#world-development
39 messages Β· Page 36 of 1
i did that. because i can't press the play button to test without building first.
in that case i have no idea sorry
well, i think might have to create from scratch
create new world, submit as new world
So you still have the error even though you changed the runtime and restarted?
i do not have the error after the runtime change but i can't click anything in the world info screen
That's some other error then you fixed one but have some more
Anything in the console when you enter the publish screen?
And show a picture or your console and whole unity screen while in the bugged out publish screen
yeah my knowledge of unity is not that advanced yet
so how do i change from that to normal material
I haven't used substance materials directly in unity before so I'm not sure what would be the fastest way to convert
i got this from asset store btw
Can you show me what you got?
this bridge has the substance thingy
anybody got any ideas on my issue about cameras?
Hmm I haven't worked with substances in unity at all so I'm not sure how to convert it easiest or what you need to convert
Easiest would be to find some bridge that doesn't use substance materials but that's a lot of repeats in your console so I'm not sure if it's just that one
Easiest would be to find some bridge that doesn't use substance materials but that's a lot of repeats in your console so I'm not sure if it's just that one
@random owl Thanks
i already removed the bridges with the substance designer
build & test still brought me to previous build
I made my first build in unity and really want to have it in vrchat but im just visitor although having 14 hours in the game can anyone help me
keep playing the game, you'll get to new user in no time
thanks for the info
@pure cloud you might need to remove all the substance stuff from your project
What is levels?
Levels is static batching stuff for example
That occlusion culling data looks worrying as well
You should leverage GPU Instancing for some stuff most likely and optimize some stuff more in blender
But can't really say much since I can't see what your world looks like
Yea rn our shader having issue with GPU Instancing
That's all I can say with just seeing that picture, but that's definitely gonna require more work π
It's a huge worldπ I have done pretty decent optimizations rn
(Probably the largest world in VRChat but I can't be sure since I don't really know how large Vkets are)
So levels are there because gameobjects are static?
There's some other stuff inside levels as well but it's in this case it's mostly the the combined meshes for static batching
I did see you also asking why your build suddenly went to 1.3 gb I've seen some cases where that happens just suddenly
Yea it went from 370 to 1.23G so I'm so confused XD (Althought I did add a lot of stuff)
Specally this build is targeted for more compact size so ...
I think some people fixed it by migrating their stuff to a new unity project but I don't usually suggest going that route
And I don't know what really causes it other than seeing some people have it happen to them
Should I turn off Static Batching? I never heard of this term before?
That's the page I'm on rnπ
Oh π Glad to hear someone is browsing the docs π
I wouldn't suggest turning it completely off on everything
I thought I need it for occlution
No that's a different setting which you should really also optimize since your occlusion file is 45 mb
This is my current setting
That might need some changes as well since those are more of a general scene setting and not a huge scene setting
OK Thank you, I will look into it
Yeah optimizing a large scene takes time π
This is the mapπ
And overall have a look at your scene and find all gameobjects that can use GPU Instancing and try disabling static batching on those to use instancing instead
Yeah for that you should definetly setup the occlusion culling properly even if it's gonna take time
Like small objects should not be marked as static occluders just occludees
And huge ass stuff in the background that doesn't actually occlude anything should not be marked as either
OK So I guess just building
How to open debug gui in test world?
@errant creek https://docs.vrchat.com/docs/keyboard-and-mouse
"These Debug options are disabled unless you launch VRChat with the --enable-debug-gui launch option."
You can play VRChat using a keyboard, mouse, and monitor! No headset required. Movement is handled via the standard FPS "WASD" setup, with your mouse adjusting your view position. Your head will point in the direction you're looking. It is not possible to move your arms while ...
There was also more that you had to add now just a sec
"--enable-debug-gui --enable-sdk-log-levels --enable-udon-debug-logging" that's all the stuff if you want all the logging enabled
But you might not want to have them in use always
Can I turn off static batching if I have GPU Instancing?
But yeah @rain heart it's gonna take some thinking and doing to properly optimize that map
Static batching overrides GPU Instancing
So you need to turn off static batching for GPU Instancing
OK
There was also more that you had to add now just a sec
@random owl Which shortcut can showup the udon debug infomation?
It should be in one of them might wanna ask in #udon-general for more info I haven't worked with udon much yet
@rain heart "GPU Instancing only renders identical Meshes with each draw call, but each instance can have different parameters (for example, color or scale) to add variation and reduce the appearance of repetition." this is the rule to gpu instancing
I will take a read, Thank you
Also if you have a version uploaded please send me the world id so I can go have a look how it looks ingame
Sure thing
Btw how can I make each instance different color? I thought I can only change color per material
That's under the per instance data in what I linked you
Haven't really tried it myself so I've got no simple explanation
@rain heart you need to use a method that sets MaterialPropertyBlock. In udon, that means using an actual MaterialPropertyBlock. Otherwise, you may be able to use an animator but I hear that might not be reliable
In SDK2 (non udon), this trick may be easier to use for changing color:
https://mobile.twitter.com/cyanlaser/status/1174233128191373312
We use this in VRMC for distinguishing all 500 or so cube types
I hate that this works. Trying to optimize a map for Quest but dynamic objects won't batch because different materials. I wrote a shader that checks the millimeter scale of the object to determine the color so everything uses the same material. Thanks @Lyuma2d #vrchat https:/...
But you will need to write a custom shader if you wish to do that
is there any way to show avatar pedestals in the scene editor
hard to organize them when I can't see them lol
you can press the play button
@pure cloud do you know why my uis don't work in vrc but work in unity?
I think it has something to do with them not having a camera or something cause in unity I can add a camera to the UI but can't in vrc..it says it might not work without one
you mean the UI that has the player pointing to the wall and clicking it?
Sorry i cant help you with that, im not good at that
i only know about button to teleport and toggle stuffs
I uploaded a world and in the sdk content manager it shows my world there but when i go in vr chat its not in the "mine" row. How do i fix this?
The ones you can add buttons and sliders to
anyone else having trouble with the build&test ? every time i build and test now it brings me to an older version of the world idk why
anyone else having trouble with the build&test ? every time i build and test now it brings me to an older version of the world idk why
@crimson steeple i have that problem too.
i was thinking, oh maybe my world is using older unity and older sdk because it's using the latest vrchat.exe to test
So what i did was migrating the unity from 2017 to 2018 and from older sdk to latest one.
still didnt work
my solution now is to create a new project from scratch
detach the pipeline world id,
and attach the world id that i already have
anyone think this could work?
detaching id didn't worked btw
already done that like twice
it still goes to the older version @pure cloud
im going to try to reimport sdk
turns out even after doing a clean sdk reimport the problem remains
makes no sence
Look at your console that's where the errors are
none that are important
Hello
Hey hey, I've just recently updated my unity and upgraded the unity project to the 2018 version
When I click upload now all the VRC_Trigger's give errors in the console and the upload crashes...
I have reimported all the SDK stuff and scripts I was using, I have like 0 programmer knowledge so this might be something really easy to fix, if anyone is able to help you'd make my day :)
Let me try and upload it with that disabled
Seems to be uploading, my god dude @random owl thanks xD I feel like a dummy now I've spend like 4 hours on getting this to work
if only this was spoon fed nooo you actually got to know wtf your doing. (im being extremely obnoxious about this because this stuff gets harder and harder to do as the days go on what with all the revisions / limits and stuff)
There doesn't really exist any real limits right now π€ expect for quest
In most cases the problems come from external assets that have been packaged wrongly or just aren't properly supported by their makers
Otherwise as long as you read the docs you should be fine
I built and published a new version of my world but instead of overwrite the old one it created a new one. Anyone know why this happened?
You need to have the same avatar id set in your pipeline
Where can I see the "avatar ID" for my world?
OH so it changed when I deleted and recreated a VRCWorld objecct then? I see
Yeah that would change it
I have an issue where I'm trying to publish an existing world to community labs. When I click publish nothing happens. The confirmation pop-up doesn't come up.
I tried uploading through unity and nothing happens. It still remains private.
trying to find a way to fix people spawning on the roof of a building, maybe the roof needs to be taller? ive tried it but they always end up spawning on the roof, trying any new suggestions
I cant upload any worlds everytime I tried to test them or log into one it resets me back to lobby world... Any one can help?
i know what you mean it may because of your lighting is baked thats what happned to be
isnt lighting supposed to be baked? all my lights are baked and I have no issue.
is a female mannequin that only shows the like conture of the breats (and the other parts of it) forbidden to have in a world or is it fine?
dude people have jiggle physics and straight up nude avatars im sure its fine
i dont want to get banned ahhhh
put it in #avatars-2-general tho
why?
this is worlds
ohh
i want a mannequin in my world
nvm then ill fuck myself
π π
OOF
@rare meadow Too many caps.
can i use it can i not ahh
Does it have nipples or not? If not and there arent any on the texture then I'm sure it would be fine. If it does have em though you would probably need an answer from staff. Is it just like a store mannequin?
its not texture i want to make it metallic but has the counture of nipples yeah
yeahhh a store mannequin
its not a lewd world, i just like the feminine vibe it looks so fancy
@split copper
yeahh exactly
more breats and more feminine
and has nipples
i mean i could just shape the nipples away
will it be fine then?
That would proably be okay as long as its not too detailed, just my guess though, would need a staff answer to be 100%
awww okay
Best bet would probably be to share a pic of it and @ someone like Ruubick
anyone know why in game my VRC_Videosync is gray?
Looking for some help with video players
in my world i bump into and get stuck on random things as if there is a collider there but there is nothing
even if i select everything no collision shows up where i get stuck
Are you using terrain ?
nope
A building with a mesh collider maybe?
Physics debugger is π
Thanks for helping out, physics debugger helped out alot
so some colliders i could fix but theres still some weird ghost one in this doorway
still looking for help if you can, im trying to set up a camera system for my stage world, and im struggling to find info on how to make the camera view go full screen when you hit F9 similar to those MMD worlds, so far i have my cameras animated how i want them, and i found out how to have a material show the camera view which is great for a little screen in game, but now i need to get it to show full screen on a toggle, where do i go from here?
ah okay so i got it full screen now, but how do i make it toggle to full screen and back to normal desktop?
Anyone got tips on getting a sync video/stream player working again? Was working in my world for 3 weeks and now nothing even tho I don't remember chaning it
i have a few questions about world making.
- im trying to make my mirror button when loaded in starting disabled (off)
how do i make that
disable the mirror in the object hierarchy on the map and then use the button to turn it on locally
Does anyone have an idea why this might happen?
Broken face normal (orientation)? If you turn off culling on the left one, does it look right?
the normal face the wrong side
@winged vessel you're the creator of the Musical flowers world, right? a VRC/unity update broke post processing and fog.
I couldn't contact you anywhere else cuz you had DMs off
@flat carbon cheers! thanks for letting me know β€οΈ I appreciate it.
ππ yw
I love that world and it's special to me :3
anyone able to help out with the collision problem
someone knows why this happens when i use my vrc camera? its only in the vrc camera mode the world it self looks good, is this bc of the mirrors that don't like the post-processing layer ? i'm confused.
What's wrong?
Ahh I understand yea.
Do you see the problem in mirrors too? Only in the vrc camera? Does it show up in desktop mode?
yea i see it in mirrors two and in unity playmode two
Ok, because all of those are not single pass stereo... so one shader variant of something is messed up
u see the logo behind the mirror
Does this world use SSAO (ambient occlusion from post processing)
yeaa
Ok, That tends to look poor in VR. This issue could likely be fixed by right click and reimporting PostProcessing . But I would also suggest to disable ambient occlusion
Two reason AO is strange in VR: first, it kind of changes as you move your head or look around because it depends on what is around it (screenspace). Second, it can do different things in each eye
ooh thats to bad bc it looks so good in vr itself till u use the camera
Which gives things a weird shiny look
I guess, to each their own. I know a lot of VR users really dislike AO. I see the appeal too and in desktop mode it would be ok :-p
But yeah the actual issue you hit is some of your post processing shaders were somehow not compiled for desktop mode, so right click reimport should fix that
reimport on the package then ?
Which is weird because usually it's the other way around..... I'm still a bit confused
It's very possible that ambient occlusion is completely not supported any more
So I would suggest turning it off.
If you really want AO in your world, baking lighting should already provide that via the lightmap
this is the collider issue im having btw
theres a collision in that doorway when i build and test
but nothing in editor
Make sure its tall enough! Its gotta be 2.1m tall for ppl to fit through comfortably (technically the collider is 2 but it causes sticking weirdness if the doorway is only that tall and u gotta like wiggle to get through)
i had it at exactly 2 meters is probably why then
Oo ye thatβd do it!
Thanks so much for helping me out btw
can I activate running in my world and deactive it with button if i can then how do i do it
Anybody have syncing problems after updating Unity while still using VRCSDK2?
what type of syncing problems?
it's recommended to update to the newest VRCSDK2 if you update unity to 2018.4.20f1
make sure you have that ^ exact version of unity
Someone needs to tell JackieDemon not to use SSAO in his world either, hurts your eyes as each eye sees a different thing.
how would i have 2 different game objects visible per eye? say i want the left eye to see one thing and the right to see another?
That sounds like a bad idea !
@near escarp i want to make a 3d camera with screen, so i have 1 camera per eye and one screen per eye. the issue is that i need to hide the right screen for the left eye and vice versa
How do you get a basic video player working in a world?
the easiest would be to get a videoplayer prefab/package
@fallow sluice Ah, if it's for a camera then you can chose which eye it targets in the camera component at the bottom
I'm trying to create this feature of where I would hit a button and it will randomly activate a game object (in this case a picture), and then when the button is hit again, it would hide that game object and randomly activate a different one (another picture).
So basically a button that gives you a random new picture every time you hit it, without just infinitely spawning them on top of each other. How would I go about that? I tried using a trigger with the randomize function but then it doesn't toggle one off when you toggle one on, and sometimes duplicates the randomization.
@near escarp that didnt work. ive set my right camera to right eye, and my left to left eye. i can still see both screens with both eye. i want to only be able to see one screen per eye (or have a 3d video screen any other way)
i would think i need to change the setting of the screen, not the cameras anyways
If that doesn't work then I'm not sure there's a way
I believe those are all done with TCL's 3d shaders
i mean ive also seen avatars which only render some parts for one eye, so that has to be possible
but ill see if i can use that somehow
okay so that shader works. now how do i combine 2 seperate camera images to one side by side one
Does anyone know how to add a tooltip/label to a button in Unity? Trying to research with search engines has given me next to nothing
out of labs in 28 hours after publish - wow good gowk VRChat algorithm
Anyone have an idea how to make a sweet reflective material for a hardwood floor?
I have a material with .9 metallic and .9 smoothness. It looks shiny in my bottom window but its matte on the material
Do you have a reflection probe baked ?
question does anyone have post processing for 2018?
should be able to get it from window > package manager
I dont have any reflection probes I have a bunch of light probes though @near escarp
How many reflection probes do I need and do I make them static?
Try with at least one around your room, and no
This is taking forever to bake
I don't think your lighting is baked correctly btw
can you help?
the floor in here is reflecting stuff from the other room
@near escarp
ah, enabled box projection in the settings
then rebake?
yep
why can i not see some items in the mirror?
What's the blue from ?
yeah but what are they
just wall divider things for decoration with a shader on them
what kind of shader
stuff like that matter, emission is not a one thing fits all
Is it supposed to be emissive ?
Yeah I want it to glow
try with a normal standard shader and emission then
Then i'm not sure that can be baked in
is there any way to make these walls the same
the darker wall is a cube and the brighter wall is merged with the whole world
the same as in ?
same lighting level
Where is your light pointing at ?
Why would you use a directional light 
shall i remove it?
Yep i think you can get something better
still same
Can you show the whole unity window
i'm trying to understand what's lighting up your walls
i think its something to do with lighting cause the wall on the right is also a bit darker
you should be using one group
have you have is light probes groups, instead of light probes
yeah, you should look up a tutorial on how to place lightprobes
one group should be enough
oof, this is how spooky from the black cat told me to do it
unless im just stupid. probs that one.
@bold ibex What does it look like with all lights turned off ?
I'd have to re bake the scene
Bless spooky but she had to let someone else do the lighting in her world because it wasn't very good
OOF
actually 2 different things which confuse me, so I had a button to toggle lights and it just darkened some parts and then i removed the lights completely once and then my avatar was black and u could only see emissions
Yes, that's normal
and in unity nothing changes when i turn lights on or off
is the light baked? @bold ibex
@white bison Did you read through a guide on bake lighting ?
i don't think anything is baked in your world
I watched Brackeys tutorial @near escarp
looking at your screenshot i don't think it is
All disabled
there is no shadows
you don't want to bake shadows of objects ?
idk if ive ever seen a world with shadows?
oof
here my objects cast shadows, and those are baked
Yeah, but the most important parts are :
-All your scene objects are static if you want them to cast shadows/receive shadows/lights
-All meshes in scene should have the generate lightmap UVs checked
Lots of tutorials pinned in #world-lighting
delete them all
they're not placed correctly either way
This is what mine looks like in a complex scene
damn
There basically should be probes where the lighting intensity/color changes
holy sweet fuck
That's done through an addon though, i'm not insane
what addon??
how much is it now then
20 bucks i think
do I set all my lights to soft shadow?
Sure
omg
works with any component name
doesnt show probes tho?
π
so if I delete all these and buy auto probe
then i can put my thumb in my ass and let it do the work for me
You can generate probes automatically yes
do I have to re place the lights?
you'll have to bake the lights correctly
My point lights when baked will cast light but won't cast shadow onto terrain.. will onto non-terrain objects tho
correctly
any idea anyone?
I go to window > rendering > lighting settings and click "generate lighting"
@ruby ruin Check the pinned video in #world-lighting
@white bison Yeah, but the most important parts are :
-All your scene objects are static if you want them to cast shadows/receive shadows/lights
-All meshes in scene should have the generate lightmap UVs checked
All of my objects are static
check the second step then
Also, not all shaders support baked lighting
thanks checking
So whatever your eye shader thing is, it might just not do anything
Most avatar shaders don't support it
Try with standard shader at first
see if it makes a difference
then you can try with different ones
is there a quick way to replace everything using 1 material with another?
Sure, t:meshrenderer
That'd do it
you don't need a metallic map for a wooden wall
take smoothness down to 0
smoothness is now on 0
I just noticed you work for vrc
that explains a lot.
street knowledge
it would be epic to work for vrc
@bold ibex Looks a lot better already ! Something might still something affecting your other walls, or it's the camera's direction
I am big confused
So this couch I am using has a Assets/Prefabs folder but also had Assets/Prop Assets/Comfy Couch folder. In there is this
but I cant actually drag it into the world
I can with the one in Prefabs BUT idk if the properties from this are applying to that
Can you drag it in the hierarchy ?
oh that's normal
Yeah I can but its invisible
you have too many realtime lights in view @bold ibex
Unity only supports up to 4-8 and then starts screaming
And since the lights above also affect the wall, it fights between them all
@white bison try changing the scale, press F
it might be gigantic/tiny
that's a large fucking couch
put your cursor on it and read what it does
alright. got a static couch with generate uvs.
time to blow 20 bucks
thank god for trump bucks
This one Ruuubick?
that's the one
@near escarp in fact is there any way to make that wall on the right as dark as the other one?
this poor man has his discord set to online so he gets a ding every time we @ him. F
auto probe imported..
Depends if you didn't anything special to the other one, if your world is symmetrical it should be the same
is this the part where I cry?
mhm
@white bison It should be super simple
I enabled them all and set them to static
30 intensity
I found anything lower doesnt even show
eh, it's fine
My accent divider things have the avatar shader on them still
do I need to make a new one standard emission?
Sure if it looks correct
imma try with this first
weird my picture is really..white now
these are my lighting settings
go with 4k lightmap size
OOF
You can do the probes once your bake is correct
alright so do I just throw it in the oven at 425 for an hour now?
I think my reflection thing is still wrong
Baked Indirect and Enlighten is fine? if I do progressive my unity crashes completely
Typically takes like 10 minutes...
yeah cause it ain't baking shit
?
you didn't have anything static, correct shaders, or shadows
so it didn't have to calculate anything
With unity it could take 18 hours lmao
why did I buy 64gb ram. oof
Everyone switches to Bakery over time because unity's lightmapper sucks
it uses your CPU
well....thats a 3500x
and that's not very powerful compared to a gpu
bakery uses your GPU, and bakes much better, and much faster
thats probably like $200
if you want to spend another 20 bucks on something you'll use often
oof
50% off
I have an amd gpu so it wont work it seen
oof
also whats the thing that rest & sleep world uses to make your emissions glow, is it bloom?
I only have a 1080 ftw
What do you have? π
2080ti 
and how do you add bloom? also @me its helpfull
yeah, that sounds reponsible
now lets see how long this whole unemployment thing goes cause apparently an IT job is NoN eSsEnTiAl
please careful with the bloom, easily hurts the eyes and look like shit !
oof
You have to spend money where you use it. So if you do a lots of render/game. High end tech is needed.
@white bison difficult to work from home ?
so where do i apply it?
My position was help desk cause it was a paid internship through the college or whatever
@bold ibex Read 
the other chick is 50 and is the sys admin
oh this is nice
bake finished
looks like everything got BURNT
ok, picture doesnt want to send
now I have 0 lighting
where is the unity package manager
is bakery much faster then the progressive gpu lightmapper?
whats good
@ruby ruin Yes
you asked where pm is at
sold
Hey uhhh...I dont have lighting anymore π
Your ground is using which shader ?
metallic to 0
rebake?
its just weird cause the other room is lit up
there's point lights in there
You can try more intensity/range on a specific light
I dont want the range to go past the thing I want to light right?
Bakery also has another great tool that came out recently 
which is?
Realtime lighting preview
WHAT
it's an addon to bakery
probably another 20
might be 15 actually
yeezus
cant be putting all this mun mun into making a personal world lol
I dont want the range to go past the thing I want to light right?
you change the range or the intensity
or both
right now you're baking at very low res to get any result
my intensity is already 30
sweet, it's not completely black !
Yeah
ill set all lights to 70 intensity?
ok bought bakery... the built in unity gpu was a huge improvment over enlighten so if this is even faster its worth it
@white bison yep
@ruby ruin It'll look better, and will have a ton more options
and will reduce the size of your lightmaps
ya
it's cool once you have a grasp on it
if I ever get my Index I wanna try to make a small game from scratch
@near escarp guessing you have an index
yessir
how long have you had it?
is it worth it?
I've had my unit since March of 2018, it's wonderful, the controllers tend to break down though
ugh...thats what ive heard.
kinda makes me think about just getting the vive pro.
how many controllers have you had to rma?
i'm on my third left controller
they replace them for free right?
yeah
the thumbstick drifts
I heard that if you dont push the thumbstick in thats less likely to happen
thoughts?
it could, i personally don't have any gestures/emotes, so i barely press it, and it still breaks down over a couple months 
the new units are a bit better though
so we'll see

bruh
I gotta wait that long to erp with the waifus :/
jk. that shits weird
I guess 3 left controllers in 2 years isnt THAT bad? how long is the warranty?
dunno, i got dev units so it's probably a forever thing for me, but it should be at least two years for most people
oooffff. lucky
Whos the main vrc dev?
baking is done
anddd absolutely nothing changed
love it
We're all vrc devs 
noice
try 300 intensity
and try .5 smoothness instead of .9?
sure
alright, be back in an hour
@near escarp so how do I download this?
what is that

does that not download it ?
one sec
looks like heaven
0 metallic .5 smoothness floor material
this entire room should be very much lit up.
Uh what?
oh yeah, different lights need different settings
and then on the empty game object he told me to made do i make the layer on that water aswell
wot
spotlights and point lights are not the same type
I know that much
@bold ibex yes
my spot lights are 8 range, baked, 300 intensity
it's explained in the steps
@white bison make them 50 intensity
Keep adjusting until it looks correct
is there a max?
White is max lol
wait wot
If it's completely white, you've reached the max intensity
well if 300 is still dark wouldnt 50 be dark..?
i'm talking about the heaven room
oh im not worried about that one rn
im still trying to figure out why this room is black except for the emissive materials..
emissive is always fine on its own
the 9 spot lights are outputting absolutely nothing
tired of waiting for it to keep baking. about to just throw in the towel and say screw it and get bakery..
We all reached that point at different speeds 
This just doesnt make any sense to me right now
This room should be lit like a college teen.
well...typical one. im straight edge & "boring"
this pains me
welcome to the world of light baking
don't import the examples
it's all worth it
I just dont understand why these lights are outputting absolute fuck all
at 30 intensity I had them doing something before changing settings
now at 300 they do nothing
realtime and baked are different
The lights have been set to baked the whole time
1 more thing, i can see them through walls
I had light probes before though now I don't
turn on lightmap static
and make the pillows non static or people cant move them
Nvm they aren't static
@white bison yeah but again, if the settings are incorrect and shaders not supporting it, you didn't bake anything, and baked lights still behave as realtime
Do you have any clue as to why it's acting like this?
The floor and walls are standard Shafer's
Shaders**
Make sure your mirror shows the pickup layer @bold ibex
@white bison Depends on the intensity
but they arent pickable i took that off
doesn't matter, they're still on the pickup layer
this?
The floors are reflecting the emissive blue things
Then what?
great
screenshot
are they halfway into the ceiling ?
that isn't good
wot
if there's a mesh between your room and the light, it won't do anything
π
well lets try that then..
I want the white parts of the lights to light up though as if the light is actually coming from them
Sure, you can set them as unlit white
or make them emissive with the standard shader
but if they block light, then yeah. kinda defeats the purpose
It's still baking and there's already a lot of light
Probably not the final product yet though.
anyone know what the best current video player for worlds is? im trying to find one to put in my world.
I was sent this sheet it might help find some stuff
Why does light baking take so long??
Is it using the speed of my 5400rpm hard drive with clicking issues?
because CPU

Can be adjusted, shader might not support it either
But hey, you have actual shadows now
I really cant tell
but
the walls are still pitch black
so should I side light the walls?
the ceiling lights dont really hit them
it's most likely just the shader
2018.4.20f1?
yeah
once you move up, you can delete the others
my walls are using this material
the albedo is very dark
Mmh, click on the meshw it should show you which part of the lightmap it is on
You can see what it looks like there
this is the lightmap
Yeah definitely something up with that material cause other ones work fine
what do I choose for bakery?
First you need to add the bakery light component on all your lights
You can check out his documentation, it's pretty good
I think it froze when I hit render accidentally. oof
anyone wanna help me with making a looping background like if you were riding in a subway tunnel
point light for spot/point lights
yeah
match lightmapped to realtime
ye
aight
default settings for bakery..?
ahh...have to do light probes and reflection probes separate
holy jesus
any fix?
weird those go through the floor
yeah u can see the text everywhere
Its saying "Adjusting uv padding for assets/monitor/aoc_v.15.skp" forever
sketchup meshes could have fucked up UVs
you need to check the console after this
it'll tell you what to edit on the mesh settings to fix it
@bold ibex What component is it ?
alright I will if it finishes
still says it btw lmao this is taking longer than the other oof
if it's really fucked it could take a while
don't cancel !
gpu usage is at 4%
it hasn't started yet
I cant every time I hover on the window its just a spinning circle
just let it do its thing
its been doing this for 15 minutes π
fuck sketchup models i guess
you can quit unity
like kill the process
it saved your scene before baking
Set its index format to 32 bits
anyone got any good settings for a bouncing ball? i have a basketball with a hoop in the world im making
so...
where is index format
found it
starting now
alright still doing it
deleting it
lookin kinda sexy now ngl
Now for light probes... I have auto probe
To sync animations and obejcts do we still use Object Sync?
Yes
Sweet!
@near escarp I hit render probes in bakery and all my shiny materials stopped being shiny
Bake your reflection probes
Has anyone ever used cube 2 sauerbraten to create maps? You can export your maps to ".objs" and import them into blender. Not sure about the process of importing them into unity though.
Can anyone help me figure out why my world space UI canvases are appearing through geometry in the 2018.4 editor?
Looks like this
I also noticed that interact text/collider outlines are being rendered beneath the UI canvas (in game) as well
@cobalt sluice My two cents but, does any of your textures have alpha channels?
Sounds like a render queue thing to me
@near escarp what do u mean by component
its a child of an empty game object i created
u can even see it through the avatar
There might be another way to get text then
I usually create it in blender but i wanna try using the text tool
alright let me try
@bronze smelt like this?
cause it doesn't work
What happens when you change the render queue?
well if its low it disappears when higher it stays the same
Put it at 2999
And 3001 still shows it?
Use a different shader then, GUI is actually meant for interface that goes above all
any way of making it white
putting emissions on it fucks it up
nvm i used a different shader
all good thanks
also how do you add a sleep mode where everything goes darker
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
help
pls
How do I know if a mirror is facing the correct side?
in unity?
this is my first time making a world so sorry if this is an obvious question
the blue arrow points to where it's facing
oh okay, thanks!
I can't test my world. It doesn't give me an error but it doesn't come up either.
Anybody know the solution to this?
doesn't come up ?
I click on the test, I go on VRChat it puts me in the default house
It doesn't show me my world
I can share my screen with you
Can you help me with it?
Also how can I test my world without launching into vr?
Is there a way to change the directory?
@buoyant lark It means you're probably missing a floor collider
Anyone have any tips for making a deck of cards without 52 different materials? Make them in blender and assign the faces appropriately I assume?
@rose prairie if you update to the latest SDK there's a no-vr option
@wicked crown texture atlasing
figured ty ty
ah okay!
@near escarp What am I suppose to do? I'm confused? Can I show you my world?
Just make sure you have something to stand on in your world
