#world-development

39 messages · Page 10 of 1

left thistle
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sorry what do you mena by behind a toggle ?

near escarp
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SetGameobjectActive

left thistle
near escarp
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that's not a vrc_trigger

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you need a vrc_trigger, chose SetGameobjectActive and set it to local

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at the bottom you can chose True, False or Toggle, you chose toggle

left thistle
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Okay, so i dont use the Toggle script but i use the vrc_trigger instead?

near escarp
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yep

left thistle
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okay ty

left thistle
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when i went into my game to click it, it does not work

near escarp
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Did you create a button with OnInteract ?

left thistle
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yes

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Ill actually try again later on

near escarp
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And you had all your UI inside the object you're toggling on and off ?

left thistle
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no I had my UI in the canvas

near escarp
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what's the target of your OnInteract trigger ?

left thistle
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The Audio source i want to toggle on and off

mild spade
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From my understanding, all UI functions are local by default and dont require a VRC trigger. Unless you are planning to broadcast the action.

left thistle
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Okay from following Squall's advice this is what it looks like, but i uploaded and the buttons still dont work

supple drift
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you have an event system in your scene?

left thistle
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i dont think so

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where do i put it

cedar nebula
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anywhere really, doesn't matter as long as it exists somewhere

left thistle
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okay thanks

dry vale
cedar nebula
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@left thistle not quite like that, when you make a new ui canvas it should auto make an Event System object for you, I don't think it works if you attach the component onto an object like that

supple drift
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I'd search your scene hierarchy just to double check that it's not already there first tho (bcs like Igbar said, should automatically be unless it was deleted)

swift frost
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can somebody please point me in the right direction. I want to make a system where you have to collect a bunch of objects in order to get access to a reward. wanna know the simplest way to do so

cedar nebula
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Look into using Animators to make a state machine, with that you can use int parameters to do simple math and 'if' statements. So I'd set it up that collecting an object adds 1 to a parameter and then after x amount of points the state transitions into a 'success' state that would unlock the reward

hardy nest
stone hollow
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Something something render queue

cedar nebula
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you can't fix that in your mirror, you'd have to fix the render queue on the particle itself probably. Keep in mind that changing the render queue at the bottom of the material does nothing, you have to change it in the shader itself

hardy nest
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And the camera in previous world

bold ibex
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Anyone knows why when I add new things to my world and "build & test" it shows how it was previous aka not updating?

near escarp
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Check the console for errors

bold ibex
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hey Guys, i have published a project to Git, but just noticed that when i make a new project, when the VRC layers are generated, they erase the Layers used in a previous export of a package... it still works, but they are blank... is there a way to retain custom layers for sharing a prefab witht the community?
i use camera culling in my package and these layers are important

left marlin
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Prefabs do not save layers as that is per project. I did write a script a while back to save layers and collision matrix for them. If you feel like digging it up, it was in my old archery prefabs. I never made it obvious how to setup for other uses.

proper blaze
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is there a way to have multiple separate audio files play one after the other like a playlist? without merging them into a single audio file.

cobalt sluice
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VRC_AudioBank?

proper blaze
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I found that, now Im tryna make it work. Im a massive idiot and Ive used triggers like 3 times ever

near escarp
cobalt sluice
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Boom

near escarp
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Just switch from random to continuous

proper blaze
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why the hell does that package contain half the sdk

near escarp
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Includes dependencies just in case

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In that case you can open that in another project/scene and copy the component settings

proper blaze
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I just looked at how the triggers were on your prefab and I was able to fix me thing. thanks

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and I now have a world that's 3.36mb in size with an hour and 15 mins of music.

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now, to see if this even works on Quest it should

soft lynx
near escarp
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occlusion issues

soft lynx
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That's weird. It's only happening with this one GameObject I have, but not the others.

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And I haven't really modified them individually.

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The gate is a separate game object from everything else in the GIF.

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And I never had issues with this until now.

latent dragon
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I'm trying to get Post Processing to work in my world but i cant figure it out, where do i put the component?

cedar nebula
fluid forge
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This may be common knowledge to some of you, but is pickup "proximity" not a thing? It seems that it doesn't matter what I set it to, it doesn't extend the range in which you can pick up the object.

cedar nebula
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Proximity should work, It's been finnicky in the past but it should be fine now

fluid forge
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what are the units set to? 1 = ?

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I tried 1 - 4 and it seemed the same. I'll try an extreme number and see if there's a difference

cedar nebula
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meters technically but it definitely doesn't seem to work like that

solid helm
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@hardy nest What shader is the world using?

fluid forge
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I don't usually Spawn objects but I'm doing a test right now and the spawned object is spawning tiny. Is this because the object spawning it is scaled?

mild spade
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very likely. You can create a Cube for size reference. A cube is 1m x 1m x1m

modern kayak
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It's probably dependant on the object used for the location you are spawning at

fluid forge
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oh, no I know for sure that it's shrinking. It's supposed to be the size of a basketball and spawning as a grape

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I wonder if I can just put it in a 1x1x1 empty and prefab that

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maybe my prefab is scaled

modern kayak
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It's good practice to never scale an object that has children or is used for anything logic related. If it's a mesh that you need rescaled then you should reorganize your hierarchy so that the mesh does not have children

fluid forge
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actually, yeah. it's my prefab

modern kayak
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I wouldn't be surprised if the scale is messing with the pickup proximity as well

fluid forge
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I just pulled in my prefab alone and it's a grape

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yeah, that's my thoughts too (about the proximity)

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it was a different object with that proximity issue, but still scaled i think

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havent tested that again yet

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Thanks for all the info, guys

fluid forge
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@modern kayak I just got around to testing the pickup proximity on the object with the value of 100 and its still the same 10-12inch distance to the object.

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Also the object was a 1x1x1 scale

modern kayak
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Is that testing by putting your hand near it or by pointing at it with your laser? Pretty sure if it works it would only affect the pointing distance

fluid forge
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hand

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actually, I lied, hang on. The object is in a parent which is 1x1x1 but the object is the one with the pickup. Give me a second to try with a brand new sphere

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Also, while this loads, I gave up on the spawned object. It works, it spawns, its the right size, but i don't have control over doing things like making the box colider local for that spawned object or anything so i cant use that

modern kayak
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Wait what are you trying to do? We have options for stuff like owner local

fluid forge
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so about the proximity. It looks like it IS working but not like I was imagining. From a distance, I can pull the object, but the angle I have to point my hand is so specific that any small movement makes me lose contact.

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I've remedied this by putting a bigger trigger collider around it which expands the range but it also makes it a huge trigger collider that gets in teh way of things when holding it.

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I'll mess with that part some more... but as for the Spawn object

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I'm trying to spawn an object (global) but only the person who spawned it can grab it

modern kayak
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Yeah the trick is you can open your menu to reveal the laser, use it to point at the object and then close the menu while keeping your hand in the same place to grab the object

fluid forge
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yeah, i saw that, but not an ideal option for everyone

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not everyone knows that method

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And even though the proximity works, why is the target range like 1 pixel wide?

modern kayak
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Because that's how a raycast works

fluid forge
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yeah, bummer

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guess i'll leave it as is for now

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One last question! (and thank you for your time)... I'm trying to make an object go back to respawn when It interacts with a collider. I'm using OnEnterCollider, SendRPC to the parent of the object (1 layer higher than the object itself) and telling it to use a Custom Method of "Respawn". Nothing happens on collision

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can I not target it's parent?

mild spade
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Does the parent has the Object Sync component? @fluid forge

fluid forge
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no

left thistle
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my toggle ui is still not working and i already have a event system

mild spade
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@left thistle does it works when you use Play mode with the mouse on the Game tab? You can press the ui with mouse to test (when using ui without vrc triggers)

left thistle
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ill test that rn

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no it doesnt

mild spade
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ok. do you have a camera with the "main camera" tag on it?

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on your scene

left thistle
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yes i do

stray sand
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Im assuming your trying to get it to work in vrc.

left thistle
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Yes i am

stray sand
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Does it have the vrc uishape component on the canvas

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And what layer is this all on.

left thistle
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yeah it does

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wdym what layer?

stray sand
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Do you know you can set game objects to different layers?

left thistle
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no i do not

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by layer do you mean the dropbox next to "tag" in the inspector?

stray sand
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Yes

left thistle
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They are UI layer

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5: UI

stray sand
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That is the issue. The ui layer is set to not collide with anything. Set the canvas to default and it should work fine. Changing the parent will allow you to also change the children at the same time.

left thistle
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So all the toggles should be set to default too?

stray sand
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All the world ui should be set to the default layer. Or another layer you can interact with.

left thistle
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okay thank you

stray sand
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👍

left thistle
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is there a way to allow picking up an object without a collider on it

cedar nebula
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technically no, all pickups need a collider. However that doesn't mean it needs proper collision. You could set the rigidbody to kinematic for one

left thistle
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how do i do that

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oh nvm im stupid

maiden halo
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Is it possible to publish my world without the help of "COMMUNITY LABS"?
I published the previous world through "COMMUNITY LABS" 4 months ago and it is still there.

cedar nebula
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all worlds have go to through community labs, if you didn't get through the first time then consider updating it with more stuff, make it more appealing, etc. Sadly the labs system is a bit of a popularity contest

maiden halo
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@cedar nebula thanks for the answer

serene kite
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So I want to make a world with blinking lights. What is the best way to do this? I was thinking of an animation enabling/disabling objects, but I worry this will cause performance issues if I have too many of them

cedar nebula
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Enabling and disabling isn't necessarily bad, but if you're doing too much at once then yeah it can get bad. Also the lighting would most likely have to be realtime (maybe mixed?) which can impact performance just by existing. I'd recommend using a fake light, something that's emissive but not actually casting light if you can

serene kite
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Oh, yes it's fake lights. Just flashing colours, not light sources

hazy temple
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how to show another config panel when you press Escape ? is there a prefab that do that ?

balmy gate
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You can detect key press using a trigger, so that can be used to toggle an object on and off.

hazy temple
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cool thanks

left marlin
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Overly complicated, but the extended menu from vket is publicly available.

fervent scarab
warm marten
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i am

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spooked.

lucid shale
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Damm that’s amazing!

bold ibex
humble lance
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question how can you prevent steamvr from running everytime you test a world/

cobalt sluice
humble lance
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thanks that worked

cobalt sluice
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np

modest gull
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Virtual BT21 cafe to celebrate Jimin's birthday tomorrow!! World: BTUniverse vrcInlove
It says that the event gathering will take place at 3.30pm on 13/10/19 (S.korean time GMT +9)

dusk ermine
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Hello people. it was my first time making a world last night and I have a question. How do you make the video player works for everyone? When I host the world, it works perfectly for me but doesn't for anyone else. I let my friend hosted it and he could view it but I couldn't.. How do I fix this?

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I appreciate any help!

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I'm using VRC SDK video player btw.

vocal schooner
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i have a weird issue with my world and "teleport player" trigger, that my friends get teleported above, below or wherever, but their avatar stays in the same room as the trigger, but when i use the "teleport player" trigger, it works perfectly fine for me

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what could cause that issue?

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allign room to destination was false before, i enabled it to see if it would change anything

near escarp
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@dusk ermine Check "Take ownership of action target" and Targets for RPC at the bottom to "All"

dusk ermine
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Thank you! I hope that fix the issue.

near escarp
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@vocal schooner Try using MasterBufferOne instead of Local

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@dusk ermine Same thing for you too actually, try using MasterBufferOne instead of AlwaysBufferOne

dusk ermine
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Okay~!

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Can you explain me the difference? I feel like I should need to know how to use these things

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@near escarp

near escarp
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I don't understand all the quirks myself yet, but for this kind of setup, the master is the owner of the screen, he should the one to send the RPC to the rest of the users, if they call it locally for themselves, it might not work, but calling it for all makes sure it does for you and for the owner of the object

dusk ermine
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Oh thank you! I'm just alittle confused on "owner" and "master", is the owner the one who activated the trigger?

vocal schooner
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@near escarp but wouldnt that teleport everyone if the roommaster uses that teleport trigger?

near escarp
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Are they supposed to teleport themselves only ?

vocal schooner
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yes

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its a door

near escarp
vocal schooner
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and everyone needs to activate the teleport trigger themselfs, because i have many doors and everyone wants to go into different rooms, thats why i put it on local

near escarp
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Do your friends see you teleporting fine ?

vocal schooner
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yes, 9/10 times it telepots me fine

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sometimes, rarely that bug happens to me too and the only way to get out of it is basically to hit respawn

near escarp
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that's very odd, if you test it again, try to record a video and keep your outputlog, we can look for errors

jolly cape
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Hey uh I have a question

vocal schooner
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first i thought i placed the teleport location to close to a wall, so they get launched into oblivion

jolly cape
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Im rather new to making worlds and just found out how to make an object with physics that people can pick up, now I want it to interact when it comes into collision with a special object, how would I do that?

near escarp
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Does it have a collider ?

vocal schooner
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its an empty gameobject

jolly cape
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Both objects have colliders yes

near escarp
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Are they on the default layer on the top right corner ?

vocal schooner
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the empty gameobject?

near escarp
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@vocal schooner Make sure players aren't colliding with the ceiling too

jolly cape
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Yeah they are

near escarp
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And they don't already collide ? What settings do you have on your pickup component

jolly cape
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They collide

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I just want something to happen when they collide

near escarp
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Oh i see what you mean, in that case you want to use OnEnterCollider

vocal schooner
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they arent colliding with the ceiling, i always make sure the ceiling isnt to low, i have jumppower 3 on my worlds and even with jumping they wont touch the ceiling

jolly cape
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ah

near escarp
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Chose a special layer for those two, and when they interact, they'll trigger it

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like water

jolly cape
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Oh okay

near escarp
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@vocal schooner Would be good to get a video of it then

vocal schooner
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maybe i can get a friend to test it out right now realy quick

jolly cape
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I didnt expect it to be that easy wow

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Another thing I would want to know is how to add animations to objects, because I have trouble doing so

near escarp
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You'd have to use an animator if you want to use multiple

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or an animation component if they need to play in succession

jolly cape
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Mhm

vocal schooner
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ruuubick, should i post the video in here and tag you?

near escarp
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sure

vocal schooner
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kk will see if i can get someone to quickly help me out

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hmmm

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interesting

bronze smelt
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for future reference

vocal schooner
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could it be that the teleport player trigger gets scuffed when you have a "bad" playspace or moved yourself very far out of it with playspace mover? @near escarp

near escarp
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oh yes absolutely the case

vocal schooner
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oof

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okay i will yell at people in the future then

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because right now i cant reproduce that issue

dusk ermine
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I tried "MasterBufferOne", while it worked when I'm in a world with a friend at the same time and I press play at the same time, it doesn't work if he joins late and I'm already watching the video. It'd just stop working for him at all. I'm gonna try AlwaysBufferOne to see if there's a difference

vocal schooner
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okay i triggered the issue myself now and im in desktop

dusk ermine
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@bronze smelt also thanks for the info!

balmy gate
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@vocal schooner that's caused by "Align Room To Destination". You should avoid it unless you absolutely need it.

vocal schooner
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lyuma it was disabled before

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and because i couldnt figure out the issue

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i tried to change that, still the same issue

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@balmy gate this is how i normaly do my teleport player triggers

left thistle
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how do you make pick up objects global

mild spade
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@left thistle by global do you mean that it syncs their position with everyone?

vocal schooner
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maybe it changed already, but the way i do it is add the component "object sync" on the pick up object

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ooof now i need to fight to reduce the file size of my world >.<

near escarp
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crunch compress your textures

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use mesh compression "Low" on your assets

left thistle
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yeah

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and i just imported the iwaSyncVideo_v2.2s into my world but everytime i press "video" or "live" the player disappears

minor finch
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@left thistle I had that issue when using a certain version of the VRCsdk, when is the last time you've updated?

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I'm having issues with my animation not playing in play mode, but it plays fine in preview. Does anyone know what might be happening?

left thistle
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like last wek @minor finch

near escarp
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unplug your headset

minor finch
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try using an earlier version of the VRCsdk, sometimes the updated sdks do break dynamic prefabs @left thistle

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if you haven't already, I would start collecting the sdks on your drive as they come out

open thicket
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are UI sprites for toggles reflectable?

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for example this is set to reflection probe static

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but it's not reflecting off the floor

minor finch
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I wonder... do reflection probes only take certain layers into account?

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@open thicket

open thicket
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I think so

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sprites don't seem to register for reflections

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i ended up baking using a dummy clone and saving that bake

minor finch
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@minor finch your objects were marked as static thats why they don't move in play mode

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oh thanks much appreciated I'll fix it now

bold ibex
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Is there an issue with uploading worlds rn? I can't seem to load into one I just uploaded for testing.

minor finch
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oh

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so

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you may not have put a VRCworld prefab in your scene

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it'll still upload the world if you've somehow managed to place one in another project or something

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i've seen other people do it

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I'd double check your hierarchy and make sure that everything is okay with VRCworld

bold ibex
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Will take a look

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It's been a little while since I've done world stuff

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That seems to have worked! ❤ Thank you! @minor finch

minor finch
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no problem!

severe frost
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Does anyone have a link to the latest Pen Prefab for worlds that can write in sync?
All I find are from 2017 - 2018 pens

modern kayak
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Look for qv pens, they're the best available right now

severe frost
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ok, I'll look it up tnx

minor finch
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Wouldn't expect too much from pens unless you're drawing for yourself @severe frost

rain prairie
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Any way to prevent Unity from launching my offline test in VR without uninstalling Steam VR?

minor finch
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unplug your headset if you want to test it in desktop mode

cedar nebula
rain prairie
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It still launches steamVR, I'll check out that link thanks

minor finch
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interesting

rain prairie
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Yep, that seems to have worked, thanks a ton @cedar nebula!

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Now to figure out how to get functioning doors to open and close on their respective triggers xd

zinc vector
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1619Hz was music could be changed by moving away from each place.but, with the new VRSDK hear music everything.
I want to know the solution.

cedar nebula
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The grammar came out a bit strange but I think I get what you're saying, your audio sources can be heard throughout the whole world? If your audio source is 2D even by 0.01% then it will be global. You have to set your audio to be 100% 3D

severe frost
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a bit noob in maps again
but I'm making a full baked lighting map
but our avatars are all pitch black in it, any fix?

zinc vector
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@cedar nebula thx!
I'm sry for my bad English....
Im get the try.
u sure are a good VRChatter!!

cedar nebula
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@severe frost baking lights only works on static objects. Obviously, players aren't static. You need to create some lightprobes and bake those as well. Check the pins in #world-lighting and there should be some resources for that

chilly grove
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What layer should a trigger collider that a player can walk through be on so that it doesn't interfere with canvas UI raycasting?

left marlin
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Mirror reflection will not block interactions

chilly grove
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Oh nice, will give that a try, thanks!

opal goblet
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@ashen flume @near escarp A better way to test a world in Desktop without unplugging your HMD is by using a Visual Basic Script that sets some arguments (--no-vr) before launching the game.
Put this script in the same directory as VRChat.exe and set your launch path in the SDK to this script. It will then ask you if you want to launch the game in VR or not.

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(That is for Windows only tho I think)

near escarp
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It'll most likely be an option in the SDK 3.0, I'd rather people don't add random scripts they're being given randomly, even if it does do what people claim it does

bold ibex
vocal schooner
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is there another shader that works like unlit but isnt as blindingly bright as unlit?

near escarp
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use unlit and reduce the intensity of albedo ?

vestal canyon
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Does anyone know how to fix the AOs (Post Processing 2) affecting Mirrors and Vr cameras?

near escarp
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Don't use post processing AO

vestal canyon
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SAd boi

cobalt sluice
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Does anyone know why this blue stuff appeared after I baked lighting?

near escarp
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Could be UV padding, bad lightmap UVs

cobalt sluice
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it started when I enabled Ambient Occlusion and Final Gather

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I'll try disabling Final Gather I guess

dim marsh
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wheres a good place to start learning vrchat maps?

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im experienced in source and have worked a fair bit in unity, but idk how to make a vrchat map

cobalt sluice
dim marsh
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thank yae

opal goblet
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@bold ibex I didnt link it, because I didnt know there was a link xD
I dont remember where I got it from lol... Also you can always open a VBS in the editor and look at what it does. Yeah you shouldnt download anything and run it if youre not sure its safe. But I would probably get banned from here if it was some virus so yeah ¯_(ツ)_/¯

cinder sentinel
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anyone have a numberpad preset?

bold ibex
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@opal goblet ah, no worries, it's the devs fault for not adding this after two years of people asking for it 😛

opal goblet
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Making an Update to the Audio System was more important :^)

bold ibex
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welllll .... they updated the sdk menu and still forgot about this so I guess it just slipped everybody's mind

opal goblet
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Because they dont actually use their own god damn software I guess?!

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Like thats one of the first things you notice when using the SDK with VR. It always launches in VR.
HOW COULD THEY POSSIBLY MISS THAT?!

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sorry.

bold ibex
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or maybe they all have some build script running 😄

opal goblet
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Wait isnt @near escarp responsible for QA? vrcThinking (Ohh yeah you already said its gonna be included in SKD 3.0, apologies 😘 )

bold ibex
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pretty sure it's not his or anyone's fault

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they people who complained about it found a workaround, so the wailing dies down 😄

opal goblet
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"If the community finds a way to do what we cant, then why should we even try"

bold ibex
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I don't think that's at all how they feel about this, third party visual basic scripts are evil

opal goblet
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You could fill an entire book with little QoL changes you could do in VRC/SDK

bold ibex
opal goblet
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I dont think canny supports more than 750 characters :^)

bold ibex
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that's actually a feature 😋

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canny posts are not supposed to be long, ain't nobody got time for that

opal goblet
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I said you could fill a book. Wasnt saying that those features havent been posted to the canny before tho :P

vocal schooner
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@near escarp sorry to respond only now, i cant reduce anything of the unlit shader

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thats all i have

opal goblet
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He was talking about compression on the asset (i.e. the image) not the shader/material

copper prairie
stoic latch
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what was the variable i need to togle between two anim states

cedar nebula
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that depends completely on how you have your animator setup and what you named the variables

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Open is your variable then

bold ibex
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anyone know how people trigger audio when a player joins the world?

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... oh there is literally a 'onplayerjoined'

cedar nebula
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yeah OnPlayerJoined Local AudioTrigger

bold ibex
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why has the uploading tab been like this when trying to add a thumbnail for a time now?

near escarp
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Don't worry, it'll update correctly

bold ibex
#

its also telling me that unity cant find vrchat

cedar nebula
#

that error you can ignore, you only get that because you haven't uploaded the world yet

bold ibex
#

im trying to do a offline test before i do go "online" with it

wispy cloud
#

Are you sure that your path to VRChat is correct in the SDK settings?

bold ibex
#

idk, i dont mess around with the sdk settings

#

so for some reason, i uploaded it and when i jumped to my world it instantly kicked me out and put me in my home world

open thicket
#

what spotlight settings/general lightmap settings can i use to achieve what I already see before baked lighting?

#

just the general colors

#

because whenever I bake it's usually the whole room turns orange

bold ibex
#

i actually forgot that i needed VRCWorld included

open thicket
#

it's most likely a spawn point

#

no spawn point set

#

vrcworld automatically adds itself as a spawn point

bold ibex
#

now im getting this NullReferenceException: Object reference not set to an instance of an object

bold ibex
#

i give up...

#

i just want to upload this world without issues and no one is willing to help me out...

#

nevermind i figured it out...

bold ibex
#

now im falling throw the floor and no one can say that i dont have colliders or meshes on

near escarp
#

Does your mesh have read/write enabled ?

left marlin
#

Box collider is marked as isTrigger :hmmmmm:

near escarp
#

Does a box collider overwrite a mesh collider as well ?

left marlin
#

They both should work together

#

But it's hard to see the mesh collider from the picture

near escarp
#

Then I guess it's a combination of both issues

#

Unless the mesh is inverted

#

But most likely not

#

@bold ibex

left marlin
#

Simple test would be to see if a box with a rigidbody on player local falls and hits the floor

bold ibex
#

that worked and one more question. how do i move the spawn?

left marlin
#

The spawn point is like any other gameobject. You can move it in anyway. Animations, standard asset scripts, etc.

bold ibex
#

i think that was my major issue, i would clip through the ground a few times and then spawn on top of the floor

left marlin
#

The VRCWorld is the default spawn. Have you checked the height of it?

bold ibex
#

its at default -100

#

im gonna try something, cause im spawning underneath my restaurant

cobalt sluice
#

Does FollowTarget behave like AI Character Control?

#

I'm having a problem when targeting PlayerHandle where they teleport beneath me and force me to fly into the air

cedar nebula
#

no, FollowTarget is instantaneous

cobalt sluice
#

ah that's what I suspected

#

it's used for UI?

cedar nebula
#

it can be used for a lot of stuff really, I suppose UI is mostly what you see it used for though

cobalt sluice
#

I guess triggers that follow the player too

#

but ty I think I solved my problem

#

or not... it still teleports underneath me

cedar nebula
#

you can test it out in play mode, just set the Target to some test empty gameobject and see what it's doing

cobalt sluice
#

good idea

#

hm it's not moving, does look like the third person character collider (if that's what it is) is appearing above the capsule collider though- not sure if that's a problem

#

I bet it's not moving because I don't have a navmesh

#

yup that was it

waxen trellis
#

@bold ibex i asked @solid helm about the titanic map, she say's she is interested, you should add her on discord so you can explain more to her

bold ibex
#

What’s her discord?

waxen trellis
#

Silent#0264 @bold ibex

bold ibex
#

Thx

waxen trellis
#

no problem man

open thicket
#

for flashlights if im setting it to true

#

is it

#

OnPickupUseUp?

#

The light spotlight to be enabled?

last granite
#

when developing a world is there a way to test it without having to constantly upload the world?

near escarp
thorn grail
#

im trying to make a mirror that turns on when you enter a trigger and off when you leave. can some one tell me how i should have it set up becouse for the life of me i cant get it to work.

junior glacier
#

So when I try to go to my world I uploaded, I'm IMMEDIATELY booted out of it and send to my homeworld. Weird thing is, I'm hearing sounds from another one of my worlds.

#

Like for a split second when I get in

near escarp
#

@thorn grail What have you set up so far ?

#

@junior glacier You're most likely missing a floor collider

#

or there's too much happening at spawn

junior glacier
#

No idea what was causing it, but reuploading it fixed it.

#

Thank you though ^^

#

Also wondering, I remember there was a way to see what exactly was taking up space in the map in MB, but I've forgotten how to see it.

#

Op, forget me. I got it >_<

cobalt sluice
#

@thorn grail Set the gameobject that represents the zone to be on the MirrorReflection layer, and make sure the box collider has Trigger checked

#

Then add a VRC_Trigger and add the trigger "OnEnterTrigger", set the networking to Local (advanced must be checked), and set the layer it operates on to PlayerLocal

#

Then in the trigger do SetGameObjectEnabled, put your mirror gameobject in as the target, and set the operation to True

#

Also add an event for "OnExitTrigger" with the same settings that instead sets the mirror gameobject to disabled (False)

rustic mantle
#

@bold ibex Hey a friend of mine told me you visited my Black Pearl map earlier and Twilight Town a few days ago

thorn grail
#

@cobalt sluice thanks. Didn't think about the layers.

cobalt sluice
#

No problem, always make sure you have triggers be MirrorReflection, otherwise they'll break trigger & UI interaction when players are inside them

copper prairie
#

How do you keep textures tiled at the same size across walls that are different sizes than each other?

glacial pond
#

Project UV’s in blender

near escarp
#

Do your walls need to be single meshes ?

glacial pond
#

Regular unwrap should conserve texel size I think

copper prairie
#

They do not, but I made them with cubes in Unity. I don't know how or if you can combine them in the engine itself.

cobalt sluice
#

If you're using primitive cubes you need to make one that has the right tiling, then duplicate that one and never resize

#

Unity cubes are really just meant for prototyping

glacial pond
#

Oh yeah you probably want to do it in a 3D modeler. Or use a shader that does planar texturing

#

A triplaner shader would help you out

#

Will repeat a texture on your walls at the same size everywhere

cobalt sluice
#

Ooh nice idea

glacial pond
#

But probably best to learn blender :D it’s much more freeing

copper prairie
#

Ty you guys this was frustrating me to no end. I will give your suggestions a shot.

cobalt sluice
#

TheSnooze and Sayon could really use a triplaner shader lol

glacial pond
#

I believe the asset store has a free one. Or I may have bought it I don’t remember

copper prairie
#

It does, checking it out now.

cobalt sluice
copper prairie
#

@cobalt sluice OMG I love you. Fixed it, ty.

copper prairie
#

@glacial pond Thank you, sorry thought you and Ostinyo were the same person.

cobalt sluice
#

Oof lol

cedar nebula
#

both profile pictures have green backgrounds, basically the same person

raw vessel
#

in unity when i add AUDIO SOURCE component to quad object,
in OUTPUT i dont see anything everything is empty there
and when i test in in my world
i can only see video but not hear it

p.s.
almost 1 year ago
i was able to see and switch master decoder in output mode or how it's call'd
and when i test it in my world i was able to hear sound from video

any help please

near escarp
#

post screenshots

raw vessel
#

i cant because when i take it
the window from output sound disappears

near escarp
#

in that case keep the default settings, unless you're trying to do something very specific ?

raw vessel
#

yes yes
i din't touch anything
but it's still blank in that option
no any encoder at all

#

...
i just add vrc_player... dont remember
and add audio source but when i play it in test world it only play video but not sound from video

near escarp
#

Did you add the audio source to video the component ?

raw vessel
#

ok i will fire-up unity and i will try to take a screenshut as best as i can
pls w

dry vale
#

for a world join trigger, should I use OnPlayerJoined or something else

cedar nebula
#

OnPlayerJoined is what you want, just make sure it's set to Local broadcast

dry vale
#

Why?

raw vessel
dry vale
#

I should clarify

#

I'm using it to play a sound to indicate somebody joining the world

#

so it does need to be global

#

In the past, OnPlayerJoined has given me weird results, in that it more often than not will play the sound twice

cedar nebula
#

it's tricky to explain, but everyone will see that a player has joined and will trigger it for themeselves

#

so if you put it on an Always broadcast then it will play as many times as there are people in the room. Local is all you need

bronze smelt
#

The person joining has to do a "OnNetworkReady", then send a broadcast event

cedar nebula
#

that also works

raw vessel
#

so when i say's about that option is empty i mean that i click on gear
and in there is empty list @near escarp

dry vale
#

@bronze smelt i'm not sure I understand

near escarp
#

@raw vessel I don't think that's how you're supposed to set it up

#

Which guide did you follow ?

bronze smelt
#

@dry vale You make a trigger with "OnNetworkReady", that does a UnbufferedOne action to play a sound. Then it will play for everyone when ever a new player joins

dry vale
#

ahh

#

I'll try that. Thank you!

raw vessel
#

i know that you see 2 players inside of it
i do that cause i was in hurry
but if i create 1 (video player) and add audio source in it
i still will not be able to find anything in audio output

dry vale
#

wait, there is no "unbufferedone"

cedar nebula
#

use AlwaysUnbuffered

dry vale
#

Ok, I thought so but I wasn't sure. Thanks again.

raw vessel
#

ok it's pretty late for me to do more testing now
but i will continue tomorrow
have a good night/day there

@near escarp

bold ibex
#

I have a world where you can change sceneries/background/the map you're in (basically). How could I give it a nice transition effect?

cedar nebula
#

animation most likely? Totally depends on the objects or even materials though. If that's too much work you could animate a post processing weight instead so the screen goes black for a moment, does the scenery change, and then restores your view

bold ibex
#

Probably. Essentially I'd want it to fade to black on a trigger and then fade back in with the changed scenery

#

I just don't know how I could get it to look nice..

royal canyon
#

perhaps post processing volume?

bold ibex
#

That could work

#

I've never animated with post processing before though, how would I do that exactly

modern kayak
#

You can animate the weight property of a post processing volume

#

I don't see why that wouldn't work, but just in case t doesn't, it's worth mentioning that you can also do this with mochie's screen fx if you have it. We used that in dead station to black out your screen and change the scene for a moment before blacking out again and changing it back

#

Mochies is a paid shader, but there are other free screenFX shaders that should also have the same option

bold ibex
#

Thank you, I found a free screenfx shader that hopefully will work!

modern kayak
#

The option you're looking for should be just "color" and all you do is set it to black

bronze dome
#

So I'm making my first world and I have this problem that I can't join my world. It loads the map and kicks me. I have a spawn and I have solid ground. I'm searching everywhere with no answers. When I try to go do an offline test, it works but only spawns me in the first version that I tried and not the newer version.

cedar nebula
#

you've got errors my friend. Open up Unity, go to the console, disable Clear on Play and Error Pause if they aren't off already and hit Play at the top. Then see what errors pop up and resolve them. If you recently installed post processing v2 then delete the Tests folder

bold ibex
#

Okay, so.. Now that I have my fade working, how would I actually animate the switch? It'd be triggered by a button.

#

So the animation would play, but is there like a delay option between changing active game components or

cyan pike
#

anyone know why this is happening? im just trying to get the flowers that are white to show white not green

teal slate
#

it could be reflecting. try reducing smoothness on the material

cyan pike
#

its not

#

smooth and metallic are 0

#

plus the grass and flowers are are all put in on terrain so they kind of dont have material

teal slate
#

youre using terrain grass?

cyan pike
#

one sec

teal slate
#

so i assume u want to flowers to look like they do in the scene. are u using baked directional light?

cyan pike
#

yea even without baked they still come up green

teal slate
#

so if u using real time directional light it still does the same?

cyan pike
#

yup

#

and ive never had this problem before either till this unity we are on

teal slate
#

i know there's a lighting bug with terrain. u could try removing the terrain from static, adding light probes and try then. this video explains how to fix that bug if its related to your problem. im not sure what else it could be. https://www.youtube.com/watch?v=ESGUg7SKmRU

If you want to skip to the gist of it, just skip to the end. Note: I forgot to mention that you will want to bake occlusion whenever using terrain. Open up t...

▶ Play video
cyan pike
#

could be the problem

cyan pike
#

didnt fix it oh well ill mess with it some more tomorrow

open thicket
#

how many realtime lights does unity support enabled at a time?

minor finch
#

by default unity has grass colored in different hues

#

ranging from "healthy" to "unhealthy"

#

it could be changing the color of your flowers @cyan pike

modern kayak
#

@open thicket as far as I know there is no proper limit for the scene as a whole, but there is a limit for each mesh. Each mesh can only have 8 lights illuminating it at once

#

The limit you'll really run into pretty quickly is going to be more about performance than a hard cap. Real-time lights are expensive

near escarp
#

It also looks ugly as hell

cedar nebula
#

as we say in the business, "It is stinky."

snow crater
#

Anyone know a good way to convert DirectX files (.X) into FBX? I found a Blender plugin for the import but its just keep saying errors. Doing this for an MMD Stage I found

open thicket
#

i agree

#

@near escarp

#

i guess that's good then, I only wanted realtime lights for certain sections of the map

#

each individual area occludes other areas too

solid helm
#

@snow crater Try Assimp

left thistle
#

Im trying to get the iwavideo player to work but when i test it in my world the screen disappears.

#

one time it became smaller and went down into the ground

snow crater
#

Alright, I'll give it a shot. Thank @solid helm

cedar nebula
#

@left thistle did you set it up correctly? Still haven't gotten around to using it myself but the readme file should explain it (though I think it's in Japanese, Google Translate it?)

flat heath
#

hmm

left thistle
#

the readme file only states the update changes and says i need an event system in hierarchy which i have.

#

and there is a picture that shows i have to put the SpawnVideo and SpawnStream into the dynamic prefab of the scene descriptor

cedar nebula
#

oh actually are you using the most recent SDK? There was a bug with the previous SDKs that prevented the player from working

left thistle
#

I am pretty sure I am ill have to check

#

when was the last update for the sdk?

cedar nebula
#

2019.09.18.12.05 should be the latest

left thistle
#

yeah thats the one im currently using

cedar nebula
#

I'm not sure then, I should really try it out sometime so I can help with these issues... have you messed with the scaling of it at all?

left thistle
#

yeah i have

#

i made it bigger

#

but i think i found something that might work. heres the link if others have the same problem

raw vessel
vast lantern
#

I'm not sure what I'm missing

#

The jetpack object has object sync on it too

covert hornet
#

What causes someone to be unable to join a world they've uploaded (private)? One world i might be able to join but the next upload of a different world im unable too.

near escarp
#

@vast lantern What are you using the button for ?

#

@covert hornet No collider at spawn usually

vast lantern
#

To spawn the jetpack

#

It spawns locally

near escarp
#

Why are you using the OnInteract with then ?

vast lantern
#

for the button to be interactable

near escarp
#

You just need a cube with a collider set to trigger 🤔

vocal schooner
#

how can i set up a surveillance camera that show the video on a screen in a different room?

vast lantern
#

It's okay i figured it out

#

I had to tick the 'Take Ownership of targets' box

balmy gate
#

@vocal schooner

  • Create a new Render Texture asset. Set the width and height in pixels, keep it reasonably small for performance, but up to you what quality you want.
  • Add a new Camera game object to your scene. Put the Render Texture asset into the Target Texture slot on the camera. Position, resize etc as you desire.
  • Make a new material, often using a shader like Unlit/Texture to make it fully emissive, and assign the texture in the diffuse slot
vocal schooner
#

ooof

#

so many new things

#

lets see if i can make a working camera out of it >.<

royal flower
shell frost
#

is there documentation on the audio zones?

near escarp
shell frost
#

perfect, thanks for the link

#

i missed it because i was looking for Audio instead of PlayerAudio lol

teal slate
#

@royal flower do u have any other post processing volumes set up because I've noticed this one has 0 priority as there could be another one overidding it. Other than that you should check the layer you've assigned the volume to and I'm not sure if a global volume requires it or not but I've added colliders to all my post processing volume objects regardless of global setting. If you're still getting stuck, silent has a very helpful guide on post processing: https://gitlab.com/s-ilent/SCSS/wikis/Other/Post-Processing

balmy gate
#

@royal flower do not put post processing volumes on the camera

#

Make a new top level game object and make sure to set the layer to a specific layer . I usually use Water

#

Them change the cull mask on post process layer script and uncheck Everything and change it to only Water checked. And follow the guide to set sane values. Your bloom is way way too high!!

royal flower
#

@balmy gate the values are high because its a very very dark world, inside a cave with only the objects (I.E. Crystals/Mushrooms) creating the light - so the high bloom looks rather good in a dark environment. I'll adjust it further once I can test inside VRChat. I'

#

ll try your suggestions now! Thank you.

balmy gate
#

I think eye adaptation is more appropriate

#

you should not be adjusting the bloom to fix that. rather you can adjust the light curves in Color Grading

#

please follow the guide in silent. If you have proper tone mapping set up, the low intensity bloom should still give the desired effect

royal flower
#

Again, the bloom looks good in Unity - doesn't mean it looks good in VRChat. Once I get it working in VRChat I can fix them

balmy gate
#

Silent has a world which does this to unbelievable effect: you spawn in a cave and when light comes through you will find yourself shielding your eyes

royal flower
#

I have all the lighting and such down

balmy gate
#

I didn't see Color Grading in your profile. This is the most important things

royal flower
#

AHhhhh! My issue was the threshold - when I set that to 0 as per silent's recommendation the bloom got crazy ridiculous and I had to bump the bloom down to like 0.15 to get the same effect.

shell frost
#

so from what i can glean, you can't "wall off" audio, only change player broadcast distance based on trigger collider zones?

near escarp
#

correct, there isn't yet a way to turn off audio that way, or you'd have to use override regions and triggers everywhere

shell frost
#

so if I have a little side room

#

if I toggle an audio region active that covers everything but that side room, but it's local, to quiet down the rest of the map for just me

#

would that work?

near escarp
#

That's what i was going to suggest

shell frost
#

awesome

near escarp
#

i believe it works, but you'd need to test to make sure it works that way

shell frost
#

yeah some testing will be had

#

i'm excited about having real-proximity rooms without teleporters, but without having to go the PUG route

#

for keeping conversations separate

#

etc

late blaze
#

Is there an easy alternative to the SyncVideoStream that is entirely local? Even if the PlayIndex rpc is called on a local-only trigger, it plays for everyone and only the world master can play/pause it. Would rather not have to make a VideoPlayer for every song and just have to toggle the object active/inactive locally

near escarp
#

Can't have it both ways :/

late blaze
#

I meant that currently when using the SyncVideoStream, even if I set the trigger to local, the videostream is started for everyone else and when a late-joiner arrives it syncs and plays for them

#

which is not what I want

#

I just tested the normal Video Player but it requires the raw mp4 stream url from youtube which doesn't work for every video either

misty sable
#

Hey just checking. Is there any particular reason to use unity 2018 over the 2017? Any particular updates

near escarp
misty sable
#

Ah thanks. Lots of channels so i get lost sometimes

near escarp
#

So use Unity 2017 for now, the correct version, but we'll be switching to 2018 in the new few weeks

misty sable
#

So dont commit too hard to 2017 with 2018 coming around so soon got it

near escarp
#

oh you can commit to your projects in 2017 right now, but know that if you upload them, you'll most likely have to reupload again in 2018

#

not a big deal though if it's a single project

misty sable
#

I was reading around and i didnt see if there would be any sdk changes happening

copper comet
#

Hey, I have a problem with my lightmaps on a terrain. I can see them in Unity but in VRChat they are gone. Every other object is fine.
I already tried to set the default material to custom. I can see the lightmap then but the whole terrain is reflecting like ice

bold ibex
#

no Errors

#

it happens randomly

rustic mantle
#

Could be connection issues

#

Try a fresh install of the sdk

bold ibex
#

ill have it randomly

#

did

rustic mantle
#

Ooof hmm

#

So no console errors at all

rain shadow
#

Log out of the sdk and sign back in?

bold ibex
#

did

#

and know

rain shadow
#

could also be the blueprint id

rustic mantle
#

Also is the player on pause when this happens

bold ibex
#

nope

rustic mantle
#

Yeah try detaching the id and attaching it back

bold ibex
#

did

#

lol

rustic mantle
#

Wth

#

xd

rain shadow
#

the issue looks like it cant reach the vrc api

rustic mantle
#

Its seems you exhaust all your options at this point

#

And yeah

bold ibex
#

ive done all of that and sometimes ill just hope in too unity and upload right away

rain shadow
#

Try launch unity as admin?

bold ibex
#

ill just do all of that again lol

#

and see

rain shadow
#

so not even an error coming from your project

#

just unity itself

bold ibex
#

yep lol

#

just like normal

rain shadow
#

is there a reason your console is purple lol

#

thats not normal

bold ibex
#

i change it lol

#

like 2 years ago

rain shadow
#

ah just the play mode in the settings?

bold ibex
#

u can change the play mode

#

ye lol

rain shadow
#

that vrcsdk thing is normal

#

thats just the upload menu scene

bold ibex
#

i never noticed it lol

#

have any ideas ?

#

or no if anyone in here i can call ? that can maybe help

rain shadow
#

I'm bumping around in here because I have free time to do so lol

bold ibex
#

lol

rain shadow
#

I'd be happy to try and help

bold ibex
#

well that be nice can u call ?

rain shadow
#

yeah in a minute sure

bold ibex
#

ok cool

rain shadow
#

in unity right click in the scene hierarchy UI>Button

rain shadow
#

@bold ibex i can send you a simple example menu for that if you feel you need it

late blaze
#

Is there a way to use the youtube-dl function of the syncvideostream and pass the url to the unity videoplayer? vrcThinking

graceful terrace
#

having an issue with my world, the carpet here turns completely black while in-game

rain shadow
#

@graceful terrace what shader is it using

graceful terrace
#

bumped diffuse under legacy shaders

rain shadow
#

yeah maybe dont use legacy

cedar nebula
#

yeah stick with Standard

chilly grove
shell frost
#

is there a way to swap lightmaps in runtime

balmy gate
#

lightmaps specifically, there are some tricks but can get complicated.... the simplest one is bake another copy of your stuff at 1000 and swap out the objects (hide one set, teleport the other set to 0,0,0 and vice versa)

#

if it's about lightening and darkening the world, you can use Silent's Fake Lights shader to dynamically apply any lighting changes to a scene, at the cost of enabling the "Camera Depth Texture":

https://gitlab.com/s-ilent/fake-lights

#

there are other methods theoretically possible such as generating multiple lightmap textures and changing the shader to reference a specific texture...bakery might be easier to work with since they are not built in to unity. This is probably quite technical though

#

Finally, you didn't say anything about GI (lighting dynamic objects like avatars). This is much harder to change, though Silent's Fake Lights will apply the fake lighting / darkness to avatars so it might be the best approach if this is what you need @shell frost

shell frost
#

nah not planning on using GI, just wanted to swap a lightmap based on some furniture movements

#

i know i'd bake another copy regardless, but just wanted to know if there was a way to do it

#

i guess it would also have to be paired with a new lightprobe group and new reflection probes, maybe I should just forget it

#

i feel like everything i want to do i should just wait for udon

#

it's very frustrating

open thicket
#

anyone have good flashlight settings for the exact grip/gun orientation?

#

or how to even do it?

left marlin
open thicket
#

this is perfect for my underwater scene

#

actually

#

@left marlin thanks for the share

left marlin
#

No problem. Sadly I haven't messed with pickups in a long time. I think exact gun would probably feel better for vr users, but it also depends on where you put it. If only we had a vr no grip, but desktop grip setting.

open thicket
#

your animator meddlings are top tier no worries

rain shadow
#

@left marlin do you know if it works in the current 2018 build?

left marlin
#

Just tested, and yes

rain shadow
#

Wow cool

cedar nebula
#

@open thicket use the Grip orientation and set it so that it faces straight forward for desktop users. For VR users it will be rotated into a more natural hand position. It's hidden vrchat magic

sleek willow
#

I'm dumb so can someone tell me how you make an object an equipable object? (As in when you pick it up it attaches to your hand without you having to hold it)

cedar nebula
#

on the pickup component, set Auto-Hold to Yes

open thicket
#

if you have an on enter trigger inside of an on enter trigger

#

for example on enter trigger to disable a game object when you enter the house

#

but an another onenter trigger to trigger an event but in a certain room

modern kayak
#

are you asking a question?

open thicket
#

sorry i thought i said it

#

yes

#

can you have an onenter trigger inside of an onenter trigger

modern kayak
#

what do you mean inside of eachother? Like multiple onenter in one vrc trigger?

open thicket
#

Say there is a house where you wanted to disable a gameobject outside, so using an Onentertrigger to disable it while you're inside the house, but onexittrigger to enable when you're outside. But I wanted the whole house to be filled with that trigger. Then there's a seperate room inside the house that also does pretty much the same thing

#

so a trigger collider inside a trigger collider

modern kayak
#

yes, as long as they are looking for a layer other than the one that the other collider is on

#

like if both of them are mirrorreflection and they are looking for playerlocal

open thicket
#

perfect

#

thanks

raw vessel
#

hi

in this picture i was attempting to make working
add url search field
but it wont work for me

so how to make working adding url field trigger

thank's in advance

cedar nebula
#

that picture is way too small to read

raw vessel
cedar nebula
#

The Target can't be set to Master, it has to be Owner. If you only want Master to be able to change it then set the broadcast type to MasterUnbuffered instead

raw vessel
#

so except that ,
my configuration is correct ?

cedar nebula
#

What are you trying to do? Setup one of those video players where players can copy-paste in a video URL to play it?

raw vessel
#

correct

cedar nebula
#

oohh, okay in that case I would recommend using one of the prefabs instead: Iwashi player or the hangout house player. Trying to set it up yourself is wwwaaayyy more trouble than its worth

raw vessel
#

where to get those prefab's

are those prefab's are free?
can those prefab's be found on unity store,unity-vrcsdk or somewhere else?

cedar nebula
#

yeah they're free. The iwashi player is in the vrcprefabs database (link in the pins), not sure where to find the hangout house player but a google search will probably pull it up

raw vessel
#

ok thank's allot
✌ 😌

vocal schooner
#

is there a way in unity to reduce the file size of the world without deleting objects from your world?

balmy gate
#

Second, make sure you have texture compression on for all your textures, and consider lowering the resolution of textures that don't need full quality (things like smoothness/spec maps, or far away/small objects)

vocal schooner
#

i dont understand why you pointing out the test build feature? i am using it to test out the world

balmy gate
#

and crunch compression

#

Ruuubick's tweet has 4 pictures

vocal schooner
#

oh

balmy gate
#

stupid discord shows only the first

vocal schooner
#

sorry

balmy gate
#

I bet a lot of people miss that tip because they see only the first

vocal schooner
#

in the editor log

#

there is nothing in there thats called mesh or meshes

near escarp
#

did you make a build first ?

vocal schooner
#

like a full upload?

near escarp
#

no, build & test like in the screenshot

vocal schooner
#

i am currently online in that build & test version

#

so yes, i build & tested it

near escarp
#

Did you close unity inbetween ? if not then you should be able to find those stats in your editor log

#

search for customscene.vrcw

vocal schooner
#

let me do those steps again and see if just something messed up or i messed up

#

im also having some trouble with bakeed lighting that some textures are just suuper dark and others are absolutly fine >.<

#

unity is a bully

balmy gate
#

@vocal schooner quick comment on build and upload...you have to change something in your scene however small...move an object, rename something

#

otherwise it will maybe detect nothing changed and not actually do a build

vocal schooner
#

i changed my baked lighting a slightly to see if the change does something, so i should be good

#

i need to reduce the filesize of my world tho, i dont like that its 120 mb -_-

near escarp
#

time to crunch compress !

vocal schooner
#

its down from 120mb to 77mb now

near escarp
#

nice

vocal schooner
#

i would loove to be under 50 mb

#

but i dont know if thats even possible without absolutly scuffing things

celest grail
#

i have a question on unity conditions for a lift (more than 3 floors)

there are currently trigger points to indicate direction of lift (whether up or down)
there are also already trigger points that update the current level of the lift

buttons (placed in front of lift for easy testing) as shown will tell the lift which floor it is going to
there are conditions set for ignoring down commands when lift is currently going up
e.g. If lift is going to floors 1, 2 and 3, someone pressing B2 will not make the lift stop halfway and go down just because it is the last pressed command

HOWEVER, there is a problem... yes the lift doesnt go down, but the lift also refuses to go up because the condition 'GoingTo' is currently set to B2, so its just... stuck at 2nd floor, not going to 3rd floor to complete the upwards cycle, not going down as well..

opal goblet
#

Id suggest that your system is fundamentally flawed.
Please state what exactly the lift is supposed to be doing and under which conditions.

celest grail
#

hello, thanks for the reply

the lift is supposed to take users up or down based on their input, but if lets say the lift is currently at 2nd floor going up to 3rd floor and someone presses the button to change the destination floor to B2, then the lift will not continue to 3rd floor

near escarp
#

you should have a ton more transition between staates

celest grail
#

i can technically force the lift to check if the 3rd floor's marker has been created to forcefully set back the intended floor back to 3, but after that the B2 marker would still be there and the lift will not continue automatically down

opal goblet
#

Well theres a lot of ways you can design an Elevator

near escarp
#

like b2->3

opal goblet
#

Some elevators always go to the closest destination that is required and stay at the last destination

near escarp
#

each button called at different floor should have its own transition that you call

#

that'd make it so much simpler imo

opal goblet
#

Well Ruuubick that again depends on how you want your elevator to function

celest grail
#

i could set an animation from b2 -> 3 as suggested,

but this is the reason why i have made it pass through every floor: currently if lets say the lift is from B2 -> 3, and midway the input for 2 has been given, it will not go to 3 first before going to 2

near escarp
#

yeah, i guess i'm suggesting to make it work like aa real one does

opal goblet
#

Theres multiple ways elevators work irl tho :P

#

Some have a home position they return to, some just stay at the last destination

near escarp
#

ah, i've never taken an elevator that stops at every floor in my life lol

celest grail
#

while if the animation for B2 -> 3 state is playing, then it will play the animation in full before moving to the 3 -> 2 state

near escarp
#

but yeah they probably exist

opal goblet
#

Some go to the next destination thats closest to their current position, some first go all the way up (or down) and then go back to Floor 0

celest grail
#

oh ok

#

probably our understandings of lifts are a little different

#

im sorry for causing any misunderstandings

opal goblet
#

Just try to explain how your elevator should behave

celest grail
#

but for lets say B2 -> 3 and level 2 is pressed mid-destination (meaning its already on the way), it will still stop at 2 but skip every other levels beforehand, and then continue on to 3

opal goblet
#

Okay so should the elevator always goes back to the first floor, while its idleing?

near escarp
#

you don't stop an elevator mid floor transition, so it shouldn't matter

#

and this way you just have easy state transitions, you can go from top to bottom in one click

#

from any floor to any other floor

celest grail
#

this was the old lift i had

near escarp
#

lol

opal goblet
#

This would only work locally tho

celest grail
#

i totally scrapped the world to remake it into the current way it is right now so....

opal goblet
#

Or if there was always just one person using it

near escarp
#

i've never seen a broadcasted elevator function correctly

#

because afaik it's not possible

#

people either revert to seamless teleportation or don't care about having everything go through the floor slowly

opal goblet
#

What about stations tho?

#

Shouldnt they be taking care of quirky pyhsics

near escarp
#

Sure, you could enforce everyone into a station, but that's a bigger undertaking

celest grail
#

while i understand the convenience behind other alternatives, im also using this as a chance to learn more on unity as well

#

dont get me wrong im enjoying myself pulling my hair out figuring how to fix the issue i have right now

#

with the sudden input halting the lift

opal goblet
#

Again. Do you want your lift to work for everyone synchronously. Or do you only need it locally?

near escarp
#

well there's Unity and vrchat

#

both have limitations

celest grail
#

i want to make it server-sided, not local

#

ah yeah~~

#

theres that vrc limitation

opal goblet
#

Well as Ruuubick said, making a Lift synchronised for all clients has problems

#

Because everyone will receive the messages at a different time, the platform will start to descend/ascend at different times, which has weird physics and networking problems

celest grail
#

alright

#

thanks for the tips

opal goblet
#

Id suggest just try to make a platform that moves like 10 units up and 10 units down and test it with like 2 or 3 people and see how bad it actually is

raw vessel
#

i want to make sofa seatable
so i copy paste vrc_chair command's to selected object
and i reconnect receiver to that object
but when i test it
i can't seat on him
so what else do i need to do
i'm pretty confused
because i copy paste all those commands to that object and retarget all commands to that same object
but it won't work
but how vrc chairs works on those commands and mine don't
it's really confusing me

any help please

cobalt sluice
#

Does your sofa have a collider that is covering the use trigger? @raw vessel

vocal schooner
#

is there a way to reduce skybox quality and compress it?

#

i have a very nice space skybox but its 8k and 128mb uncompressed, its just to big

deep parrot
#

got a quick question

#

how do yo enable jumping in your world

#

nvm

past wave
#

Add a vrc_mod component on your vrc_world, and add the jump mod

#

Oh nvm

jovial charm
#

Compress the images used for the skybox material in unity? @vocal schooner

vocal schooner
#

i tried that, didnt worked, changed the skybox now, but thanks anyways

copper prairie
#

Please help, my world just flattened itself as thin as a plane and idk how to fix it.

rain shadow
#

Just your terrain or everything?

cedar nebula
#

send a screenshot?

copper prairie
#

Figured it out, idk how I pressed a button that says 2d. Cursor was nowhere near it

rain shadow
#

oh lol

copper prairie
#

Lol yeah I am a dumbass

open thicket
#

how do I make a trigger make a particle play only once on pickup?

#

OnTimer

#

?

hazy temple
#

you tried OnPickup ?

open thicket
#

i'm trying to make a pickup play a particle only once and then the particle is destroyed after it is done

#

but onpickup function

#

i only want that particle to play once when you pick it up, not the second time

hazy temple
#

oh so you can do ParticlePlay and then Disable the particle so it wont work the second time

open thicket
#

so if it is already enabled

#

and you setparticleplaying

#

and then you have a setgameobjectactive disabling it simultaneously

#

the particle should still play without cutting off?

hazy temple
#

that's true, so here my idea : on the particle, you put a custom event that SetParticlePlaying and on the Pickup,the OnPickup will call this custom event and disable the component VRC trigger on the Particle, so the second time the OnPickup Event wont be able to call the custom event since it will be disable now

analog basin
#

https://booth.pm/en/items/1510744
World teleport menu with working chat, it's from Virtual Market 3 <: Hope this gets passed around quickly

このパッケージはワールドに拡張メニューを追加できるプレハブになります! ※ 現在拡張メニュー内で使用しているCombatSystemによる不具合としてアバター内にJointがある場合Jointが動作しない現象を確認し...

wispy cloud
#

As cool and innovative as this is, I've been to a few worlds that have something similar (if not that exact menu) pop up when you open up your context menu, and honestly they're more annoying than anything. Sure it's a cool way to hide local user settings in the world without having buttons laying around everywhere, but having it pop up every time I open my menu (or usually it's only when I click the menu button, not when the menu is actually open) really does get bothersome.

#

The only one I've seen done well in the few worlds I've been to was the Islands of Nightmares one by ImLeXz. It's very minimalistic (a few buttons on the left side of your view, very small) that opens up menus when you actually click on one of those buttons. It opens up when you hit the menu button, but disappears when you move or hit the menu button again. It's the only one that wasn't completely annoying or "popup-ad" styled
link to world for those curious to see themselves: https://www.vrchat.com/home/launch?worldId=wrld_14a873d0-b4bf-4d52-9d4e-de9be3e3e9b8

Sleep world with ambient sounds‚ pillows‚ light options‚ rain‚ fireflies and shooting stars as well as a video player for music․ Halloween Update (Islands Of Dreams)

modern kayak
#

if you have some sort of control panel that you need the players to be able to take with them, I prefer to attach it to the left shoulder, so it doesn't piggyback off the normal menu button and is still very easily accessible.

distant gulch
#

Some worlds have sliders where you can set the avatar brightness, how is that done?

balmy gate
#

avatar brightness? or post processing?

#

the most common one is using Color Grading in the post processing stack v2 to adjust overall brightness level. , using a slider to adjust weight

near escarp
#

Realtime light on player layer maybe ?

balmy gate
#

or that: bake your world lighting and then adjust intensity of a realtime light: you can use one realtime directional light without shadows with no performance overhead

distant gulch
#

It only affects avatars

balmy gate
#

does it affect all avatars including Unlit ones?

distant gulch
#

Not that you mention that, I'm not really sure

near escarp
#

you have errors in your console

balmy gate
#

@chrome echo disable Clear on Play in the console panel, and change something tiny in your scene: rename something or move an object a bit. Then try Build and Publish again. then look for red errors in the console

chrome echo
#

@balmy gate it says cannot mark assets and scenes in one assetbundle

#

Then it gives the name of the asset bundle

sharp pewter
#

How do I add sounds to objects when they collide with other stuff? Like what The Great Pug has (or had? don't know if they still have it) where you could clink bottles together or whenever the glass touched the table it'd make a small thud

balmy gate
#

Look earlier. There might be another errorr

#

Can you copy the exact error?

#

@sharp pewter have you tried PhysSound? It is whitelisted

sharp pewter
#

How easy is it to use and set up?

chrome echo
#

Cannot move asset from assets/coconut/prefabs/treecreatoreditable/coconut_palm_tree03.prefab to assets/coconut/prefabs/treecreatoreditable/1241.prefab. destination path does already exist

#

@sharp pewter

chrome echo
#

Anyone know why the fog is like that

#

I never put fog in the world and yet its there

#

Its not the sky box either

#

And sometimes when i go far or close to something it disappears

#

Its very odd

#

I can disable every object in the game and yet its still there

left marlin
#

Open your lighting settings and check if it is enabled there. It should be the bottom option in the lighting settings window.

chrome echo
#

Oh i see

#

Is there a way i can have that on and off with a toggle ingame? Because i like it and i wanna use it still and switch

#

@left marlin

left marlin
#

I do not know of a way to switch it dynamically in game. I don't believe we have that option right now

cedar nebula
#

you'd have to use some kind of mesh with a fog shader on it instead, you can't change any of the lighting settings in-game

chrome echo
#

I wanted to keep it on but also switch a sphere on with a shader to use as a skybox

#

@left marlin i have a ocean in my map but it could be laggy if i add too much is there a way to make it so the shaders turn off or doesn't render unless i move closer

#

It seems to be the shader

#

Some Shaders get effected by the fog but some don't how can i make a starnest shader not show fog

#

@cedar nebula

cedar nebula
#

you might want to try asking #shaders because I definitely don't know. Fog is weird

chilly grove
#

Is there a spawn frequency limit on SpawnObject?

cedar nebula
#

yeah, "1 prefab per person per second" is how I've heard it described

chilly grove
#

That's too bad, thanks for clarifying though

tacit radish
#

Does anyone know how to make particles add damage?

cedar nebula
#

Assuming this is for a PVP gun, look into using raycasting. Jetdog's prefabs has an example prefab for it, think it was just the Rifle. It's wwwaaayyy less complicated and a lot more consistent. Just make sure you import Standard Assets first

tacit radish
#

It is for a PVP gun and where do I get raycasting?

#

Is that a component?

cedar nebula
#

It's the ProtectCameraFromWallClip component from Standard Assets, but it's kind of wonky to use if you don't how it works. I'd definitely take a look at the prefab

tacit radish
#

Where can I get the prefab?

cedar nebula
tacit radish
#

Thanks.

raw vessel
leaden atlas
#

Hi all,
have a short question regarding the render distance in VRChat worlds. Does anyone have an idea how to change it? I have a space scenario with an object in far distance which is not shown in VRChat. I think this is due to a render distance limitation... or has anyone a better idea how to make for distance objects visible in VRC?

tacit radish
#

Are you able to load into the world?

leaden atlas
#

yup... world is working fine. Just far distance objects (might be > 2000m) are not rendered

bold ibex
#

With which program or addon i can create interior of building? ProBuild is broken

near escarp
#

@leaden atlas It's on your main camera settings

tropic yarrow
#

@leaden atlas you can use LODs system to define when object should be hidden, and you can use custom camera assigned to player camera part in world descriptor with edited render distance on that camera (sorry)

raw vessel
#

is there a way to prevent person to access seat trough wall
any help?

leaden atlas
#

@near escarp & Amplituda: Thanks a lot... will try

bold ibex
#

@raw vessel yup. CustomRenderer

#

Activates if person is in room/can see chair

mild python
#

Question for any lighting gurus on here! What should be checked when Unity isn’t baking the ground mesh of a scene? I’ve had this happen with two friends now where the ground just isn’t baked at all.
We’ve made sure all models are static, that the model has UVs, that Generate UVs is checked (and tried while unchecked), tried the lights both baked and mixed (only realtime seems to work), and double checked the lighting settings to make sure everything is normal/good.

near escarp
#

@mild python

mild python
#

Oh, thank you! Apologies!

stray sand
#

@tacit radish @cedar nebula for pvp guns i would suggest my guns system in my prefabs uses particles. While the raycast rifle is accurate its too accurate for vrchats current combat system. The big thing you will have to take into account in combat worlds is network lag. While on your side you might be hitting the user they are probably a meter ahead with your bullets shooting behind them.

#

With particles you can have them hit a larger area to make it more likely to hit the other player.

tacit radish
#

@stray sand but how do I make the particles add damage, is it a collider?

#

That’s all I need to know.

stray sand
#

If you use my prefab its already set up. You add a trigger with on particle collision to the same object as the particle system. Then in the collision module for the particle system you turn on send collision message.

#

The action would be add damage.

tacit radish
#

It’s all in the trigger component right?

stray sand
#

The on particle collision and add damage is. But for the trigger to be activated you will need to turn on the collision messages for the particles.

tacit radish
#

Oh I have all that but the particle collision thank you so much.

stray sand
#

👍

raw vessel
#

how to know is my scene world view in correct cammera position
because something happen and everything starts to flicker and get little pixelized

what i do:
because i have 3 rooms and everything inside of them
i created 3 empty game object then put every room each one of them
and i duplicate those packed rooms and scattered all across unity world

but my main original rooms are getting flickering and losing smoothness

so what happen and how to fix it
please help me

#

and when i test it
the result is same
am i damage my world shape of objects color and shaders permanently?
is there a way to return all back?

#

even vrchat meny and icons in it
are shaken left and righ

copper prairie
raw vessel
#

@copper prairie
you got vrchat-sdk's unsupported:
shaders,assets and script's that might present in them

#

delete all unsupported things and you shod be fine

the best thing that you can do is to look at bottom left info corner for errors

#

NOW PLEASE ANYONE HELP ME IN MY PROBLEM
i need dev's support in this as well

bold ibex
#

@raw vessel you objects are really far away from world origin (0,0,0), this causes unity's position calculations to mess up because the precision is too low

#

always build your unity scene around origin so you have the highest positional precision

#

seeing the vrchat menu messed up like that, it's 100% world positions being too far away from origin

supple drift
short gulch
#

Is there any good height fog that works with vrchat? Basically just want a thin layer of fog floating just above the surface of the water. Im ok with spending a little money if its an asset store package too.

near escarp
supple drift
#

I think they have a 'vertical fog' asset on the store too that is rlly fast (and should work bcs it's just a shader)

bold ibex
#

@near escarp how will that ever work with vrchat?

supple drift
#

XSVolumetrics could prob work too tho

rich silo
#

help

near escarp
bold ibex
#

they rewrote some of the shaders afaik

near escarp
#

so their version isn't script based then, might be harder to control

#

i haven't found a good way to do condensed fog yet

bold ibex
#

they moved the stuff the scripts do to the shaders etc

near escarp
#

@rich silo look at your console for errors

bold ibex
#

that one moves around when you tilt your head in vr

near escarp
#

can't the billboarding mode be changed to fix that ?

bold ibex
#

I don't know, it might but I doubt it's vr proof

raw vessel
bold ibex
#

@raw vessel scroll up to read why that happens

#

you're too far from origin

raw vessel
#

how to do it
please i dont know how to adjust it

bold ibex
#

move the rooms to (0,0,0)

#

or very close to it

#

will fix it

raw vessel
#

where is those(0,0,0) located?

bold ibex
#

world position

raw vessel
#

any shortcut where i need to look to?

#

i mean screenshot

bold ibex
#

position in the gameobject

near escarp
#

top right corner

bold ibex
near escarp
#

you manually put those objects in your scene super far away in the first place, so go to 0,0,0 and then move everything there

raw vessel
#

ok

#

i will again need to puck my rooms in empty game object and set it to those zeros

near escarp
#

that's one way to do it

bold ibex
#

yeah, just move the empty objects to around 0,0,0

raw vessel
#

it is impossible for me to move each one by one to default possition so i will first pack it and i will move them in groups

bold ibex
#

everything inside will follow

#

you should be fine only moving the outer container objects

raw vessel
#

oh that is good
because for a second thought i was afraid that everything inside will return to wrong place upon extraction

bold ibex
#

it will move everything relative to the container so that won't happen 👍

raw vessel
#

oh ok that's good point
thank you all
👍 💙

bold ibex
#

ayy, have fun ❤

#

move the main room to 0,0,0 then position the other rooms around that

short gulch
#

Awesome, thanks guys! Very much appreciated.

bold ibex
#

and they all should be in a range where unity has high precision position calculations

#

this problem is fixed in unity 2019, and all the unity games before unity 2019 use a 'floating origin' hack script to work around this, it's a unity limitation, it doesn't support large worlds at all

tacit radish
#

Where can i get world props and stuff?

royal canyon
#

@tacit radish what kind of props do you mean?

tacit radish
#

MIlitary.

cedar nebula
#

OnEnterTrigger, Local, looking for Layer PlayerLocal, with the Actions TeleportPlayer. I'd recommend putting this on a child object of your NPC, and it needs a Collider on it with IsTrigger enabled. When the player enters that the IsTrigger collider they'll be teleported to whatever gameobject you set as the Location

bitter mesa
#

Hello, how do you actually go about and check how well optimized your map is? I'm working on a somewhat high-end system so most maps is kinda perfoming pretty well/samey (either stable 90 or 45 fps) for me.

cedar nebula
#

check with the profiler and frame debugger. You're mostly looking for drawcall count but keep an eye on MS time as well. Quest needs to be under 50 drawcalls, PC can probably be 200 or less though as long as you don't have too many people. But obviously, less is always better

bold ibex
#

hi

cedar nebula
#

hi, need help with something?

bold ibex
#

yes

#

with my mic can you hellp

cedar nebula
#

you might have better luck with that in #user-support-old not much we can do about that in worlds

rancid ingot
#

how to switch mirror high to low with one button in ui menu?

cedar nebula
#

you'd have to have two mirrors and swap between them, I don't think you can change the mirror settings with UI but I haven't tried myself

bitter mesa
#

Can't find a way to start up Probuilder on unity, anyone know why?

near escarp
#

check console for errors

bold ibex
#

how do I submit a world for the halloween event?

cedar nebula
sharp pewter
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How would I go about adding a local brightness slider to my world?

stoic breach
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how do i add bloom to my world?

open thicket
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i keep having this issue where pickup objects are too far range

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gravity still acts on them

rain shadow
open thicket
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but when you pick it up several feet away it won't come to you closely

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it's ignoring grip orientation

rain shadow
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Are they getting stuck on things?

open thicket
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still collides

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just able to pick them up far awway for no reason

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proximity is at 2

rain shadow
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Is the range seemingly infinite for picking it up?

open thicket
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non

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no

rain shadow
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how far can you pick it up from

open thicket
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actually

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yes

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just tested

rain shadow
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Do you have a trigger collider over your scene?