#world-development
39 messages · Page 12 of 1
Check the prefab database in the pins of this channel. You are looking for launch options script
Thanks. I already had the script in place, but hadn't set it up for this project.
Does anything need to be done to the prefab mirror in the SDK for it to work? It's placed, but, wait, do I have it back to front...
Oh ffs
Thanks for the reply earlier, @sacred warren Do you perchance know of a tutorial with the follower functionality?
@opal goblet Oh, wow!! Thanks so much! ❤ So this prefab works fine with VRC then?
Quick question, is it possible to store variables between sessions in a world for a specific user?
Doesn't matter if they are stored client-side. just whether it's possible.
@mild venture Not off the top of my head unfortunately. I think VRCPrefabs has something for it though and they have an example of it in one of their in-game worlds.
So I'm still new to world building but one thing is confusing me. The world looks good, then I bake lighting and it looks rubbish. Any obvious typical causes for that?
So here's an example. Here's the wall with baked lighting...
Here it is with the baked lighting removed...
try to ramp the intensity up
and then bake it
for me point lights are sometimes weird too when baking it, that usually helps it though
Just checked, apparently it's a pre-2018 issue in that you cannot bake specular mapping and HAVE to use mixed or realtime for it to work.
It still shines on the ground, but not on the wall, which you'd think is technically the same thing...
The wall's on static, everything's on static, lol
Looks good in-game on mixed though, just hope performance is ok.
Can vrc_syncvideoplayer's accept youtube playlists?
dose a sword that interacts through colliders need a vrc object sync?
trying to add a flashlight to a sword..the sword i want others to see you swinging but the flashlight connected to it i need to be local
how to I add an animation of something spinning without it slowing down at the end to spin again
Set the animation curve to linear
hello
i am in search of someone to help me make a world
i.e. walk me through some of the main processes and such
idk what I pressed but now I can't get close to the objects before "leaving them behind" and stop rendering them D:
Press F while having them selected to Focus on them.
Oooooh thanks!!
so are there any rules for baking meshes? When I'm baking meshes, should the baked meshes be only static objects?
Same question for texture atlases....when I'm baking textures can an animated object be on the same Atlas as a static object or do they need to be a separate texture atlas?
https://www.vrchat.com/home/launch?worldId=wrld_3cfb3e1d-20a6-4b16-8139-b58281ee2e4e world is now public, christmas avatars will be added at the end of november and more avatar will be added when the rest of the big world is completed
i look at my world through my account by clicking on my name and it says public to friends?
how do i get it pubic to everyone?
Yeah, I noticed that. I think that's because it's in community labs. But if that's the case, how is anyone ever supposed to find it? Seems like a vicious circle.
@modest field You have to submit to community labs, which you can only do if your trusted level is User or higher. If not then just play around in public worlds and make friends and you'll level up within about a week
that means it is still going through the Community Labs process
worlds may take time to go through labs, depending on traffic, "heat" and quality of the world
it is public and can be found in the Community Labs section of VRChat as well as under your own user account or search
patience... yes it's possible for people to find your world and you can make public instances of it
is it possible to create an ai character control that is not affected by gravity?
I haven't played with it much myself but AI has a rigidbody right? You can just disable gravity there. If you mean have an AI be able to navigate full 3D space then you'd have to come up with something else that doesn't use nav meshes
yea, seems like a different kind of solution would be needed
Last night I tried uploading a world but the description text kept garbling up when i uploaded it, even when I tried changing it through the web-interface. It removed all spaces and garbled a few words. Only after I changed it through web on my phone it had the right formatting. Anyone else had this when uploading a world?
yeah the description gets a bit screwed up. It's best to stick with periods only, any other formatting like exclamations or question marks get messed up
Oh that’s why that was. I had an exclamation that I removed later on. Okay makes sense now.
@balmy gate Given that VRC have made is so that community labs is disabled for everyone by default (without many people even being aware of that fact) it seems unlikely that many people will notice new worlds.
Can someone explain the approval process for me? Because I'm seeing worlds with very few visits, uploaded recently that aren't in community labs. How are they somehow fast-tracking through the process so they don't get lost in the void forever?
Worlds usually get out of labs quickly if the world has high volume user visits
This one for example has only around 200 visits.
In how long
It was only uploaded Saturday
Sometimes it can take a bit for a world to get out of land because of the slow build/volume of visits
Eventually it can get out of labs after several more days but the surefire way to get out of labs is to have many visits in little time
Well one I uploaded in March is still in labs. One I've just seen that was uploaded Saturday (and only has around 200 visits, which is the normal slow amount) has already been pushed out of labs.
I’ve had a weird instance where I’ve had something public revert back for no reason as well
Maybe it could have had performance issues but i doubt it
If you still have something like that in labs and you want to try again, I suggest you just reupload and put it in labs again
Make sure it’s ready without performance issues
Hmm, guess I'll just leave the worlds to rot in labs then. They didn't revert because they never left labs (one of them is new, I was just wondering what magically makes other worlds get out of labs when they have so few views/favourites, etc).
if your world doesn't get through labs, update it. It's not really an 'approval' process but a popularity contest. If you don't get many visitors then make some changes, promote it more, etc. If it's still in labs after a week then it'll never get out without some work
But why hide labs worlds by default now? Seems like an odd way to run a popularity contest, when people now don't know it exists in the first place...
Is there a way to detect the player's head OnEnterTrigger? I'd like to swap between normal BGM and distorted BGM when they player's head is underwater. I tried putting a cube trigger as a child of the Main Camera, since that tracks the player's head, but it didn't work. Anyway, I'd really like to make it so that the audio swap occurs while the head itself is underwater. I'm aware I could just make a trigger under the entirety of the water that detects player local, but I was wondering if there were a more precise way of doing something like this.
To track the player, you'll need to use a player tracking system. There's a premade one in the Toybox prefab pack, which you can find in the VRCPrefabs list in the pinned messages. The player tracker will follow the player around, and you can then put your trigger on that.
anyone knows how to make it so if a particle hits a player, it will trigger something?
I never really understood sound source, can someone help me? For some reason i can still hear the sound outside of Max Distance
Make sure you're using 3d sound not 2d
Is it possible to make worlds in the later version of unity where you can make shaders with nodes?
hey folks
i don't know what to do about preventing others access seat's,item's see trough wall's and pressing some button trigger's as well.
so is there anything i can do about to prevent those problems.
any tutorial or whatever
please help
@mild spoke The included shadergraph in later versions don't really work with VRChat afaik.
You also can't use a version higher or lower than the one VRChat tells you to use.
Are there any publicly available rain/rainy window shaders or prefabs?
@bronze smelt The biggest reason I want it is that finding shaders with refraction and proper water is just so stupidly hard if you dont pay like lots of cash. I dont want to pay for something I can make myself in blender in seconds...
There is a few good water shaders in the pinned link (database) that doesn't cost
In the shader tab
you can make a 2d rolloff by messing wit audio curves and still achieve a rolloff
just need to uncheck spacialization
@lone shell
@solid helm Thank you so much, works like a charm!
how do you save animations for ai target source changes?
it seems whenever i save the scene it automatically deletes within the animation and i have to replace the targets everytime
or i mean create a copy of the scene
yeah hmm I'm not sure in-scene gameobject references are a good idea in animation cips
You might be able to do this by using an editor script to instantiate the animator and animation clips within the scene, and let them be saved in the scene itself but that will probably be a headache to even figure out what is going on with things
I think better is use UI Button OnClick actions to modify the target property of the AI
or alternatively have the AI target some game object you make, and use some component that lets you follow another game object every frame
UI Button is basically Unity's version of an SDK right? or triggers within unity
kind of - make a new empty gameobject, add a Button component
to run it from a vrc trigger, and add an Animator with an Animation clip that has an AnimationEvent on frame 0:00 and select "Press ()" in the animation event
make sure to have the object turn itself off in the button's On Click functions , and then you use a trigger to SetGameObjectActive on this empty game object
what that does is turns it on, the animator plays its animation which Press()es the button which runs stuff and then turns itself off again
toybox and other prefab kits include a lot of examples of this technique and come with animation files to do this
https://github.com/Merlin-san/EasyEventEditor/releases/tag/v1.0.0 - good editor script for working with UI Buttons in unity
if you go to preferences you can turn on a little Invoke button that lets you run the button manually in play mode. really useful for testing things without uploading
If I export a package made out of Not Bad Cars prefab (all dependencies included), I don't need to import it in other projects for my package to work?
is there a way to select all objects reside's in game and empty game objects in unity hierarchy (except text,script's,audio source and other components) ?
how do you make 3d text occludabule?
Use UI -> Text is probably easier
Otherwise you have to duplicate the GUI/Text Shader code and make a shader with the correct texture for your font. Quite messy
ooy ty @balmy gate
Is audio trigger flaky? It doesn't seem to fire very reliably.
@sacred warren what do you mean by audio trigger? You need an audio source
How many audio sources are in your scene? players talking are also using audio sources, and unity can only have 32 active audio sources at a time
This. It fires, but seems to need a gap of several seconds before fires else it doesn't make a sound.
Only 1 already playing (background music)
it won't play if it's already playing
The audio file is only 0.25 seconds long, so it shouldn't be that, unless there's some sort of buffer cooldown.
you can use PlayOneShot I think if you want to play more than once
oh hmm yeah it would only be up to the length of the audio file
Hmm, not seeing any actions with OneShot in the name
might be one of those ui button things
or go back to doing the classic avatar maneuvers: disable and enable the component or game object with Play On Awake checked
VRC Triggers are such a black box to me: no way to test in editor. Useless docs just say "Triggers an audio clip to play on the selected audio source(s)"
Hmm, not sure how you'd do a two-part action given the VRC_Trigger menu there.
Use SetGameObjectActive false then another SetGameObjectActive true
of course you would need one audio source per possible sound
Does it fire them in sequence then?
yes
pretty sure at least. haven't tested this from a vrc trigger...
honestly PlayOneShot is what I would use...you just have to do the usual UI Button mechanics: enable an object with an animation that has animation event Press () on frame 0. UI Button does PlayOneShot and disables itself when done
I thought vrc triggers had a playoneshot action somewhere, or does everyone use UI Button
anyone knows how to make it so if a particle hits a player, it will trigger something?
Hmm, shame that that's far, far more long winded lol.
i believe under the particle settings theres trigger and collision. but i have no clue from thare.
wat layer dose a pickup need to be on to make it instanced to the player / not visible by other when picked up?
@prisma moat What do you want exactly
easiest thing is remove ObjectSync on the pickup
so it doesn't get synced with other players at all if you pick it up
dose a sword need object sync to interact through colliders with enemy's?
@bold ibex simple question, difficult answer. Is this for pvp guns? Because if so I'd highly encourage you to look into using the ProtectCameraFromWallClip script (AKA raycasting) from Standard Assets instead. Particle guns are horrendous inconsistent garbage
ai controler has sword set as target, bouth sword and enimy has isnear and isdmged colider to interact
i do want the other players to see other swinging the sword but the sword has a flashlight attached that i want only the person holding it to see
so i guess the quehtion is can you make a pickup have a synced and unsynced part
sword visible to player ...light not
in that case keep the object sync but make use of triggers. Have the light disabled by default, and then use OnPickup Local to enable the light and then OnDrop Local to disable the light
@cedar nebula working on a PvP world with guns so idk what to do.. but particle guns
Honestly this late in the year, I'd wait for Udon to come out saying it's only about 2 months away at this point. It's just not feasible with our current tools. If you really want to try now then yeah raycasting, there's a prefab in Jetdog's Prefabs for it just called "Rifle" if I remember. But you'll never be happy with particle guns, they are extremely inconsistent
I need some help: I am trying to build a (very basic) world but whenever I click "Build and Test", it just opens the standard vrchat client, not my world.
If you get a loading screen, then a black screen, and a loading screen again. Then it means there is something wrong with your world
no. it just opens normal vrchat and I can go to the hub world and there are other people
I am following the docs to the letter and it is not working
Then there could be something with the world. Try a new scene, but only do a simple plane and the VRCWorld prefab. If that works, then it's something with your current world
Or that ^_^
So I uploaded a new version of a world I'm working on, to find out it suddenly increased in file size from 90mb to 500mb+. Have no idea why. In the editor log (after build) under the file size breakdown, it lists "Levels" as being 92% of the bundle size at 1.5gb. Anybody know what could have caused this, or how to fix it?
It's important to note that I didn't change anything between versions except that I edited a small bit of an existing texture, and Checked "mirror ignores occlusion culling" on one of my mirrors.
If anybody has any ideas, please ping me
Levels tends to be static batching, never seen it that bad though. Is your world crazy huge or something?
Not really
and again, it wasn't that bad before
and I didnt suddenly enable batching
it's been on as far as I know, for a while
Not sure if it's been working properly because of lightmaps
but I don't think that it would be the cause of this seemingly random spike
what should I add to the world ID so the VRCportal puts you in a new instance instead of the same one?
trying to add portal of the same world it's in
but entering the portal only puts you back in that same instance
just put in a normal world ID and it should generate a new instance. That might only work if it's a public world though, unlisted worlds might feed into the same private instance maybe? In general we can't really customize portals that much
just updated my world... for somereson now i cant use the menu ..like settings or worlds.. like im forced in to vr settings when iv launched in dessktop mode
the menu works on other worlds just not mine?
only thin iv done new is a ui canvus with text on it i that wat borked it?
just knoticed the mouse blinking after trying the menu like it leaveing and reentering the game
wait i might of left a fps controler in the game ...cheching
im on dektop
desktop
i think the fps controller did it ...i hope
yep thats what it was lol
@cedar nebula So disabling static batching fixed the file size issue, but now my drawcalls are drastically increased...
It's weird because I was batching everything before, and the file size wasn't this big. It's really driving me nuts
you know what, did you happen to update the models at all? Static batching can get big if the models themselves are super high in tris
I did update the model to smooth the normals (because they were previously unsmoothed and I'd been meaning to fix that)
would that have screwed it up so badly?
I wouldn't think so but maybe? Go into play mode, point your camera at your entire world and check the tri count in the stats
but I didn't increase the number of tris between updates
anyway in the default position of my main camera it's reading 1.2 mil tris
I don't know if this is the right place for it but I've update my world several times and every time I try and do offline testing or publish the world again it still remains the same as it was the first time.
I've tried removing the SDK and putting it back on and transferring the world to a different scene, do I need to start a new VRchat account or something?
Entorix that's a lot of tris, try updating the models again without the smooth shading and see what the tri count is then? I know Unity counts tris differently based on seams, normals, etc
@bold ibex You probably have an error that's causing your world not to update. Go into Play mode and look at the console and see what errors it spits out, then try to resolve them (usually by deleting the script that's causing them). If you recently installed Post Processing v2, delete the Tests folder
okay ill have a look, thank u
@cedar nebula it's about the same as it was before I updated the model. I just have a lot of tris in the scene. Most of which are inactive at any given time due to occlusion culling and LODs
hhhmm then I'm not sure then. It's weird your static batching would suddenly get so massive
yeah I'm completely confused lmao
Does anyone know any good image upload websites that can do image link replacements for our VRC panorama? I tried google photos and imgbb, it does generate an image link but I can't modify the pic to retain that unique image link...
a service like that might exist, but honestly you'll probably have to host your own website for it
I uploaded my world and I could test it just fine, but now that I've uploaded it when I try to go there it sends me back to the hub, anyone got a fix?
Just try reupload
It didn''t work /:
Send the world id?
wrld_10195cc5-b317-49a1-9228-fceb54795390
What sdk version are you using?
2019.09.18.12.05
Oh actually just reset the world ID
how do i do that, just delete and reupload?
on the vrcworld object click the detach button
ok done, what now, reupload?
Can you go into play mode in unity?
u mean offline testing, because i can, i cant use to uploaded version*
theres a play button at the top of the unity editor
it just greys out the unity, is it supposed to load something
it worked, thank you so much
Is there a good shader for trail renderers to appear in mirrors?
I'm using standard but it doesn't appear
If you want it to appear properly in mirrors you have to change its alignment from view to local
and probably use a double sided shader
@ashen charm Can you screenshot how its setup? its pretty hard for people to help without examples
Okay will dm you since it might take some time to fix
Can't use custom scripts but something like that would be mostly possible
Theres only a limited amount of scripts that are whitelisted
Pretty much all the standard assets are
Plus some extra + the vrchat ones
most things are possible to do but have to usually find a minor work around for some things
How familiar with VRChat are you?
Im having trouble testing my world. I am following the docs exactly and the only thing in the world(besides VRCworld and Scene Descriptor) is a flat plane. Whenever i do build and test it just takes me to the vrchat hub world. IDK how to fix it. help
I can do basic modeling and lots of coding though
nvm i might know whats wrong
VRChat already has built in video and live stream players so you dont need to go through the effort of setting everything up
If your vrcworld location doesnt have a collider under it it will send you back to your home world
@signal turtle you can already find prefabs made by other players that do pretty similar things
anyone know why i get ppl flickering in and out in my mirror? i have mirror occlusion turned off on the mirror, is it maybe my worlds occlusion culling?
The occlusion in the mirror and your worlds occlusion uses the same data
weird cause on the corners of my view ill see myself start flickering in the mirror
Do you have the occlusion box on the mirror settings checked?
nope
you need to have it checked
@rain shadow Oh ok, nice. I'll have to track those down
i disabled it to see if it would fix it cause it was doing it even when it was checked
@signal turtle https://github.com/ziritsu/SyncVideoPlayer_iws or https://github.com/MunifiSense/Hangout-Player
First one has some issues but is what most people use
don't know much about the second one but I think it has ownership transfer which means any player can input a video url
yeah was having issues with that first one it would just disappear when u click video or stream, lol so went back to jetdogs and edited the ui panel
So when I disable and enable a object with a sound source inside it it stops taking the audio curve for consideration and just plays the sound no matter how far you are, is there something to do to fix this?
the world im making gets to the intalizing world screen then sends me back home is there a way to fix this
on the vrcworld component click the detach button for the world blueprint id
and make sure the vrcworld component has a collider under it
Why does the audio source for an object appear to be in the middle of the map, and not on the object you place it on?
The object is on the left and that's where the audio source is, so why is the audio source in-world all the way at the middle? (on the right)
Well double clicking the parent they all sit in takes me to here, which is where I'd expect. (this is what the arrow was pointing at above)
Is the issue that the position in the top right is actually relative to the world centre? (thus 0,0,1 is basically the middle of the world)
the island model isnt mine just a place holder for when i get mine made
Yes the origin of the mesh is probably way off from where the mesh actually is
Yeah, if I empty it and double click it, it's centre is the middle of the world
I can work with that now that I know how it works, thanks.
You can also still use Mesh collider on it
not your world @rugged schooner
yeah something like that would be better as a mesh collider
so remove the box collider and make it a mesh one
But where is your world spawn sophie?
and make sure your vrcworld component is above that mesh
yeah the vrcworld is your world spawn and if its misplaced you will have issues
no
k
in the world space
the scene view
move the vrcworld game object to where you want players to appear when they join the world
k
Once you've moved it send a screenshot of where you've placed it
Yeah thats probably good
Question. Can you have multiple planes of gravity in a world? Like, I could walk up walls as well as the floor?
Yes
Realistically though no
It has been done properly by one player which is CyanLaser, but its likely way to finnicky or for something like that to work in a world not built for it
He's done it in a VR world? I'd like to see, if so.
The map I want to add it on was made for it.
He hasn't made it available to use yet
Every Sunday at 1 pm PST/4 pm EST the VRChat world developer community get together to show off what they are working on. See some of the interesting new wor...
But you can watch this video to see how it looks and functions
👀
While I haven’t released a prefab, i have explained how it works multiple times. The issue is that no one seems to understand how to do the math part since it isn’t exactly obvious with what we are given.
Oh, you've explained it? Do you have a vid or tut?
I totally didn't fail math in school
The last hour of that video is mostly him explaining how its done
Ah, okie. I'll watch it when i get on PC.
But unless you're very familiar with how VRChat works and all the Vrcsdk functions its very likely not worth trying to replicate
Once I decide on something, I won't rest til I figure out how to do it. :pepehappy:
nooo my emojis
dont work here i forgot
well if you failed maths in school...this is like maths in college :P
i can do it if i just belieb
From what Cyan has said it doesn't sound like the maths part is difficult, just extremely unintuitive
So lots of experimentation to gain the desired effect?
Because it's not so simply stated?
The system itself is two pieces really. The first is giving everyone a station (chair) and using that to manually place every remote player. The second part is figuring out where everyone should be placed using math to determine your current world rotation.
I’ll just post a link to my write up on player base tracking, which is a requirement for this. If you understand the math for that, you should hopefully be able to expand into other weird things.
http://vrchat.wikidot.com/worlds:guides:player-tracking
Ohhh, interesting. Thank you, Cyan. 🙂
I made a world last year which was public and approved. But the unity update broke the lighting and I set it to private.
I recently patched the world and tried to publish it again. But It still reads 'private'. And I can't push it to the community labs either. Am I missing something or is there another procedure to make an already published world public again?
what layers do you need selected to make low quality mirrors?
so that it only shows the player
@broken kernel Running the latest SDK?
@bold ibex I imagine unticking environment would handle most of it. I'm just trying to figure out how I put that on a button...
@bronze smelt , Nah, I think the SDk is a couple of months old.
Thanks for the tip though, I'll try publishing again after getting the latest one.
Also, what's the world ID? You might have some tags on it that prevents it from going public
thanks!
@bronze smelt
Its wrld_76dbb00c-2f48-4d53-8d83-29396eba
@bold ibex environment won't have anything on it unless you put stuff there, so unchecking it probably won't do anything
Default layer is where almost everything from a world will be. You could uncheck that if you don't want to show the world
But if you want to selectively do just players, you want mirror reflection and players.
Mirror Reflection was your Avatar including the head right?
And PlayerLocal was your Avatar without the head?
@rain shadow thanks!
@broken kernel that world id is missing a few letters ^_^
So is it possible to modify the property of something VRC_Trigger? As it seems to have a somewhat limited list. I need to change a property of the mirror (i.e. disabling Environment reflections) but can't see an obvious way of doing that (and searching for anything vrc_trigger related doesn't help much).
If you want to change mirror states/layers you have to have separate mirrors and switch between them
each mirror with the different settings you want
@bronze smelt
My bad, here's the full id: wrld_76dbb00c-2f48-4d53-8d83-29396ebab935.
@rain shadow Ahh, that's a good idea. I assume as long as the object isn't enabled, it won't affect performance?
Yeah a disabled mirror wont have any performance impact
Hmm, that toggle logic is going to interfere with my "turning the mirror itself on/off" logic. Nope, actually I'll just put them in sub objects, ignore me
If you have multiple mirrors a good way of doing it is having a trigger for each mirror
Not being able to just write scripts to handle all this is... a little annoying. Then you could just do logic and checks and such.
and have the trigger to enable that mirror as a toggle and on the same trigger have it disable every other mirror
Yeah, I think I've got it, just layered a few things. So an "optimised" mirror would have what, the Environment layer disabled?
MirrorReflection layer only would be most optimized
as you would only see your self in it and nothing else
but like Phasedragon said MirrorReflection and Player layer
Mirroreflection if you want to see yourself, players if you want to see other players, pickup if you want to see pickups, and default if you want to see pretty much everything else.
The fewer you do, the more optimized it is
Are genuinely none of the rest needed?
Yeah its fine like that
Hmm, fair enough. Thanks you two.
Will just show you and other players + whatever your skybox is
That'll work then. Thanks. The "Stereo Left/Right" had me a bit worried and thought it may break VR.
Yep, that all works, cheers guys.
is thare a way to change textures on a object with a trigger? like change a blue box to a red box in game?
@prisma moat use SetMaterial
Does anyone remember how to get around this message? I'm receiving it again when I click "Build & Publish" or "Build & Test"
Only occurred after I copied my project and opened the copied version
When your world seems to be "jittery" and in Unity things are jumping around away from you when you zoom in on them, is there a way to fix this?
Can anyone point me to good resources or videos for designing a nice world space canvas UI? I know the basics of unity canvas, but I want to spice it up and make it look custom.
@bold ibex did you press F with a smallish object selected?
^ that's what I do, sometimes you inadvertently have a weird zoom level
I basically am having this problem after I upload. It's not just in Unity. Doesn't matter what I focus. When I upload it, I go into the world in VRC and the whole world and my avatar are vibrating basically. So weird.
is your ground a rigidbody or something?
I'm trying to imagine how that would happen
Seems to do with camera distance and scaling. Like, I'm trying to upload with VRCCam being my new picture and it's acting like there's more than 100000 units of distance from the camera to the back of the scene. I don't believe my project is that big in scale.
you can see in the camera preview the top half is the skybox because it's clipping the maze in half lol
But it's max distance is set to 10000000 lots of zeros basically, and being at 10000 is what i usually set it to and that's like, the very front of the maze, I know the maze is not really much more than 10000, so I'm confused
Ok so that was the near clipping distance being set to 0.01, apparently that's too low. It should be more like .3, but yea, it's really the camera being stuck to my face when I go into the world that's mysterious to me right now. When I turn my head, it grabs the skybox and turns it and whatever else is in my vision with me. Only in this world. Something messed up. Trying to replug-in the reference cam into VRCWorld and such, but I can't think of much I could do to even troubleshoot it otherwise.
are you getting floating point errors lol?
That's precisely what's going on, something must be doing behaviour like that but I don't see any errors, no.
https://youtu.be/IlCwKZT3UJg this is a video of what's happening in-game, it's happened with old worlds of mine, before, too. I could never understand why, but I assume it has to do with the scale of the bounds for the world being too wide, so I'm going to try to reduce it. I'm not sure otherwise.
In Unity it feels like I hit the walls zooming out when I have nothing selected. Like max zoom but I'm still halfway in on the picture. What causes that?
Somehow my project fell down the y-axis pretty far without being obvious about it, was 20000 units below zero, so I guess that is the effect. lol. At least I hope that's the problem. It would make sense, you'd be perpetually respawning and frozen just like this.
that's probably the problem! - it looks like jitter / floating point errors from being too far away from the world's origin
usually you can tell because the VRC UI also goes sicko mode
This is a bug Planet Explorers ran in to and it basically made the game unplayable over time.
Anyway, question: when baking lighting, emissives seem to get baked too which is what I'd expect, but the amount of baked glow is disproportionately low compared to how bright the emission itself is. Is there any way of correcting for this?
Increase light strenght maybe? Or create an occlusion map (maybe)
so some worlds apprently have 3rd person cameras for desktops now
does anyone know how to implement those options?
it's a prefab, check the pins for the vrcprefabs database and it should be in there
thanks alot
Does someone know if theres a way to get the audio that a player is hearing+his own audio/voice, and replicate it in other location? to combine it with a camera and have POVs of players, for transmiting them on a screen/quad
as far as I know you can't broadcast voices
@royal shell using CyanLaser's gravity changing trick: a desynced mobilized/immobilized station, moving the player to the place where you want his voice to come from... possibly can be combined with an player voice mod to amplify the voice and increase the range
you'd need to do some tricks to render some copy of the player in the original location if you want to see them where they should be
(My system is for manually controlling where you see/hear players, if you want to see them and hear them in different locations, this will not work)
I mean if you're ok with some weird projector trick to render a copy of them in the original location
it might be possible with a shader that reads the correct player position from a render texture... the only downside of projectors is you cannot access the original texture, so either you do some screenspace copying or you can make the player kind of a hologram while this effect is happening
I would like to have POV of players while they are kart racing 
this is for kart racing? what is the intent behind the voice thing
you may be able to get a sufficient effect by using voice player mods to make the voices 2d or cover the whole map
My system isn't worth that. Have cameras for POV and increase voice falloff
^
I was expecting more like a concert sort of thing where you have a player on stage but want the voices to come from speakers
It was for having a more interesting thing than just video, but if its that hard to make welp hahah 😁
the new voice mods system gives lots of flexibility for how voices are heard...
but the only thing is everyone in the world will hear the voices in that case
yeah thats the problem
you do have the players captive in stations...are they in the racecars and invisible? I mean you can then just locally enable a FollowTarget script to position the stations all in a wall behind the TV screen. and move them back into the cars if you leave the TV room
it wouldn't require cyan's whole system since you already have racecar drivers captive in a chair ;-p
just somewhere behind the wall if you clip through there will be a pile of racecar drivers in chairs awkwardly floating there
but yeah you can't easily make players visible in two places (aside from one of the crazy shader projector hacks).
No solution is perfect. Think about what's most important in your world. If hearing players all the time is important, maybe easiest to make all the players voices cover the whole map
that's what phasedragon did in his racing map and it worked pretty well IMHO
Hmmmmm maybe I could just do that (infinite voice range), and thinking about it, I would like to hear all the players on the map because its big and easy to get lost XD
Just letting people know that an updated PropSpawner prefab has been added to the database. This version should be much lighter on network traffic when people leave the world (shouldn't see lag).
PropSpawner is a system that spawns every player an object upon joining the map. When a player leaves, the object is destroyed.
https://www.dropbox.com/s/ijrdc1wyh5hvb3i/PropSpawnerV2.unitypackage?dl=0
so the 3rd camera prefab dont really work for whatever the reason
i think its because its missing some scripts but cant figureout which
anyone have the same problem?
Standard Assets
@red magnet almost all prefabs require standard assets. it's free in the unity asset store and one of the few sets of scripts whitelisted by vrchat
usually says in the readme or download pages
i already have the standard assets installed
and the toybox asset which was required as well
hmmm
ill try and reinstall
So I added a few things to my unity world (a tree with way too many polygons) and now i cant build and test the world, it just goes black after pressing go in vrchat. I deleted the tree and the other stuff I build and deleted the assets and it still wont work
anyone got a solution?
Any errors in the console?
nothing in the red, it just says a bunch of stuff in the vrchat folder isnt being used
oh nvm i fixed
anyone know what I should change inorder so people can hear the bonfire louder the closer they get to the range?
it seems the sound only plays when I step directly on the fire and when I step off, the sound stops.
Hello. i am having some trouble with world building. Im trying to create an audio source that will trigger when a player walks through it without having to use an animation. How would i set that up in the VRC-Trigger? im also having trouble getting the audio localized to one spot, instead of playing map wide or not at all. Thank you for any help you can provide 🙂
I am trying to upload my world and its saying this like what. im trying to build and test but it wont let me.
will trigger when a player walks through it
try
VRC_Trigger OnEnterCollider Local
@bold ibex check the unity console for errors
You need to link the sdk to the location of your vrchat client. Go in settings and click the edit button and find the vrchat.exe.
Is it better to model the world in Unity or can I model it in Blender3d and just set colliers in unity? I have little unity knowledge but comfortable in blender
Better to use blender
And if you use what Tupper said here with overwriting fbx files in unity its pretty seamless to edit externally and then have it update fine in unity
Nice, thanks a lot man
@severe frost check this box
Does that work? I have to uncheck "Enable Spatialization" to use the volume curve
yeah that works, you should only uncheck the spatialization if you're trying to make 2D 'background' audio
@ornate parcel you can do either, both methods are valid. However it's worth noting that if you create the entire world as one big mesh, then you won't be able to make use of occlusion culling. Best to separate meshes by rooms so that they can be culled when not in view
anyone knows how to make a trigger activate when player clicks respawn
Create a trigger that enables an object at spawn that has a collider once they leave the spawn area@bold ibex
we don't have an OnRespawn yet
alright, thanks!
im in the last few steps before uploading my world, after finally getting my baked lights to look ok enough, i have just discovered that some of the props in my world that have vrc_pickups on them no longer work, they are just cubes with models as children, i havent touched them since at all. the cube will move, just not the model under it.
@cedar nebula most of my audio sources are "semi-2d", so I assume I can't enable spatialization or it will ignore my own spatial curve
I've also found that if I have too many audio sources with "Enable Spatialization" checked, player voices start cutting out when you're near them
well I don't think it's just from spatialization, it's just something about the VRC Spatial Audio
yeah that's a problem, you can't have semi-2D anymore I don't think. It was a bug introduced along with the spatial audio component, if audio is any % 2D (even if it's like 99% 3D) it's global audio.
The voices cutting out is probably because you have too many audio sources in general, Unity can only handle 32 playing at once before things start cutting out (this includes player voices)
well I only have 3 overlapping at the spawn and voices cut out there
there are 3 overlapping by this fountain but the voices are chopping
note that voices are fine if you get >10 feet away from people
even if you can't hear the audio source it still counts. So if you're at like 30 total active sources across the entire scene and 3 people join, you'll have problems
that makes more sense
do inactive ones count?
I counted and I have 29 active sources
if it's not playing anything then it's fine, it's only the ones actively making noise that cause you issues
ok
this definitely wasn't an issue with ONSP though
the day I converted to VRC Spatial is the day voices started failing
all are 128 except the music which was 0
so I should set them to 256?
also the output is not set to Master, I assume that's not necessary
I'll try audio zoning then using triggers to turn audio sources on/off
need help with a checkpoint system I'm making 🙉
I want to do a Set Parent of a spawned object to NextRP (next respawn point) when a player collides with Checkpoint. Every player has his own spawned object.
I already made (partially) the logic for when someone triggers his respawn, NextRP changes location
Is it possible to make UI Button as toggle?
I'm trying to make a ui button to enable or disable a mirror
or does it not work with just 1 button?
trying to do the same with background music but im not too familiar with UI stuff yet
There is another UI function called toggle, which is basically just a button that toggles, why not use that?
personally I think the UI toggle is ugly as hell. Remember you can activate triggers from UI buttons, so just have it feed into a local toggle trigger. Maybe set up a state machine to give it some animation flare
Base unity UI is pretty ugly but pretty much all of it is customizable
just takes a few minutes of messing with it to make it look nice
thnx I think I got them working
hello again
I have one final problem in my map
I made this box area so that if you exit the area, the mirror will turn off
but it seems to be conflicting with the laser pointers for the UI buttons of the mirror
so the laser pointer on the player's hand in VR doesn't show
but when the player steps outside the range, the laser pointer is visible again
and can activate the UI buttons.
how do I fix this?
On desktop the UI buttons work perfectly fine.
@severe frost one way is use the MirrorReflection layer. I believe that layer will not interfere with interaction
thankyou, I'll go and try
what was the steam command to make vrchat automatically start in desktop mode?
and would this carry to test building?
--no-vr is what it actually uses @vapid badge but the helper script is good
I tried that but test build still launched in vr
You have to set it to run through the helper script
Will say windows script host if you did it correctly
@severe frost you should change the affected layers to "PlayerLocal" as well
does anyone know what i need to do (how long i need to play vrchat) before i can start uploading
what components do I need to have an interactable object change avatars?
just the sendrpc and the avatar pedestal script?
i don't want the portal
@drowsy rampart You need to be at least New User to upload your own stuff and at least User to be able to publish to Community Labs. Ranking up is mostly just a matter of play time, exploring worlds, and especially people friending you. You can get New User in about 2 good play session, and User is about 1-2 weeks
@open thicket I'd look at the avatar pedestal prefab that comes with the SDK, but off the top of my head it should be just sending an RPC to the pedestal component, I don't remember which one it was, I think it was like EquipAvatar? Definitely double check with the prefab
I have a very dramatic issue with my world. When you spawn you can't open your menu and your vision is static. When you move your head in vr you don't move at all. You cant also control the character anymore.
I can't explain this to myself since there is no special or weird scripts in there.
those are all independent objects which are no children to any other objects
myroom_v4 is the mesh of the whole room
are you using mesh colliders on everything ?
So I have to point out one thing: This is a scaled up version of an older world, it's basically a giant version of it. I was using it before with this amount of mesh colliding.
The other world exists and is working still.
mesh collider is on everything yes, but the vertex count isn't as high as you would expect, it's usually very high fps
if the whole photogrammetry scene has a mesh collider it's very easy you're stuck in the super complex mesh collider
it's better to make a simple version of the scene with box colliders for colliders so unity can move along the surfaces smoothly
it's not the problem, I've tried before with what you are suggesting
it's very easy to get completely stuck inside them
and as said, there is another world with the same mesh, working perfectly fine. Here I have only scaled everything and added some rigidbodies
(mesh colliders of scanned objects)
it's the exact same object at another scale
in that case there's no real reason for this issue to exist
it's really better to always avoid mesh colliders
maybe a player controller in your scene ?
if you can't solve it then try remaking it in a clean project
if you want to check if it's the collider causing it, turn it off and only add a plane collider as floor and see if you can move around
if you're still stuck it's something else yeah
so i made a copy of the scene
there's nothing in it anymore. only a cube and a VRCWorld typical object
it is still happening
if found out what it was. The world was very far down below 0 on the y axis, thus making the player respawn constantly because of the world limit
I managed to make my checkpoint detector and respawn 💪 💪 💪
It shouldn't be a problem that I created 1 layer for each checkpoint, right? theres no limit for how many layers you can make, right? 😰
not sure if you're just joking but just in case, you only have 10 custom layers to work with. I don't think you'll ever end up using all 10 though unless you're using some wonky prefabs like Archery
@royal shell and you know about the combination of Player Tracker prefab from toybox and the standard asset "Follow Target" which you can assign the "PlayerHandle" game object in the slot and put a Y offset like 1000, 2000, 3000 etc
and that way each Y value can have its own set of checkpoints and be used as like another type of layer
though maybe values like 100 are better because if you make them too big you get floating point error (rounding error)
What can i use to make an underwater texture? so it looks like your underwater
To give more description on what Lyuma is talking about, here is the wiki page on detecting objects:
http://vrchat.wikidot.com/worlds:guides:object-detection
@misty sable easiest method would be to use Post Processing v2 and make a volume for being underwater that makes your screen blue and maybe add some short depth of field so everything is slightly blurry to sell that underwater effect. If you haven't used it before here's a great guide https://gitlab.com/s-ilent/SCSS/-/wiki_pages/Other/Post-Processing
thanks appreciate it
I (and many others) would recommend avoiding DoF. It has a tendency to induce nausea in VR. I've experience with this personally. Went to a world where you could go in the ocean and when everything goes blurry, I start to feel sick. I advise sticking to color grading for your underwater post processing.
Does anyone know how to make a flag in a world?
Pole + subdivided rectangle + cloth physics = flag.
Can you please be more specific.
https://www.youtube.com/watch?v=45n7_xboZJU
You should be able to make it based on this. Just beware that cloth is using CPU, so will affect performance if there is too much happening
Alright thanks.
Hello, does anybody know how stickers from VRChat Hub work?
So, there's a bug with emissions not baking into lightmaps when using the inbuilt light rendering systems. Does anyone know how to get them to work properly?
Anyone know what could cause a world to take awhile to initialize in vrchat? Trying to hunt down what it could be
Was fine until I added a video player and a chandelier so I tried deleting those and clearing any dynamic materials/prefabs but that didnt fix it
U.S. VR World/Environment Creators Needed ~ Paid ($400) Bulletin Board Research ~ I am not a bot! DM if interested
@ashen robin but you are fake...
Nope real recruiter!
@sacred warren Don't bother with emissive materials if you are using progressive lightmapper
Barely works
ButWhyThough.gif
Because it would be too easy if it just worked™
hey, so i uploaded my world and i can see it on the website but i cant go into it from eather the website or the game itself when i try lauch tge game from the website it sends me to the place that is my home and when i go onto the game i cant see it annywhere
what version of unity do you have
2017.4.33f1
That's why, wrong version.
Well, that may be why, but yeah - https://docs.vrchat.com/docs/setting-up-the-sdk
Requirements We're going to need a couple things before we can get started. - Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1 If you have Unity Hub installed, you...
but when i looked on unity hub it dident have the version it said i needed so i got the closest one to it
You need to grab it from the Unity site
@jovial charm initializing world is usually the time for decompressing textures and audio. If you have large audio files, it might take time. I haven’t looked into other reasons but network sync might be related.
oke its still not working eventho im on the right version
Check the vrchat console or output log after enter/exiting your world. It will tell you the reason
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
well its a verry long list with alot of errors
but when i played the test mode it worked so idk why it would have so manny problems when i upload it
Alright ik I compressed my textures could that be some of the reason, cause I have no audio, other then for a video screen @left marlin
@drowsy rampart if you have errors its probably not building and updating your world file properly
can you click the play button at the top of the unity editor?
@rain shadow i can but it doosnt realy do annything
does it bring up a message saying something about errors?
no
so it does go into play mode?
yea
altho when i go to build tab it gives me an error saying couldnt load world also when i build and test it it says that eventho im abe to play it normaly
So some things you could try - Make sure your vrcworld component has a collider under it where the player can stand when they load in
and on the vrcworld object find the button that says detach and click it
then try uploading again
also double checking which unity version does it say in the top of the window?
well i just clicked on vrc world and saw this
dont need to worry about that
oke and when i say a collider do u mean like a mesh colider?
oke and i cant find the button u said is suposed to say detach
there should be a component on the vrcworld that is called pipeline manager
oh oke i found it ill try uploading it again now
thank u so far tho
nicee it worked! thanks so much
Delete your script there or add
#if UNITY_EDITOR
At the top and
#endif
At the bottom.
sorry i am sort of new to coding too, how do i do that?
delete the object2terrain script
kk
search for it and then delete
i dont understand this, i want to make a trigger zone that teleports the player, but its just does nothing
did both, onentercollider and onentertrigger
both didnt teleported me
to detect players, change Layers to say "PlayerLocal"
default will detect when some world object that's not a pickup goes into the collider
which will almost never happen especially since that object would have to have a rigid body on it
this?
in the trigger
oooooh
under Delay in Seconds
actually not sure if the unity game object layer you circled matters
on enter collider is the correct trigger?
um I think players have an actual collider
OnEnterTrigger is for colliders with "Is Trigger" checked
might also detect players, not sure
wait another important point, set the layer of the game object with the BoxCollider on it to MirrorReflection
because any other layer will break the user clicking on buttons while inside it
I think that's how you do it at least
in the trigger zone are no buttons
and there are no buttons anywhere near that trigegr zone
sure, but if you ever added one they would break inside
also breaks the handheld Photo / Stream Camera
ooooh
so still a good idea to use MirrorReflection in case people want to take photos
uhm
super weird poorly documented knowledge, just something I have heard...haven't tested it myself
but they cant take photos in that trigger, because they will get teleported once they enter it
You the trigger as OnEnterCollider
but your box collider is set as trigger
change your trigger from OnEnterCollider to Trigger
oh so you have to use OnEnterTrigger in that case sorry
I want to make a chair you can also grab. How do I do it?
Seen it in other worlds, but simply making a chair with rigidbody and grab makes them destroy after having the world uploaded.
Object has another object as child. Child has the chair objects in it and the Station and so on.
Parent has the rigidbody and pickup in it.
I would guess that it doesn't have a collider and is just falling through the world and being destroyed at the respawn height
On the VRCWorld component theres an option to change the behavior to respawn instead of destroy
@rain shadow OH, you were right :'D
i havent done any world/avatar developing/editing in like a year so i kinda forgot how to added mesh based collision boxes on objects in unity, how do i do this?
im trying to touch up and finish a world i made last year but never finished, and the chairs for some reason when i or others sit in them are halfway through the chair so i want to add mesh collision to the seat so that doesnt happen
chairs u click on and can sit in
On the chair there should be an enter point object
i can screenshot if need be
just need to move that up
learning new things everyday Lulz, even tho i worked on and retexture stuff alot last year i still was pretty new to the advanced stuff
so where should i position it?
well kind of have to guess
move it up an amount that you would think make it so the issue of being halfway in the chair no longer happens
ok thanks
So suddenly my world started doing this to anyone leaving it 100% the time. Everything else is fine afterwards even the loading screen works after you leave the next world.
Anyone have any idea how to solve this? 😅
Tried with 4 different people leaving my world happens 100% of the time
I can only think that you might be doing something weird with your skybox/lighting tab?
Only odd thing there really is lightmap count
Oh that's because of lods on objects
Objects with lods make their own small lightmaps
Would probably just need to test a bunch of stuff to actually find out whats causing it
Could try change the skybox to the default one
I'll just delete it because my world doesn't have a skybox
and in the bakery tab hit the bottom button that says update skybox probe
I'll just set it to none
It's technically all inside so I'll try if this does anything setting it to none
Oh that actually might have worked
Let's see if I upload the world if it still works
@rain shadow that actually worked thanks dude wouldn't have figured it that fast without you 👍
So what was it? skybox or bakery skybox probe update?
Just removing the skybox completely worked
Good to know that the bakery skybox causes that issue
incase you would ever want to hit people with a wall of pink for trying to leave your world
Yeah 😅
It seems to be resolved, but using bakery will somehow keep your skybox when exiting. It was really interesting when this was first discovered. It was never the missing shader color, but just some random skybox.
Most likely because my skybox was just empty one so it didn't have anything to replace or something ^^
so i just updated some stuff in my world and uploaded it but ingame the updates arent showing at all, why is this do private worlds/non public worlds now go through a process instead of updating winthin a minute? since last year whenever i updated my worlds or avatars by the time vrchat loaded up everything would be updated
check your unity console for errors, most likely a bad script prevented the world from uploading correctly. If you recently installed post processing v2, delete the Tests folder
i havent used unity in "roughly" a year
so everything is technically in fully functional order have a few false positives mostly due to the sdk being auto updated for some reason when i loaded it up earlier (cause for some reason i had to re-sign in to unity and re-register my computer to my account
are you using the right Unity version then? We're on 2017.4.28f1 now
it seems for some reason when it auto updated it went to version 2018.6.21.13.02
is there any way to disable the sdk auto updates as i dont want to risk breaking all my other 30+ avatar & worldprojects
i still use the 2016 sdk for my avatars as when i used the 2017 ones last year it broke most of my avatar projects and i had to start over on alot of them
The sdk shouldn’t auto update.
And to be clear, unity and vrchat sdk have very similar naming schemes based on the year, but while you are supposed to use a specific "old" version of unity (2017.4.28f1) you should be using the most up to date vrchat sdk. If you are actually using an sdk from 2016 or 2017, it is very out of date. Make sure to follow the proper procedure when changing vrchat sdk, which is closing unity, deleting sdk from your project, opening unity, and reimporting the new sdk. If you keep unity open while deleting or if you just import the new right on top of the old, things will break
before it broke no matter how i removed the old sdks thats why i always stayed with (i mightve said the wrong sdk version that i used i think not sure) i need to find my old working sdk
sadly removing the current sdk i had installed removed alot of the important world objects like floors/walls/ceilings video players and the like, after importing a working sdk i got walls and video player back but they all default and no idea what settings i had used before
So, i made a world public by pressing the community labs button on the website. I want to make updates on it, but when I go to publish the world from unity I see the community labs button there. Im afraid if I publish it will make the world private again.
no it's good, you can make updates and it won't be made un-public
@dawn kestrel Never ever ever click "apply prefab" on a prefab that was imported from a package.
The changes you make to a prefab are stored in the scene, it will keep track of it. But as soon as you apply prefab, it will stop keeping track of those changes in the scene becaue it will save those changes to the prefab. Then when you delete the package, it deletes your changes
i havent seen a apply prefab button before
What setting on an object would enable it to stay where the player puts it? (Like cigarettes, or costumes at the VRC Hub)
Does that have to do with the player tracking prefab?
Yeah that uses player tracking. It's a bit complicated to setup though, you basically have to have it so when you use the pickup it reparents to the player's head. You have to use UI button shenanigans for that
ohh okay. meh! Nevermind that.
for a lot of objects at once, put them all under one parent object and give that an animator with one animation that sets the position and rotation of every object. Have the animator component be off by default and then to reset everything just enable it for a second and then disable it again. The animation will force all of the objects to go to their animation position
oh, I was thinking about rigidbody objects. I found out now, but thanks for the help.
Yeah this still works with rigidbodies. I'm sure some people would disagree with this method but if it's a lot of objects then it's just a lot less hassle, compared to having to setup trigger systems to teleport everything back for each individual object
How do you make it were if you drop an item it respawns to its original place?
Easiest way to respawn objects with a trigger is to just have one trigger that teleports all the objects into the respawn height under the map
@tacit radish and you could use that same method on all your pickups, just have an OnDrop condition trigger that teleports that object to a point under the map
Just make sure you have object behavior at respawn height on the vrcworld as respawn instead of destroy
If your pickup has the object sync component on it the vrc trigger will show the methods you can use on it
under the events from scene you should see your pickups
You could also just set the trigger to SendRPC and do it like this
Alright thank you.
hi there
is there a way in unity to turn on something so i can see what object,shader and particle causing lags i mean fps drops ?
roger that

Ok so I've had people tell me they can't see the labels on the buttons in my world, but they appear fine for me. Has anyone experienced this before?
Hey, has anyone got an idea on how to load a video from a list dynamically rather than pre-loading the entire list of videos when you join a world. I'd also like the buffer to be cleared so when new people join they don't download all of the previous videos.
@sacred warren is it desktop users that cant see the labels or is it everyone but you?
One guy I was speaking to was on an original Rift.
and @dusty fjord Yeah you can do that pretty easily but also having video urls loaded isnt the same as downloading them
How are the buttons setup?
@rain shadow currently i've got a video player with 200+ videos and 200 buttons that play the video player at a specific index
And they're all listed under the video player component?
yep
could use this method
but you would need to make a trigger like that for each video url
so on every button, clear the video player and add the url?
what about playing it? will it auto-play?
You would probably need to manually play it after the url gets added
i've seen a couple of worlds that have a loading bar and they play it when it's ready, how is that possible?
Triggers an animation when you enter the url
used as an offset for when it tells the video player to play
because if you do it too soon after adding a url it will interrupt the url loading
but the animation is of different lengths depending on the video
it somehow knows when it's ready to play
It knows when the video plays
how? sorry if that's a dumb question but I couldn't figure that out
are you talking about this one
yeah one like that
but I don't want custom url input, I want to select buttons that play specific videos
Its all just animations
okay
and how does the animation know when to play? or is it the same time each time you add a video
The animation is 5 seconds long on this one
at the end of the animation it activates a trigger that plays the video
and in my example above with the trigger that would let you make buttons that play specific videos
okay.. hmm so what's the easiest way to play based on a 10 second timer?
also is this fine for the video player ? i've removed all of the videos
or should it not play OnNetworkReady?
for some reason im not able to change this no idea why.
how do i change it?
im wanting to change Green_Board_Dif to Green_Board_Dif4
@rain shadow cheers, that's what I was thinking 👍
is the play onnetworkready okay on the video player?
and i'm having a problem where the url field on the AddURL rpc is not saving the url
If you have your on play method is not really needed
everytime I press enter, it clears
thats strange
@dawn kestrel What kind of game object is that?
Or whats the imported file type
its reimported due to the update and watnot
is that object in your scene?
its a posterboard or atleast thats what i been using it for i have several of them but wanting them different so that way they dont all have same image on them
btw, if it takes longer than 5 seconds to download for some people, will it still play?
I personally use 6 seconds delay and have never had any issues
here is screenshot of the items in the asset list
But can you drag them into your scene and edit them?
oof ok so that why it wasnt working i was doing it wrong Lulz thanx 🙂
@rain shadow for the play trigger, are the targets set up properly?
Change target to owner
cool, and for the video trigger. your screenshot is MasterUnbuffered, but what if I want anyone to be able to set the video. is alwaysunbuffered okay? and what about the targets
They both should be set to owner
that means the the person who has ownership of the video player will execute the trigger
the target for both should be owner
and have the trigger itself set to alwaysunbuffered
Its not the best way of doing it and I'm not 100% sure if it will work properly but it should be fine
ok - so this is the button setup (both actions are set to owner)
and the play trigger
Yeah would just have to test really
I've never used a setup like that but I'd imagine it should work
cool, i'll test that, ty
hey @sacred warren
if you didn't you can try to put on those labels component "object sync" and i think they shod see it as you do
good luck
that works @rain shadow but if I rejoin the world, I get a bunch of youtube-dl processes spinning up for the videos that were pressed before I joined
yeah if I leave the world with someone else there and come back
both on the updated version?
So are the previous videos actually loading?
yeah it skips through them all I think
World id?
wrld_1fc30b59-c70e-4502-b843-a8782c4baf31
@raw vessel Is that normally needed for the VRC_Trigger labels?
@dusty fjord Can you check your output log because it shouldn't be loading more than one
might not even need to
Pretty sure its working fine
i'll check the log
but it definitely had loads of youtube-dl processes from the button presses before my rejoin
@sacred warren If its the vrchat interact text having issues its probably not something you can fix
It could be that something is rendering over it but if only some people are having the issue thats probably not the reason
also @dusty fjord if it wasnt the first world you joined into you may have been seeing the processes lingering from a different world
it was the first world
How many processes did you see show up?
they kept finishing, but in total i'd say around ~20, and that's because i rejoined after 1 minute and told the other guy to click through the buttons while i am away
Add a next or previous function to the video player and see if its actually clearing them properly
if it does work clicking next will just restart the current video
alright
I assume it is, as i changed the play trigger to playatindex 0
does the video player need to be disabled and re-enabled to clear properly?
no
okay
yep, previous and next just restart the current video
@rain shadow so I restarted VRChat, opened a new portal for the other guy to go through and click some videos, I joined after 1 min and had the processes load up
@dusty fjord you should be able to make all the rpcs local
Since SyncVideo stuff handle their own syncing
so change all the video buttons to local? @balmy gate
instead of AlwaysUnbuffered
and what about the custom play trigger?
Play might need alwaysunbuffered not sure
If its local only the owner of the video player object will be able to trigger the functions on it
so it's set to AlwaysUnbuffered but for some reason the logs show AlwaysBufferOne
Fair enough, you're using broadcasting to tell the owner to add the videos
The playlist is a separate function that VRChat handles
Yeah an always buffer one will kill you
Oh btw do not ever select multiple game objects in the unity scene
The AlwaysBufferOne thing you are seeing is VRChat handling the video playlist
The instant you multi select objects with triggers it will change their broadcast type to the same
I only duplicated the buttons
the original button was set to alwaysunbuffered
button trigger
play trigger
Can you change the target of the AddURL rpc to local?
sure i'll try that
Right now possibly you're telling everyone to add a video and everyone then tells the owner to add it.
Local should still work if you are the owner or in your case the master of the instance
Another idea is make all your buttons local and all rpc targets local, then add sendrpc TakeOwnership at the beginning before the clear
So basically anyone who clicks a button takes ownership before clearing
TakeOwnership rpc must Target all I think
what about setting this checkbox?
Oh yeah then you don't need to do your own TakeOwnership
Try it
And make it all local
@balmy gate will setting the rpc targets to local work? I thought video player stuff only works on the owner of the room
oh nvm, take ownership of action targets
so you become to owner of the video player?
is the play trigger fine as it is?
Maybe? My philosophy is local everything, only use non local if absolutely necessary
If the takeownership works properly it should be fine having play as local also
so I should try this too?
Also dynamically adding videos: really simple. Make UI -> text input field. In On End Edit(), add 3 actions;
onehas a vrc trigger and ExecuteCustomTrigger which does Stop, Clear and take ownership of action targets
Next is vrc_SyncVideoPlayer -> AddURL (dynamic string)
Finally Your ExecuteCustomTrigger Play
So you'd need a new custom trigger just for the stop and clear bits
I want buttons with preset links rather than custom url entry
so with the takeownership method only the master can change the videos
and the youtube-dl processes all spun up, but they disapperared very quickly
because there were only 5 button presses before I rejoined
tested it again after a few mins of the other guy pressing buttons, had about 30-40 processes, and it went through them before the video started playing
I'll do some testing in a awhile to see if theres anyway to prevent that
Doesn't seem like that should be happening
oh actually @dusty fjord when you click the videos do you wait for the video to load before clicking the next one?
or to start playing I mean
yep
Did you try stop before clear?
The only thing I can think is somehow your triggers are being buffered...and maybe if you used UI Buttons instead to add the url it wouldn't be possible to buffer them because they aren't added by vrc triggers
Just theorizing based on the fact that all widely used video players have control panels using ui buttons
And you can still have hardcoded urls, just put AddURL and type in a url into the button
Though you would need to do the TakeOwnership bit then. Sounds like a lot of work. Maybe someone else knows more why this happens.
Would be so nice to fix that spam when you join
From doing a little testing I don't actually think theres a way around it trying to preload unused urls
😦
Maybe it would stop doing it if you spawned and deleted a new video prefab each time you selected a url
yeah I think that's the way it's supposed to work.. I checked out the prefab used in room of the rain
and I think that's what the prefab does
thats not what its doing
When it says delete its a little misleading
Yeah I think doing that would make it worse
I assume whats happening though is that they have it setup so the videoplayer auto buffers urls for late joiners but each url remains buffered for late joiners even though they aren't being used in the active world instance
Hello, I've this error. I've already fixed that by the past but I don't remember. Please, help me 
Can you hit the play button at the top of the unity editor?
Yes
no errors?
My map is working
Sdk version?
Any errors in console?
Make a new build and check the console for errors. Usually a script couldn't compile or an asset is bad and it will prevent the entire build.
No error pop up, I gonna reboot my Unity wait
@left marlin Do you know how events are buffered?
Uh, what do you mean by how they are buffered? Do you have a specific question?
Is the buffered event data stored on the masters client and then sent to late joiners?
I'm going to say yes, but I have never tested it. I only assume so since recently I have seen master clients lag out whenever anyone joins and then after some time they recover. Also there was a statement in the log a while ago that said "Master client unresponsive" and wouldn't let you enter the world.
Assumed thats how it might work
Having the ability to clear or manage buffered events would be nice
Yes, but you can get around it by using AlwaysBufferOne and having one for doing the action and another for undoing the action.
And only the second one remains buffered?
That doesn't exactly work for things like video players though...
Both will be buffered, but the second one should do the exact opposite of the first so the results will cancel each other out
Always Buffer One need to be very exact and explicit to be used properly. If they are explicit, then the action can also be undone.
@rain shadow The teleporting the object didn't work is there anything else i can do?
How did you have it setup?
Hold on.
just tried it and it works perfectly for me
Just scrolled up, was the suggestion TeleportTo? Using it can be buggy at times
Buggy based on if you are still working in the scene
If you ever move the destination object (parent structure, not sure if position/rotation breaks it) it will fail.
Pretty sure that will fail if the instigator isn't the owner
Picking it up doesn't make that person the owner?
Didn't see the on drop part
But will it respawn for everyone?
Doing it like this makes it so you dont have to animate positions for every object you want to have this behavior
yes because of the object sync
Alright.
The new sdk has Respawn as an option now
You should be on the sdk from September. that is the newest
oh it does
2019.09.18
While this works for one object, I don't recommend using teleportTo to an object under the void for a large group of objects.
I have seen some worlds with a lot of game objects that do that and the entire instance stops for awhile
I have that SDK already how do i set up the respawn event?
Doesn't need one
its basically the same thing without the extra teleport step
since you can just tell the game object to respawn directly now
no reason to use the other method
For the mass teleport to the void, it has the potential to kill the instance due to all the physic objects being at the same location. This can cause the always grab indicator and make it impossible to interact with things
Seems like there would be no need to ever do that anymore though
Didn't work i don't know what to do.
screenshot the vrc trigger?
also your OnDrop trigger must be on the object that the pickup script is on
Does the game object have all the other components on it like my example?
Yes.
screenshot?
