#world-development
39 messages · Page 29 of 1
If you want the teleporter object to be an interactable then no, it needs to be an OnPressKeyDown
so not a "walk into Teleporter" thing than... its a "use Teleporter" thing
What if there are two people in the world and one person triggers the Teleporter can one make it so that the teleporter object makes itself inactive after a certain amount of time so that two people can TP with the same teleporter object?
my trigger stop the current video but wont clear and add URL to play the next video
https://cdn.discordapp.com/attachments/361741445352259584/684985099598692365/576f7a083690cd4684cb588020392e12.png https://cdn.discordapp.com/attachments/361741445352259584/684985135241887748/dfcbc432e9d1cf87d529256232c867b9.png
OnKeyDown .... which one is the one for my motion controller
it appears only to show keyboard ones
I read up a bit, are you trying to make it a physical button in the world that you press to summon the teleporter? Because for that you'd just use OnInteract. OnKeyDown is for pressing a button in real life and have it do something in-game
so nobody knows how to convert a .map file from halo to something I can use in unity?
and than i walk through and than its erazing itself after a while
there's no programs or anything?
Mephy you can probably use Blender, though you might need some kind of add-on to be able to import a .map file. It's definitely got to be possible though
Hex I'd use OnInteract on a cube to then SetGameObjectActive the teleporter. If you haven't yet, look through the vrchat docs on triggers
https://docs.vrchat.com/
reading
any tips how to make this ball actually bouncing when it hits wall ?
i want to make it bouncing natural like irl
bounce and friction is controlled by the physics material. Make a new physics material in your assets, change the properties, and assign it
So, my video players have stopped working in all my worlds
does anyone else have that issue?
Im running on Unity 2017.4.28f1
here are the settings I used
Sometimes youtube changes things on the backend so youtube-dl which is used for the video playback in vrchat stops functioning, best way to see if it's just your world or not is go see in other worlds that have youtube videos playing.
I'll give it a look as well to see if it's just your computer or actual backend changes
It's also possible to manually update your youtube-dl.exe in the game files
Hmm seems that on my end youtube videos are working fine
So somethings up with just your vrchat
Could just try this option in steam settings to see if that would be a easy fix @bold ibex
If that doesn't work you can try using youtube-dl from the command line and see if it throws any error on trying to load a youtube video
Is it possible to activate different running speeds in worlds with triggers?
@frigid estuary https://twitter.com/CyanLaser/status/1184340419309494272
Not sure when it was fixed, but we can finally change player mods at any time in a world. Hopefully people will use this for proper asymmetric game play. I can finally remake my Freeze Tag world. #VRChat https://t.co/2yLBJjzxcj
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@near escarp Oh cool! Do you make different gameobjects containing the mod component and activate it or somehow different?
or is there a way so that you can directly change the values inside the component, also wondering if it is possible for local only
the following tweet in the thread explains the method
is there an easier way to animate visemes? like with an audio clip?
On the live version you got bake it into a animation. With Udon you can do it without doing that, but no idea when it's coming out.
One free way to bake it is by using the oculus lipsync plugin to animate visemes with audio and record it to animation with unity runtime animation recorder. Keep in mind it's gonna take some time to setup everything properly and you need to cleanup the animation to remove unused visemes and ideally any keyframes with 0 values. The good thing is the accuracy of the lipsyncing as long as you have clean audio without backgroung noise. The size of the animation wont be small however. 50 seconds of animation will be ~6,5mb after cleanup.
Also just make a new project for lipsyncing in newer unity version like unity 2018 or 2019 lts.
hey guys i have a serious question. i cant find a single avatar thats african american. im black and would like to be black in game as well anyone know any avatars?
Might be worth commissioning someone directly if you need something specific, there's the VRCTraders discord in #community-servers-old @bold ibex
thanks
anyone have a link for QV pens?
You should find it by just googling the name
yeah i got it. doesnt seem to be working for some reason
im booting up the test build and i dont see anything
as far as markings/ink go
I think it needs standard assets imported to work but since the texts are in japanese you might have missed that
thank you!
So my world has essentially become two projects as I expanded it. I'd like to separate the two but I'm new to Unity. I am a little worried I'll mess up my server side world or local files. What is the best way to proceed for both my local files and creating a new world on the servers for the second map? My base thought it delete all of the first world parts, change the pipeline and do save as a new project but I'm nervous.
Create two folders, keep anything that belongs to that specific world in one folder. Then anything shared between them in a shared "Resources" folder
Then just make a rule for yourself that any shared materials don't get edited unless you're changing both worlds
Hey guys. I'm new here so sorry if this has been asked, but I'm trying to add a url insert option in a world I am making and I can't seem to figure it out. I've been searching the web for the last couple hours trying to figure it out and I can't find anything helpful. I already have the screen and everything set-up, I;m just trying to add the option to type a url in and have it play on the screen. Can anyone help me out? Thanks.
You want a video player? There is Hangout Player and iwaVideoPlayer. Both should be in the prefabs database (check pinned chat messages in #world-development )
I will thanks.
Wow. Thank you for pointing me in that direction. This is going to be a huge time saver.
anyone have any links that could explain ways of interacting with post proccessing threw UI... the normal way doesnt work XD (droping a slider adding post to it the drop down doesnt give any means of changing values)
@potent trail For dynamic post processing controlled by an animator, make another global post processing volume (assuming you have v2 post process) with just what you want set differently... set weight to 0 or 1 based on how you want it on by default. Add animator (uncheck it) with a animation clip onto the new post processing volume.
If you want to control the Animator directly from the slider, then make the animation set Weight to 0 at time 0.0 and Weight to 1 at time 1.0 - make sure to set the curve to linear or pick a curve that works well. Also make sure Loop Time is off on your animation clip! (You can also choose to make the slider use "Whole Numbers" and then make your animation clip do something at time 0.0 ,something different at time 1.0, time 2.0 etc to achieve an integer effect)
Now for the UI Slider. In On Value Changed (), add two actions with the new Post Processing Volume:
- Rebind()
- Update [in top dynamic float section]
Also, for all sliders in your world, always set Navigation to None and make the canvas have a huge margin around the slider. Otherwise the click will get stuck and it will change randomly as the user walks around the world.
Okay thanks that actually solved a lot of problems i had in general ❤️
anyone got some decent grass settings for unity terrain?
@limber grove Hi, Do you think it could be possible to have a talk with you? I have few question that I really need help with
Help me !! I uploaded the world, but why is it the same world?
Check your unity console for errors and try to resolve them. It's probably a bad script, deleting it will usually fix it
hey guys build a big ass chillroom but now i can't even place a cube, it doesnt show up in the testrun, anyone got an idea why?
I am new to unity so no sorry. I would also like to ask if thre are any video players I can use to play videos I have downloaded on my pc or anyway to share my screen? I want to make a small cinema in a house I am building and I would like if I could make it so either the owner or a selected person can stream movies they have downloaded.
Any idea would be a huge help, also if there is not such thing a kind of screen that u can just serch stuff up and play videos or whatever would be good for the time being.
@zinc nacelle Can you post a screenshot of your unity window pls
where can I get ahold of post processing? The videos I'm watching on it are using some that are not available from the unity assets store now
@near escarp I think it works now again, and I didn't change anything, it was almost like the test function was bugged out
You can Google silent post processing @cosmic field
I've set up the exact settings that is on the silent post processing site, and my lights look the same as they did before. I've added color-grading and bloom
I set the lights up with regular unity emissions, by watching this video https://www.youtube.com/watch?v=VnG2gOKV9dw&t=1s
In this video we’ll learn a bunch about lighting and use it to light a simple scene using the Progressive Lightmapper.
● Get a discount on The Complete Unity 3D Game Development Course: https://www.udemy.com/unity-developer-course/?couponCode=YTBRACKEYS999
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how do I get the bloom to work correctly?
These are the settings I have for it
make sure to follow the steps in Silent's guide
I don't know if this is really required, but whenever I open the link, it just brings me to this
and it continues to go on
For the sample profile
No need, you created your own
Could someone help pls D:
AssetBundle names "structures.1" and "structures" can't exist in the same build as "structures.1" has the variant.
I can't find file/material/object like that.
@young garnet the best way would be to load a mp4 file being hosted somewhere. If you want to try and stream directly from your computer you can take a look at this. https://docs.google.com/document/d/1xHS0ATiOKCro00ZlePGEGjyraqTNsM_V5cCwbiG86Ew Did some research on streaming stuff.
Thank you so much. I cant believe you looked that up for me heh.
@stray sand Thank you and I will take a look. Its the 1st week I got in to unity and world building so I am noob. I will look it up just now
its a paper i recently put together so its fresh in my head.
thx :3
If that can work for me I am staying up XD O want to see it working I am exited
Could someone help me? Problem still there
Just a quick question. What layer on mirrors reflects nameplates?
uimenu i believe.
Thanks!
Is it possible to use displacement mapping/textures in worlds for vrchat?
If the shader supports it then yes
Oh ok, thanks :]
So in my world I have a custom video player, I set a Trigger to when the master interact with the trigger it will stop the current video, clear the playlist, addURL and play the new URL but instead it playing the previous video
Do particle emitters need VRC_Object Sync?
no
love it, 50/50 chance it happens every time i upload >.<
first time for everything..
trying to do stuff with Unity Terrain for the first time and this isn't easy
Unity terrain 
speaking of which
is there any kind of terrain tool that would allow you to build caves or inverted kind of meshes?
nope that's not doable with heightmap Based training tools
you'll need to use meshes to do overhangs
Does VRChat support Screen Space Reflections? Since the Post Processing Stack v2 complains something about Deferred Rendering Path
Is there a way I can hide an object using triggers while holding it? (For example while ingame holding an object and pressing trigger to toggle its visibility)
@naive cloud OnKeyPressDown setcomponentactive > disable the mesh renderer
Do I select a key here?
I think you're actually looking for OnPickupUseDown, which activates when you're holding a pickup and click the mouse/press the trigger. It has to be on the pickup object itself
I am creating a map, and every time I try to enter the map to prove that everything is looking good, it throws me out and sends me to the spawn, what can happen?
tampòco uploads the new updates that I do to the map, the version is correct and the sdk is the last one on the web
Could someone help? Still have no idea.......
@red shard where/when are you seeing that message? when trying to upload?
Yes. When trying to upload. It doesn't even compile for test
Any time I try uploading my world to VRC unity crashes, is this common?
And rest compiles just don’t work
Disable Future Proofing, see if that helps.
It is off.
So in my world I have a custom video player, I set a Trigger to when the master interact with the trigger it will stop the current video, clear the playlist, addURL and play the new URL but instead it playing the previous video I re-post because I guess one day someone will be able to help me
How would I disable that @sacred warren
It's in the settings tab of the SDK
@red shard You need to check the console, there'll be an error blocking it.
how do i start a world test in desktop/PC mode because it keeps booting my oculus app
Create a shortcut to the game and add "-vrmode none" to the command line.
Now that I've found props, it's definitely going somewhere
all that's left is just texturing the damn thing
You'll want to paint it in Unity.
I followed silent's post processing stack tutorial and it's still not working for me... I guess I don't really know where I went wrong / what I can do to fix it.
follow the steps again one by one
you're either missing the reference camera, the layer or the volume
huh, okay.
Ruuubick do you know maybe the error?
I don't, sorry
Hooo >~<
Does anyone know how i can hide players usernames for a good horror game effect
Ask people to turn off nameplates at the entrance 
Didnt there used to be an option to disable them in the world settings?
You can't set it yourself it's a dev tag
Ah ok
@bold ibex can you please screenshot the error
Those types of error numbers are usually related to scripts (.cs files) so it could be caused by using the wrong unity version (you need to be on 2017.4.28f1); or by using the wrong VRCSDK: follow the steps for reinstalling the SDK; or because you have duplicate files in the project... for example, two copies of Poiyomi shader; or if you have something from the asset store that is not for VRChat or this unity version; or something else: you need to show us the whole error if you want more specific help
he has it screenshotted further up
the error is something about the unity editor, not the project. Not sure how that happens
and he is on the correct version
Ah I see. Have you tried closing unity, deleting your Library and Temp folders and reimporting unity? That will cause unity to reimport your whole project, but may be necessary based on what I tried from a google search. Reimport All should do the same thing...
I know it's possibly extremely long time to wait. you can also try a new project and start exporting/importing assets as needed into the new project, but this is probably harder than just the reimport all
No, that won't touch the project
Reinstalling unity does nothing
Maybe worth doing right click Assets -> Reimport All
Since that's probably the fastest / easiest way to make sure things got reimported
If it's still broken after that, there must be a broken asset like a dll or compiled standalone binary with assemblies on it
so my world only says PC, does that mean oculus users cant join? and if so how can i make it they can?
my world doesnt upload, as soon as I hit the upload button it jumps back and tells me it has successfully uploaded the world
only the world thumbnail-image got uploaded
now i managed to upload but it shows some weird camera perspective of the world with a black circle in the middle for a second then throws me into home world
Ok so no matter what world I upload or try to test its always the same, even a plane with nothing on it gets me into the same world again
Does anyone have a good navmesh tutorial i can watch for VRChat?
not sure if this helps with my error not being able to upload or test worlds and always getting brought into the same world over and over again
the middle one says "the requested adress in this context isnt valid"
@frigid estuary try detaching the world id in your scene descriptor
There is nothing to detach since I am uploading new worlds
The one I am brought back into over and over again I deleted a few minutes ago because it was an old version I tried to update
now I'm only testing with a world that has nothing but a plane and vrc world prefab in it and testing still brings me to the old not-updated version of the world, that should have nothing to do with this one world I am uploading at the moment
does it have to do with the unity version?
2017.4.28f1
yesterday everything was working fine though
Does your vrcworld have a world id in it currently?
Usually that error happens when a world has a world id assigned without it existing
it seems to get an Id everytime I test it
even when detached
wrld_0f1193bb-25b4-408e-8c4c-1708fa9ed3fa
Detach and instead of testing try uploading?
I'll try
it seems to upload for a unusual long time for only having a plane and vrc prefab in it
the old unupdated world has 48 MB
Do you have future proofing on in the settings?
No
But it is uploading now though?
it is
Then that get's harder to know why the uploading is taking so long
You can have a look at the console log to see how big the build was
the uploaded world brought me to the same old world again
I cant find the Meshes part with notepad
I mean "it" cant find
Even when searching from first line
That's sounding there's something bigger going bad in your project 
Should I give you the notepad txt file?
I can have a look but I'm not sure if I'll get anything out of it
I'll have a look if it still hapens with a fresh vrc sdk in another project
Ok it's the project itself, in a new project it works
It turned out to be a script that I didn't notice because it was in some particle system where I never expected anything to be
why the world that I uploaded is four times the size of the files of the world in my unity
and the post processing is working for the buildings in my world but not for the players, how can I fix it
Would duplicating buildings from the same model in unity increase the size of the map?
@opaque scaffold Only if you add different textures to it or have it lightmapped
what about light baking
@bold ibex Look into that modern furniture pack and delete any scripts if there are any
for light baking it would depend on the lightmap scale for that object
Try open a new unity project and see if you get the same error, I'm not familiar with that error and kind of assume a unity reinstall might be required
how can I look into the lightmap settings
Are you familiar with baked lighting?
If you aren't baking the lighting you don't need to worry about it then
the only thing I know is that unity would bake the lights by itself when I change anything in the world
Uncheck the auto generate, its more of an annoyance then anything else
hmm... is that not baking?
Auto generate doesn't save the baked lighting properly, if you want it to work properly you need to press the generate lighting button
opened a new unity didnt worked out
but if I am using a real time directional light as the world light source, should I do the generate lighting thing
@bold ibex Same error?
If you aren't specifically trying to have baked lighting just don't worry about it
@bold ibex Did you get that error in an empty project?
If you click on that error does it show more information about it?
normally I just ignore the errors
VRCTools?
If thats an extra thing in your project delete it and reinstall the vrcsdk
by the way if I am using auto generate would a baked light map be uploaded together with my world
@opaque scaffold Pretty sure it doesn't
Wrong link actually, https://docs.vrchat.com/docs/updating-the-sdk need to follow this one.
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: ...
im confused
@bold ibex If you search in your project for vrctools does anything come up?
Follow that guide on updating the sdk
Does the error prevent you from uploading?
What assets to you have in your project?
Poiyomi shaders can cause errors so it could be a script from that
so may delete itß
Yeah you shouldn't be using toon shaders in a world 99% of the time anyway
deleted it
but now is my world floor pink
and the error is still there
hey, can anyone help me out? for some reason if i test my world it works fine but if i upload it and try to join it online it shows me the skybox then puts me back in the default world?
how can I make the bloom effect in post processing FX take place on players' avatars as well?
it is only working for the buildings in my world for the moment
@bold ibex Look at your outputlog
where
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
thaanks
If you followed the steps in how to set up the SDK and it doesn't work, make a new project
that would risk reimporting the asset that corrupted your project
so i wouldn't recommend it
https://gyazo.com/32d45cd0d094f8a451549d96ae3e60b4 I keep getting the error even after I deleted and reimported the SDK twice. It works fine in testing, and I get no major console error, a few grey ones but that’s it. I’ve watched a YouTube video saying it was a script in AllSkies, however there are no scrips there, and like I said no errors in the console. And even in some cases when I try and upload my scene is gone before clicking on the ok on the error. I have also tried deleting the blueprint ID than test than upload, and I still get this error. Any suggestions? I’m at my whits end 😖
Pleases @ me if you have a suggestion
So all my light is baked but I want the player to be affected by light as well, how do I do that?
And how do I make that also appear in mirrors
@heady meadow Can you post a screenshot of the console?
@jolly cape Light probes !
What... does that mean?
You can create a light probe group in your scene, then you either automatically place then, or manually where there are differences in lighting, then you bake the lightprobes
your light is not set to affect the mirrorreflection layer
Also for some reason the qvpens are not grabable
It has the VRC_Pickup component
and pickupable is ticked
Does it have a collider?
they are disabled but yes
it will need to be enabled
Wont I collide with it?
no, it will be on the pick up layer
o yea
Okay, I just kinda fundamentally don't understand Silent's post processing tutorial. I've re-done it like 3 times and nothing happens.
I'm hoping someone could help or maybe link a video where it's utilized?
The qvpens now dont make a trail and only do so in unity
@jolly cape Did your project have Standard Assets imported? I would suggest deleting QvPen from your scene and from your assets and reimporting it. Don't change anything, and just upload them exactly from the sample scene
@elfin latch Is your camera on the water layer and is your camera in your post processing volume ?
Where can I find those lmao
Standard Assets is available on the Unity Asset store
@elfin latch also why the hell do you have bloom at 30
@jolly cape it's free. sometimes it is included in your installation and you can access it from Assets->Import Package->Cameras,Characters,Effects etc... but you will have to import almost all of them to get the necessary scripts. asset store version is probably easier
i was moving the sliders trying to make something happen LMAO @near escarp
yeah GO BACK
It said to not add the camera post processing layer onto the everything layer.
you will DIE if you make it work at 30 intensity lmao
Moooore BLOOM
You when you join your world > 
@elfin latch please consider following the values here: https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
the problem isn't even the values, it's the fact that it just isn't working and I don't know what I did wrong.
Silent recommends:
Intensity: 0.01 to 0.3, don't go any higher!
Threshold: Ideally 0, but below 1.0.
Soft Knee: 0
well just making sure you go back and fix the values
i can't see the layers in your screeshot
Working on a kinda map where you can build using spawnable blocks
@jolly cape O.O have you seen my and lox's world "VRMC" - if you want some tips feel free to contact me.
I have plans that should hopefully work
Main idea being able to pick up a spawner
and that spawner just spawss a pickup object without physics that you can stand on
Got inspired by a pillow fort map
if you want those to be network synced, you're going to start having issues after like 50 or 100
We ran outta pillows too quick and it was too limited
unless you do something similar to what QvPen does
which is what I do in VRMC
basically, you send a trigger which causes each player to spawn a local object, instead of using a SpawnObject trigger to spawn a synced object
and also make sure you use Enable GPU Instancing on your materials. that will make a huge performance difference
I tested it a month ago but scrapped it due to lack of motivation
I followed the instructions on the tutorial but nothing is happening so I don't understand.
yeah
can you show screenshot of the whole inspector for your Main Camear
I am definetely not using a redecorated vrc home as base
oh you did sorry
I'm missing the screenshot of the Post Process Volume
i got it working
yay!!!!!
congrats
Nice
now please set the bloom intensity back down to like 0.1 before I explode of oversaturated bloom!
0.02
LOL
I want focus to be on the building anyways so a vrc home should be fine the way I decorated it
show home pic Paci
LMAO
B L O O M

It has a video player and mirror, both togglable
I also have a chair and collider toggle
sounds fun. I think video players you usually don't toggle them per say - it's a bit more complicated to make sure they sync properly. I'd suggest using a prefab like HangoutPlayer or iwaSyncVideo
ok... there's a bit of risk you disable triggers / synced objects in some cases
so you should just use the prefab as it was intended
I just added a toggle so people who want to not hear the stuff can keep it off
ok as long as it defaults on that should be ok
Okay I should do that
mostly about making sure it buffers properly for late joiners
if it's off by default, there's some risk that someone who joins the video won't be able to sync
"some"
i'm putting 200
ok i might sound stupid as hell for this but uhhhhh
i always see worlds with like
cute moving trees and grass
where the fuck do they find the trees and the grass
is there a secret tree and grass discord
You can find a lot of things online by adding "unity" to any search
https://gyazo.com/2225ce5d6ac79a9f2160884104539997 https://gyazo.com/bfffe1f5dc4dd117b765dee9c33202ea before and after I click the ok @blazing laurel
I can't seem to get the OnPickupUseUp trigger to work. all I'm trying to do is turn on another object by using SetGameObjectActive with a toggle on it. But i don't get any type of text or anything that allows me to turn on the object. What's the most simplistic way something has to be set up in order to just grab and push the trigger to display something? VRC_Trigger , VRC_Object Sync , VRC_Pickup , Box collider is what I know
have you tried OnPickuUseDown ?
Yeah i get the same thing, nothing works.
Can you show how you set it up ?
@near escarp
Everything I used is from the unity asset store and booth
I also have no idea why the cork is so messed up
The color scheme is very nice !
@jolly cape set generate lightmap uvs on in the import settings
it runs typically the same way you would a mirror, only set to OnPickupUseUp as if you were holding the object and selecting the trigger is what I imagine would make sense.
I tried my best >-< Lighting sure has a huge effect on the feel and it was definetely a good idea to make the lighting at least slighty warm
You can do that with post processing
I already did that with the baked lighting
And some physical effects like silent's fake light/xiexie's volumetrics
?
Nono
@soft zephyr afaik it needs to be on the same object that has the pickup component ?
I meant that I found it a good idea to add temperature to the lights
Did you use light temperature to bake ?
i thought that didn't work, or maybe that's only 2018
@near escarp That's kind of the idea. Pretty much a lightsaber that just displays it's blade part when you turn on the lightsaber.
I did!
So the pickup component is below in that screenshot ?
Also for some reason that table in the middle still has a small square collider I cant find
Enable the physics debugger in the Window at the top @jolly cape and check mouse select in the bottom right
@soft zephyr I'd suggest changing to OnPickupUseDown and then check your outputlog for errors
okay sounds good
So I'm sure this is asked a million times, is there any possible way to test a vrchat world offline, be it in client or unity itself, to verify that things are working? I havent had internet so ive been working on a rather large world in the meantime, have absolutely no way to test it since the sdk doesnt seem to support that for whatever reason, of my knowledge at least. And id love for that to be wrong. Ideas?
...I forgot my pictures have collision
i did something similar.. had collision on underwater plants and couldnt figure out why i kept getting stuck at a random spot lol
I made a tool that runs #VRChat world in Unity editor. You can debug VRChat worlds with Unity editor functionality. https://t.co/52WKtXWC39 Demo movie shows AnimationBool and AnimationFloat actions works by interact. I used Example-Actions scene bundled in VRChat SDK as is. h...
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Well fixed the dark cork board and the pictures being way too dark
Done for today then
Tomorrow ill do th last part, the spawner object
I need to plan that one
That's awesome @near escarp, thanks a ton!
Might even run smoother than the client on my laptop 👀 lol
Is 18.6 MB fine?
depends
I made sure all textures are only as big as they need to be
And all crunched compressed ?
Does that impact the appearance of the picture itself?
Ruuubick, I think you just introduced me to one of my new favorite devs for vrchat, they have a logic gate package too
naqtn has a lot of stuff
wish there was just somewhere i could slap download, grab everything and view it all offline later
Also how come i cant download the vrc docs, lol. Or am i missing that somewhere
is that usually an option on docs ?
Most places have a download for an offline copy of docs, usually just a folder thats an offline copy of the docs site itself
I think I went from 19.6 to 18 MB which is def an improvement
If there isnt a link I'll probably just use a mapper and download them
Well you could cache it all or download ye
Yeah
Oh man, I just got around to testing that package out and im pretty sure its everything i wanted. Thanks a ton man, runs so smooth too
@near escarp It set it to the post processing layer
that's not what the guide says !
yeah you should look at Silent's guide and follow the steps
changed to water, still no bloom for avatars
what I want to look like https://cdn.discordapp.com/attachments/681021762728755231/681347467639390219/unknown.png
Did you actually follow the steps ? If you do then it'll work, also bloom intensity is different in every world
Nice
but I want bloom for player's avatars too
should I increase the intensity or what
No, just use the correct layer
how high is the emission on those materials?
what about the emissive materials in the world?
Emission strength 20? That seems pretty high. I think the bloom intensity of your post processing might be too low. I know some people disagree but if you just want simple emissions for world and avatar I think it's better to make Intensity for Bloom 1 and Threshold something like 0.95. It's definitely not realistic but it means anything above 1 emission will have bloom, like most avatars. If you do this though make sure you clamp it at something like 2 or 3 so nothing can EXPLODE into bloom
yeah the bloom intensity I am using is 0.01
anyone want a banana for $44.99 ?
i have a particle system running in my world but it isnt showing ingame
this is empty ingame
the flame is animated with frames
what should I use for the water. Every VR player is saying my water reflection looks bad for them.
where can I get it?
Check my website, it's under my name!
Here's a direct link
https://gitlab.com/s-ilent/clear-water
@cedar nebula That's a bad practise because you'll get hard bloom blob artifacts from the combination of high threshold and intensity and low ceiling. Especially if someone walks in wearing white.
Yeah but if all you need is avatar bloom then it's fine, most avatars don't have high enough emission to bloom with such a low intensity
I think most avatars bloom fine with 0.3
Avatars have like 3-5 emission to bloom
1 shouldn't bloom, because it's the same intensity as unshaded objects. 2 should be bright (lit up) but not necessarily bloom except in darkness.
In a "daytime" environment, ambient lighting is typically bright enough that adding sunlight on top of it results in an overall brightness between the range of 1.0-2.0.
most avatars I've seen really only go up to 1 or 2 for emission though, so a lot of avatars don't bloom under those settings. I totally get what you're saying and I think your settings work great for photorealistic environments, but if all you need is some basic bloom then the 1 intensity is fine imo
@solid helm is that the same one on booth
The one on Booth is not uploaded by me, and I think it's older, but yes
Well, they translated it into Japanese I think
It would be stealing if they were selling it, or representing themselves as the author, but they're not, so it's fine
do you have a suggested setup
@frigid estuary if you are using the Standard/Unlit particle shader, standard particle shaders do not work properly in unity 2017 due to render queue issues and could cause particles not to show up properly from certain angles
Hmmmm, that's a tricky question actually
In general, I'd say make the colour of your water white and the intensive of the waves really low
does water reflection tend to look bad in VR when the world and the water is so expansive
I tried using different water shaders and the reflection won't look better
the VR players say the reflection looks kind of pixel-like
they say they see two images in one reflection too
is it possible to setup reflection probe for water
You shouldn't be using a script for water
Have one reflection probe assigned to the water plane
I found out I can change the resolution of the reflection for the water and I am going to try uploading again
before was 256, now it's set to 2048
like this now
Anyone knows how to make multiple songs shuffle?
@bold ibex check the pinned messages for the VRCPrefabs database, there's a continuous randomized audiobank prefab in it
VRplayers still say the water reflection is bad after I increased the resolution
it seems you just shouldn't have reflection for water in VR?
You can but it's expensive and it needs to use the correct shader
Actually it might not be expensive, but it's realtime reflection, so maybe it's based on a cubemap, idk how that works
I just knew that some water shader does not support VR
that's my problem, it has nothing to do with reflection🤦♀️
@opaque scaffold Silent's water has serious issues with refraction (it refracts anything infront of the water too which looks very weird), but other than that it can look nice if you put some effort into it. There are some alternatives that either have much less of an issue, or negate the issue entirely. I know RAM doesn't have the problem, also the stock Unity water shader on the store also doesn't have that issue, but that's more for if you want proper waves.
How can I have a pickup is a normal pickup while held but resets rotation and snaps to a grid coordinate space when let go
It’s for a board game
Not sure if udon would be required or not
Does somebody have any idea how to make a Mirror without Player collider?
Just remove the collider
is there a way to toggle a skybox on and off
I think so
Also aquas water is also pretty good, you can find it on the asset store
just released another gameplay clip of one of the worlds I'm working on 🙂 Showing off the "Elite" enemy.
https://twitter.com/LakuzaVR/status/1237826518862254082?s=20
Show no mercy. Bullet Time Agent. Coming soon to #vrchat later this year. #madewithunity #VR https://t.co/uhUrHrSvlk
Is it possible to have a mesh collider object on which people still can be standing?
They dont have to be able to walk though, they are only supposed to "stay"/fall around inside some kind of container while being transported, but its necessary that it works without seats or any of that
Players don't respond to being moved around like that. You need a station
We really need some working moving platforms
By trigger only no player input
If the reason for not having it is trolling worse is already possible
moving platforms used to work somewhat before
they broke it completely around the time they messed with avatar colliders to prevent people from flying in worlds
a side effect of that , that they haven't really revisited since to try and fix
it had a negative effect on the development of one my worlds and still waiting for them to fix those collider issues a year later 😭
and by moving platforms, I mean dragging the player along the x/z axis
colliders still work with moving the player up and down though
but a good example is the floating doll in my lounge world, you used to be able to surf that from one end of the street to the other side really easy by throwing the doll and jumping on it
now it barely manages to keep you on as it floats up
and I need moving colliders for bullet time's 2nd stage 😵
@glacial pond @ornate turret yeah, I've seen moving platforms work in some Sonic (The Hedgehog) world and they worked
it was only moving up and down but it was working though, that would be enough for my purposes
Hello, how long can it take to allow me to upload worlds? it's for a university project
Are you currently a Visitor user? You only need to rank up to New User to privately make and upload, which can take maybe a couple of days. If you need to make it public you need to be User which can take a week or two to rank up
Whats the size limit for worlds?
for file size i dont think there is a set limit but would be suggested not to go above 500 mb. for distance again you can go very but but the further you go from 0,0,0 you will get floating point precision will get smaller and smaller. so keeping it under 1,000 you should be fine.
My file size seemed to be about 350 MB (which was too big for my purposes anyway). Getting rid of some of that helped me upload my world, because it interrupted after uploading for too long it seems @stray sand
do you have future proofing enabled? or auto bake lighting enabled?
both have been known to mess up uploads.
make sure they are disabled.
where is the auto bake lighting setting?
in the lighting settings, bottom, auto-generate
thanks
right, so i learned that post processing stack does not work in Unity VR anymore
it works fine without a VR player...but as soon i add one, post processing turns itself off
Anybody know what happened to the CBL horror world??
hey i got a tag added to my world called text-inappropiate what does that mean, doe smean my world is shown less?
Is this about sharing worlds or ones you made or inviting??
Cause I wanna know if any of you know the word about any private invite only places that have "content"

@hybrid mica just mean someone reported your world for that, shouldn't affect your search ranking to my knowledge
ah oh ok thanks
can anyone help me out
@burnt pilot to make sure is it being applied to the skybox or is it a large inverted mesh.
Well for the inverted mesh you would be having to put it in so probably not. Unless this was built outside of unity. But to make sure. In the light settings window at the top should be a option to apply a skybox shader. Is the one you want in it.
@hybrid mica What text do you have in your world?
does the reported stat on the website show how many times your world was reported?
Im on my phone so im a bit limited and doing this from memory. The Lighting window (menu: Window > Rendering> Lighting Settings)
Heres a image from google.
Skybox material is what you want to look at.
how do you add a skybox material?
Didnt have the window or the correct material?
Ok large type time.
You are using a inverted box mesh for the skybox. Unity uses a different system for skyboxes that don’t require that ( other then some use cases). Why you dont see it is cause the camera far clipping plane isn’t big enough. To resolve this i would suggest putting the material into the scenes built in skybox. In the lighting window you have open in the lower left side of the image. Scroll up to the top and you will see a option for skybox material. Place the material you want into it. And then you can remove the box.
And @dull sky how to create a skybox material or apply one to the scene.
I would suggest looking into some unity basics tutorials. Knowing more how unity works will make things easier.
@sacred warren i have so much text in my world since i run a anime watching world so can be anything XD
Do you have any lights in the world?
If the purple is covering the main area then its probably casting a shadow making it darker. On why it was lighter before compared to now is cause in the lighting window you have environmental lighting. Default uses the skybox to set how bright it is. Since its very dark its darkened the scene. You can switch it from skybox to color. Then select how bright you want things.
@dull sky the reported stat on the site does show how many times it’s been reported.
It will (unless fixed) show you one report on it, but that’s normal and can be ignored
remove the vrc_world (vrc_scene desriptor) and make a new one ,might fix it, you can still use the same blueprint, had that a few times myself
That's on a new project ?
We told you to make a new project a few times already
but then i have to do everything again or?
kk
Yo i have some problem with Light in my unity project, they turn of when rotated to certain angles
Anyone seen this before and know a of a fix ?
I tried duplicating something similar and rotation doesn't change mine. I'm not sure what is causing it.
Does the Pickup script change colliders for the one picking up?
Or some other related aspect that would be important when fine tuning a melee weapon
Just something simple, why doesn't my world open the test client properly and just boots me to home?
um i would like to know how to make pickupables be able to be seen being picked up by other players? i don't really know what i'm missing
object sync component
ohh 😅 okay thank you
I've got a problem, I've built a prototypes of some words in one world
and I check them on and off as I work on them
I was trying to see what it would look like with good lighting
And whenever I set up my lighting, not with given unity lights, it doesn't work on any of the walls on the prototypes
However I KNOW its working because I tested the light against a plane and it is working with it
I even tried switching the material types on the walls and flooring on the worlds to standard instead of poiyomi
Nothing is working
Everything is static too
Like its supposed to be
I always use this video when doing lighting https://youtu.be/VnG2gOKV9dw
In this video we’ll learn a bunch about lighting and use it to light a simple scene using the Progressive Lightmapper.
● Get a discount on The Complete Unity 3D Game Development Course: https://www.udemy.com/unity-developer-course/?couponCode=YTBRACKEYS999
● Download Room + M...
Why are you using Poiyomi's for worlds? Don't do that
What would I use then?
Yes
How can you tell ?
In the Scene view, select Baked Lightmaps from the selector under the title
Went to load into my homeworld i made and for some reason today it keeps kicking me back to the hub regardless of what i do yet yesterday it was perfectly fine with no changes.
Any reason why this would be happening?
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
ah i forgot that existed, very sorry
So I'm having an issue with getting VRChat to accept my camera as the reference camera. Long story short, I've got a massive flat world with a forest on one side that the user should feel drawn to. The reference camera I use has a far clipping plane of about 2000, which I know is kind of a lot. The problem is, VRChat doesn't seem to accept that. It doesn't render the far trees at all. I've made sure the reference camera is placed into the appropriate slot.
I can't find much in terms of documentation on this, does VRChat have a cap on clipping planes?
Only the near clip get's clamped
Huh. What could be causing it to not accept the new far plane?
Can you show pictures
Yeah, one second
Here it is from Unity Editor, from the perspective of the reference camera in play mode.
And a screenshot of effectively the same area from in VRChat
I mean that's not really up to the clipping plane when you still can see mountains behind the trees
...Oh my god I'm stupid.
Well shoot, what could it possibly be then?
Is that unity terrain with painted on trees?
Yep. I set the "Tree Distance" to max just to stress-test it, but it doesn't seem to work
I've never touched unity terrain so I can't say much about it but it's gonna be some issue related to that
Fair. You managed to save me from spending hours fixing a problem that doesn't exist, so you've already helped a bunch!
Good luck figuring out the rest it could be something in vrchat setting the setting for the trees maybe, you could always manually place the trees as gameobjects
That may kill me for real
But if I have to...
Ah, I got it
The default tree materials have a very short render distance
player layer is for other people and player local for the person themselves right?
collision wise
correct
thanks
so ive been trying to test out and create a updated version of my world, however its not properly updating what i added, and only shows the old version
any advice?
nvm, found out the issue, the skybox wasnt compatible with vrchat
@near escarp Figured out the OnPickupUseDown problem. It's good to note something as a minor detail like Auto Hold must be set to "Yes" on the VRC_Pickup component for this trigger to work. to be more present I guess.
Is that part of the documentation already ?
Yeah, updated about 3 months ago.
Is there no OnRelease or something for stuff like OnPickupUseDown? Not to be confused with OnDrop.
OnPickupUseUp
Oh okay so UseUp isn't for the other trigger then?
if by other trigger you mean grip button, no
pickupusedown and pickupuseup are both for the same button, just for pressing and releasing
OnPickup -> OnDrop
OnPickupUseDown -> OnPickupUseUp
I don't know what happens if you drop it while using
it triggers pickupuseup
ah so you get both events automatically, cool
Gotcha, I figured because you can lock your grip so you don't have to constantly hold down the grip button, leaving it free.
only on VIVE Wands D-:
oculus and index users have to hold it the whole time. I think we all wish VRChat would address this someday
I think you can set grip to toggle button in steamvr controller bindings but that's such a confusing thing to have to do
like every time you switch to a climbing world, welp time to dig through the steamvr controller bindings interface.
yeah doesn't really seem worth the effort tbh
and have fun explaining that to anyone. it literally took me a couple months to learn fully how to use that, and I'm a programmer
"isn't for the other trigger" -> if you want two handed controls, you need two pickups, and both hands need to be holding something
both hands need to be holding ? like an AND logic?
is there even a way to create variables on here?
I assume it's DataStorage
variables typically need to be represented by gameobjects. For example a bool would be an object that can be enabled/disabled. If you want a gate, then you put a trigger inside that object and it will only fire if the object is active
This is especially relevant if you want to store a vector3. You do so by putting a gameobject at a position and leaving it there. It's position can then be accessed and manipulated as a variable
That's good to know. I assume it's just the way VRChat works with Unity.
ehh, kinda. It's just that the trigger system has limitations and this is how you can get around them
most of it isn't intended
you also can store variables in animators. That's a much more intended way of working with things, but has it's own set of limitations
I can see that having it's uses though without having to manually set the new position of the animation when you can just reference the variables
yeah, animators are great
Animation is the one thing I haven't touched yet. Not sure how it all quite works but it's on the list of testing things in my world. I just want to do some basics like have a constant spinning 2D circle
for constant spinning or moving objects, I would recommend the standard asset script "auto move and rotate"
Noted. What about animating textures off of objects?
such as shifting textures of a water to move and loop back around
then yeah, animator
the main reason auto move and rotate is handy is because it's convenient. Doesn't require setting up an asset that takes up space in your files, it's just a component and nothing else. But if you want to do anything outside of that, then you need something more multipurpose like animators
Makes sense, thanks for the good help.
does anyone know how to create a third person perspective camera which can be toggle by pressing a button in a world?
@ornate thicket there is a "3rd Person Controller" prefab on https://vrcprefabs.com/browse
thank you
Is there some sort of tweak
that helps with network priority for a specific set of physics or some other solution to make melee weapons hit more reliably? They update and kill instantly offline, but when i try it in world there's a noticeable delay
I'm not great at scripts or understanding programing but do we have something similar to this somewhere in the whitelist? https://www.youtube.com/watch?time_continue=87&v=042a60MrEnM&feature=emb_logo
A quick overview of the Smooth Sync plugin for Unity.
TL;DW Add a smooth sync component and watch it be smooooth.
Smooth Sync for Unity: https://assetstore.unity.com/packages/tools/network/smooth-sync-96925
If you have any questions, contact me any time.
Yeah, the vrchat sdk comes with an Object Sync component
That's what I've been using but the network gets too cluttered during online gameplay so I'm trying to cut back on network position updates for the less important objects like the crate someone is throwing around in the corner so the priority is on the bats and bullets.
Object sync lets us turn off Synchronize Physics and Allow Collision Transfer. Would that mean it only shares transform data and could still keep objects in sync with less network use? or would players see crates fall through the floor if I uncheck those
Does VRChat use dedicated servers for player worlds or set one of the players as such? cuz maybe its just that and my internet isn't good enough to host
most likely it's not an issue of how good the network is, it's a matter of who is detecting the collision with the player or object you're trying to deal damage to. The normal method of just onentertrigger > playerlocal > deal damage means that the person being hit detects it, not the person swinging the sword. Which means it has to go back and forth across the network before you see the results. What you want is a way to do favor the shooter, which means the person attacking detects the collision and sends the information over to the person getting hit. This isn't impossible with triggers, but it's way more difficult to set up
that actually makes perfect sense phase, my friends are aussies so they take forever to detect my hits
yeah your right I'm starting to connect some dots since I'm basically waiting on their client to get updated position on my trigger thats the delay
Do you happen to know if we get a dedicated server or are being set with a host player?
It's a host player
oh, likely the master? That helps a lot, now I know to go for people who live close to me lmao
did you have a start direction I can troubleshoot through to start the favor the shooter method? I'm not opposed to trailblazing some ideas but you seem like a smart dude with a lot of ideas/experience
The concept behind it is that you need a system that spawns a brand new object for every single player, and each player takes ownership of their own unique object. Then that object follows the player and has a collider. When someone hits the collider, it needs to broadcast specifically to the owner to take damage
The unique object per person thing is already done, check out vrcprefabs.com/browse and grab propspawner v2
Part of that prefab is the ability to do owner events, where when the owner creates the prefab they trigger certain events locally. That is how you will set up the scripts that will follow the owner's camera and then sync it across the network with objectsync. Then you can also set up the damage broadcast by doing an onentertrigger alwaysunbuffered activatecustomtrigger. This means it will broadcast to everyone, but the custom trigger that it activates will need to be enabled for only the owner. As a result everyone else will just do nothing with it because their trigger is disabled
beautiful, it makes sense and I can definitely use that, also gives me some other options beyond adding damage. Thanks man!
any one know how to get a twitch chat to show up in vrchat on a pannel? ive been looking around the past few days and have only seen it done with the now removed web panel
Uploadin my first custom map, very excited to share. :D
@worthy relic That's actually a so-called overlay program. For example, XSOverlay, OVRToolkit or OVRDrop. I'd move that question to #vrchat-general-2 or #vrchat-general-1 as it's not something that is part of the world but rather a program you run within SteamVR as a player
no, im wanting to show a twitch stream in the world
not just for a player
kinda like a photo on a wall
@balmy gate
Does anyone know where I can get QV Pens?
maybe im not explaining this right, and thank you for helping me lyuma. what im trying to do is have a panel that every one in the world can see the chat not just me
like a painting on a wall
@balmy gate ^
then there is no way to only show chat?
looking for help with damage prefab, just some quick clarification
so, when i click this button, unity freezes up and i have to kill the process O: https://gyazo.com/d7ed7e0b868e041ace3331f5879ec011 what am i doing wrong? D:
the collision matrix tells your world what interacts with what
you need unity to make a default configuration
should i not be clicking the button then? when i do everything just freezes forever O:
thanks for responding btw ❤️
yeah, i figured it shouldn't be too, not sure why it is > w<
go to Edit>Project Settings>Tags and Layers
show me what shows up there
then show me Edit>Project Settings>Physics
what version of unity do you have?
uuuh
top left
one sec, i tried doing it again, froze. gotta restart > w<
these instructions apply for current release and not the 2018 beta
2017.4.28f1
ok that's correct
I am doing this to see if the default layers have been setup yet
does this happen on one particular project, or any project?
here's the tags and layers
i haven't tried setting up a world in months, just on this one as far as i know, but i haven't tried doing it with other projects
show me the physics inspector view if you can
woah, even set up by default it's not all checked like that
exactly
I wonder if having it all checked is causing problems with the auto setup
maybe try unchecking everything then press the button? idk, wild guess
or I could create a default matrix and you can manually set it up
if that doesn't work
O:
maybe, this is just a new project, not sure how that happened
let me just try making a new project, i'm in the super early stages anyway, so it's not a big deal~
👍
feel free to come back here if there are any issues.
Phase, I was curious if you could help me
?
It appears the damage trigger in the combat system doesn't actually trigger.
how do you have it set up
I tried setting the prefab, then setting the prefab to do a trigger, then I tried making it trigger a static object
what prefab are you talking about exactly? Screenshots would be helpful
and the trigger?
refers to that prefab
hmm, let me try that
to be clear, don't remove all targets. Add one target, but don't plug anything in
idk if it would pick up on the trigger though
but it's not that particular object that it needs to refer to. It's something you can't access. So you leave it with no target and it will be set up for you behind the scenes
huh?
no I'm talking about the trigger that does the damage, like onentertrigger or onparticlecollision
I get ya
or just watch this video https://youtu.be/eqFsSfXrJt4
Tutorial goes over the basics of creating a combat system. This includes setting up the VRC_Combat System script, an object to inflict damage to the player, and how to setup spawns for a team based map.
The map shown off in the beginning is called Archery. Version 1.2 is pub...
so, in the case of this sample object
yes, add a target and then leave it blank
Hmm, so the goal is to make a custom damage prefab to change the damage effect
I'm not sure what you're asking. Are you talking about the visual damage prefab in the vrc_combat system?
yes
I have that, I just want to be able to make it fade away. I think I have an idea though
you'd probably be better off making your own custom health tracker to be honest. Combat systems' health is kind of a black box
My idea was to mimic how the damage prefab follows with a follow script, then call everything using the damaged script (as I found out it does indeed work).
this way I have an object to refer to
are you just trying to get an object to follow the player? You don't need the visual damage prefab for that
I am trying to make a damage prefab I can refer to with triggers
the normal vis damage prefab is a 3d model anyway, I can probably do better having an object that occupies screenspace
I wish I could gut the combatsystem code but it's all compressed into a DLL
does the vrc_mirror script prevent animations from modifying parameters on its material?
in editor trying to animate a shader property but the animation window doesn't let me change them, only if i disable the vrc mirror script, but the mirror just uses the original settings when reenabled
Anyone has ANY idea why when I trie to upload a world in vrchat my unity just closes? I am making a world that is 74.mb currently and when I click to upload it, it pops up the window that you put the name and everything and as soon as I click upload it takes a few seconds then crushes. I checked the cpu and gpu to see if any of that go on red but cpu was on 15 - 25% and gpu around 35%
Any ideas? Itreid it over and over with small changes like removing some new textures or items I added and nothing seems to work. It is starting to get on my nerves since its the same world I have been working on for a while and I Just keep adding new stuff in to it and not it decided not to work at all.
I tried ti give as much info as I could, idk what the problem could be here
did you disable future proof under vrcsdk settings?
I need help... For some reason i don't spawn in this world when i Build & Test
I spawn in here
It's not because of this project, it happends when i make a new one too.
I tested with making a new project and just making a simple room and it still spawned me in this screenshot.
Did u placed the spawn corectly?
u have to plave the spawn point and make sure its at the place you want to spawn
Some of the errors are ment to happen idk why but they happen no matter what
Ah, okay.
Let me check something
Delete that script that's in the log
But it says my world cant load.
yes that first of all
Where?
I don't even have a door anymore in the world
Ifu have loaded it in tho check the files in the world?
wait nvm i found the script
ok
The problem was that the script was stopping the world from building again and was loading you in the old version you build before
and because I have some issues too (as always) how big is your world?
If there's no other errors it should work now
I am asking because mine is 80mb and it doesnt want to dame load XD
That’s something else Iron
oh?
Others, and me, got worlds that are 300+mb and loads fine
I just realized i forgot to set the VRCWorld in the room
There we go
I didnt rly help but np. my plesure if I did heh
👌
It can be a lot of things Iron. Like make sure your world descriptior spawn isn’t empty. Don’t spawn the player inside a complex mesh. Don’t use stupidly high res textures. Triggers triggering itself causing a loop thus crashing.
Best is to check the output log
That itself gives you a lot of answers
The thing is I am working and updating the same world over and over
I do small changes then test
and I deleted a texture that was 4k because i wanted it to be a painting
Wait i keep spawning here tho my VRCWorld is at the floor?
Try moving it up a bit?
oh and @bronze smelt, When I build and test it works, when I upload unity says it crushed
Turn off future proof in the sdk settings
1 sec
If that is it I swear to god I will lmao XD, i turned it on thinking it would help
why?
Im just gonna delete it since i don't need it now anymore.
lol
ik XD
There we go, if i did everything correctly i should spawn in the room now without problems.
@bronze smelt @dusk sapphire Thank you both, it works now so I ma get back to fixes. Also now it may not take 37 minutes to upload the world
Now i gotta turn on collider on everything here and it should work
its my irl room XD
i tried to remake it
But thx.
First time in Unity to make a world so im excited.
Future proof was basically a option to allow the game to “recompile” the world for future unity versions. But has not worked properly for over 2 years now
oooh
After it’s been uploaded that is
Wait is it Box Collider for collider?
That’s the common one and one you should use yes
Ok thank yooouu.
and I did that for when the Vrcaht upgrades to the new unity vertiuons but f that
XD
Pro tip; backups
Wait is there a tutorial of making so you can turn off colliders?
I am making my first world as well so I may have a lot of stupid problems
I found out the hard way
when 5 hours got deleted
now I have 6
oh noo
Not really a tutorial for that specific, but there is tutorials for triggers and enable/disable game objects
so yes it a ggood tip.......
@bronze smelt this one?
That’s for avatars
I found out how to make trigers work myself because of Gmod XD