#world-development
39 messages ยท Page 17 of 1
Why not a normal flipped Cube? :P (With 6-Sided UVs )
so by any chance did we get a possible release date for for when they plan on updating to unity 2018 and if so what version of said unity are we updating to?
#open-beta-announcements has the most info right now. No release date yet, but unity 2018.4.13f1
Hey folks - I've been just messing around all day on local testing, and for some reason all my new builds aren't updating? Its like I'm stuck on an old save, or its not looking at the new build or something? Happy to clarify more, but I'm hoping this is an obvious wall people hit when they don't know what they are doing ๐
If you click the play button in the unity editor does it work or say there are errors?
No errors. Currently playing around with the videosync template:
Right. I'm just going to try turning off and on again. Wish me luck.
For whoever wants to check out some of my avatars, or just chill out, I got my avatar world mostly complete and published. It has buttons to toggle on and off the avatars, mirror, portal, and whatever song you want
@opal moat Make a new test build, but after it finishes, look in the console. Some errors only show up when making a build.
Thanks @left marlin . Yeah, I was getting a world failed to load error. I just started over. I got a little overzealous with the some importing. Doing better now.
My unity is crashing when trying to publish my world
what can i do
go to the sdk build settings and disable Future Proof Publishing (if you haven't already)
So what is that for anyway? 
let me pull that up, they talked about it briefly in one of the recent blogs I think?
basically it used to do something and now it doesn't and will actually crash your unity
๐ค i see
i still can re-update my map in the future if i made changes right? on the same already uploaded map, without making a separated one
that still works the same?
Yes
I need some help
I'm new to creating worlds on vrchat and I read the stuff on the website but and I'm installing unity 2017.4.28f1 and I will import the SDK but what do I do first?
You then make the world
How do I use the scene descriptor and how do I make spawn?
Youll want to follow the guides
@bold ibex - I'm in the same boat. Play around with opening the VRC house kit and testing it locally and see if that helps out. It got me "far" today I think ๐
is there a such thing as a render texture that can render out only player local layers?
i want to do something that would make people appear gigantic on top of a screen
but not render anything except the players
Set the camera culling mask to only player local (Although you probably want mirror reflection and player)
Set the fill to clear, not a solid color
where is that fill?
Should be the top. Not sure the exact option but it defaults to skybox
so basically background being just the alpha with full transparency?
or it says clear flags
and then
You would have to use solid color because depth only and dont clear will keep the content of the rendertexture unless it is specifically overwritten by the camera
Solid color to black and then set the material to be cutout
You can just enable emission on standard shader and have it like this
im having some trouble with somthing super simple but i cant figure out how to get it to work... anyone on to give me a hand?
Just saying what the issue is will be the fastest way for someone to help
Without making them kinematic, is there any way to make a pickupable object not bounce with colision while standing on it? i wanted to create some "Tiles" that when dropped on the ground, you can stand on them. But it seems in doing so makes them bounce like crazy.
Are you using combat system?
Yes. the floor is lava, and the objective is to build a bridge that would sit on top of a solid colider, just underneath the kill colider.
But when standing on the tiles, they slide and bounce all over the place.
Yeah they slide around because when using combat system it adds rigidbodies and colliders to all of the players joints and those colliders will collide with rigidbody objects in the scene
anyway around that? like cranking up the mass X30?
It might make it better but probably wouldn't fix it completely
I don't think I've tried that though so not sure
ill test it out. thank you โค๏ธ
I tried to test a map (private) I was messing around with in Unity. When I enter the game, I only load in my home world. I check Unity and see this. Is there anyone else who encountered such a thing?
I stumble upon something similar to that a lot. In my cause it seems to be related to when I create a new trigger with gameobjectactive. It often get solved by restarting unity or recreating the trigger. But have never quite pinned down the case. @ashen nebula
Thank you, I'll see if that's the case.
@left marlin hows that wall walking script going?
when i walk up to objects in my room they disappear or jsut when i get close to them then when i move back they come back. can someone help... i bought it from unity and all i did to these things was take the colliders off of them. would that be making this happen
Did you fiddle with the LOD levels on them?
They look like however you want them to look, there's no right setting in this situation. I'd look into LOD levels if your gameworld object says it has LODs.
That's... not how it works. Unless you're referring to culling in which the the answer is normally "at the distance you wouldn't actually notice it disappear from".
does anyone know why if i wanna go into my world it brings me back to my homeworld but if i join my world in desktop its fine
you could be clipping through the floor collider in vr but not in desktop
most likely you can find the answer in your output log though
oki thanks
so i see my world for a split second with everything in pink and the terrain i made is not there
!outputlog Pink can indicate a problem with shaders
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
^ you should be reading the log when you build a world
There's lots of good information in there
but it worked bofore tho
What did you change?
i just added post processing
Old one from asset store? Or new v2 one from github
v2 from github
but i added it i could load into it like 2 or 3 times and then it started acting up
Try a fresh start of vrchat? That is weird though
ye i know
Pink can indicate some shaders weren't working. Are you testing in vr or desktop? Sometimes you need to reimport shaders so they get compiled for vr
vr
but i didnt change any shaders tho
like ive had my world for a month now and now its acting up
can someone help me im having trouble uploading a world?
you can call me and screen share
ok
so i looked into the output logs and i dont understand, is there someone i cans send the output log to that understands what is happening?
You need to look at the errors and warnings that show up when you join that world
it says this at the beggining i dont know what it means
there is alot in there that i dont understand
Is it a complex world ?
complex?
i found this error in there tho
Error Downloading or Instantiating Custom Scene - file:///C%3a%2fUsers%2fdevin%2fAppData%2fLocal%2fTemp%2fDefaultCompany%2fVRCWORLD%2fcustomscene.vrcw - ServerReturnedError
Have you tried reuploading your world on another ID ?
no imma try that
does anyone know how i can make an object like a sphere deform around a players hand/object when they touch it. i got it to work a long time ago but i dont remember how i got it to work :<
Ruuubick if that doesnt work do you mind me sending you the output log or?
Sounds like it never uploaded and it's trying to connect to a world that doesn't exist. Does it work in test mode?
no
So I'd expect a bunch of things in the console if that's the case (ignore the log for now, it'll be too crufty).
so what do i do?
Check the console
when i launch in test or?
Yes, when you try and launch a test one
aight
is gonna take a bit tho
the console in unity is clear
@sacred warren
nvm there are a few warnings but no errors
this is what it says
anyone there?
And that's after you've hit Build and Test under the local test version?
yep
lowkey annoying me cause ive had this world for bout a month i just updated the world i only deleted, replaced stuff and added post processing to it and it breaks
think ive found it there was a shader that broke it in my world
anyone know how to make a deformable mesh that updates globally?
ok so i uploaded the world and it shows up under mine worlds but only on the website not in game
Enable showing Labs worlds in the settings menu
Hi everybody, I would like to create a map for shopping, but I have no knowledge of this software. Of course I know how to upload avatars, use Blender (it's not my strong point but I manage). And I have other times used Vavle software to create worlds, would there be people who know good tutorials? If possible that does not last 2 hours to create from A to Z, but which explains how to use parameters. For example, place the light, how to know if the map will be too big or not.
It will definitely take at least a few hours to create
I know about that ^^ I'm not hurry about learn, but i need to understand step per step. I took 3 months to create a map with Valve software. But i can find a lot of differents explains about how to use. So i don't really know start by what :c
anyone know the default VR movement speed in meters/second
which valve software did you use ?
Valve Hammer Editor
Ah, well you can export from Hammer to blender and then to Unity if that's easier for you
Can be good, but i think it's better to learn on Unity (a lot of companies use Unity and Unreal engine)
fair enough
๐Download Links๐ Unity 5.6.3p1: https://unity3d.com/unity/qa/patch-releases/5.6.3p1 VRChat SDK: https://www.vrchat.net/download/sdk Make World Public: https:...
Fruitpex tutorials are pretty good
Thank's for your help @near escarp I'll take a look at it ๐
feel free to ask any question here
I have generated the lighting / baking my lights, I get no errors and I go to make a test build but my lights appears as unbaked and an object I have now removed in the scene in unity is still there so I assume the test build creates the previous build of my world. How can I fix this?
are you sure you don't have any errors? Check the console after you do the build and see what it says, because you definitely have something that's preventing you from uploading
@rose prairie hey, have you figured out the clipping problem?
@worthy relic
you need to explain what you mean by deform
like a sphere that disappears if you touch it? become small into nothingness? or like deform as in look glitched and messed up
we figured out my question in dev advance, but thanks anyways :U
ahh np
how tall does a doorway need to be for anyone to pass through?
Player capsules are 2m tall. You need your doorway to be just over 2m
okay, thanks
How would I make a VRC_Portal Marker lead to the same instance if multiple people go through the portal? I think by default, it sends everyone to a separate instance and I'd like to keep everyone together.
basically, we have no control over that. You just have to hope it works. If the world is uploaded but not public then the instance type defaults to invite, if it is public then the portal will be public. You just have to get everyone to get in at around the same time for them to end up at the same place
Help!! I reformatted my pc and didn't backup my vrchat world! How can I download my world from Vrchat to keep working on it in unity?! Help!
You can't, unfortunately. You need to keep local copies of worlds and avatars.
Thank God I found a copy on my Google drive! Thanks for the reply
Reactions to this post how many people like club worlds,
@bold ibex I'm trying to find what people like/ want in a club
poles
light music
and 92 FPS
if you make avatars put her in and have her dance and put lod so she renders out when your in a diffrent room
@bold ibex I have already made a club world had all that Put I'm more or less interested in what people want
so what are you asking?
@bold ibex Just anything, to they go their to chill/dance meet people, what they like about other clubs
games
@bold ibex not trying to be rude but do you get a lot of visits to your club?
yes
but im recreating the entire show of stargate atlantis so i been busy
ive only been on vrchat 5 time in the past 2 weeks
i love map making
as do I, I don't know what to make a Christmas world or a club idk lol
lol
just make chairs and stuff have a few lighst and stuff make a club logo but have it crimas themed
Is it possible to have a live Youtube stream?
so
is there a way i can make an object that, when moved, moves another object inverse on a certain axis?
like, if i move it up, it moves another object down?
OR, is there a way i can make movement along one axis correspond to movement along another axis for different object?
like for example, i move a cube forward (along z or x) and it, in turn, moves another object up (along the y)
i don't think theres anything like this with config joints, fixed joints, or hinge that i've seen
I have a question, how do i override the chair animations? i want to have it so when ppl click to sit they can lay down on a bed but no mater what i do it like only has the lower half do the animation and the top half stay seated thus resulting in the avatar crunching up like an accordion. and if i un tick the "seated" option it breaks the avatar and makes it T-pose until i switch avatars. any help with this would be appreciated.
@cedar nebula
This is the only things that comes but I wouldn't think it has anything to do with it? Or am I wrong?
@opal moat SyncVideoStream component (win10 only) can play twitch as well as any HLS m3u8 url - be sure to set SyncType to live for live streams.
Youtube live streams probably don't work given how often youtube breaks vrchat integration.
@delicate marsh my beautiful reply . all gone because of the bot. I'll have to retype it
First grab your free copy of EasyEventEditor https://github.com/Merlin-san/EasyEventEditor
Now set up your object hierarchy like:
ParentObject (positioned at the point around which you want movement flipped). Add an animator on it with two states: normal sets rotation to 0,0,0 and flip sets rotation to 0,180,0. Add a Trigger parameter flip. Make transition between states Duration 0, uncheck Has Exit Time, add condition flip
ObjectToMirror. Has a few components on it:
So my idea is to make a mouse that moves a curser on a screen
due really
I can't **ing reply because of the fing bot
That's annoying. But can i make forward along z or x move another object up and down the y axis with this?
ah so you want movement only on one axis?
yea wat she said
maybe follow the thing I typed twice and got deleted but you can have it follow something with fixed joint set to only one axis (one frame delay,abit of jitter)
oh mkake sense
Let me type it agian
It should be able to move on a 2d plane vertically
And if i fix it to the mouse and lock the z, it'll move perfectly left and right
But not up
You'd have to pick the mouse up off the pad to achieve that
Which obviously would be weird
So i want z movement of the mouse to affect y movement of the cursor
@burnt shard Sorta, I fixed it by tediously placing the camera in a blindspot kinda.
I no longer have the issue though.
Bot is out for blood
what is it about my reply the bot doesn't like
no spamming
[you can use Camera+AutoCam to copy rotation but sounds like you don't need that]
[If want to copy position only] unchecked FollowTarget script. Set target to the correct object. set positon offset to 0 0 0
Add Button component.
Add animator controller with Bool parameter true true . Make an animation, Animation Event on frame 0: Press (). Add transition from to itself uncheck Has Exit Time set duration to 0 and add condition true true
THis will cause it to press the button every frame
@rose prairie but as the issue happens in some of the worlds only it should affect the clipping in the ''normal behaving'' worlds, no?
now the button script:
Add the events:
ParentObject Animator->SetTrigger flip
ParentObject Animator->Update 0
ObjectToMirror FollowTarget->LateUpdate
ParentObject Animator->SetTrigger flip
ParentObject Animator->Update 0
so what it does is essentially it's copying the position of the target object, but only in between the state of an animator that moves it where you want it to be when copying position
@delicate marsh you'll have to reference my reply several pages back that got buried
now if you want better than a 1 frame delay / Fixed Joint jitter, you can use SetParent and an object at some crazy far position like 1e+10 to zero out an axis, but you have to do this from world space. I'd start with FixedJoint because it's easier to set up.
you mean the one with the dl link?

then you make the Child Object with FollowTarget, AutoClickEveryFrame animator and button
wishes thinks I should prefab this?
i am very familiar with fixed joints so i thought i'd try that, i just didn't see how i could use them to make forward along z or x correspond to up or down along y
If you need help with Npc's theres prefabs On VRChat Prefabs..
you use them to constrain the axis
yes
Or.... ToyBox Prefab
but to do the rotation translation you then take that fixed jointed axis locked thing and set it as the target of the Follow Target in my suggestion
since FollowTarget copies all 3 axes
I'm replying to Herr Schnitzel's question about axis locking
Oh lol
but my replies are so fragmented and hard to follow that I have no idea any more
That's going to be intense especially cause i can't imagine how that'd look with my setup. I'll include some pics soon when i get into tinkering with it
Is there a quicker way to make multiple objects respawn than by individually putting each object into the trigger script? I've tried to put all the objects under in an empty group and have that set to respawn but it doesn't work.
oh right sorry, I was thinking of another issue I had with clipping. @burnt shard
is anyone able to help me with crossplatform setup
nvm i figured it out
Yes that's exactly it. @burnt shard
Some worlds clip farther than others.
I don't know what that is, maybe a bug?
Like if my arms are even a foot away from my body, they'll still be clipping.
reference camera having the wrong near clip setting? dunno if that's a factor
@rose prairie yeah, apparently its nothing to do from our side. I mean its vrchat... ๐คทโโ๏ธ I just thought maybe you figured something out ๐ฆ
ah no sorry I haven't found a solution.
@balmy gate https://imgur.com/CgpEQUl
so this is my setup
assuming that little cube were a mouse pointer
i want the mouse moving forward to move the cube up
left and right are easy
@rose prairie @burnt shard This means your view position is wrong, or you changed the value on the camera clip plane in the world
or both
@near escarp but its fine in some worlds, and some worlds look like in the video. A lot of people having the same issue.
A lot of people messing with the reference camera
Yep, the camera clip plane is 0.3 by default, if people decide to change that then 
So umm, I have some basic OnEnterTrigger which is set for Player & PlayerLocal layers - and if at any point the player experiences death prior to interaction, the trigger no longer works. What's going on here?
Okay so Im guessing its the camera clip plane settings on the main camera? Im having the issue in my own world. and never changed anything on that
that's the one
@vocal hatch make sure the player doesn't go through it when they die and respawn
also player and player local = everyone
reminds me I should shorten the far clip plane as my world is like 50 units across
So I don't really get where the issue is hiding, and its suuuuper annoying. It happens in most of the 'popular' worlds with no matter what kind of avatar I'm using.
can I just make it .0 so that it doesn't clip until it's bascially inside my head @near escarp
which headset are you on ?
oculus
try an empty world with objects and 0.01, but i believe there's limitations
yeah I had just local originally but I slapped the player on just to make sure something odd wasn't occurring after respawn owo
but also yeah, the trigger can be away from the scene of death and it still happens
Well I noticed that smaller avatars have it much, much worse. @near escarp
.3 units become much larger for a small character, as one might expect.
yeah that makes sense, but I had no idea about the clipping planes option until @burnt shard pointed it out
Going to push it down and see if that fixes it for the smaller avatars.
worth experimenting with
yep
Even tho, testing it with 0.01 in an empty world, wont change settings in other creators worlds....? As well as messing around with the descriptor would be pointless because it happens in some worlds and some worlds are fine.
are you all in FBT ?
fixing the issue starts with creators knowing it's a problem
No full body
I'm not sure this is much of an issue for many
@delicate marsh sorry didn't see your reply. did you try following the instructions with the button that runs every frame and animator to change rotation
I tend to make smaller avatars, and nearly all of them have this issue. My taller avatars don't have this problem unless you bring your hand right up against your headset.
I know at least 5 others with same thing 
@rose prairie the problem is related to depth buffer precision
the depth buffer is usually 24 bits (PC) or 16 bits (quest)
Would I be correct in assuming that as the character size increases, so does the physical distance between the eyes to match the size proportionally?
could be part of the issue with clip planes
open worlds with a large far clip plane need as much precision as possible so lowering the near clip from 0.05 to 0.01 will cut the precision by 5
and cause z fighting
small indoor worlds should be ok with lower far clip and a very short near clip (vrchat doesn't allow less than 0.01 sadly)
often, indoor worlds will have very small far clip as Unity will cull objects further away so it's a great technique to hide stuff from other rooms without actually needing to enable/disable stuff or use occlusion culling
just checked, my smallest avatar has a clip set to .01 already
to be honest i just didn't understand it at all
But what is causing it? as it all happened after the update (I think)...
I have noticed this within the last year, I don't remember this being an issue last year.
@rose prairie you meant the eye position ?
yeah that's for cameras
So if I'm right I can fix the clipping in my world by lowering the near value. But cant do anything about others..
Blank it started for me very recently, and its driving me nuts. Like a week ago or so
Well if their view position is correct then it should look the same for everyone, but if you can repro the same thing in your own world then it could be something else
Oh really, I've been noticing this for weeks at least.
Not just in my home world, some worlds don't have this issue at all.
yeah, since people mess with the camera
yeah, in my world most people are fine just ,me and another 2 people had the issue
and as you saw the values are fine
@delicate marsh maybe you can DM me and I can try to explain better
I had to type the same thing 4 times and it got split up into small messages and ruined
same
^
Ya'll I've been trying to fix my unity for 7 hours now. I'm about to give up. I've been getting these compiler errors: Two Delegators in Existence (Unity Engine.Debu:LogError(Object))
And
Destroy may not be called from edit mode! Use DestroyImmediate instead. Also think twice if you really want to destroy something in edit mode.
I upgraded Unity, I'm on the latest SDK. I've even tried a new project. When I upload the world, it says it doesn't exist (it's looking for it in the wrong place...) and shoots me back to my home world
I don't have any scripts that i'm trying to upload either - just a basic world with VRCworld, a few tree prefabs, a terrain prefab, and a sphere with a skybox shader
is the look at script not able to look at objects
I'm not sure... it actually JUST let me upload it, and while it error'd out it went through anyway. I'm not sure what did it, other then coming here to complain and readding the SDK for the 10th time
@unkempt musk any chance you got the AllSky skybox pack?
I do
oh its a known issue
wait I'll send you a link
Urgh cant find it now.
Go into the folder of allsky skyboxes and delete the script
I'm not seeing the script, unless I deleted it already.
Nada.. it's letting me upload again though - so maybe I got rid of it?
If its not there, the most likely ^^
I did go on a script deleting rampage a bit ago trying to fix lmao
haha, then bingo ๐ got rid off the right one
guess so! thanks for the help ๐

Is there a way to trigger something when you push forwards on the thumbstick/pad, or only for the buttons?
yes, it's quite involved to set up though
the third person controller script will write your inputs to the floats of an animator, and then you can do transitions which fire events
This only works for the left hand though, not the right
For some reason I'm unable to load in the newest world I uploaded. I fixed the lighting, added mirrors, fixed my walls and all but even though I upload It only brings me back to my previous build that was made a month ago
I also published it to labs but still only brought me to the previous version
That means the build is failing, check the console, there'll be at least one error causing it to fail.
Also possible you are uploading it to the wrong unity version
hey fast question does anyone know were I can find the video player with a search bar like seen in many other world
@rain shadow Thank you back to working on my world
I have 3 songs in my world tied to buttons. They're currently using the Audio Trigger and when pressed, that song will play and start over every time it's pressed. How do I turn these into play/stop buttons?
how make move steering wheel
@zenith storm you can use the function PAUSE and PLAY if you use UI buttons for those songs instead.
Any reasons for mesh colliders on empty objects to not collide?
empty objects ?
@near escarp i have different meshes for colliders and render, that's why i removed mesh filter and mesh renderer components for collider-object
then there's no data for the mesh collider to use
i need to keep mesh renderer and mesh filter assigned but disabled? i thought i just needed to apply mesh applied to Mesh property of mesh collider
You can have the mesh renderer disabled yea
Hey, does any of you know why the speed range of rotation by speed is greyed out? I need it to make the snow not rotating when it hits the ground
@mild spade Thank you very much!
@near escarp ah, i don't need a mesh filter/renderer, just a mesh collider with a mesh assigned to it, the reason why it didn't work before is the inverted normals on mesh, didn't know that colliders work one sided
can i use unity 2017 still
for now yes
Actually, I'm still stuck on this whole UI thing; when I go in to test, there's no highlighted interaction option with the button. Is there some sort of tutorial or guide I can follow specifically for audio triggers? I'm a step-by-step learner.
@zenith storm Do you know how to make a toggle for a mirror? it's done the same way, if you don't know how to make a toggle switch, let me know and I'll explain it to you
See, it started out like that, but the big issue is that the audio doesn't stop after clicking it, it restarts the song. Wanted to see if there's a way to play/stop so all three songs don't overlap
Do you want to pause or to fully stop?
Fully stop
Then a normal toggle should do the trick
Add component to your button -> VRC_Trigger -> add an OnInteract component to the trigger -> in actions add SetGameObjectActive and add the Sound object to the receivers inside the action and then set the operation to toggle
Note: make an empty object and attach an audio source component to that for the audio object
Okay, I'll go try that now. I'll let you know if I run into any more issues, thank you.
Yeah, that's been sorted
Does anyone know about a good way of making glass for a house?
I want to be able to see the glass, not just a transparent barrier, but I also want to be able to see through it
Full Disclosure @vague hatch - I'm totally new, so this is probably the worst way to do it ๐ I just made a plane. Imported "Standard Assets" for the "Glass Refractive" material. Placed that material and now I have translucent "glass."
I'm downloading the Standard Assets package and I'll tell you how it goes ๐ Thanks!
Good Luck!
So, it's interactable, but the music will not play.
Can you send a screenshot of the the inspector panel on both objects? audio and trigger
Please
Okay
And try
@opal moat So, I tried it and it was very close to what I was looking for, so I looked at the properties and it gave me a very good idea of how to make a material that matches my needs, thanks!
Toggle works; I just have to make sure the other songs don't also play at once when loaded in
So you want to have a trigger for each song, right?
Yes
Then you could make each switch be something like this instead of an on/off trigger:
Button 1:
Enable song X
Disable song Y
Disable song Z
Button 2:
Disable song X
Enable song Y
Disable song Z
Button 3:
Disable song X
Disable song Y
Enable song Z
Button 4(Off button):
Disable all X, Y and Z songs
Okay, and for the disable/enable, it's akin to the mirror toggle making each component as true/false?
Enable being: True
Disable being: False
Instead of Toggle on the operation part of the VRC Trigger
So yep
Oh, don't worry, let me know if you need anything else, I'll always be happy to help!
Thanks much!
Anyone knows how to make a chair have a custom sitting animation
Have you seen that in any world?
I don't really know if it's possible
yeah, like when you click on a chair instead of sitting like the default chairs. you can sit crosslegged or like lie down
I think that's avatar specific, but let me research a bit
alrighty, thank you
from the top of my head, i know that The Room of Solitude has a chair like that on the top floor, by the mirror. map was made by LuciferMstar
Try this
It says "VRChat Chairs with proper height fixes for small and tall avatars that also allows you to customize the sitting pose, emotes, and right/left hand gestures thought an override controller."
Woah, where did you find this?
I searched through past sent messages for "Custom pose" and found one from 4 months ago
Hehe
Omg xD thank you so much
Didn't seem to work; the initial play on awake method seemed to be the only operable method, otherwise, the buttons just don't function.
Yeah, you need to enable play on awake and loop for all sources
Loop is just so it loops when the song ends, but you can disable it if you want to
Okay, I'll do that then.
Play on Awake means "If the object is disabled or unloaded and it gets enabled by any means, play the sound file"
Ahhh. I was under the impression that it meant it'll only immediately play when loaded into the world.
Nope
You can leave all song objects disabled as default
Actually, that's what you probably want to do
Or have one song default as enabled
All righty. Thanks for clarifying!
No problem ๐
Okay, everything works as intended, again, thank you so much for all of your help! โค๏ธ
I fixed it I didn't notice the capsule collider thing.. I'm dumb
Anyone know if i will get any problems for upload the map if i use pro builder ? I just saw this asset on a video. And look greate for create map easily
probuilder is fine, you can use it in vrchat worlds
@cedar nebula Thank's
how tall/wide is a player's collision box
2x0.5 i believe ?
ty
Its practically the same as a standard unity Capsule. However it is not.
The collider is part of the Charachter Controller so it is kind of unaccessible.
But to all of our concerns you can treat it as a normal capsule.
Does anyone have an idea where I would begin to start if I wanted to simulate ice on the ground of a world?
how do i create a toggle on the playermods to change the jump power>?
can i just add a gameobject that toggles on and off with the script
@untold lion change the physics material of your ground collider to be something with low friction, Standard Assets comes with an Ice physics material as well. However, this will not affect players. It will only affect physics objects like pickups or cars
@cedar nebula Thank you, I was wondering why the physics material wasn't working, I would like for it to affect players. Very new to world making here but could a work around like having players step on objects in order for them to slide on the ice work?
that wouldn't be a bad idea, but that won't work either. There's effectively no way around it right now
Sad days, thanks anyway
Since that idea is dead I guess I'll just go back to make original plan and make the world lively. I tried getting idle animations on an avatar but it just isn't working. Works fine on the avatar itself but when it's in the world, nothing. Is there a special way to do it? I just put the animation on the avatar and the controller and plugged those in
I know it's avatar related but the issue is getting it to work in a world.
@untold lion if you're viewing the animation in a mirror it's likely you actually ARE being animated but you won't see that unless "always animate" is checked on the animator on the avatar
@near escarp Is the player capsule not the size you see highlighted when you try and select someone?
@sacred warren the player capsule used for collisions stays the same size
Just to clarify incase my sentence is confusing the player collision capsule is always the same standard size but the selection capsule scales with the avatar
Huh. You'd think they'd be the same capsule. Explains why changing into a smaller avatar to jump through a hole didn't work.
It helps to design doorways and such when you have the same size collider for everything in a game like this with user made avatars
So, Lyuma mentioned the near clipping plane being very low was bad in large environments. Can someone explain the limitations of the near and far clipping planes? I wasn't aware of any caveats with them, but it looks like the further they are apart, the lower precision the camera is?
here's a rather technical explanation of the issue with depth precision and why the value of zNear (near clip plane) is so important for depth precision
Does the field of view value in Unity for the reference camera ever get used for anything? (e.g. occlusion baking calculations, etc?)
Whenever players die and respawn in my world, they stay as a ragdoll, anyone have a fix for this problem?
You probably need to enable the reset health on respawn checkbox
Where can I find this?
Amazing thank you!
So I am working on a decent sized map, and I am running into the issue the terrain / objects / particles in the far distance renders out, is there a way to resolve this?
On the camera is a far clip option, increase that. 1000 or so should do.
Just the regular old camera? or the vrc one that gets added upon upload?
@idle ember vrccam is just for the screenshot. Doesn't do anything else
You modify the regular camera... but make sure to set it as the Reference Camera in the VRC_SceneDescriptor
aaah okay, yeah I generally remove the camera in the beginning of making a scene.. Cheers
Just make a new one. Make sure to turn on Allow HDR if you want good lighting
๐
Are there any worlds that are made for people who are going through rough times?
"Drinking Night"?
I went there and there was a game show lol
right, im trying to upload my world but this comes up
and when i try to test the world it does not let me into it, it like starts to load but then instantly backs out of the world and takes me to my home world
error in console
I love how fog lets me just use small rocks, as GIANT ROCKS as a distance landscape mask...
@fervent scarab New shiba world idea. https://www.reddit.com/r/rarepuppers/comments/e5lq36/i_cant_wait_for_election_season_so_i_can_see_the/
Is it possible to put differents textures on the same cube ? I mean if we have a wall can we use the same wall for put a texture wood (for inside) and concrete (for outside) ?
Instead of using cubes for wallI suggest using planes
Is Delay in Seconds function similar to slowmode after the trigger?, something like it prevents spam and such?
how do you fix blackouts in shaders? like the standard shader is bugged the fk out when i tried to view/test stuff in unity 2018 from current 2017
im gonna just redo the whole thing coz im not going to try to fix every single asset
i dont have time for that
but if there is a simple way great
Old content currently has issues with shaders in 2018. VRChat is waiting on Unity to fix this. Reuploading on 2018 will also fix it.
@sacred zodiac The delay field only adds a delay when the actions actually fire. It does not prevent spamming.
ah well im not gonna do anything till its all sorted i do have the unity they said would work in announcement at least. coz it suck to remake a while world
i did back up everything before testing so
i dident lose anything

I see.
standard shaders for a world shuld not break in a new unity but it did
XD
but i do have back ups for the version it was built on
restored from back up and ran 2017 to makesure backup is ok. so im gonna wait till all this new version stuff is sorted
what's best way to backup worlds? i'm gonna move to unity 2018 and i want to backup my world just in case
I personally just copy it to a new folder + backup drives
but you can use unity cloud services too
to keep a backup of it
ahhh thank you โฅ๏ธ oh and i love your world so much lakuza
oh, thank you so much ^_^
@full escarp are you using "allsky Sky box set"? you have to delete " AllSkyfree_menu " in Allsky folder
i have to same problem delete AllSkyfree_menu work for me
ah yeah thanks, i figured it out yesterday but thank you very much for the help! :3
@true knot what is the difference i mean cube is good no ? Or i will get problems of optimization ? Or is it for use 2 textures on the same thing
well planes have fewer polygons and you can have two next to each other to have different textures on both sides
Does anyone have a water texture that i could use for my world ?
Use Silent water shader
@full escarp I'm assuming you are asking about water shaders (clear water with water waves): https://gitlab.com/s-ilent/clear-water
yeah, thank you guys :3
Just grabbed me a fresh SDK, and getting back into world creation. However I'm stuck with nothing happening, after setting up the SDK. Its done all its needed tasks, however when I choose to Build & Test, it loads for a moment and does nothing. Console shows nothing going on. I thought it might just be broken, so I tried the Build & Publish option only to get the exact same response as before.
Apologies if you've tried this @jagged lodge - I had to update my copy of VRChat through Steam to get over a recent hurdle.
Also, one of the free asset Skybox packs is breaking things. Do you have scripts in your new project you didn't write? They could be causing problems.
What's the error?
I have 0 Scripts, I make my own content. I just reinstalled VRChat.
There is no error, that is the biggest issue.
Can't upload/update world, VRC Camera doesn't render world in icon. Updated SDK, tried deleting and importing the SDK in again, no change.
Wrong version of the SDK
It's the same exact one on my desktop, though
Which version is current?
Whenever I check for updates, it says 2019.09.18.12.05 and that's what I have; which seems to be current...?
Weird. The options you're seeing aren't right but that is the right version. Anything in the console?
Nothing different than usual. Worked perfectly fine last night and all of a sudden, just this
I'm trying to make a HUD system that indicates which way to a location in my world. Any ideas on where to start?
Did you add anything from when it was working until now? Maybe a bad script or a bad shader making the SDK not work properly, @zenith storm
No, I used everything either from the SDK package or shaders that have shown no sign of problems. I could just re-scan everything again, but I'm unsure where to start or if there's an easy way to pinpoint the issue
The console tab is the best way to start (after pressing PLAY mode, it will display some errors, usually red) Are there a lot of errors in the console? If you see a lot of errors coming from one specific asset, try removing it and try again.
I'll take a look there
Not even sure what happened, but I just lost my project. Everything is gone. a bunch of "missing prefabs" on the left side, I don't know what to do, I think I'll just call it a night
Thanks anyway.
QQ: Anyone know the shader/process for the screenspace reflections in Silent's lighting test world?
The next update for VRC is Unity 2018.4.13f1 right?
version isn't finalized but any 2018 version close to that will work fine
@pallid jolt You can just @ silent and ask them questions directly
Fair point, I just generally don't like to bother people. lol
@solid helm Any info regarding the screen-space reflections in your world is really appreciated ๐
Oh, that's based on a shader created by Error.mdl. I don't know if he's released it publically, but it creates reflections from a grab pass texture by raymarching through the depth buffer. It's quite expensive because of that, so if you're thinking about using it anything more complicated than a box, I wouldn't recommend it...
Oof. Bummer. lol Thanks, though. ๐
Also when is the new version of unity going to drop for VRC?
Oh ya and does anyone know if there going to fix the whitelisted assets to work with VRC? Like TextMesh Pro and Volumetric Fog & Mist?
@jovial vapor You should update your SDK. Also whatever russian model youre using has some weird geometry...
Hi guys, I'm going to try my hand at making a world, reading the guide on the website right now. Any tips/tricks for an absolute beginner?
Custom scripts don't work, that's the major one.
Okay
question: just made my first world but first found out that the lighting changes my avatars colour
how do i make it not do that?
lighting is supposed to affect the diffuse/albedo of objects in the scene. that's the whole point.
The main factors that go into lighting are going to be found in your scene's Lighting tab: the skybox (main reflection probe), any ambient color specified, and any baked lighting could affect it.
Additionally, the default unity scene comes with a really bright directional light (1 intensity, adds to the default unity skybox lighting)
you might also be able to find people in #world-lighting to help, but you'd need to be more specific about exactly what's wrong with your lighting setup and what you want things to look like
and what settings / lights you currently have in your scene. Also, are you using any realtime lights?
i have a baked point light in the centre of the map
im not even sure if the problem is with the lighting
objects i place down are blue
while i have a pink light
Guys it said I need to be new user to upload new worlds, and I am, but now it says that I dont have enough trust?
New User is for Avatars, Worlds need User.
Oh then I misread
damn, I was really looking forward to making worlds too
Any idea how long user takes? I've been new user since ages
Probably 50 hours or so, it's all very unpredictable.
But you can still make your world, you just can't upload it yet.
alright nothing to be done about it then ^^ ty for your time
@rigid thicket im a new user and i was able to upload a world
Thats strange, it said in the unity that I wasn't trusted enough
hmm
Maybe I'm doing something wrong, this is the first time i'm using unit y
I'll try again later today ๐
I think adding friends to the list helps, I have 30 hours and one friend and it does say I can upload now.
In the Unity build log breakdown, it lists "Levels" and a size. Now apparently for the most part this is statically batched objects, or rather their combined meshes. What else is included in "Levels"? As I've turned off those static batches which dropped the size significantly, but it's still 40MB so clearly something big is being included.
dunno if it just doesn't let anyone with visitor status upload
Hello, anybody knows why an imported model with standard shader does this after light baking? and even if I try to cover the
"stains" by put a putting a point light on it, it won't pick up the point light at all after baking...
it seems that it only picks up the baked directional light
That does look strange indeed
and I imported a christmas tree too, and it does the same thing๐ which is getting the "stains" from the baked directional light, and not picking up other baked lights
I dont know enough to help you ๐ฆ
@river frost Do you have generate lightmap uvs enabled for those objects?
@river frost if you're not sure then the answer is most likely no
in which case, go to your asset folder, find your couch, and on the option list for mesh in the inspector there's "generate lightmap UVs"
check that and repeat for every static object in your scene
ahhh thank you all!!!
I have them enabled, but I think I found the problem๐ my skybox ambient color was black, and when I change it back to white they pick up the lights now
I'm trying to sync up a simple animation in a world of mine. I have a flock of birds that fly in a circle, basically just attached to a large invisible spinner.
Using object_sync causes them to stutter back and forth as they fly for anyone other than the host.
Anyone know the correct way to be doing this? '-'
If you want animation sync, make sure to uncheck sync physics on the object sync component.
Ah, so just use an object sync as normal but without the physics checkmark? Great. Thanks for the quick answer. Will try that. ^ ^
Where does one find materials?
The unity asset store is disappointing to say the least
You mean shaders? Yeah you won't find much on the asset store, Google will probably give you more results if you're just looking for a certain type of shader
i mean like .pbr materials
@gaunt minnow textures(.)com for example
y'all are in the know, thanks so much
no problem glad to be of help
if you have any other questions feel free to inquire
You can download the pdf here: https://gum.co/texeldensity
This time I wanted to explain another crucial topic for environment artists: Texel Density!!
I got few people to read through and they like it. hope you will like it as well.
Cheers guys, feel free to contact me if t...
figured this also might be helpful for understanding how to use the PBR materials as far as UV unwrapping and making sure everything's consistent
Are there any suitable free shaders that could be recommended for using some of these textures? They include displacement and roughness occlusion maps that Unity Standard shader doesn't feature slots for. Or is displacement more of a feature intended for art modeling than game assets?
I honestly wouldn't play around with displacement maps at this point as they do have uses but are kind of expensive
For PBR the best thing is standard or VRChat specific edits like rero's standard
PSA
Please don't set your ambient colour to black in worlds.
There is no valid reason to do it.
Thank you!
Hey @everyone I have a vehicle model, but I can't find how to make it "Drivable" like other worlds that I've seen.
Please could someone link me to any information that can get me started, thanks
Check pins for prefab database. Download Not Bad Cars. Read readme and replace mesh.
@left marlin Having trouble finding "Prefab Database"
ty
@left marlin This is pretty neat. I'm just checking out the example scene after importing. It's perfect...
Any idea if I can maybe add a button underneath the car, that flips it back over on to its wheels? I hear that scripts dont work...
Scripts do not work. You must use default unity, standard assets, or the sdk to get things working. The Not Bad Cars are pickups though. When no one is driving, you can grab the back of it in case it flips.
๐ฎ ohhh lol... I'll try again haha XD
ps. cant believe I didnt think to add a pick up
"make a button" ...ffs (70 lines of code)
@left marlin Have had great success with it. I've been wrapping my mesh around it, and its pretty good.
I think because my new mesh is larger, it seems like the vehicle is now maybe 'heavier'?
Would you happen to know how to increase the power of the vehicle?
It shouldn't have made it heavier if all you did was add meshes. You may have accidentally added other stuff too, like rigidbodies.
What's your hierarchy look like?
So I've seen and heard some people are already uploading their worlds on Unity 2018.4.13f1 LTS even though VRC hasn't updated yet to this Unity version yet.
Is it ok to upload worlds using this newer version.
@modern kayak The only other thing I did was reposition the wheels... oh and added 2-3 more colliders, by duplicating the existing box colliders; they dont appear to have any ridged bodies though.
Will send pic in a moment
@modern kayak Besides investigating 'why' its doing this, do we know how to increase the power to the wheels?
Yeah, find the object with the car script, it has a ton of settings
ah yeah, got it. thanks
anyone has a good video player prefab?
Theres a good few prefabs here: https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml
Provided kindly by @modern kayak earlier
...I saw some video players on there, but haven used them myself yet
@modern kayak Do you know of anywhere, where I can read about the settings in the "Not Bad Cars" system?
I'd like to fine tune the handling of the vehicle.
Also, at higher speeds, on a flat surface, where my wheel colliders are definitely level and square from centre, I'm getting vibrations like its unstable.
Aaaand, when I crash in to terrain, the vehicle is spinning in the air like a feather in the wind.
I feel like I need to increase the weight of the vehicle, and its.... Air drag? so that spinning in the air slows down, or is dampened.
(It seems to only stop spinning once it eventually lands on the ground.
Sorry for long read, just.... I get the feeling your gonna know how to solve these little things ๐
problems like those are why I don't like using the car prefab, I'd prefer to make my own ๐ But I'm sure they're not unsolveable, I'm just not as familiar with it
the main thing I know is that it feels way better if you reduce the steering sensitivity. The stock number is way too much
ok cool, thanks. I'm just doing trial and error runs at the moment. just testing what each setting does in game
I'm curious, if scripts dont work, how can something like this be made from scratch?
The main toolkit consists of a combination of standard assets, animators, UI buttons, and vrc components. Some of the standard assets are more generic, like autocam where it makes an object follow another object, which can be used to create scripted motion. Animators can be used to provide logic, like "if pickup is being activated and ammo > 0, shoot gun and subtract ammo. Then UI buttons can be activated to provide more specific functions like manually updating scripts in a specific order. And vrc components are used for A) interacting with the player and other players, like oninteract, teleport player, pickups, and all the networking. And B) filling in any gaps that you can't do with other stuff, like setting parameters on animators.
if you have a specific example of something you would want to do I can explain in more detail
@modern kayak At the moment I'm just messing about to get a feel of the capabilities. My long term goal is to make a C&C Renegade like world... just for a laugh, and to see how good I can make it.
But im struggling with importing all the textures from the game.
What I've got so far though, is pretty interesting, considering it didnt take much effort to get to where I am so far...
ooh yeah, lots of cool vehicles there
you know the game?
long time ago, but yeah
Nod Buggy
Works, drives around.... But doesnt have very pretty interior, because of face norms
(and lack of modeling)
...wouldnt it be cool if the passenger could control the gun turret XD
yeah that's totally doable
...or driver first, but can pass to passenger
a button that gives control to passenger
that would be cool
the air vehicles would be interesting. The standard assets plane is even worse than the car so you'd definitely want to get into custom stuff for that
I've done a little programming, and a little bit of Unity. But, I dont really know where to start with working with a preexisting engine (The VRChat SDK)
ie. im comfortable with learning, but the youtube videos are kind of rubbish
the only person worth watching on youtube about world creation is cyanlaser
outside of that, there's really nothing. The best learning resource is discord
I just searched for him on YouTube, and cant believe NONE of his videos came up for me, during my previous searches for tutorials...
He's good...
He's the guy that streams all the Community Meetups on YouTube (and Fionna on Twitch).
check your log for errors
what version of unity and what version of the SDK are you using?
Can anyone translate this
should i leave it off if im just using normal text? but i do have a custom font.
I'm thinking bout making a personal home world tho still very new to things and looking for advice for things to note on to be sure I dont work on it for awhile and realize that I missed something
@edgy bane https://youtu.be/xPdlNJ9rUNQ?list=PLIoLQ-8wanr9jQWDUIs_2zshaDD_Lg-9R this is a great place to start!
First in a series of tutorials on creating trigger based worlds for VRChat. This tutorial goes over creating a basic world to upload to VRChat, includes spaw...
@supple drift oh thx
Hello all, I am very new to world making. I have found a lot of information online that has helped me. The one thing I can not find is a control panel for my VRC video player. I am looking to find and learn how to use one so that someone can put in a URL for YouTube and/or let someone put in a URL to show a live stream for DJ's on twitch that want to play in my world. Anyway you can point me in the right direction?
Thank you! Got it to work. But its not auto syncing when new players join the world. The sound plays for them but not the video. Time to dig deep into it lol
Call me stupid, cant seem to figure this out. I have a set of double doors that I want to swing open when the player gets near it. I have a collider with a vrc trigger on it that sets it to play its opening animation on entering the collider, then loop the fully opened state animation until the player leaves the collider, then it plays the closing animation and loops the closed state. None of these are triggering for me right now. I'll have to get a screenshot of the triggers and animations later because I'm at work right now. Anything flawed with my process that you can identify without screenshots for the time being?
use onentertrigger
If you are using onEnterCollider for triggering the animations it doesn't work if the collider is set to a trigger
^^ As ruuubick said
And then make sure you got the onentertrigger colliding with playerlocal
can someone help with a audio source question?
noone hardly ever responds haha
i have 3 suido sources... i have the main one thats logarithmic... i have a room upstairs...knowing ill still hear the main audio sources music but i want it to where when u walk into the room u here a different song only when u go into that room and i know that needs to be linear and they are linear.... but when i load into the room u just hear both songs i have in the room playing in the whole world
That's either the spatial blend on the audio source or the max distance
Yeah thats a question of what do you want to play where. Audio Sources have several settings regarding Volume and Spatialisation. Plus the VRC spatialisation script
Could also ignore the audio settings and just detect where the player is and set which audio is playing per area
the two upstairs dont have that spatial blend th8ing
Really?
mhm
just the main one does.
the one that plays for the whole world does but not the ones i set to linear
Screenshot?
it be like that sometimes lol
Okay den, thanks. Much more simple than I was expecting. Gonna try it out when I get home.
Im trying to make a video player with a search bar does anyone know how to do it?
You can't do one with a search but you can do one where you paste a URL and it plays it. It's better to use a prefab for that though, pretty hard to make it yourself. The uuhh Iwashi Player (?) is probably the best and most popular one right now
what do I have to call the camera like, so I can attach post processing to it?
so that the post processing will actually be seen ingame
Use post processing stack 2 to put a post processing layer component on the camera
and then make a post processing volume as a separate object
You can put the post processing layer on any camera but it needs to be referenced by the VRCWorld descriptor
Hello guys I am sorry but I have another question. I set some private rooms but the teleportation doesn't seem to work...I have an empty game object as the destination in the room, but when I click teleportation I only teleport to the respawn point of the world. ๐ This is the first time I experience this issue and I am confused
The teleports are probably working fine
However those rooms are likely below the respawn height for the map
Are you taking the user to something below the respawn kill height of the world
Derp forgot to scroll down
hey, are there any known assets that cause the game to crash when entering a world? I just remade an older world of mine in Unity 2018.4.13f1 with the newest SDK. I uploaded it and everytime i want to test it my game crashes, any ideas?
@unkempt turtle If your game isn't on 2018 it will always crash when trying to load 2018 content
Make sure you have the open beta branch selected in the steam betas tab under VRChats properties
i do play on open beta when this happens
i have a feeling that its the cause of PPSV2
Are you using PPSv2 from the package manager?
i am using the one from GitHub
Do you have anything else in your scene you think might be causing it?
not really, i have one Terrain, a lot of grass (not too much, 2 different types), a mirror with 2 buttons and a bunch of trees
If you upload a simple world with basically nothing in it does it crash?
havent tried it yet, gimmie a sec
@unkempt turtle if you're testing beta, might also want to be chatting in #open-beta-discussion . It could be a bug like this: https://feedback.vrchat.com/open-beta/p/884-game-crashes-when-opening-a-certain-2017-world . If you have a world that always crashes you can try adding it to that canny or make a new one
its not really "testing", its more or less only "upgrading my stuff to Unity 2018"
Is it hard crashing to desktop?
If so, please make a canny and include your world id
No world should crash to desktop
my world downloads, then the Initialising World screen pops up and then the game closes, throwing me back to my oculus home
just noticed outside of vrchat, a small window appears which has a red ! on it and closes again after like one second
Yeah that's the bug
Can you please make a canny post and put your world id
In the open beta section
Please tag your posts with the build number. Only report issues if they are different from Live. Off-topic posts will be deleted.
@unkempt turtle
are there supposed to be crash reports in AppData?
It goes into the vrchat installation folder
In steam vrchat property the button to open the game files
But honestly I wouldn't bother
Put the world id and then vrchat devs can test
Canny doesn't let you attach files
Hey, I'm struggling with pickups in my world. I'm trying to make a usable pick up that when used changes active objects. It works when I use pickup and drop triggers but not the OnPickUpUse or OnPickUpDown. What is it I'm missing?
alright, because i couldn't find the crash files in AppData (only yesterday when i got crashed)
so, created a Canny post
@agile spruce you need to check auto hold
Otherwise desktop and vive users can't use the pickup (they need to use trigger both to grab and to use it). And so it blocks using from all headsets
In the vrc pickup script
Thank you, I really appreciate it!
guys, i found the problem why my game crashes when loading into my world: Its the Terrain. I made a copy of it and disabled the Terrain and it suddenly works for some reason. I guess the devs have to look into it to solve the problem...
At what distance from 0,0 do things start to get weird in Unity?
I'm using middle mouse to drag the screen around and it's jittering really weirdly. I'm only at around -2000 so not that far from centre.
Not only the jitter, but you can see it sometimes outright just goes the wrong direction.
how i make a gun that shots and kills
I've tried everything to reduce the size of my world but it keeps growing despite me not adding anything. Deleted two objects, went up by 1mb. Deleted the unity cache and let it rebuild, nothing. Deleted anything that was unused in the projects folder, went up again. Should I just redo the world?
What have you done to reduce the size? Compressing textures? describe "everything" Usually compressing textures will give you more than 50% reduction in size.
Compressing textures, using as low polys as possible, deleting things like I described. Is there anything else I'm supposed to do? The main issue is that it's going up arbitrarily when I delete things.
Do you have baked lights? Usually that creates a big file if you have a big world.
There is a way to know what things on your build uses the most MBs, I forgot exactly where they are (probably on the LOG file)
Okay so I'm fine with the size it was, it's that when I deleted objects and files, it's going up and staying up.
Did you try setting this to 0 then uploading again?
No but I will, thanks
riiiiight after unity spends 30mins logging me in...
Also make sure that Futureproofing is off too
Am I doing something silly here? The audio is never triggered on...
(object is on the MirrorReflection layer)
set the layer in the trigger to playerlocal
@supple drift Ahh, that's the one. I kept looking at it thinking "I thought something needed to be set to PlayerLocal" but couldn't find it, so I thought I must have been thinking of something else.
Thanks
no prob! make sure your audio source is set to play on awake too if its not already
Yeah they all are. I was just going around and making sure that every single audio source is now triggered based on ranged rather than always active.
Will OnEnterTrigger fire if the player spawns inside that trigger?
I am trying to create a keypad vending machine. is there any way to do this without the direct, tedious route?
the way I have been doing this is making prefab keypads that branch.
code is 2142
so pressing 2 subtly swaps the prefab to keypad 2. if you press any other number but 1 after that, it resets to the start.
Well yeah ofcourse theres better ways to do that. What exactly do you want? @nimble echo
I want to make a keypad to spawn secret items
the only viable solution I can think of is using animation ints, but I don't think those could be used like variables.
a variable-based if statement would be great, but I will look at what other methods there are
hmm
Animator Ints can be seens as variables in a restricted sense
But you can also use Animation States for this
DataStorage shouldnt be used for this at all.
keypads are very easy if you use a UI input field. You can use buttons to append a number to the inputfield, then that inputfield can do activatecustomtrigger with it's own contents. So if you have a custom trigger named 5234 then you would need to type in 5234 and the inputfield will call that custom trigger
There's a prefab that uses this method on vrcprefabs.com/browse
Wait inputfields can do activatecustomtrigger with their string?
Thats pretty cool. Didnt know that
yep
ridiculously cool
so you can do a += onto input fields? or does it just mimic an input?
I still dont exactly understand what youre trying to do...
I just want a machine that you key in a code on and it gives you an item
you can append strings to inputfields, so in a way yes that's a +=
specific code
Yeah then you dont need to do Inputfields
inputfields are the easiest way to do it though
You literally have 4 states, an int and a trigger
Well yeah then inputfields are probably easiest
phase, mind explaining this a bit? can do it here or pm if you don't mind
You just have all buttons do Append() on an inputfield
then that inputfield calls an ExecuteCustomTrigger
and there is some other method to make it execute like Send() or something
This is the prefab https://drive.google.com/file/d/1z15trT2TUoHfuT2dUjugs6DyOghnXK0u/view?usp=sharing
I have just been playing with the drag&drops, can I get a little info on how to call an append on the button?
You have to use a UI button, which has a lot more functions you can call. UI buttons are usually used as something you manually click, but the typical way to have vrc triggers interact with buttons is to have an animator that activates the button when the object is enabled. Then you can activate the object with a vrc trigger
like this
You could make your own animator to call press() on the button but you can also just import the vrcprefab toybox and it will have a number of animators that do that, like eventselectoronce
okay, and none of this I need to worry about being viewed by others because it's entirely local?
yes, UI buttons are not synced at all
thought so
Which is good because you don't want to broadcast the code, you want to broadcast the result. Remember people can open their logs and view the name of triggers
this has a lot more depth and commands than I was expecting. I am going to explore all of this
thanks!
any guides I can look at that are on this specific type of stuff?
Here's an example of using buttons to teleport objects https://youtu.be/cib843oqmSo
Tutorial goes over how to setup easy object teleportation not using the Object Teleport sendRPC call. This method allows for changing an object's position, r...
one last thing, having a hard time finding vrcprefab toybox
it's in the database as well, vrcprefabs.com/browse
Hey guys - I just got bakery and I'm trying to run it on my project - however it seems to be having some issues with my Mtree trees.
Anyone know if I can get them to play nice? Or if it's a setting somewhere
those are warnings, what's the red error at the top?
it really doesn't like all the LOD objects' UVs
Is there a way to just delete the last LOD? I don't really even need them in this world
Go onto the parent, delete the last object (used for the last LOD) then delete the last LOD in the LOD group menu.
What are the best ways to find out what's dropping FPS in a scene? The profiler isn't making it very obvious...
Doesn't seem to narrow down anything unless I'm being blind.
the profiler doesn't have details on a lot of things, it's 132 instanced copies of a mesh I think?
wouldnt calls be updates going on in world
it's lists of object to render each frame, static or not
Standard Unlit, Particle shader for Unity 2017 and above doesn't work in VRChat for me. What can I do about it?
Works in unity but fails in vrchat? What's the exact name of the shader? Being used on a particle system
the name of shader is Standard Unlit
I don't have that shader
Particle/Standard Unlit
Ah ok
It works weird in VRC like masked and go away
this is unity default shader and should works
Yeah I see hmm
It happens also in Standard Surface and I don't have any clue
So is it invisible? Pink? In vrchat
invisible but sometime visible like
when it shouldn't be visible
okay I will take ss
Are you using soft particles? That requires a working camera depth texture to function.
Has a named LightMode Always GrabPass with SetShaderPassEnabled toggle if distortion is enabled. That's quite advanced for a builtin shader
The shader does not set render queue in the shader, but instead relies on the editor script to assign the queue in the material. Problem is VRChat resets material render queues on upload to From Shader, with only an exception for "Standard" maybe? It's super poorly documented for no good reason.
You can duplicate and edit the shader yourself
the visibility changes upon the angle
You can also force render queue using UI Button if you're familiar with that
Obviously I'm not shader guru...
Yeah that sounds like render queue. Everything defaults to geometry (2000) so it then comes down to draw order
@whole dock here ya go
just duplicated it, changed the name and added "Queue"="Transparent" in the SubShader tags
though another word of warning: this shader uses a lot of keywords
Using keywords from non-builtin unity shaders is extremely discouraged
this shader is part of unity so it's hard to say if it's ok or not, but beware that users coming from other worlds may be out of room for keywords
if they are out of keywords, this shader may malfunction
(you only get 256 keywords, mostly used by builtin unity features.. once you run out, you have to restart VRChat to visit worlds that have shaders you haven't seen before)
you are talking about 2018, right?
no, this is true in 2017 and 2018
unity 2019 has a feature called "local keywords" but we can't use that for another year at least
oh....
yeah just brought it up since my guess is this shader is not commonly used (seeing as it's broken unless you edit it)
Well, I needed some particle shader with HDR color range and legacy particle shader doesn't have it
VRC will solve this issue about standard particle shaders at some point
(you can probably add it to any shader by adding [HDR] in front of the property line
until then, this is only thing I can do
unlikely for VRChat to improve this situation at least not until unity 2019
I mean
most of the issues are bugs in unity itself--vrchat doesn't have much control
at least they can fix renderqueue things about builtin shaders
maybe... never got a clear answer about that renderQueue thing. VRChat tries to prevent avatars from drawing on top of the menu...but for some reason it also affects worlds and Standard isn't affected
True, we should file another canny if there isn't already one... to document the behavior, fix Standard Particle shader same way as Standard, don't restrict renderQueue in worlds
I think the renderQueue thing is a unity bug, and the reason they are able to fix Standard is because it sets a keyword when on the Transparent queue, so they can check for the keyword and patch up the renderQueue manually. If so, the same thing should be possible in Standard Particle
Yes. It should be fixed. Unity 2018 uses the shader as default shader for particle system. If it remains like now, the new users who tries to create particle system for the first time, will get confused.
and the shader you gave me worked like a charm. Thanks! you just saved my world!
ah, good to know. that makes it more important to fix
I didn't realize it was now default
Particle Additive is gone and now it's in Legacy/
Thanks for making canny. I just voted! It's been unavailable for a years even if it's built-in shader. Standard Surface (Particles/Standard Surface) has the same problem with this.
seems important to fix at this point if they changed the default particle shader and deprecated the old ones
edited to point out Standard Surface too
Thanks. I hope this will be fixed soon.
It seems like my world doesnt really build or update anymore
When i click build and test, or try publishing, the process takes less than a second and the world doesnt show the things i recently added
is there anything i can do about this?
@balmy gate The "any worlds using terrain will immediately CTD VRChat" is even more concerning right now, amazed no-one noticed it before it was pushed out.
it's still in beta, no need to panic yet. Common features being completely broken in beta builds (and occasionally release builds) is still a common trend with VRChat. Definitely still could use some work in the QA department (like have a list of common worlds with diverse set of features to breeze through on the way to publishing a build)
sorry I'm tired so the point I was trying to make got completely lost. My point is it's up to us the community to test stuff and file cannys when we find something broken. don't assume vrchat is going to catch things in QA
Oh sure, but I mean it's something I would have expected someone to immediately notice. Terrain is very common and it's not a minor glitch, it kills the client entirely, lol. Just surprised no-one hit it even without deliberately trying to test something before release.
On an unrelated note, I still didn't get reverb zones for players working. I'm now on the third method - having the listener and reverb on the main camera and using triggers + animations to change the reverb, but still nothing. Any other ideas?
stuff on the main camera (and any child objects) may get disabled and/or destroyed I think (since the main camera isn't used...the settings from reference camera get copied onto the internal VRC camera, then it disposes of the main camera in your scene)
Hmm, it's what people smarter than myself recommended. I'm drawing a blank then as I've tried all 3 methods to get this to work, including the one detailed in the VRCPrefabs documentation.
๏ผ๏ผใ๏ผ๏ผ
particle start speed doesn't work
no matter how i lover value
particle still play at almost max speed
instead to be slower
is something change's in current unity sdk?
how to fix it
Do you have something else affecting the speed, like speed over time?
@balmy gate Sorry, by "main camera" I meant reference camera. The same one I'm using for postprocessing.
Annoyingly I can't remember who it was I was speaking to about the reverb thing before.
akalink made a guide. Where you talking to him about it?
Ah, it may have been. @buoyant hollow Was it yourself that mentioned using animators to change the reverb settings on the listener?
It was me
@buoyant hollow Ok, so everything's set up as you'd expect. Animators set up on triggers that change the existing reverb's settings, but still no dice. Does anything special need to be done to the animators given that the component itself is moved from the reference camera it's on in Unity?
Idk then? Sorry
Ah, no worries then. I'll keep poking around.
Iโll be poking around with that idea later. Itโs weird to me it doesnโt work as disabling does work, so Iโm just super confused.
Also got to test audio on quest re: timing
It would have been a nice effect to get working, but given how hacky the implementation seems, I think I'll put it on the backburner for now. Lots of time spent without achieving anything on that front unfortunately. I'm not sure I've seen any instances of it actually working so I'm questioning if it really works at all right now.
There's a really cool demo world that had sliders for all the reverb effects I saw working a couple months ago (it was after the august audio update). I think it affected other players as well. Now if only I could remember the name
@sacred warren it works in my world asteroid condo as well as mehstrongbadmehs elevator vr.
Audio in general is a little broken in the public build of asteroid condo, but reverb still works in its cave
@balmy gate Probably talking about the one by Kaj? https://www.vrchat.com/home/world/wrld_78873528-9cf4-45e4-81a0-942b1d779da9
That's the logic I'm using this time around, yes. Although I'm using animators to change the setting for different "zones". I'll check that world out now and see what's there.
Curious, that world has all the settings completely available. I wonder how he's actually then pushing the change to the filter?
yep that's the one!
if it's not directly animatable, you can go through a slider @sacred warren
if you do want to animate it smoothly from 0 to 1 (or whatever values), just make a slider with the correct range set as min and max value... then make an animation that animates Slider.Value to a. make a transition that sets Slider.Value to b and have it set with the appropriate transition, and then use the slider's On Value Changed -> AudioReverbZone -> dynamic float stuff to assign a value from that slider. And you can repeat that with one slider per thing you want to animate, since you will probably want different values on settings
Iโve been meaning to start messing with sliders so this is a great excuse to start
Hmm, may try that next then.
also need to note. while you do not need a full UI Panel to create a UI slider, simply making a Slider component will not work because you need a Rect Transform assigned as the Handle, and it has to be assigned properly with a range.
What I suggest is: Right click, in scene UI -> Slider to create a full UI system with slider and everything. Then, on the Slider script (it will be inside Canvas), set Transition to None and Navigation to None and set Handle Rect (Rect Transform) box to None.
Then, delete the game objects Background, Handle and Handle Slide Area since you don't need them. On the Fill game object, delete the Image and Canvas Renderer scripts so it
so Fill is just a Rect Transform... and then you can drag the (Slider / Fill Area / Fill) object out and use it standalone inside an animator, and delete the canvas and everything and just duplicate that slider every time you need one
@buoyant hollow @sacred warren
I think you can actually add the slider component to the Fill Area object to save a game object--just make sure to assign Fill as the Fill Rect.
Thanks, screencapped
can someone tell me how to modify post processing values with a slider?
@winter fox My favorite copypasta incoming:
For dynamic post processing controlled by an animator, make another global post processing volume (assuming you have v2 post process) with just what you want set differently... set weight to 0 or 1 based on how you want it on by default. Add animator (uncheck it) with a animation clip onto the new post processing volume.
If you want to control the Animator directly from the slider, then make the animation set Weight to 0 at time 0.0 and Weight to 1 at time 1.0 - make sure to set the curve to linear or pick a curve that works well. Also make sure Loop Time is off on your animation clip! (You can also choose to make the slider use "Whole Numbers" and then make your animation clip do something at time 0.0 ,something different at time 1.0, time 2.0 etc to achieve the integer effect you originally asked for)
Now for the UI Slider. In on Value Changed (), add two actions with the new Post Processing Volume:
- Rebind()
- Update [in top dynamic float section]
Also, for all sliders in your world, always set Navigation to None and make the canvas have a huge margin around the slider. Otherwise the click will get stuck and it will change randomly as the user walks around the world.
thx, i would have ctrl-f'd but it's broken at the moment
the sacred txts
For those interested I have published a reproduction of the Anime Avatars world from 2017, I have named it "Old Anime avatars" for those having nostalgia and wanting to go back there again ^^
oh wow lol
mmh ? ๐ฎ
@balmy gate No meetup this week? Everyone's in private, I can't find the link to the Discord channel and no-one else is replying.
I'm brand new but I had that problem last night because I set my colliders wrong and accidentally filled the whole room with a solid block that I wasn't allowed to enter lol
so I guess double check your colliders and spawn point
if I make a little world that's like a replica of a character's room from a game, you think anybody's gonna care greatly if you can't pick up stuff? it's just a little seaside cabin, but lots of objects are stuck together and I'd have to basically do surgery to make them individual pieces. idk if that's something anybody really values. throwing stuff around is fun and all, but
I haven't explored enough to know how it's usually done lol
So I'm using a jetpack prefab in my world, but when you're flying it clips through everything. Is there a specific layer I should be putting all my collision objects in?
That is the collider on the jetpack
@devout monolith I would say you would be fine with leaving the objects glued together
okay, thanks. I just didn't wanna seem lazy or whatever lol
you can always go with objects that aren't glued pick up objects or just add some new ones
You could always add that in down the road as well.
For my world, I made a list of backburner things I wanted to add to it down the road, and I've already knocked out a good chunk of them.
yeah, that's true. I probably shouldn't kill myself all at once lol. first I'll just get the static room looking good, that's hard enough since I'm just starting out
thanks
Anyone have any experience using the Jetpack prefab by Synqark? It works great, but doesn't collide with anything in my world.
Got it, in case anyone searches for the same issue, I had to put a collider on the root object.
Ignore them, they don't matter.
Have you tried removing and reimporting your SDK?
No floor collider or infinite respawn loop?
@jovial vapor next time somebody gets kicked, have them send you their outputlog and then look through it for the Errors causing them to get booted
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
PostProcessing question. I have my main Post profile set to global, but I want to create a 2nd post profile for one area. Do I just uncheck global on that one or is there something im missing?
uncheck global, give it a higher Priority than your global volume, and then give it a box collider set to IsTrigger. The box collider will than make up the volume of where you'll have a different post processing profile
That worked! Thanks for the help @cedar nebula
it's alarmingly difficult to google info about this and discord's search function's busted. i know layers matter for players, lighting, UI, mirrors, stuff like that. walkthrough matters for furniture you should be able to lean over. but do i need to change most furniture/structures in this house to the Environment layer, or is Default fine?
Just depends how you want it to behave
i also can't find any information explaining the differences in the Environment layer
maybe i'm googling the wrong things but i sure tried
What are you trying to do ?
i'm literally just making a little house and wondering if i need to worry about that
a guide recommended Walkthrough for yknow furniture you don't wanna have be real obstacles
and then i was looking at the layers list and thought i'd ask
In that case just don't have colliders ?