#world-development

39 messages · Page 16 of 1

normal wave
#

oh wait
im dumb i didnt save it 🤦‍♂️

#

now i can set the value!

#

setting it to 0 makes it completely still

#

using decimals makes it slower!!!

#

it worksss

#

so does the star texture have to be transparent for it to overlay?

balmy gate
#

yes.

#

oh wait

normal wave
#

oops

balmy gate
#

it's multiplying all 3 textures and then adding it to the main texture

normal wave
#

oh

balmy gate
#

Main * Overlay1 * Overlay2 + Main

normal wave
#

but that would mean they still have to be transparent, no?

balmy gate
#

not sure it even matters: it's multiplying the colors

normal wave
balmy gate
#

and the output alpha will be 1 or 2 depending on if you make it transparent but that won't matter becuase it's opaque

normal wave
#

so making sure, overlay is the cool galaxy shit and then main is the stars

balmy gate
#

um I think the other way

normal wave
#

ok

balmy gate
#

you want the main to be what always shows

normal wave
#

oh

#

ok

#

cuz

#

i put a picture there

balmy gate
#

I would maybe suggest removing line 192

normal wave
#

okay

balmy gate
#

Thanks bot

normal wave
#

(tex2Dgrad( _MainTex, panoUVs*_MainTexScaleOffset.xy + mainTexScroll,viewDdx,viewDdy ) * _MainTint) *

#

?

#

lol the bot

balmy gate
#

that one yes

#

just put // at the beginning to comment it out

#

that way you can undo the changes easily

#

but basically if your main texture is black/dark it's multiplying the overlay by 0

#

which means you can't see it

normal wave
#

yea

#

means its a note

balmy gate
#

other thing weird is it's multiplying overlay with overlay 2

#

I would make the * into a + in your case

#

actually you can try keeping the main tex and changing all three to + and see what happens

normal wave
#

ok

#

its not showing there

#

uh

#

changed the * to a +

#

and

#

whiteness

balmy gate
#

[HDR][NoScaleOffset]_Overlay2("Overlay 2", 2D) = "white" {}

#

any texture not set is white

#

you can change that to say "black" or put a black texture in

normal wave
#

for overlay 2?

balmy gate
#

for multiply you want white because multiplicitive identity is 1, but for addition you want black because additive identity is 0

normal wave
#

alright

#

thank you so much 🙂

wispy cloud
#

Alright decided I would ask this in worlds since this issue is only presenting itself when trying to upload a world.

I am uploading my first VRC world, so I don't expect it to be smooth. It already exists on VRC and I can travel to it.

The issue is, everytime that I go to upload it, Unity progressively starts swallowing more and more of my RAM. I have 16GB to use, and uploading this V0.2 of the map, it is about 1/3rd of the way there and Unity is currently sitting at around 13.5 GB of RAM usage. The RAM usage only starting increasing once the world began uploading. A minute ago when I tried this after baking the lighting a few times after adjustments, it actually crashed a lot of shiz. Again, this is only happening when I am uploading a world. Uploading an avatar is fine and my RAM never goes beyond an unacceptable amount

(It actually crashed Discord while I was typing this up, and Unity proceeded to crash failing to upload the new version of the world)

Is there some known thing about uploading worlds that I'm doing wrong that could be causing this issue, or is it just some unique thing I'm gonna have to figure out?

#

I guess I should add, it's a relatively simple world. A small room with a chessboard and two chairs, a few pieces of furniture, and that's about it. There's not much to it at all, as it's meant to be a simple experiment.

#

oh that wasn't spam

#

Long story short, I saw where someone said that they just didn't go into Scene view to alter their upload image character when theirs crashed on them, and in not doing that this time it is uploading fine at 2.5GB of RAM usage

So, just didn't go back into scene view once you start the upload process.

near escarp
#

how heavy is your map ?

wispy cloud
#

Not very at all. It's literally the simplest thing I could think of doing that has some mild quality to it. Shader-wise everything is using standard, poly count is fairly low, etc...

The first upload that kept crashing the only thing I was doing different was uploading a new image, and editing the description. Not doing that is the only thing I did differently and it's uploading fine

#

Mb's on the world in VRC is 117.41

normal wave
#

ok so this is my first time experimenting with atnimations so i have no idea what im doing
basically i animated something coming out of the ground and id like it to only do the animation after i press the button, and once the animation is done and it's come out of the ground it stays there.

i recorded the keyframes and made the animation, but it plays as soon as i enter the world it replays on loop. anyone know how i can assign it to a button and when it's done with the animation for the first time, it stays there on the last frame? thanks 😄

wispy cloud
#

(Discovered that somewhere somehow it's my world eating the RAM not unity itself, which boggles me because there's nothing that should as far as I'm aware. I'll have to run some tests on it)

near escarp
#

@normal wave Turn off loop time on the animation file

#

@wispy cloud Make sure the performance is acceptable in unity first

#

there's a lot of tools available

wispy cloud
#

That was the confusing part because the first time it was running just fine. It was only the second time uploading that I actually had any issues with it, and it runs perfectly for me when I was in-world. I think I found the source of the problem though and am uploading again to see if I've fixed it

stray sand
#

Do you have future proofing on? Could be trying to package the project eating up ram.

wispy cloud
#

See, the first time I had issues uploading turns out that was the issue, and it was actually crashing my project before it even had the chance to really begin uploading. Would be nice if that was stickied somehwere in here honestly, but a search got me sorted on that part.

#

But I failed to answer your question which is No I don't have it enabled at the moment.

#

(I believe I found out what the problem was, but I'm not going to post it until I see that it's been solved, just waiting on the upload atm)

wispy cloud
#

Oh yeah fixed it EZ

So, I develop in Unreal Engine because I like UE4 substantially more than Unity, and not being used to Unity one bit combined with being sheltered by the Unreal Engine, I had next to no idea what the "Is Kinematic" option on rigid bodies was for, so naturally I had that checked on every piece of the chess board as I assumed this meant they would be allowed to move naturally, not quite knowing that the rigid body component itself would do that regardless.

So, going through and unchecking Is Kinematic on a chessboard's worth of chess pieces is what ended up fixing it. No more constant RAM eatage going on now, and the world is great. Now I just need to fix the gotdayum chairs and it'll be good

#

(this might have been part of it because this is the second only change I made, not quite sure, but I also made sure that the autohold on all of the chess pieces on the VRC_Pickup script component was set to no instead of auto detect like it defaults to)

dusk sapphire
#

does anyone know how you can force the outline of a pick up object to be another mesh?
To be specific I have a pick up looks like its locked rotationally by having the actual object using follow target on the pick up so it doesnt follow its rotations.
However, the pick up has the outline of a sphere. If possible, I'd like to have the outline be the follow target objects outline. If I have the mesh on the actual pick up or a child of it, the outline will rotate when a user picks up and bends it.

#

I've seen some worlds where this is not the case, so either they are using some other trick to make their pick ups not rotate, or they are changing the pick up outline to match the follow target objects outline

left marlin
#

@dusk sapphire You can read about how pickups and interacts decide what to highlight on the wiki http://vrchat.wikidot.com/world-component:vrc-pickup#toc4
You might be able to have a fake mesh with an invisible material to get the highlight. Other annoying techniques like reparenting the actual mesh might also work. ¯_(ツ)_/¯

dusk sapphire
#

the problem is I dont want the fake mesh to rotate

#

i've tried reparenting a child object with a fake mesh but it looks like the highlights are checked at run time and not at setup

#

unless... reparent on pick up and reparent it back on letting go

#

thats... a bit too much

#

hm, could you put an animator on the parent of pick up objects that forces their rotations to always be upright?

left marlin
#

It would be local rotation, so not really. Another method would be to have it copy the rotation of another object every frame, but again that seems not worth it.

sacred warren
#

@left marlin Nice. When is the balloon popping / confetti supposed to trigger btw? The target seems to work, but I can't find in what scenario this is supposed to happen.

left marlin
#

Shooting the target and then shooting the balloon. It only works if the layers are setup properly

#

Which I didn't properly test

dusk sapphire
#

no i mean, if a pick up is the child of a parent, could an animator on a parent force all child objects back to 0,0,0 rotation relative to the parent with an animation?

left marlin
#

Animators are on update. I don't know when pickups are calculated, but I assume that it doesn't work that way. I know even with rigidbody constraints, pickups get around them. It's weird. Hopefully general constraints with 2018 will make this easier

dusk sapphire
#

aha i got it locked

#

calling animator.rebind on every frame

left marlin
#

Why

#

That seems overkill

dusk sapphire
#

yeah, but it looks like calling animator.rebind lets the animation work

#

i guess i could make it a much higher interval?

left marlin
#

Well, you are calling something every frame. There are other things you could do, but they may not be as simple to setup ¯_(ツ)_/¯

dusk sapphire
#

I think i'll just deal with having sphere collider highlights for my pick ups for now though heh

sacred warren
#

@left marlin So you have to shoot the balloon in the 2 seconds or so while it's changed colour?

left marlin
#

Yes

#

While the balloon is floating up off the target

opal goblet
#

@dusk sapphire The pickup script probably overwrites it, but have you tried locking the rotation on the rigidbody?

dusk sapphire
#

yeah

#

pick up overrides

opal goblet
#

Even on the fake mesh object?

sacred warren
#

Wait, the balloon is supposed to float up?

dusk sapphire
#

fake object is a child of the pick up so it would rotate with the parent anyways

#

its locked relative to parent but parent still rotates so

left marlin
#

What happens if you use joints?
Have an external object that follows and never rotates, and you use a joint to a child mesh of the pickup that keeps that rotation, but also jointed to the pickup to keep it's position?

opal goblet
#

Was just about to say that

left marlin
#

Enverex, you should visit the published archery world. The actual one or the prefab version and see if the bows act the same way.
The balloon should float up. Do you have all of standard assets imported? I don't know if it is a bug on my part with the latest export or you have something missing.

dusk sapphire
#

hmm i could try that

sacred warren
#

@left marlin Every time I remember that that's an actual world I could test, I'm never at a PC 😛 I have all of standard assets and toybox loaded now, that's what fixed it not working at all for me (which was the original issue). It all works at this point, except for the balloon which changes colour, but doesn't float away or pop.

left marlin
#

In my test version it floated away but didn’t pop. I also didn’t setup layers in that project. I can’t think of a reason why it wouldn’t float up though. Maybe try deleting it and adding the prefab back in and see.

dusk sapphire
#

nice that did the trick

sacred warren
#

When I imported it, it asked me if I wanted to set up the layers so I'd assume that's correct?

left marlin
#

To be honest, the target is setup in a stupid way but I’m too lazy to remake it.

dusk sapphire
#

though i'm using follow target to keep the external objects position

#

which i was already using before

#

so.. how much is a performance hit for a fixed joint for like 36 pick ups lol

left marlin
#

The layer setup is a script I wrote to not overwrite all your layers but just the ones for that project. At the time, another prefab that used layers replaced everything.

Uh, you can always try profiling the cost of fixed joints for that. I doubt it will have that much impact unless you are targeting quest.

dusk sapphire
#

yeah i plan on making a quest version

#

for that i suppose i can just let quest users deal with sphere highlights

sacred warren
#

Not sure if I've disabled something by accident, but in the past, if I clicked a texture in a shader, it would take me to that texture in the project window, but now it doesn't, it just flashes the folder name it's in on the side. What do I need to change to reenable that functionality?

rain shadow
#

you probably have something currently in the search box

sacred warren
#

Nope, completely empty.

opaque chasm
#

hey, how do you add a LQ mirror?

#

I mean I know how to do it with the reflection script but what about the positioning of that mirror? how does it work with the HQ mirror?

#

i can't just put them on top of each other right

rain shadow
#

The usual setup is to have it so the button to enable the high quality mirror toggles it and disables the low one and vice versa

opaque chasm
#

oh wait i'm dumb

#

wait so the LQ mirror BUTTON needs to disable the HQ mirror when you toggle the LQ mirror?

rain shadow
#

could have phrased my explanation better

opaque chasm
#

So like it disables + enables

rain shadow
#

well yeah you make it so when you enable the mirror you want it to also disable the ones you don't want enabled

opaque chasm
#

uhm.. mind telling me how to do that

rain shadow
#

with triggers or buttons?

#

well do you know how to use a trigger to turn on a mirror?

opaque chasm
#

yea i have a HQ mirror that is currently off and it enables after hitting the button

bold ibex
#

Do two buttons

First button:
SetGameObjectActive -> HQ Mirror - True + LQ Mirror - False

Second button:
SetGameObjectActive -> HQ Mirror - False + LQ Mirror - True

rain shadow
opaque chasm
#

uhmmm i'll do that, thank you both

one more thing, i have a video player that when the audio goes on the world music still works too so it's double the audio

#

how do i make it so when the video player works the world music stops and vice versa

#

or should i just add a button next to the TV to enable/disable world music.. uhmm..

rain shadow
#

Could probably use OnVideoStart on the video player and have it disable the other audio

opaque chasm
#

thanks guys appreciate all this help a lot

i accidentally just tried to import a video player that apparently has API scripts or something but I hit the 'no thanks' button, and seems like it hit my project with errors and now i get this when trying to 'play' the project

#

whut should i do with this ><

#

and do what, delete them?

#

these are the only errors that lead somewhere, the rest seem to be like these

bold ibex
#

Oh god, yeah, okay, in this case i think you need to close Unity project, go into your Unity project folder - Assets and get rid of VRCSDK folder and open project back and reinstall it

opaque chasm
#

ah like last time, okay

#

would that hurt my project in any way

#

the scene is super messy

bold ibex
#

It should not but in case you are paranoid you always should do a backup before doing that type of change just in case

opaque chasm
#

will do, thanks again to you guys

#

❤️

#

:3

#

oh yea, how can i make it a little darker inside to give it a better atmosphere with the lights from the lamps inside?

bold ibex
#

I'm not sure what you exactly are trying to ask but from what i get you want to make entire place darker but lamps brighter?

sacred warren
#

Turn the intensity of your lights down. Also bake your lighting and GI.

opaque chasm
#

uhmm i'm using point lights around the house but i want the middle area to be a little darker

#

i guess the entire place darker makes sense and the lights make it brighter where i want it to be

#

how do i do that?

bold ibex
#

Find lights you are using and change intensity on them

sacred warren
#

Keep in mind you don't really want more than 1 realtime light at a time for performance reasons.

bold ibex
#

Go for baked so it doesn’t have to update constantly

#

Worlds with 10+ realtime lights + Shadows on vrcVPoorThinking

rain shadow
#

cinematic experience

bold ibex
sacred warren
#

I created a candle that used around 5 moving realtime lights on a particle projector to simulate the flickering effect. Looked fine in Unity, dropped you from 90 to about 10fps in VR if you got within a few metres of it. Whoops.

bold ibex
#

Have a camera render it separately

opaque chasm
#

uh.. i do have like 8-10 point lights going on

#

is that bad?

sacred warren
#

If they are realtime, then yes.

#

Because 10 is bigger than 1.

opaque chasm
#

but i put them in different places so what should i do

bold ibex
#

Switch them to Baked and bake them in Lighting tab

#

90 FPS easy

opaque chasm
#

what's the different between realtime and baked

bold ibex
#

Real-time updates in real-time

#

Backed bakes lighting to stay how it was baked

opaque chasm
#

ah so baked is like an idle light that stays the same

bold ibex
#

Use backed for lighting but if you want color changes real-time would be best

sacred warren
#

Baked also has zero performance impact as they're basically just textures, although it does take up extra space.

opaque chasm
#

didn't know my light was changing with real time or something

bold ibex
#

Just experiment and see what works for you

#

But backed would be best for actual lighting

opaque chasm
#

ah good to know then

bold ibex
#

If you want performance that is

opaque chasm
#

so about making the place darker, adding more intensity will make them more noticeable the way i want it to?

#

because i kinda want a darker atmosphere

bold ibex
#

Set the render to important if you want to look better

#

Add soft shawodows and increase the multiply

#

Light intestate

#

No more than 3 before it gets to bright

sacred warren
#

It's just harder to tweak as you can't see the result of your changes immediately.

opaque chasm
#

i kinda didn't want the shine on the face

#

maybe in specific places

#

so that's better

bold ibex
#

Point light then

#

Maybe spot also

sacred warren
#

Also mark everything that won't ever move, as static so that it actually gets baked.

bold ibex
#

K thing not static won’t work

#

Only put static if don’t plan on animation it

sacred warren
#

That's what I said, only different 😛

bold ibex
#

👌

opaque chasm
#

love what it turned out to be, thanks all for the help

bold ibex
#

That’s pretty good can you dm me world link @opaque chasm

bold ibex
near escarp
#

There's no animation clip ?

bold ibex
#

oki i fixed by just retyping another line of code

#

@near escarp if there no clip they will still dance but only issue for now is after dancing they will return in tpose

near escarp
#

Then in your animator you should have a transition back to idle pose

bold ibex
#

ahhh ok

#

ty

sacred warren
#

Is it possible to have the audio reverb zones apply to everyone, not just the person speaking? Someone mentioned an audio listener but you can only have one of those per scene so I don't think that's going to be the right approach (unless you implement it in a different manner somehow).

gleaming terrace
#

im trying to use baked lighting in my world for once to help with performance and its jsut something I need to learn, but on testing the avatars are super dark, is there a way I can make a light sorce for just avatarts and not the world? or just something to help it?

short gulch
#

I might be wrong but I think you would need light probes for that

sacred warren
#

You need at least a single mixed light to keep dynamic objects illuminated, but that's all.

rich silo
obtuse bolt
#

hi i got a question (sorry for my english) so i want to upload (make a update) from my world is private actually and when i make build and publish is immediately finsih to uplaod but still the old version of my world in vrchat i try to upload the same world with a new ID but still the old version from my world i'm confused is the first time that happen some one know the reason ? thanks you

rigid knoll
#

does anybody know where i can get dynamic now (collidable snow) thats been used in afew vrchat worlds i see afew in the asset store in unity but i wanna make sure its the right thing to get

balmy gate
#

Called YUKI snow by butadiene

#
foriio

“ワールド"Silent snow"で使用した雪とオーロラの入ったUnitypackage"YUKI"を配布します~ 改変、商用利用、再配布可です(再配布はちょっとだけ条件がありますが)カスタマイズのための簡単な説明書やサン...

rigid knoll
#

oh my god thank u u saved me !

daring patrol
#

hey, where can i change the talk distance in my map? the documentation for VRC_SceneDescriptor talks about voice falloff range near, and voice falloff range far, but i'm not seeing those. i DO see voice talkDistance under VRC_Player Mods, but i've increased that dramatically and noticed no difference 😦 any help please?

balmy gate
daring patrol
#

thank you!

sacred warren
#

Can you apply a reverb zone to that?

#

@left marlin Everything works great, thanks.

daring patrol
#

Not noticing any difference in the distance when raising it 😦

#

...even when raising it dramatically

wispy cloud
#

Uncheck global. Global means that all players can hear eachother regardless of distance (at least as far as I'm aware)

daring patrol
#

that's what i'm trying to have happen, since the region isn't working. and even with global checked, that still isn't happening.

#

and i believe global just means that the override settings defined below is apply globally across the map.

wispy cloud
#

Yup you right, checking the docs to make sure I wasn't lying to you (turns out I was)

daring patrol
#

yeah, so, not sure how to increase the distance. seems pretty simple, but isn't actually working.

rain shadow
#

The global checkbox means that those settings will be used regardless of where players are

#

you have to increase the settings to actually change anything though

daring patrol
#

i did.

#

dramatically.

rain shadow
#

you may want to try increase the near value and check the disable lowpass filter

daring patrol
#

i increased the near value by a bit more than that, haha! okay, disabling lowpass filter to see if that helps

rain shadow
#

Also ramp up the priority possibly

daring patrol
#

higher number priority? like what?

rain shadow
#

yeah

#

Getting the override to work properly can be difficult

#

it doesnt work properly

daring patrol
#

hmm. looks like priority just means which override takes precedence if there are multiple overrides. for mine there won't be.

rain shadow
#

You would assume so yeah but this is VRChat

near escarp
#

There is a tutorial scene in the SDK for audio override @daring patrol

daring patrol
#

Okay. I'll check it out in the morning when I'm more awake. Thank you

open thicket
#

is there an eta on when we're switching to 2018 unity?

bronze smelt
#

Not yet

open thicket
#

any specific date

#

ahh

#

it is by next year though right? or soon

stray sand
open thicket
#

soontm

opaque chasm
#

hey, i got my HQ and LQ mirrors working fine, how can one disable them if he wants none of them after one is triggered?

#

i have it set to
button 1; HQ true LQ false
button 2; HQ false LQ true

rain shadow
#

toggle

#

Then pressing the button of the mirror that is active will disable it

opaque chasm
#

❤️

#

i thought about it but toggle sounded a little weird, thought it will not work in the first place

bold ibex
#

Is unity updated?

bronze smelt
#

Not yet no

bold ibex
#

Does anyone ever get kicked out of their world they just uploaded the instant they join it back to their default VRChat pre-hub world? I don't know what's causing this, I'm in the middle of trying to hotfix other stuff. Suddenly feels like I might have broke it but I can't tell if it's me or VRC.

#

@rich silo isn't that the error you get when you fill up your harddrive while in the middle of a project? I got that once and I was max capacity

rain shadow
#

@bold ibex Go to the VRCWorld object and on the pipeline manager theres a detach button, if you click that and upload again it should work fine

bold ibex
#

thanks, though I realized I deleted one of my VRCWorld spawn transforms, so there was an empty slot there, could that cause it too? trying a re-upload in the meantime

rain shadow
#

Yeah its usually one of those two things

vivid storm
#

So im making a control panel to control a few this, and I have 3 buttons for mirror, High, Low, and Off. When I press the high or low their buttons disappear. I have each button set to enable their respective mirror and disable the other. Any ideas why this is happening?

near escarp
#

You should only have a single vrc trigger per object

vivid storm
#

Gotchya

#

Thanks for the help!

#

I should be able to throw multiple actions per trigger then right?

#

I'm still new with doing actions/triggers

near escarp
#

Each button should be a toggle for the mirror itself

#

while also turning the two other off

#

yeah, as many action as you want

#

but having one button for each mirror with their own respective vrc_trigger is better

#

and easier to debug

#

Also make all your trigger local for this

vivid storm
#

Gotchya

#

Toggle makes sense

#

So that worked (in terms of the mirrors actually turning on/off), but the buttons still disappear on use.

dusk sapphire
#

if you have a target empty, it targets itself

vivid storm
#

haha

#

i wonder how long it would've taken for me to figure that one out, tyty!

#

Good to go, thanks again guys! @dusk sapphire @near escarp

severe frost
#

what does Allow Collision Transfer do on the VRC Object Sync

#

does it make the object collide with other pick up stuff?
cause I'm having that problem where someone picks up a box and the other objects around it suddenly flies off out of sync
but for other people those others are still in the same place, gets synced back if they pick the item up

left marlin
#

Collision transfer is a way for having objects bump into other objects and transfer who the owner is. This doesn't change what can bump into others, it's more for if you had say a bowling alley but you didn't own the pins, hitting your bowling ball into the pins would then make the physics collision look proper instead of waiting for the network latency of the original owner of the pins to see your ball hit them.

vivid storm
#

Anyone have any bar prefabs? (ie pickupable drinks)

solemn swan
#

I'd like to make it so that the spawnpoint moves locally for players whenever they hit a certain trigger, anyone have any experience with something like that?

left marlin
#

The spawn point is a gameobject like everything else. Any technique you know to move objects will also work on the spawn point.
Animations are probably the easiest to explain, but also not very "update friendly" in that if you move the point in the world, you need to also update your animations.

solemn swan
#

I have a lobby that players spawn in, and once they hit start they get teleported into the first room. so I could simply animate the spawnpoint to scoot over there?

left marlin
#

Yes

solemn swan
#

Okay, so I now have an animation where it's idle at spawn and one where it shoots over to the next room

#

do I use PlayAnimation for it, or?

left marlin
#

Have you used animator controllers before?

#

You can set it up so that it defaults to the idle animation, and then you can use your VRC_Trigger to send an Animation Trigger so that the animator then transitions to the "next room" animation.

solemn swan
#

A little. already have it set up to default to the idle animation. Do I simply type in the name of the transition animation clip in the Trigger section?

#

With the spawnpoint as receiver

left marlin
#

In the vrc_trigger, have the action be Animation Trigger and give it a name. In the animator controller, add a new parameter. Select trigger and give it the exact same name (Spelling/spaces matter!).
Once the trigger has been added, right click your idle state, add transition, drag and click your other state. Click the new line that appears. At the bottom of the inspector it should say "conditions". Click the plus sign to add the a condition. If you have no other parameters, it should default to the animation trigger you added.

#

You can test animators in play mode, so be sure to mess with it to see if it is doing what you expect.

vivid storm
#

So im trying to make an object pickup, when I go to pick up my object, an invisible version of my object is picked up and the original object model stays in place. Any ideas?

left marlin
#

The object is probably static. Check the top right of the inspector and make sure it is not set to static. Batching static is usually what causes this.

vivid storm
#

Just checked, it's not set to static

#

wait

#

lol

#

scratch that

bold ibex
#

has anything changed VRC side with mesh collision over the last couple of days? I have a mesh collider that's rather complex and has worked great up from April up until yesterday where now I go into it (it's a maze) and my fps stutters nonstop, and this all stops when I disable the mesh collider. i used to have two of these running side by side, so I'm confused.

left marlin
#

I don't know if anything has changed, especially since they haven't updated live in a while, but complicated mesh colliders can be bad for performance.

bold ibex
#

i guess I'm going to try flipping some of the cooking options on and off, idk what else to do besides leave the mesh collision off but then people can just walk through walls

left marlin
#

I usually recommend using primitive colliders or make a simplified mesh collider for your geometry.

bold ibex
#

i just wonder what was letting me get by with 90 fps with this maze for so long that I must have somehow took out

sacred warren
#

@left marlin Are they only bad for performance when being colided with, or do they somehow passively decrease performance?

left marlin
#

When you get near them, it has to check every polygon on the mesh, I think. Unity might optimize this some, but primitive colliders are pure math where as mesh colliders scale with how many polys are in it.

austere bison
#

If I use the beta VR chat unity version people still be able to play my map on my current VR chat application

left marlin
#

If you have a version of your map on the current unity, then people will use that in live. Updating your unity and uploading your map will only affect those on the 2018 build.

austere bison
#

The average player can't just play the map or is that ok if it's on the new unity

#

So create a map on the new unity upload it will everyone be able to play or is it limited to the application version is that what you're trying to say

bronze smelt
#

It's limited. 2018 can use 2018 and lower world. But 2017 can only use 2017 or lower.

opal goblet
#

So the client is downward compatible?

subtle garnet
#

backwards, yes

opal goblet
#

meh words

subtle garnet
#

true, but terminology makes easier to search for

opal goblet
#

Indeed. Right Terminology is very important

austere bison
#

So is there any point in creating a map on the newer version of unity I just stick with the one that's widely used

opal goblet
#

Well at some point no one will be able to use the old version.

#

The point is that if you already use the new version, you wont have to update it, whenever they do.

austere bison
#

Plus you have to take into account they said the version number might change before actual release of that unity support

opal goblet
#

Well yes, but moving between two different LTS versions in the same year is much smoother than going from 2017 to 2018

austere bison
#

True but there's always the one compilation that fall through the cracks slightly jump a version number

opal goblet
#

Well in either case you would have to update it

bronze smelt
#

Major, Minor, Patch.

We're only jumping patch versions, so chances of anything happen is very small.

opal goblet
#

So either you already work with new tools 2018 provides, and have to update it. Or you work with the old version and have to update it.

bronze smelt
#

Just look at what type of world you're going to make and decide based on that. The more complicated (game world) the more likely we'll probably be in 2018 as a example

vague panther
#

hey guys, probably a super basic question but how do you change the "interact" text on objects you can interact with? (sorry to interrupt the convo)

bronze smelt
#

But 2018 has bugs that can stop you from doing things.

#

@vague panther If it's a trigger, it will have the text field Interaction Text where you can change the text

#

The pickup component is the same, Use Text

austere bison
#

Side question if I inport a map that I have purchased what's the best way to work out the correct map scale so avatars are the correct size

vague panther
near escarp
#

@austere bison there's a sample avatar in the sdk

bronze smelt
vague panther
#

ohh!! omg im dumb

#

thank you so much!!

austere bison
#

Is there a default scale that everyone uses or is that too easy and just have to work out yourself with the sample avatar

near escarp
#

sample avatar is 6ft or 180cm tall

#

which is taller than the average model you'll see

fair helm
#

Does anyone know where I can find a wheelchair world?

near escarp
#

so you can set its scale to maybe 0.85

austere bison
#

Thank you I'll give that a shot

vague panther
#

I've a bit of a less basic question now - if I want 2 things to happen when the player interacts, but I want one of them to happen immediately and the other to be delayed, how do I do that?

#

I can't put 2 "oninteract" thingies for some reason

meager anchor
#

Not sure how many of you are familiar with QVPen or Exmenu, but they worked in my worlds before, and now they dont for some reason :/. I got all the prereq asset packs too.

opal goblet
#

@vague panther It depends on what you actually want to do, but you would generally use an ActivateCustomTrigger action, that points to another trigger, that has a delay. So you would want to put everything that should happen immediately plus the ACT in the OnInteract, and everything that should be delayed on the Custom Trigger

past wave
#

anyone know why my buttons to toggle my mirror in my world arent working? it just makes the button disappear, its set up the exact same as another world of my where it works.

rain shadow
#

possible causes are multiple trigger components on the same object, wrong sdk version, or wrong unity version

past wave
#

unity is the 2017 version ive been using, the sdk is the same one we have had for quite some time now, and theres only one component on each button

#

like i said it works just fine in my other worlds, where its set up the exact same

rain shadow
#

screenshot your trigger setup?

#

and what unity version exactly?

past wave
cedar nebula
#

it's targetting the button itself

past wave
#

oh crap

#

i could have sworn that i had something else on there

#

this is what i get for working at this time of night with very little sleep

#

wait, how come the mirror one doesnt work either, its connected to the right thing

#

on the mirror one, the button stays there, the mirror just doesnt toggle

cedar nebula
#

you'd probably have to send a picture of that too, but I'd guess the receiver on that is also not quite right

past wave
#

any idea on this one?

rain shadow
#

What does it look like with the mirror on? is it facing the right way?

past wave
#

... it was in the wall

#

maybe i should check things a little closer before asking things

rancid junco
#

Anyone knows that how to fix owaSyncVideo_v2.2s Player?
Im having a issue where I have set it on to world. I connect button to it to hide it to not having option to minimize lag. I have video player in world, I go test it. Its plays music normally, but as I want to delete on going song I press Delete and music still plays as well I press Video again its open same window where is music playing so I cant add new song to play.
I cant pinpoint what is making this to happen because I have same videoplayer in my other world where its working just fine.
Sometimes as I re add button/videoplayer sometimes videoplayer is gone for good when I unhide it ones, but then its gone for good ones I close hide it.

delicate marsh
#

silly question i suppose, but, what's the best way to make a nice shiny window? Just a transparent mat with smoothness all the way up and realtime lights?

rain shadow
#

Preferably a reflection probe instead of a realtime light

storm plover
#

Anyone wanna help with teaching me how to make a basic avatar world? I've been making a lot of avatars recently so I wanted to go make some public

full escarp
#

whenever i try to upload a world it always crashes my unity and i dont know why. so i end up just giving up. does anyone know a fix or something that i can do to stop the crashing?

delicate marsh
#

what does the "position damper" do on configurable joints?

#

how much it dampens the movement anytime the config joint hits the target position?

sacred warren
#

When the unity log says "Levels" in the size breakdown, what is a level?

full escarp
#

can anyone help me? i have uploaded my world but it wont let me into the world it starts to send me there but then instantly backs out and sends me back to my home

sacred warren
#

Does the world work in test mode in Unity?

full escarp
#

when i choose test mode it opens vrchat then it takes me to the world. That is the only way i can enter the world

sacred warren
#

Hmm, that implies the world itself is ok. Did you try reuploading it?

full escarp
#

im gonna do that in a min, i will let you know if it works or not :3

full escarp
#

yeah still didnt work when i re uploaded it

sacred warren
#

Any errors in the console while it was packaging/uploading it?

full escarp
#

this came up

#

a few times

#

idk im new to making worlds so i have nod idea

sacred warren
#

Looks like part of the SDK is missing. Reinstall the SDK package and restart Unity.

full escarp
#

alright i will

sacred warren
#

Are the lights set to baked or "mixed"?

rugged jolt
#

HELP , im trying to update my world and for some reason it says that its Unpublished , but i had that world up for at least a few months now.

#

I have a blueprint version still attached to it too

#

if i reupload it with a different name or something will the people that have it favored still have it ?

#

Actually pressing the upload button just doesnt do anything.... is the world uploading part dead ?

mild spade
#

Very likely there is something wrong with your project. When was the last time you uploaded a world?

rugged jolt
#

i uploaded some content about 2 weeks ago

sacred warren
#

Nothin in the console?

mild spade
#

If you added anything to the project there might be some errors

rugged jolt
#

i did add something but nothing different than what i normally add.

#

just a new avatar

#

ok

#

nvm

#

.... my bad

#

i create custom pedestal ... and one of them had a identifier on it

#

thanks for the help though

fleet nova
#

hiyo, somebody knows I could find textures for grids like The Box ?

bold ibex
fleet nova
#

ty =p

mild spade
#

@fleet nova The lighting is baked right? Do you have light probes on the world?

fleet nova
#

I added probes and relaunched baking now it works

vivid storm
#

So I put my world on Labs, and out of the 150+ visitors I got 1 report. Is it possible to see why it was reported?

past wave
#

I might be wrong but I think all world's have 1 report on them, because even my private world's have 1 report

storm plover
#

I was thinking of making my own world but I have no idea how to, I've only made avatars so far

sacred warren
#

Yeah, all reports start with reports at 1, so you actually have 0 real reports.

bold ibex
#

im still stuck on tpose for idle pose after dancing tho im using override controller

sacred warren
#

Does VRChat support third party terrain shaders? I know custom shaders work in worlds, but terrain is always a bit complicated in VRC.

solid helm
#

If they don't need scripts, yes!

sacred warren
#

Hmm, ok then, I'll have to try them out, thanks.

velvet warren
sacred warren
#

Yes, that's still correct. 2018 will be out soon but currently it's still that 2017 version.

velvet warren
#

thank you! I'm glad the download i had running primitively hadn't already completed

void remnant
#

can anyone help me ? i want to upload my world to test it out... but the options are gone

dusk sapphire
#

one of the scripts in your unity project has an error

#

check the console error tab

void remnant
#

but since i'm a noob in unity (still learning) does it give detials on the problem ? wheni click he play button it doens't let me as it pops out another error

wispy cloud
#

If you go to the Window tab and find the Console, any of the red errors are the ones that are preventing you from uploading. Usually reading those will tell you exactly what is failing where. If it's something you don't need, getting rid of it is usually the easiest solution.

void remnant
#

😮

#

i'll try that when i get home, thx for helping , if i can't solve it i'll let you know

smoky oriole
#

tiny edit to no-vr test build launcher script. by request, cancel button added to dialogue. no other change, if not ever did not needed cancel, don't need redownload. http://secondstrife.com/vrchat-vbs/

wispy cloud
#

Also, just by the error at the bottom of your Unity, it seems like you're having script issues with the Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs file in particular. Likely that's not the only issue though. If you ended up not using any standard assets or their scripts in particular, you can try deleting that Scripts folder. That'll at least fix that error, but if you're using that for anything in your scene it'll break it. Best to make a backup before you just nuke it

void remnant
#

i have 2 backups of the world.. but if i need the script? what should i do.. deleted and put it back in ?

wispy cloud
#

You could try deleting it and then redownloading and importing it. It could fix it, or you might end up with the exact same error

void remnant
#

😦

#

thx for the help vrcAevSlap

storm plover
#

Anyone mind helping me create an avatar world? I got a bunch of avatars I want to publish but I never made a world before

fleet nova
#

how do you add reverbs on your world, like when you speak or other people speak ?

elder igloo
#

Im trying to test my world, but my VRC SDK has missing options and I cant upload, I get these errors when i import a brand new SDK

sacred warren
#

With the Unity sale now on, does anyone have any recommendations on purchases? Many don't work on VRChat so it's best to get explicit recommendations rather than just buying what looks interesting.

bold ibex
#

@elder igloo don’t use unity 2018

#

See if that fixes your problem

sacred warren
#

@void remnant You're using the wrong version of Unity

void remnant
#

@sacred warren I've always used the same version of unity ... and I already uploaded round 10 avatars and a world..never had any problems

sacred warren
#

But you're having issues now, so switch to the correct version before trying to do anything else.

#

The fact it worked before (when technically it shouldn't have) isn't a reason not to fix it 😉

void remnant
#

But I'll have to rebuild everything

sacred warren
#

Why would you have to do that? It'll just update itself when you load the new version of Unity.

coral wing
#

Unity will import the project to the newer version fine, just make a back up of it just incase something happens

vague panther
#

hey there, quick question - how do you make it so chairs can only be interacted if youre nearby? right now theyre selectable from SUUUPER far

tropic yarrow
#

@vague panther at least you can make a Trigger cylinder/cube/ with onEnterTrigger and onExitTrigger that disable/enable the chair

sacred warren
#

Hmm, Unity won't let me do anything, I just get a windows pong sound if I click anywhere. And I don't know how long ago I saved 😦

weak python
#

Is there a way to make lighting like a spotlight appear on toon shaders? I'm trying to make a world and I want to use toon shaders, either Cubed Paradox', Poiyomi's, or Xiexe's and I want there to be light shining on the floor from a TV screen, but I can't figure out how to make the light show up on a material with toon shading.

indigo pagoda
opaque chasm
#

i load into my world like this and i can't move

#

any1 knows why? was working b4 and didn't change anyth

sacred warren
#

Are you inside a collider or something?

austere bison
sacred warren
#

@ashen charm I was referring to @opaque chasm 's comment about being stuck

vivid storm
#

Any reason a mirror wouldn't reflect lighting on a player?

#

Everything else is lit, and players are lit when not looking in a mirror

random owl
#

Mirrors don't reflect real time light by default

#

It's very expensive to have realtime light in mirrors

vivid storm
#

Hmm, any workaround for that?

random owl
#

You should look into baking your lights

#

You can also enable pixel lights in the mirror settings but it's gonna be terrible for performance

vivid storm
#

I enabled pixel lights to test, still no lighting on the player

left marlin
#

Does your light affect the mirror reflection layer?

vivid storm
#

yes

rose prairie
#

Not sure if this is a bug or not, but whenever I'm in specific worlds, my arms in VR tend to clip into my face far worse than other worlds. It happens on nearly every avatar I have in specific worlds.

sacred warren
#

Bakery question, or perhaps more general Unity question, but is there any way of saying "this is partially transparent" when baking lighting? I seem to have the hard options of solid or transparent, neither of which would work well. The current issue results in complete shadowing through things like leaves.

autumn umbra
#

@ashen charm Look in the pins for the prefab spreadsheet. There's a keypad prefab for doors there. You could modify that to enable your URL input box locally, so only the person with the code will see it. But make sure that the play button is set to play for everyone.

verbal breach
#

I have a problem with the skyboxes, I downloaded some from the asset store and when I decided to test the world, the skybox did not appear

#

I used 6-sided skybox, mobile skybox and cubemap skybox, none of them gave results

#

is it because of a tab, something in the configuration or something wrong with the assets (I also made my own skybox and also didn't show up)

sacred warren
#

Mute notices and warnings in the console and see if anything is listed there.

verbal breach
#

it says that "unityeditor" is not found

sacred warren
#

Sounds like things designed for a different version of Unity

#

I'd try reimporting the AllSky folder, if that doesn't fix it then you could try deleting that specific script, but you'd lose access to whatever that specific script did.

verbal breach
#

i'mma try reimporting it, if that does not work either well...i'll see if I can take a panoramic photo from my ceiling and use that

sacred warren
#

You can right click the folder and just select reimport

verbal breach
#

welp, wish i'd knew that 5 minutes ago, i'm redownloading it from the store

#

...oops?

#

I think the best option is to nuke the world and start from scratch :/

rough cloak
#

world has a buggy spawn until the avatar loads in (otherwise teleported back to the spawn) and unable to upload but able to do the private test

sacred warren
#

The error above implies there was another error

#

The missing blueprint just means it's not uploaded yet

verbal breach
#

i'mma try using the skybox in another project to see if the problem is in the materials

#

and zajarn...have you tried deleting the spawn and making another?

bold ibex
#

Anyone got an idea why my world wont update? It will upload but all changes i made to it arent there and its an old build of the world.

#

I tried detaching the ID. Making a new scene

#

Nothing worked.

near escarp
#

Same thing as above, check the console

rough cloak
#

okay

bold ibex
#

Hm?

#

WHat am i looking for in my console?

#

I got about a thousand messages saying "There are two audio listeners in the scene." But nothing really standing out.

verbal breach
#

huh, check in the hierarchy if you have an audio component somewhere

#

and turn it off/delete it

balmy gate
#

Delete the second audio listener (usually on the camera) and try again

bold ibex
#

Odd thing to keeep my world from updating O.o but ill give it a shot.

balmy gate
#

You shouldn't have any red errors except maybe one that shows up when uploading like somethings about api that's normal

verbal breach
#

An ar app i'm mkaing crashed for the same exact thing, so don't overthink it

balmy gate
#

It's not, but it is causing spam that causes you not to see the real error

#

Then clear the console and make sure to turn off clear on play

#

Then try again

bold ibex
#

I uh... go this red error

"layer numbers must be between 0 and 31
UnityEngine.Physics:IgnoreLayerCollision(Int32, Int32)
DigitalRuby.PyroParticles.FireBaseScript:Awake() (at Assets/PyroParticles/Prefab/Script/FireBaseScript.cs:84)
DigitalRuby.PyroParticles.FireConstantBaseScript:Awake() (at Assets/PyroParticles/Prefab/Script/FireConstantBaseScript.cs:79)"

#

My fireplace?

balmy gate
#

PyroParticles is a script, so not allowed in vrchat

bold ibex
#

Ahhh

#

I had no idea.

balmy gate
#

Editor scripts are the only custom scripts allowed

bold ibex
#

Tbh it was just a prefab for a fire. My bad.

balmy gate
#

As are a small set of asset store things like dynamic bone, final ik and standard assets

bold ibex
#

Deleteing that should allow my world to update?

#

and deleting the camera?

balmy gate
#

You have to delete the script

#

No dont delete the camera

#

Delete the audio listener component on one of your cameras (there is a second one somewhere in your scene)

#

Vrchat ignores most things on the reference camera anyway, so it's just to fix errors in the editor

bold ibex
#

Ok ill try all that, thank you very much @balmy gate

bold ibex
#

I got rid of the script and the audio listener and my world build still wont update.

#

@balmy gate sorry for the ping

balmy gate
#

Can you check for errors in the console?

#

Clear console again, make sure clear on play is off

#

Then rename or add some random empty object

#

So that it builds the scene agaim

#

Then try another build

bold ibex
#

ok

#

ill give it a try

balmy gate
#

Find any and all red error messages in console

bold ibex
#

i dont have any but ill add an object

#

i added a cube. should i hit play?

#

im going to try it again and build it

rough cloak
#

only unable to upload world now

balmy gate
#

@rough cloak can you disable "Clear on Play" and clear your console, then try an upload? What shows up in the Console window?

#

any red errors?

rough cloak
#

no errors but a bunch of gray bubbles pop up

balmy gate
#

those should be fine

#

do you see the form to give a name / description / upload an image?

rough cloak
#

i gave it a name and a description but no image

#

the image is just white

balmy gate
#

this is an update to an existing world?

rough cloak
#

nope new world upload

balmy gate
#

worlds always have an image. if it's new, it's going to include whatever you have there. anyway, you check the box and hit upload, and then what happens

rough cloak
#

okay

#

so have it be a picture of the land like the camera shows the map

balmy gate
#

so what happens after you upload?

rough cloak
#

unity is being slow unfortunately

balmy gate
#

so the upload is stuck / really slow?

#

what does it say exactly when it gets stuck

#

is there a progress bar?

rough cloak
#

its still trying to get it to the point on where i can upload it

#

and its done now

balmy gate
#

can you just show a screenshot of where it's stuck

rough cloak
#

nvm screenie will be shortly

balmy gate
#

huh? that picture is before you type in the name and select a picutre

#

I'm really confused

rough cloak
#

yea its stuck there

balmy gate
#

can you please be more descriptive. I'm having trouble even understanding what is stuck / what the problem is

#

what order did things happen

rough cloak
#

its just now getting to the upload point

balmy gate
#

you previously said you were typing in the description

rough cloak
#

its just being super slow

balmy gate
#

but I know that typing in the description happens after building

#

and now you show a screenshot where it's building

rough cloak
#

i had cancelled it and was re building it

balmy gate
#

ok if you're just saying everything is slow, that's just unity. there's nothing we can do about that

rough cloak
#

now im there

balmy gate
#

ah ok, and it stays at that screen?

rough cloak
#

yea generally

balmy gate
#

the SHow in Worlds Menu line should disappear

#

if it doesn't, it means you aren't logged in or don't have permission to upload for some reason

#

or can't contact vrchat servers

#

can you open the console tab and look at the last few lines?

rough cloak
#

okay

#

at the top something about setting required player settings and at the bottom it reloading assemblies

#

but no errors

#

only the gray bubbles

balmy gate
#

they might not be red: can you look for something like 401 unauthorized api.vrchat.cloud
or something like that

#

near the bottom

rough cloak
#

okay

balmy gate
#

usually if I see the screen like that I have to logout and login again

#

but the next upload will work fine

rough cloak
#

nvm

#

i expanded the console and low and behold a red error

#

NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)

balmy gate
#

what is it?

#

var desc = pipelineManager.GetComponent<VRC_SceneDescriptor>(); desc.PositionPortraitCamera(imageCapture.shotCamera.transform);

#

so that may mean you have two pipeline managers in the scene. maybe you have an avatar in the scene

#

or you have a pipeline manager and a scene descriptor on different objects

#

type t:pipelinemanager into the scene hierarchy search bar

#

if you want to upload an avatar in the world, make sure to remove the pipelinemanager and avatar descriptior

rough cloak
#

it brings up two things

balmy gate
#

that's the problem yes

rough cloak
#

there is no avatar

balmy gate
#

you can only have one thing

rough cloak
#

okay

balmy gate
#

so one of them needs to be deleted

#

but exit play mode and do it in the editor

#

and then try another upload

rough cloak
#

okay

#

rebuilding

#

it made a new pipeline

#

there was no pipeline and when it rebuilt it put in a new pipeline

#

my brain is a bit fried

#

XD

balmy gate
#

there can't be no pipeline

#

if it is not working, stop play mode, and type t:pipelinemanager into the scene hierarchy search bar

rough cloak
#

but there were two pipelines

#

i removed one

balmy gate
#

was there something next to it?

#

like a scene descriptor? or just the pipeline manager

rough cloak
#

i see a community labs button

balmy gate
#

ok good

#

that means it worked

rough cloak
#

yay

balmy gate
#

just check approve and upload. I wouldn't do labs on the first upload

rough cloak
#

okay

#

thanks for the help

rough cloak
#

well it uploaded fine but cant leave spawn area

balmy gate
#

collider issue? what happens when you try

rough cloak
#

?

balmy gate
#

"can't leave spawn area". what happens when you try to leave spawn area?

#

does your character move at all? completely stuck? does it collide with something invisible?

rough cloak
#

teleports back to the spawn point

#

no being stuck and there is movement

#

invisible kill wall is the best way to say it

balmy gate
#

what did you set your respawn height to in the VRC_Scene Descriptor

#

respawn height is the height you will need to be at for respawn to happen

#

not the height you spawn into

#

easy to confuse the two

#

if you set it to 0, you will randomly respawn

rough cloak
#

okay its set to 4 i think

balmy gate
#

yeah that's way too high

rough cloak
#

nope 2

balmy gate
#

make it something negative, below the bottom of your owrld

#

try -10 maybe to start with

rough cloak
#

respawn height Y is 2

#

okay

bold ibex
#

Ok i got it working, thanks @balmy gate for the big help. I just have one more issue. The mirror isnt rendering me, but it renders others. THe same for other. Their avatar isnt rendered but everyone else is. Do i have the wrong layers selected? The only one i have turn on is the Player Layer in the Mirror Reflection. WHat am i missing?

balmy gate
#

You need player and Mirrorreflection layers

#

Player is a layer that includes everyone except the local player. This separation is also useful for detecting collision triggers: usually you detect the PlayerLocal layer

#

PlayerLocal is the "real" local player with their head chopped off
MirrorReflection is the local player's evil twin with a real head

void remnant
#

@wispy cloud hey i deleted the script that was causing problems (it was standard assets that i didn't even used) and i uploaded the world. tho for some reason its only 7mb in vrchat and when i click join , when it finishes loading it takes me back home for some reason..so i can't get in.. do you know what it might be ?

wispy cloud
#

Are you sure that there's no other errors? Checking the console will show you all of them. Normally when a world doesn't update on an upload (or fake uploads) then there's more errors

void remnant
#

red errors are gone

#

idk about the yellow ones

#

i'll check again later

left marlin
#

Click build again and once it finishes, check the console. Some errors only show up when you build the scene.

void remnant
#

ook thx for the tips you guys vrcLove

bold ibex
#

weird though because cancel doesn't want to cancel, it just turns grey and stays like that

opal goblet
#

Yeah thats been a meme for a while.

raw vessel
#

is there a way to speedup unity's "hold on" and "importing small assets" procedure because
i wait almost 1 an a half day to my project loads up

and my world project is almost 12 gb
and i do that cause i don't want to import over and over new stuff in my project
so i decide to put it all together in it.

subtle garnet
#

0.o

short gulch
#

Yikes

sacred warren
#

Enable the local cache, that should help. Also make sure you're using SSDs.

raw vessel
#

ssd check
so all i have to do is to enable local cache
but i will found out where that local cache is located

thanks for the help

sacred warren
#

Edit > Preferences > Cache Server > (set to local)

raw vessel
#

got it thanks

but right now i must wait importing process to be registered into unity
and that will take's few hours
and i'm afraide to cancel importing process because
i might break something
or upon opening a new unity instance will repeat
same process again
but i can move everything out from my unity project
except vrsdk but i will not going to do that
because importing process is like 75% completed

so this recommendation i will use for future project's

stone garnet
#

unity keeps crashing when pressing on build&publish, tried different sdk version and a friend crash too when he tried to upload the world from a package i made months ago. Updated the world 2 weeks ago without a problem

sacred warren
#

Nothing interesting in the console?

vivid storm
#

All the player models in my world are "jittery" anyone experience that before?

sacred warren
#

Your world is probably way to far from 0,0,0

vivid storm
#

Ah, that's probably the case then

tacit radish
#

How do i turn off and on colliders with triggers?

cedar nebula
#

use the SetComponentActive trigger targetting an object's collider component

vivid storm
#

Does anyone know where I can find a RC Helicopter/plane?

#

prefab

barren ice
#

Is there a way to keep grass that you've painted from following the direction you are looking?

pallid jolt
#

Does anyone currently own the volumetric fog and mist asset off the asset store? (This one: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/volumetric-fog-mist-49858 )

The VRChat docs say it's "currently malfunctioning" and it's been that way for a long time. Curious just to what extent it's not working. I've been wanting to get this and use it but don't wanna waste my money if it just flat out doesn't work in VRChat anymore and won't be fixed.

BLACK FRIDAY SALE! 50% OFF!!
Check also our other assets on sale . NEW!
✓ Fog of War SceneView Editor
✓ VR: Single Pass Instanced support
✓ Fog Profiles with transition options
✓ Dynamic Fog & Mist 6.7 with Render Scale and PPS Extensions for Unity 2018.1+
Volu...

prisma sleet
#

anyone know of a good rain particle system that isn't laggy, and free?

near escarp
#

@pallid jolt Doesn't currently work, probably won't for a while

#

@barren ice Disabling billboarding must be an option somewhere

#

@prisma sleet there ins't really any good one that isn't either laggy or costs money

pallid jolt
#

Real big oof. Thanks, though. I'll save my $25 and skip it.

sacred warren
#

Hmm, if volumetric fog doesn't work, how do you do different "fogs" in different areas?

#

Also, does VRC have any issues with multiple terrains?

cedar nebula
#

particles are the only way to do fog areas right now but it's not always a great solution, and super hard to get it to look good without bad performance

#

also you're fine to use multiple terrains, you might have to worry a bit about the performance though as terrain is always going to be a bit bad on drawcalls

solid helm
#

Umm, what? That's not the only solution at all!

#

In my Frozen Emptiness map (not released yet) I use this to fog out a few areas

#

I'm also working on something that does fog in a box but it's not really ready yet

sacred warren
#

Hmm, far too dense though, I'm looking for distance fog

solid helm
#

Make it really big. Then disable it with triggers.

#

A big fog sphere can be less dense, and you can control the visibility that way

#

I have an (unfinished) map where I did that to have dynamic animated fog. But it's kind of aliased compared to the real thing.

sacred warren
#

Does it have issues with shaders or other lights being visiblethrough it?

sacred warren
#

Er, people in my world can only hear each other if they are more than 8m or so from each other.

#

Any ideas?

bold ibex
#

@sacred warren that's odd. did you mess with the voice player mod?

sacred warren
#

Nope

solid helm
#

As it's a depth based effect, it can only affect objects that write to the depth buffer. To minimise issues it is rendered before other transparent draws.

queen ferry
#

I've been struggling with the new player voice mod. I need it short but not too short. It's either you can hear too far away or it's too hard to hear close by and you need to be up on them. Another time I did zones for voice ranges and it didn't go well (people muffled in same areas at any range inside) or way too loud (they are in your ear even though they are across the room). I'm not a fan of this thing lol

storm plover
#

I'm trying to get my spawnpoint to work but I'm not sure what's wrong with it specifically

#

I can't load into the world at all

#

I try to test it and it just boots me to my home world

#

2017 version, latest sdk, and there are no errors in the console

bold ibex
#

from what i recall it might be usually caused by objects with VRC_Trigger on them so go over them and make sure there is nothing wrong with them

storm plover
#

I don't know what would be wrong with them, they're all just objects that toggle on or off a mirror or avatars

bold ibex
#

Does anyone know how to add a volume slider for your world music?

#

Nvm found a video about it

storm plover
#

Not sure. Also I did notice that the mirror reflection script is greyed out for whatever reason

lyric bear
#

Does anyone know how music is changing in void club? all rooms have different music.

storm plover
#

@bold ibex Output log?

#

Where it shows errors or stats in the builder tab?

tawny lilyBOT
#

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

storm plover
#

Idk where I'd check it since I don't even have a location named "app data" anywhere on my pc

short gulch
#

I believe appdata is a hidden folder by default.

storm plover
#

Alright, that worked

#

The file can not be loaded because it was created for another build target that is not compatible with this platform.
Please make sure to build AssetBundles using the build target platform that it is used by.
File's Build target is: 13

#

Found this one

#

I assume I just have to change my Unity build to PC from Android or something?

bold ibex
#

Yeah, of course you need to do that if you are uploading for PC

shut lichen
#

Hi you know how fix stop move round camera on chair.

stone hollow
#

Excuse me?

shut lichen
#

what

#

@stone hollow

stone hollow
#

The sentence makes absolutely no sense

tardy sundial
#

Bullet bill express coming along...

sacred warren
#

Asking again as everyone's drawing a blank. Anyone know what causes this? (the weird old mod red name-tag appearing in the world, same place, everyone can see it except the original instance creator until they rejoin)

balmy gate
#

do you spawn any prefabs in your world?

#

it's probably something getting mixed up with some internal VRC objects

#

try changing names of your objects and any prefabs you spawn so they don't start with the same thing they may have

#

or you can do the classic coverup - shift up your world a bit so 0,0,0 is in the ground, and then nobody will ever have to know

sacred warren
#

That's not actually 0,0,0, or anywhere near it oddly enough

#

And the only prefab I'm using (although I deleted it at one point to make sure it wasn't the cause) was the Archery prefab

elder igloo
#

Hi, so Im trying to test my world by uploading it as private, but when I click on GO I get sent back to my Home world. Not sure what the reason or error would be

vivid storm
#

So I'm trying to make a ceiling fan rotate. When I apply a rotation in an animation file, it rotates off one of the ends of the blades, not the center. Any ideas?

bold ibex
#

Can someone help me as to getting portals to work??

#

I put the id in and I look in the world and it just says loading world

#

Please @ me

stone hollow
#

@vivid storm It rotates around the origin of the model.

opal goblet
#

Just use an empty game object as a "fake" origin, make the fan a child, and rotate the parent instead

bold ibex
#

im making a world with trees i have the modle made do i copy and paste models or use terrian for better performance

bold ibex
#

does anyone know how to make a world that when press 1 or 2 it changes you into a selfile cam and for 2 thrid person

chilly grove
#

If a client takes ownership over a synced object, turns off its VRC_ObjectSync component, sets the object's position locally with an animator and turns the VRC_ObjectSync component back on - does the object's synced position get updated to match the local position on the owner's client? Also, will the object spring back to its previously synced position before teleporting to the local position due to the networked object syncing implementation?

left marlin
#

You can't turn off VRC_ObjectSync

chilly grove
#

Oh damn you're right

#

How about if the whole object was disabled then instead of turning off the VRC_ObjectSync component?

left marlin
#

What is your goal?
I don't ever recommend disabling an object sync object

chilly grove
#

I want to teleport a synced object instantly to a position without it being affected by the network sync implementation since it causes the object to fly across the world to reach the intended position

left marlin
#

TeleportTo should prevent the lerping, but I can't remember if that was fixed

chilly grove
#

It doesn't

#

TeleportTo and Respawn both cause the object to lerp to the position

#

If there is more than one person in the instance

#

Dunno what state the 2018 build is in, but it does it on live at least

left marlin
#

Are you trying avoid lerping visually or is it causing another bug?

chilly grove
#

I'm trying to avoid the visual lerping

left marlin
#

You will never know when the lerping is done, so you wouldn't know when to re enable it.

chilly grove
#

The thing is, does the network sync actually lerp in the backend?

#

Or is it visual only

bold ibex
#

@left marlin your prefabs group does meetups of lots of people right? i wonder how quest handles those? cause i find if i join a room of more than 15 people people start to sound like drunk robots lol

left marlin
#

The meetups we do are not quest compatible. World hop and Community meetup are both normally very large, pc only uploaded, and quest (without link) cannot join.

bold ibex
#

ah okay

bronze smelt
#

We're usually in the 50-60 range of people early on. So wouldn't play well at all with Quest

bold ibex
#

ohhh haha no kidding

left marlin
#

We started off at 73 last community meetup

sacred warren
#

Is it possible to change the fog properties on the fly with triggers?

left marlin
#

No, we do not have access to the unity fog settings. You would need a custom shader if you want to have changeable fog.

sacred warren
#

Sigh face.

#

It's like there's lots of things that would be very useful to be able to do, but you can't, but then all the simple things that seem like they'd be workarounds also don't work

left marlin
#

1001 and Silent have shaders for it.
But we know everything we do is a workaround

bold ibex
#

@left marlin OnUse, OnSet, and OnReset are all called globally with Always Buffer One. Only OnPreivew (Local) is called locally. the documentation on the randomization prefab says this, but OnUse OnSet and OnReset are set as Local, is this because they are triggered by another trigger that is global?

left marlin
#

Yes, it will be triggered in something under the DO NOT TOUCH or whatever I named it. It's been awhile

bold ibex
#

im trying to teleport the object OnUse, so in the OnUse trigger, im triggering a UI button via animator to 1) teleport the object, and 2) turn it's object sync to non kinematic. 1 works, 2 only works for the client that triggered the draw in the first place

sacred warren
#

@left marlin Before I try those, do you know if they have any massive caveats? The amount of times I've switched to something because someone said it's the better way of doing it then ran into a laundry list of issues that make it a worse solution is starting to pile up, heh.

bold ibex
#

i thought putting an object sync on the UI event item would sync the animators so that the UI event happens globally but that does not work either :p

left marlin
#

Uh, I haven't messed with custom fog much, but I trust 1001 and Silent since they are shader wizards. I haven't looked at 1001's system, but I ended up modifying silent's fake light slightly to make my own black fog.

#

Kev, Object sync only affects animators and transforms. Animation sync is time based and has looping issues. I do not recommend using animation sync for something like this.
You can only change kinematic through the send rpcs and last I test (at the beginning of the year) it didn't work out properly for non owners/remote players. The canny probably still exists out there.
You may not be able to solve the object lerping issue until they fix that.

bold ibex
#

ooo i see

#

thanks so much cyan ❤️

verbal breach
#

in unity itself the models appear fine

#

I changed the material to standard and vrchat/standar

verbal breach
#

wait, I think I found the problem

#

when I test the world, it doesn't test the world with the changes

#

why?

#

when I click build and test, the world it loads is an old version

#

is the world completely nuked?

left marlin
#

Delete the door controller script as it is causing an error and you can't use it in vrchat anyway.

verbal breach
#

yeah, I deleted it and now everything works perfeclt

#

like a panacea (does that word exist in english?)

balmy gate
#

@chilly grove the lerping happens on the receiving side and it takes something like 0.5 seconds, never seen it take more than 1.0 seconds. Waiting 1 second works very reliably and it is what I do in VRMC

#

Starting a new world based on this is going to butt against 2018 which will completely change some aspects of object sync. Problem is it's still buggy and there doesn't seem to be clear communication on what they intended to change and how to do things. Tupper has said that they changed networking library and stuff affecting object sync is expected but I'm hoping for amore concrete explanation

chilly grove
#

Nice, if it's only being lerped client side maybe it'll work then

balmy gate
#

pretty sure. Lerping sender side would be idiotic because the whole point of interpolation is to cover up for networking errors

left marlin
#

So, what happens if everyone teleports the object to the destination, does it still lerp back?

balmy gate
#

The same object? If they aren't owner

#

My guess is object sync overwrites the position with the correct one each frame

left marlin
#

You can teleport it, but network ownership may force it back.

balmy gate
#

But in 2018 that prop hunt video looked weird. Maybe they broke somethijg

#

Oh also... rigidbody vs no rigidbody makes a huge differrnce

left marlin
#

I don't believe it is every frame. You can see it happen in live.

balmy gate
#

The behavior I was explaining was object syncs with no rigidbody

#

Rigidbody has to conform to physics and vrchat does something weird to sync them even if they are marked kinematic

#

Non rigidbody will sync precise positions, but rigidbody will update only if the distance is big enough and lazily. Positions will be off by as much as 1/4 meter or something of that magnitude across clients. Didn't do specific science on this

#

Actually don't take my word on that as I was at the same time diagnosing the "object syncs don't update" bug.

chilly grove
#

Going to have to test it out, was hoping someone else had already gotten annoyed enough with the network sync being terrible at setting object positions to come up with a workaround for it

balmy gate
#

Yes I use 5 object syncs and cycle through them... using an animator to keep track of which one is currently available to move and providing a cooldown for moving onto the next state (exit time of 0.3 seconds + animation trigger condition).
It's an awful solution to a silly problem but that's what VRC js all about

sacred warren
balmy gate
#

just a default account

#

graham owns some test worlds. he's a dev on VRChat

sacred warren
#

Ahh, fair enough. I assumed it was some weird assignment.

balmy gate
#

yeah that's a glitchy screen you get if you go back from a world in a specific way

#

I've seen that while browsing worlds. it's probably what is default in the UI

left marlin
#

(Graham is founder and CEO of VRChat)

balmy gate
#

wait is there more than one graham?

left marlin
#

No, there is only one

balmy gate
#

oh well ok lol I guess he's more than just a dev then lol

left marlin
#

That screen also shows up when you are in a local test world since it can't download any information about it.

balmy igloo
#

Hey guys, any world suggestion on vrchat?
I'm just installing it, lol
Hope can get along vrcLaughing

sacred warren
#

This is a channel for help making worlds, rather than discussing random existing worlds.

balmy igloo
#

Ohh sorry about that
Newbie misktakes, lol

sacred warren
#

No worries 😛

deft dove
#

hello

#

I swear if you don't talk im going to die and cry

ornate turret
bold ibex
#

Can I ask questions here about world building? I have some problems baking my point lights 😅

ornate turret
#

ask your question directly, no need to ask for permission 👍 you'll get a faster answer if you ask it straight up

elder igloo
#

Hi, so Im trying to test my world by uploading it as private, but when I click on GO I get sent back to my Home world. Not sure what the reason or error would be

queen ferry
#

Wondering if there's a way I can use a transparent shader but it'll hide avatars? Making an open roofed spectating area but I don't want them to be seen

rain shadow
#

You could probably use a basic unity plane object between the two areas and bake occlusion

queen ferry
#

hm.

#

With how spotty the local multi client test button is, I'll have to wait to try it later.

delicate marsh
#

why isn't my reflection probe showing up in game

#

got it set to realtime

#

i could probably bake it

#

but

#

anyways it's showing on my glass in unity

#

but then not in game

bold ibex
#

Alright so I checked all my pointlights as baked, I added a light phrobe group and a light reflection phrobe. these are my settings in lighting and I've watched several tutorials but no matter what I do the result after baking it is that several objects in the room turns out odd looking. Is there something I'm doing wrong or?

delicate marsh
#

look at your import for your object

#

i had a similar issue

#

it was the checkbox for 'generate lightmap UVs'

#

if it's on

#

or off

bold ibex
#

Im using a controller for my dances .. my issues so far when exiting from a chair , my avatar will be in tpose . im on a test environment and it does this too on a live one

bold ibex
#

Can I upgrade to unity 2018

bronze smelt
#

@bold ibex what Schnitzel said. But also adjust padding and settings for the models if required.

#

@bold ibex You can, but it still got some bugs. As it isn't out on Live yet

bold ibex
#

thanks buddy

lilac summit
#

is this a good place to ask for help with my world? i haven't really posted much in this server but somebody recommended i ask for help here

bronze smelt
#

Here would be the best place

lilac summit
#

alright hang on lemme grab a picture of what's going on

#

okay so i'm having this issue where after baking, segments of my wall are showing what appears to be some sort of shadow or seam~ this also happens for pretty much any place where two faces meet... for example objects i've used the boolean tool from probuilder to make which have extra faces all over it tend to have seams in strange places (yes, i know it's not a good idea to use that). by the way please forgive the bad/dark lighting, this world is supposed to be kind of dark and i wanted to show a picture of how it really looks.

near escarp
#

what is it supposed to look like non baked ?

lilac summit
#

what do you mean? like what does it look like when it's not baked lighting? the seams seem to go away

#

like if i add a realtime light to an area the seams go away

#

so the one on the top is baked and you can see all the seams of where any two segments or faces of the wall meet.. the bottom is with a realtime light i added to the scene

#

also if i go into light explorer and switch everything from baked to realtime it seems to stay the same

outer crane
#

Is it just me or does everyone have an issue with VRCs Spatial Audio Source?

outer crane
#

Im not sure what the issue is for your baked lighting but try playing around with your lighting setting. Maybe the bounce lighting. @lilac summit

#

Here is a link with some tips.

lilac summit
#

thank you @outer crane ❤️

near escarp
#

@vapid quarry Any idea ?

vapid quarry
#

lemme just catch up

outer crane
#

Also @lilac summit . If you have a large scene your working on and your lighting takes a while to render try getting this asset from unity its on sell right now as well.

#

It uses your GPU and not your CPU like unity does for whatever reason.

vapid quarry
#

@lilac summit Try merging the 2 meshes or faces you're trying to get the seems gone on and then bake. You might have to move the UV's around normally its just the case of automatically using box or plane uv's.

#

Remember to save before hand though

carmine magnet
#

@lilac summit vrcCrying

lilac summit
#

@outer crane thank you i was told about that the other day and had actually totally forgot about it!! that should be helpful as my computer is rather slow ^^ and @vapid quarry i'll try that~ are there any easy ways to merge the faces rather than individually selecting each one? i've been doing that by hand and there's a lot of faces to go through.. possibly hundreds 😅 and AB i'm sorry i forgot this server had thousands of people in it and lazily typed AB referring to tony and clicked enter thinking it'd be the only name that came up!! my bad home skillet vrcCrying

outer crane
#

@lilac summit Also make sure you have Nvidia GPU. Bakery wont work with AMD GPU. As for merging meshes there is an asset for that too lol.

#

It can also help to lower your batches. It's on sell as well.

#

You can try the free one but the other one is better.

lilac summit
#

considering right now money is tight i might try out the free one for now but keep this bookmarked until i have a little more to spare~ thank you for the resources ❤️

sacred warren
#

I tried that, it didn't work well for me. The merging and everything went perfectly, but none of the resulting meshes would handle baked lighting properly, they were a complete mess.

sacred warren
random owl
#

Well now you got your halloween and christmas setup ready and planned 😅

random owl
toxic moth
#

Sorry if i am being dumb right now but how do you bake the lighting and refection in a vrchat world

rain shadow
toxic moth
#

Thx

untold vine
#

I need some help and I do not know how to fix it. For some reason in my world there is an invisible person. I have updated the VRC stuff. But there’s a name plate in the ground that’s is red for a few seconds then goes away. But some people are claiming that they see it for a long time.

sacred warren
#

@untold vine I had the same issue. Make sure you don't have an VRC NPC spawner in your world anywhere.

bold ibex
#

@delicate marsh hello again, thank you for replying to my question, I appreciate it! ^^ I checked and 'generate lightmap uv's' are off. Should I try baking it with it on?

near escarp
#

if they're off, they're not baking anything ! @bold ibex

bold ibex
#

Aaah I didn't know that, thank you for the heads up @near escarp!

delicate marsh
#

Yay i helped!

#

Good karma +1. I've still been helped like 20/1

bold ibex
#

Uhm so my door went through just fine but when I'm trying to apply it to lots of my other objects, unity freezes and when I shut it down and reopen it the prefab is 'broken' and I have to reimport it but then I'm back to square one x'D

#

Anything else I can do fo fix this?

near escarp
#

Besides waiting no, you can't bypass this step

bold ibex
#

Alrighty, thank you for letting me know ^^ @near escarp

oblique quest
#

Is there a way to change/edit the color of one asset/texture, like apply a tint or something on it, without actually, having to do a separated texture or changing other objects using the same texture files?

#

nvm, kinda found a way of doing it xD

opal goblet
#

@oblique quest Just to make sure:
Thats what shaders are for. No matter what you do, if you want to render something you will need a shader. A shader is then applied to a material and the material defines the shaders properties in an "instanced" way. The shader is a little program that tells your GPU what to draw where. Its basically just some complex mathematics. However you can also use that to give a material a "Tint". Most shaders have that in-built but you could also define your own behaviour. Most shaders do multiplicative tints. so the RGB values of the Albedo is multiplied with the RGB values of the Tint.

oblique quest
#

Not gnna lie, the explanation looks fancy asf, but I dont understand half of it 😂 👌 I need explanation for dummies. But anyway, I find a way on my own to "apply a tint or different color into something" without it affecting other stuff using the same materials

opal goblet
#

Well yeah. Just rendering a lit cube from nothing but the OS language is....hard

#

Unity does ALOT of work for you

#

Understanding the entirety of Unity could take someone that has a general understanding of Informatics....well definitely more than a year

oblique quest
#

By chance, do you know, what kinds of wind effects work on vrc. Messing with some assets and whatnot, found some grass or prefabs that actually work ingame, in vrc. And actually move with wind effect, but other trees or objects from different assets, I try different options and they wont work. Once I load ingame wind wont work on them

opal goblet
#

That is a case-by-case question. Cant really answer that.
Shaders can even "manipulate" geometry. As I said they tell the GPU what to render and where to render it.
Some wind is done by doing something like that. Some wind uses the CPU (C# Scripts) that move the object or parts of it.
Some wind objects might even be done using bones xD

#

I think the Standard Unity Terrain has an option for Wind

#

but Unitys Terrain is kinda weird in VRC

oblique quest
#

I just would love to know one wind option that dsnt break once u load it in vrc

opal goblet
#

Good luck have fun xD

oblique quest
#

Ffff

abstract plover
bold ibex
#

anyone knows how to make a clock that shows the actual time? digital clock btw

hybrid mica
#

hello wanted to know if there way fix a bug i have where if update my world voices keeps changing back to range 15

balmy gate
#

@abstract plover shows up for me. it's about 3 pages down the search list, and you must only search for "optimized"

#

a lot of worlds include text like "please use an optimized avatar" so those will all show up first

#

and the search uses OR not AND, so if you type box, it will find every world with box in its name, so you have to only type optimized

#

I hate to say this, but if you want your world to be searchable you have to find something unique to put in the world title or description that is searchable

abstract plover
#

ok cool

bold ibex
#

if possible, a digital clock

#

@bold ibex

#

search google easy

#

woah wut, i searched and couldnt find one, Thank you so much

sudden lily
#

Is there some hidden trick to making your own mirror properly? I've copied the prefab's elements exactly to a Plane in Unity, but mine is bugging out with weird rendering glitches.

sacred warren
#

Tick the option to disable culling, that'll likely fix it

sudden lily
#

I do not see an option for that in VRC_Mirror_Reflection or the Mesh Renderer.

sleek willow
#

How come you don't just use the prefab?

#

It's the same thing, with less steps.

sudden lily
#

I was hoping to make one that looked nice rather than just a floating flat panel.

#

Worse comes to worse I'll just use the prefab, but it just seems like I'm missing something basic with it.

sleek willow
#

Ahh okay I understand, was just curious. If you copy the components by hitting the cog on them to the plane does the same issue occur?

sudden lily
#

Yup, tried that.

sacred warren
#

Let me check mine, 1 sec

sudden lily
#

Here, this is what I'm dealing with.

sacred warren
#

"Turn off mirror occlusion" was the one

sleek willow
#

Beat me to it.

sacred warren
#

Looks like you've already got it off so it's not that

sudden lily
#

It's ticked there, but I just tried it and no dice.

sacred warren
#

What shader are you using on the object(s) that are misbehaving?

sudden lily
#

Nothing. It's just a plain standard material.

#

Tried removing it on the off chance, but no dice there either

#

Only material on the glass is the MirrorReflection

#

Oh as an fyi, the mirror panel is its own mesh and material.

sacred warren
#

So the issue is that it can see through the top of the wall, I assume?

sudden lily
#

No, it's glitching out. HOld on.

#

No, it's flickering like mad, and has lingering elements when it refreshes as the angle changes.

#

If we look to the left, that's the bog-standard Unity panel I tried sticking a mirror on.

sacred warren
#

Hmm, that's what that mirror occlusion setting is supposed to fix.

sudden lily
#

Might just go with the prefab for now then 😑. I know it's not like an avatar or anything, because the prefab's just fine.

sacred warren
#

You can always just change the prefab one to look like yours.

sudden lily
#

Ahhhhhh, got it! I think it's something to do with the mesh. Overrode it with the Quad and it's rendering fine.

sleek willow
#

Huh. Good to know.

elder igloo
#

Is there anything wrong with the VRC Avatar Pedestals, whenever i add them to my world and try to Upload, Unity crashes