#world-development

39 messages ยท Page 9 of 1

sturdy stone
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but so 2-3 $ a month you can still turn down for vr chat xD

flat dagger
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That's more details then I've seen in a while

warm marten
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yeah men

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im excited for udon

flat dagger
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Are there more details on Udon? I'm not familiar with it at all. Is it a new language or just a plugin to allow for avatar/world makers to use their own C# scripts in a safe way?

supple drift
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Visual scripting. If you're familiar with Playmaker, probably somewhat similar to that!

flat dagger
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So like UE4's blueprint system? Neat! Is this something they made themselves? I'm not seeing anything about it on the googles...

halcyon gulch
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yeah it's something they've been making

flat dagger
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Huh. Interesting.

supple drift
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yeah! They were actually originally gonna roll with Playmaker for a bit, but decided to make their own bespoke solution so they could own it / not rely on a third party dev

flat dagger
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Smart. Ballsy, but in the long run best

green lagoon
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and not require folks to pay 60 bucks if they want to make stuff

halcyon gulch
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this is the only thing they've shown of udon

flat dagger
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Interesting. With this, I could really build out my world the way I'd hoped... So the world/terrain would dynamically tessellate and gravity would be radial, so you could walk around the entire surface of the habitat

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No to mention, I could create unique spawn points to let people claim houses/areas as their own

warm marten
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that would be fun asf

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it would be really cool to have more content on worlds so players can actually have a "regular" place to go rather than hopping worlds ever 5 or 10 minutes

flat dagger
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Indeed

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And I'd love to see bigger worlds

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There's only so many bedrooms a person can visit...

cedar nebula
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That's been on my mind as well. Why do creators keep publishing hangout worlds? Unless your's is somehow doing things different there's no reason people would go there compared to the much better and more popular ones that already exist. I can understand making a hangout as a first world at least but more than 1 feels like way too much. At least include an easter egg!

flat dagger
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Right? I made my first world purely as a learning process...

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And my next one will have a purpose other then a place to show off avatars

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As a proof of concept, it works surprisingly well, although I don't see it being Quest ready anytime soon.

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This last one is ALL geo. No sky box

warm marten
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@cedar nebula lowkey i had an idea of something like a Square or a plaza with different buildings you can go into and hang out in

flat dagger
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The idea being that eventually you'll be able to explore the whole place

warm marten
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that would make a place so much easier to revisit rather than that same "chill cozy room"

flat dagger
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Imagine you could "save your spot" and come back t the same world later and spawn where you left off and not at the same ol spawn zone.

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Or being able to teleport to freinds int he same world

cedar nebula
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Anything that'll innovate I'm okay with. Just please for the love of god, no more 'small rainy room with a mirror using Aces tonemapping and warm lighting'

warm marten
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mirror

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gets out of community labs in 12 hours

opal goblet
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They should just sneakily push a patch on April 1st that disables the Mirror Script for the whole day :^)

cedar nebula
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amount of people playing vrchat drops to 0

flat dagger
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LOL

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I can understand why avatar worlds would need a mirror, but why does EVERY world seem to need one?

halcyon gulch
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they literally mesmerize people

cedar nebula
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I'd say every world should have a mirror just because you never know when you need to check something on your avatar. Just, build a world that's so good that you don't need the mirror

halcyon gulch
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what are cameras

cedar nebula
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desktop users tho

fervent scarab
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im trying to put as much character into my world. have it really funny goofy and silly

warm marten
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pls keep posting updates

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i love this

green lagoon
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yes that is lovely

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and whistles nervously as my current projects pretty much just one of chill cozy room but with pink and cyan lighting

stone hollow
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Petey is stealing the show for real

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if this map isnt spotlight day 1 ill actually cry

flat dagger
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๐Ÿ™‚

cobalt sluice
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Can anyone tell me why my grass bends in play mode but just slides in VRChat?

green lagoon
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mostly just working on a small cozy area for myself as I wanted a little apartment to be home world for myself

cedar nebula
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everyone is allotted one hangout world. Anymore than that I will personally come to your house to teach you triggers so you can make better worlds

flat dagger
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LOL

solid helm
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@cobalt sluice Be a little more specific

copper prairie
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I opened my project in unity and all of my assets are gone. Am I screwed or can it be fixed?

cobalt sluice
solid helm
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I can't watch that at the moment, can you explain more about your setup?

cobalt sluice
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I have a bunch of grass meshes I got off the asset store, they're painted on the terrain as detail meshes set to grass rendering mode

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They use the standard shader

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With wind on the bending looks perfect in play mode, but when I build the map and test it the grass slides horizontally along the ground instead of bending

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I'm not sure why VRChat doesn't like it...

sleek willow
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How would I make a button to toggle specifically Post Processing

near escarp
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OnInteract (Local) > SetGameObjectActive > Post processing Volume (Toggle)

cedar nebula
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(only works with post processing v2 by the way, v1 can't be changed at runtime)

flat dagger
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That really should be a pinned post. That's the 10th time I've seen the exact same question about post processing

near escarp
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people don't read pinned posts

fervent scarab
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@near escarp. I DO!! ๐Ÿ˜ก

near escarp
fervent scarab
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It's 2 am and I'm reading unity optimizing. I've lost control of my life

near escarp
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we've all been there

fervent scarab
warm marten
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it's midnight and im staring at blender

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"why are you like this"

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and pikapetey im so excited to keep seeing what youre coming up with, keep giving us updates! :D

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i need updates on my favorite shibe boys

fervent scarab
warm marten
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man look how creative they are

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what good boys

green lagoon
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that's a bunch of cuties I love the skin for various animal characters people end up making

solid helm
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@cobalt sluice What asset are they from? Are you sure they use Standard? I don't see how you would get bending grass from Standard

cobalt sluice
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@solid helm Uh it bends because it's painted on the terrain as a detail mesh, so it responds to the terrain's wind settings

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for the time being I've just turned the wind off so the grass doesn't slide everywhere

solid helm
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@cobalt sluice Standard doesn't have the code for wind bending in it

cobalt sluice
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oh crap am I just an idiot

solid helm
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So, to my knowledge, wind shouldn't affect it at all...

cobalt sluice
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Maybe it's because I have a shader called "Hidden/TerrainEngine/Details/WavingDoublePass"? It's not applied to the mesh prefabs though

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My other map doesn't even use prefabs it just uses the models directly so I'll try that

unique iron
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@green lagoon People like mirrors for social activity and preening one another. Also staring at your animu self.

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Usually when I look in a mirror I'm just like, "Heehee! I'm an anime girl lul"

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I notice a lot of times people sit with each other in front of mirrors and stroke each other's hair. Reminds me of allopreening between birds.

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In some ways, I really feel it's almost instinctive of us to gravitate to mirrors and do that.

green lagoon
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well I can certainly tell you that characteristic applies even outside of VR as it's frickin trippy as hell to look at yourself in the mirror the first time you wear a fursuit

unique iron
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yeah, definitely a similar affect. "I look different omg wow"

split hare
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Okay I've been tossing ideas to make a horror map but does anyone know how to do the jumpscares that take over your whole screen?

unique iron
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omg lol

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what about something similar to the old Grudge web game, where you were doomed to a jumpscare the second you go inside a haunted house? it's just a matter of a random time assigned to your "death".

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I remember this one house I built in another game that looked normal until people wandered into the bathroom, then a sound played and they got tossed into the haunted underground. then I sat around all day to see who got thrown in lol

split hare
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That sounds really cool actually what world is it so i can check it out?

unique iron
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oh it's gone now, it was a super old game

split hare
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Oh another game missed that

unique iron
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it's okay!

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but it used variables and triggers.

split hare
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You can do something like that in unity i just sont know how to do the jumpscares so i can make my map

unique iron
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so for a haunted house, once someone teleports into the house, their variable is set to a death flag, and then a random amount of seconds can be assigned to when the jumpscare happens

split hare
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That part makes sense as I've messed with triggers before its the how to make the jumpscare appear on their screen, like is it a shader i need? Or is it something i need to set on like a quad with the image i want the jumpscare to be

unique iron
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Found this that might help: "Someone I know has managed to achieve this with shaders, but they won't share with me how.

I however did create a blood particle effect that on collision created a sub emitter, So that the blood spray would leave a pool on the ground.
In testing I discovered that spraying it on a person causes they're view to turn transparent red colour, for the life of the particle.
That might be a easier way to go around doing this, for your water gun scenario that is. "

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you know who might also know, is Jar.

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Jar does this for their Murder maps

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Their discord is given on their maps too, so you can get it and ask them

split hare
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Hmmm im not at my pc to try something like that but I'll try that when i get home other wise I'll try contacting them, I could try asking OfficialSayon too since im part of his discord his maps are full of scary stuff

unique iron
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I want some halloween candy...

split hare
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Oof same? But i have a massive sweet tooth and little self control so no candy for me

unique iron
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I think I wanna add ragtime songs to my map haha

manic latch
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im gonna assume I cant make a trigger to toggle realtime global illumination huh

near escarp
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Nope

manic latch
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sheeeet

green lagoon
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and also that would probably hurt the frame rate

manic latch
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mm I have everything baked but emission from a video screen only works with realtime on

fervent scarab
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@manic latch fake it, atlass everything in that room as 1 material. the "glow" from the tv is just a slight emission map. Have the trigger swap out the materials for the entire room to the new "lighting"

near escarp
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i think they want realtime emission color of what's on the screen

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Which can be done, but it's wayyyy more complicated than it sounds

unique iron
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sometimes using unity asset store stuff is like digging through some old theatre props and being like, "Yeah I work with this"

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I wish I could get the plugin for wearing temp costume props on a map though, it would be fun to make a theatre-dressup room.

manic latch
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mmm yea I want the screen to light up the world like a real one would.
I threw in an option to toggle between two screens one has emission that effects the world the other one doesnt

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that should offer some improvement surely ๐Ÿคท

carmine sigil
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Is there a way to make old "Admin Approved" (pre-community labs) world public?
sdk and website give errors when trying to publish to community labs
id: wrld_84f5ab11-0b25-435b-af92-9d668db1005f

near escarp
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even if you private them first ?

carmine sigil
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it already is private

near escarp
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i removed the tag, mind trying again ?

carmine sigil
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that worked thanks!

knotty portal
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yo, i have a question
are there any tutorials on uploading gmod maps into vrchat?
Or do we gotta make maps from scratch in unity

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I'm cool with either option

short gulch
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There are tools that can convert Source maps to Unity, don't know any free ones off the top of my head though

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@PastaSparq#5461

knotty portal
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Awesome, thank you for telling me

digital veldt
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hi i have 2 questions.. so i added some rain to my world but it doesnt show up in game.. it does in unity.. and for some reason the ui menu of tsuna prefab video player doesnt show up when close.. any one can help me ?

copper prairie
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@digital veldt In Tsuna's prefab there is an area detect pad, make sure it is above ground.

digital veldt
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yeah it is

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thats why i am confused

copper prairie
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If you place the UI against a wall make sure all of it is outside the wall too, I accidently dragged only part of it out

digital veldt
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i double checked

near escarp
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@digital veldt what kind of rain ?

copper prairie
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@digital veldt Only other option I have for you is delete that video player prefab and place a new one

digital veldt
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@copper prairie i did already didnt work

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@near escarp rainmaker unity asset

near escarp
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Does it rely on scripts ?

digital veldt
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yeah probably

near escarp
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That's the reason then

digital veldt
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ah yeah thats true a friend told me that scripts dont work in vrchat for now i forgot i never work with them

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than let me change my question. does anyone know where i can get a rain prefab or something like it

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nvm i just use a diff particle and put a rain sounds should work to

near escarp
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yeah the ones i've seen are particle systems

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@vapid quarry Do you have that raindow shader available ?

vapid quarry
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the one on that alien?

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if it is this is the one

near escarp
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the one you showed on the map with waves and raymarched clouds ?

vapid quarry
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ah

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the cloud shader?

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Are you wanting the raindrop shader, rainbow shader or the cloud one xD?

royal canyon
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just make sure it doesn't rely on Custom Scripts and you're good ๐Ÿ˜„

fervent scarab
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@near escarp. When can we expect spookality rules/contest to be announced? ๐Ÿ‘€ ๐Ÿ’ฆ ๐Ÿ’ฆ

near escarp
royal canyon
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๐Ÿ‘€

supple drift
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wuuubick senpai pwease gib spook

tribal current
fervent scarab
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Pweeze daddy WUUBWICK I wuv spwookaiwity owo nuzzle wuzzle... uwu

near escarp
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@tribal current delete the test folder in post processing

tribal current
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thank you!

unique iron
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yep that means VRCSDK is happy with it now lol

royal canyon
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anyone have any worlds they'd like me to check out? If I like them enough I'll give them a "favorite"

balmy gate
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Checked out the interactive math world by phi16 yet? It's really fascinating

unique iron
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Perfect world idea- someone creates a map dedicated to Too Many Cooks

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and there's a looping song but when you try to turn it off, you can't.

tribal current
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only took me like 9 hours of work lmao

unique iron
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It looks great!

near escarp
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@tribal current Including baking ?

tribal current
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yup

near escarp
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Impressive !

neon narwhal
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yakuza 0?

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or another one?

tribal current
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6

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its a port of new serena

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im 99% sure im done so im gonna go ahead and labs it

neon narwhal
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have not got a chance to see what i have for it but i did get some files

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had them for a long time never got around to looking

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holy fk im lazy LMOA

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are you going to make it an avatar world?

tribal current
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idk

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its so small that i wouldnt know where to put em

neon narwhal
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seen some people use super small avatar pictures that you can turn on and off with a switch

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prob the best way if you did

tribal current
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hm

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maybe

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toggleable ofc

bold ibex
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Anyway for a world creator to block out the light coming from lightavatars?

fervent scarab
stone hollow
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@bold ibex bake all lighting and dont allow the mesh to take light from real time sources

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Added bonus of being super optimised

unreal juniper
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@vapid quarry that's awesome! i'll save to buy those effect! ๐Ÿ˜ฎ

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Does anyone had this issue with the vrc triggers "toggers" They used to respond good before now when test my world on VR mode, I can't select the togger, Its still detect the calliders but there's nothing to click anymore, however i was testing the world on Desktop mode, everything was normal, does anyone have any idea why that happen? is it something to do with the sdk or vrchat?

warm marten
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Petey, youre giving me the sp00ks

balmy gate
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@unreal juniper make sure you don't have an extra collider around the vrc trigger button. even if the button is set as "is trigger", it will block vr users from using the vrc triggers behind it

unreal juniper
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Oki, thx โค

fervent scarab
warm marten
fervent scarab
near escarp
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ADM GPU ?

cobalt sluice
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Can someone help me fix voices in my maps? On every map I upload you can't hear people if you're within 10 feet

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I've tried adding voice as a player mod and set it to 30 distance but that didn't help

fervent scarab
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ITS WORKING!!! @near escarp WANNA COME SEE A WIP?!

near escarp
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mmh sure

fervent scarab
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im in shiba paradise right now. join that public instance

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@near escarp

fervent scarab
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cool thanks for your advice @near escarp

near escarp
cobalt sluice
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also if anyone ever runs into the problem I mentioned above just remove all audio sources in the map

cobalt sluice
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every time I make my audio source not entirely 3D it turns global... is that normal?

cedar nebula
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@cobalt sluice there's been audio changes in the past couple months. You can only change the voice range using the vrc player audio override component. For world audio, you should attach a vrc spatial audio source but you can just check use AudioSource Volume Curve so it keeps your audio source settings.
With that said, I have seen in another case where if the audio isn't fully 3D then it becomes global. Kind of weird, might need to look into it

cobalt sluice
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@cedar nebula thanks, I know about the audio changes (voices stopped working in my map when I converted from ONSP to the new component). Makes sense that the player mod wouldn't work anymore, I'll use an override component instead.

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And yeah I want to have loud music playing that is nearly 2D, but only around a certain area. Right now VRChat makes it global if it isn't fully 3D audio.

bold ibex
open thicket
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so I am having an issue where users can't press a collider for an oninteract function because they are already inside a collider set as an on enter trigger

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for example desktop users can click the coins underwater without a problem

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but vr users can't

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i'm using an on enter trigger to change the audio from land to underwater once they are inside

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is there a way to fix this and still have both the coins and sound effects working?>

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hey there friend

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@vast lantern

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lol

vast lantern
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I'm having the same problem lol

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Yo

open thicket
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AH

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i already knew this existed

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but because you were doing it for your world

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i thought it was already fixed

vast lantern
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Hmm

open thicket
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my mini solution was to create a trigger box that still affects the player

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but

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leave a little headroom

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for the colliders

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for pickup

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i was asking if theres an easier way

vast lantern
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I think that would work, but yeah hopefully there's a less hacky way of doing it

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I was also going to ask how I can crossfade between two separate looping audio sources

open thicket
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i think

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animation states

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like

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idk if transition states affect the audio as well

vast lantern
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I see

open thicket
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i have another solution actually now

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but it requires player tracking

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you have an invisible player tracker

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set the collider to interact with that special player tracking layer

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still haven't figured the tracking out

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lol

sacred zodiac
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What's the audio settings for the surround effect.
Regardless where the Audio Source game object is positioned in the world.

cedar nebula
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@open thicket @vast lantern set the layer of your trigger collider to MirrorReflection. This puts it in a quantum state where it both has collision but also doesn't, allowing it to work with OnEnterTrigger without actually getting in the way of raycasting

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@sacred zodiac in the advanced settings of the spatial audio component, uncheck spatialization. Then in the audio source component make sure it's set to 2D, and then I usually like to go the extra step of setting max and min distance to something absurdly big but I don't think it's actually necessary.
If that doesn't work for you, use Mimi's 2D audio prefab, you can find it in the prefab database (check the channel pins for a link)

sacred zodiac
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TY.

vast lantern
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@cedar nebula I already had my onEnterTriggers set to MirrorReflection, but VR users still can't click on them for some reason

cedar nebula
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are you sure you don't have something else that's getting in the way? I doubt they patched the MirrorReflection behavior

vast lantern
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I checked but I don't think I have anything in the way, but I'll check again

blissful marsh
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Alright, so there's an old Bionicle game from 2006 that's called Bionicle: Heroes. Me and my friend want to rip the hub world from it to make it an avatar world for the Bionicle models that he has. We're currently at the stage where we have extracted the .dat archive of the PS2 version of the game and inside there were files with these kinds of extensions:

  • .vag (usually not more than 1,5MB in size, presumably PS2 compressed audio)
  • .an3 (judging by file names, these are animation files)
  • .cfg (this one's obvious)
  • .fpk (not as large in size,???)
  • .gsc (usually around 5-12MB, scripts or models?)
  • .guic (???)
  • .pak (package files, weren't able to unpack)

I really wanna know how to open some of these file formats listed above. Any help will be appreciated.iris iris iris

spring linden
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is it possible to toggle shadows with a button?

subtle garnet
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Pretty sure you can with the event system

near escarp
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@blissful marsh You should Google that instead ! This is a bit too close to the rule 13

blissful marsh
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@near escarp Oh, my bad. It's not just close. It is a direct violation))

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I'll stop

sleek willow
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@sacred zodiac You can also automatically make an audio source be world audio by selecting the audio file in your assets and dragging it into your higherachy. It automatically creates a 2D audio source.

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Also, if I have mixed lighting, is it possible for me to make a dimmer? If so how? I'm looking for people to maybe be able to turn the lights on as low or high as they want in certain rooms.

royal canyon
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@sleek willow you could use Post Processing or use a sphere with a dimmer shader on it

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get in touch with me in DM and I'll send you the shader I'm talking about

open thicket
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If I have a game object enabler in my map and I want to make a sync objects button, how do I do it?

royal canyon
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sync objects button?

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there's a component called "Object Sync" but I'm not sure if it can be done with a button or not

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@open thicket

mild spade
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Hmm I dont think it is possible to sync objects positions it they are disabled. You would need to enable them first then sync their positions then disable them again. I am not conpletely sure (if that is what you are asking for @open thicket ) you would need to explain a little more what you are trying to make.

modern kayak
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and besides, enabling/disabling objectsync is very unreliable. Even in the best of cases, you need to make sure that both players have the object enable before it can be synced. But even then, objectsync can sometimes just straight up break and never be synced again if you disable it. Best to keep it always enabled

open thicket
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hmm, if i were to have mesh render component off and then just turn objects on after a trigger event, would it still affect performance?

woven condor
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I think this ambient occlusion ghost when use camera - is there a way to fix it ? it only happen with camera

coral wing
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is this with post processing? It's not recommended to use AO

royal canyon
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@open thicket that's a decent idea, you'd just have to test it I believe.

open thicket
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@woven condor probably the screenspace AO that isn't configured for VRChat in the post processing stack

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If you want AO in your world It's highly recommended you bake AO in your scene in the lighting tab

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You can follow XieXie's lighting tutorial if you are confused

cobalt sluice
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Is there any way to only bake lighting in a certain area? Like for huge maps where only the main area needs it

royal canyon
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I'd stick to baked lighting throughout the entire map for performance honestly, and only have Mixed lighting on sources that move.

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realtime is a bit excessive when Baked lighting can handle the same things

cobalt sluice
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The thing is, I don't have a direct light so the rest of the map is unlit. But because the map is so big it takes around an hour to bake

royal canyon
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did you adjust your lighting settings?

woven condor
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thank you for comments - @open thicket i am use bakery for lighting, i am testing solution now - thank you

royal canyon
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@cobalt sluice make these your lighting settings and see if it still takes an hour to bake

cobalt sluice
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@royal canyon I haven't messed with them so I'll try that thanks!

royal canyon
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oh boy you're gonna be mad you haven't done it from the beginning ๐Ÿ˜‚ @cobalt sluice

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now isn't too late though! I hope it helps my guy

cobalt sluice
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Probably I've spent days just baking lighting lmao

royal canyon
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oh jeez lol yeah nah it should take at most like....minutes.

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depending on your PC

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yo let me know how it goes, too. I'm curious as to how it will affect your baking time.

cobalt sluice
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Yeah I had hoped adding light probez would help but nop

royal canyon
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oh Light Probes are different

cobalt sluice
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Btw I have all my point lights set to mixed

royal canyon
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set them to baked if they don't move

cobalt sluice
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Kk

royal canyon
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as for light probes, with baked lighting, they will sample the nearest light source and will reflect light onto objects NOT set as "Static" within your scene.

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That's what the probes are for ๐Ÿ™‚

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like with my Pool Party! map, I only have lighting in one area and didn't have light probes but had baked lighting

cobalt sluice
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Oh ok right light probes are for moving objects basically- and players

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I think I needed those anyways because players were pitch black without them

green lagoon
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yep that's because the light probes are supposed to provide the players lighting

cobalt sluice
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Doesn't mixed kind of solve that though?

green lagoon
#

and also you don't need to have your outside of the main play area have the same scaling on the light map so you could potentially make it a lot smaller so that it doesn't take time trying to bake a huge space

cobalt sluice
#

How do you change the scaling for an area?

royal canyon
#

@cobalt sluice mixed lighting is like baked but it only casts shadows on non-static objects

green lagoon
royal canyon
#

That ^^^^

cobalt sluice
#

Thanks guys!

royal canyon
#

no worries dude

#

any other questions feel free to ask dude

fervent scarab
#

making a world is fucking tough ๐Ÿ™‚ ๐Ÿ”ซ

royal canyon
#

need help @fervent scarab?

fervent scarab
#

need help balanceing my design what i want to do and the constraints

royal canyon
#

not sure what you mean

#

but I could try to help

fervent scarab
#

I will need help with nav mesh and NPC's

#

thats in the futur3e.

royal canyon
#

never dealt with Nav Mesh

copper prairie
#

Does anyone know where I can get a prefab animated door?

royal canyon
#

but NPC's aren't so bad if you want to animate them

#

@copper prairie animated door no but there's a prefab for a hinged door. You'll have to do the animations yourself if you want it animated

copper prairie
#

@royal canyon Could you link me that please?

royal canyon
#

it's in the prefabs but Cyanlaser has an animated door tutorial if you'd like to follow it

#

here's the link to Prefabs database

copper prairie
#

Thank you very much.

royal canyon
#

no worries ๐Ÿ™‚ if you have any trouble let me know and I'll try my best to help

bold ibex
#

i don't think vrchat supports navmesh if i recall

#

but theres workarounds im pretty sure

royal canyon
#

I believe it does, it was used in the VKET3

bold ibex
#

vket creators had access to custom scripting

stone hollow
#

They had one script, that vrc team made for them custom.

bold ibex
#

I assume thats the one that opens chrome tabs on your pc

stone hollow
#

Yep!

royal canyon
#

the UI menu wasn't custom scripted?

#

the secondary menu

bold ibex
#

nope

stone hollow
#

No, thats all possible with standard SDK

#

Which is why its garbage and laggy ;-)

royal canyon
#

even the chat system?

bold ibex
#

that prefab for it is free on booth

stone hollow
#

yeeeep.

bold ibex
#

yep

royal canyon
#

๐Ÿ˜‚

#

nice nice

stone hollow
#

The chat system is super laggy

minor finch
stone hollow
#

Baking artifacts

minor finch
#

yee

#

i was wondering what i should be doing to avoid them

stone hollow
#

Bake with different settings

cobalt sluice
#

@royal canyon baking is still taking multiple hours... maybe I should make everything that's not being hit by light not static?

#

The number of jobs always starts somewhere in the 800s

royal canyon
#

jeez man ๐Ÿ˜ฎ how many lights do you have?

cobalt sluice
#

14

royal canyon
#

are they all set to baked?

cobalt sluice
#

I could probably condense 8 of them down to 1

#

yes

#

it looks like your settings are higher than mine actually, I had indirect res = 1, lightmap res = 1, and lightmap size = 1024

minor finch
#

what part of the baking process is it hanging on?

cobalt sluice
#

every part

#

starts really struggling at Clustering

minor finch
#

do you use light probes?

cobalt sluice
#

I assume it's because I have a huge world with a ton of static objects

#

no light probes atm

minor finch
#

yeah that's what i've experienced with large worlds with directional lighting

cobalt sluice
#

thing is there's no directional lighting

#

no direct light and the intensity multiplier is 0

#

so their algorithm sucks and is just trying to calculate for nothing

stone hollow
#

I have a map with 100+ lights and it has 11 jobs

royal canyon
#

static objects will have baked lighting and dynamic objects will not, only light probes will light dynamic objects

stone hollow
#

Somethings wrong if you got that many jobs

cobalt sluice
#

I'm gonna unstaticify everything but what's near my lights, I imagine it'll improve drastically

stone hollow
#

But then theyll be real time

royal canyon
#

not static = dynamic lol

#

change your texels per unit on resolution to 10, lightmap size to 2048 and turn OFF realtime global illumination

open thicket
#

@cobalt sluice you can check what you marked as static in the baked lighting tab

#

and then see if you lightmap sizes for those individual game objects are too high

#

that can clamp your lightmapping speed if it's way too high

cedar nebula
#

@minor finch you get that ugly camo look on stuff if you try to bake lights on something that doesn't have lightmap UVs. In the import settings for that mesh enable 'Generate Lightmap UVs' and then rebake and it'll how it should

open thicket
#

oh yeah that too

#

lol

#

make sure all the objects in your scene have lightmap UV's @cobalt sluice

minor finch
#

I'll give that a shot, thanks again Igbar

cobalt sluice
#

It's going much faster now that I marked everything else as not static, taking around 15 mins

#

@open thicket baked lighting tab?

open thicket
#

if you're not marking anything as static it means no lightmaps are being made for it

royal canyon
#

hmm, your objects might not get the baked lighting

#

yeah exactly what sly said

cobalt sluice
#

Why do they need lightmaps there's no light

#

it's pitch black

royal canyon
#

but you can PROBABLY get away with having light probes

#

hmmm

open thicket
#

if its pitch black

royal canyon
#

it's fine if it's black

#

no light needed

open thicket
#

increase the indirect lighting intensity to something higher than 0

cobalt sluice
#

ye

#

why?

royal canyon
#

just do it ๐Ÿ˜‚ jkjk

cobalt sluice
#

actually it's at 1 rn

open thicket
#

1 is fine

#

what kinds of lights do you have in your scene

#

point lights?

cobalt sluice
#

like 15 pointlights baking basically

open thicket
#

whoah i don't use that tab lol

royal canyon
#

jesus christ the lights

open thicket
#

but basically

#

to have decent lighting

#

with shadows baked

#

i set all my lights to baked mode

#

everything i want lightmaps for will be marked as as static

#

UNLESS they are dynamic (moving) objects

#

you can try progressive lightmapping if the map isn't too large and it bakes faster than enlighten

cobalt sluice
#

yeah that's basically what I've done

open thicket
#

but it can leave artifacts

#

i set my lightmap resolution to 10 tbh

#

and the result is still decent

#

and a lower lightmap size

cobalt sluice
#

well it's only taking 15-20 mins right now, I might turn the res down from 2048 to 1024

open thicket
#

that's normal i think

cobalt sluice
#

I used Sky's settings

royal canyon
#

2048 is actually lower I believe than 1024

cobalt sluice
#

???

#

2048 is bigger?

open thicket
#

2048 is a higher lightmap size wat haha

royal canyon
#

lmao I said "I believe" but yeah ๐Ÿ˜‚

open thicket
#

i achieved this result with these settings

cobalt sluice
#

Is Bakery a good investment?

open thicket
#

yes if you have a good nvidea card

cobalt sluice
#

I have a 1070

open thicket
#

go for it

#

but if u have amd

#

doesn't work

royal canyon
#

I've never had to use Bakery but I've never used more than 3 or 4 lights for my world either

cobalt sluice
#

For my last dark map I just went with all realtime lights because lightmapping was being super painful

minor finch
#

it fixed the issue, thanks @cedar nebula

open thicket
#

trust me when you get a hang of lightmapping you will feel so much better about your maps and its performance

#

cause baked lighting changes everything when it comes to optimization

cobalt sluice
#

well I was still getting 45fps without issue

minor finch
#

fixed

open thicket
#

Technically with VR you should get around 90 fps without anyone in the map

near escarp
#

it just looks much better too

open thicket
#

that used to be the benchmark

#

before community labs came

minor finch
#

thanks!

#

uploading it to labs now

cobalt sluice
#

I have a map with 1 direct light and didn't bake, was getting 45fps fine but a friend was tanking to 15 for some reason... might be because it's CPU heavy?

#

rip messages

minor finch
#

do you have a lot of objects on the map?

royal canyon
#

@cobalt sluice my settings work perfect for a few lights. I had a friend make a world with like 4 realtime lights and I was getting 45FPS, he used my settings and I was getting 90FPS like it was nothing.

#

I think overdoing it with lights will kill any render time though

cedar nebula
#

if you want the most performance out of lightmaps, use 4k instead of 2k. The more lightmaps you have the more it breaks batching. Less lightmaps leads to more batching leads to more performance, though I think the 4k does increase the file size a bit more

vestal canyon
#

Does anyone know any good Web player with decent UIs?

near escarp
#

Clean the console errors

lyric dew
#

@oblique gull I can't explain exactly what the problem is but I usually just clear the blueprint ID. If the world was uploaded in the past delete it from the list of worlds you uploaded

#

Usually fixes it for me

oblique gull
#

the thing is that's all it is, is a flat plane with a dark sky box i'm wanting to test

lyric dew
#

I would just delete the vrc world and then go ahead and put up a new one

#

then try to upload

#

other than that Idrk what to do

oblique gull
#

I'm currently on 2019.8.23.13.45

lyric dew
#

no I mean the vrc world on the map

#

like delete it and then put a new one down

oblique gull
#

mine is kinda out of date anyway, might as wall just update it

lyric dew
#

alright and if that doesnt work, the best thing is just to overall remake the world, since you only have a plane, a skybox and thats it, shouldnt take too long

oblique gull
#

but its weird, that its doing this, for just a simple test map

lyric dew
#

yeah it is

oblique gull
#

nothing, same problem, even did a new one with nothing just the vrc world and testing did nothing be boot me back to me home

oblique gull
#

i guess never mind, i do have a project that's letting me upload worlds

near escarp
#

You need a floor collider to fall on in the world, otherwise it isn't valid and will boot you home

bold ibex
#

yeah remember to set up layers in the control panel

simple flume
#

Can I get a short tutorial on how to tie a camera to a texture in the world? IF possible I'd like to be able to apply a shader to it as well

#

Oh, applying a rendertexture to an item creates a texture automatically! I hope that shaders are applied correctly still

bold ibex
#

make a camera object and also make a rendertexture object

#

then put the render texture in the 'target texture' camera slot

foggy spire
#

soooo im making a map that was converted from a map in hammer and i want to make windows that you can see through, how do i do that exactly? also how do i add water to the map?. sorry if this sounds like I'm asking too many questions

teal slate
#

for see through windows use a transparent shader on the windows material and adjust alpha. for water, create a plane and apply one of the many community water shaders found in the prefabs database pinned to this channel.

foggy spire
#

thank you

digital veldt
#

hello does any one know how lights show up in mirror ? the avatars are black in mirror

royal canyon
#

@digital veldt I'm assuming you have baked lighting. You'll most likely need light probes ๐Ÿ™‚

#

just go to Game Object > Lights > Light Probe Group then you can move the individual yellow spheres to create the bounds of your area

#

also if there are things that aren't receiving light right now, untick "static" in the Inspector tab up top.

#

this is how my light probes look in my pool party world

#

the yellow spheres and magenta lines are the Light Probe Group

digital veldt
#

thank you

lilac tangle
#

whats maximum incline of stairs?

#

i assume stairs are done using normal colliders

near escarp
#

usually a flat plane, you don't want bobbing

bold ibex
#

the best way is an invisible tilted box collider so the steps are smooth

#

ye

near escarp
#

it sucks in VR

fervent scarab
#

excuse me Ruuukick some of us like jaring and chaotic experiences.

junior glacier
#

So, how do I make a world portal put everyone in the same instance of the world?

#

Cause as it stands if someone enters my world portal, and someone enters after them, it puts them in a brand new instance with only themselves

#

Driving me nuts

#

:C

unborn elk
#

@lilac tangle Maximum incline character can go up is 60 degree

quartz eagle
cedar nebula
#

@fair rover players in stations don't have collision. The way around this would be to use the Follow Target script from Standard Assets with the PlayerTracker prefab from Toybox to have a collider follow the player and use that for detection instead (make sure one of the objects has a rigidbody)

#

@junior glacier world portals work on weird logic. If you have the portal enabled at start and don't disable it then it should function correctly, I think there's something weird that happens if it gets disabled

minor finch
#

Is VRcat dead?

nimble hull
#

oiiii world creators, ill test ur unity 2018 vrc worlds. i dont have the most time but i will try to make room for trying things out, just DM me and ill let u kno if its possible

digital veldt
#

i thought this would be easy but apparently it isnt soo does any know how i can make the tsuna video player for everyone or master instead of owner ?

royal canyon
#

@digital veldt I'm not sure if you can, actually. Even the Iwaplayer v2.1 doesn't allow for it. Only the IwaPlayer v2.2 does. But @teal slate has a prefab that is a tablet that has Video player, gallery, Virtual-weekality news, and a camera. I use it in my pool party world for a video player. It's just better lol

digital veldt
#

thanx i found the hangout one testing it now

frank kayak
#

quick question, whats the max amount of heat a world can get?

#

if thats. the right term

stone hollow
#

6 iirc?

frank kayak
#

oh ok im not at max yet
but almost ๐Ÿ‘€

#

anyways tyty

stone hollow
#

Oh wait 7

#

Maybe its 10?

#

i have no idea sorry lmao

frank kayak
#

understandable lmao

stone hollow
#

Im seeing 7 on the room of the rain, but the stat doesnt seem to do much.

frank kayak
#

idk either im just excited bc it means people like my stuff lmao

stone hollow
#

Whats the map?

frank kayak
#

worm on a string avatars ๐Ÿ‘€

stone hollow
#

Are they worms on strings?

frank kayak
#

yeah its based on a toy thats actually p old

stone hollow
#

i know the toy

#

im on my way ๐Ÿ‘€

frank kayak
#

ur like invisible and its attached to ur hand so ur just a tiny floating worm its gr8

#

๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€

#

its a rlly simple world i should bake the lighting lmao

stone hollow
#

ill let you know how broken it is on the beta

frank kayak
#

just as like practice

#

o heck thanks

stone hollow
#

All of the avatars are pink on beta ;-)

frank kayak
#

๐Ÿ˜”

stone hollow
#

Oh wait

frank kayak
#

theyre using poiyomis so idk if that has any effect but i'll have to fix that when we update

stone hollow
#

i see the thing at the top

frank kayak
#

yeah you grab them

stone hollow
#

Poiyomis just requires a reupload. so its simple enough

frank kayak
#

ah

#

๐Ÿ‘

indigo pagoda
#

I've confirmed the shader to be working in 2018

frank kayak
#

oh nice

indigo pagoda
#

but there are some UI issues atm

stone hollow
#

Just a reupload, right?

indigo pagoda
#

yeah

#

the ui will be fixed soon

stone hollow
#

Cool, thanks poi :-)

frank kayak
#

ty for providing us with such a nice shader btw

stone hollow
#

Do you get a notification every time someone mentions your name here?

#

you're always on the ball

indigo pagoda
#

If you want to know exactly what's going on with the shader feel free to send me a dm and I'll invite you to the server or just click the discord button at the bottom of the shader ui

stone hollow
#

Ill take that as a maybe ๐Ÿ˜›

frank kayak
#

i'll prolly join later today ๐Ÿ‘Œ

balmy relic
#

I I want to put a fake cercle shadow on the floor that follow the player. How could I acheve that?

vestal canyon
#

does anyone know a way to edit post Processing using Sliders via ui? (Trying to make a interactive environment settings for my world)

dry vale
#

Do reverb Zones work with 2d audio?

cobalt sluice
#

Speaking of reverb zones I've never heard one that sounds good- mainly because it only affects your own voice

fervent scarab
#

hello questions

#

how do i make a foggy cliff fall of doom?

#

like you see in a lot of old 64 games?

near escarp
#

do you have an example ?

fervent scarab
#

trying

#

its like that fog that is any 64 game that "characters fall to their doom"

#

normally on a cliff

#

distance fog

#

the fucking nintendo 64 had this fog I can't find an image of it.

near escarp
#

fog seems to be something hard to achieve, you either sacrifice look or performance

fervent scarab
#

ok cool and What would be the trick for it on a quest?

#

I figure the quest has at LEAST the power of a nintendo 64

teal slate
#

The quest doesn't handle transparent materials very well. I doubt fog would run smoothly.

fervent scarab
#

i know, but can it do a z-depth test?

#

i want z-depth fog. ๐Ÿ˜ฆ

teal slate
#

I don't have a quest so I'm not sure what its capable of but while testing fog and other particle effects as well as transparent materials with a friend that has a quest we found that using transparent materials significantly dropped frames in fairly optimised worlds

fervent scarab
#

adi it's not a material though.

teal slate
#

@vestal canyon you can do this by controlling the weight of a post processing volume via an animation. This will only work on post processing stack v2

near escarp
#

you would need a flat particle

fervent scarab
#

cool, and Stack V2 is that a setting in unity? or something i need to get as well?

teal slate
#

Only if you want to control post processing via sliders

fervent scarab
#

๐Ÿคท im very new to this. So what is "V2"

#

and where do i get it?

near escarp
teal slate
#

I was just answering question from someone else. But if you want post processing you can use the link ruuubick just posted. It's disabled for quest though.

fervent scarab
#

I want my nintendo 64 zepth fog for the quest...

queen mortar
#

any chance does anyone know why when im offline testing a world it loads in then breaks then sends me back to spawn? theres no errors, cleared chache, using future build and renders fine

teal slate
#

If you want global fog you can use unitys built in fog but it does have issues with lighting and shadows

fervent scarab
#

lighting is baked on quest side and there should be no issue with realtime lights

#

the unity's fog is this something i can toggle on and off with the event system?

near escarp
#

@queen mortar make sure you have a floor collider

queen mortar
#

yeah im aware im using terrian

teal slate
#

@fervent scarab You can only toggle it via unity in lighting settings. You might also need to change the shader of the terrain. Vrc has issues rendering unity built in fog on built in terrain shaders. Best test first to see if it renders on terrain, grass and trees.

near escarp
#

future build ?

fervent scarab
#

@teal slate k, all my "terrian" is models i've made in 3dsmax and am importing

teal slate
#

You should be fine then

queen mortar
#

future publish my bad btw

near escarp
#

disable it

vestal canyon
#

@teal slate thanks ^^

mild spade
#

Is there a reason Post Processing would not work on VRChat but would work on Unity after updating to a new SDK? I just updated to the newest SDK and changed only the reference camera's near value. Nothing else was changed. I see the effects on Unity, but not on VRChat (the world does updates)

sand fossil
#

Hi, so I would to know if someone can help me with my world, so I have a menu that I did, but I will like that when the player click and activate the menu (per exemple mirror) well the color will change so the player can know that he activate this option

mild spade
#

@sand fossil One way is to have an animation that changes color value of the text by OnClick. Other way is to make a copy of the Mirror text, change its color and keep it inactive. Then activate that text while the mirror is on, and disable it when the mirror is off. One note is that you dont need to have a VRC Trigger to activate a Local event if using UI buttons since all UI events are local by default.

sand fossil
#

Ok thanks for the help ๐Ÿ˜„

paper cosmos
#

Hey, I'm having an issue with some objects not syncing in my world for all players. I had made a Toggleable Camera that displays on a screen, and you can move the camera around, but for some reason if someone else toggles the camera on first, and someone does it after, the camera object no longer syncs and each of us see 2 different things on the screen.. Is there any way to fix this? Dx

#

Okay I found out its not just the camera, It seems as if any movable objects are toggled off by default, if one person toggles them on and moves then, once someone else toggles them on, They're not synched for the 2nd anymore... Is there any fix for that? I had just upgraded to the new Unity I'm supposed to use, and the new SDK as well...

cedar nebula
#

The only fix is not to toggle the object itself, toggle its components instead

paper cosmos
#

So as long as I'm only toggling the Components, it will still sync with all Players in the world, including late joiners as well?

cedar nebula
#

@paper cosmos Yeah components aren't synced in the same way so it should work no problem

left thistle
#

whenever i test the world and my game starts, the world doesnt update. It is only showing my first test I have done and all the other objects and skybox i have added is not showing.

cedar nebula
#

sounds like you have compile errors. Go back into Unity, open the Console tab and make sure Error Pause and Clear on Play are disabled, then hit Play at the top and see what errors come up and try to resolve them, usually by deleting what's causing the issue. If you recently imported post processing v2 then delete the Tests folder

left thistle
#

where are the tests folders located?

#

I disabled Error Pause and Clear on play and there arent any errors

cedar nebula
#

it'll be in the post processing folder, but that's only if you installed the entire package instead of just the folder you need

left thistle
#

I found the problem, It was my skybox for some reason. Thanks for the help!

limpid pivot
#

Working on a world that's big in scale. I noticed the further my friend and I got from spawn the more our avatars would jitter. You have to get pretty far to notice the jitter. Any idea how I could remedy this?

bronze smelt
#

Yeah, don't go too far away from the 0,0,0 point

#

Like, there is no other solution for it. It's just how it works

limpid pivot
#

I'm guessing it's a limitation with how vrc works? I could of sworn I've been in bigger worlds and never noticed but maybe that's just it. I never noticed before. I thought maybe if the spawn point moved with the player to each location that could work but I haven't tested. If it's tied to the 0,0,0 point though that wouldn't work anyways. Oh well.

bronze smelt
#

Itโ€™s a limit in Unity and any other game engine really. Not much we can do about it in VRC.
Games that have gigantic worlds with no loading screens isnโ€™t one big world all together. Its split into sections and loaded when needed

hardy nest
#

For some reason this corner of the room lights up when looking at it from certain angle, it should be dark. And this only happens in play mode or in game

tribal current
#

so

#

i wanna add a mirror to my world, but its already not the greatest in performance

#

i know how to make a toggle mirror, but id like to replicate that thing i see in some worlds where theres an expensive/cheap toggle as well as an on/off toggle, but i cant seem to find anything on how to do that

#

anyone here happen to know?

cedar nebula
#

@hardy nest Is your lighting realtime? That can happen if you don't bake your lights. Also do you actually need that directional light, because it looks like its an indoor scene

#

@tribal current A cheaper mirror would just reflect the MirrorReflection and Player layers. All you have to do is duplicate your mirror, set it to those settings, and then you need to add a little extra logic to your buttons. Have one button toggle your expensive mirror but disable the cheap mirror, and the other button toggle the cheap mirror but disable the expensive mirror

tribal current
#

ohhh wait i get it now i think

#

have it set expensive as false, and toggle cheap? then vice versa for the other button

glad ferry
#

I have a question related to a world I'm working on. Is it possible to do a 3D Geometry skybox like you'd see in something like UE4?

left thistle
tribal current
#

i thought just showing the player layer wouldve been enough

#

right well ive got it working now so thats done

#

the world is new serena if anyone wants to see it

cedar nebula
#

@left thistle it's trying to bake your lighting, just close Unity (the cancel button does nothing), reopen the project, go to Windows > Lighting and at the way bottom disable Auto Generate Lighting. Eventually you'll want to bake your lights but its better to do that on your own time after you actually know how to do that

deft vault
#

I'm trying to make a trigger fire only when every player has exitted its volume. I've tried experimenting with Trigger Individuals being off and OnExitTrigger, but it doesn't seem to work. Is this kind of exit trigger possible in VRC?

cedar nebula
#

you can do it but it's a bit more work. Use the trigger volume like a 'room sweeper', where every time somebody exits the trigger you then sweep the room to see if somebody is left by having them activate an OnEnterTrigger. If the trigger isn't activated in so many seconds then activate your final trigger

left thistle
#

is there a way to have my audio bank play right when someone enters the map?

cedar nebula
#

Does it actually have to be an audio bank? Because you could do it very easily by just using an audio source with play on awake

left thistle
#

okay thanks

#

i want it to be a couple songs though

deft vault
#

I've been trying to do something like that Igbar, but I can't figure out how to cancel a delayed command. My original idea was to setup a relay that's toggled off if there's still someone there, but there is no documentation on how to make one. I tried to tinker with an "OnEnabled" thing but it fired no matter what

royal canyon
#

@left thistle just make it OnNetworkReady

left lintel
#

Does anyone know if there's a way to create or fake Godrays?

royal canyon
#

I believe you can do it with particles. Stretched billboard, I believe.

sleek willow
cedar nebula
#

@left thistle if you want to do more than one song then you'll have to get fancy. I'd recommend using Ruubick's "RandomizedContinuousAudioBank" prefab, you can find it in the vrcprefabs database (pinned in this channel)

#

@deft vault I'd use an animation that's a second or two long and if finishes then it activates your trigger. You can interrupt by changing the state of the animator or something like that

#

oh OnTimer might also work but that's been finnicky in the past

deft vault
#

Oooohh, that's really clever! I'll try experimenting with that, thank you!

cedar nebula
#

@left lintel There's a prefab for that in the database, "LightRays" by Gallium. Check the channel pins for a link. I could have sworn Xiexe had one as well but I can't find it in the database so not sure

supple drift
#

I think Xiexe's is called XSVolumetrics, dunno if it's in the db (def should be tho)

cedar nebula
left lintel
#

Tysm @cedar nebula

cobalt sluice
#

@left lintel there's also one Unity provides in "Unity Particle Pack" on the asset store, I use that one

#

Anyone know why my sprite renderer is appearing pink in game? It's not using a script so idk what's up

cedar nebula
#

sprite renderer just straight up doesn't work right now

cobalt sluice
#

oh...

#

is that a recent break?

cedar nebula
#

ah yeah it's not the sprite renderer itself, just the default sprite material

cobalt sluice
#

so does it work if we change material?

#

oh yeah I saw lakuza's post ty

low jacinth
#

If i was to try to make a world, do i need to build the geometry for it using unity or can i build the room in blender, import it and have walls and floor etc have physics?

sand fossil
#

How to launch a test build without vr?

bold ibex
#

it will ask you if you want desktop or vr each test build launch, and you can edit the script if you want it to open desktop each time etc

sand fossil
#

thanks

cedar nebula
#

@low jacinth You can build it in blender, in fact I'd recommend that you do. What do you mean by have physics though? Do you just mean collisions or something else?

low jacinth
#

yeah collisions, i guess there is something that needs to applied to the mesh to make it have physics, like being able to stand on a floor? Does that follow the geometry of what has been made or will it make a bounding box or how does it work?

#

no dynamic bones or stuff like that, just being a world

#

chairs ive seen there are prefabs for than can be placed and then hidden inside whatever else

#

if one makes custom seats for example

cedar nebula
#

You can just give the mesh a collider component, but it depends on what type of collision you want. Mesh collider will follow the geometry but it can really unoptimized_. It's better to rebuild the collision out of 'primitive' colliders like boxes, sphere, capsules, etc. Either that or check Convex on the mesh collider component, but this might not be what you want if players can go inside it.

low jacinth
#

alright, so id build my room nicely and then put shapes for where the collisions should be, like a putting a box at floor level and giving it a collider so it can be stood on

cedar nebula
#

yeah could do that

onyx kindle
#

my post processing isnt working

#

does anyone have a guide?

solid helm
#

Were you following my guide?

onyx kindle
#

no

#

i will now

solid helm
#

Great, I hope it helps!

vast lantern
#

I have a quick Q, if I set a public world to private and then later set it to public again, does it have to go through community labs again?

cedar nebula
#

yeah

quasi rampart
#

hiii โค experimenting with worlds for the first time, and when building my world it's freezing at this point:

#

wondering if anyone knows why? O:

cedar nebula
#

It's baking your lights, I'd recommend going to Windows > Lighting and then all the way at the bottom disable Auto Generate Lighting. Eventually you'll want to learn how to bake your lights but it's better to do that on your own time and after you know what the settings do (default SUCKS), check the channel pins in #world-lighting when you get around to learning

quasi rampart
#

O:

#

thank you! <3!

#

thank you so much, @cedar nebula โค that was exactly my problem ^ w^!!! saved me so much googling <:D

quasi rampart
#

so, i'm wanting to have some unity terrain visible in the distance through the fog in my world, i can see it in unity when i run the scene, but in vrchat the montains aren't there O: any ideas? โค

cedar nebula
harsh briar
#

Has anyone managed to get exmenu working? I imported iwashibox, Toybox and qvpen, but neither the prefab nor the sample scene work, and looking at the console, it seems some scripts are missing

cedar nebula
#

did you install standard assets as well? Because you probably need that too. Double check with the readme txt files though

harsh briar
#

do I need all the standard assets? I just noticed that line in the file

cedar nebula
#

probably not all of them, most likely just Utilities and Cameras but I don't know for sure

harsh briar
#

alright, gonna try importing some of those

harsh briar
#

it works now!

#

if anyone has any issue similar to me, the packages I imported are: crossplatforminput, camera and utility

#

though it's likely the only package that was actually needed was utility

dusty fjord
#

What are people using to load youtube videos so quickly?

bold ibex
#

cant launch into my world with build and test am just sent to home world no matter what

mild spade
#

@bold ibex Check for errors on the console tab.

bold ibex
#

all fixed

vestal canyon
#

Does anyone know how to use animate controller with ui sliders? I use pp2 and want to change between settings. Dm me pls matsix

lyric dew
#

How do I make a UI button toggle an object?

#

because I have a mirror that is off by default but when I click the UI button it turns on but when I hit it again it stays on and wont turn off

#

Same with my performance+ button, since everything is on by default, when I click it, nothing will turn off since it's already all on.

#

So the problem is once an object or something is set to active it wont set it un-active

teal slate
#

Use the toggle script instead of button

lyric dew
#

thanks

craggy elbow
#

Having an issue where when I try to join the world I created it goes to a black screen for a few seconds then boots me back to my home world, any ideas?

chilly shoal
#

How can you look at the file sizes of your world? I mean I know that mats, textures, and geometry will be whatever size those files are. But I think my world has something in it thats boosting the file size up for no reason

#

@craggy elbow thats usually caused by VRC_Triggers

lyric dew
#

@craggy elbow What version of unity are you using as well? Sometimes the wrong version of Unity does that

#

@chilly shoal A big thing is do you have sounds in your world? Like music, other stuff like that?

chilly shoal
#

nope. I just killed a lot of videos too

#

i know theres a way to look at the size but I can't find in the discord search for some reason

lyric dew
#

Other things could be larger objs or fbsx

craggy elbow
#

2017.4.28f1, and it may be the vrc_triggers I'll take them out and try it without.

#

tyty

chilly shoal
#

take them out or check their configuration

#

figured it out

lyric dew
#

nice

#

Regardless @craggy elbow are you using UI buttons or like objects as triggers?

chilly shoal
#

go here

craggy elbow
#

Objects (3D cubes)

chilly shoal
#

search for customscene when your notepad comes up

lyric dew
#

Use UI buttons

#

I just switched over all the buttons in my ITC Podcast world and it's a lot better than cubes

chilly shoal
#

UI is the way to go ๐Ÿ˜„

lyric dew
#

always

sand fossil
fervent scarab
cedar nebula
#

@sand fossil You can use an animation to move the slider. Actually maybe a UI slider too? I don't know if those can change materials

sand fossil
#

That what I use, UI Slider @cedar nebula

cedar nebula
#

I have not tested if UI Sliders can reference materials, it might be possible? Just find a material property I guess and look for something like Lightness.float or something along those lines

warm marten
#

@fervent scarab you did it! :o

#

๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

sand fossil
#

ok

balmy gate
#

UI Sliders can reference animator times

#

using Rebind -> Update (dynamic float) on an animator to reset it and the seek forward by x seconds

#

and so you mean an animation clip that has a material setting to 0 at time 0:00 and set to 1 or whatever at time 1:00

#

@sand fossil just like in avatars you can use Mesh Renderer.Material._SomeValue properties to animate things

#

before rebind and update, make sure to also set animator speed to 0

#

the old solution is uncheck the animator but that may break in unity 2018, we're not sure yet if that will get fixed or not... so safest is enable it and set speed to 0

fervent scarab
#

@warm marten respawn causes glitches though

proud harbor
#

Soo are video player broken again

fervent scarab
#

pwease check out my world owo

bold ibex
#

anyone know who made Watching Paint Dry?

#

i wanna hook 'em up with my source engine shader

cedar nebula
#

the world creator name is on the same menu, you can also find out from the website if you search for the world. You're looking for "Zangeiti"

bold ibex
#

Can I ask for help on a world here

left marlin
#

Yes

bold ibex
#

Okay thank you, so usually when I'm done with a world I like to test it out before making it public. But this time it says "You'll need a new app to open this VR Chat link" instead of opening my VR Chat

#

I have found zero info online how to fix it so I'm kind of desperate, I don't want to update my world publicly because there might be some issues that I'm not comfortable with having

#

Hence why I really need to test it out but can't

left marlin
#

What link are you using?

#

You should be able to test in game by finding your world in the "Mine" category towards the bottom

bold ibex
#

I'm talking about when testing a world in unity itself

left marlin
#

Check your settings and make sure you have the vrchat.exe linked properly

bold ibex
#

Like this?

#

I can revert it to default but I don't want to mess anything up

cedar nebula
#

you have to direct it to the actual .exe location, it's buried in all the steam folders

bold ibex
#

I never had to do that in the past though, is that something I have to do now?

#

If you could show me how to do that, that'd be awesome

left marlin
#

I'm surprised it worked in the past. It doesn't know where your install is when you import the sdk the first time.

bold ibex
#

Again, it would be awesome if you show me how to do that

left marlin
#

Do you have oculus or steam install of vrchat?

#

You press edit and find your install location.
Steam: C:\Program Files (x86)\Steam\steamapps\common\VRChat
Oculus: C:\Program Files\Oculus\Software\Software\vrchat-vrchat\

#

These are the default locations. If you have a different structure, no one can help you with that as it depends on what you set.

bold ibex
#

thank you

#

it worked

left marlin
#

@Nako#5603 Follow how?

#

Did you just change your name?

#

@bold ibex, follow the player how?

#

I'm not sure what you mean. At this point, this will give you the location of the local player. From there it is just how do you make your object follow an object in the way you want.

#

Download standard assets and drag the AIThirdPersonController in the scene. This is unsynced, but will work for what you want. You can check the prefab database for Fionna's AI Pets Pack to get a basic description on how to work with ai, but it is somewhat old now.

left thistle
#

how do i make one of the video players where people can enter youtube urls

ripe zenith
left thistle
#

okk tyy

quasi rampart
#

question! I have mountains far in the distnace in my world, and I want them visible from far away, but because of how you can apparently see further through the corner of your eye, when you turn your head the land appears/disapears O:

ornate turret
#

increase the far plane on the camera

#

and then drag and drop that camera into vrcworlds camera reference

#

default far plane is 1000

bold ibex
#

hey

#

i cant finnd the "upload world" thing

#

panel

bronze smelt
#

VRChat SDK > Show Control Panel > Builder

#

If you don't see Show Control Panel, then you got to sort out the errors you got in the Unity console

bold ibex
fervent scarab
#

Question, how do i have a collider check for another collider. and what layer do i set that collider on so players don't interact with it. (im trying to set up some crude AI systems for an NPC monster)

bronze smelt
#

@bold ibex Re-import the SDK

near escarp
#

@fervent scarab Use OnEnterCollider

spring linden
#

currently i have a problem with offline testing and uploading because it doesnt load the new stuff in my world, everytime it will start with some older stuff.. what can be the problem?

near escarp
#

check the console for errors

spring linden
#

a lot of erros like this

FileNotFoundException: Could not load file or assembly 'VRCSDK2, Version=0.0.0.0, Culture=neutral, PublicKeyToken=67033c44591afb45' or one of its dependencies.

near escarp
#

reimport the SDK correctly and you'll be good

spring linden
#

what you mean by correctly? i updated some minutes ago to the newest version, with the older one befor i had the same problem

near escarp
#
spring linden
#

ok i did, but still the same problem

stray sand
near escarp
#

@spring linden which version of unity are you on ?

spring linden
#

2017.4.28f1

#

the last time it worked was about 1 week ago

near escarp
#

what did you do inbetween ?

spring linden
#

nothing

near escarp
#

are you logged into the sdk ?

spring linden
#

yes

near escarp
#

log out and try again

spring linden
#

believe me, this is not the problem

near escarp
#

no clue then

spring linden
#

remember, the packaging process of the sdk is not working, it bypass it and starts the world immediately

vocal schooner
#

when i try to bake my lights it says i have no lightmaps, but i dont understand this, it worked before, i changed nothing, but now it this

sleek willow
#

Are your lights actually set to baked? And do you have your meshes set to static?

shut lichen
sleek willow
#

Is that the only console error you have

#

Or are there others

bold ibex
#

how do you change the clipping planes for the camera you use to move around the world

opal goblet
#

@bold ibex afaik you cant. At least not directly. Select the Object and press F to focus on it, that will automatically adjust the clipping. Unless you really need to get close and personal that should work.

bold ibex
#

i need to get really close

opal goblet
#

well then you can try to cheat it by creating a child sphere and make it really tiny. focus on that and then navigate around.
Otherwise I dunno

lyric dew
#

How do I switch over my unity project to android to upload for Oculus Mobile thing

open thicket
#

how can i make a bell that rings when someone joins the map

#

is that OnNetworkReady with an audio trigger?

#

OH

modern kayak
#

onplayerjoin > local > audio trigger

open thicket
#

ONplayerjoin

#

i just saw that

#

thanks

#

lol

#

was that always there?

modern kayak
#

yep

open thicket
#

i must be blind

#

lol

modern kayak
#

onnetworkready also totally works, but that means you are having that one player broadcast to everyone else. When possible, you want to use local events. And onplayerjoin fires when you detect anyone joining, so it can be local

open thicket
#

interesting

#

is there also a way where you can store physics data

#

like

#

if you were to swing from an object

#

using the climbing prefab

#

and let go

#

it would apply physics

#

so you'd fly and not just fall down immediately

modern kayak
#

it is possible to make a climbing system that is physics based but I'm not sure what you mean by "store physics data"

open thicket
#

well the climbing prefab is already there

#

i meant

#

if you wanted to be tarzan

modern kayak
#

yeah but it's not built with physics in mind

open thicket
#

ah

modern kayak
open thicket
#

YES

#

this

#

lol

modern kayak
#

we're both using the same method of detecting the player's root position and applying an offset, but while the original is using pickups to directly affect the offset, I'm letting a rigidbody affect that offset and then just using joints to affect it

lyric dew
#

So anyone know how to upload a world for the quest?

open thicket
#

is this a downloadable prefab already? @modern kayak

#

also i'm looking forward to your zerogravity mode, that's going to change so many things with creative maps

modern kayak
#

it has a pretty complex set up so I haven't released it yet. We just released dead station: trident 4 if you want to try it out though

open thicket
#

awesome

#

i'll check it out

modern kayak
#

You've checked the "convex" option which is preventing it from going in. Usually you would want convex because it is WAY more efficient, but since you want something to go inside you need it concave. Alternatively, you could rebuild the collission out of multiple box colliders and that would be even more efficient than a convex mesh collider

#

Non convex mesh colliders do not collide with other non convex mesh colliders because it would be far too expensive to calculate

#

If you can, you should be building all your collision out of primitives like boxes, spheres, and capsules, especially if they are rigidbodies and pickups. But if your world is too complex to rebuild out of primitives, then you can get away with a non convex mesh collider as long as everything else is primitives

sand fossil
coral wing
#

the pickup's scale probably isn't uniform with the parent object

sand fossil
#

im a noob, how can I change it?

mild spade
#

Scale - x1 y1 z1 OK x2 y2 z2 OK x23 y24 z 50 Not okay

sand fossil
#

yea the base object have different size, cant change it because the object will be all broke

modern kayak
#

What matters is the parent of the object. You can rescale the object with the mesh but never rescale objects with children

sand fossil
#

nvm yea i did something wronf

left thistle
#

my vrc_trigger now looks like this. I feel like i remember it looking a lot more simpler?

left marlin
#

Check your console for compile errors

#

If no compile errors, check the top right of the inspector for the three lines and change out of debug mode.

left thistle
left marlin
#

Delete the old sdk completely and reimport the new one. Looks as if you have duplicates.

left thistle
#

okay thank you

rain roost
#

Is all volumetric fog broken currently?

near escarp
#

Yes, the asset is currently not working

left thistle
#

how do i make one object be able to turn on/off colliders of other objects?

cedar nebula
#

use the SetComponentActive trigger action

short gulch
#

Alright Phase that looks amazing. Any idea when we'll be able to get our hands on it? @modern kayak

carmine meadow
#

Any sort of detection for generic vs. humanoid avatars?

left marlin
#

@carmine meadow you can perform a test using a station since for some reason generic avatars canโ€™t enter stations right now but once in the station, players can turn into generic.

carmine meadow
#

Right, that's what it was thanks. Forgot about using stations like that-- been out of VRChat for a couple of months XD

balmy gate
#

@left marlin even if the world does a SendRPC to force the player into a station?

left marlin
#

Yes, I used it in my wall world and I add a check to see if they even entered the station.

lyric dew
#

Two questions:
1.) How do I upload my worlds for Oculus Quest?
and
2.) Does anyone know if there is like anyway to make something like a ui that I can click on and use my keyboard to type?

left marlin
#

@lyric dew

  1. Switch unity to android from the build settings.
  2. Ui input field with the vrc Ui shape component on the canvas will allow you to focus on the Ui and type with your keyboard. There is no ingame keyboard and requires a physical keyboard to use.
lyric dew
#

Thats fine but thanks so much, its perfect

modern kayak
#

@short gulch public release is post poned mostly due to how complicated it is to set up and how many caveats there are. It's difficult to convey every little possible step you have to do to set it up for your own world

cloud nova
#

Does anyone know how I can tie an object to a spawned player like a camera or UI?

cedar nebula
#

If you want it locally for each player then yeah that's super easy. Use the PlayerTracker prefab from Hardlight's Toybox to get the players position and then use the Follow Target component from Standard Assets to follow the PlayerHandle, maybe some with offset so it's not right in your face. If you want it so each player has their own and other players can see it/interact with it in some way then you'll have to mix in the PropSpawner system (also in Toybox) and that makes it a lot more complicated and prone to bugs and other issues

cloud nova
#

Would it be alright to add you for questions on it? I'll go snag the toybox (because world fab isn't my regular area of play)

cedar nebula
#

if you're going to use PropSpawner then I won't be able to help, I haven't personally messed with it myself because of all the horror stories I've heard about it ๐Ÿ˜…
For general tracking stuff though this CyanLaser video can help you out (you won't need to build your own tracker if you just use the PlayerTracker prefab)
https://www.youtube.com/watch?v=Yik63cfyuD8

This tutorial goes over how to create a player tracker and 3 examples of how to use it. The player tracker was first created by HardLight and released in his...

โ–ถ Play video
cloud nova
#

Thank you so much!

fervent scarab
#

@near escarp I got the goofy vacuum working in my world!! ๐Ÿคฃ

fervent scarab
stone hollow
#

The animations are slick

#

great work, petey!

fervent scarab
#

@stone hollow thanks. I love my mirror guardian.

minor finch
#

Im rolling XD

heady rover
#

How do i fix spatial audio? VRC_Spatial audio component doesn't work for me

cedar nebula
#

the audio can't be 2D at all, it has be 100% 3D (assuming that's your issue)

maiden halo
#

Hello !
I am currently making a video player and cannot find information on how to make it so that players can embed their links with you tube ...
Please tell me how to do this.

cedar nebula
#

use the iwashi player or hangout house player, trying to make it yourself is wwaayyyy more trouble than its worth

quasi rampart
#

sooo, I want to make a world where the characters are on an airship, and they fly through a world O:! I thought at first I could move the world around the zeplin instead of the other way around, to avoid weird jerky movement or avatars being left behind- but when I do this, it just ends up super laggy O: wondering if anyone knows what I should do?

cedar nebula
#

you could use chairs, those will keep players bound to the airship. If you can't do that then yeah your only real option is to move the world around the airship instead. You'll have to optimize it around the fact that you can't use static batching though, gpu instance your materials or use dynamic batching (every object has to be under 300 vertices)

bold ibex
#

Anyone knows why the avatar pedestal is not showing in world? xD I just added the default one and added the blueprint ID and thats it, but its not showing up for some reasons in the test mode v-v

short gulch
#

Phasedragon, Understood thanks! Really looking forward to it whenever you get all that figured out. Tried it out in that Dead Station world last night and was really impressed. (Not pinging you to avoid being annoying)

fervent scarab
#

anyone know why a worlds Heat rating would be set to 0 after an update?

near escarp
#

give it time to adjust

fervent scarab
#

next question is it possible for a trigger collider to be triggered by another trigger collider?

near escarp
#

You'd need to use OnEnterCollider for that iirc

fervent scarab
#

k cool and i can use other layers for that right?

near escarp
#

yessir

bold ibex
#

Anyone knows why when I update my world it just makes a new of the same world xD?

#

In fact I have a trillion dead worlds lying around because you only can publish a world every week, and if I have to wait for next week to make a new world again its gonna be kinda meehehehehehhe

#

e_e

#

I have one world which sends me to a blank space with a sign that says go to vrchats discord | and then I have this current one which sends me directly to the main home from vrchat itself.. So in order to kinda avoid that I would do the fix, but when I tried to update the world after adding the fix, it just made a new world which is also private, I think I'm lost

narrow nebula
#

is there any reason why when testing a world using the "Build & Test" option, that the window which opens doesn't respond to any mouse movement (but still clicks)?

modern wyvern
#

how do i upload my world to public

chilly shoal
#

Check the box that says labs when you're in playmode after pressing build

bold ibex
#

can i edit my public world without putting it again into community labs?

opaque finch
#

@bold ibex Yes. Any world that is currently public will remain public when you update it.

bold ibex
#

@opaque finch thanks ayaka

left thistle
#

how do i make one of those mini UI's within the world that allow you to tick boxes for mirrors, sound, colliders, etc

balmy gate
#

Add object -> UI -> Button, Checkbox etc

#

Then go to the Canvas object it creates, make sure it is not screenspace, set scale appropriately etc and add Box Collider component with large x and y scale and small z to match the canvas and add VRC_UI Shape component too

#

@left thistle finally you can hook up tour checkboxes or buttons to triggers by adding a trigger component and putting a trigger object into On Click () and go to VRC Trigger -> Interact. Then add stuff in the trigger's on interact

#

You can also call other unity functions directly where they make sense

#

(You actually dont need the vrc trigger or interact bits...some things can be done directly from button or checkbox or any other ui component)

fervent scarab
#

k i now have to add a boss battle in my world

#

i have an idea that is amazing

#

in my world there are Plushie shibas. my community loves them. They have to save Plushie Shiba from THE DOG SNATCHER!!

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It's not too much more work to make this a full boss battle. Like you have to make it accross the platforms, to the other side, pick up the ammo, make it back across the platforms, and fire at the Dog snatcher. Meanwhile he's slowly turning and swiping at you. with a Collider that makes you despawn the Ammo, and teleports you back to the start.

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Classic three stage boss battle with elevating intensity, Platforms start moving, Flying colliders appear.

left thistle
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thank you so much Lyuma

left thistle
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I couldnt find checkbox but i found the "toggle" one but everytime i make it, it appears inside my video player hierarchy and when i drag it out it becomes invisible @balmy gate

balmy gate
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Because unity adds ui things into an existing canvas or creates one only if no canvas exists

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So make a new canvas where you want one first and then add your toggle to it @left thistle

left thistle
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Okay got it, one last question. How do i make it Local?

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sorry about pinging you about this @balmy gate

near escarp
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put it behind a toggle set to local