#world-development

39 messages ยท Page 20 of 1

bold ibex
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right click your hierarchy

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and click camera

frigid thicket
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okay

bold ibex
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once the object is made just have reference camera point to that camera

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its there just incase you want to put post processing on the camera vrchat will know which camera to use for player vision

frigid thicket
cedar nebula
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you need to click the Setup Layers button first, and then you'll have Setup Collision Matrix, and then you can build and test the world

frigid thicket
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Okay

near escarp
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Reading helps btw SataniaThumbsUp

frigid thicket
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๐Ÿ˜„

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I got it to work but thanks for the help

short jacinth
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A bit of a complicated question. In my world I have both a normal mirror and an optimized mirror with buttons that toggle the mirrors on and off. What steps should I take to make the buttons work in a way that if one mirror is clicked to be active, the previous active mirror turns inactive?

cedar nebula
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you give it two actions, one to toggle the mirror you want and disable the one you don't want

short jacinth
cedar nebula
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yea

short jacinth
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Alright, thanks!

bold ibex
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you should create an onexit trigger to automatically disable mirrors if you walk away from them

short jacinth
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Probably not all too needed since my world is quite small, but sure, if you can tell me how since I have no idea what that is ๐Ÿ˜…

bold ibex
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basically create a cube with the mesh renderer turned off. If it created a collider then you check IS TRIGGER. then create a script OnEXIT local and point to all mirrors and disable them

short jacinth
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Do you mean OnEXITCollider?

bold ibex
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yea

short jacinth
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And for the actions, "SetGameObjectActive" set to false, right?

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Well, anyway, I do have another question. Is there a way to move the position of the Rect Transform of a canvas without moving the position of all the children assets?

woven condor
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can someone help - how i respawn object used for teleport key back to original location for other player can pick up and use it again

near escarp
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@short jacinth You chose use Onexittrigger

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@woven condor There should be an option on the world descriptor for pickups to respawn or be destroyed

woven condor
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@near escarp thank you yes i set respawn but this in same map teleport other location only access via teleport

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object still in hand after teleport

fluid tapir
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Can someone explain how the combat system works?

near escarp
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An object shouldn't respawn in your hand by default behavior, if you did something specific to your pickups and teleports i'd look into that first

short jacinth
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Ah, okay, thank you, although how do I set the radius of the OnExitTrigger? Or is the radius the box itself?

near escarp
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The box collider itself ๐Ÿ™‚

short jacinth
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Alright, thanks!

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And also, do you know the answer to the other question I asked? If not, that's fine ^^

fluid tapir
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I can't set things to pickup...

woven condor
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umm - i set box collider as trigger - teleport player if contact with pickup layer - i pickup object and move into collider - i am teleport new location and still have pickup object in hand - how i make that pickup object respawn / reset back to original location after i am teleport - ?

tired jay
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I updated my world for Christmas

woven condor
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@fluid tapir you can add vrc_pickup and vrc_object_sync to item you want pick up ? no ?

woven condor
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i cannot get my teleport key to respawn after is use it - so frustrating

near escarp
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when you drop it ?

woven condor
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if i throw away / outside map it will respawn correctly yes - if drop no it just sit there on floor - i want respawn after player teleport to other location the object - if user not throw away object it never will respawn

woven condor
woven condor
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ok i work out how is done respawn key for teleport - create object prefab - place object in dynamic object list - use spawnobject trigger as dynamic object from list and set respawn location for new "empty object" location (where key was original location) - item / key now respawns when go through teleport doorway - yay ๐Ÿ™‚

fluid tapir
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Thx

deft turtle
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Can I make a chair for a world with a sitting animation for when Iโ€™m in desktop I have a custom sitting animation

near escarp
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Yes, add an animator with the animation you want to be used in the vrc_station script under Animator Controller

woven condor
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^^ is that how i see people laying down on sofa ^^

woven condor
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bundles hmmm - snaps has so much bad reviews - other i think are soon to be depreciated -

balmy gate
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Also be careful of a lot of asset store assets that either require scripts (common) or don't support VR (sadly still quite common: some things like asset store water shaders give VR users headaches)

sacred warren
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Yup, the store is a minefield of VRC incompatibilities.

balmy gate
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So just keep those on your mind: if it doesn't say VR, or doesn't specifically mention use of shaders, it may be unsafe for vrc

mild venture
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Well, yeah. I figured a lot of people here use Unity outside of VRchat as well though, so I linked it. :3

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But lots in the bundle can be used in VR.

balmy gate
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Neat

ornate parcel
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As long as the world name is the same, it will update it and not create a new world right?

balmy gate
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Not the name. It has to be the same ID in the pipeline manager (below the scene descriptor

ornate parcel
near escarp
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maybe you did

balmy gate
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If you tried an upload or something messed up, go to manage uploaded content and find your world, copy ID, then do detach on pipeline manager and attach again

near escarp
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check your content manager

balmy gate
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If you had to type the name, you did something wrong. If it's an update, the old name and picture must show up before you click upload

ornate parcel
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phew thanks, i was hoping my christmas update won't create unnecessary copies

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it worked

bold ibex
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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

balmy gate
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Google translate works pretty well. Make sure to install the things that it requires at the bottom like standard assets, toybox etc

granite lintel
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i need help. im trying to test a world and so i click build and test but it opens up a different scene i have rather then the world im trying to test.

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any idea why?

balmy gate
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@granite lintel in the console window turn off the Clear On Play button. Rename somethinng in your scene so it changes and builds again. Then do Build and Test and look for any red errors in the console (ideally the first few)

maiden stirrup
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I stg I feel like I'm doing something wrong
I literally can't get triggers to work

bold ibex
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which triggers are you working with?

maiden stirrup
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wdym

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tryna do music/mirror triggers

bold ibex
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Do you want a button or something to toggle the mirror/music?

maiden stirrup
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toggle ๐Ÿค”

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like

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Say I have music playing already locally n stuff

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add what I'd consider a button to change the music
or toggle whatever

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tryna use the vrc trigger for it btw-

bold ibex
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click the plus after you get that setup, look for SetGameObjectActive , and just have the receiver as the Audio Source or Mirror prefab.

maiden stirrup
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yee thats what I've did

bold ibex
maiden stirrup
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btww does the interaction text matter? I wanna assume it doesn't-

bold ibex
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it doesn't matter, but it helps the player know what it's supposed to do.

maiden stirrup
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lol I'm like the only one who can't even see interaction text ๐Ÿ˜”

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no idea why but whatever ig

bold ibex
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VR can do that sometimes

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unless you're desktop

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then idk

maiden stirrup
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yee desktop gang

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anyway

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That's the way I've done in on the trigger

bold ibex
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is it attached to a 3D object?

maiden stirrup
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yee a cube

bold ibex
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is it set to toggle?

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the operation needs to be set to toggle

maiden stirrup
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There's gotta be something I'm missing ๐Ÿ˜ค

bold ibex
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CTRL + PrntScr is a better option

maiden stirrup
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ye I know butlike

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discord straight up isn't working on my PC rn

bold ibex
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ah

maiden stirrup
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yeet

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waiting on unity to load back up ;'0

bold ibex
maiden stirrup
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that's pretty much exactly what I have

bold ibex
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and just have the reciever be the audo source or the mirror

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is the option on false or true? / set to Local?. Heck, if it's a mirror, it's probably facing the wrong direction/not hidden, or the audio source isn't hidden or doesn't have a large enough audio radius to be heard

maiden stirrup
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Uhhh like

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ah gotta love my computer rn

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heccing laggy

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hold on I'mma re add one rq

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okay
toggle right?

bold ibex
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yep

maiden stirrup
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I've got literally everything how it should be

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least that I know of ig

bold ibex
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everything seems alright. now if it doesn't work when you test it, either the reciever isn't hidden by default, or it's not set up right

maiden stirrup
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wdym hidden by default

bold ibex
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the receiver needs to be hidden

maiden stirrup
bold ibex
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ah

onyx kindle
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How would one put gui on your screen like Jar's Murder game?

bold ibex
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wym by a GUI ?

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are you sure it's not an avatars shader?

onyx kindle
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No, I would like to add one, So you know how the game murder, you spawn in and it says "Bystander" Or "Murderer" and so on? I want something like that to show up on the users screen

bold ibex
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ah

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that's a Player tracking randomly generated shader thing

onyx kindle
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my mans ruubick PogU

near escarp
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You don't need to do it on the users screens. You can teleport people to s specific room with the text in front of where they spawn

bold ibex
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that was the old murder

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but that is an option

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but the aspect of having it be randomized is a bit complicated

near escarp
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Well, not really since it's part of the trigger option

bold ibex
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true

onyx kindle
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For the effect im doing, I kinda want it on the users screen.

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Like an VHS tape or something.

bold ibex
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that'd be a shader effect

near escarp
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In that case you'll need to find a specific screen space shader and enable an object with it when you move the player

onyx kindle
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Ah ok.

near escarp
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Yep

onyx kindle
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Would anyone have any links?

bold ibex
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you could probably have the object have player tracking enabled, with it as a local setting, and make it so that it's randomized

onyx kindle
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When i look up Screenspace VRC i get crashers or something

bold ibex
onyx kindle
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Yea I can do that by heart, But i would want it to be at the bottom left of a players screen.

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Wait I guess I can still do that.

bold ibex
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you can, you just have to adjust the positioning

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you don't need it to be on top of the players' head

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it can even be an animation to where after x amount of time, it dissapears

bold ibex
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This prob gets asked a ton but what's the best video player prefab

bold ibex
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thanks

deep vortex
sacred warren
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Asking here as well as I'm not sure it's a beta issue or something that may trigger under other situations normally: I'm running into an issue where after a while (in my world specifically) the sound will screw up, like everyone is talking inside your own head, but still with a bit of 3D positioning, but they're in completely the wrong place - their voices are no-longer relative to their avatar position. Anyone experienced this or know what may be going on?

bold ibex
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Is there a way to play videos from other sites besides youtubes using the video player option in unity?

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Im trying to get a movie on the VRCVideoSync but its not working

rain shadow
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so long as the link correctly references a usable video format it will work

bold ibex
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so like

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elaborate by references?

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im trying to get the My Hero Academia: Two Heroes on it and I used the link from wcostream.com

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can I DM you?

rain shadow
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alright

bold ibex
latent light
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Having a problem when I'm trying to upload a world, I've never seen this before and I have no clue how to fix it

sacred warren
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Check the console, it's failing to build

latent light
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Thanks to that I managed to find the reason, thank you!

rustic mantle
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What shaders would use on a planet?

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I want to achieve an atmospheric look on it

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Some worlds have some nice planets in it

sacred warren
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It would be a combination of a lot of things, including Post Processing.

rugged jolt
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im trying to add a banner in my world and have in move slightly in the wind. i made it with bone and made an animator that works in unity. once in vr though , everything is stiff like theres no bones on it , can you guys help me out ?

rugged jolt
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do dynamic bones not work on worlds ? and if so how can i create that banner floating without having to animate every bone individualy

rustic mantle
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@rugged jolt make sure the animator is enabled

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And the animation clip is loop enabled

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And if its set to static. Make sure its not

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@sacred warren im well aware of post v2. I meant getting the look of a planet. If anyone knew any shaders

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Like sombies world

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Has rly nice planets

obtuse reef
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is there a way by holding space to jump higher? kind like a platformer.

rugged jolt
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i got the bones to work , my issue was that they are too far away and look solid from there

bold ibex
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Is there anyway I can get the 2018 hub world map for vrchat?

kindred thicket
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Hello Everyone, Is there a way to add 2 animations to a single object that has 2 Colliders - each Collider triggering a different animation? If possible will you please direct me in the right direction?
Thanks ๐Ÿ™‚

near escarp
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Use an animator with two different animations in it, each transition should have a different animator parameter and the collider trigger will enable the correct parameter in the animator

sacred warren
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Is there any way to replicate VR "selection" behavior on desktop? (so I can find things that can't be selected in VR but work fine on desktop normally). i.e. the behavior you see with overlapping colliders.

near escarp
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Aside from using mirror reflection layer on the bigger collider, not that I know of

kindred thicket
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Thank you Ruuubick - Below is a picture of my animator - is has 6 animations:

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Then my Trigger and Box Collider:

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how does it know which Collider is used to start the Animation?

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I can see the variable should start the Upper Right Animation, but how do I tell the Box collider to trigger the right one/

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There will be 6 in total (it's for a drum set).

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it has 5 Cymbals and I really don't want to make 6 different objects

near escarp
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In this case you can use layers for each different collider, or have 6 different objects using the same animator

kindred thicket
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Great I will look up using layers on YouTube.

kindred thicket
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Just so I'm understanding properly, I have added 5 layers, one for each animation, I have also added 5 Box Colliders at different positions in the same object. Now I am unclear how Unity knows which collider triggers the correct animation - do i need to write a script to accomplish this?

near escarp
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each layer needs to be able to collide with the object or player that will run into it

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check the layer matrix to know if it will

kindred thicket
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Thanks for your help, I'll just break my object into 5 parts in Blender, then I know what I'm doing. I was hoping to save time but I must be too new to comprehend what I'm being told. Thanks anyway!

maiden stirrup
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anyone know how to add a basic video player that you can play videos through from YouTube qwq

bold ibex
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Do avatar worlds ever show up in spotlight or hot

near escarp
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Not in spotlight, and rarely in hot

kindred thicket
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Hello again, I am trying to trigger an animation in the OnCollisionEnter Event. I am using this code:using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayDrums : MonoBehaviour {

public Animation youranimation;
void OnCollisionEnter()
{
    youranimation.Play();
    }
}
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problem is when I drag an animation to the box it won't accept it, remains empty

sacred warren
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You can't use scripts in VRChat.

kindred thicket
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OK, Grrrr

balmy gate
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@kindred thicket you might want to play with udon if you like scripting. Check #udon-info - but be aware it's at least several weeks away from getting released to the public. could even be months before fully out of beta, no public info on this yet and nothing until end of holiday season

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@kindred thicket however, if you're not willing to wait, I'd suggest doing one of two things:
Look at VRC Triggers - it has an OnEnterCollider or OnEnterTrigger events.

Import Standard Assets and try the ActivateTrigger script. It also has an Animate node that will call play on an animation, but most other actions are just enalbing and disabling something

kindred thicket
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Actually I don't like scripting at all, just trying to start and animation on an event

balmy gate
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use VRC Triggers. I recommend learning Animators

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the VRCTrigger has something called an AnimationTrigger action

kindred thicket
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I tried the AnimatorBool and it didn't work - I have tried everything i found on the internet prior to having to to go script. I will try animationTrigger.

balmy gate
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make a new animation controller. Make two states. One is empty "initial state" then put an animation clip into the other state.

Add a new Parameter in the left bar of the animator editor, type Trigger. name it how you want.

Make transitions (arrows) between them. Turn off Has Exit Time. Set duration appropriately. Click + in the conditions section at bottom and choose your trigger

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Then in the VRC Trigger AnimationTrigger action, make sure to spell your trigger name exactly correctly

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duration 0 will make the thing transition instantly (start playing without any fade-in)

kindred thicket
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Great I will try it.

balmy gate
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I usually set duration to 0 in the transition settings, but depends what you are doing

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also, good to test stuff in play mode. You can't test the trigger directly... but you can test the animator by going to the parameters tab and clicking the circle button

kindred thicket
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ok

balmy gate
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(another note: OnEnterCollider is somewhat rarely used... OnEnterTrigger is more common -- you will need OnEnterTrigger if your collider is marked Is Trigger)

kindred thicket
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Its for a drum set, I want a 20 frame animation to play when it hit it with a tick

balmy gate
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aha I see

kindred thicket
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stick

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does that change my parameter you gave me

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I selected Trigger should I select bool

balmy gate
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no, but if you want the animation to restart itself, you will want to make an arrow into itself or from Any State... that way it can restart the animation each time you hit trigger

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Well it depends. Trigger is for something that can happen repeatedly

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Bool is for a "state" like open or closed

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so Bool could make sense if you set it to True in OnEnterCollider and False in OnExitCollider

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but Trigger is easier to work with usually... and for trigger you just set AnimationTrigger every time you enter collider

kindred thicket
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It's only a one second animation so I want it to play until the end before it does it again

balmy gate
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animators have logic to handle this: if you click on one of the transition arrows, in the right column you have stuff about "Interruption source" and "Can transition to self". this is what those are for

obtuse reef
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how i can jump higher by holding space ? do i have to make a trigger onkeydown?

balmy gate
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@kindred thicket so your two transition arrows should look like this
Initial state -> Playing Drums: no exit time, duration 0, condition Trigger parameter.

Playing Drums -> Intiial State: Has Exit time checked, set exit time to 1 (play exactly once before going back), duration whatever you like, no conditions

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the exit time makes sure it finishes playing before going back to initial state. it can only start playing again once it's in the initial state

near escarp
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i don't think you can do that @obtuse reef

kindred thicket
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I have been able to get the animation to run just time, just not on the collision

balmy gate
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that's what the trigger parameter should fix. you should test this in play mode, and get it so you can mash the circle button and it plays once completely before going back etc.

obtuse reef
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oh really? i was thinking to make a platformer world.

balmy gate
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udon can actually do what you need with AddVelocity... but sadly we're also lacking in button detection so you know which button is jump in VR...

obtuse reef
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ah, desktop users will be able to use it but not vr users?

balmy gate
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you might be able to push the player up with a box collider below their feet: make a layer that only collides with PlayerLocal, use an animation controller to handle each jump and move a platform up as long as they hold the button and another state to move the platform height instantly to 0

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and put that object inside another object that teleports to whichever platform the player is currently standing on maybe?

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you can detect jump button in VR

obtuse reef
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i was thinking something like Jump King.

balmy gate
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just be aware that the button numbers are poorly documented, and they also seemed to change a bit in unity 2018

kindred thicket
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Lyuma, do I still need two triggers since it's such a sort animation

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This is the animation for the upper right cymbal

balmy gate
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no you need one trigger

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since the other direction is time based

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also, you need another state

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just right click new state

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right click it ,set as default stae

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then make the arrow from that new yellow state into Upper Right

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and set your settings on that arrow

obtuse reef
balmy gate
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you cannot use AddVelocity trigger on the player

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with vrc trigger system, you cannot directly do what you want. I suggested using a collider to push the player up. I think that's the best you can do without udon

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and without using a physics controller like Phasedragon's system :-p

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which is very complicated to set up and has consequences

obtuse reef
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hmm

balmy gate
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The SetVelocity thing I was talking about is from Udon which is a whole different system and still in early alpha stages but you can play with it if you don't plan to finish this project for a couple months anyway

gentle scroll
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Does anyone here know how to fix floors in maps that make the players shake violently? I thought it may be a collider issue but I'm not sure.

balmy gate
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huh? define violently. How far away from 0,0,0 are you? What's the position of this floor

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and how big is it

obtuse reef
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if i make box collider that the player steps on it and makes him Jump constantly until he moves away from the collider?

balmy gate
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well the box collider won't make the player jump. you'd have to use an animator or something to physically move the box collider up and down. the player will move up and down with whatever colliders go under him

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the same cannot be said about sideways motion, but up and down is possible to do in this way

kindred thicket
gentle scroll
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So basically theres different rooms in the world. that are pretty far from 0,0,0 and what i mean is like no one is thrown it just shakes the players model.

balmy gate
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@kindred thicket looks good. Set Transition Duration to 0 [EDIT: DERP] so it doesn't fade in slowly

sacred warren
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How far from 0?

kindred thicket
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it was already .25 should it be 0

balmy gate
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make it 0

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again this is your choice. making it 0.25 will make the animation fade in slowly. just suggesting 0 because it's easier to understand what is going on

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lol I typed 0.25 earlier. sorry about that

kindred thicket
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ok,is this right

balmy gate
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click on the word AnmationTrigger. What does it say

kindred thicket
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empty

balmy gate
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Also rule #1 for triggers: always set Advanced Mode and change AlwaysUnbuffered to Local

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even if you're not advanced, do this anyway

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oh wait

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if you want everyone to hear it you can leave that

kindred thicket
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Receivers: ok

balmy gate
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receivers should be your animation controller

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and it should have a text box where you can put your trigger name like UpperRight

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Finally, in your controller add an arrow from Upper Right to New State. Don't put a condition in this one. This arrow will reset the system after it finishes playing New State so you can start it again later.

kindred thicket
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has a black circle instead

balmy gate
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wait do you have your animator on a game object?

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like which object are you trying to control here

kindred thicket
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Yes

balmy gate
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that object is the one you drag in. Sorry I misspoke when I said you drag your animator controller into the box

kindred thicket
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I am trying to control a Cymbal from a cube

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hit the cube the Cymbal moves

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I have been doing all this on the cube so far, so i should redo it on the drumset

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would it help if you could see my computer? I have a GoToMeeting subscription where we could share my desktop. No pressure, I know it's the day before Christmas

balmy gate
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no

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you can put any object into the receivers box

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the trigger doesn't have to be on the same object as the thing that receives it

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can you show the Animator component on the Cymbal?

kindred thicket
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drum set fit in the box

balmy gate
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ok, whichever object you put the animator on

kindred thicket
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this is the cube

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Now I will show the Drum

balmy gate
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Put UpperRight into the trigger text box because that's what you called it in the animator controller screenshot earlier

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also, check the animator box

kindred thicket
balmy gate
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the two have to match exactly. Take out the space in the trigger box

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Did you add the arrow back to the default state so it can play again next time someone hits it?

kindred thicket
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Im looking

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In the Animator?

balmy gate
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yes:

It's only a one second animation so I want it to play until the end before it does it again
the last screenshot you sent doesn't allow it to play again

kindred thicket
balmy gate
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yes

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just wanted to check you got that.

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and the return arrow has Has Exit Time checked

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did you test in play mode mashing the circle button in parameters and seeing if it works?

kindred thicket
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my collision is working, because my console says im colliding, however no animation

balmy gate
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you testing ingame?

VRC Triggers won't play in play mode. you have to test it yourself by clicking the circle button

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if you want to see the whole system work you have to go to the vrchat sdk and do build and test or build and publish

kindred thicket
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OK, whast is the circle button?

balmy gate
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in the parameters tab on teh animator controller. if you're in play mode there will be a button next to the UpperRight trigger you made

kindred thicket
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YES

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I'm going in to test it out. THANKS!

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before I do that going to add other animations really quick to make sure I do it right

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or just make a new Animator for each action?

balmy gate
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yea you can add a parameter for each one

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now note that if you do it by adding more states, only one will play at a time

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but, you can add extra layers instead. If you do choose to go this route make sure to set Weight to 100% on each layer you add

#

or... maybe easier is make a new animator for each drum set

#

but you can only have one animator per object

#

so then you would have to move the animators around... that's also annoying

#

layers might be easiest approach

#

just don't forget to set Weight to 100%. that gets me every time

#

in the Layers tab next to Parameters - this is the layers I'm talking about

kindred thicket
#

So I make 5 lays, one for each Animation?

#

same way he just did the one

balmy gate
#

yes, and 5 parameters

kindred thicket
#

OK

#

should the base layer be empty

balmy gate
#

Base layer doesn't matter

#

I mean it doesn't matter which is your base layer vs not

kindred thicket
#

OK

balmy gate
#

the only difference with base layer is weight is always 1. for new layers, weight starts at out 0 which is idiotic

kindred thicket
#

ok

gleaming quarry
#

Thought I'd start something come 2020 to expand on my vision of worlds; I want to make this a world where many can be entertained as well as play functional arcade games, this will bring players back to the year 1978 for a classic experience.

kindred thicket
#

where do I find weight?

gentle plinth
#

the chuck e.cheese's its scary

kindred thicket
#

got it

gentle plinth
#

Uhhhh...Ok

tropic smelt
#

does vrc support streaming video links from dropbox?

balmy gate
#

Vrc no, unity VideoPlayer yes

#

A way to do http videos is to put a http URL directly in the VideoPlayer component but have a SyncVideoPlayer component just to sync the video playback time

#

Unity is picky about the format

#

Wait what do you mean by streaming? If you found something using HLS that's doferent

rustic mantle
#

xd

rustic eagle
#

When exporting geometry from Blender 2.81 should I be using .obj or .fbx?

kindred thicket
#

I have all the animations set and all of them work when I click the circle, however none of them work in vrchat ๐Ÿ˜ฉ

#

I went back and made the colliders much bigger for testing with no luck.

#

This might seem weird, I added SetGameObjectActive to one of my drumstick so it will disappear when I hit the Collider and it doesn't go invisible - even though the console says I'm colliding with the cube. It seems like something is preventing the event from firing in VRChat. I have an OnCollision script to test if the collision is happening, could that be breaking the animation trigger?

tropic smelt
#

@balmy gate I meant just playing the video, I have it working now

kindred thicket
#

I removed the script with no luck....

near escarp
#

Why do you keep trying to add custom scripts ?

kindred thicket
#

I'm not, just the collider to debug then I tried to do OnCollision and stopped you I was told it wont work

near escarp
#

Use onentertrigger

kindred thicket
#

OK, Thanks

bold ibex
#

Aite so can i remove the avatar world tag from my world

#

Without unpublishing and resubmitting

#

@near escarp

near escarp
#

Give me the ID and i'll do it @bold ibex

kindred thicket
#

I really hate being a bother, OnEnterTrigger didn't fix it either.

near escarp
#

If the layers are correct then it should work

kindred thicket
#

they all work when i click on the circle in the parameters - would that be an indication they are wired correctly?

#

I still have a setgameobjectactive on a drum stick and that isn't disappearing either

#

I have rigidbody on both the cube and the drumstick

#

the cubes are contrained on all postion and rotation

#

constrained

#

All are Advanced Mode with AlwaysUnbuffered

#

On the Box Colliders IsTrigger is not checked

#

same for the drumsticks

#

oh, now that It's OnEnterTrigger the cubes should probably have Is Trigger checked?

near escarp
#

Yes it should lulw

kindred thicket
#

I will try that next. Thanks again!

bold ibex
#

@near escarp i cant send a dm to ya i shouldnt paste here right

near escarp
#

if your world is public it's fine

bold ibex
#

wrld_104c607b-f246-42fa-91c7-448c4cd0031d

#

Thanks man

#

You the best

kindred thicket
#

Changing the event didn't fix it. I'm going to try again tomorrow, thanks for your help, I really appreciate it.

near escarp
#

why do you need the rigid bodies btw /

kindred thicket
#

I don't know... I'm a newbie in this unity stuff. Most of my experience is with MMD.

#

I don't need them for the cubes or the drumsticks? I thought i saw in a youtube video that I needed them for triggers.

balmy gate
#

when you want two things to collide, one side needs to have a rigid body. Pickups will automatically have a rigidbody anyway.

#

oh do think about collision layers too... Sadly VRCTrigger isn't possible to test in the editor... but if you need to test collisions in the editor play mode, you can add an Activate Trigger script from standard assets, and add an Activate action with some game object like a cube...then see if the cube turns on when you move the stick into the collider

kindred thicket
#

I just jump into VR even though it's a pain. I will remove the rigid body from the cubes.
Thanks

bold ibex
#

how do i make it so that instead of having an avatar pedistal give you the avatar, that the model itself be the pedistal, and when you click on the model, you get the avatar

kindred thicket
#

For an update, I tested the animations for the cymbals by making all the cubes OnInteract and all the animations are working. Shew, I feel like I'm getting closer - it's just not working onEnterCollider or OnEnterTrigger. I hope this helps narrow down what's wrong.

#

I know the answer to your question about pedistal. See Screen Shots below:

In the Blueprint ID field put the Blueprint ID (from your content) of the avatar that will be cloned.

Then you put an avatar inside the Pedistal and your done.
All you need is the mesh for the Statue. If your going to animate the statue then you will want the bones.

There will be two pictures:

#

Wait, I messed that up, I an using it for something else so the I am showing you the wrong trigger

bold ibex
#

but im not using the pedistal prefab. I want to have the same effect, but for the model(it's already pre-animated and everything)

#

lets say the model is in the world, and once you click on the model, you get the avatar(which is the model itself)

kindred thicket
#

Yes, this model is animated and sitting on a vrcAvatarPedistol. I had to use multiple triggers to play music and turn on lights.

near escarp
#

please make sure those models in your world are very optimized

bold ibex
#

i dont want it on a pedistal tho

#

they are

near escarp
#

it needs to be using the components of the avatar pedestal prefab

bold ibex
#

ah

kindred thicket
near escarp
#

set that to local

bold ibex
#

but have it on local?

near escarp
#

no need to broadcast so yes

bold ibex
#

alright

kindred thicket
#

need a receiver

bold ibex
#

yeah, i have the receiver as the model. or do i need it to be the pedistal? if so, i can just make it transparent

kindred thicket
#

I don't know the default goes to the pedestal like the picture.

bold ibex
#

i can always play around with it

kindred thicket
#

right

bold ibex
#

alright,1 final question. How can i get an effect to where a sphere is acting as a skybox. I don't wanna have cubes as walls and make it look very bad

kindred thicket
#

I don't know that one, sorry.

bold ibex
#

figured it out

kindred thicket
#

Great!

balmy gate
#

@kindred thicket can you double check the layers of your objects?

#

for the trigger collider thing... if you have standard assets in your project you can test this in play mode by adding an Activate trigger component and see if the count in the inspector goes negative. it should subtract 1 from that number every time something collides with it. so drag objects around and see if you can get that to happen.

#

I'd recommend installing Standard Assets if you don't already have them - it has lots of useful stuff

kindred thicket
#

OK, I will do what you've asked. I will show you the Layers first

#

they also all work with onInteract

balmy gate
#

oh wait

#

I'm talking about collision layers now! :-

#

though the animator looks good ๐Ÿ˜‰

#

the layer is the dropdown right under the object name at the top right of the inspector

#

e.g. Default, Pickup etc

#

super confusing there are so many things called the same in different parts of unity

kindred thicket
#

It also untagged

#

should the vrc_trigger be "Trigger Individuals"?

balmy gate
#

what's the layer for the other pickup?

kindred thicket
#

importing assets just a minute. I think they are all default

#

The cube and the drumsticks

balmy gate
#

pickup script usually changes it to Pickup, so I'd double check

kindred thicket
#

ok

#

it does say pick up

#

should it say pickup and default

balmy gate
#

I think pickup collides with default

#

but... your trigger has Layers Default

#

Maybe change the trigger layer to Pickup

kindred thicket
#

for the cubes?

balmy gate
#

the VRC Trigger screenshot you send

#

below trigger individual there is a layers dropdown

#

that one doesn't say Pickup

#

Did you try the ActivateTrigger thing I asked? I'd suggest that just so you know if the issue is something with the collision detection or something else

kindred thicket
balmy gate
#

can you do the two things I just asked?

kindred thicket
#

Yes

#

On one of the cubes I added Activate Trigger

#

Does that mean I can move a drumstick over it and it should collide?

balmy gate
#

yes

#

a bit challenging in play mode but this is good info to see if it works

#

you'll tell just with that Trigger Count number going down in the inspector

kindred thicket
#

it's now -7 i

#

i did it 7 times

#

I don't have an vrc trigger on the drumsticks

balmy gate
#

that Activate Trigger is on the same object that has the VRC Trigger on it?

#

just making sure you're testing the right thing

kindred thicket
#

I added the active trigger on the cube, so i hit the cube with the drumstick and the cubes number goes down.

balmy gate
#

not sure which object is the one with the cube. is that a yes? The cube is the object with the vrc trigger on it

kindred thicket
#

yes

balmy gate
#

if so, the only thing that could be wrong is that layers dropdown. Once you've fixed the layers menu to include Pickup, give it a try in vrchat

#

in the VRC Trigger

kindred thicket
#

ok

#

It works, it works, it works, it works. Thanks You, Thank You, Thank You!

balmy gate
#

๐Ÿคถ

gaunt minnow
#

is there any known way to play an audio/internet radio stream in a VRC world?

balmy gate
#

I overheard a discussion about this recently and the word is it is working

#

though note that sync video stream is only supported on windows 10 (windows 7 is EOL anyway)

kindred thicket
#

New that some excitement has fadded, I don't like the animation running to the end before it can be triggered again. is there a way to make the animation start over on the trigger?

balmy gate
#

what is your animation doing?

kindred thicket
#

it is making a drumset cymbal move for 20 frames

balmy gate
#

so if you want to make it restart while it's playing, add a transition arrow from the Tiny Left to itself

#

it will show up like a triangle right below the state

#

click that transition and do the same thing, add the condition like "TinyLeft", uncheck has exit time, set duration to 0

#

that should interrupt what it's doing and start over if the trigger fires again while it's playing

kindred thicket
balmy gate
#

looks good

#

you can try in play more or just upload it

kindred thicket
#

Thanks again, it's time for bed. Have a Great Day!

bold ibex
#

I can't load into my newly created world. Is this an issue with the way i uploaded, or some other thing in the world?

sacred warren
bold ibex
#

@sacred warren try increasing the near plane clipping value on your camera

#

you shouldn't use realtime lights or realtime shadows with huge maps, but it might help increase the precision in your case

sacred warren
#

Already did, didn't make any difference (it was the first thing I tried)

#

(it was 0.03, I increased it to 5, still no change)

bold ibex
#

if bringing near and far closer together doesn't help your map is just too big and not really suitable for unity's realtime shadowmapping

sacred warren
#

Far clip is 1000 so there should definitely be enough range for it to work.

#

Weird. The map is only 500x500 which isn't huge.

#

Unity's answer to "not use the built in pipeline" isn't great though considering that's what VRC uses ๐Ÿ˜ฆ

#

On an unrelated note, as I can't find an answer to this anywhere else: do the detail resolution and detail resolution patch matter or have any effect on performance if you're not using Unity/painted grass and trees?

bold ibex
#

last option is to finetune the cascade splits and total cascades

#

if you haven't already

#

and reduce the number of objects receiving shadows

sacred warren
#

The realtime shadow thing is only for the sake of being able to see what I'm doing in the editor easier when I don't have the lighting rebaked, so performance isn't an issue, it's just the flickering was making it a pain to use.

bold ibex
#

Hello is ther possible make everything sitable at once?

bold ibex
#

someone know how to allow on plane be under it as water

kindred thicket
#

I have one more question, then my drum set will be done. I would like to have the base drum on a trigger that when hit runs in a loop forever, then when I hit it again it stops. I was able to get it to run forever when it hit it, but not sure how to get it to stop when I hit it again.

gleaming terrace
#

hey, im making presents for a world and I changed the use text but its not showing up as what i put only hold to grab how to I get this to change

near escarp
#

@kindred thicket Use a different parameter type

#

I think it's Int ?

kindred thicket
#

animationbool?

#

OK

near escarp
#

Basically behaves as an on-off switch

kindred thicket
#

I tried bool and it didnt work, OK will try int

balmy gate
#

@kindred thicket if you do that make sure to get rid of the arrow at the bottom (that one that connects to itself) because it will make it restart every frame

#

And bool makes more sense

kindred thicket
#

OK, Thanks

balmy gate
#

Or just keep it trigger but add a trigger condition for going back and remove exit time

#

And check the loop time box in your animation clip

fresh plover
#

Hello all i been away for a bit and like to look into makeing some worlds updated
what is the current progress on VRChat for UNity version and SDK
i am a bit confused as i asked others and they say in the next few weeks it will be Unity 2019__04_13 howver i see Undo only works in 2019_04_14 ? i dont find a clear list what SDK is applied to what Unity api level ? and advise please

near escarp
#

For now nothing changed

bold ibex
#

ruubick ?

near escarp
#

?

bold ibex
#

my water not letting me be under it...

#

and i tried check yt but still no work

near escarp
#

Can you describe your issue a bit more ?

#

If your water plane has a collider then remove it

bold ibex
#

water is plane and i tried without collider and with collider and still nothing

#

and when i remove plane the water remove it too then i cant

near escarp
#

Well, it won't collide if there is no collider

#

So check if you don't have something else

bold ibex
#

what collider i need put it

#

i put on the terrain coll.

fresh plover
#

well nothing is helpful thanks

near escarp
#

I don't know how terrain collider works with water

#

But if you want to go through something, then it should have a collider

bold ibex
#

i tried even from prefabs but still nothing then idk

#

not even from vrchat prefab as default

#

and last thing is there posibble make everything what i mark be sitable and not make slowly one for one as chair

#

because i making world and that world have like 50+ chairs

near escarp
#

you can copy paste the components of the chair prefab to other objects, but i don't think there's faster ways

#

maybe make 50+ chairs and at the end change the mesh renderer/filter for the objects with the ones you need

bold ibex
#

i doin one for one slowly with prefab on it but it will be helpful to have something to be faster on it

#

i need rest now... i working on my world full day

sacred warren
#

@near escarp That water shader does look very nice, especially as it handles the underwater effect too.

near escarp
#

Which one ?

sacred warren
#

Red's one

near escarp
#

oh yeah, it's gorgeous

sacred warren
#

The one(s) that comes with RAM 2019 is also very, very nice. No issues or artifacting with it either (e.g. none of those refraction issues you see in the examples on that post).

kindred thicket
#

So I have been trying to get this AnimationBool to work. So far it turns on when I click the cube but it won't turn off. Below are screenshots (gosh it's really frustrating when it takes longer to test the thing than it does to make the changes):

#

I made a new cube and the like to test it before I add it to my drum set

#

you mentioned just adding another condition, I'm not sure how.

#

In play mode it works clicking the TestDrum Parameter, just won't turn off on the cube trigger.

#

I added another Parameter for Int and exactly like the bool it starts when I click the cube, but won't turn off when I click then other one.

mild spade
#

You need a transition from"front drum" to "new state"

#

With the condition of "testdrum" to FALSE

kindred thicket
mild spade
#

You dont have a parameter called "boolDrum" if you are trying to toggle the one you just showed me, it needs to be the exact name, which is "TestDrum" (unless it is referencing another animator)

kindred thicket
#

Thanks

#

Trying it now

#

Now the button won't turn on the animation

#

I think I see something, testing again

#

It's working! Thanks ๐Ÿ™‚

mild spade
#

Glad it is working!

kindred thicket
#

Me too, I think I finally comprehend how these conditions work. It seemed over my head, but something clicked.

kindred thicket
#

This should be my last question for a while: My Cymbals are working, however if I hit it twice in a row, it doesn't replay the animation from the beginning. If I hit the cymbal and wait 1 second the amination completes and it plays it again. I would like to have the animation restart when I hit the cymbal (not wait for the animation to complete). Below are screen shots:

#

I tested removing the Has Exit Time on the Exit transition, removed fixed duration on the enter and exit transitions and Transition Duration to 0 on both also. It didn't make a difference.

balmy gate
#

@kindred thicket has exit time is needed if you want to make it wait to finish and go back to how it was before. But strictly speaking it isn't that important especially if the end of your animation leaves it as it was.

Two unrelated things I see problematic: first, your exit time is 0.75 instead of 1 - that means it will wait for 75% of the animation to play and cut it short every time

Second, you are using a trigger with AlwaysUnbuffered and toggle. This will cause frustrating desync with other players where one stops the drums and the other starts it playing.

The way I deal with the toggle situation is I actually make two duplicate triggers: one turns it on (true) and one turns it off (false) ...

CubeColliderOn (enabled)
CubeColliderOff (disabled)

In On, Add a SetGameObjectActive CubeOff to true
Add a SetGameObjectActive CubeOn to false

In Off, same but switch false and true

#

Basically the rule is: never use AlwaysUnbuffered with anything toggle

kindred thicket
#

Ok, I will try it

#

Wait, my toggle situation works great, I am working on making the other cymbols just animate when I hit it and that works. It just always makes me wait until the animation is done before I can hit it again and make it restart. I fixed the .75 issue and the AlwaysUnbeffered on my toggles. Thanks

kindred thicket
#

I see what your saying, for some reason I was thinking something else (talking about the toggle situation. I can do that - I have used Always in the past, but I hear your saying is that won't really fix the problem.

kindred thicket
#

I don't know how to turn on and off the box collider using vrc_trigger. I have been able to turn on and off complete objects, but I don't know how to turn off a property in an abject. Knowing that would be very useful for lots of things.

#

Nevermind, you are talking about having to cubes (one visible and one not / one with Collider on and one off) then toggling between them. Sorry it thinking something totally different that what was being said.

#

Also, I can live with having to wait for the animation to finish before I hit the cymbal again - the important things have been done.

#

Maybe my experience is working against me. I've been a professional VB.net programmer for over 15 years and a lot of this is confusing and it's hard to see the logic in it sometimes.
Most of it I'm sure is just lack of experience.

balmy gate
#

The toggle issue is specifically to do with the trigger not being local. If you have it on toggle, you should change the trigger to Local... otherwise you will get into a frustrating situation where somebody joins your world and the animation is in the wrong state. And you toggle it off but that toggles it on for some other people in your world, so there's no way to turn it off for everybody. The issue won't show up if you are by yourself

#

If you don't want to deal with syncing issues, tick the Advanced mode checkbox and change the sync type to Local. That means it's just for you but no desync issues

kindred thicket
#

OK, Thanks

short gulch
#

Does anyone know if theres a plugin for blender or 3DSMax that makes it possible to import a ".staticmesh" file extension? Tried to google a few times in the past it but couldn't find anything useful.

green lagoon
#

what are you trying to import

#

doing a quick Googling that says that some Unreal Engine stuff

ripe depot
#

Any one fr1ed's Discord? I've got some criticism. xd

rustic eagle
#

Hey y`all... Quick question: Say I want to have an object play an animation from the start of a world loading. I've got the animation made, how do I go about triggering it from the start of the world loading?

#

And literally as I ask that I figure it out...

#

๐Ÿ˜“

near escarp
#

what kind of animation ?

rustic eagle
#

Just a simple rotation. All I had to do was to place the correct .anim in the Animator component of the object. However looking at the copy I made of the object I got the same result from using an Animation component.

near escarp
#

If you're using an animator and it's enabled, the animation should play right away without you needing to do anything

rustic eagle
#

Ahh

storm plover
#

Anyone been unable to update their existing world from the SDK thinking you're making a new unpublished one, although the pipeline manager is using the same world ID as the one you're trying to update?

short gulch
#

@green lagoon sorry for the slow response, didn't see the reply last night. It is some Unreal Engine stuff actually. Its from a very early pre-release version of UE3. I was just curious if anyone knew of a way to convert .staticmesh into a usable format or better yet just import to blender or 3DSMax directly. When doing my searches I found a plugin for 3DSMax that lets you open UE2 .staticmesh files from BF2, but that doesnt work with these ones, just causes 3DSMax to freeze up and die. The files I'm trying to open are just meshes that make up a map from an old beta of a UE3 game that has been shut down for nearly a decade that I mostly want to study for learning about map design, and how these devs did it specifically.

balmy gate
#

@storm plover check for errors in the console.

If your world pipeline manager isn't showing the correct world if, click detach, go to uploaded content tab of the SDK and find your world and copy id, then paste in the pipeline manager and click attach

storm plover
#

@balmy gate No real errors in the console at all. And yes, I've tried detaching and reattaching the same ID from the SDK but it still won't recognize it as the same world. Just as an unpublished one

balmy gate
#

Does it show the three checkboxes for new and hot or whatever

#

Disable clear on play, change something small in your scene and try another and look for red errors

#

Oh also - sign out and sign in the sdk

#

Sometimes that happens because of an expired cookie or a network error

marble silo
#

Do layers not work for the purposes of colliders in vrc?

cedar nebula
#

ye

bold ibex
#

Is there any possible way for me ever to get the 2018 hub world map for vrchat

#

I literally just want to turn it into a hide and seek map

bronze smelt
#

You'll have to recreate it yourself

short jacinth
#

Hi! I was wondering if there's a way to move the position of the Rect Transform of a canvas without moving all the children assets

kindred thicket
#

Is it possible to have one audio bank and multiple audio sources? I would like to play a song over 2 different objects (like speakers)? I have it working on one object.

carmine kernel
#

Hello, is there any way I can change the value of a world's blendshape using a slider?
Is there also a way to hue shift its colors using another slider?

kindred thicket
#

I change blendshapes using an animation - I works for avatars and worlds.
I don't know how to change hue on a slider. All the texture and color sliders I import into blender get removed, Someone else will have to help you with that one.

balmy gate
#

@carmine kernel answer for both ?s: for each thing you want to animate make an animation clip with left position at time index 0:00 and rightmost slider position at time index 1:00

#

Also make sure Loop Time is off on your animation clip! Add animators (uncheck it) with this animation clip above the game object for each slider setting

#

so like:

  • MyWorld
    ... - Slider1Animator
    ...... - Slider2Animator
    ......... -MeshObject
#

Slider1's animation clip changes the blendshape. Slider2's animation clip changes (Skinned) Mesh Renderer Material._Color for example

#

Now for the UI Slider. In On Value Changed (), add two actions with the new Post Processing Volume:

  • Rebind()
  • Update [in top dynamic float section]
    Also, for all sliders in your world, always set Navigation to None and make the canvas have a huge margin around the slider. Otherwise the click will get stuck and it will change randomly as the user walks around the world.
carmine kernel
#

Thank you, I know those already but how do I feed the slider's value to the animation?

#

oh

balmy gate
#

I think I posted while you're adking that. What the Rebind / Update does is it sets the animation to be at that time offset between 0 and 1 second

carmine kernel
#

yeah my bad

balmy gate
#

make sure to have animation speed at 0 or have the animator unchecked

carmine kernel
#

Thank you very much!

balmy gate
#

that's why you need one animator per thing you animate because each one is frozen in time at a different point

#

for hue shift, you'll need to animate the R G B values manually to create a hue shift. more complex is using a custom shader but I think you can make a good looking curve, like R -> 1 , then G->1, R-> 0, B->1, G->0, R->1

#

and make sure to set curve to linear in the curves tab or set the curve you want

carmine kernel
#

Alrighty, thanks for the detailed explanation!

bold ibex
#

if this is the wrong chat lemme know but out of curiosity, for a vrchat world, is it possible to give effects to audio? like for example, a sound plays in one room, but if you go into another room, the sound is muffled through the walls?

sacred warren
#

You can, but it's a lot of work using triggers and such. I personally never got it to work using the correct way, which is to set up triggers tied to animators that change the reverb filter on the player directly.

bold ibex
#

huh, alright. thank you. if you or anybody else can find a way to do it, i'd highly appreciate it

sacred warren
#

A while ago someone mentioned some sort of Unity package that makes it easy to batch save actions and store them to repeat later. Does anyone remember what that was?

subtle thistle
#

hello, I want to try and make a health system. though I do not see any way to store, show or interact with any variables. can anyone help me?

sacred warren
#

Also, is it possible to actually get the objects rather than just N/A which is... kinda useless?

dusk sapphire
#

wow, someone ripped and reuploaded one of my maps as their own with some small changes

#

its not even a particularly popular map

#

lol

gaunt minnow
#

is there any way i can measure my world's performance?

sacred warren
#

@gaunt minnow The profiler in Unity, but as you can see, it's not great.

short gulch
#

Anyone here experienced with messing with vehicle stats? I've tried a few ways of getting the desired effect but none really seemed to do quite what I wanted. Was wondering if someone figured out a way to get a car to almost pop a wheelie when accelerating? I have a classic muscle car in my world that has a ton of torque and the idea is to get it as close to the game it came from as possible as far as handling goes. In the original game the car has really soft bouncy suspension, I got that down pretty damn close to the original. My problem is that when accelerating the car stays almost completely level. You dont get that satisfying jolt forward with the back end lowering slightly and the front end raising. I thought physics would take care of that tbh.

#

Is that something that Unity's physics just won't do well? I find it odd because the game runs on an old version of Unreal 3, but in the engine upgrade they're working on the car behaves the same way as it does in my vrchat adaptation. So maybe it only does that in the first place because of how janky the old ue3 version is? As far as physics go it maks sense though and is really satisfying to drive

sacred warren
#

Anyone? At all? ๐Ÿ˜ฆ

tropic yarrow
#

@sacred warren looks like Udon has get cull distance and set cull distance to the camera, but i don't know if it works or if we can apply it to the player camera

sacred warren
#

Hmm, wouldn't be of any use anyway as it's an SDKv2 world.

surreal sage
#

Hey , i need help , i would like create a ctf system where players take gift and put them in there base. However i don't find a way to count them until they get 5 of them.Do you have a idea how i can do ?

balmy gate
#

so the way you usually count things is using animator controllers

#

So make an Animator somewhere, in the animator window, go to the Parameters tab and add a new parameter, type Int and call it "Counter"

Whenever someone scores a gift, use AnimatorIntAdd trigger action, put your animator, parameter "Counter" (make sure to spell it exactly the same capitalization and everything), value 1

#

Add a disabled game object "WinTrigger" inside your animator Then, in your animator, make a new empty state. Then add another state WinTrigger with an animation clip that sets a WinTrigger.Is Active on.

Create a transition arrow between the empty state and the WinTrigger state, click the arrow, uncheck Has Exit Time in the inspector, set Duration to 0 and add a condition with the "Counter", Greater and 4

(You can also do Equals 5, but it's a little riskier in case somehow you have a bug where you add twice for some reason, the game will never end.)

#

and the WinTrigger can have a VRCTrigger with OnEnable and do your victory condition

#

as an alternative -- actually you can put the VRC Trigger on the same object as the animator.

Two common approaches for this: add a custom trigger like "Win" and add an animation event "ExecuteCustomTrigger" string value "Win".

One more way is make an OnInteract trigger and use "Interact" as your animation event. quite simple.

surreal sage
#

Thanks , i did that before (but maybe not correctly) so i will retest

gaunt minnow
#

is there anyone with a low end system that wants to test my world for performance?

slow orbit
#

How low end are we talking? I have an AMD FX system upstairs that can only just run VRC

gaunt minnow
#

i'd say "FPS problems at the black cat" low end

#

sounds like your system might not be within the scope ๐Ÿ˜›

near escarp
#

if it's below vrchat's recommended specs then you shouldn't bother

delicate marsh
#

does onspawn mean like

#

for example if i die and then respawn?

near escarp
#

OnSpawn if for prefabs i believe

kindred thicket
#

Hello, I am getting these two errors over and over and I'm not sure where to look to find them:
Two delegators in existence.
UnityEngine.Debug:LogError(Object)
VRC.Core.UpdateDelegator:OnEnable()

Destroy may not be called from edit mode! Use DestroyImmediate instead.
Also think twice if you really want to destroy something in edit mode. Since this will destroy objects permanently.
UnityEngine.Object:Destroy(Object)
VRC.Core.UpdateDelegator:OnEnable()

delicate marsh
#

so my friend can't activate any triggers

#

in my world

#

ahh

#

like oninteract doesn't work for him

buoyant hollow
#

Are you on desktop and he's on vr, or vise versa

delicate marsh
#

yes

#

desktop can interact

#

vr can't

buoyant hollow
#

that means that you have collider that is breaking the raycasting for vr players. This will block vr players but not desktop players. If you change the layer of the big collider to the mirror reflection layer then that will fix the issue. If you don't need the collider then you could also just remove it

delicate marsh
#

weird

#

i don't have any mirrors

#

and a couple changes and the whole thing breaks

buoyant hollow
#

it wouldn't have to do anything with mirrors, just look at how your colliders cover the area.

#

that particular physics layer, mirror reflection, doesn't break raycasting for vr players

kindred thicket
#

Hello again, I am now having an issue with a different animation. I have a curtain I want to Open and Close. I have two cubes, one to open and one to close. The animation to open the curtain works, however I have tried about 4 different ways to get it to do what I want and it's just not working. I copied the animation to open the curtain and set the speed to -1 in the animator. Using what's in the below picture, the open curtain just replays over and over and the Close Curtain doesn't run. I would like the Open Curtain to run and stop when it's done. Then when I click the other button for the curtain to close.

I know this isn't right, I got imaginative after multiple other tries.

#

Also tried two Animators also, doing somethings wrong.

mild spade
#

Are the animations on "loop"? So the curtains start open? If the animation is not firing you probably dont have the exact name for the trigger (you can just rename them to "open" and "close" to make it easier)@kindred thicket It is difficult to know the problem, we would need to see the animation, their conditions and transition windows. Also, are you physically moving the curtains as an animation? or are they some type of blend shapes?

kindred thicket
#

The animations are not on loop and the curtains are 2 tall thin cubes that slide apart on an animation. I will rename them and send pics.

#

OK, both of the cubes that open and close the curtains has Is Trigger checked. Also when I play the scene the curtains stay closed until I click the Open radio button (that's good), then the curtain open and then immediately goes to the Close Curtain animation and runs it. It Loops forever - note the animations are not set to loop. Here comes the screen shots:

#

I noticed it didn't have conditions selected.

mild spade
#

Was about to ask you about their conditions. the pictures dont show what conditions they have (only the transition from "new state" to "open"

#

Was that the problem?

kindred thicket
#

Yes, thanks

mild spade
#

Ah ok.

kindred thicket
#

I delays about 2 seconds before running is there something to fix that

balmy gate
#

It's possibly because of the has exit time maybe?

kindred thicket
#

Yes

balmy gate
#

And duration can be 0 if you're doing your own transition

kindred thicket
#

great, it's working - so exciting!

bold ibex
#

Okay so there's an issue I'm still having. I still can't join my newly created world. I thought if i made it public, that would solve the issue, but nope. still can't join it, it just sends me back to my home world. I got some friends to see if they get the same issue, and they do. is there something i'm doing wrong?

balmy gate
#

!outputlog - check what's happening in your output log before you get sent home

tawny lilyBOT
#

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

balmy gate
#

Has the time you started vrchat between output_log and txt

#

Best way is exit / alt f4 vrchat right after getting kicked and before home world loads then go to the end of the log and look for errors

#

The common issue is did you set a spawn point?

#

Set spawns size to 1 and put the object with scene descriptor in the slot (or make a new empty game object where you want to spawn and put that)

kindred thicket
#

I've been getting this error all day, could it be a server problem?
ApiFile:file_83937dda-9847-4018-8e3b-dadc0293c055:
Bad Gateway

at VRC.Core.ApiContainer..ctor()
at VRC.Core.ApiDictContainer..ctor(System.String[] requiredFields)
at VRC.Core.ApiModelContainer`1[[VRC.Core.ApiFile, VRCCore-Editor, Version=

bold ibex
#

I did that and i still get kicked to my home world @balmy gate

balmy gate
#

@bold ibex you read the last 3 lines of my post and ignored everything else. Did you check the output log etc?

mental iris
#

How are ppl making the switch view with keyboard hot keys?. I see alot of rooms give the option to change view from inside view to selfy back and front view in desktop world's. No one seems to know this so I wanna try asking here. Is there some kinda super secret script for it? A prefab? Or is it just triggered cameras useing an animator in the room? I have no idea how ppl are doing this for room's

#

I'm assuming it's some kind of triggered camera system with alot of follow player scripts set to lock view back and one to lock view front or something

#

And trigger is set to #1 and 2 keys

balmy gate
#

I was assuming it was a builtin feature of vrchat. are there worlds thatdon't have it?

left kettle
#

Anyone know how to fix this? For some reason when the camera gets close enough certain objects, they just disappear.

https://i.imgur.com/WbuaOVg.png

For example, in this image? The sky box disappears and turns blue.

#

Oh, nevermind. I just fixed it. It was an occlusion issue.

royal bay
#

so yea- looking to change the skybox completely via VRC_trigger. haven't found an easy proccess so far.

#

if at all any proccess.

balmy gate
#

There's no way, unless you stop using a skybox (set it to none) and apply skybox material to an inverted sphere following the player tracker

#

you will have to use a shader based method like that if statement I put in #shaders

royal bay
#

got it.

balmy gate
#

note that inverted sphere has some potential challenges with render queue and z clipping that can be better or worse depending on world. The actual skybox material is "special" - always renders at queue 2500.5 and as special z buffer semantics

royal bay
#

hmm... as of right now i've had an inverted sphere with a standard unlit material as a static texture. it works fine, just looking to add dynamic clouds into the world. so this isnt entirely needed to be too complicated and i can't really understand code for the life of me lol

balmy gate
#

ok, then what 1001 suggested should work

royal bay
#

the github shader or his own that he sent me that was unfinished?

balmy gate
#

sorry I was focusing too much on the dynamic skybox part of the question and not on clouds

#

ugh now we're chatting in 2 groups. move back to #shaders

royal bay
#

yup. lol my bad.

gaunt minnow
deep hamlet
#

Hey, is there any way to launch VRChat from the Unity SDK in Desktop mode to test worlds? Thanks in advance!

mild ether
#

As far as I'm aware the only way is to unplug your VR

#

Which is a real ballache

#

So if anyone knows of a better way I'm all ears

deep hamlet
#

I didn't even think of that, cheers!

sacred warren
#

No, there's a script to do it

#

It's pinned, 1 sec

deep hamlet
#

Thank you!

bold ibex
#

guys someone know where i can find prefab for the keyboards ?

deep hamlet
#

Also, what's a good way to reference the size of an avatar when in Blender? I was thinking of using a cube but idk what dimensions to use, also sorry Smart, I've not got a clue

queen mortar
#

anychance does any one have a guide or video for making huds in game or atleast a prefab. im trying to advance my skills but i havent stumbled across any good information on making

vast raft
#

I just uploaded my world like 10 seconds ago - Private not even submitted to Com Labs.. and it already has a report? wat?

queen mortar
#

all worlds get one report

#

its a safey check i think

vast raft
#

ok I mean thats fine. Just weirded me out

queen mortar
#

yeah your fine lol

vast raft
#

thanks for the info ๐Ÿ™‚

queen mortar
#

yeah no problem!

bold ibex
#

some show up as question makrs of stripes

#

please @bold ibex me when you figure it out

#

thanks

kindred thicket
#

Hello, there is a way to flip a model without setting the scale to -1?

bold ibex
near escarp
#

console errors

bold ibex
#

do i need replace sdk bcs i getting this: Assets/VRCSDK/Dependencies/VRChat/Scripts/Validation/Performance/PerformanceScannerSet.cs(4,26): error CS0426: The nested type Performance' does not exist in the type VRCSDK2.Validation'

near escarp
#

Yes, check the documentation to see how to update your SDK correctly

frank geyser
#

i have a question, how does the movie work, its not using youtube, how does it work?

frank geyser
#

like what other sources can you use?

balmy gate
#

@kindred thicket you should consider making a separate flipped model in a tool like blender

#

@frank geyser you can use vrc syncVideoPlayer combined with a unity VideoPlayer with a http url and a unity compatible mp4 file.

Vrc also supports using syncVideoStream with a variety of sources: you can run your own HLS (http live streaming) web server and put a m3u8 file into sync video stream

kindred thicket
#

OK, I asked for a friend, that should be easy enough

frank geyser
#

@balmy gate is there any special setup for using the unity video player with the sync videoplayer?

balmy gate
#

As far as I know, no really special setup... Don't put any url in the SyncVideoPlayer. It will use the unity video player and just do the time syncing

#

you can't change the url. If you want multiple movies, make a disabled video player for each one and enable the one you want to play

frank geyser
#

hmm, the video is not playing properly

#

staying grey

#

must be doing something wrong with the url

#

like id be using like the same way for the url like youtube urls?

#

this looks good?

#

@balmy gate

balmy gate
#

Your url slot is blank

#

Or was that just for screenshot. Does it play in unity play mode? If no, it won't play ingame either

frank geyser
#

it wont work in either

#

and i know the host website uses mp4

#

i did have a url, just removed it for screenshot

balmy gate
#

If it doesn't work in play mode you need to debug it. Unity is extremely picky

frank geyser
#

hmmm youtube links wont wor either

#

work*

balmy gate
#

Youtube links don't work in the url slot

frank geyser
#

ahh

balmy gate
#

If you want to play youtube use a different video player instance

frank geyser
#

im not trying to use youtube

balmy gate
#

But mp4 uses unity's builtin in VideoPlayer object

#

Then don't test youtube

frank geyser
#

ok

winter oriole
#

is there a tutorial on how to put a trigger on a video player to paste the link of a video/stream and then use the play button?

#

you know that little bar that says paste link and press play under the video player screen

frank geyser
#

@balmy gate unity in the console is giving me an error of videoplayer cannot play url

balmy gate
#

You're going to need to figure out what's wrong

frank geyser
#

thank ya

#

๐Ÿ‘

frank geyser
#

cant get it

balmy gate
#

did you try a plain video player with no vrc stuff on it, in play mode?

#

what if you import a short mp4 file into your assets and play it as a video clip

#

you need to rule out if it's a problem with the web server / http protocol, or a problem with the mp4 container (set to streaming?), or a problem with the codec selection / codec settings

#

maybe start with a mp4 file that is known to work in unity and work backward trying to figure out what is the issue with the url

frank geyser
#

i got it, have to go into inspect element to get the actual mp4 url

#

just using a normal website url wont work, like youtube

balmy gate
#

aha! yes the website url never works in the unity video player

frank geyser
#

yeye

#

has to f12 it

balmy gate
#

the sync video player does something special using a program called youtube-dl for youtube urls

#

but that's also why you can't put non youtube urls in the sync video player

#

and instead directly into the unity VideoPlayer

frank geyser
#

i made a youtube url searcher for inside vrchat

#

i dont care about the youtube side, have that one figured out

balmy gate
#

yea just have to keep those two systems separate

frank geyser
#

yep

rigid fog
#

I'm trying to make a scrollable text menu, but for whatever reason i can't get the finger pointer to work with my scrolling menu

#

Even though I got it working on this sliding button menu

#

setup is pretty much the same but it doesnt work

#

on one of them

#

Anyone got any ideas why?

bold ibex
#

@balmy gate yes i checked the output log. I even checked the VRCWorld object. looks properly set up to me.

balmy gate
#

@bold ibex show the Spawns section of the world descriptor. You say it looks properly set up... but If your world is not loading, it's not fine and something will print out in the output log.

Find where it says loading world all the way to where it starts loading your home world

#

@rigid fog do you have vrc ui shape component on the object with the canvas

#

also does your canvas have the correct size and contain your whole UI

#

do you have a box collider?

bold ibex
stray pivot
#

So hey, I'm having an issue with uploading my world.
It isnt that crazy of a map, a house with only a few features, but its really hard to actually get it to upload, i usually have to delete alot of things then re-add them for no apparent reason. all of the objects and prefabs in it are in other worlds and i have them set up seemingly properly. But when i upload unity just crashes and the log file doesnt really say much of anything. as an indie dev who uses unity this is a bit confusing.
it runs fine in the test client so I am unsure as to what I am doing wrong.

bold ibex
#

save the whole thing s a scene. there's nothing wrong with it, even with the most proper setup, unity will crash regardless. So it's a smart move to save the world as a scene before you upload

stray pivot
#

it is saved as a scene, the first thing i did before i added anything.

#

should i make multiple scenes of the same thing?

bold ibex
#

if you have the full completed world saved as a screne then there should be no problems with just reloading it

#

if unity is constantly crashing, then it's something wrong with unity, not the project.

stray pivot
#

so i have an unfinished version uploaded to private, its just very finicky, is it because of unity 2017? the last time i used 2017 i remember it being very buggy.

bold ibex
#

maybe

#

who knows

stray pivot
#

Okay, i'll try to brute force it. I'll come back in a few hours if i cant and post some of the things that i am using see if theres some problem there

rigid fog
#

@balmy gate yeah i do, but i figured it out, the collider on it was bugged or something

frank geyser
#

@balmy gate now there is no volume playing from the url

#

nvm got it

wheat meteor
#

So if im making a settings menu in my world, should the entire UI be player local? or just buttons. Like i dont want one person cycling the menu to change for others, but my toggle seems to not be working currently under playerlocal for everything

#

Found a configuration that works, canvas global, but all sub parts local

kindred thicket
#

Is there a place where I can make a few suggestions for future release of VRChat SDK?

near escarp
#

The feedback website

kindred thicket
#

๐Ÿ‘

rugged jolt
#

i can't update my world anymore

rugged jolt
#

i can't find anything on google about it .

#

i can go in the test version of the world and everything is fine but it wont let me update it

kindred thicket
#

Hello, I have another question. I have a ogg clapping sound for when my curtains open on my stage. The clapping file needs to play when the curtain opens and when it closes. The issue I am having is when I open the curtains, it plays perfect, but when I close the curtain it's not playing, then when I click open again it doesn't play.

#

It's like when it plays it doesn't go back to the beginner, but that an uneducated guess.

near escarp
#

can't make the same audio source True twice in a row

#

you can use two different ones

kindred thicket
#

Thanks

vast raft
#

hopefully a quick fix thing. I have post processing working in unity, lighting set to deferred, works in scene and in game mode after I hit play. However it doesn't work in game after upload or in "game" mode before hitting play in Unity

#

any help is appreciated

near escarp
#

is your reference camera set correctly ?

vast raft
#

ah

#

thanks

#

I feel like Ive forgotten that before

stone temple
#

i really confuse about pick up object. Box collider don't work the way i want it work. it's keep center itself when i grab the item. is there a trick to do that you can grab and it stay at where i grab it? (sry not good at english)

balmy gate
#

does increasing the interact distance help?

bold ibex
#

Hiiii

sacred warren
#

Pertaining to performance, in the editor, if I turn off literally the entire world, I still only get 600fps, that seems very low. Is that normal for Unity?

#

(goes up to 3200 if I also disable the camera)

#

Weirdly enough, if I disable occlusion culling, it goes from 600 to 860fps

random owl
#

Occlusion culling does take cpu time for calculations

sacred warren
#

That's a surprisingly high impact though on something like a i7-8700.

#

Ah, it's not you, it's Discord.

random owl
#

Fps in editor honestly isn't the best metric though

sacred warren
#

What would you recommend?

random owl
#

Looking at the profiler and batching and so on is much better

sacred warren
#

The profiler is useless, everything is just listed as N/A.

random owl
#

๐Ÿค”

#

Can you show me?

sacred warren
#

Sure, let me find a picture I posted the other day.

random owl
#

Hmm it does tell you the most you need you can also use the frame debugger that's what I use most in unity

sacred warren
#

"it does tell you the most you need" Can you clarify what you mean there?

random owl
#

What I most use the profiler for is seeing the drawcall amount otherwise I'm not that experienced in using it tbh

#

Unity's profiler is sadly pretty lacking compared to unreal engines

sacred warren
#

Hmm, I kinda hoped for a breakdown of the actual objects as it could be scripts or anything else, not just GPU draws, as it seems to be CPU restrained more than anything else.

random owl
#

How big is your occlusion culling file?

sacred warren
#

11MB

random owl
#

Oh that could be what's taking so much cpu time possibly

rugged jolt
#

All i did was adjust baked lighting stuff

#

I teated the world offline and it worked but it wont let me upload it

random owl
#

Press clear on the console to remove any unnecessary errors

rugged jolt
#

I did and they keep coming back

#

Its always these

random owl
#

@sacred warren "When should you use Occludee Static? Completely transparent or translucent objects that do not occlude, as well as small objects that are unlikely to occlude other things, should be marked as Occludees, but not Occluders. This means they will be considered in occlusion by other objects, but will not be considered as occluders themselves, which will help reduce computation." if you haven't done this yet to optimize your occlusion culling it should help bring the file size down

#

So basically anything small or something that doesn't actually occlude something don't have it as a occluder only as a ocludee

sacred warren
#

Hmm, I'll make sure my trees and such don't have that enabled.

random owl
#

@rugged jolt those errors don't really seem to be blocking uploading what actually happens when you try to upload?

rugged jolt
#

it the builder tab , my world isn't appearing so it's not recognizing the previous version and won't update

random owl
#

Can you post more screenshots

rugged jolt
random owl
#

Does it recognize it when you try to build an publish in the dialog where you can enter the name description and so on?

sacred warren
#

Ugh. Unity is terrible at changing this stuff en-masse.

rugged jolt
#

no it doesn't it's a blank page with no name and no settings recognized

random owl
#

Yeah enverex I did it manually on all my objects while working around stuff slowly ๐Ÿ˜…

#

@rugged jolt can you dm me the world id or post it here so I can have a look at it

rugged jolt
#

is that safe to do ???

random owl
#

The only thing that can happen is people might visit the world they can't do much else

#

That's why I also offered that you can just dm it to me I'll just see it from the api if there's something weird and that's all

rugged jolt
#

ok give me a moment , i have to attent to a dog that needs to go out ... ill be back in about 20 minutes

random owl
#

Alright

rugged jolt
#

nvm .,.. it finally loaded in the build page....

#

wtf was my 2 hours with this issue last night...

random owl
#

Might have been some server issues hard to say

sacred warren
#

@random owl 2.4MB now, lol

random owl
#

Yeah that sounds a lot better ๐Ÿ˜„

sacred warren
random owl
#

If you look at the frame debugger are there any frames that could be batched with some fiddling around?

#

Though also if you aren't in playmode it's not gonna try to push that much framerate

sacred warren
random owl
#

Now if you bring up frame debugger

#

Clicking around on the frames it has a text that tells you why it isn't batching with the other stuff

#

You need to be in playmode with the game view visible for it to work

sacred warren
#

Ah, this is more useful.

random owl
#

Also just to make sure you don't have any extra unneeded active cameras in the scene?

sacred warren
#

No, only the one camera.

#

I'm not sure what I can really do about this though, I've already merged everything I can.

random owl
#

Good you don't know how many people have like 4 active cameras in their scene and wonder why they are lagging super much ๐Ÿ˜…

#

People don't usually realize just having a active camera in a scene needs to render everything in it plus what the player sees

rustic mantle
#

Does anyone have the testrun jetpack from vrc prefabs? The link on there doesn't work for me to download the package

random owl
#

@rustic mantle I might have it laying around I'll check in a bit when I'm my computer

random owl
rustic mantle
#

tyy

bold ibex
#

someone know where is keyboard for world ?

#

i cant find it

raven cloak
#

would it be possible to make a mesh slighty transparant but still very visible so you can put a mirror under it to make a realistic and clean looking floor

balmy gate
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@raven cloak did you check prefabs database in pinned messages

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If you want one that shows up above the vrchat menu, that is ExMenu by chiugame.booth.pm

kindred thicket
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I have been getting this error for the last 4 days when I try and upload a world. If I do it enough times it will eventually upload. Any ideas?

Asset bundle upload failed: Failed to upload file. (C:/Users/CL/AppData/Local/Temp/DefaultCompany/Avatar Kailyn/wrld_c1059e2f-ed2b-4d85-aeae-cfaaa6360f6c_103_2017.4.28f1_3_standalonewindows_Release.vrcw) => [id: file_83937dda-9847-4018-8e3b-dadc0293c055; name: World - One Video - Asset bundle - 2017โ€ค4โ€ค28f1_3_standalonewindows_Release; mimeType: application/x-world; extension: .vrcw; ownerId: usr_aad80e61-4e1b-4f04-9200-b29f575f04ac]
UnityEngine.Debug:LogError(Object)

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Could it be a bad internet connection?

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This error comes before the one above:
Couldn't verify upload status: Bad Gateway

balmy gate
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Log out and log in

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If not, Maybe try the steps in #vrchat-support to reinstall the sdk and clear your registry

kindred thicket
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ok, Thanks

balmy gate
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But logout and login can often fix it

kindred thicket
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Will do. is there a trick to making a chair you can sit in and pick-up? If I sit in a chair and accidentally squeeze by hand then I spin wildly.

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I tried putting it in a box with the collider behind the back, but when i move it is stretchs

balmy gate
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Disable the collider on the pickup while you are sitting in it (theres a trigger for enter) and re enable it in exit

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So you can't accidentally do that

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Similarly you can disable the sit collider in on pickup, and enable it in on drop

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(Disabling colliders is the usual way to disable pickups or interactable objects including stations

kindred thicket
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Thanks, I 'm not sure why that didn't occur to me - thanks

balmy gate
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Since disabling the pickup script or the whole object can cause trouble

deep hamlet
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Hey, I've made some pillows you can pick up and move but they're really laggy, it's like they update their position every several steps, any idea why that's happening?

kindred thicket
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So I added a VRC_Trigger with OnEnterCollider, not sure what action to use to disable the collider?

kindred thicket
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Would I use an Animation to do that?

mild spade
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@kindred thicket You will do that by using Custom Triggers. You then activate those triggers by placing them where the arrows are on my picture.

kindred thicket
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Thanks, I'll try it

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Is there a way you can send a better picture. I really can't read it well, even when I copy it to my hd.

near escarp
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You can zoom in on it

kindred thicket
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gets worst, what is the action called? I'm figuring it out.

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looks like Set something

mild spade
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SetComponentActive

kindred thicket
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The 2 customer triggers aren't showing up in the drop down lists for :
On Local Player Enter Station
On Local Player Exit Station

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figured it out

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do I add the pick up to the VRC_Chair or the chair it's in?

mild spade
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I believe you add that to the Parent object (VRC_Chair)

kindred thicket
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The picture is becoming more clear, I have it set up wrong.

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If I use the chair, I dont' see BoxCollider as shown. If I use VRC-Station it's a different list, will show next

mild spade
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Are you using a mesh collider? Remove it and add a box collider instead.

balmy gate
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@mild spade if you create a station script, vrchat will put a collider on it for you

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You should create your own box collider if you want control over it

kindred thicket
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ok

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on the chair or the VRC-Chair?

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got it

mild spade
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Interesting! You will put the gameobject that has the pick up script, since that is what you are trying to disable when someone is sitting on it.

kindred thicket
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I can put the pickup script on either one right - does it matter?