#world-development

39 messages · Page 5 of 1

bold ibex
#

but I'm afraid someone will get the id of the world

cedar nebula
#

people can get the ID from the website regardless, you can't actually do anything with the ID except join the world even if it becomes unlisted (and even then, only the last uploaded version)

balmy coral
#

anyone know how to make a VRC_Pickup float in mid air?

#

Basically just not have physics?

supple drift
#

@balmy coral Check Is Kinematic on the rigidbody component, unless you mean you want it to float away -- then you could just disable gravity on the rigidbody component

narrow ibex
#

Think my world is basically done for now. I'm only "New User" status so I guess I go play to rank up. Anyone interested in a tour send me a PM. I could use some feedback before going live.

royal canyon
#

I might be really stupid or just don't know enough about the Animator, but I'm working on a Pool Slide.

I've set up an Idle animation and a Slide animation.

I want the animation to be triggered OnInteract, and the Idle state to be default until the object is clicked, then triggers the animation via AnimationBool > True.

I have Empty set as Default with a Transition to a Seat Idle state. I have a Transition from SeatIdle to Slide state with a Bool Parameter (True) condition, then transition back to SeatIdle.

I doubt that is correct, but it made sense in my head. Also, when it animates In-Game, the position is off set to the right of the gameobject by about 6 meters, so the float isn't on the slide anymore. Idk what's up with that one.

The trigger works in-game so it must be something with the transitioning in the animator itself. I'm confused. 😂

shadow blaze
#

anyone know how to fix this?

royal canyon
#

do you have a Scene Descriptor in your world?

shadow blaze
#

yep

royal canyon
#

getting any Console errors?

shadow blaze
#

nope

near escarp
#

What are you trying to do ?

shadow blaze
#

upload a world

near escarp
#

Which sdk and unity version ?

shadow blaze
#

latest vrc sdk and unity 2017.4.28f1

near escarp
#

And you had already uploaded this world ?

shadow blaze
#

nope

royal canyon
#

it should work then if you have no console errors and have a scene descriptor.

shadow blaze
#

The other day I updated one of my worlds

#

and then bam when creating a new world doesn't let me

near escarp
#

Can you take a screenshot of your VRC_World components

shadow blaze
#

i'm having one of my buddies try it

mild spade
#

@royal canyon About your animation problem. Have you tested it on Unity Play Mode and see how it behaves? Also, I think using a Trigger parameter instead of Bool would be a better choice ( unless you specifically need it to be a bool)

royal canyon
#

@mild spade I figured out the transform problem, my parent game object transform was off, so it pushed it off-course. & yes you're probably right about the trigger parameter, but do I have the Animator states set up correctly?

mild spade
#

it looks good. But if you use a bool, you will need another VRC_trigger to set the bool to FALSE, otherwise the transition will always be open to the next state (slide animation) and loop from idle to slide forever. Are you having a problem specific with it? Using a Trigger will fire the transition and "close" the transition until another trigger is fired.

royal canyon
#

No specific problem using it, just trying to make sure I set this Animator up, it's still weird to get used to for me

mild spade
#

oh! Looks good!. You could also delete the "empty" state and make the "SeatIdle" the default starting state. Unless you are using it.

royal canyon
#

I didn't think about that lol

#

so yeah I'm changing to Trigger now

#

AnimationTrigger

#

I think it'd be a little cleaner than using Bool, that was just what I had used before. Never really used Animator much, still learning.

#

aaaaaand now it threw the transform off again, I don't get it

#

It works properly, but the transform is off. Weird shit

mild spade
#

Bools are more for a ON/OFF settings (like doors), where triggers are for one-time-events that need a button to fire it.

royal canyon
#

yeah the trigger is much "cleaner"

mild spade
#

Would be better to Animate it again by making a parent, and animating the child where its starting axis are x0 y0 and z0

royal canyon
#

and then transforming the parent to the position I'd like it to be in?

mild spade
#

yes. That way the child always stays at 0,0,0

royal canyon
#

I did spend like 3 hours animating the slide, though. Lots of twisty turnies

mild spade
#

relative to the parent

#

Oh no!

shadow blaze
royal canyon
#

I know right

shadow blaze
#

my scene is good

royal canyon
#

@mild spade I get that no matter where I set the parent object's orientation

#

only when I put on the trigger, though

mild spade
#

Looks like you will need to animate it again. Unless you can move the entire slide to match the rotations/movement of the object.

royal canyon
#

deletes unity

royal canyon
#

If I animate a chair, and it hits a collider with an OnEnterTrigger > SendRPC (ExitStation) why doesn't this work? Might be that the problem is I have it on the Trigger layer. Trying to make it so when the seat hits the collider, it makes the Player "get up" from their seat. Any better way to do this?

nimble valley
#

hi, i have on a camera a render texture and on a mesh a material whit it. in unity its working but not in game what did i wrong?

cedar nebula
#

if it works in Unity it should work in-game, is your world actually updating?

nimble valley
#

yeah

royal canyon
#

is your camera set as the main reference camera in your VRCworld?

nimble valley
#

no its not

royal canyon
#

that's your problem

#

just click on your VRCworld, locate the "Reference Camera" section and drag your camera onto that slot

cedar nebula
#

nah I don't think that's it. If it's for a render texture you don't want that as the reference camera

royal canyon
#

hmmm

#

but the VRC cam wouldn't pick up the other camera if it isn't referenced right?

cedar nebula
#

but you might be onto something. Is this camera tagged as the Main Camera, or the only camera in the scene? Because vrchat might be picking this as the reference camera by default. Try adding a new camera, tagging it as Main Camera, and then setting that as the Reference Camera

nimble valley
#

ok i will try it

royal canyon
#

could he add it onto the VRCWorld and reference itself?

nimble valley
#

i add a new cam as reference cam

royal canyon
#

on the new cam, add your render textures and all then see if it works in a test instance

cedar nebula
#

I don't think that's what he's trying to do. The reference camera is one thing, but I think he's using this camera to render something again in the scene like having handheld camera for instance. The actual reference camera can't have a render texture I'm pretty sure

royal canyon
#

Hmmm.

#

Yeah then setting the new cam as MainCamera tag would probably work

nimble valley
#

not working

#

i make a new cam as reference

royal canyon
#

did u set as reference cam in VRCworld? if so, remove the VRCworld reference cam by clicking the little dot to the right and scroll up and click "none" then go to the Tag > Untagged then set to MainCamera

bold ibex
#

Any info out there on how to make an inventory system? Something like the one in Primal Valley?

left marlin
#

Breaking it down into parts, you have object detection, storage for each type, and spawning new.
For object detection, usually means OnEnterTrigger. This page is still in development but it should help with a lot of it. Sadly I haven't gotten to the broadcast part...
http://vrchat.wikidot.com/worlds:guides:object-detection
Storage really is just keeping track of what items you have. This could be an animator and some visual. Internally keeping track is easy. Keeping track for each item probably means a lot of different possible values. Displaying the number isn't as easy, but is still possible. I'm surprised we don't have a proper prefab for it yet. (I know float displays are in the works)
Spawning, basically once you have a UI and keeping track, you can have a button that when pressed spawns the object from your inventory. If you are actually spawning the object, you will also need to delete/reap the other objects when "adding" to your inventory.

bold ibex
#

I will try to test my way around it this week and see if I get something to work! Thank you for the info!

left marlin
#

Although extremely old, Fionna's inventory chest prefab is still in the database

bold ibex
#

I saw that, I checked out the world earlier and got some ideas. I will download it and see how it works

woeful tide
#

How would I make a button that teleport all players in the world to a certain place?

royal canyon
#

@woeful tide I don't think you can make it so they teleport all the players at once since the player themselves need to be the executor, but you can have an OnInteract Trigger on an object, with an action of Teleport Player. You'll need to enter a Transform to send the player to, so you'll make NewGameObject and position it where you want the players to be, then drag and drop that into the Receivers part.

#

Each player will have to manually teleport themselves.

#

If that's okay then it will work

#

but if you needed all the players to teleport at once, you could also probably make an animated collider with the same Trigger on it

#

you'd just have to make sure it hit everyone

woeful tide
#

I see

royal canyon
#

if you need more help I can help you

left marlin
#

You can make all players teleport, but as SkyAtlas said, you need to make all players think they instigated it.
You basically make a button that tells everyone to turn on a gameobject. This gameobject then locally turns itself back off (to reuse) and also tells the player to teleport.

smoky oriole
#

such is what you asked i hope. iris

nimble valley
#

@royal canyon when you make the teleportation on a custom trigger and a button that activate the trigger for everyone works. @woeful tide

crisp crater
#

Oh great, thanks SaSa!

hardy kraken
#

I don't know why, but for some reason recently when I'm trying to upload a map it gets stuck on Building Player

#

I didn't have that issue before.

#

It gets stuck on BuildPlayer-NameOfTheScene.sharedAsset

bold ibex
#

My map is in the published community labs, I was wondering if I can update my map anyway to be public?

bronze smelt
#

Being in Community Labs is public in a way. But for it to go out of Community labs you need to have people visit the world (plus a few other things)

hardy kraken
#

After I wait long enough, it lets me to upload the world, but the world doesn't work properly and I get these errors in the console.

near escarp
#

Which unity version and SDK aree you using ?

hardy kraken
#

2017.4.28f1

#

And I tried multiple SDK

#

From the latest one, to the one in my old backup.

near escarp
#

Which steps did you follow when changing sdk ?

hardy kraken
#

Removed VRCSDK it's meta file and the plugins folder which included it's SQL files

near escarp
#

Do you have the same issues in an empty project ?

hardy kraken
#

I had the same issue on my latest version of the World Project, along the one which I had puted 2 months ago on my MEGA backup.

#

It all happened after installing a tool called bakery, because a friend of mine asked me to bake whole map for him.

#

After that, pretty much all of my worlds which includes unity terrain, suffer same issue.

near escarp
#

Have you tried removing bakery entirely and all its references ?

hardy kraken
#

Even the ones from old scene, which in fact worked

#

As I mentioned my old version of unity project did not include bakery.

#

And it suffers from same problem for some reason.

near escarp
#

Then the only ways of debugging this would either be to remove pieces until that errors is gone, open the line in the code and see if you can tell what it's referencing, or building the same world in a clean project until you get the error

hardy kraken
#

That's what I actually tried to do.

#

And it brought upon my head more problems.

bold ibex
#

What do vrchat users prefer, video player lease or only the master of the room can change video?

hardy kraken
#

Maybe I should just try to remake the whole project, and let entire project recompile all of the assets.

#

My World Project is quite big.

#

But perhaps some of the libraries might be corrupted?

#

Ok now it worked, but I have no clue what was wrong.

valid ember
#

that's the worst

buoyant talon
left marlin
#

Prefab database is in the pins

#

@buoyant talon How old is your sdk?

#

It says something about two factor authentication not being recognized. Sounds like you need a more up to date sdk

#

Just guessing though.

buoyant talon
#

well i was having issues with uploading/building worlds for quest so i had someone send me their sdk

left marlin
#

You should only ever use the sdk from the website

buoyant talon
#

VRCSDK-2019.06.04.14.12

#

it was

#

though i think it might be an older version

solemn pulsar
#

How can I make a PNG cutout/transparent and then also apply a shader to it? I was using Ciconia's double sided shader.. but now I assume you can't have a second shader on it.

near escarp
#

You could make a mesh out of the image, and apply the texture on the shader you want to use

#

Or add the double sidedness to the other shader

solemn pulsar
#

my god i have learned so much

#

i didn't even know i could have a second material/shader on one plane.

near escarp
#

You can't

#

But you could just make the mesh double sided and use the shader you want to

royal yew
#

So I’m trying to test a world I made in unity I have VRCSDK and the VRC world in the world. But when I press test world it loads up the game shows a loading screen for a second then it shows a new loading screen that brings me to the default home world. I don’t know what to do. Anyone know what to do

#

Please DM me if you know so I don’t miss it if you can

left marlin
#

Check your unity console to see if you have any compile errors

junior cloak
#

Quick.. hm ; Quick question: Am I allowed as a world creator to remove the UI in a zone ? ( I'd wish to remove it to make the zone safer of screenshake and particles in general. )
Not exactly sure if I am breaking the ToS if I do that since I am only using shaders so I prefer asking before doing.

cedar nebula
#

it's not against ToS but it's not the best practice because then you can't access your menu. It shouldn't be too big of an issue as long as its contained within a certain area that's easy to exit out of

junior cloak
#

Yeah ; The idea is just to put it in the "movie zone" ; I already removed avatar audio using the vrc_player audio override but i'd wish to remove particles aswell & perhaps screen FX shaders.

#

( having a script to force off the particles system in a zone would be good tbh )

royal yew
#

Ok so yesterday I about VRChat not letting me test my world and it bringing me to the home world and I was told to check console and nothing was there now I tried testing it again and it didn’t work but this time and error did pop up in console it says : Can not load world (then what I think is the ID) because it doesn't exist. UnityEngine. Debug: LogForErrorFormat(String,Object[]). Please help if you can Ive been at this for so long

foggy spire
#

Hey Im trying to build a world and i decided to convert a world over from source (With the map authors permission) but how do it make it so i dont fall through the floor? thank you

toxic yarrow
#

add mech coliders

#

to everything

foggy spire
#

how do i do that>

#

?

toxic yarrow
#

click on the model or the floor you wanna walk on then on the right side you will see add command

#

click that

#

and search mech coliders

#

its green looking

foggy spire
#

ok i found it

toxic yarrow
#

then add the mech of the floor

#

and your good

foggy spire
#

thank you

toxic yarrow
#

np 🙂

little socket
#

anyone know how I can create a underwater effect?

#

is there like a shader or material that can be used?

royal yew
#

Ok so restarted building my world and I’m loading in now... I just forgot what I need to us on the floor so I don’t fall through 😅

#

What was it again

coral wing
#

a collider

stone hollow
#

@little socket post processing volume

bold ibex
#

my spawn song on my map is not working, what do I do when one person on the map has a sound that other people know someone on the map

near escarp
#

Can you rephrase that ? I don't understand the last part

stone hollow
#

I think they have a spawn sound that doesn't work, and they want a spawn sound if a friend joins, which I don't believe is possible?

#

Unless you have a camera look at ui, check colour and output from there, not even sure if that's doable

near escarp
#

Ah yeah you can't base stuff off of social status

#

If you want to ude cameras, output color and use some software to do that which then triggers other stuff, be my guest !

left marlin
#

I assume it is just a sound on player join.

#

Sounds are weird lately. Fionna was having issues where play sound had random volume.

near escarp
#

@bold ibex Are you using OnPlayerJoin ?

bold ibex
#

no

left marlin
#

What is your current setup?

bold ibex
#

I put audio on vrcworld

near escarp
bronze smelt
#

vrcAevSip

@bold ibex you need to set up a trigger with OnPlayerJoin that will play the audio. Just adding audio to the vrcworld won’t make it player for others when someone join.

bold ibex
left marlin
#

No clip is set, also set it to local instead of always buffer one.

bold ibex
#

ok, but putting location, will people hear when a person entered the map?

bronze smelt
#

That depends on the audio settings you got on it

bold ibex
#

I put the tuturu sound hihi

bronze smelt
#

That is fine, but you need to put the settings in the component to be 2D

cobalt sluice
#

If you want it to be loud everywhere set the range huge (like 1000) and use a custom falloff curve where the volume is a straight line

short gulch
#

Anyone happen to know how to make an animation play on the UI whenever someone joins? The best example i can think of is in the Lakuza Lounge world when something like "New player detected" or something slides onto the screen whenever someone joins. My world is from APB so I wanted to have the mission start animation show up at the top center of the UI.

stone hollow
#

OnPlayerJoin

#

This was just discussed a few messages ago @short gulch

#

Incase you are still curious

jade fractal
#

I got a question. My world assist and textures aren’t showing up. When I test my world it’s all gray or the assist doesn’t show at all.? What’s up with that?

unkempt musk
#

Can anyone help me figure out why one of my mirror toggles disappears and won't come back when I disable the mirror?

past wave
#

so how would i go about updating the vrcsdk in my world? spent alot of time on my world and i dont want to mess it up like i did last time.

near escarp
#

@unkempt musk It's supposed to be a Toggle operation, not True

#

And you'd only need a single trigger

unkempt musk
#

Hm. Even for 2 mirrors? I set two buttons one for a LQ Mirror and one for a HQ mirror. I wanna make sure the LQ one turns off when activating the HQ one.

near escarp
#

Well, there's only one button and two triggers, so that wouldn't work to beegin with, toggle can do two SetGameObjectActive, toggle each but in opposite ways

unkempt musk
#

Oooo. Okay. I think that makes more sense - I'll try it out 🙂 thank you

fluid forge
#

So I was working on a world and using a .max file as my main asset. I was about to get back to working on it after some time away from it and i've since then updated my 3DS Max to a newer version. now Unity is saying missing prefab and no longer can associate the file to the old .max version I had before

#

anything I can do to tell the prefab to reference the updated file ?

modern kayak
#

Blender 2.8 has a similar problem, the newer .blend file type isn't able to be imported by the older version of unity we have. There are workarounds though, Google how to import x version of .max file into unity 2017. It usually involves installing unity 2018/19 and copying something over into 17

fluid forge
#

okay, I'll look into that. Thanks - at this point it might be an easier solution to install an older version of 3ds max though, haha

modern kayak
#

Maybe, but maybe older versions can't read newer files either :/

fluid forge
#

well, I still have a version of my original file in the older version so worse case, I can go back to that if needed and just keep working on an older version and saving as an older version

#

man, this is a bummer either way

jade fractal
#

:/

fluid forge
#

Damn, 3ds max doesn't let me downgrade versions

#

guess i'll look into the workaround

fluid forge
#

I may have actually found a stupid simple fix. Will report results in a sec.

short gulch
#

@stone hollow sorry, had to drive for a while and forgot to check my phone afterwards. My question wasnt so much how to trigger it, more of how to put an animation on the UI

fluid forge
#

Okay, so my solution worked. So all I had to do was open my max file and tell it to SaveAs... 2017.

#

Now Unity sees it again and fixed my prefab

#

I wanted to test to see if I had to always do a SaveAs from now on or if the file is now version 2017 until I say otherwise and it looks like 2017 stuck to the max file. Any changes I do, I just save regularly and it updates in Unity. woot!

#

though, I did loose all my triggers and everything I had when the prefab broke, so I'll probably have to pull a backup and do that SaveAs again from scratch but at least I know it works now

#

So that's probably a solution that would work with the Blender issues as well, assuming blender lets you save to previous versions.

deft epoch
cedar nebula
#

check your unity console for compile errors. You probably have an asset in your project that is causing a problem. For example, the Tests folder from Post Processing v2 is known to cause problems

deft epoch
#

it looks like something wrong with some folders in project. thx

bold ibex
#

Hey there, just a question anyone willing to answer. I'm wondering if its possible to add a menu next to my main menu in my world? Like when you press escape and if so then how?

#

(Feel free to ping me)

modern kayak
#

It's not currently possible to attach something to the hands directly, pickups are the only method of knowing where a players hands are.

bold ibex
#

Hmm Isnt it possible to track players tho like I see Icons above some peoples heads in some worlds. Or is that using a pick-up-esque typa thing?

modern kayak
#

It is possible to get the players camera position, yes. That's a prefab in the vrcprefab toybox called playertracking

#

There's a link to the database pinned in this channel by fionna

bold ibex
#

Then that would only leave being able to get the world menu to show when you press escape no?

modern kayak
#

For desktop, sure

vale steeple
#

same one I use in my worlds

bold ibex
#

well menu button in general UWU.

also thanks Lex I'll look into the link that you sent and see if I cant learn anything

modern kayak
#

You can also fire a trigger when a player presses the menu buttons on their VR controllers. But it's not perfectly in sync with the real menu because the real menu can be dismissed in multiple ways we can't detect. It's good enough, but it's not exactly attached

bold ibex
#

Hmm, True. Thankyou, I'll do some trial and error and see if I cant get anywhere. Thanks a ton for the info. If you learn anything else relating to this feel free to let me know.

#

This is annoying me

supple drift
#

@bold ibex anything showing up in your console?

bold ibex
#

ah

#

compiler errors. rip.

#

🤦

supple drift
#

it happens! prob a script causing it (or the 'tests' folder if you're using PostProcessingv2 and haven't deleted it yet)

stiff escarp
junior cloak
#

Stream camera

left marlin
#

You can set up cameras in your world and then have the in game camera either point to it or override a desktop user's screen.

junior cloak
#

:nod

left marlin
#

That is not being moved by a player in game. Way too smooth and too far on the map.

modern kayak
#

Not just to a desktop user, you can even do it to a VR user and render to their desktop without affecting the VR headset at all

stiff escarp
#

ok thank you, i'll look into it

#

is it an object placed in the world?

#

appreciate the quick response

modern kayak
#

It's just an object with the camera component and no render texture, it will naturally render to the screen because that's the whole purpose of a camera. However in order to prevent doing this on accident, vrchat disables cameras on start. All you have to do is make a trigger that re-enables it and you're good

#

And go to the "target eye" option on the camera and set it to none (main display) so that it does not affect VR users

stiff escarp
#

ok let me give that a shot

#

so the trigger

#

VRC_Trigger

#

on network ready

#

what should it do

#

gonna go with setgameobjectactive

modern kayak
#

No you want setcomponentactive

#

Because it's the camera component that gets disabled, not the gameobject

#

But you definitely don't want onnetworkready either, because then it will override desktop users view and they won't be able to see anything

#

Make it a little button somewhere

#

And local

#

Or onkeydown so that it can be turned back off even if you can't see anything

stiff escarp
#

thats my camera

#

i also have the trigger capsule

#

clicking it may or may not activate the camera, i'm not sure. how would i use this to stream on OBS?

jovial charm
#

u would have obs record ur vrchat window

#

@stiff escarp

#

ur vrchat desktop window will be showing what that camera is seeing instead of ur normal camera view when u have it on

stiff escarp
#

okay, i noticed in the doco that stream camera is a VR only feature

is there a way for me to do this on desktop?

#

thanks btw

jovial charm
#

no

stiff escarp
#

rip

jovial charm
#

unless u do something clever with ur own world with the player tracking system, a camera, and a video screen

stiff escarp
#

trying to achieve something like this where there seems to be a rigged camera streaming

#

would they be using a stream camera

jovial charm
#

yeah thats a couple cameras setup with animations to move around

#

then rendered to someone's screen, either a desktop users or how they said to do it up above

#

that world was built specifically for streaming in that way

stiff escarp
#

ive sought out that worldbuilder lol

#

thanks @jovial charm

jovial charm
#

if u want to set up something like the vr stream camera but it wouldnt look too good is doing what i said earlier and use player tracking system and a camera that follows that player tracking , then have a video screen thats in the corner of the vision or something

#

lol they probably gonna say samething we said to do @stiff escarp

stiff escarp
#

im okay with building something into a world

jovial charm
#

are u trying to do this while ur playing in vr?

stiff escarp
#

my aim is to stream whats happening in my world to twitch for a few hours

#

i dont necessarily need to be playing and doing stuff

jovial charm
#

yeah then something like what we said earlier will work u just wont have ppls audio

#

u just setup a camera with no render texture, set the target eye on the camera to none,and then set it up with an animation of it moving through out ur world where ever ur wanting it, and also have a button to turn this camera on

#

but make sure its a local trigger button

#

@stiff escarp

stiff escarp
#

okay so i have a camera and a button to 'SetComponentActive'

jovial charm
#

alright

stiff escarp
#

how do i get what the camera sees out there

jovial charm
#

make sure the trigger is set to local

stiff escarp
#

uhh

jovial charm
#

make sure it doesnt have a render texture and it should render to ur desktop view

stiff escarp
#

ok thanks holdup

jovial charm
#

but please make sure u set it to local or ull cause it to turn on for everyone and that would be bad lol

stiff escarp
#

okay is that part of the VRC_trigger component

jovial charm
#

yes

#

right next to where u set what kind of trigger it is

stiff escarp
#

oh right, got it

#

theres no render texture but i didnt remove anything

#

on the camera

jovial charm
#

alright thats fine

#

its ready to render to ur desktop screen then

stiff escarp
#

does it need to be display 1

#

target eye is set to non (main display)

jovial charm
#

yeah u want that set to none

stiff escarp
#

ok ill try a launch

#

build

jovial charm
#

alright then after all that u set up an animation for it to move around the world at the speed and locations u want it to go and see

stiff escarp
#

this works well

#

thank you so much for your help

jovial charm
#

no problem

#

u may wanna later change the trigger from a onInteract to a onkeydown and set it up with whichever key u want to press to activate it

stiff escarp
#

yeah thats not a bad idea

#

may rig this up in an online VM

#

and just let it go

modern kayak
#

don't forget to make it local. Alwaysbufferone will broadcast it out to everyone

stiff escarp
#

thanks yep

lyric turtle
#

Hallo out there, can i get some help with unity? i hope its not much, my problem is that i have a world now that i made in blender an transfer it to unity by fbx file and i add mesh collider to the terrain but when i upload it and spawn i keep falling though the map.

modern kayak
#

make sure that you're adding the mesh collider to the correct object. It needs to be on the same object that has the mesh filter and the mesh renderer

lyric turtle
#

wait filter and render

#

what are thoes?

modern kayak
#

mesh renderer is a component that displays a mesh. Mesh filter tells the mesh renderer what file to use

lyric turtle
#

Is the something i need to add or

modern kayak
#

no those are already included

#

you need to put the mesh collider on the right game object

#

alternatively, if you have a ton of meshes and it's not practical to go through and put colliders everywhere, there is an option to automatically generate colliders in the import settings of a model

lyric turtle
#

okay i thing i have done all the steps now, so if this work then im gonna be happy xD

lyric turtle
#

thx you so much @modern kayak im now standing im my world, thx

modern kayak
#

great!

royal yew
#

Ok so I’m making a world again so now the test loads but when I change something like the same if the room or ad a downloaded object it dose not update the test it stays the same as it was before what do I do?

stray sand
#

the test build isnt connected directly to the editor. when you build a test world it packages up what's in the scene into a format vrchat's application can read. after the changes you do in the editor if you want to see how it looks in game you will have to do another test build.

#

@royal yew ^^^^^^^^

shy storm
#

Hey d00ds, just trying to figure out a post processing issue. Atm this is what my scene looks like in the Unity editor

#

Am I missing some button to enable post processing? I have the volume set to global so I'm not sure if that's fine, or if I need a box collider over the entire map.

near escarp
#

Make sure to follow all steps

#

volume on the same layer

#

main camera as your target

#

don't have the volume a child of the camera etc

shy storm
#

I do have it on a custom layer, but it's not on player/player local. Think that'll work?
Nvm it's not that

near escarp
#

Do you have the post processing layer component on the camera ?

shy storm
#

I did; attempting to delete & re-install properly to see f that helps

#

That wasn't it either
Maybe if I record what I'm doing you can see what I'm doing wrong 😂

near escarp
#

I mean, following the steps should end up with it working

shy storm
#

Ye that did it 👌

fallen kindle
#

anyone know which Roller-Coaster building asset from Unity works in VRC? What's the most commonly used one?

near escarp
#

If it relies on a script it won't work

fallen kindle
#

yeah i know that's why i'm wonder what (if) there's a plugin ppl use, as I know not all working scripts are listed in the whitelist.

left marlin
#

What script is not on the whitelist but still works?

valid ember
#

the standard assets aren't listed individually in the whitelist doc, but are whitelisted. maybe that's what he means

empty umbra
spark thunder
#

idk where to post this but will someone PLZ help me bring a gif into my project

#

im following that tutorial video

royal bay
#

is there anything i can do to a mirror to optimize it without actually altering what it reflects?

green lagoon
#

no not really if that could have been done it would have been done already

royal bay
#

damn alright

green lagoon
#

as you're still going to be the fundamental cost of rendering doubling

royal bay
#

yeah, i get you.

lost breach
#

is there a way to fastforward on a syncvideoplayer component?

#

I see it on syncvideostream but not on player

cedar nebula
#

@royal bay you can actually lower the mirror resolution. It'll look blurry as hell but it should, in theory, perform better without changing the reflection layers. Also you really should disable rendering the UI and UiMenu layers because that's added drawcalls just to see your own mic icon and nameplates

royal bay
#

ah, that's super helpful, thank you!

fallen kindle
#

@left marlin - GPU Instancer and Crowd Animations Instancer

supple drift
#

Is it shader-based? Some shader-based assets aren't white-listed but work in VRC. For instance, CTS can work fine in VRChat with some trickery but isn't on the whitelist!

fallen kindle
#

Well sort of, because its gpu instancing. All I know is that the instancing is controlled through a GPUI Crowd Manager script that works, letting me make worlds with a couple hundred instances of animated high poly models going at 90 fps, and needs the GPU instancer plugin to work. But for some reason they're not on the whitelist. So i'm wondering what other secret gems there are out there

#

@supple drift and heyy what trickery is required of CTS? cuz Gaia works beatifully in VRC with no need for any trickeries, lol. But i'd love to use cts with it too

#

with coasters...

supple drift
#

You just need to remove the profile from it before uploading, I think in the newest version there's a button to strip it, but in older versions you had to manually do it! I use it mainly bcs it's faster than Unity's native (in lite) + because all the distance mixing options are killer

distant gulch
#

Does anyone know where I can find that prefab which looks like a jukebox? It seems to be the only implimentation which can play sound files bundled with the world (as opposed to the unreliable and laggy Youtube downloader)

fallen kindle
#

that's so good to know, thanks man! This makes me happy. Time to start stampin' some terrains to test on

supple drift
#

No prob! I spent so much time trying to figure out how to get it to work because I knew it was shader-based so there had to be a way, haha. Totally worth it - Terrain can still be expensive but if it's within perf budget; it's beautiful

fallen kindle
#

i saw a video somewhere about using Mesh Materializer to convert the terrain to mesh, and then doing some fiddle-work to be able to apply CTS to it, and that'd totally chop down on the size and load. Gonna go hunting for that, as i saw it before having Gaia. But that's the next challenge to take on. Thanks for the tippy tip!!

supple drift
#

I'd stick with Unity's terrain engine if you can (unless it's a small map). CTS works with Unity terrain anyway! Reason being that Unity splits up the terrain up into an array so you don't have to constantly draw all of it. It has a few other misc. optimizations too that might be important depending your use case!

fallen kindle
#

The reason I want to experiment with mesh terrains, is because you can create huge low-poly meshes out of a giant terrain, and then use GPU instancer to create instances of those mesh-terrains (GPUI's performance enhancement is insane) - and since the instances can have colliders (which are instanced too), then i want to see how big I can make a world in vrc, using low poly terrain instances. I think it could get pretty vast pretty fast. and can customize the lod's of each instance too

supple drift
#

Oooo I'm not vry familiar with GPUI, but that's an interesting concept. Like a massive world made out of blocks of terrain with enviro assets that are designed around modular materials (for perf and storage efficiency). I wonder what the perf difference is between using instanced terrain meshes vs using Unity terrain with clipping planes + it's cull-able array

torpid bear
#

How to add a door that tele's you when you click on it?

cedar nebula
#

give the door a trigger component, then enable advanced mode. Then set up the trigger as OnInteract, Local, TeleportPlayer, and then drag and drop an empty gameobject as the Receiver. The position of the empty gameobject is where the player will be teleported to. Also set Align Room to Destination as False

torpid bear
#

could i get a video example of this? @cedar nebula

cedar nebula
jovial charm
#

CTS works without having to remove anything it worked fine for me without having to remove anything @supple drift only wished AQUAS Water shader worked for vrchat :/

supple drift
#

Yeah, I think the newer versions strip the profile on build or have a button to disconnect it automatically. The old versions used to apply the profile at runtime from a script (that VRChat would scrub) so you had to remove it and keep your profile settings basically "cached" in the material. Was a pain for iteration!

royal canyon
#

Anyone know how I can trigger a VRC_Trigger when an Animation ends? I'm sure it'd be in the Animator State Machine, I just don't know how to set it up

supple drift
#

Could do an animation event at the end of the animation that presses a UI button that fires a custom trigger

royal canyon
#

I'm not sure how to set up an Animation Event 😮 Is there any documentation on it?

supple drift
#

I think so + it's prob covered in one of Cyan's vids! You just right click above the timeline in the animation panel

left marlin
#

Or just use the animation event to go into the custom trigger directly

#

Be careful though as the last frame doesn't always fire for me or I'm doing it wrong.

royal canyon
#

So how do I set up the Trigger for the Animation Event? I just saw where to add the Animation Event to the timeline, and see the Animation Event trying to call a Function

left marlin
#

Add the trigger component to the same object that has the animator/animation. Select "ExecuteCustomTrigger" and then type the name of your custom trigger in the string field.

royal canyon
#

Awesome, thanks Cyan!

solemn pulsar
#

I'm using a hologram shader on two planes here..

#

and the background one disappears when i get close for some reason.

near escarp
#

Occlusion if it's a mesh ?

#

Try upping the render queue of the behind one maybe ?

bold ibex
#

So I have a picture I want to add as like a poster in my world. But it ends up being a collage of the picture all over the wall instead when I drag and drop. Youtube is no help and all of my VRC world creator buddies are offline. So how would I make my photo into like a poster on the wall?

near escarp
#

Create a quad and apply your image on it

bold ibex
#

A quad? (sorry I'm still fairly new to building)

near escarp
#

It's a Unity 3D object

#

Create > Quad

bold ibex
#

ok thanks

#

Gonna try that now

#

Thank you so much! ^_^

rigid knoll
#

hey i made an ui menu for some of the things like lights which i have off at 1st but i have to click it and click it again to get to actually start to toggle how can i fix this 😦

near escarp
#

So they start off disabled and the first click doesn't enable ?

rigid knoll
#

no i have the lights hidden at 1st but when i click it it wont enable with the 1st click

near escarp
#

What do you mean by hidden ?

rigid knoll
#

in the hierarchy i have it unchecked so it wont be on when you join

near escarp
#

Ok so disabled, and your OnInteract enables the object itself or the light component on it ?

rigid knoll
#

the object

near escarp
#

Is it a local trigger ?

rigid knoll
#

yes

near escarp
#

In that case I'd recommend going to your world, clicking your button once and then checking the output log for errors or other triggers that could be responsible

rigid knoll
#

so another trigger could be causing the problem ?

mild spade
#

Are you using an actual UI toggle button (with canvas, function etc) or is it a VRC trigger with OnInteract SetGameObjectActive -- toggle? @rigid knoll

rigid knoll
#

i actually have one of each cuz i was replacing the physical buttons with the UI buttons should i get rid of the physical one 1st and try loading it again ? @mild spade

nimble yacht
#

So bois, i started working on this small project. and i made it look pretty cool and stuff. but then when i import the vrc sdk this happends. any ideas ?

left marlin
#

Simply importing the sdk does change some unity settings to be compatible for vrchat. I’ve only seen the messages but have never imported a previous unity project to see what it actually does to it.

nimble yacht
#

yeah, i always forget to FIRST import the sdk. so i dont get disappointed after. The only way to make my world look even close to the original look was to add like "fake smoothness" just so everything was way more glossy. pretty annoying, but i guess its just something that has to be done for this all to work

past wave
#

I’m actually more of a fan of the post sdk version

nimble yacht
#

you more fan of the "toon" version ??
nothing there looks better

safe rover
#

@nimble yacht Were you using Deferred Rendering? VRChat only supports Forward Rendering.

nimble yacht
#

Nope, i didnt touch any rendering settings. (so if unity is deferred as a default that would explain)

#

i mean i only have 2 real time lights, (directional) and the (point light) on the "holo table"

#

So i dont think it would really matter

safe rover
#

Some post processing effects like screen-space reflections are only supported in deferred, and others look different depending on the rendering being used.

nimble yacht
#

thats not it either, its like the vrc sdk removes all glossiness / reflections off my maps

neat plume
#

is there an issue with the VRC_Trigger's Randomize option at the moment?

cedar nebula
#

not that anyone knows of at least. What's the issue you're having? That it crashes your Unity when you try edit it? Because that just happens sometimes

neat plume
#

and it works, but it only activates the top action

#

spawn 'A'

#

it doesn't do any other one

#

i want them all to have equal probability

royal canyon
#

@neat plume have you tried ticking "Randomize" beside all of them?

solemn pulsar
#

What are some good ways to reduce map size? I imported some beds and I swear every time i import something the file size goes up drastically.

neat plume
#

ok problem isn't with randomizer @royal canyon

royal canyon
#

hmm?

neat plume
#

even when i just have it like this, to spawn all 5 in one go

#

it just gives me 5 As

royal canyon
#

That's weird since all of the actions are on the same trigger. I don't know why it'd affect one Custom action and not the rest

neat plume
#

i'm so confused

royal canyon
#

@neat plume have you tried using Kroama's Non-Duplicative Randomizer prefab in the database? That might help you

neat plume
#

ok so i just added something else to one of the other actions

#

on Spawn 'E' i did a setgameobjectactive on a mirror to see if it was being called

#

and it did

#

so there must be something wrong with the prefabs and it thinks they're all the same objects?

neat plume
#

ok i fixed it

#

just had to delete the trigger and redo it

#

sdk was just being dumb

cedar nebula
#

that happens a lot actually

#

@solemn pulsar you can actually compress FBX model files if they're noticeably large. It's probably the textures that are taking up most of the size though. You can downsample them (from say 4096 to 2048) or enable crunch compression and lower the quality a bit

supple tinsel
#

uhhhh

anybody know anything about day/night cycle for worlds

cedar nebula
#

yes, animate a directional light rotating around

#

(requires a procedural skybox like the default one)

vapid badge
#

here's a problem im having. ever since a recent vrchat update, my world has had a sound bug where all voice and avatar sounds are muted.
I am using the latest sdk.

the weird thing is this: I have a toggle button for all the dynamic lights and all the particle systems in the world. ( a lot of torches and such) it turns em all off and replaces them with a single directional.
now, the weird thing is when i hit that toggle, the voice and avatar sounds come back

#

the heck is this

#

whats caused this?

cedar nebula
#

sounds like something weird with the new voice override system. Have you played with it at all or is this just something that's happened without you doing anything to cause it?

vapid badge
#

I didnt do anything.
pretty sure it was around that update though. though i couldnt say if it was or before. but it was around that update more or less. World worked fine, and then next thing I knew it was mute. it's strange, because sometimes someone will talk and youll hear a millisecond of some kind of sound, like it's being actively suppressed, not like its not there.
map music plays just fine, sound effects on the map play fine. I tried turning off the recent addition i'd made to the map that i figured, what the hell, maybe, and that didnt do it. I updated to the latest SDK and nothing

#

Im pretty sure I used to have custom voice falloff on the map as one of the playermods

#

but I removed it when the problem started

tidal jackal
#

Hey so I'm wondering if anyone can help me figure out how to get something working. I know that maps with deformable snow use a depth rendertexture that doesn't clear to offset the vertices of a mesh, however what I don't understand is how they get the snow to slowly accumulate back. How is this done? I feel like it has to be something like 2 rendertextures looping into eachother but I am unsure.

supple drift
#

@primal pollen There is a max limit of how many sources can be playing concurrently, yes. Not sure exactly what it is nowadays, but 50+ sources would probably cause sources to drop out (+ avatar sounds and player voices count toward this too)

#

I'm not sure if they changed the voice limits with the update - but possibly! I've heard a few people echo the issue you're having recently + said it started after the audio update

vapid badge
#

I wonder if there's any sort of log that would help identify whats going wrong in the map. Output log maybe?

near escarp
#

that's what it's for

vapid badge
#

I guess so

#

should i just post it here?

neat plume
#

ok i'm back at the same issue i had before

#

i end up getting 4 As and 1 E spawn instead of 1 of each A E I O U

#

any ideas?

near escarp
#

Are the spawn object triggers receivers correct ?

left marlin
#

Unrelated to the issue of things not spawning, I'm worried about how you hare double broadcasting/buffering there. Set the on interact to local to prevent that.
As for 4 A's getting spawned, well this seems like an issue of the game not knowing what to spawn. Since you actually get 4 of the same type and it doesn't get blocked, clearly the trigger is messing up but still thinks each are different.

neat plume
#

the prefab and the location are correct

#

if i manually drop the prefab into the scene it displays correctly

#

@left marlin i only had it set like that because i wanted the audioclip to play for everyone instead of locally

vapid badge
#

basic question, I know how to search for gameobjects in a scene, but is there any way to search for gameobjects that have a specific component?

left marlin
#

It will do weird and bad things for late joiners if you leave it. . . Oh wait, the 1 second limit safety guard makes it so you don't need to think about it at the cost of losing control. Nevermind I guess

#

You can search with t: to look for exact components

vapid badge
#

thanks

left marlin
#

t:camera to find all cameras in the scene

vapid badge
#

I mean like if im looking for an audio listener

left marlin
#

I was giving an example. You just need to type out the full component name

near escarp
#

@neat plume Are you doing it through an animation and animation events ?

left marlin
#

Pretty sure the issue is a long standing one where SpawnObject and SetMaterial find the wrong object due to naming.
Try deleting that custom trigger and remaking it. Also give each object a number to make them more distinct.

vast edge
#

👋

left marlin
#

👋

subtle quail
#

Is there a way to put a browser screen into your world? If I remember correctly there were screens like those

vast edge
#

im new to discord so im just trying to get to know people sooo😁

left marlin
#

Not directly. You would need to fake it by either having an image of a web page in your project or calling to a website to generate an image of a website using VRC_Panos (which can download images)

#

Welcome to Discord tassapeekbay. This channel specifically is about world development though. You are welcome to ask questions here.

subtle quail
#

My plan was to watch anime with my friends in vrchat

#

Any other idea?

#

We need audio too

left marlin
#

Video players

#

But those can die at any time

#

Lots of worlds have url video players which allow you to input a link to watch a video

#

The prefab is in the prefab database which is in the pins.

subtle quail
#

We need to find another game or way

left marlin
#

?

subtle quail
#

wrong chat sorry

#

one of my friend said that he can't run vrchat

left marlin
#

ah

subtle quail
#

but thanks for the help

neat plume
#

@near escarp no, no animations are involved

#

@left marlin when you say give each object a number, which objects do you mean?

left marlin
#

Rename each object adding a number.

neat plume
#

the prefabs?

left marlin
#

Yes

#

And then after you do that, delete and recreate that custom trigger

neat plume
#

alright i'll give it a go

#

i names them Tile 1 'A', Tile 2 'E', etc.

#

also, what does 'Take Ownership of Action Targets' do?

left marlin
#

If the actions in your trigger require ownership, it allows you to take ownership automatically. I believe this only matters for certain "SendRPC" triggers and is pretty much pointless for everything else. I have not tested and this is just my thoughts on it, so I can be wrong.

neat plume
#

ah okay

left marlin
#

Ownership is how some things sync. ObjectSync will sync physics positions and animations. If you are the owner, you are the only person who can change that object.

neat plume
#

Cyan you're a genius thankyou

#

changing the prefab names seems to have worked

left marlin
#

I've been here awhile and remember the points people have said before. You are not the first to have that issue.

neat plume
#

i would have thought that any difference would be distinct enough without requiring numbering issues lol

#

but oh well, at least it works no

#

aha

left marlin
#

I have no idea why it breaks like that, but at least it works now

neat plume
#

yeah thank you so much you're awesome

#

been struggling with this for like 2 days and no one knew lol

left marlin
#

You're welcome

vapid badge
#

so looking through the output log, only thing I can think of is this

2019.09.07 14:31:28 Log - Voice DeliveryMode: UnreliableUnsequenced

and this

2019.09.07 14:31:39 Warning - Removed component of type AudioListener found on Camera

#

im not seeing anything that is obvious to me though, as being the cause for this weird audio bug

near escarp
#

Did you add an audio listener component on your camera ?

vapid badge
#

because it even blocks out certain menu sounds too

#

I have it on the camera yes

#

should I put it on the vrc world instead?

near escarp
#

no i meant if you added another one, i don't know why the listener would be removed

#

unless you have multiple cameras

vapid badge
#

I had 2 listeners and i'd been tracking down the spare one for a while. at the time of that log there were 2 in scene

near escarp
#

t:audiolistener

vapid badge
#

yeah i got rid of it just now

#

havent tested again though.

#

ill have to

#

yeah no, that didnt do anything

past burrow
#

guys im confused with the newest sdk version, i choose "build and test" but i always spawn at home

#

and when i try build and publish the sdk says that none last build has been detected and i have to test it first

#

:'c

coral wing
#

reinstall the SDK and if you're still having that issue it's probably a compile error from another script

past burrow
#

[4, 404, Get, -1] Abandoning request, because: "World wrld_201e3535-5792-4718-8f6b-d7a28c9147ea not found"
https://api.vrchat.cloud/api/1/worlds/wrld_201e3535-5792-4718-8f6b-d7a28c9147ea?apiKey=JlE5Jldo5Jibnk5O5hTx6XVqsJu4WJ26&organization=vrchat&maxUnityVersion=2017.4.28f1&minUnityVersion=5.5.0f1&maxAssetVersion=3&minAssetVersion=0
UnityEngine.Debug:LogFormat(String, Object[])
VRC.Core.APIResponseHandler:RetryRequest(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean, String)
VRC.Core.APIResponseHandler:HandleReponse(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean)
VRC.Core.<SendRequestInternal>c__AnonStoreyE:<>m__13(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

#

i got that error on unity

#

@coral wing thx but didnt worked

past burrow
#

this is poop i cant upload my world on any sdk version 😢

vapid badge
#

stupid question, but do you have the vrcworld prefab in your world?

past burrow
#

yeah i do

#

also on the sdk error log there's one saying "customscene.vrcw does not exist", does this have something to do?

vapid badge
#

have you actually uploaded the world at all yet, or have only tried the test build?

#

if you havent, try uploading it first and then try the test build. (or try accessing it from the game itself)

#

I could swear Ive had this issue before, but unfortunately i dont remember how I solved it

past burrow
#

it doesnt allow me to even test it

#

i cant test it or publish it

#

i've imported my assets from another project and i think that have something to do with this, something like project id data or something

#

but i cant figure what is it

past burrow
#

okay so the way i "fixed" this was to create an empty file called "customscene.vrcw" on the unity project temp files

#

and now its uploading

#

for empty file i mean a empty text file with chanegd file extension to "vrcw"

#

but thanks to everyone

solemn pulsar
#

What do i set to static? Anything thats not interactable? Is my post processing not working cause its not static/

bold ibex
#

So when using the VRC_Spatial Audio Source sript for having reverb effect on audio sources I can hear my own voice in game getting affected which is very annoying.. How do I disable it from affecting that?

#

I just want to use the unity reverb zone

bold ibex
#

@solemn pulsar Static is referring to items in a scene that do not move from their assigned position on runtime

say for example you put a couch in a room and this couch will never move from that position (Say if the player tries to push it or omsething)

You assign that as static, then you can take that use it for stuff such as Occlusion Culling, Baking Lighting, etc.

Static objects do NOT affect Post-processing, however. The reason why your post-processing isn't working is most likely due to whatever layer you're telling the post-processing to affect. If you want to see it affect stuff, just assign it to Default / Everything. Alternatively you can create an extra layer called "Post-Processing" or whatever you prefer and do all of your post-processing on that layer. All of the options work, but default/everything is where just about everything is 90% of the time, there is a drawback to doing this however.

The post-processing will affect literally everything. This may not be what you're intending, and it is also a lot more taxing in comparison as a result.

#

@bold ibex Don't quote me on this, but I'm quite sure you only need to use the reverb aspect of the audio source to achieve a reverb result, you can amke it 0 on the spatial audio script

supple drift
#

@bold ibex I don't think you can have a reverb zone that doesn't affect voices in VRC. When I tested reverb zones awhile back they were really fickle, and didn't seem to work for everybody all of the time. You could put an audio reverb filter on an audio source, but I haven't tested how well that works. Both will add DSP cost on the CPU side of things too tho

#

I dunno what the use case is, but the issue with reverb in VR is that it isn't reflecting in 3D space + head-locked reflections in VR can be disorienting. We'll get audio propagation eventually that will solve this issue bcs we'll get natural (spatialized) reflections based off our virtual space

bold ibex
#

ok thx

#

@bold ibex Can you explain how to setup occlusion culling or a video showing it?

#

I have a scene with a lot of complicated geometry so I think I will have to manually do it

minor finch
#

I do know that you can get to it by Window > occlusion culling

#

you can bake it there

#

but

#

I'm still learning about it myself

modern wyvern
#

So i have been running into problems

Everytime i put a png picture it would turn something glitch or if there is no background it would cover it up full Grey

royal canyon
#

did you use the transparent cutout shader for it?

#

for the no background image

weak jolt
#

Is there a way to control particle emission rate over time with a slider on playtime?

modern kayak
#

yeah it's in there

weak jolt
#

I think I am missing something

modern kayak
#

oh it must be private, you need easyeventeditor to see it. It's in the database by merlin

weak jolt
#

Thanks a lot @modern kayak

#

Nice tool actually

indigo narwhal
#

Hey guys, just wondering if the multiple audio tracks on the sync player dont work?

tropic smelt
#

anyone know how to fix that thing where a UI slider will get stuck to your controls if your pointer leaves the canvas while holding it?

minor finch
#

Yes

#

@tropic smelt it's under navigational settings you want to disable those

#

no vertical or horizontal

tropic smelt
#

@minor finch wouldn't that stop it from sliding entirely?

#

oh nvm I see what you're talking about, that's actually something different

#

my issue isn't with the player movement controls moving the slider

#

it's that if you're holding the slider with your trigger/leftclick and the pointer leaves the canvas, then the next time the pointer is on the canvas it will regain control of the slider handle

#

and you have to click again to release it

minor finch
#

Is that something you can only recreate in desktop mode?

#

but yeah i was thinking it was your directional keys causing the sliding

#

I'll see if i can't recreate it with my sliders and then send you my settings

#

I tested the sliders and it's not following the pointer

tropic smelt
#

dunno if it happens in desktop mode

junior cloak
#

Mochie is talking about this if I got it correctly:

tropic smelt
#

yeah

#

hard to see with that much camera movement lol

junior cloak
#

desktop aswell then

tropic smelt
#

but basically he's not holding click down

#

and it's sliding with his pointer anyways

#

because his pointer left the canvas while holding it, then released

junior cloak
#

ye

tropic smelt
#

just to explain for kat

junior cloak
#

There ; more slow lul

tropic smelt
#

much better example ye

past burrow
#

how do i create the UI for the vrc video player?

junior cloak
#

the web panel are still deprecated, right ?
@past burrow I'd say download some prefabs around and use them as example !

#

Jetdogs have some on his github

minor finch
#

it's so strange

past burrow
#

@junior cloak Thanks, sounds like a good idea, i'll check it out n.n

rugged jolt
#

Hello , I'm currently building my first world and i got an issue when i'm in a small avatr in that world only. My view point clipping is set super high. do you guys wkno where i can change that in the world creation ?

near escarp
#

World descriptor

rugged jolt
#

the scene descriptor right ?

near escarp
#

actually no i'm dumb, it's the main camera's component, clipping planes near to 0.01

rugged jolt
#

HA ! thanks a bunch.

#

mmm . didnt seem to change anything

near escarp
#

If it's your reference camera it should change someething

#

how tall is your model ?

rugged jolt
#

if i take the avatar testing mesuring ... about 2 feet

near escarp
#

It should definitely have an effect then

rugged jolt
near escarp
#

Are you sure your upload worked ? The console message at the bottom would say otherwise

rugged jolt
#

oh well i've only used the offline testing so far.

bronze smelt
#

Is the camera set up as a reference in the scene descriptor?

rugged jolt
#

what do i look for in the scene descriptor to see if it is ?

near escarp
#

Reference camera

rugged jolt
#

ok found it and i placed it there

near escarp
#

now it'll work

rugged jolt
#

nice ill go try it out in a sec

junior cloak
#

Remember to set the camera as reference yeah.

rugged jolt
#

IT WORKS ! thanks a bunch guys

junior cloak
#

talking about world ; time to finish my UI and maybe work on post processing.

past burrow
#

I got this every time i try to upload/test my world:
[3, 404, Get, -1] Abandoning request, because: "World wrld_5e710318-0efa-4ab3-b0c4-603581345677 not found"

near escarp
#

Detatch the world ID

past burrow
#

i did, but stills

#

i also got this:
**Assets/PostProcessing-2/Tests/Runtime/PostProcessingRuntimeTests.cs(2,7): error CS0246: The type or namespace name `NUnit' could not be found. Are you missing an assembly reference?
**

royal canyon
#

delete the Tests folder in the PostProcessing folder

#

that always causes some sort of Error

icy jacinth
#

Can anyone explain why the Upload UI doesnt show up in Unity play mode when i selected upload new Build?

past burrow
#

@royal canyon what a crack bro!, thanks a lot!

royal canyon
#

No worries @past burrow glad you got it fixed and glad I could help!

#

@icy jacinth what do you mean by "Upload UI"?

#

do you mean the SDK UI?

icy jacinth
#

when i presses New Build in the VRChat subwindow

royal canyon
#

you mean in the SDK?

icy jacinth
#

the UI in the viewport isnt showing

#

yes the SDK

royal canyon
#

yeah, you can't upload while in Game Mode

#

take it out of game mode, and then upload.

#

the SDK uses "Game Mode" to input your world name, description, etc.

icy jacinth
#

it goes to gamemode whan i hit "New Build"

royal canyon
#

Are you getting any console errors?

icy jacinth
#

I never Run gamemode before i click on the New Build button

royal canyon
#

but yeah when it's time for upload, the SDK puts it into game mode, but it shouldn't do it immediately after pressing it. That's a weird issue.

icy jacinth
royal canyon
#

Have you tried closing Unity and trying it again after you reopen it?

icy jacinth
#

thats what i did the first time before asking for help

royal canyon
#

and that's just a "warning", not an "error", so idk why it's doing that 😮

icy jacinth
#

😐

#

Well damn

#

i just disabled VR Settings hopefully that will fix it

#

And it didnt...

royal canyon
#

yeah that's a weird issue, I've never had it. Perhaps try reinstalling the SDK?

icy jacinth
junior cloak
#

delete the SDK first from the files

#

Like ; Close your unity ; get into the project files, remove the VRCSDK folder

royal canyon
#

I was about to say that

junior cloak
#

Then open it again & import the new sdk

icy jacinth
#

i quit Unity then removed SDk then reinstalled SDk

royal canyon
#

yeah that's the proper way to reinstall SDK

icy jacinth
#

and i still get issues

royal canyon
#

Close Unity, locate your project file, delete the SDK, reopen your project file, reimport SDK

icy jacinth
#

il do it again then

#

wait so now i have lost all the VRC SDK scripts that are being used in my project...

#

that are asigned to the objects

royal canyon
#

not if you Reimport

#

I've done it a lot

#

you might have to Reimport, save, close Unity, reopen.

#

Are you also using the most recent SDK version from the VRChat website?

junior cloak
#

Depend ; If the SDK he had before is really really old that can happen.

#

And that's why you update your SDK. :>

icy jacinth
#

yes i did update everything from unity to SDK but these errors...

royal canyon
#

You've got the one from 8.23?

icy jacinth
#

i rlly have deleted SDK and reimported it for the 2nd time

royal canyon
#

you should have 2019.8.23.13.45_Public

#

SDK

#

but the errors are definitely from the SDK

#

I just don't have the knowledge to pinpoint exactly what the problem is in the errors though.

icy jacinth
#

No errors

#

but still no UI

royal canyon
#

Untick "show at startup", cuz that's just the splash menu

icy jacinth
royal canyon
#

autofix those Audio components since ONSP is deprecated.

#

You need to use VRC_SpatialAudio

icy jacinth
#

Even that didnt do the trick

#

same results as in the recording

royal canyon
#

I see what you mean now

#

there is no "Upload" interface

icy jacinth
#

...

royal canyon
#

It packages and compresses everything just fine

icy jacinth
#

thats what i mean Whit UI

royal canyon
#

try it on another project?

icy jacinth
#

thats the thing it works whit avatar upload just fine but not whit world

royal canyon
#

if it works on another project, I would personally recommend trying to open the scene you have in that project....in another project.

#

You'll just need to make sure all of your assets are imported to the new project.

#

I've had to do that a few times.

icy jacinth
#

Why does every SDk update break Unity projects then it is very anoying

royal canyon
#

I'm not a developer so idk lol I'm a creator just like you.

icy jacinth
#

...

#

i found out

royal canyon
#

What's the issue?

icy jacinth
#

the Scene descriptor was for somereason not avaible

royal canyon
#

dafuq

icy jacinth
#

even though it whas on a active GameObject

royal canyon
#

lmao that's weird

#

I typically put the Scene Descriptor on VRCWorld

#

so that was the issue?

#

It wasn't the SDK then, it was a user error 😂 😅

#

jkjk

icy jacinth
#

well it still weird why the SDk couldnt find the Scene Descriptor when i did the same on another world and it had no issues

royal canyon
#

who knows man, maybe when you reimported the SDK it didn't find it or something? idk, it could be any number of things

#

important thing is you figured it out lol

past burrow
#

me again, which layers should i reflect on a mirror to see only the player? im actually using Player and PlayerLocal but i cant see my self on the mirror i can see only other players

junior cloak
#

mirrorreflection

#

or something like that

past burrow
#

thanks

#

ok its me again, how do i make my terrain baked lighting data shows on built, the terrain looks all dark

#

i tried using a custom terrain materials but stills the same

bold ibex
#

How do I make a UI to turn on the mirror or dim the map?

vapid badge
#

question, I know having too many audio sources can break audio. does occlusion culling matter?

if I have an audio source on an object and the object is culled, if I had 'too many" audio sources, and they were all on culled objects, does that still have an impact?

rugged jolt
#

is there a quick way to remove the preview picture of an avatar pedestal ?

rugged jolt
#

I've been told i just need to delete the link to the Thumbnail but for the life of me i can't find it

floral moss
#

hi guys every time we try to add a material the material shows up broken, how would I fix this????

cyan pike
#

clear your cache on unity

cedar nebula
#

that shouldn't actually effect the world, it just looks like that in the assets. It has something to do with your light settings, I've heard that setting your ambient lighting to use the uuhhh 3 colors (sky/horizon/ground) and rebaking sorts it out

rugged jolt
#

does anyone have any help for me ?

cedar nebula
#

wouldn't it be better to redo the avatar picture instead of meddling with the pedestal? Because the picture will still show up in the menus. But for the pedestal you can resize the 'Location' object to be 0 scale and that'll pretty much disable the picture

rugged jolt
#

ok ill try that . but will it remain selectable if the scale is 0

cedar nebula
#

yeah as long as it's just the Location object, not the actual pedestal or OnInteract object itself

rugged jolt
#

ok ill try that out now . ty

#

worked like a charm thank you for that

cedar nebula
#

@vapid badge occlusion culling has no effect on audio sources (as far as I'm aware at least). It's only for visible meshes and nothing else. So yes having too many audio sources on a culled object will still be an issue

#

@bold ibex check this Cyan tutorial for UI basics. Once you understand how it works then it's not very hard to make toggles. Dimming the lighting is much harder though, I think there'll a prefab for it sometime soon but it's not straightforward
https://www.youtube.com/watch?v=us-yO_E31gU

This tutorial shows you how to make Unity UI Text and Buttons. With the buttons you can activate different functions but these functions will be local to you...

▶ Play video
vapid badge
#

@cedar nebula good to know. Because that turned out to be the cause of the bug that was plaguing my world. All my torch prefabs had an audio component I had overlooked.

Still strange given the fact that before the audio update it didn't cause this bug. But good to know

bold ibex
#

@cedar nebula Ok, yhx

clear marten
#

hey guys! Are there any worlds or is it possible to create one where i can browse the internet on a screen or something if I feel like it? (tag me pls so I can see ur response)

cedar nebula
#

@clear marten Not anymore, web panels were killed over a year ago due to a security exploit

clear marten
#

oh ok... thank you tho. Is it still possible at least to listen to or watch youtube videos somewhere?

cedar nebula
#

yeah youtube videos still work, pretty much every world has a video player where you can paste in a youtube URL (you have to open your own browser and copy the URL from there though)

clear marten
#

nice! thanks man! 🙂

cyan pike
#

anyone know why youtube live streams never work even with the search root change?

cedar nebula
#

the search root doesn't do anything as far as I've ever known. I thought they fixed youtube streams though? That feels like an old bug

cyan pike
#

nope when they said they fixed it i tested it right away cuz twitch live streams never worked for along time

#

but only twitch live streams work and not youtube live streams

cedar nebula
torpid hazel
#

I'm trying to add mesh collider to an entire level

#

but it's not working out

#

is there any way of doing this?

left marlin
#

You need to add it to the object with the mesh filter.

torpid hazel
#

it is but object keep falling through it

#

nevermind, I'm stupid, just had to add box collider to the object

#

can't believe I was puzzled with something so simple

supple tinsel
#

I don't know why I kept respawning constantly even though I set the first spawn point really high and increase the respawn height

#

these are the spawn points

#

wait

I just realized

#

it's suppose to be minus vrpill

cyan pike
#

derp

supple tinsel
#

how low should this be

currently it's on -500

cedar nebula
#

only as low as the lowest point in your world pretty much

torpid hazel
#

is there any prefab player that will only play sound and no video?

#

from youtube or whatever I mean

tropic yarrow
#

@torpid hazel you can just change video rendering to RenderTexture and remove display object/not apply that texture, i think

supple tinsel
#

ok apparently new update broke y car sounds

kinda

torpid hazel
#

clear cache and playerpref when trying to upload as the only option

#

what should I do?

ripe garden
#

Most likely a conflict between vrcsdk and a script

#

Look in the log to see which one, and delete that bad boy

torpid hazel
#

yeah I was able to fix it that way but now I have another problem

#

"last built vrchat scene cannot be found"

ripe garden
rain badger
#

Is there an easy way to do a collab on a world so my friend can help me build the world i wanna make. I dont know any ways for me and my friend to build a world together. Does anyone know any ways?

torpid hazel
#

what do you exactly mean? He can send you assets at best I believe

rain badger
#

Like is there a way i can have my friend be able todo stuff with the unity project to help me build the vrchat world

#

So they can help me out bulding it

royal canyon
#

@rain badger you could export your entire scene as a Unity package and have your friend import that package.

minor finch
#

or if you trust them, Team viewer.

supple drift
#

Unity has some collab tools that are free with restrictions, but I think it just does the same thing as most version control solutions out there (maybe easier because it's in the editor?) Could just use git!

rain badger
#

K thanks

torpid hazel
#

how to trigger a sound everytime a player joins?

#

can I add a trigger with "onplayerjoined"?

#

or audiotrigger?

near escarp
#

OnPlayerJoined !

modern kayak
#

make sure it's local if you do onplayerjoined because everyone will trigger it

ripe garden
#

Or be like pug

ornate turret
#

I use on enable as a local broadcast

#

and have that call a custom trigger thats always unbuffered

modern kayak
#

no that's not what I mean. You want everyone to trigger it. But if everyone triggers it and then on top of that everyone broadcasts it, it will oversync and you'll get a dozen sounds going off

ornate turret
#

if I'm remembering it right, at work so can't double check with unity

burnt parrot
#

still cant add a image to upload my world dont know hat i do wrong

ripe garden
#

How does it look in playmode?

burnt parrot
#

great

ripe garden
#

Oh nvm it is in palymode

#

Hmm are you sure that that is the main camera?

burnt parrot
#

yah

ripe garden
#

That's strange, idk what might be happening

burnt parrot
#

you and me both

near escarp
#

Using the correct SDK would help

burnt parrot
#

i use the VRCSDK-2019.06.25.21.13_Public.unitypackage

mild spade
#

@burnt parrot wrong Unity version. 4.28.f1

burnt parrot
#

😮

#

i updated to last version but still no joy

mild spade
#

Also I think you are using an outdated VRCSDK version too

#

@burnt parrot

burnt parrot
#

oke

mild spade
burnt parrot
#

@mild spade thanks

torpid hazel
#

any up to date keypad prefab?

#

and easy to use?

#

I honestly just want to use a keypad with a password 2 digits long

cedar nebula
torpid hazel
#

yeah I did, thanks a lot

bold ibex
#

would anyone be interested in teaching a noob how to make an avatar world?

#

hmu, if so 🙂

modern kayak
torpid hazel
#

how to make a trigger with an object touch? As in, you collide an object to another and there's a trigger

royal canyon
#

@torpid hazel you'll need to put a collider on both things you're trying to "collide" together and then have a trigger

#

what exactly are you trying to accomplish?

torpid hazel
#

like bringing a key to a certain place and set another object active by doing that

royal canyon
#

ah! gotcha, well you'll need to add a collider to the key, a collider to the "certain place" and then add an "OnEnterTrigger" VRC_Trigger

torpid hazel
#

add the trigger to both?

royal canyon
#

No just to one of them, I guess do it on the "certain place". then you'll have an action of "SetGameObjectActive" and a receiver of whatever you're trying to set active

#

You can do some really cool stuff with colliders and triggers

#

I have a slide that when the Float collides with the bottom of the pool it triggers an ExitStation (get up from seat) and also teleports the Float back to the start position.

#

and that's all from colliders with triggers

torpid hazel
#

oh so I don't need to specify the receiver of the key in this case, that he's gonna perform the trigger with only that specific object?

#

oh wait nevermind I misread

royal canyon
#

No because the key collider will understand it's colliding with another collider. Oh! also put one of the colliders as "Is Trigger"

torpid hazel
#

ooh

#

on the box collider I suppose

royal canyon
#

either one will work, or both. But I usually do it on the object that's the most "Static", if you will.

#

It's just me, but I wouldn't put an "Is Trigger" on an object that moves. You can, but that's just me lol I'm weird

#

so yeah collider on the key, collider with Is Trigger on the "certain place" with VRC_Trigger of SetGameObjectActive

torpid hazel
#

yeah it's set

royal canyon
#

btw I gotta ask, is that "certain place" interactable with the player or is it pretty much static?

torpid hazel
#

static for sure

#

won't ever move

royal canyon
#

ok then set that layer to "MirrorReflection" in the top right

#

it might work on Default, I'm just scared the player will collide with it and make it trigger without the key

torpid hazel
#

oh that makes sense now

#

wait, should I mark it as static?

royal canyon
#

if it doesn't move, yes.

left marlin
torpid hazel
#

thanks a lot guys

royal canyon
#

@left marlin is there any documentation on layers? that's what's really confusing me, but I understand it more than I did.

left marlin
#

What kind of information are you looking for?

royal canyon
#

thanks my guy 🙂

#

just general information, more in depth explanation of how they all work and such.

#

Having proper docs helps more than trying to figure it out on your own lol

left marlin
#

And that's why the wiki project exists, and also why it is taking so long

royal canyon
#

If I was a Unity Whiz, I'd be helping out with the Wiki for sure. I'm still just a newbie too.

left marlin
#

Everyone starts somewhere

royal canyon
#

You're right. I'm just glad we have people like you @left marlin lmao

left marlin
#

Also thank Igbar since he's made some good contributions to the wiki too

royal canyon
#

do I really have to talk to that guy? lmfao jkjk

left marlin
#

👀

royal canyon
#

I ❤ @cedar nebula he's awesome

#

He's helped quite a bit

cedar nebula
#

yes, where would vrchat be without deep fried world

royal canyon
#

probably Meat's apartment 😂

#

or better, his mixtape. 😮

left marlin
#

With Diane?

royal canyon
#

definitely with Diane, how can you not have that beautiful face in VRChat? pffft

left marlin
royal canyon
#

she's SHOCKINGLY beautiful as a Taser 😉

#

Diane and Finneas 😂

#

I'm sure you can figure out who Finneas is 😂

left marlin
#

How far is this going to go

cedar nebula
#

not far enough

royal canyon
#

the rabbit hole never ends, @left marlin

dapper willow
#

does anyone know how to set up an optimized mirror?

left marlin
#

The way to optimize a mirror would be to show less items in it, or to lower the resolution.
You always want "Mirror Reflection" as a layer as this will display yourself. If you want other players, add "Players". From there it is up to you on what layers in the environment you want.

dapper willow
#

thank you!

torpid hazel
#

damn I can't test my worlds, it keeps telling me I don't have an aplication to open it

left marlin
#

You need to set the location of the vrchat.exe in the sdk

torpid hazel
#

yeah it was exactly that, thanks a lot

torpid hazel
#

I feel bad to keep bugging you guys but, is there a way to play a gif in a world instead of a video? with a shader or something?

solid helm
#

You can't play a gif, but a gif is a sequence of images on the inside and you can make a spritesheet out of one and use a shader to play it as though it were one

bold ibex
#

I'm trying to animate a treasure chest opening when you click on it, I thought I did everything right, but in vrchat you can't interact with it at all

#

any suggestions maybe I missed something idk I followed some tutorial online..

cedar nebula
#

anything with an OnInteract trigger needs a collider to be on the same object

torpid hazel
#

okay but what shader can I use to create that GIF/slideshow effect

bold ibex
#

flipbook shader

keen cypress
#

Poyomi Toon shader has that kind of shader built in

snow pine
#

hey guys cant upload my world due to this error

#

anyone know how to fix this

mild spade
#

@snow pine Try using the latest VRCSDK and try again

snow pine
#

thanks 😄

snow pine
#

i updated VRCSDK but still the same error

bronze smelt
#

Check your console

torpid hazel
#

I'm using jetdog sprite sheat prefab and the brightness of the texture is way too brigh, any way to make it normal?

near escarp
#

@stray sand

stray sand
#

its been a long time since ive touched that. i cant currently look into the problem but @torpid hazel it was made with shader forge which is free if you want to try and fix the problem.

#

ive not gone though all my prefabs to make sure they all are still working yet.

torpid hazel
#

I don't think I know how to use it at all

past wave
#

so i have a videoplayer in my world, and i have a button to turn the object on and off, is there anyway to make it local? so if me or a friend presses it, only they can see it?

#

or maybe i could get help with another issue, if i press the button to turn it on, no one else can see the video, they can see the grey background, but it never loads.

torpid hazel
#

@stray sand nevermind, I was doing it wrong

vague torrent
#

I'm trying to get a video screen to play a twitch livestream, but nothing seems to be working. Odd because I can play normal videos just fine, do i need to change anything besides making the sync type 'live stream'?

cedar nebula
#

check this page if you haven't already
https://docs.vrchat.com/docs/vrc_syncvideostream

vague torrent
#

Yea I was following that info earlier, I thought I did everything like it said, but the livestream wont load upon playing. My regular, non livestream videoplayers using the same methods do load, however.

cedar nebula
#

have you tried a different stream?

vague torrent
#

Maybe it's because I'm trying to load a livestream from Twitch? I'll try a few different sources to check

cedar nebula
#

twitch streams are the ones that work, youtube streams flat out don't work right now

vague torrent
#

It must be how i set it up, because it looks like other streams on twitch dont work when i put it in as well, im probably missing something lol

cedar nebula
#

@past wave video players can be local if you don't use the video sync component. Just leave the video player component, however it won't work with youtube, dailymotion, vimeo, etc. It only takes direct video links like streamable. Also don't disable objects with video sync because it busts the syncing system

near escarp
#

Is your video player enabled by default ?

vague torrent
#

it appears to be, i've also set it to autoplay upon load just in case it was a play button issue but its still not playing

near escarp
#

is the stream live ?

vague torrent
#

It is currently running a re-run, i also tried a fully live twitch stream and got zero results

near escarp
#

Can you show screenshots of your components ?

vague torrent
#

sure hold on

#

this is what is attached to the video screen, i just took the premade screen that was in the VRC SDK and put it here basically

#

I turned off auto start temporarily, but i have tried it with auto start on as well

past wave
#

so ive change my video player to stay unhidden, but now i have a new problem, i turned off "play on awake" yet it still starts playing on awake

near escarp
#

because you're sending the play RPC

#

you don't need it if you have auto start

#

But i have no idea what the video player part of this does for you

#

since it's a livestream

#

you should follow the exact steps in the documentation linked earlier

bold ibex
#

Is there a way to change the level of speed or jump for players with triggers?

slow orbit
#

I recall hearing that yes you can, but only once, by enabling the playermods component that is where you control that behaviour.

Probably not exactly what you're after but it's as close as you can get as far as I know.

bold ibex
#

Is there any tutorials that show how to build a map? Like teleportation, pick ups, colliders, small things like that?

#

I have the basics down, but I’m looking to expand and make a map with different rooms and places etc

stone hollow
#

I think the videos @left marlin made cover these basics

bold ibex
#

oooo thank you! I’m sure I’ll try it out later but I’ll make sure to take a look!!

bold ibex
#

Guys

#

My avatar world is the only one in existence where you can hit 144 fps in vr and loads faster than any other world

left kettle
#

Quick question; how do I revert the Unity settings back to normal for settings? Not sure what I did but everything is basically in this setting now.
https://i.imgur.com/f7GaCfJ.png

#

I'd like to default it back to the normal layout.

cedar nebula
#

looks like you're in debug mode? Click the 3 lines next to the lock in the inspector window and disable it

left kettle
#

It's normal mode which is the odd part, not debug.

stray sand
#

is there any errors in the console something could be causing the editor scripts not to compile..

left kettle
#

Oof, yes there is. Didn't even notice it. Thank you thank you~

alpine otter
#

got an issue with lighting on a custom world. reflective materials arent showing

#

well reflective materials on avatars

#

anyone have any idea why it might be doing this?