#world-development
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that page have less text than what you wrote though
and it still dont explain what and where to build it
I don't have access to unity currently so I can't get some screenshots to show it better, if you want to you could try looking up cyanlaser's tutorials on YouTube they are not exactly what you are looking for, but it's where I learned the basics of how to setup stuff like simple buttons that activate triggers
well going inside works but going outside just acts like a wall. the portal is already done forthe world but it broke or something is wrong i could send you the picture of the 2 teleport options and maybe you can see something im not
i kind of want to try to redo it but if i can fix it would be better
A picture would probably help
the inside one was empty i swithed it to default to test something
when i downloaded the package
Could you show the triggers that are teleporting the player?
urgh i just pressed upload to test that, ill send it when its done >_>
No worries
you mean like this trigger
because its not really something you press its just walking into it
@near escarp Disabling that did indeed work. Is it horribly buggy or something?
(Well, worked for baking the basic Unity lighting I mean)
now that you've managed to bake with unity's lightmapper, hopefully the result will be different for Bakery
Not sure if it's buggy, but unless you depend on it, turn it off
Bakery looked fine in Unity so I'm not sure the "everything is white" issue was related to Bakery's lighting, but we'll see... just testing with an upload using the standard lighting first to rule out Bakery entirely.
If it worked fine in the first place then i wouldn't blame bakery just quite yet
I'm not sure it's actually building at all anymore. Those two last errors showing up look quite serious.
@livid sequoia You need to setup a VRC_Trigger component to teleport the player. Try starting from here?
https://docs.vrchat.com/docs/trigger-summary
Triggers are the current main method world creators can get interactivity into their worlds! Although more advanced forms of interactivity are on their way, triggers can do quite a lot right now. ## Concepts ### Master Client One Master Client is assigned per instance. Ty...
@sacred warren Which errors ?
Have you thought about exporting your terrain and making it an actual mesh ?
At this point I'm starting to think it's a broken script or model causing this. Could that result in this behaviour?
In Unity. Here's the world without even using Bakery. So it must be building a new one each time as the light has now changed.
Could be
i've never used terrain myself so i don't know the specifics of light baking with it
I don't think this problem is related to terrain or lightmaps at all anymore. I think a script or model is breaking the shader compilation process or causing the textures to just not be packaged up and this is the result.
Because the lightmap is one of the things that is displaying.
i'd try to remove the three mentioned in the error then
Very annoying that Unity doesn't let you click on a referenced object and actually just "go" to it, would save a lot of time.
Ah, I'll grab one of those ASAP then. It just occured to me that that's not a meta thing, that's literally just an object in my scene with a crap name that I didn't clean up. I'll nuke the objects and see what happens.
Well, no more errors, but the problem persists.
you cleared your gi cache right ?
Yeah, did that a while ago. I've just deleted the entire library and I'm letting Unity rebuild it now.
I don't even. I'm out of ideas at this point.
Everything looks fine in the editor. No lightmaps, I haven't even bothered baking at this point.
This is how it looks in the editor. So yeah, still looks fine there. But all the textures (except terrain and trees) are missing in-world.
are you sure you're not testing in 2018 open beta 
More like 2019 Alpha. ๐ฆ
Just set ALL the textures to be 256 with no compression to force it to use new ones and no change to the brokenness (although the ground texture is now obviously super low res)
This is driving me insane. All the time I wanted to spend on improving the world wasted on this..
Do you think you could upload the entire project folder somewhere and then link it?
@sacred warren Do you have mesh filters and mesh renderers on all these objects ?
@near escarp They all have mesh renderers else they'd be invisible. Not sure what a mesh filter is, I don't remember seeing those on anything.
Yes, it changed the world to the colours in the 3 boxes.
Well it's not white, but that's only because it's the light shining on it. The textures are all still missing.
(I set the gradient to red, green and blue just to make it obvious)
what shader are you using on those pieces ?
The street lights in the back are using "Standard", the big rocks are using "Standard (Specular)". Checking the grass now.
Actually not sure how to check what the grass is using as it's the painted on Unity grass.
have you tried another shader than standard on those pieces ?
Trying with Mobile/Bump Diffused now.
Nope
Example with the grass layer disabled.
I'm still new to all this so not entirely sure what relates to what, etc. Are you implying it's a lighting issue?
But yeah, literally every object bar the landscape and trees are missing their texture - here's an example of another section of the map.
@near escarp That material is just bright pink for me, unless that's by design (shows up as an Internal hidden error shader)
You just have one directional light ?
Yes
Can you send me one of the pieces ?
How'd you like me to export it? Just one of the models in the scene and their dependencies?
the mesh itself and its texture
Ah well I'm out for a few hours now, will have to resume later. Which mesh do you mean though, the landscape.
Fair enough, will do that as soon as I'm home.
first time this has happened any ideas?
check your Unity console for compile errors and try to resolve them. If you recently installed Post Processing v2, delete the Tests folder
will have a look in the concle might be missing something thne, no post processing. Thanks for the info ๐
Ah there was a compling error that shot past and i missed the first time around okay its fixed ty ๐
@near escarp
thx
I imagine that should work fine. It's almost certainly something in this project breaking everything, but Unity's insistence that everything is fine is... not helping narrow it down.
You didn't completely reset unity yet right ?
i had to do it once last year because of a baking issue as well
deleting registry stuff basically
you'll need to reimport your projects manually to unity
it's easy but depends how many you have
Ouch. Like 10
it's just clicking the "open' and selecting a folder
i don't mean reimporting as in assets
Ahh ok.
@near escarp Is it a baking issue if I'm not even baking lighting at this point?
could have been a bake that caused it
Even when exporting the world and then importing it in to an entirely new project?
i have only done that once but it ended up being necessary
Hmmmm ๐ฆ
Hmm i'm in need of some help. When i Try to test my world it says it can't load cause it doesn't exist i've tried to detach to get another blueprint but it doesn't seem to work
How does one fix them that is thai question
Ok the error that i'm getting is that it couldnt load the world because it didn't exist
That's not the cause of the issue, that's a symptom. You need to check the unity log for errors
something about sqlite3
and this
my vrcsdk only shows clear playerprefs now
Ok i deleted the sdk and redownloaded
checking if it fixes my issues
Fixed
hi
can someone tell me what is...i mean waht does it do "VideoSyncEmission" ?
@near escarp Imported the project into 2018, same issue. So I don't think reinstalling Unity would help?
How many drawcalls is it? If you check it in the unity frame debugger
Also can you give me the world id? I can go have a look
@ashen charm
in unity is there a way to convert multi cube's to quad's
@sacred warren Then it's definitely a busted project
You've tried baking with both unity's lightmapper and bakery again right ?
@near escarp Yup. Also wouldn't that be redundant if it still happens without any baked lighting?
No clue, could just fix itself with baking somehow, as it happened because of it in the first place ?
At this point you should try an empty project, with only a few of these objects, and see what happens
No, I'm not sure baking was in any way related. And yeah, I guess I'll copy over random bits and see at which point it breaks.
The fact that VR chat can't actually exit without crashing and having to try and force close it gets really grating after the 50th time you have to do it...
That issue should only be on the beta
@near escarp Hmm, progress, sort of. Bringing in an entirely new texture and applying it to one of the rocks DOES actually display. It's like the textures aren't really there. But if that were the case, how do they display in the editor? Is there a texture cache somewhere that I can clear that may be broken?
only GI cache that i know of
there's the vrc cache but it should'nt impact uploads on a new ID
Hmm, cleared that several times with no change. I'll clear the ID, just incase.
Would the ID matter if it's just a local test? Or do they still get uploaded anyway?
Worth a try
@near escarp Nope, but I have an idea.
Something's not right here. If I click the tiny icon on an albedo, it DOESN'T go to anything in the project, whereas it should go to the texture. Like it's mapped to something that doesn't really exist.
@sacred warren Try reimporting all your textures ?
Yup, was one of the first things I tried, no change. Going to try and trick it into thinking they're new files somehow.
@near escarp So I copied the existing texture WITHIN UNITY and got the same result. So I copied the texture in Windows instead, identical texture, just named it something else, and....
So clearly Unity is holding onto some broken internal cache of these textures or something, but I don't know where or how to clear it.
Can i use shader graph with the current unity version vrchat uses? the current version doesnt have the package manager menu
Or can i just make a new project and make the shaders there and import them to the other one
Or am i just dumb
@near escarp Still, that begs the question, where are all these broken textures being stored? I've cleared every cache I can find, but there's obviously one it's using that's causing this.
could be memory cache on your pc then ?
That'd be lost when I close the project though wouldn't it, or reboot? This has been going on for days and many reboots.
I would't put it past Unity to break it the same way every time you open your project
but at least you can fix it all now
I can, at the cost of a billion man hours, lol. I need to find some way to clear that cache rather than treating the symptom in case it happens again (and to make sure I don't miss anything).
Fuuuuckk
Alright, I found the cause of the issue. At some point, I'd accidentally assigned all the textures to an "Asset Bundle" whatever that is. But what it seemed to do, was just break them all as far as VRChat is concerned. I removed them all from the bundle and now they all magically work. @near escarp
oh, yeah, if they're in an asset bundle they would be ignored in the one created when uploading a world, so that makes sense
glad you found out the cause !
See what I mean about finding the underlying cause rather than making all new textures, lol. Glad I noticed it now at least. But yeah, that was certainly a trip.
anyone know what this error means? i tried pressing 'upload' to my world and every time i did so this error popped up and wouldnt let the world update
It failed to build, check for other issues above
Are you using post process v2?
im using post process, but im not sure what version @random owl and @sacred warren it wont let me click anything else once that error pops up since this happens
If you are using post process check for Test folder in your root assets folder
I don't remember the specifics but that folder breaks uploading when you are using post process v2
So basically just delete it
Not the post process folder the Tests folder if it exists ๐
problem is there was no such thing as a test folder
Do you have any other erros in your console?
nope
Hmm it wasn't the tests folder causing it I haven't heard of this problem happening in other context ๐ค
let me try deleting a few other things ive downloaded and see if itll work
put the pickup script and collider on a parent object with all the FBX parts as children objects
Does anyone know how to make an image show up on someones screen, preferably like a jumpscare?
Hmm, Silents water shadr... should it work in VR?
It looks fine in Unity, but its completely opaque in game
works fine for me ?
having problems uploading my world again,, managed to fix the other problem but now each time i try to upload it, unity always crashes. im not sure if this a problem with my computer itself or just unity
Could be both
Create a new empty project, add a vrc_world and upload
If it crashes then it might tell you which
@solid helm Any idea ?
@sacred warren Can you screenshot closer to the water
you didn't change any render queue did you?
I guess you probably didn't
which shader is it exactly?
@rain shadow It's called "Silent/Clear Water" to be specific (now that I'm out of VR)
would i be able to achieve something like a corded telephone by making a cord with a lot of different sections weight painted to bones that are then set to dynamic bones
with the last bone being attached to the phone with a pickup script on it
by like a fixed joint or something
or the other way around
where the bones come from the phone
but the last bone is attached to the base by a fixed joint
Hmm, objects can be seen through it, but not landscape
Hello i'm having a bit of a problem which is i can't jump on my world even though i've added it through vrc_player mods. And the interact on the door doesn't even show up
@kindred dagger Are you sure you enabled the "isPlayerMods" on the VRC_Player Mods script?
Also for an OnInteract Trigger you need a collider, are you sure you have one on the object the trigger is on?
Are NextPano and PrevPano RPCs even working? Getting failures, even on the prefab example in the SDK. Example error: ```2019.11.09 22:17:01 Log - [VRC_EventDispatcherRFC] Executing SendRPC on ToggleQuad1 (UnityEngine.GameObject) from Dispatcher (UnityEngine.GameObject) for ใใชใใ: S: "NextPano" I: 6 F: 0 B: False
2019.11.09 22:17:01 Error - [Network Processing] Could not find any components capable of receiving RPC "NextPano()" on object "ToggleQuad1" with path ":20/" and targets "Local" but found close matches which need a VRCSDK2.RPC attribute:
Void NextPano()```
ToggleQuad1 absolutely has the panorama script on it and as mentioned, same kind of result with the prefab if i try to call the RPC on it
@autumn temple According to that the NextPano doesnt have an RPC attribute. So it was likely removed by the devs. Meaning that at some point it used to be an RPC and now isnt anymore. Thats my guess
It's certainly still on the prefab being shipped with the latest SDK if so. Suppose it could just be old.
Yeah the prefabs on the SDK havent really been updated at all
Searching this discord I see someone asking a similar question about it... 14 months ago.
How do I put a video player that people in game put their links
@solid helm Did you see the issue earlier? (wherein the water looks fine in the editor, but opaque in-game)
Got a world that is admin approved, but it is not public. How do i make it public? Nothing happens when i press publish on the website or sdk.
is there a way that i can make something attached by a cord with physics on it? that you can also pickup?
tried dynamic bones and cloth physics
neither seems to work
Okay so if anybody's interested in making something that's tether to two anchors by a cord I figured out two different ways to do it neither are very much perfect but they do achieve the desired visual effect
does anyone know a reason why my video player wouldn't be working in my world at all. i put it in and usually it starts a few minutes after i lode in to the world but now it wont work at all i tried adding a play button which worked but i had to press it again after each song... any ideas cause I'm at a loss of ideas...
is it possible to make in world changes,
while we'r in test build and see changes on the fly
and also that we can do interactable testing ?
what kind of world changes ?
ok @hazy temple i will make it understandable.
imagine this:
you'r open-up you'r unity>execute your world project>make floor,table and bottle of whiskey.
ok then...
now when you did that
you obviously want to test your world to see how it's like
by going to test and build option.
now when you'r in the vrchat your testing world
you see your creation
wow that is so great woo hooo
but you notice that something is missing
oou yeah a cup of glass for that whiskey righ?...
anyway in order to make any...
(future) change's in your world,
you must exit from your testing world
and create that cup of glass.
isn't it frustrating
I SAY YES INDEED
so why not we create something and that something we can see creating in testing world
and from there we can test it weather it's working or not
don't get me wrong we still using unity for creating things in our world
and not creating things directly in vrchat
because vrchat is not an unity
without going back and ford all the time
especially if your world is 250 , 500 gb or even higher
because the larger your world it's get's the longer time for you to wait for upload-test or uploading your world
@raw vessel Naqtn made an editor extension that's in the pinned prefab database that emulates the client in editor and can help you there. You could also maximize your use of standard assets, animators + UI buttons to dodge the trigger system so you can test in editor for local stuff, but I don't think the VRC devs like when we do that.
Agree that build-to-fix ratio is a point of friction tho! Hopefully that can change with Udon
Well the devs dont have anything against using Unity native stuff like animators and buttons. They just dont "support" it, so there is no documenation from their side.
Also the only reason you really have to start the VRChat app, is because their scripts only work inside the application. This is for several reasons, mostly security and so you dont just copy their IP.
I dont think Udon is gonna change that...
Hello, I'm trying to add an audio that plays when a player enters my world (like the door bell of The Great Pug). Do you know how I can achieve that?
@opal goblet Yeah, "not supported" is what I should have said - I dunno their personal feelings on it. Mainly if they need to disable something for security/stability reasons - mechanics built around anything removed could break obviously.
Let me have muh hopes + dreams about Udon testing~ Building complex mechanics out in proto environments is fine even now...but if the goal is to then implement complex mechanics into worlds with more ambitious scopes - there's definite friction in having to build per logic change.
@bold ibex Do you need it to play for just the person who joined or everyone else too?
@supple drift For everyone else to be notified of the presence of somebody new
Easiest would probably be an OnPlayerJoined(Local) -> AudioTrigger
Ok, should I add this on a VRC_Trigger?
You create an Audio Source, then add a VRC_Trigger to it
Set the Trigger to be OnPlayerJoined, check the Advanced Checkbox, make the Trigger Local.
As an Action set it to "AudioTrigger"
Ok, I'm going to try. But setting it on local won't make it only for the player entering but for everybody?
The message that someone joined is broadcasted to everyone
So setting the Trigger to broadcast to everyone, would make it so that everyone receives the player joined message, and then everyone broadcasts to everyone, that they should trigger an Audio Clip.
Thats why it needs to be local.
Oh ok, didn't knew that. Thank you a lot!
Hey i setup a reflection probe in my world and in editor it looks fine but when i do a test build it shows up black
am i doing something wrong?
or are reflection probes not allowed in vrchat
Reflection probes should work without any issues
sounds like its probably a shader issue
What shader are you using on the stuff thats turning black? @opaque stag
Everything im using is standard shader
sorry i just looked at the wiki and am trying those settings
i didnt know you couldnt use realtime reflections
you can
how would i fix that
Though realtime reflection probes can be heavy on performance
yea ill prob just stick to baked reflections then
Its fine to have as an option that you can toggle on
Wouldn't recommend having realtime reflection probes enabled by default though
yee
@near escarp Sorry to bother you but quick question. If i had a trigger that opened a VRC portal to unsuspecting people, in order to tell a story, would that count as malicious and would I have the risk of getting banned? Additionally it won't be a public map.
there are public worlds that do this. If it's done in a way that makes sense with story/gameplay and not in a way that can cause an infinite loop, it should be fine
(don't suck someone into a portal the instant they spawn in, for example)
also, doing something like that is definitely not an issue for private worlds...
i'm having an issue where a non-local trigger is activating more than once when there are 2 or more people in my world, is there a way to fix this without making it local?
it might be an over-sync / over-broadcasting issue
can you explain what this trigger does? Do you have any other non-local triggers in your world? and do you have any animation sync / object syncs with animator on them
the trigger would be to set the portal active
sorry I need to @ people more often. The last comment was a reply to @meager kestrel
for @latent bay in private worlds anything is ok, provided it is done without malicious intent
oh XD
I replied to your comment before phantasm
I do, but this is the only one with a randomizer, so I can't tell if the same thing happens to the other ones
Hmm, as Silent hasn't had a chance to chime in, does anyone else know why Silent's water shader may not be showing landscape through itself? (objects are visible, but not the landscape).
your landscape is probably on a Transparent queue. What shader is your landscape using, and what do you have set in the Render Queue box on your landscale @sacred warren
@meager kestrel you should not use AlwaysUnbuffered on a randomizer, because each client will do its own randomization on the receiving end
(unless you want each person in the world to do something different)
Instead, you should make the randomizer local, and have each action do a custom trigger that enables the chosen game object
but that's not your exact problem beacuse it wouldn't cause overbroadcasting
what other triggers are non-local
you need to clearly understand each and every trigger not set to Local
Any such trigger could inadvertently cause over-broadcast when combined with another trigger... so each trigger individually is ok, it's the combination that causes the issue
Overbroadcasting looks something like this:
Trig1 Trig2
A ----> B ----> A
\ \---> C
\
\-> C ----> A
\----> B
thank you bot
oof
well, most of my other triggers are simple buttons which enable one object on interaction
with the exception of the video player from tsuna's prefabs
and the object doesn't do anything when enabled?
video players are probably well tested, so I'd expect that's not the issue
So I'm really suspicious because you used OnEnable
So whatever caused it to be enabled might also be broadcasting
no, although that onEnable trigger activates at the end of an animation
could that be it?
I see, do you use object sync on the animation?
(do you have an object sync and is there an animator on the same thing)
no
does everyone play the animation? or only one person
because everyone playing an animation and it ending is once again an overbroadcasting type situation even though there is only one broadcast trigger involved:
Basically, any time everyone does a thing that causes an AlwaysUnbuffered etc. trigger to run, that's overbroadcasting.
So everyone plays the animation, then everyone enables the object, so everyone runs the OnEnable AlwaysUnbuffered trigger which broadcasts to everyone else
the way triggers work is:
- some condition causes the trigger to run (like OnEnable)
- the trigger is broadcast to everyone, so some broadcast event is sent out over the network now
- it runs all the actions in the trigger
later, when you receive a broadcast event, the condition is not checked:
- unconditionally runs all the actions in the trigger
so if everyone enables the trigger, then everyone will broadcast the trigger... so everyone will run the trigger again for everyone else in the room... even though it only got enabled once!
cool
My terrain in my VRC test world is black but not having the issue in unity. Anyone have any idea why this might be?
https://www.youtube.com/watch?v=ESGUg7SKmRU&feature=youtu.be Everyone has that problem, stupid unity terrain is weird. Here's a video that should help you fix it @outer crane
If you want to skip to the gist of it, just skip to the end. Note: I forgot to mention that you will want to bake occlusion whenever using terrain. Open up t...
Thanks ill take a look. @balmy gate
@balmy gate It's using Nature/Terrain/Diffuse and a queue (from the shader) of 1901 which is well below the transparent value of 3000.
I tried the same setup you have for your water/terrain and didn't have the same issue
It's hard to tell when it's fixed too considering it's another thing that looks fine in Unity but is broken only in-game.
Its only your terrain that seems to be the issue there
in the screenshots you posted the prop you hand in the middle rendered fine under the water shader
Yeah, objects seem to be OK, it's just the terrain.
Everything looks sane to me, but clearly something must be wrong somewhere. I'm just not experienced enough to guess where...
Then the water...
Disable Gpu instancing on the terrain material?
Is that likely to have any performance impact?
In most cases not really
not sure about terrain though but I don't imagine gpu instancing helps much in the first place
Though hopefully 2018.4 will give a performance boost for terrain when it lands if this still applies - https://blogs.unity3d.com/2018/10/10/2018-3-terrain-update-getting-started/
Its never fun being the bearer or bad news, but: https://vrchat.canny.io/open-beta/p/instancing-on-terrain-causes-it-to-go-unrendered-in-game
Haha
VRChat: "You need to make everything as optimised as possible!" Also VRChat: "Literally none of the optimisations Unity has or that 3rd parties recommend work in VRChat because reasons".
In this case its unity though
"Fix In Review for 2020.1" REALLY?
A feature for 2018.3 only has a fix in 2020.1? Good god.
its possible the VRC team could light a fire under the unity devs butts to get a fix into an upcoming LTS version
The best solution is to just avoid unity terrain if possible
People have mentioned a mesh before, but does that have all the features of terrain? I'm likely to terraform over time so I'd rather not find myself in a situation where I've destroyed any further chance of working on the world.
Well you would always have the option to change it
You would need to tab between unity and an external program though
Though there are unity terrain to mesh plugins I think
never tried them though
I'm guessing software (Unity assets) like "GPU Instancer" don't work with VRChat?
Haven't tried
Discord being garbage and uploads failing again.
More annoyed that it loses the message you type with it too.
@rain shadow Still does the same with GPU instancing off on the landscape.
Well at least it still looks kind of nice even if its not displaying properly
Can you see that picture? It uploaded this time but isn't loading for me.
I mean this is what it should look like...
Disabling instancing on the pond itself didn't work either.
@sacred warren you need to follow directions for setting up the _CameraDepthMirror using a directional light
just ruling that out as a possibility
if you already have the correct type of light set up, then this isn't the problem
I already have a single realtime directional light set up so that should be covered (it's the light used for the grass and players).
realtime directional light is not the correct thing for this specific
this needs to be an extra light set to an unused layer (Like "ignore Raycast")
make a new directional light and follow exactly everything in red
keep your existing light
this is in addition
Oh I see, hmm. Silent's shader doesn't mention this anywhere does it?
if you do it right, the performance cost will be minimal
I think it's required, for it to know how deep the water is
otherwise it will assume the water is as deep as the ocean so it's like a solid color instead of showing the bottom
If this fixes it, might be good feedback to Silent that they need to make it more clear
I'll test it now then. 1 sec.
Does the water itself then need to be set to that same layer?
The info on that GitHub page seems to imply that it should work if you have a realtime directional light of any sort as long as it's active.
"Shader marked with ๐ก need _CameraDepthTexture, to ensure _CameraDepthTexture is enabled please add a directional Light anywhere to your avatar" ... "You need to do this because Unity's forward rendering _CameraDepthTexture is enabled only if world has at least one light with shadows enabled"
The world already has a realtime directional light with shadows, so it shouldn't need an additional one, going by the instructions above? @balmy gate
Maybe, not sure. Also you didn't specify that your other light had shadows
I'd do it this way just to be sure
Yeah if you're able to cast shadows on the terrain it must be working too
and avatars and things you put in the water show up correctly?
The only reason the terrain wouldn't show then is problem with depth texture (terrain receiving shadows would rule that out) or terrain being transparent (oddly enough terrain receiving shadows would also rule this out)
And if you can see your avatar through the water then it is properly transparent/grabpass ing
These are the things to test
The object you put the water shader on, I've used a cube that I've flattened. Is that correct? The shader itself has no instructions on what specifically it should be applied to.
Does anyone know how to make particle align to direction but restrict the individual particle rotations?
Something that is conflicting with render alignment...
thanks @supple drift
you just speedup my time working on my project world
but unfortunately i got many shaders and triggers
that cancel normal functioning of that plugin
and yes ... that plugin will come in handy in some new future
but with little more simplified world
with not to many triggers and other stuff's like that
๐ฏ
@meager anchor change the Render Alignment in the Render section from local to anything that fits your need
This water shader is driving me nuts. There's always some obscure issue which no-one else seems to run into.
What issues you running into @sacred warren ?
@bronze smelt Silent's water shader appears to be opaque for some reason, but not completely. Objects can be seen through it, but not the landscape.
But, it looks fine in the Editor.
Well, in VRChat's case, we can't really trust the editor fully when it comes to that.
But I don't know enough about it so can't really answer it sadly
So probably best to get it from @solid helm herself.
Hmm, is the depth buffer being rendered?
What's the easiest way to check for that?
Do you have any realtime lights in the scene?
Okay. In the Editor, if you go to the Frame Debugger, do you see the depth pass being rendered?
Yes
Hmmm...
(lotus petals are sat on the pond, so that'll be those)
They badly need to be merged into a single mesh but that's a problem for later.
Well, if the instancing worked they wouldn't need to
You can get the instancing to work by making an empty gameObject in the middle of the group and setting their "anchor transform" to that empty object. Then they'll all use the data from that point instead of their own. Unity, seeing this, should instance them together.
That aside... how many types of water do you have in the area?
It's more because they're a complete mess in the hierarchy too, heh. But I'll look into anchoring too.
Just the one, the pond was a test.
Do you see any other objects taking grab passes?
I see a single "Grab Rendertexture"
No other ideas then? Shall I prepare to cry in the corner?
this is probably a dumb question, but can I set the editor to launch an offline world with just desktop mode? It wants to open my vive each time
unplug your headset or wait for someone to give you the script that does it
Alrighty. If anyone has it and can toss it my way, I'd appreciate it o/
thanks for the quick reply Ruubick
The script is in the pins I believe.
@bold ibex http://secondstrife.com/vrchat-vbs/
thanks !
I have a 2d audio source in my world yet behave as if its a 3d audio source
how do I fix this , I hope you can help me ? ๐
I have an older world that has the "won't appear in new" admin tag on it. Is it possible to get that removed so when I do seasonal updates, like the Christmas one I just did, it shows up in "Recently Updated" again?
won't appear in new tag will only prevent it from showing in the New category. It will still show in the others like Recently Updated
but I literally just pushed an update and the world never showed up in Recently Updated. The Recently Updated tag was applied too. I think this other tag does indeed block it from showing up.
kinda discourages me from ever updating this world again. My other worlds post fine to Recently Updated and get some new traffic coming in when I update them. The difference is they were made after Community Labs came in and dont have additional admin tags on them from the old Public World approval process.
I wonder what the purpose of that tag was...
Welcome to Unity Development
๐
make sure to save often because it might be your last chance
is it crashing always when you do something specific? or just random?
how big is your world?
70
did you look at the number of MB using Ruuubick's method with the Open Editor Log
No. Those were made using scripts.
However, QvPen is unbelievably good quality and currently the state of the art pen prefab for world
Supports quest with a few minor edits, and erasing can be added in theory very easily with a trigger collider and an Activate Trigger script
though I've not seen any worlds do this yet
it's on booth
OMG ๐ซ๐ค
@*BฬทrฬทHฬทOฬทoฬทOฬทMฬท7ฬท7ฬท#4093 did you already disable Future Proof Publishing in the SDK settings?
Error on pause
Also you can use Windows shift s to take screenshots on your computer
No @cedar nebula
BrHO then yeah next time you try to upload, go the SDK settings first and then uncheck Future Proofing. Also what Cyan said, click on the Error Pause in the console to disable that so it won't stop you from uploading if it encounters errors
in vrchat?
@wicked turtle Hmm I might suggest to reimport the qvpen package after installing standard assets, in case you added them in the wrong order
I'm pretty familiar with them--it is possible to test them in editor but you have to turn on a few objects first
https://cdn.discordapp.com/attachments/631205665762705459/631209189213077513/qvpen_play_mode.png
how to use it in play mode
click each of those three objects: Event_OnPickup, EventTriggered, and Event_OnPuckupUseDown and for each one click the Animator checkbox once
Animator will turn itself back off after executing
then select the Grip object (this is the pickup ingame) and move it around. It should draw
if anyone knows anything about gifs being used in ur room. is there a limit to how many u can use? or what would be the reason they wouldnt be there when u go into vrc.
how are you importing the gifs? are you using a sprite sheet shader
I mean each frame if the gif will be a full resolution texture
so it adds up in space. but that doesn't explain why it wouldn't work... unless you used a script or shader that's incompatible
what scripts / shaders do you use on the objects that render the gif
@spark thunder โ
I have a bunch of working gifts in my room already that work but it's just a few of the new ones I did
Hello all, is it possible to do any randomization currently w the trigger / action system? Either generating a random int or enabling/disabling a random gameobject from a set.
click Advanced mode and do Randomize
I highly recommend making randomize triggers Local. If you want synchronization, have them each do an ActivateCustomTrigger and make that one use the AlwaysUnbuffered etc modes
or if you use an Object Sync'ed animator, that will do syncing for you, so just make all your triggers Local in that case
Advanced mode on what, the setgameobjectactive action? Not in front of Unity atm
The VRC Trigger component has an Advanced Mode checkbox at the top, next to show help
you basically should always have Advanced Mode on, and always use Local unless you need that specific thing synced
the Advanced Mode checkbox also adds a Randomize checkbox which is exactly what you are looking for
if you don't use Local, everyone will pick a different random outcome which can be confusing
Thanks! I'll need it synced for sure
again, randomize is confusing with syncing. Use Local on the Randomize trigger. Then one of two things:
- have it use a bunch of ActivateCustomTrigger. Make a Custom Trigger for each outcome that can use AlwaysUnbuffered
- or, if you use an animator. Use Object Sync on the animator and let it do the syncing
The custom triggers would then do the SetGameObjectActive
๐
im trying to make a animation for a pickup sword object to swing. but i keep hitting problums. do i animate the exact grip handle or the mesh object? i get it to animate but when im in world i eather cant pick it up or it dosent animate , or the animated grip falls off the sword ...im so lost -_-
parent object has the mesh ,object sync,vrc_pickup and the child object is the handle for the exact grip
I would set it up so that the vrc_pickup is just a collider with an object sync, and then make the mesh a child object that you can then animate without it interfering with the pickup stuff. Keep the grip object as a child of the vrc_pickup though, you shouldn't need to change that
sweet that worked thank you... on another note about the vrc_pickup how do you connect the left click to the animator?
OnPickupUseUp ?
do i just name it on the vrc_pickup "swing" and make a trigger on the animation comtroller names swing?
ow
thank you thats exactly what i needed ^_^/ sword animation is done .. now to upgrade the enimy animations:)\
Does "delay in seconds" on VRC Triggers now resets when the gameobject the trigger is on gets set to False? Or does it still fires even when the gameobject is not active? My old world relies on that and looks like it doesnt fire the delayed trigger when the object is not active. ๐ค
How do I add a url input and add function to my videosync for other users to search urls? I've been on this for hours and I don't know what to do. Does anyone know about this?
Do you want to set it up yourself if would you be fine with a premade setup?
I would honestly be find with premade if possible
anytime i select video or live it just despawns
Both of them? the first one has issues but is the most commonly used
I haven't tried the second one myself but I assume its good
i haven't tried the second, but I'll try it
it's looks exactly the same lol. if this one works and the other doesn't imma die
nope
that one did it too
You probably need to update your sdk
What unity version?
2017.4.15f1
You need 2017.4.28f1
oh what? I thought the website said 15f1. damn
that's weird because the default video player that comes with thw sdk works fine
the issue is caused by setgameobject trigger affecting the wrong gameobjects
Or it might even be worse than that
am i gonna have to restart my whole project after updating
Upgrading unity versions is mostly seamless for your projects
thank god
and going from 15f1 to 28f1 should be an easy upgrade as not much changes
Can grab unity editor versions from here https://unity3d.com/get-unity/download/archive
installing right now. thanks for all the help tonight
in unity is it possible to rotate 2 objects at the same time
but on opposite direction
just like mirror modifier in blender
ok. it doesn't despawn after i click video.... but the video won't play. imma say fuck it and try again tomorrow. i'm lowkey mad tho
Could be an issue with vrchat itself
idk. thanks again for all the help. imma go to sleep... good night
Yeah sure.
Are disabled objects in the hierarchy counted in the VRChat world size?
I have some hidden objects that I only enable during holidays for map updates
AFAIK yes because they're togglerable in-game. So they'll be included in the upload, but shouldn't affect runtime performance as they're not shown.
I guess I'll have save separate scenes for specific holidays and then delete these other ones so reduce the world file size then?
You could use empty objects as containers for them, put the bits and pieces into the world, then drag them back out to create a prefab. That way when you want to add them back, you can just drop them back into the container and they should maintain their original position.
i got this liquid drink shader from the vrc prefabs and it doesn't register as a shader in unity
although the txt file is a .shader
@severe frost you can tag objects as EditorOnly and they will not upload with the project. Tags are the drop down on the top left of the inspector.
As there are new people around today, lets try another shot at my ongoing issue - I'm trying to use Silent's Clear Water shader but for some reason the transparency isn't working properly. It looks fine in the editor, but in VRC the water only shows objects beneath it, you can't see the landscape, it's just a solid colour.
You could try pinging silent directly
Silent actually chimed in yesterday and got me to try a few things, to no avail.
If you place a camera in the scene where you would be looking as a player, does the camera view look different than editor view?
Nope, camera also looks fine (i.e. same as scene view).
Do you use a reference camera?
Main reason Iโm asking this is because I was using one of silentโs other shaders (fake light) and it was different between editor and game view. Turns out the depth is calculated wrong when you have a very short far distance. Silents water also uses depth so I didnโt know if it would do the same. It could be a transparency/render queue thing though in your case.
Hmm, not familiar with a "reference camera"
In the vrc world prefab, you can specify a camera as a reference to know what values should be used for the player. Not many of them are copied over, but near, far, post processing, and clear color do copy.
Ah. I remember doing that originally but I think that camera is long gone (back when I had a post-processing stack in place, which I've since removed). I'll do that again and see if the result changes.
It probably wonโt though if you arenโt using a reference camera. Default settings should be the same in unity and vrchat.
Hmmm. Back to the drawing board ๐ฆ
For reference. Here's the issue. Editor: https://cdn.discordapp.com/attachments/361741445352259584/643413765857083402/unknown.png
In my new world, I made 2 buttons that are my triggers for the mirror and the music. In unity it shows that the triggers are linked to the mirror and audio source, I also made sure to the tick box " Is Trigger" on the box collider. Yet in game I still can't use the buttons to activate those objects. I set the vrc triggers to : on interact and to local. The buttons are on toggle as well so I didn't pick any of the wrong options on the vrc trigger settings.
make sure they have a collider and uncheck is trigger, is trigger is meant for like, collision interactions i believe
@sacred warren envy
I don't have a solution to your problem I'm just wondering if your using a bake directional light
Yes, I have a lot of baked lights. Both directional and spot.
I am having a similar issue with my water shader the second I bake the light it goes bleh in game but it's all prity in the editor
I'll let you know if I find something
Which water shader are you using?
I saddly have no idea of the name and can t check atm apologies but not scilents one
How ever the trancperance just refuses to work when I bake the light
I was wondering if the baked light was somehow screwing with the water shader... gave you checked to see what the shader looks like as realtime (I understand keeping it that way isn't valid but would be interesting to know)
Wait, do you have the special light for the depth buffer? I wonder if that is related which wouldnโt make sense if it works in editor.
Could also be the terrain shader
I already have a realtime directional light for players and environment (which the pond is set to use) so it shouldn't be that and yeah, I'd expect it not to work in the editor if that were the case.
Terrain shader is the standard Unity Nature/Terrain/Diffuse one.
ok so today im gonna try and upgrade my enimy ai with a velocity float parameter for its animations... before i go deep diving in google for info anyone hear have any info? ... like getting velocity from rigidbody or navemesh to be sent to the animator controller?
so far im just useing box coliders set to triggers at diffrent distences to trigger run / walk / attack animations. and coliders on the body to trigger stagger /death animations all throu animation triggers true/false
hmm maby im going at this the wrong way.. on the nav mesh how can i change the speed with a trigger?
What is your goal here?
You can animate the speed of the third person ai controller and have a different layer in its animator to react to different parameters.
just want to lets say..nave mesh is set to speed 5 ..when i enter a colider trigger set the nav mesh speed to 3 when exit go back to 5
every time i try to look up something specific like this all i get is scrips-_- float speedMultiplyer = 1.0f - 0.9f*Vector3.Angle(transform.forward, agent.steeringTarget-transform.position)/180.0f;
on another note ...i cant seam to get the ai controller to change target with sendrpc aicarictorcontroll.settarget?
Alright, so the issue isn't with landscape/terrain. The issue still happens even if I convert the terrain to a mesh instead.
Although, if I remove the terrain material, at least it goes black which implies it is interacting with it somehow...
my water was like that on my map ..dont know if it was the same problem but under the water shader i had to set the horizon color darker to match the sky
I'm using a skybox rather than flat colour
same
the horizon color is seprit from the skybox..its just telling the shader what color it should be
the water shader not the skybox shader
sorry i didn't word it correctly..im a derp.... under your water shader should be horizon color. i had to set it nearly to black because i have a night time map...the water looked like it was still daytime
It should be transparent though, that's the thing. So the colour is irrelevant.
ow well crap
Hmm, if I set the terrain shader to "Standard" then it looks correct, although the textures now obviously aren't...
is it part of the terrain or is it its own object?
Which?
the water
No, it's just a box that's been flattened
it its parent the terrain? why would changing the terrain change the object?
It's a shader depth issue it seems
sorry im just some nube ..i relly shouldent be trying to trouble shoot things
@sacred warren You tried altering the render queue ?
any thoughts about getting a ai controller to change targets? iv been trying to get sendrpc aicarictorcontroll.settarget to work but it dosent seam to
@near escarp Yeah, no change in behaviour unfortunately
Hmm, building a test build saves and you lose undo history. That's... unfortunate.
@prisma moat you canโt use send rpc to change targets. You need to use animation events or Ui events. Itโs not well documented but a lot of advanced things use Ui events to call these kind of methods.
how would you get a animation event to change the target for a ai controller?
When you select an animation event it will give you a list of functions that can be used on that game object
but I personally wouldn't recommend doing it like that as you would need an animation for every function
Better to use something like UI buttons since you can easily control when you want to trigger them
im starting to think that i should just stick with spawning 2 enimys "one for eatch player" insted of trying to get 1 enimy to switch-_- thares gotta be an easyer way
If all you want to do is change targets its actually really easy
thats all i want to do .. eather closest player or last player that entered trigger to be set as target
Do you have toybox imported?
right now i have 4 swords 1.2.3.4 i have 1 enimy set to target 1 from the start... is the 2nd sword was closer/ entered trigger ti would get set as target
yep thats whare i got the ai controller script
Switching targets between different players is more complicated than you would expect. Each player knows their own location locally but no one elseโs. This means you either need to use ownership to decide which to target or you use prop spawner and actually change the target for the ai.
What object are you targeting now?
Player tracker should work directly from ToyBox. Itโs local though, so it will always follow the local player
im useing the swords as the target and have them named 1.2.3.4
the enimys ai controller needs to be set to a target to fallow so i have it set to sword 1 ..it works..... but id need to spawn a second enimy to have it target sword 2. unless i can fined a easy way to reset the target
so 1 enimy 2 swords targets. the enimy will only target the 1st sword and ignore the 2nd sword that isent targeted
only work arround in my head is spawn 2 enimys for the 2 swords "1v1" "2v2" but thall still ignore whatever isent targeted "1v2" "2v1"
maby when target 2 enters collider ill deactivate the 1st enimy and activate a second enimy targeted to player 2?
You have toybox, so you should have the EventSelectorOnce animation.
Create a new gameobject.
Disable it
Find event selector once animation and drag it onto the object.
Add a Ui button component.
In the Ui button, at the bottom, click the plus sign two times to create two events.
In the first, drag the gameobject itself in.
From the drop down select GameObject/set active.
Make sure the check box is unchecked.
In the second event, drag your ai object in.
Find ai controller. SetTarget.
Drag your sword object into the new slot that appeared.
Whenever you enable this object, it will set that ai to that target. You can. Reset multiple of these for each targets you want to change to. Make sure to enable this from a trigger and not an animation.
One thing I have noticed here is that landscape isn't included in the reflections at all, nevermind transparency. Is that also to be expected? Note the rocks are reflected, but the landscape isn't.
Do you have your reflection probe set to editor only?
Do you even have a reflection probe?
I have some reflection probes dotted around, I was just in the process of adding more to see if that was the cause. Is this based entirely off probes then and not realtime?
Ui button component? i cant fined it in the add component but i can go to menu component/ui/button?
Yeah, render probes fixed the landscape reflections, but still no transparency. Hmm.
The component is called โbuttonโ
ow ty
just to be sure, this is still the sdk were using?
hasnt changed since september?
Yes thats the right sdk version
@left marlin thank you so mutch it worked ^_^/
and just for anyone reading this latter this is what worked with me.... You have toybox, so you should have the EventSelectorOnce animation.
Create a new gameobject.
Disable it
Find event selector once animation and drag it onto the object.
Add a Ui button component.
In the Ui button, at the bottom, click the plus sign one times to create one event.
In the first, drag the enimy itself in.
fined aicarictorcontroller.settarget
a target tranform will pop up whare you place the new target
Ui buttons > Udon
yum
still odd the normal vrc_trigger sendrpc aicontrollercript.settarget wouldent work
ok sso now i have a working "swinging" sword and enimys with colider baced animation triggers / dmg....now with working player switching thanks to @left marlin ^_^/ thank you so mutch
Itโs not odd. Send Rpc only works on vrchat methods and not standard assets. I donโt even know why you have the option displayed.
Which would make an interesting canny.
Allow send rpc to work on standard asset scripts.
Too bad it will be rejected because /Udon
it only poped up when i set the trigger to advanced
It would be so nice if it worked... I may be going actually mad at this point.
try other water shaders ?
There really don't seem to be many. The stock Unity one doesn't seem to support transparency at all (well, not the non-pro one). No-one seems to really recommend the others. But still, there has to be something breaking this shader's use of the depth buffer.
https://github.com/synlogic/Syns-Unity-Shaders I've used the water shader included here without any issues
The water shader in that one fails compilation.
Thats weird
"Shader error in 'SynLogic/Water v2': 'vertexDataFunc': output parameter 'v' not completely initialized at line 115 (on d3d11)" to be specific
Hi, I have some problems with PPv2. In Unity they work however when in VRC, they are disabled. The rendering distance of the camera seems to be different as well. Any ideas?
Do you have the reference camera set on the scene descriptor?
I wish UnwrapCL would use more than 10% of my cpu when building UVs.
@rain shadow Ah yes silly me. I thought updating VRCSDK wouldnt reset that back. Thanks!
@sacred warren Water won't reflect without a reflection probe
I'm pretty confused about what your issue is. Do you have a world ID I can check out?
Ok so I have set the reference camera on the scene descriptor. However the Postprocessing still does not work in VRC. They work fine in Unity
@sacred warren wait wait the terrain worked if you baked it into a mesh and put standard on it? If not standard, Can I ask what shader you are using? Also what does the Render Queue setting show on the material
This talk of transparent and changing render queue has me suspicious . Vrchat uploads with all render queues set to "From Shader" so if you have set anything to transparent or otherwise have anything set not to "From Shader" that opens up possibility of something misbehaving on upload
The wrong render queue can make or break transparent and depth related effects
can you use reference camera's to hide certain layers from players visibility? could've sworn you could do it before but its not working now. post processing etc shows up but hidden layers show up as well. layers are set up correctly as i hid them for mirrors as well and they do not show up in mirror reflections.
@dusk sapphire Yeah VRChat asks you to setup layers and collision matrix but even if they aren't setup for VRChat it doesn't really matter because your settings for those things are ignored completely.
collision matrix is respected
on the non vrc default layers anyway, i've always left default ones alone
but i'm pretty sure you could hide layers from the player camera
so i must be doing something wrong in my setup
I thought it was possible also but I honestly cant remember
If you do get VRC to respect layer visibility would be great to know
ah i think they do indeed overwrite/ignore mask settings for player reference camera's
and looking at post history it looks like the way to hide stuff is to put them in the mirrorreflection layer
I don't think anybody has been bothered to request that layer culling on the reference camera be properly respected
I'd imagine at least an additional script to set them separately to the reference camera would work so people don't mess the layer visibility up on accident.
I imagine they dont want to let players disable the UI layer so people who join their map cant see their menu's etc
I don't like the idea of limiting functions based on possible misuse, and if someone wanted to do something like that in a world that's hardly the worst thing someone could do with a world
I have an object under constant force with drag and its moving faster in game in vrchat than in the unity editor
are rigid body physics tied to fps?
yes, native headset fps
60, 72, 80, 90, 120, 144
some other oddball ones could also exist. some pimax might do 85
use mirrorreflection to hide things. shaders could also detect maybe
How does a world like Volt create that floating "MASTER" ring over the player who is the world master, and would it be possible to display something else over players in your world, like say, a bar indicating progress towards a goal which other players can see?
physics being tied to fps ruins an idea, oh well
@neat badger
Add a PlayerTracker prefab from hardlight's Toybox, and add a MasterLocal prefab (prefabs database linked in pinned messages)
master ring has a disabled FollowTarget script to the player tracker and an Object Sync
OnNetworkReady, do a "masterlocal" test. If it passes, enable a FollowTarget on the master ring so it follows you
OnPlayerLeft, start the "masterlocal" test again and as above, it will enable the FollowTarget.
Now if you want something over players who are not master, PropSpawnerv2 (added recently by CyanLaser) is the prop for you. It will spawn an object for every player in the world that follows them, with Object Sync on it
Object Sync also syncs animator states. So you can put an animator controller (highly recommend learning how to use these) which keeps a float parameter or some other state for your progress
float parameters are great because you can use them in a 1D Blendtree or Normalized Time to show something visually.. For example a progress bar could be animated by setting the X scale of a quad proportional the parameter.
For the blendtree variant, you create two animation clips:
One has the progress bar empty.
The other has the progress bar full.
Put these clips into the 1D Blendtree, and set it to use your float parameter and it will blend between them.
@dusk sapphire Phasedragon's physics system deals with this. I think it has a system to test your physics FPS and adjust for it
@balmy gate What is hardlight's toybox, and where can I find it?
And is PropSpawnerv2 a part of that as well?
Check pinned messages
vrcprefabs database
A big spreadsheet
You'll need Hardlight's toybox, MasterLocal and PropSpawnerv2
Make sure you have standard assets installed first from the unity asset store (or available in Import Package menu in some unity installs). That's required for anything advanced
i wan to manipulate with objects in scene area
for exempla:
selecting two rooms and rotate towards each other
so the rooms will perfectly and accurately align to each other
and that technique will be wary usefull for adjusting some auto asphalt ways as well
so that's why i need to know is there any kind of mirroring system in unity that will enable's me to achieve that
and yes that will be some kind of unity plugin in editor or other script form
that unity will support it
and that sdk will not complaine about
because i know some good scripts
for snapping things to each other and those scripts are working wary good but if i want to do the same thing with sdk installed it's simply won't work
so idk how will it work i would like to work for vrcsdk as well
whatever it is
Yes that should be possible to do but it would take a bit of brain racking to come up with a way
Basically every frame you will want to use a combination of SetTarget and AutoCam or other lookat mechanism
Now how to do mirroring? Maybe taking a reference object and animating its scale to -1 on an axis using Animation.Sample
You know how to do Animator with an auto click animation that fires a Button OnClick once per frame right?
@solid helm Don't worry about the reflections, that was, as you said, a lack of reflection probe as I hadn't done those yet. The issue is that the water isn't transparent for the landscape, only objects. World ID is wrld_702c00a8-b5a2-4833-affd-ae2613bd4b8f which should show the problem.
@balmy gate It still didn't work after turning the terrain into a mesh, but changing the shader from one of the nature shaders to the Standard shader (even when still using terrain) did work, but obviously the textures are then a mass.
If I had to guess the usual terrain shaders mess
Did you try making a duplicate of the terrain shader in your project with a different name (edit the Shader .... name on the first line)
And give the terrain a custom shader with that material
Can you do that? You can't "see" the built-in shaders can you?
(all the Nature/Terrain ones are built-in Unity shaders aren't they?)
Yes you can
All MIT licensed and open source
But unity put the download link in a stupid place
Go find the unity download page
Ah, so you need to grab it from elsewhere. I'll look for that then.
There's a dropdown with like manuals and stuff
One of the items says builtin shaders
They have it on every unity version in the download page
Just a zip file
The naming is a bit weird but i think all the builtin shaders are in DefaultResourcesExtra
And terrain/nature has its own folder inside there
Once you find the file, clone it and edit the first line so it doesn't conflict with the builtin version
Yeah, I've found it. I'll try that then.
If it's still broken, add a line before the last } saying simply
Fallback "Diffuse"
Hmm, they're all split across a lot of files with a lot of includes, feels like that's going to cause problems.
That fallback line will give it a working shadowcaster if necessary
Cginc files just copy them into the same folder as the shadrr
If needed
Terrain shaders are a weird beast, never looked into them really
They have some arcane syntax too, like designed for fixed pipeline 2000's era graphics hardware
The render queue is 1901, do you think that's fine?
Right... so...
It looks like one hack is breaking a different hack, which is why I said I didn't want to use VRChat's dirty hacks in the first place.
The grass is on a different terrain than the rest of the world. The reason for this is because baked lighting doesn't work on grass (because VRChat) so the separate landscape doesn't have baked lighting applied and relies on the realtime light. BUT, this also seems to break the water shader somehow?
If I turn on baked lighting for the grass terrain again, the water shader works, but then you're back to stage one with the original issue because you end up with black grass again because you're now using baked lighting on the grass, which doesn't work with VRChat.
@balmy gate Thoughts?
@solid helm So could the issue here be that your shader has issues when you have multiple landscapes? (even if one of the landscapes/terrains is only set to show grass, not the landscape itself). If I enable static lightmapping on the second one, the one that is only grass, the issue goes away.
Uhh, why can't I upload my world with the VRC SDK? did all the stuff, and I have new user, but I can't figure out why it won't publish, please help-
oh no it says wrong unity
๐คฆโโ๏ธ
@balmy gate
about mirroring stuff's
tbh i never try that before
but i understand that thing
so if i ever do that all i have to do is to put to -1
anyway i would rather like that to do in real time in scene window to rotate two object's on opposite way at the same time
@sacred swift I think you have to be User to upload worlds. New User is for avatars.
@sacred swift
hmm...i believe that you use newest and supported unity and sdk version
maybe you need to disable feature proofing feature
(caution)
if you already upload your world to vrchat
and you just want to update with never version of your same old world and if you have save'd that world project in your computer
then do the next thing:
try to go to pipeline manager
then click on detach and go to uploaded content and find the world that you want to re-upload and click on delete
now try to upload that world again
and it might work
otherwise you need to post it to vrchat support team
good luck
Thanks, will try
โ๏ธ
Wait I'm a bit confused, I am making my first map and I don't really know whats going on
Yeah, so it's as I said, you're not a high enough rank. New User for Avatars, User for Worlds.
No worries, you'll probably rank up soon. But in the meantime you can still create your world, you just can't upload it yet.
yeah I think new users can upload worlds but not publish them, so it won't be a public world, but you can still drop a portal to it and have a friends+ instance, just not public
The message he had implied that he can't upload them at all.
But still, making the world is the time consuming part and you can do that without upload permissions. I mean look at me, I've spent like 4 days now trying to get one damn shader working and in the process lost absolutely all enthusiasm I had for making worlds at all! yay.
I love trouble shooting for world development
Not when it takes days and literally the author of the shader and a developer of the game draw a blank on how to fix it...
yeah, I have no idea what black magic is happening to you, I only know about UI buttons and triggers, havent messed with pretty visuals yet
Working on a railroad map currently, I gotta get my other engines Iโve modeled in- but itโs coming along so far
Also I've found another issue. If I use specify a customer shader (even if I set it to the stock one) on a custom material for the landscape rather than using "Built in Standard", I lose realtime shadows on the terrain.
e.g. this
vs this...
The "custom" shader is just Nature/Terrain/Diffuse which is what I'd expect the standard shader to be anyway, so that's kinda odd.
Oh, well that's interesting. Realtime shadows only work if you use Nature/Terrain/Standard. The Specular and Diffuse variants don't show realtime shadows.
The render queue is 1901, do you think that's fine?
Sounds weird... why @sacred warren
Can you show me the line in the shader where you set the Queue
Your queue is set to From Shader right?
That's the default queue for that shader. Unity's decision, not mine, lol.
Ok๏ผ weird
So if you enable a duplicate terrain for the grass, that's what breaks it?
No, enabling static lightmapping on the cloned (grass only) terrain is what fixed it. But now even that doesn't work so now I'm trying to tweak to figure out what magically changed to cause that.
Oh you're baking stuff
Oh wait, shit, if I ever need to add/remove grass, that's not going to work if I have changed the shape of the terrain is it? Aaaaahhhh, all these hacks making life a nightmare.
I mean duplicate it again or something
But the grass only exists on the duplicate, so if I delete the existing duplicate, I lose all the grass.
This is what happens when using weird unity stuff I guess
So did you ever create the second directional light?
The one specific to the water shader
Wat. Basic terrain and basic Unity grass is the exact opposite of weird Unity stuff. It's the base, core functionality.
It's VRC that needs all these shitty workarounds so that things actually work properly.
Except it's outdated and not changed for the better part of a decade
It's not even something vrc can fix: it's something about asset bundles. That's why random game devs hit the same issue
Answer my question about if you have a second directional light
Please try following these directions
And add the second light
See, I didn't realize you were actually baking stuff
Yeah, read those instructions. Those are instructions for if you want to use those shaders on an avatar to make sure it has a directional light to use. It's completely redundant if the map already has a directional light.
Right, but I have a realtime light on the map, which won't be baked as it's a realtime light, as per the picture above.
I'm not sure but something to think about
I already added a dummy light with those specs, it did fuck-all, as expected.
So you got it to work without unity grass. The problem is adding unity grass with a second terrain causes this?
No, the shader is universally broken. It worked on one occasion and I don't know why, it's not worked since. I suspected it was because of baked lighting on the second terrain because that's the only thing I changed before when it magically worked, but since then it's broken again and changing that setting back doesn't cause the shader to start working again.
Sorry if I sound short, I'm just losing my temper with all this nonsense to get what seem like basic things to work. I mean water, water is not some abstract concept that no-one would expect anyone to ever use, yet it requires a third party shader that appears easy to break. Not to mention all the days involved in all this. I'm angry, tired and just generally fucked off by this point.
Especially as everything works in the editor, making fault finding some incredibly drawn out, tedious process that requires minutes every time just to tweak anything.
Coming soon!
I don't know where to put this, but, if anyone knows Sam the Female, let them know spawning into their world is bugged. Falling through the map on "Sam's Shiba Avatars."
@balmy gate You mentioned the terrain engine not being updated. What would you recommend for grass and trees then? (especially if you want them to sway).
Swaying is easy: that's done with a vertex shader
I don't know if there's a public shader in the database to do swaying but I've seen it in lots of worlds so if not, there ought to be.
Are you sure they're not just using standard speedtrees?
I don't think people use those because they always are broken in vrc
Like the black lighting, and the type of shit you're dealing with
The trees are one of the few things I'd had work reliably. The only issue is you can cast shadow onto them. The black lighting only affects grass oddly enough, not trees.
They look much better when lights actually shine onto them...
How much does it cost for someone to teach someone world creation? The tutorials just donโt have the depth I need
What type of world?
Iโm looking for a personal world for myself and buddies to just hang out on, Iโm wanting to create for myself and just learn the ropes
Your first world can be unity plane, add a new empty game object for spawn point, put it above spawn a bit.
Make another empty game object. Add component, select VRC_Scene Descriptor, put your spawn point in the spawns. Add component, select VRC Player Mods. Add jumping.
Now drag in a VRCMirror prefab from the sdk. Uncheck the whole game object. Add a small cube, add component, put a VRC Trigger. Check Advanced Mode. Add a OnInteract trigger. Set it to Local. Add an action SetGameObjectActive, click it, drag your VRCMirror into the targets and set it to toggle
CyanLaser has some great world tutorials: https://m.youtube.com/watch?v=xPdlNJ9rUNQ
First in a series of tutorials on creating trigger based worlds for VRChat. This tutorial goes over creating a basic world to upload to VRChat, includes spaw...
Woah what I say
@bold ibex bot is stupid
Put three backticks from the tilde key on each side of your message and bot will ignore it
Once you've gotten the world uploaded and spawnpoint setup and a basic mirror now you have a comfy place to hang out
And you can start changing colors, add objects, put in a nice skybox, background music
And post processing for good lighting: silent's guide will make your world look way better in pinned messages
But one step at a time
Awesome, end game is a little bar the oasis
Cool, silent has a really good water shader too. Modeling the bar and stuff I have no idea how to do :-p assets are hard
But there are lots of asset packs and you can ask around here too
I'm sure the water shader will work fine for them. I'm just cursed.
Okay so Iโll be on later tonight after I download whatever I need to download wml
Do I need to use a VRC Event script for doing something like, say, a scrolling texture that's outside a window?
Or can I just grab a regular Unity script for this and it'll work?
that's probably something best done with a shader / mterial properties
if you literally just want a scrolling texture, an animator can do that
you go and make an animation that moves Mesh Renderer Material._MainTex_ST the 3rd and 4th values control the scrolling (1st and 2nd are scaling)
what's the shader you use on an image to replicate a VR Headset?
I have the Oculus Rift 3D model and wanted to put an image in it that people can look around with.
@severe frost The sdk comes with one that will probably work which is VRChat/Panosphere
is there a way to make the panoramic screenshot of vrchat to look good on it?
or does it really look like this in unity?
oh nvm
I figured it out
by checking Stereo Enabled
Tinkering with my scene a little bit
Going for a West Side lumber company railroad sorta vibe with this map
Gotta add a button for people to press to activate a whistle sound effect still, then add my tunnels
I might add a passenger car too behind the locomotive- or a flatbed. Idk yet but one of them!
Hmm, does anyone know of any object painters compatible with 2017? The ones I've found all require 2018 at least.
does any know how to make a pedestal just not have the icon box, so i can just grab the avatar via interacting with the model
The pedestal consists of a few pieces, just delete the icon box bit AFAIK
isn't that icon based off of the transform that you give it?
being on the side or not is irrelevant, i just want it to not be rendered
just to grab
It is a separate piece as I moved it up for the ones where I made statues for each
I don't have the editor open to check, but there are only a few parts, so it should be easy enough to guess.
i guess ill test that out
wait, i just realized, you were adding the avatar render above the statue. i just want it to not be there and to be able to just grab a box or something for it.
hopefully that makes it easier to explain
Yeah, put that model INSIDE the container for the pedestal and remove the object that projects the floaty image.
That way they should be able to select any part of the couch to get the avatar.
@balmy gate Omg brilliant, thank you!
_
I'm trying to set up a gun system with impact sounds using OnParticleCollision, but can't seem to spawn the soundObj at the particles collision point and only the particle systems origin. Anyone know a fix for this or if it's impossible.
Thats not how that works.
Particles are...well particles
They are handled differently than GameObjects
so you cant get the Transform of an individual particle, even if the system only has one.
At least not in VRChat.
However you can get the Transform of the Object being collided with.
The better way would be to use VRC "Raycasting". Which is in itself a complicated matter.
Hmm, if I switch back to the standard shader (as in the one you're not supposed to use because it apparently doesn't work properly) both the realtime shadows on the terrain and the water shader work.
convert terrain to mesh, use standard ? = profit
That didn't work either

And by standard I mean "Material - Use Built In Standard" not the "Standard" shader or one of the Nature/Terrain/Blah shaders.
Which is only available when the terrain is a... well, terrain.
Do you still need terrain ?
Well I'd like to be able to easily landscape in the Unity editor, so I guess so. Converting it to a mesh seems to mean I lose a lot of features and gain absolutely nothing in the process, so I'm not sure why I'd do that?
because you could bake light, have trees and grass shadows and transparent water ?
But that's what I can do now without converting it to a mesh? Also converting it to a mesh breaks the transparent water anyway (it ONLY seems to work if you use the Unity Built-In Terrain Shader).
well you can't have grass shadows baked and you need a specific terrain shader for lightmaps no ?
Also you didn't try other water shaders ?
Lightmaps work with any terrain shader I thought? And I'll be using grass as objects rather than Unity painted as I've been told that's bad anyway.
I couldn't get any of the other water shaders to work. Either they wouldn't compile, or they needed a newer version of Unity, or... etc, etc.
How do I add to the trigger which clip to play in Audiobank? I want to have 3 different triggers for 3 different music.
nvm, its the idx index thing
๐
nice !
I made my first world but my friend can't favourite it. Do I have to be a specific trust level for my friend to use the room?
the world must be public and completely through the community labs system.
if it's polished enough, you can publish it to community labs, and that will put the world into the Open To Friends state which means it will at least show up on your profile. Alternatively, you can go to the My Worlds section of https://www.vrchat.com/home and copy a link to it and send it
the link to the wrld_ id should always work even if the world problem
aww shucks, we created it together, so I gotta earn some trust first
thanks, i thought people I invite to the world can fav it.
Trying to test my world - can't seem to do so because it keeps attaching the blueprint ID of the old world each time I test.
Any ideas?
I have two scenes, but even after deleting one I can't test the other.
you did detach on blueprint ID?
you might have another scene descriptor somewhere possibly messing you up
can you type t:pipelinemanager into the search bar and make sure only one object shows up?
Also are you on the latest SDK (from august/september this year?)
same with t:vrc_scenedescriptor
has to be typed fully
I detatched, I made the VRCWorld myself, deleted the original scene, even deleted the entire world
now i'm reimporting the latest sdk
Make sure you only have one scene loaded, etc.
i do
I mean it's easy to have a second one at the bottom of hierarchy and forget. did it once
oh wait, you're doing test build
yeah
I have no confidence in that thing, but you should really be uploading
if I had to guess though, it's getting the old asset bundle
It's not even close to ready for upload
because of an error building the new world
clear your console, move an object a tiny bit, rename or something (you have to change something or it won't even try to build)
and then go to the console tab and look for red errors
but yeah test build doesn't really upload so the world id doesn't matter
what does matter is that it built an asset bundle properly
usually called customWorld.vrcw or something
AllSkyFree must be moved into a folder named Editor
it is an editor script, but if not in a folder called Editor it will try to build it for runtime (UnityEngine)
or you can delete that script if you're not using it
always check console for red stuff if things are acting up
usually some explanation there
Looking good !
Weirdly enough it only works with the terrain set to use the built-in shader, if you create a custom material and set it to use that, it won't work. Which is contrary to what everyone says should work. It's a bit odd.
Hello, I'm currently working on a world, and I'm having some issues with the baked lights: The tables and chairs are not lighted up correctly, and there is also this weird shadow on the bottom left corner that should not be there. Do you know why this is happening?
Do you know if they have generated lightmap uvs ?
Yes, I have checked the box in the gameobject propriety panel
What shader are they using ? some don't support lightmaps
They are using the default Unity's shaders diffuse
I don't know if it will help but I will try using calculate on Normals and Tangents
it won't help
can you show the material of those objects ?
also what do you mean by "not correctly" ?
By not correctly I mean that they are not getting bright with the light. I tried increasing the intensity but only the floor reacts (btw my project is freezing rn so I have to wait for pics)
i hear talk about lighting... does anyone know how to make point lights and hard lights cast hard shadows? can't seem to get them to work and the internet not helping.
@bold ibex there's a dropdown in the light component where your options are None, Soft Shadows, or Hard Shadows
i've tried that. i've also tried the options in the lighting options and also the render paths.. nothing seems to work
when u get home i'll send screenshots but I'm heading out for school now.
Would trees having 5 LODs cause Bakery to go a bit crazy in terms of calculation?
I had some lods on objects and it 4x my bakery baking time ^^
From 20 minutes to 1 hour
Hmm ok, I'll switch them to just 2 then. Good and completely fake.
Yes LODs will also create a ton of lightmaps
You might want to disable them for the baking
@bold ibex have you made sure that the object that is casting the shadow has "Cast Shadows" (or something like that) and the object youre trying to cast shadows on also has "Receive Shadows"? :P
Do someone have list of assets for vrchat? as i remember it was in google sheets or something
In the pinned messages by fionna
Checked the pinned messages, it's in there.
thanks <3
I think I've run into so many issues that I've forgotten how to fix the basic issues. Ok, so if I use the built in Unity shader for landscape, i.e. the default, the baked lighting doesn't show on it, but realtime shadows do. If I create my own material and assign the normal Nature/Terrain/Standard shader to it, then the baked lighting works, but realtime shadows don't and realtime shadows on objects seem to be visible through the floor. This is a screenshot of the latter.
(the latter also breaks the water shader)
The annoying thing is it's so easy to make it all look great in the editor, it's just all broken in-game.
Yup I have little shrroms giving off light they look perfect in editor but refuse to work in game
(Point lights not baking in terrain unless I use nature terrain shader but then water and tress do strange things
@sacred warren I feel ya. On the Asylum map I've been working on lately everything looked perfect in the editor, so I spent 3 days baking the lighting because bakery doesnt seem to want to work on this map in particular and in game the lighting ended up as a bunch of black splotches where it wouldnt make sense for shadows to be, and some meshes were just fullbright.
Seeing as support or rather people in the know about VRC world design are very sparse here, is there a better place? Unity specific places aren't likely to help because Unity is fine, it's VRChat specific.
Well anyway, I have a synopsis of the issues now at least... https://cdn.discordapp.com/attachments/629302253768933376/645021292956745748/unknown.png
Which are the working settings you are using?
Neither, somethin doesnt work in each instance as above
Ok, so ive uploadd it now using the custom mat with nature standard shader
Kind of an odd question, but does anybody know why avatars start to shake if the world is really big and you're very far from spawn? I'd like to fix this if possible.
Can't fix that
Yikes. Thanks.
Unity should warn you about it if you have things too far from 0 xyz
move your world closer to the origin
Unity precision limitation
The base world is fine, but I have a space station you can teleport to, and I'm shaky while on it. I'll just have to move everything closer I suppose.
dont go past 1000 Meter in unity
it starts happening before that but not to bad but it gets bad past that
I'll try it, thanks.
Is there a way to cull players based on distance like you can for specific objects using lod? I know the camera has a draw distance setting but I want the world to stay visible while distance players get culled.
What shader makes the object follow your direction?
is there a shader like that?
or is it something else
I mean shaders can do just about anything visual you can think of...so yes a shader can do that
but since you're asking in #world-development, I'm going to guess what you are looking for is the "Player Tracker". It's available in Hardlight's Toybox. Check the pins for a link to the vrcprefabs database
PlayerHandle
- Update
- Forward
- Visual
You can hide the cube and instead put graphics inside visual, and it will follow the head perfectly every frame.
@balmy gate Sorry, to clarify, what exactly were you asking before? About working settings. As it stands, with the landscape set to Built-In the realtime shadows work but baked doesn't. With a custom material set to Nature/Terrain/Standard the baked lighting works, but realtime shadows are missing and objects (shadows maybe?) are visible through the ground.
I tried the workarounds there to no avail, so I'm not sure it's the same issue.
I am looking to comission a worldbuilder to design a werewolf map. Anyone interested? Scripted will be handled by me, I only need the 3d models. Also idk if this is the right place to ask
VRC Traders in #community-servers-old might be a better place to ask
Thanks
Does baked lighting on terrains just not work in VRChat then? I mean if that's the case, things like this need to be on the website and explicitly stated.
I really want to make worlds here, but no-one should have to waste literally days faffing about to this extreme and rebaking lights a million times.
It does, lots of people have done it before
So I've got back to the closest stage to "working" now which is baked lights working and shadows working on your character, but realtime shadows not working (cast from your character to the ground for example), but I'll leave it at that for now.
That's... not how light works... lol
If your tree is a black hole, it is !
I like how it's casting a shadow so it's aware the light is there, but somehow has had the opposite effect...
So there's some shadow weirdness going on now for example that tree and the fire shadow, but it's mostly OK. The realtime shadows are missing from players though for some reason, they're just not being cast despite the mixed lighting directional world light.
So I have a river in my scene and i want to add a river sound when you get close. Any one have any ideas on how to get this to sound right? I have multiple audio sources to make the effect but it doesn't work well.
Can anyone give me a suggestion as to why my custom FBX from blender keeps crashing my VRChat room?
It doesn't have that many vertices.
Also, is there some way to test a room with PC VRChat only so I don't have to swap between my hmd and my actual computer?
what do you mean by clean?
I figured out what was wrong. I was using VRC_Object Spawn wrong.
anyone knows how to make a randomiser? like when you click on something.. option 1,2 or 3 will pop up
Thank you!