#world-development

39 messages · Page 23 of 1

narrow ibex
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I'll have to play with this one. It came with the foam textures but I do not see a way to add them. Looked at the code too. No mention of foam that I could see.

cold zealot
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hey guys, im trying to make a door so players can go in and out of a room. I'm using the Teleport Player -> onInteract for the door. I can only go in, but i cant go outside again. anyone know how to fix this?

narrow ibex
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Does the door open or are they just interacting with a closed door?

kindred thicket
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Hello, I am trying to make a place in my world where someone without a mic or who doesn't talk can type in a UI Input Field so the text can be seen by everyone. I have the input field but when someone types in it no one but the person who typed the message can see it. I'm not sure what properties to be looking at.

cold zealot
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just interacting with a closed door

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i made two gameobjects which are spawn points inside and outside the door

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but once im in the room, i cant get out.

narrow ibex
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I would make an invisible on interact on either side an then link them to their respective teleports

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Not sure how you are linking the exit teleport if you are using the door as the trigger

cold zealot
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well i have one interact object and two spawns, but i guess that doesnt work. I should have two interacts connected to its respective teleports/spawn locations right?

narrow ibex
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That is an easy way to do it

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I’m sure there are more complex methods that just use the one trigger but why over complicate

cold zealot
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thats true

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alright i'll give it a try. thanks!

open thicket
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will too many animators break synced events?

near escarp
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hundreds ?

open thicket
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around 20-30 animators

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but 10 of them have seats

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they were working earlier

near escarp
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Then it's no worries

open thicket
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and then events or seats weren't synced

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used to be working but seem to be off now, lol

cold zealot
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If i wanted to isolate sound in different rooms how would i do that? Meaning I only want sound to be heard in a room, so a person outside of a room won't be able to hear it

near escarp
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enable an audio source locally

cold zealot
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so if i do that, if i had like lets say a couple friends in a room watching something. Then other ppl outside of the room wont be able to hear it?

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until they enter the room?

near escarp
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yup

cold zealot
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alright i'll give that a try thanks

winter stump
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How do you put post processing effects in a world? I'm guessing putting them on the normal way

balmy gate
winter stump
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I will check it out

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what version of post processing v2 does vrchat support now?

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it says 2.1.1 but I don't know if thats been changed

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ppv2 is up to 2.1.7

balmy gate
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It's old in unity 2017, but it will be pretty new when unity 2018 hits

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Just build with what you have... it doesn't matter

winter stump
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I will use 2.1.1 and I will update if need be

winter stump
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the post processing thing broke the vrchat mirror

balmy gate
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Hmm? Explain. What's broken

winter stump
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it just turned white

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¯_(ツ)_/¯

balmy gate
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Never seen that one? Oh mirror uses water layer by default and so does the post processing layer but I don't think that matters. Does it fix itself if you disable all the post processing components?

serene estuary
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Could someone show me how to sync audio for everyone in a world with jukebox?

winter stump
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@balmy gate nah it's still broken

balmy gate
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From importing the post processing package?

winter stump
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yes

balmy gate
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Can you check your console for any red errors?

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Delete the Tests folder in PostProcessing if you haven't already done so

winter stump
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Rip I didn't delete the tests folder like I read in the instructions, but now that I have deleted it it's still broken

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oh, deleting the old mirror and replacing it with a new one fixed it

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¯_(ツ)_/¯

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@balmy gate It looks great, Thx for the help!

dusty spruce
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wut

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Uh.

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ahem, okay. uh.

cold zealot
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In unity, is there a way to draw a polygon and extrude it like how you can do it in CAD? I want to be able to creat my own shapes for doors.

dusty spruce
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@cold zealot I'm not sure if there's anything you can get for unity that allows that, but why not just use Blender?

cold zealot
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im not too familiar with blender

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but i'll try blender out

autumn cedar
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Extrude Faces in unity?

unborn elk
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ProBuilder addon in Unity maybe?

short gulch
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ProBuilder works nice, been using it for one of my worlds recently

dusty spruce
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I think blender would be easier but it's up to them.

unborn elk
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Don't you have an option to export your models from CAD as fbx or obj? @cold zealot

wise sedge
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Getting "Failed executing external processes for 'clustering' job." when trying to bake scene lighting. Anyone had this before?
Anti-virus was breaking it.

cold zealot
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@unborn elk Haven't seen an option like that in cad

weak stump
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How do I get the underwater lighting effect, as seen in the JellyWorld?

short gulch
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@cold zealot what Cad software do you use?

near escarp
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@weak stump Post processing

tepid eagle
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has anyone ever made a object that can be destroyed by particles and like make another object go disappear or not be active anymore

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I'm trying to figure it out

near escarp
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OnParticleCollision > SetGameObjectActive @tepid eagle

tepid eagle
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understood, my main thing is working on shield generators for a world.

sullen tundra
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anyone able to tell me why this is happening, i'm updating my world and this is all i get, i even rebuilt it in a separate unity project

mild spade
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You are using the wrong Unity Version @sullen tundra

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sullen tundra
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been using the wrong one for a very long time now, only just having problems today, so i pushed my suspicion of that aside

mild spade
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Something that you added to your world (an asset) is causing some errors on your project. Check your console tab for red errors (usually bad scripts or shaders)

sullen tundra
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i'll have a look and see how she goes

sullen tundra
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fixed it

reef sparrow
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Does VRChat do something to the volume of my video player? Changing the gain doesn't seem to make it louder.

bold ibex
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Hey

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If i have already uploaded a world to community labs and then i delete the world will it reset my community labs timer. I uploaded something i dont want on community labs on accident. i want my new world up instead.

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Actual question im on the upload screen now

modern kayak
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No, don't delete it

bold ibex
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okay

modern kayak
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Just copy the world ID and use it for the thing you actually want to upload

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then change the name and picture and everything

bold ibex
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OOh smartt smart, thank you

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So much

cold zealot
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@stray sand for the video player, how can i let other ppl in the world play url's?

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it seems like it only works for the master of the world

stray sand
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it should be working for everyone. did you mess with the hierarchy at all?

cold zealot
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nope

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i'll try it again just to double check

storm plover
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Anyone know if you're allowed to add volume sliders for Quest? Just curious

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And if you can I'm wondering how

zealous monolith
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so i'm having troubles uploading a world, it lets me test it offline but the upload button won't work

near escarp
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zealous monolith
storm plover
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@zealous monolith Check and see if you have another object in your world using the world's ID, aside from your vrcworld object

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You should have only one object with the pipeline manager for the world ID

zealous monolith
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oh my god i feel so stupid

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🙏 bless you

storm plover
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Don't worry, I only know this because we all make stupid mistakes 😅

cold zealot
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how do i add mesh colliders for a staircase?

unborn elk
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Select object -> Add Component -> Mesh Collider, but I suggest you use box collider and make it the right angle instead. Mesh colliders don't perform very well @cold zealot

near escarp
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they also suck to walk on in VR

unborn elk
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Are those that make you go up or down* a little each step?

near escarp
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yep

sacred warren
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Judder city

frosty bone
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My current world problem is that (particle) effects from avatar are pushed down. What part of world can push the effects down?

cold zealot
nimble hull
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a passageway entrance? modeling is all blender

graceful bough
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I made some simple land in blender and imported it into unity as an fbx but I keep falling through it

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I know there's a way to make it solid but I'm unsure

unborn elk
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You need to add colliders

graceful bough
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ah

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is there a good collider tutorial

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I'm big dumb and just started, if not I can google

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"Component > Physics > Mesh Collider"

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that easy?

unborn elk
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Sorry, dunno. I am working on my first world myself and added box colliders underneath floors. Maybe there is some terrain related collider?

graceful bough
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I just tested it and that worked

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literally that simple I've been confused for like 25 minutes trying to remember what colliders are

weak hinge
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hey vrc discord, I'm having trouble building and testing a world, whenever i attempt to I'm presented with this error. I've tried reimporting the newest sdk, removing foreign scripts, moving it too a new project and tried removing the post processing stack. Sometimes it uploads then puts me into vrc only to kick me out of the initializing screen of the world, then my screen goes all pink.

cold zealot
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How do i turn off the mirror initially when i spawn?

near escarp
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Have it off by default ?

cold zealot
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yup

near escarp
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@weak hinge How did you update the SDK ?

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I meant leave the gameobject disabled by default @cold zealot

cold zealot
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yeah how do you set the gameobject off by default, but then use a button to toggle it on/off

near escarp
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OnInteract SetGameobjectActive > toggle

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you just disable the gameobject at the top

cold zealot
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ohh okk i gotcha

weak hinge
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through unity after that I tried removing it when unity was closed then did a fresh import of the sdk.

near escarp
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yeah so that's probably why

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follow those steps

weak hinge
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Alright thanks!

dapper field
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hi. I installed vr chat on my computer and it doesn't start, please tell me what to do. when loading the world, I have 0.00% and it doesn't change . I was advised to contact this discord group .please help me. I apologize for mistakes I'm from Russia

weak hinge
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Unfortunately same thing happens, just shortly after the pink screen though, my game crashes.

near escarp
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yeah i'd blame the world then

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@weak hinge can you post some screenshots of your unity window ? would like to see what you have setup

weak hinge
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want to see anything specific?

near escarp
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you have 138 errors

weak hinge
near escarp
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Did you import the SDK3 in your project ?

weak hinge
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sdk3? Where would I find that?

near escarp
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Well if you didn't then i guess it's something else

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Be aware that you can't have custom scripts in your world

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So the MassSpring stuff won't work

weak hinge
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im aware, but would that cause it to not load?

near escarp
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It could definitely create some null ref spam and cause it to not load yeah

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Try to remove all those custom scripts from your scene, clear the console, press play and see what shows up

weak hinge
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no errors show when in play.

near escarp
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Sweet, try uploading again !

weak hinge
near escarp
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Have you tried detatching the world ID from the world descriptor ?

weak hinge
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ah, my bad lemme do that.

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it does give a crash report if you want that

balmy gate
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@cold zealot make sure to turn on advanced mode and set your trigger to Local in the dropdown . Otherwise extra people joining the world are going to have a bad time

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Toggle + not local will desync weirdly

cold zealot
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got it

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thanks!

bold ibex
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it explains nothing about them in the docs

shut palm
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i created a new unity project but VR chat still running the old map

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how do i fix this problem?

elfin latch
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i'm really wanting to use some hilly terrain / grass for my world but I really just don't know how to find that kind of stuff.

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I know there's the flat terrain in unity but I was really wanting some hills / normal variance in the ground that's also grassy with trees and I'm not sure where to even start with that.

dusty spruce
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@elfin latch You can make hills with the Terrain object.

elfin latch
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Ooooh, I figured it out!

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How would I go about getting grass / trees?

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is it ultimately just gonna be unity store shit?

bold helm
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Hey guys so I am having a issue I’m trying to upload a world for the first time I’m using Vrchat’s home kit but it let me upload it but when I try to load into it in vrchat it kicks me back to the vrchat home I have a spawn point and I have these three errors. Can anyone help me out I’m doing this as a gift so I’m just trying to figure out what is wrong?https://media.discordapp.net/attachments/635833645747404800/668233069903347714/image0.jpg?width=894&height=671 https://media.discordapp.net/attachments/635833645747404800/668233070872100905/image1.jpg?width=894&height=671

elfin latch
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I'm wanting to go for something like this in my vrc world but it's my first time using any sort of terrain / water, how would I go about getting the water / land to flow properly?

graceful bough
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I have another question I'd like spoon feeding on

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how do I replace the default sky in unity

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how does that work

near escarp
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You can drop a texture on it

graceful bough
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like, the whole scene ?

near escarp
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on your sky

kindred thicket
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I have been in a world where you can put on a hat or glasses and they stay with the player when they move around. I have a hat I could like players to be able to wear, any help will be appreciated. Thanks

modern kayak
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wait is it? I don't see it @left marlin

left marlin
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I never released the prefab. I made it part of the tutorial for player tracking, but I skipped a few steps to simplify it, which then make it suffer from drifting.

modern kayak
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Iwashi prefabs has their own version of it too, do you know where to find it? I'm not sure what to search

left marlin
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Null's prefabs

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Their's use auto cam, which I had someone ask why it didn't feel the same.

nimble echo
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any good way to make a trigger collision box reliably react to a player entering it?

near escarp
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OnEnterTrigger ?

kindred thicket
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Thank you for the information. I really appreciate it.

cold zealot
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how do i add a spawn sound everytime someone loads into my world?

reef sparrow
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Does VRChat do something to the volume of my video player? Changing the gain doesn't seem to make it louder.

stray sand
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@cold zealot on network ready > AudioTrigger

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set the broadcast to AlwaysUnbuffered

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unless you only want it to be local. (only the person who loads in hears the audio)

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@reef sparrow ive not personally upped the gain on vrc spatial audio source. but how much did you put it?

cold zealot
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thanks jetdog! that worked

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another question, is there a way to make my models smaller? i dont want a world thats like over 100 mb in size, if i can do some sort of compression that would be great

stray sand
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usually world file size increases cause of texture size and audio clips.

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those are the areas i would look at first.

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usually there are compression options in the import settings

reef sparrow
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@stray sand I tried from 0 to 70 dB. I didn't hear a difference.

stray sand
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im assuming you had the audio source volume all the way up. other then that you might have to take it into something like audacity and and crank it up there.

reef sparrow
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It's streaming YouTube videos

stray sand
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have you tried a simple audio clip? curious if there might be a issue with video players.

reef sparrow
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Yeah, regular audio clips I could change fine.

stray sand
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my assumption is they are setting the audio clip at the start of the scene. but they dont change it with new audio clips put in.

reef sparrow
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Interesting

cold zealot
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theres three methods of compression

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default lz4 and lz4hc

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which one should i use

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94% of my textures are uncompressed lol

frosty bone
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No answer at my problem, so i go play with some room setups and try discover the culprit what push effects down.

stray sand
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@cold zealot build compression i dont think will help. for textures you will want to look at the bottom of the import settings for the texture.

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(click the texture in the assets and look at your inspector)

cold zealot
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oh okk i'll try that thanks

maiden onyx
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I feel a little dumb but wheres the cat plugin for blender?

stray sand
maiden onyx
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Thanks 😄

cold zealot
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@stray sand for your video player, is there a way to just enter the url and it play automatically after pressing enter without pressing the play button?

stray sand
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There isn’t a 100% reliable way to do that cause there is no indication of when the video loads. If you want to try and automate it have a play method activate after a few seconds after pressing enter.

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It wont play if you call play right after you enter since the video isnt loaded.

cold zealot
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i see i see

sweet silo
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Does anyone know of a way to activate or spawn multiple randomized objects from a pool of 100 in different Locations? For example: When I click a button 40 random signs are shown next to each other, when I click again they're deleted and a new randomized set is shown. I can't think of a way that would not need insane amounts of work.

stone garnet
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is there a way to test worlds without vrchat opening in vr mode? dont want to unplug it everytime

sacred warren
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Check the pins, it's in the prefabs doc I believe

cold zealot
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Is there way to transition backgrounds in a world? For example the background would change from night to day

wraith field
near escarp
wraith field
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thx!

bold ibex
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I'm trying to make a custom world similar to Fnaf VR Help Wanted.

smoky kestrel
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Hi! im pretty new to VRChat and i merged yesterday my account and now after sometime im making a map and i need help. I can't walk under the stairs even if i am crouching... 😢 ||This is my first map||

neon narwhal
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Crouching does not change hitbox

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Feelsbad

smoky kestrel
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i thought hitbox is there where is a object

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😅

neon narwhal
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All chars have the same height in a way

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So if the object is to low you will always hit it

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Even as an ant

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So if you cant walk under it you will never be able to crawl under it

smoky kestrel
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ok thanks 🙂

dusty spruce
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They should try to do an update on hitboxes.

near escarp
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@smoky kestrel What you could do is have a small collider on the floor that disables the collider on those steps

smoky kestrel
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😅 it's done i didn't fix it but im pretty happy with result im on the world rn

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thanks for all answers 😊

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little questing can i make out map in blender and then import it?

blissful shoal
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quick question: like avatars, there is a material limits for worlds?

signal violet
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CADE OS BR

bold ibex
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I'm sure its been asked numerous times but I couldn't see any definitive answers to the question

Is it fine to add copyrighted music to your custom world, and if so is there a specific process you have to go through (like specifically using a player) or can you quite literally just import the song to your Unity and then your world without worry?

near escarp
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@smoky kestrel Yeah, export to fbx and you can import that in unity

glad nova
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is there a better way to see which way a pedestal is facing in unity and align it? Right now im just attaching an avatar to them to see which way theyre facing then deleting the avatar

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@bold ibex yes its fine. Most copyright stuff doesnt matter in vrchat besides stolen avatars

near escarp
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If you press play you should see it ?

bold ibex
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@glad nova Thank you

glad nova
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pressing play doesnt show the avatar on the pedestal

near escarp
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yeah that's expected

glad nova
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just the mesh which is a solid color on all sides

near escarp
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yep, what else do you need ?

sterile violet
sacred warren
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Far clip distance on the camera

sterile violet
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what about for the view port?

supple drift
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select an object and hit f to focus on it

sterile violet
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I mean like there is more in the scene, I want to be able to see it in the view port regardless of distance. (If it helps the rest of the terrain should go on for 2km)

sacred warren
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Yeah, you need to set the far clip to 2000 then

sterile violet
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FFS, I figured it out hold shift and scroll mouse up.

sacred warren
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Oh, you mean you've ballsed up the scene view itself, fair enough. 😛

sterile violet
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Yep, second question How do I get a object to render regardless of distance. I have the HL2 citadel and I want to be able to see it in VRchat from 4km away.

sacred warren
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You can't AFAIK, normally in Unity you'd use layers and different cameras but none of that is available in VRC.

sterile violet
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damm, so I guess the citadel will always be out of render distance.

solid helm
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You can have it be smaller and follow the player's camera

prisma trail
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Help it says “Last built VRChat scene could not be found. Please Test/Compile Full Scene (slow).”

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Halp please

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Pleeeease

solid helm
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Check the console for errors. Then, check the Unity manual for instructions. Study the Unity manual and meditate on it.

kindred thicket
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Hello, I have a Camera in my world and when the camera gets a little close to a player the image on the Screen looks like really low resolution. How would I fix this (I know it's hard to see in the picture but you should see the color changes on the face and chin). Maybe I need to increase the resolution of the camera or should it be on the plane I'm using for the screen? I'm not sure where to look, I have been experimenting with no luck. Thanks

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I looks kind of yellowish and on the dance floor is looks worse in the shaded areas.

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I don't have this problem with mirrors just with cameras

solid helm
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You can increase the resolution on the render texture, but ask yourself if it really matters first

kindred thicket
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Yes, It really mattes. How do I do that please?

solid helm
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So, the camera points to a Render Texture

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The Render Texture asset, when selected, has a set resolution

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You can raise that

kindred thicket
rain shadow
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That would work but as you increase the resolution the rendertexture becomes heavier on your gpu

kindred thicket
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I see it doubled the size of the file, from 7.4 megs to 15.3

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Thanks for your help, I will test for the optimal size for the quality I want.

rain shadow
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2000x1000 should be fine for most people

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just make sure its not enabled by default and it wont really be an issue

kindred thicket
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Great, that's good to know - it wont be.

rain shadow
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also if the weird color banding is a noticeable issue for you change the color format from ARGB32 to ARGB Half

kindred thicket
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ok, thanks again.

prisma trail
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I think I figured out my problem? My world had an ID tied to it already for some reason and it kept trying to load that id and it doesn’t exist

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Fingers crossed it uploads this time

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Nope didn’t work

random torrent
near escarp
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you're baking light

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disable that in the lighting window at the bottom

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the auto generate checkbox

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@random torrent

random torrent
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oh ok thanks

jolly cedar
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Howdy, a friend and I are having a few issues with the SDK on a map if anyone would be able to help us out

near escarp
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@jolly cedar What kind of issues ?

jolly cedar
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It keeps reinstalling the SDK and we're trying to take it out for now because it's importing a different version through Thry

near escarp
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follow those steps

shut palm
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This is my world, but when i test it, the texture is not working, can anyone help me:(

near escarp
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@shut palm Any errors in the console ?

shut palm
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@near escarp you mean my vrchat or elc?

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Etc

near escarp
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the unity console

shut palm
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@near escarp

near escarp
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Which shader are you using for those pieces ?

shut palm
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did you mean texture, im sorry that i just start using Unity (noob)

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i think im using pro bulider

rain shadow
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What unity version

shut palm
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ohhhh

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2017.4.28f1

near escarp
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I think you need to apply a material to those pieces

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Pro Builder may only show this color while in unity, but doesn't have an actual material

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and so in vrchat you'll get this pink due to missing shader

shut palm
near escarp
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And which shader are those materials using ?

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if you click on them you can see that at the top right corner of the unity window

shut palm
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Legacy shaders/diffuse

near escarp
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yeah, try not to use legacy shaders, you can find similar shaders like standard

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at the top of the list

shut palm
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i think is working!

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thank you so much sir!

near escarp
reef sparrow
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How do I trigger an audio clip to stop playing?

prisma trail
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Why do we HAVE to use unity 2017

nimble hull
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cuz thats how games work 0 0

prisma trail
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0.o

nimble hull
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longer answer:

prisma trail
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But I can’t use my model in 2017 version 😭

nimble hull
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wh

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what?

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what do you need on your avatar that isnt available in unity 2017

prisma trail
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Not avatar

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Building

nimble hull
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what model

prisma trail
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😭

nimble hull
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what about it

prisma trail
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My cabin

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😭

nimble hull
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what about

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youre not explaining why you cant use it in 2017 god

prisma trail
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Idk it doesn’t work in the 2017 version

nimble hull
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. . .

prisma trail
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I try to import it and it’s all missing prefabs but if I import it the same exact way in 2018 it works

nimble hull
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now thats an answer. unfortunately i dont dabble in worlds so i dont know what to tell you, but that still sounds so unspecific

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like very unspecific. prefabs? just remake them

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and make sure that you have all of the necessary assets

prisma trail
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Idk it’s all missing if I import it to 2017

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Even the assets

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The folders are there but the actual building isn’t

nimble hull
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thats kind of to be expected

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are you trying to bring a prefab into 2017 or a project into 2017?

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thats kind of to be expected

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are you trying to bring a prefab into 2017 or a project into 2017?

prisma trail
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???

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Wdym

nimble hull
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are you trying to bring a prefab into 2017 or a project into 2017?

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dude 0u0

prisma trail
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Uhh

nimble hull
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you n eed to go over unity basics again or sumn

prisma trail
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Assets from another project

nimble hull
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are you trying to bring a prefab or a project into 2017?

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okay. all wrapped up in a unity package?

prisma trail
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I literally take the asset folder and copy it to a blank project from 2017’s asset folder

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Should do the exact same thing right?

nimble hull
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pfft okay yeah uh, dont do that next time. first of all you shouldn't expect a project to seamlessly downgrade from a higher unity version or a lower one, not even from a lower one to a higher one. you would have to be really weird to have a project that didnt have bugs or assets that would need to be repaired after doing that

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but also. thats. not really. you shouldve packaged what you actually needed

prisma trail
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Ugh

nimble hull
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like what were you expecting

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of course shit is goingto break, its a downgrade

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just take the necessary assets and rebuild the scene / prefabs / assets that broke

prisma trail
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It’s all broke

nimble hull
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so then repair what needs to be repaired

prisma trail
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Ok so imma export this entire world as a package and see if it lets me open it in 2017

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Would that work?

nimble hull
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yes but stuff is still going to break and youre still going ot have to liklely repair scenes and prefabs because youre downgrading

prisma trail
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How would I do that

nimble hull
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how you did it in the first place. it is your world, you know how you put it together. im assuming you have everything set up in a way that makes upgrading and downgrading from unity versions as painless as possible

prisma trail
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Idk how I did it tho 😂

nimble hull
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then thats on you 0u0 youre gonna have to figure it out if stuff breaks because i didnt make your world

prisma trail
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Well ya

subtle pagoda
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Anyone know why I can't build and test or even publish on the 2020.01.14.10.40 version of the SDK?

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My account has the permissions

prisma trail
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WHAT

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I put “2020....”

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That’s not spam...

subtle pagoda
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I saw the message, not sure why it flagged you lol

prisma trail
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So are you saying you’re using the 2020 version of unity?

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Is that even a thing?

subtle pagoda
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No, 2018.4.14f1 is the unity version

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That was the SDK version

prisma trail
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There’s your problem

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You must use 2017.4.28f1

subtle pagoda
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I'm testing with Udon, and they recommend that version for Udon

prisma trail
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Oooof VRChat SDK requires 2017.4.28f1

subtle pagoda
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Do I have to get ahold of tupper for this? this was a post made by them officially

random owl
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If you are doing Udon stuff you are on the right version

subtle pagoda
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That's what I thought, does uploading work for you?

prisma trail
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OH UDON

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I’m so dumb

random owl
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Are you able to open the control panel at all?

subtle pagoda
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Yeah, everything's seemingly working, and it loads for a bit when I try to press either "Build & Test", or "Build & Publish", but it doesn't do anything after that

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And the fact that I'm able to press the buttons at all should mean that there's no errors

random owl
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Can you send a picture of the screen after pressing the build button

subtle pagoda
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The only differences are the log entries, want me to send those?

near escarp
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you're probably getting errors in the console when pressing those buttons ?

random owl
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And you might have "Error Pause" on in your console which stops the upload from working

subtle pagoda
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Nothing critical

random owl
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Do you have Error Pause enabled in the console?

subtle pagoda
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No, the button's deselected

random owl
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Can you send a picture of the full unity screen after pressing the build button incase I can spot something

subtle pagoda
random owl
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Yeah nothing seems straight up wrong you could try reinstalling the sdk3 and udon packages and seeing if that would help

subtle pagoda
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Alright, so to clear things up, the SDK to use with Udon is the one on the post, right?

random owl
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Yes for udon you need two unity packages the udon one and vrcsdk3 one

subtle pagoda
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Yeah, alright

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So, do I just delete the folders to remove them? or can I just import them and it replaces it?

random owl
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Better to remove them first

subtle pagoda
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Thanks a ton, @random owl, it's fixed now

mild pulsar
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uh hey so im trying to make a cross platform world and i got the android client and whatnot and its only on quest. how do i get it cross platform?

random owl
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You need to also upload it while the build platform is set to pc

mild pulsar
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the platform just needs to be set back to pc? and then its fine?

graceful bough
#

Is it possible to add a texture to only a certain part of a mesh?

near escarp
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@mild pulsar and to upload on the same world ID yes

mild pulsar
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aight cool I appreciate my fellow human being

kindred thicket
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I was able to test my world with 4 people last night and to my great surprise many things started unraveling as people entered the world. That really let all the air out of my balloon 😦
Like the Hangout player would only play 1 second of a YouTube Video and then repeat the same one second. Everyone in the room could hear the 1 second playing over and over but everyone had a different image on the VRCVideoSync screen. It all works good when there is only one or two people in the world. Do you have any ideas what might be wrong?
Also, I have a bunch of camera motions (key elements to the world) and when I changed the Camera Texture from 1000 X 500 to 2000 X 1000 all the motions no longer show the same camera views they used to. Do I have to redo all my camera motions or is there a way to fix this without having to make all new motions?
Thanks

rain shadow
#

@kindred thicket By motions do you mean animations?

kindred thicket
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Yes, sorry that's from MMD.

rain shadow
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Whats the issue with it now?

kindred thicket
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you see more of the stage and it makes the animations off in both position and angle.

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I understand if I need to remake them. I've already started the process

left kettle
#

Hello hello. I was wondering if I can get any help with an issue I am having with my world.

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So basically, I am trying to make a boss with a aggro system. Anyone who gets near this boss will have the boss's attention. When they die however, they will leave outside another trigger zone that will tell the boss that the target has died.

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Then from there, the boss will reset until someone else goes near her.

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The problem I am having however is that when new players join the world, it breaks these trigger zones. I was wondering if there was a way to fix this or if I would have to do another method for boss aggro.

tardy marsh
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prisma trail
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I’m remaking my world because the old one just wouldn’t work

rain shadow
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@tardy marsh OnVideoStart > AnimationInt?

tardy marsh
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rain shadow
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I would recommend having 0 as an empty state

tardy marsh
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rain shadow
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Or 0 as an invisible state in your case as thats what you would want it to start as

tardy marsh
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rain shadow
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Well just mean having the text that you display not have anything happen on state 0

tardy marsh
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keen crag
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Soo why hasn't my world uploaded yet? Its not even under my "mine" category?

random owl
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What unity version did you upload it with?

keen crag
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2017.4.15f1

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Guessing i have to update it

random owl
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Current version you should be using is 2017.4.28f1

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Technically it should still be visible if you were using a bit older 2017 build but something might have gone wrong because of it

keen crag
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Gotchya, will i lose anything when updating it?

random owl
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You shouldn't but always better to do a backup just incase

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Minor version updates go pretty easily

keen crag
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actually my bad, the version im on is 2017.4.35f1

random owl
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Ahh that explains it then

keen crag
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I was looking at my other project

random owl
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It won't show up if you have a newer version than the current one

keen crag
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Alrighty, thank you

cobalt ore
hexed yacht
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quick question, i have been working with the player tracking guide(http://vrchat.wikidot.com/worlds:guides:player-tracking) trying to get base player tracking working but end up always getting stuck unable to move at the teleport location. does anyone know why? i have gone up and down the guide looking for something i missed. i will provide screenshots as asked.

maiden onyx
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Before I get invested in an idea, does anyone know if there’s a cap to the audio size, in mb

hexed yacht
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as far as i can tell neither unity or vrc has a size limit, but i have had problems if the file size is too large the upload will drop after about 10 mins

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so i believe it would depends on your internet speed at that point

modern kayak
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what does your button event list look like?

hexed yacht
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for my above issue, using the unity debugger i found that the reset scripts on the tmp camera were reversed, thanks again Superbstingray for the working prefab

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thx for the look but got it fixed

modern kayak
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That's quite an advanced technique to take on, great work! Just let us know if you need anything

hexed yacht
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thanks just working with propspawner and base tracking to make a default like hit box on everyone's character, no too tackle the triggers and i have no clue on this one besides having owner transfer to trigger activator and having them activate the trigger locally(still figuring this part out)for the person targeted

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used to have events collider(in trigger state) based but found it messed with how players interacted with the map(trigger collider preventing oninteract trigger)

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so particle on hit triggers

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alot of them

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but going through those tutirial made me wonder if its possible to trigger and animaiton that pressed a button much like the event always animator by sampling the animations frame

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but with that method i would still have to bridge the local gap that im trying to do

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aka i need to know how someone can activate someone elses local trigger

rain shadow
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On that players spawned objects?

hexed yacht
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yes

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basically how jar managed his new hit boxes if anyone understands that logic

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at least thats what i assume his works on

rain shadow
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not sure how Jar has his stuff setup currently

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I doubt hes using PlayerBase tracking though, I would assume he would have tried to keep things somewhat simple

hexed yacht
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hes using camera tracking

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that much i know for sure

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and that the initial trigger is cast by the onw with the gun based on his current views

rain shadow
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And yeah you're trying to do some relatively advanced stuff with trying to use both base tracking and prop spawner

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especially with trying to activate triggers on other peoples spawned objects

hexed yacht
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actually its everyones current view i tested and did figure its an always trigger of some sort

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i know

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advance as heavens on earth but hey im getting there

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slowly

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the snail next town over might beat me

rain shadow
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@modern kayak Could help you with the activating triggers on spawned objects

hexed yacht
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0.0

rain shadow
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I have my own way of doing that but I would imagine his way is probably better

hexed yacht
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bold to ping the man

modern kayak
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oh you want to do favor the shooter?

hexed yacht
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yes

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kinda

modern kayak
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what do you mean by kinda?

hexed yacht
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no guns, death run trap activator

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same concept

modern kayak
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seems like it might be a little unfair to do favor the shooter in that situation. Could die before you even see the obstacle

hexed yacht
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ill use it to active a teleport condition to bring the target back into the trap

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upon exit trigger

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that way people caught normally wont be affected if thats possible

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if this idea is unfavorable in practice its alot of work down the drain but alot learned at the same time

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largest complaint in death run that i see is how did he walk through the trap

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my attempt at fixing that

modern kayak
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the problem is that in the case of favor the shooter, every individual event needs to be hard coded. If you want a gun that deals 5 damage, that's one hard coded thing. If you want a gun that deals 10 damage, that's another hard coded, etc. That's why the only public favor the shooter system is instagib, it makes it way easier. In this situation you would have to make every single trap be it's own event, which would be incredibly tedious to set up

hexed yacht
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not if its to a single teleport point that is moved when the trap is activated

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so one event

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or how many it takes for said trigger

modern kayak
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I guess if you only have one person activating traps, and one trap at a time, then sure

hexed yacht
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yah i see the multiple activation problem

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but in practice i dont think that would be a problem, ether way they are tp into a trap

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and if you think timing would be and issue triggers should be called at the same time and therefor received at the same time too, referring to trap activation and tp

modern kayak
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Though it wouldn't mitigate the problem entirely because objectsync (the thing you put the players collider on) will have a shorter latency than the players themselves, so it would still be possible to hit the button when the player is inside the trap while the collider is outside

hexed yacht
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true

modern kayak
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You can make the collider visible, that's what instagib did. But it seems a little janky

hexed yacht
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but i plane to have the hit boxs location hinted at

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yep

open thicket
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so how would I make a pedestal for avatars that doesn't include the avatar photo?

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example

modern kayak
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put the pedestal somewhere else, below the floor, and call the function with a normal interact button

hexed yacht
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rpc use the pedestal on interact with place holder object

open thicket
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and the collider would act as the interact still?

hexed yacht
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the yep

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assuming ur refering to the dolphin and not the picture

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just copy the trigger of the pedestal onto the object you want to represent it

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technically you can just have the script on the object as well and therefor no original pedestal as well i believe

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wait why is mine set to always should be local

modern kayak
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yeah the pedestal prefab includes everything you need, but you can totally split it up into all the individual components you want

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using an avatar pedestal is an example of something that is dependent on the instigator. Even if it's broadcasted, only the instigator will actually do anything with it. The same is true for entering stations or teleporting

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though it's still dumb that it's not local. Idk, they probably didn't want to check advanced mode on a basic prefab or something

hexed yacht
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oh

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on an old work of mine i did find a way to have it as a true alwaysunbuffed call, turned everyone into eggplants with the hidden button

modern kayak
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yeah just oversync it

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then everyone is the instigator

hexed yacht
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so how do i favor the shooter?

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going to loop back to that quickly

modern kayak
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well first of all you need a propspawner set up, do you have that?

hexed yacht
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v2

modern kayak
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is that the one that someone fixed and reuploaded? It's had a troublesome history and I'm not sure what the currently working one is

hexed yacht
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never go the one out of toybox to work

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haven t gotten to test if this one works for multiple people

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might have to change the trigger fron on network ready to whe nthey hit a collider for the first time

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i apologize for my typing

modern kayak
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the basic concept is that the shooter needs to have some kind of local collider so that they are the only one detecting anything. Then there's a hitbox on each and every person's propspawner and when it gets hit, it does an alwaysunbuffered activatecustomtrigger. Then the custom trigger that gets activated is local and only active for the person who owns the propspawner. Everyone else will receive that broadcast but they won't be able to do anything with it

hexed yacht
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trying to wrap my head around it

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trying my best here so going with the gun set up, upon shooting the "gun" a collider hits one of many hit boxes, all hit boxes are activated but only the one in the collider can active its custom trigger? i assume the collider activates an object only while its is on said hitbox...

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and the said custom trigger that is activated is local

rain shadow
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You would probably want to have the trigger that executes the hit condition on the persons spawned objects disabled and on prop spawner V2 there is the events of OwnerEvents and on that object you would add to that trigger an action to locally enable it

hexed yacht
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that would prevent miss fire due to lag such as someone backing into a group before getting teleported

rain shadow
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I would imagine you would want to use an OnEnterTrigger condition to trigger the colliders on the players

hexed yacht
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thats what i have

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but i think i have to redo all my animations to add a parent to the trigger object so only the activator can trigger its enable status

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since its a trap that plays an animation

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still working my brain through it too

modern kayak
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the shooter should broadcast out to everyone, but then only the owner will be able to do anything with it. Because the custom trigger is only active for the owner

hexed yacht
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ok i get that the broadcast is sent too all and only the one with the activated trigger truly receives it( because all the other are unable to do anything since they don't have an activated trigger) but i fail to see how that person is determined by the shooter and not locally.

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how is the trigger activated for only the person hit even if they are not hit locally

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i admit i might just be tired and dont see what is right infront of me

rain shadow
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So the shooter will have their own local trigger that only activates for them and when that trigger hits a persons player collider it will do an AlwaysUnbuffered activate Custom Trigger event that triggers Custom trigger event on another game object that is disabled for everyone except the owner of that collider/propspawn

hexed yacht
#

ok i think i get it this time

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every person has a prop with this has a custom trigger only active for the owner thanks to owner events,(still don't know how they managed that but i know how to use it) and is activated when the shooter shoots it calling all of them but it only activates locally for the person hit cause on their side all other are disabled... fingers' crossed

modern kayak
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yeah I think you've got it

hexed yacht
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YAS

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time to make the prefab for the prop spawner

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and hope it works

rain shadow
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You don't have it already?

hexed yacht
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i do just need to change it

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only problem i see is the the bug with reaping an object with a disabled child then it not spawning next time its is called to spawn

rain shadow
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I don't think I've ever had that happen

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So do you have the propspawner v2 prefab already?

hexed yacht
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yep

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tested it with two test clients but only see the prop locally there so hoping its different when my friends wake up

rain shadow
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Local testing with the sdk is extremely unreliable

hexed yacht
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i figured

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ether way i have alot to work with now and about 9 hrs before class

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assuing owner active triggers should look like this

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and that the trigger on the walkthough layer should be only active for the person clickign the trap

rain shadow
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no the second trigger needs to be on a separate game object

hexed yacht
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ok

rain shadow
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first one is enabled for everyone

hexed yacht
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second disabled by owner

rain shadow
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for everyone except the owner

hexed yacht
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sorry yes your right

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and jsut incase that bug is still around before object is reaped it actives the separate game object

cold zealot
#

anyone know how to transition backgrounds? i want to be able to transition from night to day in my world

hexed yacht
#

There are different ways with different effects, the simplest would probably be to have a giant inverted sphere with the textures to change based on an animation

cold zealot
#

how would you do these animations on unity?

jolly cedar
#

What is the script for teleporting buttons?

elfin latch
stray sand
short gulch
#

This probably isnt going to be very helpful, but I would say just do what you think looks right, and use reference pictures. Look at small details in the reference pictures if you think what you have looks bland or empty. What really will make it look good is having a realistic transition between the dry land, the wet ground touching the water where a wave might hit, and the ground under the water. The picture with the pirate ship is a good example of that with how the sand is darker along the edge of the water where it's wet.

jolly cedar
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Thank you!

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@stray sand

short gulch
#

Does anyone here know of any good terrain shaders that can make use of a splatmap? I've tried Microsplat but it doesnt support as many colors in the splat map as I'd like.

near escarp
#

there's only 4 colours though ?

short gulch
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Oof, sorry I was in a hurry to type that and I ended up wording it completely wrong, I meant textures. Some of them just dont show up on the mesh. And others just turn out really dark

near escarp
#

That'll completely depends on your vertex coloring then

short gulch
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Alrighty I'll take a look into that. No clue what I'm doing in that regard, never messed with vertex colors, but I'll find a tutorial or something. Thanks for the info

bold ibex
#

does anyone know how to fix this

near escarp
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check the console for errors

wraith field
#

Would anyone be able to explain what unchecking "Enable Spacialization" does to 2D audio?

near escarp
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Shouldn't do anything if audio is already 2D

wraith field
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@tidal scarab Just tagging you because this was one of your suggestions 😮

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super curious cos i might apply it to my world

tidal scarab
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i found that audio can behave weirdly if you have a 2d audio with enable spatialization checked

wraith field
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ohhhh! okay

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thx!

tidal scarab
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as in the volume

graceful bough
#

is it possible to make a world that only friends can join?

balmy gate
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yes, when you create the world, use the Friends Only or Invite Only instance type. this probably isn't the best channel to ask this type of question

jolly cedar
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I'm getting this error if anyone can help

graceful bough
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@balmy gate no I mean uploading a world that literally only your friends can join. Is my only option to keep it private and invite people?

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I don't remember having those options when I uploaded the world but I guess I'll delete it and retry.

stray sand
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@graceful bough you can not restrict or allow specific people to a specific world. most you have is instance privacy. but you can make locks so only people who know it can get into a area of the world.

graceful bough
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😔

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Can you direct me to a lock making tutorial

stray sand
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i cant think of any tutorials but there are keypad lock prefabs that would handle the passcode. but how you want to "privities" the world depends on the user and how secure they want things.

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i dont think you need it. just create a friends instance of your world and dont make it public.

balmy gate
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You also can just leave the world as "private" and share the wrld_ id with your friends. As long as the wrld_ id doesn't get released publicly, nobody should be able to find it

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you can periodically change out the wrld_ id and delete the old one, if you think people you don't want access to it have it

graceful bough
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well it's mostly to protect a gallery I want to make that I only want my friends to have access to

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can you search worlds by world id?

balmy gate
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not if they are private (never submit to Community Labs or make it public)

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if anyone creates a Friends+ then friends of friends can learn about it and bookmark a copy

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so you'd want to make sure to use Friends Only or Invite type instances

sinful moss
#

Hey, is there anyone around who might be able to point me in the direction of a guide to setting up vehicles in VRC worlds?

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Or maybe knows how to themselves?

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I have a World that i'm trying to get a flying car working in, but building the vehicle from scratch is proving difficult.

near escarp
sinful moss
#

Thanks!

sinful moss
#

I want to make a ball that can roll, but the chair inside stay vertical while moving with it, any ideas?

#

(clearly making a theme park world at this point.)

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I tried a few things with rigid bodies and fixed joints, but no luck.

balmy gate
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@sinful moss import standard assets into your project. Its basically all whitelisted scripts for worlds and useful stuff.

Move the chair out of the ball, then add a FollowTarget script on it and set the target to your ball and set Y to 0

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FollowTarget copies the position but not rotation of what you are following

sinful moss
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follow target script? Is that permitted?

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I wasn't aware

balmy gate
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Yes: it is in standard assets

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In worlds

sinful moss
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Awesome

balmy gate
sinful moss
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Thanks a bunch!

sinful moss
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Trying to apply FollowTarget prompts the "Fix Compiler errors" alert,

I have no compiler errors.

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Are there any scripts in the bundle it relies on?

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Closed and reopened, no idea why it works now.

sinful moss
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Does anyone else have the issue where the avatar trails behind the object?

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Or vehicle?

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seeming to run in the air trying to catch up to the seat, while the viewpoint stays in the seat?

near escarp
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For remote, that's usually an issue with stations on live, you can try your world in open beta to see the difference @sinful moss

sudden lily
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Can you use VRC_Trigger to modify a shape key value, or am I going to have to do this through an animation?

balmy gate
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Animation. You can easily control animator controllers from a vrc trigger using the AnimationTrigger actiob

sudden lily
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Okay. How can I get a Triggered animation to stay active rather than just on-click? (ie; holding down the mouse button or a VR controller trigger)

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Nevermind figured out what I'd done wrong!

sinful moss
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Alright, everything works but one now. When i exit a seat, i'm immobilized.

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can still play animations, but i can't seem to walk.

tawny rover
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I have uploaded a world but am unable to join it

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I just keep getting kicked back to home

wheat seal
#

is there a way to stream audio in a vrchat world instead of adding the file to unity?

sinful moss
#

Add a web player, that's about all that i'm aware of

wheat seal
#

is there a prefeb to a web player :D?

sinful moss
#

Not sure, likely somewhere.

#

I'm not allowed to say the web site....

#

it keeps warning me

queen ferry
#

I have an echo in a specific part of my map, but it only applies locally (you hear yourself echo). Is there a way to make it for everyone to hear instead?

manic sonnet
#

I have placed a plane at 5000, 0, 5000
I have it so you can press a button to teleport there, I originally set it to teleport to a gameobject at y 0 but i just would fall into the void, i changed it to y 1, and it teleports me there but it shakes my avatar a bunch and i cant jump, im thinking this might be due to how far out it is but the reason i have it so far out is so you cant see spawn and i dont know another way of making it so you cant see spawn without placing it so far out

random owl
#

You start getting floating point errors when you get that far out

#

You can set a reference camera to change the clipping plane how far players see

manic sonnet
#

how would i do that? whats a reference camera?

#

and ty for the answer

random owl
#

Basically you just create a camera in your scene and inside your vrcworld you set it to be the reference camera

#

Inside the camera you can change the near and far clip planes

manic sonnet
#

also do you know what the max position is before the errors occur?

random owl
#

2k out is pretty fine still

#

It get's more noticable the more far out you get

manic sonnet
#

okay thank you

#

is there a certain spot i have to place the camera?

random owl
#

Doesn't matter it get's moved to be the players view when you are in the game as long as it's the reference camera

manic sonnet
#

ah

#

ok

random owl
#

I use my reference camera to test performance usually and move it around the scene a lot and just leave it where ever

crisp crater
#

Just published my first world to the community labs. A little dub and reggae club if anyone is interested in trying it

spark thunder
#

can someone help me make this work?

#

idk if this is the right channel

#

i added thecomponent to the camera and nothinghappened

latent cape
#

Out of my own curiosity; the worlds are built with Unity, right? I've only used Source's Hammer Map creator back when I attempted to make TF2 maps.

spark thunder
#

yes

stray sand
#

meggy that sounds like custom scripting. which you cant upload to vrchat.

spark thunder
#

-_-

latent cape
#

And is Unity relatively easy to pick up in terms of making worlds/maps? I remember finding Hammer relatively easy when I was like 13-14.

cedar nebula
#

Unity is more for the final touches, you can't model in Unity right out of the box. Blender would be for the modelling but it can be difficult to use effectively

solid helm
#

You can find tools for Blender that can replicate the Hammer workflow.

bold ibex
#

anyone know how to add modle in the world

lone sundial
#

as a avatar pedestal? (change to that avatar) or just simply have one in there standing around?!

bold ibex
#

stand around

sinful moss
#

Drag and drop an avatar into the scene

#

remove the animator

#

pose to your hearts content

#

@bold ibex

#

:3

bold ibex
#

why is the world pink

sinful moss
#

Chances are you haven't applied shaders. you can drag and drop the materials directly onto your models as well. :3

unborn elk
#

If I create a 3d model of a room with furniture can I unwrap assets onto the same space on texture and still have correct looking baked lights, reflections and ambient occlusion or is the bake data gonna use UV's I made and all assets unwrapped onto the same spot gonna share the same data from baking resulting in a complete mess?
For example floor texture being occluded because there is closet/bed/chair standing on it during bake, will ambient occlussion be also present on a different part of a floor unwrapped in the same spot on a texture despite there is nothing standing on it during bake?

cold zealot
#

is there a way to reduce lag in my world? I'm thinking it's the lighting but i'm not sure

sinful moss
#

Kohi, that sounds like a question you should take over to a unity dev discord or modelling for unity discord. I doubt that there are many people who will be able to answer that one here.

#

@cold zealot Optimization is a tricky thing to answer for, mainly because we need to be able to see everything you have in your world. Without poking around it ourselves it can be tough to give you a solid and easy fix.

#

Lighting is pretty high cost in terms of performance though, how many lights are you running in a space at a time?

#

(I try to stay to no more than two active lights in a single cell, as a note)

unborn elk
#

Thanks for suggestion CeramicDoll

sinful moss
#

no problem :3

rain shadow
#

@unborn elk You can create a second UV map and unity will use that for lightmapped data, if you don't want to spend time making custom lightmap UVs unity has an option to auto generate lightmap UVs under the mesh import settings

#

Using Unity's autogenerate lightmap UV's option is usually good enough

unborn elk
#

That would be great, I want to use the same texture in some instances and unwrapping each asset individually would either make textures take more space overall or I gonna have to decrease their resolution (want it to be Quest compatible as well so I want everything to be below 50mb) so if I could have another UV map for lights that would be great, thank you Superbstingray, I will try to find out how to do that

random owl
#

Is it possible you have some other trigger collider on top of it? If you are doing trigger occlusion stuff or similar

#

You can use the physics debugger to see more easily if you have overlapping stuff

sinful moss
#

Anybody have any idea how i might be able to make a chair have snap turn? I want to make spinning bar stools.

#

Vehicle controller maybe?

#

just take away the forward and back movement?

near escarp
#

yeah probably better to rotate the chair itself as vehicle ?

random owl
#

You could also do a animator and buttons to turn it

craggy elbow
#

Hello, I have been having a trouble with my VRCVideoSyncs in all my worlds. They were all working perfectly fine last night, now all of a sudden the videos don't seem to want to play it just sits on the blank screen. I've tried switching to a different YT link, but still no dice. Any guidance is appreciated.

random owl
#

Mine just stopped working as well most likely youtube changed something backend again so youtube-dl needs to be updated with the new changes

craggy elbow
#

Thats what I was guessing so I downloaded whatever is out now and tried and still nothing. Guess it's just a waiting game then 😛

rain shadow
#

I just manually updated it and it works fine

random owl
#

It can always take a bit before the commits from github get to the compiled version

craggy elbow
#

I think I was just downloading a still outdated version, tried it again and it's working now. Thank you!

manic sonnet
#

Does anybody know how to change the size of the waves/ripples from the SilVR water shader?

rain shadow
#

@manic sonnet You should be able to change the various settings on the main shader for it

rose prairie
#

How many polys can a world be?

#

Is there a cap like with avatars?

unborn elk
#

There isn't, also the poly cap for avatars is more for performance rating as you can upload avatar with as many poly as you like (but please don't do that)

rose prairie
#

Yeah like I found this time machine model that I want to animate that has around 4 million tris and I was just wondering as all if there'd be an issue.

#

I'm definately going to decimate it down to around 1 million at least, but that'll be difficult

#

I wanted to originally put it on the avatar but it's insanely high poly haha

unborn elk
#

It's not recommended to have a lot of poly being displayed at once, animated asset with 4 milion poly would probably tank fps a lot

rain shadow
#

High poly count in worlds is only an issue with various shaders and of course a higher download size

rose prairie
#

You mean on an avatar correct? @unborn elk

unborn elk
#

Any mesh that moves although avatar would probably require more resources

rain shadow
#

If its set as static in the unity settings high poly objects don't usually cause issues, but avoid mesh colliders on things like that and it should be fine

rose prairie
#

Is there any way to decrease the poly count without degrading too much quality?

unborn elk
#

Easiest one is the one you mentioned - decimation

rose prairie
#

well that ruins the quality when used to heavily

#

I can get it down to 500k but it'll look very poor

rain shadow
#

Some models don't decimate well so you would have to show what the mesh is like

rose prairie
#

I'm kinda unsure if I'll even be able to animate this properly haha

unborn elk
#

Removing edge loops would yield better results but ofcourse it takes much longer, especially if it is so high poly

rose prairie
#

edge loops?

bold ibex
#

My world is all black how do i fix this

rain shadow
#

@bold ibex What shaders are you using? and do you have a light in your scene?

unborn elk
#

It's a "set of connected edges across the surface" wiki said

#

Continues loop of edges

bold ibex
#

@rain shadow i have a light and im using unlit texture

rain shadow
#

@bold ibex Can you screenshot your world?

#

and is it black in unity or in game?

bold ibex
#

just the game

rose prairie
#

Ah okay

unborn elk
#

You can select the whole edge loop and delete them one buy one, keeping those that preserve most shape of an asset

#

as long as mesh is made of quads

rose prairie
#

That'd be a real pain to deal with since this model is so intricate

rain shadow
#

@bold ibex try change the shaders to standard

unborn elk
#

Yeah, I wouldn't bother to remove edge loops from 4 mil model unless I really had to

manic sonnet
#

this?

rain shadow
#

I have a blender addon that auto removes loops that don't contribute that much to the mesh shape

#

cant find it though

rose prairie
#

if you do, could you send it please?

unborn elk
#

Another method of reducing poly count is retopologizing - you create mesh with much lower poligon density around your high poly mesh and use high poly mesh to bake details onto low poly mesh you create

rose prairie
#

o.0

rain shadow
#

@manic sonnet Yeah. I haven't looked at the water shader in a while but you can adjust the settings though it is fairly unintuitive at first, you should be able to find the material that the prefab references and adjust it there

rose prairie
#

I've never heard of that haha

unborn elk
#

but you probably dont wanna do it either

rose prairie
#

well I'm going to delete more small details anyways to make it easier to animate

#

that should reduce it a bit too

unborn elk
#

It is most difficult and time consuming, mostly used to bring sculped characters to games

#

I would try searching for that addon Superb mentioned, seem like a really useful one

rose prairie
#

yeah

unborn elk
#

Honestly I would like it too

rose prairie
#

plus I don't think it should be an issue if I were to upload it to a world

bold ibex
#

@rain shadow now everything is grey with shadows

rain shadow
#

@bold ibex Probably no referenced textures on the materials now that you changed the shader

manic sonnet
#

so do i edit the material or the shader? xD

rain shadow
#

Just add the textures to the material again

manic sonnet
#

silvr has it so you copy the prefab to a plane but it doesnt scale the ripples, that is odd, and then he doesnt explain how to fix them lol

bold ibex
#

the textures are still there do i still do it

rose prairie
#

thank you! @rain shadow

rain shadow
#

Yeah it should work in game

#

@manic sonnet Yeah its a real pain in the butt to adjust the settings on, I think I had to reimport it over and over because I kept breaking it

rose prairie
#

also where do I find it once I add it to blender?

manic sonnet
#

so which is it that i edit?

rain shadow
rose prairie
#

ah thanks!

rain shadow
#

@manic sonnet I don't remember lol

#

Its not intuitive and takes a bit of time

#

@manic sonnet On the SilVR/Water Render Plane you would want to adjust the settings there, increase the dampening probably

rose prairie
#

Is it supposed to take 10 minutes lol? @rain shadow

#

My blender is frozen now vrcCrying

rain shadow
#

Yeah it can take awhile

#

alternatively you could do it in segments instead of all at once

manic sonnet
#

: o?

#

the render cam?

rain shadow
#

expand the shader part at the bottom

manic sonnet
#

oh i see

rain shadow
#

On the Render_Plane object not the camera

manic sonnet
#

i adjusted the dampening and now it doesnt ripple lol

#

i lowered it because it is at .99 out of 1

rain shadow
#

Don't change the settings to much from the default

manic sonnet
#

i put it back

rain shadow
#

looking at my settings I have dampening at 0.9977

manic sonnet
#

hm

#

it doesnt do much of a difference lol

rain shadow
#

You might be using a different version of it than I used so my advice might not help much if so

manic sonnet
#

im using 3.4 or something like that

#

the problem is that when i run into the water with my avatar is that it is very "jelly-like" like it is bouncy

#

and not smooth like water

rain shadow
#

I used v2 so you could try that version instead

rose prairie
#

Yeah going on 20 minutes now haha, I guess I should have done segments.

mild spade
#

Unpause the scene.

junior cloak
#

No way to make em dissapear from the website I guess ? :T

balmy gate
#

Ah so maybe some constants have to be tweaked if the area is bigger. It might also be a resolution problem over a bigger area : you might need more pixels = performance impact

sinful moss
#

Anyone have a few minutes to help me brainstorm up a way to make chairs rotate and hold position on an animator?

#

smoothly preferably

#

snap could work as well

#

When you try to use any other gesture, it turns the user back to to the origin rotation

rain shadow
#

@sinful moss Would using a UI slider be applicable for what you are trying to do?

sinful moss
#

sadly no, i plan to have peoples hands full with games.

#

a gesture override was my initial idea, but is it possible to set up stationary rotation on a vehicle type controller?

#

Someone agreed with me on vehicle controller yesterday, but i fell asleep and failed to continue my question line XD

rain shadow
#

Rotating and holding a position is possible with an animator

#

not sure what you're trying to do though so can't really come up with ideas for you

sinful moss
#

Spinning chairs at a game table

#

I found a way with an allowed script

#

all good

sacred warren
#

@junior cloak What is the world?

junior cloak
#

My own world, can find it by typing my name on the website ! It's my theater.

sacred warren
#

Oh, that one. I saw people in there last night. So people have reported it based on the movie content I guess?

glad ferry
#

I've got an odd bug occuring. Triggers work perfectly fine in my world for desktop players, but VR Users can't use it. Is there a specific cause behind it?

ornate turret
#

are the triggers placed inside the collider of another object?

#

vr users can't interact with anything thats inside something

#

so if you have a button, make sure it pokes out enough for vr users to be able to interact with it 🙂

sudden lily
#

Are dynamic bones just flat broken for spawned prefabs, or is there a proper way to generate objects using them and have the bones activate?

modern kayak
#

I haven't heard of that being an issue. But are you aware that dynamic bones get disabled at long distances? That may be what you're running into

#

the other common issue when dealing with whitelisted scripts is that you need to make sure it's in the original folder. Don't move it to some other folder for organization

regal hollow
#

is there a prefab that setups Audio world transitions when a player goes from one area to the next .... say they spawn on a world with its world audio then walks into a small house or shop that would play its audio and then leaving the shop plays the outside world audio?

grizzled marsh
#

@regal hollow you can enable and disable different audio sources on a trigger (just make sure it's set to local). If you want more fine adjustment for things like cross-fading the audio as you leave and enter areas, you can instead have an animation that plays on the trigger, and the animation can be used to adjust the volume of the audio sources.

#

Just make sure you still disable the audio source once you can't hear it (which can also be done in the animation)

crisp crater
#

anyone know if something changed with the youtube panels yesterday? I have an issue where 80% of videos just won't load any more. I tried the hangouts player prefab and got the same issue

balmy gate
#

YouTube changed their decryption function yesterday. Broke all third party players. VRChat needs to upgrade youtube-dl.exe

crisp crater
#

oh thanks - it was driving me crazy

#

6 months of getting it to a state where I felt comfortable to publish to labs. Then I publish it and suddenly the songs don't work

manic sonnet
#

@balmy gate Which constants? The resolution is 1000 x 1000 on a plane that is 20 x 20

cerulean wedge
#

hello

kindred thicket
#

Hello, I'm not finding any examples online on how to use the UI Toggle. Would you please give me an example on how to use the UI Toggle (checkbox)? If's it checked turn on GameObject, if Unchecked turn off GameObject.
Thanks

kindred thicket
#

These are the settings I am using, but they aren't working. Also, how do I make the checkmarks unchecked by default?
Thanks

glad ferry
#

What's odd is that I never messed with the triggers and VR users could interact with it in an earlier build of the world.

mild spade
#

@kindred thicket You need to select this on toggles (checkmark on my image) And you can uncheck "Is On" to have it as "false" by default.

kindred thicket
#

Thank you. I believe I have it working now.

#

I am triggering it on a custom trigger and toggling Enable

storm plover
#

How do I add a volume slider to my world for songs? Not sure if it can also be a Quest thing but if so that'd be perfect

storm plover
#

Also I'm curious of what might cut down file size, since mine is probably gonna jump higher than I want and I already have the music set as OGG files. My only guess is maybe the 3D text I have around, though idk if it's better to just put those on objects instead

glad ferry
#

Here's an example of what the collider on the door looks like. You see how far it sticks out, yet VR users still have problems. And that's not counting the buttons or even the slider on the video player in the world.

kindred void
#

good evening i would like to know if i can integrate orbital gravity script for planet in my map. I already have the script.

near escarp
#

nope

kindred void
#

oh ok

hexed yacht
#

anyone know how to prevent player base tracking from letting vr users go through walls

jolly cedar
#

How do I make sure audio is not world based

#

I have sections of a map I wanna have different music on but everything is playing at once

modern kayak
#

@hexed yacht I'm not aware of that being an issue, at least on its own. Are you referring to a climbing system or something similar that modifies the player's base, or just getting the base and using that information without modifying it?

hexed yacht
#

no the fact that the base is calculated based off of the camera that can be "leaned into walls" allowing the base to then be in the collider

#

and therfor they walk through

#

im working on a collider detection to switch the teleport point to a jointed point behind the normal base point

#

so yah just getting the base

#

no modifications yet

#

update i implemented what i said above and found the Collison is detected correctly but my execution of the joint and timing of resetting the base position to the joint is off

#

should work if i fix those

hexed yacht
#

Progress and fuctionality

#

its works

#

but my joint is more of a solf follow

#

so if u stay on the wall you are not moving after a few secs when the second point matches the original

left marlin
#

I haven’t heard of anyone having the issue with pure player base tracking being able to walk through walls. I know I did weird things with the delta which made me ignore Colliders. This is where I would have to ask how many teleports are you using per frame and do you have it all in one frame?

rain shadow
#

Unless you mean the base tracking location tracking their player vs their playspace @hexed yacht

#

Actually I know what you mean and what is probably causing it

hexed yacht
#

player not playspace

#

and its that the base is calculated from the veiw withc can be leaned into walls in vr

#

works jsut have to fix my roation

#

ill share if you want too

#

effect is similar to how pavlovs pushes you away form walls

rain shadow
#

Change the two teleport triggers to have align room to destination to false and see if that fixes the issue

hexed yacht
#

already fixed

#

ps i need player tracking not play space tracking

#

ether way i fixed it with the solution i have been working on above

#

im off to bed, mention me if you guys need anything

#

also thx again for the help

left marlin
#

I need to update the wiki to add approximate player base tracking until the rotation bug is fixed.

hexed yacht
#

luckly i dont need accurate rotation only location

rain shadow
#

rotation bug?

hexed yacht
#

also i havent seen the bug yet

rain shadow
#

Though I've only used base position + players view direction for rotation so I guess that would be why I haven't noticed rotation issues with base tracking

hexed yacht
#

true

#

gn guys and gl

left marlin
#

Rotation bug is using player base tracking with two align with room false teleports. When you rotate your head on the z axis, it sometimes rotates your base. It can be some what sickening. The original climbing system before prefabed suffered from this. I doubt people remember this from the climbing trial maps though.

bold ibex
#

does anyone know how to add modles

#

in worlds

inland granite
#

Im building my first map, and i want to know, how to make those fancy Youtube video Players, where you can enter an URL and it will play... how do i make one of those?

stray sand
#

@inland granite There are a couple of prefabs out there that you can take apart and learn how they work. One that i put together can be found here. https://github.com/jetdog8808/JetDogs-Prefabs it also has a bunch of other prefabs of how to do stuff in vrchat.

inland granite
#

@stray sand so, do you have any problems if i am using them (at least try to use them)?

stray sand
#

no i put them out there for people to learn or use. There are already a lot of worlds with those prefabs in them.

inland granite
#

@stray sand alright thank you very much ❤️

stray sand
#

👍

sinful moss
#

anybody know how to get the vrc_station "Controls object" to actually control something?

#

The Doc is vague as heck about it.

vapid badge
sinful moss
#

I've used realtime reflections with more success, but it looks like you might have a rough time on the performance end with that.

solid quiver
#

hi guys, i wanna know what won't work in the uploaded world beside custom scripts, can i use prefab to instantiate stuff in the world?

crystal badge
#

Hello! I hate to pester but if someone has some freetime would they be willing to give me a crash course on world making?

solid quiver
#

i wanna join too!

hexed yacht
#

...

#

ummm i believe there are demo prefabs you can dive in and mess with

solid quiver
#

yea i saw that

hexed yacht
#

no not just the sdk versions

#

but others made by jetdog and phase i think

#

nope harcuri

solid quiver
#

i'd more like a general overview specific to vrchat, i already have experience with unity

hexed yacht
#

heres the link too their prefab

crystal badge
#

I understand they exist as do tutorials, but I was hoping to learn socially from another who'd be willing.

hexed yacht
#

ok

#

like what to learn

#

that is what depends