#world-development

39 messages · Page 18 of 1

devout monolith
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but then you can't set something on the table, right?

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if you have pickups

near escarp
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You can make it collider with only pickups depending on the layer matrix then

devout monolith
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hmm, noted

near escarp
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Or might need a custom layer

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But usually furnitures aren't passthrough in all the worlds I've been to

devout monolith
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the note itself was:

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Think about how you would like your world to behave before you add colliders to furniture. Some worlds have collisions on furniture that isn't in the walkthrough layer, which makes people unable to lean over tables without their avatar either freezing in place or them suddenly popping up on the table.

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which seemed reasonable, but if it's not that much of a thing, then that's fine

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i appreciate the help

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i'm just trying to be as self-sufficient as possible so i don't have to harass the chat lol

near escarp
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Asking here if the documentation or tutorials aren't enough is completely fine

devout monolith
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the guide author could simply have questionable priorities

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yee, well thank you

near escarp
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That too lol

remote plover
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anyone know where I can get a better grass shader for terrain? the default one doesn't seem to handle alpha transparency that well and is rendering my foliage as cut-out

balmy gate
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xiexe has a XSGrass on his patreon $5 level

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quite a reasonable price, probably the best grass shader around if you want grassy terrain

royal bay
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does the "on spawn" VRC trigger effect those who respawn in a world?

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say they die or press the respawn button on their menus

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nevermind.

plain flax
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if i use a bill board renderer can i bake it into lightmap? or do i have to use something else because i dont think it supports baked lightmapping

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@sacred warren

sacred warren
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Hmm, not sure with that one.

balmy gate
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@royal bay OnSpawn has very specific usage. it runs specifically when you use SpawnObject to spawn a prefab

royal bay
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yep. read up on it. i figured out what I needed to do. thank you!

balmy gate
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player rexpawn put collider at the world spawn point

royal bay
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on a side note while i'm here though, anyone got any leads to the prefab for a working video player?

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URL video player*

balmy gate
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with is trigger checked and use OnEnterTrigger

royal bay
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thank you, my friend.

opal goblet
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@devout monolith for clarification:
Layers have several properties as you stated. One of them is that they decide wether two colliders collide or not. Walktrough is a Unity inbuilt Layer that collides with everything, but the Player Layer. So as you already said, if you want to be able to lean over (or more precisely walk into) furniture and still be able to place a coffe mug or whatever on it, you need to set it to that layer. You can see which Layers collide with each other in the Physics Collision Matrix under Edit -> Physics

median junco
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@sacred warren yep

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been using it outside of vrc alot, if you dont overdo it, it has no big fps impact and looks 10x better than the shity terrain grass lmao

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havent used terrain grass since unity 5.6

sacred warren
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Nice

median junco
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of course, this is more "difficult" to use because its a geometry shader, so you cant just paint it on big terrain easily

snow crater
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Is there a way to make something on a camera on Unity to work with the players on a world? I bought a clouds asset but it can only be seen on the camera. I saw a camera refence on the scene descriptor but that did nothing on VRC. The asset got me to made a material of the clouds shader which i put on a large sphere but it didn't work on VRC. The asset I'm using is Massive Clouds - Screen Space Volumetric Clouds. Is there a way to make this work for VRC? Or did I buy the wrong Asset?

sacred warren
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Is it a script?

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Also Screen Space stuff doesn't work in VR normally, so that may not be suitable anyway.

snow crater
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A Shader witch give you the options to edit how the clouds move, speed, direction, ect tho cant be seen without a camera

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I think it uses 2 scripts

sacred warren
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All non-whitelisted scripts (which is basically all of them) are stripped on upload. Basically custom scripts = no. Unfortunately.

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It's why buying anything other than models to use in VRC is a minefield.

snow crater
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Yeah learned that the hard a few times in the past. If it's not going to work, then are there any volumetric cloud assets that can work?

balmy gate
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does it need to be volumetric? is a skybox with clouds good enough?

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I know SIlent has a really nice skybox shader with clouds. I don't know if they have released it publicly

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I have one that shows clouds below as if you are really high up. I like it but I don't think it's very high quality and definitely not volumetric

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There's a reason that VR safe volumetric clouds are hard to come by though -- it's literally not an easy problem. Sure, you can copy one of those shadertoy things but remember that VR is like doing full screen for both eyes. And if it's a skybox it often has to render the entire screen worth of pixels! And in both eyes

snow crater
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Mainly cause I'm making a plane world and i want to make it seem like the plane is moving by having moving clouds. Volumetric clouds are best ones I can find

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instead of just a normal 2d texture

sacred warren
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Could always use a particle system perhaps, as a stop gap until you find something better.

snow crater
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okay, thanks for the help

balmy gate
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@snow crater it's based on the unity skybox, but it's designed to make it look like you are above the clouds, and applies a bit of curvature to the horizon. You can control the speed of the clouds, so you may be able to make it work

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I know it's not what you were hoping for. Silent may have what is basically a better looking implementation of a cloudy skybox. If you haven't already done so, I'd also maybe browse through the Prefabs database (check pinned messages in this group)

snow crater
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okay, I'll give this a shot. thank you @balmy gate, I really appreciate it

supple drift
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'Volumetric Fog & Mist' is whitelisted but doesn't work currently (probably won't for a bit). Don't think that asset will work unless you can bake the effect out without needing scripts :/

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woops

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forgot to scroll down and was seeing an old message

sacred warren
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Does "Detail Resolution" on terrain actually matter if you're not using painted trees or grass?

gaunt minnow
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is there any available tutorials on how to make video players that let you enter the URL in the world?

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or any recomended links for prefab downloads

opaque finch
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@gaunt minnow There’s a list of prefabs in this channel’s pinned messages. There are a few URL video player prefabs in there.

gaunt minnow
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oh sweet, are there any that are considered the best?

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or better than others?

opaque finch
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There’s one that I like quite a bit when I see it used in worlds, but I can’t remember the name of it. But they all functionally do the same thing.

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It might be in Tsuna’s World Prefabs, if memory serves correctly. It has a bunch of useful stuff for beginner creators.

gaunt minnow
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ive tried a couple video player things but most give me stuff like this

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and after auto fixing them i have no sound

gaunt minnow
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hm i think one of the pinned prefabs actually broke my project

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the one by @noble condor

autumn pier
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Yo, i have been having some problem with Non-Convex Mesh colliders in the 2018 beta. For some reason they work in my friends maps but none of mine. Anyone know anything about it.

noble condor
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Video players have been updated every 6 months by vrchat to keep beeing updated with the youtube api

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Uses prefabs 1years and half old with caution. Just remove it and try a more recent one

gaunt minnow
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is it safe to delete and reimport VRCSDK folder from a project?

near escarp
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gaunt minnow
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i'm not uploading i'm trying to get rid of that video player package

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it scattered files all through the vrc sdk folder

near escarp
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the above are the only steps to correctly remove the sdk from a project

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removing folders individually will just break whatever is left

gaunt minnow
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id suggest immediately removing that pinned post then @near escarp to avoid more people destroying their projects

near escarp
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which ?

gaunt minnow
near escarp
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yeah i don't think using almost two years old packages is a good idea ;D

gaunt minnow
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just going off the suggestions people are giving here

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maybe a mistake like that wasnt so easy to make if the download links werent unlisted google drive links lol

noble condor
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At least it prove that google drive keep your files active 😂

gaunt minnow
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pff 24 errors in my project 😦

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and nothing i can do about it

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can anyone suggest a way forward

near escarp
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which errors ?

gaunt minnow
near escarp
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Did you follow the steps in the link I sent above ?

gaunt minnow
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do you believe that will fix it?

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i'll give it a try

gaunt minnow
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it worked, many thanks

tidal charm
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Hi people, I would like to ask you for help

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I am trying to upload a world, but I get this error from Unity: "Could not load world "world id goes here" because it didn't exist."

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I just installed a fresh SDK

cedar nebula
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Disable the Error Pause in the console

tidal charm
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as soon as the game starts (test client) I spawn in a world that I have deleted months ago

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Error Pause is disabled bro

balmy gate
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Turn off Clear on play in your console. Then look for any red errors

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The first red error you can find

tidal charm
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ok bro, I will try it right now

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This even happens with a blank world that only has a plane and the scene descriptor on it

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and it weights 244MB...

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Do you know the folder where the cache of built stuff is?

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maybe by deleting that folder and its content I can fix it

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Could not load world wrld_dfb6346c-3c27-4557-9877-b057950fb885 because it didn't exist.
UnityEngine.Debug:LogErrorFormat(String, Object[])
<OnGUISceneSettings>c__AnonStorey7:<>m__1(ApiContainer) (at
Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:862)
VRC.Core.APIResponseHandler:RetryRequest(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean, String)
VRC.Core.APIResponseHandler:HandleReponse(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean)
VRC.Core.<SendRequestInternal>c__AnonStoreyE:<>m__13(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

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may be it is because my Unity version is 2017.4.15f1

balmy gate
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That version is old but still supported

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You need to go and find other errors in the console. Could not load world .... might be normal if it's a new world if

tidal charm
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No other errors

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No luck

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This crap just does not work, and do not even gives clues or info

near escarp
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how did you "install" that sdk

tidal charm
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runnig the .package file

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had same issue even before reinstalling th sdk

near escarp
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yeah that won't work

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tidal charm
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thanks, let me try it

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Weird thing is that I keep spawning in a world I do not own any more

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so all info never gets deleted from the servers then\

near escarp
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check your steam launch options

tidal charm
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never messed steam options, as I tell you, this only happens after building the world to test it in a stand alone client

royal bay
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can I remove realtime lighting in mirror reflections?

tidal charm
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Nah... Not working

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going to wait until new Unity support, meanwhile I am going to get some pie

cedar nebula
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@royal bay check the Disable Pixel Lights box in the mirror component

royal bay
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merci

bold ibex
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sigh I've never wanted to bother yall with my world problems but I honestly can't find a how-to on this. I got a world and I want it to have a BGM song choice. I have the 4 buttons with the four different songs, but I can't figure out which trigger to use/how to use them so that the songs don't all play at once.

If you press one button a song plays, but if you press a different song button, both songs play. And if you press all four buttons, all four songs play. I'm trying to figure out how to stop all other music from playing, other than the music you want to play

sacred warren
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You need each button to turn off the other audio components/objects if you're doing it that way.

bold ibex
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Yes! I want this, but I appear to be using the wrong trigger scripts, or I'm not wrapping my head around the ones I've been trying to use.

sacred warren
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Yeah, you're using the trigger to turn the new one on, but you're not turning the other ones back off...

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Use the same logic to disable the others at the same time

bold ibex
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The way I've been trying to make it work is shown here. I have the trigger to start the song on button 1, and another trigger to stop the song on button 2. It makes sense in my head, but in unity it completely disables button 2 instead of just stopping it at the moment.

Meaning once you press button 1, button 2 is completely disabled for the instance.

cedar nebula
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you're using AudioTrigger on one but disabling the AudioSource component on another, stick to one system. The absolute easiest way is to just have the audio source do Play on Awake and toggle the entire object, ie whatever song you want playing should have its object enabled, all other song objects disabled

bold ibex
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But if I set it to play on wake, wouldn't that cause it to play as someone enters the world? I don't want that. I want them to enter in silence because its a Library, but if they want some BGM they can turn it on

bold ibex
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how do you make pickupables not float off into the aether?

balmy gate
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@bold ibex igbar means don't use audio trigger. Instead just turn on one audio source on and all others off

bold ibex
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drag? or angular drag?

balmy gate
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Have them all off by default

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Play on awake just means it automatically plays when the object gets activated

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@bold ibex do you want the pickups to have physics?

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You probably have use gravity unchecked

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Or you want them to be stationary where you drop them

bold ibex
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nah just like pillows you can place anywhere. i have gravity off but wwhen u let go the still move

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yeah i want them stationary when dropped

balmy gate
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Oh just check is kinematic

bold ibex
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ahh

balmy gate
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That's what kinematic means

bold ibex
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ahh thanks mate!

balmy gate
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@whole dock do you have an example world id (can be private) using the Standard Particle Unlit shader that shows the alpha sorting bug. Tupper commented on the canny asking for test worlds

stone hollow
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amount

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Its a lie though, you can have as many as you want, but you shouldnt @jovial vapor

stone hollow
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As long as they are disabled correctly

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should be fine

gaunt minnow
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can anyone recommend a good youtube player ?

gaunt minnow
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much apreciated @rain shadow

gaunt minnow
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ive noticed unit's default text rednering thing is very bad, what is the recommended way to do this?

whole dock
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I've fixed the worlds which have alpha things already. I'm gonna make one right away.

whole dock
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@balmy gate I've made one and leave the link at the canny. The example world is on Unity 2017 but it happens the same in Unity 2018

gaunt minnow
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is it very difficult to make rewind buttons for a YT player?

rain shadow
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Its not possible with the base youtube player, you would need to use the stream player if you wanted to do that.

gaunt minnow
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is there anything to play audio files with, and something to display images with from an URL that is entered?

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also with URLs that are entered in-game?

vast lantern
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When I try and switch states it changes successfully in the animator, but as shown above it switches back in-game/hierarchy and I don't know why. I made sure the animations weren't set to loop, the game objects aren't set to static and made sure there's no other triggers triggering it back without a command.

royal bay
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does destroying a pickup object via trigger respawn it?

gaunt minnow
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@vast lantern to get a better picture of what is going on i suggest making a new scene with just the structure that is animated

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if it works there you might learn something, it could point to a conflict or something like that

ornate turret
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unity can also behave weird in play mode when the animator object is not selected

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sometimes the animation will just behave dumb

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so make sure the object with the animator is selected when testing it in play mode (just incase)

vast lantern
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@ornate turret I tried doing that as well, but it still seems to be doing the same

ornate turret
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really strange thats happening then 👀

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what are the transition settings like?

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and do you have any layers in the animator?

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I know you said you made sure its not on loop, but have you tested with each animation set to loop too?

gaunt minnow
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it seems from looking around on google that there is some kind of slideshow system for VRChat? does anyone know how that knows or have links to resources?

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can only find like japanese information

vast lantern
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@gaunt minnow I tried doing your suggestion too and it still does it

dapper willow
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does anyone have a useable beerpong i can use in my world?

gaunt minnow
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not sure about working though

dapper willow
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ok thank you

vast lantern
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No layers in the animator either

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Yeah I checked for loops

tidal charm
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@near escarp Bro, is there a way to check if my account has issues? Because the problem I had yesterday may be related to world publishing, just to make sure everything is ok, because I do not get any error except that one I showed you yesterday

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Could not load world wrld_dfb6346c-3c27-4557-9877-b057950fb885 because it didn't exist.
UnityEngine.Debug:LogErrorFormat(String, Object[])
<OnGUISceneSettings>cAnonStorey7:<>m1(ApiContainer) (at
Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:862)
VRC.Core.APIResponseHandler:RetryRequest(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean, String)
VRC.Core.APIResponseHandler:HandleReponse(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean)
VRC.Core.<SendRequestInternal>cAnonStoreyE:<>m13(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

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-- Nope --- Nope ---
You know what, I am going to create a new account first and try to upload with that one

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To discard the possibility of any issues with my account

ornate turret
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@dapper willow that beer pong prefab needs some rework, it has a lot of oversync

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which may result in issues for late joiners

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but its good to use as a base

sacred warren
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Has anyone created a script that adds (and configures) all required components for VRC physics to work on an object? As opposed to adding and configuring the 4 or so components manually on every object.

ornate turret
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that would be handy

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I don't recall any editor script being available for that yet

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but someone might have made one already

sacred warren
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I'll probably write one then assuming I can figure out the VRC component stuff with the.. er.. sparse documentation.

ornate turret
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like what settings to use for each component on the pickup?

sacred warren
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Yeah. You have to add a load of stuff to every object and change a bunch of the settings. Seems a bit insane that that's a manual process for every single object.

ornate turret
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yeah XD

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most of the components are fine at default

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its only really the rigidbody that typically needs changing

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depending on if you want it kinematic or not

sacred warren
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Accidentally leaving static occlusion enabled for physics objects is amusing, with them disappearing seemingly at random. 😛

ornate turret
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😄

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also @vast lantern , I'm drawing blanks right now on why its not working for you x_x
For my own animators, my transitions are usually keep transition duration ticked even if the duration is set to 0, but I don't think that is what will solve your issue. 🤔

vast lantern
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I'll try that out, I'm also really confused.. I really appreciate the help, hopefully I can figure it out

ornate turret
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hope so, if you do figure it out, ping me again 🙂

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I'd like to know what the cause was incase it happens to me or someone else 😄

vast lantern
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For sure

ornate turret
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^_^

sacred warren
rain shadow
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@sacred warren Is that an asset pack?

sacred warren
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It's a shot of a tavern I'm making but something about the lighting made it look weirdly more realistic than most VRChat pictures look. Pack wise, it's about 4 different ones plus some stuff I put together in that picture.

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(mostly when it's a thumbnail though, full-size doesn't really look convincing)

rain shadow
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Its a great aesthetic

sacred warren
prime venture
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when i uploaded this, it wouldn't load in vrc. it would show it loaded, but then boot me back to my normal load in world

fluid cipher
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Make sure your world descriptor is set up correctly and has spawn points and such

prime venture
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there is a spawn point

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i have a mirror set up on one part, but this was there before that

rustic mantle
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Looks like someone pissed on my screen

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Not the first time this happened

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This is via bakery btw

rain shadow
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@prime venture On the world descriptor detach the blueprint ID

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@rustic mantle Its likely being caused by the skybox

prime venture
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did that

rustic mantle
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@rain shadow really?

rain shadow
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oh really changing it to default and it still happens?

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@rustic mantle That issue is usually fixed by doing that since its the usual cause of it

rustic mantle
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Changing the skybox?

rain shadow
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Oops sorry @ the wrong person

rustic mantle
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Oh lol

prime venture
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did you mean me?

rain shadow
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Yeah I replied to the wrong person lol

prime venture
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lol

rain shadow
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Try change the skybox to default one and see if the issue persists @rustic mantle

prime venture
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my vrc is messed up rn, so idk if that's part of it. i couldn't hear or speak.....updated sound drivers too, so i'm going to see if the world works from my oculus

rain shadow
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Akira can you put your unity into play mode?

rustic mantle
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Oof

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Yeah is there any errors in your console tab btw

prime venture
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play mode?

rain shadow
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Play button at the top of the unity editor

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if you click it and it works then it mostly rules out script errors

prime venture
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like before i upload?

rain shadow
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If you check the console tab for errors that would help too

sacred warren
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Hmm, using realistic light falloff instead has made it look rather spooky... still cozy though.

prime venture
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omg....it starts to load then goes back

rain shadow
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Akira check the console tab for errors then

prime venture
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?

bold ibex
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???

rustic mantle
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@sacred warren u baking with bakery right

sacred warren
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Yup

rustic mantle
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Nice

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What settings do u normally do for your lights.

Im trying to achieve a more cleaner look with my bakes. Sometimes they turn out either burnt or bad i guess

sacred warren
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Burnt as in random black or superbright bits?

rustic mantle
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Yea

sacred warren
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Change the "size in lightmap" on the problem objects to 10.

rustic mantle
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Where would that be

sacred warren
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You can use the checkerboard light checker to see how it looks, but you need an obvious checkerboard pattern on the object for it to bake properly.

rustic mantle
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O wait nvm

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Ty

sacred warren
rustic mantle
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Do u only use point lights most of the time

sacred warren
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Mostly point lights, but some spot and directional ones occasionally too.

rustic mantle
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Gotcha

sacred warren
rustic mantle
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Ah ok

prime venture
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what console tab?

sacred warren
rain shadow
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check for the red errors and screenshot them

sacred warren
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@rustic mantle So in this picture, the barrel on the left isn't great as the checkerboard is way too large.

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So it may end up with inaccurate lighting, or just go horribly wrong.

rustic mantle
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Ohhh interesting

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What would be the solution

prime venture
sacred warren
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You increase the "Size in lightmap" until it looks right

rustic mantle
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Ah okay thank you.

rain shadow
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@prime venture scroll up and show the errors near the top of the log

prime venture
rustic mantle
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Is your sdk up to date

prime venture
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maybe not the world one

rustic mantle
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Usedestroy

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Do u have a trigger

prime venture
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yes

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for the mirror

rustic mantle
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Post a sceeenshot

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Of the vrc trigger

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Normally u would do on interact or enter trigger ones.

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On interact with a button* to toggle on and off

prime venture
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it's being weird

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i went to add the trigger component and it adds this

rustic mantle
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Normally u would get a cube with vrc trigger component

Vrc on interact - local
Set game object active
Set to toggle
Attach object mirror to the component

prime venture
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then yells at me to use a trigger

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i know how to make a toggle

rustic mantle
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The component is vrc_trigger

prime venture
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I know

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that is the one i clicked

rustic mantle
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Try reimporting ur sdk

near escarp
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rustic mantle
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It shouldnt be doing that

prime venture
rustic mantle
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Were u trying to apply the component while in play mode

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If so. Exit

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Then apply said component again

prime venture
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updating the sdk

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Okay, so for some reason when i added it.....it opened like 5000 apps in my task bar and they won't close

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does this look right?

bronze smelt
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yup

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But the Trigger one need a collider on it for it to work

rustic mantle
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@prime venture unity can glitch and open all your applications on windows

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Its pretty horrifying and unpleasent

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Scared the crap out of me at first

prime venture
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it's happened 3 times in the past week

rustic mantle
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Damn..

prime venture
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we thought i had a virus

rustic mantle
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Same

prime venture
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twice in one day then today

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apparently i was missing some important files for the world, so i deleted all the world stuff and restarted

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hey @rustic mantle if i made the scale 5 would that be too big?

rustic mantle
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Like the size of the world?

sacred warren
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@rain shadow BTW, since moving to 2018, Bakery hasn't failed once yet and I've done like 7 bakes. The downside is I can't even visit the world due to the "crash on load" bug with 2018 currently lol.

rain shadow
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Wonder what the crash is caused by though

sacred warren
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Yeah, it's a little concerning and more than a little annoying as it stops you being able to do anything.

#

My other concern is that the world is 15MB larger on 2018 than 2017 which isn't great when you're already shredding textures to keep size down.

rain shadow
#

Have you checked the build log to see what the largest assets in your scene are?

sacred warren
#

The world is 250MB now so 15MB kinda "disappears in the noise" there. Unfortunately I don't have a build log prior to 2018 as I wasn't expecting a sudden jump in world size.

gaunt minnow
#

are there any prefabs for slideshows?

sacred warren
#

@rain shadow Oh, yeah I've found where the extra space is going. This didn't used to be this big...
78.3 mb 20.8% Resources/unity_builtin_extra

rain shadow
#

Yeah that seems way too high

sacred warren
#

Surprised that the PostProcessingV2 shader itself is 4MB too, that's huge (for a single shader anyway).

solid helm
#

It's designed in an unfortunate way

#

Though one that would suit a single game perfectly

balmy gate
#

@sacred warren how are those sizes computed? Is that before or after LZ4 compression? Shaders compress really well and probably aren't taking that size in the asset bundle

#

Those numbers tend to be way larger than the final world size

sacred warren
#

They are, but since going to 2018, my world is 15MB larger and that is the only real group in the list with a jump in size.

balmy gate
#

Huh... post processing stack hasn't changed

#

I did notice in my world that it decided to compile 104 variants of a silly debug shader

#

Maybe it has way more variants

sacred warren
#

Yeah, ignore the post processing one, that's always been 4MB, I was just commenting on it being large for a single shader.

#

"unity_builtin_extra" is where the jump is

balmy gate
#

But even then, shaders are still really small

#

Any way to see which resources those are?

#

What type of assets

sacred warren
#

No, that's what's so annoying. It's just "here's the thing" with no way to see what that thing contains

potent vigil
#

ive been having hard time getting twitch streams into our vrc world. Does anyone know of a tutorial to accomplish this. I can successfully do youtube streams but not twitch for some reason.

#

TIA

rain shadow
#

for live videos you need to use the sync video stream instead of the sync video player component

potent vigil
#

oh

#

Thanks I will try that

balmy gate
#

@potent vigil make sure to set sync type to Live if it's a twitch stream

potent vigil
#

cool, Thanks for the info guys

#

aprreciated

rustic mantle
random owl
#

I know that can be caused if using bakery skybox with no texture on it atleast

rustic mantle
#

I have a skybox and skylight with a cubemap attached

#

Strange

random owl
#

Are you using bakery?

rustic mantle
#

eyah

#

yeah

random owl
#

Yeah the bakery skybox shader for some reason overrides the loading screen background

rustic mantle
#

lmao wth

random owl
#

Should be harmless just annoying esp if it's pink 🤷

rustic mantle
#

Curious

#

thank you

#

Cause the world got reported for inappropriate world image yet... there's nothing inappropriate? So I assume it was the pink

remote wren
#

how to get constant rotation on a fan object, tried a script that works in the unity play but not in Vrc, guessing scripts aren't supported?

bronze smelt
#

Scripts aren't supported, so you got to create a animation for it

remote wren
#

bugger, thought so, ok thanks

rain shadow
#

@remote wren If you import the unity standard assets there are whitelisted scripts that would allow for you to do that

remote wren
#

ok I'll have a look thanks, I can't get it to work the way I want with animation atm anyway

rain shadow
#

@remote wren

#

When you import that there's a script named AutoMoveAndRotate

smoky oriole
#

to vrcsdk test build no-vr launch script added option to ask and multiple client to same instance.
this is meant as alternative of vrcsdk "Number of Clients" option which when used with script never load into same instance.
though, this new method do not guarantee all load in same. most test is at least one client load into home. this seem as reliable as vrcsdk way. 🤷‍♀️ .
from some i heard same account multi-login testing give inconsistent result with various vrchat component so not sure if this even is desirable option that should release. anyone who use my no-vr vbs launch script and has interest in this addition, please tell me.

remote wren
#

@rain shadow you're a life saver xD, got it working thanks heaps!

rustic mantle
#

@rain shadow So I checked out that piss stain issue

#

It was the skybox :/

#

Strange

rain shadow
#

Well yeah

rustic mantle
#

Is there anythign I can do about it

rain shadow
#

What shader are you using for the skybox

rustic mantle
#

Skybox/Cubemap

rain shadow
#

really and you get that circle issue?

rustic mantle
#

Yeah

#

I just ended up starting a new scnee

#

scene*

#

and prefabbed my world

#

I'll see what happens after rebaking

gaunt minnow
#

Does anyone know any prefabs out there or methods for displaying slideshows in game from an URL or webpage?

bold ibex
#

I can no longer test build the newest version of my world, it only builds the previous one (or I just get sendt straight back to my home world when testing) and same goes for publishing after I implemented post processing. I do not get any errors and it allows me to make the build (even tho it ends up being the previous one), I tried removing the post processing program and also deleted it but I still have the issue so I can no longer change or update my world so I was wondering if anyone could help me understand what's going on, I would appreciate it a lot.

I downloaded this https://github.com/Unity-Technologies/PostProcessing

I followed the instructions of this: https://gitlab.com/s-ilent/SCSS/wikis/Other/Post-Processing

And yes my sdk and unity is the right ones. I can still make and publish other worlds that I have not added the post processing files to.

sacred warren
#

... really?

#

Stupid bot.

#

This fucking bot...

#

Any ideas how to shrink these two?

#

Hmm, it doesn't like the unity log lines.

#

Shaders 88.1 mb 16.1%
Levels 30.0 mb 5.5%
Static Batching is disabled so it shouldn't be that bloating the Levels size. Also unity_builtin_extra is 75MB of the 88MB of shaders.
(I should add that this is on 2018, Shaders wasn't as bloated on 2017).

cedar nebula
#

@bold ibex delete the tests folder in post processing v2

sonic tide
#

hey, its possible to rotate the skybox with a script?

balmy gate
#

@sonic tide the way you often see this is by rotating the directional light

#

the skybox knows the direction of the light source, so it can be made to rotate with it

sonic tide
#

ah okay so i only need to link the skybox with the directional light?

balmy gate
#

how familiar are you with shaders, and what exactly do you want

#

is your skybox a cubemap?

sonic tide
#

its the default skybox linked in main camera

balmy gate
#

hmm? I don't know what "Stars" is. what shader does it use?

#

is it a cubemap you set? is it a custom shader?

sonic tide
#

its a texture

balmy gate
#

unity auto creates a skybox for a texture

sonic tide
#

Skyboox /6 Sided

balmy gate
#

if you have 6 textures, you should be able to use a Legacy Cubemap out of them and use that

#

and then its rotation will be coupled with the directional light

#

though do beware that it will suffer from gimbal lock: you'll have to be careful which direction you rotate the directional light in so it doesn't look curved

#

it's just...we don't really have many options for animating skyboxes.

sonic tide
#

oaky how can i put the rotateSkybox shader to the skybox?

balmy gate
#

make a new material, set it to Skybox/RotateSkybox shader

#

and then put your cubemap asset into the slot

#

then go to the Lighting window, and put that material in the skybox material (currently Stars)

sacred warren
#

Is it possible to actually set up paths for NavMesh agents currently?

bold ibex
#

How we make texture that has a object in it that spins

#

Or something like it

sonic tide
#

@balmy gate thanks 🙂 Now, it looks so fucking amazing

sacred warren
#

ooooh

sonic tide
#

80fps is good?

unborn elk
#

@sonic tide If all you used before were 60Hz screens then yes. If you used 90Hz VR headset also yes. If you went from 144-240 monitor then probably no. I should have had realized this is performance question since it is in #world-development > <

sacred warren
#

Depends, do you mean you're only getting 80fps on your own in your empty world? In which case, no.

sonic tide
#

i tested with empty box with an 1x1 object and 80 fps too, maybe a restriction of vr chat?

sacred warren
#

Hmm, weird. Is that on desktop or VR?

sonic tide
#

VR

#

on untiy desktop build i get 400 fps

#

without vr chat

#

i think its vr chat related. mybe vr chat has only max 80 fps

sacred warren
#

Which headset?

#

VRChat isn't capped at 80fps.

#

Rift S?

sonic tide
#

yes

#

its strange, without vr chat i get 400, with vr chat only 80

#

on an empty world

#

can everybody checks this?

sacred warren
#

It's because your headset is a 80Hz headset

#

On my Index, I'd be able to get 144fps for example.

#

Video is always vsynced in VR.

sonic tide
#

ah okay

balmy gate
#

@sonic tide if you don't want the light turning, make a disabled directional light and put that into the second slot in Lighting window (directional light)

#

Or you can lower the intensity to a very small amount

#

Also for better performance, turn off shadows on your directional light, and please do not have two enabled directional lights because you only get one for free (second light draws everything in the scene again)

#

Thats why the suggestion of making the skybox one disabled

#

Unless you want the light source rotating that is

coarse cairn
#

hey all, is there a useful tutorial for making menus that change the materials/colors ect of things? just interested in making a room with user selected light for learning purposes

balmy gate
#

Use an animator to change materials and colors

#

UI Buttons make for good menus but they can't do as much as vrc triggers for controlling animators

coarse cairn
#

oh neato

balmy gate
#

Ui buttons can do animator SetTrigger to do a state change, and sliders can do animator rebind and animator update to fast forward a paused animation for control of variable amounts for a material or color change

#

For other things you may want to do Vrc trigger ExecuteCustomTrigger and have the trigger set animation int or other things for more flexibility

#

Though ui button is nice because you can test in play mode

coarse cairn
#

ill have to mess around with the animator and the slider ui

#

thanks for getting me started

nimble hull
#

so ive never even touched lighting before. My first and only world probect featured the single default light that spawns with unity. Is there a project or asset someone has with a number of vrchat lighting scenarios, both for good worlds and shit worlds?

#

if not id like some pointers for how to do basic lighting so i can test my avatars

sacred warren
#

Buy Bakery before the cyber sale is over if you really care about how good your lighting looks 😉

nimble hull
#

hhhhhh i need to save money rn thoo

sacred warren
#

Currently half price

nimble hull
#

isnt bakery like $80 not on sale

sacred warren
#

€24.56 (was €49.13)

cedar nebula
#

No that's full price

nimble hull
#

i can live with not being able to buy it at full rice right now

#

what matters more to me is just making possible lighting scenarios rather than a full blown project

sacred warren
#

You just add lights based on what's in the scene rather than trying to plan ahead. Point lights are the main one with a direction light or two for the sky.

unborn elk
#

Does lights look better with bakery?

hollow shadow
#

Does the old post processing stack still work for vrchat or is a newer version required?

slow orbit
#

Pretty much no reason to use v1 anymore. Use v2.

sacred warren
#

V1 doesn't work in 2018 at all either afaik so something else to be aware of.

#

@unborn elk Yes, a lot.

open thicket
#

note that bakery only accepts nvidia

glacial bone
#

Hello where is the best place to start a discussion with a community of VRChat world builders?

#

I come from the Neos VR and would like to start a direct conversation with the VRChat community on a way to begin sharing ideas and collaborations across many metaverses.

unborn elk
#

@open thicket Yeah, I got 1060 so it should be fine

sacred warren
#

@open thicket Good point, I forget about that bit.

#

@glacial bone Erm, I guess here. But keep in mind that there's no "group" per say, it's all independant users.

open thicket
#

this group chat is mainly meant to assist world builders with the kinds of issues they have when creating their scene

#

ideas per say maybe other groups on discord like vrchat prefabs

glacial bone
#

@sacred warren Thanks. There are no meetups in VRChat where different artists hang and discuss projects or set up collaborations?

rain shadow
#

@glacial bone Every week actually

open thicket
#

dev meetups you're referring to?

#

worldhop sessions

rain shadow
#

both yeah

sacred warren
#

That kinda has a set scheme and schedule though, I'd argue it would be almost impossible to speak to anyone there.

#

You may be better off speaking to people on the VRC Prefabs server which is mostly world builders and designers, etc.

#

Oh, I just noticed Sly already said that. Ignore me.

glacial bone
#

Both really. I host a NeosVR worldbuilding session where we create in VR. However, I'd like to see a cross metaverse communication. Where different artists, coder, etc "talk shop" and learn from each other. World hopping sounds fine but more from an enjoyment/critique perspective. Since you can't build in world with VRChat it's more discussion. However, different metaverse creators could learn from each other...possibly even collaborate.

#

@open thicket Thanks for the reference. I'll definitely have to check out the VRC Prefabs

#

Would you all mind sharing a direct link to the vrchat prefabs discord channel?

sacred warren
#

I'm not in there, but Superb should be.

near escarp
#

It's a private server

glacial bone
#

Oh I see. Is there anyone I can either DM, meet in VRChat or Neos to start a dialogue that runs vrchat prefabs?

near escarp
#

You could, but I doubt they would be interested, as the focus is highly on Unity and the upcoming udon system

#

Feel free to show up at the community meetup on Sunday though, that's where most of the VRCPrefabs group is

glacial bone
#

What time is the meetup? Sundays are usually not so good because I host a weekly Creator Jam in Neos at 2:00PM EST that day.

supple drift
#

4PM EST!

sacred warren
#

9pm GMT/UTC.

glacial bone
#

I can't meet at that time unfortunately. @near escarp would you still be able to invite me into the group. This isn't about pulling people from VRchat to Neos moreso creators sharing technique and ideas

near escarp
#

I'd have to ask the admins of that group. Techniques and ideas would be odd since Neos has in app creation and VRChat uses unity, but I'll ask them.

sacred warren
#

You can create in Unity and push that into Neos though can't you? I can't imagine designing on a large scale entirely in VR. I know it was a pain in the ass in SL when you were trying to work on a larger scale to do it all in-game.

green lagoon
#

so that would mostly be 3D modeling that would be shared information between two

supple drift
#

I imagine there's some top-level or meta things we discover between VRC and Neos when we create games or narrative stuff for social VR that both communities could benefit from sharing

#

even if it's not technical side

glacial bone
#

@near escarp understandable. Thank you

#

Concepts on what interactions are most immersive, space layout, and other game/spacial fundamentals are not software and platform specific

green lagoon
#

so basically good virtual architectural design

glacial bone
#

@sacred warren Yes but it does have it's limitations.

#

@supple drift Exactly. There is a lot to offer between creators

shut timber
#

@glacial bone hi! Send me a dm. But start with the meetup, that’s where most of us are

glacial bone
#

especially in such early stages of this artform

green lagoon
#

I do find your enthusiasm quite lovely

glacial bone
#

Thanks we're in an era like early film. I can't help it

supple drift
#

strong agree. so many things to try even at a conceptual level (+ especially as you move away from traditional arcade-esque things in vr)

#

hopefully we don't lose all the things we're trying now to time like most of the early silent films tho 😅

green lagoon
#

honestly I think it's 50-50 about losing a lot of this stuff considering it lives on the internet so it has redundancies but also if it's gone from the Internet it's gone

#

and also stuff like vrchat could entirely disappear as its centralized servers when's the funding Runs Dry

fluid cipher
#

Even if all the apps we use today liquidate we will still have the work that we did. Avatars, models and worlds can be used for other purposes if need be or just admired as art if VR dies

supple drift
#

the popular worlds may be popular now, but whoever archives their world to archive.org will really win the long game when people look back at early social xr~

green lagoon
#

yeah I could definitely see you in 10 20 years folks looking nostalgic atthe great pug

#

or it's still floating around in whatever becomes the metaverse

glacial bone
#

Very true. I'd still like to see a bunch of the 90's VRML still kept from archive.org turned into worlds. A real 90's vision of VR and the internet translated into a form that can truly view it

sacred warren
#

Hah, like Cybertown

green lagoon
#

I did put some vrml character models to a Y2K Museum in Mozilla hubs

#

give me a second I'll go grab some screenshots

supple drift
#

oh hey, my gf had a model in that museum assuming its the same one! small (virtual) world

green lagoon
supple drift
#

yea that one!

green lagoon
#

oh which one was hers

supple drift
#

the lain model

supple drift
#

that's dope! what a weird coincidence (also we're def about to get yelled at for being off-topic, i feel it 😄 )

green lagoon
#

so shall we move to off topic

blissful notch
#

Hey thats mine! 😮

green lagoon
#

yup hi @blissful notch cool to bump into another person involved in the museum

blissful notch
#

Really! It was a great showcase and Max is amazing for doing it

green lagoon
#

I know it was so awesome and I glad I could help them with my random tangent I went on like a year ago that resulted in me having those vrml models

#

@sacred warren got files for cybertown so I could bring it over

sacred warren
#

Haha, oh no

green lagoon
#

I could not do that then just figured I should let you know

green lagoon
#

nevermind somebody already got it running @sacred warren

sacred warren
#

Oh god

green lagoon
#

yup

#

look at the Glorious 90s of it

sacred warren
#

I think you've given me PTSD, lol

green lagoon
#

oh dear sorry about that

#

apparently the person I got that from has more of them

sacred warren
#

So who/what is Janus anyway?

green lagoon
#

was a virtual world company that's been fussing around with this stuff when the first Oculus dk1 was announced

sacred warren
#

The name seems strangely familiar

green lagoon
#

maybe you bumped into them in the past

rough wedge
#

Sorry for what's probably a common question, but struggling with some compiler errors after installing Unity Standard Assets.

#

Can't figure out how to resolve it.

near escarp
#

delete that script ?

rough wedge
#

Thanks Ruuubick. Am a derp. Embarrassingly simple.

bold ibex
#

@cedar nebula I deleted the whole post processing v2 folder in an attempt to fix it earlier but it didn't help so what you ask of me is basically already done. Do I still download it again and remove the test folder?

cedar nebula
#

nah if you deleted the whole thing and you're still having issues then it's something else

runic karma
#

Hello, is this the right channel to ask for help?

rain shadow
#

if its world related, yes.

runic karma
#

ah ok yeah it is world related

#

ive messed up something and now my world will not update in test build, its showing my previous build i made and not the one i updated. it does give an error in console.

#

gives me this

#

[7, 404, Get, -1] Abandoning request, because: "World wrld_3327cb18-f6ab-4dae-9c68-dbc45732abc7 not found"
https://api.vrchat.cloud/api/1/worlds/wrld_3327cb18-f6ab-4dae-9c68-dbc45732abc7?apiKey=JlE5Jldo5Jibnk5O5hTx6XVqsJu4WJ26&organization=vrchat&maxUnityVersion=2017.4.28f1&minUnityVersion=5.5.0f1&maxAssetVersion=3&minAssetVersion=0
UnityEngine.Debug:LogFormat(String, Object[])
VRC.Core.APIResponseHandler:RetryRequest(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean, String)
VRC.Core.APIResponseHandler:HandleReponse(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean)
VRC.Core.<SendRequestInternal>c__AnonStoreyE:<>m__13(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

#

i dunno what it really means as im extremely new

rain shadow
#

Usually reinstalling the sdk following the proper guide fixes things like that

#
runic karma
#

ah ok ill give that a shot, but uninstalling the sdk would i need to close Unity and remove it from the files area?

#

oh my bad

rain shadow
#

yeah.

runic karma
#

ah thanks man

rain shadow
#

Just follow that documentation

runic karma
#

yeah i will, ill do it right now

#

well that was strange while deleting the folders like it said i didnt have the META folders for the sdk

#

strange

rain shadow
#

the meta isnt a folder its a single file

runic karma
#

i meant that, it wasnt in the file's it was supposed to be in

#

it was non existant

#

Importing the new SDK now

#

it fixed it, thanks you Super

tropic smelt
#

what are some known causes of double vision in worlds? I'm only using bloom and color correction for ppv2 stuff

rain shadow
#

Is the double vision on everything?

tropic smelt
#

no, not the menu or UI

#

or even on my HUD shader on my avatar

rain shadow
#

Is it errors hud setup?

tropic smelt
#

an old one he never released

#

its likely the same queue though

rain shadow
#

yeah I don't know much about it apart from that he uses a high depth camera to overlay I think

#

so yeah that will be why it works

tropic smelt
#

no it's just placing the mesh in screenspace

#

no cameras or depth texture

#

regardless, I just can't figure out why I have double vision in here

#

I thought it only happened when you used AA

rain shadow
#

Is it only occurring with post processing enabled?

tropic smelt
#

checking that now

#

nvm I found the issue

#

unrelated to anything vrchat

rain shadow
#

Was it just a shader or something else?

tropic smelt
#

bit too much to explain, not worth going into here honestly lol

#

wont affect anyone else ever

#

thanks for the suggestions tho

balmy gate
#

@tropic smelt reimport shaders

#

some shaders compiled without single pass support and unity is too dumb to realize it needs to compile them again

#

is this a new project or did you recently import VRCSDK?

#

vrcsdk is what switches the project to SPS

gaunt minnow
#

How could i make a toggling button have global effect instead of local?

rain shadow
#

UI toggle?

#

If its not VRC Trigger you will need to reference a trigger that does that if you want the action to be broadcasted to other players

gaunt minnow
#

figured out where to do it

#
balmy gate
#

careful with broadcasting toggle

#

what you should do is toggle SetGameObjectActive type local

#

then the object you set active put a vrc trigger and add OnEnable OnDisable and use AlwaysBufferOne or AlwaysUnbuffered...

#

hmm that's actually not perfect hmm...if you do that other people may still have to click twice because it won't sync itself

#

the ownership problem

rain shadow
#

I've always used AlwaysUnbuffered Toggle to MasterBufferOne for that

balmy gate
#

ah but then only master can change

rain shadow
#

no

balmy gate
#

oh I get it

rain shadow
#

yeah, anyone can change the state for the master and the master will broadcast the onenable

balmy gate
#

you're asking master to toggle then he broadcasts the results

rain shadow
#

Yeah works really well.

bold ibex
#

Okay what in the sdk or unity reads the .shader files

#

I reinstated unity thinkimg it was that

#

But still gives me not database error

sacred warren
#

What's the actual error?

bold ibex
sacred warren
#

What is the best way to implement waypoints for AI? I assume using triggers but I'm wondering if there is some optimal way of doing it.

stray sand
#

If you have a track you want the ai to follow you can use the standard asset’s waypoint system.

#

Other then that you can just teleport the target around.

sacred warren
#

Oh, that sounds fine, I'll check the waypoint system then, ta.

#

and the idea of teleporting the target is interesting, fixing the problem in a weird inverse fashion.

#

Am I blind or is there literally no documentation as to what any of these things do? There's no tooltip and the website documentation is more than sparse...

rain shadow
#

randomizer % chance

sacred warren
#

I assumed that was the case, but the complete lack of anything seemed... weird.

rain shadow
#

yeah just read the probably non existent documentation or something

sacred warren
#

VRC_Trigger goes to Trigger-Summary which doesn't cover anything except super vague descriptions of what a trigger, action and broadcast type are.

stray sand
#

It picks a action randomly. The slider is the % chance of it happening.

sacred warren
#

and the tickbox is just the "actually include this or not" I assume?

stray sand
#

That part is still a bit of a mystery it seams to make it easier to equalize the % between all of them.

cedar nebula
#

Yeah the checkbox is just for in-editor, so you can sync-move the sliders

sacred warren
#

Oh, so it does. I didn't notice that.

#

But really, tool-tips lads, lol.

glad hedge
#

Playing with the lighting of a world im working on

sacred warren
#

Is there any way to get reflections to respect occluding objects? That's one thing that always stands out with floor reflections, or is that a reflection probe issue?

stray sand
#

Not sure what you mean by respect occluding objects. Having them appear in the reflection probe bake or having the reflection probe used for reflections. Or something else.

#

Curious if you could be talking about the projection of the reflection probe. Cube map helpes a bit with that.

coarse cairn
#

Where can I learn more about using UI interfaces that utitlize animator rebind / update. i cant seem to find documentation on it, im trying to make worlds with adjustable color lighting / materials. Ive made unity c# scripts to change colors of objects with a slider, but none of that works in vrchat

#

ill do more tinkerin around and come back with more specific question i suppose, just seems like im missing some kind of documentation on the VRC SDK

raw vessel
#

is there a way to make unity to retarget missing mesh
i mean to automatically find and fix missing mesh
from some multiple objects in my world ?

sonic tide
#

hey its possible to "attach" the player on a moving platform?

#

the problem is that only the platform is moving but not the player on it

sacred warren
#

@stray sand I was referring to the reflection you can see on the floor in Ryn's screenshot.

sonic tide
#

and can i increase the render view limit for far objects?

sacred warren
#

You mean the clipping plane? Yes, change the far clip plane on the reference camera.

sonic tide
#

but this didnt work in va chat

#

only for unity

sacred warren
#

The values are clamped in VRChat, but still adjustable.

mellow field
#

so, if i wanted to get a poster up on the corkboard in the great pug, who would i talk to about that? does anyone know?

sacred warren
#

Owlboy, it's his world

random owl
#

You can patreon him here to get a poster there

mellow field
#

awesome! thank you everyone! :)

void remnant
#

so.. not long ago i published a world. but i had to make some modifications.. how do i update it? do i need to reupload it as new ?

rain shadow
#

You can just build and publish again and the upload screen should say Update World

void remnant
rain shadow
#

publish new build

sacred warren
#

That SDK is out of date btw

#

and it's the wrong version of Unity...

void remnant
#

i know

#

im just to lazy to update

near escarp
#

unpause

void remnant
#

ok

#

but i still can't see the update button.. only upload

#

will upload a new one ?

near escarp
#

on top of the previous one yes

rain shadow
#

looks like it might not be working though

void remnant
#

so i just need to fill the info exactly how it was ?

#

idk.. im still new to this

near escarp
#

because it was paused most likely

#

it also is the wrong unity version

void remnant
#

and thats why i dont get the update button and only upload ?

#

cuz i already have 300+ visits on the last one and i published it yesturday.. i dont wanna loose them

near escarp
#

if it's the same world ID, press upload again

mild spade
#

as long as you have your world ID nothing will be lost.

void remnant
#

uuhmm.. i just opened the exat project from yesturday.. how do i make sure its the same id ? (sorry again for so many questions.. its my 1st world )

rain shadow
#

If you are still on the upload screen can you screenshot it

void remnant
rain shadow
#

Yeah looks like its working fine

verbal breach
#

Quick Question, is the 2017 vers of unity still the good option?

Because when I try to test my world, it sends me to my homeworld

rain shadow
#

Old sdk though

void remnant
#

i literally opened the project from yesturday and only changed some textures and moved a wall

verbal breach
void remnant
#

i know i know

#

so rn will upload it over the one i uploaded yesturday ? it won't make 2 worlds ?

rain shadow
#

@verbal breach Sign into the sdk and go to the pipeline manager on the VRCWorld object and click the detach button

#

@void remnant Yeah it should work like that

void remnant
#

thhhxxxx a looottt vrcLaughing

verbal breach
#

ok, will do that, thanks !!!

void remnant
#

uhhm... the one i just published its the new one... do i need to delete the old one ?

rain shadow
#

If you want to keep that stats you would have to get the old world ID and attach it to your current scene and then upload

void remnant
#

oh oki

#

idk how to do that.. but i'll try tomorrow

gaunt minnow
#

is there any way to skip forward in a youtube video on a videoplayer ?

balmy gate
#

@coarse cairn it's missing documentation like lots of things.
The rebind update lets you change one value but if you want to change 3 values with this method, you would need 3 animators.

For this method, Make an animator with one animation state and one animation clip set not to looping.
In animation dopesheet At time 0:00 put value for 0%; at time 1:00 put value for 100%. Change from dopesheet to curves and right click both sides and choose linear.

Now uncheck your animator. In your slider, add two things in On Value Changed. Rebind and Update in the dynamic float section. This will skip to that point in time in the animation clip

#

There's another slightly more complicated but more flexible way with write defaults off that lets you do any number of values (like R G and B with one animator):
Add a trigger parameter for each slider or value you want to set, like
set_R, set_G, set_B. Finally make one more trigger parameter called done.
Once again you can leave the animator unchecked

Instead of the state we had before. Make a new empty state, set as layer default. Make sure to uncheck Write Defaults on the state

For each parameter, make an animation state and animation clip, same as above with 0% at 0:00 and 100% at 1:00, not looping. On the animation state be sure to uncheck Write Defaults.

Now make a transition (arrow) from the default empty state to this. Uncheck has exit time, set duration to 0, and add condition set_R for example. Now add an arrow from the state back to the default state. Again uncheck has exit time, duration 0 and put condition done.

#

Finally, setting up the UI slider for the more complicated method:
Instead of rebind update we do this:
Animator SetTrigger set_R
Animator Update 0
Animator Update (dynamic float)
Animator SetTrigger done
Animator Update 0

Note that there are two different update functions. One is in the dynamic float section (this uses your slider value) and the other is a constant (0 seconds) which lets it switch states. I forget if the first Update 0 is needed but the second one is

river frost
#

I pressed Update World it doesn't do anything...

near escarp
#

only keep the characters after the =

river frost
#

Thank you

near escarp
#

the bot isn't a fan of enthusiasm

river frost
#

😂

scarlet needle
#

Anyone know anything about this?

near escarp
#

that's console errors

scarlet needle
#

@near escarp is that related also to why its asking to publish it as a new world than an update?

near escarp
#

yes, fix the console errors and it'll work as expected

scarlet needle
near escarp
#
hexed elm
#

when i try to open my unity 5.6.3p1 unity project in the new unity i have missing prefabs what do i do?

rain shadow
#

Did you have a backup of the project?

#

or the prefab files in your assets somewhere?

hexed elm
#

i have the folder of unity

#

the only way it works properly is the old version of unity

rain shadow
#

you should try port it into 2017 before putting it into 2018

waxen thistle
#

make sure all your editor scripts are compiling

#

if any scripts fail to compile, you'll be left with missing prefabs

rain shadow
#

Oh yeah that's likely the issue

hexed elm
#

how do i do that

rain shadow
#

look for red errors

hexed elm
balmy gate
#

What blender version? You may need to update your unity with a .py file that supports blender 2.8

hexed elm
#

it was done in 2.79

balmy gate
#

I usually avoid using blend files directly in unity and recommend using fbx

#

Could be a different issue with your blender install

hexed elm
#

yeah im learning that one haha

balmy gate
#

Any chance you can try using fbx instead? Or these assets aren't something you can easily change

hexed elm
#

uhhh no

#

shittttt

#

im gonna have to redo cards against humanity completely if these dont get working

#

apparently replacing the .py file will work or something

rain shadow
#

Are you on unity 2018?

fading widget
#

hey guys is there an easy way to place a button in my world that refreshes the entire scene

rain shadow
#

@fading widget as in the pickup objects?

fading widget
#

no as in it completely restarts the scene, environment and all

rain shadow
#

There is no easy reset button, you would have to make that setup manually for your scene

fading widget
#

well yeah im fine with there being a set up, just nothing crazy like extensive scripting

#

im not looking for a prefab

#

im just making a game world and Id like to reset everything once the game is complete

rain shadow
#

What do you even want/need to reset?

fading widget
#

soo... think the old deathrun map

#

essentially like that

rain shadow
#

Well you would just need a trigger that sets everything back to its default state

fading widget
#

okay... so which action would that be

#

and also id need to respawn everyone too...

rain shadow
#

Depends what you're trying to do in your scene that you need to reset

fading widget
#

well thats what ive been saying

#

the entire instance, refreshing the map to its default state

#

the whole map

#

i guess maybe I could put everything under a single game object

rain shadow
#

I don't see how that would help you reset anything though

fading widget
#

i thought maybe disable and enable everything again, but your right that doesnt change the state of objects i dont think

rain shadow
#

The death run map probably uses animator states to control most of I would imagine

#

so it would have a off state then an activated state that goes into a finished idle state

fading widget
#

that makes sense

sacred warren
#

For anyone that's interested, the dev for CTS responded, it's not possible to use crunch compressed textures with CTS unfortunately (which means that texture sizes are always going to be huge).

sudden lily
#

Is there a way to activate things like Dynamic Bones on a spawned prefab?

rain shadow
#

What are you trying to do?

sudden lily
#

Just spawn a toy that has dynamic bones on it. Push button, spawn object.

rain shadow
#

Well yeah you can just have dynamic bones on it

sudden lily
#

Tried that, on-spawn they're disabled.

rain shadow
#

If they are disabled by default then you could use OnEnable or OnSpawn trigger on the spawned object to enable the component

delicate marsh
#

Am I able to make my world hide player names

#

I know there have been some avatars in the past that spawn like a box with a certain Shader on it

coarse cairn
#

@balmy gate thanks for the help yesterday, ive been tinkering around with it but i got majorly confused on the dynamic set_R, set_G, ect. Do you have an example scene with it working?

balmy gate
#

those are just random names i made up

#

each one has just Mesh Renderer Material._Color.r

#

you can add color and delete b and g and a

#

set it to 0 at time 0:00, 1 at 1:00

balmy gate
#

audio banks have a stupid bug yea

#

check the prefabs database in pins. RandomConinuousAudioBank by ruuubick

scarlet needle
#

@near escarp i updated the sdk, and even got the new version of unity, but im just not sure how to fix these scripts

gaunt minnow
#

why does it take so ridiculously long to upload a map after building?

#

on average my 150mb map takes 45 minutes to upload, this can't be right?

bold ibex
#

Check your upload speed

balmy gate
#

@gaunt minnow disable future proofing in vrchat sdk -> settings

gaunt minnow
#

my upload speed is 100 mb

#

could it be a firewall thing?

slow orbit
#

@gaunt minnow I had terrible upload speeds and the problem was my ethernet connection to the router was only running at half-duplex. Reconfiguring it to run at full increased my upload speed significantly, so that's something worth checking.

sacred warren
#

Gallium over here running on 10-Base-T.

slow orbit
#

I was and didn't notice since I had my router status LEDs off and didn't notice they were indicating half-duplex mode.

gaunt minnow
#

@slow orbit where would this configuration setting be under?

slow orbit
#

You should be able to check on your router what mode a connection is running in, as for if it's set wrong on the PC I run linux so I'm not sure how to do it on windows.
Ask google. ¯_(ツ)_/¯

gaunt minnow
#

cant find anything about duplex in my routers manual

#

or when googling with my routers model nr

sacred warren
#

Hmm, realtime lighting looks nice because the terrain normal mapping is actually visible. Shame it kinda disappears when you bake lighting.

#

If anyone knows any magic to handle that, please shout lol

worn radish
#

little preview of a much larger project im working on

buoyant hollow
#

@sacred warren I'm actually having a similar problem, but mostly with avatar ambient occlusion. I'll ping you again once I figure out how to get best of both worlds.

sacred warren
#

Thanks 🙂

rough wedge
#

Hi. What do I need to do to adjust voice falloff range in the newer audio system?

sacred warren
#

It's a player mod, along with jump and run speed AFAIK

rough wedge
#

That was the old system wasn't it? Whatever I previously had stopped working.

buoyant hollow
#

yes player mods is depreciated

sacred warren
#

Oh, what replaced it and when? Last time I asked, that's what I was told to use.

buoyant hollow
#

something override, voice override of something. Its a specific vrc script

sacred warren
#

I'll have to double check that then, thanks.

buoyant hollow
#

not at pc, so sadly can't check myself

bronze smelt
#

and @rough wedge ^

bold ibex
#

how i make texture change to make it spin in texture

#

thanks

#

wait

#

i have mutiple images i want it to change to them

#

you can add extra texture slots in the shader and swap them with a timer (_Time.g in Cg), or make different unity materials and swap images with setMaterial vrchat trigger events

graceful sinew
#

Anybody know any good free shaders for faking volumetric light with geometry? I'm no shadermancer.

near escarp
#

Also

#

@graceful sinew

graceful sinew
#

Thanks

bold ibex
#

Days ago I asked for help making multiple songs play from buttons without each overlapping and a couple tried to help me but I didn't get it at the time.
Finally I figured it out to work and since there was no tutorials out there for it, I made one

https://www.youtube.com/watch?v=nAtbBrx5Jlc

Wait, did I say Sinlessrogue? Yes, that's my gaming channel that isn't very active or good but I got to spread the word cause some people enjoy it!

https://www.youtube.com/channel/UCrfdt2k_j6XmNCmCPPO2QgA

▶ Play video
mild spade
#

@bold ibex You can add multiple SetGameObjectActive actions on a single OnInteract trigger too, saves a few clicks.

bold ibex
#

when I tried that it broke the music, the music wouldn't play

opal goblet
#

@bold ibex
You can also play different audio clips from the same AudioSource :P
Then you dont even need to toggle any game objects as that is quite "inconsistent"

gaunt minnow
#

what is a recommended value for Lighting > Lightmap Resolution > Texels per unit ?

sacred warren
#

Depends on the scale of what you're doing.

#

Indoor scene = 20, small outdoor area = 10, big outdoor area = 5.

gaunt minnow
#

what about

#

mixed, big indoor with a little bit of outdoor?

sacred warren
#

Probably 10 or so still

gaunt minnow
#

thx

#

mine was set to 40 for some reason

sacred warren
#

You can adjust individual objects if you need to anyway

gaunt minnow
#

i guess i know now why baking has been taking forever

#

@sacred warren you have any more tips for the values in the lighting settings?

#

i looked up some guides but im getting a feeling they might be missing out on some of the details

sacred warren
#

Not really, I don't use the default lightmappers unfortunately so I can't say how well most the values respond.

gaunt minnow
#

im looking at reducing both baking time and improving performance

#

right on

#

is there a way that you know of that i can use my GPU to light map in unity 2017?

#

from what ive seen GPU lightmapping is only a 2018 and on feature

sacred warren
#

Bakery works on 2017 and 2018. The inbuilt GPU baker is 2018+ only.

gaunt minnow
#

why am i getting these white lines after baking?

soft verge
#

I'm currently going through @left marlin 's YouTube tutorials.
I'm trying to find a way to add 'swing' to a child object's follow behaviour.

I have a moving/working car, but I have the driver seat positioned behind the car.
The Driver seat is a child object of the car, and naturally moves in relation to the movement of the car.

How can i smooth the movement of the driver seat, in a similar way to how GTA view point would follow the cars when driving around?

sacred warren
#

Any ideas on the performance hit that you're likely to get from triplanar mapping on terrain?

#

Christ, Triplanar really does look so much better doesn't it.

green lagoon
sacred warren
#

I'm aware, but I meant actual performance hit in VRC, if it's even notable.

#

(ignore the weird lighting, it was during testing with an old bake)

supple drift
#

Profile it! There's all sorts of factors at play so there's no way to know the net perf cost upfront.

#

It might possibly be faster to just do the bed with terrain + use unwrapped geo for the trench/cliff assets (or anything at that steep of an angle)

delicate marsh
#

how do i use callback to achieve something from the triggers tab of a particle system

#

like

#

can i have my particle make a sound on death

#

or rather when it enters the trigger i set

#

*collider

#

oh nevermind

#

just read up on what callback is

sacred warren
#

How do you play audio on a user as opposed to in the world? Can you even do that?

rain shadow
#

avatar or just play audio at the location of a player?

sacred warren
#

So that only that user hears it, even if someone else is stood on top of them

rain shadow
#

You can just enable or trigger audio locally for that user

sacred warren
#

Oh, so if it's triggered on the PlayerLocal, it'll only be audible to that player? That makes sense, thanks.

rain shadow
#

What trigger setup are you using to trigger the audio?

sacred warren
#

I haven't yet, it just occurred to me that my usual method of enabling and disabling things may not work for this. But now that I think more about it, it probably would.

bold ibex
#

So, how would a total noob get started learning to make worlds?

sacred warren
#

Creativity and fighting VRC's complete lack of scripting are the biggest barriers, that and keeping size down.

#

Open Unity and go to town, then focus on getting it in-game

green lagoon
#

and it's totally okay to just Cobble something together using free sketchfab and free Unity store assets to figure out how stuff works you don't necessarily need to touch blender to make a world

bold ibex
#

Okie dokie

#

Thanks for the advice 🙂

green lagoon
#

what kind of world would you like to make to start

#

just curious so I could point you in the direction of where to get the assets to make it

uneven estuary
#

Would anybody be able to help me make this rock a drivable vechicle, looked through documentation and found stuff on stations, am I in the right direction ?

mild spade
#

@uneven estuary There is a prefab you can use that has ready-to-use vehicles. All you would need to do is replace the car mesh for the rock. The link for prefabs is in the pinned messages for this channel, or this link https://tinyurl.com/vrcprefabs

uneven estuary
#

there is one called "notbadcars" can't go wrong with that one hahaha, thank you so much

mild spade
#

np, make sure you get the "Standard Assets" (free) from the Unity Store. You will need that for cars scripts to work.

uneven estuary
#

I think I already have that but I'll double check. Thank you 🙂

worn radish
#

little preview of world in progress im working on

balmy gate
#

Wow reminds me a bit of the X1 world

rain shadow
#

X1 a couple of century's in the past

worn radish
#

4th island will be scifi themed

#

eventually lol

rain shadow
#

Oh I see what you're doing now

#

Pretty cool

worn radish
#

yea, its just some random theming for places to hang out

#

adding a bunch of little secrets to find or places to chill

brazen venture
#

Hey guys i'm a big noob and i'm making my first world.

#

I'm trying to get screenshots in the world as a form of photos / paintings but all i figured out to do so far is place the screenshot on a wall as a texture and it doesn't spread out, it just repeats the image several times over the whole object (wall_

#

Can anyone help me with this ><

#

Example here

#

Dont want it to spread out either, i just want to be able to scale it to my liking and not mirror itself many times

balmy gate
#

if you want them as wall paintings, I'd make a separate quad in front (if you want to be more fancy, model a box mesh or at least use a cube with white sides for that matte look)

#

instead of setting it as the wall texture itself

#

model a picture frame too if you want

brazen venture
#

Ok but how do you place the ''painting'' on that object such as a cube without it being a texture

balmy gate
#

you add a Quad (or another mesh), position it in front of the wall

#

and put the picture onto the quad

brazen venture
#

Oh i see, i will look in to that thanks

#

Guess i will have to get Blender

balmy gate
#

if you're serious about making a nice looking world, you'll want to yes

#

you can still do a lot with unity quads and ProBuilder for prototyping

#

but it isn't the same as modeling something

brazen venture
#

I'm not so, but i really need to have the pictures in properly, thats important

#

ah ok

balmy gate
#

you don't need blender to add a quad to the scene

brazen venture
#

found a tutorial

#

thanks, because of you i know i was looking for quads.

#

that was easy.. already got it

#

thanks for your help

reef sparrow
#

How many light probes is too many?

#

If I fill an apartment full of probes spaced 0.05 units apart, is that too many (as in performance-wise, not efficiency).

rain shadow
#

amount of light probes will only increase bake time and world file size

severe frost
#

Currently having trouble uploading a world
Would this ruin the current world in VRChat if my upload fails?
For some reason I uploaded and it got a failed in the middle with an upload error.
When I tried again, the upload bar seem to continue where it left off. the Bar was already long.
It takes really long to upload right now. Must be my internet too.

near escarp
#

@reef sparrow Yes, 0.05 is way too close

#

start with 0.3, only lower it if you can notice an abrupt change in lighting on your model

reef sparrow
#

@near escarp But does it impact performance much in game either way?

near escarp
#

@severe frost What did you do with the error

#

if you have a ton of them super close then yes it will have an impact

#

also it's unnecessary

severe frost
#

it just failed to upload midway it seems my internet was cutting out
2nd attempt the upload bar was suddenly way ahead already. like it saved the progress of the other upload attempt.
Never encountered this before.

green lagoon
#

yep no point having light probes in spots where there wouldn't be any difference in lighting

reef sparrow
#

@green lagoon My plan is to start with a full grid then carve out the ones in the middle of rooms

near escarp
#

just have a bigger grid then

reef sparrow
#

I just hate it when the light probes beeld between the walls :\

near escarp
#

you have to adjust your light probe volume then

reef sparrow
#

Hours and hours at it XD I need to find a more systematic way of putting them

near escarp
#

AutoProbe on the asset store

green lagoon
worn radish
storm plover
#

Been uploading more avatars like these in my world. My recent ones have been using new auras, particles, equipable weapons, finger trails, etc.

waxen hare
#

Hey, so im having some problems uploading a world to vrchat. Basically when i go to upload it, it doesent upload like it use to and instead just uploads straight away without uploading anything. no loading or bars etc. and ofc when i go on vrchat it hasent uploaded the world, any solutions?

sacred warren
#

Anyone familiar with having lightmaps flicker when you have a realtime light on top of them?

gaunt minnow
#

Is it possible to show a PDF file from the internet in worlds currently?

balmy gate
#

@waxen hare you probably have an error in the console window. Turn off Clear On Play, try again and look for any red errors. If you recently added PostProcessing, make sure to delete the Tests folder

#

@gaunt minnow you would have to convert your PDF into an image and then you could put that on a sprite and use a canvas scroll rect to show it. Alternatively, converting it to a mix of ui text and smaller ui images and scrolling those

undone surge
#

Can someone help me

#

I want to make a seperate app that can control music in my vrchat world..is it even possible

balmy gate
#

You can stream music into vrchat using a voice mixer app; or you can livestream music via a sync video stream. have a client in the instance and send keyboard input to submit video urls would also work.

undone surge
#

But i cant make a apk on android that can change the music in game?

balmy gate
#

You can but you're going to need to stream music from somewhere

#

Easiest is stream from your android to twitch and stream from twitch in game

#

Otherwise you'll probably need a server or need to have some user logged into the world

sacred warren
#

Does the streaming system support sources like Shout/Icecast? If so, you could use that as the source then control that via any of the available mechanism it has.

balmy gate
#

Only video sources, using HLS (m3u8 urls)

soft verge
#

I'm currently going through @left marlin 's YouTube tutorials.
I'm trying to find a way to add 'swing' to a child object's follow behaviour.

I have a moving/working car, but I have the driver seat positioned behind the car.
The Driver seat is a child object of the car, and naturally moves in relation to the movement of the car.

How can i smooth the movement of the driver seat, in a similar way to how GTA view point would follow the cars when driving around?

balmy gate
#

you're talking about the avatar bobbing up and down as you move

#

oh I understand. you want it to follow smoothly like a cmaera

soft verge
#

No. Right now, the chair is 'locked' into position in relation to the car.

Ah you got it... Yes, swinging smoothly side to side, rather than locked ridgid

#

like a dampner of sort

balmy gate
#

you have standard assets installed, the script you want is called AutoCam. However before you add AutoCam, you must add a Camera component onto the object, and disable it. (you won't use it--the camera component prevents a crash). Then add AutoCam

#

make sure to uncheck Auto Target Player, and then set the car as the target

#

move the AutoCam with seats inside outside of the car's hierarchy

#

you should be able to test and tune the parameters in play mode to see how it works