#world-development

39 messages · Page 26 of 1

near escarp
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@short gulch How do you trigger your stuff currently ? Screenshots would help

bold ibex
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@bronze smelt There is a pic of my current workspace

bronze smelt
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What shape you have it on wouldn't matter. (Just not curved/round)
But if you look at the mirror prefab and do it similar to that then it should work

bold ibex
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Thats what i thought but apparently not

bronze smelt
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Give me a sec to load up my project

bold ibex
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ok

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& Yeah Ideally Flat Is what the Mirrors should be But idk if sharp edges work better than round edges or not

bronze smelt
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Mirrors are just flat

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but you can have cut out shapes and make it look different, as long as the surface overall is flat and not curved

bold ibex
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Yeah thats what id do

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Like a heart or a rombus, etc

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while being flat because its a mirror

bronze smelt
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that can be done yeah

bold ibex
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ok

bronze smelt
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that is the default mirror prefab drag and drop

bold ibex
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ok

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So how do i make a custom mirror ?

bronze smelt
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Have the mesh you want, add the VRC_Mirror Reflection component and the mirror reflection material to it and that should be it.

bold ibex
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If i'm not in play mode its just black

bronze smelt
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You're using a cube, so got to be on the correct side of it

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Use plane or quad

bold ibex
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It is a plane currently

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does it need a specific collider?

bronze smelt
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Collider has nothing to do with it

bold ibex
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ok

bronze smelt
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The last picture you sent is using the Cube mesh, which has multiple sides, where the mirror reflection will only work on one side

bold ibex
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Thats just the mesh name

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blender names it that way

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so in blender would i need to change something?

bronze smelt
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if it's from blender, then make sure the uv is correct and normals are facing the correct way

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if you look at the other side of the mirror, is it correct there?

bold ibex
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Front is Blue & back is red

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for face orientation

bronze smelt
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You can extrude it to add some depth to see what side is working

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then remove the side that isn't working

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Once you get the correct side of the mesh you can then get the shape you want working

bold ibex
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ok so extrude & then see what side works

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so will it be either the front or back? or will the sides count too?

bronze smelt
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Make sure you uv it too, doing UV from view is the easiest

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Everything will be affected by it, but only one side will actually show the mirror

bold ibex
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How would i UV it? Give it a texture?

bronze smelt
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In blender you got a UV tab

bold ibex
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ok

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then what?

bronze smelt
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In there, you just select the mesh, go into edit mode, press A (select all)

bold ibex
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yeah

bronze smelt
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then if you want to do from view

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adjust your view so the mesh fills up the screen

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numpad 5 -> numpad 7 will give you top view

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then press UV -> Project From View

bold ibex
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ok

bronze smelt
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there are other ways to do it too

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but since you don't know what side is correct, it's a way to figure it out

short gulch
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@near escarp I'll grab a screenshot of it in about 2 hours when I get home. Its just a cube with an AlwaysUnbuffered OnEnterTrigger and OnExitTrigger on it. The goal is just to have the door swing open when you get close to it and slam shut when you move too far away.

near escarp
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yeah shouldn't be that difficult, most likely a simple issue

bold ibex
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Yeah even doing that doesnt work & also since its a plane there arent any other sides to work with & also i tried making a normal plane into a mirror & it bugs out the same way even though its the default unity plane

bronze smelt
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huh

bold ibex
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Unless a texture has to be put onto it idk because the material for the default VRC mirror doesnt have a texture

bronze smelt
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the default material is fine

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no need for texture

bold ibex
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ok

bronze smelt
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Do a quad

bold ibex
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idk then the orientation is fine, the UV mapping is fine, & I guess ill try flipping the UV mapping but i doubt that would work

bronze smelt
bold ibex
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?

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Doesn't really help me tbh

steel comet
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Hi

bold ibex
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Hello

short gulch
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I may have figured it out, I'll let you know what happens. It'll probably be a while because it takes forever to compile shaders ever since I switched to 2018

near escarp
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If you use the latest SDK it shouldn't do that

edgy geyser
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Hello. So I did the base geometry of a map (under 4k polygons yay) and now I'm heading towards finishing it. There are 2 things left: 1. is to texture the existent geometry and 2. is to add objects. (sofas, flowerplants and some things for players to throw around). I modeled my world on sketchup. Where should I head next? (I don't like the base texture settings of sketchup and I don't thing the vray config will carry over to unity)

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I don't have experience with any 3d modeling softwares besides sketchup and revit btw

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thanks in advance

near escarp
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which formats can you export as ?

edgy geyser
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all faces are separated in groups

near escarp
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fbx will do fine then

edgy geyser
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then to unity?

near escarp
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yup

edgy geyser
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ok ty very much

primal sequoia
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My world seems to have some rogue private instances. Seems to be a consistent number of private instances that never go away which makes me think they are not real instances. Bug due to test instances maybe?

random owl
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Either someone has your world id or it's just the numbers bugging out

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I saw a bunch of the numbers bugging out just a bit ago

bronze smelt
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Most likely it being bugged, should be cleared up after a while

primal sequoia
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to clarify by consistent I mean weeks/months, was stuck at 2 minimum a while back now it's stuck at 7

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🤔

sullen laurel
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Hey guys,it's my first time making a world and i want to ask,why do i keep on falling through the floor when i spawned into the world? vrcThinking

random owl
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Does your floor have a collider?

sullen laurel
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yeah,the mesh collider is on

random owl
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You only have a mesh renderer on it

sullen laurel
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oh right,this is my previous one

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still falling

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its as if the floor is invisible

random owl
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Can you show me where your spawn is?

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It's the vrcworld unless you set it otherwise

sullen laurel
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its right above the floor

random owl
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Can you also show me a second picture of the floor with the collider added just to make sure

sullen laurel
random owl
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You should also change that to a box collider no reason to use a mesh collider for already a blocky shape

sullen laurel
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oh okay.i was taught to use mesh collider from an old video,i'll test that out

random owl
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Mesh colliders are okay to use in some case but mostly you should stick to multiple primitive colliders aka box collider sphere collider and such

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A high poly mesh with a mesh collider can cause people to crash

sullen laurel
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that was such a dumb mistake from my side

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thanks anyways vrcAevSlap

random owl
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Did it start working with the box collider?

sullen laurel
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yep

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can walk around

random owl
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Then most likely the mesh was bad in some way

sullen laurel
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so i suppose the mesh you're going to use depends on the shape of your object then?

random owl
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Normals flipped around or such

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Most performant way to do colliders is use box colliders and rotate them around and such to match the shape

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But in most cases it's okay to use mesh colliders for the main geometry if it's way too much to block out with boxes

sullen laurel
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vrcThinking i'll keep that in mind,thanks for the help!

random owl
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Happy to help 👌

edgy geyser
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Is one sided geometry enough to cast shadows?

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I was trying to make my world as light as possible so I didn't made too many of those

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lucky me, if it is a prolem, I can solve 90% of it by just making a big box

near escarp
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@edgy geyser Nope !

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unless you meant outside facing

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in that case yes

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but if light goes through a backface then no

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Also please merge all your object once you're done !

edgy geyser
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Ok! Thanks!

reef sparrow
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What's the most elegant way to get 3D text to be properly hidden by scene geometry?

near escarp
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Disable the object with a collider in front of that geometry ?

reef sparrow
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But, like, what if I want a text to be seen if you poke your head around the corner?

near escarp
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yeah that's a whole other can of beans

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we can't do gaze tracking of that effect, maybe there's a way to cull layers for that, worth asking in #shaders

reef sparrow
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Damn text ><

stray sand
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How are you displaying the text?

reef sparrow
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I'm using 3D text, a primitive unity object

near escarp
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As a mesh object you mean ?

reef sparrow
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The object is made of a mesh rendere component and a text mesh component, yes

stray sand
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Ive not personally used it but i think it would require a new shader that doesn’t render on top of everything.

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I would suggest switching to ui text.

reef sparrow
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I'll give it a try

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Oh shit, time to learn how to use the canvas O_O

stray sand
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It can be a little more prep work but i find it more useful.

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I have a blank canvas prefab that i just drag and drop to edit.

reef sparrow
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Thanks, looks like I got the hang of it 🙂

sinful moss
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Anybody aware of a script or method for keeping track of numbers in a world?

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I see them in a bunch of worlds, so i guess i'm really just asking how they did it.

eternal juniper
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It's there a good and recommended shader graph add on for the 2017 and 2018 versions? I once found one for free but didn't manage to install it. Like I tried but didn't show up on Unity menu at all.

slow orbit
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ShaderForge is free but doesn't get frequent updates, Amplify Shader Editor costs $$$ but gets regular updates (bugfixes, features, etc)

eternal juniper
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@slow orbit so I can install shader forge just fine on the Unity versions required for VRChat? I think this one was the one I tried to install before but didn't got it working at all.

errant pollen
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I have a big map i want to have a fade distance game mechanic to improve the fps. I require assistance.

long halo
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@stray sand (sorry for the ping). The sound on your custom url stream panel is really low for some reason, I've tried increasing it but it barely changes. The sound on the video player is normal. Do you know how I fix this?

Secondly: I can add videos, but when other people do it it just starts replaying the video already playing. I think the cause might be that I've automatically made it switch to the video after 5 seconds and it needs to wait longer, but it still works for me when I add a video. Or maybe it has something to do with the trigger target being the owner?

stray sand
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@long halo the slider to the right limits how loud the main slider can go. can turn it up or completely remove it. but you will need to make sure to change the max value for the main slider.

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when loading a new video if its not fully loaded and you click play it will play the last loaded video. to make sure its playing i use the next method instead of play, and depending on the video and internet speed the time it takes to load a video varies.

long halo
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so I should just increase the time until it changes?

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preferable it would automatically change the video when it's fully loaded, but I guess there's no easy way to do that

stray sand
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there is no proper method to know when the video is loaded. that's why i decided to opt out of trying to automate my video player.

long halo
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I'll just turn that off and use the standard settings then

stray sand
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one visual cue is the timer for the video usually resets.

muted ravine
bold ibex
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Hey guys, i have 2 rooms in my world right now, and i want it so when you stand in one room, the other players in the other room sound distant and muffled. is there a way to do that?

primal tundra
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Hey guys does anyone know where to find a steven universe avatar?

rough plinth
mild spade
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Does it have a collider? Looks like a mesh collider but it needs to be in the same gameobject as the vrc trigger. (try box collider)

rough plinth
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Ah, so that's what it was. Thanks for your help

worn ocean
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so im trying to update my world but none of the changes are going through except for the picture changing

random owl
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Are you updating it with the right unity version?

worn ocean
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yes it is the right unity version

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also whenever i update the image its kind of greyed out

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like this

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it worked before when i uploaded

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and all i did was move the vrc world component and remove some lights and changed the skybox

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like i had just before added a new avatar in it and now it just straight up doesnt work

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except for updating the image

random owl
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@worn ocean wanna dm or give me your world id and I'll check the api

near escarp
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If you have the grey image then it's an outdated SDK afaik

random owl
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The main problem was a random script giving errors

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Would be a good idea to update the sdk as well though 😄

dusty fjord
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Hey, i've just seen a world where something is only supposed to be selected by a certain username, how is this possible?

random owl
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It's just a avatar set to private on a pedestal

bold ibex
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ayo not sure if this is the right channel to post in but it's worth a shot
I've been pulling my hair out all day trying to set up post processing for this world I'm working on. I found post processing can be really nice on the eyes so I want to use it without forcing it on users.
My idea for doing just that is setting up a ui canvas with sliders to adjust certain key aspects of post processing (Saturation, hue, exposure, etc.) I've seen it done before in other worlds so I know it can be done with VRChat.
My issue is between VRCTriggers and unity's UI options, I've not been able to find the right items in either the post processing volume or the profile to have adjusted, it only offers me non-sequiturs of functions like "bool enabled," very basic options that I can't see how they relate..
The only answers I can find from other unity forums involve scripting (which vrc doesn't like obv.) and I want to avoid using animations as much as possible as that'd be a mess to set up and impractical to use
If anyone has any answers, I'd appreciate an @. Thanks.

random owl
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@bold ibex You can study these examples from booth:

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Name:[VRC World PostProcessing UI コントローラー スクロールバー付き Prefab] *含まれていないLua 機能 ビネット、 被写界深度、 モーションブラー、 画面の色、 ChromaticAbereration、 スリープ+スライダー、 コントラスト+スライダー、 ブルーム+スライダー 使用方法: Reference Camera にPostProcessLayerスクリプトを追加,Trigger->this,Layer->Everything Prefabをシーンに入れます 欲しいものを作る,プレハブを破ることがで...

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自分だけの寝部屋ワールドが欲しい! でもワールド制作よくわからない! 問題ありません。家具アセットを配置するだけで、 自分だけのVR睡眠ワールドを作れるスターターキットを無料で配布します。 設定やUnityのUIをVRCでどう動かせるのか参考することもできます。 注意事項 **紹介動画のSkyboxや音楽は中身に含まれてません。 本ワールドキットはUnity2017.04.28F1で作業したものです。 Unityにインポートするまえに、 先に以下のアセットを必ずインポートしてください。 *VRC SDK *Post Processing Stack V2...

bold ibex
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These look like what I was looking for! Thank you!

onyx mortar
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I uploaded a world but i edited it and i wanna know how to publish the changes i made could someone help me plz?

random owl
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You just upload again the same way and it get's updated

onyx mortar
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Ight thnx

royal bay
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is there a way that you can manipulate environmental lighting with vrc switches without using light objects?

reef sparrow
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In what scenario would I want to set an pickup object as unpickupable?

stray sand
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In a game context items that the player hasn’t unlocked yet. For general vrchat not too much use. It also isn’t used much due to triggers not able to set the value.

reef sparrow
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thanks

sinful moss
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is there a way to set up volumetric lighting within the whitelisted scripts?

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I reaaaally want some god rays that aren't hand placed.

sinful moss
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Also, having some issues with an object in my world resetting to it's origin on jumping.

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It doesn't happen at all in unity, but when i try to use the jump action in a built server side test, it seems to turn my root motion off.

stray sand
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Ive seen godrays/ volumetric lighting usually done through shaders and particles. I personally don’t think screen based light/ lens effects work too well with vr.

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Could you describe how you have your object set up and what your trying to do?

sinful moss
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It's a unity third person controller set up to control a little doll/action figure that runs around when a controller is picked up.

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works perfectly unity side

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it is a whitelisted asset, but somehow breaks.

stray sand
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The video was a early development video.

sinful moss
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He's basically done exactly what i have.

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I don't see any jumping with the ethan model though, so i can't tell if it works or not.

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i take that back, he jumps at 12 seconds

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lol

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how did i miss that

bronze marsh
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hello anyone know where i can find a video player prefab that can play playlists from youtube? please ping me, i allready tryed a few but they can not load playlists 😓

sinful moss
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I don't know if any do. I do know that there are a few that you can preload a list of links into though.

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You could try Battlephaze's

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it's my go to

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Wait, lol @stray sand i hadn't read your name

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Ahahaha

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Can i just snag a copy of your third person script? I may have messed mine up or might have an outdated one.

stray sand
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@sinful moss sorry for the late reply. It wouldn’t change anything. If you want to make sure its right its the one from the unity asset store. Also when its loaded into vrchat you load the script vrchat has in its files.

sinful moss
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i found the issue, you gave me the clue i needed though, thanks so much

stray sand
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👍

sinful moss
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❤️

daring crystal
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Is there any way for a trigger to change the states of UI elements. For instance check/uncheck a checkbox?

stray sand
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You can enable and disable gameobjects and components.

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There is also set text ui.

balmy gate
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You can use animators for some things, and animation events for others (caveat for events: must be on the same game object) ... for example set checked is probably a thing from animation events

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And there's always the option of doing Animator with EventSelectorOnce and have it activate a Button's On Click and do stuff from there

kindred void
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I have some problems with my mesh collider and my box collider I explain myself example I use a keypad to make a teleporter when I arrive in landrois where my teleporter I collide them make me bug I must respawn and redo the code of the keypad and its work and it also happens to me to pass to work on the wall where the collision functioned

dusty helm
near escarp
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you can move that anywhere you want

dusty helm
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i think i'll just set the placement option to a cube or something behind the wall

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i had it set to none so i thought it wouldn't show

nimble echo
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can anyone help me with getting haptics working?

near escarp
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I don't think haptics work reliably currently, if at all

nimble echo
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do they not work in both beta and current build?

near escarp
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been a while since i remember them working

dry vale
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Anybody know how to make custom shaped Mirrors?

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Still flat, but a different outline shape

kindred thicket
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Hello,
I would like to say 'Thank You' for all the help you have given me so I could build my first (and probably only) public world for VRChat. Thank you @near escarp and especially you @balmy gate; without your help I would never have been able to create my world to begin with and I am very appreciative for that. :)

I am Very Happy to say that after 498 uploads and over 700 hours, I finally released my world, meaning I uploaded it to Community Labs just a few minutes ago. Here is a demo video of the world and a link so you can see what you helped me build - Thank You So Very Much. There are still two bugs that I know of, however I am working with some other world builders to resolve them soon. As a plus I was also promoted to Know User today! I think it will be pretty popular. Thanks Again!

nimble echo
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Is there any method to achieve a source-engine-like sky box?

modern kayak
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you mean the miniature world thing? You could have a second camera to render it, but you'd either get mismatched depth buffer or mismatched clipping plane. Change one and it breaks the other. Unless there was some way to truncate the depth buffer of the main camera, I'm not sure. It may be possible with C#, but definitely not in a vrc world. Probably not even udon.

I'm not sure how source does it, but I would assume it's a performance saving measure based on old hardware. I'm not sure if it's because of differences in hardware or differences in engine, but unity should be able to handle large scale 3D skyboxes, so if you want big meshes off in the distance just go for it and crank up the clipping plane.

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one problem you'll run into if you try doing this is if you try to light bake. If a mesh is massive it will take up a ton of space. So either make it non-static, or change it's scale in lightmap to be very small

unborn elk
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Have the mesh you want, add the VRC_Mirror Reflection component and the mirror reflection material to it and that should be it. @dry vale

wraith ruin
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I would want to make a low speed rollercoaster what goes around my world. Is it just animating and attaching a seat to the cart? Is it bad for performance? My world is otherwise pretty light

rain shadow
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That wouldn't cause performance issues in most cases

balmy gate
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Make sure to have the chair facing in positive Z direction in world space... (such that increasing the Z value in position moves the chair forward) when the user gets on. that apparently fixes a lot of the off center / lagging behind chair issues

wraith ruin
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Ok thanks!

wraith ruin
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Is there some good pen prefab that i can use?

balmy gate
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Yes, QvPen is great. https://65536.booth.pm/items/1555789

Really efficient. It can even be made quest compatible, though requires a change to unlit/color shader and non-zero outline width

VRChatのワールド用の14色のペンセットです。 完璧に同期が取れるというわけではなく、速めにペンを運ぶと同期が取れにくくなります。その場合はゆっくり書くなどしてください。 Presentation RoomなどのようなLate Joinerへの同期は取れません。 同じインスタンスに長時間(2時間程度)いると書いた文字が他のプレーヤーに同期されにくくなります。 その場合はインスタンスに入り直すことで解消できます。 ※ExMenu用最小限アセット ExMenu(拡張メニュー) ( https://chiugame.booth.pm/items/15...

edgy geyser
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Sketchup will be the death of me

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The scale is all f up

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when exporting to unity

nimble hull
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why

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are you using sketchup

edgy geyser
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cause I am dumb

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also I already use it to work so why not

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It's my first map so I'm testing the waters with something I already know

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I'll move over to blender later tho

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This cube is 1x1x1 Immabout to give up (not really)

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it isn't even an exact scale conversion

coral wing
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under import settings when you select the mesh you can choose to not use the file scale

edgy geyser
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it's a dae file, I'll try fbx

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and see if I can see where to not choose the scale of the file

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thanks

coral wing
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not sure how it is in sketchfab but there also might be an option to change the scale on export

edgy geyser
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yeah, I selected meters on fbx

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tbh, if I can't figure out this by today's evening, I'm going to force myself into blender

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1x1x1 cube

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when using fbx

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Ok, that's it, fk sketchup.

edgy geyser
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that solved my problem with scale on sketchup

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but it's too gimmicky

lost breach
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I need help with a Unity world... well many of them actually
I have all my unity projects on an external USB drive. I reinstalled windows and am trying to build and upload them from the new windows and I get a crash once it gets to the uploading stage
this is after the building and filling out the info. New projects work fine.
and the same projects still work fine on my old windows install.
I am using a new Unity install as well on this new windows. And I've tried updating the VRCSDK many times.
https://pastebin.com/raw/iMJaVXi0 This is the stack trace from the crash. I am at my wits end with this and am having to keep my old install around just for publishing ><

near escarp
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Yo Waco, which unity version are you on ?

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Did you follow those steps ? https://docs.vrchat.com/docs/updating-the-sdk

bright otter
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Does anyone know why all of my VRC_Pickups always fall through the world? I've only fixed this problem once before, but that was a year ago, and the world that I did it on has corrupted files so I can't see what I did to get them to function properly.

lost breach
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@near escarp I did. I'm on the correct version for live.

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I just fixed it... apparently Future Proof Publish is still an issue?

near escarp
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still yes 😦

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@bright otter Are they on the pickup layer ?

bright otter
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Do you mean the vrc_speciallayer?

near escarp
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remove that component

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and it'll work

bright otter
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I'll try that

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still doesn't..

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it does work on a box collider rather than a mesh collider though

cosmic field
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In the first one, how do you create the fluffy effect of the carpet? I've tried using a fur shader and it doesn't work. Also, how do you create the reflective quality on the floor? I've tried using probes but they do not look like anything close to professional.

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In the second one and third ones, the lights hanging on the walls have a sort of scroll effect with the lighting.

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How do I do that? I've also tried to do emissive lighting and I have a hard time with it. Any guides that aren't videos are even harder for me to follow.

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ping me back if anyone has answers, I'm headed to sleep

bold ibex
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Theres no 1 click solution unfortunately

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Use shaders for the floor, up the probe resolution or material for better reflections, use a shader for scrolling lights

stray sand
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@cosmic field Carpet and the scroll lights are shaders though the scrolling lights could probably also be done through a animation. For reflections you can raise the resolution and also set the reflection probe to box projection. Image of example.

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For light emissions are you baking the lights? Also to make them brighter you will probably be using hdr lighting. The world probably also uses post-processing with some bloom to make the lights pop more.

kindred thicket
#

As many of you know, I loaded my first world yesterday on Community Labs and I have made it my home world. Everytime I go home or start VrChat it loads the world as private. Is there a way for it to start out public? Also, online I see 2 to 5 instances of my world all the time but they are all private - does that mean I did something wrong? I ask because when I go to other dance worlds I get dropped in a public instance but mine is not doing the same so far as I can tell.
Thanks

modern kayak
#

Players can always choose what type of instance they want to create. A lot will prefer private or at least friends+, which if you have a lot of friends becomes basically a curated public. The exception is that you can't choose what type your home world is, it's always invite only

kindred thicket
#

Ok, Thanks

modern kayak
#

Oh yeah, the other exception is portals. Those are always public. So you could have a private home world with portals to your other worlds. Though that will make new instances rather than joining existing ones

kindred thicket
#

oh, cool - Thanks for the info!

vale flame
#

anyone know about health systems or durability meters???

balmy gate
#

@kindred thicket you can load vrchat:// urls in steam launch options for vrchat to start in a public instance (for example instance 1 or instance null are common)

modern kayak
#

oh I knew that was a thing before home worlds existed, but I didn't know you could still do that now

balmy gate
#

If the recent blog post by System was any indication, world URLs and launching from the browser are probably not going away

modern kayak
#

cool!

bold ibex
grave mesa
#

So i got an issue here, i'll try to explain it, but not sure if i'll be able to, so on some world, i can get a lot closer to other models like super close before it renders away the avatar if they get to close, why does some worlds have that like non existent and how do i do it with my world?
Please tell me if you need more explaining, i'm pretty bad at it

bold ibex
#

get me explaining

#

i dont get it

stray sand
#

@grave mesa it sounds like your talking about the camera near clipping plane. Default is set to .3 while you can lower it to .01. In the scene descriptor you can reference a camera. So create a camera with the near clipping plane option set to what you want and add it.

grave mesa
#

@stray sand do i do it to the VRCam while i click build and publish?

stray sand
#

no before you click publish. The vrcam is for the world preview image.

grave mesa
stray sand
#

It doesnt matter which camera.

#

You can delete that one and create a new one if you want.

grave mesa
#

Alright ill try this even tho i don't really have a way to test it until tomorrow, so ill report back tomorrow i suppose

#

Thanks a lot, i'll be sure to @ you if it ends up working out

stray sand
#

👍 response time might be slow but i can @ back.

grave mesa
stray sand
#

👌 in the example scene you can see in the scene descriptor me referencing a camera for post processing.

thorny mantle
#

X

#

Is it possible to stream a live feed from a GoPro into VRChat with low latency? I want to create a world where folks in VRChat can talk to folks in the real world.

balmy gate
#

@thorny mantle this claims sub 1 second but you're going to have to host your own server probably: https://tyounanmoti.booth.pm/items/1752066

専用サーバーを通して、ライブ配信を超低遅延(1秒程度)でVRChatから視聴するためのプレイヤーです。 OBS等の動画配信ソフトを使用して、400kbpsまでの動画を無料で配信することができます。有償版は開発中で、より高いビットレートで配信できるようになる予定です。 個人利用向けです。法人での利用はTwitterのDM等でご相談ください。 以下のような用途を想定しています。 - 音楽演奏を高音質かつ低遅延でワールド内の人たちに聴かせたい - ライブ音楽と同期したエフェクトを描画するため、小さな動画テクスチャを音声と同期してワールド内に配信して、シェ...

vale flame
#

anyone know about health systems or durability meters???
@vale flame meow??

cobalt sluice
#

Did you just.. meow at yourself?

#

lmao

vale flame
#

Did you just.. meow at yourself?
@cobalt sluice probaly ,,, i just like to meow

cobalt sluice
#

mmk

hexed elm
#

Does anyone know a tutorial on how to make a camera in a map that can take a stillshot picture of a player? Like the one in avatar testing

#

I can make one that works as a live camera but I want one that takes a frozen screenshot

balmy gate
#

@hexed elm any RenderTexture asset will retain the last image indefinitely if not being updated.
So simply disable the camera component or object once you have taken at least one frame and it should have updated the texture

wraith ruin
#

So, after i created light probe group, everytime i create new object with probuilder i get this. Whats happening?

random owl
#

It's just showing you how the lightprobes are affecting the selected object @wraith ruin

#

After you bake your lights again it'll go away since the lightprobes are no longer needed on lightmapped objects

#

You can also turn it off in the gizmos tab I think

wraith ruin
#

ohh ok, i thought it was messing something up because they moved with the object

random owl
#

Animator might be the cleanest solution

#

The Test trigger triggers the switch

#

And all the animations just enable the single object

#

Just one frame set not to loop

#

Depending on how you want to set it up

#

And then you use a trigger to send the animation trigger onto the animator

#

Also have the animator on a root object and put everything else under it

#

Just @ me if some part isn't clear to you

wraith ruin
#

Yes, QvPen is great. https://65536.booth.pm/items/1555789

Really efficient. It can even be made quest compatible, though requires a change to unlit/color shader and non-zero outline width
@balmy gate cannot get that to work. tried figuring it out but the pens just won't draw.

random owl
#

You just write the parameter you set in the animator there

#

In my pictures I named it Test

gloomy fog
grave mesa
#

@stray sand Not fixed, i put it from 0.1 to 0.01 since that was the lowest, and it's still pretty bad

stray sand
#

im assuming you put the camera into the scene descriptor camera reference.

balmy gate
#

@wraith ruin did you import standard assets first and setup layers?

grave mesa
#

Im so sorry, im really slow

stray sand
#

its ok everyone has to start somewhere.

regal hollow
#

o.o how do you make Button UI change your avatar to another?

jovial charm
#

have the click () function call the the trigger that the pedastal is using

#

@regal hollow

regal hollow
#

ok :3

regal hollow
#

my attempt and failed =/

#

where am i doing wrong?

modern kayak
#

Your button is set to execute a custom trigger but you have an interact, not a custom trigger

regal hollow
#

what would be the proper route for it?

modern kayak
#

Make it a custom trigger if you're going to execute a custom trigger

tidal jackal
#

Is there any way to make a slider change an animator parameter or material property value? I haven't dealt with sliders before and now that I am trying to add one I cannot figure out how this would be done.

modern kayak
tidal jackal
#

Alright, I think I get how this works but how did you type "output" in the Animator.SetTrigger? When I modify mine it doesn't allow anything but integers in the field.

modern kayak
#

There are two different animator.settriggers. one takes a string and the other takes an integer

tidal jackal
#

Ah my bad I didn't see that, thought I had clicked the string one in the first place

modern kayak
#

Oh yeah and if you're doing this kinda stuff then definitely pick up easy event editor. It exposed private functions and allows you to reorder events

tidal jackal
#

alright

#

man this is kind of ridiculous to just get a slider to work right

modern kayak
#

Well the real trick is the syncing

#

You would rip out most of that if you didn't need it

tidal jackal
#

I don't care about the syncing all I need is basically just to set an animator start frame to the value of the slider, or something similar

#

And after scanning through that prefab many times I still don't quite understand how or why that is working

bold ibex
#

hi, is the vrchat/unity speed system (or whatever you wanna call it) based on meters instead of like, their own numerical value?

#

so 4 speed = 4 meters?

modern kayak
#

Yeah, 4 = 4 meters per second

gloomy thorn
#

I wanna do a MMD Dance world but I dont know how. Any tutorial or template?

bold ibex
#

When I add a mirror to my world even with the resolution bumped up it's still pixely. What's the best settings to get a high quality mirror?

bold ibex
#

does vrchat support screen space reflections

wraith ruin
#

@wraith ruin did you import standard assets first and setup layers?
@balmy gate Yes, world if otherwise done and in community labs. Tried that sample scene too, no luck.
E: do you mean just normal VRC layer setup or is there something more to do?

sinful moss
#

Can't figure out how to allow guests of my world to pick things up. I assume it has to do with free modification. They can pick up anything that isn't somehow related to a controller.

How do i go about fixing that? I have the latest SDK version, but the "Forbid Free Modification" option doesn't exist.

sinful moss
#

I can't find anything about how to disengage it in the documentation.

#

just dug into the registry, i actually can't find any mention of it in the VRCSDK files. Why is it still in the documentation and not marked appropriately?

#

I just want this world to work for everyone, it runs beautifully on the room owners side.

dusty fjord
#

How does the world count work? I’ve noticed it’s changed recently. My world is showing as having 29 players but when you click on it it shows 22 public and 104 privates.

stray sand
#

@sinful moss it sounds like you have a object sync on a parent of the pickup.

#

By default the master has ownership of everything which is why it works for them. But with having object syncs on parents of pickups it can cause some weird ownership issues.

vapid badge
#

how would I go about doing
like
a boss healthbar or rather, boss name on screen?
hud shader around the area?

rain shadow
#

@vapid badge Either that or use a camera set as don't clear that has a higher depth that renders over the main camera

vapid badge
#

How would I go about doing that

#

🤔

rain shadow
#

Have a second camera with the clear flags set as don't clear and then have it so the culling mask can only see one layer, ideally a layer you aren't using for anything else, then create your boss name object or text in the scene and make it a child of the camera and position it so its in the cameras view. if you set the depth to 1 it will be higher than VRCs default camera depth and will render over it

vapid badge
#

Is there a way to only make it render in a specific area or would this method affect the whole map

rain shadow
#

Well you could just enable and disable the second camera or animate and change whats displaying in front of the overlay camera

modern kayak
#

worth mentioning that this technique completely screws up the whole screen if you have a stream camera out

vapid badge
#

🤔

#

maybe ill just play around with the hud shader at some point

modern kayak
#

the hud shader is meant for avatars, it has some features that are completely unnecessary for worlds

#

just have an object following the playertracker and put your UI elements inside it

tropic yarrow
#

pickup respawn might be for each of them

slim rivet
#

how do i set the skybox to change using a trigger? i set a button to on interact and then event to change material but how do i get the skybox to set as the reciever?

near escarp
#

You can interact with the skybox

#

but you can enable a giant inverted sphere around instead

#

Check the pins, there's a VRCPrefabs database, inside there's an inverted sphere skybox prefab @slim rivet

cobalt sluice
#

It would be cool to be able to change the actual skybox, especially since the skybox provides scene lighting

#

I've seen a lot of worlds with a night mode that is still really bright because they can't change the skybox

near escarp
#

Post processing is our friends, but yeah, that'd be neat

cobalt sluice
#

Speaking of, I tried making a day night cycle and saw that the Default skybox changes based on the directional light. Does anyone know how that happens and how to apply the effect to other skyboxes?

slow orbit
#

@cobalt sluice You'll have to write a shader that gets the main light direction and changes things based on that.

cobalt sluice
#

gotcha, thanks!

#

I'm sure there are some skyboxes on the asset store like that

slow orbit
#

If you don't have any luck @ me and I can try dig up some old shader I bashed together that mostly worked.

slim rivet
#

im gonna try the inverted sphere if i can figure out how to even make that. i did make an inverted culled coin just by trying to make a coin shape in unity and idk how i messed up so bad

near escarp
#

It's in the VRCPrefabs database

slim rivet
#

honestly i was gonna try to make it so i could learn how but i then i had to make it smooth and im not smart enough for that so i am now using that one

opaque scaffold
#

How can I limit the terrain to a certain height without going further higher when I paint it?

#

I want to make a certain part of my terrain totally flat and it would require it has a constant height, and I want it to look like a high ground

sacred blade
#

Hi, I place a big collider and set it as trigger only, inside I have buttons (they use box colliders without the trigger checkbox) the buttons were working previously, but now can't seem to be able to select the outline in game now. Is the bigger collider outside an issue or I messed up somewhere else? (I'm using the big collider to trigger on enter events)

random owl
#

@sacred blade put the big collider on MirrorReflection layer

sacred blade
#

ah, thanks

sacred blade
#

it worked, thanks a lot!

bold ibex
#

for unity, how do i make a (realtime) point light not cast a shadow on the player? these two options still cast a shadow, so im just wondering if im 'missing something'

sinful moss
#

Having a bizarre issue where my test world has insanly low frame rate for guests but the host seems to get a flat 90 no matter who it is.

runic crow
#

Good evening! Can anyone tell me if it's possible to export a model from blender as an .obj file that has the textures pre-applied as they are imported into Unity?

bold ibex
#

hey, how do i make player shadows NOT appear in mirrors?

#

i fixed it so they don't appear in the 'real world', but now they appear in mirrors lol

slim rivet
#

How do i add text into a world?

#

i tried to and i didnt get any text

#

so idk if i messed up or what

sand fossil
#

I want to put a Empty GameObject in VRC_Trigger and only trigger what inside of the Empty GameObject, is that possible?

sinful moss
#

yes

sand fossil
#

yes to my question?

#

@sinful moss

sinful moss
#

yes

#

just need to assign the things you want the trigger to effect

sand fossil
#

I want to trigger a SendRPC to what inside of my empty gameobject

#

I have multiple different gameobject with different VRC Player and video URL inside of a Empty Gameobject

kindred thicket
#

Hello, I am trying to make a prefad but after I make it it doesn't include the textures, the animations, the audio clip or the fbx. How do I include those things in the prefab?
Thanks

near escarp
#

Include dependencies when making it ?

#

Are you drag/dropping it ?

kindred thicket
#

Yes

#

I am dragging and dropping it, not sure about additional steps to include dependencies

near escarp
#

yeah i don't think prefabs include that kinds of information on their own

#

that'd be a unity package with both the prefab and the missing stuff like texture/shader

kindred thicket
#

ok, thanks I will look into that.

sinful moss
#

Health not resetting on respawn despite a triggered "AddHealth".

#

For my combat world, any ideas?

#

Specifically objects i should note, players die and respawn just fine.

near escarp
#

worth looking at the vrchat debug console

sinful moss
#

How do i go about that?

graceful sinew
#

All of my onentertrigger/collider triggers decided to stop working after the first collision. Anybody have any idea why? I'm on the open beta if that has anything to do with it.

sinful moss
#

^dealing with a similar issue, hopefully ruuu can get back on how to get to the debugger or where to get it.

random owl
#
#

On the beta you need to add a parameter to the launch options

#

But I don't remember what it was 🤔

supple drift
#

--enable-debug-gui

random owl
#

There we go ^^

#

Add that to the steam launch options

graceful sinew
#

Just checked and the collision triggers in my old stable world are busted too now. Oof.

slim rivet
#

so does anyone know how to make an object stay in place when you pick it up so you dont have to hold it? and does it work for desktop users as well?

unborn elk
random owl
#

The auto hold setting is also for changing the holding behavior

slim rivet
#

So this sticks it to the player?

#

So i can walk around with it?

random owl
#

If you set Auto Hold to Yes it won't drop unless you actually drop the object

#

If you want it to also have no gravity when dropped set the above settings in that picture

slim rivet
#

i really hope this works cause this will make the game much better

#

i will be uploading it tonight possibly to see how well people like it and i might update it if it does well

slim rivet
#

anyone know how ot make music turn on and off?

#

ik how to set music to play all the time and such but how would i turn the music off?

scarlet bone
#

Create button, add Trigger script to it, set to OnInteract, local, toggle, add the audio in that area too.

bronze marsh
#

@dusk sapphire hello

#

sorry to bother you

#

but are you the person that made the bedroom theatre right?

#

i better dm you, not sure if ur going to see this here😅

runic karma
#

hey all, i have a weird problem where i uploaded my world to community labs and after that i cant update it, i went to fix some minor stuff and now its giving me this error. i did remove the world to reupload it and it gives the exact same error i dont know whats causing it

#

wait is this the r ight place to put this? ill try user support

cobalt sluice
#

yeah it's probably the right place, maybe try reimporting the sdk?

near escarp
#
runic karma
#

thanks ill do that soon

sinful moss
#

do we have a way to represent health remaining as a number yet?

modern kayak
#

sure, we've been able to do that for a while. It's just not easy. Though udon makes it a lot easier

runic karma
#

damn i cant reupload my map to the community labs because ive already added it and removed it ;-;

shut lichen
rain burrow
#

Is Mtree whitelisted on allowed assets for worlds?

balmy gate
#

Mtree works because it has a button to bake the generated trees to mesh + shaders, using wind zones for the leaf motion

#

scripts are ok as long as they all run only in the editor

bold ibex
bold ibex
#

how can i make it to where instead of the player having to activate 1 trigger to make 1 event happen, they have to activate multiple triggers to get 1 event to happen

#

for example, after player collects x amount of items, x event happens

near escarp
#

An animator ! @bold ibex

#

If you're ready i can explain the steps to you, it's not too difficult

bold ibex
#

please go ahead @near escarp

near escarp
#

Create an animator and a small animation

#

In that animation place an animation event called step 1

#

then duplicate that animation and change its name to step 2, step 3 etc for how many events you need

#

then place all those animations in your animator

bold ibex
#

ok

#

now what?

near escarp
#

i'll make some gifs to help for some of the rest one sec

#

Can the items be collected randomly ?

bold ibex
#

Well i wanna make it so the player only has to click on the object. It doesn't dissappear or whatnot, because i'm afraid to make it do that action cause it might bug and make the player unable to recieve the reward

near escarp
#

but will they pick them up in a specific order ?

bold ibex
#

no

#

the player only needs to click on each object once

near escarp
#

ah, that's a bit harder then, one sec

#

@modern kayak I have a big brain freeze atm and can't figure out a simple way to do that, but it's being done in a lot of places

#

How would you do it ?

#

"how can i make it to where instead of the player having to activate 1 trigger to make 1 event happen, they have to activate multiple triggers to get 1 event to happen
for example, after player collects x amount of items, x event happens"

modern kayak
#

There are a few ways to do it. Easiest would be to just have a bunch of gameobjects inside eachother, all of them disabled, and then at the very bottom of the stack you have an object with onenable. So it only fires onenable if every one of it's parents is enabled

#

and then your triggers just enable each one of those separate objects

#

though if you have more than like 10, that can get difficult to keep track of. In that case, you should use an animator with an integer parameter and just add 1 to it every time. Then you have a transition that goes to another state after the number is reached

bold ibex
#

what about making an event go off after an audio source finishes playing?

#

is there a way to make the inside of collider not exist becuse i enable asheild but i want the person inside to roam around still

modern kayak
#

@bold ibex you'll just have to check how long the audio is and make a delay that long

bold ibex
#

ok

#

um... i have no idea what's going on, but it's been on this loading bar for a pretty long time... Longer than what it usually takes to build and test

modern kayak
#

that's light baking

#

just give it time, it takes a while

#

once it's finished, you should go to window > lighting and disable automatic light bake so it doesn't get in your way. It's much better to do it manually after you are ready for it

bold ibex
modern kayak
#

bottom right

bold ibex
#

also or some reason when i click on an OnInteract trigger that has a Teleport Player function, it doesn't teleport me to the exact gameobject i have it set to, but above it

frozen glade
#

so uhhh whenever i try to update the world and launch it in offline mode it wont update even after clearing my cache and restarting Unity..

raven cloak
#

you know what would be epic for full body tracking users? a uncle samsonite dance battle world where every part of the body is being tracked to dance and stay alive while it gets more intense

woven condor
#

is any shape mirror possible ? are we stuck with 4 sides ?

frozen glade
#

you can by adding the mirror reflection script and material

#

but its kinda glitchy.

woven condor
#

i see yes it does not work for me - i get half mirror ok other half so buggy

frozen glade
#

i mean you can probably use a 2d object but 3d breaks it

woven condor
#

it's a one side mesh -

woven condor
#

ok i have success with reds mirror shader for VRChat 🙂

stray sand
#

@bold ibex 1. Is that unity terrain or a custom mesh. 2. Did you bake occlusion culling? 3. You can put the collider on the walkthrough layer for the person inside locally but that can cause some issues. More info would help.

woven condor
#

i report success but is still have bugs ! grrrr

stray sand
#

Last i knew mirrors relied on the face normal facing a specific way.

woven condor
#

i have one work fine - when i reproduce for 2nd mirror it bug out

eternal galleon
#

Assertion failed: Assertion failed on expression: '(srcData.GetChannelMask() & copyChannels) == copyChannels'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

tawny ermine
#

you click the wheel. it spins. gives a random result

#

any idea how this part was achieved? any techniques i can look up?

jaunty wyvern
#

Okay, question, I have a couch in a world that im working on and I want to make it seem like when you sit on it, you lay down. Im just wondering how I can put a laying animation on the seat

bold ibex
#

Does anyone know how to make a mirror with a toggle function between low and high quality/resolution?

jaunty wyvern
#

I can help on the toggle function for the mirror

bold ibex
#

alright, can you dm me please?

jaunty wyvern
#

Sure

bold ibex
#

and does anyone know what could cause double vision in VR even with AA on PostProcessing turned off?

#

nvm, reimporting the vrcsdk worked lol

burnt pilot
#

Question how can one put 3rd person view on vr chat? Like how other creators did?

jovial charm
#

Using a camera that follows @burnt pilot

coral hedge
#

Getting this error when trying to upload to quest, uploaded just fine on pc

torn arch
#

i want make climbmap

#

how can i get asset for climp map?

torn arch
#

or what script need to make?

left marlin
torn arch
#

thank you

burnt pilot
#

And how can i accomplish to have a camera follow me so i can view my avatar in third person? @jovial charm

jovial charm
#

Look into player tracking cyan has a tutorial for the basics of player tracking on youtube that u can check out

#

Oh there might also be a prefab in the link he posted above

#

Havent looked in there in a bit

#

Yeah I think the 3rd person controller is it

#

@burnt pilot

silent aspen
near escarp
#

@silent aspen you're not seeing your world in the content manager ?

silent aspen
#

I do have it (loads in late) but it doesn't let me update anything

near escarp
#

what's preventing you to update ?

silent aspen
#

It keeps showing error messages

#

and I'm not exactly sure why, but another friend said it might be something with the descriptor

near escarp
#

I'd suggest you try this

#
#

And then delete your VRCWorld object, add a clean one, re-add your playermods, attach your world ID anf try again @silent aspen

silent aspen
near escarp
#

You should check your console at that point

tender arch
#

Were stations removed in SDK3? Or was SDK3 supposed to be installed on top of SDK2? ...Or are they set up differently now?

near escarp
#

SDK3 stations are not in yet afaik

arctic sparrow
#

anyone plz can help me upload nothing work and is my first doing this plz anyone can help me on private with share screen i will be happy

tender arch
#

Well...shoot, that sucks. Thanks.

arctic sparrow
#

plz anyone

#

i can't even test the unity showing the world like it is

near escarp
#

post screenshot of your unity console

arctic sparrow
#

why i can't upload the world

opaque scaffold
#

making a building but I don't know why it looks transparent in unity

random owl
#

Looking like you got the normals flipped wrong way around on that model

#

Just on the base though

opaque scaffold
#

actually one of the towers have the same problem

#

how can I fix it QAQ?

random owl
#

Select the affected faces in blender and do flip normals from the quick menu

sinful moss
#

Should i provide ownership through the trigger "sendrpc" locally, or buffered?

#

i can't remember or find doc

#

will it sync up correctly that a player has control if it's set local?

arctic sparrow
#

i fix what i got but now eveytime i upload the world the unity crashing

#

help

hexed elm
#

I have cards in my map that obey gravity. They have object sync so the game master can pick them up and others see where they go... Thing is.. some people who join claim they are upside down when others don't see them that way. What could be causing this?

sinful moss
#

the buffer type @hexed elm

hexed elm
#

Hold up

#

Where do I modify that

sinful moss
#

on the trigger

#

VRc_trigger, there might be another way though.

#

i'm too tired to remember everything, sorry.

#

i came here looking for help too XD

hexed elm
#

Oh there's another step to that??

#

I thought vrc pickup and object sync were enough shit

sinful moss
#

Pickup syncs it to your hands, but when it leaves your hand that movement stops updating for late joiners

#

everyone there already will see it though

rain shadow
#

@hexed elm Have you seen the issue yourself or just heard someone mention it?

hexed elm
#

Both

rain shadow
#

And the pickup script wont sync anything, it only makes it able to be picked up

#

So what actually occurs when that happens?

hexed elm
#

Well I put the card down yeah

#

It falls with gravity in front of the players chair

#

It's on its back to everyone

#

Then someone else joins the room and it seems

#

Almost random that they will see it different

#

The card can be upside down to them

rain shadow
#

How are you moving the cards around? just by hand?

hexed elm
#

I pick them up and drop them

#

They have default rigid body and a box collider

rain shadow
#

Can you screenshot the setup?

hexed elm
#

Now, let me elaborate further

#

I am working on another map yeah

#

It will use essentially the same script and I wanna stop the issue before I build the map up

#

I will provide that pic now

#

so the issue happened in a previous iteration of my map but i wanna stop it for good this time

#

I know the problem isn't with vrchat because I've seen another map "werewolf/mafia card game" that never has this upside down issue ocurring

#

and it has cards as well

rain shadow
#

What's that AlwaysBufferOne trigger for?

hexed elm
#

if that card touches the furnace box it is reaped

#

its for game masters to remove cards they dont need anymore

rain shadow
#

Would recommend setting it to OwnerUnbuffered

hexed elm
#

i never quite understood owner unbuffered what function does that serve?

#

in my cards against humanity map reaping cards seems to work fine

rain shadow
#

Having it as always will make it so that everyone in the room will try to destroy the object which can end up being a lot of unneeded network events

hexed elm
#

Aaahh figures. Well isn't reaping global. Wouldn't it be better to make it just local?

rain shadow
#

Having it as owner will make it so only the owner, typically the last person who picked it up to destroy it only

hexed elm
#

I know spawning objects is always global. Isn't reaping the same or Am I mistaken?

rain shadow
#

The reap RPC may not work properly if the trigger is set as local

hexed elm
#

I see.. but anyways the issue remains

#

Is there some way to sync the position and rotation of the object to ensure late joiners don't see them upside down?

rain shadow
#

That's what object sync is for

#

If its syncing the position but not the correct rotation it makes me think its something else causing it though

hexed elm
#

Hm

rain shadow
#

Do the cards start as an object in the scene or do you spawn them in?

hexed elm
#

They are spawned in

#

Then moved

rain shadow
#

When the cards are seen as being in the wrong position does picking them up make them appear correctly for everyone?

hexed elm
#

I haven't tested that

#

Worst case scenario I think maybe the fact they're spawned in could be throwing off their coordinates

rain shadow
#

If you can send the world Id I can test it

hexed elm
#

Ok give me a few minutes

#

I don't imagine that would happen right off the bat but we'll see I guess

#

are you still willing to test it? I am publishing it now

rain shadow
#

yeah

hexed elm
#

cant seem to upload as private anymore...

#

i hope it isnt public...

modern kayak
#

if you've already published it and you want to make a private version, you need to detach the scene descriptor

#

then it will make a new test build

#

if you don't, it will override the already published version

hexed elm
#

i havent yet...

#

slightly confused

modern kayak
#

you haven't published? then yeah, it's always private

#

not sure what you're worried about then

hexed elm
#

where do i get that id

modern kayak
#

on the scene descriptor

#

or to view all your ID's, it's in the vrchat control panel

hexed elm
#

ah ok

#

wrld_3b47d761-3c9c-493a-82f4-bbe4639b4f86

#

my in game username is SL!M, super

#

aaa

#

how would one go about joining with the id

rain shadow
#

Easier to get the ID from the content manager or website

#

that Id isn't attached to an uploaded world

modern kayak
#

the website allows you to create a link

hexed elm
#

its not on the list

rain shadow
#

Did you upload it?

hexed elm
#

gonna have to this

#

time

#

sorry

#

vrchat://launch?ref=vrchat.com&id=wrld_3b47d761-3c9c-493a-82f4-bbe4639b4f86:0

#

does that work?

rain shadow
#

yeah it should

reef sparrow
#

what are some fun party prefabs everyone should know about?

opaque scaffold
#

how can I reset my point of view to the centre in blender?

near escarp
#

press 1 on numpad

opaque scaffold
#

the dotted lines don't line up correctly in unity, why

winter stump
#

Just a thought, is there a max amount of lights you can have enabled in a scene at once?

#

because some of my lights don't even affect the world

near escarp
#

8 on the same objects

#

But please bake your lights

winter stump
#

mixed should be good?

near escarp
#

Nah still bad

#

If you need realtime for q very specific reason then yes mixed

#

But otherwise bake everything

winter stump
#

if the frames go below 60 with a vr user I will consider it

#

omg my lighting looks soo much better

#

you're a legend

opaque scaffold
#

how can I make baked lighting?

#

is this correct

fallow turtle
#

how do you make pickable objects not fall down but just make then stay in place, and allso not to collide with stuff(cuz if theres no collider u cant pick it up)

opaque scaffold
#

you need to set the drag to infinity and check "trigger"

fallow turtle
#

ok thanks

#

also the audio from the video player seems to not reach the other area but you can still hear the video quietly

#

mb theres somthing needed to be changed here ? I dont want to hear it at all in other area

stray sand
#

@fallow turtle the audio is still partly 2d (spatial blend) if you want the audio source to use the falloff distance it has to be 3d.

bold ibex
#

;cmds

#

;ctrl

#

;cmds

arctic sparrow
#

anyone know how to add VirtualKeyboard to world?

kindred thicket
#

Hello, well I guess I messed up with my world. I discovered last night that my Lazy Susan, shown in the picture, is in a different position for each person who enters the world (if they don't join at the same time). It's set to AlwaysBufferOne, but of course that doesn't work because there are 12 states (one for each song). I'm sure I already now the answer, however I have to ask anyway, is there a way to make this work so it's the same for everyone regardless of when they join the world?
Thanks

sour fox
severe aurora
#

Did you setup a scene? you may have to create>scene for it to register

sour fox
#

how do i do that?

#

yes it has its own .scene

severe aurora
#

Ah then i'm unsure

#

What it looks like it's telling you is to build and test it first

sour fox
#

how?

severe aurora
#

In the SDK console build and test should be above the publish button you pressed

sour fox
#

yes it launches vrchat but throws me to my homeworld.

severe aurora
#

Ah, i had that problem when i had models that where too large

#

Too many verts

sour fox
#

vertices?

severe aurora
#

Yeah

sour fox
#

u kidding

severe aurora
#

Nope, i had quite a few objects with 30k+ and it was too much for it to handle

dim nacelle
#

It’s not compiling the asset bundle, you’ve got errors in your console when it’s trying to compile

#

Happens to me every time I use quixel bridge importer

sour fox
severe aurora
#

That shouldn't be the issue, those are fine

sour fox
#

is the scale too large perhaps?

severe aurora
#

No that wouldn't be it

short gulch
#

Just a weird question involving vehicles, does anyone know if parameters from Unreal 3 for things like tire friction (both forward and sideways), suspension parameters, torque and weight would be 1:1 values in Unity? I'm redoing my APB Vehicles in a separate project so I can import them to later projects easily, and I got a hold of a data sheet from Little Orbit with all the vehicle stats. So my question is would the stats be able to transfer directly or am I going to have to do a little figuring out and just use it as reference? All the parameters listed in the data sheet are also ones in the unity vehicle parameters (except for APB specific things like explosion radius, spawn cost, health, and ramming multiplier)

#

The goal is to make the handling as accurate to APB as possible.

near escarp
#

@sour fox Fix the errors in your console

nimble echo
#

Looking for help in making an item that is based on a player's head as a reference point

rain shadow
#

@nimble echo What are you trying to do?

nimble echo
#

use reparenting to holster objects

rain shadow
#

What part of doing that do you need help with?

nimble echo
#

making a menu to adjust height of the holster, and how to make the holster in general

rain shadow
#

If you don't have them already you should import standard assets and toybox into your project as you will need those

nimble echo
#

will do so now

cloud onyx
#

What version of unity do I need for the SDK?

random owl
#

Currently 2017.4.28f1

cloud onyx
#

Thanks, do you have a quick link (If yes, just paste it if no, just say no or tell me to heck off)

jaunty wyvern
#

How do you make a button to turn colliders on and off?

cloud onyx
#

Nvm found it

#

Wait a minute

#

What

near escarp
#
cloud onyx
#

Oh, thanks!

#

I have a bit of experience with Unity (Making (simple weapon) mods for B&S), is there anything else I should know before going into the tutorial?

cloud onyx
#

How do I know if I'm signed into the SDK?

near escarp
#

Did you sign in ?

cloud onyx
#

I clicked Sign IN and I see this

#

o

#

Bottom text.exe has stopped responding.

#

I just changed my name, do I have to restart the Unity project?

bronze smelt
#

@cloud onyx You got to use the name you used when you first created the account. When you change your name, it's only the display name.
You can also use your email.

cloud onyx
#

Ah, I'll try that

#

Thanks!

#

Uh

bronze smelt
#

There is a VRCWorld prefab you need (VRC_SceneDescriptor)

cloud onyx
#

How do I get that?

#

Or is it already in the SDK?

split magnet
#

What email do i use for uploading a world when im logged in with steam?

bronze smelt
#

You got to create a account on VRChat, then attach your steam account to it

#

then you'll keep friends and eventually be allowed to upload

split magnet
#

I have to make a seperate account?

#

Ok

modern kayak
#

Steam accounts can't upload. You need a vrchat account. Once you've made a vrchat account you can merge it with your steam account in order to keep your friends list

split magnet
#

Can i login with an email? It appears i can not remember the username i used in the past

#

Ok... I was reseting my password and now i have both.... Username and password

#

Thanks for your time people

cloud onyx
#

uh

random owl
#

Did you get post processing v1 or v2?

cloud onyx
#

Neither

#

I forgot to update my APIs 😛

split magnet
#

How about sdk versions.

cloud onyx
#

ye thats fine

split magnet
#

I love it how easy one can create results for VRchat

#

Its so unconplicated

#

Well....for now....we do not want to praise the day before evening.

nimble echo
#

Okay, I am having a small issue with trying to create a holster. SuperbStingray has helped me out on the base of it, but I am running into a bit of a brick wall here.

#

I am attempting to achieve all of this with reparenting, as I felt that would be a good way to go about it. the issue is, I am unable to stop its rigidbody from causing issues and there is no toggle with buttons.

modern kayak
#

set the rigidbody to kinematic?

nimble echo
#

it locks it in its place in the worldspace and does not follow its parent

modern kayak
#

that's odd, kinematic should make it follow the parent

nimble echo
#

I have confirmed it is indeed parenting

modern kayak
#

what other scripts are involved? Does it have objectsync?

nimble echo
#

the object being parented has objectsync, the parent does not.

#

this is so I can prevent having to use dynamic prefabs and instead rely on object owner sync on the holstered item

modern kayak
#

yeah, objectsync takes hold of the kinematic property just like an animator would

nimble echo
#

I see

#

I was thinking of one solution

#

followtarget?

#

Because in the future I want to make arrows. I can always just make those kinematic and lose their objectsync because the parent object would have it. for the holsters though, I don't have that option, so that might be the best bet

#

like sticking into a shield

modern kayak
#

It's not a good idea to constantly set the position of an object by scripted motion when it's a rigidbody affected by physics. Because it's momentum will not be cancelled by the script, it will just keep falling faster and faster, and just get teleported back into place. This can make very weird things happen

nimble echo
#

like it delete for being -200 for 1 frame

#

hmm

#

how can we make kinematic work?

modern kayak
#

that or it will bump into other objects and jitter around

#

well technically you should be able to use a trigger to sendrpc setkinematic on the rigidbody. It hasn't always been reliable, and I don't know the status of that function in the current live build

nimble echo
#

I think I would prefer to use the button for that

modern kayak
#

yes but buttons can't sendrpc

#

it's annoying

nimble echo
#

I see

#

they are all local

modern kayak
#

well you want the sendrpc to be local either way

nimble echo
#

hmm

#

what is the differents between setting the boolean and doing SendRPC?

modern kayak
#

the property is controlled and enforced by the objectsync. If you just set it on the rigidbody, it will be immediately set back by objectsync. You need to communicate with objectsync and then it will set the value instead

nimble echo
#

I see

#

well, I have spare functions for this, so there's no fear there

modern kayak
#

I would probably do a configurable joint. Disabling the whole gameobject will make the joint inactive, releasing the object. Reparent the object and the joint into place, then enable the joint, and the object will stick to it

nimble echo
#

hmm

modern kayak
#

though you should also set any colliders to trigger in this process because teleporting rigidbodies + using joints + collision with other objects is a recipe for NaN land

nimble echo
#

well,

#

so, here's an idea

modern kayak
#

also if you aren't already aware, reparenting an objectsync directly will break the syncing. Instead just reparent it's parent and it will still sync just fine

nimble echo
#

what if we used kinematic + followtarget maybe? because it freezes in space, but does not go to the desired location

modern kayak
#

yes, as long as you can set kinematic, then you can manipulate it with scripts as much as you want

#

but changing kinematic at runtime on an objectsync is annoying

nimble echo
#

I made a base object that has no object sync. let's see how this goes

modern kayak
#

yeah without objectsync it's easy

nimble echo
#

I am parenting the parent of it to the holster

#

correct?

modern kayak
#

yeah

nimble echo
#

okay

#

it works woo

#

so, I have a trigger to parent, then for the sword to turn kinematic and objectsync teleport to its parent, which has a locally enabled follow script on its new parent.

#

I could probably ignore the follow script and instead just tell the object's parent to teleport once to the holster

#

just to make it cleaner

#

huh, it has escaped me on how to do that

tropic scaffold
#

Anyone know how to make a mesh pickup thingy?

#

Im trying to create a pokeball and make it so you can pick it up

nimble echo
#

oh, sure

#

do you want it to be able to be in the same location for everyone? or for everyone to be able to move it themselves and only for themselves?

tropic scaffold
#

Oh i'ma just slap 4 or 3 of them and let everyone pick up their own

nimble echo
#

I mean, do you want the movements synced between players?

tropic scaffold
#

Yeah syncing.

nimble echo
#

okay, and physics?

tropic scaffold
#

So it doesnt float vrpill

#

Physics TM

#

Coming soon near you

nimble echo
#

gotcha

tropic scaffold
#

I did it with a block

#

just dunno how to do it w a mesh

nimble echo
#

so, let's start off with clicking on one and going to add component on the right

#

go ahead and add VRC_Pickup

tropic scaffold
#

Got that

nimble echo
#

next, is it a perfect ball?

tropic scaffold
#

I mean you could use a sphere

#

right

#

sphere collider

nimble echo
#

yep

tropic scaffold
#

ok

nimble echo
#

then an object sync

tropic scaffold
#

k

nimble echo
#

if there are issues with it being fidgety to grab, try increasing the range in small intervals

tropic scaffold
#

kk

#

arent I supposed to see

#

a uhh

#

sphere outline

nimble echo
#

do you have a mesh collider?

tropic scaffold
#

no

nimble echo
#

okay

#

hmm

#

go ahead and do edit bounds and let me see if it shows up

tropic scaffold
#

O p t i m i z a t i o n

#

what bounds

nimble echo
#

"Edit Collider"

tropic scaffold
#

bruh

#

it brang me down here

nimble echo
#

lol

#

doubleclick on the pokeball object

#

and it will focus on it

#

in the heirarchy view

tropic scaffold
#

uh

#

I did double click

#

not doin anything

nimble echo
#

strange

tropic scaffold
#

M e s h? vrpill

nimble echo
#

I can go into a call with you if you want some help on it real quick

tropic scaffold
#

yeah

nimble echo
#

We figured out it was an issue with the origin set on the 3d model itself.

nimble hinge
#

Does Build & Test crash for anyone else? I've tried it in three different versions of Unity and with both the SDK and SDK2, and have rebuilt a simple world over and over, but VRChat crashes as soon as the world loads in.

balmy gate
#

@nimble hinge you shouldn't be using 3 different versions of unity, nor should you be mixing SDK and SDK2

nimble hinge
#

...

balmy gate
#

Does vrchat crash in other worlds?

#

Make a new project in unity 2017.4.28f1 and import the official sdk

nimble hinge
#

I have already done that.

balmy gate
#

New scene, add a cube scaled 10, offset down a bit, add vrcworld a few meters above the surface of the cube, try an upload

nimble hinge
#

As mentioned, I tried it multiple times, with both the official SDK, and SDK2, and tried it in my older, previously working version of Unity, the newest approved version of Unity, and then in Unity 2018's approved version with SDK2.

balmy gate
#

Ok but throwing different sdk and unity versions into the mix is going to make it impossible to debug

nimble hinge
#

It's not occurring because I'm mixing versions. It is occurring in all of them, despite using different ones.

balmy gate
#

If you import multiple sdk versions in your project them removing them is hard

#

So try a new project and don't import sdk2

nimble hinge
#

They are all separate projects. What do you mean?

balmy gate
#

Ok so you have a 2017 project with sdk. Your scene is very simple and you do build&test and it crashes

#

Does build&publish work

bold ibex
#

so I have these dnd dices, with pickup, special layer and object sync.. it still falls through the map.. Anyone knows why?

arctic sparrow
#

hey anyone know how to add VirtualKeyboard to vrc world?

balmy gate
#

Have you tried google translating the official instructions from the chiugame booth page? Any included readme?

stray sand
#

@bold ibex remove the special layer its a old unneeded script. what layer is the dice and table.

#

also do you have a collider on the dice

#

and table

cloud onyx
#

When you don't sleep to work on a world and forget to save before exiting

short gulch
#

Alrighty so yesterday I asked a really long question about transfering vehicle stats from a UE3 game to Unity. Managed to find some time yesterday and gave it a shot and yup they can be transferred over fairly easily, usually just need to add two zeros to the end of a number or a decimal to the beginning.

#

Just wanted to report back with my findings in case anyone else was curious how it went :)

near escarp
#

Did you change any layers ?

severe aurora
#

Hi, I require assistance on figuring something out, essentially what i'm trying to do is have objects with gravity passthrough-able by the player only and have them collide with everything else in the world, if anyone could answer this for me that would help greatly <3

random owl
#

@severe aurora if you set the objects on the Pickup layer they will not collide with players but will still collide with everything else

severe aurora
#

Oh wowie

#

You've saved my life, TY so much!

abstract cairn
#

im making a world and the floor and wall texture dont reflect in the mirror. any idea why?

near escarp
#

Why would they ?

#

Oh sorry, I read it the wrong way

#

@abstract cairn Which pieces specifically are not reflecting in the mirror ?

abstract cairn
#

the floor and wall texture

#

@near escarp

near escarp
#

What kind of shader are you using for them

abstract cairn
#

legacy Shaders/Diffuse

near escarp
#

Yeah don't use legacy shaders

abstract cairn
#

ahhhh

#

yea, that makes since

#

fixed it

#

tysm

nimble echo
#

I am looking to make a damage prefab that shows you what your current health is

split magnet
#

For World making, do you know of a youtube tutorial that describes (in unity) how to make materials and deal with textures in such a way its good for VRchat?

jaunty wyvern
#

How do you make a button that can turn the colliders on and off?

arctic carbon
#

@jaunty wyvern add a cube in your scene, then go to the collider section and tick the box "is trigger. Then add a component called VRC_trigger and put it on "OnInteract" and decide if its needs to be local (just for the players that presses the button) or be for everyone (if 1 players presses the button it counts for everyone).
After that set the action to SetGameObjectActive = False and drag in the collider you want to disable.

jaunty wyvern
#

ah thank you, I was putting a different action ;w; ty ty

arctic carbon
#

If something is unclear you can find some usefull documentation here: https://docs.vrchat.com/docs/trigger-summary

jaunty wyvern
#

ty ty

cloud onyx
#

How do I build and test my world? I have it ready, and I want to test it. I click build and test, but it just launches or relaunches the game to the default vrc home

jaunty wyvern
#

It should probably say warnings and errors above the build and test

cloud onyx
jaunty wyvern
#

I think its because it says offline so, you need internet to work on Unity

cloud onyx
#

I have internet.

jaunty wyvern
#

As in WiFi too?

cloud onyx
#

Yea

#

Connected fully

#

Testing is offline

jaunty wyvern
#

What version of Unity do you have?

cloud onyx
#

2017.4.28f1

#
Could not load world wrld_1d74035e-8e1e-468e-b6eb-dff46e415107 because it didn't exist.
UnityEngine.Debug:LogErrorFormat(String, Object[])
<OnGUISceneSettings>c__AnonStorey7:<>m__1(ApiContainer) (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:862)
VRC.Core.APIResponseHandler:RetryRequest(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean, String)
VRC.Core.APIResponseHandler:HandleReponse(Int32, HTTPRequest, HTTPResponse, ApiContainer, Int32, Boolean)
VRC.Core.<SendRequestInternal>c__AnonStoreyE:<>m__13(HTTPRequest, HTTPResponse)
VRC.Core.BestHTTP.HTTPRequest:CallCallback()
VRC.Core.BestHTTP.ConnectionBase:HandleCallback()
VRC.Core.BestHTTP.HTTPManager:OnUpdate()
VRC.Core.BestHTTP.HTTPUpdateDelegator:Update()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
jaunty wyvern
#

hmm

#

Did you save it? and then try it?

cloud onyx
#

Yeah

jaunty wyvern
#

Mm, I dont know how else to help you sorry man

cloud onyx
#

Am I allowed to @ devs?

jaunty wyvern
#

you probably have to dm them

rich silo
#

Help

cloud onyx
#

Get a snip or something