#world-development

39 messages · Page 31 of 1

balmy gate
#

Missing something like spawn point? Busted trigger?

#

Maybe test from a new scene and bring stuff in one by one

#

If you have sdk code handy can you look at RuntimeWorldCreation.cs line 82 and see what is there

#

Maybe try updating sdk if you're not on latest

bold ibex
#

Is there any reason why an old scene would be being built and tested when I'm building a completely different scene?? I've (well, my friend has) detached the blueprint ID and even re-installed Unity, and it's still building a completely different scene in the project. How do you select the current scene?

#

Also, they're building it instead of testing it now and it's just sending him back to his home world.

modern kayak
#

something is throwing an error, check the console

bold ibex
#

Hello everyone! I'm planning to finally start build my very first world, any suggestions? (please, correct me if I should post elsewere... kinda new here ^^)

#

I do have some experience (just not in unity, actually) on environment art, so I'm planning on something big (too much ideas for my first playable world but... nevermind...)

smoky raptor
#

Is a scrolling texture something I can animate via script or will that require a shader of some kind? Just something super basic like a conveyor belt or flowing water that I can modify the world direction and speed of scroll. Google only seemed to return examples that involve scrolling relative to camera view, for avatars.

jovial charm
#

Cant use scripts, but u could animate the material offset I believe, or yes you can use a shader @smoky raptor

smoky raptor
#

I don't script, by animate do you mean I can keyframe the offset parameter? That sounds easiest

jovial charm
#

Yeah

lunar jolt
#

I'm new to the concept of "HDRI" is it possible to use HDRI textures in unity to serve as Sky boxes?

supple drift
#

@lunar jolt Yes - but the cubemaps can be really large in size. If you're building a larger world where that becomes an issue, you can still use the HDRI for your bakes + swap to a tonemapped SDR version when you build/publish

lunar jolt
#

thanks

bold ibex
#

Does Post Processing Stack v2 still operate well atm? My scene doesn't wanna publish. Though it plays fine.

jovial charm
#

Yes it still works @bold ibex

smoky raptor
#

how do I select a property to animate? In the animation window I click on add property, click on something at random within the mesh renderer dropdown but can't actually select it as an option, it only highlights

#

unless I ought to be animating the textur from the material itself as opposed to the model

#

oh I see the property will populate once you change it with the record button active.

#

don't see any way to animate the offset of the material via the model though, and I can't add an animation to the material from what I see

bold ibex
#

Well, with PPSv2, I'm having a weird problem where, everything is fine, it looks good, I go to hit upload, and it justloadsreallyquick and acts like I uploaded but in all actuality, nothing uploaded.

supple drift
#

Any errors in your console?

bold ibex
#

None

#

Just the normal ones

bright field
#

what should i do when trying to make my first world?

near escarp
#

That is an extremely broad question

bright field
#

is there anything i should download first or can i just slap it together with the vrchat sdk?

near escarp
#

all you need is the right version of unity and the sdk yes

bright field
#

ok thanks

bold ibex
#

I found what was wrong. Yes there was an error but clearing on play was hiding it from me because it was only occurring during the build phase. Apparently post processing comes with a test directory that causes conflicts. I just deleted it, and everything worked fine.

#

Surprised no one mentions it.

edgy ember
balmy gate
#

@bold ibex we need a resurgence of this meme. we all forgot about the ol' Tests folder

random owl
#

No need to worry about it with 2018 though since you just get it from the package manager

balmy gate
#

Also I recommend turning off Clear on Play (3rd button in console window) because it can hide errors. Clear it manually before publishing

smoky raptor
#

Is there a way to soften the edges of an alpha cutout? It's so "all or nothing" that it makes any gradient in-between look awful.

near escarp
#

What are you trying to make ?

blazing laurel
#

@smoky raptor method 1: enable alphaToCoverage. method 2: do alpha blend together with alpha cutout

soft zephyr
#

When you look on VRChat.com, what does your world having a "heat" rating mean ?

blazing laurel
#

I guess it represents how popular it is recently, related to the number of visits

smoky raptor
#

@near escarp it's a general issue, but in this case I'm making a...trippy kaleidoscope thing. I'm using image textures with alpha for kind of a glowing, moving energy look and some of the textures just look mediocre unless I bandaid the issue with a higher emission level

near escarp
#

You could look for a specific shader

smoky raptor
#

yeah that seems to be the current solution. alpha blend under particles works decently, but I lose emission. Win some, lose some.

silent gulch
#

Hey

#

for some reason, when I try and change the terrain paint it does not save

#

does anyone know why?

#

every edit done to the scene and terrain except for that works fine

tranquil imp
#

Heya, so i just made this floating lift that takes you from point A to point B, it has chairs on it so users don't fall out. but iv noticed if the user jumps they get stuck on the roof of the lift while the lift is not moving. any ideas?

near escarp
#
vernal roost
#

ohh ty

vernal roost
balmy gate
#

@vernal roost can you open up Time of Day manager? What does it have inside?
Is that a script or is it an animator.

You must have a directional light somewhere...

vernal roost
#

I have no idea about script but I think this script doesn't get along with the vrchat scripts?

stray sand
#

custom scripts cant be uploaded to vrc.

vernal roost
#

haa I see

balmy gate
#

usually people use an animator to rotate the sun around the world. You can have a moon object at negative z as a child so it will move opposite the sun

#

VRCSDK comes with a sample rotate animation. you can start with that

vernal roost
#

how about the skybox?

balmy gate
#

the Unity Skybox will automatically change color and move the sun with the angle of the directional light

#

if you want more, like stars at nighttime or custom cubemap, check the prefab database. There are a couple nice skybox options there to try out

#

nothing is going to be quite as perfect as your custom script probably is, but you have to make do with what you can

vernal roost
#

I see ty for the information
also this is not my custom script I just search "day and night cycle script"

modern kayak
#

it's still a custom script, even if it's not your custom script

#

this is the full list of allowed components on SDK 2 worlds https://docs.vrchat.com/docs/whitelisted-world-components

vernal roost
#

save

#

ty

balmy relic
#

Oh my. Thats a lots of components.

mental iris
#

Does the vsynch video player you get in the SDK just not function for VR? Coz it works on desktop. All the YouTube's in it's list load but when my friend tryed to see it it only displayed the grey screen. He waited like 5 min and nothing. Just wondering if that is a desktop only prefab or something. BTW it's local set and toggled if that matters.

#

Coz I play desktop mode and it's fine but he plays VR PC and he was saying I see grey nothing. Do just wondering if the SDK video player you get is one sided or not

#

If it is I might try to find a yt player that works on both sides

#

I have a feeling it's a desktop only prefab

#

😒

fair panther
#

Hi, I am encountering this issue today - when I'm offline testing my world, after clicking "Go" when it loads, the whole screen goes completely black and stops answering. I have tried disabling random things that I thought could cause it (such as zero proximity to an object when interacting etc.), but I can't find a fix. Other scenes work for me, so it must be an issue within my scene. Had anyone faced a similar issue? Thanks for any answer!

rain shadow
#

@fair panther Does the game stop responding or is the screen just black?

fair panther
#

@rain shadow The game stops responding and I have to close it through the task manager

rain shadow
#

Try disable objects that have triggers and test again

#

Also what unity version and what things do you have in that scene?

fair panther
#

@rain shadow I found the issue, it was one of the models, I deleted it and it works - it must be some collider/prefab issue, I'll closer into it. Thanks for help! 🙂

rain shadow
#

Any components on that model though?

fair panther
#

I think it might have been a mesh collider when I clicked "convex" on it. That was also when my unity froze - but I didn't worry about it cause I thought that was random

#

I also only added the collider on an existing prefab - maybe I have to add it before I make it a prefab

rain shadow
#

Oh, yeah avoid using mesh colliders on models with high tri counts

fair panther
#

yeah, so just to be sure, I'll probably do a box collider 😄 thanks!

jovial charm
#

@mental iris it's not desktop only

mental iris
#

then its proly him. i just tested it on my vive and it worked. ironic you said this legit 2 min after i tested it XD i was seriously starting to think it was one sided but then i also thought it cant be as its directly from the SDK so it has to work for both

#

i dont know why i had that thought thats just silly

solar dawn
#

How check if menu button was pressed?
Both, vr and desktop

jovial charm
#

Lol yeah, theres sometimes issues with people being able to see video players and stream players @mental iris

bold ibex
#

Hello everyone! I have a rather noobish question. I've made a world with objects in it that are toggled by a button. The button simply activate and de-activate the game object. But it appears as if their status is not synced with the status on the other people who join the world at a later moment. How do I make they status synced even for late joiners? With the usual VRC_Object Sync?
Do note that these objects that are toggled are static objects, and there are quite a few of them (12 to be precise), so maybe it's overkill for the Object Sync? Is there any other way?
It's probably something super simple, I know ^^

solar dawn
#

Well syncing for late joiners is kinda buggy in vrchat

mental iris
#

i have like 100+ toggles and triggers that shut things on and off. i also do everything local so that its per user. global triggers are a problem for late joiners coz there desynched

bold ibex
#

So there is no way to sync them? Not even with Object Sync?

mental iris
#

i dont think there is

#

this has been a recurring thing with vrc. late joiners not being synched is something that is yet to be actual fix to be resolved. i doubt object synch will even do anything effective if your doing always buffered/ global triggers

#

ive never did anything global so i dont really have these issues XD

bold ibex
#

Ok, thanks for the help. I guess I can add a "turn everything off" button to be triggered for later joiners so that everything is back in sync again for everyone.

#

^^

mental iris
#

but yeah thats going to be a issue no matter what you do. its a bug that will proly be corrected later on one can hope

#

synching problems are touchy thats about it

#

50/50 hit and miss

bold ibex
#

I can see that now lol. I have no problem with syncs when all the players are there at the same time, but late joiners have issues. I good "reset" button will fix that tho, so that's what I'll do. Sad that such a big bug it's not fixed yet, but what can you do XD

mental iris
#

yeah if all are on the instance there good no errors will happen or world malfunctions

#

its only gonna break for late joiners

#

one day that will be fixed

#

hopefully XD

rain shadow
#

@bold ibex There are multiple ways of syncing it for late joiners

#

If you would prefer not to use the "reset button" method I can explain

bold ibex
#

Sure, I welcome all feedbacks!

#

The reset button would be my last resort, frankly lol

rain shadow
#

Alright give me a minute I'll make a reference prefab

#

easier than explaining lol

#

So you would set the game object you want to toggle under both the MasterOn/Off triggers

#

then you can have anyone activate the first trigger

bold ibex
#

Wow, thanks a lot! I'll downloads that as soon as I get home and take a look. You probably just saved my world ^^

rain shadow
#

If you aren't super familiar with triggers my explanation might seem vague so feel free to @ me when you have questions about it

raven holly
#

Whats a world with any animal crossing avatars

#

I cannot seem to find any

jovial charm
#

@bold ibex are these pickups on the objects u have object sync on?

bold ibex
#

@jovial charm no, both the trigger object and the object that is activated and disabled are static objects.

jovial charm
#

Okay dont use object sync on them

#

Since they dont move dont need to sync them, the triggers will do the syncing for if there are enabled or disabled

bold ibex
#

Ok!
So, thank to the amazing prefab of @rain shadow I think I've found out where my issue is. As I said, I'm a super newbie with this, so I didn't know exactly what the broadcast type do lol.
My triggers have AlwaysUnbuffered, and by watching the prefab I'm starting to guess that is the issue right? I should put AlwaysBufferOne, right?

jovial charm
#

Yeah that is

#

Unbuffered doesnt update for late joiners

bold ibex
#

Great! AlwaysBufferOne broadcasts the state of the operation "toggle" as well, right? Meaning, that if the toggle is "on", it will set it on for the late joiners and if it's off it will set it off for the late joiners, right?

#

Again, sorry for the noobish questions lol

jovial charm
#

But dont use object sync with alwaysbufferone, or u can cause oversync I believe which is bad, and yes it will

bold ibex
#

Yeah, I felt that ObjectSync was more about syincing it's cordinate rather than it's on-off state, so it felt wrong to me as well. I'm glad I had the right feeling about it lol

#

So, now I can't test it, but I'm 99% positive I've found the solution to the problem. Thanks a lot @jovial charm and @rain shadow for the help! ^^

vague pasture
#

might be an easy question, but how do i make a world public? some friends wanted to add it to there favorit so i wished for it to be public 🙂

buoyant hollow
#

submit your world to community labs, there is a checkbox for that in the upload screen

#

@vague pasture

bold ibex
#

asking for a friend, why would avatar lighting not show in a mirror but lighting shows on their shaders not in the mirror? happens with multiple avatars, the lighting in the room just isn't registering on avatars in the mirror

random owl
#

Realtime lights are disabled by default in mirrors because of how badly they perform

#

Bake your lighting properly (add light probes those light up dynamic objects) or enable pixel lights in mirrors

vague pasture
#

thanks .)

#

🙂

slow prism
#

Anyone can help-me?

#

The mirror on my world don't reflect any water

#

Basic, water 4, advanced, simple

#

i already activated reflect layers for everything

jovial charm
#

Are u using unity's built in water shader I'm guessing?

#

@slow prism

slow prism
#

yes @jovial charm the water inside Enverionment package on unity

jovial charm
#

they may not work properly in vrchat, try using silents clear water shader

barren ice
#

I'm not sure what this error means. I'm trying to make my UV lightmaps and this is the first time I've even seen this

near escarp
#

Click the mesh in your asset

#

you can change the index there from 32 bit to 16

bold ibex
#

Hi guys, how yo make a head followable ???

bold ibex
#

odd issue with sdk all of the sudden, the only thing I've done is switched to a glass shader MKGlass, and the sdk no longer let's me open the control panel even though it's still there as an option?

#

switching back my materials doesn't seem to do anything, all i see in the console is an error that says "Could not fetch fresh config file. using cached if available."

viscid summit
#

star - believe vrc is going through some issues atm? another discord i'm in is all having a "please check your internet connection" error

#

oh, just noticed general is full of it

sinful hinge
#

Idk if this is the right channel but im kind of struggling to open up the sdk control panel on unity to update my world

humble lance
#

everyone is

sinful hinge
#

Oh, so its a problem all around?

fair compass
#

ye same issue here

wraith ruin
#

How do i put grass in my world without it creating thousands batches?

balmy relic
#

Try dynamic batching and check the box at the bottom in you shader. Idk

bold ibex
#

hey guys, need help with a friends world

#

hes kinda stuck

#

this is what he sent me "Unity isn't letting me test the new version of my world. When i click to test offline, it always puts me in my old version which is several hours old for some reason. Any ideas ? When bulding the test world it doesn't even show any loading progress as if i didn't do anything , yet i clearly have a ton of new assets in the hierarchy."

#

just wantd to post here to see if anyone can help us

#

he has a very nice world

rain shadow
#

He would need to check for errors in the unity console tab

#

its likely failing to build a new world asset file due to an error

bold ibex
#

i will relay that message to him

#

thats all he sees but he said hes had that since the start

#

its just not uploading the new world, only the old one. at this point he is considering uploading it again but it will make everyone have to readd the world etc

bold ibex
lyric yew
#

shader issue id say

#

what are you using

#

i either go standard or unlit/texture on pictures in wrlds depending on the look i go for

bold ibex
#

i wasu sing poiyomi

#

using*

lyric yew
#

ah

bold ibex
#

for the map itself, didnt know it could effect the pictures

lyric yew
#

current poiyomi or old build?

#

i know old versions or so can cause it

bold ibex
#

current poiyomi i think

lyric yew
#

i dont know much about it personally though, i just use it for scrolling effects and whatnot

bold ibex
#

v5.2.0.3

lyric yew
#

just try changing just the pictures to unlit/texture ad see how that works for you

bold ibex
#

okayyy..

lyric yew
#

sorry, i just dont know much about the poiyomi shader enough to help troubleshoot it

#

@bold ibex have your friend clear the console and click the play button so it will generate fresh errors if there are any, anything marked red can and will cause upload issue. I had the same issue once before and its been so long i cant remember exactly how i fixed it, but it is definitely caused by an error preventing a proper build. He could also try saving his project and scenes and restarting unity

bold ibex
#

hey i appreciate the mention, we might think its just the apis that are messed up but i will send that message over

lyric yew
#

its not an api thing

midnight adder
#

Does anyone know the common issues when adding prefabs?

#

theres one prfab when i add it builds but does not load in offline preview

bold ibex
#

Still having the pink pictures issue... reee..

midnight adder
#

my wold works when i remove that pefab, anyways to find a fix?

bold ibex
sterile flame
#

is anyone here interested in VRCon maybe? essentially it's a convention being put together, kinda similar to Vket but more for events and community having fun, with that convention feeling that shader fes, VRAA and VKet produce. we need some more world builders so if you're interested in a large project with some super friendly people, just let me know directly and we can work on the details.

worthy linden
#

Can anyone tell me why when we create a world we can't jump?

jovial charm
#

@bold ibex select the pixel light option in the mirror

#

@worthy linden u have the jump mod enabled in your world?

worthy linden
#

idk how can i see dat?

jovial charm
#

add the vrc player mod component and set to isplayermod and add the jump mod @worthy linden

worthy linden
#

ok thank u

#

and what's jump power?

jovial charm
#

how high u can jump

worthy linden
#

oh ok

#

thank u

blazing berry
#

#EnigmaBar

barren ice
#

I'm late posting this because I was busy. ;-; I did set my Index format to 16 bit for my lightmap UVs, now I'm getting this error

near escarp
#

What about those meshes, are they in a prefab ?

barren ice
#

No they're not in a prefab

near escarp
#

what about their path, are they just objects in your hierarchy ?

barren ice
#

Yeah, though i'm not sure why it looks like this. Main is just the building, and lights is just lights

soft zephyr
#

How would I go about teleporting objects to other objects? Such as creating a box with a collider that, when an object is placed down on it, will teleport that object to this box, giving it a more proper alignment.

worthy linden
#

how can i make the youtube thing ?

quasi tusk
#

what is the highest unity that can allow me to upload worlds without using beta?

kind linden
#

The highest (and lowest) is 2017.4.28f1

balmy gate
#

@bold ibex Please do not use the pixel light options in mirrors. Instead, please bake your lighting. See #world-lighting and check pins for a good tutorial by Silent.

#

@jovial charm Checking pixel lights option can cause 3x the number of drawcalls and it can take a decently performing world with pixel lights to a complete laggy hell. You use vertex lighting for a reason.

@bold ibex You should make sure to be using Standard shader on world objects. A common cause of bad lighting in mirrors is using an avatar shader (usually an old version of one at that) instead of Standard.

Again, while Pixel Lights may appear to fix the issue, it creates a whole set of performance problems that you really don't need.

#

Therefore, it's not good to suggest that option, and rather advogate for fixing the root cause of the lighting issues, namely usage of the wrong shaders and/or not baking your lighting.

jovial charm
#

ah good to know thanks for the info correction @balmy gate

#

it was just what i was told about from other for fixing it for someone else, i personally have never had to do that lol

bold ibex
#

curious, if i want far distance range on voices but i don't want them to be super loud, does near need to be set higher? or is maybe the lowpass filter the answer here?

near escarp
#

gain is what makes voices louder

bold ibex
#

true lol, why i didn't think around that, idk, just wanted to explore the other options and make sure i was configuring it a good way, i guess a gain of 5 and a near of 2 should solve it a bit

near escarp
#

Near of 2 won't make any difference on a 400 far FYI

bold ibex
#

ah, okay, just working with a maze here that's rather large and i want people to have normal volume across that range without being super loud on top each other, so i guess the gain should fix it fine ^_^

ashen meteor
#

Anyone know how to fix the null object error

rapid bone
#

Im having some issues with the teleport player action. It seems to just lift me up until I hit a collider rather than teleporting me to where it should. This only happens with OnAvatarHit but it works fine with OnInteract. Both the hit and interact work on the current version of VRC but not in the beta. Does anyone know anyway to fix this?

jovial island
#

who i can post

#

?

urban oyster
#

Am I blind or is there no documentation on the vrc special layer script?

fleet nova
#

Hello, I'd like to make a map with water related theme and was wondering if someone knows how I could reproduce this effect on underwater ground.

balmy gate
#

The feature you are looking for in general is called caustics

#

$5 is pretty cheap for what you get IMHO

vague cedar
#

The world that i wanna use for a project (classroom v.1) was almost perfect except for the videoplayer which shows the video behind the board, so i just wanna remove the object(the board)... is that possible?

bold ibex
#

do shape keys affect the mesh colliders in unity. such as having a bridge extend with shape keys and the mesh collider adapts to it?

empty umbra
empty umbra
frigid estuary
#

how can I change reflection probes blend distance

random owl
#

As it says there it's only used in deferred, vrchat is using forward rendering that setting does nothing

frigid estuary
#

so even if the camera is set to deferred it wont work?

random owl
#

Deferred is bad for VR as it is, and you can't change how vrchat runs

frigid estuary
#

alright, thanks!

smoky raptor
#

Any idea what my audio sources are playing as if they have infinite range? I messed with the bounding boxes and volume and no dice. probably something obvious I'm missing, right?

past sorrel
#

I’m having some trouble uploading maps. It doesn’t seem normal that it only takes a second to upload and I can’t access my map. I’ve tried removing the SDK and install again

#

I’ve tried updating another map and it’s just plain not updating at the server end.

#

I’ve also tried future proof and nothing either

#

Avatar uploads are normal though

bold ibex
#

@smoky raptor do you have the slider for 2D/3D all the way down to 2D? (on the audio sources)

#

@past sorrel that was happening to me because of using post processing and not deleting the test directory, but it could be a number of things. any errors in the console when you go to upload with clear on play unchecked?

past sorrel
#

Two delegators in existence.
UnityEngine.Debug:LogError(Object)
VRC.Core.UpdateDelegator:OnEnable()

#

I'm not sure if this affects it

#

and this Destroy may not be called from edit mode! Use DestroyImmediate instead.
Also think twice if you really want to destroy something in edit mode. Since this will destroy objects permanently.
UnityEngine.Object:Destroy(Object)
VRC.Core.UpdateDelegator:OnEnable()

bold ibex
#

i think the unity engine ones are normal but i'm actually not used to seeing the vrc.core one. click it and read the info panel below it might show more information.

past sorrel
#

that's the full info there

#

But avatar uploading is fine

#

That's why I'm kind of confused

#

it almost seems like vrc server side is rejecting world uploads

bold ibex
#

could be, it was like two days ago doing something similar when servers were down.

past sorrel
#

Yeah and this all started two days ago

#

Haven't been able to update since

#

but I also installed something that caused the SDK to go havoc

#

I uninstalled it and re-installed SDK

#

that's why I'm not too sure it's the server or not now

bold ibex
#

when you re-installed the sdk, was every checkbox checked?

past sorrel
#

yeah

#

I deleted the two folders.

#

before installing again

bold ibex
#

just checking because my friend deleted them, too, and when he re-installed it, for some reason, it didn't override his sdk, it just replaced a few things.

#

made no sense but sometimes it's weird.

past sorrel
#

well, at worst I might just start another project and try.

#

It's gonna take hours to re-import everything lol....

bold ibex
#

yeah, i'll try to look up that error for ya on google and see what i can find.

past sorrel
#

thanks, I tried that and nothing really popped up.

bold ibex
#

yeah you're right. damn.

#

even searched in here, two other people had that issue but no one said anything in response to them.

#

obvious question here, but you're on 2017.4.28f1 right

past sorrel
#

Yeah

bold ibex
#

yeah thought it was worth asking, but like, i only have that issue/behavior out of the upload when there is a typically sneaky error that usually gets cleared between the build phase and the upload phase if clear on play is on or if it's not, it's up a little bit. but if there are no other errors then, i'm at a loss, idk.

past sorrel
#

yeah thought it was worth asking, but like, i only have that issue/behavior out of the upload when there is a typically sneaky error that usually gets cleared between the build phase and the upload phase if clear on play is on or if it's not, it's up a little bit. but if there are no other errors then, i'm at a loss, idk.
@bold ibex I’ll probably try a clean project then. Thanks

smoky raptor
#

@bold ibex Yeah, that fixed it. Thanks. Find it a bit strange that audio sources default to 2D

bold ibex
#

is it have water shader support Oculus quest?

kind linden
#

Custom shaders are allowed in worlds for quest.

bold ibex
#

ok

#

thanks

#

but world must be under 50mb right?

kind linden
#

yes

jovial island
#

how long do i have to play to be able to post a world is that i already made a world and i can't post?

kind linden
#

To reach 'new user'(the ability to upload private worlds) you need 20-40 hours, to reach 'user'(ability to upload to community labs(others can play)), you need a lot more.

near escarp
#

Silent water shader or red_sim's water shader if you can spend a bit of money

bold ibex
#

Wondering, does distance dithering have a similar effect as occlusion culling?

tranquil hill
#

HI guys, was was wondering, it says that i need to play a while before i can build my own worlds.. how long do I have to play? Currently I have logged over 500 h in VR chat

#

( 500h was a joke ) but my intention for now is to build a test room just for me where i can invite my 3d artist to check the room. I wont be pushing anything live for now as i have a lot of new assets i want to build. Will this also requier me to stay in VR chat for an extended period of time?

modern kayak
#

500 hours should be more than enough to have upload permissions. But it needs to be a vrchat account, not a steam account. Steam accounts have the random letters/numbers at the end

modern kayak
#

You can adjust the layers that the mirror shows. Make sure the water is on one of those layers

balmy gate
#

Mirrors use the water layer by default so maybe try water on environment or something?

#

Directional light needs to show up in the mirror

earnest anvil
#

isthe mirror showing the skybox?
maybe you have to show that.

#

idk if the water is part of the skybox.

#

you can also try adjusting the mirror settings so that the "Reflected Layers" show everything to see if it'll appear.

remote summit
#

How do i see how big something is going to be in VRChat when i make it

sacred blade
#

I'm trying to get my vrc_chair to outline properly, I've put this object inside of the object that has the station script. So the thing is the outline works perfectly, the entire seat is outlined, the thing is the outline only pops up when I'm focusing a very small area in the middle of the object... can someone tell me how I can make it the whole seat pop when I hover any part of that object? (that body mesh is my whole object)

balmy gate
#

@sacred blade the click area is determined by the size and shape of the collider on the trigger object

#

The visual is determined by the mesh renderer

#

So it's just two separate things

#

Also you cannot use a mesh collider for the trigger, so don't try that

#

Just make the box collider bigger

#

You can edit the size of a collider on the collider component. No need to scale the game object because that would mess up the size of your mesh

sacred blade
#

damn thanks a lot! spent so much time on this tiny detail already q.q. I'm using ur dual skybox shader, thanks for that as well ^^

balmy gate
#

Let me know if something isn't working well with it or you want any other skybox features hacked in :-p thanks

earnest anvil
#

I want to add these markers into my world.. but when I put it in. Its all darken cuz of my environment. But I added a light in the room but its not being affected by it.
I dont know what to do.

rigid nymph
near escarp
#
rigid nymph
#

bruh

random sage
#

hey, how do you update a world instead of uploading a second copy of it?

#

or can you not do that if it's not published

#

also how do you delete a world

rigid nymph
#

i dont know if you can just update a world but you can delete the old version and upload the new version

#

go to the vrc sdk content manager tab

random sage
#

I read on the help site something about being able to update your world and keeping all your stats etc

rigid nymph
#

i didnt know you could do that

random owl
#

Just upload again and it updates the old world as long as you haven't changed the world id in the scene descriptor

random sage
#

ohh ok

#

thats why, I opened a different scene

#

ah and theres the delete button :D

#

thx guys

rigid nymph
#

updating the VRCSDK did not help my issue

mild spade
#

MR Mora, something on your project is not letting the SDK install properly. Do you remember adding something to your project since it started happening?

random sage
#

you might wanna delete that pic squall I can sorta read your id lol

#

but thank you :D I'm blind

rigid nymph
#

nope ive removed some meshs but other than that i havnt done anything @mild spade

mild spade
#

it is ok.

#

imported something. Anything, a shader, model, package?

rigid nymph
#

i didnt import anything else since the issue started happening

#

one of my other failed maps had the same issue

mild spade
#

Try pressing PLAY, then see if any red errors appear on the console tab,

rigid nymph
#

no red errors

#

it only seems to pop up when i try to upload the world

mild spade
#

Do you have a lot of assets in the project? Something somewhere is causing problems to your project. Usually a bad script, or shader. It is nothing wrong with the SDK. The easiest is to determine what you added recently, and delete it. Other way is to create a new project, install the SDK first, then move one asset at a time until you find one that causes the SDK to fail. (will take time)

rigid nymph
#

is cubed unity shader known to cause this issue?

mild spade
#

Not if you got it from an official source. but that shader will not be compatible with future VRChat versions, so it is recommended to update to something else.

rigid nymph
#

i see, ill try those solutions, thanks squall

mild spade
#

Hope you find a solution.

random sage
#

Is there any way to make the position of VRCCam persist through builds? Or should I just copypaste the position etc to reuse when I need it

balmy gate
#

@earnest anvil If objects using Standard shader, such as pens, are dark in your world, that indicates a problem with your world lighting.

There are a few common causes for this:

  1. You use a custom skybox but have not baked your lighting: Any skybox other than the default will have a completely black ambient light and reflection probe until you bake. Also, check that your skybox color isn't set to black. Unity will sometimes reset the color for no reason.

  2. You are using shaders other than Standard for world objects, such as floor, walls or other objects. Many shaders designed for avatars do not implement the META pass, which is necessary for baking proper lighting.

  3. Your lighting is poor for another reason, for example using realtime lights.

I would ask also in #world-lighting if you are stuck, but first step is make sure you use Standard on your world materials and bake a skybox (turning Auto-Generate Lighting off can make this step more obvious)

#

a common mistake is to use a shader such as Cubed Flat Lit Toon or Poiyomi on world objects. However, those avatar shaders were not designed to be used on a world

open thicket
#

i'm trying to achieve draping kudzu plants

#

but the standard fade option doesn't look very nice underwater through the water surface shader

#

are there alternatives where it can still look the way it does (bottom) and not have the kudzu show underwater?

#

I know this is possible through trigger work but I'd like a shader solution instead

graceful panther
bold ibex
#

i just messed up somewhere pretty bad in unity and activated something that allowed me to adjust my selection's pivot, put a tiny box around the gizmo's center and now i can't figure how to recenter it, does anyone know what that is or how to recenter it?

graceful panther
#

At the top of unity you have a button to switch between pivot and center

bold ibex
#

it's not that

graceful panther
#

Oh

bold ibex
#

i figured it out, i had hit one of those weird options that no one hardly ever uses i guess, the one two to the right of scale

#

pretty cool never knew what it did

#

uhhh nvm

#

it's stuck

#

and when i move my cursor it follows my cursor

#

restarting unity made it fix itself, but idk what that was. would love to know, because it seems to allow you to basically change the pivot point of objects in unity which i didn't know was actually really possible with a hotkey.

bold ibex
#

I'm experimenting with the combat system. When a trigger gets entered by a layer, and that trigger is moving, does it have a maximum speed at which it no longer gets triggered sometimes? I found that the slower they move the more likely they are to work, and when they're going fast, they seem to not really do damage at all to the player.

#

I'm hoping this isn't really the case and I'm missing something else entirely.

#

Also, do sphere colliders work reliably with this system, or should I just be using box colliders here?

#

My unity keeps closing when i try to upload world?

#

Is it giving you a crash report?

#

I'm just wondering if there is anything wrong here. I'll upload a screenshot of my combatsystem component as well. These objects with the triggers on them rotate around in a circle basically, at varying speeds based on how far out they are. I'm expecting them to hit the player and do damage. I'm finding that this isn't the case.

#

I mean, I had it set to 50 damage at first, but this sometimes insta-killed me, sometimes did nothing. Now it's set to 5, so it doesn't insta-kill me, but it doesn't even appear to be doing damage, as I tried running into it like twenty times.

#

yes its giving me a crash report, but i can still upload avatars fine

mental iris
#

Access violation error is probably what your getting

#

Just keep forceing it to post, eventually it gives up and uploads

#

I don't know what causes that but it's one annoying thing in unity

bold ibex
#

Alright. I worked on this world for 4 days, it is frustating lol

mental iris
#

Alternatively you can try to find out if there's anything in your world that might be cause it, such as bad script or deprecated prefabs nolonher used or read by vrc or supported

#

When it happened to me I just force it to accept it

#

It will crash 50 million times

#

But it eventually gives up and let's it Post

#

Coz I know that nothing I have is old or deprecated

#

It's unity itself being shit plain and simple

#

It's a program that works when it wants to

#

Being that aggressive is not something I recommend

bold ibex
#

Yes that's true but I'll see what's up

mental iris
#

But if you are 100% sure that your projects is good and there's no reason for it to do that, then be forcibe

#

Otherwise see if there's something making it crap out

#

how i found out what type of error it was, i looked at the logs from where it said it was and saw it say that and looked up what exactly that is. its basically an invalid unauthorized process call unity made and the server rejected it. causes are a multitude of things all pointing to source aka your project, so yeah its proly a prefab it something if its nothing then force it. just dont be that way 24/7 XD

bold ibex
#

haha okay, thank you so so much!

mental iris
#

this also happens on other games with similar ability's

#

this occurs on anything unity if unity does some stupid call to a server its gonna be like that

#

what exactly causes it is a complete wonder but it could be a few factors. one being the project or one being unity it self

#

dont feel bad 2018 does the same sht '

#

im useing that on a different game and i get the same nonsence

#

XD

bold ibex
#

Welp. Forget Combat System. Buggy. Just going to have it teleport you when it runs into you. Kinda lame.

mild spade
#

Did you try using different avatars? I heard that some avatars with rigid bodies break the combat system. Not sure if it was fixed or not.

bold ibex
#

Well, that's just more reason to avoid it I guess.

rain shadow
#

@bold ibex Try add a rigidbody component that is set as kinematic to the collider that has the trigger on it, that should make it detect properly

bold ibex
#

Interesting, I'll give it a go. Thanks!

#

That didn't work either. Is it because I'm holding a pickup?

rain shadow
#

What are you trying to detect?

bold ibex
#

PlayerLocal layer.

rain shadow
#

And detecting it with what?

bold ibex
#

A box collider with Is Trigger checked.

#

And a VRC Trigger with OnEnterTrigger.

rain shadow
#

And that collider moves to the player?

bold ibex
#

Is it OnEnterCollider maybe?

#

Yeah.

#

Doesn't matter if I stand still or run into it.

rain shadow
#

How large is the detection collider?

bold ibex
#

A little larger than me.

rain shadow
#

You could try change the layer its checking for to be the mirrorreflection layer

#

or change the trigger to OnAvatarHit

bold ibex
#

Will try. Thanks.

#

Hm, actually, I just thought of something. When I had this at least half-way working, the object on which the combat system was on was enabled by default. It's now toggled on. So it starts off, off. Do you think the combat system needs to be on an enabled object by default upon intialization perhaps? I'm going to give that a try first. That would make sense, I think, maybe.

rain shadow
#

Can't remember exactly but I think having a disabled combat system causes some weird issues

#

So either you have it enabled or dont have it at all I would say

bold ibex
#

Hells yea, that worked.

#

Thanks!

rain shadow
#

Which change fixed it?

bold ibex
#

Enabling the combat system by default.

rain shadow
#

Ah alright, cool that it was an easy fix then.

bold ibex
#

Was an oversight of mine, anyway. Kinda forgot to move it to an object higher up in the heirarchy.

worthy linden
#

Does anyone know how to put YouTube TV on vrchat?

rain shadow
mental iris
#

I use the default vsynch pre set vids into it. I don't like the streem ones they never work

#

Do these work better then the iws vsynch or whatever there called?

rain shadow
#

@languid mason Under the VRChat SDK window in unity there is a tab named content manager, you can delete from there

worthy linden
#

@rain shadow thank u

north parrot
#

Can you add a pickup script to non skinned mesh (mesh filter) objects? I tried but now I crash on load of my custom world, which before I could enter just fine

mental iris
#

If your crashing then I assume no you can't

north parrot
#

The thing is, I take it back off and rebuild and it still crashes

north parrot
#

Nm.. I figured it out.. turns out there was more than 1 prefab and I guess I wasn't quite all the way to the root of it

north parrot
#

Anyone know how to fix objects you can pick up but are invisible.. the real object stays in place

rain shadow
#

You have your object set as static

#

Just need to uncheck that option

north parrot
#

I see... oops.. thx a bunch

#

The option isn't checked

#

I clicked the drop down on static just to be sure but it says nothing

rain shadow
#

I don't know of anything else that causes that

#

Did you test a new version and does it still happen?

north parrot
#

Like as in a whole new scene? Or reupload

#

I just reuploaded still the same

rain shadow
#

You can use the test build option

north parrot
#

Goes to my vr headset

#

I have to actually build it

rain shadow
#

If you want to do local testing in desktop you can unplug your headsets power cable

mild spade
#

Is the collider and VRC pickup on the same gameobject as the mesh renderer? A picture of how the hierarchy looks on the object will help

north parrot
mild spade
#

Try removing the mesh collider and add a box collider instead.

north parrot
#

Ok

#

It builds in like literally a minute so I'll know if it works in a ... minute lol

#

Nope

#

Still invisible

mild spade
#

Show me the hierarchy (left side, where you select the objects) And highlight the object you are supposed to pick up. Maybe the issue is how it is parented.

north parrot
#

It isn't parented to anything.. but I just realized that its automatically checking static when I push build

#

So I watched my build this time and its unchecked for sure I'll see if that does it

#

I see.. I set it on the prefab but I also have to go to every single object and uncheck static

#

The one works now

wraith ruin
#

So is game like murder 2 impossible to make unless you are an admin?

rain shadow
#

Murder isn't made by the vrc team

#

So of course its possible

north parrot
#

Thanks for all your help guys 👍

#

You led me in the right direction and I fixed it

past sorrel
#

Also problem I realized from my last issue, the SDK is not building scene. Anyone experienced this issue before?

#

Ok I know what’s going on. That tree is causing the issue

#

I still want to be able to use that tree though...

round cradle
#

is there a proper way to make a Mesh Skybox render over Fog?

modern scaffold
#

Is this still Unity only?

kind linden
#

Yes

modern scaffold
#

Also, are people using normal maps in their textures?

#

Thanks for the quick answer!

#

Finally, is there a specific poly limit, or any good resources on how optimized I should in terms of poly count, texture size, etc.

#

I'm trying to get back into this after a long hiatus and I'm not sure where to start 😅

kind linden
#

I don't thing there is for PC, but for quest there is 50k tris(polys), and there is also a 50mb limit on quest.

modern scaffold
#

Ooof, ok. Quest, meaning oculus quest?

kind linden
#

Yes

modern scaffold
#

Great. Thank you so much!

kind linden
#

Actually, the 50k tris is a recommendation, the other is a hard limit.

modern scaffold
#

Do you know what size texture map people tend to use? Or is it all just up in the air

kind linden
#

It's up to you

zenith trellis
#

@modern scaffold It depends what you're texturing. In unity you can downscale them later, so I tend to do all 2048, and then degrade them more or less depending on how much you need from them and keeping the build size down. That's just for tilable surfaces. For items and smaller details, you want to use an atlas map with objects commonly found together in the same map. So you don't want a whole bunch of maps for every single object. Having a single atlas map, means a single call for all those objects.

#

Also, you can try say a 1024 diffuse with a 512 normal map for some surfaces

modern scaffold
#

@zenith trellis Thanks for the info! Is there a texel density you tend to work toward for your maps?

zenith trellis
#

Yea, about 2-3 meters for 2048, is that what you mean?

#

It depends if you're doing a small room or a large open space.

#

To answer your earlier question, yea I use normal maps.
Use lots of instancing, plan your map to use occlusion culling, and tweak the maps for your baked lighting. My map is well over 50k and runs buttery smooth.

modern scaffold
#

Awesome thank you for the tips! @zenith trellis

sullen wren
#

Hey there, i don't know if this is the right channel for this but i just uploaded my first world to the Community Labs and would love some feedback and Improvement ideas for it.
I've been working on it for a bit but it still feels like something is missing.
Thank you in advance vrcLove

sharp turret
#

Does anyone knows how to put youtube video player

#

where you can put links stream in game

#

please help

narrow violet
#

hey! can someone explain me how to use audio mixer in vrchat world?

supple drift
#

It gets overridden in the client last I checked because I believe they're using the audio mixer to do their user volume controls so you have to manage your gain staging per audio source unfortunately. I'm not sure if this will be changing with Udon/SDK3, though

woven condor
#

@sharp turret - check pinned msgs - Fionna has a list of asset with excellent youtube player

wraith ruin
#

Is it possible somehow stream world camera to a display? I have this podcast room, now i'm just pointing the stream camera to my screens in my world to get 4 different video feeds out.

#

Murder isn't made by the vrc team
@rain shadow Murder 2 has admin_game tag.

random owl
#

That doesn't mean it's made by vrc

#

That means it's marked to be shown in the game row

wraith ruin
#

Ohh well then it is possible to make.. I just cannot figure out couple things how they are made..

random owl
#

I mean with udon it's a lot easier to make what murder has

sharp turret
#

which one should i use @woven condor

woven condor
#

tbh i cannot remember what i used - make a local test with two or more and choose one 🙂

#

was only two last ime i look at list

lethal ravine
#

What causes ownership of an object and for who?

sharp turret
#

help my map loads pink

#

published

#

and need to load again then can enter the world

#

how to fix this

lethal ravine
#

Well pink usually means no materials on objects, if its all pink its something affecting everything. Is it all pink or just specific objects?

#

Also take a look at VRCWorld , dynamic materials

sharp turret
#

rn people cant load my map

#

unless they go for the second time

raven plank
#

Anyway to send the audio from 1 videoplayer to multiple audio soruces

#

I feel like im missing something and this should be possible

#

had a look through previous questions and doesnt seem like there's a solid answer

#

seems like the only way is to have multiple video players all synced?

#

which sounds like an awful idea lmao

open thicket
#

Do new worlds have to be ported into 2018 now

ornate turret
#

only if you want to update them

#

most worlds should work fine in 2018

#

without needing an upload

dusk sapphire
#

hmm looks like master local trigger broke, did they add a proper master local trigger type in 2018?

near escarp
#

Check first !!!

dusk sapphire
#

sync stream video players seem to have no audio for me on a bunch of different video sources, but works for a friend of mine, wonder if its something wrong with my win10 install?

bold ibex
#

Realtime reflections show my controller UI and tooltips, are these on Environment or TransparentFX by chance?

near escarp
#

@dusk sapphire master local trigger revolved around a bug which was fixed

dusk sapphire
#

aw, is it no longer possible to do a master local now?

near escarp
#

@abstract plover Would know best

balmy gate
#

@dusk sapphire triggers seem to work fine in my testing

#

do you have a world showing the problem

nimble echo
#

this is the 2018 update it would seem.

balmy gate
#

ok i didn't test with two players. is it always saying "Master"?

dusk sapphire
#

bedroom theatre, i'm using the master local trick via audio bank, though i havent reuploaded to 2018

balmy gate
#

ah, I see. I use the MasterLocal prefab from the database

nimble echo
#

just to confirm, I can indeed use sdk3 and people can see it without being in beta, right?

dusk sapphire
#

more concerning for me is that i cant hear audio on sync stream video players

balmy gate
#

Udon is now in what we’re calling “Live Alpha”. This means that you can now make things with Udon, upload them to VRChat, and share with the whole world. That’s what the “live” part means.

#

SDK3 is only for Udon

dusk sapphire
#

but it works for my friend so i can only assume its an issue with my win10 install

nimble echo
#

is it SDK2+udon?

#

or does it potentially break other features

balmy gate
#

SDK2 is not for udon. Use SDK2 if you have trigger based content

#

there are two different types of worlds. they are completely different

#

you can make Udon-based (SDK3) or you can make Trigger+Standard Assets-based (SDK2)

nimble echo
#

but my question is, does SDK3 include SDK2

balmy gate
#

no, they are separate

#

read the announcements about it. During the beta testing period, you were not allowed to install both in the same project

#

so you need one project for SDK2 and one project for SDK3

nimble echo
#

I see

#

so SDK2 and SDK3 are entirely separate and one does no include the other, rather they are like separate forks

queen ferry
#

Having an issue where avatar podiums aren't working

balmy gate
#

This is in a world you uploaded? is the avatar ID correct? is it your avatar?

queen ferry
#

yeah The podiums are on, but VR users can't click them. Only Desktop

loud storm
#

anyone know how to fix triggers on buttons? i have 3 buttons in my avatar world, they control the Mirror, Music and Lighting and they are all Local OnInteract Toggles. When I go into the world since the update dropped, music is automatically defaulted to off and so are the lights. When I hit my lights button, the button for Lights disappears but the Lights turn on. None of the other buttons disappear when I interact with them.

#

By default it should be lights on and music on but they both keep defaulting to off when I enter the world on VRChat

rain shadow
#

@loud storm What version of unity did you upload the map on?

loud storm
#

2018.4.20f1

rain shadow
#

And you did update the sdk?

loud storm
#

yes

#

im on VRCSDK2-2020.04.01.10.20

queen ferry
#

If anyone's on Vr wishes to check my podiums, please leme know. This is pretty important as almost 20 avatars are "locked"

loud storm
#

was there a change to Triggers suddenly that i am now unaware of?

near escarp
#

Screenshots of your setup would help

loud storm
#

which parts do you need screenshots of, the triggers on the buttons?

queen ferry
#

who was you asking that too?

near escarp
#

@loud storm The way your triggers are setup on the components

loud storm
#

those are the 3 buttons, they're all set up pretty much the same except they just toggle on/off different parts, worked fine in 2017

near escarp
#

is your world public ?

queen ferry
#

Mine is. The podiums are weird for Vr. x,x

near escarp
#

What do you mean by podium ?

queen ferry
#

The avatar podium. Vr users can't access a ton of them.

loud storm
#

yes my world is public, ive fixed the issue of the Light button randomly disappearing though

queen ferry
#

least in my world.

loud storm
#

its just now my next issue is why are my Lights and Music defaulting to disabled when I enter the world

near escarp
#

@queen ferry it would help to have a canny and know which ones they can't interact with

queen ferry
#

hm, ok. I think it's the first 2 rooms with them but I'ma go and check.

#

Mind I get the link? And should I put the world's ID or the link?

burnt pollen
#

so since the update, my world reversed to an older version and i cant update it to the newest again. I uploaded it, but it doesnt change.

near escarp
#

@queen ferry Yes pls, and pictures/repro steps

loud storm
#

i'm trying a different method in the Triggers right now to see if that has any effect

#

never mind, changing it to SetComponentActive breaks it completely

past sorrel
#

so since the update, my world reversed to an older version and i cant update it to the newest again. I uploaded it, but it doesnt change.
@burnt pollen make sure nothing is conflicting in the console

queen ferry
#

I have no idea how to reproduce it but sure. I know I've been on the canny before but I forgot how I found it and will need to be pointed back to it please <,>¿

loud storm
#

eyy i fixed my issue

#

for some reason Post Processing 2 was breaking it which was really bizarre

#

reinstalled PP2 and set it back up and the entire world is fine now o.o

supple drift
sacred warren
#

Anyone aware of an issue with triggers disappearing from prefabs?

#

They've disappeared from all my portal prefabs for some reason.

glacial skiff
#

object sync is not working

#

has anyone found a solution?

queen ferry
#

Ty

#

I brought this up several times

#

Items acting weird

idle ruin
#

Anyone know where to find Nintendo avatars

#

I’m on quest :v

near escarp
#

@idle ruin this is the world development channel for pc

idle ruin
#

Kek

queen ferry
#

I got a world of pokemon trainer avatars, @idle ruin . Just launched.

idle ruin
#

What’s it called

queen ferry
#

Pokemon masters.

idle ruin
#

Rad

#

Thx

undone stone
#

my unity is not letting me update my world

queen ferry
#

If in VR, there's an odd issue with the podiums, mind

idle ruin
#

It’s fine

queen ferry
#

Lastly I have Red in the world. Gotta find him~

lethal ravine
#

Well I didnt even notice we got that big ol update as I updated my map. Few things are broken now but really not so bad considering all the changes. One thing I'll say is holy moly the network is so nice now. I've been making a PvP map and the slight delays were pretty bad but right after the update a lot of stuff is sooooo smooth now. Idk all what got changed affecting old maps but its a very nice improvement at the core

queen ferry
#

Oh just noticed he was on quest... I should see about seeing them up for it as they are all under the limit

open thicket
#

mesh compression

#

and certain shaders and projectors

#

seem to have been affected by the update

#

as a plus though

#

certain animators have been fixed

#

terrain lighting i think has been affected slightly

#

yeah terrain lighting normals have been affected significantly in some of my 2017 maps

#

audio sources for ambient 2D sound have also been affected as well

#

trigger functions seem to work nicely though

#

certain things like mesh colliders on things that have mesh compression on them seem to be disabled

tropic smelt
#

can you hit colliders while being "teleported"?

#

well, trigger colliders

open thicket
#

what are you trying to do

tropic smelt
#

trying to avoid that is all

#

teleporting has always looked like the player just being really quickly zooped to the destination

#

rather than actually disappearing and reappearing

#

so I just don't want people to hit a collider that's between the the origin and destination

#

a trigger collider

modern kayak
#

That interpolation was only visible to other players. For one, there's never been interpolation locally so you go right through objects. And two, the 2018 update removed that interpolation for remote players anyway

tropic smelt
#

perfect, thx

balmy relic
#

Is the a way to disable the culling in the scene view in 2018. its kind of distracting to have object disappear.

left kettle
#

Just to confirm, animation sync is not enabled/working yet? Because my bullet hells do depend on it.

#

For Udon that is.

sacred warren
#

I'm wondering if this is tied into the triggers on my triggers having disappeared...

left kettle
#

If you updated to Udon, then yes.

#

Triggers are not used in SDK3.

sacred warren
#

Primarily the "not initialised in time" and no, I'm not using SDK3, this is SDK2.

left kettle
#

Ah, I am unsure of then.

sacred warren
#

Pretty sure the triggers wouldn't exist if I was in SDK3.

sinful hinge
#

The sdk isnt working for me on the android version of unity. Only the pc stand alone

#

And im using the new version of unity and sdk2 but when i convert it to android the whole thing crashes

grave mesa
#

Uhm

#

How?

#

I cannot fucking fix this

stone garnet
#

videoplayer not auto playing even if set to it, known bug or just me?

modern scaffold
#

Are there guidelines for hallway, doorway, and ceiling sizes?

#

Like, how wide should a hallway be to comfortably fit people, how big a doorway so that normal avatars can fit comfortably through

lyric canopy
#

Video player just stays on a black screen for me. Does anybody know how to fix this?

sacred warren
#

(this is when you build the world)

near escarp
#

Did you open your project in 2018 before replacing the sdk ?

random sage
#

newb question, how do you delete a material from an object?

near escarp
#

set material to 0

random sage
#

where?

balmy relic
#

My stuff seem alright. after the migration

random sage
#

ohh under mesh renderer?

#

woo that worked ty

#

oh also, is there any convention for which direction north is?

balmy relic
#

I think your suppose to replace manually the sdk file in your project before open it in 2018

random sage
#

isn't y the vertical axis?

bold ibex
#

so how the actual hell

#

do I use triggers

#

when Im not a scripter

sacred warren
#

@near escarp Me? This project has been in 2018 since November.

bold ibex
#

and theres no vrc trigger componet

#

someone enlighten me, please

random sage
#

triggers are gone in sdk3

#

you have to use udon

#

afaik

bold ibex
#

I

#

I

near escarp
#

And it just happened with this latest sdk ?

bold ibex
#

I wanna die ngl

random sage
#

lol

#

you can still make sdk2 worlds

sacred warren
#

@near escarp Yeah, the one from today. The previous one seemed OK although not all my triggers were firing properly. I'll roll back and see what happens.

#

(previous one being from... yesterday or the day before I believe)

bold ibex
#

when your hobby turns into a college course

near escarp
#

triggers still work and are available in sdk2

#

don't have to learn C# yet

bold ibex
#

So I can still use the old sdk in 2018? Thank god, because I’m taking courses on video editing.. I didn’t need one for scripting too lmao.

near escarp
#

No

#

use the updated SDK2

#

not SDK3

random sage
#

hey how do you make "build & test" launch in desktop mode instead of vr mode

left kettle
#

I think the "On Particle" triggers for SDK2 aren't working anymore? My new bullet hell map which utilizes it for the guns and so forth aren't working anymore. Still testing to see if it may be due to other issues.

#

One thing for a start however is how the guns you can use in the world to collect crystals, are definitely colliding however-- the custom trigger that's suppose to fire off upon collision, aren't sending.

smoky oriole
near escarp
#

@left kettle If you could check/make a canny for that issue that would be very helpful

left kettle
#

Will do!

queen ferry
#

I'll get you that cannery tonight ruuubick. Had to goto work. I'll use a video instead of photos. Could be easier

random sage
#

@smoky oriole works perfectly, thanks! 😃

harsh pivot
#

So I just wanna ask

#

How do you do post proccesing whit this update?

#

Doesn't work on my world anymore

left kettle
#

@harsh pivot

I just re-imported mine and it worked for me. I believe there's a specific version though you have to use if I remember correctly. Correct me if I am mistaken.

tropic smelt
#

do UI canvases need to go on UiMenu?

#

I didn't change anything on it, but I suddenly can't interact with it

#

after upgrading from 2017

sacred warren
#

Is it possible to take a world down temporarily, e.g. make it private?

azure idol
#

I suffer from somekind of the same problem. The guns, I use are not able to kill players by spawning a damageparticle anymore. But the colliderboxes that i use, "OnEnterTrigger, Local, AddDamage to Layer PlayerLocal" do work. So i assume the CombatSystem isnt broken but the OnParticleCollision truely dont seem to work? Interesting is the DestructableStandard objects I use register the particles from the guns and they do break from it. But players dont seem to suffer from any damage from my damageparticles that should spawn on contact "OnParticleCollision Layers: PlayerLocal and Player". 🤔

#

@sacred warren On the VRChat Webside. You should find your world under the worlds tab. If you click on it you should see it on the right "unpublish".

sacred warren
#

Will that cause it to go back into community labs?

azure idol
#

Didnt used it before. 🤷‍♂️

harsh pivot
#

Is it an specific version of Unity or the Post proccesing stack?

left kettle
#

@harsh pivot
You go to window > Package Manager, then it should show up there.

#

The Post Processing.

azure idol
#

I run into a problem that objects that are visible in unity are not visible in vrchat. If i connect them to a trigger. I can manually activate them, but i still wonder why they not showing for me right away? Someone have an idea? vrcQuestion

sacred warren
#

No other ideas about my cascade of errors then? I was finally thinking I could put the world live now that 2018 is live and this happens... geez.

#

It's like everything trigger related is just completely broken

willow narwhal
#

Just made a fresh project in unity and for some reason it's not letting me import SDK2 as it keeps prompting me saying "Failed to import package with error: Couldn't decompress package". Would anyone be able to help?

azure idol
#

you using unity 2018.4.20f1 ?

willow narwhal
#

Yes

azure idol
#

sdk. 2020.04.01? ;o

willow narwhal
#

Yes, that's the one I am trying to import

grave mesa
mental iris
#

You can still use the 2019.09.18.12.05

#

One

willow narwhal
#

You mean the first SDK?

#

I'm getting confused xD

mental iris
#

I didn't change my SDK and it still functional

#

It seems this new one is busted

#

From what I hear

sinful hinge
#

I have the same problem

#

Except it wont give me a reason

#

And the unity 2018 just wont work with both of them

sacred warren
#

mine throws 400 nonsensical errors and i have no idea what to do

mental iris
#

So if you already removed it and trying to get SDK2 going then your fkd till it's fixed that or your files are conflict. Has anyone successful updated to SDK2 or 3

#

If so how?

sinful hinge
#

So your telling me i shouldnt of deleted the orginal sdk in the first place?

mental iris
#

You should of seen if it still works XD if it didn't then changed it

#

Mine oddly still works

sinful hinge
#

Both of the sdks wouldnt work in the new one for me

mental iris
#

Wether or not it shows in game is another story

#

I haven't tested it

willow narwhal
#

So I guess we wait for a fix or an update?

late ether
#

Is that normal that every time I'm testing my world (SDK2) it's taking 15 minutes because it's "compiling shader variants"?

mental iris
#

It normally takes 5 min if your world is big/has a lot of stuff

sinful hinge
#

It crashes when it starts reaching textures. And its only on the Android version. Its like a crash bug in the sdk

#

Well for me it happens when you start switching to the android platform

mental iris
#

Then they are buggy for quest or just in general

#

Is what I here

sinful hinge
#

Yeah the quest has been crashing a bit more

#

But its weird because everyone else is updating it for quest more easily than i am

#

And i already reinstalled everything its just the sdk

bold ibex
#

so should i update or should i stay put for now

#

new sdk and new unity 2018

sinful hinge
#

Stay put

#

For the love of god

mental iris
#

I don't do quest stuff. All my world's are PC rank XD desktop and PC VR. I didn't have issues move to unity 2018. The "old" SDK before update works still however I have not confirmed if it's actually working. I'd need to see if my content is there

#

Stay put till they fix the SDK

bold ibex
#

my worlds got fucked

sinful hinge
#

Yeah idrk if its just me tbh

bold ibex
#

just finished a new project yesterday and everything got fucked today

#

big sad

mental iris
#

I hope y'all backed up all your stuff before update anything XD

proud grail
#

Why the hell would we do that this is a hobby not a job

sinful hinge
#

If someone else wants to start up a new project and put it on the android system then import the sdk and see if it happens with them to please

#

I wanna see if its just me

mental iris
#

Backing up your world and avatars is normal practice

#

v.v

sinful hinge
#

Ye i already did lol

mental iris
#

I never update shit till I make a full copy of everything as is

sinful hinge
#

Lel

mental iris
#

Just to be safe

#

This way I don't lose all that work I did on them

sinful hinge
#

But ye can someone do that process as well and see if its just me?

willow narwhal
#

I just got SDK3 to work!

sinful hinge
#

For unity?

willow narwhal
#

Yes

#

Give me a sec to type on how I did it

mental iris
#

I would but I don't make quest content x.x and Android platform I assume is the quest VR content 😫

cyan pike
#

it is

sinful hinge
#

Well yea but i just need help to see if its just my side

#

You know

#

But i understand

willow narwhal
#

I first used a zip programme to extract the .unitypackage file which creates a folder. Open it and you will see a file called "archtemp.tar" and changed the extension to ".unitypackage". I then went into the Unity > Assets > Import Package > Custom Package then selected archtemp.unitypackage. Then it will do its thing and add the SDK.

#

I don't know if it will work for everyone, but that's how I was able to get it working

mental iris
#

SDK 3 is udon your doing udon stuff

#

Coz avatars are not able to be made in sdk3 yet

willow narwhal
#

Back its still a unitypackage file and yes I know it's not for avatars. I can see if I can do it for SDK2 or if someone is already doing that then I would love to know the results

mental iris
#

Ah all this is confusing. If you didn't change your SDK from 2019 and it still works leave it alone do not update it to ether untill it's fixed as it seems alot of ppl are having issues with it

#

If u did update and it works good

willow narwhal
#

Well it seems to work, then again I have actually done anything yet other than load it up. I will make a new project and see if I can SDK2 to work with the same I did for SDK3.

sinful hinge
#

Weird

#

Wait jack do you do things for pc or quest?

willow narwhal
#

I plan to do stuff for the PC

sinful hinge
#

Ah

willow narwhal
#

Why do you ask? Just curious 🙂

sinful hinge
#

When ever i try and upload the sdk to quest thats where it crashes me

#

Like switching the platform over to android

willow narwhal
#

Weird, Never done platform changers before and I bet it's a pain in the backside

sinful hinge
#

You normally just go up to build setting and switch it to android

#

Its only a pain bc you have to wait for it to change everything

willow narwhal
#

Ah I see

sinful hinge
#

But its really big now since the sdk only crashes unity when its switching to android. I feel like its something with the textures because thats what its been stopping on

#

Like i think i have to go through and actually remove a few files from the sdk i downloaded then import

willow narwhal
#

Welp, good luck with that

mental iris
#

Are you simply trying to update it with older files present or doing it fresh?

willow narwhal
#

btw Ayanami, So I just imported SDK2 onto Unity 2018.4.2f1 and it seems fine. I did get a handful of warnings but nothing major

mental iris
#

Ah ok

willow narwhal
#

I don't suppose you could give it a try and see if it works for you?

mental iris
#

If it's just warni gs and you can upload your things they can be ignored of it's serious it will be red

#

I'm debating on whether I even should

#

Coz if it's no good I have world's with fk ton of triggered events and really no mood to fix that number

#

Of them

willow narwhal
#

I didn't get any serious warning from SDK2 and SDK3 when doing this. I reckon it's a good work around. But I can show you what warnings I got from the SDK2

sinful hinge
#

And it just crashed again

mental iris
#

Oh

#

I don't install any modules

#

No mobile no mac nothing

#

I just flat out install

willow narwhal
#

Oh, I must of forgot to get rid of them xD

mental iris
#

So it's windows ONLY

willow narwhal
#

Indeed

mental iris
#

And since I PC build

#

I only get throw errors coz I have teleport to areas outside map

#

But nothing like that

#

But I ignore it as it don't really effect the world's or game in anyway

#

I'm still waiting and debating

#

On if I should use sdk2

#

From my current 2019 (SDK before this update)

willow narwhal
#

I think you should

#

Oh I see

mental iris
#

As I see alot of ppl

#

Having issues

willow narwhal
#

I'm just happy that I got both SDKs to work, especially when I came on to ask for help and ended up solving it myself xD

mental iris
#

As far as moved to unity 2018 that was no issues at all as everything I used is support in 2018

#

Only 4 avatars broke coz there shader is nonger accept in 2018

#

So that's an easy fix

#

But SDK is required and I'm afraid to full on update that

#

Should leave it as it is till this is stableized

willow narwhal
#

Have you backed-up your work?

mental iris
#

Naturally

#

With SDK in it ect

#

I copied it's legit directly

#

Into a zip

#

Somif I had alot busted

#

I had the state of things saved beforehand

#

If I ever needed to ever down grade to 2019 last version

#

I technically can coz it was captured in backup

#

👍

#

I'm gonna wait a bit tho

#

Just my gut tells me that I should wait a bit

#

I mean I can try it. If things are destroy or really messed up I can downgrade it ASAP from backup

#

I still also have unity 2017 so xD

#

But no need for that as my migrate was okay

willow narwhal
#

I mean what if you started a fresh new world like I did to test to see if the SDK works and imports properly and then maybe give it a go on your actual world? If you have completely backed-up everything and have a completely safe copy then I think you should give it a try

#

OR... find a world/project file using an older version of unity that isn't yours (like just a plain test map) and then import the SDK2 and update the world to the new unity

#

Anyways I am gonna head off to sleep. It's been lovely talking and I guess I will come back later. Goodnight

random sage
#

how do you enable jumping in sdk3?

#

VRC_Player Mods isn't showing up

near escarp
#

there isn't

#

you need to make it in udon

random sage
#

ohh weird

#

guess I'll start learning udon haha

near escarp
#

well no, that's how udon works lol

queen ferry
#

I'm about to get that canny up for you finally Ruuubic~

clever lotus
#

can some 1 help me

#

how do i get the pins for my world im makeing

queen ferry
#

pins?

clever lotus
#

ya

#

can i call a min please

#

so i can explain

tropic smelt
#

sir you only need to press the spacebar once

clever lotus
#

@queen ferry

queen ferry
#

I don't understand.

#

GAH! My index fingers aren't working!

clever lotus
#

can i call you

queen ferry
#

no

clever lotus
#

well

sacred warren
#

Seems you can't private a map, you can only unpublish it and if you do that, you have to go back through community labs to make it live again. Fucks sake.

#

And these errors I'm seeing MUST be VRChat specific because Googling them finds literally nothing.

#

But now the 2018 channel has been deleted, so ... so what now?

queen ferry
#

my controls are all messed up wtf.

chilly shoal
#

Looks like world capacities are now enforced for other than public maps now?>

sacred warren
#

World capacities didn't change based on type anyway?

chilly shoal
#

They didn't. But we used to be able to bring as many people in as we wanted in a friends or invite map

#

regardless of capacity

solid helm
#

I think it was 2 * capacity

mild spade
#

@queen ferry Your Index controllers are not working? (finger tracking) Are you seeing the VRChat logo and name when you open the SteamVR Menu? while playing?

queen ferry
#

The thumbs work, but my menu is on "B", turning (R stick) turned my emotes on and off..

#

Oh and no? I don't think I did?

#

I was recording som'in for ruubic so I didn't think about it

chilly shoal
#

bogus report

#

somebody blowing a whistle when they're dumb

#

Overcapacity still works

queen ferry
#

o.o?

#

There you go Ruubic. I put it up finally

mental iris
#

ughhh ok ill try the sdk2 and hope for the best coz i realy want to fix the avatars that broke -.-

#

i have everything alredy backed so i shuld be fine

sacred zodiac
#

Replacing the old SDK with SDK2, is it the same process?

#

Like delete the VRCSDK.meta, the plugins folder, and even the SDK itself?

sinful hinge
#

I tried the old SDK and it didnt work again

mental iris
#

what is this error in the new one (so glad i backed up everything first )

#

Assets/VRCSDK/Dependencies/VRChat/Editor/VRCCachedWWW.cs(31,5): warning CS0618: UnityEngine . WWW' is obsolete: Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'

#

yeah im just gonna stick to 2019

#

fk it at least that was functional and worked

#

is that even an warning to worry about or what :/ i was just fine no ! or problems thats why i said stay on 2019

#

v.v

sinful hinge
#

The 2019 sdk wont work for me either

mental iris
#

but im glad i have it backed

sinful hinge
#

Its gay rn

mental iris
#

so they killed it off

#

they want you on this one

#

ughhhhhh

#

i dont have time for this

#

im going to wait till its fully functional and fix the then

junior cloak
mental iris
#

you know wht since i freggin code for a liveing

#

im gonna re do my own freggin thing wile i wait

#

make a game as exe

#

dont report a bug to unity infact dont log into unity period

#

just use it if you can coz that sht traps you in weird shit

#

anyway nice update non functional sdk and no one can make content right now XD at least the unity it self isnt fkd up at least for me just trying to get a working sdk

azure idol
#

well i managed to get the guns working again on the other hand i got hundred of erros that ,,the obeject was not in time,, or somewhat like that. And random meshes are disabled ingame that i see in unity just fine.

bold ibex
#

Everything will be just fine

azure idol
#

i can toggle the objects on but they should appear right away unity 2017 didnt drop a single error on that map. So now the golden question why are the few gamobjective disabled ingame but not in unity vrcThinking

#

i agree... everything will be fine. hopefully vrcAevSip

bold ibex
#

Ya it's all just an April fool's joke

mental iris
#

fk off

bold ibex
#

Lmao

mental iris
#

FK off bot seriously not in the mood

#

all my shit is broken thanks to this god damn update

#

v.v

outer crane
#

Does vrchat support timeline?

azure idol
#

i mean i am fine to spend a good amount of time repairing it i am just lost where the problem could be.

#

and if its an issue i could fix right now or should i rather wait a bit and hope a hotfix will get these weird issues fixed

hybrid mica
mental iris
#

one world was completely destroyed anotherone im gonna flatout remove anyway but thats not the problem the problem is all my triggers are fkd coz mouse cursor prefabs are gone

#

and lord forbid you try to re add it and all hell breaks lose

#

in unity

#

gonna need to back port to the older one where it had it and swap it for a probuilder cube

#

or unity cube and hide them like i did the cursors as they were way points for the teleports

bold ibex
#

Ree

azure idol
#

i hope some wonder will happen and tomorrow everything will be fine x.x

mental iris
#

fkn brillant update like yey -.- at least i can fix my avatars ok but my worlds? burh...

azure idol
#

i am not sure if we cant fix our worlds, i believe we can but we dont know how yet.

mental iris
#

im sorry i realy am everyone but when you put that much work into everything

junior cloak
#

@hybrid mica lol hi my unity just do not start anymore on my end

#

I wanna neck myself wassup

hybrid mica
#

yo niyah my wont build i love this new update XD

junior cloak
#

I had to remove bakery and the SDK from the files itself for it to start

#

and now the new SDK won't even show the build panel

#

:D

#

after 3 restart and a computer restart my build control panel show up poggers

#

i don't understand why but hey.

#

now to bake the light again

brisk aspen
#

so my suspicions are correct and VRChat ruined old worlds?

near escarp
#

Do you know which ?

junior cloak
#

Nah, it's just a pain to transfer from the old unity to the one we're using now.

gusty epoch
#

Heyo, I was wondering if the VRChat 2018 changed how you add jumping on talking to you're world can't find VRC playermods

brisk aspen
#

My jump mod is still active, however I can’t seem to test my worlds anymore to check and see if everything is back to normal.

near escarp
#

@gusty epoch If you're using udon, yes, you need to add jump through nodes

hybrid mica
mystic wave
#

it fires this when i click build and test world

near escarp
#

@hybrid mica that is console errors

#

@mystic wave Do you have VRChat installed on your pc

mystic wave
#

yeah

near escarp
#

Are you up to date on SDK/unity

mystic wave
#

yeah using the new one

near escarp
#

Are there any errors in your unity console ?

mystic wave
#

i dont think yellows count as errors

#

this is on the path

near escarp
#

Did you revert to default ? You could also try to select vrchat.exe in the windows prompt

mystic wave
#

i tried routing the path to steam folder but that didnt work either

#

or the exe in steam folder i mean

near escarp
#

In unity or in the windows prompt ?