#world-development

39 messages · Page 7 of 1

balmy gate
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It's stupid that one interface has one set of buttons and the other has a different set and there is almost no overlap

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Like why doesn't content manager have the publish button . This despite both a web and a sdk redesign. They both use the same api

solid helm
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They're probably waiting for someone to make a Canny about it before they can work on it

split seal
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I'm having an issue when I want to build and publish my test version of the world I'm making, it's the first time it pops up and whatever i tried it didn't work, anyone has an idea ?

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I've tried testing it, but whenever I do it as soon as it boot up the game instead of putting me in the test world it just puts me home

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and like, the world is already online and working fine, the only changes I did was adding a missing piece of Collision, replaced some PP values, and add a UI

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But now nothing works 🤷

random owl
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It looks like it's trying to upload the last build scene, there used to be a checkbox for that in the UI but can't remember if the new ui has it

split seal
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I've been searching for it, But impossible

random owl
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Oh no wait not a checkbox the old ui had buttons Last build and New Build

split seal
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I've tried the test run but it doesn't work

random owl
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Can you post a bigger screenshot of the upload window

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The whole thing

split seal
random owl
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You might wanna try reinstalling the vrc sdk and see if that helps

split seal
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Hecc

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Nope Didn't change a thing

random owl
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Hmm sadly can't help much more than that rn since I'm not on a computer

split seal
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That's cool don't worry, I'll probably just upload it completly on the Regular World ID, but if it breaks it'll be a pain to go back that's it

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Huh, ... So now even when I want to upload it on the normal World ID, It doesn't work anymore ... I guess I broke something

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That test button that doesn't work triggers me so much, and if I just look at the console it seems that it doens't work because the response of my Client is Null

random owl
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I did just notice that warning in the bottom of your unity

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Might wanna check console to see if there's any more

split seal
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Yeah the error is basic, Just post Processing not being able to reach for the Framework API

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But it usually uploaded it anyway

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then the rest of the errors are the usual VRC SDK being the VRC SDK

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and then the debug saying the response of the client is Null

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Then entire console notifications

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I know

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But since it doens't do error on normal runtime

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it doens't pause

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It's like, an SDK error

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but it's not

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and it's weird

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Like, The scene works well, and the UI aswell

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I've imported the scene in a test VR app

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and it works perfectly

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But the upload fail for VRC

frail aurora
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Script error

split seal
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Yes, and it's the PP stack that does it

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Look I'll screen cap what unity stops on

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It shouldn't

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and yet it does

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Only when I try to upload the world

frail aurora
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Did you try commenting it out just as a test?

bold ibex
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great thing about assemblies like that

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if they're greyed out, they arent being used in the script at all

supple drift
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do you have the tests folder still in your project? you gotta remove it! (check the pinned messages)

frail aurora
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Looks like it

split seal
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The test builds never worked for me

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so I don't have any

supple drift
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I mean the Test folder within the post processing folder - it has scripts or references in it that cause build issues!

split seal
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Okay

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You got me

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I didn't see it was from that test folder

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Now everything seems to work as usual again

frail aurora
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Yeppo :3

supple drift
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It's alright, it's pretty much an evil folder here at this point

split seal
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And on my side I guess I'll just read more

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and pay attention to smol detail

supple drift
split seal
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😂 😂

bold ibex
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omfg

split seal
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Totally

bold ibex
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folder boi for sure

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Gotta love how useful, and also how vague the console is in unity...

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Gotta have an experienced eye to understand what the hell its trying to tell you

frail aurora
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Usually errors tell you where the find the problem, in this case in PostProcessing-2/Tests it's just like folders on your computer in how they're structured. So if you get another one, you can know what particular asset (or script) is causing problems.

bold ibex
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yee

frail aurora
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Just look out for the great big red exclamation mark sign xD

bold ibex
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good ol compiler error sign

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if its big and red it means ya dont get to move forward

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if its yellow

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then you should probably look at it, but its also KINDA fine to ignore it

weak raven
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aight can't figure out why it's popping this error code up...

weak raven
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almost all those errors are due to things that don't have a variable inside the VRCSDK

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can test.
can not upload.

near escarp
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Detatch the world ID, and possibly reimport the SDK correctly

bold ibex
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Hello

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I wanted to publish a world

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But i have that

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Even with a new project new scene ect..

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When I test the world, i'm in the VRC Home :/

balmy gate
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Do you have post processing in your world? Did you make sure to delete the Tests folder?

Can you check console panel for red errors?

rain badger
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i wanna add options so u can turn thing on and off. or change the settings. like other worlds do with post processinng [Worlds Like Home of dreams] does anybody know how?

near escarp
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OnInteract triggers buttons with toggle

rain badger
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i know that part. but i dont know how to toggle stuff with post processing. like turning certain thing off or on. and changing its value. like very high bloom or very little

misty shoal
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I'm not getting a test folder but I am getting the same error that's been floating around, "last built scene cannot be found" etc
I can't make any sense of the errors in console or what I'm supposed to do.

balmy gate
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Turn off clear on play. Clear the console. Change something in your scene. Like rename anything or move an object over a tiny bit

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Detach the pipeline in the pipeline manager on your vrc scene object

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Them try doing new build

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And if you see anything red other than "VRCGlobalRoot is not defined" (this error is normal) then that is your problem

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Look for the first couple red errors and paste or screenshot them if you are unsure

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Also does your world use Post Processing? Yes or no @misty shoal

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So you have the same error as @bold ibex ?

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Also to ask: which unity version do you have? And which sdk version

misty shoal
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No post processing
same error
unity 2017.4.28f1, the sdk from June
I'm getting this now, same as before, I just don't know what it means

balmy gate
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Try deleting SampleScenes in assets unless you are using those

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Those sample scenes are incompatible with your unity version, vrchat or both

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You probably only need to delete scripts (.cs files) in SampleScenes @misty shoal

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Oh also you should have Standard Assets in your project. It is required for a lot of prefabs and can help make your life easier. "Standard assets" can either be all the things in edit ->import package and do each one or can be downloaded on the asset store

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That might possibly also fix the error you have

misty shoal
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Trying both now, thank you

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Looks like it's good, I don't want to publish it just yet because I'm not done but it also wasn't updating the test world, which it's doing now. Thanks again for the help!

bold ibex
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@balmy gate I didn’t had the great Unity version so... i will test tomorrow

royal canyon
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@rain badger you'll need Post Processing Volume slider

rain badger
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Post processing volume sliders?

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but i dont know how to actually connect it to control the post processing stuff

lost breach
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Is there any way to add a "skip forward 5s" button to a VideoSyncPlayer ?

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oh can only stream player handle that

flat dagger
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Evnin all. I've been noodling with a lil world for a while now, and just yesterday I started seeing this weird artifact in the baked shadows.

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From what research I've been able to do, it seems to be a bug in this version of Unity's GI baker and I just have to keep tweaking settings until it magically goes away. However, with a full bake taking 45+ min, that's kinda painful

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I'm hoping someone here has hit this before and know's where to focus my attentions

ancient pecan
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My world has quite a few lights, more than the default maximum. How do I get around this?

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And please don't say I have to bake them

flat dagger
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Sorry

ancient pecan
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I swear if I have to wait the 3 hours

flat dagger
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That's kinda what uya gotta do

ancient pecan
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and it doesn't end up looking good

flat dagger
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Unless they HAVE to be realtime shadows, ya gotta bake

ancient pecan
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and I have to do it agian

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fck

flat dagger
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Trust me, I'm in that same hell right now

ancient pecan
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Is there a way to bake the lighting as it is without all the fancy ray tracing?

bronze smelt
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You don't need to wait 3 hours to bake if you change the settings for the lighting in the project and on your assets

ancient pecan
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OK for some reason it isn't taking 3 hours now

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How do I know it's baked, and what do I do after that? Can I just upload the world and it will include that?

bronze smelt
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The bottom right progress bar will be gone and you will have a folder with the scene name

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that has the bake data in it

ancient pecan
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god why is unity lighting so weird and complicated

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light probes and global illumination and mixed lights and reeee

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just let me use 40 real time lights

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cant be that hard can it /s

fervent scarab
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question about world making: Here is an example that was posted in this chat yesterday. It really opened my eyes to how modular i have to approach making the worlds. and how much data that can save.

SO MY QUESTION:
With indiviual pieces, like this, would I have to put all their transforms at world 0 before export then re-assemble them into the building within unity? I find that if i export my level as a whole, the inidvidual parts have their origin point be offset to the actual geometery peice

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how do I manage that so no seams are visible? I've litterally never really environments before, my entire career has been character rigging and animating.

flat dagger
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freezing transforms on all the individual pieces to 0 is one way to handle this as long as you aren't repeating any pieces

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What I do is make my set pieces and place the origin at a corner

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Then I can use grid snap to accurately place them

fervent scarab
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freezing transforms in unity or in my modeling program?

flat dagger
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Before export in the app.

fervent scarab
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ah! thats the missing peice cool, export format?

flat dagger
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If you want all the pieces to import into the right exact place automgically, then thats how

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FBX is the go to

fervent scarab
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k, i was using .obj for environments because i know Darn Hyena was compaining that his .fbx was having difficulty culling properly

flat dagger
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Well, culling is in the geo. The format is really just a wrapper. It doesn't change the data

fervent scarab
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next question, if I scale in unity after import. is that going to screw things up with culling and lightmap baking?

flat dagger
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I don't see why it would

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Baked lighting is all based in UVs

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And culling is controlled either by volumes or layers

fervent scarab
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ok, cause for my map im not really measuring things out and paying attention to units. Im eyeballing things mostly and it's giving me more an organic feel to my map

flat dagger
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Usually you get your scene laid out the way you want before lighting anyways

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Since baking only works on static objects

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So you want to make sure auto-bake is off until you have everything just where you want it to stay

fervent scarab
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🤔 I should probably greybox most of it though

flat dagger
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That's never a bad idea

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Can save you time in the long run

fervent scarab
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but yes, freeze transforms that was the info i was missing. thanks!

flat dagger
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Cheers and good luck!

green lagoon
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yes you should actually gray box it out and pay attention to units so your pieces fit together

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also trim sheets are very helpful when you're doing modular environments so that you can get most of your kit down to like 2 or 3 materials

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as you basically build out of tiling textures or trim sheets

ancient pecan
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So I'm using the post processing stack, and in vr each screen gets kinda split into 2

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Is there a certain effect that causes this?

supple drift
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Anti-aliasing is the usual culprit

ancient pecan
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Dang, it made it look so much better :( sad to see it go

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Thanks

stone hollow
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It's expensive anyway

cedar nebula
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vrchat already has anti-aliasing, you don't need more on top of that

stone hollow
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Do we know what aa type vrc used?

supple drift
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MSAA i believe

cedar nebula
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sounds right

solid helm
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Yeah, it's MSAA

ancient pecan
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Made my first world in a long time, it's funny how much of a better job I did now that I know a lot more about unity and blender

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It feels nice because I'm proud of my work but also kinda sad because I know no one is gonna go to it at all

near escarp
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it's alright, make stuff for yourself first, then you can keep enjoying it, and then you can share them with friends

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Also @ancient pecan if you want to show your world to people who like to see them, join the community meetup on Sunday !

ancient pecan
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I'm assuming that no one wants to really go to it, considering the subject matter at hand cough fortnite cough cough. I just tried to recreate an area of the game only seen in a very specific trailer, but also use a ton of new techniques in blender and unity.

near escarp
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Well, fortnite is much more popular as a theme than 99% of the current existing worlds have, so at least you have that 😄

open thicket
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how would i go about creating a counter for vrchat? one where i place something into a container and then it counts how many go in the bin?

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it would be easy 1 by 1

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but i have multiple bottles going into these bins

royal canyon
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@open thicket check out Smoothie's counter prefab. You'll just have to move the collider into the bin.

open thicket
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okay let me retry this lol

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thanks, i wasn't sure how i could implement the prefab

royal canyon
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I've used it to make a ball game

open thicket
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ohhh

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yea i have a friend who used it for a basketball hoop

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okay lets see

royal canyon
spring linden
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does someone know what everything can lead to a long blackscreen befor the map can be seen besides long audio files?

tropic yarrow
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@spring linden meshes with few million polygons, have 10sec black screen before map got unpacked on my full gtasa map, you can also add camera canvas to make blackscreen looks more interesting but only for desktop users

wary elbow
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cuz im having a trouble with joining the world

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i can't even join to my world

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it was okay before but it suddenly happened

frosty bone
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I have strange problem with prefab model. When i rotate it, it will not rotate itself, but it just rotate "inside" the box instead rotate whole thing, causing model will look different. What is missing here?

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i just put pickup, sync and box collision on pencil prefab, and see, it wont rotate correctly

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it's not first time, some prefab pieces has also same rotate problem.

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some are fine, some not.

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Second problem: i made box collision box with OnEnterTrigger and OnExitTrigger, and i want use box to activate / disactivate something. But it's not working when i walk through the box. Which layers are needed for detection with local player?

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I cannot use Player layer, it will just block me.

wary elbow
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seems its really hard to understand that picture

frosty bone
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sec

wary elbow
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lemme know more information

frosty bone
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lemme clip it

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I am sure many seen this problem earlier with some prefab items.

wary elbow
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thats really weird

frosty bone
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I just throw prefab in world, add pickup / object sync and also box collision so i can grab it. No problem? Not with every prefab.

wary elbow
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can you send me that prefab?

frosty bone
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sec

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it's free pencil from Unity asset store

wary elbow
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did you tried any other models?

frosty bone
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Yes, road props are fine

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rotates correctly

wary elbow
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i mean other pencils

frosty bone
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No this is only i have

wary elbow
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lemme try it

frosty bone
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i delete animation part because it will let it vanish

wary elbow
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yeah you should

frosty bone
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other settings are same

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so what might reason it wont rotate?

wary elbow
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im working on it

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in somehow, i can't pick up the pencil

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just a sec

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okay at least in my case, it working so good

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im gonna show you a picture

frosty bone
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lemme see

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why mesh collider and not box collider?

wary elbow
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why you put the box collider when you could put the same mesh collider in the same mesh

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is any reasons to you have to do that

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?

frosty bone
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so that box collider is problem

wary elbow
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maybe

frosty bone
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try it with box, instead of mesh

wary elbow
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okay

frosty bone
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then it might go crazy

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box is choosen because it uses less data

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and less heavy generally

wary elbow
frosty bone
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Yap!

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i expect it will look crazy

wary elbow
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i hope so

frosty bone
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wow

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i go get 2nd world and try it

wary elbow
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yeah

frosty bone
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And any advice about collision box for player detection?

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it must detect if player is inside box or not

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i tried it, but it wont work. Even InterActive layer only.

wary elbow
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i've never tried that component but i will try that now

frosty bone
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its common used to control mirrors on/off when you walk off, or turn camera or let monster spawn. Mostly used in world games.

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You put empty box collison there, add triggers on it like OnEnterTrigger / OnExitTrigger

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But it's local player interaction

wary elbow
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how about OnPlayerJoined?

frosty bone
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hmm

wary elbow
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may i try it?

frosty bone
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go ahead

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I thought OnPlayerJoined is world trigger.

wary elbow
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oh

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that makes sense

frosty bone
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Player join world, and leave it

wary elbow
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im gonna try with what you said

frosty bone
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oke

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i will do some experiments in small test world

wary elbow
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lemme know if that pencil problem has fixed

frosty bone
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ok confirmed no problem in test world

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Seems something in other world affected on some items

wary elbow
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yeah

frosty bone
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The world is made with free room prefabs from asset store, it's SciFi room pack

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now i go test box collision trigger

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oh there is also OnEnterCollider / OnExitCollider

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OnAvatarHit is also other

wary elbow
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yeah

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but if i delete the Collider, im not sure if OnEnter(Exit)Collider gonna works as well

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OnEnter(Exit)Collider isn't works

frosty bone
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oh box collider must set as trigger, i forgot it

wary elbow
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yeah but i tried that and failed

frosty bone
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eh?

wary elbow
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wait

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you mean the pencil?

frosty bone
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no that, just screen or mirror on/off

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i watching video above and it explains pretty much

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so i go try it

wary elbow
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it actually works

frosty bone
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yep, i saw it in tutorial video above.

wary elbow
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did you fixed the pencil problem?

frosty bone
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i go check it soon, now checking trigger

wary elbow
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yeah lemme know that later i go to sleep now

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3:31 AM here

frosty bone
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thanks you showed enough, so i know what i can do

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have nice sleep

wary elbow
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glad to it helps you 🙂

short gulch
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Is there any way to use a different character movement system in vrchat, like one on the unity store for example?

near escarp
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As they'll most likely rely on scripts, nope

short gulch
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Alrighty then, I figured it was worth asking. The default unity first person movement is kinda jarring

near escarp
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Use the holoport ?

balmy gate
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@short gulch a few prefab authors have built their own player controllers using physics and relative teleports

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See the popular climbing prefab as a good example of this

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You could imagine a variant where you "climb" on a moving vehicle that moves how you want

short gulch
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Oh I just meant its weird, not uncomfortable to use. I guess jarring wasnt the right word.

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So this one you're talking about lyuma, you can't cancel momentum when falling by tapping forward, right?

balmy gate
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I suppose not, but it's probably possible with work to detect this and then do something. Also it is possible to detect touchpad / joystick movement on the first device (left controller usually). Some driving worlds use this for example

short gulch
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Sounds perfect, thanks! My biggest problem with vrchats movement is that physics dont seem to matter and that you can just cancel your fall and glide whenever you want.

balmy gate
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I think that's kind of a "bug" actually that affects humanoids

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If you make people use a generic avatar they can't cheat like that

short gulch
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Oh yeah, now that you mention it I was wondering why I couldnt climb walls and glide with my car avatar. That'd explain it.

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Thanks for the info though, I'll check out that climbing prefab and see if it does what I want it to

left marlin
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Uh, I doubt the climbing prefab will do what you want since I made it super specific to climbing.

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Phase’s system is all physics based which is probably what you want.

short gulch
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Ah ok then, is his just on the community prefab list too?

left marlin
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He hasn’t released it yet. I don’t know the status at all. @modern kayak any updates on physics locomotion?

modern kayak
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The system is done but I'm working on how to release it. Needs a good readme, editor scripts, maybe even videos

short gulch
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Cool, looking forward to it then :)

left kettle
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Hello hello~ I'm trying to make a "class" system if you will but have no idea how to go about this. So for example, I'm trying to make a button where the person who clicks on this button, they'll get a blue sphere while everyone else gets a red sphere. How do I go on about carrying this out? I'm not all too familiar with broadcasting types just yet but I imagine it'd have something to do with the "owner" broadcast type. These spheres would be attached to the player tracking prefab as well.

minor finch
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So I've placed a canvas near the Iwashi video player and it has caused the video player to disappear, has anyone else experienced this?

cedar nebula
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@left kettle you're pretty much describing Prop Spawner, also from the Toybox. You'd still have to do some stuff to make the class logic work, but the above-head visuals can be handled by Prop Spawner

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@minor finch Did you set it up correctly? You need to set something as a Dynamic Prefab, I think it's in the readme. If you already have then update your SDK to the latest one, the ones from earlier this month had an issue that broke Dynamic Prefabs

left kettle
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OoO. Will do! Thank you very much~ I was just taking into a look into Alekso's "Master Checker" as well so I do have an idea of how to go on about this plan. Once again, thank you very much~

minor finch
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@cedar nebula Updated the SDK and also placed the video player as a dynamic prefab.

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when i get time i'm going to replace the video player in the scene as well as the extra canvas to see if i can't recreate it

modern star
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Dose anyone know how to make a VRchat world?

near escarp
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You can find a lot of tutorials on youtube to get started @modern star

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If you have specific questions about certain steps you can always ask here

modern star
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Ok! Thanks so much. <3

wary elbow
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seems like it is the cause about i can't update my world

left kettle
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@wary elbow try uploading with a fresh world ID.

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From what it looks like, the ID for the world you're trying to upload might've been deleted.

wary elbow
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i've been doing that like over than 10 times

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never works

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updated unity, VRCSDK and still nothing is solved

modern kayak
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You need to detach your scene descriptor's pipeline manager

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@wary elbow

wary elbow
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i know i said im already did that much times

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@modern kayak

modern kayak
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Wait when you say you updated unity, what version of unity are you on exactly?

wary elbow
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it was 4.28f1

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when i using unity version of 4.15, it happened same thing as well

royal canyon
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did you try removing the VRCWorld and re-adding it?

wary elbow
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yeah

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and nothing's changed

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im so desperate about this problem

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im working on my world like more than a month

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i can't lose my world like this way

mild venture
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I just had an issue like this. The error was resolved by unchecking all other pipeline manager scripts on everything else but the vrcworld, and deleting all avatar descriptors besides the one on my world. I had a bunch on some avatars. :/ The issue resolved itself after doing that. But now my upload world button won't even work. XD

wary elbow
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there is only one pipeline manager exists in my world...:(

royal canyon
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If you haven't already, close Unity, browse through to find your project folder in your Documents, delete the SDK folder and everything associated with it. Then re-open Unity and re-import the SDK. Otherwise you can export a UnityPackage with everything except the SDK, start a new project, then import your UnityPackage.

wary elbow
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thanks for information but i've already did that as well

royal canyon
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you've exported a UnityPackage?

wary elbow
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yeah

royal canyon
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ok

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well

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I can't really help besides that

wary elbow
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now im trying on another project

royal canyon
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I thought you said you did that already

wary elbow
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except that

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because reloading my world is spend so much time

royal canyon
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sometimes that's what it takes

wary elbow
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i will give it a try

royal canyon
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I had to COMPLETELY redo my very first world because I didn't know I could export a UnityPackage

wary elbow
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😦

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thats sad

royal canyon
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it only took 3 days to redo it though

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took a week to do it the first time

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so it wasn't that bad

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just always make sure your Unity and SDK are up to date cuz that will cause a lot of problems for you if you have the new Unity and an older SDK

wary elbow
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is there any problems with updating the new version of SDK or unity?

royal canyon
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not that I'm aware of no

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do that

wary elbow
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yeah thx

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w8

royal canyon
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??

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you wanna make sure you have the most up to date SDK

wary elbow
#

it's VRCSDK-2019.09.18.12.05_Public

royal canyon
#

like I said, pull down the menu like I showed and "Check For Updates"

#

btw are you showing any errors in your Console?

wary elbow
#

that shows me "an update is available" message but when i go to settings menu it is already VRCSDK-2019.09.18.12.05_Public

#

yeah i have

royal canyon
#

what errors are in your console?

wary elbow
#

above one

royal canyon
#

but still, download that version anyway and install it anyway

#

if your SDK was truly up to date it wouldn't say an update is available

balmy gate
#

Does your world use post processing?

wary elbow
#

i've redownloaded once

#

the sdk

royal canyon
#

I meant from the dropdown

wary elbow
#

yeah

#

im not lying

#

i've done the whole things

royal canyon
#

does your world use Post Processing?

#

or do you have Post Processing imported?

wary elbow
#

what is Post Processing?

royal canyon
#

I'll take that as a no then

wary elbow
#

i've never seen that

royal canyon
#

ok

#

does your SDK work with other projects?

wary elbow
#

sure

#

i have another world

#

it works properly on there

royal canyon
#

there's something in your project then

#

your current project

#

maybe a custom script or something

#

did you download a skybox?

#

like AllSky Free?

wary elbow
#

yeah im using downloaded skybox

royal canyon
#

is it AllSky Free?

wary elbow
#

should i delete it?

#

i have no idea i will check

#

i will delete the skybox

#

but it does works before

royal canyon
#

don't do that, I'm just checking to see if there's a custom script

wary elbow
#

nah

#

there is no scripts

#

anything

royal canyon
#

well there could be one in your assets somewhere that's hidden but I don't think that's the issue. the issue is coming from the SDK I believe

wary elbow
#

could the materials be cause by this problem?

royal canyon
#

I don't think so

wary elbow
#

i mean i have really realistic materials on my chairs

royal canyon
#

materials wouldn't cause an issue

wary elbow
#

okay

royal canyon
#

unless it's a custom script

balmy gate
#

Ok clear your console, disable clear on play

royal canyon
#

^^

balmy gate
#

Then move an object a tiny bit and try build and publish again

#

You have to change something otherwise build publish doesn't do anything

royal canyon
#

or add a cube lol

#

thats what I do 😂

wary elbow
#

okay

royal canyon
#

btw when you exported your UnityPackage, did you untick the VRCSDK folder?

#

otherwise it'll export it

#

and you don't want that

wary elbow
#

i've included the VRCSDK

royal canyon
#

that might be your issue then

wary elbow
#

im working on the original project

royal canyon
#

export a UnityPackage and DON'T include the SDK folder on export

wary elbow
#

okay i will do that again

royal canyon
#

then when you get into a new project, import the package and reimport the NEW SDK

#

then try that

mild spade
#

Are you sure there are no more than one pipeline manager? Or 2 scene descriptors? Try deleting those two and upload it, if it tells you it needs one, then we can be certain there is only one (for future reference)

wary elbow
#

i have only one VRCWorld object and there is no any like avatars or something

royal canyon
#

that doesn't matter there could be a Pipeline Manager or Scene Descriptor on anything

wary elbow
#

there is no reason to be few pipeline managers

#

but the SDK doesn't show any error about that

royal canyon
#

it won't if there's 2

#

flip through all of your objects and look in the Inspector tab to see if there's more than 1

wary elbow
#

yeah i just checked and i found no second Pipeline Manager

royal canyon
#

ok

#

so commence with exporting the package into another project and do not include the VRCSDK folder.

wary elbow
#

okay im working on it

#

i just downloaded the latest version of VRCSDK

royal canyon
wary elbow
#

yeah

royal canyon
#

ok cool

bold ibex
#

hey can i have some help

royal canyon
#

so when that package gets imported, import the NEW SDK 🙂

wary elbow
#

okay cool

royal canyon
#

@bold ibex sure what's going on?

#

I'll help if I can 🙂

bold ibex
#

ok so i started making a world about saturday and im trying to upload it now

#

whenver i test runn it or publish it publishes as an old version

wary elbow
#

omg you are same with me

royal canyon
#

what Unity version and SDK version are you using?

bold ibex
#

The latest one

royal canyon
#

hmmm so

#

are you using Post Processing?

balmy gate
#

What unity version

royal canyon
#

yeah "the latest version" doesn't really tell us much

bold ibex
#

yes i am

#

on a few rain shaders

balmy gate
royal canyon
#

ok so delete the Tests folder

#

That ^^^^

bold ibex
#

there isnt a post processing folder

balmy gate
#

Clear console, disable clear on play, move an object a bit and then build and publish again. Then look for every red error and send them

bold ibex
#

and there isnt any 2tests folder"

#

oki.

royal canyon
#

if you're using Post Processing there's definitely a post processing folder

balmy gate
#

It would be PostProcessing directly in assets

#

But other script errors can cause the same problem. Let's see what the errors are

bold ibex
#

0 errors

#

oh wait

royal canyon
#

did you disable clear on play?

bold ibex
#

no

royal canyon
#

oh you're missing a Texture

#

you'll have to find what texture you're missing

bold ibex
#

OMG

#

ok

#

thanks for the help

royal canyon
#

no problem, if you have any more issues I'll help if I can

frosty bone
#

@wary elbow i found the problem about weird morphing items when try rotate.

royal canyon
#

it

#

its probably parented under a game object that doesn't have a position of 0 or something

wary elbow
#

what was that

royal canyon
#

or it was imported with a weird angle

frosty bone
#

yeah

#

It was in game object group

#

when put in root, it worked

royal canyon
#

yeah just unparent it

wary elbow
#

oh

royal canyon
#

yep! 🙂

wary elbow
#

that is so good for you

frosty bone
#

But how can i make sure it goes well when in game object?

#

must it set on neutral 000 / 111 ?

royal canyon
#

create a new game object with pos & rot 000, scale 111

#

yes

#

correct

frosty bone
#

so no other values are allowed, okee

royal canyon
#

just move the child objects under it

#

after u make it 000, 111

frosty bone
#

hmhm

royal canyon
#

I think the Parent object takes precedence over the child objects

frosty bone
#

yeah i saw it

#

values changed when moved to object with values

#

no problem if it's not pickup.

royal canyon
#

it doesn't necessarily have to be parented under an empty game object either if it's a pickup or not

#

if you want things to move together just parent the objects under the object with the pickup

#

it'll apply the pickup to the children as well

wary elbow
#

Good news

#

i've solved it

#

that too much realistic materials was the issue

royal canyon
#

that's really weird

#

but I am glad you solved it

red magnet
royal canyon
#

I'm not sure @red magnet maybe try another water shader?

weak raven
#

water is a mechanic that you have to play around with, make sure the metallic surfacing isn't set to high. @red magnet

wary elbow
#

are you guys have any good ideas to loop the few audio clips?

royal canyon
#

like background music?

frosty bone
#

Question: can you make hole in the ground terrain?

#

like you want make path to go under terrain

red magnet
#

i think the issue is that the water shader simply do not support vr environment.. if anyone has a good water shader that works great on vr with reflection/refraction let me know please, thank you

bronze smelt
#

There is a few in the pinned database

#

@red magnet ^

red magnet
#

thanks

civic forge
#

how do you make quest world? what settings do you go to>

near escarp
civic forge
#

ty

wary elbow
#

@royal canyon yeah

#

i want to play few musics on my world and make it loop

#

like one by one

#

first -> second -> third -> ... -> last -> first

royal canyon
#

you could do it with Animation Events

woven condor
#

I'm stuck with this - any help please - i have oninteract trigger 4 timed events - how can i stop 2nd activation of trigger while events play out ?

royal canyon
#

use Animation Events

fervent scarab
#

question about material counts in VRCHAT worlds. is it better to have many material slots and repeating textures on them or condense everything to few material slots and just big gross looking textures

#

trying to set up my UV's better I think this is going to be a new better method

balmy relic
#

import all the song in audacity and put them back to back

#

Of what I saw in all the mobile game asset that I rip is.

#

one big ass texture or two

#

And multiple material. So culling work corectly. Idk

delicate marsh
#

i'm using post processing and i want to have players be able to toggle screen effects

#

i have the profile on the main camera and i have an animation to toggle the component 'post processing behavior' set to a button local on interact

#

works in unity when i test the trigger but not in game

#

any ideas?

balmy gate
#

Post professional behavior isn't a component in post processing v2

#

You must be using post processing v2 to make it togglable

#

And then you want to toggle the Post Processing Volume object or component @delicate marsh

delicate marsh
#

i read the docs but i couldn't find the package manager to change it to v2

#

hm

balmy gate
#

You need to delete version 1 or rename it is fine too

#

Then find the official unity github and download it from there

#

It's not in asset store. Silent's guide should have a link

delicate marsh
#

ok ty. so there's no way to trigger without v2 right?

balmy gate
#

Correct. V1 is static and according to 1001 is poor quality and deprecated

#

So basically you shouldn't use pp v1 in for any new project

#

Ppv2 make sure to delete Tests folder after importing. Also be careful about layers

#

The layer the pp volume object is on must match the layer you used in the dropdown for post processing layer component

bold ibex
#

poor quality is a little strong but yeah, v2 is faster, looks better, has some things fixed for vr and future proof so to say 😄

lone epoch
#

is avatar pedestal possible with ui button? settings like this isn't works for me 🤔
(nevermind, fixed it)

royal canyon
#

@fervent scarab dude, Probuilder is lit.

fervent scarab
#

@royal canyon probuilder?

royal canyon
#

Yeah it has UV features, too. I use it, but what you're using seems to be awesome too.

fervent scarab
#

oh... ive kinda resorted to oldschool ways

royal canyon
#

lol nice

warm marten
#

wtf pro builder has uv features?

#

i didnt know that

#

you mean i dont have to slog though trying to make a functional uv map on blender?

mild venture
#

So I'm trying to publish my world, but the naming, description and upload button never appear. Anyone know the fix?

raw arrow
#

Pause your editor

#

It's playing rn and you're in the game tab

mild venture
#

I mean, it starts playing itself after I click publish in the builder

#

then it just never goes to the naming window and whatnot

raw arrow
#

Oh I see the problem now oops

#

I understood it wrong. Have you tried saving the project and the scene and whatnot and tried restarting unity?

mild venture
#

Yeah, I've replaced the sdk as well. I've had nothing but problems with the latest sdk :x

#

all errors I've gotten were sdk related

#

I got rid of them, but now it just never goes to the upload window

#

idk why

raw arrow
#

This probably won't fix it but I see you're view in the game tab is scaled differently, maybe try setting that back to default and trying?

mild venture
#

Nah, I've tried that. vrcSad I even made a new unity project.
Could it be that my Unity is
Unity 2017.4.28f1 Personal?

raw arrow
#

It does matter if your version is free or paid, the numbers really just need to be the same

#

And I'm assuming you can't upload if you're not on the latest SDK?

mild venture
#

Yeah. Should I switch to an older sdk?

blissful sundial
#

Are there any guides on how to make an escalator?

raw arrow
#

You could try it, but it might break it

mild venture
#

Hmm. Guess I'll try with a backup. Thanks. 🙂

raw arrow
#

Might have to send in a support ticket or something, that's kind of a major issue tbh

mild venture
raw arrow
#

The sdk might be trying to turn on some sort of vr mode. I don't think it's a problem but I'm no expert with errors

mild venture
#

Ah, okie. Thanks tho 🙂

cedar nebula
#

you might have errors that you're not seeing. Disable Clear on Play and Error Pause and do another build, then see what comes up

remote plover
#

I have a ball and a sprite. I want the sprite to move with the ball, but not rotate with it. Is there a way to do this using fixed joints, or billboard renderers or something?

mild spade
#

@remote plover Using the "follow target" script from the "Standard assets" will let any object follow another object without affecting rotation.

remote plover
#

Thanks! That's exactly what I needed

mild venture
#

How to stop a reflection probe from flickering? 🤔

#

When I look upward a bit, I notice the ground stops showing the reflection probe's work.

bold ibex
#

Hello. I deseperatly need help form my world. I started to make a little bedroom, everything worked fine, I managed to bake lights, world runs at 100fps on my crappy computer.
Then I added a second room to expand my world, as a second mesh. Now the game caps at 30 fps and light baking is hell. 😦

#

Do I need to put occlusion areas on each room or a single one for the whole scene?

#

My world looks and lightin settings look like this

#

Am I doing something wrong?

woven condor
#

thank you @royal canyon animation events work for play without interrupt. Now i cannot reset for switch to work again. oninteract switch set bool true - how do i reset bool false without switch press so events not loop ?

bold ibex
#

Hello, I get sent to the default spawn thingy when I try to enter my own world that I just made from the VRChat home kit video

#

e_e

bronze smelt
#

@bold ibex Did you add the Spawn object to the Scene Descriptor in VRCWorld?

lyric turtle
#

Is someone willing to help me with a problem, like i have some mirrors and i want them to turn of each other so you only can activate one at the time.

unique comet
#

i want to add a miror to my world but i want it to be the old optimised people only one can someone show me how i do it?

bronze smelt
#

@lyric turtle There are multiple ways you can do this. Some better than the other.
The simplest way would just have a local custom trigger with all the mirror object in it that turns them all off.
Have that fire first, then under than you add another trigger to turn what ever mirror you want on.
This is the "first time" way of doing it.

@unique comet Just remove the layers you don't need on the mirror and you'll get what you want.

unique comet
#

ah ok

#

but can i get a memory refresh on all the button toggles and shit

#

like the press x thing and boom optimised mirror

lyric turtle
#

Sweet thx, ill see if i can make that happen

bronze smelt
#

@unique comet You need to have two mirrors and use a trigger to switch between them on Key Press

unique comet
#

why two again?

#

is it for the optimisation of the mirror

bronze smelt
#

You can't edit the layers in real time, therefor you need two mirrors. But only one is enabled at any time

mild spade
#

@woven condor If you want an animation event to fire once and reset itself after, you would use a "trigger" instead of a "bool"

bold ibex
fervent scarab
#

@lyric turtle i like this username uwu

#

lol

#

@bronze smelt does that method need a delay or does the even system follow down the list like it's a que list

bronze smelt
#

It's supposed to go down the list

fervent scarab
#

I have a question for Unity, is there another method of snapping models together instead of setting the snapping size? can i snap objects together based on their pivot point?

lyric turtle
#

@fervent scarab Well thank you #^-^#

stray sand
quartz stag
weak raven
#

i got no clue...

woven condor
#

thank you @mild spade - for future i will use - i find how set "Bool" at animation end false without use trigger - i change perhaps but for now is work fine.

#

@weak raven have you 2 scenes in hierarchy

cyan pike
#

@mild venture the flickering is cuz of bloom in the world with reflection probe with the material metallic set to high also make sure your probe is set to cover the whole world if you just want one also could be from bad UVmapping to

mild venture
#

Thank you!! @cyan pike How do I check the UVmapping? In Blender? I'm afraid UVmapping is one of the things I've not touched up on yet.

cyan pike
#

yea blender

mild venture
#

You know any good tutorials?

#

Oh, wait. I have dabbled a bit in this before. I was thinking UVmapping was something else. Nvm.

supple drift
#

Can you post a gif/video of the reflection probe flickering or disabling when you look a certain way?

short gulch
#

You could use probuilder to edit UVs too

#

And I need to read the whole message before responding lol.

supple drift
#

Do you have any real-time or mixed lights in your world? The only flickering like that I've seen is when you cross the max pixel light limit which maybe might look like a reflection probe shutting off.

mild venture
#

@supple drift

#

I do. I've mixed lights

#

What is the max pixel light limit?

#

I was looking into that last night, and couldn't figure it out.

cyan pike
#

oh that is from the mixed lights

#

you have to many and they cant all be rendered at once

#

need to bake them tbh to stop them from doing that or reduce the amount you have from what ive tested before if you have more then 6 mixed lights all in one room all being rendered at once it will cause a big fps drop

mild venture
#

Ohhh. Yeah, there's 8 torches, two bonfires and then two point lights near the horse statues to give them a bit of a glow.
What about my probe? It's set to realtime atm because when it's set to baked, there's no reflection at all. Do my lights have to be baked in order to use a baked probe? Or can I use baked lights and a realtime probe?

supple drift
#

Yeah! Baking is the best option for performance. If you need to cast shadows from avatars/players, you can use a single approximately-placed mixed light and use the culling mask so it only affects players (which will make it a lil cheaper)

#

In the Lighting window, you can click the dropdown arrow on the button that you'd use to bake and have it just bake all the reflection probes in your scene! I def would recommend baking your lighting though

mild venture
#

Makes sense, thank you both. 🙂 Darn. The only thing was that I've the lighting as animations to produce that bright to dim fire effect

cyan pike
#

no you need to bake your whole world project to get the probed baked you can leave the lights at mixed for testing

mild venture
#

so if I baked that, then the animation would be screwy i think?

cyan pike
#

no it wont mess with the animation if you leave thos on mixed (if they are rotating) only but bake the rest

mild venture
#

Do I bake things in the Occlusion tab?
Or does it bake automatically? Because I've set it to auto generate since my PC is a beast, so it doesn't take long. But is there something more I need to do to bake it?
I just thought baked lights weren't working since I couldn't ever see them while testing, so I've had them at mixed.
Would someone be willing to screenshare with me for a few min? :3

cyan pike
#

window > lighting > settings near the bottom it will say Generate lighting

mild venture
#

Ohh, I see. So I just switch my lights to baked and push that instead of having auto generate on

cyan pike
#

turn auto-gen off

#

hate how its on by default in 2017 unity

mild venture
#

It is kinda annoying having it try to load every time I move something a fraction of a centimeter lol

#

What is the max setting for pixel lights?

cyan pike
#

i have mine set to 35

mild venture
#

I see. How high can it go?

supple drift
#

In the client, it's between 4-8 depending on the quality settings the player sets iirc

#

In our use cases / for the sake of optimization, we should rlly never be hitting close to that 😅

mild venture
#

To 35? XD

cyan pike
#

i have all the light sources in my world i used that setting on baked

supple drift
#

Mine is set pretty high in the editor too bcs I wanna get a rough preview of as many lights as possible without drop outs before I bake em. VRChat will enforce it down to the 4-8 in the client anyway!

mild venture
#

Ohhh, I see.

#

Can I show you my settings?

supple drift
#

Sure!

mild venture
supple drift
#

So your quality settings are gonna get overridden by VRChat anyway, but you can match them if you want bcs one of the devs posted the settings they use in #development-advanced (it's in the pinned messages)

#

Doesn't look like your lights are baked though bcs no lightmaps! Just need to generate lighting (and there's tons of tutorials on le interweb on baking lighting in Unity too to get your settings right)

mild venture
#

Yeah, I followed Xiexe's tutorial for the most part, so I hope it's okay. 🙂 I guess I've never baked them yet then. Oops. XD So these light settings seem like they'll go with my probe settings? I just need to generate the lighting now?

#

And thank you so much

supple drift
#

Ideally, you'd make all your lights baked instead of mixed and use light probes to light dynamic objects (like pickups and avatars) for performance! Then you could generate (assuming everything that doesnt move is static)

#

You'll run into the issue where you can't flicker your candles if you fully bake your lights tho. Maybe a hacky way to do subtle flickering w/ baked lights would just be to animate a post-processing volume that is graded to be slightly dimmer. Someone else might have a better idea!

mild venture
#

I never did the lightprobes, because I was confused when it came to that part. :x I guess I need to do those. It still says I have no lightmaps after baking. Hmm. 😤

#

Yeah, I may just have to say goodbye to my torch animations.

#

But my map is static, yeah.

cyan pike
#

you have the light probe group hidden thats why

mild venture
#

Oh. Well, I did hide it cuz I threw it in the project and didn't know what to do with it. The tutorial I saw, they duplicated like, idk, ten or so lightprobes? I wasn't sure how to do it. Do I just fill up the room with them?

#

hahahaha

#

Is that why my reflection is screwy? Not doing the lightprobes?

#

🤦

#

Or, I mean, is that why baking wont work?

#

Because no light probes? I feel dumb

#

I'm sorry lol

cyan pike
#

no probes no baked stuff i think

mild venture
#

Ahhhhhhhhh

#

awe.

#

"It makes sense"

#

is what it deleted

#

How many lightprobes should you fill a big room like this with? Should I just duplicate like... idk, 20 of them or so?

cyan pike
#

dont really know

mild venture
#

Ah, okie

#

Thank you :3

cyan pike
#

if you have an Nvidia card its best to buy the Bakery plugin for unity will help do the baking faster

mild venture
#

how much is that?

#

I've a gtx 1080 yeah

near escarp
#

You need lightprobes where light intensity changes

#

Covering your entire world is fine, making sure there isn't any under the floor or behind walls

mild venture
#

Ah, so all around my torches and whatnot. Thanks, Ruuubick. 🙂

near escarp
#

You can have a few thousand baked ones and it'll be fine

mild venture
#

😱 .... 😈 Time to go light probe crazy then. 😂

cyan pike
#

yea

mild venture
#

It looks quite nice

cyan pike
#

it is sadly i cant use it cuz it doesnt support AMD cards

supple drift
#

It goes on sale every now and then, I got it for like ~20-25 USD. If you're planning on developing worlds for a bit, it saves quite a bit of time

mild venture
#

Okay, plz porgib all the questions. But how do I make a skybox seamless without those annoying little square lined bits you can see?
Awe. I'm sorry.

#

Sweet, I'll have to grab it when it's on sale then

cyan pike
#

place the skybox texture on a inverted sphere if the skybox texture is already laid out correct

mild venture
#

How to invert it? Do I scale it into the negatives?

#

sorry

#

noob

cyan pike
#

blender invert the normals

mild venture
#

Thank you, I'll watch this :3

plucky yacht
#

Anyone ever have the VRC Prefab mirror just break?

cyan pike
#

nope

plucky yacht
#

nvm it was just backwards smh

#

i feel like an idiot

mild venture
#

😂 Don't worry, I've done similar stuff like that all week

near escarp
#

A 3 minute video to flip normals lmao

supple drift
#

Gotta get that ad rev vrcVPoorThinking

mild venture
#

I tried watching a nine min one before that, and some people just talk to talk. XD Hahahaha

finite grove
#

lol

mild venture
#

"Like, what are you getting at?" sometimes lol

#

emerge even more confused when vid is longer

primal sequoia
#

how do I make an avatar pedestal show the avatar name instead of "Use"?

finite grove
#

Some people like to be very descriptive but some of them just add clutter(in my view) to the video

supple drift
#

It reminds me of those recipes online that start with like five paragraphs about the author's life story

mild venture
#

Yeah, just to add time to a vid.

near escarp
#

@primal sequoia Change the Use text on the trigger

finite grove
#

Anyone know if a world can have a map system(Like porting over a gamemode from gmod and having it load a random/player voted map)

primal sequoia
#

I meant to ask, how do I make the use text use the avatar title automatically?

supple drift
#

@finite grove Within one world? You could enable and disable whatever and/or use occlusion portals to draw (or not draw) certain things - then set up a voting mechanic to control all of that. If that's what you mean!

near escarp
#

@primal sequoia You can't do that automatically

fossil estuary
#

In order for a world to be public do I have to check the community labs box before uploading?

supple drift
#

Yes, it'll go into labs and then eventually become public (as long as it doesn't get reported, etc.)

spark thunder
#

i was generating lightmaps and my computer crashed and now when i opned my scense my whole house is gone... u can see where i had a picture and lights in the house can i get it back
?

#

anybody?

copper prairie
#

Can a sprite be used as a mirror trigger?

cedar nebula
#

anything can be used as a trigger really. If you mean pressing the sprite like a button then all it needs is a collider and an OnInteract trigger

copper prairie
#

Ty

past burrow
#

@spark thunder unfortunately there's no way to recover an unsaved scene on unity but all of your files like models, textures and more should be fine, you have to put'em back together on the scene

spark thunder
#

it was saved

#

my computer crashed and then it was gone but all my lights and stuff were still there

spark thunder
#

can someone help me with my reflection probe?

#

i want my reflection to be for each part of the room and it keeps just showing the dang skybox as the reflection!

near escarp
#

Edit the bounds of the reflection probe

#

or move it within the room if you haven't already

copper prairie
spark thunder
#

is this video just doing baking cuz i know how to bake. this problem is soemthing new and it doesnt make sense

#

ive done that @near escarp

copper prairie
#

He talks about the reflecting the skybox problem

simple halo
near escarp
#

@spark thunder Can you post screenshots of the setups ?

hot bobcat
#

So I just finished a world on VR CHAT but I am new to it. What are the requirements to to upload a world?

simple halo
#

Mainly just have to be a User Rank in the Trust System and the world follows the rules of the game @hot bobcat

hot bobcat
#

@simple halo I get that but idk how to upload in the first place and how long it takes to get a user rank in the trust system. Do you by chance know any videos that show you how to upload a world through unity?

severe crown
#

you use unity to upload worlds into Vrchat

#

theres a VRchat SDK extention that you use in Unity to upload the world

#

but you need a certain amount of hours in the game to be able to upload avatars and worlds into the game first.

copper prairie
river frost
spring linden
#

is it possible to get some error/debug information if a world can not load because of some stuff? everytime if i try to test my world it sends me back to the home world but i dont know how to find the problem(besides deleting everything)

cedar nebula
#

check the outputlog for errors, but usually the problem can found in the Unity console

#

!outputlog

tawny lilyBOT
#

You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt

weak raven
#

@backwards#8560 sorry for late reply, I only have 1 scene.

leaden atlas
#

Hi all,

#

It contains scripts... but I just found scripts for the editor (have checked the preview).

chrome lynx
#

vrc does not support custom scripts if it is not on vrc's whitelist

coral wing
#

Editor scripts are allowed, but the only way of knowing if something works is testing it

#

seems like it's a flowmap generator? so it could work, but it uses it's own shader so I'm not sure if it'll cause any trouble in VR

balmy gate
#

With asset store stuff I'd generally expect to do extra work to make it compatible with VR (stereo support for shaders) and/or VRChat (no scripts), which is annoying because you're playing extra for a supposedly prepackaged and working solution. I wish they had a way to preview the asset before putting down $40-50

fervent scarab
lyric turtle
#

So can someone pls help? is there a way for me to update the world i have, like i have made a world in blender, made it an fbx and uploaded it in unity, now i have made some more changes in blender and i dont want to conect all tha buttons and stuf in unity again. is there a way for me to just put in the updated object?

balmy gate
#

if you overwrite an FBX file by exporting it on top of it or overwriting it in explorer, then open Unity, unity will detect the changes and refresh

#

just make sure not to change too much of the structure (splitting meshes, renaming stuff, changing armatures for skinning) because then you may have to reassign materials or rerig those parts

#

also I always recommend to keep backups of old FBX and old scene files

#

@lyric turtle

lyric turtle
#

I'll make sure to make a backup ^^ and thanks ill try to see if i can get it to work :3

river frost
#

Hello guys:) anybody knows is it normal that I uploaded a new world to community lab but it doesn't appear in my profile? I remember the first world I uploaded few months ago appear right away in my profile when I uploaded it.

near escarp
#

Which profile ?

river frost
#

the profile in game

near escarp
#

you mean the worlds menu row called "Mine" ?

river frost
#

it appears in "Mine" and in community labs too, but it doesn't appear in my profile😂

near escarp
#

I don't think community labs show up there ?

river frost
#

Ahh I removed it and decided to upload it again because I thought it bugged😥

#

but it happens to my friend too

bronze smelt
#

CL worlds should show on the list too. But if it's cached, it might not show up right away.

As long as the world shows up in the CL row you're fine.

Example: https://i.imgur.com/XV9n3r6.png

river frost
#

Ahh Okiee

#

Thank you all for helping😆

open thicket
#

how can I make something where it displays a number of things "found" on the players screen? like say how many items they've already collected

#

good example the doom world with the health bar etc

short gulch
#

What would you guys say are the best gun prefabs currently available? Preferably a pack with different types of guns (auto, semi-auto, shotgun, sniper rifle, etc.)

supple drift
#

I'm not sure, but if you're working on a shooter - Udon is (supposed to be) right around the corner and is probably worth the wait if you just started working on it

green lagoon
#

or maybe start working on your environment arts & level design while you wait for udon

short gulch
#

Mkay, nice to hear Udon is almost ready. I was just curious if there are any better than jetdogs, they behave kinda strangely. Like if you shoot someone, the particle will hit their hitbox and kinda float there for a bit, but they need to move into the particle for it to actually deal damage. So if you shoot someone while they are moving away from you it wont deal damage

#

I found that you're actually more likely to hurt yourself than someone else with these guns

supple drift
#

Yeah, I think shooters are just way more complicated than they seem when it comes to mechanics and even syncing (in general, but especially in our case).

#

I mean we dunno what Udon really has yet to work with, but definitely more than we have now which should help. Doing things like matchmaking and team stuff is a pain rn too. I'm sure there will be some advanced shooter prefabs post-Udon. Maybe you can make it! 😉

coral wing
#

best way to do guns without weird sync issues is with raycasts which right now can be accessed using one of the standard scripts, but yeah with udon stuff should be easier so hopefully we'll have access to that

copper prairie
#

Does anyone know where I can get a height ruler model, or know how to figure out real world measurements while making a world?

bold ibex
#

Any recomended water shader to use for small stuff like sinks, etc?

supple drift
#

It's relative, but most Unity stuff uses meters as the default so 1 unit = 1 meter is prob the best way to go. There's a height chart in the Avatar Testing world that most use for avatars so that's prob our best scale reference. I usually just use the blue fred in the sdk for height ref when greyboxing @copper prairie

coral wing
#

if you're importing a model use a unity cube for scale

#

and yeah 1 unit = 1m

#

I generally like to import my avatar, a nikkei, and a cube with it's origin at the base so it's y is the height of the cube

stone hollow
#

the colission pill for a player is 2m tall

#

so make doors atleast 2.1m

copper prairie
#

Thank you guys.

stone hollow
#

👍

#

@bold ibex Any reason you can just use a translucent blue plane? sink water doesnt usually move a whole lot (alot of water shaders emulate ocean/sea so they arent a good fit)

fervent scarab
#

@stone hollow what are your worlds?

stone hollow
#

The Junkyard, Crafty Climbers, Sunset boat, The Box of Marriage, I co created Balloon Farm awhile ago?

fervent scarab
#

Neat!

#

I wish world discovery was more passive....

stone hollow
#

I actively seek out original works so i cant complain really

#

Also Junkyard and Crafty were in spotlight, how could you miss them 😔

#

Why do you ask, anyway?

soft lynx
#

How can I make my world darker?

near escarp
#

darker how ?

soft lynx
#

Lighting.

#

I only have one lighting source, but I tried turning it down a lot and it didn't work.

near escarp
#

You could maybe try with post processing instead then

soft lynx
#

Ooh, that sounds perfect! Thank you!

stone hollow
#

Looks like the model just inst recieving light at all

#

or is using an unlit shader

#

Post processing is (and always should be) a last resort!

soft lynx
#

I think I'm using the standard shader.

#

Yeah, I'm using the standard shader.

stone hollow
#

Looks like the model just is nott receiving light at all

soft lynx
bold ibex
#

it looks good, but it might make everybody's avatars too dark

#

be sure to check how avatars look with those lights and post settings

soft lynx
#

Will do.

fervent scarab
stone hollow
#

better not be what i think it be

weak raven
#

^

dusk gulch
#

Does anyone know what settings I need to have checked in the circles for my videos to play for others who join my world and have it be in sync with where I am at? I can get the videos to play for myself but my friends are just seeing a grey screen.

solid helm
#

@stone hollow Colour grading should be the last resort but tone mapping should be the first thing you set up

stone hollow
#

Not if you do your colors right in the first place?

solid helm
#

There is no doing it right when Unity displays them in the wrong colour space 😋

cedar nebula
#

@dusk gulch Make it MasterUnbuffered and set the Targets to Owner. Yes it sounds weird but that's the setup

solid helm
#

Saying "just do the colours right" is bad advice. If this was a 2D game with sprites it would make sense, but because of how Unity does lighting that's just going to make things harder for people for no reason because they'll assume they set things up wrong when the reality is that Unity isn't displaying their art properly.

dusk gulch
#

@cedar nebula Didn't work vrcCrying

fervent scarab
solid helm
#

And you can go out of your way to work around this and still have issues. You can make all your materials unlit, paint all the lighting in by hand, and you'll still see things look too bright or too dark because Unity is still rendering things in a way that assumes they'll be tonemapped at the other end.

cedar nebula
#

It didn't work? I don't see why it wouldn't, that's the setup... how is it not working? It won't play for other people or it just isn't playing at all?

dusk gulch
#

It plays for me with pretty much every setting I try but its just a grey screen for others

#

I feel like im losing my mind trying setting after setting

supple drift
#

What do you mean Unity is displaying in the wrong color space? You're makin me nervous

dusk gulch
#

Could me using a button as a trigger to wake the video player impact it?

cedar nebula
#

hhhmmm I'm not sure what the problem is then. Maybe they've changed how video players function since I last messed with it. Have you looked at the example scene in the SDK to see how that's setup?

#

how you trigger it shouldn't really matter

dusk gulch
#

Yeah Ive looked at the example scene as well

cedar nebula
#

I wouldn't set it up like that. Video players don't work well when disabled, ever. Also OwnerUnbuffered doesn't really work in this situation. Use AlwaysUnbuffered

dusk gulch
#

Yeah the idea was to have buttons linking to different videos so that it would be like an easy way to switch to the next one at will. Much like the popular movie world that is setup with a server only this would operate at a smaller scale and based on links.

cedar nebula
#

I think what those do is all the videos are under one playlist and playing a specific video jumps to that spot in the playlist. It's all one video player and it's never disabled, only Stopped

frank geyser
#

Does anyone here know how to use custom animation controller on the vrc station (aka custom sitting animations when you sit on a vrc chair)

near escarp
#

@rare bobcat What do you mean by apply the material and preview

#

@frank geyser In your avatar components there's an override slot for sitting animation

frank geyser
#

this isnt for an avatar, its for a vrc chair. I have a prefab and the default sitting animation on that is different, and i dont have to change anything on my avatars

#

On the custom prefab chairs i got the only thing thats changed is the animation controller on vrc station

near escarp
#

Did you add your animation file to that to override it ?

frank geyser
#

yeah i made it animation file from an avatar and if i put said animation controller on any random avatar it plays the animation perfectly

#

but if i put it on the vrc station on the animator controller, it changes nothing

near escarp
#

What does your animation controller look like ?

frank geyser
#

what do you mean?

near escarp
#

how did you configure it

frank geyser
#

i posed a random avatar on how i wanted it in the animation tab and took that

#

should i be using a overidecontroller instead

frank geyser
#

ok kinda got it, but its not playing what the animation its supposed to play

#

just stays still

#

and its different from the other custom sitting animations form the prefab i got

#

i think the ani file isnt working properly

#

but when i apply the ani to random ava it works fine

near escarp
#

@rare bobcat i believe there's a bug with the setmaterial trigger list

#

are the material names similar ?

#

So you have multiple materials in the list and it only grabs the first one ?

#

Or is that specific to the object it's sent to

frank geyser
#

omg

#

i found it out i think, the model i used was in generic rig, not humanoid

near escarp
#

that would do it 😄

frank geyser
#

8 months

near escarp
#

i got confused when you said "it works on any model"

frank geyser
#

same

deft dome
#

I have a question.

frank geyser
#

but ig i didnt rig them bc i didnt need to

deft dome
#

I'll just ask it later

near escarp
#

@rare bobcat Can you check your triggers in your world, and then look at your log to see if there's any indication of the trigger not firing or the material being the cause ?

#

sorry i meant publish your world as a local test

#

C:\Users\X\AppData\LocalLow\VRChat\vrchat

#

output_log

#

it's created when you start a session

#

you can open it at the end to see events in detail

stone hollow
#

put it in a pastebin

frank geyser
#

ok now

#

now when i make a new animation for a model it just teleports it far away

near escarp
#

@rare bobcat Can you post pictures of your setup as well ?

near escarp
#

So what isn't working in this clip ?

near escarp
#

I'm not aware of those limitations, but what are the differences between the upper and lower row ?

#

And have you tried using a copy of the component of the top row for the bottom row to see if having two triggers solves the problem ?

modern kayak
#

I would recommend using an something other than setmaterial, like an animator. Setmaterial has always been kinda iffy

fervent scarab
#

@near escarp notices you owo...

spring linden
#

is it normal that shadows start to flicker as more i'm far away from the center of a world?

cedar nebula
#

realtime shadows tend to have those problems in general to be honest, floating point errors probably just make it worse

sterile flame
#

Ok so now I have the documentary out the way and can focus on other projects, I wanna learn how to build my own world. I have a lot of inspiration from mina Francesca who made the secret cafe garden utopia, my dream world and such. I love how intuitive and interactive the world is as well as just how beautiful they all are and pleasant to sit and relax in.

The idea is basically a cafe by day and a cool whiskey and cocktail bar by night (so two different versions when you interact with a switch in the world, master only)

Now my only problem is... I know absolutely noting when it comes to unity... most avatar packages I get my hands on I end up breaking them and doing something stupid xD

Point me to the right tutorials and tips so I can get a base down. I'll get to triggers and things later sown the line.

There will be a section dedicated to pocky :3

finite mountain
#

@open thicket

  • hardlight's playertracker prefab (so you can pin objects to the player camera to serve as your HUD)
  • an animator on that pinned object with a set of different animations it transitions to depending on a parameter. The animations display numbers or coins or whatever.
  • give the collectable objects scattered around your world each a vrc trigger that sends the AnimatorIntAdd action to change the parameter in the pinned HUD object.
  • if you want something to happen when the parameter hits a certain value (like a door that unlocks at 100 coins) add another animation to the pinned HUD object and have the animation enable a child object. Give that child object a vrc trigger that OnEnable does the thing you want.
mild spade
bronze smelt
#

Those videos are a bit above what was asked for ^_^

#

Start with using free assets and play around in the editor, once you feel comfortable with that.
Then you can start looking at more advanced things like getting it into VRChat, optimize content, bake light ect.

fervent scarab
royal canyon
#

make sure your VRCWorld is slightly above

#

the terain

#

then retry it

#

hmmm try a box collider on it then

#

on the terrain

#

that's fine

#

it'll still work

#

or actually you can try ticking "Convex" under the Mesh Collider

#

idk why it doesn't work though, it should if it has a collider on it

#

huh? what's the terrain made of then?

#

highlight the terrain and let me see it in the Inspector

#

take off the box collider and mesh collider

#

you only need 1 collider per item

#

try it

tawny lilyBOT
#

┬──┬ ノ( ゜-゜ノ) There you go

royal canyon
#

my bad.....

#

well then take off the terrain collider and readd the mesh collider

#

2 colliders on 1 item won't work especially if they're overlapping

#

Unity won't know which collider to actually use

near escarp
#

if it's flat, add a gigantic box collider

#

most of it looks pretty flat, try with thaat

royal canyon
#

did you test it with the mesh collider?

near escarp
#

Why is the collider component disabled

royal canyon
#

If you're gonna be ungrateful for trying to help you, I won't any longer.

#

No need to be a crybaby about it

#

.>

near escarp
#

should have googled it to begin with zucc

royal canyon
#

^^^ THIS

left marlin
#

Lol, your layer is player. Change it to default and keep the terrain collider.

near escarp
#

Did you change your terrain layer on purpose ?