#world-development
39 messages · Page 8 of 1
Dunno, seems like a mistake, no need to take it on others
And that's goodbye
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.
Oh, did you just ban them?
Yeah, he got his answer anyway
All messages are gone
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...

I should stop procrastinating and go back to work anyway.
Also really jealous of Ruuubicks ability to use emojis.

I love it when people take others for granted
Ruuubick reacting to his face emote with Cyan’s face emote.
Ultimate taunting right there.
😂
Are there any post processing packages i can get on the unity store that are VR compatible and work on vrchat? Preferably free?
use unity post processing stack v2 https://github.com/Unity-Technologies/PostProcessing
you can download it here https://github.com/Unity-Technologies/PostProcessing/archive/v2.zip
Thank you a ton
to add it to a project only copy the 'postprocessing' folder into your project
it's whitelisted by vrchat and works great with vr
Or if you add everything, remember to delete the test folder or it will cause issues.
oh and it's totally free
on how to set it up
Thank you guys ❤
Any tips on how to prevent that cut off that happens after an audio is done playing?
Its not, its like a small cut off that happens after the animation has been played and the audio is done
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.
Yeah! DSP stuff like that can do all kinds of wacky things :/
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)
I have 400k .mp4 video i want place as secret - is it difficult to make play small .mp4 video in vrchat ?
it's easy, you can use the unity video player instead of the vrcvideosync
But now it's not a secret because we know about it 🤔
if it's just a small looping animation without sound, like a gif, you could use a flipbook shader on a quad
ooh - it's done now @bold ibex - works great - didnt know was so simple - thanks again
im learning alot
Looks great !
@woven condor no problem, it uses less system overhead than vrcvideosync too 👍
@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?
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.
@fervent scarab No that'd be fine
cool! I'll try to keep it as funny as I can. perhaps a voice like "gametes identified, calibration extraction beam"
he's happy to be in a jar...
Just got this for Aura 2 in it.
https://www.humblebundle.com/software/unity-2019-bundle?hmb_source=humble_home&hmb_medium=product_tile&hmb_campaign=mosaic_section_2_layout_index_2_layout_type_twos_tile_index_2_c_unity2019_bundle
I don't see any good Aura 2 tutorials on Youtube though. 🤔 Anyone know of any?
You shouldn't rely on it
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
This is better
WHOT, I didn't know Xiexe had a volumetric lighting thingy
Thanks ❤
😭
Oh, well, at least I got some stuff I'll use in the bundle s well
Is Tsuna's prefab video player ready to go once you place it?
Is there a way to make audio sources loop at a specific part?
The audio source component in Unity only loops beginning to end, from what I recall.
When the audio source reaches the end, I want it to start again somewhere other than the beginning.
Seperate the audio out into two clips, play the intro and loop the part you want to loop.
Damn, that's gonna make it a bit harder.
How do I make the looped part play when I need it to?
The loop has to go on forever, by the way.
you have to time it with an animation or a delayed trigger. This can be hit or miss in my experience
I'm having it play in a specific area.
i messed around with world normals and emission maps
O nice :3
the light rays dont work with baked lighting on the XSVolumetrics thats the only problem i have with it
Are there any post process bundles that are allowed by vrchat?
pp stacks v2
that works with vrc?
yea
Wait, only v2?
v1 and v2 both work in vrc
Oh, thank goodness
v2 is wwwaaayyyy better though
both are the same pretty much but v2 has a cleaner UI and doesnt use much resources as v1 does
v2 is much faster than v1 (+ fixes a lot of long-term legacy issues that v1 had). Plus, volumes!!!
v1 = old n busted
v2 = new hotness
But but is fifteen dolla
it 100% does not cost anything
Yeah! It's made by Unity - it's free 🌞
wtf, how come i dont see it
Oh. Blackant master studio has a very very similar thumbnail and... is called Post Processing Stack V2
is $15
Bless you 🙏 Thank you
first time seeing my world in vr is just hrrrrrpppph!!!!! 😤 💪
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.
that shader has been broken for a very long time
just use standard shader (transparent) with a white texture (its what i do anyways for glass)
Ahh, darn. I see
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?
remove the first one completely !
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?
Did you apply the layers correctly as well ?
If you follow all steps, it works
you can also preview it in Unity
I did
i set the layer to Everything for the camera is that how it should be?
i read in the tutorial it used layer "water" but i dont want things in that layer to only be rendered?
unless thats not how it works
It needs to be water for that specific reason
If you decide to only follow certain steps it won't work
I'm working on the same thing right now XD A bit more complicated than v1
same
I can see this being very easy once you understand it enough.
Just gotta practice.
If you find any bit of my guide confusing, please tag me so I can correct it
its probably something on my end
im not sure as to why i dont see the effects in game
did you delete the Tests folder (if you imported the entire package) ?
ive simply just imported the main postprocessing folder
(the one with the Editor, Gizmos, runtime, shaders, and textures folder)
unless that was the issue?
no that should be fine
weird.
I do have some questions regarding the guide though. Why cant volume and layer be on the same game obj? like the camera?
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
I'm confused as to which layer I put it on
you have to have it on a separate object
I have it on that and global, but no effects show up
i get the same issue
hmm
the camera should be on default layer, but the the volume(s) itself should be set to the Water layer
yeah the Volume object should be water
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.
So are you saying that cam one should be default
?
But if i make others, to put them on water?
I see the problem
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
Ohhh. I see. Like so?
yea
@cedar nebula I got mine to work, thanks a ton

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.
turn on advanced mode and set it to local, so it only shows up to the individual
in the vrc trigger^
ahh but I want it to sync for everybody😂
is it using an Animator?
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
and then the buttons themselves can just be AlwaysUnbuffered
Just posting because funny. She's just supposed to be sitting on the altar, not ascending to Lovecraftian being.
God damn mobile Discord sucks. It crashed 6 times trying to post that
I see nothing wrong
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?
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
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
I could share screens or somethin, I'm very friendly and would really appreciate it! :)
And of course I'm also happy to make a friend
@mental iris just hide the mesh renderer on the chair
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
@royal canyon i see ok
or you can remove that component altogether
ah ok
Probably one of the best tutorials out there for making optimised content
cutting down on them drawcalls
why cant they just use blender instead of unity
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
no problem it on my Twitter feed so I had to share
legit baking and uvmapping has been a shitshow for me past week
i hate relearning how to texture for unity
this will be so much easier to transition into
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
yeah more as far as it will get me more in tune with probuilder and other unity tools
but i dont really know if i will need probuilder if i already have modeling experience
probuilder can still be quite handy for really quick prototyping
oh, ill go ahead and put some effort learning it then.
but yeah getting more blender practices is good
but mostly in the sense as the level designer doesn't need to pull up blender for gray boxing
Ah i see
I guess the question is are you going to be making stuff or mostly just cobbling together Unity asset
then yes you should definitely be learning more blender
i have a firm grasp of blender and creating base meshes, i also learned how to uv map and created mapped textures using Krita
so what's currently giving you trouble
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
i use probuilder in unity. easy way to do a nice build. or if im lazy af
ill convert a mmd stage
XD
of corce id check the terms of it first
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
coz some mmd stuff yor not allowed to do that
so I'm not sure why the textures aren't automatically applying when you export the FBX
they do, i figured out how to bake and export shaders
but no they arent automaticially applied to the model when i export it via FBX
are you just exporting the FBI's without the images
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
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
i keep blender and unity separate, but i think you may have a good idea.
My colors look pretty darn flat, is that what shaders in unity are for?
your standard Shader would work okay
Gotcha.
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
as you're just dealing with diffuse at the moment
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
and there is a setting when you export files to copy the texture to wherever you send your model
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
you're a wealth of information already
a very useful Wiki if you want to learn about modeling
they have a section even just for environmental art
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
it's one of the industry-standard wikis for looking up stuff
also a really really nice article about modular environment pieces
building worlds is quite important
and this is also a handy website that has lots of Articles showing up folks workflow for various projects they work done
Get the example texture and mesh files from this tutorial: https://gumroad.com/polygonacademy Free UE4 lighting presets + Tutorial : https://youtu.be/_bqpw5s...
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
hope you don't mind me dumping a bunch of tutorial stuff your direction
dude dump all of them to me
I should probably just make a moodboard for these kind of tutorials to tosspeople's directions
that's excellent
i need to make one for unity
i think my blender folder has like 220 files just for tutorials
i really cant wait to get into sculpting
measurements of objects so you can make sure your props are real world sized
a bunch of helpful little tutorials that you might find some use for
i backed her on patreon
https://www.artstation.com/benmitchell11/collections/629788 I made a artstation collection showing off various modular building pieces and trim sheets which are quite useful techniques when dealing with environments
her tutorials are too good
In this video I demonstrate the problems related to exporting FBX files from Blender and importing them into Unity. It also demonstrates methods to solve the...
ctrl +a > all transforms?
it's more referring to the fact that what Unity considers up and what blender considers up is not quite the same thing
#b3d #blender #tutorial Get my 100 Tips e-Book here: https://gumroad.com/l/IxofeY https://www.mandala-motion.com https://www.instagram.com/mandalamotion/
basically I'm just looking in my resource section of various game developer discords I'm on
no sound tutorials are gods gifts to modelers
wish more people did no-commentary tutorials
Lazy Tutorial #8! For lazy people by lazy people. So, you can do it without, in the way shown in the video, but the BoolTool addon makes it just one hotkey, ...
https://github.com/radiatoryang/hedera is a unity plugin to create Ivy
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
referring to the ivy tool?
yeah!
good to know
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
as I mentioned I'm just dumping everything vaguely useful from my Nifty tutorials and resources folder
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
Makes me curious about what the standard TD range rlly should be for VR right now
well I suppose you can do some testing in your headset to see if 10.24 looks okay
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
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
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
Would love to have the >1GB per level budget that normal games have tho 😝
yes but that's not going to happen anytime soon as folks download speeds aren't that good
Yep haha. Maybe in the far future, it'll be possible to load worlds/maps asynchronously 🤓
I doubt we're going to solve that in vrchat as everything is a big data blob in unity
@green lagoon just saying youre an angel
I'm glad you like all the stuff
i know that frustration for me
is really good
its an indicator to me that im challenging myself
and by challenging myself ill know ill improve
so your resources are well appreicated
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.
⚰
Shader won't even work anymore 😂
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?
nope, can't do it
Awww, that's quite unfortunate. Thank you for the response~
what layers should i set for my mirror if i just want players to view their avatars and not anything in the world?
MirrorReflection, and probably Player as well to be able to see other people
this will exclude the world objects too right?
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
thats ok, thanks again
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.
yeah that's how audio works normally. Audio Source component, just make sure it's set to 3D and not 2D
I also want it to be directionless, but I don't know how to configure it to work like that.
2D works perfectly for it, but it can be heard everywhere else.
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."
okay actually rereading that maybe it's not the right approach, not sure
yeah that value is used for stuff like lightning that's suuuuper far away
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
like this
spatial blend being 2D vs 3D
@soft lynx make sure that spatialize is off. you'll have to use the debug inspector to see it.
Oh, I figured it out. I had to change the volume key.
👍
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.
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
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
sounds like you have a script that's throwing errors. If you don't need it then just delete it
Alright
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.
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?
@lyric turtle This might help https://docs.vrchat.com/docs/onentertrigger
OnEnterTrigger is used to activate the VRC_Trigger if two colliders start interacting with each other in instances where one or both of the colliders have the "Trigger" checkbox selected. If neither of the colliders that you want to detect interaction between have "Trigger" ...
@lyric turtle
@copper prairie des it need to be a mesh collider or can it be a box?
but any ways Ill try this out thank you soo much @copper prairie
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.
Id like to
Said the link is not allowed, do you mind if I DM to you?
not at all
yes
@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"
@terse topaz there's a working door in the Prefabs Database I believe
Yes the prefab is called "Perfect Doors" by Red_SIM
depends on what art style you're doing
Elaborate
@terse topaz looks good dude. Yeah hinge component is cool.
But yeah, what kind of shader options are there for walls? Im trying to make a small modern hangout place
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
that's strange
would you mind taking a screenshot demonstrating the issue and the Shader you're using
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.
onnetworkready alwaysunbuffered playsound
I'm assuming I put that on the audio source?
yeah
@green lagoon not really, standard shader and whenever the object is nearly at the edge, it just loses all shadow on it
Would it be better to use onPlayerJoined local playsound?
onnetworkready fires when the player has fully joined and received all buffered states, there was issues with onplayerjoined but I can't remember
that probably has to do with the Shadows not the Shader
Y’all know if there is going to be a Times Square in VRC for this year ?
has Dynamic Shadows do have a clipping distance
Hmm?
it might be your settings on your shadows causing that
Where do I change those
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...
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
Actually the corners being dark makes a bit of sense because the lamp is kinda below that
Also im kinda in bed atm
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
@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.
Checking now
@balmy gate
this is all I got
Null ReferenceException Object reference not set to an instance of an object.
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.
update the skybox probe ?
in the lighting menu at the bottom
there should be two options in the dropdown menu
next to bake
where it says generate lighting?
nothings even baked
try baking again to reset it maybe ?
this has happened before, this time it crashed while i was just working in unity i wasnt loading anythign
Did you send the crash report to unity ?
Oh that thing again yeah
and i dont know how to send unity anything. idk how to get the error codes
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
and giving them names would be good
wheni type in the name on the mesh nothign even comes up
Try right click reimport all
Or close Unity, rename the library folder and start unity again'. That will rebuild the connections
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?
if they're just 3D models and textures yes
So it's just the prefabs that don't load, I assume?
no the prefabs will load just fine just basically no scripting
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?
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
what causes a mirror to not clear its drawbuffer? are nonvertical mirrors not supported?
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
but thats the only constraint?
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
only thing abnormal is its facing upwards
wait i need to test if i can even get a normal one working first
@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
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
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
Does anyone have some nice carpets I could use?
How do you make a mirror so it only shows the players and the skybox?
only reflect the MirrorReflection layer to show yourself, and add the Player layer to see other players
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
@supple gale Can you show your collider and your vrcworld prefab ?
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?
triggers will still be supported after Udon comes out. I don't know for sure how supported but they'll still work at least
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!
Can you rephrase that? Not entirely sure I understand the question
I think what he means is, is there a way that he can check which objects his triggers affect.
Should see a white line connecting the points the trigger affects @fair rover
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
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?
@brittle owl Probably wrong Unity version. What Unity version are you using? And what SDK version?
im using unity 2018.4.9f1 and vrcsdk 2019.09.18.12.05
im not that good with this lol
F same problem
Hey, what settings do i need to use on a collider that teleports the player when they enter. I tried "OnEntercollider"
onentertrigger
@brittle owl you need to use unity version 2017.4.28f1
okay dokay
More info here (instructions) https://docs.vrchat.com/docs/setting-up-the-sdk
Requirements We're going to need a couple things before we can get started. - Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1 If you have Unity Hub installed, you...
thanks
@near escarp 😒 then what is OnEnterCollider do?

OnEnterCollider is used to activate the VRC_Trigger if two colliders start interacting with each other in instances where neither of the colliders have the "Trigger" checkbox selected. If one or both of the colliders that you want to detect interaction between have "Trigger"...
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"
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.
so I should put an "on enter trigger" on avatar spawn so if player hits respawn it can reset everything?
Yes, but know that it can reset even if they just walk to that location
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
@near escarp im doing something wrong... onentertrigger didn't work
what layers are you using ?
You need to check your object layer and on enter trigger layer
so i set my layers to players?
environment works
so players can interact with environment?
yep
🤔 i see... and the layers that is under the trigger menus... is that calling for layers it's looking for/interacts with?
it interacts with
as so i should not set that as environment... only player. cool
yep, and the object the collider is on to be environment
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
Did you remove the test folder in the post processing import ?
also you might need to reimport the SDK using these steps
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. ## Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following proc...
ah it's player + Playerlocal
I believe PlayerLocal is for you, and Player is for others (not you)
correct^
There's more rules and sub-rules than school yard four-square!
Can I disable the red spheres around sound sources? They get in the way of viewing things
yep, disable the gizmo
Oh, found it, thanks!
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?
@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?
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.
Is there a way to make walls snap their alignment to each other? It is taking me ages to line them up precisely.
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
no problem glad to be of help
hells yeah!!! seeing it in vr the first time. I definatly need to make it feel larger and more imposing.
I focking Love it!!!!
@vital hill wanna see it im still there
Sure!
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
looks great
@warm marten that wasn't the world
reads each user name more carfully Ok... sooo tbh you both have blue lettering and blue icons... I thought you were the same person
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?
Anyone know where to get a free rain on window asset?
@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
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.
I believe that's the Testrun Jetpack prefab? Check the channel pins for the link to the vrcprefabs database and search for it there
@cedar nebula Thank you so much. Simply knowing the name of it helped me find it very quickly.
omg that actually good !
how do I make an object follow a predefined path?
anyone know not to make the terrain grass not laggy on vr ??
Unity terrain is pretty unoptmized, so I don’t believe there is much you can do.
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
I always paint the grass on terrain but then turn off the mesh by unticking the Draw option and it keeps the grass.
how does that effect the motion of the grass?
@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
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
@fresh plover thanks for the help baking my lighting. World is posted in the lab 🙂 https://www.youtube.com/watch?v=xaongX21JoI&feature=youtu.be
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
haha did any one tell you about light probes yet
Light Probe Populator
https://github.com/alexismorin/Light-Probe-Populator
this is a nice simple tool to add them in one click till you get the basics down
is there a prefab for a codelock?
@glad hedge
i just posted a few links in #world-lighting
see the VRchat Xiexes lighting tutorial it covers almost all the basics
ooooh thank you! I was searching for how tos but couldnt gind anything
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.
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?
Is there a Way
To make tree leaves move without lagging
assigning what cube map to what shader ?
it doesnt specify =/
uploading to vrchat ?
do you use a cube map any place such as sky box.. did you use any custom shaders for it ?
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
not anything so fancy
I did go through and basically add reflection probe static to all of my objects though :X
silvr's water shader
i made it not interact with the reflection probe
hoping that fixes it
i would need to look at it again i forget what that shader was doing
wow not the easiest shader to set up lol
nope
what is so special about the package manager?
no idea, but it isn't needed
Nice, thanks Ruuubick
hey guys, a small question what should i use to make invisible borders that players cant cross?
add a cube, it should have a box collider component, all you need to do is disable the mesh renderer component
thank you
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.
If it doesn’t work, then that means you didn’t follow the instructions correctly. Read it again and do exactly what it says.
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.
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
Is it common for post processing to just not appear at runtime?
it's a common problem but you've probably messed up a step. Have you already seen Silent's setup guide?
check this guide then, I'd recommend using v2
https://gitlab.com/s-ilent/SCSS/wikis/Other/Post-Processing
yep that'll do it
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
you probably have the spatialization set to 2D instead of 3D
how would i change that?
on the audio source there's a slider, move it from 2D to 3D
How would I go about making a pickup object you can stand on? Looking to make a tiny moveable step stool.
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
Hmm okay
Is there a VRC specific script to use in order to keep players from sliding off a moving object?
yo
https://file.house/KX05.png
is this the correct setup for avatar swap triggers
set the trigger to local
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
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 ;-;
Do you have a floor collider ?
i do
Is there a lot of stuff happening at world join ?
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
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?
no, community labs replaced that whole system
aight
@drifting dune check unity console for errors, something probably broke during upload and prevented it from working
I got one question,when In my world comes others players,the video player start playing video,how to stop it?
do you have Clear on Play or Error Pause enabled? Make sure you disable those and then try it
@cedar nebula answer for me?
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?
I just need the video to not play,when somebody joined to my world
@cedar nebula THANK YOU SO MUCH
are you using a vrc sync video player or just the normal unity video player?
vrcvideosync
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
nope
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
that is settings on vrcvideosunc
that should fine, I don't see why it would be playing already when someone joins
@balmy rapids Which trigger is firing the Play RPC ?
@near escarp
@near escarp like this?
you need to change the OnNetworkReady
otherwise the video will start playing when you join
unless that's what you want ?
@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.
your description is a bit confusing
do you want it to play only when you join, but not when others join right ?
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.
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
how do i set this up?
like i just described
I believe there's also examples and video tutorials on youtube to set it up correctly
ok
how do i create a panorama sphere?
do i just use an inversed sphere with the vrc panorama component?
@open thicket Jetdog has a prefab for it I believe
Heya. Does anyone know how to open "Offline Testing" without VR?
I know there's a script or something that allows you to, but I just unplug my headset.
onentertrigger playerlocal will still fire and you can also still teleport them
onavatarhit is for physical touching, not entering a region
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
@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
@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.
no problem glad to be of help
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?
@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
@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.
sppooookyyy
@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 👀
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
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
Do Axis Rotator and Panner scripts not work for vrchat? Im trying to do like scrolling signage
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
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.
I read Quest worlds can have transparent shaders (only avatars cannot), can anyone confirm?
@unborn elk having an alpha check on rendering cost more time and draw calls.
Obviously, it is also true for PC worlds. Are you telling using any transparency will drasticly lower frame rates?
On the Quest*
@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.
Thats not very good
anyone unity crashes upon hitting "upload world"
So it moves fine in unity
but i think after uploading, the panner and axis rotation scripts break
is that something vrchat turns off
@near escarp. Future proofing was crashing my world upload
Yeah you're supposed to disable it
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..
@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
Are test builds unavailable currently? My world won't load, it just sends me to my current home.
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
neither
just says "could not load world because it didn't exist"
I forgot what I did the last time I had this issue
yeah it's just "abandoning request because world not found"
Oh wow someone finally made a troubleshooting guide about test worlds failing to load. https://vrcat.club/threads/have-world-building-issues-here-are-a-few-things-to-try.3243/ I wish this could be stickied!
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.
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
ok! Thank you for the suggestion
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
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
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
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
Correct.
It's because the bundle kept referencing ' UnityEditor' and the editor went "wut"
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
what does the console say, nothing?
did you try checking the in game debug menu to see if any errors show up there? It's Right Shift + ` + 3
well that's not very helpful. Not sure what the exact problem is
I need a Big help
How Can i make sure when some Press on the platform it turns on the rigidbody and the gravity
the player is on the Player layer
playerlocal is the individual. player layer is the other players
@fair rover What do you mean by "noclipper"?
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.
@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
@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
If you need both then only one is working
And that would most likely be OnEnterTrigger
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??
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
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
😃
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
+10 players in one room and have 50% chance of crash or lag spikes.
regardless of which world I have visited so far
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
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.
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
@cobalt sluice and with optimized maps you mean only small rooms with lowpoly objects i think?
No
no it can be much prettier than that
Optimisation isnt just poly count
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
just not haphazardly together on Second Life where nobody has good lods
also take into account the drawcalls are 2x because vr
Okay, thanks in advance for your experiences. Can you tell me the maximum number of players that would be possible
80
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
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
@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
also no currency or market integrated currently
Hatmod + in game market would be slick
and basically half the optimization do we do in vrchat doesn't work in Second Life
My consideration was a city with 1000 VR users at the same time.
Very ambitious :-)
functionally impossible at this point in time
next-generation-level
80 is currently the hard cap in VRChat, but youll get hitching and problems for alot of users at around 40
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
Its not exactly much different here..
considering most folks have more triangles than an entire OverWatch match of characters on sl
not in second life but in dual universe
I can get screenshots if you want to see that I'm not joking BlueASIS
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
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
I know what you mean, I saw a school that was connected to many portals in vrchat.
and also question do you have any interest of stuff running on the quest
@green lagoon gimme the pic i feel like dying a little inside
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.
How much of that game is user generated content?
70%
you can add any avatar with blender or other stuff with steam workshop
for your home.. but its same as vrchat. Early Access
give me a sec to acquire screenshots
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.
(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
well then
Then I remember, streaming with Amazon Cloud Servers xD
483,240 is how much an entire OverWatch match of characters and weapons takes up

& 280k+ is just for one character in Second Life
😂
wow, thats a fascinating chart
its a very old engine. From 2007
and you should be using not many triangles on on one character
I wonder what the polycounts are like for other social platform games like IMVU
It contradicts somehow. Everyone is talking about Virtual Reality. But it is not realistic when taking lowpoly trees like minecraft.
there's a whole range in between Minecraft and using an obscene amount of triangles
only where is the healthy middle?
Video game engines have come to a point where we can fake alot of details without performance inpact, low poly meshes can be deceiving
Anyone seen details for the new Facebook platform?
@flat dagger is #world-development the best place?
and the answer to how many triangles depends on what platform
Also, ploy counts really don't need to be as high as they used to be
basically if it's not contributing to the silhouette put it on the normal map
A lot of the details they used to provide comes from normal and tessellation maps now
https://www.youtube.com/watch?v=oG3Vk7BYPHM This Scene in VR xD
Unity’s award-winning Demo team, the creators of Adam and Book of the Dead, is working on a new short film called The Heretic The Heretic uses a broad range ...
@wispy plume I was commenting on Threshold's quesiton
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
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
Realistically 1k people in one scene is idealistic but serves no purpose
Example of what professionals who are being paid, do.
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
okay FairPoint but just trying to demonstrate you don't need a bajillion polygons
Oh sure
actually Facebook's going in a cartoon direction
I know rainwolf, being facetious 😉
also, jj; I mean we are moving to 2018 real soon, so yeah.
I actually came here to get some people to help test a new world
I dont think facebooks corporate parody is going anywhere soon
VRC isnt in danger right now, but competition is always healthy.
Amen to that Blue
I am excited about where social vr is headed!
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,
you mean Facebook Horizon?
Yes, [Top]
its looks like a vr joke
Now
yep they can basically just big Corporation cheat their way into the top
yes but you're not getting triple a realistic graphics on the quest which is selling like hotcakes
But if they provide the right tools, they could just steamroll everyone
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
True
😩
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
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
yes basically cut down on friction
This is good convo, but y'all getting a bit off topic for this channel!
Lol. True.
Back to my original reason for coming here
Heh
a good start would be VRChat not for free but for 1-5 $ or € for sale. Its not much.
I just would hate to see them switch to the same pay for everything micro-transactions that Second World had.
please no but to fix server costs or other think like outside development.
that's barely enough to cover any of the rent 1-5 $
so, you're talking subscription service?
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
Will be interesting to see that, people might start making original content if theres money incentive
Yeah.What's Udon?
the program is scripting system
Where is this slide from? Would love to see the whole presentation.
Thats the only slide.
beat me 2 it
Heh
Correction, its one of two slides 😒
okay cool, better than nothing.
Yeah
