#world-development

39 messages · Page 29 of 1

split magnet
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right?

near escarp
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If you want the teleporter object to be an interactable then no, it needs to be an OnPressKeyDown

split magnet
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so not a "walk into Teleporter" thing than... its a "use Teleporter" thing

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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?

split magnet
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OnKeyDown .... which one is the one for my motion controller

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it appears only to show keyboard ones

cedar nebula
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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

split magnet
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originally i wanted to walk through the teleport gate

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the button summons it

bold ibex
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so nobody knows how to convert a .map file from halo to something I can use in unity?

split magnet
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and than i walk through and than its erazing itself after a while

bold ibex
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there's no programs or anything?

cedar nebula
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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

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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/

split magnet
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reading

hollow estuary
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any tips how to make this ball actually bouncing when it hits wall ?

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i want to make it bouncing natural like irl

bold ibex
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@hollow estuary rigid body

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Mass .5

modern kayak
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bounce and friction is controlled by the physics material. Make a new physics material in your assets, change the properties, and assign it

bold ibex
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So, my video players have stopped working in all my worlds

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does anyone else have that issue?

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Im running on Unity 2017.4.28f1

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here are the settings I used

random owl
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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.

bold ibex
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yea, I just checked vault club and there is no music playing at all

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F

random owl
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I'll give it a look as well to see if it's just your computer or actual backend changes

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It's also possible to manually update your youtube-dl.exe in the game files

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Hmm seems that on my end youtube videos are working fine

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So somethings up with just your vrchat

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Could just try this option in steam settings to see if that would be a easy fix @bold ibex

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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

bold ibex
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Hmm

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Thank you!

frigid estuary
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Is it possible to activate different running speeds in worlds with triggers?

near escarp
frigid estuary
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@near escarp Oh cool! Do you make different gameobjects containing the mod component and activate it or somehow different?

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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

near escarp
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the following tweet in the thread explains the method

bold ibex
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is there an easier way to animate visemes? like with an audio clip?

bronze smelt
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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.

tawny heart
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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.

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Also just make a new project for lipsyncing in newer unity version like unity 2018 or 2019 lts.

bold ibex
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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?

near escarp
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Might be worth commissioning someone directly if you need something specific, there's the VRCTraders discord in #community-servers-old @bold ibex

bold ibex
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thanks

hexed elm
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anyone have a link for QV pens?

random owl
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You should find it by just googling the name

hexed elm
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yeah i got it. doesnt seem to be working for some reason

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im booting up the test build and i dont see anything

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as far as markings/ink go

random owl
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I think it needs standard assets imported to work but since the texts are in japanese you might have missed that

hexed elm
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thank you!

lethal ravine
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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.

bronze smelt
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Create two folders, keep anything that belongs to that specific world in one folder. Then anything shared between them in a shared "Resources" folder

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Then just make a rule for yourself that any shared materials don't get edited unless you're changing both worlds

pliant trail
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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.

balmy gate
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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 )

pliant trail
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I will thanks.

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Wow. Thank you for pointing me in that direction. This is going to be a huge time saver.

potent trail
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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)

balmy gate
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@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.
potent trail
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Okay thanks that actually solved a lot of problems i had in general ❤️

cyan pike
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anyone got some decent grass settings for unity terrain?

sand fossil
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@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

barren crescent
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Help me !! I uploaded the world, but why is it the same world?

cedar nebula
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Check your unity console for errors and try to resolve them. It's probably a bad script, deleting it will usually fix it

zinc nacelle
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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?

young garnet
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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.

near escarp
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@zinc nacelle Can you post a screenshot of your unity window pls

cosmic field
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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

zinc nacelle
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@near escarp I think it works now again, and I didn't change anything, it was almost like the test function was bugged out

near escarp
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You can Google silent post processing @cosmic field

young garnet
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So am any ideas how to get a video player that plays local files in unity

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?

cosmic field
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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

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how do I get the bloom to work correctly?

near escarp
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make sure to follow the steps in Silent's guide

cosmic field
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I don't know if this is really required, but whenever I open the link, it just brings me to this

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and it continues to go on

near escarp
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What link ?

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I've personally never used that before

cosmic field
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For the sample profile

near escarp
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No need, you created your own

red shard
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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.

stray sand
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@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.

young garnet
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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

stray sand
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its a paper i recently put together so its fresh in my head.

young garnet
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thx :3

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If that can work for me I am staying up XD O want to see it working I am exited

red shard
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Could someone help me? Problem still there

short jacinth
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Just a quick question. What layer on mirrors reflects nameplates?

stray sand
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uimenu i believe.

short jacinth
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Thanks!

frigid estuary
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Is it possible to use displacement mapping/textures in worlds for vrchat?

cedar nebula
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If the shader supports it then yes

frigid estuary
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Oh ok, thanks :]

sand fossil
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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

lethal ravine
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Do particle emitters need VRC_Object Sync?

cedar nebula
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no

bold ibex
supple tinsel
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first time for everything..

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trying to do stuff with Unity Terrain for the first time and this isn't easy

near escarp
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Unity terrain wtff

open thicket
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speaking of which

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is there any kind of terrain tool that would allow you to build caves or inverted kind of meshes?

green lagoon
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nope that's not doable with heightmap Based training tools

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you'll need to use meshes to do overhangs

meager anchor
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Does VRChat support Screen Space Reflections? Since the Post Processing Stack v2 complains something about Deferred Rendering Path

naive cloud
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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)

near escarp
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@naive cloud OnKeyPressDown setcomponentactive > disable the mesh renderer

naive cloud
cedar nebula
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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

hollow stump
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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?

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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

red shard
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Could someone help? Still have no idea.......

iron violet
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@red shard where/when are you seeing that message? when trying to upload?

red shard
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Yes. When trying to upload. It doesn't even compile for test

cerulean shuttle
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Any time I try uploading my world to VRC unity crashes, is this common?

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And rest compiles just don’t work

sacred warren
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Disable Future Proofing, see if that helps.

red shard
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It is off.

sand fossil
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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

cerulean shuttle
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How would I disable that @sacred warren

sacred warren
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It's in the settings tab of the SDK

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@red shard You need to check the console, there'll be an error blocking it.

dull sky
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how do i start a world test in desktop/PC mode because it keeps booting my oculus app

sacred warren
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Create a shortcut to the game and add "-vrmode none" to the command line.

supple tinsel
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Now that I've found props, it's definitely going somewhere

all that's left is just texturing the damn thing

sacred warren
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You'll want to paint it in Unity.

sharp wraith
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CS1704

modern kayak
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go to that location and delete one of the duplicates

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or reinstall unity

elfin latch
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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.

near escarp
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follow the steps again one by one

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you're either missing the reference camera, the layer or the volume

bold ibex
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This stupid CS1704 error is still there for me. ..

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After reinstalling Unity

elfin latch
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huh, okay.

bold ibex
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Ruuubick do you know maybe the error?

near escarp
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I don't, sorry

bold ibex
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Hooo >~<

onyx kindle
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Does anyone know how i can hide players usernames for a good horror game effect

near escarp
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Ask people to turn off nameplates at the entrance iris

short gulch
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Didnt there used to be an option to disable them in the world settings?

random owl
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You can't set it yourself it's a dev tag

short gulch
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Ah ok

balmy gate
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@bold ibex can you please screenshot the error

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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

modern kayak
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he has it screenshotted further up

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the error is something about the unity editor, not the project. Not sure how that happens

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and he is on the correct version

balmy gate
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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

modern kayak
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he's already reinstalled unity completely

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unless that doesn't reimport the project

balmy gate
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No, that won't touch the project

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Reinstalling unity does nothing

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Maybe worth doing right click Assets -> Reimport All

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Since that's probably the fastest / easiest way to make sure things got reimported

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If it's still broken after that, there must be a broken asset like a dll or compiled standalone binary with assemblies on it

cerulean shuttle
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so my world only says PC, does that mean oculus users cant join? and if so how can i make it they can?

frigid estuary
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my world doesnt upload, as soon as I hit the upload button it jumps back and tells me it has successfully uploaded the world

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only the world thumbnail-image got uploaded

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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

frigid estuary
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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

onyx kindle
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Does anyone have a good navmesh tutorial i can watch for VRChat?

frigid estuary
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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

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the middle one says "the requested adress in this context isnt valid"

random owl
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@frigid estuary try detaching the world id in your scene descriptor

frigid estuary
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There is nothing to detach since I am uploading new worlds

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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

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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

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does it have to do with the unity version?
2017.4.28f1
yesterday everything was working fine though

random owl
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Does your vrcworld have a world id in it currently?

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Usually that error happens when a world has a world id assigned without it existing

frigid estuary
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it seems to get an Id everytime I test it

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even when detached

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wrld_0f1193bb-25b4-408e-8c4c-1708fa9ed3fa

random owl
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Detach and instead of testing try uploading?

frigid estuary
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I'll try

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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

random owl
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Do you have future proofing on in the settings?

frigid estuary
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No

random owl
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But it is uploading now though?

frigid estuary
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it is

random owl
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Then that get's harder to know why the uploading is taking so long

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You can have a look at the console log to see how big the build was

frigid estuary
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the uploaded world brought me to the same old world again

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I cant find the Meshes part with notepad

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I mean "it" cant find

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Even when searching from first line

random owl
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That's sounding there's something bigger going bad in your project vrcThinking

frigid estuary
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Should I give you the notepad txt file?

random owl
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I can have a look but I'm not sure if I'll get anything out of it

frigid estuary
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I'll have a look if it still hapens with a fresh vrc sdk in another project

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Ok it's the project itself, in a new project it works

frigid estuary
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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

opaque scaffold
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why the world that I uploaded is four times the size of the files of the world in my unity

near escarp
opaque scaffold
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and the post processing is working for the buildings in my world but not for the players, how can I fix it

bold ibex
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what is this ._.

opaque scaffold
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Would duplicating buildings from the same model in unity increase the size of the map?

rain shadow
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@opaque scaffold Only if you add different textures to it or have it lightmapped

opaque scaffold
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what about light baking

rain shadow
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@bold ibex Look into that modern furniture pack and delete any scripts if there are any

bold ibex
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noow ait

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i got it

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one second

rain shadow
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for light baking it would depend on the lightmap scale for that object

bold ibex
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right now

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this error shows me when i try to open my control pannel

rain shadow
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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

opaque scaffold
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how can I look into the lightmap settings

rain shadow
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Are you familiar with baked lighting?

opaque scaffold
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not quite

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unity says I have no lightmaps at all

rain shadow
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If you aren't baking the lighting you don't need to worry about it then

opaque scaffold
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the only thing I know is that unity would bake the lights by itself when I change anything in the world

rain shadow
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Uncheck the auto generate, its more of an annoyance then anything else

opaque scaffold
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hmm... is that not baking?

rain shadow
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Auto generate doesn't save the baked lighting properly, if you want it to work properly you need to press the generate lighting button

opaque scaffold
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what

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O口O

bold ibex
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opened a new unity didnt worked out

opaque scaffold
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but if I am using a real time directional light as the world light source, should I do the generate lighting thing

rain shadow
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@bold ibex Same error?

bold ibex
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ye

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should i reinstall

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vrcsdk?

rain shadow
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If you aren't specifically trying to have baked lighting just don't worry about it

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@bold ibex Did you get that error in an empty project?

bold ibex
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only in this one world

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im making for my friend

rain shadow
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If you click on that error does it show more information about it?

bold ibex
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and no im not using baked lightnigs rn

opaque scaffold
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normally I just ignore the errors

rain shadow
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VRCTools?

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If thats an extra thing in your project delete it and reinstall the vrcsdk

opaque scaffold
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by the way if I am using auto generate would a baked light map be uploaded together with my world

bold ibex
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still the same

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after reinstalling

rain shadow
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@opaque scaffold Pretty sure it doesn't

bold ibex
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Super the error only appears

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when i try to open the control panel in VRChat SDK

rain shadow
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Wrong link actually, https://docs.vrchat.com/docs/updating-the-sdk need to follow this one.

bold ibex
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im confused

rain shadow
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@bold ibex If you search in your project for vrctools does anything come up?

bold ibex
rain shadow
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Follow that guide on updating the sdk

bold ibex
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still

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the

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same

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^^

rain shadow
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Does the error prevent you from uploading?

bold ibex
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i cant even open the control panel

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because when i try to open

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the error shows up

rain shadow
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What assets to you have in your project?

bold ibex
rain shadow
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Poiyomi shaders can cause errors so it could be a script from that

bold ibex
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so may delete itß

rain shadow
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Yeah you shouldn't be using toon shaders in a world 99% of the time anyway

bold ibex
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deleted it

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but now is my world floor pink

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and the error is still there

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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?

opaque scaffold
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how can I make the bloom effect in post processing FX take place on players' avatars as well?

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it is only working for the buildings in my world for the moment

near escarp
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@bold ibex Look at your outputlog

bold ibex
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where

near escarp
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@opaque scaffold which layer did you chose ?

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!outputlog

tawny lilyBOT
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You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt

bold ibex
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thaanks

bold ibex
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i still have the error with the vrc world :/

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Does someone know?

near escarp
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If you followed the steps in how to set up the SDK and it doesn't work, make a new project

bold ibex
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How about reimporting?

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the assets?

near escarp
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that would risk reimporting the asset that corrupted your project

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so i wouldn't recommend it

heady meadow
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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 😖

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Pleases @ me if you have a suggestion

jolly cape
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So all my light is baked but I want the player to be affected by light as well, how do I do that?

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And how do I make that also appear in mirrors

blazing laurel
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@heady meadow Can you post a screenshot of the console?

near escarp
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@jolly cape Light probes !

jolly cape
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What... does that mean?

near escarp
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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

jolly cape
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kk

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So

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In the mirror

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I am dark

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But only me

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Others are not

modern kayak
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your light is not set to affect the mirrorreflection layer

jolly cape
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Also for some reason the qvpens are not grabable

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It has the VRC_Pickup component

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and pickupable is ticked

buoyant hollow
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Does it have a collider?

jolly cape
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they are disabled but yes

buoyant hollow
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it will need to be enabled

jolly cape
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Wont I collide with it?

buoyant hollow
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no, it will be on the pick up layer

jolly cape
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o yea

elfin latch
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Okay, I just kinda fundamentally don't understand Silent's post processing tutorial. I've re-done it like 3 times and nothing happens.

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I'm hoping someone could help or maybe link a video where it's utilized?

near escarp
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post screenshots of your setup

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if you follow the steps it should just work

jolly cape
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The qvpens now dont make a trail and only do so in unity

balmy gate
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@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

near escarp
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@elfin latch Is your camera on the water layer and is your camera in your post processing volume ?

jolly cape
#

Where can I find those lmao

balmy gate
#

Standard Assets is available on the Unity Asset store

near escarp
#

@elfin latch also why the hell do you have bloom at 30

balmy gate
#

@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

jolly cape
#

I have to download it yea

#

Ty for the help

elfin latch
#

i was moving the sliders trying to make something happen LMAO @near escarp

near escarp
#

yeah GO BACK

elfin latch
#

It said to not add the camera post processing layer onto the everything layer.

near escarp
#

you will DIE if you make it work at 30 intensity lmao

jolly cape
#

Moooore BLOOM

near escarp
#

You when you join your world > Intensifies

balmy gate
elfin latch
#

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.

balmy gate
#

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

near escarp
#

i can't see the layers in your screeshot

jolly cape
#

Working on a kinda map where you can build using spawnable blocks

balmy gate
#

@jolly cape O.O have you seen my and lox's world "VRMC" - if you want some tips feel free to contact me.

jolly cape
#

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

balmy gate
#

if you want those to be network synced, you're going to start having issues after like 50 or 100

jolly cape
#

We ran outta pillows too quick and it was too limited

balmy gate
#

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

jolly cape
#

Yeah

#

I know how ill do the object spawning

elfin latch
#

@near escarp idk what i'm doing wrong

#

I might give up on trying to make it work LOL

jolly cape
#

I tested it a month ago but scrapped it due to lack of motivation

balmy gate
#

@elfin latch you are looikg at the game tab right?

#

also not on mac

elfin latch
#

I followed the instructions on the tutorial but nothing is happening so I don't understand.

#

yeah

balmy gate
#

can you show screenshot of the whole inspector for your Main Camear

jolly cape
#

I am definetely not using a redecorated vrc home as base

balmy gate
#

oh you did sorry

elfin latch
#

nvm

#

i have -4 brain cells

#

don't pay attention to me

#

LMAO

balmy gate
#

I'm missing the screenshot of the Post Process Volume

elfin latch
#

i got it working

balmy gate
#

yay!!!!!

near escarp
#

congrats

jolly cape
#

Nice

balmy gate
#

now please set the bloom intensity back down to like 0.1 before I explode of oversaturated bloom!

elfin latch
#

yeah i kept it at 30

#

and screamed

near escarp
#

0.02

elfin latch
#

LOL

jolly cape
#

I want focus to be on the building anyways so a vrc home should be fine the way I decorated it

near escarp
#

show home pic Paci

jolly cape
#

Its not done yet

#

I need to add the pens, skybox and pictures

elfin latch
jolly cape
#

LMAO

elfin latch
#

B L O O M

near escarp
jolly cape
#

It has a video player and mirror, both togglable

#

I also have a chair and collider toggle

balmy gate
#

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

jolly cape
#

I do that

#

i use iwa

balmy gate
#

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

jolly cape
#

I just added a toggle so people who want to not hear the stuff can keep it off

balmy gate
#

ok as long as it defaults on that should be ok

jolly cape
#

Okay I should do that

balmy gate
#

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

jolly cape
#

Mhm

#

Im putting effort into this one

elfin latch
#

excited to stick some bloom in here

jolly cape
#

"some"

elfin latch
#

i'm putting 200

jolly cape
#

nice

#

Unlit screenshots or default

elfin latch
#

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

near escarp
#

You can find a lot of things online by adding "unity" to any search

heady meadow
soft zephyr
#

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

near escarp
#

have you tried OnPickuUseDown ?

soft zephyr
#

Yeah i get the same thing, nothing works.

near escarp
#

Can you show how you set it up ?

jolly cape
#

@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

near escarp
#

The color scheme is very nice !

soft zephyr
#

Not sure what entirely you want to see, but this is what I assume is all you need.

random owl
#

@jolly cape set generate lightmap uvs on in the import settings

soft zephyr
#

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.

jolly cape
#

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

near escarp
#

You can do that with post processing

jolly cape
#

I already did that with the baked lighting

near escarp
#

And some physical effects like silent's fake light/xiexie's volumetrics

jolly cape
#

?

near escarp
#

you mean you added post processing itself ?

#

it's different from light baking

jolly cape
#

Nono

near escarp
#

@soft zephyr afaik it needs to be on the same object that has the pickup component ?

jolly cape
#

I meant that I found it a good idea to add temperature to the lights

near escarp
#

Did you use light temperature to bake ?

#

i thought that didn't work, or maybe that's only 2018

soft zephyr
#

@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.

jolly cape
#

I did!

near escarp
#

So the pickup component is below in that screenshot ?

jolly cape
#

Also for some reason that table in the middle still has a small square collider I cant find

soft zephyr
#

yeah here's a better list to see

near escarp
#

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

soft zephyr
#

okay sounds good

pliant raven
#

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?

jolly cape
#

...I forgot my pictures have collision

pliant raven
#

i did something similar.. had collision on underwater plants and couldnt figure out why i kept getting stuck at a random spot lol

near escarp
jolly cape
#

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

pliant raven
#

That's awesome @near escarp, thanks a ton!

#

Might even run smoother than the client on my laptop 👀 lol

jolly cape
#

Is 18.6 MB fine?

near escarp
#

depends

jolly cape
#

I made sure all textures are only as big as they need to be

near escarp
#

And all crunched compressed ?

jolly cape
#

Does that impact the appearance of the picture itself?

near escarp
#

not at 100% no

#

you can test yourself

pliant raven
#

Ruuubick, I think you just introduced me to one of my new favorite devs for vrchat, they have a logic gate package too

near escarp
#

naqtn has a lot of stuff

pliant raven
#

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

near escarp
#

is that usually an option on docs ?

pliant raven
#

Most places have a download for an offline copy of docs, usually just a folder thats an offline copy of the docs site itself

jolly cape
#

I think I went from 19.6 to 18 MB which is def an improvement

pliant raven
#

If there isnt a link I'll probably just use a mapper and download them

near escarp
#

Well you could cache it all or download ye

pliant raven
#

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

opaque scaffold
#

@near escarp It set it to the post processing layer

near escarp
#

that's not what the guide says !

opaque scaffold
near escarp
#

yeah you should look at Silent's guide and follow the steps

opaque scaffold
#

changed to water, still no bloom for avatars

near escarp
#

Did you actually follow the steps ? If you do then it'll work, also bloom intensity is different in every world

opaque scaffold
#

I followed the steps

#

So there is bloom for my buildings

near escarp
#

Nice

opaque scaffold
#

but I want bloom for player's avatars too

#

should I increase the intensity or what

near escarp
#

No, just use the correct layer

cedar nebula
#

how high is the emission on those materials?

opaque scaffold
#

brightness is 2.0

#

for the emitting parts of my avatar

cedar nebula
#

what about the emissive materials in the world?

opaque scaffold
cedar nebula
#

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

opaque scaffold
#

yeah the bloom intensity I am using is 0.01

near escarp
#

that's very low

#

almost hard to see actually

glossy pasture
opaque scaffold
#

it works for me now

frigid estuary
#

i have a particle system running in my world but it isnt showing ingame

#

this is empty ingame

#

the flame is animated with frames

opaque scaffold
#

what should I use for the water. Every VR player is saying my water reflection looks bad for them.

near escarp
#

any of the vr options out there

#

silent's water is good

opaque scaffold
#

where can I get it?

solid helm
#

Check my website, it's under my name!

#

@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.

cedar nebula
#

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

solid helm
#

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.

cedar nebula
#

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

opaque scaffold
#

@solid helm is that the same one on booth

solid helm
#

The one on Booth is not uploaded by me, and I think it's older, but yes

opaque scaffold
#

what

#

so someone stole your creation

solid helm
#

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

opaque scaffold
#

do you have a suggested setup

balmy gate
#

@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

solid helm
#

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

opaque scaffold
#

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

solid helm
#

You shouldn't be using a script for water

#

Have one reflection probe assigned to the water plane

opaque scaffold
#

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

bold ibex
#

Anyone knows how to make multiple songs shuffle?

near escarp
#

@bold ibex check the pinned messages for the VRCPrefabs database, there's a continuous randomized audiobank prefab in it

opaque scaffold
#

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?

near escarp
#

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

bronze smelt
#

<@&397642795457970181>

#

Spamming messages, johnnygaming123#6897

opaque scaffold
#

I just knew that some water shader does not support VR

#

that's my problem, it has nothing to do with reflection🤦‍♀️

sacred warren
#

@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.

bold ibex
#

Guys anyone knows the error now?

glacial pond
#

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

light plover
#

Does somebody have any idea how to make a Mirror without Player collider?

bronze smelt
#

Just remove the collider

undone stone
#

is there a way to toggle a skybox on and off

glossy pasture
#

I think so

#

Also aquas water is also pretty good, you can find it on the asset store

ornate turret
frigid estuary
#

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

modern kayak
#

Players don't respond to being moved around like that. You need a station

glacial pond
#

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

ornate turret
#

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 😵

frigid estuary
#

@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

young bolt
#

Hello, how long can it take to allow me to upload worlds? it's for a university project

cedar nebula
#

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

frigid estuary
#

Whats the size limit for worlds?

stray sand
#

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.

frigid estuary
#

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

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.

lethal ravine
#

where is the auto bake lighting setting?

near escarp
#

in the lighting settings, bottom, auto-generate

lethal ravine
#

thanks

split magnet
#

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

pallid jolt
#

Anybody know what happened to the CBL horror world??

burnt pilot
#

anyone here know how to fix a non working skybox

#

but ingame no show

hybrid mica
#

hey i got a tag added to my world called text-inappropiate what does that mean, doe smean my world is shown less?

bold ibex
#

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"

random owl
#

@hybrid mica just mean someone reported your world for that, shouldn't affect your search ranking to my knowledge

hybrid mica
#

ah oh ok thanks

burnt pilot
#

can anyone help me out

stray sand
#

@burnt pilot to make sure is it being applied to the skybox or is it a large inverted mesh.

burnt pilot
#

not sure

#

how do i find out

stray sand
#

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.

sacred warren
#

@hybrid mica What text do you have in your world?

dull sky
#

does the reported stat on the website show how many times your world was reported?

burnt pilot
#

can you show me where

#

@stray sand

#

im very noob at world making

stray sand
#

Im on my phone so im a bit limited and doing this from memory. The Lighting window (menu: Window > Rendering> Lighting Settings)

#

Skybox material is what you want to look at.

burnt pilot
#

i dont have that

#

i had to put it in

dull sky
#

how do you add a skybox material?

stray sand
#

Didnt have the window or the correct material?

stray sand
#

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.

burnt pilot
#

ah isee now

#

never knew the lighting tab

stray sand
#

I would suggest looking into some unity basics tutorials. Knowing more how unity works will make things easier.

hybrid mica
#

@sacred warren i have so much text in my world since i run a anime watching world so can be anything XD

burnt pilot
#

another issue my world is now pitch black cant see anything

#

@stray sand

stray sand
#

Do you have any lights in the world?

burnt pilot
#

is this good? (the floor is under the purple plate

stray sand
#

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.

bronze smelt
#

@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

dull sky
#

oh

#

i was so confused when i uploaded it and there instantly was 1 report

fierce jackal
#

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

bold ibex
#

guys

#

pls ._.

#

i still need help

near escarp
#

That's on a new project ?

bold ibex
#

no

#

that happens everytime

#

when i try to open VRChat SDK control panel

near escarp
#

We told you to make a new project a few times already

bold ibex
#

yeah but idk how

#

xd

#

like idk in what form

near escarp
#

????

#

The same way you made your first project

#

But make a new one

bold ibex
#

but then i have to do everything again or?

near escarp
#

Yeah

#

But without breaking unity

bold ibex
#

kk

autumn pier
#

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 ?

lethal ravine
#

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

velvet warren
#

Just something simple, why doesn't my world open the test client properly and just boots me to home?

wintry herald
#

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

near escarp
#

object sync component

wintry herald
#

ohh 😅 okay thank you

cosmic field
#

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

solid helm
#

Why are you using Poiyomi's for worlds? Don't do that

cosmic field
#

What would I use then?

solid helm
#

Standard

#

So, you've baked your lightmaps?

cosmic field
#

Yes

near escarp
#

How can you tell ?

solid helm
#

In the Scene view, select Baked Lightmaps from the selector under the title

south dirge
#

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?

near escarp
#

Check your outputlog

#

!outputlog

tawny lilyBOT
#

You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt

south dirge
#

ah i forgot that existed, very sorry

livid adder
#

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?

random owl
#

Only the near clip get's clamped

livid adder
#

Huh. What could be causing it to not accept the new far plane?

random owl
#

Can you show pictures

livid adder
#

Yeah, one second

#

Here it is from Unity Editor, from the perspective of the reference camera in play mode.

random owl
#

I mean that's not really up to the clipping plane when you still can see mountains behind the trees

livid adder
#

...Oh my god I'm stupid.

Well shoot, what could it possibly be then?

random owl
#

Is that unity terrain with painted on trees?

livid adder
#

Yep. I set the "Tree Distance" to max just to stress-test it, but it doesn't seem to work

random owl
#

I've never touched unity terrain so I can't say much about it but it's gonna be some issue related to that

livid adder
#

Fair. You managed to save me from spending hours fixing a problem that doesn't exist, so you've already helped a bunch!

random owl
#

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

livid adder
#

But if I have to...

#

Ah, I got it

#

The default tree materials have a very short render distance

dull sky
#

player layer is for other people and player local for the person themselves right?

#

collision wise

near escarp
#

correct

dull sky
#

thanks

brisk aspen
#

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?

brisk aspen
#

nvm, found out the issue, the skybox wasnt compatible with vrchat

soft zephyr
#

@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.

near escarp
#

Is that part of the documentation already ?

soft zephyr
#

Yeah, updated about 3 months ago.

soft zephyr
#

Is there no OnRelease or something for stuff like OnPickupUseDown? Not to be confused with OnDrop.

modern kayak
#

OnPickupUseUp

soft zephyr
#

Oh okay so UseUp isn't for the other trigger then?

modern kayak
#

if by other trigger you mean grip button, no

#

pickupusedown and pickupuseup are both for the same button, just for pressing and releasing

balmy gate
#

OnPickup -> OnDrop
OnPickupUseDown -> OnPickupUseUp

#

I don't know what happens if you drop it while using

modern kayak
#

it triggers pickupuseup

balmy gate
#

ah so you get both events automatically, cool

soft zephyr
#

Gotcha, I figured because you can lock your grip so you don't have to constantly hold down the grip button, leaving it free.

balmy gate
#

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.

soft zephyr
#

yeah doesn't really seem worth the effort tbh

balmy gate
#

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

soft zephyr
#

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

modern kayak
#

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

soft zephyr
#

That's good to know. I assume it's just the way VRChat works with Unity.

modern kayak
#

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

soft zephyr
#

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

modern kayak
#

yeah, animators are great

soft zephyr
#

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

modern kayak
#

for constant spinning or moving objects, I would recommend the standard asset script "auto move and rotate"

soft zephyr
#

Noted. What about animating textures off of objects?

#

such as shifting textures of a water to move and loop back around

modern kayak
#

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

soft zephyr
#

Makes sense, thanks for the good help.

ornate thicket
#

does anyone know how to create a third person perspective camera which can be toggle by pressing a button in a world?

bronze smelt
ornate thicket
#

thank you

lethal ravine
#

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

lethal ravine
#

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.

▶ Play video
cedar nebula
#

Yeah, the vrchat sdk comes with an Object Sync component

lethal ravine
#

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

modern kayak
#

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

lethal ravine
#

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?

modern kayak
#

It's a host player

lethal ravine
#

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

modern kayak
#

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

lethal ravine
#

beautiful, it makes sense and I can definitely use that, also gives me some other options beyond adding damage. Thanks man!

worthy relic
#

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

limber wing
#

Uploadin my first custom map, very excited to share. :D

balmy gate
#

@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

worthy relic
#

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

balmy gate
#

hangout player

#

but it is video not chat

naive cloud
#

Does anyone know where I can get QV Pens?

balmy gate
#

booth. google it

worthy relic
#

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 ^

balmy gate
#

yes it has to be in the video steam

#

can only ppay videos

worthy relic
#

then there is no way to only show chat?

nimble echo
#

looking for help with damage prefab, just some quick clarification

quasi rampart
nimble echo
#

the collision matrix tells your world what interacts with what

#

you need unity to make a default configuration

quasi rampart
#

should i not be clicking the button then? when i do everything just freezes forever O:

#

thanks for responding btw ❤️

nimble echo
#

it shouldn't be

#

no prob

quasi rampart
#

yeah, i figured it shouldn't be too, not sure why it is > w<

nimble echo
#

go to Edit>Project Settings>Tags and Layers

#

show me what shows up there

#

then show me Edit>Project Settings>Physics

modern kayak
#

what version of unity do you have?

quasi rampart
#

uuuh

modern kayak
#

top left

quasi rampart
#

one sec, i tried doing it again, froze. gotta restart > w<

nimble echo
#

these instructions apply for current release and not the 2018 beta

quasi rampart
#

2017.4.28f1

modern kayak
#

ok that's correct

nimble echo
nimble echo
#

I am doing this to see if the default layers have been setup yet

modern kayak
#

does this happen on one particular project, or any project?

quasi rampart
#

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

nimble echo
#

show me the physics inspector view if you can

quasi rampart
#

this thing? O:

nimble echo
#

yee

#

it looks like your matrix exists, but it not setup

modern kayak
#

woah, even set up by default it's not all checked like that

nimble echo
#

exactly

modern kayak
#

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

nimble echo
#

or I could create a default matrix and you can manually set it up

#

if that doesn't work

quasi rampart
#

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~

nimble echo
#

👍

#

feel free to come back here if there are any issues.

#

Phase, I was curious if you could help me

modern kayak
#

?

nimble echo
#

It appears the damage trigger in the combat system doesn't actually trigger.

modern kayak
#

how do you have it set up

nimble echo
#

I tried setting the prefab, then setting the prefab to do a trigger, then I tried making it trigger a static object

modern kayak
#

what prefab are you talking about exactly? Screenshots would be helpful

nimble echo
#

1 moment

#

it's a prefab instead of a placed gameobject

modern kayak
#

and the trigger?

nimble echo
#

refers to that prefab

modern kayak
#

I don't think it should

#

you leave the target blank

nimble echo
#

hmm, let me try that

modern kayak
#

to be clear, don't remove all targets. Add one target, but don't plug anything in

nimble echo
#

idk if it would pick up on the trigger though

modern kayak
#

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

nimble echo
#

okay

#

I see

modern kayak
#

huh?

#

no I'm talking about the trigger that does the damage, like onentertrigger or onparticlecollision

nimble echo
#

I get ya

modern kayak
nimble echo
modern kayak
#

yes, add a target and then leave it blank

nimble echo
#

Hmm, so the goal is to make a custom damage prefab to change the damage effect

modern kayak
#

I'm not sure what you're asking. Are you talking about the visual damage prefab in the vrc_combat system?

nimble echo
#

yes

modern kayak
#

just plug in a new one

#

there's not much to it

nimble echo
#

I have that, I just want to be able to make it fade away. I think I have an idea though

modern kayak
#

you'd probably be better off making your own custom health tracker to be honest. Combat systems' health is kind of a black box

nimble echo
#

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

modern kayak
#

are you just trying to get an object to follow the player? You don't need the visual damage prefab for that

nimble echo
#

I am trying to make a damage prefab I can refer to with triggers

modern kayak
#

yeah, abandon the combat system entirely for a start

#

use an animator

nimble echo
#

the normal vis damage prefab is a 3d model anyway, I can probably do better having an object that occupies screenspace

nimble echo
#

I wish I could gut the combatsystem code but it's all compressed into a DLL

dusk sapphire
#

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

young garnet
#

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

dusk sapphire
#

did you disable future proof under vrcsdk settings?

young garnet
#

I am not sure what that is

#

I will check it when I am home thanks

little idol
#

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.

young garnet
#

Did u placed the spawn corectly?

#

u have to plave the spawn point and make sure its at the place you want to spawn

little idol
#

Yea

young garnet
#

Some of the errors are ment to happen idk why but they happen no matter what

little idol
#

Ah, okay.

young garnet
#

Let me check something

random owl
#

Delete that script that's in the log

little idol
#

But it says my world cant load.

young garnet
#

yes that first of all

little idol
#

Where?

random owl
little idol
#

I don't even have a door anymore in the world

young garnet
#

Ifu have loaded it in tho check the files in the world?

little idol
#

wait nvm i found the script

young garnet
#

ok

random owl
#

The problem was that the script was stopping the world from building again and was loading you in the old version you build before

young garnet
#

and because I have some issues too (as always) how big is your world?

random owl
#

If there's no other errors it should work now

little idol
#

ah

#

its not big

young garnet
#

I am asking because mine is 80mb and it doesnt want to dame load XD

little idol
#

ah

#

well not it worked

#

i spawned here

bronze smelt
#

That’s something else Iron

young garnet
#

oh?

bronze smelt
#

Others, and me, got worlds that are 300+mb and loads fine

little idol
#

I just realized i forgot to set the VRCWorld in the room

young garnet
#

ok that is what I wanted to see

#

so what the hell could it be

little idol
#

There we go

young garnet
#

Unity says that it crushes when I trie to load it

#

lol

little idol
#

Thank you @young garnet & @bronze smelt ❤️ 😄

#

Wait woops

young garnet
#

I didnt rly help but np. my plesure if I did heh

little idol
#

@random owl *

#

Shh you helped. 👍

young garnet
#

👌

bronze smelt
#

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

young garnet
#

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

little idol
young garnet
#

Try moving it up a bit?

bronze smelt
#

Make sure it’s set slightly above

#

Also that the mesh has a collider

young garnet
#

oh and @bronze smelt, When I build and test it works, when I upload unity says it crushed

bronze smelt
#

Turn off future proof in the sdk settings

young garnet
#

1 sec

#

If that is it I swear to god I will lmao XD, i turned it on thinking it would help

little idol
#

Wait no i know why

young garnet
#

why?

little idol
#

Im just gonna delete it since i don't need it now anymore.

young garnet
#

lol

little idol
#

ik XD

#

There we go, if i did everything correctly i should spawn in the room now without problems.

young garnet
#

oof

#

forgot that my bad

little idol
#

F

#

Well it works

young garnet
#

@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

little idol
#

Now i gotta turn on collider on everything here and it should work

young garnet
#

nice oom

#

room*

#

and gl

little idol
#

its my irl room XD

#

i tried to remake it

#

But thx.

#

First time in Unity to make a world so im excited.

young garnet
#

I did the same as a test

#

Same

bronze smelt
#

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

young garnet
#

oooh

bronze smelt
#

After it’s been uploaded that is

little idol
#

Wait is it Box Collider for collider?

bronze smelt
#

That’s the common one and one you should use yes

little idol
#

Ok thank yooouu.

young garnet
#

and I did that for when the Vrcaht upgrades to the new unity vertiuons but f that

little idol
#

XD

bronze smelt
#

Pro tip; backups

little idol
#

Wait is there a tutorial of making so you can turn off colliders?

young garnet
#

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

little idol
#

oh noo

bronze smelt
#

Not really a tutorial for that specific, but there is tutorials for triggers and enable/disable game objects

young garnet
#

so yes it a ggood tip.......

little idol
bronze smelt
#

That’s for avatars

young garnet
#

I found out how to make trigers work myself because of Gmod XD