#world-development

39 messages ยท Page 25 of 1

long tinsel
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question

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why

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djwkadnwjandw

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i get send bacck to homeworld bc of that

icy tartan
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@stray sanddog8808 are u sure that its a temp link?

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@long tinsel never got that fail sry

long tinsel
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AHHHH

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oki

stray sand
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Unless dropbox has changes something recently then yes.

icy tartan
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alright

long tinsel
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i think its poiyomi 5.0 doing my issue 0.0

icy tartan
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try to detach your blueprint id

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and upload it

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@long tinsel.

long tinsel
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i tried a blank project with only poiyomi and sdk and i had the same issue

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went down to 4.3 and it went poof i think

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i will try rn

icy tartan
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k

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@stray sand ehhh which video search root is needed

stray sand
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None. It was for a old feature that died with webpanels.

icy tartan
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ohhhh

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@stray sand good question it works xD second problem this freeze xD

stray sand
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What is the freeze?

icy tartan
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if its loading everyone get a freeze for a few secs

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and I dont know how to fix that

stray sand
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I dont think there is a way to fix that.

icy tartan
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But in every other world it works without a freeze xD

stray sand
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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.

icy tartan
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Hmm never tested it if everyone gets the freeze

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If youre uploading a movie on yt as private theyre still blocking it right?

stray sand
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Yt blocks it? If a video is marked private then only the account holder can view the video.

frozen glade
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anyone knows why mesh collider on a avatar body goes from 90fps straight to 11 or less?

stray sand
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Unlisted lets people who have the url view the video.

icy tartan
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yeah and if its unlisted theyre blocking it also xD

stray sand
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Oh i know.

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Youtube had a update and vrc needs to update their youtubedl.

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@frozen glade too many polygons.

frozen glade
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hm okay

stray sand
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You need to simplify the mesh collider.

frozen glade
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well i wanted it to be like an avatar pedestal

stray sand
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You can use a capsule collider.

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Or box

frozen glade
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yea but it looks ugly when using a giant box being honest

stray sand
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Are you talking about the interact outline or are you using a box mesh as well.

frozen glade
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mesh renderer and mesh collider were the same body

stray sand
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Your wanting the highlight to be around the avatar that the player is selecting yes?

frozen glade
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it is

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but theres a giant plane for no reason

stray sand
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Is there any planes that is a child of the vrc interact trigger.

bold ibex
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how many video players can i have before it gets lagy

stray sand
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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.

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@bold ibex i would suggest only having one.

bold ibex
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can i make my own system of a video player im very good at api

frozen glade
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theres no plane connected to it tho

stray sand
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You cant have custom scripts in vrc.

bold ibex
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what about desgining a mesh render that uses a video player ive done it before would it lag if i had 5 of them

icy tartan
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@tardy marsh i dont understand your Linkgrabber xD

stray sand
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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.

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@frozen glade if you want to use mesh colliders you will have to simplify it like this image.

frozen glade
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thats not my issue rn

stray sand
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At the moment Iโ€™m not able to help long problem solving.

tardy marsh
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One message removed from a suspended account.

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One message removed from a suspended account.

kindred thicket
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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

random radish
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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?

kindred thicket
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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?

random radish
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Tried it by making a new button, new mirror, manually setting the toggle settings, same problem still

kindred thicket
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Your box collider should have Is Trigger Checked also.

random radish
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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

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I'll try the trigger check and layer

scarlet bone
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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!

random radish
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Checking the box on to "is trigger" is unfortunately not working

kindred thicket
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Sorry, that issue is beyond my experience.@random radish

random radish
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Don't worry about it @kindred thicket, thanks for the suggestions

icy tartan
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@tardy marsh I got it already too

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But idk how this works

tardy marsh
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One message removed from a suspended account.

icy tartan
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firefox

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already installed

tardy marsh
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One message removed from a suspended account.

icy tartan
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yes

tardy marsh
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

icy tartan
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wait

misty cedar
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items i have with vr pick up fall through the world, what might be causing this?

icy tartan
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@tardy marsh Finished and now?

tardy marsh
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

icy tartan
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yes

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I see it

tardy marsh
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One message removed from a suspended account.

icy tartan
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alright Im trying it thanks ๐Ÿ˜„

tardy marsh
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One message removed from a suspended account.

icy tartan
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no search root right?

tardy marsh
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One message removed from a suspended account.

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One message removed from a suspended account.

icy tartan
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On the vrc player

tardy marsh
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One message removed from a suspended account.

icy tartan
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empty?

tardy marsh
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One message removed from a suspended account.

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One message removed from a suspended account.

icy tartan
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ok

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ty

tardy marsh
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One message removed from a suspended account.

icy tartan
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This Website isnt deleting movies?

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If they break rules?

tardy marsh
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One message removed from a suspended account.

icy tartan
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Perfect

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And its working too

tardy marsh
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One message removed from a suspended account.

icy tartan
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Jo these Server are fast xD Im uploading a Movie in under 5 mins haha xD

bold ibex
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Is there a world file size limit

near escarp
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I believe it's 1gb, not sure though

bold ibex
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oki doki

icy tartan
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Wow xD just used vrc syncvideostream xD and that was causing the freeze gunter

clever mirage
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is anyone else haveing issues uploading worlds

icy tartan
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nope

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Updating every 5 mins xD

clever mirage
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`

icy tartan
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did you activated future proofing?

clever mirage
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yes

icy tartan
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disable that xD

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its useless

clever mirage
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ok

icy tartan
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and takes time

clever mirage
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the big issue im having is the world loads but kicks back to home idmidiatly

icy tartan
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never had that issue sry :/

clever mirage
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ahh dang

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i even followed to totorial

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ive been stuck on it for days with no luck

cold kettle
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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?

clever mirage
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@icy tartan do you use unity 2017.4.28f1

icy tartan
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@clever mirage yes

clever mirage
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interesting me to

icy tartan
scarlet bone
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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. ๐Ÿค”

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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.

clever mirage
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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

scarlet bone
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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.

clever mirage
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I used this one

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@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

cold kettle
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even though it already has a world ID and is published, my world has this appearing upon edit upload?

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i have up to date sdk and unity.

random owl
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@cold kettle that usually happens when the scene is paused

cold kettle
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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

random owl
cold kettle
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oh, now that you mention it

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not too sure what this means however

random owl
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Could one of the many random errors that get thrown that mess up the uploading if you have error pause on

cold kettle
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i dont have it clicked hm

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its driving me bonkers lmao

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its interesting, because it works just fine when i test

random owl
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Did you update the sdk recently?

cold kettle
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correct. I tried to change the sdk from the old one to the new using the method on the vrc website

random owl
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So you did the correct steps on how to update it and not just import it over the old one right?

cold kettle
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making a new dummy project, all that jazz, yeah.

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maybe i missed some meta data? how do i know which to delete?

random owl
cold kettle
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oh curious

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ill look into this, thank you!

random owl
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Hopefully it works ๐Ÿ‘Œ

cold kettle
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i really hope so too, my community is waiting on me vrcSad

frigid estuary
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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

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I didn't change the resolution to something different though, just auto

random owl
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What's your world name if it's public I can go check if there's something causing issues

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Or if it's private and you give me the world id

frigid estuary
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its a community labs world called 'Bar Noir'

random owl
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Okay I'll have a look

frigid estuary
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thanks so much :D

random owl
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@frigid estuary mirror seems fine to me but you have a lot of drawcalls in a world this small

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Ahh the realtime lighting explains it

frigid estuary
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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)

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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

random owl
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Are the lights atleast mixed lighting?

frigid estuary
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I tried mixed lighting, but there weren't any shadows

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the lighting was baked though

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which made me create another copy of the light sources on top of it to make realtime visible

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i didn't seem to be realtime as well when I used mixed

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I just concluded because of the missing shadows that there wasn't any real time lighting, only baked lighting, even though I used mixed

random owl
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You could atleast turn off the middle light from being realtime to baked completely since that one doesn't cast much shadow

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On players I mean

frigid estuary
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you mean on the column?

random owl
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The middle candle

frigid estuary
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what do you mean by made of? :D

random owl
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Is the light up part of just emissions

frigid estuary
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just emission at the moment

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will change a at some point

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*a bit

random owl
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Do you have them set to realtime or baked?

frigid estuary
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they are still set to realtime, but I am changing it in the next upload because the baked lighting should do the trick anyway

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was experimenting with a video player before that

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why would you disable the middle candle? it should be casting shadows the same way the others do

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for me it's mainly about those shadows being casted on the sofas

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and making it feel more cozy since the light of a candle is usually not as soft

random owl
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I wouldn't disable it completely just have it baked because the main problem currently is having three realtime lights

frigid estuary
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because the baked lighting is only making it quite soft

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and if I enable them by entering the area of 2 sofas each?

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like locally

random owl
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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

frigid estuary
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at the moment they reach as far as a pair of sofas goes

random owl
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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

frigid estuary
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Isn't vr chat forward rendering? I couldn't use screen space reflections because of that earlier

random owl
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Yeah slip of a tongue there

frigid estuary
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hm okay :P

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turns out I just forgot to loop the flickering of the lights xD

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thats why they were kinda static

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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?

random owl
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What do you mean by that ๐Ÿค”

frigid estuary
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I would try to make it so that if a player gets closer to the light, the brighter it gets

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(the real time lighting)

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but the further he gets away from it the less the intensity of the light source gets until it wents out

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then I just would disable the realtime light at a certain distance

random owl
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Cant' really think of a proper way to do that without udon

keen bane
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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?

random owl
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Animator with states

keen bane
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I get the basics of triggers and animations.

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I'm new to world making.

random owl
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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

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Hmm trying to think how I can explain this simply

keen bane
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Here, so. I have 2 duplicates of the normal closed drawer

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One of them opening

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and the other closing.

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Unless I only need the animations, not the drawers

frigid estuary
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@random owl alright. But thank you so much for helping. :)

random owl
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You don't really need two duplicates just two animations on one object

keen bane
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Okay. So, here.

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I dragged both anims in.

cursive jolt
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How to make it so avatars and mirrors aren't automatically shown upon world join?

keen bane
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For mirrors, you need to have a trigger that turns them on.

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So, if you hide the mirror you want not shown

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Make a trigger that toggles in on and off

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The receiver is just gonna be your mirror dragged into that slot

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Have the mirror off at the first, then make sure toggle is on.

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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.

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Again, make sure the game object is off and you have toggle on.

random owl
keen bane
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Got it! Thank you, 1.

random owl
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Ofc have the animations set to not loop, and use the Open boolean as a transition condition

keen bane
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Actually, how do I get a default state animation?

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Nevermind, got it.

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So, what do I do for triggeR?

random owl
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There's a trigger for changing animation bool

keen bane
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And the receiver is just this right

random owl
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Yeah the animator is the reciever

keen bane
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That's on the drawer.

random owl
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Be sure to also add the boolean in parameters and the correct transition conditions

keen bane
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What does that mean?

random owl
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Click the arrows going between the states

keen bane
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Okay.

random owl
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For the default state to draweropen you don't want exit time since it just opens up

keen bane
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So, do I touch the first one going from untoucheddrawer to drawer open?

random owl
keen bane
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Or just the one going back and forth.

random owl
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You need to set them all as I have them on the right and then adjust depending on how you want them to work

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The condition defines when the animator is allowed to hop to a different state

keen bane
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My conditions don't show anything

random owl
random owl
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You need the condition to be false when transitioning from open to close

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And uncheck exit time from Default state to open state

keen bane
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So Open > Close [ False ]

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Close > Open [ True ]

random owl
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Yes

keen bane
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And that's that?

random owl
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As long as you also set the animation clips not to loop

keen bane
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Okay, so. Another thing. There are two objects that I have in the drawer. 2 Brushes/

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You can pick up these brushes through the drawer

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I'd like them to only spawn after it opens. But it never toggles after that

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So after they spawn when you open the drawer, and even if you close the drawer, it won't despawn the brushes.

random owl
keen bane
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Yep! All those are off

random owl
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Wanting to have physics objects inside get's a bit more complicated ๐Ÿค”

keen bane
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I see.

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Okay, it's all good.

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I think I learned how to do a new thing, thanks 1.

random owl
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It can be done though depending on how you want them to work but it takes some work to get it done

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Np ๐Ÿ‘Œ

keen bane
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hey, to make something not toggle would I keep it on true or false?

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Like, make an item appear, but you can't despawn it even if you click the button you spawned it with

random owl
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Kind a depends on the way you are spawning it in but usually that would be true ๐Ÿค”

keen bane
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Alright

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Gonna bullshit my way through this

random owl
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Yeah there's no real proper solution without udon to this problem

keen bane
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Wait, me?

random owl
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Hm?

keen bane
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Was the udon reply to me or someone else?

random owl
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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

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Without resulting to trickery

keen bane
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You just wait

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I'm gonna goldberg my way through this

random owl
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Yeah that goes into the trickery area ๐Ÿ˜„

keen bane
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Trickery? Psh, it's not trickery.

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It's..

random owl
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I can think of one way to do it but that would be a long explanation

keen bane
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100 IQ plays.

mild swan
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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 spade
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@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.

mild swan
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i'll look into it, thank you

grave lark
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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.

bold ibex
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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.

kindred thicket
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@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.

bold ibex
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where is the option for that @kindred thicket

kindred thicket
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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).

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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.

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The green line is the sound moving from 2D to 3D to give a lesser sound as you walk away.

grave lark
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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).

scarlet bone
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Are team based pvps still possible to make, such as CTF and TDM?

bold ibex
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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

kindred thicket
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can you send a picture of the AudioSource?

bold ibex
kindred thicket
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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.

bold ibex
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still can hear it from the world spawn @kindred thicket

kindred thicket
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please send another picture showing the AudioSource and mark on it where the respawn is.

kindred thicket
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It looks like the respawn point is directly above the audio source. Shrink the Max Distance down to 5.

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You want to make sure the respawn point is away from the audio source beyond the Max Distance in all directions

bold ibex
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this is the area where the audio source is

kindred thicket
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are you able to walk away from the audio source and have it fade anywhere on the map?

bold ibex
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nope

kindred thicket
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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.

bold ibex
kindred thicket
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and you are getting full sound everywhere on the map?

bold ibex
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lemme test again

scarlet bone
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@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 ๐Ÿ‘‹๐Ÿฝ

clever mirage
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I will try that shaipai

bold ibex
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@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

kindred thicket
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I agree, that was my next thing to say, that is my lines go to 3d, so the sound tapers. Try doing the same.

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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.

bold ibex
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does anyone know how to add models into worlds

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drag and drop the model into the hierarchy and change it's transform to match where you want it to be in the world

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@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

kindred thicket
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Maybe try moving the curve for volume closer to the center line (can't see it right now, I think it's 0)

keen bane
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Why is this happening, How do I fix it?

icy tartan
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@tardy marsh These Links from that Grabber are also only temporarily :/

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Rip xD

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@keen bane make a screenshot of your light source

keen bane
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@icy tartan

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Wait

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it still does it without the loght source

icy tartan
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tried realtime mode?

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oh ok

icy tartan
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I think there was a solution if you scroll up

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Im not sure

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Could be this

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idk

icy tartan
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@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

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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 vrcAevSlap

bold ibex
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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?

cold zealot
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how do you make a door animation when i click on it?

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it keeps teleporting me into the room when i click on the door

snow pine
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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.

bold ibex
#

does occlusion culling interfere with lod groups

tardy marsh
#

One message removed from a suspended account.

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icy tartan
#

mine expired but its ok dropbox works perfect now unity_chan_dab

tardy marsh
#

One message removed from a suspended account.

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icy tartan
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cap?

tardy marsh
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icy tartan
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im paying

tardy marsh
#

One message removed from a suspended account.

icy tartan
#

LBRY syncs bad tested it yesterday with a few persons :/

tardy marsh
#

One message removed from a suspended account.

icy tartan
#

every 5 mins a 5 sec delay

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lul

deep hamlet
#

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

near escarp
#

It's on GitHub

deep hamlet
#

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

deep hamlet
#

Am I even posting this is the right place?

mild spade
#

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.

deep hamlet
#

That's the one I'm using

slow orbit
#

Make sure you've deleted the Tests folder

deep hamlet
#

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

mild spade
deep hamlet
#

Cheers, I'll give them a look โค๏ธ

#

I fixed it

#

Forgot I needed to add a reference camera to the palyer

clever mirage
kindred thicket
#

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

sacred warren
#

Missing shaders

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(or broken shaders)

serene estuary
#

video player is broken

#

if anyone can help ill jump into a call and screenshare

kindred thicket
#

The YouTube DLL is out of date. It should start working again after VRChat pushes out the update.

serene estuary
#

oh gotcha

kindred thicket
#

Hopefully it will be this week, fingers crossed.

serene estuary
#

i mean ive been just using the url

#

just because this is a valentines day dance world

kindred thicket
#

yes, that's what happens.

serene estuary
#

thanks

random owl
#

You can also update it yourself if you don't want to wait

serene estuary
#

what do you mean?

#

would you like to walk me through the steps?

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Plz

kindred thicket
random owl
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^^

serene estuary
#

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

kindred thicket
#

I haven't uploaded my world to Labs yet because I don't want to require all my visitors to update the DLL.

serene estuary
#

oh

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yeah same

#

ive been waiting for valentines

#

hopefully its updated by then

kindred thicket
#

I agree

serene estuary
#

max stream quality 760?

#

whats wrong with 720

kindred thicket
#

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.

serene estuary
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np

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updated

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lets see if it works for me

kindred thicket
#

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?

serene estuary
#

static with bass?

kindred thicket
#

Bass, typo

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Kind of scratchy

serene estuary
#

do you know the video stats

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on the particular one?

kindred thicket
#

How do I find that?

serene estuary
#

hmmm im not actually sure

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but if you take a 1080 video it will scale it down

#

so a 720 would scale down to

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480

kindred thicket
#

Ok, I will try that. Thanks

#

I was thinking it might have something to do with reverb. But i don't know ๐Ÿ™‚

serene estuary
#

oh maybe!

#

i cant test it for you because im still trying to test mine

kindred thicket
#

great, I am loading a new test now.

serene estuary
#

same

#

works!

#

thx so much

kindred thicket
#

Great!

serene estuary
#

so for other ppl to hear the music

#

they have to do the same thing?

kindred thicket
#

Yes

serene estuary
#

fudge

kindred thicket
#

I know

serene estuary
#

that stinks

scarlet bone
#

Any ideas why Audio Source audio sounds glitched when triggered to play by OnEnterTrigger?

serene estuary
#

hey

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sorry

#

for the late reply

#

next time mention me plzz

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or dm me

kindred thicket
#

@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.

scarlet bone
#

Oh, I should explain more. Its just a simple door audio to play on open and close. ๐Ÿ˜ƒ

kindred thicket
#

Trigger the sound using the animation, you should get better results.

scarlet bone
#

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

kindred thicket
#

OnEnter could be firing twice do you have an onExit also?

scarlet bone
#

but yea I can try the anim route too

#

i do

kindred thicket
#

Does on exit shut the door?

scarlet bone
#

yes,
I dont think its trigger the on exit too soon, but it maybe be registering the OnEnter multiple times in a split second?

kindred thicket
#

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

#

๐Ÿ™‚

scarlet bone
#

I appreciate the help btw!

kindred thicket
#

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.

scarlet bone
#

I'll prolly try the anim route for 1 door and see how it goes,

kindred thicket
#

ok

scarlet bone
#

but yes, technically, the way it is now the audio would play each time you touch the collider.

kindred thicket
#

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.

scarlet bone
#

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.

kindred thicket
#

๐Ÿ‘

scarlet bone
#

Well, reparenting them back didn't bring the quality back lol. Off to anims I go ๐Ÿคž๐Ÿฝ

scarlet bone
#

Awwwhh shooot, the sound is crystal clear now. Thank you! @kindred thicket

kindred thicket
#

Sorry ๐Ÿ™‚

hexed elm
#

what version of unity am i supposed to be using to make worlds

scarlet bone
#

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

random owl
#

Usually you would have emissions baked in

#

Hard to say from just the picture how you got everything setup

scarlet bone
#

They are, as for as I know.

#

getting another pic

random owl
#

Do you have baked lighting setup?

scarlet bone
#

I honestly dont know much about lighting, Im kinda aware of needing light probes? Idk

random owl
#

Baked lighting won't affect non lightmapped objects without light probes

scarlet bone
#

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

random owl
#

Definitely a lot better than currently

scarlet bone
#

Sweet, Thanks! Ill get started on LPs soon.

random owl
#

I would change your lightmap size to 4k

#

In most cases less lightmaps better

solid helm
#

Yeah, bigger lightmaps means less lightmaps

sinful moss
#

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

sinful moss
#

Anybody have experience with encountering non existent collisions and mysteriously vibrating floors?

near escarp
#

you can select all objects at once and add it ?

scarlet bone
#

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 vrcCrying and mine is only sometimes.

near escarp
#

For collisions you need to use the physics debugger

scarlet bone
#

hmm, to prevent collisions?
Sidebar: Im also having problems with the PickUp Layer still colliding with players? I'm doing something wrong lol

near escarp
#

to debug collisions

scarlet bone
#

ohh, have not heard about that but will look into it more, thanks! : D

sharp flax
#

hi do anyone now how to get url vidio player into world for vrchat

remote summit
#

Anybody got good video's on how to get started whit making worlds?

balmy gate
#

@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...

โ–ถ Play video
bold ibex
#

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.

modern kayak
#

check your console in unity for errors

bold ibex
#

The only thing thats in console.

modern kayak
#

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?

bold ibex
#

Hmm, let me look around

#

Well its assigned and none of them are in any colliders...?

opaque scaffold
#

did the room of rain have an update? it looks brighter than before

rain shadow
#

Likely ran out of keywords, restarting your game will fix it

opaque scaffold
#

oh

#

weird, it really changes if I restart the game

bold ibex
#

Well for anyone who can help (sorry for splitting help for above)

modern kayak
#

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

bold ibex
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I have one asset, a skybox

modern kayak
#

delete any scripts in it

#

you can't use them in vrc anyway

bold ibex
#

uhhh I dont think there are any scripts in it but I'll check

modern kayak
#

AllSkyFree/AllSkyFree_Menu.cs

bold ibex
#

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 โค๏ธ

modern kayak
#

great!

remote summit
#

Thanks @balmy gate

sacred warren
#

@opaque scaffold Ironically your "broken" version looks better, lol.

bold ibex
#

Shiny stuff looks very nice.

#

well, when its appropriate.

remote summit
#

Some Shiny stuff does

scarlet bone
#

Is the "Bakery" that people use, the one on asset store that's $55 ? No cheaper one?

modern kayak
#

it's on sale every now and then

slow rampart
#

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. vrcHappy

royal flower
next matrix
#

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?

grave lark
#

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.

buoyant hollow
#

yes, that is generally how it is done.

next matrix
#

Thats what I planned on doing

#

thank you

#

just wasnt sure if it was currently possible

grave lark
#

I haven't done it myself but I know it's absolutely possible

#

Since animators are allowed anyway

next matrix
#

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

grave lark
#

You could likely look up a moving train in unity tutorial and it'd still work in VRChat I think

buoyant hollow
#

idk if you will find a tutorial specifically for this. Its a very simple animation. Look up unity animation tutorials.

next matrix
#

Ok

#

Thank you guys for the help

grave lark
#

No problem. If anything I can help with a simple scene setup as an example

#

if that would help anyway

next matrix
#

alright im going to do some research and see what I can pull off

buoyant hollow
#

most important thing will be changing the animation curve to linear.

grave lark
#

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.

buoyant hollow
#

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

grave lark
#

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.

next matrix
#

would multiple segments be possible

#

so that I could move those instead?

#

like teleport them to the front

#

after they reach a certain point

buoyant hollow
#

yes it would be very possible

grave lark
#

was gonna say something but lost train of thought oops

next matrix
#

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

buoyant hollow
#

if you need to use them keep them limited. They are expensive.

grave lark
#

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

next matrix
#

Yeah thats what I was wondering, because they are moving I wasnt sure of they would cause a lot of problems

buoyant hollow
#

you would want to use emission on the mesh and not generated light

next matrix
#

So would I have to prerender the lighting?

buoyant hollow
#

you can't on moving objects. Try using fake lights

grave lark
#

I wonder if it's possible to animate baked light or if it'd be just as expensive

buoyant hollow
#

Silents fake lights, xiexes volumetrics. This is getting complicated fast though.

next matrix
#

yeah, I need something simple because im not quite as advanced as most

grave lark
#

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

buoyant hollow
#

start with animating the position of the tunnel, then go from there. This channel will still be here to help you

next matrix
#

ok

#

whats the most compatible unity version for the sdk? because I had problems creating an avatar a while back

bold ibex
#

Only 1 unity version works

buoyant hollow
#
young flicker
#

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 )

buoyant hollow
#

did you check the unity console for errors?

young flicker
#

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

buoyant hollow
#

try removing the id from the pipeline manager, and check if you have more than one pipeline manager

young flicker
#

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

buoyant hollow
#

that is normal behavior vrcTrollThinking

amber silo
#

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

Get DaVinci Resolve FREE (yes, FREE): https://www.blackmagicdesign.com/au/products/davinciresolve/
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โ–ถ Play video
next matrix
#

rip unity crashed when importing sdk

young flicker
#

ok i fixed my problem it was a hidden error

next matrix
#

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

grave lark
#

Create an Empty Game Object and place the tunnel objects into it.

#

This makes things a lot easier and more organized

next matrix
#

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

amber silo
#

@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

kindred thicket
#

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

balmy gate
#

@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

kindred thicket
#

Thank you.

frozen mountain
#

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?

kindred thicket
#

This only fixes it for your computer and not your visitors. I am also waiting for the update.

buoyant hollow
#

a youtube update broke youtube downloads

frozen mountain
#

thanks

kindred thicket
#

broke all YouTube Video players

#

in VRChat

#

I have been told it wont be much longer for the update.

bold ibex
#

Any clue how I can make the vrchat seats invisible?

kindred thicket
#

set it to Skybox 6 sided

#

for the shader on the seat and back

bold ibex
#

okay thank you!

chilly grove
#

On the VRCChair prefab? Delete or disable the children ChairBase and ChairBack or disable their Mesh Renderer components

solid helm
#

Set the Cubes to EditorOnly in the tag settings

next matrix
#

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

lyric dew
#

Anyone know why my player goes black in my mirror? Everything else in the scene is fine but my player is like blacked out

bold ibex
#

Well f@#&

#

How do I update my world?

stone hollow
#

upload it on the same ID

lyric dew
#

just reupload

bold ibex
#

Okay thank you

stone hollow
#

just the same way you uploaded it the first time

balmy gate
#

@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.

lyric dew
#

I figured it out, I just added another light behind the mirror

balmy gate
#

Also, the black is caused by using an old avatar toon shader that does not support vertex lighting

lyric dew
#

its poimoyai

#

or however you spell it

balmy gate
#

is it poiyomi toon?

lyric dew
#

original

balmy gate
#

and latest version

lyric dew
#

lol no, but I fixed it

balmy gate
#

what does original mean. if it's master it's completely broken and unsupported

lyric dew
#

Poiyomi_Master_Shader_V2.1.1_1

balmy gate
#

yuk no wonder your avatar will look like crap even under good lighting

lyric dew
#

It looks fine in literally any world

stone hollow
#

Master shader is old and not good

#

use poiyomi toon shader its a "remake" and its updated with all the features of master

lyric dew
#

im good thanks though

balmy gate
#

actually @indigo pagoda has added tons of cool stuff. it has way more features than master ever had

lyric dew
#

I dont do anything too intense, so it works fine for me

stone hollow
#

yeah but its old and unoptimised

#

not switching for the sake of not switching is helping approx. 0 people

lyric dew
#

Dude, it works fine. I literally havent any problems with it...

stone hollow
#

yeah but its old and unoptimised

lyric dew
#

I dont care

stone hollow
#

I figured ๐Ÿ™‚

#

cant help stubborn people i guess

solid helm
#

What's the stencil flag for killing that shader again?

stone hollow
#

what does that mean, you can disable the shader?

solid helm
#

Yeah, because Master Shader writes a specific stencil bit... I was in a world the other day that overwrites it with something else.

random owl
#

Using Master Shader literally breaks stuff for you and other people smh

nimble hull
#

can we do the same for cubed's shader?

stone hollow
#

I had no idea poi made a video about it themself lol

nimble hull
#

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

random owl
#

I mean the main reason to have the video is for people to actually know the reason why to not use it

stone hollow
#

@lyric dew ^ incase you're open minded

#

damn they left the server๐Ÿ˜ข

nimble hull
#

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

bold ibex
#

Yep. Not our problem if people want to be stubborn

noble ether
sharp flax
kindred thicket
#

Thanks for updating the YouTube DL. That and all your help has been really appreciated!

bold ibex
feral cypress
#

[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.

kindred thicket
#

I have noticed that today, I am getting one second repeating over and over or it gets stuck on the first song.

feral cypress
#

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?

kindred thicket
#

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.

feral cypress
#

sounds good

kindred thicket
#

It takes a long time to load my world, so it will be about a half hour.

rustic mantle
#

anybody used the drivesystem jetpack prefab before

#

when people fly in vr. if they try pitching it... their viewpoint goes out of the body

stray sand
#

@rustic mantle have them spawn with the chairs pointing towards +Z

kindred thicket
#

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.

buoyant hollow
#

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?

nimble hull
#

i dont know if its broken broken but i remember getting strange bright flickering issues under certain lighting configs

lunar harness
#

Does anyone know how I can accomplish Height fog for my world? All the solutions I'm seeing involving modifying the camera

near escarp
#

you mean fog above your height only ?

lunar harness
#

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

rustic mantle
#

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!

near escarp
#

@lunar harness You should try Xiexie's volumetrics

rustic mantle
#

Ah yes ^

#

it features depth on it. That could help you

lunar harness
#

I'm presently forced to look for a free solution

near escarp
#

that is free

lunar harness
#

Is it on the unity asset store?

modern kayak
next matrix
#

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

solid helm
#

You may need to rotate the cube 90 degrees.

#

I'm working on making it a bit more useful for a proper release later.

hexed elm
#

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.

near escarp
#

That might not be something that feels great in VR

raven sundial
#

rip people who get sick in vr

hexed elm
#

well you know what you're getting into when you play a zombie map โœŒ๏ธ

opaque scaffold
#

@stray sand is it the case that only the first person who loads the world can use your video player to play videos?

stray sand
#

if you are using the most up-to-date version no

opaque scaffold
#

I am using the version you gave me last time

stray sand
#

did you edit the hierarchy?

opaque scaffold
#

I changed the textures for the buttons only

stray sand
#

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.

opaque scaffold
#

I put the whole video player inside a gameobject

stray sand
#

the whole prefab or did you remove the video player and controls from the original parent?

opaque scaffold
#

whole prefab

#

I cannot play videos by entering the video link but if I send the link to my friend he can

stray sand
#

try bringing in the original prefab to test to make sure it works then compare the differences.

opaque scaffold
#

is the always unbuffered/ take ownership thing causing this?

stray sand
#

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.

opaque scaffold
#

the settings are correct right?

stray sand
#

that looks right. im currently working on another project so i cant switch over to make sure.

opaque scaffold
#

would you like to come to my world and have a check on the video player later?

kindred void
#

Hi, I wonder if you had any tips on how to place objects in the middle near the shortcuts or whatever.

bold ibex
#

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.

near escarp
#

Do you know what a rectangle is ? @bold ibex

bold ibex
#

Uhh, yes

near escarp
#

There you go then SataniaThumbsUp

balmy gate
#

@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

bold ibex
#

Okay thank you so much ^^

near escarp
#

Ah, another victim of the american system

raven sundial
#

Smh these commies and their commie units

green lagoon
#

metric is a lot more friendly for making 3D environments

#

as powers of 10 is a lot easier to work with

sinful moss
#

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.

balmy gate
#

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 vrcLabs icon on the second-to-last message to get access to the beta channels. @sinful moss

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

balmy gate
#

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

sinful moss
#

Thanks for the input either way, it was nice to see a response!

opaque scaffold
#

@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.

stoic parcel
#

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.

sacred warren
#

Qv?

rain shadow
#

VRChatใฎใƒฏใƒผใƒซใƒ‰็”จใฎ14่‰ฒใฎใƒšใƒณใ‚ปใƒƒใƒˆใงใ™ใ€‚ ๅฎŒ็’งใซๅŒๆœŸใŒๅ–ใ‚Œใ‚‹ใจใ„ใ†ใ‚ใ‘ใงใฏใชใใ€้€Ÿใ‚ใซใƒšใƒณใ‚’้‹ใถใจๅŒๆœŸใŒๅ–ใ‚Œใซใใใชใ‚Šใพใ™ใ€‚ใใฎๅ ดๅˆใฏใ‚†ใฃใใ‚Šๆ›ธใใชใฉใ—ใฆใใ ใ•ใ„ใ€‚ Presentation Roomใชใฉใฎใ‚ˆใ†...

stoic parcel
#

Oh, thanks a lot! ๐Ÿ˜Š

sacred warren
unborn elk
#

I'm not sure what you mean but maybe try pressing "z" to cut through all right after you use knife tool @sacred warren

sacred warren
#

That... doesn't appear to do anything.

unborn elk
#

Perhaps selecting part of your mesh and just making it its own object could work @sacred warren ?

rain shadow
#

@sacred warren once you have the knife cut area set pressing enter will finalize it

sacred warren
#

@rain shadow See that's what's supposed to happen, but hitting enter just selects the tris underneath the knife cuts. Hence my confusion.

rain shadow
#

Try switching to edge selection mode instead of verts?

unborn elk
#

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

sacred warren
#

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.

unborn elk
#

Well yeah, it just create more geometry so you can move the parts apart

sacred warren
#

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.

charred fossil
#

Hello I have a problem.. cant upload a world

#

A vrcscenedescriptor or vrc_avatardecriptor is required to build content

rain shadow
#

@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

unborn elk
#

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

sacred warren
#

@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.

sacred warren
#

@rain shadow That doesn't seem to work well due to how eratic the terrain is...

rain shadow
#

You could try use face select mode as it should be better

bold ibex
#

@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#

short gulch
#

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?

sacred warren
#

@bold ibex It's a mesh, not Unity terrain.

near escarp
#

@short gulch Check that in Unity first, you might have to lock the pose

short gulch
#

Mkay, how do I go about checking that? What would I need to look under?

near escarp
#

@short gulch The actual animation file you have for the pose, in the inspector

short gulch
#

Ok awesome thanks! Heading to the chiropractor right now so I'll check it out as soon as I get home.

next matrix
#

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

next matrix
#

Anyone?

near escarp
#

What is the halo made of ? @next matrix

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

near escarp
#

The thing on the right is also the cylinder ? Having a hard time understanding your scene

solid helm
#

@next matrix Take a screenshot of the WHOLE window. Do NOT leave parts out

next matrix
#

Ok

sinful moss
#

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

solid helm
#

@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.

next matrix
#

damn oof

#

alright

#

thanks

scarlet bone
#

Isn't there a way to toggle between 2 anims with 1 button, like open and close door?

stray sand
#

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.

scarlet bone
#

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. ๐Ÿ™๐Ÿฝ

#

@stray sand Sry took so long, wanted to try it out, again, but still wont work for me.

stray sand
#

is the variable name in the triggers spelled correctly. capitals as well.

scarlet bone
#

As far as the Parameter used(Bool)? yes, I named it Bool >.<

stray sand
#

does the roofanim gameobject have the correct animation controller?

#

im assuming the animations are working fine.

scarlet bone
#

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?

stray sand
#

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.

scarlet bone
#

Then Idk why its not working vrcSad

stray sand
#

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.

scarlet bone
#

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 vrcLaughing

#

I kiiiiinda forgot those objects where set to Static early in the build,I think itll work now! ๐Ÿคฆ๐Ÿฝ

keen bane
#

Boys

#

Anyone know the best mirror optimisation settings?

scarlet bone
#

Sry I cant help with that atm >.<

sinful moss
#

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.

stray sand
#

@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.

sinful moss
#

That makes sense, thanks for the response! ๐Ÿ™‚

charred fossil
#

do you know how to disable going through objects ?

raven cloak
#

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

kindred thicket
#

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?

sinful moss
#

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.

next matrix
#

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?

near escarp
#

Are you testing in desktop ?

next matrix
#

yes

near escarp
#

Do you have an animator or an animation component on the object ?

next matrix
#

yes

near escarp
#

Which one

next matrix
#

animator

#

@near escarp

near escarp
#

is the item itself set as static ?

#

and what settings do you have on the animation file you created

next matrix
#

Not set as static

#

animation file is at default settings

mild spade
#

@next matrix You said it doesnt work on the game, How are you activating that animation in the game?

next matrix
#

it should just play automatically right?

#

Thats what I want to happen

near escarp
#

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

gaunt turret
#

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.

near escarp
#

Make sure you have a collider to stand on when you spawn

gaunt turret
#

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

near escarp
#

If it clips with the player capsule yes

#

the vrcworld can be anywhere

gaunt turret
sacred warren
#

On a tangent, does anyone have a source for good rug textures? I'm really struggling to find anything.

gaunt turret
#

I have one you could probably use

near escarp
#

@gaunt turret In that case you should check either your outputlog or the debig console, probably shows what goes wrong

sacred warren
#

@gaunt turret I was thinking more in general, but I appreciate the effort ๐Ÿ™‚

solid helm
#

Well, it's white, so you can tint it in many ways

gaunt turret
#

That's true but I realized he meant like a texture library site

near escarp
#

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

manic sonnet
#

I dont see any tutorials online, how could I improve the graphics/shading of my world? Like adding bloom for example?

random owl
#

Here's silents guide for post processing

manic sonnet
#

thanks

short gulch
manic sonnet
#

What are do the different layers do?

balmy gate
#

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

manic sonnet
#

I am not quite sure which one to pick

balmy gate
#

you can use Water like it recommends

manic sonnet
#

Okay ty

balmy gate
#

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

solid helm
#

Follow the guide close, don't only add Bloom or Bad Things will happen

manic sonnet
#

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

solid helm
#

Double check that you set it up right

gaunt turret
#

@near escarp It works now thanks for you help was much appreciated. ๐Ÿ’™

manic sonnet
#

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

solid helm
#

Hmmmm...

ebon pike
#

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 โค๏ธ

balmy gate
#

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

sacred warren
#

Could it also be a lighting probe freaking out?

keen bane
#

How do I make a pointer thing?

#

Like, clicking text with a laser

balmy gate
#

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

keen bane
#

The canvas is really big for some reason

#

can't change size

balmy gate
#

oh, set it to World Space

keen bane
#

Okay

#

and I just add a trigger to it?

#

And do my usual trigger stuff/

bold ibex
#

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?

north gazelle
#

i need

#

help

#

i cant upload my shaders

short gulch
#

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

near escarp
#

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

short gulch
#

They're connected, but the line is selected so its dark orange and hard to see. You're talking about Entry to ClosedState right?

near escarp
#

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

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.

bold ibex
#

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 ^~^

bronze smelt
#

Can you post a picture of how you've done it now @bold ibex ?

bold ibex
#

Its set up the same way as the vrc mirror prefab but doesnt work
Also I Know I have it as a rectangle but if i can learn how it works now i could add in other shapes for mirrors & make patterns