#world-development

39 messages · Page 19 of 1

soft verge
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I think I do have standard assets... I've just never used them.
(Actually, I assumed that it was just models and terrain stuff)
...Ok, I'm gonna have to explore this pack out, and see what I can find.
Thanks @balmy gate !

balmy gate
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No custom scripts allowed, but almost everything in Standard Assets is allowed

fluid tapir
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What trigger do I use to teleport people to a new room?

balmy gate
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people plural? do you want a player teleporting itself, or you want to teleport everyone?

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for example TeleportPlayer - teleports the local player

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the player might need to be the instigator - so each player who wants to be teleported would need to run a local trigger that does TeleportPlayer

worn radish
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rooftop club in my islands above world im working on

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secret entrance below

tepid eagle
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Hey guys, I'm having trouble where stuff I bring from Blender basically breaks in Unity

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Like an Inverse.

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Anyone have any suggestions?

rain shadow
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are you trying to import blend files into unity?

tepid eagle
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Basically I'm making FBX's but they break when I send them into unity

rain shadow
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break in what way

tepid eagle
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Like they are flipped in the way that you can phase through them and get stuck, the Mesh keeps breaking and basically doing an inverse of what it should

rain shadow
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so the geometry normals + mesh colliders?

tepid eagle
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It's hard to explain, I'll try to show you

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So I made an FBX just now right

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But this happens a lot

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I don't know why

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It's exactly inverse on how I want the mesh

rain shadow
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Recalculate normals in blender?

tepid eagle
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its that simple?

jovial charm
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Yes

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Ur normal are facing the wrong way

tepid eagle
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Gotcha, I've been trying to remake so much and that probably saved me from completely restarting some of my projects.

rain shadow
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its easy to miss if you aren't used to blender as it doesn't cull backfaces by default

tepid eagle
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Thank you both @rain shadow and @jovial charm

rain shadow
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the backface culling checkbox

tepid eagle
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Just showing yall what I was working on now that the normals are fixed.

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@rain shadow and @jovial charm

near escarp
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Looks neat !

jovial charm
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Nicr

fluid tapir
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Should I be using box colliders for walls? Cause no matter how much I try. I can still walk through walls in my world.

rain shadow
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if you are using mesh colliders on meshes with no backfaces yes

cold helm
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I try to join my own world and I or whoever tries to join gets kicked back to their home world before even loading into the world.

rain shadow
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try detach the world blueprint id and upload again as the usual cause for being kicked back is wrong ID

cold helm
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Ive tried that 4 seperate times, the first of the others worlds, I can load in, but its not the up to date version of the map

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And when I try to update that world that lets me load in, it wont update, nothing'll change

rain shadow
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do you have any errors in your unity console

cold helm
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nope

rain shadow
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@near escarp

near escarp
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check for errors in your output log then

cold helm
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Where would I find that?

near escarp
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C:\Users\You\AppData\LocalLow\VRChat\VRChat

cold helm
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i see 4 outpug logs

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only errors I see is Error - Error requesting file 'LangSource_I2Languages1C8TrubwoO7TglYnLWioaovFSwLGjXyv0E2sGMmpfKhM_Spanish.loc'

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and its the same thing multiple times just different languages

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and this 2019.12.15 13:47:29 Error - Coroutine couldn't be started because the the game object 'Playlist2' is inactive!

near escarp
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Do you have a floor collider ?

cold helm
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i thought i did

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ill check

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i put one in and it still kicks me out

rain shadow
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world ID?

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Yeah all of that is normal

cold helm
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hang on

rain shadow
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yeah its the original issue I mentioned

cold helm
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well if I detach the blueprint it should work?

rain shadow
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If theres no errors and it builds the new scene properly yes

cold helm
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ok ill test

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I detached and it still kicked me

rain shadow
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are you sure there are no errors in the console?

fluid tapir
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ALso anyone know how skyboxes work?

cold helm
rain shadow
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you have clear on play enabled @cold helm

fluid tapir
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I have a skybox in unity. But it does not show in game.

rain shadow
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un select that option

cold helm
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then try again

rain shadow
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just put unity into play mode and see if errors appear

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@fluid tapir How are you doing the skybox

cold helm
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no errors even on play

rain shadow
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What sdk version?

cold helm
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2019.06.25.21.13

fluid tapir
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As a sphere with a shader.

rain shadow
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@cold helm Would recommend updating it to the latest from the VRChat website

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@fluid tapir The reason you cant see it in game is likely that its out of the cameras far clip range

fluid tapir
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Oh

rain shadow
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You could directly change the actual skybox by going window>lighting>settings

fluid tapir
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Thx testing now.

cold helm
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i updated the sdk

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to the current version

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and its still broken

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2019.12.15 17:40:45 Error - Coroutine couldn't be started because the the game object 'Mine' is inactive!

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2019.12.15 17:40:53 Log - World Instance was null, selecting best instance

2019.12.15 17:40:53 Log - File id for fetch world was null

2019.12.15 17:40:54 Log - World Instance was null, selecting best instance

chilly venture
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Hey, so I have particles and when a player moves away from it, the particles stay the same size so it seems to get bigger and bigger for the player. Is there a way to make the particles scale properly?

near escarp
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i think you need to enable world scale ?

chilly venture
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okay. let me look

solid helm
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In the particle renderer options, make sure the minimum size is zero or close to it

chilly venture
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where would world scale be? Is that scaling mode? or Simulation space?

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minimum size is 0

solid helm
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Hmmmm

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World would be in simulation space

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What direction are particles set to face?

chilly venture
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its billboard so it faces the player

rain shadow
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minimum size 0 and simulation space world should be all you need for it to work

chilly venture
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okay. cool. do you know what the stop action option does?

solid helm
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When the particle finishes, that will happen next

chilly venture
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okay. Thanks everyone!!

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❤️

cold helm
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2019.12.15 17:40:45 Error - Coroutine couldn't be started because the the game object 'Mine' is inactive!

2019.12.15 17:40:53 Log - World Instance was null, selecting best instance

2019.12.15 17:40:53 Log - File id for fetch world was null

2019.12.15 17:40:54 Log - World Instance was null, selecting best instance

@rain shadow

rain shadow
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Yeah I'm not familiar with those errors

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I assume the world isn't being built at all though

cold helm
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I guess but why wouldnt it? It successfully uploads everytime.

chilly venture
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i feel like ive seen the world was null errors a lot. I guess look at that game object its referencing

lost breach
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So the buttons in the world suddenly stopped working as of my last upload

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I havent touched them

cold helm
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Idk what game object 'Mine' is tho, I dont have any named that

lost breach
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the way I'm doing them is like this

ButtonLit

  • Do a thing
  • Turn on the unlit button
    -Turn off the lit button (itself)

ButtonUnlit

  • Do a thing
  • Turn on the lit button
    -Turn off the unlit button (itself)
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It seems something is making the last action happen now before the middle action

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so when I click it, the action happens, but then the button is gone

rain shadow
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The coroutine errors are just VRChat menu things, you can ignore those

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@lost breach Can you screenshot the setup

lost breach
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yes one sec @rain shadow

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LightsTurnOn is enabled, LightsTurnOff is disabled, by default.

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but the first action should be to Set LightTurnOff gameobject to active, and THEN disable itself.

rain shadow
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It looks like it should work, though since you seem to already be using animators you could just toggle bool and have the animator state synced instead

lost breach
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to control the Active state on the other button?

rain shadow
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Well you are already calling a state change on an animator, you can just add an object sync to the animator that changes things

lost breach
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gotcha

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yeah I just didnt realize an animator could keyframe the active states of objects

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but that makes sense

short jacinth
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Hi! I have a quick question on how to get sliders working in VRC. I've gotten them working in Unity while in play mode, yet I can't interact with them while in VRC. I've changed the canvas layer to default that inhabits the slider and given the canvas VRC_Ui Shape as well, so I'm not exactly sure what it is that's making the slider un-interactable.

rain shadow
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Its likely being put on the UI layer which is un-interactable unless you have your menu open

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Change the objects to default or something that is not the UI layer

short jacinth
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By default, you mean this, correct? (Message Board being the canvas inhabiting my slider)

rain shadow
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yeah

short jacinth
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No, didn't work. Slider still isn't interactable...

rain shadow
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Is the slider and all the canvas objects on the default layer?

short jacinth
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Yes, I checked

rain shadow
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Is the slider in front of the canvas?

short jacinth
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...sigh found the problem. The Rect Transform wasn't behind the slider, so that solves one problem, but now I have another problem. I'm trying to use the slider to change the volume of a video player. I already have the slider set up to change the master volume of the world, even tested it out with an audio source and got it to work flawlessly. Now, I have the audio source connected to the master volume that the videoplayer is playing from, yet the slider doesn't change the volume for the video player.

cold helm
short jacinth
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If anyone knows where a guide is on how to get a volume slider for videoplayers, I'd be entirely grateful.

near escarp
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@cold helm console errors

rain shadow
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@short jacinth You should just be able to hook the audio source for the video player into a slider

short jacinth
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I'm very sorry, but I simply don't know what you mean by that. Extremely new to unity.

rain shadow
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@short jacinth on the slider add an option and drag the audio source game object into it

short jacinth
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Okay, holy shit, thank you. One last thing, when I move left or right the slider moves as well. How do I remove that?

rain shadow
short jacinth
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Thank you. What took me nearly 3-4 hours of searching online took me all of only about an hour here. Anymore issues that I can't easily solve I'll make sure to ask them here instead of scouring forums.

rain shadow
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Yeah better so ask here as most unity documentation and help is always scripting

open thicket
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i've witnessed physics in a world where the chandelier will move and stick

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to that spot until it slowly settles back

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how do i achieve this with rigidbodies and joints?

rain shadow
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move and stick?

open thicket
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like a regular behaving chandelier in the real world

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stick as in revert to normal position after the gravity stops acting on it

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lol

near escarp
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no need for joint ?

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rigidbody and gravity should do that

open thicket
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im unsure how that works just with those two

solemn hornet
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hello guys, i am working on a "club" type map for me and my friends to have parties and chill out in over special events like Christmas and so on. but ive notices some of the animations dont like to work ingame. for example this is the dance floor. it works in unity but not in VRC any idea how to fix? would be greatly appreciated! ❤️

near escarp
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how is the animation triggered ?

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@solemn hornet

solemn hornet
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@near escarp

open thicket
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those scripts dont work

near escarp
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that is a custom script

open thicket
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for vrchat

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check whitelisted scripts doc on their website

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but custom scripts don't work

solemn hornet
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i see @near escarp @open thicket thank you for the help i will go take a look now.

open thicket
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it was a character joint

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ahh

plain flax
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is there a way to have objects highlight when they're on certain layers?

sacred warren
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Yikes. Does Unity not clean up after itself? My original project was ~900,000 files. I deleted the library folder, let it rebuild everything, uploaded to make sure everything was fine and now it's only 148,000 files.

glad hedge
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So today I was looking at my world stats, and noticed that they have a new "Reports" stat. It seems someone went through to each of my worlds and reported them once. What does that mean?

sacred warren
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Nothing, all worlds have 1 report by default.

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It's only an issue if you have more than 1.

glad hedge
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Ah just noticed one of my worlds didnt have that

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So i was curious

sacred warren
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If you can't see the report stat then are you sure it's your world?

glad hedge
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Yep, its my most popular one

short gulch
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What exactly does the RandomContinuousAudio prefab do? Is it suitable for random ambient sound effects like for example if I was near a dock and I wanted the sound of seagulls and the wooden docks creaking to be played at random intervals. Also curious if anyone has used multiple of them to make different areas have different ambient audio? Indoor and outdoor having different sets of sounds for instance. Would triggers to turn them on and off be the best approach for that?

cedar nebula
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@near escarp made it I think, he should be able to answer that

near escarp
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You could definitely do that for soundscape yes @short gulch

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but due to how the audiobank works, all the sounds will be emitted from the same audio source

hushed shell
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figured I'd place this here, theres a neat asset bundle sale going on atm on the Unity store

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got myself the 15 dollar bundle, since I have a good amount of the other assets

sacred warren
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Shame it doesn't work like many other bundles these days and discount if you already own X assets.

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Also... "Supported Unity versions - 2019.2.13 or higher" yikes. That's one of the most recent requiring packages I've seen for a while.

hushed shell
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Oh the crest ocean system. I think thats the only one though in there that has the requirement

sacred warren
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Weird bug, but has anyone else noticed an issue with particles being way larger in-game than they are in the editor? My bonfires/fires go from being correct size in the editor, to complete raging infernos in VR.

slow orbit
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@sacred warren It wouldn't surprise me if particle size was relative to screen resolution, which in VR is very different to a regular screen.

sacred warren
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Gah. So then it would always be wrong...

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You'd have tiny virgin WMR particle users and giant chad Index particle users :/

bold ibex
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Wait what? Wmr resolution is close to index. So that wouldn't really make sense

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Vive and rift would be the smallest particles in that case

sacred warren
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I was thinking of the super cheap 1st gen ones, turns out they're actually higher res than I thought.

bold ibex
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Yeah the cheapest ones are still 1440x1440. That's why i preferred it over my old rift

undone surge
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whats the easiest way to get a twitch tv player in a world

subtle garnet
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1440x1440x2 is pretty much standard atm

undone surge
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Ive tried multiple ways i just cant get twitch to work

buoyant hollow
undone surge
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I havent but i will

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Thx for the link

short jacinth
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Quick question. What layer do I need to remove on mirrors so that nameplates don't appear in them?

buoyant hollow
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I believe its UI menu iirc.

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I would say its good practice to remove everything and add back in everything you want anyway.

opal goblet
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Minimum is Player and MirrorReflection (Never do PlayerLocal) for all Players

short jacinth
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Okay, thank you, but now I have another problem. When I'm trying to test my scene now, it's not updating to the current scene I have in unity. It uses a previous build.

sacred warren
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Check the console, the build is failing

short jacinth
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Ah, got it, thank you.

fallen stag
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My audio sources become glitchy on large distances, even though it's outside the limits of the vrc_spatial audio source component, so I shouldn't be able to hear it at all, right? Is there anything I can do to fix that?

cold helm
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so what skyboxes work for vrc because I have different sections of my maps and I want to have different skyboxes of said maps

buoyant hollow
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@fallen stag what settings are you using. I don't recommend using the spatial audio source's falloff and instead use the audio sources fall off.

fallen stag
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I'm basically just using the default settings, I tried enabling Use AudioSource Volume Curve but it didn't really make a difference

buoyant hollow
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make sure your audio is set to 3D, and also make sure you change the priority so its no longer the default.

fallen stag
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Should I set the priority higher or lower?

buoyant hollow
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that is up to you, if you want it to cull when too many people are talking set it lower, if if you want voices to cull than set it higher.

fallen stag
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Nope that didn't fix it, also it's literally the only audio source that's playing so I don't see how that would make a difference

buoyant hollow
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and you are using the falloff from the audio source? Also check if the audio file itself got corrupted during import.

fallen stag
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I don't know if it makes a difference, but I am using the vrc_audio bank to play the audio in a random order, also like I said it's only glitchy on large distances. I have two rooms that are 1000m away from each other so you're not supposed to hear the audio from the other room.

buoyant hollow
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oh, yeah audio bank is glitchy

fallen stag
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Ah, so I would need to use a vrc trigger set to randomize?

buoyant hollow
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yep

open thicket
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How would you create a system where you can have players affect rigid bodies

fallen stag
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Oh god, that's going to be a pain to change, but thanks anyway!

open thicket
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Would that be player tracking and some collider following?

buoyant hollow
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np, hopefully you get it all working

fallen stag
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I'm afraid it still isn't fixed

buoyant hollow
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I'm afraid I can't really figure out what would be causing the issue without seeing your settings or going into your project myself. Could you post screenshots?

fallen stag
buoyant hollow
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I don’t offer help through dms, just tag me

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I think this may be your problem though. You didn’t check these

fallen stag
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What do they do again?

opal goblet
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yeah those boxes are an unknown mystery

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I bet that even the devs would have to look into the code to actually tell what they do

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If you enable them it will make it so that the probability (1) will be distributed over all checked boxes

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so if you have 3 checked boxes the probabilty of each one will be 0.33

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but it might also be weights

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Again. They are weird to say the least

fallen stag
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Still no success, but I'm calling it a day

bold ibex
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I made a video on an issue I'm havign with my world. I'm hoping someone might help me on it

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its only a bit over 2mins

rain shadow
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are you using SetGameObjectActive toggle?

bold ibex
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yes on the main side switch

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cause I want it to turn all of them off AND on if possible

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cause I realize it can be tedious if you have a high end pc that can handle turning on all 120 avatars pedistals

rain shadow
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The easiest thing to do would be to have two buttons that explicitly set them to be all enabled or all disabled

bold ibex
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hmmm

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is it then impossible do do what I intend with just one switch?

rain shadow
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You can do that with one switch but you would need to have two other triggers also

barren ice
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Has anyone ever worked with cycled skyboxes (ones that switch from daytime to night time)? I'm trying to figure out the lighting for it

rain shadow
primal panther
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can anyone help me on how to fix vrcsdk making compiling errors in the console. I was trying to make my world and im getting a bunch of errors about performance scaners or something. I'm new so idk much

near escarp
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open thicket
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How can I create a player mods jump height change toggle?

near escarp
primal panther
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i got a new problem. Every time i try to build and publish i fill out the info and unity crashes. Honestly I'm gunna try this tomorrow this is just really annoying

bold ibex
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when doing a build test how can i make it so it doesnt open up in vr?

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vus it makes me do this wierd vr desktop hybrid mode

mild spade
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Either unplug the VR from the computer or use a prefab that lets you pick between the two all the time (not sure if it still works) Check the pinned messages in this channel for a link to the prefabs (VRCPrefabs)

bold ibex
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thanks

edgy ember
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so i have a world i was testing and updating today, when all the sudden it would stop updating the world, i can upload, it's name will change but everything else stays the same. i tried creating a new world instead of updating, but that one will just kick you back to your homeworld.

rain shadow
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That means the world file is failing to build

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Usually you can see why its failing by checking the console issues and errors

edgy ember
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vrcglobalroot is not defined

rain shadow
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Try reinstall the sdk following this https://docs.vrchat.com/docs/updating-the-sdk

edgy ember
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i'll see if that works

edgy ember
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@rain shadow didn't work, also tried a fix i found online which was to make the tag myself, which let me upload but now the original world also kicks me out right once it loads

rain shadow
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no new errors?

edgy ember
rain shadow
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Yeah I'm not sure how to fix that without creating a new project

edgy ember
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then that's what i'mma do

edgy ember
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(that also did not work)

rain shadow
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What do you have imported to the project?

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its also possible your unity install is broken

cobalt sluice
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is it possible to change the environment lighting intensity mult to create day/night cycles?

near escarp
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If it's not baked yeah ofc

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You can also use post processing on top of that for a better looking effect

cobalt sluice
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how do you change it though?

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it's my first time trying a day/night cycle and things seem pretty weird... I can only get the default skybox to be affected by my directional light too

bold ibex
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anyone else having issues uploading stuff? I am constantly having the upload corrupt. Tried reinstalling SDK

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normally fails on the last item like the signature and so I've been trying to upload my world for the last 4 hours

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happens in other unity projects as well, both avatars and worlds

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error log says server is timing out so I figure its happening to you guys too

sacred warren
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@edgy ember I've had those errors before, normally they just appear if you stop play-mode.

bold ibex
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how do i make it so when the player stands on a specific tile/interacts with something, they immediately respawn (trying to make a boss fight)

rain shadow
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The VRC trigger component has a TeleportPlayer function

bold ibex
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yes i know, but im asking how do i make it so that when the player stands on a specific tile/goes through a certain object, they get sent to respawn

rain shadow
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Theres multiple trigger conditions that could do that, OnEnterTrigger or OnAvatarHit would work

sacred warren
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Collider Trigger > OnEnterTrigger Local > TeleportPlayer (to spawn) basically.

bold ibex
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what about for particle systems?

rain shadow
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Particles hitting players?

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There is also a OnParticleCollision condition

bold ibex
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do i have to add a collider to the particle system?

rain shadow
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Set particle collision to world and set it to collide with playerlocal

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and also check the send messages checkbox under the particle collision tab

bold ibex
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and where is that?

rain shadow
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I'm not actually sure if a particle collision setup that simple would actually work so I guess ignore what I said about particles

bold ibex
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ah, okay

onyx kindle
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Does anyone have a tutorial to make something follow you around in a maze? I already know about the object follow but how would I make an object/npc follow me in a path

near escarp
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@cobalt sluice You need to use the inverted sphere prefab to control that, and then make an animation that control both the intensity and color of your sun light, as well as the sphere rotation

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@onyx kindle Give the Fionna pet prefab a look, it explains a bit

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It's in the pinned items

cobalt sluice
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@near escarp I was asking about changing the environment light intensity from the skybox in the Lighting window. If it can't be changed at runtime I guess we have to set that to 0 (or close) to get dark nights?

near escarp
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it can't be changed at runtime, hence my suggestions

halcyon wren
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how do box colliders work at a technical level

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Are they always checking for collisions or do they only check for collisions when you get near to them

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how many total box colliders can you put in a world before it starts to cause problems

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does collision also get occluded

opal goblet
cobalt sluice
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Dang, well that's going to make dark nights difficult to achieve :( I guess I haven't seen any good looking day/night cycle maps on VRChat though

halcyon wren
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it answers the first one somewhat but not the others

onyx kindle
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Alright, i'm having a problem where the post processing shows up in unity but not in VR when testing

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Like the camera preview isnt changing.

primal panther
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Why does my unity crash everytime i try to upload my world. It has never done this before and i dont know how to fix it

dusty spruce
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I was having that problem for some reason too.

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But instead of it crashing, it just gave me an error saying it failed to upload.

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I'd use a triggered emote but custom emojis aren't allowed here.

undone surge
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Does anyone have any night club models

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For unity

sacred warren
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Server issues. Same MO as the DDoS before so who knows when it'll stop.

deep parrot
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hey im having a issue with video players

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when i press the play button in my world it restarts the video

sacred warren
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If an audio source is enabled but NOT set to play on awake (and not currently playing), does it still count towards the active voices limit?

cedar nebula
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no, it's only for audio sources that are actively playing something

sacred warren
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Oh thank god, I was about to panic.

cedar nebula
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@primal panther If you haven't already, try disabling Future Proof Publishing in the settings for the SDK

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@onyx kindle Make sure the camera you applied the post processing to is set as the Reference Camera in the Scene Descriptor for your world. Also make sure you're not having console errors that are preventing the world from updating. If you're getting that weird one about NUnits or something, find the Tests folder in the post processing folder and delete it

onyx kindle
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@cedar nebula bet

open thicket
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do all standard asset scripts work?

rain shadow
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They are whitelisted and can be used in VRC

open thicket
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coo

frigid estuary
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does vr chat support reflection probe groups?

solid helm
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Reflection probe groups?

dusty spruce
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Is Motion Blur possible for worlds?

random owl
#

Possible yes, should you use it no. It's pretty horrible in vr and I think broken as well

sacred warren
#

More a general Unity question, but when looking at the backface of a plane, would objects the other side of the plane still be culled? Despite the fact you can still see "through" the backface of that plane?

dry vale
#

I think it does cull sometimes. It's never been consistent for me. Like when you stick your head through a wall, and the world disappears, etc.

sacred warren
#

That's fine. It's just I wanted to replace a few cubes with planes because I need lightmapping on them, but only on one side and I can't figure out how to lightmap only one side of a "cube" so I'm replacing them with planes, but I wanted to make sure that things would still be culled when looking through the back (not the front) of a plane.

solid helm
#

@dusty spruce Motion blur's automatically disabled in VR, but you can use it in worlds

spiral locust
#

i need help making a map is there any world Creators here?

#

im getting a error i cant find the fix to

onyx kindle
#

Yes there is world creators here.

#

What’s the error

spiral locust
#

Could not load world wrld_a633ea0c-3534-4331-9b75-a6416301c69a because it didn't exist.
UnityEngine.Debug:LogErrorFormat(String, Object[])
<>c__DisplayClass140_0:<OnGUISceneSettings>b__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:Upd

onyx kindle
#

And all of a sudden that’s out of my league 😂

#

contact the good devs

rain shadow
#

Can you screenshot the top of your unity console

#

look for errors

spiral locust
rain shadow
#

How many red errors

spiral locust
#

1

rain shadow
#

that error alone can usually be ignored

onyx kindle
#

Is this stopping you from uploading?

#

If not you’re fine

spiral locust
#

you it will run but hten crash

#

yes

rain shadow
#

Unity will crash?

spiral locust
#

vrchatthe map it self it will get to the loading screen and soon as u click go it will crash

onyx kindle
#

Hm

sacred warren
#

Turn off notices and just leave warnings and errors on to get rid of cruft in future.

rain shadow
#

If its the game crashing that would be something in your actual unity scene, else I would imagine you are trying to launch a 2018 world on the 2017 client

spiral locust
#

i am uing 2018.4 would that be a problem?

sacred warren
#

Yes, yes it would unless you're also using the Beta client.

onyx kindle
#

Yea that’s wrong homie

rain shadow
#

If you aren't running the beta branch of VRChat it will always crash trying to load 2018

spiral locust
#

how do i get the beta

onyx kindle
#

Go to steam

#

Hold on

#

There should be an open beta

#

Channel in here somewhere

#

@spiral locust

rain shadow
#

Steam properties for VRchat and then go to the beta tab and the drop down menu will have open beta which is on unity 2018

sacred warren
#

Keep in mind that if your world uses terrain, it'll almost certainly just crash anyway.

bold ibex
#

does someone know why my button im my world dissapears when i click it its used for particle toggle

frozen glade
#

what you used in trigger

bold ibex
#

just 3 particle systems

#

nvm fixed it

glad hedge
#

Is there a way to toggle between 2 different skyboxes?

bronze smelt
#

Make two skybox materials and use a inverted square or sphere. Then you can swap it there

dusty spruce
#

I use spheres for my skyboxes.

glad hedge
#

Hmm was hoping for actual skybox swapping because i like the lighting from them

dusty spruce
#

Or you could change the direction of your direction light.

#

Assuming you have one.

glad hedge
#

I dont use directional light for performance purposes

#

I did a nice sunset vista, but was hoping to have a toggle for a christmasy night atmosphere

dusty spruce
#

Hmm, then using spheres would be my choice. I’m not aware of any other way to do something like that.

#

And change the lighting to a darker colour.

glad hedge
#

Having a way to swap skyboxes would be an easy way for me, was hoping that was available. Ah well

#

I will figure it out

dusty spruce
#

Okay good luck.

sacred warren
#

Directional light is fine, realtime light is the issue 😛

worn radish
#

rooftop club is coming along

mild ether
#

Does anyone have some plugin recommendations for adding decals to maps? For example blood spatters on walls, grunge, footprints, grafitti etc

nimble hull
#

@worn radish love it

odd flower
#

I am currently having an issue with implementing sounds into my world. If I enable them the sounds from the menu or people cannot be heard anymore.

cobalt sluice
#

You can only have like 32 active audio sources, including people

#

For some reason it doesn't matter how far away the audio sources are, they still count to that limit (out of ear shot audio sources will still cause player voices to disappear)

near escarp
#

64 !

sacred warren
#

That's numberwang!

#

But yeah, I found that number is strangely easy to hit.

cobalt sluice
#

Oops thanks Ruuubick

#

I guess what I've really been doing is limiting my audio source count to 32, which allows for some wiggle room with 20-30 player capacity maps

odd flower
#

Ouch, then I need to figure out how I should add sounds to my rivers using splines (if thats even possible)

cobalt sluice
#

For my rivers I just manually place audio sources spaced out along them with slight overlap, and I have a trigger around the entire river that turns the audio sources on/off when you enter and exit

#

You can also make an audio source pefab that uses a sphere trigger around it to turn on/off

odd flower
#

Yeah that sounds like a good idea, I have alot of audio sources to convert then

cobalt sluice
#

Nice

#

Also in case you aren't doing it like this already, you should uncheck Enable Spatialization and use a spatial curve that makes the water partially 2D when you're near the source for it to sound best

#

I've had trouble with echoing audio when two sources overlap on rivers, so I alternate between two similar sounding river audio clips. Not sure if there's a better way to tackle that...

barren ice
#

So I have this weird issue I've had happen in the past before.

So this picture, I'm testing out a world and it's spawning me under the room.

#

and it is set properly

#

Does anyone know what could be causing this?

near escarp
#

Check your colliders to make sure you're not being pushed down when you spawn

barren ice
#

I found it haha, when i made the collider, i didn't notice it made it as big as the room because my mesh colliders were covering it. xD

frigid estuary
#

does vr chat allow reflection probe groups?

#

is there a game setting restricting those from working or is it usually working?

rain shadow
#

If that "reflection probe groups" thing is a custom script then no

north elk
#

Question/ Problem: Cant seem to upload a world to community labs both via website and in-editor. Is there a reason/ have I been suspended from uploading worlds, idk what may be the reasons...?

(Hope this is the correct place for that, if not, redirect me - thanks)

balmy gate
#

@north elk what is your rank / color in game. You need to be user or higher... New User (blue) can upload avatars but not worlds yet

north elk
#

i have been a trusted user for months now

#

unless by using the User rank in vrchat screw with the settings

balmy gate
#

No, and user should still work

#

What errror do you get? Or you don't see the checkbox

#

Can you disable clear on play in console and look for the first red error?

north elk
#

there is no error displayed/ ive uploaded twice with labs enabled....

#

yet never shows up in labs

mild spade
#

Are you using the correct Unity and SDK? Do you see the world on your "mine" list on VRChat?

balmy gate
#

What exact unity version? Are you able to open the world yourself?

north elk
#

unity 2017. 4.28f1

outer crane
#

When are they going to update to new Version of Unity? Any one know?

balmy gate
#

Still in beta. There have been remarkably many bugs on unity's side, as well as some sync trouble so it's gotten delayed

mild python
#

When I press Build & Test, Windows does its ding noise and VRChat starts up right away and opens my world in an old testing build before all the massive changes I've done today. It doesn't even go through loading the test build before opening VRC. This has never happened before and I'm really confused. It's being developed on the Unity version for VRChat 2018 (2018.4.12f1) and I've got VRChat on its open-beta version. I've tried deattaching the blueprint but it didn't do anything. What might be causing this and how do I fix it?

#

If I press Build & Publish it does the ding sound too and goes immediately over to the Configure World window

#

Alright so, I'm getting these errors when I press Build & Test

#

I have a feeling I've ran into some "it is read only" issue in the past and I feel like the solution was fairly simple but I don't remember what it was. Got any ideas?

rain shadow
#

Delete the simple lightprobe placer as its likely not compatible with 2018

mild python
#

Oh riight, I'm not even using it anymore, I completely forgot about it

#

I'll try that and get back at ya, thank you!

#

It works!! Thank you so much!

bold ibex
#

i lost the unity data of my first world is there any way to download it ?

sacred warren
#

Nope

bold ibex
#

so i cant re edit it?

sacred warren
#

Nope, not without the original files.

gaunt minnow
#

many days later and i still cant get the things i make with probuilder look any better than this:

#

this wall is using a manually optimized UV, everything properly welded/stitched, autostitch also enabled

#

can anyone explain why it all just ends up looking so terrible?

#

the best i can make that doesn't screw up with lighting like this is a plain box

stone hollow
#

Looks like they are smoothed

rain shadow
#

Is your lighting baked? if not those seams are probably to do with normals

gaunt minnow
#

it is

stone hollow
#

is there a smoothing option when creating a box in probuilder

gaunt minnow
#

i tried to put smoothing on it to see if it would fix anything but it didn't, smoothing or not, the same edges occur

rain shadow
#

only when the lighting is baked or all the time?

gaunt minnow
#

this is without smoothing.
all the time, btw

stone hollow
#

Looks better

#

For flat surfaces you dont want to smooth

gaunt minnow
#

it doesn't look better from up close, all the lines are still present

stone hollow
#

It does look better just not perfect

gaunt minnow
#

well i guess i know what you mean, it's just not any better in terms of solving the issue

#

the white lines are the problem, emphasising them or not with gloss isn't

#

i made a couple pillars and a firepit, also with ProBuilder and they also have odd white lines on them

#

i guess they are seams?

stone hollow
#

have you tried this configuration of blocks instead? im not sure if it will solve the issue but it could help

gaunt minnow
#

i'm not sure how i would achieve that in the probuilder UV map editor, its extremely limited in features

stone hollow
#

Hmm

#

the only thing i can think of is have you deleted the faces on the inside of the blocks

gaunt minnow
#

they weren't there, i began with a slab (the wall) and took the windows out of them

#

using a subtract feature

stone hollow
#

ah

#

not well versed with probuilder - @chilly venture or @vapid quarry may know what the issue is

gaunt minnow
#

thanks for your time

vapid quarry
#

@gaunt minnow have you tired changing your shadow bias on your lights? And or turning off smoothing

#

Also take a picture of your lightmap settings for us please 😄

gaunt minnow
#

smoothing is off, haven't tried the shadow bias thing @vapid quarry ill google that

vapid quarry
#

just on your lights or directional light its undershadows if you're using them

#

try turning that down

#

or even turn shadows off in general just to test it

gaunt minnow
#

afk for 10 then ill continue working on this

vapid quarry
#

Alright

#

try these settings

#

untick Realtime Global Illumination (Realtime Lighting)

#

Change indirect samples from 500 to 200

#

change indirect resolution from 2 to 20
Lightmap resolution 10 to 20 or 25
Lightmap padding from 2 to 20

#

Lightmap size you can change to 512 I guarantee you won't notice a difference

#

Change Directional mode to non-directional

#

and lightmap parameters to Default-verylowresolution

#

This should speed up your bake ALOT too

#

Personally I would use enlighten if you're still using unity 2017

#

Progressive in unity 2018 is way better

#

Make sure you're using reflection probes too it makes the lighting look way better. A lot of people forget about or don't know about these. Just set the res to 512.

gaunt minnow
#

thanks ill give those a try

#

looks like this now

sacred warren
#

I assume those are different meshes. Have you tried merging all those pieces into a single mesh?

gaunt minnow
#

they are all a single mesh

sacred warren
#

Ah, hmm.

gaunt minnow
#

i started with a wall and extruded the windows from it

unborn elk
frozen glade
#

anyone knows why vrc locks my fps to 10 when trying to test a local world

sacred warren
#

It shouldn't. Is it possible it's the world's actual performance? You're not using 30 realtime lights are you? 😛

frozen glade
#

nop

#

it has one light

#

and the world is not big

#

imma restart steam incase

#

nvm

#

changed audio from oculus to speaker and i have all fps back

#

hope its an vrchat issue since oculus updated their drivers today

ornate turret
#

@gaunt minnow based off your UVs, it looks like that window wall has Ngons? (faces with more than 4 sides)

#

which can cause lighting issues

#

although I'm not sure if probuilder fixes that automatically or not

gaunt minnow
#

i recreated the wall from blocks instead of cutting the windows out

#

with redone UV + the other tips here earlier it seems to have much better results, but still there's lines visible now and then

ornate turret
#

oh i see

gaunt minnow
#

also to answer your q i don't think there were ngons @ornate turret but it seems like cutting the windows out leads to unpredictable and buggy results

unborn elk
#

If you cut windows out then you had n-gons, you need to fix edge flow every time you use any boolean operation

woven totem
#

Don't know what this means, but whatever progress was being made bricked at this number. It's been like this for roughly 2 hours now.

#

This problem went unnoticed for a good while, first world I've made actually. So I don't know what it is in the slightest or if it can even be optimized and re-countered from bricking.

#

Whenever I cancel the building player, close or re-open unity, the jobs go from 60+ rapidly but then stops at 24.

#

Used to be, it would just tick down 1 every few minutes average.

#

So put simply, what does this mean and what can I do about it?

near escarp
#

It will either take hours, or it won't end at all

deft marsh
#

Anyone got the method for pressing a button and generating a random message on a screen?

#

Like pressing a "choose number" button and a number between 1-10 generates onto a screen

#

I've tried googling and honestly can't find anything on it - all the vids/guides i've found revolve around spawning objects or showing mirrors etc

near escarp
#

You create 10 objects with either Text mesh or actual mesh, and the button just OnInteract, SetGameObject active with a randomize

#

or with an animator

deft marsh
#

So it will just need to be individual objects that are hidden and shown and the base would just be the blank screen. I thought that the text was appearing on the screen as opposed to the entire screen just being changed to a different one + text

#

thanks!

keen chasm
#

Hi! I thought about creating a world. How am I suppose to proceed?

deft marsh
near escarp
#

Start with tutorials

deft marsh
#

that's a good place to start

#

It goes through a lot

#

Took me the longest time to find the Randomize button - hidden under advanced mode c_c

#

Is there a limit on the number of gameobjects I can have in the trigger?

bold ibex
#

anyone know how to do timed events?

near escarp
#

@deft marsh Not really, but you'll need to test in vr to make sure there isn't an impact

#

with a delay on the trigger or with an animation event @bold ibex

deft marsh
#

Only 250 materials.. that won't be too bad right?

#

to switch between that is

#

hahaha

near escarp
#

That's pretty bad

deft marsh
#

Sounds quest optimised to me!

near escarp
#

You could also have a ton of those on a giant image, and the button just enables a random animationt that moves the camera on it

deft marsh
#

Isn't that the same deal though, I'd still have 250 different mats for the board

near escarp
#

Well if it's a single image it would be a single material

deft marsh
#

oh i get you

#

my b

bold ibex
#

@near escarp I just don't know how to set a timer. I know the amount of wait time, i just don't know how to add one to my world

deft marsh
#

but then have 250 animations?

near escarp
#

But it really depends what the performance is like

#

250 materials can be fine depending on how it's done

deft marsh
#

I'm trying to consider the fact there's probably no more than 15 materials in the entire room prior to the board

#

and hoping that that it won't affect too much

near escarp
#

@bold ibex How is the timer triggered ?

deft marsh
#

anyway thanks for all the advise

#

advice

stone hollow
#

try making a map with 1 material 😏

near escarp
#

With no interaction zucc

bold ibex
#

after x amount of time x event happens. And the timer needs to repeat, while also only being active when a different trigger enables it

near escarp
#

Yeah but after x amount of time after what

bold ibex
#

after player activates trigger.

near escarp
#

Then you just create an animation, place an animation event at the time you want the event to trigger, put that in an animator, place a vrc_trigger on the same object, have an activate custon trigger, and then apply the same name for the animation event and the custom trigger

#

It'll loop at the same time continuously after it's triggered once

#

I can record a video if you don't understand

bold ibex
#

please do. I'm trying to make a boss fight, and have it to where after the boss does a certain animation x event happens, and only repeats when the animation repeats.

#

I also wanna do a thing to where the areas the boss will attack will light up red(i have a hidden object with red emission ready to take the place of said platforms)

near escarp
#

@bold ibex

#

and make sure to check Loop Time on the animation file

bold ibex
#

yeah only 1 problem. I have no idea if I can do that in unity 17.4.28f1 when that's a newer version.

near escarp
#

0 difference

#

but if your project is new, you should use that version of unity

bold ibex
#

it's not new

#

i still can't understand what you are doing anyway.

near escarp
#

i'm just clicking on stuff

#

what do you not understand ?

bold ibex
#

so i have the animation event thing, having it on the bosses' animation, and the next step is to have a trigger on the same area i have the animator on, and then having the trigger be set to custom?

near escarp
#

basically the animation event is just a way to say "at this point, activate this trigger called boss"

#

the trigger received it, and does its action

#

and since it's on an animation that loops, it'll activate the trigger every time it passes on the event

bold ibex
#

ah

#

and i just have the event on ExecuteCustomTrigger?

near escarp
#

yep

#

with the same name for both

bold ibex
#

for the String?

near escarp
#

yep

deft marsh
#

Ruu why you gotta have such a high reso monitor

near escarp
#

because otherwise stuff gets blurry

deft marsh
#

got my nose pressed to the damn screen trynna read that haha

near escarp
#

xD

bold ibex
#

same name as the gameobject with the animator, correct?

near escarp
#

the gameobject name doesn't matter

bold ibex
#

so the name in the VRC trigger?

near escarp
#

the only thing important is for the parameter string and the name in the custom trigger to be the same

bold ibex
#

ah

#

gotcha

near escarp
#

And so with an animation event you can do all kinds of cool stuff

#

it's more reliable than a timer or a delay

bold ibex
#

neat

#

ok so now, how do i make it so that when player collides with x particle system, they die

#

or get sent back to the respawn point(which is the beginning of the fight)

#

basically teleports the player

#

if anything, I can do something simple like attaching a transparent 3D object to the particle system and having that do the action. Though I have tried collider triggers with the floor, but that didn't work.

#

so I'm unsure if that will work either

near escarp
#

Well, you set the particle system to a layer that collides with the player, create a trigger for OnparticleCollision with the correct layer (PlayerLocal) and action > teleportTo

bold ibex
#

how do i set the particle system to a layer that collides with a player?

near escarp
#

default should be good

bold ibex
#

do i check the collision thing on the particle system?

near escarp
#

@bold ibex Which collision thing ?

bold ibex
#

@near escarp that one

near escarp
#

I think that is a different thing

#

As long as it has the correct layer and that the trigger is set correctly it should just work

#

With the collision you just use AddPlayerDamage locally and I think that's how it's setup

bold ibex
#

so it's auto set for me by default when i create the particle system?

near escarp
#

i believe so yes

bold ibex
#

only 1 way to find out

bold ibex
#

nope 😄

near escarp
#

@cedar nebula might know

cedar nebula
#

hi that's me
Don't use the triggers module in the particle system, that's for something else. In the Collision module, make sure you have Send Collision Messages enabled.
Then add a VRC_Trigger set up as OnParticleCollision Local with the action of AddDamage or TeleportPlayer depending on if you're using the combat system or not

bold ibex
#

okay

cedar nebula
#

oh and in the collision module, make sure the Collides With has PlayerLocal checked

bold ibex
#

ok

cedar nebula
#

small correction, only have it collide with PlayerLocal! Otherwise it'll trigger every time it collides with anything

bold ibex
#

gotcha

cedar nebula
#

yeah looks good, though the Radius Scale might be kinda small (depends on the size of the particle of course)
I'd enable Visualize Bounds and then play the particle system, the green spheres are the hitboxes, er hitspheres? Then resize them with the Radius Scale as you need

bold ibex
#

i don't have to worry about that, i got the particle system set to be facing upwards, making the player collide with it regardless

bold ibex
#

alright, lets say the boss has a weapon they have for the player, and i want to make it so when the weapon collides with the players' hitbox, they are dealt x amount of damage

near escarp
#

OnEnterTrigger for weapon

bold ibex
#

gotcha

#

also, I heard about an AI system for VRChat that makes the enemy chase after the player constantly. Is there a way I can do that, and make it so that when enemy gets x distance close to the player, it triggers a random animation? or is that type of system too complicated for 17.4.28f1?

near escarp
#

unity version is irrelevant for creation complexity

bold ibex
#

understandable

near escarp
#

but doing that would be very difficult yeah

bold ibex
#

Idm being challenged 🙂

#

I just don't want to have a repetitive animation play for this bosses' final phase. It's too easy to predict, and isn't guaranteed to put the player through an intense session. I want the player to actually focus during the final phase of the fight.

bold ibex
#

@cedar nebula I have the setup you recommended, but it's not working

#

do i need the trigger to be true or toggle? cause i checked the collision, and it seems to be fine

sacred warren
#

Particles behind rocks? Remind me what I'm doing wrong again here...

balmy gate
#

Does it happen if you turn off soft particles

#

if you're using Particles/Standard Unlit or Standard Surface, note that those shaders are broken in vrchat for anything other than opaque particles

sacred warren
#

Standard Unlit so that would be the issue. I tried Priority Additive but it was visible from any distance it seemed.

balmy gate
#

yeah if you want to fix it, you can make a duplicate shader and change the render queue setting in the shader file

#

I think I did that for someone else here

sacred warren
#

Ah, easy fix then, thanks.

balmy gate
#

there's a canny to fix it in 2018 since it's now the default particle shader

#

I'm hopeful it will get fixed there. otherwise right click->effect->particle system is broken in 2018

sacred warren
#

Ahhh, I remember that Canny. I didn't realise that was this shader.

deft marsh
#

Is there a way for the onEnterCollider to impact the SetMaterial trigger

#

Such that I have a random generator that will pick a "player" from random out of a potential 20 people. Let's say there's only 6 people stood on the colliders, I only want the numbers 1-6 to be chosen

#

but instead of numbers it will be a beam of light that shines down onto that person

#

but might be numbers because I may get too lazy for the particles

viscid pebble
#

hi...

gaunt minnow
#

is there any known way currently to play internet radio streams in VRChat worlds?

sacred warren
#

If you're not using Unity trees/grass, does the Detail Resolution and Detail Resolution Per... value set actually matter?

vast raft
#

what do you guys use for post processing?

sacred warren
#

PostProcessingv2, Bloom + Slight contrast adjustment.

vast raft
#

I dont see the post processing v2 in the asset store tho.. just the playmaker addon

vast raft
#

ah kk

#

thanks

#

I dont see it in there either

sacred warren
vast raft
#

.< thanks

#

sorry for the trouble

warm orbit
#

Trying to set up a new world with baked lighting, and for whatever reason, even with light probes, the lighting doesn't affect avatars. Anyone have an idea on why that may be?

near escarp
#

Did you bake the light probes ?

warm orbit
#

I did

near escarp
#

Then it should work AkkoShrug

#

Move an object in your scene in play mode and that should show the lightprobes being used

near silo
#

Hello guys. Anyone here worked with sound visualizers in worlds? Need some tips as to where to start with that

verbal breach
#

question, to update a world I have to simply click "build and publish" again?

near escarp
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Yeah

verbal breach
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so, if, let's say, I want to make an alternate version of the world (day and night versions) I have to have 2 different unity projects?

near escarp
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No, just detatch the ID in the vrcworld

verbal breach
#

I see...thanks !

warm orbit
#

Anyone have any experience setting up post processing? Trying to add bloom to my world using post processing stack v2, and it works in Unity, but isn't working in game. Yes I have the main camera set as the reference in the VRCWorld component.

near escarp
#

follow the silent tutorial steps

warm orbit
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Got it working. Now I just gotta figure out why my chairs are clickable from a mile away even though I have the proximity set down to 0.01 >.<

wide rose
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OWO

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Hey I uploaded a world and everytime i load i see the world for a split second and then it sends me back to my home, please help.

deft marsh
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I've put 100 variables on the setMaterial to randomise but only 4 of them are cycling

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any ideas?

deft marsh
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Anyone able to point to the method of adding in 1 trigger that can randomise another set of triggers? if that makes sense. I think there must be a limit on the setMaterial trigger action so was wondering if there's a way to run an onInteract that can trigger (randomly) 5 other sets of onInteraction triggers which in turn have their own setMaterial trigger actions.

bronze smelt
#

Why do you even need to set that many?

deft marsh
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a game room that selects a question onto a screen

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press button

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get question

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room, without the mats for the questions, has 12 mats tops

sacred warren
#

In the Unity editor, is there any way of seeing which colliders you're currently "inside"?

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@left marlin I'm guessing someone's told you already, but the archery prefab doesn't work in 2018.4.14f1, the arrows drop on the spot.

dusk bough
#

When launching VRC from within Unity, how do I enable debug mode so I can open console? I'm sure I have seen doc on it but can't find it now...

deft marsh
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I have this running at the moment but it only appears to be selecting 1 of the custom trigger actions instead of randomising across the 4 of them.

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Man these freakin' triggers are just busting my balls

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If any smart cookie can hit me with some DM's to go through this I'd be very very appreciative x_x

near escarp
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You can't randomize those

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The randomization is inside the custom trigger

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If you want to randomize the randomized trigger then they all need to each be on their separate object and be part of another custom trigger in which one of the four will be set to trigger

deft marsh
#

Sorry for the late reply I'm in vr. So to clarify, I cant randomize the interact trigger to randomize the materials?

Or I can do that so long as all of the oninteract triggers are on different objects?

near escarp
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You can randomize inside of a trigger action, not the triggers themselves that way

left kettle
#

Hello hello! Quick question about VR controllers in general and input.

What would the trigger buttons be labelled as for VR controllers? Google didn't really help and I'm trying to make triggers for specific keys etc etc.

https://i.imgur.com/2AnyStQ.png

mild spade
balmy gate
#

@mild spade @left kettle sadly that gives you trigger "touch" not press

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Press events are axes which we don't have access to without udon

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And touch is very disconcerting. I didn't realize how often I accidentally touch my trigger buttons until I tried unity buttons 14 and 15

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Touch is literally your finger resting on the trigger button

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Same behavior for index controllers and oculus quest

left kettle
#

Sadness, I have acquired. Alright, thank you for the response! I made a class system and the temporary solution I made was putting a trigger sit in front of players so they could activate the skill for their class. For VR, it's a bit of a hassle to reach forward just to interact with this trigger and in general, sometimes it's unresponsive due to the floor blocking said trigger.

mild spade
#

I do remember that working a while back, that was before Index controllers. Good to know for future reference.

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Have you tried using UI ?

balmy gate
#

@left kettle you could consider using UI canvas and button (with vrc ui shape)

left kettle
#

Mm. True true! I'll give it an attempt. I've yet to try the UI canvas as a method. Thank you very much~!

vast raft
#

quick question on Post Processing stack. I have everything set up and can see PP in the "game view" but when I launch VRC there is no PPV2

kindred thicket
#

Hello Developers, I have been working in unity for about 2 months now and have been able to make two words and a lot of gidgits. It's all truly awsome! I have been trying to add an animation to a VRC_Station. So far I have been able only get it to partially work. The face animations, legs and arms, but he waist is tucked forward. The animation is to lay on your back. If I click "Seated" everything but the waist (or hips) works, however if I uncheck "Seated" the animation doesn't work at all. I have tried using an override controller and an animation controller, tried changing player mobility - i have run out of ideas why it's not working, thus why I am hear. If anyone know what I'm doing wrong I would greatly appreciate it. The idea is to totally manipulate the avatar like in MMD Dance Words. Thanks

near escarp
#

@vast raft Follow the steps in Silent's guide to the letter, it'll work

kindred thicket
#

Thank you, where do I find this guide? Sorry, I am new to Discord also.

storm plover
#

Any way I can use the avatars I have in my scenes instead of just the base models? Some of the base models are just bugged and I want to make a showcase of my best avatars in my world

inner kernel
#

Does anyone else get this issue when trying to build and test a world in offline?

sturdy dust
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publish it as private and test it ingame

dusk sapphire
#

@inner kernel run the install.exe in the vrchat folder, its supposed to run the first time you launch vrchat but sometimes it doesnt or the binding for vrchat links gets removed for some reason.

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and also make sure your client path is set correctly in the sdk settings

vocal lance
#

I created a world and uploaded it. I see it in my worlds menu but when I click on it, it just sends me back to the default home world. Can somebody help me?

bold ibex
#

hello guy

inner kernel
#

@dusk sapphire Got it to launch, thank you, do you know if there is a way to start it in desktop automatically? It defaults to steam vr

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@vocal lance do you have the VRCWorld prefab dragged on the map

sacred warren
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There's a pinned script to do it

sacred warren
#

I have a hollow box in Blender, but for some reason in Unity it acts like a solid object so I can't see inside it (it kinda acts like a plane in that I can see outside from inside). Any ideas what I'm doing wrong here to make a hollow object?

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Oh, nevermind, the internal normals were the wrong way around.

inner kernel
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In this channel? I dont see it

sacred warren
inner kernel
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Appreciate that, thank you 🙂

deft marsh
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.>

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Ruuuuubick

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Got some uh.. got some more of those trigger questions you love tellin' me about

bronze smelt
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Post them or no one will answer vrcStoic

deft marsh
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I'm just pullin their leg, but I was lookin for clarification on this

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"If you want to randomize the randomized trigger then they all need to each be on their separate object and be part of another custom trigger in which one of the four will be set to trigger"

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I'm trying to avoid putting all 250 images onto 1 texture and using the camera/animation trigger tbh

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and still trying to use the SetMaterial trigger action

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but putting more than 25 materials into the SetMaterial trigger causes fps drop and the trigger doesn't seem to work correctly

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Does it mean that the initial trigger OnInteract, will randomly select one of the 4 custom triggers, which will in turn randomise the custom trigger?

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or can custom triggers not randomise at all?

near escarp
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They can randomize the inputs inside yes

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but there isn't a randomize in which custom trigger will be selected

deft marsh
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Y'know what, 5 buttons it is!

marble silo
#

Hey guys, as an avid D&D player, after doing some in-game dungeons I am really keen to create one of my own to give back to the community. I am not a game dev, and VRC has been a great way for me to get into making projects, but I am currently struggling with making an NPC follow script

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But I am getting a compiler error (I have trawled the script many times, 99.9% sure I am getting it right) when I try and add this to my npc object.

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Has anything changed in the past 2 years or so that I need to know? And if so, how do I go about creating a following character now? I know it's still possible!

opal goblet
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@marble silo You cannot use custom scripts in VRChat. You can only use whitelisted scripts (e.g. all scripts from the Official Unity Standard Assets). However there currently is a node based Visual Scripting system in the works called Udon. Its currently in Open Alpha, meaning that it is not complete yet, and has alot of bugs/missing features. You might want to wait another half a year or so, before starting complicated systems.

open thicket
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@marble silo you can create a npc follow script

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well technically not script but system

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this is based off a player handle

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You can use the AI Character Control and set the target to be a player handle

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one of Fionna's following pet prefabs also uses this Player Handle

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then you bake the nav mesh to set the parameters of which your AI can track and follow you

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but i haven't really got around the part of using the animator to change into a non player handle state

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because calling the component itself on animator can be messy and sometimes doesn't tend to work based on my own experience

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You will have to get around VRChat's currently SDK and trigger systems using a lot of things such as OnEnterTrigger and work out how you want to

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broadcast these types of interactions

bold ibex
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wait does vrc_trigger not exist anymore?

open thicket
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it does

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??

bold ibex
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im doing open beta?

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maybe they didnt put it in the vrcsdk3?

open thicket
#

vrcsdk3

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is for open alpha udon

bold ibex
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well yeah

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but im testing it

open thicket
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there are no vrc_trigger systems

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they are incompatible with each other

bold ibex
#

?

open thicket
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you're doing all of your triggers through the nodes now

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i haven't had a proper look at open alpha yet

bold ibex
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i mean i can add a damage script still

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hmm

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okay

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ill look more into this tbh

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its confusing since no real documentation

open thicket
#

probably better bet to ask udon questions

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haha

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good luck!

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i'm excited for udon as well

marble silo
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@open thicket legend thanks

green lagoon
#

udon looks quite cool wish I knew enough about programming got to make cool stuff with it

open thicket
#

not to late to learn @green lagoon

green lagoon
#

of course I just need to figure out where to find documentation which might take a while as its new udon

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my eventual goal if you udon would allow it is to make a vr dog I could pet and play fetch with

fluid tapir
#

So if I uploaded a last Sunday. How long do I have to wait to upload another?

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I tried to do it earlier today.

cedar nebula
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once a week, so I'd assume once exactly 1 week has passed since the last upload

fluid tapir
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Okay

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Also since physound has been deprecated from the asset store. Could I use something like wwise sound stuff in unity if I script it right?

modern kayak
#

physsound is still available, I believe it went open source or something

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but it has some weird networking stuff, like every single sound is alwaysbufferone. Nasty

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Much better to recreate it in udon, which has already been done in prototype stages

storm plover
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Anyone know what would take up the most file size for an avatar world? I tried to add in the avatar models so people can see them but the world size jumped from 29MB to 77MB. What do I have to delete to make it small enough? Or should I just make another world?

sacred warren
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Textures, normally

green lagoon
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yeah textures at up quite quickly as far as file size

storm plover
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I feel like I lowered the avatar's original textures the best I could but it might be just too much on the world as a whole anyway, since the world already has a few songs, mirrors, avatar pedestals, etc.

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Knowing if having multiple buttons for stuff takes up much?

bold ibex
#

Hi,
I was wondering if any of you know a good video to learn how to make particles for worlds?

storm plover
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I think particles for worlds is mostly the same as for avatars. Attach them onto an object, move them, add triggers for them, etc.

kindred thicket
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I asked a question about VRC_Station yesterday (Animating users avatars like in the MMD Dance worlds). I was told to follow Silent's Guide to the T and it will work. The problem is I can't find the guide. I found guides by Silent for other things but not the one I need.
Any assistance will be greatly appreciated.

bold ibex
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Ok thanks

tropic yarrow
kindred thicket
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Thank You!!

bold ibex
#

Hey, just coming back after like a year and I noticed that some of the triggers in my world aren't working such as this one. I don't know if a new method was created or something broke but basically I have an object here that spawns a prefab at a specific location and what it does is it sets a cool down timer of 5 seconds before someone can press it again. Can someone help me out

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when you interact with this button it sets a gameobject to false

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when the object gets disabled it processes two triggers, Spawn and Enable

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Spawn creates an item and Enable sets a 5 second timer to renable the button to be pressed again

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oh i figured it out

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for some reason during an update the receivers list got emptied out

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doess anybody know why some of my textures are missing in the "test" but they're visible in unity

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alright so i set the receivers properly but the button is still not allowing to spawn a prefab does anybody know whats going on

bold ibex
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does anybody know

muted jolt
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can someone helps me ?

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i have a lot of friends on my list since 2017

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i just play again today and all off my friend list are gone...

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this is a bug ?

minor silo
#

I have a question
I want many buttons to control the size of an object
What functions do I need to control the same object size

bold ibex
#

Anyone know how I can make audio from a YouTube video play throughout my world?

sacred warren
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Other than a large overlapping trigger which isn't on the MirrorReflect plane, what else could make triggers show up on desktop but not VR?

unkempt turtle
#

anyone knows if its possible to add effects to mirrors (like an old tv screen effect)?

bronze smelt
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You can yeah, got to write the shader for it though

unkempt turtle
#

alright, thanks

vagrant egret
#

Hi. May I promote my shader here?

bronze smelt
vagrant egret
#

I don't know that. Thanks!

delicate marsh
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Is there a prefab for working snail trail pens

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I thought since some update they were broken

hybrid mica
#

hello does anyone know why the video player crashing some new people joining, after playing a couple videos?

bold ibex
#

does anybody know the answer to my question above

bronze smelt
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@bold ibex that's shader issues (the pink)

bold ibex
#

how about the triggers not working

bronze smelt
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hmm

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Could be that it's on a object that get's disabled. You tried calling the spawn directly just to confirm it's nothing wrong with the spawn itself?

bold ibex
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the triggers were working before

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but an update broke it

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i dont see why it would be not working

bronze smelt
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They've been doing some trigger updates over a few updates. Some timer changes and what not

bold ibex
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Spawn Basketball Has a OnInteract trigger than when clicked Disables Spawn

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Spawn gets disabled and has an OnDisable Trigger than summons two triggers, OnSpawn to Spawn a Basketball and Enable. To renable Spawn after 5 seconds

bronze smelt
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Try do it without disabling it.

bold ibex
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i mean the easy way would just do an interact on the button to summon the ball of course thats going to work

mild spade
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Maybe OnDIsable is somehow broken. You could have OnInteract disabling its Collider for 5 seconds while also spawning one object. instead

bold ibex
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the point of having spawn disable itself is so that nobody can click it for 5 seconds to spam it

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so let me try it

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does this look right

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oninteract spawn object, set component active boxcollider to false

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and summon custom trigger with a 5 second delay to reenable box collider

mild spade
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That should work. If still does not spawns the basketball, check to see if the collider actually is disabled and enabled back. If it does, there may be a problem with your prefab (usually renaming it to something else fixes it)

bold ibex
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omfg it works

bold ibex
#

how do people get that custom menu thing when they press escape

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do i need to use player tracker or some shit

sacred warren
#

With triggers, when exactly do they trigger? When your capsule hits them, or when your head hits them?

balmy gate
#

The complete answer is using OnKeyDown triggers with button numbers that depend on if you are on oculus store or steamvr

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@sacred warren what layer are you testing against? Are you trying to detect player capsule or playertracker

ocean jackal
#

how does one make it so that you can build pillow forts?

green lagoon
#

question do you mean how to make a map that has a pillowfort or how to make pillow forts an activity you do in a Map

ocean jackal
#

how to make it so that people can pickup a pillow bring and place it in the air and make it so it can clip through eachother and not fall

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or explode apart

green lagoon
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turning off gravity and physics

ocean jackal
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like in the room of the rain world

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it's behaving like it's in zero gravity

rough ice
#

hey, i am getting an error in unity entitled, sorry if i'm chiming in when someone else is having a problem and shall patiently wait my turn

random tangle
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for the second one, make sure you have a spawnpoint

rough ice
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i do, i set down the world prefab

ocean jackal
#

did you try detaching the blue print?

rough ice
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it's dettached now

random tangle
#

anybody have any clue to fix walls like these, where the collision and visuals are messed up?

rough ice
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still not fixed and is still giving me the world not existing prompt

ocean jackal
#

I assume you can't clear the error?

rough ice
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are you talking to me?

ocean jackal
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yes

near escarp
#

@random tangle Would need a fix in blender

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and not using mesh colliders

random tangle
#

Thanks, I don't really know what I'm doing. What colliders should I be using then?

rough ice
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no i can not clear the error

near escarp
#

Box colliders instead, a few of them

ocean jackal
#

That doesn't cause lag to have more than one collider making up a wall?

near escarp
#

Nope

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mesh colliders are way worse

green lagoon
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yes it's much better to use box colliders compared to a mesh Collider

ocean jackal
#

I've got a lot of work to do then

green lagoon
#

depends on how you put together your map

ocean jackal
#

I suppose

green lagoon
#

like if it's mostly a bunch of modular prefabs put together you only need to change the prefab and that would affect all of the instances

stone temple
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if i make a map from unity 2018 and publish it. can people without open beta client hop in the world?

green lagoon
#

nope

stone temple
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Oof RIP me

green lagoon
#

so yeah if you want to convert your map over to 2017 just keep working on it in the open Beta

stone temple
#

i think imma go back to unity 2017 and remake everything

green lagoon
#

I suppose you could try and see if you can just copy the project files over and hope it doesn't explode

stone temple
#

vrcSad XD

green lagoon
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I think it should be okay if it's mostly just a map at this point without any triggers

stone temple
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okay imma try it

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Thank you ♪

green lagoon
#

hope that goes well for you

stone temple
green lagoon
#

how did you copy the project over

stone temple
#
    • i forgot about that i just open the project in unity but it's okay i plan to remade everything
green lagoon
#

okie dokie have good luck what kind of map are you trying to make

stone temple
#

Big Cow with Christmas theme

green lagoon
#

do you have the big cows yet or do you need to make those

stone temple
green lagoon
#

then you should probably be pretty good to go

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so is the play area on the green part on top of the cow

stone temple
#

👌🏻

green lagoon
#

I might suggest putting a fence in so that you don't fall off the cow

stone temple
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the carpet under the cow also have mesh collider

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i just let people fall LUL

green lagoon
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yes but the problem is how do you get back to the top of the cow

stone temple
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kermit jump

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it use to be a giant ladder lead back up

green lagoon
#

or I suppose you could put a teleporter pad

stone temple
#

but when i publish it people just use respawn. so i remove it

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😆

green lagoon
#

I suppose that works

bold ibex
#

does anybody have english documentation or a tutorial on EXMENU or any heads up display that pops up when you press ESC or a button

deep parrot
#

Hey I'm looking for a way to tell who's the master of a instance for the video player and can't find anything on it.

#

I'm just looking for a basic you are master text essentially

hidden canyon
#

Anyone got a tutorial / tips for using video players? I'm having trouble not being able to play videos

deep parrot
#

@hidden canyon I spent 12 hours over the past couple days learning them what's up

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Also what video player you using as a base or are you building one from scratch

storm plover
#

Anyone know why the vrcsdk isn't realizing that I'm trying to update the already existing world, not make another one? The world IDs match in the pipeline manager but it still thinks I'm making a new unpublished world

hidden canyon
#

I'll DM you

frigid thicket
#

Yo quick question. What is the World Spawn thing called?

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Like to make it a world. Whats it called? The point where you spawn

bold ibex
#

the spawn point

frigid thicket
#

just type that into assets?

bold ibex
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just create an empty object

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where you want to spawn

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and have your VRC_WORLD point to that object

frigid thicket
#

Okay thanks

bold ibex
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you can put multiple spawn points just make multiple empty objects call them spawn 1 or w/e

frigid thicket
#

like add component to the empty object?

bold ibex
#

so if you haven't already made a SCENE you'll need to do that first

frigid thicket
#

I;ve made one yeah

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Made a terrain and all of that for it

bold ibex
frigid thicket
#

just trying to find the spawn thing to make it a world

bold ibex
#

so in the scene descriptor

frigid thicket
#

ah

bold ibex
#

where it says SPAWNS

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you put size 1 if you have 1 spawn

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then element 0 points to an empty game object you create

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name it spawn

frigid thicket
#

So, select the empty object. In this case I named mine WorldSpawn. And then that will be my spawn for the world?

bold ibex
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yes so in the descriptor you have element 0 point to that

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basically that empty object holds the XYZ position of where you want to spawn

frigid thicket
#

Okay

#

So what I have done on that screenshot is correct?

bold ibex
#

the descriptor points to that location and tells vrchat wherr eyou wanna spawn

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yeah that looks fine you'll need to add a MAIN camera element to your descriptor too

frigid thicket
#

oh?

bold ibex
#

yeah just make a camera element

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and have reference camera to point to that

frigid thicket
#

how do I get the element camera. Sorry Im new to making worlds 😄