#world-development
39 messages ยท Page 25 of 1
@stray sanddog8808 are u sure that its a temp link?
@long tinsel never got that fail sry
Unless dropbox has changes something recently then yes.
alright
i think its poiyomi 5.0 doing my issue 0.0
i tried a blank project with only poiyomi and sdk and i had the same issue
went down to 4.3 and it went poof i think
i will try rn
None. It was for a old feature that died with webpanels.
What is the freeze?
I dont think there is a way to fix that.
But in every other world it works without a freeze xD
My assumption is the youtubedl is taking priority over the vrc networking to download the video. It could also just be the owner of the video player that has the freeze.
Hmm never tested it if everyone gets the freeze
If youre uploading a movie on yt as private theyre still blocking it right?
Yt blocks it? If a video is marked private then only the account holder can view the video.
anyone knows why mesh collider on a avatar body goes from 90fps straight to 11 or less?
Unlisted lets people who have the url view the video.
yeah and if its unlisted theyre blocking it also xD
Oh i know.
Youtube had a update and vrc needs to update their youtubedl.
@frozen glade too many polygons.
hm okay
You need to simplify the mesh collider.
well i wanted it to be like an avatar pedestal
yea but it looks ugly when using a giant box being honest
Are you talking about the interact outline or are you using a box mesh as well.
Your wanting the highlight to be around the avatar that the player is selecting yes?
Is there any planes that is a child of the vrc interact trigger.
how many video players can i have before it gets lagy
Vrc takes any mesh renderer/colliders under the vrc interact and makes a highlight around them. If you use a skinned mesh renderer it wont be highlighted. Which is why im assuming your using a mesh renderer.
@bold ibex i would suggest only having one.
can i make my own system of a video player im very good at api
theres no plane connected to it tho
You cant have custom scripts in vrc.
what about desgining a mesh render that uses a video player ive done it before would it lag if i had 5 of them
@tardy marsh i dont understand your Linkgrabber xD
The main issue will probably be networking/cpu. Everyone has to download all 5 videos then the owner of the video player has to send out syncing information for all of them. And since vrc is a cpu bottlenecked game it could cause issues having to process 5 videos as well. You can try it but the out come might not be 100% great.
@frozen glade if you want to use mesh colliders you will have to simplify it like this image.
thats not my issue rn
At the moment Iโm not able to help long problem solving.
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Do we know when the next update for VRChat will be out that fixes the YouTube issue? I am waiting for that fix before I load my world to Community Labs. Thanks
Could anyone help me with a potential easy to fix problem? I have a button to toggle my mirror, recently the button stopped working for VR users and only desktop users can use it now. Any ideas?
I have at times had issues with buttons and the like not working. Have you tried remaking another button (just like the original one) from scratch - there could be a collider or another object blocking the trigger?
Tried it by making a new button, new mirror, manually setting the toggle settings, same problem still
can you send a screenshot of your trigger component and what layer it's on? Like this:
Your box collider should have Is Trigger Checked also.
It's on the default layer without the box checked, but it was working before and still is in a different world of mine with those settings
I'll try the trigger check and layer
Any ideas what would cause me to respawn? A certain area of my map will sometimes, not always, respawn me back to main spawn. Nothing is set to trigger this to happen. Ping me if you may know! TY!
Checking the box on to "is trigger" is unfortunately not working
Sorry, that issue is beyond my experience.@random radish
Don't worry about it @kindred thicket, thanks for the suggestions
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yes
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wait
items i have with vr pick up fall through the world, what might be causing this?
@tardy marsh Finished and now?
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alright Im trying it thanks ๐
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no search root right?
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On the vrc player
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Jo these Server are fast xD Im uploading a Movie in under 5 mins haha xD
Is there a world file size limit
I believe it's 1gb, not sure though
oki doki
Wow xD just used vrc syncvideostream xD and that was causing the freeze 
is anyone else haveing issues uploading worlds
`
did you activated future proofing?
yes
ok
and takes time
the big issue im having is the world loads but kicks back to home idmidiatly
never had that issue sry :/
I need to make an update to a previous world that uses an older SDK. is there a safe way to update the SDK without it breaking my triggers?
@icy tartan do you use unity 2017.4.28f1
@clever mirage yes
interesting me to

If I created an animated door that opens n closes and has sound for each movement, can cloning that door to reuse cause bugs? Now instead of 1 area that respawns me, its near most of the doors that is respawning me, any ideas?(nothing is setup to respawn people. ๐ค
Could not making it a prefab be buggin this out? So strange (EDIT: SOLVED) New issue: can all the doors use the same audio? Sometimes they play, sometimes they dont.
I think I'm just going to give up on world making I upload two different worlds that both had the same issue and I can't figure out why cuz I follow the tutorial
noooo, dont give up! Is the tutorial you are using up to date? Watched other tutorials? I wish i could help but I havent ran into that issue yet.
Home Kit is a Unity Package with the assets youโll need to customize and upload your own home. The tutorial is aimed at beginners, so itโs a perfect starting point for building your first VRChat world.
Weโll create a Unity Project, import the VRChat SDK and Home Kit pa...
I used this one
@scarlet bone
If you have a better one plz share I'll give it one more try and make a new world I'll even start from scratch but that's all of my energy
even though it already has a world ID and is published, my world has this appearing upon edit upload?
i have up to date sdk and unity.
this part is strange and new however
@cold kettle that usually happens when the scene is paused
Thanks for the response! It's on play mode when i took the screenshot. its just very strange because in the box it claims it is an unpublished world even though it has already been published
Do you happen to have error pause on in your console?
Could one of the many random errors that get thrown that mess up the uploading if you have error pause on
i dont have it clicked hm
its driving me bonkers lmao
its interesting, because it works just fine when i test
Did you update the sdk recently?
correct. I tried to change the sdk from the old one to the new using the method on the vrc website
So you did the correct steps on how to update it and not just import it over the old one right?
making a new dummy project, all that jazz, yeah.
maybe i missed some meta data? how do i know which to delete?
If it's a really old project you might also want to do the optional steps
https://help.vrchat.com/kb/article/57-how-do-i-update-my-sdk/
Hopefully it works ๐
i really hope so too, my community is waiting on me 
some people told me the mirror in my world was a bit lower resolution than like 1:1 reflection, but it's just the normal mirror asset from the sdk. Is there a higher resolution version of the standard mirror asset? For me it looks fine
I didn't change the resolution to something different though, just auto
What's your world name if it's public I can go check if there's something causing issues
Or if it's private and you give me the world id
its a community labs world called 'Bar Noir'
Okay I'll have a look
thanks so much :D
@frigid estuary mirror seems fine to me but you have a lot of drawcalls in a world this small
Ahh the realtime lighting explains it
what would you recommend to keep the real time lighting at least for the candles? I want them to flicker and dance around a bit (which they dont do at the moment weirdly enough, because in game mode in unity they were still moving)
the world has baked indirect lighting at the same time, but the first thing is that there are no reflections in the glass window anymore when I dont use real time for the candles and also I really like to have shadows for them when people sit at the tables
Are the lights atleast mixed lighting?
I tried mixed lighting, but there weren't any shadows
the lighting was baked though
which made me create another copy of the light sources on top of it to make realtime visible
i didn't seem to be realtime as well when I used mixed
I just concluded because of the missing shadows that there wasn't any real time lighting, only baked lighting, even though I used mixed
You could atleast turn off the middle light from being realtime to baked completely since that one doesn't cast much shadow
On players I mean
you mean on the column?
what do you mean by made of? :D
Is the light up part of just emissions
Do you have them set to realtime or baked?
they are still set to realtime, but I am changing it in the next upload because the baked lighting should do the trick anyway
was experimenting with a video player before that
why would you disable the middle candle? it should be casting shadows the same way the others do
for me it's mainly about those shadows being casted on the sofas
and making it feel more cozy since the light of a candle is usually not as soft
I wouldn't disable it completely just have it baked because the main problem currently is having three realtime lights
because the baked lighting is only making it quite soft
and if I enable them by entering the area of 2 sofas each?
like locally
But if you really want all the real-time lights I would aggressively layer stuff and limit on what meshes the realtime lights cast shadows on
There is limited solutions to optimize realtime lights for deferred rendering and vr just make sure your world is otherwise optimized is all you can really do since you want the lights
Isn't vr chat forward rendering? I couldn't use screen space reflections because of that earlier
Yeah slip of a tongue there
hm okay :P
turns out I just forgot to loop the flickering of the lights xD
thats why they were kinda static
is there a way to change the brightness of a light in relation to how close the player is to make it a smooth transition?
What do you mean by that ๐ค
I would try to make it so that if a player gets closer to the light, the brighter it gets
(the real time lighting)
but the further he gets away from it the less the intensity of the light source gets until it wents out
then I just would disable the realtime light at a certain distance
Cant' really think of a proper way to do that without udon
I wanna make it so when I click a drawer in my world, it slides open, then when you click again it closes.
Anyone know how I can do that?
Animator with states
You need two animations in a animator one of the drawer opening and one of it closing and the default state of it just being closed
Hmm trying to think how I can explain this simply
Here, so. I have 2 duplicates of the normal closed drawer
One of them opening
and the other closing.
Unless I only need the animations, not the drawers
@random owl alright. But thank you so much for helping. :)
You don't really need two duplicates just two animations on one object
How to make it so avatars and mirrors aren't automatically shown upon world join?
For mirrors, you need to have a trigger that turns them on.
So, if you hide the mirror you want not shown
Make a trigger that toggles in on and off
The receiver is just gonna be your mirror dragged into that slot
Have the mirror off at the first, then make sure toggle is on.
Avatars I think if you drag them all onto an empty game object, you do the exact same thing above, but instead of a mirror it's the avatar game object in the slot.
Again, make sure the game object is off and you have toggle on.
@keen bane this is what you would want, just imagine the cube being a drawer
Got it! Thank you, 1.
Ofc have the animations set to not loop, and use the Open boolean as a transition condition
Actually, how do I get a default state animation?
Nevermind, got it.
So, what do I do for triggeR?
And the receiver is just this right
Yeah the animator is the reciever
Be sure to also add the boolean in parameters and the correct transition conditions
Okay.
Or just the one going back and forth.
You need to set them all as I have them on the right and then adjust depending on how you want them to work
The condition defines when the animator is allowed to hop to a different state
You need to add the parameter
You need the condition to be false when transitioning from open to close
And uncheck exit time from Default state to open state
Yes
And that's that?
As long as you also set the animation clips not to loop
Okay, so. Another thing. There are two objects that I have in the drawer. 2 Brushes/
You can pick up these brushes through the drawer
I'd like them to only spawn after it opens. But it never toggles after that
So after they spawn when you open the drawer, and even if you close the drawer, it won't despawn the brushes.
Make sure you have loop time off as well in the animation clips
Yep! All those are off
Wanting to have physics objects inside get's a bit more complicated ๐ค
It can be done though depending on how you want them to work but it takes some work to get it done
Np ๐
hey, to make something not toggle would I keep it on true or false?
Like, make an item appear, but you can't despawn it even if you click the button you spawned it with
Kind a depends on the way you are spawning it in but usually that would be true ๐ค
Yeah there's no real proper solution without udon to this problem
Wait, me?
Hm?
Was the udon reply to me or someone else?
To you with udon and some work you could make it work properly having the stuff inside the drawer while opening and closing it and being able to take them out
Without resulting to trickery
Yeah that goes into the trickery area ๐
I can think of one way to do it but that would be a long explanation
100 IQ plays.
hey guys, need help figuring out how to have an object point to another one as it moves around, its for a spotlight in my world, i want it to follow anyone holding a microphone
@mild swan there is a script called "look at target" you can use on vrchat. You can download it from the asset store for free, it is part of the "standard assets" Search for that. @ me if you need help setting it up.
i'll look into it, thank you
I've recently been working on a world, not exactly a horror map per say despite how dark it is, but there are NPCs roaming around- I had this working before, but today I was working on the map and updating it. I added a trigger onto it for gameplay purposes, and likely changed some aspects of the NPCs' prefabs in ways that I haven't figured out and now they don't seem to work ingame. Has anyone worked with NPCs and can help out a bit?
A note - They walk around fine in Unity, but going into VRChat itself they just don't appear.
how do you make it so certain audio sources are only heard in specific portions of the world? for insance, I want ambience in my world to play 24/7 but only when you are in a specific portion of the map.
@bold ibex You can have multiple Audio Sources, just put one in the middle of the room you want to play the clip and set the distance to only fill the room.
where is the option for that @kindred thicket
Right Click in the Hierarchy and add An Audio Source, then drag it to where you want the sound.
Add the Audio Clip, and set Max Distance to only fill the room (1 = 1 meter).
You will want to add Spatial Audio Source Script. This picture shows full sound up until 18 meters and then the sound decreases between 19 and 25 meters.
The green line is the sound moving from 2D to 3D to give a lesser sound as you walk away.
If you're doing a multiple areas sorta thing where there is different ambience for each area I suggest a 2D sound- 3D sound can get annoying to those with sensitive ears (if it's a constant sound/music anyway).
Are team based pvps still possible to make, such as CTF and TDM?
that's not working @kindred thicket. as soon as i load the world, i immediately hear the ambience for the area i want it to be in, but I'm at the world spawn, which is not the area i want the ambience to be in
can you send a picture of the AudioSource?
you have max distance at 500 meters, it looks like it's taking up of the whole map. Try shrinking it down to 50 (as a test) and walk away from it until you can hear the fade to 0. This will help give you a guide as to what number to use for Max Distance.
still can hear it from the world spawn @kindred thicket
please send another picture showing the AudioSource and mark on it where the respawn is.
It looks like the respawn point is directly above the audio source. Shrink the Max Distance down to 5.
You want to make sure the respawn point is away from the audio source beyond the Max Distance in all directions
are you able to walk away from the audio source and have it fade anywhere on the map?
nope
and the map is big. I'm technically looking at the other area rn
spawn view pointing towards the audio source in unity
What do the advanced Options on Spatial Audio Source say. I think I needed to turn off "Enable Spatialization" for it to do what I wanted.
If that doesn't work, then I'm at a loss. I would try creating a new Emtpy and putting it somewhere else on the map and see if that makes a difference. I have seen lights and audio sources just stop working and I just have to remake them.
and you are getting full sound everywhere on the map?
lemme test again
@clever mirage sry so late but did you fix the issue? Mine started kicking me back to home at spawn as well tonight, double/triple check and make sure you only have 1 pipeline manager and check your spawn in setup. I redid my spawn and found an extra pipeline manger, deleted that, then it worked like normal again. Not sure which was causing it rly. Hope that helps, Gnite ๐๐ฝ
I will try that shaipai
@kindred thicket yeah, still getting full sound everywhere on the map. even set the max distance to 5 just incase. I think it might be because it's 2D sound and not 3D sound? but idk
I agree, that was my next thing to say, that is my lines go to 3d, so the sound tapers. Try doing the same.
I start at 2d and then move to 3d. I also have mine on an animation where it moves the object way from it's original place to make the sound leave a room but stay playing in another.
does anyone know how to add models into worlds
drag and drop the model into the hierarchy and change it's transform to match where you want it to be in the world
@kindred thicket ok that worked. is there any way to lower down the volume? I have it set to 0.25, but it's too loud, and sounds the same when i had it at 0.5 and 1
Maybe try moving the curve for volume closer to the center line (can't see it right now, I think it's 0)
@tardy marsh These Links from that Grabber are also only temporarily :/
Rip xD
@keen bane make a screenshot of your light source
@stray sand If Im using with my link with ?raw=1 , it should be permanent right because Im not using the second link. idk why but its working now with that
Okay if your file got an space or an underline in its name and youre creating a link it wouldnt work with dropbox lul, you just need to rename it and make a new link thats it 
So this is my reset trigger, which i think is stupid.. I need to make all this turn off and I have way more underneath.. Is there a way to not make it lag when I click on it?
how do you make a door animation when i click on it?
it keeps teleporting me into the room when i click on the door
Ok so I was trying to upload, but there is these compile errors. Something to do with " structres.1 and structure". Most likely won't get help with this but anyone with knowledge on scripts n stuff might now.
does occlusion culling interfere with lod groups
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mine expired but its ok dropbox works perfect now 
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cap?
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im paying
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LBRY syncs bad tested it yesterday with a few persons :/
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Does anyone know where I can get the post processing assets I see people using? The one I get keeps putting my into my last build without the effects
It's on GitHub
I've got one from there called just called Post Processing 2 but I can't build and text my world with it on, it keeps loading older builds without it on
Am I even posting this is the right place?
are you following a guide? V2 is different than V1. Also I believe you need to delete the "test" folder as it causes problems in the scene. If you did all correctly, then there is something on your scene that doesnt allow you to update, like a bad script or shader giving you an error on the console tab.
That's the one I'm using
Make sure you've deleted the Tests folder
I have done, it updates now but I still can't see the effects :/ I have everything on the same layer so I'm just scratching my head now
What guide are you following? This is a very good guide I recommend https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
Cheers, I'll give them a look โค๏ธ
I fixed it
Forgot I needed to add a reference camera to the palyer
All the pink boxes are pictures does anyone know the fix to this
Please send screenshots of your components.
I have been in a world or two that has a counter of how many visits the world has had, will you please share with me how I can do that? Thanks
The YouTube DLL is out of date. It should start working again after VRChat pushes out the update.
oh gotcha
Hopefully it will be this week, fingers crossed.
i mean ive been just using the url
just because this is a valentines day dance world
yes, that's what happens.
thanks
You can also update it yourself if you don't want to wait
I will
^^
no flipping way!!!
so if i have multiple links in the control for video sync it should play the videos?
because im not actually downloading the songs
It should work, it works for me using a playlist.
I haven't uploaded my world to Labs yet because I don't want to require all my visitors to update the DLL.
I agree
I am only using the player to play sound, so the video quality is very low. 760 was a typo.
Thanks for pointing that out.
I have noticed recently that when I play a YouTube Video in my world there is static with the dass, is there a trick to settle that down?
static with bass?
How do I find that?
hmmm im not actually sure
but if you take a 1080 video it will scale it down
so a 720 would scale down to
480
Ok, I will try that. Thanks
I was thinking it might have something to do with reverb. But i don't know ๐
great, I am loading a new test now.
Great!
Yes
fudge
I know
that stinks
Any ideas why Audio Source audio sounds glitched when triggered to play by OnEnterTrigger?
@scarlet bone I have issues with Audio Banks not playing the first song (until you cycle back around through he play list), Empty songs that are not in the Bank, and shuddery beginnings.
If you are using an Audio Bank, try just using an Audio Source with one clip.
Oh, I should explain more. Its just a simple door audio to play on open and close. ๐
Trigger the sound using the animation, you should get better results.
It sounded fine at one point lol, then I parented it to something, then unparented them bc I heard that could cause it, but thats when it started it lol
OnEnter could be firing twice do you have an onExit also?
Does on exit shut the door?
yes,
I dont think its trigger the on exit too soon, but it maybe be registering the OnEnter multiple times in a split second?
That is possible which could be causing the sound to start over each time the event is fired. maybe if you jump up and down on the collider you will be able to hear if that is true
๐
guess you can't jump up and down on that
Not a problem. I'm still a novest. However stepping in and out of it could tell you something.
I'll prolly try the anim route for 1 door and see how it goes,
ok
but yes, technically, the way it is now the audio would play each time you touch the collider.
Seems like you would want the sound to kick in right as the door was closing. So adding the sound to the near end of the animation is probably the best way to go.
I do agree with that, however, that also may depend on the audio being used xD. The audio I am using fits nicely as the doors open/move/close, meshes nicely when it works right
.<
I realized to add the audio to the anim, I had to reparent anyway? So Ima just put it how it was, do a test then try anim if still glitchy.
๐
Well, reparenting them back didn't bring the quality back lol. Off to anims I go ๐ค๐ฝ
Awwwhh shooot, the sound is crystal clear now. Thank you! @kindred thicket
Sorry ๐
what version of unity am i supposed to be using to make worlds
I believe its 2017.4.28f1
@hexed elm
Can only Static items receive emissions or something? I can not seem to get the doors to look like the rest, though same material. Tried making another mat to mess with things but idk lol
Usually you would have emissions baked in
Hard to say from just the picture how you got everything setup
Do you have baked lighting setup?
I honestly dont know much about lighting, Im kinda aware of needing light probes? Idk
Baked lighting won't affect non lightmapped objects without light probes
Does that mean once I add light probes, it'll look better?
This is my first map and again, dont know about proper lighting yet
Definitely a lot better than currently
Sweet, Thanks! Ill get started on LPs soon.
? Uh, do I need to do anything with this knowledge lol
Yeah, bigger lightmaps means less lightmaps
I really wish i could just put VRCs object sync on the top object in a stack and it would manage everything underneath.
Instead i feel like i have to paste it on every single sub object, it's SO TIME CONSUMING
Anybody have experience with encountering non existent collisions and mysteriously vibrating floors?
you can select all objects at once and add it ?
lol @sinful moss (sry so late), I didn't wanna ask the same question bc it sounds kinda crazy but I have a collider set to IsTrigger to start my animated doors, and yea sometimes its knocking people around or out my map. Still trying to figure out the culprit. As for the floor Im not sure, check components added to the floors or gameobjects. Maybe pics can help someone assisting you further. If I figure out my mystery collisions, I'll be sure to say what is causing it. Sadly Im not sure atm
and mine is only sometimes.
For collisions you need to use the physics debugger
hmm, to prevent collisions?
Sidebar: Im also having problems with the PickUp Layer still colliding with players? I'm doing something wrong lol
to debug collisions
ohh, have not heard about that but will look into it more, thanks! : D
hi do anyone now how to get url vidio player into world for vrchat
Anybody got good video's on how to get started whit making worlds?
@sharp flax try this one: https://github.com/MunifiSense/Hangout-Player
@remote summit watch this tutorial series by CyanLaser: https://www.youtube.com/watch?v=xPdlNJ9rUNQ - it's still extremely relevant
First in a series of tutorials on creating trigger based worlds for VRChat. This tutorial goes over creating a basic world to upload to VRChat, includes spawns, jumping, and a pickup object.
Unity Download:
https://unity3d.com/unity/qa/patch-releases/5.6.3p1
VRChat sdk:
htt...
I try loading and testing my world that I made. I click build and test, it launches vrchat, loads for a second (never entering the world), enters another loading screen and puts me into my home world.
check your console in unity for errors
nothing obvious then, it might be an ingame issue. One possibility is that your spawn is invalid in some way. Is it maybe unassigned or inside of a collider?
Likely ran out of keywords, restarting your game will fix it
oh well that's an error
scripts not compiling. Did you import some package from the asset store?
may have been made for a different unity version
I have one asset, a skybox
uhhh I dont think there are any scripts in it but I'll check
AllSkyFree/AllSkyFree_Menu.cs
Ah I see
Alright I deleted it. let me try again
It actually spawns me in now, now I just gotta mess with some spawns
Thank you โค๏ธ
great!
Thanks @balmy gate
@opaque scaffold Ironically your "broken" version looks better, lol.
Some Shiny stuff does
Is the "Bakery" that people use, the one on asset store that's $55 ? No cheaper one?
it's on sale every now and then
Currently working on ripping and converting Sirena Beach from Super Mario Sunshine. Kind of a learning curve with the ripping tools, but I'm pretty happy with the results thus far. 
For some reason, in VRChat a few of my textures are pink (the missing texture color)
Unity 2018.4.14 - beta SDK
Bakery Standard Shaders
IN VRCHAT: https://gyazo.com/3fdd83fea65d9264723ffd456323e4a2
IN UNITY: https://gyazo.com/878a9396d0b527ca626ef4b75b1f4fc9
SHADER SETTINGS: https://gyazo.com/081e7a28de11b930712217f052c6ac9f
I have other objects in the scene that are using the bakery standard shader that have the textures in Unity. Any initial ideas?
Sorry, super noob to this stuff here. Would it be possible to create the illusion of a moving train by making tunnel segments that move? Or does the sdk prevent that?
You can definitely do that with a simple animation of the tunnel segment. A looping animation of it moving the direction you want super fast- just one side to the next then make sure it loops.
yes, that is generally how it is done.
Thats what I planned on doing
thank you
just wasnt sure if it was currently possible
I haven't done it myself but I know it's absolutely possible
Since animators are allowed anyway
Does anyone know of a good tutorial for something like that? Or am I gonna have to grind this?
modeling likely wont be a problem
You could likely look up a moving train in unity tutorial and it'd still work in VRChat I think
idk if you will find a tutorial specifically for this. Its a very simple animation. Look up unity animation tutorials.
No problem. If anything I can help with a simple scene setup as an example
if that would help anyway
alright im going to do some research and see what I can pull off
most important thing will be changing the animation curve to linear.
Heck I may as well make an example now, I need to get my mind off of something
A simple setup- let's pretend this cube is your train's window, the planes are your tunnel. Obviously this is a poorly done tutorial so far but you'll likely have a setup to make sure you can't see past the tunnel.
I'm sorta winging it but I'm adding an animator to the tunnel.
Obviously you can adjust the speed to be faster or slower, but I got it to go pretty good.
looking at that, one thing I would change is having another empty game object that holds the planes and animating the position of that and not the root. That way the location of the tunnel can be anywhere without having to redo the animation.
great tutorial so far though
Mhm! That'd probably be basically it, you could extend or duplicate the tunnel if it's seamless so that it's harder to spot.
would multiple segments be possible
so that I could move those instead?
like teleport them to the front
after they reach a certain point
yes it would be very possible
was gonna say something but lost train of thought oops
One more thing: do moving lights work well in unity or would that be a bust?(nice pun lmao)
I want to put lights on the tunnel walls to pass by the train windows
if you need to use them keep them limited. They are expensive.
I'm pretty sure as long as you attach the lights to the tunnel root's animations then that'd be absolutely possible
But yeah, dynamic lighting can be expensive on the system, you could try baking the lights but I'm not sure how that would work
Yeah thats what I was wondering, because they are moving I wasnt sure of they would cause a lot of problems
you would want to use emission on the mesh and not generated light
So would I have to prerender the lighting?
you can't on moving objects. Try using fake lights
I wonder if it's possible to animate baked light or if it'd be just as expensive
Silents fake lights, xiexes volumetrics. This is getting complicated fast though.
yeah, I need something simple because im not quite as advanced as most
Yeaah, you could probably just go with the fake and simple lights
If the train is moving fast enough it wouldn't be that big of a deal
start with animating the position of the tunnel, then go from there. This channel will still be here to help you
ok
whats the most compatible unity version for the sdk? because I had problems creating an avatar a while back
Only 1 unity version works
Requirements We're going to need a couple things before we can get started. Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1If you have Unity Hub installed, you can just click here to install the proper version. Do NOT install the 2017.4 version that's in the ...
ok im having a major problem i made a world yesterday using the latest VRCSDK and the correct unity and i tried to update it today and every change i made to it wont change when i upload / test the map ( like removing some prefabs but i then upload / test it and that prefab i just removed is still in the world )
did you check the unity console for errors?
yes and it keeps giving me could not create world because "world blueprint id" does not exist
i even completely remade the world from scratch and keep getting this
try removing the id from the pipeline manager, and check if you have more than one pipeline manager
i dont have multiple pipeline managers and i removed it from the world's main but every time i try to build / test it , it auto fills in
that is normal behavior 
this is for a different program but the colour toning is almost the same as post processing in unity I thought I would share it as it goes into detail on colour grading https://www.youtube.com/watch?v=w18IujPm5qA
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rip unity crashed when importing sdk
ok i fixed my problem it was a hidden error
how would I group objects to form a tunnel segment to animate
currently I can only animate one at a time
and I cant find a group tool to bundle them together
Create an Empty Game Object and place the tunnel objects into it.
This makes things a lot easier and more organized
Do you guys know of any free subway train interior models? Thanks in advance
I doubt that its a common thing but it prob exists somewhere
@next matrix look at free#D or CG trader sometimes they have stuff like that if not train interiors are pretty easy to box model
I have these three cubes, the Cloud cube turns on a Video, Sound, and the Video Screen. The Green cube turns the Cloud cube On and the Red cube turns it off. The Cloud cube is set to turn on the Video, Sound and Video Screen when it's enabled and turns them off when Disabled. There is also a Timer on the Cloud cube that runs for 130 seconds and then Disables itself.
The problem is it doesn't appear that the Timer is turning off when I Disable the cube. If I click the Green cube it plays the video and everything, then if I click the Red cube half way through the video to turn it off, then in a few seconds I click the Green cube to turn it back on, the video and everything will only play for the remaining time that's left on the timer. In other words it appears the timer is not resetting to 0 - even though it's set to "Reset on Enable". Thanks
@kindred thicket all of those events look potentially subject to overbroadcasting by their nature. My rule always is: use Local everywhere unless you have a very good reason to use AlwaysUnbuffered (like it's the very first trigger in the chain and you want it synced).
Now about your issue, I would maybe try adding a custom trigger on the same object (again set it to local) and have the timer do a ActivateCustomTrigger with the custom trigger. That will fix two things: first it should show the trigger name in the output log. Second, it might block the trigger from running on a disabled object
Thank you.
I've had a world for at least a year and it has a screen with a youtube video of me doing a speed-drawing. In the past updates to vrchat have broken it to a grey screen but it was usually fixed in a patch of some kind. Ive had that same problem for the last 2 or 3 weeks and I was hoping it would be fixed by now. Is there something I need to do or change to get it working again?
This only fixes it for your computer and not your visitors. I am also waiting for the update.
a youtube update broke youtube downloads
thanks
broke all YouTube Video players
in VRChat
I have been told it wont be much longer for the update.
Any clue how I can make the vrchat seats invisible?
okay thank you!
On the VRCChair prefab? Delete or disable the children ChairBase and ChairBack or disable their Mesh Renderer components
Set the Cubes to EditorOnly in the tag settings
is there any way to apply a halo effect to multiple objects?
I tried to apply it to a cylinder mesh and it placed the halo in a random spot without any concern for the meshes position
Anyone know why my player goes black in my mirror? Everything else in the scene is fine but my player is like blacked out
upload it on the same ID
just reupload
Okay thank you
just the same way you uploaded it the first time
@lyric dew you are using realtime lighting other than your one free directional lighting. Please either change your realtime point/spot lights to baked and bake lighting, setup a good skybox reflection probe in Lighting window, setup a gradient ambient color in Lighting window, or use a more basic lighting with a realtime directional light (sun). Feel free to ask in #world-lighting for help.
I figured it out, I just added another light behind the mirror
Also, the black is caused by using an old avatar toon shader that does not support vertex lighting
is it poiyomi toon?
original
and latest version
lol no, but I fixed it
what does original mean. if it's master it's completely broken and unsupported
Poiyomi_Master_Shader_V2.1.1_1
yuk no wonder your avatar will look like crap even under good lighting
It looks fine in literally any world
Master shader is old and not good
use poiyomi toon shader its a "remake" and its updated with all the features of master
im good thanks though
actually @indigo pagoda has added tons of cool stuff. it has way more features than master ever had
I dont do anything too intense, so it works fine for me
yeah but its old and unoptimised
not switching for the sake of not switching is helping approx. 0 people
Dude, it works fine. I literally havent any problems with it...
yeah but its old and unoptimised
I dont care
What's the stencil flag for killing that shader again?
what does that mean, you can disable the shader?
Yeah, because Master Shader writes a specific stencil bit... I was in a world the other day that overwrites it with something else.
Using Master Shader literally breaks stuff for you and other people smh
Prefab for anyone who want's to stop master shader working in their world
can we do the same for cubed's shader?
I had no idea poi made a video about it themself lol
using outdated assets that dont work is really fucking low tier anyway, there shouldnt need to be a video from the creator explaining why lol
I mean the main reason to have the video is for people to actually know the reason why to not use it
dont cry
if one actually get upset over people offering direct advice on development projects of all things and leave the server over it, then one deserves to have their friends constantly spam their DMs with "hey your world is dark / transparent / fucking broken" lol
this is getting ridiculous
Yep. Not our problem if people want to be stubborn
need to find out how to add cinima screens whit url in game
Thanks for updating the YouTube DL. That and all your help has been really appreciated!
@sharp flax (Sorry for the late reply!!!)
https://github.com/MunifiSense/Hangout-Player
I believe this is what you're looking for! It's a video screen that you can scale bigger, and you can input a URL into it.
[Question]: Anybody have issues getting youtube links to work with the video player? Most of the time they've worked but after recently updating my world, a lot of newer links do not work and skips them.
I have noticed that today, I am getting one second repeating over and over or it gets stuck on the first song.
Yeah, I never had this issue. Most of the time the links worked fine. I'm wondering if its a youtube copyright issue embeded in the link?
I am testing by dropping a new Hangout Player with a playlist in the middle of my world. If it works for me by myself, I will track down a couple of people to see if it works with more than just me in the world. I will let you know what I learn.
sounds good
It takes a long time to load my world, so it will be about a half hour.
anybody used the drivesystem jetpack prefab before
when people fly in vr. if they try pitching it... their viewpoint goes out of the body
@rustic mantle have them spawn with the chairs pointing towards +Z
Well, I got mixed results. When using the Old Player and the New Player (on the new HangoutPlayer I dropped in the room) by myself it all appeared to be working but when someone else entered the room the Old Player stopped working and the New Player worked to play the playlist once then stopped working. I had three people in the room at one time while it was working then someone left and I think that may have caused the player to stop working, but I'm not sure.
It seems what when it breaks there is nothing that can be done to get it working again - aside from reloading the world and even then it doesn't guarantee things will work. Hmmmmm.
I actually didn't hear or maybe just don't remember the reason why cubed is broken. Does it have to do with keywords, or does it spam errors?
i dont know if its broken broken but i remember getting strange bright flickering issues under certain lighting configs
Does anyone know how I can accomplish Height fog for my world? All the solutions I'm seeing involving modifying the camera
you mean fog above your height only ?
Not my height, but the world heigh (or object height). I found this shader but I can't get the height set to where I need it to be. Unity refuses to refresh the changes I make to the .shader file
If I can just modify this shader to get the alpha to work, that would be great
much obliged @stray sand
@lunar harness you could probably get away with a moving plane with a foggy texture on it. I hope you figure that shader out or something!
@lunar harness You should try Xiexie's volumetrics
I'm presently forced to look for a free solution
that is free
Is it on the unity asset store?
it's on github https://github.com/Xiexe/XSVolumetrics
How do I reset my editor's camera position
Its very far from what I am making and I cant get it back
nvm got it
@lunar harness Try this;
https://cdn.discordapp.com/attachments/512943124436353025/674358871913005279/Masked_Distance_Fade_Cube_Volume.shader
It's one I've worked on based on something Neitri made. Assign it to a cube and it'll act like fog. You can tweak the size and density.
You may need to rotate the cube 90 degrees.
I'm working on making it a bit more useful for a proper release later.
is there a way to create a 'knockback' or 'slap' effect in vrchat? like how if you get hit with a sword in minecraft you turn red and get bumped back a bit.
That might not be something that feels great in VR
rip people who get sick in vr
well you know what you're getting into when you play a zombie map โ๏ธ
@stray sand is it the case that only the first person who loads the world can use your video player to play videos?
if you are using the most up-to-date version no
I am using the version you gave me last time
did you edit the hierarchy?
I changed the textures for the buttons only
that shouldn't of messed it up. at the moment i know the last released prefab works correctly. so my assumption is something got messed up in the project.
I put the whole video player inside a gameobject
the whole prefab or did you remove the video player and controls from the original parent?
whole prefab
I cannot play videos by entering the video link but if I send the link to my friend he can
try bringing in the original prefab to test to make sure it works then compare the differences.
is the always unbuffered/ take ownership thing causing this?
the person entering the url should be taking ownership of the video player. but that is not happening. the default owner is the master(first person) of the instance.
that looks right. im currently working on another project so i cant switch over to make sure.
would you like to come to my world and have a check on the video player later?
Hi, I wonder if you had any tips on how to place objects in the middle near the shortcuts or whatever.
Hi, I am reading floorplans and I saw that a room's dimensions at 10' x 15'7". What does this format mean? 10' wide 15'7" long? I apologize for the basic question.
Do you know what a rectangle is ? @bold ibex
Uhh, yes
There you go then 
@bold ibex I think he was referring to the American units of feet/inches
The notation 10'5" means 10 feet + 5 inches
since feet are 12 inches, that means 10 * 12 + 5 = 120 + 5 = 125 inches
Google will convert it for you actually
Okay thank you so much ^^
Ah, another victim of the american system
Smh these commies and their commie units
metric is a lot more friendly for making 3D environments
as powers of 10 is a lot easier to work with
Is there a way around the script issue when making custom animators for worlds? I wanted a velocity based animator, but the whitelist says no.
yes, but you will have to think outside the box and figure out how to do what you need.
can you explain more exactly what you are trying to do?
If you are trying to get some physical value, for example distance or speed, into an animator parameter, then the common approach is to use something known as the "TPC Slider" - ThirdPersonController is a whitelisted script that will set Jump based on the y value of an object
that sounds a lot like position.... but you can make something that runs every frame and copies the position of the object from the previous frame.... then you can compare the distance of the last frame's position and the current frame's position.
and now you have something like velocity. There's a bit more complexity regarding adjusting for the framerate, and also the mechanics of actually setting up the ThirdPersonController / animator. I only know the theory behind it, and I think there are some prefabs that do that
Finally, if you are frustrated in not having scripting and bending over backward to make something simple, you can try the Open Beta version of VRChat and Udon. Still missing some features, its' actually got amazing capabilities for controlling physics, object positions etc. People have literally already made working jetpacks with Udon.
See #udon-info - also if you test in open beta, see #open-beta-info and click the
icon on the second-to-last message to get access to the beta channels. @sinful moss
Thanks for taking the time to type this up!
I'm trying to animate a sort of sliding vehicle that changes height and suport width depending on relative velocity
Eg: Widening stance when sliding on x or narrowing on z
I think ThirdPersonController also gives walk and run animations... you might be able to use blending of walk and run to do what you need (you could make the ThirdPersonController object empty, just using it to power the animator and have that control the apperance of your actual object.
but I've never used those... might be good to wait if anyone here has experience doing this sort of thing with variable speed
Thanks for the input either way, it was nice to see a response!
@stray sand I tried replacing the video player and uploading the world again and I asked my friends to test the video player. It still only works for the master only.
Hi, anyone know what kind of pens are used in worlds such as "Room of Summer Solitude" please? I can find only NoeNoe and others but not that kind of pens.
Qv?
@stoic parcel https://booth.pm/ja/items/1555789
Oh, thanks a lot! ๐
I'm trying to cut up a mesh in Blender to make it cullable in segments, but the knife tool just seems to select bits rather than cutting the mesh. Does anyone know what I may be doing wrong here? https://cdn.discordapp.com/attachments/253364832894582784/674620187823177746/unknown.png
I'm not sure what you mean but maybe try pressing "z" to cut through all right after you use knife tool @sacred warren
That... doesn't appear to do anything.
Perhaps selecting part of your mesh and just making it its own object could work @sacred warren ?
@sacred warren once you have the knife cut area set pressing enter will finalize it
@rain shadow See that's what's supposed to happen, but hitting enter just selects the tris underneath the knife cuts. Hence my confusion.
Try switching to edge selection mode instead of verts?
Ah do you mean it selects the verts that were created after the cut? Thats how it works, after that you deselect them and select the part that has been created after the cut with box/"C" or "L" select
It doesn't create or cut anything though. That picture above is AFTER making the two knife cuts and hitting enter. As you can see there's still only a single mesh with a bunch of selected tris.
Someone just pointed out that it doesn't split meshes, it just cuts up faces, which explains why it doesn't do what I thought it was doing. Bleh.
Well yeah, it just create more geometry so you can move the parts apart
Bleh. How do you guys recommending splitting meshes then? It's a plane that I'd like to split into say, 4 or 16 equal parts.
Hello I have a problem.. cant upload a world
A vrcscenedescriptor or vrc_avatardecriptor is required to build content
@sacred warren Might not be the most efficient way but I would go into orthographic view enable xray and then drag select the faces in chunks and separate by selected
If it is just a plane you could subdivide it 2 or 3 times (4 or 16 pieces) then in face select mode select each face "P" -> separate selection to make new object. If there is something on that plane cut it in the middle with "z" and "c" selected while holding ctrl at the beggining of the cut to stay centered and cut to the other side. Then while in face select mode in wireframe view box select each part of new mesh that was created after cut -> "P" -> separate selection to make new object. If there is something on the plane and you don't want to cut any assets through you would need to cut them off individualy. Don't know what you have there
@rain shadow That's actually what I did for now but it feels dirty, lol.
@unborn elk The problem with doing that is that I'm creating terrain on it using a displacement height map, then decimating it several times, so to make sure everything matches up, it needs to be chopped up after all the work has been done.
You could try use face select mode as it should be better
@rain shadow That doesn't seem to work well due to how eratic the terrain is...
@sacred warren You can do it directly in Unity with C#
Or use this if you want http://kostiantyn-dvornik.blogspot.com/2013/12/unity-split-terrain-script.html
Havin a lil bit of an issue here. In my world I have a "npc" (Just a model of a character with idle animations, no ai or anything) that is just a girl sitting on an altar and she cycles through some idle animations. Weird thing is though, she rotates very slowly. For example when testing the world I go to check if her animations are working, everything checks out a-ok. Then after about 10 minutes I come back through the chaple she's sitting in and she is turned about 90 degrees to the right. Any idea what could cause this?
@bold ibex It's a mesh, not Unity terrain.
@short gulch Check that in Unity first, you might have to lock the pose
Mkay, how do I go about checking that? What would I need to look under?
@short gulch The actual animation file you have for the pose, in the inspector
Ok awesome thanks! Heading to the chiropractor right now so I'll check it out as soon as I get home.
The components that I add(the halo effect) is not being applied to my part, its appearing in a location on the map and its not locking to the piece
how do I solve this
Part on the left. Halo is appearing in that spot on the right? Help.
Anyone?
What is the halo made of ? @next matrix
a cylinder mesh
im trying to apply it to lights inside what im currently working on
and it wont go to the correct location
The thing on the right is also the cylinder ? Having a hard time understanding your scene
@next matrix Take a screenshot of the WHOLE window. Do NOT leave parts out
Rigid body not staying connected when on VRC server, works fine in unity. Anybody have experience with this?
It's an object intended to stick to and articulate on top of a vehicle
@next matrix Okay, this is a simple problem, but also an annoying one. You see where the arrow gizmo thing is? That's where the mesh object actually is. The light's model in the file is shifted over there, but Unity can't actually put the light the because the base is still in the corner. Your best bet is to make a new object and move it into place under the light, and put the halo on that.
Isn't there a way to toggle between 2 anims with 1 button, like open and close door?
have a animator with a bool parameter. the bool will be the transition conditions. then have the button set the animation bool. the operation will be set to toggle.
Thank you for the reply! I have tried a few ways to do this, but sitll not working..? Heres photos, maybe can see whats wrong here. ๐๐ฝ
@stray sand Sry took so long, wanted to try it out, again, but still wont work for me.
is the variable name in the triggers spelled correctly. capitals as well.
As far as the Parameter used(Bool)? yes, I named it Bool >.<
does the roofanim gameobject have the correct animation controller?
im assuming the animations are working fine.
I think I may know why.Maybe not. I have 1 gameobject that has the animator on that, but the other 2 child gameobjects is what moves.? Do i need to add the Parent object as active in the anims?
thats how it should work. the parent would have the animator and the animation will move the children. the parent should be enabled if its not, including the animator. you dont need to animate them on in the animation.
Then Idk why its not working 
if you click play and go to the gameobject with the animator you can in the animator window enable the bool and make sure that's working.
hm, doesnt work there either, dang.
hold up
ok, so, the anim controller is lighting up the anims when I switch back and forth, but the animated objects arent moving with it.
Yea im kinda lost, scratching my head now. The anim controller is lighting up the correct anim when Im trigger the bool in play mode but still not actually playing the anims.
@stray sand Yoo thanks for the help for real! I did however figure out my problem 
I kiiiiinda forgot those objects where set to Static early in the build,I think itll work now! ๐คฆ๐ฝ
Sry I cant help with that atm >.<
Anybody know offhand what system the guns in the Murder world are running on? Are they a scan or particle?
They seem a lot more responsive than the ones in my world.
@sinful moss the reason guns are unresponsive is due to the hit detection all being local. so it favors the person being shot at. the players update rate is a couple of seconds behind where they actually are. so you end up shooting their after image(if you want to hit them you have to account for network lag). the reason the murder gun seams to work so well is the enclosed space you are in. restricts player movement and cant doge as easily.
That makes sense, thanks for the response! ๐
do you know how to disable going through objects ?
is it normal that in my world it says that there are no people online in it but if i click on it it says that there are 2 people in a private one but they are always there everyday and every night even every minute
Hello, I have been working on a MMD Dance world for the last few months as many of you know. I am down to 2 bugs that I don't know how to fix (that's probably not surprising), anyway after someone leaves a VRC_Station (after performing a dance) the avatars feet become stuck. In other dance worlds I have see a button that resets ShapeKeys and that seems to fix the issue. Do you know how that is done? Thanks
I believe PonyCid has this working in his world, do you know how to reach him?
Noticed something people aren't doing.
When you're setting up your worlds, in the VRC world inspector. When you assign your reference camera, please set the near clipping plane to 0. In the name of all headpat lovers, save us from near field clipping.
Why arent my animations playing when I start the game?
I have an object set to move 200 meters
and it just doesnt
I can hit play on the animation tab and it previews it
but when I hit the start simulation button it doesnt work. Any ideas?
Are you testing in desktop ?
Do you have an animator or an animation component on the object ?
yes
is the item itself set as static ?
and what settings do you have on the animation file you created
@next matrix You said it doesnt work on the game, How are you activating that animation in the game?
It should yes, meaning there's something incorrectly setup
Seeing the other info would help debug
Also when you test in VRC, you should really use the debug console, using the right shift + ` + 3
I need help, I have been trying to test/publish a world and it won't let me publish and if I try to test the world it will send me back to the default home world. I've had this problem before and never found a fix for it.
Make sure you have a collider to stand on when you spawn
I have a collider below the VRCWorld does one above affect it? Also does the VRCWorld have to be the same level as the floor/collider
I have the VRCWorld above the floor, and in the open with nothing above to collide but It continues to not work
On a tangent, does anyone have a source for good rug textures? I'm really struggling to find anything.
@gaunt turret In that case you should check either your outputlog or the debig console, probably shows what goes wrong
@gaunt turret I was thinking more in general, but I appreciate the effort ๐
Well, it's white, so you can tint it in many ways
That's true but I realized he meant like a texture library site
@near escarp This is the errors I have.
ah, then the world most likely doesn't exist or didn't update fully
fix the errors in the console
delete the test folder in post processing
I dont see any tutorials online, how could I improve the graphics/shading of my world? Like adding bloom for example?
Here's silents guide for post processing
thanks
I'm a day late but Thanks Ruuubick! It worked and she doesn't rotate anymore ๐
it's just a way of selecting matching game objects
so using a layer with other types of objects on it will waste processing time each frame
I am not quite sure which one to pick
you can use Water like it recommends
Okay ty
just has to match the object layer you put on your Post Processing Volume
(the layer is the dropdown below the object's name at the top of the inspector
Follow the guide close, don't only add Bloom or Bad Things will happen
I got to the part where it says that Im done but I don't notice any change
going to see if it looks different in a test build
yeah i dont really see a difference
Double check that you set it up right
@near escarp It works now thanks for you help was much appreciated. ๐
yeah i followed the directions exactly
the only thing a little odd was that the preset .asset they linked was just text and not a download so i put it in a notepad and saved it as a .asset with the proper name, and it looks like its fine
guess ill try to trouble shoot it more tomorrow
Hmmmm...
So i'm trying to put photos infront of a transparent object, but the shading changes when i move the camera back and forward, happens in game. This happens with all transparent shaders, even the standard. pls halp โค๏ธ
does sound like a sort order issue to me. transparent objects are sorted based on their distance to the camera. This works for really small objects, but for big things like for example a big transparent wall, it's not clear which one is in front or behind, and so the order can change depending on where the camera is
are your photos using a transparent shader? I would suggest making sure those are not transparent. You can try Standard or even Unlit/Texture just for testing since that shader is really simple
if you're using the default sprite shader, it like a lot of UI stuff may be transparent by default
Could it also be a lighting probe freaking out?
I was thinking about that too... but lighting probes shouldn't be affected by the camera, unless...unless it's being dynamically batched maybe? I think batching will refuse to work if the probes are different
@keen bane Use a unity UI Canvas with buttons, etc. On the Canvas itself, add a VRC_UI Shape component. Also add a Box collider, and make it really skinny
you can mark the box collider "Is trigger" I believe
oh, set it to World Space
Hi everyone, i am using a theater prefab and the screen works perfect only there is no sound and i cant seem to figure out what i am doing wrong any tips?
I may be stupid but I cant seem to figure out this door's animations. I made the prefab and animations myself but cant seem to get them to trigger properly. I followed @left marlin tutorial on youtube but I think I messed something up. I may have also made things harder by adding a transition animation for opening and closing. When I spawn in the doors are already open. Here's a screenshot of my animator and trigger. Im also using Unity 2018.4.12f1 if that makes a difference.
Ignore my terrible organization on the left :3
You need a connection between green and yellow afaik
Also if you press play you should be able to see what is happening in your animator
They're connected, but the line is selected so its dark orange and hard to see. You're talking about Entry to ClosedState right?
oh yeah indeed, hard to see on phone
Did you check the debug console in VRC to see what was happening when you were spawning the door ? @short gulch
Sorry for the late responses, for some reason my phone isnt pinging me when someone @'s me. No tbh I didn't even know we had access to the console in-game
With this world in general I've been having trouble with triggers firing on entering the world. Before this that girl I was having the rotating problem with was supposed to speak when you click her, but instead she would speak when you spawn so I just removed her voice lines until I get everything else sorted out.
How Do I Make a Custom Mirror? I Tried Adding the Shader & Component to an object & it bugs out.
Also Tried Making a Separate Material to Add but Doesn't work either
Please @bold ibex to Ping or Message Me Thanks ^~^
Can you post a picture of how you've done it now @bold ibex ?

