#world-development
39 messages · Page 15 of 1
@bold ibex just be aware, that randomisation of triggers is always local. To make it synchronised you need to do some broadcasting trickery
So as soon as I add the "Vrc pickup" component, I cant collide with the object anymore
Is there a way to fix that?
Hello !
Do you have a ready-made and working door?
I do not want to do this from the very beginning.
@jolly cape Set the layer from pickup back to default
I dont want it to collide with anything but the player
Make a custom layer then
Why only the player? that doesnt really make sense
so you want it to not collide with the world?
I want a world where you can build pillow forts and such
So I dont want pillows to collide
but you want to be able to stand on them?
Yeah
Enable the IsKinematic on the rigidbody
Is that all?
And set the layer to default again
It makes it so you can move them around and they wont collide with other non moving things
They wont be affected by gravity though
Thats perfect
@maiden halo What kind of door?
@rain shadow To the door mechanic that opens when you press the handle or from pressure on it by a character ... maybe there are ready-made doors?
Any door to put it in the aisle
which opens and closes
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml you could try the one named perfect doors on that list
@rain shadow thanks, now I'll see
This is a very cool door ... thank you very much
@rain shadow 🔥 👍
@near escarp When Silent's shader works properly with terrain, it works well.
Does anyone have an easy to modify pillow in square shape and some textures for them?
Silly question regarding sound. Sound always appear to originate from a single point. Is it possible to make the sound originate from the entire object, rather than a point? Rolloff and such don't fix the issue as they just apply to the origin point, not to where the sound comes from, plus it's always a sphere. A good example would be a stream where you'd want the sound coming from pretty much the entire length of it, not a single point.
Make the sound 2d by using a slider which i dont remember the name but has 3d on one end and 2d on the other @sacred warren
But the sound still needs to originate from the object, would that still work if it's set to 2D?
Yeah
You perhaps need to use curves to make it so cuts off at the end of the sphere and i dont really know how to explain this but you will see yourself
The problem is it being a sphere rather than the shape of the object. It's kinda like a box collider vs a mesh collider, but for sound, if that makes sense.
use box colliders (triggers ofc) to manipulate the sound then
That sound like a complicated workaround. Can sound not just originate from an object then as opposed to a single point?
couldn't you use volumetric radius for that?
I need help. I'm on the www.vrchat.com/home website, and I don't know how to make it launch. I tried launching the great pub, as it is my first time playing but I see people play that world, but when I click launch, it doesn't launch.
@flint gale Wrong room for that, use #vrchat-general-2 or #user-support-old
But in reality, just load the game normally and go to the Pug from In-game
I suspect something has gone wrong with my lighting...
help please my world crashes
did you add post processing ?
is that it
if you're trying to access it on the open beta then yes
Hmm. Bakery is failing on every render now, just because I needed to get this done before the community meetup. Typical.
It tells you to check ftrace.log but doesn't tell you where that file is...
Really bot? Fucks sake.... anyway, I said.. aaaahhhh
where do people get the assets for making the world background a galaxy?
Look for skyboxes, that's what they're called.
tyty
Hey guys.
Quick question from a nooblet. Is it possible to build & test your world without booting it up in VR?
yes on desktop
I don't want to unplug my oculus from my desktop to boot it in non-vr mode. 
@sweet elk
There is a VBS Script that hooks into the startup process and changes some arguments to make it boot in Desktop...
Sounds shifty, but its widely used: http://secondstrife.com/vrchat-vbs/
Thankyou! I'll look into it.
is there a bug with animations now in worlds? i been updating my map and over time sometimes the animations break on objects https://cdn.discordapp.com/attachments/593798096660725771/645785204090339348/unknown.png everything was working a week or so ago untill i did this new pickup item.
ive spent 7 hours something i did screwed up my world too im so depressed
Can someone tell me what Layer the mirror needs to be on to be able to see your own avatar?
Im assuming your talking about the layer options in the mirror component and not the whole game object. The mirror reflection layer has your avatar.
ooooo
And for the previous messages above. Tales of woe from world development. Had spawning objects break in a recent world. So instead of a video player spawning a portal decided to spawn.
trying to make a mirror trigger but it says the script exists and i don't see it on this menu on the left
any1?
has anyone made detailed worlds before?
@dim marsh define detailed worlds? i mean we are all creators, and some of us create based on our own minds.. im not just speaking for myself here.. but yes overall there are those of us that create very detailed worlds and spend up to a year just for a release of one map.
@rain shadow wait so will anything happen to the world i've been working on?
or can i fully import it
Reverting versions isnt really supported by unity so you would likely run into issues if reverting the project instead of importing the assets into a new 2017 or 2018 project
can't i save this scene and open it with the 2017 unity
been working on it for 4 hours now e.e
^ What Superbstingray said, also if you bake.. there is zero guarantee that your data will transfer over successfully, especially if you use later revisions and revert too older editions.
by detailed, i mean with like interactible web panels, teleports, lighting, items, etc
I mean.. not exactly the best option.. but there is a way.. and thats by using Unlit on each texture.. which will obviously negate original light source and just light texture applied too.. its a bypass but not a very good one.
@dim marsh Well, you havent left much out there.. i mean every single step in a map defined by what is used is based on how the author see's it rather than the user who plays on it.. i know that with photography especially conditions and light and shadow especially is vital.. but it depends on the kind of map being created.. and the overall artistic perception.. dont mean to be deep on this subject.. but every artist see's differently so although one artist may see a release as his best others may see it from a different perspective.
trying to test the world by uploading it, first time doing this
this is the only option i have in the SDK, how do i use it
there's no log in or anything
Script errors
if you click the play button at the top it will say something about there being errors
need to find and remove or reimport the scripts that are causing it
if you click the console tab next to the assets tab there will probably be lines of red text showing where the bad scripts are
the red warning signs or the yellow?
you probably just need to delete the VRChat sdk and import it again
still all i see is utilities when i open the sdk tab
errors seem to be minimized by like 70%
What errors are left?
@rain shadow
Try reimport it but follow this guide https://docs.vrchat.com/docs/updating-the-sdk
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. ## Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following proc...
@rain shadow Thanks a lot for your help ^^ 
quick question, i have some things i wanted to fix after uploading the world
how do i update the world quickly like a hotfix
okay so I'm having the dumbest problem ever
I'm trying to make this mirror and I want it to just show you and other players
but when I set the reflect layer to "Player" it only shows other players and not yourself
I also tried combing "Player" and "PlayerLocal" but then it just doesn't show anything
well yeah when I select everything for it it shows you as well but I want a low quality mirror so it isn't laggy af
"You can not edit your VRchat data while the Unity Application is running"
i keep getting this, trying to upload a world
anyone?
Go to the Game view tab. That's where you upload
i want to make an avatar into a toy that people can pick up however it only has a mesh and renders in a skinned mesh renderer. im not to familiar with how this works. im used to .fbx, .blend etc... the avatar is visible in the editor but when i go in game its completely invisible. is there anyway to fix this issue, ive tried every trouble shooting step i could find online and im at my wits end here.
check the bounding boxes of the skinned mesh
in case its being automatically occluded
from the bounding being too small or out of view
(its in skinned mesh renderer component)
So I made a world and i made one flat cube as a floor but for some reason on some part of it there's something that has colliders and it's like inivisble
can't go through it but can jump on it, any ideas?
and why this happens to the floor?
it goes around all the borders of it
thanks ^^
any suggestions on how to make skybox more clear? using a 6 sided 4k images galaxy skybox but it looks quite pixelated and blurry in game
Use one good looking texture instead
thanks
last question, anything about the random collider in the middle of the room?
there's some place in the room where i can't walk through, like some invisible random square with colliders, can jump on it but not walk through
and there's nothing on my scene
Well, with the physics debugger you can see that collider and click on it
@near escarp
apparently there's an invisible bed in the middle of the room lol, how do i delete it?
NVM FOUND IT, had to click 'mouse click'
thanks again ^^ idk what i'd do without you guys lol
dose anyone know what is causing the light in the corners?
how do i make my world public? says open to friends
Publish to community labs
i think i did that but still says open to friends
i always see the labs logo
i had a random guy in my world b4 but it was 2 updates ago
i think it's alrdy public but the 'open to friends confuses me
i can't seem to get the world picture to be the picture i have on my camera preview, it keeps uploading random pics instead
Community Labs is the one that actually says "Open to friends"
Once it comes out of labs, it'll be normal
ahh, how long does it stay that way
Until a lot of people have been there and spent time there
So potentially forever.
anyone knows why when i add colliders and pickup to my pillows that are on the bed they just fall through the bed?
bed has colliders
Rigibody maybe @opaque chasm
There is a plethora of reasons:
If you mark a collider as IsTrigger it will not have physics collisions. That goes for both colliding objects.
The objects could be on layers that dont collide.
The collider could be setup wrong (like a mesh collider not set to convex)
I accidentally a spooky. https://cdn.discordapp.com/attachments/628102741037809666/646108644026482717/unknown.png
Anyone tried Bakery with the Archery prefab before? It's creating weird artifacting on the boards themselves.
👀
Those don’t bake
I never released the updated version to properly calculate lightmap uvs.
I've set them not to be included in the lightmaps now anyway as it didn't make much sense for them to be shadowed 😛
Was there any reason not to release the update?
Time involved in making prefabs. Also the bows have been completely reworked, but aren’t ready yet. The new map I have for them keeps getting delayed.
I could make a simple update just making all models fbx’s which will bake and not require blender.
That's fair enough, I was worried you meant there was some technical reason why all the new stuff is broken.
Archery was my second map. I knew nothing about modeling. If you look at the objects, it’s just unity primitives merged together. I wrote a script to do it for me instead of learning blender to export it properly. Doing so made it unbakeable. The new map uses baked lights, so I was required to fix it then.
I actually thought they looked really good to be honest.
can i use player audio override to make one player louder than others
Yes, but the region needs to be global. No way to make one person always louder and not have others near them. I haven’t actually tried though.
I’m honestly curious to know the limits of the system in if it is layer based or position based. How do they determine global?
so i can't leave it unchecked and just have a box around my microphone object
it says if i have global unchecked it only affects players in the trigger region
Could it be based off an item that inherits ownership (on pickup) and applies the effect only to the owner?
Last I heard was that it worked through on enter triggers and something about clients needing to agree. I never looked into what exactly that meant.
You can have it unchecked/not global, but it will need some range on the moveable collider. If that is even allowed.
yeah i just put like a 2 meter box collider as trigger around my microphone
and left it unchecked
They're in the Worlds page in your in-game menu
i'm not sure about this voice thing
it doesn't seem to have an effect
heres the setup
@left marlin This generates lightmap UV: https://docs.unity3d.com/ScriptReference/Unwrapping.GenerateSecondaryUVSet.html
I already have the fixed meshes. I just never updated the prefab since it was originally created over a year ago.
Are there any nice water shaders that work in VRC? All the ones I've tried [including the standard one] don't work or cause double vision in VR .-.
Silent's water shader looks good with a bunch of tweaking.
Oh yeah I got that one but...idk how to use it lol
Any default settings you can share?
It's literally a case of just play until it looks right in your setup, it depends entirely on the size and how it's all set up so copy/paste doesn't really seem to work.
Hmmmm...I'll see if I can get it working
how would i have a audio source have mutiple songs that play in a list in background
OH oh I can help!
Make an audio source like and have it set like this
Make an empty game object in the audio source and make an audio bank like so
@bold ibex
ya i see thanks
i done this in my club but that was a playlist you could select this is a playlist that plays by its self thanks buddy
That works too lol
Also regarding Player Audio Overrides...I think the trigger region basically just means that the settings you set in the override only effect you, when youre in the region.
Just speculation tho, havent used them yet
okay I don't know if this is a glitch or what
but when I go to add to the actions. Nothing pops up
like I right click on the plus and stuff but no menu pops up
Hmm, I ran into a strange problem. This is about my 16th world version update, but when I publish or test it. It's still the old version.
I went back into Unity, placed a cube near spawn and tested the world again, and the cube isnt wasn't there. It's not updating to the server?
Nevermind, I fixed it, it was a script error when I imported post-processing v2.1.1. I just removed the whole darn thing lol
Hey guys, new builder here, any reason why a world would load then exit and immediately load the starter home world?
didn't detect a collider for the player to go on probably
make sure the vrcworld component has a collider under it
thats where the player spawns in
Im just trying to load the home_kit prefab atm so im pretty sure the floor has collision
Then on the VRCworld game object go to the pipeline manager component and click the detach button and try reupload
Awesome!, got it working thanks 🙂
Possibly a silly question, but for realtime shadows to appear on terrain, does the terrain also need to be in a group affected by the realtime light, or just the object casting the shadow?
How do you make Vrc pickus visble on global scale and not just local ?
@near escarp Found the issue in terms of the info missing from the log. The size breakdown is only echo'd to the log if you upload the world. Doing a test build doesn't actually print any of that info to the log unfortunately.
@bold ibex Add an VRC_Object Sync component to the object
hehy, i'm uploading a world, but clicking upload doesn't do anything and the vrccam's just white
Does the first tab of the SDK say you have permission?
It may be stuck on the packaging stage, anything in the console?
what do you mean?
The Unity console, which tells you what's going on and if there are any issues.
@rain shadow thank you
it doesnt say anything
@sacred warren it should with a test build as well
like i can test the world just fine
and everything looks good
just that when i'm uploading, i can move the vrccam but it doesnt show anything on the upload thing. It's just white
the upload button lights up but nothing happens when i click it
@meager anchor always delete the Tests folder after installing post processing v2. Check out Silent's guide for post processing: https://gitlab.com/s-ilent/SCSS/wikis/Other/Post-Processing - it has a lot of common gotchas like that Tests folder thing.
@near escarp Just double checked, it's definitely only printing the whole size breakdown when I upload it. Bit weird. Is there something I maybe need to enable somewhere?
I don't think so, build and test has always been my go-to for getting that information, and I never change any setting in my projects
I'll close unity, nuke the log then do a local built to see exactly what it logs. The log is a bit of a mess atm as it's an obscene size right now.
Looks like opening multiple copies of Unity breaks the log file, that's what was happening.
can anyone help me set up a youtube video screen where you can put URLs inside, pause play etc..?
couldn't find a tutorial for some reason
You might ask in the karaoke central discord. They've implemented something close to that as a main feature
Huh, looka like they autoremove discord links. Do you want me to dm you with it?
super linked a prefab of it, but thanks to both of you
is there a way to see what takes the highest amount of MBs in the project? trying to make it as light as possible
or if you guys can tell me what usually takes the highest amount so maybe i can get rid of something, i'm at 90 mb atm, expecting to get up to 110 but it's a little too much isn't it?
Yeah, switch to the Console tab, then in the top right of that tab is an option to open the Unity Log. In there it has a breakdown.
Although the sizes are the uncompressed sizes annoyingly, not the post-compression sizes.
Backing up Asylum in preparation for the move to 2018. A lot of bloat in this file.
you can create .zip or .rar of your projects btw, much faster
Oh? I'll look into that thanks
I have layers set up such that only these 2 layers can collide with each other, but i've noticed that players will "soft" collide with them, where if you jump in them you sort of float down through them slowly, or sometimes end up walking on top of them only to sink back onto the floor. This of course doesnt happen with objects on pick up layer.
Can I not use custom layers to set up custom collision layers or is something else causin this?
Also here's a bad but still better look than what I've provided before of the errors bakery is giving me. How would one go about fixing incorrect UVs?
Did you generate them on the mesh ?
heya, I'm trying to pass some values to a video screen to change a video. I can do it with manually set values ("send rpc (add url)" value youtubeblah.com , but is it possible to pass a variable through there? (or poll a text value somewhere)
Sorry, hour late response. At work. Yup I have generate lightmap UVs ticked for all static meshes
hello
wanted to ask if anyone knows how to work with PlayerTracker here?
I have this flat cylinder with a plane that has a character image.
I want it so the character faces the player when they go near her.
But I don't think I've set it up correctly.
I used the player tracker prefab in Toybox v2.2
@severe frost Make sure the Y rotation turns the plane the right direction, other than that it will probably work
put Y rotation range at 360 and try with speed to 0
also, did you set the camera into the Render Camera slot of the player tracking?
if not, it will do something weird where something is scaled up based on screen resolution and the player tracker will be in the middle of nowhere
the Canvas component of the PlayerHandle
that's for testing in editor of course...in game, ui shape will assign the camera automatically
Does that script work? I removed it from my candles as I assumed it would be stripped.
Most of the standard unity ones are whitelisted
The following is the complete list of scripts usable within worlds. Components that are not in this list will not work. ## Unity Components - WindZone - VideoPlayer - Tilemap - TilemapRenderer - Terrain - Tree - SpriteMask - ParticleEmitter - EllipsoidParticleEmitter - MeshP...
And I think pretty much all of the standard asset ones are
yeah a good chunk of standard assets. Final IK has some good scripts too
you can also use an animator updating each frame and use UI Button to call Transform.LookAt function which does the same thing in both X and Y axes
Is there any other way of having a 2D animated texture always face the player except for that? Or rather is there a better way?
shader or particle set to facing probably
another great choice if you want configurability or also want to match tilt is AutoCam. The AutoCam needs to have an unchecked camera component on the same thing first...make sure to uncheck "Auto Target Player"!
yea Toocanzs has a great shader for billboards: https://github.com/Toocanzs/Vertical-Billboard/
would suggest to avoid particles. also, unlike LookAt or the Vertical-Billboard shader, the particles are rotating based on your head direction, not looking at the head
by default they do
in desktop mode the difference is subtle, but in VR, it is very obvious that something is wrong. If you ever see the grass billboards that turn when you move your head around, that's what is going wrong
you can change it
Yeah, I'm used to seeing that rotation most often on smoke and such.
it's the default at least on particles...not sure if they have a lookat variant... but the Vertical-Billboard shader does it right, so I'd suggest checking that one out
though it is likely not designed for particles
you'd just want to put that onto a normal quad or whatever you have with the image on it
@balmy gate I put Main Camera in the Render Camera slot
and you set rotation range X 0 / Y 360
you should test in play mode and move the camera around. should face the camera object if you look in scene view
Hmm, can a sprite renderer not handle this? I'm not familiar with this part of Unity.
hmmm
the thing is acting weird
perhaps because it's inside a parent?
it's inside an empty that contains my triggers for it
but the rotation of the cylinder and plane changes when I put them in it
If I put the Plane inside their hierarchy
the rotation changes for Z
and the Lookat Target only does rotation for X and Y
that shouldn't matter
If I do the X or Y rotation when the plane only rotates to Z
the plane ends up being stretched
oh do you have skew anywhere?
is this object inside something with non-uniform scale
(make sure Scale X Y and Z are all the same in every object above it in the tree)
It's inside a Cylinder that I made flat
that's probably why
yep, skew is mindbending and I still don't understand it, but yea that's a thing that will happen
if you need a flat cylinder for rendering, make a sub object with a cylinder Mesh Renderer on it and make that one flat
so i uploaded a world but when i try to load into it, it gets to 100% then loads me back into the previous world i was in. how do i fix this
if you need it for collision (there's no collision cylinder anyway--it's a capsule) then you can tweak the height and radius directly on the collider component
!outputlog The output log file will have more information what is wrong
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
you may have forgotten to set a Spawn point in the VRC Scene descriptor, or you might not have a surface on which to spawn (missing a floor collider?)
any other bugs loading the scene would also do this. the output log should have some info what went wrong. wait to get booted then open up the output log and look near the end
on new vrchat versions it's named output_log_13:42:33PM.txt or something
i have a spawn point and the floor has a collider
it worked but i had messed up some lighting so i fixed that and re uploaded and now i cant load
If its none of the other things 90% of the time its the world id
just click detach on the pipeline manager on the vrcworld object and reupload
ill try that
it doesn't matter after all
the plane still rotates through Z
I might just need to rotate the image in photoshop just so it rotates at Y when I make it stand the right way
oh I didn't understand what you meant. LookatTarget will reset the Z rotation to 0 too
if you want it rotated, just make a sub object inside the lookat script which is rotated ho wyou want
So making one player louder than others is not possible
Just have them set there sensitivity to max @delicate marsh
Yeah but I have a mic in my world and I want one person's voice to drown out everyone else's
the Voice override regions should do exactly that
just enable it locally on the player you want to be louder
like in OnPickup on the mic, turn on a override region that makes you super loud
an OnDrop turn it off
I think it's good to cover the whole map including the respawn area.
oh wait don't turn it off!!
put it off at like z +100000
and to "turn it on", move it to 0 so it is nicely centered around where the player may be
to move objects locally without TeleportTo, you can make an animator with two states: one sets position way off and one sets it to 0, and have two Trigger parameters, mic_on and mic_off that move it. Then in OnPickup, you can use a AnimationTrigger trigger to set a mic_on or a mic_off
@balmy gate hmmmm
now its rotating properly when I move the main camera near it
the issue now is that the facing position of the plane to the camera is the side of the plane
so you'll basically just see a flat side and not the actual front part.
still cant get it to load up into the world
@severe frost oh you're using a Plane not a Quad?
I would change the mesh filter to be Quad. might also explain why your model was rotated heh
but maybe make the mesh a child object
e.g. delete the MeshFilter and MeshRenderer on that specific object, and add a new Quad object inside and set the material on that
ooooh
thank you its finally facing now
I also have another world problem
which is these trees
they're the Broadleaf_Desktop trees in the Standard Assets under SpeedTree
I painted them in the terrain
the problem is the leaves
they move with the direction of my head in VR
on Desktop they are completely fine
Only in VR the leaves move when I turn my head or tilt my head.
I've made the LOD 0 to 100% but it seem to still do it in the build test
there's another tree called Broadlife_Mobile that I use along with it.
but that tree doesn't do it anymore. I think I did something long ago, just forgot what it was
right now when I compare their settings its completely the same
what shader is the fire particle using?
I don't quite see the issue in the screenshot
it's more to the left on the 2nd pic
well to the right without mirror
shader is the soft one
Yes, unity's default soft particles are incompatible with mirrors because they used a simpler formula for computing the screen position
I don't know why. the fix is fairly easy. lemme see if I have a fixed version lying around
How expensive is it to use particles for things like flames? Example...
hmm I may have struggled getting it to work...so maybe not "fairly easy"
yeah even if you apply the depth correction code as in https://github.com/lukis101/VRCUnityStuffs/blob/master/Shaders/DJL/Overlays/WorldPosOblique.shader
you'll have the issue that particles billboard based on the camera out the mirror. so you would need to make a shader that billboards them in the mirror too... and still some weird depth issues exist even with the fix. particles are tricky
So for the trees that keep moving leaves when I turn my head
I went in VR to turn my head over and over to see if all the leaves move with it, I noticed some parts dont
I went back to Unity and checked, its the FacingLeaves Material that moves
and the one that doesn't is Leaves_3
I couldn't edit the model itself because the settings for it is locked
So I did a work around by dragging the tree model on the terrain instead.
then I dragged the Leaves_3 Material to the leaves that uses FacingLeaves material.
then I went to the hierarchy, dragged it back to the project to make a prefab
then added that prefab as a tree in Terrain.
Repainted the trees using that, now I will see if that fixes the issue
@balmy gate so i made a cube that has the player audio override on it moves right to 0,0,0 as a child of my mic locally on pickup and moves to like 10000z on drop
but it doesn't affect my audio
or my voice distance
rather
does the cube need to encapsulate all the other players as well?
even though it's local so it wouldn't be there for them?
Having this odd issue where any new models I add won't load in VrChat
if playermods is enabled with vocal range set to something low am i not able to use the override for player audio to extend past that?
Anyone know how you achieve the voice reverb effect, for caves and such?
One sec. I can help you there
Or do "Reverb Zones" actually work as advertised?
I was in a world a while back and everyone was echoey.
Yeah, people's actual voices had the proper reverb to them.
I've only heard the local version. Would love to have the proper one.
but yeah. The ladder (and any other models I add) are missing in VrChat while they are visible in Unity
doesn't make much sense.
is your world actually updating? Try checking the unity console for errors when you do a build
Yeah it updated since the boxes here are new
(the shader is fine since it's the same one as the boxes. They look bright cause I keep the world dark and I can't see so I set it to like, 8 lol)
A region in a world where user voice and avatar audio properties can be adjusted.
@near escarp there's no mention of what happens when you also use player mods voice together with a playerAudioOverride. Is that allowed?
I don't think playermod voice works anymore ?
@delicate marsh have you tried avoiding player mods voice and making a default region
Also did you double check things like the Is Trigger
yeah it's all set up right
Ok, might be good to have it removed from the sdk if it no longer works
i just tried
Maybe try avoiding player mods
still doesn't work
So you have two player overrides: one for default and one for the mic user?
it's on the list of : Sure, we'll do it one day eventually
as in whatever the standard is and then when you pick up it moves the zone to you
locally
Right, @delicate marsh but player mods voice override is deprecated and may not work. Can you try not using player mods
i'm not
i was
but i took it off
because i thought it might be affecting it
still didn't work
hm
wait maybe it's layering
what layer should my region be on?
default?
okay i just realized it had been the child of a pickup prior to this so it was set to pickup
will let know if this works
@balmy gate thank you it was just a layering issue!
I was uploading just fine yesterday but now its stuck like this, been sitting like this for an hour and does it every time i upload now please help
it's generating your lighting. Just close your Unity to stop it (Cancel button does nothing) and then reopen the project, go to Windows > Lighting and at the bottom disable Auto Generate Lightmaps. You should eventually learn how to bake the lighting but on your own time with your own settings. Check the pins in the #world-lighting channel when you get there
ah thank you!
Trying to set up a Master Vol. Slider. How do you set it up with Unity's event system?
Any idea what is going on here?
More context to your question would be helpful. What's the problem? Are those random users in your world? or just you? probably someone threw a copy of the old vrchat nameplate template on their avatar.
That's my world in an instance I just created. There's a red nameplate half in the ground that everyone other than I can see.
It's not there in Unity.
Here's the area in Unity. Nothing there (not that I'd expect anything to make a fake red user title anyway).
Even more weird that everyone other than me can see it (not sure if it's because I'm me, or because I was the instance master, or because it's my world)
i still cant get the world to load in and i cant figure out why
neverminded i think i fixed it
i think it was something to do with the post processing
does anyone know what might cause a collider to "soft" collide with players even though its on a layer with collision matrix set not to collide with players? "soft" collide as in players will collide and sink through them occasionally
We're still trying to figure this one out afaik
Player controller's raycast for finding if they are grounded probably doesn't check for layers properly, but instead considers all layers except for the ones VRChat explicitly set as not colliding with the player.
ah so its a known issue and not something wrong with my setup
Fionna made an entire world around this bug. Check out balloonicorns
No comments on the phantom red name box floating in my world? I feel I should be concerned about it...
like lyuma said, it's almost definitely just something on an avatar
you're gonna have to be more clear on when exactly it shows up. Was it one time mysteriously and never again? Or does it always happen? Does it only show up when one specific person is there?
It's not something on someone's avatar. I was there only with a few friends, all of whom I knew well. Everyone in there left and rejoined at some point and they could all see it other than me, it never moved, even when everyone moved far away from it.
In terms of reproducing, I've not tried a new instance as I had to go to bed after this happened last night, but I'll double check tonight.
But yeah, it was just "there" as though it was part of the world itself, but I couldn't see it. It was stationary and didn't appear to be tied to a specific person or avatar.
Everyone's crowded around it in the above picture because everyone wondered what the hell it was.
Shot from someone else's perspective when everyone else had gone.
I've had that appear a few times for me before but a long time ago
never saw it after the nameplate ui update
@sacred warren World Id?
wrld_702c00a8-b5a2-4833-affd-ae2613bd4b8f
Can't get it to appear
It didn't appear for me either, only everyone else so either it was a one-off, or it's not visible to the instance owner.
I'm using multiple clients though
Ah
Yeah like the others said I doubt its your world
World looks very nice though now you've got everything working
Thanks 🙂 Realtime shadows cast from the player onto the ground still aren't working and I can't get the Archery prefab bow to work yet, but it's coming along.
inception bwaaaap sound
its on both clients
yeah reason I didnt see it was I thought it would be at the spawn point
What even is it? An internal bot of some sort? Some crazyness going on with the archery prefab? (although there's nothing placed there specifically in Unity)
Legacy nameplate ui
weird for it to show up like this
maybe it has something to do with this
I would guess theres something broken being triggered by a button and EventSelectorAlways
I have no triggers in the world yet, so it must be the archery prefab. I'll nuke it and see if the problem goes away.
Wonder if you could make that nameplate ui follow a player like the actual nameplate
and possibly manipulate it if you know what and where in the scene its being put
We don't even know how or why it's in the scene in the first place at the moment, lol. Nevermind manipulate it.
Probably can't do anything useful with it
But its still a neat little bug
Can you see if theres a gameobject in the scene at that location?
There isn't, I posted a picture from Unity further back in the channel.
(look for the isometric angled one with the icons)
Is that where the worlds 0 0 0 point is then?
Good question. I don't think so, let me check.
(still reuploading with the archery turned off ATM so that'll take a few minutes)
Lightmaps, unsurprisingly. Then textures, then meshes, then audio.
Ah yeah most of it would be taken up by the terrain lightmaps
They do compress well at least (down from 500MB to 90MB or so) but still. Shame that you have the choice of either performance murdering realtime, or massive baked maps.
Being able to break terrain up into multiple pieces should make it easier as you can set parts of the terrain to have higher or lower lightmap scale
Hmm, not sure I want lightmaps to look shit on any part of the terrain though, lol.
I've already got the trees running at 0.1 lightmap scale.
on some of it it seems like it wouldn't make a different at the moment
as the areas are basically empty with no shadows being cast there
AFAIK those areas aren't even in the lightmap, or if they are, I'd expect them to be compressed to almost nothing. I'll have to check the maps myself.
You aren't crunching them are you?
No. Is there a reason not to do that? Also I see what you mean, the terrain itself is a single 4096 lightmap.
I would think you could get away with crunching the lightmaps on this map because the textures are fairly noisy to begin with so it would be hard to notice the compression artifacts
Are your other textures crunched?
because if the terrain is just one 4k lightmap thats not even bad
How many lightmaps in total is the scene?
Crunching doesn't degrade quality anyway, it's lossless AFAIK. They're compressed too though, set to "Normal" quality.
93 lightmaps, totaling 135MB.
What size are most of those lightmaps?
Only one or two big ones...
I assume the 48MB one is the terrain itself.
That said, why is 4096 the max lightmap size rather than 8192?
can you screenshot this part
Not sure how accurate this is with Bakery though. It said 0.6GB before and shrunk down now, I assume because that was pre-compressed size and this is now the compressed size?
Crunch compression is definitely lossy compression just fyi 🤔
yeah very lossy
Oh really? I was told that it's basically like LZMA or somesuch and affects compression times and decompression times, but has no actual effect on the texture itself. That said, I always use 100% so I've never noticed any artifacting.
On normal compression and 100% you wouldn't notice anything
Hmm, when does High Quality come into play then?
Even going down to 80% is pretty unnoticeable
If you use high quality the file size doesn't really go down at all usually so it's not worth using
@rain shadow I've reuploaded with the bows removed and the targets hidden. Can you see if it's still there for you?
@random owl Ahh, interesting, thanks.
Really depends on the situation though what settings you should crunch compress that's why I adjust it on everything differently in my worlds
Hmmmm. Curiouser and curiouser.
The NullReferenceException is also still occurring so none of that was the archery prefab
Hmm. I'll poke around. Thanks for the eyes.
i can't upload my world
because i created inverted sphere
and i apply mirror reflection unity component
and mirror reflection unity shader
then inside of the sphere i create another flat cube
with 4 more colliders that can serve as wall's
then i was created camera,directional light and empty game object as "SPAWN POINT"
so in that spawn point i change this:
1 spawn size = 1 then i drag & drop that spawn point
inside empty field
2 spawn order = first
3 spawn orientation = align player with spawn point
4 object behavior at ... = respawn
so i done everything correctly like i done menu times before
and when i try to upload my option for clicking upload is greyed out
P.S.
i dont have any other asset's,scripts except vrcsdk
so is anyone able to tell me why is that happen
and how to fix that
please help
Did you put a NPC spawn component on the spawn point?
So anything about my issue with models not porting into VrChat? Any model I add in recently won't show up in game but are fine in unity.
@queen ferry Wrong channel?
this is the world help for 2017, correct?
Oh, you said models so I assumed you meant avatars.
Na.
https://media.discordapp.net/attachments/361741445352259584/646486783822921728/unknown.png?width=1443&height=604
Like this ladder. It's not in the world even though it should be. Anything I've added to the world before a few days ago are working though
I have 2 models that are not porting correctly and I'm seriously confused
You're not accidentally adding them to a culled LOD group or something like that? I assume you're using standard shader on them too to rule things out?
The shader is a wood texture that's already in the world. They shouldn't be culled due to being just added (one is a pick up in a room I don't have on the Occlusion bake)
did just run a test again to see what errors pop but it's just a bunch of uv errors for probuilder things.
If you put a camera there and run the game in Unity, does it still look ok?
not entierly sure how to do that? Clicking "play" has them there though?
Are they originally fbx format?
that's not gonna work, due to 2 different models not loading in (a fire poker pickup and the ladder, both of which are in 2 very different areas)
Since its against a wall it could be occlusion?
also they dont have rigidboides on them?
The ladder doesn't, the poker does, but it has a collider.
Send the ladder mesh?
works fine for me
yeah. which is odd
What shader is it using?
Noenoe, which is already on a few objects in the world
The poker is using a metal shader, which is also already on objects in the world
You haven't baked any occlusion?
I just redid it, just in case and still they aren't there
Try clear it instead and test
waiting on the compress.
I placed the poker with out any shaders and isn't loading, so that's not the cause
Uhg. outa time... I'll have to try this again after work =_=
Appreciate your attempting to help me.
@rain shadow Well that's annoying. Had an almost city wide power cut and my desktop I was remotely running Unity on hasn't come back when the power came back.
Well I don't imagine it would unless it was server type hardware or you were doing other hacky stuff
I set all my machine's power state to "Last Status" which should bring it back online automatically if it's power cycled, but this is a new motherboard and apparently I forgot to do it on that machine. The server I was gatewaying through has a UPS on it, but that doesn't really help in this instance.
Well so long as you didn't need access to that pc for important stuff, unity can always wait I suppose
Still, given that I normally need to try and bake the lighting 15 times before it actually succeeds, which in turn means it takes hours rather than minutes to complete, I'd have liked to have it still running now 😦
You keep running into so many issues for seemingly no understandable reason
compared to everyone else
awfully bad luck lol
I think it's because I'm going in full-force rather than just doing basic little things here and there. For example most of my friends haven't even bothered with light baking, nevermind using Bakery with full GI.
The author thinks my Bakery issues are because I'm using RTX mode with a large landscape, although I'm not sure why that would result in it randomly failing rather than failing in the same place/time each time.
Actually all my issues going back ages ago were light related too (e.g. either realtime would work OR baked lighting, not both).
A question regarding lighting though - if you're using realtime lights and mask them to only affect one group, does what you're casting shadows onto also have to be in that group, or should shadows work regardless?
e.g. I'm using realtime shadows for players and you can see the lighting on their avatars and self-cast shadows, but their shadows don't cast onto the ground.
both the object you want to have shadows cast on and the object want to have cast shadows have to be enabled for the lights culling settings
Ah, then that raises the issue that the realtime light now illuminates (and causes shadows from) the terrain too, which I don't want. I only want avatar shadows to appear on the landscape. How would people normally handle this?
Make separate small terrain objects for the areas you want to cast shadows to possibly
really is no good solution as far as I can think
Well, the whole landscape is where I'd want to cast shadows on to, lol. Basically anywhere where avatars would be. Seems really odd that I can't just have avatars cast shadows onto the terrain without adding full realtime lighting to the terrain itself.
You could add fake shadows that just darken the area where the player is standing
Will probably have to do that. Geez, world design in VRC is just an endless stream of compromises and disappointment isn't it.
Does 2018 actually improve on any of this? I've not seen or heard of anything that seems better about it.
Some nice stuff was added in 2018
but it hasn't been whitelisted yet
So we currently have all the bugs and no new toys
Hooray...
@rain shadow Projectors for the fake shadow, right?
yeah
standard assets > effects has some pre-setup ones
You would also need to use player tracking and prop spawning though...
Hmm... is any of that likely to cause issues or affect performance?
tracking and prop spawning doesn't really have a runtime performance impact
Ah, that's fine then.
Hello, I would like to know how to display the mesh of the chair in the blue outline instead of this giant box. Is it possible?
I believe you can just make the mesh a child of the chair, by just dragging the mesh on to it
@sacred warren
yes i have spawn component in my project
put to 1 then drag & drop spawn point object inside of empty spawn field
@past wave Ok, I'm going to try. Thanks!
@near escarp Have you ever seen this red ghost nametag show up in worlds before?
Nope, does it appear in every instance ?
Yes, superb recreated the issue earlier.
(scroll back to his images, he basically saw the exact same thing)
what's the world ID ? if not public you can dm it to me
It's public - wrld_702c00a8-b5a2-4833-affd-ae2613bd4b8f
The catch though is that I don't think the instance owner can see it, only everyone else which is even more weird.
(I disabled/removed all the archery prefab stuff to rule it out - which is why it looks like things are missing when you reach that part of the map)
where about in the world does it show up?
Head to your 11 o'clock from spawn, diagonally past the pond. It's next to the tables at the archery camp.
Here, use this professionally drawn map to help guide you -
There is a lot of NulllRef exceptions being spammed in the log too
Is there any way to figure out what is generating those? I don't really have anything that should be triggering or running to be honest so it's not obvious what's doing that.
You got triggers in the world?
Nope
I'm guessing nothing immediately stands out then?
(other than the flood of incredibly vague errors)
Nope, not from the logs at least. I'd start by removing game objects until it stops. Then you'll know
Hmm, unfortunate as it's difficult to test. It doesn't appear for the instance master in my case, so I'd have to have someone join me each time. I'll continue scouring for rogue scripts.
Thanks for looking anyway
Just load another client
..wait, that works?
.. oh
is vrchat having server problems again? because vrc sdk says i have updated my avatar world. but the strangest thing is, it didnt even go through the upload loading bar, it just said it updated. and while in the game its not updated at all!
Check the console, the build probably failed
i found... something strange "That asset URL is already in use by another world"
UnityEngine.Debug:LogError(Object)
VRCSDK2.<UpdateBlueprint>c__AnonStorey8:<>m__1(ApiContainer) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:654)
VRC.Core.APIResponseHandler:RetryRequest(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean, String)
VRC.Core.APIResponseHandler:HandleReponse(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean)
VRC.Core.<SendRequestInternal>c__AnonStoreyE:<>m__13(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
but i dont have anything using a url?
so i gotta reupload my world then? grreeaat.....
how i have a completely different error ApiFile file_0638c0c4-566e-4916-b60d-c2f642bac76b: Error: Failed to upload file.
File size does not match version descriptor
UnityEngine.Debug:LogError(Object)
VRC.Core.ApiFileHelper:Error(OnFileOpError, ApiFile, String, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1430)
VRC.Core.<UploadFile>c__AnonStoreyA:<>m__15(String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:858)
VRC.Core.ApiFileHelper:uploadFileComponentValidateFileDesc(ApiFile, String, String, Int64, FileDescriptor, Action1, Action1) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1527)
VRC.Core.<UploadFileComponentInternal>c__Iterator8:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:2066)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
VRC.Core.<UploadFile>c__Iterator0:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:849)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Can I put effects on somebody's voice I heard people were talking about a Reverb Zone
I figured out how to use the Player audio override script
But I'm pretty sure that's just gain and distance and stuff
oookaayy... now its just stuck on building and compressing data... i REALLY want to know what is going on
Try make a new project and upload a test world, see if it's the same there.
If not then it's locally in that project.
if its the project, what the hell am i gonna do? i worked too damn hard on that world for it to go to waste
We'll take that step when we get there ^_^
hello does anyone know if there a way load url images from ui image panel ?
@hybrid mica you can use https://docs.vrchat.com/docs/vrc_panorama
VRC_Panorama is used to view Panoramas in VRChat. There is an example prefab of VRCPanorama in the VRCSDK in the Prefabs folder. The VRC_DataStorage component should contain the following values in order for the VRC_Panorama to work properly:
yea thing with panoramas is it only works on mesh objects and not ui panels
Only way to do it unfortunately.
dam was trying make a scrolling ui and with panels it really dose not go away when u scroll down so no idea what else i can do XD
Scrolling as in it will only show one picture at the time and scroll through it? @hybrid mica
Then you got to include them in the world.
dam so many mbs
So I tried moving my project to a new folder and reimporting everything. the 2 newest models are still not showing up in the world and it's pretty annoying
Are you sure the world is updating ?
It is, as some boxes I had in the world was added and moved to the new location
also, the ladder and Poker colliders work
just the meshes aren't showing
Are they showing up correctly in play mode ?
I'm assuming that's just hitting the play button, right?
yep
yeah they're there
So they're static and not relying on any triggers ?
Poker uses Pickup and the ladder uses "teleport player" with "OnInteract"
Any chance they're falling through the world when you load ?
and what kind of shaders are they using
Ladder has no Gavity, Poker sits on table. A photo I shared earlier shows the poker's collider on the table
NoeNoe, which is just a recycled Shader, as some things in the world already use it
I'd get an updated pic but I'm havign to run an undeleter as I was a dumbdumb and forgot I didn't copy the files around XD
What layers are these objects on ?
Poker is on Pickup and Ladder is Default (from memory)
I tend to not mess with layers
Is there any decent way to handle (i.e. blur or anti-alias) shadow staircasing?
higher texel/scale
Hmm, bumping up the texels from 20 to 40 didn't seem to have any visible effect on it (that's at 40)
what are the objects scale on lightmap ?
Would that be the archery target, or the terrain that it's casting onto?
the object itself
Even at very low ?
And you can't really increase the terrain scale itself, so that's kinda difficult to fix
If you had a mesh of it you could make this zone it's own piece and increase the scale of that specifically, but for terrain I have no idea what the workaround is
by shear luck I was able to recover my project.. whew...
I actually had this issue before when I imported another set of models. These was set up for unity already but they wouldn't load the Mesh. I got the other version (only FBX) and they worked. Made no bloody sense. I tried changing the fire poker to an obj but the same issue of it's mesh vanishing
@near escarp Apparently the archery prefab stuff just doesn't handle baked lighting properly due to how the pieces are put together.
Oh, also, asking about the shader earlier: I have a second poker in the world with default shaders and it too doesn't load the mesh
This is what happens when you let it have baked lighting - https://cdn.discordapp.com/attachments/361741445352259584/646124210535530514/unknown.png
@sacred warren Shadow staircase on baked shadows?
Ping me and I’ll see if I can package the archery prefabs with bakeable models.
@queen ferry Does the mesh have option read/write enabled ?
Bakery has an option to fix blocky shadows by replacing the shadow sampling Unity's internal shaders use with one that does bicubic sampling
It's slightly more expensive but it mostly resolves that issue. Unfortunately, you'll need Bakery to apply it
(Or someone could reimplement it, but that's tricky)
@solid helm Yes
@left marlin Not a concern really for me at the moment at least, they look ok without baked lighting. It's the floor staircasing I'm concerned about.
@sacred warren It should be in the Bakery menu in your Editor, under the shader tweaks option
"Use Bicubic interpolation for lightmaps"?
Yep!
Would swiching them to bicubic after they've been made have any effect?
Yes!
This does not change the lightmap textures.
It changes the internal shader function to read them.
Hmm, in that case it doesn't help. I already did that earlier because I thought it may work.
Ah, so in-game they should look better, but not in the editor?
OH
After checking that, you should restart the editor and see the changes
It should look different at the very least
Hmm.. "UnauthorizedAccessException: Access to the path "Assets/Editor/x64/Bakery/shaderSrc/ftrace.cginc" or "C:\Program Files\Unity\Hub\Editor\2017.4.28f1\Editor\Data\Managed\UnityEngine/../../CGIncludes//ftrace.cginc" is denied.
System.IO.File.Copy (System.String sourceFileName, System.String destFileName, Boolean overwrite) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:124)"
Do you have multiple instances of Unity open?
Nope
I would say, save your scene, hit Ctrl-N (new scene), quit it and try again
That should clear all the locks
I've actually tried this before (several times), it's never worked. Not sure why it's perma-locked.
Hmmmm...
New session, nothing else Unity related is open
Can you access that file yourself?
It doesn't exist. I'm in the CGIncludes folder, but that file isn't there.
Oh, how weird!
Oh, that's the system one. Let me check for the one in the assets folder.
There should probably be one there too. Unfortunately my PC is out today so I can't look myself at the moment.
Yup, I can access the one in the assets folder.
Ran it as admin, worked. That seems like a terrible idea, haha.
Haha, just don't run any shady scripts while you do it and it'll be fine
Closed it after that and launched it again normally. Ok, so that's a slight improvement but nothing amazing. I guess that'll do for now.
Oh, your shader magically started working for me a while back. I have no idea why but I won't question it for now.
Last thing for this evening then, is there a guide anywhere on how to set up shadow blob projectors? I know how to set one up, but not in the context of them being applied to VRChat avatars.
Ok, after some struggling, I was able to recover my world. Luckily I had a backup for when we update to 2018 (which reminds me I should re-back up this world) and the poker's still not there. I didn't test the ladder, since I've yet to reimport it into the world space. Though given this result, I don't think it'd load too
Any chance the normals are inverted and it's just invisible ?
If it's inverted, it'd be visible (which is hilarious on one of my avatars if shaders are off)
but even then, it's fine as a friend has a version shown on his avatar
https://media.discordapp.net/attachments/596879003206549505/646474792735866909/here_oit.JPG?width=922&height=663
try breaking the prefab then
hm~
interesting...
What I see. When I dragged the model from the prefab into the world, I got this
(which is nothing)
oh, nm I did that wrong.
just tested the idea on an item already in the world.
ah ok. Learning a bit of Unity still haha.
Breaking the Prefab didn't work x,x
So, in an experiment, I downloaded another model and added it, along with bungee cord I already had but didn't add to the scene yet. This is the result:
have you tried making the object gigantic ?
maybe the transforms are odd
maybe something is moving
Both poker and the sword have no physics. It's just there. And why make them bigger, if everything else I've popped into the world didn't have this kind of issue before?
The poker itself is the length of the room already by default
The only thing i can think of then is that these objects are part of a different asset bundle and they don't get exported with the scene
@sacred warren had this problem recently
Actually, I had that issue before. It just wouldn't compress in general
All three models are not in an AssetBundle group. (listed "none")
If it was, the SDK throws a fit and fails to compile the world
not necessarily no
it would silently fail but the upload would still go through without the assets
I'll add the sword to a group now.
huh, nice. guess this last one fixed that annoyance.
Either way, all the items wasn't in a bundle, or marked to be in one.
wait a minute
Oh I swear to ef'ing god.
Ok I am SO pissed right now
The FOLDER they was is was some how marked as an AssetBundle even though I didn't do so
This is the second time this has plagued me
Please put in a warning in the next major sdk build to detect AssetBundles
This wasted so much of my time... again
Yup, cost me 4 days
Combined, this is 2 weeks.
OH I'm so upset. At least this is fixed... Thank you for the help @near escarp ... Now I'ma go murder stuff in a shooter till I have to sleep to get this rage out
have fun !
@left marlin It's just occurred to me that your Archery prefab doesn't seem to include the bow. It has a prefab called bow, but it's just an arrow, there's no bow, lol. Though there is a Blender file for it so I'm wondering if the prefab is supposed to use that (which fails due to the importer not working with this version of Blender, as per the error). There's also a controller error, but I'm not sure how much of an issue that is.
Yeah, all the other objects are .asset files where as the 2 bows are blender files. Curious choice.
Ok, so after replacing the Unity Blender conversion scripts, that allows it to import it which results in a visible bow, but something concerns me... I'm guessing these shouldn't be missing?
Also the bow in the prefab is still a... little broken. Removing it and dropping in a new one looks fine though (new on the right, prefab on the left)
do you have standard assets?
standard assets is reuired for almost everything. toybox is also common
Aaaaah, no. I removed all that stuff as I was cleaning up anything I wasn't directly using. It's not documented and I assumed something would tell me if it needed it. I'll grab those and see what happens.
@balmy gate Do you need a specific version of "Standard Assets"? I'm using "Standard Assets (for Unity 2017.3)" but it throws errors in the console so I'm not sure that's right - specifically in "ParticleSystems/Scripts/ExplosionFireAndDebris.cs"
Ok, nevermind. Some other assets were half-assing some of the shared files from the Standard Assets folder and that was causing issues. Nuking that garbage has got rid of all the errors (except for the "Broken text" one).
trying to use onentertrigger/onentercollider to detect an object in another collider but it isnt working. the former object is teleported into the collider. does the object have to "move" to be detected? or does it need say a rigid body?
ok yep it needed a rigid body
I have big request for you creators: make a car that can driven with VR. I still hate all cars can drive ONLY with keyboard, WHY should i walk to my pc, go sit and TRY taste keyboard and that is just NOT friendly and way too akward way to drive stupid car with keyboard.
We have already perfect flying objects with VR steering / speed so i am still surprised why there is nothing for CARS.
If you transform the flying object in cars, without flying part so it will only stay on the ground instead go up/down, but it will speed up or brake, and steering left/right. That should not big work to convert it.
Thank you very much.
Perhaps if someone can make asset for VR-driveable cars, i will give you big hugs. Now there is assets but you need keyboard to drive it.
I understand desktop users should have a chance to drive it, but they have now no problems with currect cars setup, but me with VR, i have only hard time to get behind stupid wheel and try taste and swap to VRChat window so i can finally drive a bit... wow, that is way too much. And there is Desktop version flying object that can also used with VR, pretty universal flying system.
Who will make it?
Why don't you just drive with the thumbstick in VR ?
Why not?
I am not gonna sit behind my pc, flip my headset up, find the WASD keys and i must swap to VRChat window so i can drive. Its not nice way.
but no one does that
Who said that?
there's two car prefabs and no one drives in VR that way
you drive with the thumbstick on your vr controllers
no one uses the keyboard in vr
I visited for example race track, but i cannot drive with controllers, and it seems only keyboard worked.
If you said so, i will check some worlds with cars and try if its working or not.
In that case, what VR system do you have and which world can you confirm behaves this way?
WMR
Yeah since it doesn't rely on the thumbstick
OH I think I know what might be up, are you using the thumbsticks to try to drive?
Actually its based on movement of my controller, not using joystick.
I think i tried it, but i will verify again soon.
I can choose between touchpads or joysticks btw on WMR
does anyone know how to get qv pens to work? I dragged and dropped the prefab into my world, expecting them to work right out of the box, but they dont draw when i test the world
You need Standard Assets for qv pen
So WMR uses Vive wand input (as far as vrchat cares), and I remember driving cars purely by touching the trackpads, and the usual binds for WMR's thumbsticks sends trackpad clicks which may be what's making it not work.
ohhh okay thanks mrdummy. ill get that and try again
@slow orbit oke, i will verify what you say 🙂
I go visit known worlds with race tracks and also well known world with go-karts setup
Example one - Ridge Racer. That works well in VR.
is it possible to toggle physsound on/off?
I tried toggling the scripts off and it would disable the sounds if you picked the objects up and dropped them, but if someone else did them it still played
@dusk sapphire Physsound is sending buffered events, so you either got to turn it off for everyone or leave it on
aw, i suspected as much
@left marlin Apparently the archery prefab is working great in my world now, so it was the missing dependencies creating the problems. The only outstanding issue then is the archery target but that's minor and isn't really an issue to zero it in the lightmap.
The prefab for the bow itself is still mangled, but it's a quick delete and swap to fix.
would it be a problem if a vrc trigger had 2 on interact actions one unbuffered and one alwaysbufferone?
Yes / No. Was some changes to triggers, so got to dig that up again
Make a Interact trigger that is local. Then two custom triggers with it's on respective buffer
Allow multiple Triggers/Trigger types on the same VRC_Trigger component
So you should be able to
I think, not done it in a while
does anyone know if aura 2 is compatible with vrchat?
it isn't
oki thx
Would anyone happen to know a shader that works with splatmaps other than Microsplat? Preferably one that allows 3 or more textures?
Is it possible to have sound originate from an area rather than a spot? I want sound to come from a sphere so that within that sphere the audio remains the same volume and appears to be 2D, but then drops outside of it as normal, with the whole sphere as the origin in 3D space. Is that possible? I'm playing about with falloff and such, but it still seems to come from an exact point.
how do you add post processing in your world?
Look for the PostProcessingStackv2
i have it but where do i attach the post processing layer to and the volume?
@sacred warren https://docs.vrchat.com/docs/vrc_spatialaudiosource maybe volumetric radius? Haven't played with it myself
Creates a spatial audio source in VRChat
@fluid cipher I suspected that but it didn't have any effect. Maybe it only works in-game and not in play mode in the editor?
You can have two audio sources for that purpose
One with no dropoff inside the sphere, and another one with dropoff outside the sphere
so i forgot to make a backup of my world project before converting it to android to make a quest version... and when I tried to convert it back suddenly the lighting and post processing is all gone and I can't get it back... does anyone know how to reverse these changes? the realtime directional light straight up does nothing at all anymore, so im wondering if the conversion changed some setting that i dont know about
@sacred warren volumetric radius should not be used for sound that you'll be anywhere near. Use it for very"large" sounds that are far away
What you want is to change the curves so that it transitions from 3D to 2D within a range.
The spatial blend
I tried that but it seems to remain audible from any distance if I have it set to 2D at all, whereas given the way it draws the line, I'd expect it to be 3D outside the line. Let me get a picture.
So here I'd expect it to be 2D within 20m then 3D from that point onwards...
You gotta curve the green line to have an abrupt drop off at the end
No, it needs to be like this https://cdn.discordapp.com/attachments/361741445352259584/626697389134053386/unknown.png
It needs to actually change at some point. The way you have it now it never changes
@tall void try running the unity lightmapper once to see if it does anything
Oof yup Phase is right, I said it backwards
Couldn't you just enable another audio source component within that range instead ?
Seems easier than animating properties
Oh, I didn't even realise I could manipulate that part of the graph. Thanks.
@near escarp so it does generate a lightmap, but it doesnt look remotely the same as before (much brighter). Plus, I had post processing which doesnt seem to work anymore, and a single realtime light that seems to do nothing now
Thats how I have the music zone set up in Asylum and it works fine. No animation necessary, just edit the curve.
Great, this works perfectly. Thanks for that.
Nice
@tall void You just need to run it, not keep it, so now you can clear all the baked data in the lighting window
you can also create a new realtime light and copy the values from the first one and paste it onto the copy
but that's not the problem. realtime lights dont work period, and neither does post processing. so it doesn't matter if i make a new realtime light, because that wont work either. and everything in the project is way lighter both before the bake and after than it was before I switched platforms
Can you take a screenshot of your unity window ?
hello me again for some reason the post processing effect works in unity but in vrchat there is no effects i did everything that was said on the website
@bold ibex did you make the camera you put the post processing on the "reference camera" in vrcworld?
sorry, i would help you but i dont know what to do either
ye thx anyways 🙂
\o/
@bold ibex Follow the steps again, it will work if done correctly
oki il try
What's the best way to do animations in world design? I'm trying to make a fan spin.
i'm trying to make this place a tiny bit darker so the lights from the lamps will be a little more noticeable
can anyone tell me how to make it a little darker inside?
ye still doesnt work im just gonna give up on the post processing
now my world doesnt want to update anymore
@opaque chasm how are you lighting up the whole place ?
@bold ibex Did you delete the test folder ?
@near escarp with point lights
i guess i can make them stronger but i want the place to be a little darker in general so they'll be noticeable that way
for the atmosphere
@bold ibex Check the unity console then
Be careful Ruuubick, people might think youre the user-support :^)
eh, i don't mind helping for trivial stuff
Ill keep that in mind :^)
this world have stolen avatars in it.
it is public, stonel from tng, stolen from twinch.
had stolen dogger avatars but they got removed after a streamer spotted them, still allot off stolen avatars in this world made by crichi
Most avatars are stolen anyways xd people just change something minor and that's it
this is different these are rips direct from other ppl not taking away textures even from them.
hey everyone, im trying to get an animated skybox.
this is the current skybox and im trying to have it look similar to this, but animated and stars move and its glowy and magical. does someone mind helping me on this?
Is the current skybox a shader or is it a static image
That will be a challenge. It would probably take me 12+ hours of work to make a high quality skybox shader or more (I've never made one this complex)...A lot of shader authors (myself included) don't do commissions, at least for me I have too much on my plate already.
If you're really passionate you can try to pick up Amplify and get working :-p but this isn't the sort of thing you can whip up in a few minutes (which means a few hours anyway for me due to debugging time and all that)
That said, I don't want to discourage you from working on it. We'd be happy to give you help in #shaders if you decide to try to develop something. Just want to explain why it would be difficult for someone else to offer up time to build a skybox shader for you...and a shader is probably the only feasible way to make something performant that does what you want.
So as for simplified versions of what you're asking for: having a few overlapping cubemaps that are added together might be possible. but if you want the stars glowing, you would still need some sort of multiplier on the brightness for each star--maybe simplified version could be some sort of scrolling emission over star textures but it wouldn't look the same
I would encourage you to browse Shadertoy as well..if you find a shadertoy that is similar to what you want, and doesn't use raymarching (too costly for a skybox shader), it might be feasible to replicate that technique in unity: mostly involves converting hlsl->glsl and figuring out what to use as a UV (for skybox, direction is usually determined by camera position - world vertex position).
hmm
If you want to learn shader authoring, you need to do some basic research and get a starting point. if you get stuck on something, that's what #shaders is for, but it's going to be several hours of learning and experimenting. If you've written code before, you can write text shaders. If not, you'll want to use Amplify (paid) or possibly scrounge up something in ShaderForge which isn't really maintained any more but might be good enough to prototype something.
what about that starnest thing? some people were telling me about that
You can try this version: https://raw.githubusercontent.com/lyuma/LyumaShader/master/LyumaShader/StarNestAvatar.shader
I tuned it so it's less performant overhead than the asset store version
ok
how do i use the shader? never used it like this before, only made the skybox in the lighting tab
it says avatar but it may work for skybox. Keep in mind, that even with reduced iterations, it will still cause lag. Don't expect to get good framerates in your world with this..but if you do want to use starnest, please try my version first
ok
make a material, and you can put the material into the skybox slot in the Lighting tab
ok
if you don't use a procedural skybox it might not provide light to the world so you may need to make your own light sources
it's a bit of a shame. I'd honestly encourage you to have the image you chose as a static cubemap, than be yet another vrchat world with starnest.
well i dont have to, im just seeing what the options are. trying to make a cool party world for my friend whose birthday we're celebrating in a few days
i wanted to make cool lights everywhere like a dance party but i'm not that advanced so thats not happening XD but i'm adding party tables and balloons
couldnt find any good disco balls online
a few days is not enough to develop something custom from scratch
the world is already made, just want to change it a little to make it more party-ish
oh I just found this @normal wave : https://gitlab.com/s-ilent/neo-panosphere
that might be a cool skybox
This panosphere shader is designed to let you set up complicated skyboxes that can be animated.
Silen't skybox is not laggy
oh
my comment was specifically about StarNest
gotcha
Silent makes really well optimized stuff. There's some cool stuff here: https://gitlab.com/users/s-ilent/projects - fake lights is a replacement for having lots of realtime lights in the world, all done in one pass
oooooh!
that will be helpful
ok so you said about adding a material to the skybox tab so ive already done that
now i add the shader to the material?
yes
ok so ive done that, now i need to go find textures. im assuming main texture is like a still image, then overlay 1 & 2 is like moving stars or whatever in front of it?
sorry i sound really dumb
@vivid storm For a fan, here's how you'd set it up:
Have a mesh for the fan, and a mesh for the blades. The blades should have the fan as their parent. The pivot point of the blades should be the exact centre of their volume. Then you simply have an animation that rotates them around. You can even set this up in the editor, by recording the fan with a few keyframes for the rotation, and then changing their interpolation mode to linear.
Yeah, Overlay 1 and 2 are multiplied over the base texture
So, in my worlds I actually have set the other way around
Main is the star field you want. Then you use overlay 1 to fade out out at the horizon. From there you can add more stars when you look straight up with the Sky Cover setting
thanks silent! 😄
uh
its going
very
fast
it looks like a snowstorm XD but for real i don't understand how to make this work lol, i tried another background and it breaks for me
I would just turn the scrolling speed way down
Scroll, when set, the scale/offset is used to set scroll values.
Overlay multiplies the overlay over the main texture, designed for masking regions out.
so you'll want to turn those numbers way down probably
either X/Y or Z/W
one you want it moving very slowly, like the night stars
huh. I wonder why
if you edit the shader and remove the [Toggle(_)] bit from the beginning of the line, it will let you set the amount
[Toggle(_)] _ScrollOverlay("Scroll Overlay?", Float) = 0
to
_ScrollOverlay("Scroll Overlay?", Float) = 0
i see
I'm a little confused why it's a binary 1 or 0 since it doesn't look like anything multiplies with it
yeah i was just about to say the same thing
Hmm, reverb zones only work locally, they don't affect everyone's voice. Now I know I've been to a world before that affected everyone's voice - what do you need to do to make that actually work?
you have an AudioListener? are there any settings for that?
yeah I've seen some worlds do that
changing the values isnt really doing anything blehh
_ScrollOverlay2 isn't used. both run through _ScrollOverlay. ("Scroll Overlay?" value). possibly a mistake...but that one should work
does setting it to 0 work at least?
they were set to 0 by default .-.
i mean in the material
the value set in the shader doesn't do anything except the very first time you make a new material
@balmy gate That may be it, thanks.
so you're saying to remake the material?
not sure...you have the "Scroll Main" and "Scroll Overlay" values at 0 in the material and it's still scrolling?
I can't see how that would happen. the only place it uses _Time.y it multiplies with those values
there's no option to set values for scroll main and scroll overlay
"only maintex scale + off X"
like are you talking about this?
"Each scene can only have one Audio Listener." - Hmm, that rules it out using it on reverb zones...
@normal wave wait I thought you removed the [Toggle(_)]