#world-development

39 messages · Page 12 of 1

sacred warren
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Can anyone remember where the script is to load a world in desktop and not VR when testing it in Unity?

left marlin
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Check the prefab database in the pins of this channel. You are looking for launch options script

sacred warren
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Thanks. I already had the script in place, but hadn't set it up for this project.

sacred warren
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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...

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Oh ffs

mild venture
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Thanks for the reply earlier, @sacred warren Do you perchance know of a tutorial with the follower functionality?

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@opal goblet Oh, wow!! Thanks so much! ❤ So this prefab works fine with VRC then?

harsh zinc
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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.

opal goblet
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@mild venture yes I made it for VRChat 😛

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@harsh zinc No, not by any known methods

sacred warren
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@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.

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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?

sacred warren
lone shell
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try to ramp the intensity up

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and then bake it

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for me point lights are sometimes weird too when baking it, that usually helps it though

sacred warren
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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.

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It still shines on the ground, but not on the wall, which you'd think is technically the same thing...

lone shell
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aah

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maybe you just forgot to put the wall on static?

sacred warren
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The wall's on static, everything's on static, lol

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Looks good in-game on mixed though, just hope performance is ok.

hallow pendant
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Can vrc_syncvideoplayer's accept youtube playlists?

prisma moat
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dose a sword that interacts through colliders need a vrc object sync?

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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

lyric dew
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how to I add an animation of something spinning without it slowing down at the end to spin again

stone hollow
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Set the animation curve to linear

half yew
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hello

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i am in search of someone to help me make a world
i.e. walk me through some of the main processes and such

royal shell
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idk what I pressed but now I can't get close to the objects before "leaving them behind" and stop rendering them D:

opal goblet
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Press F while having them selected to Focus on them.

royal shell
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Oooooh thanks!!

royal canyon
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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?

modest field
modest field
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i look at my world through my account by clicking on my name and it says public to friends?

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how do i get it pubic to everyone?

sacred warren
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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.

cedar nebula
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@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

modest field
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i am a trusted user

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it is public

balmy gate
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that means it is still going through the Community Labs process

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worlds may take time to go through labs, depending on traffic, "heat" and quality of the world

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it is public and can be found in the Community Labs section of VRChat as well as under your own user account or search

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patience... yes it's possible for people to find your world and you can make public instances of it

open thicket
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is it possible to create an ai character control that is not affected by gravity?

cedar nebula
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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

open thicket
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yea, seems like a different kind of solution would be needed

bold ibex
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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?

cedar nebula
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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

bold ibex
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Oh that’s why that was. I had an exclamation that I removed later on. Okay makes sense now.

sacred warren
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@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.

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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?

open thicket
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Worlds usually get out of labs quickly if the world has high volume user visits

sacred warren
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This one for example has only around 200 visits.

open thicket
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In how long

sacred warren
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It was only uploaded Saturday

open thicket
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Sometimes it can take a bit for a world to get out of land because of the slow build/volume of visits

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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

sacred warren
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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.

open thicket
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I’ve had a weird instance where I’ve had something public revert back for no reason as well

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Maybe it could have had performance issues but i doubt it

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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

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Make sure it’s ready without performance issues

sacred warren
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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).

cedar nebula
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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

sacred warren
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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...

opaque finch
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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.

solid helm
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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.

bold ibex
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anyone knows how to make it so if a particle hits a player, it will trigger something?

lone shell
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I never really understood sound source, can someone help me? For some reason i can still hear the sound outside of Max Distance

teal slate
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Make sure you're using 3d sound not 2d

mild spoke
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Is it possible to make worlds in the later version of unity where you can make shaders with nodes?

raw vessel
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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

bronze smelt
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@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.

sharp pewter
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Are there any publicly available rain/rainy window shaders or prefabs?

mild spoke
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@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...

bronze smelt
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There is a few good water shaders in the pinned link (database) that doesn't cost

mild spoke
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Oh thx

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I will try them out when I reacreate my maps

bronze smelt
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In the shader tab

open thicket
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you can make a 2d rolloff by messing wit audio curves and still achieve a rolloff

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just need to uncheck spacialization

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@lone shell

opaque finch
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@solid helm Thank you so much, works like a charm!

open thicket
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how do you save animations for ai target source changes?

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it seems whenever i save the scene it automatically deletes within the animation and i have to replace the targets everytime

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or i mean create a copy of the scene

balmy gate
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yeah hmm I'm not sure in-scene gameobject references are a good idea in animation cips

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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

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I think better is use UI Button OnClick actions to modify the target property of the AI

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or alternatively have the AI target some game object you make, and use some component that lets you follow another game object every frame

open thicket
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UI Button is basically Unity's version of an SDK right? or triggers within unity

balmy gate
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kind of - make a new empty gameobject, add a Button component

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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

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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

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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

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toybox and other prefab kits include a lot of examples of this technique and come with animation files to do this

open thicket
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hmm i'll try to see if i can do that

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thanks!

balmy gate
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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

open thicket
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oo

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that sounds great actually

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okay

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thanks

royal shell
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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?

raw vessel
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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) ?

prisma moat
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how do you make 3d text occludabule?

balmy gate
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Use UI -> Text is probably easier

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Otherwise you have to duplicate the GUI/Text Shader code and make a shader with the correct texture for your font. Quite messy

prisma moat
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ooy ty @balmy gate

sacred warren
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Is audio trigger flaky? It doesn't seem to fire very reliably.

balmy gate
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@sacred warren what do you mean by audio trigger? You need an audio source

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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

sacred warren
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This. It fires, but seems to need a gap of several seconds before fires else it doesn't make a sound.

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Only 1 already playing (background music)

balmy gate
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it won't play if it's already playing

sacred warren
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The audio file is only 0.25 seconds long, so it shouldn't be that, unless there's some sort of buffer cooldown.

balmy gate
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you can use PlayOneShot I think if you want to play more than once

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oh hmm yeah it would only be up to the length of the audio file

sacred warren
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Hmm, not seeing any actions with OneShot in the name

balmy gate
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might be one of those ui button things

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or go back to doing the classic avatar maneuvers: disable and enable the component or game object with Play On Awake checked

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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)"

sacred warren
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Hmm, not sure how you'd do a two-part action given the VRC_Trigger menu there.

balmy gate
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Use SetGameObjectActive false then another SetGameObjectActive true

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of course you would need one audio source per possible sound

sacred warren
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Does it fire them in sequence then?

balmy gate
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yes

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pretty sure at least. haven't tested this from a vrc trigger...

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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

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I thought vrc triggers had a playoneshot action somewhere, or does everyone use UI Button

bold ibex
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anyone knows how to make it so if a particle hits a player, it will trigger something?

sacred warren
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Hmm, shame that that's far, far more long winded lol.

prisma moat
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i believe under the particle settings theres trigger and collision. but i have no clue from thare.

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wat layer dose a pickup need to be on to make it instanced to the player / not visible by other when picked up?

balmy gate
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@prisma moat What do you want exactly

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easiest thing is remove ObjectSync on the pickup

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so it doesn't get synced with other players at all if you pick it up

prisma moat
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dose a sword need object sync to interact through colliders with enemy's?

cedar nebula
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@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

prisma moat
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ai controler has sword set as target, bouth sword and enimy has isnear and isdmged colider to interact

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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

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so i guess the quehtion is can you make a pickup have a synced and unsynced part

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sword visible to player ...light not

cedar nebula
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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

prisma moat
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^_^/ thank you o mutch

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i knew thare was a way your a life saver:)

bold ibex
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@cedar nebula working on a PvP world with guns so idk what to do.. but particle guns

cedar nebula
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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

lyric sierra
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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.

bronze smelt
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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

lyric sierra
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no. it just opens normal vrchat and I can go to the hub world and there are other people

lyric sierra
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I am following the docs to the letter and it is not working

bronze smelt
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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

lyric sierra
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oh. wrong unity version

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🤦

bronze smelt
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Or that ^_^

dry vale
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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?

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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.

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If anybody has any ideas, please ping me

cedar nebula
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Levels tends to be static batching, never seen it that bad though. Is your world crazy huge or something?

dry vale
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Not really

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and again, it wasn't that bad before

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and I didnt suddenly enable batching

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it's been on as far as I know, for a while

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Not sure if it's been working properly because of lightmaps

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but I don't think that it would be the cause of this seemingly random spike

severe frost
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what should I add to the world ID so the VRCportal puts you in a new instance instead of the same one?

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trying to add portal of the same world it's in

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but entering the portal only puts you back in that same instance

cedar nebula
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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

prisma moat
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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

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the menu works on other worlds just not mine?

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only thin iv done new is a ui canvus with text on it i that wat borked it?

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just knoticed the mouse blinking after trying the menu like it leaveing and reentering the game

bold ibex
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Werid

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Does you vr support you shaders

prisma moat
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wait i might of left a fps controler in the game ...cheching

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im on dektop

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desktop

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i think the fps controller did it ...i hope

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yep thats what it was lol

dry vale
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@cedar nebula So disabling static batching fixed the file size issue, but now my drawcalls are drastically increased...

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It's weird because I was batching everything before, and the file size wasn't this big. It's really driving me nuts

cedar nebula
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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

dry vale
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I did update the model to smooth the normals (because they were previously unsmoothed and I'd been meaning to fix that)

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would that have screwed it up so badly?

cedar nebula
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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

dry vale
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but I didn't increase the number of tris between updates

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anyway in the default position of my main camera it's reading 1.2 mil tris

bold ibex
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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?

cedar nebula
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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

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@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

bold ibex
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okay ill have a look, thank u

dry vale
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@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

cedar nebula
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hhhmm then I'm not sure then. It's weird your static batching would suddenly get so massive

dry vale
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yeah I'm completely confused lmao

meager anchor
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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...

cedar nebula
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a service like that might exist, but honestly you'll probably have to host your own website for it

bold ibex
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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?

rain shadow
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Just try reupload

bold ibex
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It didn''t work /:

rain shadow
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Send the world id?

bold ibex
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wrld_10195cc5-b317-49a1-9228-fceb54795390

rain shadow
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What sdk version are you using?

bold ibex
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2019.09.18.12.05

rain shadow
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Oh actually just reset the world ID

bold ibex
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how do i do that, just delete and reupload?

rain shadow
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on the vrcworld object click the detach button

bold ibex
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ok done, what now, reupload?

rain shadow
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Can you go into play mode in unity?

bold ibex
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u mean offline testing, because i can, i cant use to uploaded version*

rain shadow
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theres a play button at the top of the unity editor

bold ibex
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it just greys out the unity, is it supposed to load something

rain shadow
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Okay click the play button again to exit play mode

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and then try upload

bold ibex
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it worked, thank you so much

cobalt sluice
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Is there a good shader for trail renderers to appear in mirrors?

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I'm using standard but it doesn't appear

rain shadow
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If you want it to appear properly in mirrors you have to change its alignment from view to local

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and probably use a double sided shader

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@ashen charm Can you screenshot how its setup? its pretty hard for people to help without examples

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Okay will dm you since it might take some time to fix

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Can't use custom scripts but something like that would be mostly possible

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Theres only a limited amount of scripts that are whitelisted

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Pretty much all the standard assets are

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Plus some extra + the vrchat ones

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most things are possible to do but have to usually find a minor work around for some things

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How familiar with VRChat are you?

lyric sierra
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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

signal turtle
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I can do basic modeling and lots of coding though

lyric sierra
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nvm i might know whats wrong

rain shadow
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VRChat already has built in video and live stream players so you dont need to go through the effort of setting everything up

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If your vrcworld location doesnt have a collider under it it will send you back to your home world

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@signal turtle you can already find prefabs made by other players that do pretty similar things

jovial charm
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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?

rain shadow
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The occlusion in the mirror and your worlds occlusion uses the same data

jovial charm
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weird cause on the corners of my view ill see myself start flickering in the mirror

rain shadow
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Do you have the occlusion box on the mirror settings checked?

jovial charm
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nope

rain shadow
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you need to have it checked

signal turtle
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@rain shadow Oh ok, nice. I'll have to track those down

jovial charm
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i disabled it to see if it would fix it cause it was doing it even when it was checked

rain shadow
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First one has some issues but is what most people use

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don't know much about the second one but I think it has ownership transfer which means any player can input a video url

jovial charm
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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

random owl
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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?

white bridge
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the world im making gets to the intalizing world screen then sends me back home is there a way to fix this

rain shadow
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on the vrcworld component click the detach button for the world blueprint id

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and make sure the vrcworld component has a collider under it

sacred warren
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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?

sacred warren
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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)

rain shadow
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what is the game object its on?

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it could be the origin point for that mesh

sacred warren
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The object highlighted in orange on the left

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The one the arrow points to

rain shadow
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I can see that

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but what is that mesh

sacred warren
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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)

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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)

rugged schooner
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the island model isnt mine just a place holder for when i get mine made

rain shadow
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Yes the origin of the mesh is probably way off from where the mesh actually is

rugged schooner
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oooh males sense

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makes

sacred warren
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Yeah, if I empty it and double click it, it's centre is the middle of the world

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I can work with that now that I know how it works, thanks.

bronze smelt
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You can also still use Mesh collider on it

rain shadow
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not your world @rugged schooner

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yeah something like that would be better as a mesh collider

rugged schooner
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oh

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lamo

rain shadow
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so remove the box collider and make it a mesh one

bronze smelt
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But where is your world spawn sophie?

rain shadow
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and make sure your vrcworld component is above that mesh

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yeah the vrcworld is your world spawn and if its misplaced you will have issues

rugged schooner
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okie dokie

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so do i put everything under vrc world or no?

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like by attaching it

rain shadow
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no

rugged schooner
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k

rain shadow
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in the world space

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the scene view

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move the vrcworld game object to where you want players to appear when they join the world

rugged schooner
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k

rain shadow
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Once you've moved it send a screenshot of where you've placed it

rugged schooner
rain shadow
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Yeah thats probably good

rugged schooner
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thsnkd

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omg thanks osososo much

mild venture
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Question. Can you have multiple planes of gravity in a world? Like, I could walk up walls as well as the floor?

rain shadow
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Yes

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Realistically though no

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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

opal goblet
#

No, if youre not called CyanLaser

#

ahh lol

mild venture
#

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.

rain shadow
#

He hasn't made it available to use yet

#

But you can watch this video to see how it looks and functions

left marlin
#

👀

mild venture
#

The man with the secrets.

#

That looks real cool

#

:>

left marlin
#

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.

mild venture
#

Oh, you've explained it? Do you have a vid or tut?
I totally didn't fail math in school

rain shadow
#

The last hour of that video is mostly him explaining how its done

mild venture
#

Ah, okie. I'll watch it when i get on PC.

rain shadow
#

But unless you're very familiar with how VRChat works and all the Vrcsdk functions its very likely not worth trying to replicate

mild venture
#

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

opal goblet
#

well if you failed maths in school...this is like maths in college :P

mild venture
#

i can do it if i just belieb

rain shadow
#

From what Cyan has said it doesn't sound like the maths part is difficult, just extremely unintuitive

mild venture
#

So lots of experimentation to gain the desired effect?

#

Because it's not so simply stated?

left marlin
#

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.

mild venture
#

Ohhh, interesting. Thank you, Cyan. 🙂

broken kernel
#

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?

bold ibex
#

what layers do you need selected to make low quality mirrors?

#

so that it only shows the player

bronze smelt
#

@broken kernel Running the latest SDK?

sacred warren
#

@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...

broken kernel
#

@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.

bronze smelt
#

Also, what's the world ID? You might have some tags on it that prevents it from going public

bold ibex
#

thanks!

broken kernel
#

@bronze smelt

Its wrld_76dbb00c-2f48-4d53-8d83-29396eba

modern kayak
#

@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

bold ibex
#

ooh i see

#

thanks!

modern kayak
#

But if you want to selectively do just players, you want mirror reflection and players.

opal goblet
#

Mirror Reflection was your Avatar including the head right?

#

And PlayerLocal was your Avatar without the head?

signal turtle
#

@rain shadow thanks!

bronze smelt
#

@broken kernel that world id is missing a few letters ^_^

sacred warren
#

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).

rain shadow
#

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

broken kernel
#

@bronze smelt

My bad, here's the full id: wrld_76dbb00c-2f48-4d53-8d83-29396ebab935.

sacred warren
#

@rain shadow Ahh, that's a good idea. I assume as long as the object isn't enabled, it won't affect performance?

rain shadow
#

Yeah a disabled mirror wont have any performance impact

sacred warren
#

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

rain shadow
#

If you have multiple mirrors a good way of doing it is having a trigger for each mirror

sacred warren
#

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.

rain shadow
#

and have the trigger to enable that mirror as a toggle and on the same trigger have it disable every other mirror

sacred warren
#

Yeah, I think I've got it, just layered a few things. So an "optimised" mirror would have what, the Environment layer disabled?

rain shadow
#

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

modern kayak
#

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

sacred warren
rain shadow
#

Yeah its fine like that

sacred warren
#

Hmm, fair enough. Thanks you two.

rain shadow
#

Will just show you and other players + whatever your skybox is

sacred warren
#

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.

prisma moat
#

is thare a way to change textures on a object with a trigger? like change a blue box to a red box in game?

cobalt sluice
#

@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

bold ibex
#

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?

valid ember
#

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.

cobalt sluice
#

@bold ibex did you press F with a smallish object selected?

valid ember
#

^ that's what I do, sometimes you inadvertently have a weird zoom level

bold ibex
#

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.

valid ember
#

is your ground a rigidbody or something?

#

I'm trying to imagine how that would happen

bold ibex
#

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.

valid ember
#

are you getting floating point errors lol?

bold ibex
#

That's precisely what's going on, something must be doing behaviour like that but I don't see any errors, no.

bold ibex
#

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.

supple drift
#

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

bold ibex
#

^

#

build your world around origin, or at least where player will move around

sacred warren
#

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?

sour fox
#

Increase light strenght maybe? Or create an occlusion map (maybe)

red magnet
#

so some worlds apprently have 3rd person cameras for desktops now

#

does anyone know how to implement those options?

cedar nebula
#

it's a prefab, check the pins for the vrcprefabs database and it should be in there

red magnet
#

thanks alot

royal shell
#

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

cedar nebula
#

as far as I know you can't broadcast voices

balmy gate
#

@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

left marlin
#

(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)

balmy gate
#

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

royal shell
#

I would like to have POV of players while they are kart racing vrcThinking

balmy gate
#

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

left marlin
#

My system isn't worth that. Have cameras for POV and increase voice falloff

balmy gate
#

^

#

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

royal shell
#

It was for having a more interesting thing than just video, but if its that hard to make welp hahah 😁

balmy gate
#

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

royal shell
#

yeah thats the problem

balmy gate
#

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

royal shell
#

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

left marlin
red magnet
#

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?

balmy gate
#

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

red magnet
#

i already have the standard assets installed

#

and the toybox asset which was required as well

#

hmmm

#

ill try and reinstall

bold ibex
#

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?

rain shadow
#

Any errors in the console?

bold ibex
#

nothing in the red, it just says a bunch of stuff in the vrchat folder isnt being used

#

oh nvm i fixed

severe frost
#

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.

feral umbra
#

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 🙂

bold ibex
#

I am trying to upload my world and its saying this like what. im trying to build and test but it wont let me.

severe frost
#

will trigger when a player walks through it
try
VRC_Trigger OnEnterCollider Local

near escarp
#

@bold ibex check the unity console for errors

left marlin
#

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.

ornate parcel
#

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

rain shadow
#

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

ornate parcel
#

Nice, thanks a lot man

buoyant hollow
cobalt sluice
#

Does that work? I have to uncheck "Enable Spatialization" to use the volume curve

cedar nebula
#

yeah that works, you should only uncheck the spatialization if you're trying to make 2D 'background' audio

modern kayak
#

@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

bold ibex
#

anyone knows how to make a trigger activate when player clicks respawn

near escarp
#

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

bold ibex
#

alright, thanks!

past wave
#

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.

cobalt sluice
#

@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

cedar nebula
#

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)

cobalt sluice
#

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

cedar nebula
#

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

cobalt sluice
#

that makes more sense

#

do inactive ones count?

#

I counted and I have 29 active sources

cedar nebula
#

if it's not playing anything then it's fine, it's only the ones actively making noise that cause you issues

cobalt sluice
#

ok

#

this definitely wasn't an issue with ONSP though

#

the day I converted to VRC Spatial is the day voices started failing

solid helm
#

What's their priority?

#

Make sure they're lower than 128

cobalt sluice
#

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

royal shell
#

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

severe frost
#

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

rain shadow
#

There is another UI function called toggle, which is basically just a button that toggles, why not use that?

cedar nebula
#

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

rain shadow
#

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

severe frost
#

thnx I think I got them working

severe frost
#

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.

balmy gate
#

@severe frost one way is use the MirrorReflection layer. I believe that layer will not interfere with interaction

severe frost
#

thankyou, I'll go and try

vapid badge
#

what was the steam command to make vrchat automatically start in desktop mode?

#

and would this carry to test building?

random owl
#

You can use this if you want to test worlds in desktop

balmy gate
#

--no-vr is what it actually uses @vapid badge but the helper script is good

vapid badge
#

I tried that but test build still launched in vr

balmy gate
#

You have to set it to run through the helper script

#

Will say windows script host if you did it correctly

cobalt sluice
#

@severe frost you should change the affected layers to "PlayerLocal" as well

drowsy rampart
#

does anyone know what i need to do (how long i need to play vrchat) before i can start uploading

open thicket
#

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

cedar nebula
#

@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

frigid estuary
#

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.

near escarp
#

There's definitely something

#

Screenshots would help

frigid estuary
#

those are all independent objects which are no children to any other objects

#

myroom_v4 is the mesh of the whole room

near escarp
#

are you using mesh colliders on everything ?

frigid estuary
#

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

bold ibex
#

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

frigid estuary
#

it's not the problem, I've tried before with what you are suggesting

bold ibex
#

it's very easy to get completely stuck inside them

frigid estuary
#

and as said, there is another world with the same mesh, working perfectly fine. Here I have only scaled everything and added some rigidbodies

bold ibex
#

(mesh colliders of scanned objects)

frigid estuary
#

it's the exact same object at another scale

near escarp
#

in that case there's no real reason for this issue to exist

bold ibex
#

it's really better to always avoid mesh colliders

near escarp
#

maybe a player controller in your scene ?

#

if you can't solve it then try remaking it in a clean project

bold ibex
#

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

frigid estuary
#

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

royal shell
#

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? 😰

cedar nebula
#

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

balmy gate
#

@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)

misty sable
#

What can i use to make an underwater texture? so it looks like your underwater

left marlin
cedar nebula
#

@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

misty sable
#

thanks appreciate it

pallid jolt
#

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.

tacit radish
#

Does anyone know how to make a flag in a world?

sacred warren
#

Pole + subdivided rectangle + cloth physics = flag.

tacit radish
#

Can you please be more specific.

bronze smelt
tacit radish
#

Alright thanks.

bold ibex
#

Hello, does anybody know how stickers from VRChat Hub work?

sacred warren
#

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?

jovial charm
#

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

ashen robin
#

U.S. VR World/Environment Creators Needed ~ Paid ($400) Bulletin Board Research ~ I am not a bot! DM if interested

bold ibex
#

@ashen robin but you are fake...

ashen robin
#

Nope real recruiter!

rain shadow
#

@sacred warren Don't bother with emissive materials if you are using progressive lightmapper

#

Barely works

sacred warren
#

ButWhyThough.gif

rain shadow
#

Because it would be too easy if it just worked™

drowsy rampart
#

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

rain shadow
#

what version of unity do you have

drowsy rampart
#

2017.4.33f1

sacred warren
#

That's why, wrong version.

drowsy rampart
#

but when i looked on unity hub it dident have the version it said i needed so i got the closest one to it

sacred warren
#

You need to grab it from the Unity site

drowsy rampart
#

oh

#

thx ill try it again now

left marlin
#

@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.

drowsy rampart
#

oke its still not working eventho im on the right version

left marlin
#

Check the vrchat console or output log after enter/exiting your world. It will tell you the reason

#

!outputlog

tawny lilyBOT
#

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

drowsy rampart
#

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

jovial charm
#

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

rain shadow
#

@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?

drowsy rampart
#

@rain shadow i can but it doosnt realy do annything

rain shadow
#

does it bring up a message saying something about errors?

drowsy rampart
#

no

rain shadow
#

so it does go into play mode?

drowsy rampart
#

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

rain shadow
#

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?

drowsy rampart
rain shadow
#

dont need to worry about that

drowsy rampart
#

oke and when i say a collider do u mean like a mesh colider?

rain shadow
#

any

#

box and mesh are the usual ones for most world objects

drowsy rampart
#

oke and i cant find the button u said is suposed to say detach

rain shadow
#

there should be a component on the vrcworld that is called pipeline manager

drowsy rampart
#

oh oke i found it ill try uploading it again now

#

thank u so far tho

#

nicee it worked! thanks so much

left thistle
#

smo help pls

left marlin
#

Delete your script there or add
#if UNITY_EDITOR
At the top and
#endif
At the bottom.

left thistle
#

sorry i am sort of new to coding too, how do i do that?

rain shadow
#

delete the object2terrain script

left thistle
#

kk

rain shadow
#

search for it and then delete

vocal schooner
#

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

balmy gate
#

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

vocal schooner
balmy gate
#

in the trigger

vocal schooner
#

oooooh

balmy gate
#

under Delay in Seconds

#

actually not sure if the unity game object layer you circled matters

vocal schooner
#

on enter collider is the correct trigger?

balmy gate
#

um I think players have an actual collider

#

OnEnterTrigger is for colliders with "Is Trigger" checked

#

might also detect players, not sure

vocal schooner
#

i did a proximity mirror in the past

#

i just cant remember how the frick i did it

balmy gate
#

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

vocal schooner
#

in the trigger zone are no buttons

#

and there are no buttons anywhere near that trigegr zone

balmy gate
#

sure, but if you ever added one they would break inside

#

also breaks the handheld Photo / Stream Camera

vocal schooner
#

ooooh

balmy gate
#

so still a good idea to use MirrorReflection in case people want to take photos

vocal schooner
#

uhm

balmy gate
#

super weird poorly documented knowledge, just something I have heard...haven't tested it myself

vocal schooner
#

but they cant take photos in that trigger, because they will get teleported once they enter it

balmy gate
#

oh right, I was thinking you meant a mirror lol

#

ok that's fine then

vocal schooner
#

😄

#

lets see if its working now

#

still not working

#

wtf

rain shadow
#

You the trigger as OnEnterCollider

#

but your box collider is set as trigger

#

change your trigger from OnEnterCollider to Trigger

balmy gate
#

oh so you have to use OnEnterTrigger in that case sorry

vocal schooner
#

yeah i just noticed that....

#

🤦

#

such an obvious thing

frigid estuary
#

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.

rain shadow
#

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

frigid estuary
#

@rain shadow OH, you were right :'D

dawn kestrel
#

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

rain shadow
#

Do you mean the interactable chairs?

#

or just game objects to stand on

dawn kestrel
#

chairs u click on and can sit in

rain shadow
#

On the chair there should be an enter point object

dawn kestrel
#

i can screenshot if need be

rain shadow
#

just need to move that up

dawn kestrel
#

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

rain shadow
#

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

dawn kestrel
#

ok thanks

random owl
#

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

rain shadow
#

Kinda impressive, never seen that before

#

what do you have in your world?

random owl
#

It's just a pretty normal world that is just basic standard expect couple tv screens

rain shadow
#

I can only think that you might be doing something weird with your skybox/lighting tab?

random owl
#

I don't really need the skybox so I could just take it off

rain shadow
#

Only odd thing there really is lightmap count

random owl
#

Oh that's because of lods on objects

#

Objects with lods make their own small lightmaps

rain shadow
#

Would probably just need to test a bunch of stuff to actually find out whats causing it

random owl
#

Oh yeah definetly

#

It's kind of hard to debug the goddamn loading screen 😅

rain shadow
#

Could try change the skybox to the default one

random owl
#

I'll just delete it because my world doesn't have a skybox

rain shadow
#

and in the bakery tab hit the bottom button that says update skybox probe

random owl
#

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 👍

rain shadow
#

So what was it? skybox or bakery skybox probe update?

random owl
#

Just removing the skybox completely worked

rain shadow
#

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

random owl
#

Yeah 😅

left marlin
#

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.

random owl
#

Most likely because my skybox was just empty one so it didn't have anything to replace or something ^^

dawn kestrel
#

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

cedar nebula
#

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

dawn kestrel
#

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

cedar nebula
#

are you using the right Unity version then? We're on 2017.4.28f1 now

dawn kestrel
#

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

left marlin
#

The sdk shouldn’t auto update.

modern kayak
#

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

dawn kestrel
#

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

modern kayak
#

No, don't use an old sdk

#

Make sure you're on the right unity version first of all

dawn kestrel
#

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

chilly venture
#

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.

cedar nebula
#

no it's good, you can make updates and it won't be made un-public

chilly venture
#

sensei

#

thankyou

modern kayak
#

@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

dawn kestrel
#

i havent seen a apply prefab button before

unique iron
#

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?

cedar nebula
#

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

unique iron
#

ohh okay. meh! Nevermind that.

frigid estuary
#

How do I make a reset button for objects?

#

a lot of objects

cedar nebula
#

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

frigid estuary
#

oh, I was thinking about rigidbody objects. I found out now, but thanks for the help.

cedar nebula
#

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

tacit radish
#

How do you make it were if you drop an item it respawns to its original place?

rain shadow
#

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

tacit radish
#

Alright thank you.

#

How do i teleport the items?

rain shadow
#

If your pickup has the object sync component on it the vrc trigger will show the methods you can use on it

#

You could also just set the trigger to SendRPC and do it like this

tacit radish
#

Alright thank you.

raw vessel
#

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 ?

rain shadow
#

Window>Profiler

#

or control 7

#

have to be in play mode

raw vessel
#

roger that
vrcLike

sacred warren
#

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?

dusty fjord
#

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.

rain shadow
#

@sacred warren is it desktop users that cant see the labels or is it everyone but you?

sacred warren
#

One guy I was speaking to was on an original Rift.

rain shadow
#

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?

dusty fjord
#

@rain shadow currently i've got a video player with 200+ videos and 200 buttons that play the video player at a specific index

rain shadow
#

And they're all listed under the video player component?

dusty fjord
#

yep

rain shadow
#

could use this method

#

but you would need to make a trigger like that for each video url

dusty fjord
#

so on every button, clear the video player and add the url?

#

what about playing it? will it auto-play?

rain shadow
#

You would probably need to manually play it after the url gets added

dusty fjord
#

i've seen a couple of worlds that have a loading bar and they play it when it's ready, how is that possible?

rain shadow
#

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

dusty fjord
#

but the animation is of different lengths depending on the video

#

it somehow knows when it's ready to play

rain shadow
#

It knows when the video plays

dusty fjord
#

how? sorry if that's a dumb question but I couldn't figure that out

rain shadow
dusty fjord
#

yeah one like that

#

but I don't want custom url input, I want to select buttons that play specific videos

rain shadow
#

Its all just animations

dusty fjord
#

okay

#

and how does the animation know when to play? or is it the same time each time you add a video

rain shadow
#

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

dusty fjord
#

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?

rain shadow
#

have it activate a separate trigger that has a delay on it

dawn kestrel
#

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

dusty fjord
#

@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

rain shadow
#

If you have your on play method is not really needed

dusty fjord
#

everytime I press enter, it clears

rain shadow
#

thats strange

#

@dawn kestrel What kind of game object is that?

#

Or whats the imported file type

dawn kestrel
#

its reimported due to the update and watnot

rain shadow
#

is that object in your scene?

dawn kestrel
#

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

dusty fjord
#

btw, if it takes longer than 5 seconds to download for some people, will it still play?

rain shadow
#

I personally use 6 seconds delay and have never had any issues

dawn kestrel
rain shadow
#

But can you drag them into your scene and edit them?

dawn kestrel
#

oof ok so that why it wasnt working i was doing it wrong Lulz thanx 🙂

dusty fjord
#

@rain shadow for the play trigger, are the targets set up properly?

rain shadow
#

Change target to owner

dusty fjord
#

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

rain shadow
#

They both should be set to owner

#

that means the the person who has ownership of the video player will execute the trigger

dusty fjord
#

the trigger should be owner? or the action target

#

and is this for the video button

rain shadow
#

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

dusty fjord
#

ok - so this is the button setup (both actions are set to owner)

rain shadow
#

Yeah would just have to test really

#

I've never used a setup like that but I'd imagine it should work

dusty fjord
#

cool, i'll test that, ty

raw vessel
#

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

dusty fjord
#

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

rain shadow
#

Rejoin?

#

Do you have someone sitting in the world

dusty fjord
#

yeah if I leave the world with someone else there and come back

rain shadow
#

both on the updated version?

dusty fjord
#

yep

#

I made a new world

rain shadow
#

So are the previous videos actually loading?

dusty fjord
#

yeah it skips through them all I think

rain shadow
#

World id?

dusty fjord
#

wrld_1fc30b59-c70e-4502-b843-a8782c4baf31

sacred warren
#

@raw vessel Is that normally needed for the VRC_Trigger labels?

rain shadow
#

@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

dusty fjord
#

i'll check the log

#

but it definitely had loads of youtube-dl processes from the button presses before my rejoin

rain shadow
#

@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

dusty fjord
#

it was the first world

rain shadow
#

How many processes did you see show up?

dusty fjord
#

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

rain shadow
#

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

dusty fjord
#

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?

rain shadow
#

no

dusty fjord
#

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

balmy gate
#

@dusty fjord you should be able to make all the rpcs local

#

Since SyncVideo stuff handle their own syncing

dusty fjord
#

so change all the video buttons to local? @balmy gate

#

instead of AlwaysUnbuffered

#

and what about the custom play trigger?

balmy gate
#

Play might need alwaysunbuffered not sure

rain shadow
#

If its local only the owner of the video player object will be able to trigger the functions on it

balmy gate
#

Oh wait AlwaysUnbuffered doesn't explain late joiners

#

Oh i get it

dusty fjord
#

so it's set to AlwaysUnbuffered but for some reason the logs show AlwaysBufferOne

balmy gate
#

Fair enough, you're using broadcasting to tell the owner to add the videos

rain shadow
#

The playlist is a separate function that VRChat handles

balmy gate
#

Yeah an always buffer one will kill you

#

Oh btw do not ever select multiple game objects in the unity scene

rain shadow
#

The AlwaysBufferOne thing you are seeing is VRChat handling the video playlist

balmy gate
#

The instant you multi select objects with triggers it will change their broadcast type to the same

dusty fjord
#

I only duplicated the buttons

#

the original button was set to alwaysunbuffered

balmy gate
#

Can you change the target of the AddURL rpc to local?

dusty fjord
#

sure i'll try that

balmy gate
#

Right now possibly you're telling everyone to add a video and everyone then tells the owner to add it.

dusty fjord
#

then shouldn't the whole trigger be set to local?

#

didn't work

rain shadow
#

Local should still work if you are the owner or in your case the master of the instance

balmy gate
#

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

dusty fjord
balmy gate
#

Oh yeah then you don't need to do your own TakeOwnership

#

Try it

#

And make it all local

dusty fjord
#

@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?

balmy gate
#

Yes

#

And then you send yourself an rpc

dusty fjord
#

is the play trigger fine as it is?

balmy gate
#

Maybe? My philosophy is local everything, only use non local if absolutely necessary

rain shadow
#

If the takeownership works properly it should be fine having play as local also

dusty fjord
balmy gate
#

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

dusty fjord
#

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

rain shadow
#

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

dusty fjord
#

yep

balmy gate
#

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

dusty fjord
#

thanks for your help 🙂

#

I might try UI buttons next

rain shadow
#

From doing a little testing I don't actually think theres a way around it trying to preload unused urls

dusty fjord
#

😦

rain shadow
#

Maybe it would stop doing it if you spawned and deleted a new video prefab each time you selected a url

dusty fjord
#

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

rain shadow
#

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

dark ermine
#

Hello, I've this error. I've already fixed that by the past but I don't remember. Please, help me vrcHappy

rain shadow
#

Can you hit the play button at the top of the unity editor?

dark ermine
#

Yes

rain shadow
#

no errors?

dark ermine
#

My map is working

rain shadow
#

Sdk version?

dark ermine
#

Maybe it's because of the PostProcessing ?

#

The last

rain shadow
#

Any errors in console?

left marlin
#

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.

dark ermine
#

No error pop up, I gonna reboot my Unity wait

rain shadow
#

@left marlin Do you know how events are buffered?

dark ermine
#

Oh, ok it's was caused by PostProssecing vrcStoic

#

Thanks, for the help !

left marlin
#

Uh, what do you mean by how they are buffered? Do you have a specific question?

rain shadow
#

Is the buffered event data stored on the masters client and then sent to late joiners?

left marlin
#

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.

rain shadow
#

Assumed thats how it might work

#

Having the ability to clear or manage buffered events would be nice

left marlin
#

Yes, but you can get around it by using AlwaysBufferOne and having one for doing the action and another for undoing the action.

rain shadow
#

And only the second one remains buffered?

left marlin
#

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.

tacit radish
#

@rain shadow The teleporting the object didn't work is there anything else i can do?

rain shadow
#

How did you have it setup?

tacit radish
#

Hold on.

rain shadow
#

just tried it and it works perfectly for me

left marlin
#

Just scrolled up, was the suggestion TeleportTo? Using it can be buggy at times

rain shadow
#

Buggy depending on ownership of the object?

#

or randomly?

left marlin
#

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.

tacit radish
rain shadow
#

Double check that your scene descriptor has respawn behavior set also

left marlin
#

Pretty sure that will fail if the instigator isn't the owner

rain shadow
#

Picking it up doesn't make that person the owner?

left marlin
#

Didn't see the on drop part

rain shadow
#

Its just a pickup that he wants to reset its position on drop

#

yeah

tacit radish
#

But will it respawn for everyone?

rain shadow
#

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

tacit radish
#

Alright.

left marlin
#

The new sdk has Respawn as an option now

tacit radish
#

Testing it now.

#

Do i need to download the new SDK?

balmy gate
#

You should be on the sdk from September. that is the newest

rain shadow
#

oh it does

balmy gate
#

2019.09.18

left marlin
#

While this works for one object, I don't recommend using teleportTo to an object under the void for a large group of objects.

rain shadow
#

I have seen some worlds with a lot of game objects that do that and the entire instance stops for awhile

tacit radish
#

I have that SDK already how do i set up the respawn event?

rain shadow
#

Change it from teleportto - respawn

#

should be as simple as that

tacit radish
#

Alright/

#

What about the target?

rain shadow
#

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

left marlin
#

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

rain shadow
#

Seems like there would be no need to ever do that anymore though

tacit radish
#

Didn't work i don't know what to do.

rain shadow
#

screenshot the vrc trigger?

#

also your OnDrop trigger must be on the object that the pickup script is on

tacit radish
rain shadow
#

Does the game object have all the other components on it like my example?

tacit radish
#

Yes.

rain shadow
#

screenshot?

balmy gate
#

Also just checking but you have things set to respawn not destroy?

#

I think default is for things to be destroyed when they are killed

rain shadow
#

its directly using objectsync.respawn

#

not respawnheight for the world

#

also @tacit radish when you say its not working what do you mean by that