#world-development

39 messages · Page 6 of 1

mild spade
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Top one is game, and bottom Unity?

alpine otter
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yeah

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I know its not going to look exactly like that in game, it was more just an example of what im looking for

mild spade
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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.

alpine otter
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im testing this on a custom world, from the VRCSDK prefab folder. How would i setup reflective probe baking?

mild spade
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I dont think that world had reflection probes.

alpine otter
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I think you right. I'll mess around and see how it goes

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Nope, still black. where should the mesh renderer be applied?

mild spade
alpine otter
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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

mild spade
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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.

alpine otter
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Thats what i just did and i didnt see any difference. help would be nice

mild spade
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How did you bake it? Do you see a sphere that reflects the surroundings? like this

vague torrent
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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

alpine otter
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@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

languid escarp
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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?

cedar nebula
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a lot of the skilled world creators don't ever check this channel, you might have better luck looking in the VRCTraders discord

languid escarp
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thank you

solemn adder
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I'm wondering why my world isn't in the recently updated list

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Is it I need the new sdk or idk?

cedar nebula
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world rows are always finnicky. I'd update your SDK anyway if you haven't in over a month though

indigo narwhal
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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.

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Didn't really find much when googling

neat plume
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@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

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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

cedar nebula
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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

neat plume
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Where can one find such a database?

cedar nebula
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check the channel pins for a link, it's the tinyurl one

neat plume
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Ah thankyou

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Slider sounds like a good idea actually

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Considering it's a manual score counter the player sets

cedar nebula
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oh he did make a prefab for it, check near the bottom for 'Counter' by Phasedragon

neat plume
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Pog

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That spreadsheet is so good wtf

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Are those world snail pens better than noenoe's for sync?

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Eh i'll just test it tonight

cedar nebula
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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

VRChatのワールド用の14色のペンセットです。 ある程度文字が読める程度に同期が取れます。 「位置をリセット」「線を消去」のボタンがあります。 また、マスターのみが実行できる「All Reset」ボタンがあ...

solemn adder
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@neat plume I'm using unity 2017.4.28f1 while my sdk is pretty much from march

cedar nebula
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yeah there's the problem

neat plume
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If you get a chance to test those pens before me let me know how they look

warm aspen
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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.

This is hub of the Organization XIII Vrchat group of creaters came and stay awhile and don't forget to join our discord Got it memeriosed

torpid hazel
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is there any problem with youtube videoplayers? I haven't updated my world but it stoped working for 1hour to another

shrewd harness
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Same here, I guess it's the youtube-dl thing

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Not working on other worlds too

torpid hazel
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oh that's a relief

shrewd harness
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I suggest, to have a "troubleshooting" menu in your world, to explain why the video may not work

torpid hazel
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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

indigo pelican
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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

autumn umbra
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@indigo pelican you can put an OnEnterTrigger at the spawnpoint and use that to trigger the audiobank

near escarp
short gulch
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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.

near escarp
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Random times ? That would involve animators and triggers

short gulch
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Sounds more complex than I expected lol

onyx canyon
bold ibex
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Is there a way to resizes the flares on a light source? Or the distance it reaches?

snow pine
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what is happening

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these are the error msgs

balmy gate
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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.

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@snow pine

junior cloak
onyx canyon
junior cloak
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Ask the creator of the world

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🤔

indigo pelican
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Thanks @near escarp & @autumn umbra

minor finch
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have you tried using the menu in the corner? I thought there was a 3d local off button?

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@onyx canyon

onyx canyon
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That doesn’t do anything except make it split but it’s fine I’m already like an hour into Godzilla

minor finch
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oh ok

torpid hazel
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can someone give a heads up on the youtube player thing?

cedar nebula
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when it's fixed? Probably won't be touched until vrchat rolls out the next update

bold ibex
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@cedar nebula thanks I didn't know about the collider thing ❤

bold ibex
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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

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@bold ibex Just put a realtime point light somewhere nearby (or a spotlight, if thats what you prefer)

cedar nebula
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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

bold ibex
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oh.. could you teach me how to use lightprobes

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or.. I mean

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Idk

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ty

peak pelican
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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

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worked out a weird work around

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just do a smooth or random terrain edit in the disappeared area

near escarp
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could be caused by your boundaries script ?

peak pelican
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i doubt that

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its not even on the terrain

peak pelican
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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?

near escarp
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build it ?

peak pelican
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When i build the world in the builder the particle system isnt there

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(i apologize for the poor wording)

cedar nebula
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does it use a script/component that isn't the Particle System?

peak pelican
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its a standard assets steam with nothing added

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so, no

steel shell
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Post a screenshot of your particle system

peak pelican
royal canyon
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does it show up in Play Mode?

barren ice
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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?

royal canyon
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@barren ice probably because you do not have your Main Camera set as your Reference Camera in your VRCWorld

cedar nebula
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also delete the Tests folder if you have it, otherwise your world won't update

royal canyon
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on a side note I ❤ u Ig

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🙂

cedar nebula
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and I love you random citizen SkyAtlas!

barren ice
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oof i can't remember where to set up reference cam, I'm so exhausted x.x

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oh never mind

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i remember now lol

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That was the issue btw, thank you. ^_^ ❤

royal canyon
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no worries glad you got it resolved @barren ice 🙂

barren ice
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Anyone good with DoF? xD It's like it's doing the opposite of what i want it to

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I can't seem to get it to focus in the front insead of the back

royal canyon
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I typically don't use DoF

barren ice
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i've seen a couple worlds with decent DoF that looked reeeaallly well, so I wanted to try it out :3

royal canyon
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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.)

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hopefully that helps

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Try increasing Focus Distance

royal canyon
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@barren ice I was able to achieve the effect

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I included my settings

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it's very sensitive

cedar nebula
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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

royal canyon
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^^^^^

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I only ever use Bloom

cedar nebula
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you should use color grading as well, the tonemapping is amazing. Can really change the atmosphere of a world

royal canyon
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I'm not too familiar with color grading

cedar nebula
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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

royal canyon
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Filmic or Neutral?

bold ibex
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Wish more world creators used color grading 🙏🏻

royal canyon
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I'm implementing it now

cedar nebula
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Filmic ? Are you using post processing v1?

royal canyon
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Yeah I couldn't get v2 to work

cedar nebula
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did you ever look at silent's guide for setting it up?

royal canyon
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where can I find it?

balmy gate
royal canyon
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thanks!

cedar nebula
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damn that was fast

balmy gate
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It also tells you what not to use

royal canyon
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Good. Sometimes knowing what NOT to do is better than knowing what TO do 😂

balmy gate
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It has both. But yea DoF is broken in vr

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Or just looks weird

barren ice
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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. ^_^

balmy gate
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I would advise against having DoF on at all since lots of people are in vr

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And they aren't going to go fumbling through a menu when they see your world feels uncomfortable

barren ice
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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

stone hollow
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Dont need to color grade if your colors are good anyway 😉

royal canyon
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^^^^

neat plume
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Anyone have any ideas how i can do object snapping, like a magnet on a fridge?

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When the user puts a pickup object against a certain area of a fridge it would snap to that position

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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

cedar nebula
neat plume
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That's exactly what i need i think, thanks a lot :)

unique comet
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aah so i imported poyomi's shader and it broke my mirror

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any fix?

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wait it works now

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nv,

royal canyon
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yeah sometimes that happens it'll turn white. It still works

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idk why it happens

past wave
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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?

balmy gate
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right click the animation curve and set to linear

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for the last frame you might need constant to avoid spinning backwards to 0 quickly

past wave
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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

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nvm i got it figured out

modern kayak
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If all you need is simple spinning, there's a standard asset script called auto move and rotate that's really handy for that

past wave
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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?

royal canyon
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yes @past wave

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wait

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There's a way I'd just have to figure it out again

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I think you'd drag in the avatar pedestal and change the mesh and the collider to your model

past wave
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how would i go about that?

cedar nebula
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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

keen roost
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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

Relax in the mountains‚ breathe in the scent of a majestic waterfall‚ and․․․ find robots?Maybe fixed now?(Uploading to ask devs for help)

cedar nebula
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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

keen roost
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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!

keen roost
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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

cedar nebula
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check the override settings then, make sure avatar audio isn't set to 0 or something crazy

keen roost
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nope, it shows as 10 40 40 40

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force spatial is turned off by default, but other than that everything has a value

cedar nebula
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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?

keen roost
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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

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its a very strange, isolated issue

cedar nebula
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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?

keen roost
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I think I might have found something. Gimme one sec

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dang it, Unity froze. Gimme one more second XD

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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

stray sand
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@keen roost How many audio sources are in the world. Unity limits how many audio sources play at once.

keen roost
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a lot, now that you mention it. I haven't counted, but I filled the world with ambience

stray sand
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If there are more then 32 audio sources being used unity will start turning some off based on priority and distance.

keen roost
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does that include people talking though?

stray sand
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I would assume vrc uses audio sources for players voices.

keen roost
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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

stray sand
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Lowering the max distance and lowering the priority of them should work.

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Also for setting priority “Priority is an integer between 0 and 255. 0=highest priority, 255=lowest priority.”

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If that doesn’t work then deleting them should work.

keen roost
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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

keen roost
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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

rain badger
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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

royal canyon
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@rain badger what version of Unity and SDK are you using?

rain badger
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it was the newest one cas i just installed it. it seems fine now after i restarted unity

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but it was odd

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it seems fine now anyway

royal canyon
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that's weird must have just been a glitch or something

mild spade
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@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)

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You typed "wd"

rain badger
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ohhh

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i didnt even know i managed todo that XD

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thanks for saying what caused it

mild spade
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It happens by accident at times lol

rain badger
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i thought i some how broke it

royal canyon
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I didn't even notice that. I knew it grayed out sometimes with search but didn't even put two and two together

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I was looking at assets not hierarchy

bold ibex
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Possible to add footsteps sound to the player with 'Playertracking'?

cedar nebula
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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

quartz lantern
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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?

supple drift
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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.

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Would love to see footsteps be a native client thing one day tho! At least after we get some form of audio propagation 🤓

junior cloak
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Sometimes, some of my props do not have the pick-up script and it seem to be totally random on which one

left marlin
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Do you mean some of your props can't be picked up?

junior cloak
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I have a lot of pick-up props that are using the vrc_object sync ;could that be the case ?

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yeah.

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but like ; all of the popcorn here are exactly the same game object

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And one of them can't be picked up

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sometimes it's not the one in the middle but the one on the left ; a bottle.. or any of them

left marlin
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Do you have any colliders in the area? Those will usually block interactions and pickups

junior cloak
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seem totally random

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nope

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Can also pick-up the one just on the side and the collider of the one in the middle seem to not work

left marlin
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Does the object itself have multiple colliders?

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If they are the same size, then it will be difficult to pickup

junior cloak
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oh, I moved one

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that's the default I have ; I'm finishing baking light and will try again

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But it kind of happen on any random object when the instance load ; if someone else pick it up then it's fine

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not a big problem ; i'm just trying to understand

ripe depot
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There's a collider debugger you can use to see if there's any rogue colliders.

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I think it's called physics or something

junior cloak
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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

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Problem seem to be fixed ; oh well

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thanks tho ;w;

junior cloak
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nvm ; even when duplicating this one just hate me

left marlin
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Are you sure you don't have anything static about it?

junior cloak
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Certains

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I litteraly did ctrl+d one of the two working on the side

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if i lay down on it it clip trough the map and respawn with a collider

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what the f u c k lmao

mild spade
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can you post pic of all components on the object? Also their hirearchy

left marlin
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You really shouldn't be using a mesh collider for pickups

mild spade
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remove special layer

junior cloak
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🤔

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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

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Building without the special layer rn

mild spade
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You can use Unity's layers. Set the layer to "pickup"

junior cloak
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I can't pick it up in game if I do it this way

mild spade
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special layer is very old and should not be used

junior cloak
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oof ; Well i'll try the unity layer again then

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I guess the special layer was the problem. Would be nice if it had a notice or anything

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Thanks Squall & CyanLaser !

ripe depot
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Why does special layer even exist? lmao

left marlin
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Before custom layers were a think

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thing*

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All it does is set the layer

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Which we now can upload and even set with triggers

ripe depot
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ohh, pre 5.6?

junior cloak
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idk i followed a tutorial lmfao me newbie world creator

left marlin
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Did they not have layer uploading with 5.6?

ripe depot
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ohh, custom for VRC

junior cloak
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nvm ; still happening holy

left marlin
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👀

junior cloak
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I was able to move it for like, some sec ; alt-tab into discord ; get back in game and

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:notlikethis:

ripe depot
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Have you tried using a box collider?

junior cloak
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Changing every colliders to box as we speak 💖

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Well ; after some minutes of waiting it is still working.

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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 .-.

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Thanks a lot again tho ; Learning is a always good and optimizing aswell ; time to add some snack machine now yay

royal canyon
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sometimes triggers don't like mesh colliders. It's best to use Convex too if it's a pickup with a Mesh collider.

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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

junior cloak
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Yush ; I was using convex already, switched them all to box instead ;w;

vestal agate
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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?

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Is there something else at play as well? Are assets being unloaded and reloaded when players travel between these different points?

left marlin
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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.

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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.

vestal agate
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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!

stiff escarp
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hey i just got the latest VRChat SDK and I can no longer access the test worlds i build

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are there common causes for this?

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vrchat opens, tries to launch the test world, goes black for a few seconds and diverts to my home world

teal slate
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Have you tried reuploading the world? Sometimes the upload is corrupt.

stiff escarp
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hey, this was for a local test but it worked after reimporting SDK

dusty fjord
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where was that new tool that shows you a breakdown of all the types of assets in your world?

left marlin
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Do you mean like the size of all assets uploaded with your world?

dusty fjord
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yeah

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my world is over 50mb so it doesn't load on quest

left marlin
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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.

Turns out a lot of world creators didn't know this, but you can easily find out what your world is made of, how much it weighs, to then be able to reduce its overall size :

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299

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@near escarp Can you pin your tweet so it is easier to find?

dusty fjord
#

that's the tweet I was looking for, thanks 🙂

near escarp
supple drift
#

When you pin it, make sure you write that they have to search for 'customscene' too!

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I was too slow

left marlin
#

I can edit it to add that

bold ibex
supple drift
#

Any errors in your console?

bold ibex
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nope

supple drift
#

You using Post Processing v2?

bold ibex
#

no clue what that is

supple drift
#

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?

bold ibex
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yh

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omg so i deleted a file with some stuff i dont use for the map and now its working and uploadin fine

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so it was a file that was blockin it

supple drift
#

possibly a script!

bold ibex
#

yeah

royal canyon
#

SDK hates non-WL scripts

left marlin
#

People write editor scripts for assets without considering build time. It would fail for non vrchat projects too.

royal canyon
#

It's still elusive for me as well. I still don't quite understand it all.

bold ibex
#

wrap your editor scripts in #if UNITY_EDITOR to ignore vrchat and building stuff

left marlin
#

The problem is when other assets don't do the same

bold ibex
#

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

royal canyon
#

using asset store 3D models is ok but that's about it IMO

bold ibex
#

yeah exactly, there's some particle packs and shaders that work fine, but it's impossible to tell from the store pages

magic patio
#

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

unique comet
#

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

open thicket
#

Check your collider especially terrain and make sure the terrain collider is ticked on @unique comet

unique comet
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ah pl

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ok

open thicket
#

Sometimes you could also have a spawn that might be inside a collider

unique comet
#

i think i enabled a mesh collider from my memory

open thicket
#

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

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If the entire world is using a mesh collider

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And it’s set to convex

unique comet
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ok let me check

open thicket
#

You’re going to be spawned in the collider probably

unique comet
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ah kk

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also i have a question

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do those green lines show where the coliders are>

open thicket
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Exactly

unique comet
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ah so i have some concearn

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am i just gonna be floating?

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because those seem to fly above the stairs

open thicket
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Yes

unique comet
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ah fek

open thicket
#

Check from other angles

unique comet
#

any way to negate this?

open thicket
#

Click the stairs

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Let me see the inspector tab

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Unless the entire map is one big mesh

unique comet
#

this seems to be the stairs

open thicket
#

Can u click on the polymesh surface in the inspector

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In the mesh collider tab

unique comet
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ah kk

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...

open thicket
#

I see a problem

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Lol

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It’s set to convex

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Turn it off

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Let me know if it’s good

unique comet
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ok

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convex just gives me nothing

open thicket
#

Don’t worry about that

#

In game it should be working

unique comet
#

so no floating?

open thicket
#

Na

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Unless there are conflicting collider

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Like on different meshes

unique comet
#

ah kk

open thicket
#

I do see a box collider

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In one of those first pics

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Idk what that was for

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But if it’s for spawn

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Adjust it so it goes down

unique comet
#

sooo uuuh i think i can spawn now?

open thicket
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To where the floor is

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Try

unique comet
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ah ok

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also how can i make shure that these have coliders so i dont fall thru them?

open thicket
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The best way is to test it tbh

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But easiest way is to align the box colliders to the wall

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And then scale it

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Delete the mesh render so it’s invisible or disable the component

unique comet
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ok

distant gulch
#

Are custom chairs that still allow you to use facial expressions a thing?

unique comet
#

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?

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@open thicket

weak jolt
#

Is there a non-fps killing way to display a rather distant planet?

green lagoon
#

off the top of my head a alpha texture or attached as part of the Skybox

open thicket
#

Just make a box when you right click

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In the hierarchy

#

Drag the box into the scene

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Scale the box next to the parts of the wall that you might fall off on

#

Scale as in expand it and make bigger

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You can press E to switch to that tool

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And then move it next to the wall

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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

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@unique comet

unique comet
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ah kk

#

you see i am what the people call a brainlet

open thicket
#

@weak jolt rainwolf’s suggestion is probably the best way to display a distant planet without having to use a png/alpha cutout.

unique comet
#

wait cant i just put a collider on the boxes on the wall?

open thicket
#

You could if there’s a mesh for them

unique comet
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its just the colour black

open thicket
#

There’s a lot of creative things to do

unique comet
#

so do i do the mesh collider thing?

#

but with the box

open thicket
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If it’s just a box

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Use the box collider

unique comet
#

i did this

#

just enabled the collider

#

should it work now?

weak jolt
#

Alright, thanks @green lagoon and @open thicket

open thicket
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It should but just use the box

unique comet
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ok

open thicket
#

Mesh collider components tend to use more data and probably eat up more cpu IIRC

unique comet
#

can i add the colider to a mirror?

open thicket
#

But box colliders and primitive colliders are more performant and optimized

#

You can add the collider to anything you want

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You could use box colliders to make dummy colliders for entire worlds

unique comet
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ah ok

open thicket
#

I personally use dummy box colliders for trees too

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Trees using mesh colliders can be very messy

unique comet
#

soooo back to the acctual map its self do i not enable the coliders?

open thicket
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Think about it like this

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If you want to stand on a surface of the map

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You want colliders on then

unique comet
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yeah

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but the whole floating thing is throwing me off

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do i chose another map to work with or

open thicket
#

The floating happens because there’s a collider making you float

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You have to find the problematic collider

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Sometimes colliders intersect with each other because meshes are in between each other

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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

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Convex is good for things like rocks and surfaces with outward appearances or won’t be really stepped on; nothing inward facing

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And don’t give up hope, map making isn’t something that most vrc users can do!

unique comet
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ah ok

#

i just wanted to make these pokemaans public hastle free lmao

open thicket
#

No worries

bold ibex
#

⊂ヽ
  \\ Λ_Λ This is Memecat. Help
   \( 'ㅅ' ) memecat take over
    > ⌒ヽdiscord by pasting her
   /   へ\
   /  / \\
   レ ノ   ヽつ
  / /
  / /|
 ( (ヽ
 | |、\
 | 丿 \ ⌒)
 | |  ) /
⊂ヽ

junior cloak
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no.

weak jolt
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The VRCCam is still the camera for the thumbnails, right? For some reason it just won't upload a picture...

balmy gate
#

Does it upload the world successfully but the picture is missing? Or it gets stuck uploading

weak jolt
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The upload/updates have all been successful thus far

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This is how it looks like when it's ticket. Not sure if that is how it's supposed to look like

balmy gate
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That's a bug with the SDK. It will look fine after upload

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It makes the box transparent and applies post processing twice or something

weak jolt
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Alright, but it still didn't upload a new picture after I relocated the cam

balmy gate
#

How do you know it did not upload a picture?

#

Is the picture blank? Or broken error image? Or gets stuck uploading

weak jolt
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Whenever I join the world it's not the view that I set it to

balmy gate
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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

weak jolt
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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

balmy gate
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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?

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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

weak jolt
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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?

balmy gate
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You just move it around where you want

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The default position is always bad

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And check the preview in the corner of the scene view

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Not placed yourself. It should put one in the world during upload process

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And then you move that one

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If you add a second VRCCam that could break maybe

weak jolt
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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

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Thanks for your time @balmy gate

unique comet
#

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

weak jolt
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I deleted the world, changed some camera parameters, placed the camera to different positions but nothing helped, I am always getting the same picture

unique comet
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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?

unique comet
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bruh bruh it works now we ok

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respond to lauder now

gentle scroll
fresh plover
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@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 ..

weak jolt
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Thank you @fresh plover gonna have a look into that later

royal canyon
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@gentle scroll do you have a Scene Descriptor on your VRCWorld?

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also check your console for errors

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if you have PostProcessing, delete the test folder.

minor finch
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so i'm trying to create background music within my world, but i don't want it to be heard in 3d space

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i've changed the spatial blend to 2d, but it still sounds like 3d to me

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what should i do so it just sounds the same everywhere i go, no matter how i turn?

royal canyon
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Use Mimi's prefab

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in the database

minor finch
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surely there's something that doesn't require a prefab?

left marlin
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Does Mimi's bgm prefab still work?

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It's just easy to setup.

near escarp
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I've only used jetdog's

royal canyon
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I dunno

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I've used it though

left marlin
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You can also add the new vrc_spacialized audio component and click the checkboxes in advanced for 2d audio and used special curve.

royal canyon
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^^^

near escarp
minor finch
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oh hek

royal canyon
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Ruuu is da dude

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hooked you up with a prefab

minor finch
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ikr?

royal canyon
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now you have to worship him

minor finch
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lol

junior cloak
#

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

near escarp
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make sure to also follow cyan's comment above

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otherwise it won't work

minor finch
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Thanks everyone

left marlin
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I think you can only set the material of the first slot and not any of the others.

junior cloak
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Yeah ; I just ended up making a duplicate of the game object instead ; lazy to do it with the animator component

bold ibex
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Could someone here possibly tell me common issues with uploading world's? Ones that cause unity to crash every time?

bold ibex
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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.

warm marten
#

any tips on making water reflective in world? Im just starting to get into unity.

cedar nebula
#

@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

bold ibex
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Okay thank you!

royal canyon
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@junior cloak smart workaround

junior cloak
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💖

royal canyon
#

is there any way to make a Pickup master only?

left marlin
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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.

royal canyon
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Isn't there a "master checker" prefab?

left marlin
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Yes, there are two both doing different things to achieve the same results.

dapper willow
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@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.

cedar nebula
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go to the settings in the vrchat SDK and just uncheck it

robust frost
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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

left marlin
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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.

robust frost
finite mountain
#

what are the correct tags for a game world?

left marlin
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game is the only one needed to get into the games category

finite mountain
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thanks cyan

royal canyon
#

@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.

spring linden
#

can someone give me a link where i can find the newest version of the flyer prefab?

distant gulch
#

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

modern kayak
#

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

spring linden
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does someone know what the problem is when the chairstick of the flyer prefab will disappear and stop working when i start flying?

tranquil brook
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@modern kayak

modern kayak
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don't move when you sit in it

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moving makes you stand up, and the prefab is meant to despawn when you get off

tranquil brook
#

i want the download of the cats blender plugin ._.

open thicket
#

2D Audio is really easy to achieve without the prefab and doesn’t require large rolloff distances

flat dagger
#

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...

balmy gate
#

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

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What this means is no GrabPass / readback of pixels, no HDR and no post processing

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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)

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So what doesn't work on quest are refractive shaders as those use GrabPass

flat dagger
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Well, you can do a LOT with OGL3 that VRC doesn't necessarily allow

balmy gate
#

however transparent glass with reflection probe looks really good. you usually don't need refraction

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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

flat dagger
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Hmmm.

balmy gate
#

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

flat dagger
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The "review" in the control panel complains if I use anything but the VRC/Mobile shaders

balmy gate
#

that's definitely a bug, but it might be that it thinks you are trying to upload an avatar

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first, are you on the latest SDK?

flat dagger
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Yup

balmy gate
#

second is the upload button greyed out or does it let you through

flat dagger
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Always make sure I'm on latest SDK

balmy gate
#

it says it's a world right? Like it shows Test Build / New Build buttons?

flat dagger
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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

balmy gate
#

warnings have no effect on world stats after upload.

flat dagger
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But reports do

balmy gate
#

reports happen if your world looks bad or doesn't work. Often following vrchat defaults and warnings will end up with a bad world

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For example, always change your Build Settings texture compression to ASTC if you upload a quest world

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otherwise everything will have green and purple spots all over.

flat dagger
#

Huh. Good to know

balmy gate
#

the warning is there for a reason, and you should understand why it is there but not always follow it literally

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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

flat dagger
#

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

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Also, as far as I can find, VRC doesn't support arbitrary gravity vectors. Is this accurate?

balmy gate
#

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

flat dagger
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Right

balmy gate
#

or some sort of star background / planets around the station to provide the illusion that the station is rotating?

flat dagger
#

right

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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

balmy gate
#

can you just animate the rotation of some object that contains all the background objects around you?

flat dagger
#

Hmm. ATM, I'm just using a sky shader

balmy gate
#

it's based on the default unity skybox

flat dagger
#

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.

balmy gate
#

Oh that shader needs a directional realtime light to know the stars direction

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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

flat dagger
#

Ah

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OK

balmy gate
#

Or modify it to get the rotation some other way

#

Make sure to turn off shadows of course

flat dagger
#

All lighting was set to baked only

balmy gate
#

Yeah one directional realtime light with no shadows is allowed

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Everything else must be baked

flat dagger
#

And voila! Let there be light! Thanks!

#

So, if I animat the rotation of that light, I animat the shader. Perfect! Cheers!

short gulch
stone hollow
#

Poor uv map?

short gulch
#

would having a really old sdk potentially mess something like that up? Might be something to do with probuilder too

past burrow
#

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?

balmy gate
#

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

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?

balmy gate
#

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.

past burrow
#

oh cool, i'll check try it out

#

thanks a lot!

flat dagger
#

Hey @balmy gate . still there?

balmy gate
#

ya

flat dagger
#

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?

balmy gate
#

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

flat dagger
#

Actually, I'm just testing on my local system

#

And I'm using a script to rotate the shader values

balmy gate
#

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?

flat dagger
#

Right

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And I'm rotating the skybox via this in update:

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RenderSettings.skybox.SetFloat("_RotY", RenderSettings.skybox.GetFloat("_RotY") + 0.0035f);

junior cloak
#

Script ? Here's your problem.

balmy gate
#

for what purpose? That's not going to actually work in vrc because scripts aren't allowed

flat dagger
#

Gah

junior cloak
#

Add an animator component

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And change value on it

balmy gate
#

if you put that shader on a sphere you can use an Animator to change that property

junior cloak
#

^

flat dagger
#

I don't think you can access that value in an animator

junior cloak
#

It's a material

balmy gate
#

if you want it on the actual skybox, the only way to animate a rotation is by animating the directional light rotation.

junior cloak
#

Add a gameobject with the material on it

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And change it there.

balmy gate
#

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

flat dagger
#

Hmm.

balmy gate
#

then it shows up as Mesh Renderer -> Material._RotY for example

junior cloak
#

Yep

flat dagger
#

How would I get an actual mesh to render the same way a skybox does though?

balmy gate
#

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

flat dagger
#

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

bold ibex
#

enable loop in the clip

balmy gate
#

the VRCSDK includes a rotate in the examples folder

flat dagger
#

Well, it's gonna be a slow rotation. Like 30 min per full rotate

lavish aspen
flat dagger
#

BH, what's the poly count on the glass plane?

#

That looks a lot like a sorting issue

lavish aspen
#

2

flat dagger
#

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

lavish aspen
#

humm thats new ill give it a go thanks

flat dagger
#

Sure thing. Good luck!

flat dagger
#

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.

balmy gate
#

remove the collider on the sphere

#

just a guess

flat dagger
#

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...

minor finch
#

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

cedar nebula
#

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

minor finch
#

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

cedar nebula
#

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

minor finch
#

just create one within the hierarchy and it does it stuff o.o?

#

thanks again Igbar

cedar nebula
#

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

minor finch
#

yeah i've noticed that too

past burrow
#

@balmy gate still there?

minor finch
#

sure enough it works with an old SDK

flat dagger
#

Anyone know the maximum dimensions for a world?

robust frost
#

@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

spark thunder
#

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

warm marten
#

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

spark thunder
#

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

flat dagger
#

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

pure plaza
#

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

green lagoon
#

yeah I would definitely go with the Skybox route jjfranzen

flat dagger
#

I just imported a rough prototype into Unity for fun. It's actually working...

spring linden
#

does someone know what the problem is when the chairstick of the flyer prefab will disappear and stop working when i start flying?

royal canyon
#

@spring linden is it Jetdog's prefab?

spring linden
#

@royal canyon no, an older one

royal canyon
#

Jetdog has a good flying prefab

spring linden
#

but is it still working?

royal canyon
#

It works for me

junior cloak
#

( perhaps the constraint in the rigid bodies ? )

royal canyon
#

untick gravity I think? then it'll be like it's floating in space

junior cloak
#

yeah i did, I wish for it to not float when i throw it

royal canyon
#

unless that's not what you want

#

ohh tick Kinematic then and untick gravity

junior cloak
#

trying :>

#

thanks

royal canyon
#

🙂

#

let me know if thats what you wanted

junior cloak
#

Perfect, thanks ! 👌

royal canyon
#

awesome!

hardy mantle
#

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

bronze smelt
#

You have to use the Unity version the docs tells you to use. Unity 2019 will not work.

hardy mantle
#

thanks for the link, much appreciated 🙂

amber silo
#

Anyone know what causes douple vision in maps? Im confused everything is disabled and its still doing it

balmy gate
#

@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

amber silo
#

its splitting the screen for vr in half

balmy gate
#

To fix, right click each shader that is acting up and do Reimport

amber silo
#

sometimes even 4

balmy gate
#

Hmm so that's caused by a bad post processing feature

amber silo
#

turned off post processing completely did the same thing

balmy gate
#

Is it PPv2 or PPv1?

amber silo
#

PPv2

balmy gate
#

I'm not convinced you turned it off correctly. That shouldn't be possible without post processing

#

Do you have any grabpass effects

amber silo
#

nope

balmy gate
#

Does your menu show up in both halves

amber silo
#

yes

balmy gate
#

Then the only thing that can do that without render queue manipulation is post processing

amber silo
balmy gate
#

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

spring linden
#

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

royal canyon
#

I made my own music player and it doesn't increase load size

balmy gate
#

Do you want the audio uploaded with your world or not?

spring linden
#

i wanna use audio files they are in the project

royal canyon
#

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

spring linden
#

i just have my big audio file but i need something like a audio player because big audio files make long blackscreens

royal canyon
#

oh so you'd like to import multiple files instead of one huge file

amber silo
#

my suggestion is making sure to compress the audio a hell of a lot

red magnet
#

is there cases where your lab world wont go to public because of bugs or whatever issue?

royal canyon
#

yes

peak hatch
junior cloak
#

🤔 seem like uv mapping ? maybe texture is tiled ?

shell geyser
#

♥ ♥ ♥ ♥ ♥

#

I'm a sucker for all things Doom

past wave
#

Every. Damn. Platform.

short gulch
#

40 minutes? Is that the whole damn game?!

fervent scarab
#

whos already starting on their halloween world?

red magnet
#

so is there a way to fix the lab world wont go to public bug? should i contact someone?

balmy gate
#

OMG that world looks awesome

#

is it the escher's relativity world? it's been only in labs for 1 day but 550 visits

red magnet
#

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

balmy gate
#

did the 550 visits happen mostly before you labs'ed it or after?

red magnet
#

most of it was after it labed

balmy gate
#

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

red magnet
#

a okay so the mods actually have rules for this instead of having some automated script

#

internal rules that no one knows i guess

balmy gate
#

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

red magnet
#

hmmm

#

okay thanks i guess ill just have to wait

balmy gate
#

maybe give it a few days

red magnet
#

ye deffinently

balmy gate
#

any chance of a quest version? 😉 no PC for a couple weeks on vacation

red magnet
#

heh never done it before but maybe i will 🙂

stone hollow
#

@fervent scarab I am (starting on my halloween world)

#

Why do you ask

fluid cipher
#

Spookality 2019 soon TM

stone hollow
#

It will likely start on the 21st, like last year.

fluid cipher
#

Good to know

fervent scarab
#

@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!!

stone hollow
#

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

fervent scarab
#

im thinking of having rolled up newspapers smacking things shouting "BAD DOG!"

stone hollow
#

oh no

#

true nightmare

fervent scarab
#

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.

stone hollow
#

the real evil

fervent scarab
#

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

stone hollow
#

Mines more of just an environment thats a bit spooky

#

i have a couple of ideas for halloween characters too

red magnet
#

so the world whent public, there was no bug, it was just me being an idiot

shadow blaze
#

anyone know how to delete the plugins folder without it coming back...

spring linden
#

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?

fervent scarab
#

@spring linden I would match the length of sound with a timmer delay

spring linden
#

i can imagine

warm marten
#

I demand being able to have a squirt water bottle so i can spray bad dogs >:(

supple drift
#

@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

shadow blaze
#

kk

fervent scarab
#

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?

junior cloak
#

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 👀

fervent scarab
sage gust
#

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?

balmy gate
#

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.

sage gust
#

@balmy gate Thank u~, just started looking at the tutorial video!

bold ibex
fresh plover
#

well i think some fake volumetric lighting does sort of work in VRchat
i forget who made them perhaps @lucid pier

dusty fjord
#

Does anyone know what gives your world the ‘environment-hateful’ tag and what affect it has?

solid helm
#

Reports

royal canyon
#

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

dusty fjord
#

Wtf, does it do anything to the world?

#

I haven’t changed anything that could make it thought of as hateful

junior cloak
#

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

fresh plover
#

@junior cloak is that the new world ?

junior cloak
#

Yeah lol

#

It's some automatic system that seem to be really broken tbh

dusty fjord
#

@junior cloak sucks hard 😦 but it doesn’t mean anything then whatever

ornate turret
#

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

fresh plover
#

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

solid helm
#

Or maybe there is something hateful in your world and you don't realise it.

fresh plover
#

that's not helpful

golden vessel
#

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.

vocal schooner
#

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

stone hollow
fervent scarab
#

im proud of this UV though, im thinking of how the UV's will work AS i build the environment.

stone hollow
#

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 👀

fervent scarab
#

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.

stone hollow
#

I wish you luck

#

I cant wait to see it!

fervent scarab
#

Yeah this part is the veterinary clinic where you choose your spooky shiba

half osprey
#

uganda knuklesT_T

fervent scarab
stone hollow
#

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

fervent scarab
#

Im aiming for silly spooky.

teal slate
#

Go space spooky it'll be different

stone hollow
#

but do i go silly aliens or naw

red magnet
#

anyway to check the users who favorited your world

#

by name i mean

supple drift
#

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

green lagoon
supple drift
#

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

green lagoon
#

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

bold ibex
#

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.

supple drift
#

@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

bold ibex
#

Alrighty! thank you : )

ember sundial
#

I'm trying to use bloom but it's only working on one half of my map. Can anyone help?

supple drift
#

Whatcha mean? Can you post some stills?

fervent scarab
#

bones!!!!

stone hollow
#

Or...

#

something else...?

fervent scarab
#

😒 @stone hollow

stone hollow
#

😎

fervent scarab
#

i will fight you

stone hollow
#

You'll win 🤷

#

im baby

stone hollow
#

this angers me

red magnet
#

hey guys, is there a way to toggle multiple skyboxes without removing skybox from lighting-envirotment?(your default skybox)

near escarp
#

I don't think you can interact with the environment lighting at runtime no

bold ibex
#

You could "cheese" it with an inverted sphere thats mapped to apply a skybox

solid helm
#

You can do a few tricks to give the appearance of multiple

near escarp
#

I guess you'd need to rely on post processing

red magnet
#

ahh thanks guys

#

i guess ill have to try inverted sphere

solid helm
#

Post processing is only one part of it

fervent scarab
#

I need more owo factor in my world

unique iron
#

hi pikapetey

balmy gate
#

@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

weak raven
#

is anyone having trouble uploading worlds?

outer scaffold
weak raven
#

just test the world then build

#

that fixed that issue for me.

bold ibex
#

try that

weak raven
#

i'm now having the issue after that.

#

won't let me enter anything into any field

bold ibex
#

is unity paused?

weak raven
#

nope

bold ibex
#

pause it and try

weak raven
#

still not letting me

bold ibex
#

odd

weak raven
#

what version of unity are you on?

bold ibex
#

check the lab maybe? and me 2017.4

weak raven
#

.15?

bold ibex
#

yes

weak raven
#

hmm

bold ibex
#

sorry..

weak raven
#

all good. time to do some testing around...

bold ibex
#

wish i could be more of help but i never had any problems with new one soo i wouldent know the fix

weak raven
#

I might have to uninstall and reinstall it to fix... going to try everything else before doing so...

bold ibex
#

ok

royal canyon
#

@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.

weak raven
#

will try once my unity starts responding again... ty

royal canyon
#

no problem let me know if it works or if you still have issues

outer scaffold
#

I'm re-installing unity I'll try again but if it doesn't work I'll check to see if its the skybox

bold ibex
#

sorry i wasent much help

royal canyon
#

which skybox are you using @outer scaffold ?

outer scaffold
#

ah it was one I found on the assests store I forgot what it was called though.

bold ibex
#

was it like a normal daytime sky?

royal canyon
#

If it's AllFree or any other skybox with custom scripts, that custom script can't be used with VRChat.

outer scaffold
#

ah okay it think it might have been one of them

bold ibex
#

soo sky like animated onces you mean?

royal canyon
#

any that use custom scripts

#

if those scripts haven't been whitelisted by VRChat they will not upload.

bold ibex
#

ok

royal canyon
#

It will always thrown an error

bold ibex
#

interesting

royal canyon
#

the upgrade to UDON (I think) will allow for Custom Scripting though

#

don't quote me on that lol

outer scaffold
#

ok I just checked it was allfree sky

royal canyon
#

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

weak raven
#

ok tested and still doesn't work.

royal canyon
#

have you tried reinstalling the SDK @weak raven?

#

also which Unity version are you using?

weak raven
#

2017.4.15f1

#

just installed the latest vrcsdk like 2 hrs ago...

royal canyon
#

ohhhhh that's why!!! you need a Unity upgrade. 😉 Log into VRChat.net, and go to Download and click on Download Unity

weak raven
#

so need to download newer unity... got it.. lets try.

royal canyon
#

you should always check for the newest Unity version if you Update your SDK

outer scaffold
#

yay! it worked

bold ibex
#

@outer scaffold glad it worked out and again sorry i dident help much

outer scaffold
#

its fine klaus you at least tried

bold ibex
#

ok

worthy crater
#

hey, when i test my world my mirror shows up as a pink square. anyone know why?

royal canyon
#

@worthy crater it doesn't look like it has a shader on it. The pink signifies a missing shader.

worthy crater
#

@royal canyon where do i add the shader? do i make a material for the mirror with a shader on it?

royal canyon
#

You can just add a new material and then change the shader to FX/MirrorReflection

worthy crater
#

that worked, thank you :)

royal canyon
#

no worries!

upper latch
#

How do you delete wolrds

#

From your vrc profile

royal canyon
#

I don't think you can fully delete them, per se, but you CAN unpublish.

upper latch
#

Bummer.

balmy gate
#

@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

royal canyon
#

PFFFFT you're right @balmy gate how the hell did I not know this?😂