#world-development

39 messages ยท Page 17 of 1

vivid storm
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is it possible to make a separate skybox that uses the 6 sided skybox material? I'm trying the inside out sphere method, but it cant use regular skybox materials

opal goblet
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Why not a normal flipped Cube? :P (With 6-Sided UVs )

latent bay
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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?

left marlin
opal moat
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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 ๐Ÿ™‚

rain shadow
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If you click the play button in the unity editor does it work or say there are errors?

opal moat
rain shadow
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Weird

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So local testing wont update to the latest state of your unity scene?

opal moat
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Right. I'm just going to try turning off and on again. Wish me luck.

storm plover
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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

left marlin
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@opal moat Make a new test build, but after it finishes, look in the console. Some errors only show up when making a build.

opal moat
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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.

oblique quest
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My unity is crashing when trying to publish my world vrcThinking what can i do

cedar nebula
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go to the sdk build settings and disable Future Proof Publishing (if you haven't already)

oblique quest
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So what is that for anyway? vrcThinking

cedar nebula
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let me pull that up, they talked about it briefly in one of the recent blogs I think?

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basically it used to do something and now it doesn't and will actually crash your unity

oblique quest
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๐Ÿค” i see

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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

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that still works the same?

balmy gate
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Yes

oblique quest
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Oh well

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ty for the info, will try and see if it dsnt crash now

bold ibex
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I need some help

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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?

sacred warren
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You then make the world

bold ibex
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How do I use the scene descriptor and how do I make spawn?

sacred warren
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Youll want to follow the guides

opal moat
open thicket
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is there a such thing as a render texture that can render out only player local layers?

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i want to do something that would make people appear gigantic on top of a screen

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but not render anything except the players

left marlin
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Set the camera culling mask to only player local (Although you probably want mirror reflection and player)

open thicket
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but wouldn't the plane using the render texture still be black?

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lemme try

left marlin
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Set the fill to clear, not a solid color

open thicket
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where is that fill?

left marlin
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Should be the top. Not sure the exact option but it defaults to skybox

open thicket
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so basically background being just the alpha with full transparency?

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or it says clear flags

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and then

rain shadow
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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

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Solid color to black and then set the material to be cutout

open thicket
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perfect

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is there a cutout

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for unlit?

rain shadow
open thicket
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perfect

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thank yous

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:))

feral umbra
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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?

rain shadow
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Just saying what the issue is will be the fastest way for someone to help

feral umbra
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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.

rain shadow
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Are you using combat system?

feral umbra
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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.

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But when standing on the tiles, they slide and bounce all over the place.

rain shadow
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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

feral umbra
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anyway around that? like cranking up the mass X30?

rain shadow
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It might make it better but probably wouldn't fix it completely

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I don't think I've tried that though so not sure

feral umbra
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ill test it out. thank you โค๏ธ

ashen nebula
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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?

tame reef
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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

ashen nebula
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Thank you, I'll see if that's the case.

bold ibex
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@left marlin hows that wall walking script going?

spark thunder
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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

sacred warren
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Did you fiddle with the LOD levels on them?

spark thunder
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possibly

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what do they need to look like

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the settings

sacred warren
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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.

spark thunder
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is there a basic setting it should be on?

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like whats a good number to put it at

sacred warren
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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".

bold ibex
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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

near escarp
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you could be clipping through the floor collider in vr but not in desktop

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most likely you can find the answer in your output log though

bold ibex
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oki thanks

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so i see my world for a split second with everything in pink and the terrain i made is not there

balmy gate
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!outputlog Pink can indicate a problem with shaders

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

balmy gate
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^ you should be reading the log when you build a world

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There's lots of good information in there

bold ibex
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but it worked bofore tho

balmy gate
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What did you change?

bold ibex
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i just added post processing

balmy gate
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Old one from asset store? Or new v2 one from github

bold ibex
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v2 from github

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but i added it i could load into it like 2 or 3 times and then it started acting up

balmy gate
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Try a fresh start of vrchat? That is weird though

bold ibex
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ye i know

balmy gate
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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

bold ibex
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vr

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but i didnt change any shaders tho

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like ive had my world for a month now and now its acting up

undone surge
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can someone help me im having trouble uploading a world?

bold ibex
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what version unity

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if 2018 its buggy go to unity 2017 and try it

undone surge
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can i dm you

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sorry

bold ibex
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you can call me and screen share

undone surge
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ok

bold ibex
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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?

near escarp
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You need to look at the errors and warnings that show up when you join that world

bold ibex
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there is alot in there that i dont understand

near escarp
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Is it a complex world ?

bold ibex
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complex?

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i found this error in there tho

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Error Downloading or Instantiating Custom Scene - file:///C%3a%2fUsers%2fdevin%2fAppData%2fLocal%2fTemp%2fDefaultCompany%2fVRCWORLD%2fcustomscene.vrcw - ServerReturnedError

near escarp
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Have you tried reuploading your world on another ID ?

bold ibex
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no imma try that

worthy relic
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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 :<

bold ibex
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Ruuubick if that doesnt work do you mind me sending you the output log or?

sacred warren
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Sounds like it never uploaded and it's trying to connect to a world that doesn't exist. Does it work in test mode?

bold ibex
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no

sacred warren
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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).

bold ibex
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so what do i do?

sacred warren
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Check the console

bold ibex
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when i launch in test or?

sacred warren
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Yes, when you try and launch a test one

bold ibex
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aight

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is gonna take a bit tho

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the console in unity is clear

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@sacred warren

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nvm there are a few warnings but no errors

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anyone there?

sacred warren
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And that's after you've hit Build and Test under the local test version?

bold ibex
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yep

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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

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think ive found it there was a shader that broke it in my world

worthy relic
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anyone know how to make a deformable mesh that updates globally?

undone surge
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ok so i uploaded the world and it shows up under mine worlds but only on the website not in game

sacred warren
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Enable showing Labs worlds in the settings menu

undone surge
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ok

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lemme try that

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It is like mine shows then disappears in a few seconds

signal wraith
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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.

near escarp
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It will definitely take at least a few hours to create

signal wraith
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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

glacial pond
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anyone know the default VR movement speed in meters/second

near escarp
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which valve software did you use ?

signal wraith
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Valve Hammer Editor

near escarp
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Ah, well you can export from Hammer to blender and then to Unity if that's easier for you

signal wraith
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Can be good, but i think it's better to learn on Unity (a lot of companies use Unity and Unreal engine)

near escarp
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fair enough

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Fruitpex tutorials are pretty good

signal wraith
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Thank's for your help @near escarp I'll take a look at it ๐Ÿ™‚

near escarp
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feel free to ask any question here

bold ibex
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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?

cedar nebula
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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

burnt shard
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@rose prairie hey, have you figured out the clipping problem?

open thicket
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@worthy relic

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you need to explain what you mean by deform

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like a sphere that disappears if you touch it? become small into nothingness? or like deform as in look glitched and messed up

worthy relic
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we figured out my question in dev advance, but thanks anyways :U

open thicket
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ahh np

rugged goblet
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how tall does a doorway need to be for anyone to pass through?

left marlin
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Player capsules are 2m tall. You need your doorway to be just over 2m

rugged goblet
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okay, thanks

opaque finch
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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.

cedar nebula
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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

ashen token
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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!

sacred warren
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You can't, unfortunately. You need to keep local copies of worlds and avatars.

ashen token
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Thank God I found a copy on my Google drive! Thanks for the reply

errant osprey
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Reactions to this post how many people like club worlds,

bold ibex
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made one

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club cmd look it up

errant osprey
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@bold ibex I'm trying to find what people like/ want in a club

bold ibex
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poles

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light music

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and 92 FPS

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if you make avatars put her in and have her dance and put lod so she renders out when your in a diffrent room

errant osprey
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@bold ibex I have already made a club world had all that Put I'm more or less interested in what people want

bold ibex
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so what are you asking?

errant osprey
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@bold ibex Just anything, to they go their to chill/dance meet people, what they like about other clubs

bold ibex
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games

errant osprey
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@bold ibex not trying to be rude but do you get a lot of visits to your club?

bold ibex
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yes

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but im recreating the entire show of stargate atlantis so i been busy

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ive only been on vrchat 5 time in the past 2 weeks

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i love map making

errant osprey
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as do I, I don't know what to make a Christmas world or a club idk lol

bold ibex
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lol

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just make chairs and stuff have a few lighst and stuff make a club logo but have it crimas themed

opal moat
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Is it possible to have a live Youtube stream?

delicate marsh
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so

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is there a way i can make an object that, when moved, moves another object inverse on a certain axis?

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like, if i move it up, it moves another object down?

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OR, is there a way i can make movement along one axis correspond to movement along another axis for different object?

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like for example, i move a cube forward (along z or x) and it, in turn, moves another object up (along the y)

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i don't think theres anything like this with config joints, fixed joints, or hinge that i've seen

fiery magnet
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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.

bold ibex
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This is the only things that comes but I wouldn't think it has anything to do with it? Or am I wrong?

balmy gate
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@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.

balmy gate
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@delicate marsh my beautiful reply . all gone because of the bot. I'll have to retype it

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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:

delicate marsh
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So my idea is to make a mouse that moves a curser on a screen

lethal scaffold
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due really

balmy gate
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I can't **ing reply because of the fing bot

delicate marsh
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That's annoying. But can i make forward along z or x move another object up and down the y axis with this?

balmy gate
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ah so you want movement only on one axis?

lethal scaffold
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yea wat she said

delicate marsh
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Well i have to lock one of them

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So it can't fly off the screen

balmy gate
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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)

lethal scaffold
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oh mkake sense

balmy gate
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Let me type it agian

delicate marsh
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It should be able to move on a 2d plane vertically

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And if i fix it to the mouse and lock the z, it'll move perfectly left and right

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But not up

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You'd have to pick the mouse up off the pad to achieve that

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Which obviously would be weird

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So i want z movement of the mouse to affect y movement of the cursor

rose prairie
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@burnt shard Sorta, I fixed it by tediously placing the camera in a blindspot kinda.

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I no longer have the issue though.

delicate marsh
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Bot is out for blood

balmy gate
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what is it about my reply the bot doesn't like

rose prairie
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no spamming

balmy gate
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[you can use Camera+AutoCam to copy rotation but sounds like you don't need that]

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[If want to copy position only] unchecked FollowTarget script. Set target to the correct object. set positon offset to 0 0 0

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Add Button component.

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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

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THis will cause it to press the button every frame

burnt shard
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@rose prairie but as the issue happens in some of the worlds only it should affect the clipping in the ''normal behaving'' worlds, no?

balmy gate
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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

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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

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@delicate marsh you'll have to reference my reply several pages back that got buried

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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.

delicate marsh
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you mean the one with the dl link?

balmy gate
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yes

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EasyEventEditor, set up the ParentObject with animator that has 2 states

empty umbra
balmy gate
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then you make the Child Object with FollowTarget, AutoClickEveryFrame animator and button

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wishes thinks I should prefab this?

delicate marsh
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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

empty umbra
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If you need help with Npc's theres prefabs On VRChat Prefabs..

balmy gate
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you use them to constrain the axis

delicate marsh
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yes

empty umbra
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Or.... ToyBox Prefab

balmy gate
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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

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since FollowTarget copies all 3 axes

empty umbra
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vrcLike Yw

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@balmy gate Are You Trying To Make A NPC?

balmy gate
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I'm replying to Herr Schnitzel's question about axis locking

empty umbra
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Oh lol

balmy gate
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but my replies are so fragmented and hard to follow that I have no idea any more

delicate marsh
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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

kindred trench
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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.

rose prairie
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oh right sorry, I was thinking of another issue I had with clipping. @burnt shard

burnt shard
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@rose prairie isnt this what you were talking about? >.<

undone surge
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is anyone able to help me with crossplatform setup

undone surge
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nvm i figured it out

rose prairie
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Yes that's exactly it. @burnt shard

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Some worlds clip farther than others.

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I don't know what that is, maybe a bug?

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Like if my arms are even a foot away from my body, they'll still be clipping.

subtle garnet
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reference camera having the wrong near clip setting? dunno if that's a factor

burnt shard
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@rose prairie yeah, apparently its nothing to do from our side. I mean its vrchat... ๐Ÿคทโ€โ™€๏ธ I just thought maybe you figured something out ๐Ÿ˜ฆ

rose prairie
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ah no sorry I haven't found a solution.

delicate marsh
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so this is my setup

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assuming that little cube were a mouse pointer

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i want the mouse moving forward to move the cube up

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left and right are easy

near escarp
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@rose prairie @burnt shard This means your view position is wrong, or you changed the value on the camera clip plane in the world

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or both

burnt shard
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@near escarp but its fine in some worlds, and some worlds look like in the video. A lot of people having the same issue.

subtle garnet
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A lot of people messing with the reference camera

near escarp
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Yep, the camera clip plane is 0.3 by default, if people decide to change that then AkkoShrug

vocal hatch
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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?

burnt shard
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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

near escarp
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that's the one

burnt shard
near escarp
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@vocal hatch make sure the player doesn't go through it when they die and respawn

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also player and player local = everyone

subtle garnet
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reminds me I should shorten the far clip plane as my world is like 50 units across

burnt shard
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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.

rose prairie
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can I just make it .0 so that it doesn't clip until it's bascially inside my head @near escarp

near escarp
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which headset are you on ?

burnt shard
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oculus

rose prairie
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or does it not work like that

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same

near escarp
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try an empty world with objects and 0.01, but i believe there's limitations

vocal hatch
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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

rose prairie
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Well I noticed that smaller avatars have it much, much worse. @near escarp

subtle garnet
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.3 units become much larger for a small character, as one might expect.

rose prairie
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yeah that makes sense, but I had no idea about the clipping planes option until @burnt shard pointed it out

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Going to push it down and see if that fixes it for the smaller avatars.

subtle garnet
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worth experimenting with

rose prairie
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yep

burnt shard
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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.

near escarp
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are you all in FBT ?

rose prairie
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No

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and yeah that's what I meant before

subtle garnet
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fixing the issue starts with creators knowing it's a problem

burnt shard
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No full body

rose prairie
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I'm not sure this is much of an issue for many

balmy gate
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@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

rose prairie
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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.

burnt shard
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I know at least 5 others with same thing vrcCrying

balmy gate
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@rose prairie the problem is related to depth buffer precision

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the depth buffer is usually 24 bits (PC) or 16 bits (quest)

subtle garnet
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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?

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could be part of the issue with clip planes

balmy gate
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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

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and cause z fighting

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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)

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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

rose prairie
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just checked, my smallest avatar has a clip set to .01 already

delicate marsh
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to be honest i just didn't understand it at all

burnt shard
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But what is causing it? as it all happened after the update (I think)...

rose prairie
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I have noticed this within the last year, I don't remember this being an issue last year.

near escarp
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@rose prairie you meant the eye position ?

rose prairie
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no

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the clipping planes

near escarp
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yeah that's for cameras

rose prairie
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my smallest avatar was set to .01

#

oh?

burnt shard
#

So if I'm right I can fix the clipping in my world by lowering the near value. But cant do anything about others..

rose prairie
#

nope seems that everyone would have to fix this

#

AFAIK

burnt shard
#

Blank it started for me very recently, and its driving me nuts. Like a week ago or so

near escarp
#

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

rose prairie
#

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.

near escarp
#

yeah, since people mess with the camera

burnt shard
#

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

balmy gate
#

@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

rose prairie
#

same

delicate marsh
#

^

unkempt musk
#

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

delicate marsh
#

is the look at script not able to look at objects

unkempt musk
#

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

burnt shard
#

@unkempt musk any chance you got the AllSky skybox pack?

unkempt musk
#

I do

burnt shard
#

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

unkempt musk
#

I'm not seeing the script, unless I deleted it already.

burnt shard
#

try typing in searchbox

#

allsky or something similar

#

I believe its this one

unkempt musk
#

Nada.. it's letting me upload again though - so maybe I got rid of it?

burnt shard
#

If its not there, the most likely ^^

unkempt musk
#

I did go on a script deleting rampage a bit ago trying to fix lmao

burnt shard
#

haha, then bingo ๐Ÿ˜„ got rid off the right one

unkempt musk
#

guess so! thanks for the help ๐Ÿ™‚

burnt shard
glad nebula
#

Is there a way to trigger something when you push forwards on the thumbstick/pad, or only for the buttons?

modern kayak
#

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

quasi tusk
#

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

sacred warren
#

That means the build is failing, check the console, there'll be at least one error causing it to fail.

random owl
#

Also possible you are uploading it to the wrong unity version

viral belfry
#

hey fast question does anyone know were I can find the video player with a search bar like seen in many other world

viral belfry
#

@rain shadow Thank you back to working on my world

zenith storm
#

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?

shut lichen
#

how make move steering wheel

mild spade
#

@zenith storm you can use the function PAUSE and PLAY if you use UI buttons for those songs instead.

tropic yarrow
#

Any reasons for mesh colliders on empty objects to not collide?

near escarp
#

empty objects ?

tropic yarrow
#

@near escarp i have different meshes for colliders and render, that's why i removed mesh filter and mesh renderer components for collider-object

near escarp
#

then there's no data for the mesh collider to use

tropic yarrow
#

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

near escarp
#

You can have the mesh renderer disabled yea

bold ibex
#

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

zenith storm
#

@mild spade Thank you very much!

tropic yarrow
#

@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

lethal scaffold
#

dude reaalu -_-

#

really*

bold ibex
#

can i use unity 2017 still

near escarp
#

for now yes

zenith storm
#

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.

vague hatch
#

@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

zenith storm
#

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

vague hatch
#

Do you want to pause or to fully stop?

zenith storm
#

Fully stop

vague hatch
#

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

zenith storm
#

Okay, I'll go try that now. I'll let you know if I run into any more issues, thank you.

vague hatch
#

Okay

#

Also did you fix the no-highlight on the trigger issue?

zenith storm
#

Yeah, that's been sorted

vague hatch
#

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

opal moat
#

Full Disclosure @vague hatch - I'm totally new, so this is probably the worst way to do it ๐Ÿ˜› I just made a plane. Imported "Standard Assets" for the "Glass Refractive" material. Placed that material and now I have translucent "glass."

vague hatch
#

I'm downloading the Standard Assets package and I'll tell you how it goes ๐Ÿ™‚ Thanks!

opal moat
#

Good Luck!

zenith storm
#

So, it's interactable, but the music will not play.

vague hatch
#

Can you send a screenshot of the the inspector panel on both objects? audio and trigger

#

Please

zenith storm
#

Sure

vague hatch
#

Enable play on awake and loop

#

On the audio source

zenith storm
#

Okay

vague hatch
#

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!

zenith storm
#

Toggle works; I just have to make sure the other songs don't also play at once when loaded in

vague hatch
#

So you want to have a trigger for each song, right?

zenith storm
#

Yes

vague hatch
#

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

zenith storm
#

Okay, and for the disable/enable, it's akin to the mirror toggle making each component as true/false?

vague hatch
#

Enable being: True
Disable being: False

Instead of Toggle on the operation part of the VRC Trigger

#

So yep

zenith storm
#

Okay

#

Thanks for being so patient with me

vague hatch
#

Oh, don't worry, let me know if you need anything else, I'll always be happy to help!

zenith storm
#

Thanks much!

bold ibex
#

Anyone knows how to make a chair have a custom sitting animation

vague hatch
#

Have you seen that in any world?
I don't really know if it's possible

bold ibex
#

yeah, like when you click on a chair instead of sitting like the default chairs. you can sit crosslegged or like lie down

vague hatch
#

I think that's avatar specific, but let me research a bit

bold ibex
#

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

vague hatch
#

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."

bold ibex
#

Woah, where did you find this?

vague hatch
#

I searched through past sent messages for "Custom pose" and found one from 4 months ago

#

Hehe

bold ibex
#

Omg xD thank you so much

zenith storm
#

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.

vague hatch
#

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

zenith storm
#

Okay, I'll do that then.

vague hatch
#

Play on Awake means "If the object is disabled or unloaded and it gets enabled by any means, play the sound file"

zenith storm
#

Ahhh. I was under the impression that it meant it'll only immediately play when loaded into the world.

vague hatch
#

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

zenith storm
#

All righty. Thanks for clarifying!

vague hatch
#

No problem ๐Ÿ™‚

zenith storm
#

Okay, everything works as intended, again, thank you so much for all of your help! โค๏ธ

bold ibex
#

I fixed it I didn't notice the capsule collider thing.. I'm dumb

signal wraith
#

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

cedar nebula
#

probuilder is fine, you can use it in vrchat worlds

signal wraith
#

@cedar nebula Thank's

bold ibex
#

how tall/wide is a player's collision box

near escarp
#

2x0.5 i believe ?

bold ibex
#

ty

opal goblet
#

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.

untold lion
#

Does anyone have an idea where I would begin to start if I wanted to simulate ice on the ground of a world?

open thicket
#

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

cedar nebula
#

@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

untold lion
#

@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?

cedar nebula
#

that wouldn't be a bad idea, but that won't work either. There's effectively no way around it right now

untold lion
#

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.

sleek willow
#

@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

sacred warren
#

@near escarp Is the player capsule not the size you see highlighted when you try and select someone?

random owl
#

@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

sacred warren
#

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.

random owl
#

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

sacred warren
#

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?

balmy gate
#

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

sacred warren
#

Does the field of view value in Unity for the reference camera ever get used for anything? (e.g. occlusion baking calculations, etc?)

bold ibex
#

Whenever players die and respawn in my world, they stay as a ragdoll, anyone have a fix for this problem?

rain shadow
#

You probably need to enable the reset health on respawn checkbox

bold ibex
#

Where can I find this?

rain shadow
bold ibex
#

Amazing thank you!

idle ember
#

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?

sacred warren
#

On the camera is a far clip option, increase that. 1000 or so should do.

idle ember
#

Just the regular old camera? or the vrc one that gets added upon upload?

balmy gate
#

@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

idle ember
#

aaah okay, yeah I generally remove the camera in the beginning of making a scene.. Cheers

balmy gate
#

Just make a new one. Make sure to turn on Allow HDR if you want good lighting

idle ember
#

๐Ÿ‘

rain hazel
#

Are there any worlds that are made for people who are going through rough times?

sacred warren
#

"Drinking Night"?

rain hazel
#

I went there and there was a game show lol

full escarp
#

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

near escarp
#

error in console

sacred warren
#

I love how fog lets me just use small rocks, as GIANT ROCKS as a distance landscape mask...

unique iron
signal wraith
#

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) ?

true knot
#

Instead of using cubes for wallI suggest using planes

sacred zodiac
#

Is Delay in Seconds function similar to slowmode after the trigger?, something like it prevents spam and such?

mental iris
#

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

left marlin
#

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.

mental iris
#

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

sacred zodiac
#

I see.

mental iris
#

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

stone temple
#

what's best way to backup worlds? i'm gonna move to unity 2018 and i want to backup my world just in case

ornate turret
#

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

stone temple
#

ahhh thank you โ™ฅ๏ธ oh and i love your world so much lakuza

ornate turret
#

oh, thank you so much ^_^

stone temple
#

@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

full escarp
#

ah yeah thanks, i figured it out yesterday but thank you very much for the help! :3

signal wraith
#

@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

true knot
#

well planes have fewer polygons and you can have two next to each other to have different textures on both sides

full escarp
#

Does anyone have a water texture that i could use for my world ?

near escarp
#

Use Silent water shader

balmy gate
full escarp
#

yeah, thank you guys :3

ornate parcel
#

I'm a sunflower now!

jagged lodge
#

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.

opal moat
#

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?

jagged lodge
#

I have 0 Scripts, I make my own content. I just reinstalled VRChat.

#

There is no error, that is the biggest issue.

zenith storm
#

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.

sacred warren
#

Wrong version of the SDK

zenith storm
#

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...?

sacred warren
#

Weird. The options you're seeing aren't right but that is the right version. Anything in the console?

zenith storm
#

Nothing different than usual. Worked perfectly fine last night and all of a sudden, just this

vivid storm
#

I'm trying to make a HUD system that indicates which way to a location in my world. Any ideas on where to start?

mild spade
#

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

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

mild spade
#

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.

zenith storm
#

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.

pallid jolt
#

QQ: Anyone know the shader/process for the screenspace reflections in Silent's lighting test world?

outer crane
#

The next update for VRC is Unity 2018.4.13f1 right?

rain shadow
#

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

pallid jolt
#

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 ๐Ÿ™‚

solid helm
#

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...

pallid jolt
#

Oof. Bummer. lol Thanks, though. ๐Ÿ™‚

outer crane
#

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?

opal goblet
#

@jovial vapor You should update your SDK. Also whatever russian model youre using has some weird geometry...

rigid thicket
#

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?

sacred warren
#

Custom scripts don't work, that's the major one.

rigid thicket
#

Okay

storm ember
#

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?

balmy gate
#

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?

storm ember
#

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

rigid thicket
#

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?

sacred warren
#

New User is for Avatars, Worlds need User.

rigid thicket
#

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

sacred warren
#

Probably 50 hours or so, it's all very unpredictable.

#

But you can still make your world, you just can't upload it yet.

rigid thicket
#

alright nothing to be done about it then ^^ ty for your time

storm ember
#

@rigid thicket im a new user and i was able to upload a world

rigid thicket
#

Thats strange, it said in the unity that I wasn't trusted enough

storm ember
#

hmm

rigid thicket
#

Maybe I'm doing something wrong, this is the first time i'm using unit y

#

I'll try again later today ๐Ÿ™‚

subtle garnet
#

I think adding friends to the list helps, I have 30 hours and one friend and it does say I can upload now.

sacred warren
#

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.

subtle garnet
#

dunno if it just doesn't let anyone with visitor status upload

river frost
#

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

rigid thicket
#

That does look strange indeed

river frost
#

and I imported a christmas tree too, and it does the same thing๐Ÿ˜‚ which is getting the "stains" from the baked directional light, and not picking up other baked lights

rigid thicket
#

I dont know enough to help you ๐Ÿ˜ฆ

river frost
#

๐Ÿ˜‚ its okayyyy thankyou

rain shadow
#

@river frost Do you have generate lightmap uvs enabled for those objects?

near escarp
#

@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

river frost
#

ahhh thank you all!!!

#

I have them enabled, but I think I found the problem๐Ÿ˜‚ my skybox ambient color was black, and when I change it back to white they pick up the lights now

river trout
#

Astro from Final Fantasy XX

rough wedge
#

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? '-'

left marlin
#

If you want animation sync, make sure to uncheck sync physics on the object sync component.

rough wedge
#

Ah, so just use an object sync as normal but without the physics checkmark? Great. Thanks for the quick answer. Will try that. ^ ^

gaunt minnow
#

Where does one find materials?

#

The unity asset store is disappointing to say the least

cedar nebula
#

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

gaunt minnow
#

i mean like .pbr materials

unborn elk
#

@gaunt minnow textures(.)com for example

green lagoon
gaunt minnow
#

y'all are in the know, thanks so much

green lagoon
#

no problem glad to be of help

#

if you have any other questions feel free to inquire

#

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

rough wedge
#

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?

green lagoon
#

I honestly wouldn't play around with displacement maps at this point as they do have uses but are kind of expensive

fluid cipher
#

For PBR the best thing is standard or VRChat specific edits like rero's standard

green lagoon
solid helm
#

PSA

Please don't set your ambient colour to black in worlds.

There is no valid reason to do it.

Thank you!

soft verge
#

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

left marlin
#

Check pins for prefab database. Download Not Bad Cars. Read readme and replace mesh.

soft verge
#

@left marlin Having trouble finding "Prefab Database"

left marlin
soft verge
#

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...

left marlin
#

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.

soft verge
#

๐Ÿ˜ฎ 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)

soft verge
#

@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?

modern kayak
#

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?

sacred zodiac
#

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.

soft verge
#

@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?

modern kayak
#

Yeah, find the object with the car script, it has a ton of settings

soft verge
#

ah yeah, got it. thanks

bold ibex
#

anyone has a good video player prefab?

soft verge
#

...I saw some video players on there, but haven used them myself yet

modern kayak
#

I would recommend tsuna's

#

which is on that list

soft verge
#

@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 ๐Ÿ˜„

modern kayak
#

problems like those are why I don't like using the car prefab, I'd prefer to make my own ๐Ÿ˜› 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

soft verge
#

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?

modern kayak
#

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

soft verge
#

@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...

modern kayak
#

ooh yeah, lots of cool vehicles there

soft verge
#

you know the game?

modern kayak
#

long time ago, but yeah

soft verge
#

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

modern kayak
#

yeah that's totally doable

soft verge
#

...or driver first, but can pass to passenger

#

a button that gives control to passenger

modern kayak
#

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

soft verge
#

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

modern kayak
#

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

soft verge
#

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...

sacred warren
#

He's the guy that streams all the Community Meetups on YouTube (and Fionna on Twitch).

modern kayak
#

check your log for errors

#

what version of unity and what version of the SDK are you using?

plain flax
modern kayak
#

allows for bold, italic, etc

#

a tag means to do <b>this</b>

plain flax
#

should i leave it off if im just using normal text? but i do have a custom font.

edgy bane
#

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

supple drift
edgy bane
#

@supple drift oh thx

velvet forge
#

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?

velvet forge
#

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

short gulch
#

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?

near escarp
#

use onentertrigger

random owl
#

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

spark thunder
#

can someone help with a audio source question?

rain shadow
#

you can just ask the question

#

Doesn't usually take long for someone to reply

spark thunder
#

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

rain shadow
#

That's either the spatial blend on the audio source or the max distance

opal goblet
#

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

rain shadow
#

Could also ignore the audio settings and just detect where the player is and set which audio is playing per area

spark thunder
#

the two upstairs dont have that spatial blend th8ing

rain shadow
#

Really?

spark thunder
#

mhm

#

just the main one does.

#

the one that plays for the whole world does but not the ones i set to linear

rain shadow
#

Screenshot?

spark thunder
#

well i just broke my mouse

#

it wont let me right click

#

-__-

rain shadow
#

it be like that sometimes lol

short gulch
#

Okay den, thanks. Much more simple than I was expecting. Gonna try it out when I get home.

bold ibex
#

Im trying to make a video player with a search bar does anyone know how to do it?

cedar nebula
#

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

frigid estuary
#

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

rain shadow
#

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

frigid estuary
#

on which camera

#

@rain shadow what name should I give it? vrcThinking or is it not important?

rain shadow
#

You can put the post processing layer on any camera but it needs to be referenced by the VRCWorld descriptor

frigid estuary
#

aaah :D

#

thank you!

river frost
#

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. ๐Ÿ˜‚ This is the first time I experience this issue and I am confused

rain shadow
#

The teleports are probably working fine

#

However those rooms are likely below the respawn height for the map

river frost
#

ahhhhhhh that's whyyyyy

#

thank you that makes perfect sense

balmy gate
#

Are you taking the user to something below the respawn kill height of the world

#

Derp forgot to scroll down

unkempt turtle
#

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?

rain shadow
#

@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

unkempt turtle
#

i do play on open beta when this happens

#

i have a feeling that its the cause of PPSV2

rain shadow
#

Are you using PPSv2 from the package manager?

unkempt turtle
#

i am using the one from GitHub

rain shadow
#

Do you have anything else in your scene you think might be causing it?

unkempt turtle
#

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

rain shadow
#

If you upload a simple world with basically nothing in it does it crash?

unkempt turtle
#

havent tried it yet, gimmie a sec

balmy gate
unkempt turtle
#

its not really "testing", its more or less only "upgrading my stuff to Unity 2018"

balmy gate
#

Is it hard crashing to desktop?

#

If so, please make a canny and include your world id

#

No world should crash to desktop

unkempt turtle
#

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

balmy gate
#

Yeah that's the bug

#

Can you please make a canny post and put your world id

#

In the open beta section

#

@unkempt turtle

unkempt turtle
#

are there supposed to be crash reports in AppData?

balmy gate
#

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

agile spruce
#

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?

unkempt turtle
#

alright, because i couldn't find the crash files in AppData (only yesterday when i got crashed)

#

so, created a Canny post

balmy gate
#

@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

agile spruce
#

Thank you, I really appreciate it!

unkempt turtle
#

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...

sacred warren
#

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.

bold ibex
#

how i make a gun that shots and kills

untold lion
#

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?

mild spade
#

What have you done to reduce the size? Compressing textures? describe "everything" Usually compressing textures will give you more than 50% reduction in size.

untold lion
#

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.

mild spade
#

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)

untold lion
#

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.

mild spade
untold lion
#

No but I will, thanks
riiiiight after unity spends 30mins logging me in...

sacred warren
#

Also make sure that Futureproofing is off too

sacred warren
#

(object is on the MirrorReflection layer)

supple drift
#

set the layer in the trigger to playerlocal

sacred warren
#

@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

supple drift
#

no prob! make sure your audio source is set to play on awake too if its not already

sacred warren
#

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.

sacred warren
#

Will OnEnterTrigger fire if the player spawns inside that trigger?

nimble echo
#

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.

opal goblet
#

Well yeah ofcourse theres better ways to do that. What exactly do you want? @nimble echo

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

opal goblet
#

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.

modern kayak
#

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

opal goblet
#

Wait inputfields can do activatecustomtrigger with their string?

#

Thats pretty cool. Didnt know that

modern kayak
#

yep

nimble echo
#

ridiculously cool

opal goblet
#

Well but there is an easier solution

#

if you want Ill personally help you

nimble echo
#

so you can do a += onto input fields? or does it just mimic an input?

opal goblet
#

I still dont exactly understand what youre trying to do...

nimble echo
#

I just want a machine that you key in a code on and it gives you an item

modern kayak
#

you can append strings to inputfields, so in a way yes that's a +=

opal goblet
#

So only for a specific code?

#

Or a more generalised version?

nimble echo
#

specific code

opal goblet
#

Yeah then you dont need to do Inputfields

modern kayak
#

inputfields are the easiest way to do it though

opal goblet
#

You literally have 4 states, an int and a trigger

nimble echo
#

well, I do want it to have multiple possible outputs

#

so yeah, more generalized

opal goblet
#

Well yeah then inputfields are probably easiest

nimble echo
#

phase, mind explaining this a bit? can do it here or pm if you don't mind

opal goblet
#

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

nimble echo
#

I have just been playing with the drag&drops, can I get a little info on how to call an append on the button?

modern kayak
#

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

#

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

nimble echo
#

okay, and none of this I need to worry about being viewed by others because it's entirely local?

modern kayak
#

yes, UI buttons are not synced at all

nimble echo
#

thought so

modern kayak
#

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

nimble echo
#

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?

modern kayak
nimble echo
#

one last thing, having a hard time finding vrcprefab toybox

modern kayak
nimble echo
#

oh, there's a website

#

thanks again

unkempt musk
#

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

bold ibex
#

those are warnings, what's the red error at the top?

unkempt musk
#

let me clear and see if it's related

#

Doesn't bring up any red errors by itself

bold ibex
#

it really doesn't like all the LOD objects' UVs

unkempt musk
#

Is there a way to just delete the last LOD? I don't really even need them in this world

sacred warren
#

Go onto the parent, delete the last object (used for the last LOD) then delete the last LOD in the LOD group menu.

sacred warren
#

What are the best ways to find out what's dropping FPS in a scene? The profiler isn't making it very obvious...

bold ibex
#

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

bold ibex
#

it's lists of object to render each frame, static or not

whole dock
#

Standard Unlit, Particle shader for Unity 2017 and above doesn't work in VRChat for me. What can I do about it?

balmy gate
#

Works in unity but fails in vrchat? What's the exact name of the shader? Being used on a particle system

whole dock
#

the name of shader is Standard Unlit

balmy gate
#

I don't have that shader

whole dock
#

Particle/Standard Unlit

balmy gate
#

Ah ok

whole dock
#

It works weird in VRC like masked and go away

#

this is unity default shader and should works

balmy gate
#

Yeah I see hmm

whole dock
#

It happens also in Standard Surface and I don't have any clue

balmy gate
#

So is it invisible? Pink? In vrchat

whole dock
#

invisible but sometime visible like

#

when it shouldn't be visible

#

okay I will take ss

balmy gate
#

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.

whole dock
#

yes maybe it's about render queue

balmy gate
#

You can duplicate and edit the shader yourself

whole dock
#

the visibility changes upon the angle

balmy gate
#

You can also force render queue using UI Button if you're familiar with that

whole dock
#

Obviously I'm not shader guru...

balmy gate
#

Yeah that sounds like render queue. Everything defaults to geometry (2000) so it then comes down to draw order

whole dock
#

holy moly

#

thanks!

balmy gate
#

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)

whole dock
#

you are talking about 2018, right?

balmy gate
#

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

whole dock
#

oh....

balmy gate
#

yeah just brought it up since my guess is this shader is not commonly used (seeing as it's broken unless you edit it)

whole dock
#

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

balmy gate
#

(you can probably add it to any shader by adding [HDR] in front of the property line

whole dock
#

until then, this is only thing I can do

balmy gate
#

unlikely for VRChat to improve this situation at least not until unity 2019

whole dock
#

I mean

balmy gate
#

most of the issues are bugs in unity itself--vrchat doesn't have much control

whole dock
#

at least they can fix renderqueue things about builtin shaders

balmy gate
#

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

whole dock
#

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!

balmy gate
#

ah, good to know. that makes it more important to fix

#

I didn't realize it was now default

whole dock
#

Particle Additive is gone and now it's in Legacy/

whole dock
#

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.

balmy gate
#

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

whole dock
#

Thanks. I hope this will be fixed soon.

gaunt minnow
#

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?

sacred warren
#

@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.

balmy gate
#

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

sacred warren
#

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?

balmy gate
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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)

sacred warren
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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.

serene canyon
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๏ผˆ๏ผžใ€‚๏ผœ๏ผ‰

raw vessel
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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

modern kayak
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Do you have something else affecting the speed, like speed over time?

sacred warren
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@balmy gate Sorry, by "main camera" I meant reference camera. The same one I'm using for postprocessing.

sacred warren
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Annoyingly I can't remember who it was I was speaking to about the reverb thing before.

left marlin
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akalink made a guide. Where you talking to him about it?

sacred warren
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Ah, it may have been. @buoyant hollow Was it yourself that mentioned using animators to change the reverb settings on the listener?

buoyant hollow
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It was me

sacred warren
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@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?

buoyant hollow
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Idk then? Sorry

sacred warren
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Ah, no worries then. I'll keep poking around.

buoyant hollow
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Iโ€™ll be poking around with that idea later. Itโ€™s weird to me it doesnโ€™t work as disabling does work, so Iโ€™m just super confused.

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Also got to test audio on quest re: timing

sacred warren
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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.

balmy gate
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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

buoyant hollow
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@sacred warren it works in my world asteroid condo as well as mehstrongbadmehs elevator vr.

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Audio in general is a little broken in the public build of asteroid condo, but reverb still works in its cave

rain shadow
sacred warren
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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.

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Curious, that world has all the settings completely available. I wonder how he's actually then pushing the change to the filter?

balmy gate
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yep that's the one!

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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

buoyant hollow
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Iโ€™ve been meaning to start messing with sliders so this is a great excuse to start

sacred warren
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Hmm, may try that next then.

balmy gate
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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

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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

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@buoyant hollow @sacred warren

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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.

buoyant hollow
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Thanks, screencapped

winter fox
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can someone tell me how to modify post processing values with a slider?

balmy gate
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@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.
winter fox
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thx, i would have ctrl-f'd but it's broken at the moment

balmy gate
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RIP discord search

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lucky I had that one saved in a txt file on my laptop

supple drift
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the sacred txts

fleet nova
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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 ^^

rain shadow
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oh wow lol

fleet nova
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mmh ? ๐Ÿ˜ฎ

sacred warren
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@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.

bold ibex
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when i spawn in i get stuck on roof

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help

devout monolith
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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

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so I guess double check your colliders and spawn point

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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

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I haven't explored enough to know how it's usually done lol

vivid storm
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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?

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That is the collider on the jetpack

green lagoon
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@devout monolith I would say you would be fine with leaving the objects glued together

devout monolith
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okay, thanks. I just didn't wanna seem lazy or whatever lol

green lagoon
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you can always go with objects that aren't glued pick up objects or just add some new ones

vivid storm
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You could always add that in down the road as well.

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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.

devout monolith
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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

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thanks

vivid storm
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Anyone have any experience using the Jetpack prefab by Synqark? It works great, but doesn't collide with anything in my world.

vivid storm
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Got it, in case anyone searches for the same issue, I had to put a collider on the root object.

sacred warren
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Ignore them, they don't matter.

vivid storm
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Have you tried removing and reimporting your SDK?

sacred warren
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No floor collider or infinite respawn loop?

cedar nebula
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@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

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!outputlog

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

vivid storm
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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?

cedar nebula
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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

vivid storm
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That worked! Thanks for the help @cedar nebula

devout monolith
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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?

rain shadow
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Just depends how you want it to behave

devout monolith
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i also can't find any information explaining the differences in the Environment layer

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maybe i'm googling the wrong things but i sure tried

near escarp
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What are you trying to do ?

devout monolith
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i'm literally just making a little house and wondering if i need to worry about that

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a guide recommended Walkthrough for yknow furniture you don't wanna have be real obstacles

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and then i was looking at the layers list and thought i'd ask

near escarp
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In that case just don't have colliders ?