#world-development

39 messages · Page 8 of 1

royal canyon
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bruh calm thy teets

near escarp
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Dunno, seems like a mistake, no need to take it on others

royal canyon
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.>

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sorry for trying to help 😂

near escarp
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And that's goodbye

left marlin
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I was laughing more at the situation and how much it was escalating, not at you.
When dealing with “I’m falling” questions the first things I look at are do you have a non trigger collider and is the layer correct.

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Oh, did you just ban them?

near escarp
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Yeah, he got his answer anyway

left marlin
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All messages are gone

royal canyon
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I didn't even think to look at the layer. I was genuinely trying to help the kid until he starting acting like I was obligated to help him >.> I mean jeez...

near escarp
left marlin
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I should stop procrastinating and go back to work anyway.

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Also really jealous of Ruuubicks ability to use emojis.

royal canyon
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I love it when people take others for granted

left marlin
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Ruuubick reacting to his face emote with Cyan’s face emote.
Ultimate taunting right there.

royal canyon
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😂

steady lance
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Are there any post processing packages i can get on the unity store that are VR compatible and work on vrchat? Preferably free?

bold ibex
steady lance
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Thank you a ton

bold ibex
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to add it to a project only copy the 'postprocessing' folder into your project

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it's whitelisted by vrchat and works great with vr

left marlin
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Or if you add everything, remember to delete the test folder or it will cause issues.

bold ibex
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oh and it's totally free

near escarp
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on how to set it up

steady lance
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Thank you guys ❤

royal canyon
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Silent did an amazing job on the writeup!

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Clear and Concise

bold ibex
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Any tips on how to prevent that cut off that happens after an audio is done playing?

near escarp
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Is that from the sound itself ?

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you can edit it in Audacity if necessary

bold ibex
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Its not, its like a small cut off that happens after the animation has been played and the audio is done

supple drift
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Could be the result of the audio file not ending at a zero-crossing, could also just be a weird DSP glitch! I'd try fading the source volume down in the animation so it has a fade out + see if that helps.

bold ibex
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Will try that! thank you

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Okay so the Reverb filter was the cause of it, it seems

supple drift
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Yeah! DSP stuff like that can do all kinds of wacky things :/

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Not a mega loss though bcs the reverb in Unity can be weird in VR (because it's not really doing propagation so it isn't spatialized properly)

woven condor
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I have 400k .mp4 video i want place as secret - is it difficult to make play small .mp4 video in vrchat ?

bold ibex
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it's easy, you can use the unity video player instead of the vrcvideosync

supple drift
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But now it's not a secret because we know about it 🤔

woven condor
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lol - you must activate secret - there are many in map 🙂

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thank you @bold ibex

bold ibex
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if it's just a small looping animation without sound, like a gif, you could use a flipbook shader on a quad

woven condor
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ooh - it's done now @bold ibex - works great - didnt know was so simple - thanks again

fervent scarab
near escarp
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Looks great !

bold ibex
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@woven condor no problem, it uses less system overhead than vrcvideosync too 👍

fervent scarab
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@near escarp I wan to make a joke in my world. If players seat on the surgery slab an animation override will lock them in and then _THE NEUTERIZOR" will start it's power up sequence. A long drawn out, ever increaseing powerup sequence and it will aim at the crotch of the players, (now strapped down). Then after a long increasing crescendo of sound effects i was thinking a "no payoff joke" with like... candy corn or some thing popping out. (perhaps just a fart sound)

Im trying to make it as cartoonish PG as possible, would this joke violate TOS?

left marlin
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Not sure about ToS but I’ve seen seemingly worse worlds where someone gets locked in a chair and are being electrocuted. Back then they had a bug and the animation stuck to their avatar too.

near escarp
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@fervent scarab No that'd be fine

fervent scarab
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cool! I'll try to keep it as funny as I can. perhaps a voice like "gametes identified, calibration extraction beam"

mild venture
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I don't see any good Aura 2 tutorials on Youtube though. 🤔 Anyone know of any?

near escarp
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You shouldn't rely on it

mild venture
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On Aura 2? Yeah, I'd never rely on it for all my lighting. I've done up all my lighting, I just want some volumetric rays coming through a couple windows. :3

near escarp
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This is better

mild venture
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WHOT, I didn't know Xiexe had a volumetric lighting thingy

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Thanks ❤

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😭

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Oh, well, at least I got some stuff I'll use in the bundle s well

copper prairie
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Is Tsuna's prefab video player ready to go once you place it?

soft lynx
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Is there a way to make audio sources loop at a specific part?

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The audio source component in Unity only loops beginning to end, from what I recall.

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When the audio source reaches the end, I want it to start again somewhere other than the beginning.

stone hollow
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Seperate the audio out into two clips, play the intro and loop the part you want to loop.

soft lynx
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Damn, that's gonna make it a bit harder.

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How do I make the looped part play when I need it to?

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The loop has to go on forever, by the way.

cedar nebula
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you have to time it with an animation or a delayed trigger. This can be hit or miss in my experience

soft lynx
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I'm having it play in a specific area.

fervent scarab
mild venture
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O nice :3

cyan pike
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the light rays dont work with baked lighting on the XSVolumetrics thats the only problem i have with it

steady lance
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Are there any post process bundles that are allowed by vrchat?

cyan pike
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pp stacks v2

steady lance
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that works with vrc?

cyan pike
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yea

steady lance
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oof wait i knew that

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my bad

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thanks ❤

mild venture
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Wait, only v2?

cyan pike
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v1 and v2 both work in vrc

mild venture
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Oh, thank goodness

cedar nebula
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v2 is wwwaaayyyy better though

cyan pike
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both are the same pretty much but v2 has a cleaner UI and doesnt use much resources as v1 does

supple drift
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v2 is much faster than v1 (+ fixes a lot of long-term legacy issues that v1 had). Plus, volumes!!!

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v1 = old n busted
v2 = new hotness

mild venture
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But but is fifteen dolla

coral wing
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it 100% does not cost anything

supple drift
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Yeah! It's made by Unity - it's free 🌞

mild venture
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wtf, how come i dont see it

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Oh. Blackant master studio has a very very similar thumbnail and... is called Post Processing Stack V2

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is $15

mild venture
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Bless you 🙏 Thank you

fervent scarab
bold ibex
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IT'S ALIVE pose 👌

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walking around something you made in vr is always oO

mild venture
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Good glass shaders, anyone? I was using FX/Glass/Stained BumpDistort, and it gives a painful to look at/weird reflection in VR. 😣 Looks fine in desktop, but not VR.

cyan pike
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that shader has been broken for a very long time

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just use standard shader (transparent) with a white texture (its what i do anyways for glass)

mild venture
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Ahh, darn. I see

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If I put post processing v2 in my project, will it overwrite the first version? Or would it be ideal to delete the first version before introducing the v2?

near escarp
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remove the first one completely !

steady lance
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Ive set the post processing stack v2 scripts up with my world, got the settings to how i like them, set the camera as reference camera apon finish, but ingame i dont see any of the effects? Could there be something im missing?

near escarp
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Did you apply the layers correctly as well ?

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If you follow all steps, it works

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you can also preview it in Unity

steady lance
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I did

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i set the layer to Everything for the camera is that how it should be?

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i read in the tutorial it used layer "water" but i dont want things in that layer to only be rendered?

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unless thats not how it works

near escarp
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It needs to be water for that specific reason

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If you decide to only follow certain steps it won't work

steady lance
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I see i see

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ill reread and in a bit ill keep posted

mild venture
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I'm working on the same thing right now XD A bit more complicated than v1

steady lance
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same

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I can see this being very easy once you understand it enough.

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Just gotta practice.

solid helm
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If you find any bit of my guide confusing, please tag me so I can correct it

steady lance
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its probably something on my end

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im not sure as to why i dont see the effects in game

cedar nebula
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did you delete the Tests folder (if you imported the entire package) ?

steady lance
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ive simply just imported the main postprocessing folder

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(the one with the Editor, Gizmos, runtime, shaders, and textures folder)

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unless that was the issue?

cedar nebula
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no that should be fine

steady lance
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weird.

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I do have some questions regarding the guide though. Why cant volume and layer be on the same game obj? like the camera?

cedar nebula
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because the volume is an actual 3D volume so it can't be stuck to the camera. Normally you'd set it to Global so it seems like it doesn't matter but if you actually use it as a volume it's obvious why you can't attach that to the camera

mild venture
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I'm confused as to which layer I put it on

steady lance
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If i set it to global should i still keep it on a separate game obj?

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water^

cedar nebula
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you have to have it on a separate object

mild venture
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I have it on that and global, but no effects show up

steady lance
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i get the same issue

mild venture
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hmm

cedar nebula
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the camera should be on default layer, but the the volume(s) itself should be set to the Water layer

steady lance
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Ohh lemme try.

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What about the other gameobj?

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with volume

cedar nebula
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yeah the Volume object should be water

mild venture
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Couldn't get effects to work. But then I changed the post process layer (script) layer to default on the cam, now i can see effects. If I have it set to water, I see nothing.

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So are you saying that cam one should be default

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?

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But if i make others, to put them on water?

cedar nebula
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I see the problem

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I said it wrong earlier, my bad. So the camera object itself needs to be on Layer Default. But in the Post Process Layer script the Layer should be set to Water. And then on your post processing Volume object, that needs to be on Layer Water

mild venture
cedar nebula
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yea

mild venture
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Okay, that makes sense

steady lance
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@cedar nebula I got mine to work, thanks a ton

cedar nebula
river frost
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Anybody knows what's the mode should I set for an elevator button (Always? AlwaysBufferOne?) for late joiners to sync? I used AlwaysUnbuffered for my buttons before, I called elevator from 1st floor to 2F, then my friend joined me and she saw the elevator was still at the 1st floor.

steady lance
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turn on advanced mode and set it to local, so it only shows up to the individual

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in the vrc trigger^

river frost
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ahh but I want it to sync for everybody😂

cedar nebula
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is it using an Animator?

river frost
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yes

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I used a bool to control it going up and down

cedar nebula
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so what you can do in that case is just put an Object Sync on the same object as the Animator and disable Synchronize Physics. This will give it mostly perfect animation sync, though it'll jump a little bit when pressing a button

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and then the buttons themselves can just be AlwaysUnbuffered

river frost
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ahhh ok

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Thank you!!!!!

short gulch
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Just posting because funny. She's just supposed to be sitting on the altar, not ascending to Lovecraftian being.

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God damn mobile Discord sucks. It crashed 6 times trying to post that

valid ember
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I see nothing wrong

mental iris
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having an issue with prefabs. how do you add sitting and make it invisible coz i get a ugly white chair cube and i seen rooms have an invisible area that says sit. is there a special script or prefab not from sdk ppl are using? and if it is the sdk one is there a way to hide it so it works without the weird visible cubes?

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additionally debating to just make a clear blank transparent 512x512 png and use that as texture to hide it if i cant figure this out x.x

crystal badge
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I'm kind of new to VR chat and even more so with making worlds. I was wondering if there's any good samaritan who would be willing to vc and help me at some point

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I could share screens or somethin, I'm very friendly and would really appreciate it! :)

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And of course I'm also happy to make a friend

royal canyon
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@mental iris just hide the mesh renderer on the chair

crystal badge
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I would like to clarify that I'm not trying to be lazy lol, I've been watching tutorials for hours upon hours. I was more so hoping to learn from someone directly

mental iris
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@royal canyon i see ok

royal canyon
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or you can remove that component altogether

mental iris
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ah ok

stone hollow
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Probably one of the best tutorials out there for making optimised content

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cutting down on them drawcalls

mental iris
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why cant they just use blender instead of unity

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with unity your trapped in there system i made a mistake on a project not vrc related and wanted to remove it from unity account but you cant/ its perinatally there. all you can do is archive it and it just removes it from all services that link to it once its archived

warm marten
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@green lagoon omg ive been looking for something like this

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thank you so much

green lagoon
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no problem it on my Twitter feed so I had to share

warm marten
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legit baking and uvmapping has been a shitshow for me past week

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i hate relearning how to texture for unity

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this will be so much easier to transition into

green lagoon
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that's not really going to solve your problem as all that really does the video I linked is make it behave a little bit more like probuilder by default and fix up the camera controls to match Unity

warm marten
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yeah more as far as it will get me more in tune with probuilder and other unity tools

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but i dont really know if i will need probuilder if i already have modeling experience

green lagoon
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probuilder can still be quite handy for really quick prototyping

warm marten
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oh, ill go ahead and put some effort learning it then.

green lagoon
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but yeah getting more blender practices is good

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but mostly in the sense as the level designer doesn't need to pull up blender for gray boxing

warm marten
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Ah i see

green lagoon
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I guess the question is are you going to be making stuff or mostly just cobbling together Unity asset

warm marten
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I'd like to be making stuff from scratch

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I'd like to avoid using unity store assets

green lagoon
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then yes you should definitely be learning more blender

warm marten
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i have a firm grasp of blender and creating base meshes, i also learned how to uv map and created mapped textures using Krita

green lagoon
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so what's currently giving you trouble

warm marten
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the thing i am having issues with is exporting to unity and applying textures to a model. im also not entirely sure what to watch out for because i know that some shaders i use in blender might not be visible in vrchat if i bake them and apply it to a unity model

mental iris
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i use probuilder in unity. easy way to do a nice build. or if im lazy af

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ill convert a mmd stage

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XD

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of corce id check the terms of it first

green lagoon
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I can't really think of any effects that blender in its default Shader would have that wouldn't show up in unity as I'm guessing you're not dealing with PBR at the moment Threshnold

mental iris
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coz some mmd stuff yor not allowed to do that

warm marten
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No i dont use PBR textures

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i've been just using Diffuse

green lagoon
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so I'm not sure why the textures aren't automatically applying when you export the FBX

warm marten
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they do, i figured out how to bake and export shaders

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but no they arent automaticially applied to the model when i export it via FBX

green lagoon
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are you just exporting the FBI's without the images

warm marten
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i usually have to go in the UV editor and get the baked textures PNG and slap it on the model once its in unity with semi desirable effects

green lagoon
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might I suggest having everything in your Unity project folder when your modeling that way it knows where your knows what your textures are as they're in the same folder as the model

warm marten
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i keep blender and unity separate, but i think you may have a good idea.

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My colors look pretty darn flat, is that what shaders in unity are for?

green lagoon
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your standard Shader would work okay

warm marten
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Gotcha.

green lagoon
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you can always play around with the shaders later let's focus on getting your workflow to be better as you're not having to reconstruct your materials

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as you're just dealing with diffuse at the moment

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mainly the reason I'm suggesting having your project folder be the same as you Unity folder is so that the materials are going look in the same folder I am in for the textures not this particular place on your hard drive

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and there is a setting when you export files to copy the texture to wherever you send your model

warm marten
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oh shit

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i did not know that

green lagoon
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I probably should have led with that

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sorry for going on a bit of a tangent

warm marten
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oh no youre good, i've been really scared to ask for help because i'm super new with unity so i would imagine it would be frustrating to help newcomers sometimes

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you're a wealth of information already

green lagoon
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a very useful Wiki if you want to learn about modeling

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they have a section even just for environmental art

warm marten
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found it, thank you.

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oh wow that link you posted is great

green lagoon
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also in case you didn't know and you can export a bunch of objects in one fbx and as long as the pivot Points are sensible you can drag it out into unity and the object hierarchy is maintained so you could put all of your modular Assets in one file

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it's one of the industry-standard wikis for looking up stuff

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also a really really nice article about modular environment pieces

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building worlds is quite important

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and this is also a handy website that has lots of Articles showing up folks workflow for various projects they work done

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very nice video showing up one of the good techniques used for making your environment not super duper expensive on the amount of texture usage

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hope you don't mind me dumping a bunch of tutorial stuff your direction

warm marten
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dude dump all of them to me

green lagoon
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I should probably just make a moodboard for these kind of tutorials to tosspeople's directions

warm marten
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i have a massive folder just for tutorials

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for blender

green lagoon
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that's excellent

warm marten
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i need to make one for unity

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i think my blender folder has like 220 files just for tutorials

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i really cant wait to get into sculpting

green lagoon
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measurements of objects so you can make sure your props are real world sized

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a bunch of helpful little tutorials that you might find some use for

warm marten
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i backed her on patreon

green lagoon
warm marten
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her tutorials are too good

green lagoon
warm marten
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ctrl +a > all transforms?

green lagoon
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it's more referring to the fact that what Unity considers up and what blender considers up is not quite the same thing

warm marten
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ah yeah i've read about that

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ill need to save that too

green lagoon
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basically I'm just looking in my resource section of various game developer discords I'm on

warm marten
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no sound tutorials are gods gifts to modelers

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wish more people did no-commentary tutorials

green lagoon
supple drift
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Hedera won't work in our version of Unity without some modification. I don't remember exactly the issue or what I modified to get it to work, but I can look into it at some point if someone here is trying to use it

green lagoon
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referring to the ivy tool?

supple drift
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yeah!

green lagoon
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good to know

supple drift
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I might be able to modify it to work, and then prefab it for us depending on the license - but gotta look into that. It will probably just fix itself when we make the 2018 LTS switch tho

green lagoon
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as I mentioned I'm just dumping everything vaguely useful from my Nifty tutorials and resources folder

supple drift
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A lot of first-person stuff use 10.24 for TD so that became the target for the world I'm working on. I rlly wish I went higher though bcs VR is a whole different beast

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Makes me curious about what the standard TD range rlly should be for VR right now

green lagoon
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well I suppose you can do some testing in your headset to see if 10.24 looks okay

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but you do also have to consider that you can't make your file size stupidly big with high-res textures considering you actually have to download the stuff whereas in a video game it would be ahead of time download

supple drift
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Yeah, 10.24 looks alright in VR. It fails when you get close enough, but looks great mid-to-far. Depends on your use case, i suppose

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It seems it's not vry straight-forward - like you can get away with cheating detail in normals a lot in the standard pipeline, but that fails more often in VR bcs of how much you look at shit with scrutiny

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Would love to have the >1GB per level budget that normal games have tho 😝

green lagoon
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yes but that's not going to happen anytime soon as folks download speeds aren't that good

supple drift
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Yep haha. Maybe in the far future, it'll be possible to load worlds/maps asynchronously 🤓

green lagoon
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I doubt we're going to solve that in vrchat as everything is a big data blob in unity

warm marten
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@green lagoon just saying youre an angel

green lagoon
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I'm glad you like all the stuff

warm marten
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i know that frustration for me

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is really good

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its an indicator to me that im challenging myself

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and by challenging myself ill know ill improve

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so your resources are well appreicated

mild venture
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Man. I opened my project after installed post processing v2 last night, and all of my materials were purple. So I deleted and reimported the shader, and it done broked everyfing.
vrcSad

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Shader won't even work anymore 😂

left kettle
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Hello hello, I was wondering if it's possible to change playermods such as run speed or jump height with triggers in-game. If so, how would I go about accomplishing this?

cedar nebula
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nope, can't do it

left kettle
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Awww, that's quite unfortunate. Thank you for the response~

steady lance
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what layers should i set for my mirror if i just want players to view their avatars and not anything in the world?

cedar nebula
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MirrorReflection, and probably Player as well to be able to see other people

steady lance
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this will exclude the world objects too right?

cedar nebula
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yea, just those two layers will only reflect you and other players. And also the skybox I guess but nothing you can do about that

steady lance
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thats ok, thanks again

soft lynx
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Is there a way to make audio play within a specific radius? My goal is to make it so that whenever people walk outside that radius, they will no longer hear the audio source.

cedar nebula
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yeah that's how audio works normally. Audio Source component, just make sure it's set to 3D and not 2D

soft lynx
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I also want it to be directionless, but I don't know how to configure it to work like that.

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2D works perfectly for it, but it can be heard everywhere else.

cedar nebula
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attach the vrc spatial audio component and then turn under the advanced options turn up the volumetric radius. This will increase the range that sound becomes directionless
from the docs:
"An audio source is normally simulated to be a point source, however changing this value allows the source to appear to come from a larger area. This should be used carefully, and is mainly for distant audio sources that need to sound "large" as you move past them. The listener should not ever get close to the radius for best results. Keep this at zero unless you know what you're doing."

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okay actually rereading that maybe it's not the right approach, not sure

modern kayak
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yeah that value is used for stuff like lightning that's suuuuper far away

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if you want something to be 2D close up but then turn off when you go out of range, what you can do is change the custom curve of the audio source so that after a certain range, it changes to 3D and volume goes down

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spatial blend being 2D vs 3D

soft lynx
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I feel so dumb. LOL

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It didn't work.

stray sand
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@soft lynx make sure that spatialize is off. you'll have to use the debug inspector to see it.

soft lynx
stray sand
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👍

bold ibex
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One of my worlds don't work on quest and pc. It did but now it can't be opened. When you do enter it your are instantly put back to the home world. All shaders for quest are good and was fine before.

cedar nebula
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check your vrchat log for what error it throws when you try to join the world, but usually a problem like that can be found in the Unity console when you do a build

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!outputlog

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

bold ibex
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Ok. I try checking that

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There is an error about Splite3 missing

cedar nebula
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sounds like you have a script that's throwing errors. If you don't need it then just delete it

bold ibex
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Alright

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I'm checking the code and it seems like this has to do with the sdk for vrchat itself. so I can try reputting in the sdk to see if that can fix it.

lyric turtle
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So can someone help me, ive tried for ages now and i cant get it to work, can someone tell me how to play and audio clip when a player enters the object/mesh?

copper prairie
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@lyric turtle This might help https://docs.vrchat.com/docs/onentertrigger

lyric turtle
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@copper prairie des it need to be a mesh collider or can it be a box?

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but any ways Ill try this out thank you soo much @copper prairie

copper prairie
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Sorry was drafting something, I an new to world making too. WHat I sent you was from a prefab video player I used in my world I can link you to it if you want.

lyric turtle
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Id like to

copper prairie
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Said the link is not allowed, do you mind if I DM to you?

lyric turtle
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not at all

bronze smelt
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yes

royal canyon
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@lyric turtle make a new 3D cube, keep the box collider, delete the Mesh Renderer component, add a VRC_Trigger (OnEnterTrigger), set an AudioTrigger and input the Audio Source you'd like to play. Make sure it isn't "Play On Wake" and also set the Collider's layer to "PlayerLocal"

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@terse topaz there's a working door in the Prefabs Database I believe

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Yes the prefab is called "Perfect Doors" by Red_SIM

jolly cape
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What is the recommended shader

#

for walls

green lagoon
#

depends on what art style you're doing

jolly cape
#

Elaborate

royal canyon
#

@terse topaz looks good dude. Yeah hinge component is cool.

jolly cape
#

But yeah, what kind of shader options are there for walls? Im trying to make a small modern hangout place

green lagoon
#

basically just use the standard Shader for everything and you'll be fine

#

as you probably don't want to jump into blending different materials together using vertex colors

jolly cape
#

Well I have a slight issue

#

When the wall is nearly out of my fov, it loses shading

green lagoon
#

that's strange

#

would you mind taking a screenshot demonstrating the issue and the Shader you're using

harsh wagon
#

Is there a way to play a sound when someone joins an instance? Considering what the world is, it's pretty obvious what sound I'll be using.

bold ibex
#

onnetworkready alwaysunbuffered playsound

harsh wagon
#

I'm assuming I put that on the audio source?

bold ibex
#

yeah

jolly cape
#

@green lagoon not really, standard shader and whenever the object is nearly at the edge, it just loses all shadow on it

amber lodge
#

Would it be better to use onPlayerJoined local playsound?

bold ibex
#

onnetworkready fires when the player has fully joined and received all buffered states, there was issues with onplayerjoined but I can't remember

green lagoon
#

that probably has to do with the Shadows not the Shader

vocal halo
#

Y’all know if there is going to be a Times Square in VRC for this year ?

green lagoon
#

has Dynamic Shadows do have a clipping distance

jolly cape
#

Hmm?

green lagoon
#

it might be your settings on your shadows causing that

jolly cape
#

Where do I change those

green lagoon
jolly cape
#

Pretty sure I have those shadows disabled

#

Its just an area that isnt lit very well

#

Despite a light being very close to it

#

qwq

#

I dont get lights...

green lagoon
#

taking some screenshots of the problem might help us figure out what's wrong

#

as I cannot tell if it's malfunction or it's doing what it's supposed to do when your understanding of how it works is slightly lacking

jolly cape
#

Actually the corners being dark makes a bit of sense because the lamp is kinda below that

#

Also im kinda in bed atm

glad hedge
#

Having a problem uploading the world

#

For some reason, no matter how I upload, it shows it as a new world and the vrcam preview doesnt work, just shows white, and the upload button does nothing

#

This happens every time

#

pure white screen

#

on the cameria

balmy gate
#

@glad hedge you probably have an error. First question: did you make sure to delete the "Tests" folder in PostProcessing?

Second, stop, turn off Clean On Play, clear your console, change somthing small in your scene (move an object or change the name of something) then try Build and publish again

Now, scroll through your Console panel and search for everything that is red (preferrably the first few errors at least). Do not include "VRCGlobalRoot is not defined" because that one is ok and always happens. There should be no other errors though.

glad hedge
#

Checking now

#

@balmy gate

#

this is all I got

#

Null ReferenceException Object reference not set to an instance of an object.

spark thunder
#

has anyone been baking something in ur world and unity crashes and when you go back to your project and then ur model and meshes all turn invisible?

#

u can see where all the lights were but the model around them is just invisible.

near escarp
#

update the skybox probe ?

spark thunder
#

probe?

#

i dont get that

near escarp
#

in the lighting menu at the bottom

#

there should be two options in the dropdown menu

#

next to bake

spark thunder
#

where it says generate lighting?

near escarp
#

ah nvm, i guess that's also a bakery thing

#

i guess clear bake data always first

spark thunder
#

nothings even baked

near escarp
#

try baking again to reset it maybe ?

spark thunder
#

this has happened before, this time it crashed while i was just working in unity i wasnt loading anythign

near escarp
#

Did you send the crash report to unity ?

spark thunder
#

my mesh is missing but idk how im supopse to tell how to assign them all back?

near escarp
#

Oh that thing again yeah

spark thunder
#

and i dont know how to send unity anything. idk how to get the error codes

near escarp
#

you might have to find someone who can write you a script somehow, or maybe it already exists online

#

but there's still way too many objects

green lagoon
#

and giving them names would be good

spark thunder
#

wheni type in the name on the mesh nothign even comes up

bronze smelt
#

Try right click reimport all

#

Or close Unity, rename the library folder and start unity again'. That will rebuild the connections

tardy lagoon
#

So some of the assets I'm seeing in Unity are for the 2018 Unity version. Is it possible to have them appear as usable assets in 2017?

green lagoon
#

if they're just 3D models and textures yes

tardy lagoon
#

So it's just the prefabs that don't load, I assume?

green lagoon
#

no the prefabs will load just fine just basically no scripting

fervent scarab
#

Hello! question, Im trying to have an occlusion cull on a environment based on distance rather than if the camera is looking at the room or not. I want to have an area where the players are "outside" the castle then click the door to go "inside" the castle

#

Do I have each room self contained in a "skybox sphere?"

#

wait...

#

that may work. I think i answered my own question

#

but audio object arn't occlusing do i have to manually even trigger them to turn on and off?

cedar nebula
#

audio has a range to it, you can set it up so its only audible within that radius, even if it's 2D. You have to screw around the curves though to make that work. If you don't want to mess around with it then yeah it'd be easier to toggle it with triggers

lilac tangle
#

what causes a mirror to not clear its drawbuffer? are nonvertical mirrors not supported?

cedar nebula
#

I'm not entirely sure I get what you're saying, but mirrors pretty much have to be Quads. Putting it on something not flat is going to fuck it up

lilac tangle
#

but thats the only constraint?

cedar nebula
#

probably not, mirrors are their own black magic and if you screw around with it too much it's going to do weird things. You should keep the mirror on a quad and don't use a custom shader with it unless you know what you're doing

lilac tangle
#

only thing abnormal is its facing upwards

#

wait i need to test if i can even get a normal one working first

solid helm
#

@lilac tangle Your model must face the same direction as a regular mirror quad

#

Looking at mirrors from behind isn't supported

#

You can have a mirror mesh that isn't flat but the way mirrors are projected on screen means for all intents and purposes it has to be mostly flat

supple gale
#

oh heres the world channle

#

ok so i really need help with something and its annoying the crap out of me

#

i tried to test build a world but it spawns me in for 2 seconds and then kicks me right back out. i dont know what could be causing it

#

ive tried for at least a month

#

and im at wits end

near escarp
#

Do you have a floor collider ?

#

from the screenshot it doesn't look like it

supple gale
#

no

#

i dont think so

near escarp
#

If you sont have a floor collider, you'll be booted out of the world automatically @supple gale

#

Add a floor collider and you'll fix your problem

supple gale
#

yeah i did

#

still nothing

#

i put a mesh colider

jolly cape
#

Does anyone have some nice carpets I could use?

jolly cape
#

Uh help

#

Huh fixed

jolly cape
#

How do you make a mirror so it only shows the players and the skybox?

cedar nebula
#

only reflect the MirrorReflection layer to show yourself, and add the Player layer to see other players

jolly cape
#

Does anyone have any of the following models I could use?
-A rift s, a keyboard and mouse and a pc case

#

I cant find those

near escarp
#

@supple gale Can you show your collider and your vrcworld prefab ?

neat zodiac
#

So random question, When making a world using a lot of triggers (like a puzzle map), will these break once the new udon/sdk3.0 comes out?

cedar nebula
#

triggers will still be supported after Udon comes out. I don't know for sure how supported but they'll still work at least

neat zodiac
#

Okay that sounds good then! as long as there is no major breaking. I was trying to decided if its worth setting up the triggers now, or waiting till December when udon comes out. But thanks!

cedar nebula
#

Can you rephrase that? Not entirely sure I understand the question

fervent scarab
short gulch
#

I think what he means is, is there a way that he can check which objects his triggers affect.

jovial charm
#

Should see a white line connecting the points the trigger affects @fair rover

whole dock
#

Is there any way to change animator parameter without vrc trigger? I think it's little bit unreliable

#

Sorry, I found out. I wasn't able to change it at my will but, I found out how I can reset it. That was what I wanted to do. All I had to was rebind animator using UGui

brittle owl
#

im having a problem with the world im trying to upload it lets me upload it on unity but when i load vrchat to play on it its not there. anyone know how to fix it?

mild spade
#

@brittle owl Probably wrong Unity version. What Unity version are you using? And what SDK version?

brittle owl
#

im using unity 2018.4.9f1 and vrcsdk 2019.09.18.12.05

#

im not that good with this lol

mortal pagoda
#

F same problem

fervent scarab
#

Hey, what settings do i need to use on a collider that teleports the player when they enter. I tried "OnEntercollider"

near escarp
#

onentertrigger

mild spade
#

@brittle owl you need to use unity version 2017.4.28f1

brittle owl
#

okay dokay

mild spade
brittle owl
#

thanks

fervent scarab
#

@near escarp 😒 then what is OnEnterCollider do?

near escarp
#
fervent scarab
#

k, but im getting the philosphy now. as soon as I have that box checkmarked "is trigger" on the collider, it's no longer classified as a "collider" but now a "trigger"

left marlin
#

On enter collider is for solid collisions or bounces. On enter trigger is for any collider entering a non solid trigger volume.
Players can’t use on enter collider due to weird physics limitations and player controllers.

#

If you need bounce/collision on the player, use on avatar hit. I highly recommend to never use this though and use on enter trigger instead.

fervent scarab
#

so I should put an "on enter trigger" on avatar spawn so if player hits respawn it can reset everything?

left marlin
#

Yes, but know that it can reset even if they just walk to that location

fervent scarab
#

cause in my world I hit "respawn and WHOOPSIE! now im falling into the void

#

i have the world root of various sections de-spawn as players move throughout. I need a "reset" if they bypass everything and use "respawn" in menu

supple gale
#

hey Ruuubick can you pm me

#

i tried but it wont let me

fervent scarab
#

@near escarp im doing something wrong... onentertrigger didn't work

near escarp
#

what layers are you using ?

left marlin
#

You need to check your object layer and on enter trigger layer

fervent scarab
#

so what layers are the players on?

#

do i need to match that?

near escarp
#

player

#

and yes it needs to match a layer that player can collide with

fervent scarab
#

so i set my layers to players?

near escarp
#

environment works

spark thunder
#

any ideas?

near escarp
#

check your console

#

your most likely have errors

fervent scarab
#

so players can interact with environment?

near escarp
#

yep

fervent scarab
#

🤔 i see... and the layers that is under the trigger menus... is that calling for layers it's looking for/interacts with?

near escarp
#

it interacts with

fervent scarab
#

as so i should not set that as environment... only player. cool

near escarp
#

yep, and the object the collider is on to be environment

spark thunder
#

no idea what any of this is

#

i had this project saved and i made a new project and imported it

#

and now its saying this stuff

#

theres like 67

near escarp
#

Did you remove the test folder in the post processing import ?

#

also you might need to reimport the SDK using these steps

#
fervent scarab
#

ah it's player + Playerlocal

mild spade
#

I believe PlayerLocal is for you, and Player is for others (not you)

near escarp
#

correct^

fervent scarab
#

There's more rules and sub-rules than school yard four-square!

distant gulch
#

Can I disable the red spheres around sound sources? They get in the way of viewing things

near escarp
#

yep, disable the gizmo

distant gulch
#

Oh, found it, thanks!

gleaming terrace
#

I want to make a pick up in my world thats like a confetti gun, pick it up and every time you click it shoots out confetti that falls and stays on the floor for a while, how can I do this?

mild spade
#

@fair rover Are they OnInteract?

#

Did you test them with VR or Desktop?

#

Do you see the outline of the trigger?

#

Do they have a collider?

fervent scarab
#

my head 🙃 good stuff I've learned today. This stuff is a massive challenge building and optimizing for pc and quest

#

I'm gonna go be a shiba inu now.

copper prairie
#

Is there a way to make walls snap their alignment to each other? It is taking me ages to line them up precisely.

green lagoon
#

you can press the V key to drag things to snap to vertices

#

and also there's the progrid tool that gives you more control over grid snapping

copper prairie
#

@green lagoon OMG My life has changed, thank you so much

#

I was losing my mind

green lagoon
#

no problem glad to be of help

fervent scarab
vital hill
#

I focking Love it!!!!

fervent scarab
#

@vital hill wanna see it im still there

vital hill
#

Sure!

fervent scarab
#

vrchat://launch?ref=vrchat.com&id=wrld_ec9dea30-d797-4208-b229-861efc93067d:38611~hidden(usr_9a931699-442a-41b6-9d19-669d932065b3)~nonce(1c28e7ac-a07b-4471-a5a4-ad6934a26467) meet me here

#

@vital hill

warm marten
#

looks great

fervent scarab
#

@warm marten that wasn't the world

warm marten
#

i was talking about the picture

fervent scarab
#

reads each user name more carfully Ok... sooo tbh you both have blue lettering and blue icons... I thought you were the same person

fiery magnet
#

hey guys i had a question, i have a UI canvas and im trying to make it so that mirror options or toggleable through the UI (Low, Regular, HD) however i want to have it so that if i turn a mirror on, it sets the other mirror options to false so that people don't mistakenly turn on all the mirrors at once and experience poor performance. i have them all on toggle. I'm a bit perplexed, can anyone help me?

narrow ibex
#

Anyone know where to get a free rain on window asset?

cedar nebula
#

@fiery magnet a good way to do that is to use an animator state machine so you can have mutually exclusive 'states' for each type of mirror. Otherwise, for each button you can have it so it only toggles its associated mirror but disables all the others, instead of toggling them all

limpid pivot
#

Hey there. I'm working on my first world and I was wondering where I could get those chair fliers that you control with a stick. Treehouse in the Shade is a popular world with them in it. I've been searching for a while with no luck so I've come to ask here. You'd think something so common would be easy to find but all that comes up is flying avatar stuff.

cedar nebula
#

I believe that's the Testrun Jetpack prefab? Check the channel pins for the link to the vrcprefabs database and search for it there

limpid pivot
#

@cedar nebula Thank you so much. Simply knowing the name of it helped me find it very quickly.

sly zodiac
#

My new world I'm working on and its looking, very nice 👌

wary elbow
#

omg that actually good !

worthy tulip
#

how do I make an object follow a predefined path?

bold ibex
#

anyone know not to make the terrain grass not laggy on vr ??

iron socket
#

Unity terrain is pretty unoptmized, so I don’t believe there is much you can do.

minor finch
#

kind of, you can change the render distance of the grass

#

I've also heard DirectX grass is pretty good for not consuming so many resources

frail aurora
#

I always paint the grass on terrain but then turn off the mesh by unticking the Draw option and it keeps the grass.

minor finch
#

how does that effect the motion of the grass?

fresh plover
#

@bold ibex
grass is a common issue .. not all grass is created equally the same some are simple flat planes and others have depth or complex mesh .. for simple grass you commonly don't use LODs and the more complex with LODs .. regardless it can add up very fast for draw calls and such

a few tips that may help

  • use occlusion culling, when you design a map think about how a player moves thru the world and add small hills or other structures that limit the amount for field of view the players will have at any one time ..

Baked lighting:
simple grass - bake away no LODs
complex grass - only Bake LOD0 and use light probes on LOD1+ saving memory in you baked lighting and Cache

shaders:
a fast shader will go a long way and try to atlas or combine mesh .. but don't go crazy and remember that rules about culling .. example if you combine grass in a area it would render all at one and reduce the ability culling gives you .. combine in smaller groups that are only in that players view at one time

wind
you can still bake lighting as grass does not move a lot only sort of wiggles perhaps but play with it and try

#

it should be better if VRchats moves to Unity 2018+ in future as many more options will open up to you but for now you are limited by what VRchat will let you use and Unity 2017

frail aurora
#

The grass still functions as normal, it's only the high-poly terrain that get's removed. Make sure to untick the Draw under Base Terrain and not the one under Tree & Detail Objects. And there's always everything said above as well, I guess. xD

narrow ibex
fresh plover
#

NP
looks great happy you finally released

#

@frail aurora
it think your are talking about the black grass issue in VRchat ... using a second terrain layer really is not the best idea for the fix .. its sad that VRchat cant support users and take 5 min to fix it.. it is a lot better to use a custom shader for now instead,, the subject meguchan was asking about is more about general optimization ideas to improve FPS perhaps not baked lighting problems .. yet lol

#

@junior cloak
please check your world i try to play stuff in it last night but could not get your server connected properly .. perhaps the UI layout changed and i did not understand it fully

junior cloak
#

Windows 7 ? :o

#

It was fine 20 hours ago

glad hedge
#

I may have discovered reflection probes a little late into my build cycle...

fresh plover
#

haha did any one tell you about light probes yet

glad hedge
#

I tried to mess with them

#

but

#

i have no idea how to work them

fresh plover
#

this is a nice simple tool to add them in one click till you get the basics down

vocal schooner
#

is there a prefab for a codelock?

fresh plover
#

@glad hedge
i just posted a few links in #world-lighting
see the VRchat Xiexes lighting tutorial it covers almost all the basics

glad hedge
#

ooooh thank you! I was searching for how tos but couldnt gind anything

junior cloak
#

I didn't really check so far ; Is there a way to use web panel again in vrchat or is it gone and we got no way of rendering a webpage in game ?
I wanted to make a world to watch the League of legends world championship but I don't really wanna update the world every days / hours to have the score / leaderboard up to date.

slow mortar
#

Help?

glad hedge
#

Error assigning cubemap texture to 2D texture property '_MainTex': Dimensions must match
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

#

I get this console error when trying to upload, @fresh plover Any idea?

modern wyvern
#

Is there a Way
To make tree leaves move without lagging

fresh plover
#

assigning what cube map to what shader ?

glad hedge
#

it doesnt specify =/

fresh plover
#

uploading to vrchat ?

glad hedge
#

yeah get that console error right as I finish bundling

#

but before i can upload

fresh plover
#

do you use a cube map any place such as sky box.. did you use any custom shaders for it ?

glad hedge
#

i have a real time water reflection shader

#

that moves when you touch it

fresh plover
#

oh
if your using a script to link the reflection probe to the shader its likely that VRChat is removing it and breaking your stuff

glad hedge
#

not anything so fancy

#

I did go through and basically add reflection probe static to all of my objects though :X

fresh plover
#

the reflection probe after baked should be re imported to cubemap on the inspector

glad hedge
#

ooh

#

im using auto bake

#

doesnt that pick it up?

fresh plover
#

for the water

#

what water shader is it ?

glad hedge
#

silvr's water shader

#

i made it not interact with the reflection probe

#

hoping that fixes it

fresh plover
#

i would need to look at it again i forget what that shader was doing

#

wow not the easiest shader to set up lol

glad hedge
#

thankfully

#

the prefab is pretty darn easy to use

minor finch
#

Do i need the package manager to install post processing v2?

#

is that the only way?

near escarp
#

nope

minor finch
#

what is so special about the package manager?

near escarp
#

no idea, but it isn't needed

minor finch
#

Nice, thanks Ruuubick

golden breach
#

hey guys, a small question what should i use to make invisible borders that players cant cross?

near escarp
#

add a cube, it should have a box collider component, all you need to do is disable the mesh renderer component

golden breach
#

thank you

vapid mortar
#

I downloaded ExMenu v1.1 but, It was not working for me. I tried ExMenuSample offline test. Still not work. what I do wrong?

#

I see flash vrchat menu duplicate in spawn point.

bronze smelt
#

If it doesn’t work, then that means you didn’t follow the instructions correctly. Read it again and do exactly what it says.

vapid mortar
#

well, I can't follow it because japanese. I used translate google. I don't understand what it mean.
Import the prerequisite assets in the license item in advance.
In addition, please refer to the detailed precautions written using VRC_Label in the prefab.

#

I am new. I start learn vrc world in one week ago. I will watch more video world Tutorials.

open thicket
#

how would i make an object spawner which deletes objects after 1 minute of no usage?

#

including the spawner have a "slow mode" in which you have to wait until 2 minutes or so have ipassed

minor finch
#

Is it common for post processing to just not appear at runtime?

cedar nebula
#

it's a common problem but you've probably messed up a step. Have you already seen Silent's setup guide?

minor finch
#

I used another guide

#

but it had used package manager

cedar nebula
minor finch
#

Thanks igbar!

#

the main camera wasn't set as the reference in the scene descriptor

cedar nebula
#

yep that'll do it

sullen tundra
#

can anyone tell me why i'm hearing the audio i have in my world all over the world when it's set with a range which only covers 1 room? it's been driving me nuts

cedar nebula
#

you probably have the spatialization set to 2D instead of 3D

sullen tundra
#

how would i change that?

cedar nebula
#

on the audio source there's a slider, move it from 2D to 3D

sullen tundra
#

nevermind, i is set to 2d

#

thank you anyways

sleek willow
#

How would I go about making a pickup object you can stand on? Looking to make a tiny moveable step stool.

cedar nebula
#

method one would be to set the layer of the Pickup object to Default, method two would be to have a child object with the collision set to Default layer, that way you could toggle it so its only solid when you're not holding it or something

sleek willow
#

Hmm okay

limpid pivot
#

Is there a VRC specific script to use in order to keep players from sliding off a moving object?

bold ibex
near escarp
#

set the trigger to local

bold ibex
#

thx, testing now

#

didn't seem to work, still won't swap the avatar

#

does the receiver target also need to be set to local, @near escarp ?

#

oh, i'm an idiot

#

needed to use SetAvatarUse

#

not SwitchAvatar

#

my bad

drifting dune
#

i keep trying to update my world but it keeps kicking me home. how do i fix this? i tried reuploading it on the same blueprint and a different one but both kept kicking me home ;-;

near escarp
#

Do you have a floor collider ?

drifting dune
#

i do

near escarp
#

Is there a lot of stuff happening at world join ?

drifting dune
#

no. the only difference is that i usually have two avatars acting as statues, this time i have three but i dont think it would be enough to glitch it

bold ibex
#

Do I still need to enter my world into that big spreadsheet for it to go public after uploading it to the Labs?

#

And is there still a big spreadsheet where I can view rejected worlds?

modern kayak
#

no, community labs replaced that whole system

bold ibex
#

aight

cedar nebula
#

@drifting dune check unity console for errors, something probably broke during upload and prevented it from working

balmy rapids
#

I got one question,when In my world comes others players,the video player start playing video,how to stop it?

drifting dune
#

i dont understand it

cedar nebula
#

do you have Clear on Play or Error Pause enabled? Make sure you disable those and then try it

balmy rapids
#

@cedar nebula answer for me?

cedar nebula
#

I'm not entirely sure what you're asking for. Do you need a way to stop a video player or stop it from automatically playing when someone joins the world?

balmy rapids
#

I just need the video to not play,when somebody joined to my world

drifting dune
#

@cedar nebula THANK YOU SO MUCH

cedar nebula
#

are you using a vrc sync video player or just the normal unity video player?

balmy rapids
#

vrcvideosync

cedar nebula
#

I don't think those auto-play by default. Do you have some kind of OnNetworkReady trigger that's making it play when someone joins? If so just remove that

balmy rapids
#

nope

cedar nebula
#

hhhmmm I can't check Unity right now but in the Video Player component there's a checkbox for uuhh "Play At Start" or something along those lines? Try unchecking that if you have it on

balmy rapids
cedar nebula
#

that should fine, I don't see why it would be playing already when someone joins

near escarp
#

@balmy rapids Which trigger is firing the Play RPC ?

balmy rapids
near escarp
#

yeah, onnetworkready will make it auto play

#

also it should be local

balmy rapids
near escarp
#

you need to change the OnNetworkReady

#

otherwise the video will start playing when you join

#

unless that's what you want ?

balmy rapids
#

@near escarp when In my world comes others players,the video player start playing video,and I need make so,when in my world comes others player,the video player should not to play video.

near escarp
#

your description is a bit confusing

#

do you want it to play only when you join, but not when others join right ?

balmy rapids
#

no,I wanna that would video player default is off for all time,but if I wanna watch video,I could just press play button ant watch video.

near escarp
#

In that case you need to use OnNetworkReady to turn off the video player when the player join, and then have a button to press that sends the play RPC locally

balmy rapids
#

how do i set this up?

near escarp
#

like i just described

#

I believe there's also examples and video tutorials on youtube to set it up correctly

balmy rapids
#

ok

open thicket
#

how do i create a panorama sphere?

#

do i just use an inversed sphere with the vrc panorama component?

royal canyon
#

@open thicket Jetdog has a prefab for it I believe

burnt belfry
#

Heya. Does anyone know how to open "Offline Testing" without VR?

kindred void
#

I know there's a script or something that allows you to, but I just unplug my headset.

modern kayak
#

onentertrigger playerlocal will still fire and you can also still teleport them

#

onavatarhit is for physical touching, not entering a region

minor finch
#

it makes it so where you can walk through the collider

#

so, probably pretty important

#

doesn't always have to be used for triggers either

balmy gate
#

@past burrow disable mipmaps on your skybox for the simplest approach. But that can cause aliasing artifacts if your skybox is too detailed (don't use like 8k resolution skyboxes and it will probably be fine)

The more correct answer is use a shader that uses the correct usage of tex2Dlod or tex2Dgrad for texture sampling to avoid hitting the wrong mipmap level on the edge

#

To disable mipmaps, click your skybox texture and in the inspector import settings turn off generate mipmaps

glacial skiff
#

@green lagoon heh thx for linking it here, dont really come here anymore, so if you got issues with the probuilder for blender config either ping me or dm me. i usally get around to answer stuff.

green lagoon
#

no problem glad to be of help

tidal burrow
#

Hey fellas I need help making a simple world for when I start releasing public avatars.

#

I know how to make avatars but I can't make worlds. Any advice?

deft vault
#

@tidal burrow Truth be told, making a basic avatar world is very, very simple. Almost any tutorial on it can get you going in about 10-15 minutes. There's also an avatar pedestal prefab included with the VRC SDK which just requires an avatar ID and its ready to go

#

I'm having some strange issues in regards to some triggers in my map. I have a variety of buttons throughout it that have the proper interaction distance in desktop mode, but when testing it in VR, a player has to hover over the very center of the collision mesh in order to click it.
There's also some issues with triggers that have "OnExitTrigger" with "Trigger Individuals" checked off, which will fire when any player exits or even enters it. They're on the Player and PlayerLocal layers too

mild spade
#

@deft vault 1- Is there a big trigger collider around the triggers? 2-playerlocal should be used if you want to fire the trigger by only the local player, Player should be used for every player that is not the local player.

fervent scarab
deft vault
#

@mild spade There is--if I may ask, what does that do to break the buttons? o:
As for the trigger it's meant to be a door detector--the doors are setup to close automatically when nobody's close to it anymore so nobody gets crunched. I put it on both layers so it could detect both the local player and surrounding players for everyone. I should mention its using AlwaysBufferOne too

#

Also that looks REALLY neat, Petey 👀

mild spade
#

1- colliders block VR's raycasting. You could lower the collider below, like leg level, that way their hands can use vr's raycasting. 2-hmm there may be an easiest way to acomplish this if you want to broadcast a door for everyone

deft vault
#

That's good to know. Thank ya! And yeah I ended up moving the trigger overtop the spawn point so players can't avoid it still.
I'm all ears! Looking back on it, perhaps the trigger sees one layer as being empty, making it think it should fire its commands? I don't know how that's causing it being entered to fire still though

glad hedge
#

Do Axis Rotator and Panner scripts not work for vrchat? Im trying to do like scrolling signage

fervent scarab
#

it's tough

#

@past burrow expecially if you want it to look the same on the PC and quest side

#

Im trying to make my world cross platfom and with everything i want to do im REALLLY going to be pushing the limits of optimization

fervent scarab
#

Quest worlds HAVE to be under 50mb or they won't upload. They also cant handle transparency. Unless you want to handle ans organize two different instances of your world/or wall off sections for quest only. It's advisable to make it compatible for both.

unborn elk
#

I read Quest worlds can have transparent shaders (only avatars cannot), can anyone confirm?

fervent scarab
#

@unborn elk having an alpha check on rendering cost more time and draw calls.

unborn elk
#

Obviously, it is also true for PC worlds. Are you telling using any transparency will drasticly lower frame rates?

#

On the Quest*

solid helm
#

@fervent scarab It doesn't cost more draw calls.

#

@unborn elk You must be very careful with transparency on Quest. In general, you should use the simplest possible shaders and as little transparency as possible. The cost of overdraw is high on Quest.
For rendering cost, on Quest:
Opaque: Cheap.
Alpha Test (Cutout): The GPU has to spend more time on each pixel covered by the triangle to determine whether they're solid or not.
Alpha Blend: Slower than anything else because any pixel covered by an alpha blend object will need to be drawn twice.

unborn elk
#

Thats not very good

fervent scarab
#

anyone unity crashes upon hitting "upload world"

glad hedge
#

So it moves fine in unity

#

but i think after uploading, the panner and axis rotation scripts break

#

is that something vrchat turns off

fervent scarab
#

@near escarp. Future proofing was crashing my world upload

near escarp
#

Yeah you're supposed to disable it

supple gale
#

i fixed my own problem

#

i had a outdated sdk

deft turtle
#

Is there a video or prefab or something that I can use to create a NPC combat system like having a npc run to a player using melee animations, or go in a certain range and do shooting? Etc..

bold ibex
#

yeeet

#

we're Ready ™

#

now to spend five years

cedar nebula
#

@deft turtle I'd start with Fionna's Pets Prefab to learn how AI stuff works and go from there (it requires Standard Assets). There's no prefabs for full on enemy AI though

unique iron
#

Are test builds unavailable currently? My world won't load, it just sends me to my current home.

modern kayak
#

that's a common problem but it is not because of anything with the server, it's something wrong with the world

#

usually it's something wrong with the spawn, whether it's inside a collider or under the respawn barrier

#

but it could also be a compile error, check your console for anything

unique iron
#

neither

#

just says "could not load world because it didn't exist"

#

I forgot what I did the last time I had this issue

unique iron
#

yeah it's just "abandoning request because world not found"

unique iron
#

Yep it's the "worl d doesn't exist" error, everything else that was fancy on my map was deleted.

#

Can't upload, because test version won't run, wonderful.

cedar nebula
#

In the console make sure you disable Error Pause and Clear and on Play, then try to do a test build and see what errors show up

unique iron
#

ok! Thank you for the suggestion

unique iron
#

Okay! So I found out what the culprits might've been

#

There was a script error and an error with something linked in VRChat's Unity Asset picks, with AllFreeSkies

#

And Tsuna's prefabs might have a compiler error with her shader scripts

cedar nebula
#

I don't think AllFreeSkies is part of the VRCSDK, you can probably just remove it if you're not using it for anything. Same with the shaders if they're throwing errors

unique iron
#

yeah. but finally I found out what it was! with allfreeskies being on the picks on unity asset store though, more people might run into that issue

cedar nebula
#

aahhh I see now, it was part of the list that Unity put out for VRChat compatible assets right? Weird that there'd be something on the asset store that gives errors

unique iron
#

Correct.

#

It's because the bundle kept referencing ' UnityEditor' and the editor went "wut"

manic latch
#

either my iq has gone into the negatives or there's something going on in my unity project with the ui I have setup for a video player

#

I made a prefab in another project and it works fine, drop it into new project and works before I make any changes

#

I swap the urls in the addurl buttons for some new ones and now no url buttons work even old unchanged ones

#

latest version of sdk if that helps

unique iron
#

what does the console say, nothing?

manic latch
#

yea nothing in the console

#

nor nothing new popping up when I enter play mode

cedar nebula
#

did you try checking the in game debug menu to see if any errors show up there? It's Right Shift + ` + 3

manic latch
#

hmm ok I got an error

#

urlopen error [Errorno 11001] getaddrinfo failed

cedar nebula
#

well that's not very helpful. Not sure what the exact problem is

manic latch
#

i want to die

#

it was a typo

#

shoot me please thats my new request for help

unique iron
#

hahaha it's okay

#

whooo my new map came to the grand total of 7mb!

#

sweeeeet

modern wyvern
#

I need a Big help

How Can i make sure when some Press on the platform it turns on the rigidbody and the gravity

near escarp
#

the player is on the Player layer

fervent scarab
#

playerlocal is the individual. player layer is the other players

mild spade
#

@fair rover What do you mean by "noclipper"?

short gulch
#

So does it just basically respawn them when they noclip, like in the Pug?

#

Alrighty cool, I may need to try something like that in the Halloween world I'm hastily throwing together at the last minute since theres a hidden room

#

Awesome thanks, something like this hadnt even crossed my mind till you mentioned it.

near escarp
#

@fair rover Might be easier to use OnExtiTrigger instead ? That way you just have a larger one around the zone

#

in this case i guess it wouldn't

mild spade
#

@fair rover Im pretty sure OnEnterCollider does not works for PlayerLocal layers. That is why OnAvatarHit was made :0 How does it work for you? Is is because of hacked clients?

#

That is interesting hmm

near escarp
#

If you need both then only one is working

#

And that would most likely be OnEnterTrigger

sturdy stone
#

Hello,
I have a vision to create a world looks like Cyberpunk 2077. The city will later have some possibilities of secondlife and tower unite.
So far, however, the performance seems to me very questionable to many players. There are also some crashes without error messages.
That's why my question:
Is there any information on whether VRChat will use the new technology of SpatialOS and Single-Shard Cluster (CSSC) in the future or do you already have your own ideas to increase the performance??

green lagoon
#

they're unlikely to use those

#

and also you need to work harder at making your map not suck

#

and I'm not sure how either of those are going to help with you there's only so many triangles and draw calls

#

and be aware running it on second life is going to cost you IRL money

sturdy stone
#

At the moment, many worlds feel bad about the performance. That's why I would only consider building one if the prerequisite is right. It's more of a catalyst to the developers. (Second Life is a Virtual World) and I said that I would do some functions like building. For me, the development is not a question of money because I already earn enough money through graphic design :-), I have been recommending VRChat through friends, so I want to support them with a new map. Thats all. So the question is more like (Hey VRChat developer should you look at SpatialOS to improve your performance). NOTICE SHIELD holds up

#

😃

cobalt sluice
#

What do you mean by performance? Latency issues or framerate?

#

If you're seeing a low framerate then you need to optimize your map better

sturdy stone
#

+10 players in one room and have 50% chance of crash or lag spikes.

#

regardless of which world I have visited so far

cobalt sluice
#

That must be partially your system's fault- there's no way you should be crashing that frequently

#

Also I don't know where VRChat servers are hosted, but consider that if you live in a country far away you're more likely to have a higher latency and notice more frequent lag

stone hollow
#

i pretty much only play on maps that are 40+ people on an underspec pc and its not a 50% crash chance

#

Lag sure, not spikes but framerate.

cobalt sluice
#

Virtual Market 3 was a good example of really poorly optimized maps causing super low framerates and frequent crashing

#

You shouldn't be experiencing much crashing in well optimized maps with high player counts

sturdy stone
#

@cobalt sluice and with optimized maps you mean only small rooms with lowpoly objects i think?

stone hollow
#

No

green lagoon
#

no it can be much prettier than that

stone hollow
#

Optimisation isnt just poly count

cobalt sluice
#

Doesn't have to be small, you need to limit draw calls by using LOD groups and culling etc

#

VKet 3 didn't really do that

green lagoon
#

just not haphazardly together on Second Life where nobody has good lods

stone hollow
#

also take into account the drawcalls are 2x because vr

sturdy stone
#

Okay, thanks in advance for your experiences. Can you tell me the maximum number of players that would be possible

stone hollow
#

80

green lagoon
#

and another thing to consider is in vrchat you're not expected to have only one instance of the map

#

as at any given time if it's popular there's like 20 or more copies of the map

stone hollow
#

Yeah, the map can be split across many, with different users in each

#

It only goes to about 10 or so instances nowadays, most are in privates

cobalt sluice
#

@sturdy stone basically if you really want to replicate Second Life in vrchat right now, you can't

#

There's no real way to make an mmo style map since you can't communicate with a database or anything

stone hollow
#

also no currency or market integrated currently

cobalt sluice
#

Hatmod + in game market would be slick

green lagoon
#

and basically half the optimization do we do in vrchat doesn't work in Second Life

sturdy stone
#

My consideration was a city with 1000 VR users at the same time.

stone hollow
#

Very ambitious :-)

green lagoon
#

functionally impossible at this point in time

sturdy stone
#

next-generation-level

stone hollow
#

80 is currently the hard cap in VRChat, but youll get hitching and problems for alot of users at around 40

green lagoon
#

we don't nearly have enough funding to do something like that and also a question of would anyone even wants to be in a Big map with a thousand people

#

and you're sure as heck not getting that many people in Second Life without it being a frame rate nightmare

#

because people have horrendously unoptimized avatars over there

stone hollow
#

Its not exactly much different here..

green lagoon
#

considering most folks have more triangles than an entire OverWatch match of characters on sl

sturdy stone
#

not in second life but in dual universe

green lagoon
#

I can get screenshots if you want to see that I'm not joking BlueASIS

sturdy stone
#

I mentioned second life just because of the possibility to build

#

secondlife and sansar going in the dead.. ^.^ That's why I use my time for new developers

green lagoon
#

thinking about it your cyberpunk city sounds more like 12 or more maps on vrc

#

as you don't want to make it too big otherwise you won't be able to find anyone unless it's supposed to be a driving map

sturdy stone
#

I know what you mean, I saw a school that was connected to many portals in vrchat.

green lagoon
#

and also question do you have any interest of stuff running on the quest

stone hollow
#

@green lagoon gimme the pic i feel like dying a little inside

sturdy stone
#

Currently, Tower Unite does it right and connects all games on one level with many portals. Just like VRChat. But the performance and server selection is little bit better.

stone hollow
#

How much of that game is user generated content?

sturdy stone
#

70%

#

you can add any avatar with blender or other stuff with steam workshop

#

for your home.. but its same as vrchat. Early Access

green lagoon
#

give me a sec to acquire screenshots

stone hollow
#

Does everyone download your content, in run time?

#

Or is it clientside, like gmod

sturdy stone
#

Is difficult to explain. Tower Unite handles a lot about subscribing and you work a lot with Steam inventory. In your own home(Condo) When someone join your home, he subscribes all the objects from workshop automatically and then re-creates them.

green lagoon
#

(82,000 polygons. Just for the fricking head.

"That's four times more than my entire body," as Niran told me in wonder. And the most popular SL mesh bodies, Maitreya and Belleza, have around 108k and 200K+ polygons, respectively. "Making it 180k minimum and 280k+" for users who have both.

That's an insane number of polygons, far more than in top AAA games. Niran again:

"Rainbow Six Siege has roughly 40k triangles, Fortnite uses roughly 20k, Division 2, one of the really good optimized games I played this last decade... has probs around 20k-40k max for a whole character.

"So even for today's standards, 80k is a lot. Sure some games use that much, but mostly games where theres only one major character, and the focus is solely on that character, and the rest is just trash mobs to kill or something. With good texture work you can make up easily for those 60k triangles.

"Peeps should just learn to use normal maps and specular maps better. Yeah sure, SL doesn't have 5 different textures for refraction, bumps, specularity, material type, sun absorption, metallic-ness, roughness and all that cool stuff, but SL wouldn't be able to handle that anyway, with people spamming 1024x1024 on everything for every tiny body part...)

#

quotes from the article I took the screenshot from

stone hollow
#

well then

sturdy stone
#

Then I remember, streaming with Amazon Cloud Servers xD

green lagoon
#

483,240‬ is how much an entire OverWatch match of characters and weapons takes up

stone hollow
green lagoon
#

& 280k+ is just for one character in Second Life

stone hollow
#

Why?

#

Dont they understand smooth shading or something

sturdy stone
#

😂

warm marten
#

wow, thats a fascinating chart

sturdy stone
#

its a very old engine. From 2007

stone hollow
#

Doesnt matter

#

Engines have had smooth shading since mario 64

green lagoon
#

and you should be using not many triangles on on one character

warm marten
#

I wonder what the polycounts are like for other social platform games like IMVU

sturdy stone
#

It contradicts somehow. Everyone is talking about Virtual Reality. But it is not realistic when taking lowpoly trees like minecraft.

green lagoon
#

there's a whole range in between Minecraft and using an obscene amount of triangles

sturdy stone
#

only where is the healthy middle?

stone hollow
#

Video game engines have come to a point where we can fake alot of details without performance inpact, low poly meshes can be deceiving

flat dagger
#

Anyone seen details for the new Facebook platform?

stone hollow
green lagoon
#

and the answer to how many triangles depends on what platform

flat dagger
#

Also, ploy counts really don't need to be as high as they used to be

green lagoon
#

basically if it's not contributing to the silhouette put it on the normal map

flat dagger
#

A lot of the details they used to provide comes from normal and tessellation maps now

sturdy stone
flat dagger
#

@wispy plume I was commenting on Threshold's quesiton

stone hollow
#

HDRP in VR will be a reality sooner or later

#

VRChat will get there eventually

sturdy stone
#

i miss a good roadmap from VRChat ^^

#

ok, that's another topic

#

So at this state i must create small City Scenes with maximum 40 Players

green lagoon
#

basically making it super prettier and crowning a thousand people in the room or not really on the road map as they're actually not that helpful

stone hollow
#

Realistically 1k people in one scene is idealistic but serves no purpose

stone hollow
#

Example of what professionals who are being paid, do.

flat dagger
#

Blue, do you really think that by the time VRC catches up to a version of Unity that actually supports HDRP that people will still be using it? With FB and others starting to push into this realm, VRC is in real danger of getting steamrolled into irrelevance

green lagoon
#

okay FairPoint but just trying to demonstrate you don't need a bajillion polygons

flat dagger
#

Oh sure

green lagoon
#

actually Facebook's going in a cartoon direction

stone hollow
#

I know rainwolf, being facetious 😉

also, jj; I mean we are moving to 2018 real soon, so yeah.

flat dagger
#

I actually came here to get some people to help test a new world

stone hollow
#

I dont think facebooks corporate parody is going anywhere soon

flat dagger
#

A full Oneill Type-I space habitat

#

To scale

#

All in geo

stone hollow
#

VRC isnt in danger right now, but competition is always healthy.

flat dagger
#

Amen to that Blue

stone hollow
#

I am excited about where social vr is headed!

supple drift
#

You could say Facebook's solution has no legs to stand on

#

🤔

flat dagger
#

Yet

#

But they have something VRC doesn't. Billions of $$$

#

And a willingness to dump as much as need be to get people to buy headsets

#

Anyway7s. If people have time,

sturdy stone
#

you mean Facebook Horizon?

flat dagger
#

Yes, [Top]

sturdy stone
#

its looks like a vr joke

flat dagger
#

Now

green lagoon
#

yep they can basically just big Corporation cheat their way into the top

sturdy stone
#

my friends want a 4k VR Adventure

#

not a lowpoly ponyland

green lagoon
#

yes but you're not getting triple a realistic graphics on the quest which is selling like hotcakes

flat dagger
#

But if they provide the right tools, they could just steamroll everyone

warm marten
#

yeah but its gonna be fucking restrictive as fuck, if you think vrchat has content creation restrictions, get ready for a facebook run social game

#

im not gonna touch horizons

flat dagger
#

True

sturdy stone
#

😩

flat dagger
#

Anyone check out High Fidelity?

#

That hurt

green lagoon
#

apparently the quest accounts for like 20% of all the Oculus stores Revenue even though it's only been out for only a short while

flat dagger
#

It was so obviously money grubbing it was offensive

#

Yeah, the wireless aspect is apparently a huge thing a for a lot of poeple

#

Being able to just slap something on without having to get anything else is a big deal to newbs

green lagoon
#

yes basically cut down on friction

supple drift
#

This is good convo, but y'all getting a bit off topic for this channel!

flat dagger
#

Lol. True.

#

Back to my original reason for coming here

#

Heh

sturdy stone
#

a good start would be VRChat not for free but for 1-5 $ or € for sale. Its not much.

flat dagger
#

I just would hate to see them switch to the same pay for everything micro-transactions that Second World had.

sturdy stone
#

please no but to fix server costs or other think like outside development.

green lagoon
#

that's barely enough to cover any of the rent 1-5 $

flat dagger
#

so, you're talking subscription service?

stone hollow
#

Also steam cut 30% :-)

#

Theyd make pennies

green lagoon
#

they are planning an in program Market at some point but not for a while

#

as they haven't even hired the person to do that yet as they're placing ads

stone hollow
#

Will be interesting to see that, people might start making original content if theres money incentive

flat dagger
#

Yeah.What's Udon?

green lagoon
#

the program is scripting system

flat dagger
#

Where is this slide from? Would love to see the whole presentation.

stone hollow
#

Thats the only slide.

green lagoon
stone hollow
#

beat me 2 it

flat dagger
#

Heh

stone hollow
#

Correction, its one of two slides 😒

sturdy stone
#

okay cool, better than nothing.

flat dagger
#

Yeah