream" and adding both youtube and twitch live videos. neither seem to play. Am i missing something important here? help appreciated.
how can i fix people not being lit up in my world when its baked lighting
@stiff escarp Have you seen my DotA world by any chance ?
nah, was just testing with DotA :p hope you're enjoying tho
Well, once all the streams work as they should yeah I'll be happy !
are the twitch streams not working or the VRChat side?
i was playing live streams in a test world a few hours ago but its stopped working for me
I believe it is, but the setup is more complex than it should be
Oh sorry I misread, having one stream playing by default works great
Multiple streams is a pain in the ass though
are you using a prefab or have you done the stream player from 'scratch'
ahhh
im just trying to get one going.
If you have auto start enabled then it should work instantly
is your sync type "live stream"
Yep
If you have any doubt, the setup is explained in the VRC documentation for the component
But I'm pretty sure Phaxe made the prefab that is shown in the documentation
ok ty
is live working for you now
@near escarp
normal videos work for me but not live
If there's a stream going on it should work
Does anyone know how to merge two different scenes in unity? I have a tabletop with some dice and triggers set up in one project, but I want to make it a scene and move it to my other main world. Is this possible??
You can open multiple scenes in unity at the same time (Open scene additive). From there, you can copy/move your items from one scene to the other in the hierarchy. I recommend copying as moving will actually remove it from the other scene. @desert tangle
Oh. Well that sounds easy enough haha thank you
@left kestrel do you have light probes set up?
Does a pickup-able object need to have a collider of some kind to work, or is it fine without one?
Yes
alright, thanks
Am I fine with mesh colliders than, or should i just stick to box to be sure?
It's better performance wise to use the simple colliders but u can use mesh colliders
With mesh colliders make sure u have convex on
For pickups anyways
Alright, thank you
@jovial charm thanks for the "convex" thing, I was wondering why my pillows weren't pickupable in-game lol
no problem lol
The background songs in my world stopped working for some reason after a vrchat update. This finally made me update my unity version but the background tracks in the world are still not working for some reason. The TV's sound works though, any ideas on what's wrong?
I've got some bottles in my world that I can't seem to get to be picked up properly. It'll pickup the outline, but the bottle will stay in place. I've done everything that I normally do for pickups and even other objects that work correctly in the same map, but I can't seem to figure thigs one out.
U get ur problem fixed yet? @kindred void
I'm trying to organize my messy hierarchy. Why do rotated objects inside of empty objects do this?
is this not how i should organize things?
Not sure on that but id just have them in place then place it in the empty object
I think that was me dragging them into the empty object already rotated.
Sheering. Basically, the parents do not have uniform scale values and the child is rotated.
i just took the cool corner seats off.
now no one can sit on the edge and be cool.
Make sure the parent of that object have equal scale values for all 3 dimensions
Or you could do that
¯_(ツ)_/¯
My favorite kind of worlds,mmd dance ones,became so many that I can't show them all on one screenshot anymore 😄
How do I get a working "Text Input" box for my world? I can click the input field to start typing
What do you want to do with it?
It's a built in ui component in unity. Right click the hierarchy and create a new UI/Input Field
I got it all setup, but when I click the area to input text in game it doesn't do anything
I just want it to display what I'm writting
Did you add a VRC_UIShape to the top canvas?
To interact with any UI components, you need to have the ui shape script on the canvas. It will only allow things with the canvas's bounds to be interactable.
ah cool, thx. trying it now
works! thanks @left marlin . is there a way to disable pressing ASDW to walk when typing?
The only way to disable walking would be to lock the player in a station
Yes, with a chair.
Is it possible to teleport an object to a random position within a cube?
@jovial charm how do i set up light probes? do i just create a light probe group and align the probes with the corners of my room or is it something more advanced hocus pocus?
How do I make the UI slider to stop moving while you are not touching it? I use it once and it always moves when I move.
Does anyone know how to properly set up Post Processing?
If so, can you help or point me to the right direction?
awesome, thanks!
You guys got a scientific time on when to publish your map?
During the weekend
My avatar world (camomonkey avatar world) has empty space and I wanna fill it with others worlds, avatar worlds,chill worlds, or what ever as long as its not nsfw worlds, DM me your world ids and help me help you get mine and your worlds more known :)
https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/ @left kestrel
Why would everyone hear an activated object playing audio but not me when i was standing right there?
for probuilderized objects are you supposed to turn them into meshes before baking lighting? because mine is taking hours when normally it would take 30 minutes at most for most scenes. my scene isnt even very complex. its a simple home environment which is mostly empty
Could someone explain to me what "Haptic Feedback" would be? like an example?
Is there any major disadvantage to using a big mesh as the terrain of a world instead of actual Unity terrain?
@vestal karma Unity's terrain engine splits up the terrain into an array that can be culled so you're not constantly drawing everything when it's out of view, one big mesh doesn't do that! It has some additional optimizations for details/grass too - if you're using that. There's a few more factors (like terrain resolution, pixel error, how many texture sets you're using, etc.) that play into the performance cost too tho so it's kind of case-dependent!
I see I see, thank you for the input!
@royal canyon Haptic Feedback is controller rumble
is the old public prefab list still the go to, or has it been replaced by a newer link?
The prefab list should still be the same.
http://www.tinyurl.com/vrcprefabs
awesome thanks much
how do i put a portal to another persons world in my world?
ive tried putting the id in the avatar pedistal but its not working
You need to use the portal maker prefab and not the avatar pedestal prefab.
@left marlin anyone ever tell you how legendary you are?
doesn't matter. You always help everyone who needs it, and you always create the sickest stuff for VRChat
you do a ton for the community and idk if we could ever thank you enough, well at least me personally. It's truly appreciated.
We need more people like you to inspire more world creators. I know you inspired me for sure to make worlds and put up with my crap helping me, so....you're truly a legend my guy.
Thank you for telling me this. I don't get to hear these things often, so it means a lot to me.
You deserve to hear it man. You actually give a shit about people and the VRC community. It really shows, too.
you too @stone hollow, thank you.
Whats up??
is some one drinking
just taking time out to show appreciation to those who have helped me.
& no I don't drink lol
I'm just kind enough to show love to those who give a crap enough to help others who need help
Appreciate the kind words 💝
why is that so bad @fresh plover?
They were just joking
lol gotcha
I think the world needs more kindness spread around. We don't have nearly enough.
Also @left marlin your shit is dope as fuck & super inspiring, ill tell you every day if i have to 😉
^^ same
Cyan, Lakuza, Fionna, PhaseDragon and that crew are the ones who inspired me to make worlds just a few months ago. They've all helped me in some form or another too and it's overwhelmingly appreciated.
Awwwwww 💕💕
Seriously nice to hear
I don’t spend much time here anymore since it’s covered by plenty of good people but official #world-development was my first discoed home and where I started
your stuff is super impressive too Fionna!
Real wholesome hours, huh 
bruh wholesome is the only way to live
lol
Ross, Rogers, & 420 lol
by the way, I watched KUNG FURY Wednesday night, decided to make a SYNTHWAVE style world, and just published to Labs Friday 😂
You should come by the community meetup next sunday to show it to us !
^ ^ ^ ^ ! ! ! !
For sure! My birthday is the 30th, too, so I'm thinking about holding some sort of Birthday event Friday Night lol
Gives me plenty of time to Optimize
I'm looking to add Laser Tag......which brings me to my next question.
How would I go about making the player respawn after getting hit by the 'particle system' the gun emits?
Octu’s insta gib prefab might help
what does that prefab do Cyan?
Search for his Instagib map and play it with some people. It is a combat prefab that gives a hitbox per player and a gun that raycasts on trigger.
ooooh boy that sounds fun, might be useful for what I'd like to do :3 thanks dude haha I've seen the prefab in the database I just didn't know what the heck it was lol
how can i get the same video player on multiple screens like the hang out house?
@opal wadi believe there's a prefab one u could look at in jetfogs prefabs in the prefab doc
jetdog is a legend as well
While it is a little more complicated, people have been using the iwashi player lately. Room of the Rain has a modified version of it. It should be in the database.
Quick question!
I made a vrchat world. But whenever I hit test new build, it'll load the new build for a split second, before going dark, and loading up and placing me in my home
If i try to straight build it, it gives me this error
Two things. Check the console in VRChat to see what the error is. Second, check the first error in the Unity console to see if there are any compile errors. If so, fix them and try again.
Seems like the second option
Check for compile errors and fix them
Is that what you get from building? That isn't really a related error. Anything else?
Does it not say anything above or below that message?
That looks familiar. Delete all the scripts in that folder
Is it possible for me to just model a world in Blender and slap it on Unity or do I have to make every single asset separated and try to be somewhat precise in placing them properly?
I wouldn't recommend having it all as one mesh
but you can import all of it together
in the same file
what does append do?
I'm talking about just modelling your environment and then selecting all mesh and exporting it as a FBX file
although iirc, you can import the blender file itself too ?
Append on blender means I can select any mesh I want inside a blend file and import it to another blender file (or just CTRL+C on another blender instance and paste on main)
Anyone know where i can get this chat system
@woven condor
That is a keyboard prefab created by Chiu
https://chiugame.booth.pm/items/1135731
Thank you very much @left marlin
Is there a reliable way to randomize a trigger? I need to randomize 50 different options but it just crashes the world.
Animator maybe? That'd be a lot of work though lol
what setting is enough to see the player in the mirror?
I've set playerlocal and player and I still can't see myself
question, my world already went public but once i retagged it it went into community labs again
is that normal uwu
@torpid hazel "MirrorReflection" for the local player (you), "Player" for other people.
I've been trying to update my world for over a month. Just updated Unity and the SDK too.
Nothing is working, this is all that happens and I'm extremely frustrated and unsure of how to fix it.
I've also tried fresh projects and such.
Anyone know how I can make padlock that can be used to enter more the 1 code. Imp trying to make it so that you enter a code on a padlock and depending on the code, a different room unlocks.
@honest goblet boi, you think 50 randos on a trigger is bad? 😛
(mind you the inspector is heavy lag in normal mode so I need to have debug mode to use it anymore)
I wish I did have something I can suggest though but I don't as I'm still partially new myself.
Oh, how did you simplify that? The VRC_Trigger lags so badly after adding 50, I need 200 but it's taking forever
@vocal hatch
while the ui is a bit less simplified, I had to go into debug mode to dodge the lag
Debug tab should say Inspector for you
oh amazing, ty
yw
It's actually been several months since I touched it but I do notice there "size" element is located under Events, Data Storage, and both Probabilities elements which I assume all need to be of the same value to play nicely.
What's the shortcut key to seeing the trigger debug menu in game?
Hello, i'm new to world making. I have a cylindrical room and I applied a mesh collider on it, but instead of keeping me in, it pushes me out, how can I fix that?
@honest goblet right shift, tilde, 3
@bold ibex try the first one in this video
https://youtu.be/mSnLzyRe2Mk
This tutorial shows you how to make 3 different password systems or keypads for your world. Sorry for another long tutorial... I'll put this as a note that n...
What causes light baking to get stuck on Creating Geometry?
Very big meshes, lots of lights
Occasionally unity will spit out the reason it shit itself into the console
I'm still having the same compiler errors I was eariler, any ideas what it could be at all?
Getting a whole lot of these. Also, with a big mesh does scaling it down to 0.1 for example make it faster?
@sleek willow Part of the problem from what I can see is there's a file that's part of Rero's standard shader that unity can't find, maybe try removing & re-adding the shader?
@scenic rune The less transforms you have on objects the better
generate lightmap UVs !
Do make sure you're working in real-world scale (1 unity unit = 1 meter) and GENERATE LIGHTMAP UVS
How do I generate the UVs if it did not come with it initially?
I think its because I made it in blender and didnt make the uvs
lol ik
@scenic rune Select the mesh in the project browser, in the inspector there's a tickbox for generating lightmap UVs
Ok ty
Or if you feel you can make better lightmap UVs than unity add a second UV set in blender
If you're making your own lightmap UVs they cannot overlap.
ok
@slow orbit I fixed that but I still get the NullReferenceException Error
That's the only one that always happen
I created a Rick and Morty portal gun as a Pickup but it doesn't hold the correct Orientation when I pick it up in VRC, it construes in backwards and wayyy in front of me if I add any sort of Gun or Grip mesh, even the portal gun itself. Anyone know how to fix this issue?
if I can figure out how to configure the pickup correctly, I'll have a working portal gun that shoots a portal (only static for now, haven't figured out how to shoot portals wherever yet)
right now its only "OnInteract" to show the portal when used
I want to be able to shoot these portals wherever I want lol
Are u making it just a portal mesh that turns off and on? @royal canyon
well, kind of. It's obviously a plane with a Cutout transparency shader, but it's also animated and clickable. When you click it, it teleports you.
Try looking into particles if u want one u can shoot anywhere particles with commission when they hit an object have a subparticle that would be the portal
but right now it only appears in a "static" place when you click "use", I want to be able to grip the gun and shoot the portal anywhere I want
Ik that's not what ur asking about but would help u with what ur end goal is lol
I mean that's a very good idea! I'll take it into consideration for sure!
if I can just get the damn grip right on Pickup lmao
Are u using an empty game object as ur grip point?
would anyone with a video panel with the buttons to change the video be willing to help me get that?
well if I put in an "Exact Grip" mesh or "Exact Gun" mesh, the orientation is crazy on Pickup lol
@spark thunder have you looked at the Prefab database?
Jetdog has an incredible video player in his prefabs
Mesh? U just want an empty game object that is gonna be your point of grip
ok ill try and figure out how to get that
yeah you can put in the URL with Jetdog's prefab
thats not the one i want. i want just the normal one
what's the "normal" one? lol
in my experience, Jetdog's is the best. I've tried several players and half of them break 😦
that video player is the one in the "Dynamic Theater" world made by Jetdog and it works great
im meaning the one where the video just starts playing when u walk in the room, like not the ones that make the visitors have t fighure out how to put a url in the space in vrc
@jovial charm I'm about to try the empty game object grip, thanks for that buddy
oh yeah well I have that same thing in my current world, it plays on NetworkReady so people don't have to figure it out
so when the first person spawns into my room the movie starts playing
you can input what URL you want to start playing on NetworkReady too under "Owner Setup > Video Panel", it looks like this
@spark thunder
im still confused
I have mine configured to play "Kung Fury" on NetworkReady
the ones i use to use u put the url's in in unity then in vrc u just push the next button to go through the list of videos and thats it
it's okay I'll help you get it done how you want
ok cool sounds good
@jovial charm orientation is still off, is this because of the empty game object's orientation or is it my box collider?
It's holding sideways?
yes
Id have to see it in unity in like a call its been awhile since I've worked with exact grips and gun lol
Oh there's someone who can help better lol cyan
For pickup orientations, I usually use a child object with a rotation of -90, -90, 0.
Also gun grip.
Yes gun grip^
http://vrchat.wikidot.com/world-component:vrc-pickup
I doubt it is mentioned on this page though... We should add that part.
so the box collider has nothing to do with the grip orientation eh? great to know, let's try this again....
Only position and rotation have to do with orientation.
The wiki should be pinned in here u would think lol
collider is only for where the object can be interacted with. Once picked up, the orientation is unrelated.
yeah I had an empty game object with no rotation on it parented under my gun
Lol, we could ask Ruuubick, but the wiki is no where near ready for everyone to know.
We haven't updated it in a while
Ik its still being put together but still useful for ppl
updated/added content*
Ahhh okay
I've consulted the Wikia a few times for basic stuff lol
it's helpful in some regard at least
Alot of info to put in on the wiki and alot of updates happening atm with vrc components lol
oh wow I didn't know components were being updated, that's nice.
Some stuff is for different game updates like the audio update had a new component come with the update
audio spatialization or something like that right?
Yeah something like that haven't had a chance to look at what it was been so busy with work to even sit down and work on models/worlds
lmao I think my grip is still off 😂 gonna have to fix the X axis rotation I believe
Lol yeah just gotta play around with it till u got it
I just thought it was funny how it picked it up lmao
It's been awhile since I've messed with pickups. My suggestion was probably wrong.
it's okay man 😃
Seems it was on the right track tho
yeah at least I know now that was part of the problem
and know how to fix it
you guys are fkn awesome
next up is portal gun laser tag lol
Lol nice
after I figure out this Raycasting thing lol
Should definitely look into the particle for it then lol
Would be easier with particles I think
portal gun laser tag? wat
well with raycasting it allows an object to be spawned and allows it to have animations and triggers, which is what I want. I want the portals spawned to be actual 'TeleportPlayer' triggers :3
Shoot people with portals?
Or a combination of the particle and raycast, particle for the visuals and raycast for the damage trigger
shoot people with Portal Guns that teleports them back to the resoawn haha
I still suggest looking into the instagib prefab from Octuplex
Ahhh
It doesn't have portals but it does have raycasts and combat
oh yes Cyan I'm definitely going to use the Instagib prefab for the laser tag. But I'm going to use the Raycast prefab from Phase to spawn the 'clickable'** portals. I don't think that I could replace the player that was shot with a portal, but that's okay. As long as I can hit them with a green laser and teleport them, I'll be happy.
Instagib already has a blue laser. You could do some other things to spawn a portal below them, but that would be visual only as the player would already be "hit" and teleport.
I like Octu's Instagib prefab because it respawns the gun after 5 seconds
visual only for the player left behind would be pretty cool
it'd be like I shot them with a portal gun, teleported them to another dimension, and left a portal behind lol it'd look so awesome I think haha
add some shader/animation magic that every time you get hit, the world changes color.
locally*
Yeah that's something out of my league right now I think, unless there's a good tutorial out there somewhere haha
I'm still pretty new man I've only been making worlds for like a little over a month or two
Shaders would be too much. Animations would be easy
would that be like activating something on the VRCWorld camera via animation?
Basically you have an animator controlling the material of all your scenery (depends on how much you have). On hit, tell the animator to move to the next material.
holy crap I didn't even know that was possible haha
You can animate what material is on a renderer, so it's not much
is that the materials under the mesh renderer? I'm assuming "Size" of 2 would allow 2 materials to be switched between, am I wrong?
The mesh determines the number of materials the object needs. You don't need to change the size (and really shouldn't ever unless the mesh requires it). What you would do is go to the animation tab, create a new animation, start recording and just replace the material with the one you want. You can either drag it to the object or to the slot in the renderer.
Could he also use a post processing volume effect to change the world for a few seconds then turn it off
That could also work
There are lots of ideas. You just need to be creative and find the one you like.
Yup lol I'm glad we can use post fx volumes now makes it so I can make my fog areas look better with less performance cost and under water be slightly blurry and blue hue
I didn't know there was Post Processing Volume, bruh I still have to learn so much hahaha but it's to be expected. I still don't know the potential of what can be done with Unity and VRChat
Yeah there's always something new to learn lol been doing this for about a year and a half and still learning
I'd also like to somehow implement a pickup drop on respawn too so they don't bring the gun with them I guess
I started learning a few months ago and had my first world done in a few weeks, I was really proud of it because I created a Treasure Hunt game that opens a locked door after collecting 20 items. The number of items can be changed and so can the animation. Just takes some tweaking.
and from here on out, the REAL fun begins >:)
Nice u got it
thanks to you and Cyan yeah lmao
if I didn't have help I'd still be doing other crap that I thought was the solution to the issue.
Anyone knows how to make it so if I grab like a key and put it against a door it will open?
@bold ibex you'd probably need to use Collider animation for that
Collider animation?
Yes. So when the Key's collider touches the door collider, it will trigger a door open animation
You'd have to have a Door Closed Idle animation and Door Open Idle animation
and then set up the colliders
and link an Animator
so the door animation would default to Door Closed Idle animation until the two colliders touch then it would trigger the Door Open Idle animation
I'm pretty sure you can set it so ONLY the key collider touching the door collider triggers the animation
@left marlin I managed to get the Instagib prefab in there but it isn't respawning the Player.
Hm, just figured out I needed to add something to my dynamic prefabs, let's see if that works.
@bold ibex this should help, part about trigger layers, place key on new layer and trigger door animation with it.
https://m.youtube.com/watch?v=A70dtbfZeK0&t=334s
First actual tutorial on VRChat triggers. Goes over creating an object to act as a door, animating the object, adding triggers to make the object open on pla...
such a great tutorial
Yes cyanlaser make some awesome vrchat tutorials, I learn much from them
Ok so for some context I have a dump truck in my world that I want to kill the player if they get run over by it. It just circles the map on a set path. I already have a box collider on the front of it, and I'm already using Jet dog's prefabs for guns, so the health system is imported and everything, how do I go about making that box collider kill whoever it touches?
Probably stupidly obvious but ive tried a few different ideas and the player just doesn't die
Anyone else having issues with custom shaders appering pink in VRChat but normal in Unity?
if it uses an unsupported script, it won't show up in VRChat
@short gulch if its an enter trigger, set it to detect the player local layer (and also make sure on the collider the checkbox for "is collider" is ticked)
look who it is, Mr @ornate turret himself lol how ya goin
doing good, thanks 🙂
Couldn't you use a OnEnterTrigger to Teleport the player to an Empty Game Object position?
Brandon is using a health system so it depends on how thats being handled. If its the combat system in the sdk (the one that ragdolls players), you just set the damage in the trigger
if its a different one, it might need an animation trigger/ int etc
to control the damage
dont have much info besides that they're using a health system
oh I misread, I didn't see he had a health system, sorry
but normally without the health system it'd be easy to PlayerLocal / TeleportPlayer with OnEnterTrigger
yeah
tbh, you would do that with a health system that isn't the vrc combat system anyways
Im not using any scripts Im using Unitys builtin UI shader and a clock shader and they all apper Pink in the latest SDK
but the teleport would be placed in the 0hp animation instead
𝔅𝔩𝔞𝔠𝔨𝔥𝔢𝔞𝔯𝔱 there are issues with the default unity sprite shader so it could be something similar, current fix for the sprite is to just use a custom one
but I wonder if its the same issue to what you're having
(assuming it doesnt go pink due to not have an image/texture on it)
welli guess i cant show you cause no links so oh well
But its my TV prefab and one person says its all pink while in my old worlds its fine but in a new world i uploaded it has this issue aswell as my real time clock that i got has the same issue
anything thats not Standard or Unlit has issues
Tried building from both Windows and macOS and same issues
yeah sounds like the current bug similar to sprite renderer shader
where default ones are broken on new worlds
only solution I know is to replace the shader with another that does the same thing
(only if its the same problem)
great....... any sort of fix any time soon?
it was being looked at according to canny
but that was sprite renderer specific
so it depends if devs know about the rest or not
worth making a canny for it
will do
i reported it slash p slash standard-unity-ui-shader-and-others-appears-pink
Thanks a lot for the help, I'll try it out later. I considered doing the teleport idea, but that truck moves fast and I think teleporting would be too sudden and you would just be left wondering what just happened. Thats why I wanted the death screen instead, so if it hits you from behind you can at least see it driving away and possibly flinging your body to the sidewalk or something.
set the teleport on a delay with a custom trigger
and have the death screen display first
That sounds like you really just want the combat system’s default behavior.
I can't get my damn area light to work.
area lights have to be baked. If you've already tried that then #world-lighting will probably know a lot more about the problem
@royal canyon u could use an onavatarhit to cause the teleport?
I wouldn't recommend onavatarhit for teleporting
it causes problems with the target location for teleporting
has chances of throwing the player way offcourse
especially with something like a moving truck to teleport the player
On avatar hit itself may not be the issue, but if the object is moving, it will add velocity to the player which teleporting does not remove.
I never tried it but how about a delayed teleport on a custom trigger?
does that avoid the velocity issue?
If the player is moving, they will still have the velocity on teleport. Basically any rigidbody moving the player or falling due to gravity.
Does anyone know why a custom detail mesh on a terrain would be invisible/non existent? I figured this out before, but I don't actually know what fixed it.
Iirc it only works if the detail is a prefab or mesh (not child with mesh of a object)
Also double check in terrain settings if you have terrain details enabled
I figured it out. Nothing was wrong with my mesh, I had made the terrain as a mesh and used a script that turns a mesh into terrain, but it didn't include proper collider data.
Except now I have to re-do most of my terrain, RIP
Hi, my friend cant test his world because it keeps saying "Can not load (world ID) because it doesnt exist", how can we fix it nowadays? I looked online and it said a script breaks it, but its using no scripts
'script' in that case means scripts from asset packs. You might not actively be using that script but if its in the project it can still break things. Usually the error messages you get in console will specify where it is in your assets
- How might I go about disabling shadows?
- How can I disable momentum on an object (so if you let go, it just floats there ant wont move)?
how do i make a local toggle for something on my world like a mirror or tv?
its either turn on or off the kinematic on the object @bold ibex cant remember which but its whichever u dont have XD loll
thanks
look up cyanlaser's tutorial on youtube for triggers @eager garnet
already figured it out
alright cool
Are you able to recreate a game like Baldi's Basics or FNaF (in VR) in unity for vrchat and upload it and if you are able. How?
I am a noob in coding.
Just want to know if it is possible
vr chat doesn't use coding. I'm sure using animators and whitelisted scrips you could pull off something like it.
I've seen some tutorials on making avatars and it involves a lot of coding like in shaders and stuff.
Making shaders is optional. Usually people just find existing shaders and put them on the avatar.
Shaders are about as close as you'll get to programming in vrchat
oh
You can get into proxy coding through ui buttons and animators but that's next level world stuff
Then it must be pretty simple making a world and avatar
A basic world and avatar is simple. Making them interactive or optimized is difficult
Btw. Why does not the SDK work with everything? I am reading the whitelisted world components
Because VRChat doesn't allow custom code.
They won't let you upload those items. Mainly because of security.
Yeah I know that it does not allow custom code
I wanted to say something but I forgot. Sorry. Thank you for helping me
hey does anyone know how to make objects global instead of local in a world in unity (trying to make a world on vrchat but objects are in different places for everybody)
What kind of objects?
Add vrc_ObjectSync if you want the object to be in the same location for everyone.
any one knows why my world went back into labs after updating it twice ?
Was it cross platform?
no only pc
You know, either way... @near escarp
Another world went back into labs question.
You can find the id on the website after logging in (vrchat.com) The world id will be in the url.
You can also check the sdk directly with manage uploaded content window. It will have an option to copy world id.
@jovial charm it's SilVR's water prefab, amazing stuff.
tried to make the floating object prefab work with it but to no avail, yet lol
It's not really imperative I get it done either, just something I thought was a cool idea.
What's wrong with it? It looked like it was working in your gif.?
I assume you would just need to impose limits
lol well I don't know how to make it bounce off the waves in the pool, so it goes right through
that's possible?
you will never get it to "bounce" off the waves. The waves aren't real geometry to affect the world.
It's all shader based and we have yet to find a way to go from shader back to trigger.
oh no I meant it won't bounce off the side of the pool is what I mean
Oh, are you sure you have colliders set up properly?
I'm not sure, I don't even know if it would work in theory, but I set up the Buoyant Object prefab and changed the Object to the duck. I also wanted to add a reset button (because it's a pickup object), but that didn't work. So my flaws are:
-Duck will not stay inside the pool
-I'm using the resettable object prefab to reset the "Buoyant Object" prefab, and it sends it shooting off into space lol
uh I don't know if I ever bothered making my resettable object prefab generic enough to change it.
Scene reset position is the main component that resets it. As long as you call it when you need it, it will reset fine. (Owner needs to call it if it is on a synced object)
You can keep the duck within bounds with proper colliders and things.
this is what I have in the Hierarchy for the duck prefab. I'm not sure which one is supposed to have the collider. Should I make it a box collider or what? The animator contains a Capsule Collider.
it's toggled off, though.
That's for the standard asset magic and should be ignored.
I assume the rigidbody is the pickup
That should be your box collider and the resettable object.
from the clip it looks like its the wall itself that doesn't have a collider?
Yes, Rigidbody is the Pickup, so I should put a box collider on the Rigidbody object in the hierarchy?
You should have a collider on it if you can pick it up.
Also what Igbar said.
@cedar nebula the pool has a mesh collider, box colliders won't work since it's essentially a hollowed out cube lol
you looked like you walked right through it though, is it on a layer that doesn't collide with players and/or pickups?
@royal canyon use 5 box collider for pool, make better performance than mesh collider
so ive had a problem with youtube video players for awhile now to where they never play for me unless i put the video in and leave and rejoin the lobby is there anyway to fix that
Apparently its the rect tool whatever that is
go to the top left and put it back to transform or rotation or whatever
I know there's keyboard shortcuts for it I just never bother to use them
yeah I was about to say I think it was QWERT
It turned my model yellow and didn't change it back.
define yellow
or just send a screenshot
that looks like wireframe view or something
Hello everyone,
i have a small question if some one has a fix or knows why videos that are a bit longer start to desync with the Audio?
hey guys so i have a quick question i had a popular avatar world and what not up completely public but now its telling me my world is open to friends only but not even friends can see nor find my world, why is this? i had to work my butt off to get approved through the performance stages and to have my world unpublicized for no reason kinda sucks ass. My worlds name is "The Better Elf World"
should be fixed
Its a common bug theyre working through currently, i assume it got thrown back into labs?
@near escarp Groovey and @stone hollow nah it wasnt even in the labs it just suddenly became unpublic
And you can't just set it to public ?
nope it wouldnt let me but ruuu just fixed it and its fully public now
Greetings all. Just getting into world building now (just made it to new user a few days ago!) and have a couple questions.
First, is there any way to get people to check out and review my work before I hit user status?
If you can’t upload, I don’t think other users can visit it.
Then you can make an invite link or join the world and invite people.
Ah. OK. Thanks
yeah and just because it's public or CL doesn't mean floods of people will come in either lmao
btw Cyan, for some reason laser tag isn't respawning the player when the raycast hits them
Do you see the hit capsule on people?
Yes I did but it didn't work
All I can say is check the log
do you know what the PVP disabling cube is?
I guess anything inside that square can't be "killed" or whatever lol
Probably. Did Octu write a good readme?
It was decent I guess lol it basically just said to put 1 thing in your dynamic prefabs and move the respawner so people aren't getting teleported into trees or walls
Try clearing + rebaking your occlusion culling!
good idea thanks
If anyone has time for a review:
vrchat://launch?ref=vrchat.com&id=wrld_02536a88-f05a-45a9-b8c6-d60281ea0b42:69513
Please ignore the avatars. They are my first attempts and still work in progress
Does anyone know how to render players to be out on the moon? Like a camera only rendering players on a 3d space elsewhere but they're rendered onto the moon
would I put up a camera, and then a render texture applied to a plane overlayed with the moon? is that how that works
basically I want it like an illusion that you can go all the way out there, which you can, but the actual moon players would be rendered on is in a secret area
Quick question: ever since I installed Post Processing V2, my world refuses to compile. Anyone have any ideas? I've tried deleting and reinstalling the VRC SDK already.
Nevermind, I'm a dumbass and didn't delete the tests folder.
what version of post processing is used by vrc now?
You can use both v1 and v2, but you should be using v2 as it has more flexibility and prevents certain problems from happening (such as stopping NaN problems)
I mean what exactly version of V2?
A better one with useful fixes
I guess I should use exact the same version as vrc uses in it's build to avoid any issues, that's why I asking.
Latest v2 from github should be fine
Is it 2.1.7 or older?
https://github.com/Unity-Technologies/PostProcessing/releases/tag/2.1.1
This is one recommended in silents PPV2 guide
mirror prefab
?
So I am having problems updating my world. The sounds on it is too quiet so i fixed it in Unity. BUT it will not update at all? I tried reinstalling the SDK, made sure I am using the current unity and that, detaching the blueprints and inputting it again and even doing a new scene. But, when ever I try uploading it, it doesn't go through at all. The numbers of people in the room does, but the room itself doesn't. So I tried uploading it again with a different blue print and it worked but that world is private and the one I am trying to get working is already public. Been public for months. Is the blue print to that broken or something?
quick question, is there a way to have multiple skybox's or when you load inot a different area the skybox changes?
the google drive link brings me nowhere, says the url was not found
is there also a way to get that specific skybox to reflect in the mirror if the mirror is using player and mirror reflection?
Set it up with a layer and have that layer be reflected by the mirror @bold ibex
thnx
Does anyone have any experience with importing the Instagib prefab into their own world?
I'm having issues with the Hitbox Capsule collider not Teleporting the player upon being hit by the Raycast. & I want to find a way to turn those capsules off and on because it shows the capsules even when not being played in the other room
Any idea why Open Mic Night dropped off the Classics list?
... o-o
don't you love redoing stuff in worlds? lol
idk
It’s sad, now that Open Mic Night is not on the classics list anymore, no one is going there much anymore. I think they should add it back to the list.
I know, I know
is there any way to make a trigger to make a sound global?
and toggle between?
for instance, I have a videoplayer and I wanted to make a trigger for people to make it global if they wanted to
toggling a sound between global and local?
if that's possible I wanna know too
lol
You might be able do that by controlling the audio source's volume parameter with an animation/animator. Basically, how you trigger the animation (that sets the volume from silence to your desired volume) is where you'd deal with the broadcast type or whether it's local or not.
what if I put another audio source connected to the player with bigger range and make a trigger to turn in off/on?
That's a good idea, a secondary sound source. OnInteract toggle for the global. Keep the local as default.
Try it! You'd have to make sure both local + global (buffered) aren't playing at the same time for anyone or else it could get loud. I'm also not sure if they'd rlly sync well either - but doesn't hurt to test it out! 🌞
Performance aside, there are benefits of using one audio source bcs at some point Unity's audio engine starts cutting off audio sources based off it's priority if too many are playing at once + avatar sounds and player voices count toward that too!
okay, it works but
it only starts working if you play the next video
if there's one video playing and you toggle it on it won't work until the next video, that's what I mean
hmmm, I guess that's just a quirk you'll have to notify others of
I'm using pbr textures on a wall with a height map on the standard shader. It has worked fine on all the walls until now, but I moved some vertices around and added some geometry and suddenly on of the walls is a metallic looking mess (for lack of a better word, metal means something different in this context) that warps and looks like you're looking into a black hole when you get get close to it. Like everything warps away from the center of the screen. I wish I could make a gif to demonstrate but I'm at work. I understand that the Unity implementation of parallax height mapping is a naive optimized approach that just pushes UVs around, but I'm not looking for accuracy, I just want to figure out why one wall is completely broken compared to the others. Is it possible I've bent a quad in a way that has made something concave?
or could it be something to do with normals?
or is there a restriction against overlapping uvs?
here's a screen of what happens when you get close from a similar issue I found on google, but the person didn't really get an answer to the problem
Is there any specific reason you need a heightmap in the first place?
A simple wall like that would work way better with a normal map
it's a rock wall that looks very flat without it
and that's not my screen
I'm not at home so I can't take one, I grabbed that from a similar issue I found
one sec
it's this wall texture. the height map makes it look really good in vr from most angles
A normal map would work fine
You cant do anything about that heightmap issue. Remove it and if you know what you are doing try tessalation instead. But if you crank the subdivisions up too much it has a huge impact on the performance.
I ended up using a normal map too but for a cobblestone wall tessalation gives a much better result.
normal map colors it based on lighting angles, height map displaces uvs based on viewing angles. this asset has both and without one it looks really flat in vr
I can only suggest to add a toggle button for the tessalation feature so clients with weak hardware can disable it.
At that point just model the detail tbh
also a good idea.
Fair
I'm throwing on pbr texture assets I find online
You can probably do a heightmap to 3D model
I'd assume someone made something like thay
true
in that case you could even generate some LODs
but I think it's over complicating the issue. it looks great, but I moved something and now one wall looks broken. I was hoping someone else had a similar issue
I see it all the time I just don't think there's a fix
agree...
then why does it work everywhere else?
maybe they use displacement and not heightmap
no, everywhere else on my map
really? I never got it working without distortion at close range.
It's to do with viewing angles
The closer you get to any heightmap the more it breaks
thats it. for objects far away it works fine.
works perfectly everywhere, I use it mostly on walls you're walking parallel to as you're walking down stairs
but I'm pretty sure it's something dumb like an overlapping uv that is breakign their uv displacement algorithm.. or a surface that isn't flat
Maybe the latter
if it "never worked anywhere" it wouldn't be on the standard shader
No one said it never worked, just that it's volatile
Because 99.9% of people don't use one
And that it's common
A quick google search gave me that:
It could be an issue with normal's and/or tangents not solving correctly on the mesh. normal maps do some pretty strange things when the tangents aren't solved correctly. its strange its only close up tho, are you using LOD on your model? maybe the high res model is messed up. or the mipmaps of normal map texture weren't generated correctly.
I think there's just a correct way to use it that I don't understand
and I want to understand those restrictions and not give up
no LOD
don't use one if you are moving around and not facing it straight, use a normal map
If the normal map it comes with is lacklustre try making your own or replacing the material entirely
This is happening with the Instagib prefab
im starting a new world. Its an RV driving down the street. What types of lights should I put in? Should I delete the direct lights? I want it to be chill, rainy.
@thorn kite see skyAtlas's post above ^
meat, spot lights would work fine but for more performance you could also try emission too
on the lights
hmm
I believe I've run into that issue myself at some point
shoot me a DM and I'll see what I can do before I come in to work, I might need to update the prefab
having an issue with my mirror, I keep seeing mirror reflection does not have meta pass
Is there a way to have multiple colliders with one trigger that overlap to make certain shapes?
Right now I have 3 box colliders overlapping with separate but same onEnterTrigger/onExitTriggers, but when I leave one and enter another it doesn't seem to transition
Are there any Youtube players that ACTUALLY support playlists?
Instead of saying they do and then breaking when given playlist links.
Unless that's something I'M doing wrong, which is entirely possible.
need help please
any one have a mirror prefab that works
perhaps some one could share the one to me that can adjust quality levels
i try the jet dog prefabs and it doe snot look very nice as the basic grabs the skybox only and the other ones look distorted
How can I change post processing values using UI sliders? I'm using post processing v2.
@dense minnow Check Igbar's comment in #development-advanced
Ah, I see. Thanks 👍
Twas a Layers issue with the Instagib prefab
@marble thunder I believe "playlist" refers to multiple youtube videos playing back to back, I don't think it actually means an actual Youtube Playlist link. Hope that helps!
cuz I've used the Playlist players before and added 10 URLs like the player in the Bedroom Theater and they all played perfectly
Do I need a collider on my worldspace UI when I put a UI_Shape on it? There is some weird phantom collision around my worldspace canvas when I put UI_Shape on it
@royal canyon That would make sense. Annoying, but makes sense.
@bold ibex Yeah the UI gets a collider at runtime so you can raycast onto it. You can add your own box collider to the same object as the UI_Shape and resize it how you want
idk when I read "put your urls in a playlist" I kinda knew that implied single video links, not a YT playlist link, cuz the player can't pull a single MP4 from a playlist linking to other videos
thanks @cedar nebula does it have to be a collider or can it be a trigger?
pretty sure you can use IsTrigger without issue
Do I need to use both Player and PlayerLocal for my low quality mirror? I currently have it set to reflect Player, but nothing is reflected when testing.
cool, thanks
@marble thunder MirroReflection is to see yourself in mirror, Player is to see other players (from your view) PlayerLocal is not needed.
Brilliant. Thanks.
whenever i reupload my world it gets yeeted back into com labs whats up with that?
what's enough in the mirror reflections to see the player?
Player, mirror reflection
So I want to put a computer in a world and have a mouse that I can move my mouse cursor on the screen and I can conceptualize how I would have the mouse move the cursor left and right because that seems simple enough I mean both of them are moving along the same axis in the world, but having the mouse move forward end move the cursor up along the y-axis is giving me some trouble. I don't think something like that would be possible, would it?
I have no idea how to navigate the new SDK's uploading process.
So i have a problem with world upload! can someone can help?
same - please someone who has it figured out let us know
Same @stable glade
oh that one, you gotta updtae to the more recentish vrcsdk - i fixe dmine yestrday but then teh NEwest update killed it so
oof
you just gotta update but i'm afraid you'll be just as stuck with the newest updated sdk
since i really cnanot uhh - navigate it (i'm sur eit's easy but i'm lost.)
Anyone who would be able to help with implementing a video player into a world that will accept URLs from in-game, can be paused/played and has volume control? I've seen them around but have no idea how to implement one myself
I fixed that by deleting the old VRCSDK folder, then reinstalling the new SDK.
I keep getting a warning that "mirror reflection does not have meta pass - maps are taken by name"
anyone know what that is?
Thanks @stable glade it works!
You can download new SDK Here! https://www.vrchat.net/home/download
ok
@frosty frost check the prefabs in the pinned messages
Is anyone else having an issue with Building & Testing a world offline and also publishing a world. I click the buttons in the menu but they dont do anything (This is after I updated to the most recent SDK.) Unsure if its just me or if others are having this issue to. Apologizes if im repeating a question answered before
My Disgaea world is up on community lab
Anyone have an sdk issue of after you optimize the world unity just dies and takes 30secs in between clicking anything, even after restarting?
No, I just updated my world and it's fine, is it a new world you making?
And does it happen when you first click build world button? if so I sometimes find it crashes a couple of times but then it decides to just work.
Also @foggy sandal it might be a good idea to completely remove the SDK and re-import I sometimes find when updating something does break and this is the best way to resolve the issue. From what I know this is more of a Unity issue then a VRchat issues, but I could be wrong.
ill give it a try
Cool, let me know if it works 🙂
yo i just want to say thanks for anyone that has ever helped me in here.
ya'll the best.
Any idea as to why whenever I try to upload the world for "Offline testing" it uses an old build of the world and not the current one?
Have you hit new build and not last build?
Yep
(Check console for build errors)
and I just updated the SDK I was using as well
^^^^
Also, who will be the first person on live sdk to claim you can’t test offline?
why did you say that in parenthesis, what are you hiding Cyan
Umm actually it's saying the world doesnt exist
(Because I can)
(you're stinky)
(Im at work still. I need to be quiet or my manager will take my phone away /s)
(ah okay, do your best)
Oh wait, it’s after hours and he already left.
Ermmmmmmmmm, world doesn't exists, that's a new one for me. save and restart Unity and try again, that's the best I can do on that one.
Yeah seriously, check your unity console for compile errors. That’s usually the problem.
Yeah I see an issue with post processing I'll fix that and then see if my world will decide to exist LMAO
Did you delete the test folder?
^^^^
☝
Sorry Igbar. You need a macro for that
hell it's actually pinned in this channel lol
Don't think that fixed my issue, even updated to the new SDK and deleted the old one in my project before installing it. Seems to always just be stuck on "Importing Web Objects" in the Console. Seems doing "Last Build" works. Although atm I can't build and publish either due to this
Hmm, it seems to be specific to only my one project, interesting
I wonder how many times I need to repeat don't extract the tests folder in my guide
i got it right somehow if you're talking about the post processing one. lol
The pug's puzzle is still broke
Anyone have a generic idea of what kind of lighting is good for a chill world? I've got an RV that I'm moving lights around in.. and for some reason I got some anxiety from realizing the yellow lights probably aren't that relaxing. Is blue lighting a little better for just relaxing/watching videos/chatting? What kind of secrets am I unaware of at this moment?
Depends on the environment @solemn pulsar
don't use straight yellow, go for oranges and dim
Blue is nice in a dark environment
While oranges are better for a slightly more lit environment
Just darker tones of colours, and whichever works better for your world
Its an RV.. with a TV in it. lol
i was thinking less light too.
and its raining, obviously.
Blues give more of the hint its night time to ur environment also
Ahhh yeah it'd try it with ah darkish blue
Or just on the blue light side just not too bright
And maybe add some post processing to help?
oh yeah i forgot i dragged that in.
Yeah post processing will help alot
How do I set up this iwaSyncVideo player?
I tested it by just dragging the v2.2s in and when i clicked video it just disappeared so im assuming that aint it chief.
check the readme? I think you have to make it a dynamic prefab though or something. One of these days I'll actually try it myself so I can help debug
the readme is japanese i thought lol
well yeah but it's 2019, either weeb up or use Google translate
i aint no weeb and i dont know who said i was
alright google translate.
save me.
is there a way to make the lightining in a world go inconsistent as if the sun is being blocked by clouds occasionally?
@torpid hazel not sure if 3D clouds would block a Skybox's light, but that's worth a try to animate them
that'd be the only way I knew how
How do you create an irregular shaped onEnter/ExitTrigger collider? overlapping box colliders don't seem to work for me
Could you use a Mesh Collider?
I think I could, I'll try that out
thanks
Also do pickup objects have to be on the pickup layer?
Can I set it to the mirrorreflection layer to stop it from blocking the ui
as far as I know they do have to be on the pickup layer. & I'm not sure about the mirrorreflection layer, sorry :/
I've only been at this stuff for a few months lol
is the newest version of the SDK necessary to upload worlds or can I continue using the release before the new one?
I just don't want to switch over in the middle of finishing my world's updates and all
Updating sdk isnt necessary but I'd highly recommend it
It shouldn't break anything
is there anything new about it? lol
I mean besides the UI update, I've seen a few people having problems with it
What problems?
It's just reccomended becuase it can sometimes prevent you from uploading
If you can upload fine then stick to it
I'll update it on my next project whether it's an Avatar or World
👍
@vast lantern The pickup layer makes it so that players cant collide with it (and send them flying) It doesnt need to be in that layer. If you set any object to the layer "MirrorReflection" it will be invisible to the players but visible to mirrors and cameras only.
https://gyazo.com/88e672702408dbbc86b835c336331a74 im on a new sdk this happens
@torpid hazel u could use a post processing volume to make the map darker with an animation at random intervals to turn on and enable lightning and some cloud particles
@mild spade thank you for that information. So useful!
@jovial charm where is the Post Processing Volume? Can you link it to a UI slider?
possibly
with the same way u would for global
the info for post processing volumes can be found in silents guide
volumes are just u can set it up in areas u want
like i have it under my water in my world and it makes ur vision have a blue hue and some bluriness
just placed the volume under my water
It'd be nice if we could do it with audio too, to make it sound like you're under water haha
its under my terrain too but noone should be under my terrain unless they really wanna glitch through lol
i think u can do some stuff with audio to do that sorta
not like super well but u can mess with it a bit
It'd be a cool effect but I think it'd be a headache to mess with haha
@cedar nebula You or anyone else know why IwaSyncVideo spawns the video has huge.. but when I unhide the SpawnVideo its the same size as the trigger?
I think it spawns a prefab so if you resized the player you need to resize the spawned-in prefab as well
This is my iwaSyncVideo and the unhidden SpawnVideo next to each other.
This is the spawn video in game.
maybe its something like i should show the spawnvideo and spawnstream before scaling it down?
i fixed it by scaling the SpawnVideo down more than I wanted.. and now its about where I wanted it. lol
i think its something to do with the spawn anchor part of the player
cant remember ik ive messed with it a bit but dont remember exactly what i did
for having it not spawn so high up
should I just delete scripts that are causing me problems or would that cause me more problems?
what kind of problems are they causing you?
& I'd get rid of any script causing me any sort of problem
that's just me though
and who knows if it'll cause more problems
just gotta test it
not sure but i deleted it and now the vrchat sdk only says clear cache.
How do I fix that? lmao
what script did u delete?
if u deleted one from the sdk then u gotta delete the whole sdk and reimport it
i couldn't remember what it was called.
But deleting the sdk mightve helped.
stress is.. over.. for now.
Thanks.
yeah be careful of what ur deleting make sure its not part of the sdk
I wouldn't stress myself out over anything bud. If it works out, it works out. If not, then find a way to fix it. If you can't fix it, move on. That's what I do at least lol I won't say it's not stressful at times, but try not to dwell on it too much. 🙂 Health is first and foremost, and that includes mental health. Over-stress is not a good place to be, I've been hospitalized from it before.
Is there a reason that people don't lower the near clipping plane other than the fact that they don't know about it
Probably just not knowing about that stuff
Some barely even know about far clipping plane
it would be nice if people knew about it more, a lot of world's instantly get 10 times better when you can actually see the stuff that's right in front of your face
ive always set mine to very minimum
I went through the new section last night and out of like 100 worlds 2 were changed and one of them was just changed a tiny bit
Most people making worlds dont know much about creating worlds tbh
No reason to change the clipping plane in most cases
Cant kiss your homies goodnight if you're halfway inside their head :(
.3 gets you inside their head ?
There's also no reason to not change it
and it makes the world a ton better for the people who do care about it
Hello, I was wondering how long do I need to wait for a map to be accepted from the lab.
Cause some of my maps, got accepted within a day, and in some cases I'm still waiting after weeks.
labs is automatic
Which makes me curious even more.
Cause one of my maps, has been published to the Lab 2 months ago, and another map which I had published months later, got approved under a day.
It's kind of killing me inside, that my maps ain't really visited that often.
dont take it too hard it happens, they only ever really popular when they are released but slowly get less visits as time goes on and it isnt on the new list
ull still get ppl who will favourite it tho
dont make worlds just expecting them to be popular, make them cause u have fun making them is best suggestion i can give ya
is that unity terrain or made in blender or something?
It's a W3D terrain.
ah
It's a port of a map.
I did quite alot of work on the maps.
And it's FPS stable for most of the people I showed the maps to.
yeah i have a map i put about 6 months into but its not visited too much, lol went back into community labs cause of that
It's just, not getting attention it deserves .-.
But I guess that's because I don't make avatar world, and propably because mirror position is not that obvious for some people.
That's up to each one to decide though.
yeah thats what happens with alot of the ported maps :/
only ones that really stick around are some avatar maps and, game maps
Something tells me that even IF I make an Avatar World, it still won't get any attention.
Kinda makes me want to give up.
as i said before dont make worlds for attention/popularity, make them cause u have fun making them
The thing is, you can't just make something, publish it and except people to go there all the time. You got to advertise for it, invite people, interact with those that are in the world.
yeah most of my worlds i just hangout in with my friends and have fun in them, i dont expect them to be popular i make them to have a place to hangout and have fun with friends
only 1 world i made was really made with the idea of other ppl playing in them but ive gotta fix some of the baking and stuff in it and finish up on some animations and other systems in the world even then i dont expect them to be popular
I'm way too shy to meet new people.
Don't let that stop you!
You could post a join link here in discord and I'm sure at least a few would check it out
Some files in the project might be conflicting another, causing that to happen.
You might be forced to remove some stuff from your unity project.
Or reinstall VRCSDK clean way.
Or both.
But it's not about assets, it's more about a script.
Assets in the project will not exactly affect stuff which is in the hierarchy, but from what I understand.
Some of the things might be referencing to some files which might have either a corruption or a conflct.
Not really sure in your case honestly, cause I don't know what kind of files you have in the project.
Did you install the Standard Asset Pack? Cause the console refers to them, but it might be that some of the assets ported parts of it but not everything.
I belive it might be the case.
It was the case sometimes for me, that some of the assets I had ported, were porting standard asset files.
Which didn't get all of the references so unity had no idea what to do with them.
If you are not using them, you could remove the files which it's calling out, and see if it fix itself.
If those files are important hovewer, you might want to download Standard Assets, it's on unity store, and it's free.
Delete the scripts from the file location it says in the error @bold ibex
Either way, should work.
He means you should remove the files, which it's mentioning
It is needed for some world stuff just those scripts it has added conflict with the sdk
Yeah in the standard assets folder find the scripts folder and delete the scripts the error is showing
It's kinda annoying, when you get an assets, and it ports part of the standard assets.
@bold ibex, in the Terrain settings you can input more than 1 texture and you can go into paint mode on it, too.
no worries! 🙂 I don't mind helping at all dude!
one sec
so under the Paintbrush icon in the Terrain inspector you'll see "Edit Textures", click on that and it'll open the ADD TERRAIN TEXTURE box, you just click on Select and select your terrain image. You can find some good high res ones on Google Images. But once you have 2 textures in there, you can paint between the two to your hearts content. @bold ibex
a solid swatch? just a solid color?
I would just go to Assets > Create > Material and just change it to a solid color
I don't think you can hide parts of the terrain, no
you'd have to make custom mesh in Blender and also texture paint it in Blender
as an FBX, preferrably. With texturing if you do it inside Blender.
@near escarp I'll be showcasing my world Sunday at the CM 🙂
awesome !
Ah nice haha ill be going to this weeks community meet up hopefully @royal canyon
yes in Blender you can literally paint your mesh lol
Change ur far render distance on ur reference camera @bold ibex
Yes
No ur camera that is set as ur reference camera on ur world descriptor
Most likely its the main camera that unity has default in the scene
U gotta set it as the reference camera in the world deacriptor then @bold ibex
