#world-development
39 messages · Page 6 of 1
yeah
I know its not going to look exactly like that in game, it was more just an example of what im looking for
Have you tried a different world? Which world are you testing that on? The world must have reflective probe baked for you to see it.
im testing this on a custom world, from the VRCSDK prefab folder. How would i setup reflective probe baking?
Also the mesh must have reflections enabled
I dont think that world had reflection probes.
I think you right. I'll mess around and see how it goes
Nope, still black. where should the mesh renderer be applied?
This may be more suitable for #avatars-2-general instead of here.
Its not an avatar issue though. on worlds like home and pug it works fine. the issue only happens when im in a custom world im building from the prefab world provided by the VRCSDK
Like I said before, the reflection is dependent on baked reflection probes on the world you are currently on. If you want to see it on your world, you have to add Reflection Probes and bake them. I will help you add one.
Thats what i just did and i didnt see any difference. help would be nice
How did you bake it? Do you see a sphere that reflects the surroundings? like this
After some tinkering I refollowed the tutorial to set up a video player for the stream, and now the video part is working, but it seems to be mirrored because all the text is reversed- and its audio isn't linking to it right because i hear nothing
@mild spade I ended up scrapping the world. something was causing issues with the probe. a new world fixed whatever the issue was. thankyou for helping
I'm new here. I'm curious if it's possible to get a commission for a world. Is there anyone I can talk to about that?
a lot of the skilled world creators don't ever check this channel, you might have better luck looking in the VRCTraders discord
thank you
I'm wondering why my world isn't in the recently updated list
Is it I need the new sdk or idk?
world rows are always finnicky. I'd update your SDK anyway if you haven't in over a month though
Hey, If anyone could explain to me how multiple audio sources work on a Videoplayer and how I can lowpass the audio based on how far away a person is that would be super appreciated. Please ping me if you do cause I might be tabbed out.
Didn't really find much when googling
@solemn adder make sure you're using the latest SDK as well as the recommended unity version. I had similar issues because i was using one Unity version too high. As soon as I went down a version it worked
Does anyone know a good way to do a score counter? I have a jank way of doing it but would prefer something better if possible
I think there's a prefab or two in the database for it. It was either a shader or big ass state machine. PhaseDragon keeps telling us to use hardlight's slider to somehow do it but it sounded way more complicated than it should have to be
Where can one find such a database?
check the channel pins for a link, it's the tinyurl one
Ah thankyou
Slider sounds like a good idea actually
Considering it's a manual score counter the player sets
oh he did make a prefab for it, check near the bottom for 'Counter' by Phasedragon
Pog
That spreadsheet is so good wtf
Are those world snail pens better than noenoe's for sync?
Eh i'll just test it tonight
none of the pens we have work very well sadly. This one was brought to my attention earlier today, seems promising but haven't tested it
https://65536.booth.pm/items/1555789
@neat plume I'm using unity 2017.4.28f1 while my sdk is pretty much from march
yeah there's the problem
If you get a chance to test those pens before me let me know how they look
https://vrchat.com/home/launch?worldId=wrld_d6ced7f4-e76b-4545-bd4f-2d5166680cfd Hey, check out this VRchat world. It's a really neat kingdom hearts world made by a rather talented person, feel free to try to send him a friend request and talk to him if you want he's rather friendly and can explain more about the world if you want.
is there any problem with youtube videoplayers? I haven't updated my world but it stoped working for 1hour to another
oh that's a relief
I suggest, to have a "troubleshooting" menu in your world, to explain why the video may not work
yeah that's a good idea, meanwhile, is there a way to remove baked shadows from the world? I don't know what I did wrong but the world has no sensical shadows
how to add more then 1 audio file in the world with play on awake & shuffle? I tried the vrc audiobank but it's not play on awake and you need to connect that to a button
@indigo pelican you can put an OnEnterTrigger at the spawnpoint and use that to trigger the audiobank
Is there a way to make random sound effects play at random times? The city I'm porting is from a game where the city is pretty much at war and in the background at random times you may hear a distant explosion, police siren, or a shootout.
Random times ? That would involve animators and triggers
Sounds more complex than I expected lol
Is there a way to get 3D off of these?
Is there a way to resizes the flares on a light source? Or the distance it reaches?
That looks fine. VRCGlobalRoot is normal and means nothing bad. Unpause unity with the big pause button at top middle of unity. Fill out the form and upload.
@snow pine
https://niyah.eu/i/3951.png
Seem like youtube-dl is not working anymore ?
Can someone help us there a way to turn 3D off of these
Thanks @near escarp & @autumn umbra
have you tried using the menu in the corner? I thought there was a 3d local off button?
@onyx canyon
That doesn’t do anything except make it split but it’s fine I’m already like an hour into Godzilla
oh ok
can someone give a heads up on the youtube player thing?
when it's fixed? Probably won't be touched until vrchat rolls out the next update
@cedar nebula thanks I didn't know about the collider thing ❤
I have a dumb question, what kind of lighting/setup do you need to do to get your avatar to reflect on the vrcmirror with the light in the world
@bold ibex Just put a realtime point light somewhere nearby (or a spotlight, if thats what you prefer)
I don't think that's the issue. On the mirror component itself, enable realtime pixel lighting. Keep in mind it's bad on performance, it's better to bake your lighting and then illuminate avatars with lightprobes
oh.. could you teach me how to use lightprobes
or.. I mean
Idk
Unity 2017.2.0 Light Probes Tutorial. In this video tutorial, I will show you how to set up Mixed Lighting (using Baked and Realtime Shadows). How Light Prob...
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This happens in only this part of my terrain, what do i do!
(it happens in a bit of other places but it doesnt happen in many other places
worked out a weird work around
just do a smooth or random terrain edit in the disappeared area
could be caused by your boundaries script ?
how do you put particles in a world? I have a particle system up and it works in unity but how do i build it?
build it ?
When i build the world in the builder the particle system isnt there
(i apologize for the poor wording)
does it use a script/component that isn't the Particle System?
Post a screenshot of your particle system
does it show up in Play Mode?
I'm having an issue with post processing. I have it set up in Unity, and it's showing it's working, but in VRC it shows nothing. Does anyone know why it's doing this?
@barren ice probably because you do not have your Main Camera set as your Reference Camera in your VRCWorld
also delete the Tests folder if you have it, otherwise your world won't update
and I love you random citizen SkyAtlas!
oof i can't remember where to set up reference cam, I'm so exhausted x.x
oh never mind
i remember now lol
That was the issue btw, thank you. ^_^ ❤
no worries glad you got it resolved @barren ice 🙂
Anyone good with DoF? xD It's like it's doing the opposite of what i want it to
I can't seem to get it to focus in the front insead of the back
I typically don't use DoF
i've seen a couple worlds with decent DoF that looked reeeaallly well, so I wanted to try it out :3
If your Aperture/F-stop value is a low number (say f1.7 for example) the you're depth of field (the range that items will be in focus) will be narrower than if you have a high value (for example f11).
If the target you want sharp is at, for example, 10meters away and you have your focal distance set to 1m then you will most probably not have a sharp image (except for anything that is 1m away from the camera).
FYI I think you haven't adjusted the focal point and so the item you want to be in focus simply won't be...
If you adjust only the focus (and leave the fstop/aperture where it is) you will notice that your depth of field decreases as you focus on items closer to the camera (not much will be in focus. But as you focus on further items away you will notice that more is in focus as the depth of field increase.)
hopefully that helps
Try increasing Focus Distance
@barren ice I was able to achieve the effect
I included my settings
it's very sensitive
if you include DoF make sure people can turn it off, or even just have it off by default. It's absolutely horrible in VR
you should use color grading as well, the tonemapping is amazing. Can really change the atmosphere of a world
I'm not too familiar with color grading
it's not complicated as long as you're not using a custom tonemap. Pretty simple to just up the saturation a bit, make the temperature a bit warmer, things like that
Filmic or Neutral?
Wish more world creators used color grading 🙏🏻
I'm implementing it now
Filmic ? Are you using post processing v1?
Yeah I couldn't get v2 to work
did you ever look at silent's guide for setting it up?
where can I find it?
thanks!
damn that was fast
It also tells you what not to use
Good. Sometimes knowing what NOT to do is better than knowing what TO do 😂
yeah I'll def have an option to turn it off. My worlds are basically made to help people relax. So I'm adding bloom to soften things, and maybe DoF option. ^_^
I would advise against having DoF on at all since lots of people are in vr
And they aren't going to go fumbling through a menu when they see your world feels uncomfortable
It won't be an option thats on when you enter. And I don't plan on making it very strong if I do actually add it
Dont need to color grade if your colors are good anyway 😉
^^^^
Anyone have any ideas how i can do object snapping, like a magnet on a fridge?
When the user puts a pickup object against a certain area of a fridge it would snap to that position
I thought about using layers and teleporting the object on enter trigger, but i only have like 4 layers avaialable but i have 24 locations i need to snap objects to
check this page on object detection, you're looking at using Lifted Colliders. It's still a WIP page but the basic information should be there
http://vrchat.wikidot.com/worlds:guides:object-detection
That's exactly what i need i think, thanks a lot :)
aah so i imported poyomi's shader and it broke my mirror
any fix?
wait it works now
nv,
So i have a animation to rotate a ceiling fan in my world, everytime it makes a full rotation it slows down and then starts up again, how do i keep it at a constant speed?
right click the animation curve and set to linear
for the last frame you might need constant to avoid spinning backwards to 0 quickly
how do i go about that? i set it to linear now, its not slowing down but it still resets when it starts to loop
nvm i got it figured out
If all you need is simple spinning, there's a standard asset script called auto move and rotate that's really handy for that
heh, seem to have alot of questions lately, i have a small display of models in my world, i also have avatars for them aswell, is there a way to make it so if i press the model it will work like a pedestal and change my avatar?
yes @past wave
wait
There's a way I'd just have to figure it out again
I think you'd drag in the avatar pedestal and change the mesh and the collider to your model
how would i go about that?
the actual pedestal component and the interact can be 2 different things. Just copy the trigger from the actual pedestal onto the model, then give the model a collider so you can interact with it. Then on the actual pedestal object itself scale it down to 0 so the preview picture doesn't show
Thought I might as well put this here too in case someone sees it here first. So, I have a world I've been working on for the past year or so, and for some reason for the past little while something has happened with the world and now, whenever I enter, I can't hear my avatar sounds and nobody in that world can talk to each other, as if the world is muting player sounds. I don't know how to fix it, but it's driving me crazy! If anyone knows anything about fixing world sound I would greatly appreciate the help! Here's a link to the world if you need to check it out yourself - https://vrchat.com/home/launch?worldId=wrld_f19a5cfb-230d-4a3c-b730-15ad4cadec12
update the most recent SDK, clear any settings that affect player voice range (I think at this point it's only the setting from the Mods component), and then make a new object with the voice override component and leave all the settings default and make sure it's set to global. If that doesn't clear up the issue then something else might be going on, like you're on the wrong Unity version
hmm, ok, I'm in the right unity version and the most recent sdk, so I'll try what else you said next. I'll be back to report!
Ok, well I tried it, but no luck, settings default and set to global, the whole thing, and still nothing. I can hear my world's ambient sounds just fine but any avatar audio is silent
check the override settings then, make sure avatar audio isn't set to 0 or something crazy
nope, it shows as 10 40 40 40
force spatial is turned off by default, but other than that everything has a value
I've heard of this issue before but we never actually solved it. Just want to double check, what Unity version are you using? And do you have anything in the world that might be doing something wonky, like a Standard Assets script? Maybe it's just an avatar that's bugged, try using a different one?
Hmm, interesting. I'm using version 2017.4.28f1. And I'm not sure, how would I check for an asset script? And nah, it does it with any sound avatar, and those avatars work in other worlds just fine
its a very strange, isolated issue
yeah that's the correct unity, and you'd have to be using the correct SDK to even use the override component... checking for scripts woulda be kind of overkill, just think back to if you added anything weird. Maybe an asset pack included something strange?
I think I might have found something. Gimme one sec
dang it, Unity froze. Gimme one more second XD
ok, this is so freaky. I even have a super old version of the same world in the Unity Project, and the sounds WORK on that one! there must be something interfering with it in the newest version. just what is the question
@keen roost How many audio sources are in the world. Unity limits how many audio sources play at once.
a lot, now that you mention it. I haven't counted, but I filled the world with ambience
If there are more then 32 audio sources being used unity will start turning some off based on priority and distance.
does that include people talking though?
I would assume vrc uses audio sources for players voices.
hmm, that may indeed be a problem then. Yeah, like, every light source in my world had a soft fire sound on it. Might have to delete some of those
Lowering the max distance and lowering the priority of them should work.
Also for setting priority “Priority is an integer between 0 and 255. 0=highest priority, 255=lowest priority.”
If that doesn’t work then deleting them should work.
yeah, I also at one point had physics based sounds on some objects, but I'm not using that plugin anymore, so I went ahead and deleted those sources. Let me check that and then if that doesn't do something I'll just go through and lower max distances on everything
welp, tried both. Still no luck. I must be missing something here that's staring me right in the face, I just can't put my finger on it
i used the VRChat SDK to upload the world and now everything is grey for me. does anyone know why my world has done that in unity
@rain badger what version of Unity and SDK are you using?
it was the newest one cas i just installed it. it seems fine now after i restarted unity
but it was odd
it did this
it seems fine now anyway
that's weird must have just been a glitch or something
@rain badger That happens when you use the search feature. It will only show the objects you typed. If you look closely, On the hierarchy next to "create" there is a search field. You typed something and everything turns gray except what you typed (if it exists)
You typed "wd"
It happens by accident at times lol
i thought i some how broke it
I didn't even notice that. I knew it grayed out sometimes with search but didn't even put two and two together
I was looking at assets not hierarchy
Possible to add footsteps sound to the player with 'Playertracking'?
yeah, jordo did it in his Ebony Hawk map. Getting it to sync (have other people hear your footsteps) is incredible impractical though. I don't remember exactly how he did it but I think he was using a trigger collider that teleports to your position every second or something and exiting it would play the sound. It was just a simple movement detector
so the new update do not make me to do a test to see if the map is working
do anyone get the same problem?
I tried doing footsteps too and it was mildly uncomfortable in VR so I scrapped it. It might be better if you have a single-room world with a single ground surface type - but we use the acoustics of our footsteps as part of our spatial awareness IRL so I think the lack of room influence with the footsteps is just weird.
Would love to see footsteps be a native client thing one day tho! At least after we get some form of audio propagation 🤓
Sometimes, some of my props do not have the pick-up script and it seem to be totally random on which one
Do you mean some of your props can't be picked up?
I have a lot of pick-up props that are using the vrc_object sync ;could that be the case ?
yeah.
but like ; all of the popcorn here are exactly the same game object
And one of them can't be picked up
sometimes it's not the one in the middle but the one on the left ; a bottle.. or any of them
Do you have any colliders in the area? Those will usually block interactions and pickups
seem totally random
nope
Can also pick-up the one just on the side and the collider of the one in the middle seem to not work
Does the object itself have multiple colliders?
If they are the same size, then it will be difficult to pickup
oh, I moved one
that's the default I have ; I'm finishing baking light and will try again
But it kind of happen on any random object when the instance load ; if someone else pick it up then it's fine
not a big problem ; i'm just trying to understand
There's a collider debugger you can use to see if there's any rogue colliders.
I think it's called physics or something
I ended up removing the middle one and just duplicated the one on the side ; going to try now.
It's not a collider problem tho ; That's what bugging me
Problem seem to be fixed ; oh well
thanks tho ;w;
Are you sure you don't have anything static about it?
Certains
I litteraly did ctrl+d one of the two working on the side
if i lay down on it it clip trough the map and respawn with a collider
what the f u c k lmao
can you post pic of all components on the object? Also their hirearchy
You really shouldn't be using a mesh collider for pickups
remove special layer
🤔
I'll put some box colliders after ; every other pick-up use the special layer tho since I don't want people to collide with them but i'll give it a try
Building without the special layer rn
You can use Unity's layers. Set the layer to "pickup"
I can't pick it up in game if I do it this way
special layer is very old and should not be used
oof ; Well i'll try the unity layer again then
I guess the special layer was the problem. Would be nice if it had a notice or anything
Thanks Squall & CyanLaser !
Why does special layer even exist? lmao
Before custom layers were a think
thing*
All it does is set the layer
Which we now can upload and even set with triggers
ohh, pre 5.6?
idk i followed a tutorial lmfao me newbie world creator
Did they not have layer uploading with 5.6?
ohh, custom for VRC
nvm ; still happening holy
👀
I was able to move it for like, some sec ; alt-tab into discord ; get back in game and
:notlikethis:
Have you tried using a box collider?
Changing every colliders to box as we speak 💖
Well ; after some minutes of waiting it is still working.
Is there a specific reason of why in the hell this particular one would heck up and not the others one while using mesh colliders ? Since they're all the same mesh & settings .-.
Thanks a lot again tho ; Learning is a always good and optimizing aswell ; time to add some snack machine now yay
sometimes triggers don't like mesh colliders. It's best to use Convex too if it's a pickup with a Mesh collider.
if you ever use Mesh colliders and it's not working, try ticking Convex, and then if it doesn't work switch to Box or Capsule collider. Sphere works too but I only really use it for spherical interacts
Yush ; I was using convex already, switched them all to box instead ;w;
Good evening. I've noticed that a lot of VRC worlds feature different "sectors" between which players can teleport between, allowing them to escape laggy sections of a world. What's the best way to accomplish this? How far does each "sector" have to be from one another in order to maximize the effect?
Is there something else at play as well? Are assets being unloaded and reloaded when players travel between these different points?
Assets are never unloaded in a world. They may not be rendered thanks to occlusion culling though. I suggest reading up on that in the pins in #world-optimization.
Sometimes people will use "trigger Occlusion" which when teleporting, turns off other portions of the map. When doing this, you need to be very careful as synced objects still need colliders or they will fall for everyone else.
I'm not planning on having any physics-based interactables in this world, or anything that would require syncing, but I'll keep it in mind!
hey i just got the latest VRChat SDK and I can no longer access the test worlds i build
are there common causes for this?
vrchat opens, tries to launch the test world, goes black for a few seconds and diverts to my home world
Have you tried reuploading the world? Sometimes the upload is corrupt.
hey, this was for a local test but it worked after reimporting SDK
where was that new tool that shows you a breakdown of all the types of assets in your world?
Do you mean like the size of all assets uploaded with your world?
https://twitter.com/Ruuubick_/status/1166014308918185984
Make a new test build for your world. Find your editor logs by clicking the 3 lines on the console window. Search for the last instance of "customscene" and you should see the breakdown of your assets in the uploaded bundle.
@near escarp Can you pin your tweet so it is easier to find?
that's the tweet I was looking for, thanks 🙂
When you pin it, make sure you write that they have to search for 'customscene' too!
I was too slow
I can edit it to add that
Any errors in your console?
nope
You using Post Processing v2?
no clue what that is
We have a post processing stack that if you don't delete a certain folder, it can result in all sorts of weird build issues - but that's obviously not the case here!
Usually when someone gets that, they can diagnose it bcs it's throwing them errors in their console so that's weird! Can you enter play mode within Unity fine?
yh
omg so i deleted a file with some stuff i dont use for the map and now its working and uploadin fine
so it was a file that was blockin it
possibly a script!
yeah
SDK hates non-WL scripts
People write editor scripts for assets without considering build time. It would fail for non vrchat projects too.
It's still elusive for me as well. I still don't quite understand it all.
wrap your editor scripts in #if UNITY_EDITOR to ignore vrchat and building stuff
The problem is when other assets don't do the same
there should be better explanations and warnings about using asset store things in the vrchat docs 😐
some people spend a lot of money on stuff they can't use
using asset store 3D models is ok but that's about it IMO
yeah exactly, there's some particle packs and shaders that work fine, but it's impossible to tell from the store pages
im looking for someone who can help me with the video player in a world if i could get someone to do a video share with me and explain what i need to do that would be amazing
i have an issue with my map where i cant spawn into it as in it loads for like a milisecond and boom home world
Check your collider especially terrain and make sure the terrain collider is ticked on @unique comet
Sometimes you could also have a spawn that might be inside a collider
i think i enabled a mesh collider from my memory
You can set your own custom spawn if you wanted to, just place the gameobject in the map and then set it in the inspector
If the entire world is using a mesh collider
And it’s set to convex
ok let me check
You’re going to be spawned in the collider probably
Exactly
ah so i have some concearn
am i just gonna be floating?
because those seem to fly above the stairs
Yes
ah fek
Check from other angles
Click the stairs
Let me see the inspector tab
Unless the entire map is one big mesh
so no floating?
ah kk
I do see a box collider
In one of those first pics
Idk what that was for
But if it’s for spawn
Adjust it so it goes down
sooo uuuh i think i can spawn now?
ah ok
also how can i make shure that these have coliders so i dont fall thru them?
The best way is to test it tbh
But easiest way is to align the box colliders to the wall
And then scale it
Delete the mesh render so it’s invisible or disable the component
ok
Are custom chairs that still allow you to use facial expressions a thing?
i try to find out how i do that but im still new as hell to making maps so could you elaborate on how i do that?
@open thicket
Is there a non-fps killing way to display a rather distant planet?
off the top of my head a alpha texture or attached as part of the Skybox
Just make a box when you right click
In the hierarchy
Drag the box into the scene
Scale the box next to the parts of the wall that you might fall off on
Scale as in expand it and make bigger
You can press E to switch to that tool
And then move it next to the wall
If you wanted to hide the box
So it’s not visible and only the collider is there
Either disable the mesh render component by untucking the box next to it in the inspector, or delete it completely
@unique comet
@weak jolt rainwolf’s suggestion is probably the best way to display a distant planet without having to use a png/alpha cutout.
wait cant i just put a collider on the boxes on the wall?
You could if there’s a mesh for them
its just the colour black
There’s a lot of creative things to do
Alright, thanks @green lagoon and @open thicket
It should but just use the box
ok
Mesh collider components tend to use more data and probably eat up more cpu IIRC
can i add the colider to a mirror?
But box colliders and primitive colliders are more performant and optimized
You can add the collider to anything you want
You could use box colliders to make dummy colliders for entire worlds
ah ok
I personally use dummy box colliders for trees too
Trees using mesh colliders can be very messy
soooo back to the acctual map its self do i not enable the coliders?
Think about it like this
If you want to stand on a surface of the map
You want colliders on then
yeah
but the whole floating thing is throwing me off
do i chose another map to work with or
The floating happens because there’s a collider making you float
You have to find the problematic collider
Sometimes colliders intersect with each other because meshes are in between each other
There’s probably a collider in that spawn area that you were showing that had a box collider that was floating above the surface
Almost all assets you import will have meshes attached to them which you can have a mesh collider attached with it
Convex is good for things like rocks and surfaces with outward appearances or won’t be really stepped on; nothing inward facing
And don’t give up hope, map making isn’t something that most vrc users can do!
No worries
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no.
The VRCCam is still the camera for the thumbnails, right? For some reason it just won't upload a picture...
Does it upload the world successfully but the picture is missing? Or it gets stuck uploading
The upload/updates have all been successful thus far
This is how it looks like when it's ticket. Not sure if that is how it's supposed to look like
That's a bug with the SDK. It will look fine after upload
It makes the box transparent and applies post processing twice or something
Check ingame or on https://www.vrchat.com/home/
Alright, but it still didn't upload a new picture after I relocated the cam
How do you know it did not upload a picture?
Is the picture blank? Or broken error image? Or gets stuck uploading
Whenever I join the world it's not the view that I set it to
The icon of the world ingame might be cached and may take time to update if you upload another image
Check in the browser in vrchat.com/home and maybe use shift reload on the world to reduce chance that it is cached
It has been the same picture ever since the first upload. I have done about 10 updates since then and never has the picture changed. Not in the browser nor in the game
If it is already public maybe try filing a support ticket by email or online. If it is still private, have you tried deleting the world and making a new one?
The picture is taken at the end of upload, not the beginning. Also the aspect ratio used may differ. Other than that I have never seen it differ from the preview in the uploader
Yeah, I'll try deleting it before making it public. Also, the VRCCam can just be placed into the world without having to do anything else, right?
You just move it around where you want
The default position is always bad
And check the preview in the corner of the scene view
Not placed yourself. It should put one in the world during upload process
And then you move that one
If you add a second VRCCam that could break maybe
Okay, I was trying to see if I did something wrong but that's exactly what I did so.. Well.. I'll just delete it and reupload it
Thanks for your time @balmy gate
Also @open thicket I am at a restraunt now so is it possible that when I get back in say an hour you could call and run me thru things or are ya in a timezone difference or something along those lines
I deleted the world, changed some camera parameters, placed the camera to different positions but nothing helped, I am always getting the same picture
ok so i am making a world for the first time as evident by above and i cant even load into the world without getting booted out anyone able to help?
Does anyone know how to fix this issue?
@weak jolt
for a easy way to handle adding a planet in sky box is make every thing in the sky you like .. turn off every thing like the terrain and add a reflection probe .. set the resolution and bake it .. this can now be converted to a cubemap and used as the new skybox ..
Thank you @fresh plover gonna have a look into that later
@gentle scroll do you have a Scene Descriptor on your VRCWorld?
also check your console for errors
if you have PostProcessing, delete the test folder.
so i'm trying to create background music within my world, but i don't want it to be heard in 3d space
i've changed the spatial blend to 2d, but it still sounds like 3d to me
what should i do so it just sounds the same everywhere i go, no matter how i turn?
surely there's something that doesn't require a prefab?
I've only used jetdog's
You can also add the new vrc_spacialized audio component and click the checkboxes in advanced for 2d audio and used special curve.
^^^
oh hek
ikr?
now you have to worship him
lol
Hello boys !
So ; I'm trying to locally change the second material of a mesh using an UI & vrc trigger;
The "SetMaterial" only ask for a material and change the element 0 ; any ways to do it without using an animator component ? ( I mean, if I have to i'll do it but :o )
It would be good to be able to set which element we wanna change tho
Thanks everyone
I think you can only set the material of the first slot and not any of the others.
Yeah ; I just ended up making a duplicate of the game object instead ; lazy to do it with the animator component
Could someone here possibly tell me common issues with uploading world's? Ones that cause unity to crash every time?
I keep getting this issue and I have no idea how to fix it since I was able to upload before. Now it just keeps doing this after I made some changes.
any tips on making water reflective in world? Im just starting to get into unity.
@bold ibex the most common uploading issue is having Future Proof Publishing enabled in the SDK settings, disable it if you haven't already. Using the wrong Unity version can cause problems too, make sure you're on 2017.4.28f1, and also make sure your SDK is up to date. Finally, you might have scripts that are throwing errors. Disable Clear on Play in your console and then run a build and see what issues come up
Okay thank you!
@junior cloak smart workaround
💖
is there any way to make a Pickup master only?
Uh, it's awkward but yes
In order for only one person to be able to pick up something, then that means only they have the collider enabled (or you can animate the "pickupable" checkbox, but you need to make sure the animator is on a parent object)
The way to make it master only would mean you would need to detect who is master. This can be done with a master local check when the user joins the instance and for everyone who isn't master, it will need to check when they become master (on player left).
There is an example of that in the database and I also wrote out the setup on the wiki.
repasting here for others later
http://vrchat.wikidot.com/worlds:guides:master-local-triggers
Isn't there a "master checker" prefab?
Yes, there are two both doing different things to achieve the same results.
@cedar nebula how do you disable future proof? i feel like i may need to because i have been having issues with unity crashing like when i go to upload to vrc it goes through till the last point where i can name world and shortly after i start the second half of the upload unity crashes and this happens every time.
go to the settings in the vrchat SDK and just uncheck it
okay this is getting really annoying it happens each time. its the first time compiling and uploading so there is nothing it can find but it keeps insisting that does how do you fix this
Check your console right after building and scroll to the top of it. Do you see any errors as it should say why it failed.
what are the correct tags for a game world?
game is the only one needed to get into the games category
thanks cyan
@robust frost Close Unity, locate your project file in your (documents, probably) and then locate the SDK folder and delete it. Reopen your project and reimport your SDK package. See if that works for you.
can someone give me a link where i can find the newest version of the flyer prefab?
I've seen people move objects in a grid in their world, any idea how it might be done?
Like, objects would snap to nearest location
yes that's done with a combination of standard asset scripts and taking advantage of a limitation of unity where objects far away lose precision. To break it down into the basics, you just have two objects and one of them is offset by 1 mil meters which makes it snap to 1 meter increments. Then the original object is following it back in turn which makes it inherit the snapping
does someone know what the problem is when the chairstick of the flyer prefab will disappear and stop working when i start flying?
@modern kayak
don't move when you sit in it
moving makes you stand up, and the prefab is meant to despawn when you get off
i want the download of the cats blender plugin ._.
2D Audio is really easy to achieve without the prefab and doesn’t require large rolloff distances
Anyone know if there's any documentation on the exact limitations on the Quest version of VRC in regards to worlds? I kow about the "Best Practices" one but I'm looking for a "Does/Does Not Work" style document. For example, VideoSyncPlayer doesn't work on Quest. Reflective shaders don't work (hell, most shaders don't). So, I'd love to see a simple go/no go breakdown...
Quest is an Android device, and it runs OpenGL ES 3.0 to my knowledge (Not Vulkan) so you are limited by capabilities of OpenGL ES, including being limited to Shader Model 3.0
Mobile GPUs use what is called tiled renderers, and the Quest build renders directly to the backbuffer
What this means is no GrabPass / readback of pixels, no HDR and no post processing
Reflective shaders work, assuming you are using reflection probes and not something complicated like screenspace reflection (Generally no screenspace effects as those depend on GrabPass)
So what doesn't work on quest are refractive shaders as those use GrabPass
Well, you can do a LOT with OGL3 that VRC doesn't necessarily allow
however transparent glass with reflection probe looks really good. you usually don't need refraction
VRC allows world creators to do anything that VRC has support for, just like the PC version
now there are are performance costs to some things, but as a world creator it is up to you to find acceptable tradeoffs
Worlds are not restricted to VRChat/Mobile shaders (and in fact, should often not use those shaders)
Video Players do work. What does not work is Sync Video Player and Sync Video Stream (barring any future updates)
so that's kind of it as far as restrictions I am aware of. Most other things come down to performance. Feel free to ask here about feasibility if you have such an idea
Hmmm.
Also if you have a specific shader that does not work on quest and want to know how to achieve it or a similar effect, feel free to ask. A lot of VRChat shader authors are inexperienced and do stupid stuff.
For example a popular fire shader and glass shader were modified to use Tesselation for some unknown reason. Those shaders work great without tesselation (and perform better!) so often it's just a matter of disabling tesselation and change the shader model to 3.0 and tada! quest support
The "review" in the control panel complains if I use anything but the VRC/Mobile shaders
that's definitely a bug, but it might be that it thinks you are trying to upload an avatar
first, are you on the latest SDK?
Yup
second is the upload button greyed out or does it let you through
Always make sure I'm on latest SDK
it says it's a world right? Like it shows Test Build / New Build buttons?
Actually, If I see big red warnings, I don't even try as I don't want to get any downvotes. Trying to earn my way up to workshop publishing
warnings have no effect on world stats after upload.
But reports do
reports happen if your world looks bad or doesn't work. Often following vrchat defaults and warnings will end up with a bad world
For example, always change your Build Settings texture compression to ASTC if you upload a quest world
otherwise everything will have green and purple spots all over.
Huh. Good to know
the warning is there for a reason, and you should understand why it is there but not always follow it literally
for example, it is good advice to use shaders optimized for mobile. Don't use Standard or PC shaders unless it calls for that
but that doesn't mean sticking only to VRChat/Mobile for worlds
OK. So, let me run this idea by you. I wanna build a space station (one that rotates to create gravity). Obviously I can't rotate the world, but I can rotate the BG
Also, as far as I can find, VRC doesn't support arbitrary gravity vectors. Is this accurate?
Yea...sadly it seems that support for changing gravity broke in 2017 to my knowledge.
but it sounds like you just want to rotate a skybox
Right
or some sort of star background / planets around the station to provide the illusion that the station is rotating?
right
Only option I can see that I could animate is the heading, but that's around the veritcal axis, which wouldn't work for the scenario I'm thinking of
can you just animate the rotation of some object that contains all the background objects around you?
Hmm. ATM, I'm just using a sky shader
here's my star skybox hack. works fine on quest
it's based on the default unity skybox
Nice. Thanks!
Now I get to see if 0.0031 rpm is slow enough to not make me sick!
Hmm. Do I need to do a full lighting bake to see the shader? Getting nothing but black atm.
Oh that shader needs a directional realtime light to know the stars direction
One realtime directional light can be in your scene with no performance cost
You can set it low intensity. That's how the shader knows which way to rotate
Or modify it to get the rotation some other way
Make sure to turn off shadows of course
All lighting was set to baked only
Yeah one directional realtime light with no shadows is allowed
Everything else must be baked
And voila! Let there be light! Thanks!
So, if I animat the rotation of that light, I animat the shader. Perfect! Cheers!
Any idea what might be causing this? https://i.imgur.com/tDNnxIl.png
Poor uv map?
Looks fine in the editor https://i.imgur.com/deQuXj3.png
would having a really old sdk potentially mess something like that up? Might be something to do with probuilder too
guys, i have post processing stack 2 and i made a UI menu ,can someone tell me how to trigger post processing stack with a ui element like button, check box, etc?
Change your main post processing volume to only have stuff you always want on, like color grading and auto exposure.
Then, make another post processing volume and check is global, and set the stuff that you want a toggle for - for example Bloom. Make this object disabled (or enabled as you wish)
Now, you can toggle on and off this extra game object to control the extra post processing features
Make sure to set the layers correctly for your extra PP Volumes! (the tutorial uses Water layer) @past burrow
so i can have a pp volume for every effect and if i toogle'em all they will all work together like all-in-one?
yes that's one simple way to do it
Another way if you want variable changes to the volume instead of just a toggle, you may want to set the Weight property. To do this, you will need an Animator.
Animators can be controlled using triggers or other ways... If you want to control the Weight using a UI slider control, I wrote how to do this a few times. Search this discord for the word "Rebind" to find my posts on the subject.
Hey @balmy gate . still there?
ya
So, I've got myself a rotating skybox. At least, in editor. When testing a build though, it doesn't seem to work. Does VRC limit what you can use for a skybox shader?
hmm, could be the directional light doesn't actually work in vrc
so that shader would have to be modified to get the rotation some other way
I'm assuming you mean quest
Actually, I'm just testing on my local system
And I'm using a script to rotate the shader values
to be honest probably easiest thing is instead of using a skybox, make a sphere with a texture or cubemap on it, and rotate that
nothing shows ingame? it is black?
oh you're testing for PC in play mode?
Right
And I'm rotating the skybox via this in update:
RenderSettings.skybox.SetFloat("_RotY", RenderSettings.skybox.GetFloat("_RotY") + 0.0035f);
Script ? Here's your problem.
for what purpose? That's not going to actually work in vrc because scripts aren't allowed
Gah
if you put that shader on a sphere you can use an Animator to change that property
^
I don't think you can access that value in an animator
It's a material
if you want it on the actual skybox, the only way to animate a rotation is by animating the directional light rotation.
otherwise don't use the actual skybox and use a sphere instead is easiest
you can access material properties in animator but it has to be an actual Mesh Renderer
Hmm.
then it shows up as Mesh Renderer -> Material._RotY for example
Yep
How would I get an actual mesh to render the same way a skybox does though?
oh you want an inverted sphere instead of a normal sphere. the prefabs database has an inverted sphere
or you use a normal sphere and edit the shader and add the line Cull Front
Also, how would I get the animator to essentially rotate forever? From what I can tell, the animator does have a post-curve = infinity option
enable loop in the clip
the VRCSDK includes a rotate in the examples folder
Well, it's gonna be a slow rotation. Like 30 min per full rotate
Can any one help with my issues with transparent going in and out, Everything is standard and the Glass is standard transparent with roughness. https://www.youtube.com/watch?v=GDZYiExn8Po heres a video of it happening
Try making it more dense, like a 4x4 grid
Gotta give the engine more to work with when trying to figure out what belongs in front vs behind when dealing with flat objects
humm thats new ill give it a go thanks
Sure thing. Good luck!
So, I have an animator on the material of a sphere. And it looks fine in editor. But in test, the camera is all messed up. I can only move my head up and down, not side to side. My avatar can't move but the hands work. It's really weird. If I just disable that sphere, everything is normal.
OK. Other odd thing I just noticed is that I only see the material animating in the scene view. Not game view.
Ah. Had to turn off the environment's use of the shader
And it's working. A little too well. 🙂 nned to slow it down. It's just fast enough to mak me a lil motion sick...
Has anyone here had any success with Iwashi Video Player v2.2s? I feel like I'm missing a step
basically when i try to interact with it in-game the whole display just disappears
it's not your fault, there's a current issue with the SDK where the dynamic prefabs in the scene descriptor get wiped and filled with random objects. You'll have to use an earlier SDK or wait for an SDK update
hmm guess who has been saving their SDKs hehe
oh it mentions that it needs an event handler system, do you know what that means?
er
event system
ah yea I was about to say Event Handler is auto added to triggers. Event System is for use with UI stuff. I think you can just add one
yeah just create it, I don't really know what it does but making a UI canvas always makes one for you so I assume it's important in some way
yeah i've noticed that too
@balmy gate still there?
sure enough it works with an old SDK
Anyone know the maximum dimensions for a world?
@royal canyon it didnt work sadly
@flat dagger there is not really a limit but the further you go out the wierder the unity calculations get. youd hit your storage limit and cause a lot of lag when loads of pollys and items have to be rendered
but that wouldnt be a problem before you hit your storage limit
anyone know a good site to find a jazz lounge model?
not having any luck
like the low lighting red velvet walls, stuff like that
i'm in the process of modeling my own lounge, if youre wanting to get started in blender, this may be your chance to start learning
Furniture is pretty easy to learn and theres tons of tutorials
otherwise the unity asset store probably has what youre looking for and you might have to find textures online to fit your needs
not looking to do all that right now
im looking through alot of websites and noone has a dang jazz lounge i dont get it
Trying to make an ONeill type space station, with a radius of 10km. I'm gonna go out on a limb and say that's probably outside Unity's range, but I can still make the thing and then render most of it into a skybox
might want to find a picture of a lounge like you want, then look for models of the different objects that are similar to or match it. probably wont find a whole lounge to go. atleast thats how i'd go about it.
or instead of searching for a jazz louge, look for a jazz bar, might give different results
yeah I would definitely go with the Skybox route jjfranzen
I just imported a rough prototype into Unity for fun. It's actually working...
does someone know what the problem is when the chairstick of the flyer prefab will disappear and stop working when i start flying?
@spring linden is it Jetdog's prefab?
@royal canyon no, an older one
Jetdog has a good flying prefab
but is it still working?
It works for me
https://niyah.eu/i/81974.webm
A way to make a pick-up not have momentum when i release it even if i'm "throwing" it ?
( perhaps the constraint in the rigid bodies ? )
untick gravity I think? then it'll be like it's floating in space
yeah i did, I wish for it to not float when i throw it
Perfect, thanks ! 👌
awesome!
hihi, is it best I use unity 2017 with the SDK provided by vrc, rather than unity 2019? Im having problems with scenedescripter and spawn points with 2019
You have to use the Unity version the docs tells you to use. Unity 2019 will not work.
Requirements We're going to need a couple things before we can get started. - Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1 If you have Unity Hub installed, you...
thanks for the link, much appreciated 🙂
Anyone know what causes douple vision in maps? Im confused everything is disabled and its still doing it
@amber silo is it the whole screen is splitscreen, or some object/ mesh is double vision (right eye sees the mesh in a different place)?
The cause is often that the shaders were compiled by mistake without support for single pass stereo
its splitting the screen for vr in half
To fix, right click each shader that is acting up and do Reimport
sometimes even 4
Hmm so that's caused by a bad post processing feature
turned off post processing completely did the same thing
Is it PPv2 or PPv1?
PPv2
I'm not convinced you turned it off correctly. That shouldn't be possible without post processing
Do you have any grabpass effects
nope
For the split screen issue it would need to be a broken grabpass or broken post processing features like depth of field, motion blur, etc
Does your menu show up in both halves
yes
Then the only thing that can do that without render queue manipulation is post processing
even with it on its only colour grading and bloom
Try unsetting the reference camera. Or disable post processing layer and all post processing volumes for now. Just to make sure pp is the culprit
However I believe the fix is to right click reimport all shaders in post processing v2
Or reimport the whole post processing v2
Make sure to delete Tests if you reimport the whole
(Those settings are fine so your post processing stack got compiled without single pass stereo support)
And yes post processing v2 actually uses the shaders in your project to do the color grading etc.... you could theoretically modify them in your world if you wanted
does someone know a better solution to have a audio player that plays songs one after the other? to have a big audio file lead to problems and a videoplayer i dont want
I made my own music player and it doesn't increase load size
Do you want the audio uploaded with your world or not?
i wanna use audio files they are in the project
that's gonna add a huge chunk to your world in MB size and decrease world loading time
I have a 15-track Music Player in my world and my world is still under 75MB
I added 2 songs to my world at first and it added 20MB easily
i just have my big audio file but i need something like a audio player because big audio files make long blackscreens
oh so you'd like to import multiple files instead of one huge file
my suggestion is making sure to compress the audio a hell of a lot
is there cases where your lab world wont go to public because of bugs or whatever issue?
yes
Anyone know a fix for this texture issue?
🤔 seem like uv mapping ? maybe texture is tiled ?
♥ ♥ ♥ ♥ ♥
I'm a sucker for all things Doom
Every. Damn. Platform.
40 minutes? Is that the whole damn game?!
whos already starting on their halloween world?
so is there a way to fix the lab world wont go to public bug? should i contact someone?
OMG that world looks awesome
is it the escher's relativity world? it's been only in labs for 1 day but 550 visits
ye i was just wondering why it wouldn't go public even tho some other worlds with less visits and was uploaded later than mine got published, just wanted to make sure
did the 550 visits happen mostly before you labs'ed it or after?
most of it was after it labed
obviously they won't reveal the rules but i have seen worlds upgrade to public quicker so I don't know. my own hangout world take almost 5 months to go out of labs but it was also just the usual unity cube floor with mirror and avatars type of world so not surprising
a okay so the mods actually have rules for this instead of having some automated script
internal rules that no one knows i guess
hmm? no it's automated
I mean we just don't know the exact rules. all you can do is compare to other similar examples
maybe give it a few days
ye deffinently
any chance of a quest version? 😉 no PC for a couple weeks on vacation
heh never done it before but maybe i will 🙂
Spookality 2019 soon TM
It will likely start on the 21st, like last year.
Good to know
@stone hollow VRchat durring halloween is when it goes CRAZY. Im working on overhauling my world and having everything that Dog's are affriad of in the world. So like SPOOKY FLYING VACCUUM CLEANERS! and the haunted mansion is THE VETENARIAN OFFICE!!
feast your eyes on a dog's greatest fear
Yeah haha sounds fun, im trying to make a new map that ive had the idea for awhile, in a similar style to the junkyard map
im thinking of having rolled up newspapers smacking things shouting "BAD DOG!"
possibly a faceless mannequin standing in the corner, if you approach it it turns around and says "welp, im off to work" closes the door behind it.
the real evil
im having a fun time comming up with ideas that are common fears for dogs.
I hope to make my map more "silly halloween" rather than actually spooky
Mines more of just an environment thats a bit spooky
i have a couple of ideas for halloween characters too
so the world whent public, there was no bug, it was just me being an idiot
anyone know how to delete the plugins folder without it coming back...
does someone know if it's possible to that a sound file can active the next sound files when it ends to create something like a loop with multiple audio files?
@spring linden I would match the length of sound with a timmer delay
i can imagine
I demand being able to have a squirt water bottle so i can spray bad dogs >:(
@shadow blaze Close your Unity project, go to the project folder in explorer and remove the folder (and the .meta file) - then open up the project when you're done
kk
i am a spoopy vacuum cleaner!! oooOOOoo!!
spoopy gate!!
question, so I made the gate in pieces and im gong to assemble them in Unity. What is the best setting to put on the gate and fence to minimize impact?
I heard of GPU instancing but apparently that doesn't work too well with cards?
Uhm
Well the part that is not supposed to move should be static, your lights baked and you should use occlusion culling when you can !
That's what I know at least 👀
what about animated NPC's? like this spoopy ghost vacuum that will chase players around.
hey guys, dont know if this is the place to ask questions but, is there a way to get the players rotation in a vrchat world?
define "get" - I mean there are ways to get a game object to mimic the position and rotation of the player using something called the "Player Tracker"
CyanLaser has a tutorial on making this, and there is such a prefab included in the toybox I think - see the prefabs sheet in the pinned messages.
once you have a game object mimicing the player rotation, there are lots of interesting ways to use this information
there are other ways as well: for example using some raycasting components ( prevent camera clip), using culling of animators or dynamic bones to detect if you are looking in a given direction.
@balmy gate Thank u~, just started looking at the tutorial video!
Anyone know how to do volumetric lighting inside of vrchat? xd...
https://i.imgur.com/lxdVorJ.png
Like you can do inside of blender or with Aura 2
https://www.youtube.com/watch?v=_v4vxIPWdAg
Aura 2 - Volumetric Lighting & Fog is a high-end volumetric lighting/fog solution for Unity3D. Aura 2 is available now on the Asset Store : http://u3d.as/1qBF
well i think some fake volumetric lighting does sort of work in VRchat
i forget who made them perhaps @lucid pier
Does anyone know what gives your world the ‘environment-hateful’ tag and what affect it has?
Reports
Probably be worth an effort to see if there's anything remotely hateful in your world and probably remove it?
lol
otherwise....tf bruh
ppl reporting just to be trolls
people literally go on reporting raids
right? lmao like wtf
bruh ima go report your world for it loading too fast right now...smh
you're so HATEFUL to have such a FAST LOAD!
wait
LOAD TIME!
the first one sounded bad...
smh
Wtf, does it do anything to the world?
I haven’t changed anything that could make it thought of as hateful
lol
Does anyone know what gives your world the ‘environment-hateful’ tag and what affect it has?
it's w/e tbh
i got it aswell because litteraly 3 people out of 50k+ reported
pepega
@junior cloak is that the new world ?
@junior cloak sucks hard 😦 but it doesn’t mean anything then whatever
yeah doesn't mean much, at most devs will check the worlds I think to investigate to see if the reports have any truth in them
got some on my worlds too
"environment-performance" & "environment-malicious" on one of mine
4 reports
i wonder if we did a truly hatful world it would pass with positive great place to visit ..
or hey just change the world name to hateful world
hateful world of xxx
how do you even define a hateful world ?
do they have a guideline or something
vr pill may have something ? @bold ibex
Or maybe there is something hateful in your world and you don't realise it.
that's not helpful
I need some help with world lighting. This is something I've done many times before but now since I changed SDK it doesn't work. When I bake lighting, the lightmap renders on the scene in unity and functions fine. When I upload the world and view it in VRChat, the baked lighting is gone. Everything is static, everything as a UV map. There are no dynamic light sources. I've tried directional, indirecrional. I've tried all different baking methods for baked global illumination. Nothing works. I don't understand what I'm missing?
I also do have light probes set up, as I'm trying to make a curved iMax cinema with globa illumination
I need to get the baked lighting to upload first before I can get that working.
is there maybe a codelock prefab that i can use? i created one last year and it was suuper tedious and annoying that i would prefer to use a pre build one
Should be one in here https://tinyurl.com/vrcprefabs
dunno if im doing this right. lol
im proud of this UV though, im thinking of how the UV's will work AS i build the environment.
It could be more efficient but yeah thats good
Im going for the same approach to all my other maps, 1 texture atlas for everything 👀
It will be shrunk down and a atlas with everything yeah
I have to squeeze 3 separate environments into the world AND quest compatible for spookality.
Yeah this part is the veterinary clinic where you choose your spooky shiba
uganda knuklesT_T
@stone hollow. I have the music picked out for the interior too https://audiojungle.net/item/groovy-halloween/9066911
I havent even thought this far ahead yettt
Im teetering on if i should go full spooky or add some kind of alien cute characters
Im aiming for silly spooky.
Go space spooky it'll be different
but do i go silly aliens or naw
Blue, you could prob save yourself tons of art / texture time if you get or make a bunch of trim sheets before you start unwrapping yo stuff. sci-fi/space stuff works rlly well with em
Get the example texture and mesh files from this tutorial: https://gumroad.com/polygonacademy Free UE4 lighting presets + Tutorial : https://youtu.be/_bqpw5s...
https://www.artstation.com/benmitchell11/collections/629788 I made a artstation collection showing off various modular building pieces and trim sheets which are quite useful techniques when dealing with environments
thanks for posting these! time savings aside - it's a great technique in the toolkit for maximizing your texel res while minimizing materials + build size
no problem it's a very helpful techniques
and the modular Concepts / video games and virtual reality article has a whole bunch of Articles listed at the bottom
For PP, whats the recommended settings for using "Lift" in color grading? I see that it could be very disturbing or annoying for VR users.
@bold ibex I personally would keep it at default. I think some people might use Lift to add a shadow color cast for stylistic reasons, but if you're going for something more realistic: ACES Tonemapping -> corrective Gamma + Gain adjustments
Alrighty! thank you : )
I'm trying to use bloom but it's only working on one half of my map. Can anyone help?
Whatcha mean? Can you post some stills?
😒 @stone hollow
😎
i will fight you
this angers me
hey guys, is there a way to toggle multiple skyboxes without removing skybox from lighting-envirotment?(your default skybox)
I don't think you can interact with the environment lighting at runtime no
You could "cheese" it with an inverted sphere thats mapped to apply a skybox
You can do a few tricks to give the appearance of multiple
I guess you'd need to rely on post processing
Post processing is only one part of it
I need more owo factor in my world
hi pikapetey
@red magnet if you use your free realtime directional light you can aso branch based on the rotation of the light, even using fractional values of rotation and the frac () function to toggle stuff without significantly changing rotation
Like 24.1 is box 1, 24.2 is box 2 etc
is anyone having trouble uploading worlds?
can someone help me >.<
try that
is unity paused?
nope
pause it and try
still not letting me
odd
what version of unity are you on?
check the lab maybe? and me 2017.4
.15?
yes
hmm
sorry..
all good. time to do some testing around...
wish i could be more of help but i never had any problems with new one soo i wouldent know the fix
I might have to uninstall and reinstall it to fix... going to try everything else before doing so...
ok
@weak raven detach your scene descriptor world ID and then try it again
@outer scaffold are you getting any console errors? You seem to have something in your world like a skybox script maybe? that's causing the error.
will try once my unity starts responding again... ty
no problem let me know if it works or if you still have issues
I'm re-installing unity I'll try again but if it doesn't work I'll check to see if its the skybox
sorry i wasent much help
which skybox are you using @outer scaffold ?
ah it was one I found on the assests store I forgot what it was called though.
was it like a normal daytime sky?
If it's AllFree or any other skybox with custom scripts, that custom script can't be used with VRChat.
ah okay it think it might have been one of them
soo sky like animated onces you mean?
any that use custom scripts
if those scripts haven't been whitelisted by VRChat they will not upload.
ok
It will always thrown an error
interesting
the upgrade to UDON (I think) will allow for Custom Scripting though
don't quote me on that lol
ok I just checked it was allfree sky
yeah you'll have to ditch that one and find another. Allfree ALWAYS does that and people always use that one lol
delete the entire AllFree folder and just find another nice one on the store
ok tested and still doesn't work.
have you tried reinstalling the SDK @weak raven?
also which Unity version are you using?
ohhhhh that's why!!! you need a Unity upgrade. 😉 Log into VRChat.net, and go to Download and click on Download Unity
so need to download newer unity... got it.. lets try.
you should always check for the newest Unity version if you Update your SDK
yay! it worked
@outer scaffold glad it worked out and again sorry i dident help much
its fine klaus you at least tried
ok
hey, when i test my world my mirror shows up as a pink square. anyone know why?
@worthy crater it doesn't look like it has a shader on it. The pink signifies a missing shader.
@royal canyon where do i add the shader? do i make a material for the mirror with a shader on it?
You can just add a new material and then change the shader to FX/MirrorReflection
that worked, thank you :)
no worries!
Bummer.
@upper latch did you check if there is a delete button in Manage Uploaded Content in unity from the vrc sdk? I know one exists for avatars