#world-development
39 messages · Page 26 of 1
@bronze smelt There is a pic of my current workspace
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
Thats what i thought but apparently not
Give me a sec to load up my project
ok
& Yeah Ideally Flat Is what the Mirrors should be But idk if sharp edges work better than round edges or not
Mirrors are just flat
but you can have cut out shapes and make it look different, as long as the surface overall is flat and not curved
Yeah thats what id do
Like a heart or a rombus, etc
while being flat because its a mirror
ok
that is the default mirror prefab drag and drop
Have the mesh you want, add the VRC_Mirror Reflection component and the mirror reflection material to it and that should be it.
Then you'll get it to show up like this
Collider has nothing to do with it
ok
The last picture you sent is using the Cube mesh, which has multiple sides, where the mirror reflection will only work on one side
Thats just the mesh name
blender names it that way
so in blender would i need to change something?
if it's from blender, then make sure the uv is correct and normals are facing the correct way
if you look at the other side of the mirror, is it correct there?
You can extrude it to add some depth to see what side is working
then remove the side that isn't working
Once you get the correct side of the mesh you can then get the shape you want working
ok so extrude & then see what side works
so will it be either the front or back? or will the sides count too?
Make sure you uv it too, doing UV from view is the easiest
Everything will be affected by it, but only one side will actually show the mirror
How would i UV it? Give it a texture?
In there, you just select the mesh, go into edit mode, press A (select all)
yeah
then if you want to do from view
adjust your view so the mesh fills up the screen
numpad 5 -> numpad 7 will give you top view
then press UV -> Project From View
ok
there are other ways to do it too
but since you don't know what side is correct, it's a way to figure it out
@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.
yeah shouldn't be that difficult, most likely a simple issue
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
huh
Unless a texture has to be put onto it idk because the material for the default VRC mirror doesnt have a texture
ok
Do a quad
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
Hi
Hello
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
If you use the latest SDK it shouldn't do that
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)
I don't have experience with any 3d modeling softwares besides sketchup and revit btw
thanks in advance
which formats can you export as ?
fbx will do fine then
then to unity?
yup
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?
Either someone has your world id or it's just the numbers bugging out
I saw a bunch of the numbers bugging out just a bit ago
Most likely it being bugged, should be cleared up after a while
to clarify by consistent I mean weeks/months, was stuck at 2 minimum a while back now it's stuck at 7
🤔
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? 
Does your floor have a collider?
You only have a mesh renderer on it
Can you also show me a second picture of the floor with the collider added just to make sure
sure.its this one
You should also change that to a box collider no reason to use a mesh collider for already a blocky shape
oh okay.i was taught to use mesh collider from an old video,i'll test that out
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
A high poly mesh with a mesh collider can cause people to crash
Did it start working with the box collider?
Then most likely the mesh was bad in some way
so i suppose the mesh you're going to use depends on the shape of your object then?
Normals flipped around or such
Most performant way to do colliders is use box colliders and rotate them around and such to match the shape
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
i'll keep that in mind,thanks for the help!
Happy to help 👌
Is one sided geometry enough to cast shadows?
I was trying to make my world as light as possible so I didn't made too many of those
lucky me, if it is a prolem, I can solve 90% of it by just making a big box
@edgy geyser Nope !
unless you meant outside facing
in that case yes
but if light goes through a backface then no
Also please merge all your object once you're done !
Ok! Thanks!
What's the most elegant way to get 3D text to be properly hidden by scene geometry?
Disable the object with a collider in front of that geometry ?
But, like, what if I want a text to be seen if you poke your head around the corner?
yeah that's a whole other can of beans
we can't do gaze tracking of that effect, maybe there's a way to cull layers for that, worth asking in #shaders
Damn text ><
How are you displaying the text?
I'm using 3D text, a primitive unity object
As a mesh object you mean ?
The object is made of a mesh rendere component and a text mesh component, yes
Ive not personally used it but i think it would require a new shader that doesn’t render on top of everything.
I would suggest switching to ui text.
It can be a little more prep work but i find it more useful.
I have a blank canvas prefab that i just drag and drop to edit.
Thanks, looks like I got the hang of it 🙂
Anybody aware of a script or method for keeping track of numbers in a world?
I see them in a bunch of worlds, so i guess i'm really just asking how they did it.
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.
ShaderForge is free but doesn't get frequent updates, Amplify Shader Editor costs $$$ but gets regular updates (bugfixes, features, etc)
@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.
I have a big map i want to have a fade distance game mechanic to improve the fps. I require assistance.
@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?
@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.
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.
so I should just increase the time until it changes?
preferable it would automatically change the video when it's fully loaded, but I guess there's no easy way to do that
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.
I'll just turn that off and use the standard settings then
one visual cue is the timer for the video usually resets.
Just a piece of puzzle.
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?
Hey guys does anyone know where to find a steven universe avatar?
I need help with making the audio in my world togglable. When I go to test, the music will play, but for some reason, I can't interact with the toggle block
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)
Ah, so that's what it was. Thanks for your help
so im trying to update my world but none of the changes are going through except for the picture changing
Are you updating it with the right unity version?
yes it is the right unity version
also whenever i update the image its kind of greyed out
like this
it worked before when i uploaded
and all i did was move the vrc world component and remove some lights and changed the skybox
like i had just before added a new avatar in it and now it just straight up doesnt work
except for updating the image
@worn ocean wanna dm or give me your world id and I'll check the api
If you have the grey image then it's an outdated SDK afaik
The main problem was a random script giving errors
Would be a good idea to update the sdk as well though 😄
Hey, i've just seen a world where something is only supposed to be selected by a certain username, how is this possible?
It's just a avatar set to private on a pedestal
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.
@bold ibex You can study these examples from booth:
These look like what I was looking for! Thank you!
I uploaded a world but i edited it and i wanna know how to publish the changes i made could someone help me plz?
You just upload again the same way and it get's updated
Ight thnx
is there a way that you can manipulate environmental lighting with vrc switches without using light objects?
In what scenario would I want to set an pickup object as unpickupable?
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.
thanks
is there a way to set up volumetric lighting within the whitelisted scripts?
I reaaaally want some god rays that aren't hand placed.
Also, having some issues with an object in my world resetting to it's origin on jumping.
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.
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.
Could you describe how you have your object set up and what your trying to do?
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.
works perfectly unity side
it is a whitelisted asset, but somehow breaks.
I cant think of any obvious things it could be. Main one i usually hear is items hitting the respawn height resetting it. I have some examples of the standard asset controllers if you want to take a look. https://youtu.be/zyfeH4E3j3w
Can be downloaded here. https://github.com/jetdog8808/JetDogs-Prefabs/tree/V3.1/unity files/prefabs/UI
The video was a early development video.
He's basically done exactly what i have.
I don't see any jumping with the ethan model though, so i can't tell if it works or not.
i take that back, he jumps at 12 seconds
lol
how did i miss that
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 😓
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.
You could try Battlephaze's
it's my go to
Wait, lol @stray sand i hadn't read your name
Ahahaha
Can i just snag a copy of your third person script? I may have messed mine up or might have an outdated one.
@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.
i found the issue, you gave me the clue i needed though, thanks so much
👍
❤️
Is there any way for a trigger to change the states of UI elements. For instance check/uncheck a checkbox?
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
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
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
so i've made this neat avatar pedestal but i don't know how to get rid of the preview image on it
you can move that anywhere you want
i think i'll just set the placement option to a cube or something behind the wall
i had it set to none so i thought it wouldn't show
can anyone help me with getting haptics working?
I don't think haptics work reliably currently, if at all
do they not work in both beta and current build?
been a while since i remember them working
Anybody know how to make custom shaped Mirrors?
Still flat, but a different outline shape
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!
Is there any method to achieve a source-engine-like sky box?
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.
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
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
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
That wouldn't cause performance issues in most cases
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
Ok thanks!
Is there some good pen prefab that i can use?
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...
cause I am dumb
also I already use it to work so why not
It's my first map so I'm testing the waters with something I already know
I'll move over to blender later tho
This cube is 1x1x1 Immabout to give up (not really)
it isn't even an exact scale conversion
under import settings when you select the mesh you can choose to not use the file scale
it's a dae file, I'll try fbx
and see if I can see where to not choose the scale of the file
thanks
not sure how it is in sketchfab but there also might be an option to change the scale on export
yeah, I selected meters on fbx
tbh, if I can't figure out this by today's evening, I'm going to force myself into blender
1x1x1 cube
when using fbx
Ok, that's it, fk sketchup.
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 ><
Yo Waco, which unity version are you on ?
Did you follow those steps ? https://docs.vrchat.com/docs/updating-the-sdk
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following process: ...
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.
@near escarp I did. I'm on the correct version for live.
I just fixed it... apparently Future Proof Publish is still an issue?
I'll try that
still doesn't..
it does work on a box collider rather than a mesh collider though
I have a couple questions on these screenshots
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.
In the second one and third ones, the lights hanging on the walls have a sort of scroll effect with the lighting.
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.
ping me back if anyone has answers, I'm headed to sleep
Theres no 1 click solution unfortunately
Use shaders for the floor, up the probe resolution or material for better reflections, use a shader for scrolling lights
@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.
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.
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
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
Ok, Thanks
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
oh, cool - Thanks for the info!
anyone know about health systems or durability meters???
@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)
oh I knew that was a thing before home worlds existed, but I didn't know you could still do that now
I mean that's how vrchat.com/home works: it starts it with a url
If the recent blog post by System was any indication, world URLs and launching from the browser are probably not going away
cool!
opinion pls
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
@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.
@stray sand do i do it to the VRCam while i click build and publish?
no before you click publish. The vrcam is for the world preview image.
oh this https://i.imgur.com/l4R2oNd.png
It doesnt matter which camera.
You can delete that one and create a new one if you want.
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
👍 response time might be slow but i can @ back.
also big fan of your prefabs
https://i.imgur.com/6Ah9zk9.png
👌 in the example scene you can see in the scene descriptor me referencing a camera for post processing.
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.
@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
anyone know about health systems or durability meters???
@vale flame meow??
Did you just.. meow at yourself?
@cobalt sluice probaly ,,, i just like to meow
mmk
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
@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
So, after i created light probe group, everytime i create new object with probuilder i get this. Whats happening?
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
ohh ok, i thought it was messing something up because they moved with the object
Animator might be the cleanest solution
Basically like this
The Test trigger triggers the switch
And all the animations just enable the single object
Just one frame set not to loop
And exit time and fixed duration off
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
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.
You just write the parameter you set in the animator there
In my pictures I named it Test
Lots of assets in this humble bundle for worlds! https://www.humblebundle.com/software/best-of-polygon-game-dev
@stray sand Not fixed, i put it from 0.1 to 0.01 since that was the lowest, and it's still pretty bad
im assuming you put the camera into the scene descriptor camera reference.
@wraith ruin did you import standard assets first and setup layers?
Nope but now i did @stray sand https://i.imgur.com/bDH9Qpj.png
Im so sorry, im really slow
its ok everyone has to start somewhere.
o.o how do you make Button UI change your avatar to another?
have the click () function call the the trigger that the pedastal is using
@regal hollow
ok :3
Your button is set to execute a custom trigger but you have an interact, not a custom trigger
what would be the proper route for it?
Make it a custom trigger if you're going to execute a custom trigger
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.
Yes, go to vrcprefabs.com/browse and check out the synced sliders prefab
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.
There are two different animator.settriggers. one takes a string and the other takes an integer
Ah my bad I didn't see that, thought I had clicked the string one in the first place
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
Well the real trick is the syncing
You would rip out most of that if you didn't need it
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
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?
Yeah, 4 = 4 meters per second
I wanna do a MMD Dance world but I dont know how. Any tutorial or template?
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?
does vrchat support screen space reflections
@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?
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.
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.
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.
@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.
how would I go about doing
like
a boss healthbar or rather, boss name on screen?
hud shader around the area?
@vapid badge Either that or use a camera set as don't clear that has a higher depth that renders over the main camera
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
Is there a way to only make it render in a specific area or would this method affect the whole map
Well you could just enable and disable the second camera or animate and change whats displaying in front of the overlay camera
worth mentioning that this technique completely screws up the whole screen if you have a stream camera out
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
pickup respawn might be for each of them
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?
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
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
Post processing is our friends, but yeah, that'd be neat
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?
@cobalt sluice You'll have to write a shader that gets the main light direction and changes things based on that.
If you don't have any luck @ me and I can try dig up some old shader I bashed together that mostly worked.
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
It's in the VRCPrefabs database
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
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
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)
@sacred blade put the big collider on MirrorReflection layer
ah, thanks
it worked, thanks a lot!
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'
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.
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?
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
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
I want to put a Empty GameObject in VRC_Trigger and only trigger what inside of the Empty GameObject, is that possible?
yes
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
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
I dragged all that's shown in the picture
It looks like this in my project
and looks like this when i drop it into another project
Yes
I am dragging and dropping it, not sure about additional steps to include dependencies
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
ok, thanks I will look into that.
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.
worth looking at the vrchat debug console
How do i go about that?
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.
^dealing with a similar issue, hopefully ruuu can get back on how to get to the debugger or where to get it.
You can play VRChat using a keyboard, mouse, and monitor! No headset required. Movement is handled via the standard FPS "WASD" setup, with your mouse adjusting your view position. Your head will point in the direction you're looking. It is not possible to move your arms while ...
On the beta you need to add a parameter to the launch options
But I don't remember what it was 🤔
--enable-debug-gui
Just checked and the collision triggers in my old stable world are busted too now. Oof.
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?
https://gyazo.com/1f1ffbd5f297729b2f6601d89b8d2569 Found this in one of tutorials. In Rigidbody set drag and angular drag to infinity and in VRC_Pickup change Throw Velocity to 0 @slim rivet
The auto hold setting is also for changing the holding behavior
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
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
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?
Create button, add Trigger script to it, set to OnInteract, local, toggle, add the audio in that area too.
@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😅
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
yeah it's probably the right place, maybe try reimporting the sdk?
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following process: ...
thanks ill do that soon
do we have a way to represent health remaining as a number yet?
sure, we've been able to do that for a while. It's just not easy. Though udon makes it a lot easier
damn i cant reupload my map to the community labs because ive already added it and removed it ;-;
Is Mtree whitelisted on allowed assets for worlds?
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
Can some one tell me why my terrain is doing this
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
An animator ! @bold ibex
If you're ready i can explain the steps to you, it's not too difficult
please go ahead @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
i'll make some gifs to help for some of the rest one sec
Can the items be collected randomly ?
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
but will they pick them up in a specific order ?
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"
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
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
@bold ibex you'll just have to check how long the audio is and make a delay that long
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
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
which one is that setting?
bottom right
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
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..
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
is any shape mirror possible ? are we stuck with 4 sides ?
i see yes it does not work for me - i get half mirror ok other half so buggy
i mean you can probably use a 2d object but 3d breaks it
it's a one side mesh -
ok i have success with reds mirror shader for VRChat 🙂
@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.
i report success but is still have bugs ! grrrr
Last i knew mirrors relied on the face normal facing a specific way.
Assertion failed: Assertion failed on expression: '(srcData.GetChannelMask() & copyChannels) == copyChannels'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
hey i just found this wheel of fortune world
https://en.vrcw.net/world/detail/wrld_eac7afd6-c4b4-4a86-a3b5-35555df713f1
Wheel of Fortune。Introduce worlds on VRChat
you click the wheel. it spins. gives a random result
any idea how this part was achieved? any techniques i can look up?
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
Does anyone know how to make a mirror with a toggle function between low and high quality/resolution?
I can help on the toggle function for the mirror
alright, can you dm me please?
Sure
and does anyone know what could cause double vision in VR even with AA on PostProcessing turned off?
nvm, reimporting the vrcsdk worked lol
Question how can one put 3rd person view on vr chat? Like how other creators did?
Using a camera that follows @burnt pilot
Getting this error when trying to upload to quest, uploaded just fine on pc
or what script need to make?
@torn arch
https://vrcprefabs.com/browse
Search for cyanclimbing
thank you
And how can i accomplish to have a camera follow me so i can view my avatar in third person? @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
having trouble with updating my world, all I wanted to do was Change player count for performance and change the video player playlist for music. any advice?
@silent aspen you're not seeing your world in the content manager ?
I do have it (loads in late) but it doesn't let me update anything
what's preventing you to update ?
It keeps showing error messages
and I'm not exactly sure why, but another friend said it might be something with the descriptor
I'd suggest you try this
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following process: ...
And then delete your VRCWorld object, add a clean one, re-add your playermods, attach your world ID anf try again @silent aspen
I've tried recently, but whenever trying to update it has the already filled in spots but now as blanks
You should check your console at that point
Were stations removed in SDK3? Or was SDK3 supposed to be installed on top of SDK2? ...Or are they set up differently now?
SDK3 stations are not in yet afaik
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
Well...shoot, that sucks. Thanks.
post screenshot of your unity console
Looking like you got the normals flipped wrong way around on that model
Just on the base though
Select the affected faces in blender and do flip normals from the quick menu
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?
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?
the buffer type @hexed elm
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
Oh there's another step to that??
I thought vrc pickup and object sync were enough shit
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
@hexed elm Have you seen the issue yourself or just heard someone mention it?
Both
And the pickup script wont sync anything, it only makes it able to be picked up
So what actually occurs when that happens?
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
How are you moving the cards around? just by hand?
Can you screenshot the setup?
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
What's that AlwaysBufferOne trigger for?
if that card touches the furnace box it is reaped
its for game masters to remove cards they dont need anymore
Would recommend setting it to OwnerUnbuffered
i never quite understood owner unbuffered what function does that serve?
in my cards against humanity map reaping cards seems to work fine
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
Aaahh figures. Well isn't reaping global. Wouldn't it be better to make it just local?
Having it as owner will make it so only the owner, typically the last person who picked it up to destroy it only
I know spawning objects is always global. Isn't reaping the same or Am I mistaken?
The reap RPC may not work properly if the trigger is set as local
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?
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
Hm
Do the cards start as an object in the scene or do you spawn them in?
When the cards are seen as being in the wrong position does picking them up make them appear correctly for everyone?
I haven't tested that
Worst case scenario I think maybe the fact they're spawned in could be throwing off their coordinates
If you can send the world Id I can test it
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
yeah
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
you haven't published? then yeah, it's always private
not sure what you're worried about then
where do i get that id
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
Easier to get the ID from the content manager or website
that Id isn't attached to an uploaded world
the website allows you to create a link
its not on the list
Did you upload it?
gonna have to this
time
sorry
vrchat://launch?ref=vrchat.com&id=wrld_3b47d761-3c9c-493a-82f4-bbe4639b4f86:0
does that work?
yeah it should
what are some fun party prefabs everyone should know about?
how can I reset my point of view to the centre in blender?
press 1 on numpad
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
mixed should be good?
Nah still bad
If you need realtime for q very specific reason then yes mixed
But otherwise bake everything
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
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)
you need to set the drag to infinity and check "trigger"
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
@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.
anyone know how to add VirtualKeyboard to world?
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
why is this happening?
Did you setup a scene? you may have to create>scene for it to register
Ah then i'm unsure
What it looks like it's telling you is to build and test it first
how?
In the SDK console build and test should be above the publish button you pressed
yes it launches vrchat but throws me to my homeworld.
vertices?
Yeah
u kidding
Nope, i had quite a few objects with 30k+ and it was too much for it to handle
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
That shouldn't be the issue, those are fine
No that wouldn't be it
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.
@sour fox Fix the errors in your console
Looking for help in making an item that is based on a player's head as a reference point
@nimble echo What are you trying to do?
use reparenting to holster objects
What part of doing that do you need help with?
making a menu to adjust height of the holster, and how to make the holster in general
If you don't have them already you should import standard assets and toybox into your project as you will need those
will do so now
What version of unity do I need for the SDK?
Currently 2017.4.28f1
Thanks, do you have a quick link (If yes, just paste it if no, just say no or tell me to heck off)
How do you make a button to turn colliders on and off?
@cloud onyx https://docs.vrchat.com/docs/setting-up-the-sdk
Requirements We're going to need a couple things before we can get started. Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1If you have Unity Hub installed, you can just click here to install the proper version. Do NOT install the 2017.4 version that's in the l...
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?
How do I know if I'm signed into the SDK?
Did you sign in ?
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?
@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.
There is a VRCWorld prefab you need (VRC_SceneDescriptor)
What email do i use for uploading a world when im logged in with steam?
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
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
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
Did you get post processing v1 or v2?
How about sdk versions.
ye thats fine
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.
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.
set the rigidbody to kinematic?
it locks it in its place in the worldspace and does not follow its parent
that's odd, kinematic should make it follow the parent
I have confirmed it is indeed parenting
what other scripts are involved? Does it have objectsync?
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
yeah, objectsync takes hold of the kinematic property just like an animator would
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
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
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
I think I would prefer to use the button for that
well you want the sendrpc to be local either way
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
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
hmm
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
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
what if we used kinematic + followtarget maybe? because it freezes in space, but does not go to the desired location
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
I made a base object that has no object sync. let's see how this goes
yeah without objectsync it's easy
highlighted has object sync
I am parenting the parent of it to the holster
correct?
yeah
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
Anyone know how to make a mesh pickup thingy?
Im trying to create a pokeball and make it so you can pick it up
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?
Oh i'ma just slap 4 or 3 of them and let everyone pick up their own
I mean, do you want the movements synced between players?
Yeah syncing.
okay, and physics?
gotcha
so, let's start off with clicking on one and going to add component on the right
go ahead and add VRC_Pickup
Got that
next, is it a perfect ball?
yep
then an object sync
k
if there are issues with it being fidgety to grab, try increasing the range in small intervals
do you have a mesh collider?
no
"Edit Collider"
lol
doubleclick on the pokeball object
and it will focus on it
in the heirarchy view
strange
M e s h? 
I can go into a call with you if you want some help on it real quick
yeah
We figured out it was an issue with the origin set on the 3d model itself.
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.
@nimble hinge you shouldn't be using 3 different versions of unity, nor should you be mixing SDK and SDK2
...
Does vrchat crash in other worlds?
Make a new project in unity 2017.4.28f1 and import the official sdk
I have already done that.
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
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.
Ok but throwing different sdk and unity versions into the mix is going to make it impossible to debug
It's not occurring because I'm mixing versions. It is occurring in all of them, despite using different ones.
If you import multiple sdk versions in your project them removing them is hard
So try a new project and don't import sdk2
They are all separate projects. What do you mean?
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
so I have these dnd dices, with pickup, special layer and object sync.. it still falls through the map.. Anyone knows why?
hey anyone know how to add VirtualKeyboard to vrc world?
Have you tried google translating the official instructions from the chiugame booth page? Any included readme?
@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
When you don't sleep to work on a world and forget to save before exiting
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 :)
Did you change any layers ?
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
@severe aurora if you set the objects on the Pickup layer they will not collide with players but will still collide with everything else
im making a world and the floor and wall texture dont reflect in the mirror. any idea why?
Why would they ?
Oh sorry, I read it the wrong way
@abstract cairn Which pieces specifically are not reflecting in the mirror ?
What kind of shader are you using for them
legacy Shaders/Diffuse
Yeah don't use legacy shaders
I am looking to make a damage prefab that shows you what your current health is
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?
How do you make a button that can turn the colliders on and off?
@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.
ah thank you, I was putting a different action ;w; ty ty
If something is unclear you can find some usefull documentation here: https://docs.vrchat.com/docs/trigger-summary
Triggers are the current main method world creators can get interactivity into their worlds! Although more advanced forms of interactivity are on their way, triggers can do quite a lot right now. Concepts Master Client One Master Client is assigned per instance. Typically, it ...
ty ty
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
It should probably say warnings and errors above the build and test
I think its because it says offline so, you need internet to work on Unity
I have internet.
As in WiFi too?
What version of Unity do you have?
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()
Yeah
Mm, I dont know how else to help you sorry man
Am I allowed to @ devs?
you probably have to dm them
Get a snip or something


