#world-development

39 messages ยท Page 40 of 1

jolly cape
#

Just gotta reshape em

glass scroll
#

i chose mesh colliders and it started to feel laggy

simple nimbus
#

i'm trying to have a trigger to enable/disable an animated object that goes up and down. The trigger works, but the animation doesn't stay in the same range.
meaning: if i disable when the object is at the highest point of the animation and then re-enable, the object will start going up from that position.

anyone have any thought?

#

nevermind i got it, root motion

jolly cape
#

Maybe just toggle the mesh renderer

#

Or that

simple nimbus
#

lol

austere siren
#

is there a way to share data between all world instances? Like a scoreboard for example

simple nimbus
#

i would guess object sync?

#

anyone know how to make my world space text not show through objects?

austere siren
#

wouldnt object sync only work per instance and not all incstances?

simple nimbus
#

oh i misread

#

yea don't think there's a way unless you hit like a server?

austere siren
#

yea was trying to use unitywebrequest but it's not called at all

simple nimbus
#

probably because of vrchat

bold ibex
#

Is there a way to make a published world private without deleting it?

strange mesa
#

that I'm not so sure

#

I haven't made a VRChat world for anybody public for a LONG time tho

#

but some worlds are left behind, forgotten

#

it's sad, ya know?

wispy ermine
#

Hello, today I came across this video about an Interior Mapping Shader: https://www.youtube.com/watch?v=dUjNoIxQXAA.
I found it really interesting and was wondering if anyone has considered using one or is already using one in one of their worlds. I'd love to see an example of this in vrchat.

I've been fascinated by technique used on the windows in Marvel's Spider-Man and Forza Horizon 4 so I set out to learn how these games achieved the effect and to see if I could build an Interior Mapping Shader myself using Shader Graph in Unity. Here's how it went...

Like co...

โ–ถ Play video
strange mesa
#

I could do it sometime! give or take 2 years or so!

slow orbit
#

@wispy ermine If you head to the 2020 New Year's Times Square world, there's a multi-layer parallax shader on at least one storefront (stand in front of Orkel's statue, with the VRC HQ in the background, look to your left)

wispy ermine
#

oh, thank you!!! I'll take a look over the weekend!

graceful patio
#

I'm having this issue where my world downloads, initializes the world, loads you in, then instantly blackscreens and sends you to your home. Does any body have the same issue and/or know a possible cause or solution?

slow orbit
#

@wispy ermine So skipping through that video, it's different to what the storefront uses (I'd know because I wrote the basis for that one and Afromana expanded & tweaked it) but it's definitely something for me to have a look into, especially since we can't use unity's shader graph.

tribal dune
#

i wanted to mess around with trying to make a world like i did with trying to make an avatar
i just wanted to build and test a world with a rectangle to make sure i could actually launch it
apparently i messed up somewhere because when i went to test i got this

#

i have a feeling that shouldn't happen

#

is there some sort of separate vrchat client i have to install for testing or something i missed

random owl
#

You can go into the vrchat install folder and run the "install.exe" in there as an adminstrator

tribal dune
#

where's the location of the vrchat install folder by default

random owl
tribal dune
#

found it

#

thanks

#

hopefully it works this time, don't know why it didn't do that in the first place

#

ok yep its working

random owl
#

It should normally prompt you to do that install every time you close/open vrchat

tribal dune
#

only when i close it, i thought it was just bugged or something

#

didn't realize that was a second installation

random owl
#

It's just for associating the links with vrchat so your computer knows what program to open

tribal dune
#

i might have tons of other questions as i go along

austere siren
#

@graceful patio yes, check your Unity error log

graceful patio
#

well no

#

it's only after its uploaded it does that

drowsy laurel
#

Ive tried everything and my videoplayer audio just wont work or I cant hear it

austere siren
#

yes I know

#

it can upload even though it has errors

graceful patio
#

ah I misunderstood you

#

I'll do that and see

drowsy laurel
#

Video works, audio doesnt

graceful patio
#

@austere siren I do see errors. is there any in specific I should look for?

#

I'm not sure what I can fix and I cant

austere siren
#

Which errors do you see?

woven condor
#

@simple nimbus does text show through objects after publish / in game - my text show only in editor through objects

graceful patio
#

well, there's 36 total warnings

austere siren
#

hmm i have most of those as well... did you try baking the lighting?

tribal dune
#

just curious, if i were to make a world would there be a way for me to publish it for only myself to directly access (i.e. people i invite could join but random people can't enter the world or see it)

austere siren
#

@tribal dune I think the only way is to Build and Test and then invite people...

graceful patio
#

just don't make it public

tribal dune
#

just want to know in advance before i try to make a home world to realize i can't make it private

graceful patio
#

hmm i have most of those as well... did you try baking the lighting?
yes I have

woven condor
#

dont click the labs checkbox it will be private only

tribal dune
#

i mean my home world is nowhere near done but just wanted to know in advance, thanks

graceful patio
#

all my lighting is mixed, but I baked it before I uploaded it. also, something important to note:

this world worked fine- up until the update to Unity 2018, then my world became unjoinable. so, I imported my assets to a new project and remade it all in Udon. and now we're here.

#

I've also tried deleting and re-importing the sdk, so we'll see if that works once it finishes uploading.

austere siren
#

yea sounds like something broke...

#

which unity version are you using specifically

drowsy laurel
#

._.

graceful patio
#

2018.4.2f1

woven condor
#

4.20f1 ?

graceful patio
#

ah sorry yeah missed a 0

#

uhhhhhhh

#

could that be it?

austere siren
#

looks like yea

graceful patio
#

that only happened when I hit upload

austere siren
#

you added any Udon scripting?

graceful patio
#

yeah, for player teleports, turning on/off mirrors

austere siren
#

try removing those and see if it works then

graceful patio
#

k

#

oh and also chairs and objects, but thats an official udon script

austere siren
#

chairs shouldnt be an issue

graceful patio
#

ill just remove my custom ones

austere siren
#

just wish there was a way to access an external server for data =/

graceful patio
#

this might take a bit

remote hare
#

can i get help with worlds here

drowsy laurel
#

mood

graceful patio
#

I think I might have found my issue! I need to test though.

drowsy laurel
#

Does anyone know how to fix videoplayer audio

#

or even have a prefab of a working one for vrcsdk2

remote hare
#

so when i went to go publish my word to the community labs i did that but then when i opened vrchat it wasn't in my my words tab thing and when i joined it it just sent me back home

graceful patio
#

@austere siren Got it worked out! some of my scripts were conflicting after I updated the SDK. thanks for the help!

bold ibex
#

Can anyone tell me why the '' VRC_Trigger '' component does not appear for me, even though it has already been added to Unity.

near escarp
#

because you're using the SDK3

bold ibex
#

@near escarp Sorry, but I did not understand, the SDK3 is not for making worlds?

#

It worked, thank you very much.

solid valve
#

making a beastars avatar world for quest and pc soon :))

bold ibex
#

wish more worlds that were supported on quest were available

warm bear
#

@bold ibex check some of mine out that i made, all of my worlds are quest compatible

bold ibex
#

dm me the names and ill check them out

#

is that irl or in game

#

i cant tell, its hard to tell nowadays

somber geode
#

@bold ibex use a different shader for the doors and walls that are having the issue

proper lion
#

Damn, they start taking features out of SDK3

safe magnet
#

The worlds im tryna join aint launching

bold ibex
cobalt sluice
#

p sure that's just what you see when publishing and you can just ignore it

jolly cape
#

Yeah

#

That is nothing you have to bother with

#

Its absolutely meaningless

#

I get a ton of those in one of my maps and everything works

lunar jolt
#

Is anyone familiar with this keyboard prefab and why it might not work ?

jolly cape
#

Sdk2 or Sdk3

lunar jolt
#

SDK2

#

it also didn't work before SDK2 came out when I tried it in a different world

#

before there was a distinction between SDK2 and 3 or even 2 separate ones rather

#

@jolly cape

jolly cape
#

Hmm have you tried reimporting it after installing standard assets?

#

I had a similar issue with qv pens

lunar jolt
#

yes

#

I hit reimport and still the problem persists

jolly cape
#

Hmmm

lunar jolt
#

I have not tried deleting the asset from the scene and the asset folder and manually re-importing it though I don't know if that would do it but I didnt because for some reason you have to zoom out really far to move the entire keyboard prefab

#

dont know if anyone else has trouble moving it around, I had to set a second viewport to be able to see what was going on

stark bronze
#

So I reuploaded a world I made with a bunch of optimizations and now the world boots me back to my home world. Why is this happening?

#

All i really did was combine some meshes and rebake the lighting.

jolly cape
#

Check logs

stark bronze
#

In unity?

lunar jolt
#

Resolved
I got Standard Assets directly from the Unity store in the unity program its self
rather than external sources claiming to be up to date
worked immediately -facepalm-

jolly cape
#

Oh yeah didnt consider

#

@stark bronze vrchat logs

stark bronze
#

Sorry, but what would I be looking for in the logs?

jolly cape
#

Not so sure

#

You can post em here

stark bronze
jolly cape
#

Thatd a long log

#

log parser website gave me these things

stark bronze
#

So how would I fix those issues?

jolly cape
#

Not so sure but you seem to be missing a script on VRCWorld

#

Which might be the issue but im not sure

stark bronze
#

Weird, I didn't change anything with a script?

jolly cape
#

You seem to use a trigger component on VRCWorld but dont have an event handler

stark bronze
#

So add an event handler?

jolly cape
#

Id think so

#

Idk how you managed to add a trigger without it

stark bronze
#

๐Ÿค”

#

I have no clue, it was a reupload.

jolly cape
#

Odd

stark bronze
#

Will test in a few.

stark bronze
#

That didn't fix it.

#

Hmm

stark bronze
#

I have no idea what it could be.

jolly cape
#

I wanted to ping ruuubick to ask for help but hes asleep qwq

#

So the trigger issue persists

#

Can you screenshot the components added to "VRCWorld"

#

Also make sure your sdk isnt outdated

stark bronze
#

Fixed it.

#

There was a script that I completely forgot I added.

jolly cape
#

Nice!

sudden lily
#

Is there a proper way to use the Skybox unity component for a world in VRChat?

visual swan
#

Hello everyone. How do I add textures to walls?

austere siren
#

just drag a material onto it

jade roost
#

Anyone have any idea why the VRC_Trigger Proximity thats set at 2 or lower has a global reach as if the proximity is over 5 or more?

visual swan
#

@austere siren when i do that the texture is repeated - im using probuilder

bleak moat
#

Well first you can either change the texture tiling on the material or just edit the UVs in probuilder

austere siren
#

@visual swan easiest is to use tiling or UV editor like @bleak moat said

bleak moat
#

also, you need to make sure the texture isn't too low-res if you're stretching it over the whole wall, cause it'll look bad, or if you keep it tiling, make sure the detail doesn't tile as noticeably

visual swan
#

Im new to do this so i'm not sure what tiling or uv editot is I'll look it up

bleak moat
#

just open your material

#

there should be a tiling and offset section at the bottom

#

just play with the values

#

UV editor is a bit more complicated

visual swan
#

i figured it out thanks guys

#

another quick question

#

how do I remove the texture?

bleak moat
#

like reset the material?

#

@visual swan next to the texture slot there should be a small circle thingy, click it and then click 'none' on the top left in the panel that pops up

visual swan
#

thank you

#

i tried it and the probuilder guides are gone is that normal?

bleak moat
#

the grid texture? well yeah, that's another material

#

You had the default grid material on the probuilder mesh, then you changed the material to a custom one. since you just removed the texture of the material, it's still there, just without a texture. If you want the grid back you need to change the material back to the default probuilder grid

visual swan
#

oko done itr

#

thank so much bro

golden trail
#

can anyone explain?

austere siren
#

@golden trail hard to see without knowing your world project

golden trail
austere siren
#

how did you manage to rip that ๐Ÿ˜ฎ

#

looks amazing

bold ibex
#

@golden trail that's a result of the world being too big. Any world that is 200+ MB has that effect where it says 200/200 or 100% loaded.

near escarp
golden trail
#

thanks for that explaination, the X file theme just stop

austere siren
#

it was a rhetorical question, since it's clearly self made @near escarp

visual swan
#

hey guys

near escarp
#

what shader is that ?

visual swan
#

i applied textures by using a legacy shaders / diffuse

random owl
#

Don't use legacy shaders

visual swan
#

what should i use?

#

it was working fine till now

bleak moat
#

standard shader?

visual swan
#

how do i assign a texture the the standard one? it won't let me drag and drop a texture picture

random owl
#

Where exactly are you trying to drag it in it?

visual swan
#

a texture

random owl
visual swan
#

thank you

#

i will try it now

visual swan
random owl
#

Do they have colliders on them?

visual swan
#

not sure

#

ill check

#

it didn't all good now :)(

visual swan
#

what is a good place to get props for unity? I need a bar counter

bold ibex
near escarp
#

because there is most likely have console errors

bold ibex
#

@near escarp And how to solve this?

#

???

near escarp
#
#

@bold ibex Do it correctly with SDK2

bold ibex
#

So do you want me to configure it correctly or download another one?

#

my horrible english excuses me

#

@near escarp Can you tell me more clearly what should be done. . .

near escarp
#

If you've done all the steps correctly then it should be fine

bold ibex
#

My other projects are running normally, only this one gave this problem

#

@near escarp When I try to practice VRC_TRIGGER on others it works out,

random owl
#

https://docs.vrchat.com/docs/updating-the-sdk
Go trough the update steps usually it should clear up if it doesn't there's something more wrong with your project with some asset you have in it most likely

bold ibex
#

All I wanted was to put a button to turn on the mirror, but it's hard

winter wigeon
#

My world wont let me test it, it just takes me to my homeworld, any fixes?

#

Im on SDK 3, correct unity version too, thought id add that info

bold ibex
#

@winter wigeon it will do that sometimes. Usually making a new VRCWorld object and replacing it with the old one works, but if not, you have to build and publish in order to test the changes you've made

winter wigeon
#

Alright, Ill try the new world spawner, thank you

bold ibex
#

Does anyone happen to know what the Randomize checkbox does on a trigger? I'm a bit curious

rotund plume
#

Hello everyone, I was about to upload my first custom world but the next message appeared. What does It means? I mena, how long I will need to wait

near escarp
#

literally read

winter wigeon
#

you're whats called a "Visitor", VRchat has a User Level system, to upload worlds and avatars you need to be a "New User", pretty much play Public worlds and meet people for a day or two

random owl
#

?upload

odd roverBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

rotund plume
#

Thanks! I just didnยดt know if the time was needed to be spent on vrchat or Unity

bold ibex
#

@near escarp is there a way to do randomized events? I want a randomized event to play once the player activates a trigger. RN, I have 10 different objects, each with the same settings. And once the player activates the trigger to start the randomizer, only one of the 10 objects will appear in the map, but it's random which one appears after the player triggers the event to start the randomizer.
For instance, the player triggers an OnInteract trigger that starts an OnEnable object trigger that's hidden at the start. I want this to be the randomizer that chooses one of the 10 objects to randomly spawn in the map(unhide the object since the object is hidden)

near escarp
#

Did you look at the trigger or ?

bold ibex
#

no. There's a OnInteract trigger that the player has to click on to start the randomizer, which I have hidden. the OnInteract trigger triggers the randomizer to be active, which that has an OnEnable trigger that i showed above, with all the 10 objects I want it to randomly pick from inside of that trigger, which is set to SetGameObjectActive.

near escarp
#

So why aren't you using the randomize option ?

bold ibex
#

idk how to use it. I'm not sure if it will pick a random object if they're all in the same SetGameObjectActive section or if they need to be their own individual SetGameObjectActive component

near escarp
#

Did you even try pressing the checkbox ?

bold ibex
near escarp
#

You'll need one for each object, then give them the same value

#

So create 10 SetGameObjectActive actions

#

each with their respective target, and give them 0.1 value

#

@bold ibex you downloaded the wrong SDK

#

That's the SDK3 for Udon

#

it doesn't use vrc_triggers

bold ibex
near escarp
#

yep

bold ibex
#

ok thanks

#

is it better to have them be a toggle or true? because i did have a few issues with having delayed events on a toggle

near escarp
#

You need to use True/False, and if you want to make a new one spwan and turn off the other one for the next click, you need to make another OnEnable trigger that turns all of them off

wraith ruin
#

My avatar is standing on some stations, does not go into sit pose, is it my avatars problem or the worlds?

bold ibex
#

it is because there is an idle for Custom Sitting Override

#

what if i want the randomized object that the randomizer enables to also be a randomizer itself, and after set time, it also enables a random object(one of the boxes) as well?

#

because i'm trying to make a system where a random box appears after some time, and after that box has appeared, the player has a set time to find the box before another one takes its place in a different location @near escarp

wraith ruin
#

I need to have different override controller for sitting animations with idle removed if i want to still use my other overrides?

bold ibex
#

yes. if you use the same override controller for both standing and sitting in the descriptor, both the standing and the sitting idle will be the same @wraith ruin

wraith ruin
#

Ohh, thanks!

#

Now i need to update like 5 avatars..

bold ibex
#

I'm thinking if i have a separate event from the randomized stuff with the same delay that gets rid of the main object so it doesn't break and spawn multiple boxes, i should be fine...

subtle cradle
#

:/ I Can run my world in Build & Test and load in it just fine, but when I upload it, I cant load into it...>:

bold ibex
#

Hello! I'm making some non-interactable characters in my world that I want to animate. They.. sort-of work, but the animations don't seem to want to play all the way through.

near escarp
#

The important thing is what's inside your animator

bold ibex
#

What should I look for?

near escarp
#

Well, a screenshot would help lulw

bold ibex
#

Lol gimme a sec

#

They're basically all the same except for the actual animation slapped on them, since I have no idea what I'm doing ๐Ÿ™ƒ

near escarp
#

And they work in play mode ?

bold ibex
#

Yes, it's just in VRChat where they seem to stand still

near escarp
#

Are they on by default ?

#

What other components do they have

bold ibex
#

They are, yes. They're humanoid rigs, no extra components. Just the models and the animations on them.

#

I have them parented to an empty game object per character so I can easily move them around.

near escarp
#

Did you check the log after testing your world to check for potential errors ?

bold ibex
#

By log do you mean the Unity console or?

#

Well, that's weird, they started working without me doing anything. Weird.

bold ibex
#

any idea why i dont see all vrchats layers here like playerlocal?

#

(for the mirror)

near escarp
#

Did you set them up in the SDK ?

bold ibex
#

wasnt sure i had to.

#

I made worlds before but maybe im missing a step

#

usually they are there

#

Just kinda confused me

near escarp
#

Not until you set them up in the SDK window control panel

bold ibex
#

Gotchaa

#

rookie mistake

#

tyy

bold ibex
#

right click on your assets folder, show in explorer. save your scene, close unity, delete the vrcsdk folder completely. reopen unity, reimport the sdk.

#

also expand your console more

#

nvm there are only 3 errors shown yeah do what i said.

#

u can ignore the yellow ones they are not critical

#

sometimes they are but

#

so you deleted the vrchat sdk folder from the explorer once you actually closed unity

#

hmm

#

and ur using latest sdk

#

wait

#

ur trying to use sdk3

#

you must be using something in your world that utilizes something from sdk3

#

and sdk 2 doesnt have that

#

if its nothing special.

#

or crazy

#

u can redo all that.

#

but idk how many triggers you have,

#

well why do you want to go back to vrcsdk2

#

This may help

#

yep remove all the triggers/scripts

#

pickup's

#

anything sdk related

#

the world gameobject

#

is one people forget

visual swan
#

This may be a stupid question...but how do i back up my project?

sacred warren
#

Close Unity and copy the project folder somewhere else.

visual swan
#

thank you

muted kayak
#

im trying to upload a map, but im not sure how to apply the textures to it?

#

nvm i gave up

gaunt minnow
#

any links to in-depth guides on preparing worlds for quest?

#

in particularly interested in stuff like lighting

visual swan
#

when building and testing a map and clicking on the force non vr - will that stop steam vr from opening every time i want to test out the map?

humble island
#

Hi. I'm having the same problems JustGD has importing an old world to Unity 2018.4.20f1 with VRCSDK2-2020.05.12.10.37

  • Made in 2017.4.28f1
  • VRCSDK-2019.08.20.13.28
  • Hasnt been touched since december last year

I just want to add a little detail in it and republish it, but i cant see the vrchat tab anywhere. Is there a way to make a package of the whole scene (with hierarchy and all) and import it to a new scene with the new SDK2 in it?

near escarp
#

If you follow the correct steps it'll work

random owl
#

For @ripe raven as well if you are still having problems with the issue in your screenshot

humble island
#

thanks. But still no luck. Deleted the SDK folders in the project and the VRC files in the regedit as the instructions said. Checked the "project settings > player > scripting define symbols" and it was empty. Reimported the right sdk (VRCSDK2-2020.05.12.10.37) but still no vrchat control panel.

#

i tried making a new scene from 0 with vrchat sdk2 and no problem. the only option i see is to export(pack) and import into a brand new scene.

#

but i dont know how to package the whole scene

random owl
#

@humble island I understood from your message that you had the same errors in your console as JustGD?

humble island
#

but i also cant find the console

near escarp
#

1's image posted above is how it's supposed to be fixed, but it looks like you deleted all define symbols

#

oh wait no

#

you didn't change the runtime version

#

it's still on 3.5 @humble island

humble island
#

vrcWOAH!!!

random owl
humble island
#

(checking...)

humble island
random owl
#

Is that Post Processing V1?

humble island
#

heres all my Othe Settings

#

@random owl sorry, where do i check that?

random owl
#

I've never used V1 so not sure, easiest might be just to delete that folder and import the latest version of post processing from the package manager

rich tendon
#

Helloooo!

humble island
#

hello!
@random owl YES!! That did it! I deleted the folder "PostProcessing" and fixed it!
Thank you!!!!!!!! ๐Ÿ‘

random owl
#

@dark kernel would need to use ProBuilder or something similar

#

It's available in the package manager inside unity

#

Yes just press install at the top

#

That's a good place to start usually

vagrant hamlet
#

I was thinking about getting mesh baker. Does anyone have it and is it any good?

visual swan
#

does anyone know where I can get the colour pen prefabs like the one in the presentation room?

north parrot
#

Pinned messages

#

@visual swan

#

Look in one of those repositories

#

I saw a few different options there for pens

visual swan
#

thank you

#

They are are QV pens

#

those where the ones I was looking for ๐Ÿ™‚

north parrot
#

No problem bud

remote hare
#

Were can i find like lamp prefabs?

bold ibex
#

@near escarp i got the randomizer set up properly, but when the trigger goes off, instead of 1 box being chosen randomly out of the 10, 2 are chosen randomly, and it seems one of the 2 boxes that are chosen randomly are always the same box

#

is it choosing 2 because I have an additional setgameobjectactive event that has a delay on it(that disables the randomizer)? and because it has a delay, it chooses to select more than 1 box?

near escarp
#

The second should be on a different object imo

#

enable the one that disables all and then enable the one that turns on object randomly with a delay if necessary

bold ibex
#

^ that's the jist so far. The reason i want to make it to where once you get a box, that box cannot be selected by the randomizer, is because there is a trigger for the boxes' mesh that is OnInteract that gets rid of the mesh you click on. But if i make it to where this trigger just gets rid of the gameobject that the mesh is on, the randomizer can still pick it and it may decide to constantly choose to enable that very gameobject repeatedly, supposedly softlocking the player @near escarp

near escarp
#

I don't think you can do that reasonably easily

bold ibex
#

i mean the player could still technically get all the boxes, but depending on the RNG of the randomizer, it might take a while.

visual swan
#

I need help with the QV pens - everything works in game besides the ink ???

austere siren
#

is it best practice to make every that doesn't move a static? It seems to have increased my baking time by so much

near escarp
#

light baking ?

austere siren
#

yes

near escarp
#

well yeah, everything that is marked static needs to be taken into account for the light bounces and shadows

austere siren
#

no wonder it said 7 hours remaining

near escarp
#

With Unity's lightmapper that's not surprising

austere siren
#

i guess that's only an option for when you're actually releasing, but hard to check the performance difference. Worried my world might become too heavy atm

near escarp
#

There's a lot of settings to adjust for light baking

near escarp
#

Window>lighting

bold ibex
#

what does the slider do for randomize btw?

jolly cape
#

I think the slider changes the "weight" of the outcome

bold ibex
#

so like 0.1 = 10% chance, and 1= 100% chance?

jolly cape
#

if 1 is max then likely

bold ibex
#

ah okay

austere siren
#

I'm amazed a program actually managed to use all my cores for once, Unity taking it all to just bake some lighting

bold ibex
#

ayaka hi.. I was thinking about having a 360 video in a cylindrical room.. but I'm not sure if I should keep the uv maps rectangular or unwrap them to be in a circle

#

or like dis

past wave
#

I would think the top one would work best

bold ibex
#

okis

near escarp
#

well preferably you'd want the UV's height to match the proportion of the video so that there's no weird scaling issue , unless you don't mind it being vertically compressed

bold ibex
#

I'd want it to be accurate to the vid.. I'm not sure what the best method to do that is

#

the video has a 2 x 1 ratio so like twice as wide as it is tall

#

3840 x 1920

#

I've made the cylinder height 10 meters round 5 meters tall I hope that's right

#

but idk anything about trig

#

idk we'll see

#

unless the fact I made the cylinder the right shape already the uv should fill..

#

i have no idea..

#

once I fix the circle it's gud

#

vrcThinking ..wait I'm dumb

zinc juniper
#

question, do hosted mp4's sync to new joins, or is that limited to just YT vids?

balmy gate
#

@zinc juniper You have to set them up very specifically: have the URL hardcoded in the VideoPlayer, have a VRC_SyncVideoPlayer on the same object, and toggle the object on to start playing it. If you do this, it should sync the timestamp in the video across new joins.

Note: I have not tested this in Unity 2018

potent finch
#

this thing feels so comfy ๏ผš3

near escarp
#

@potent finch I'm pretty sure the tweet implies they're working on it

potent finch
#

@near escarp this tweet was from last year๏ผŒand I have been went through his world๏ผŒhe already put bed in his few vrchat world already

#

for now๏ผŒI havn't found second person who had this bed yet

near escarp
#

Well if they created it themselves then that makes sense ?

gaunt minnow
#

tfw 6 people in my VRchat world but they're in a private instance and i'm not invited ;'(

visual swan
#

how do i make items pickable and throwable?

gaunt minnow
#

@visual swan you can find simple tutorials about this on youtube

#

they are really easy to follow

visual swan
#

@gaunt minnow I've found one and when I add the vrc pickup and oject sync the prop dissapears when I test and build

visual swan
north parrot
#

Mesh collider.. check is convex

gaunt minnow
#

Yeah mesh collider should just do something like collision on the shape of the object itself

north parrot
#

Yep.. but be sure to check the box 'is convex' to get the shape of your object to be correct in game

random owl
#

Not to mention that non-convex mesh colliders aren't supported to be used with rigid bodies

visual swan
#

oh

#

i fixed it by adding a box collider and then just resizing it

#

and it works perfectly

#

will it cause any issues doing it this way?

random owl
#

No that's the most optimized way of doing it

visual swan
#

oh thank you

#

thanks for your help guys

remote patio
#

Anyone knows how UI Password feature works on the world? Trying to put that in my world

frank kayak
#

why would you turn it off?

rain idol
visual swan
#

what video prefab do people use that allow youtube links

rain idol
#

avatars are currently in development and will be out in future updates

past wave
#

anyone know why unity isnt letting me create a prefab? i drag it into my assets and i can see the mouse icon that its trying to do it but nothing is there.

past wave
#

nvm it just randomly decided to start working for no reason at all

gaunt minnow
#

Sombody tested my quest world, it worked mostly, but they had a problem with a difference in what the left and right eye were seeing. Any suggestions how to remedy this?

visual swan
#

area lights are not emitting any light

autumn umbra
#

@visual swan for youtube you can use the vrc syncvideoplayer, or if you want other people to enter urls, take a look at the prefab list in the pinned messages

#

area lights are baked only, did you bake your lighting?

visual swan
#

how do I do that? @autumn umbra

autumn umbra
visual swan
#

thank you

#

is this the right one?

#

if so it was already ticked

autumn umbra
#

you need to click generate lighting. but also, you'd need to mark the objects that your area light is hitting as 'static' (top right in the inspector) so they'll store the lighting data.

visual swan
#

thank you

#

it works now :)]

autumn umbra
#

great!

visual swan
#

if i bake my lights now - is it going to affect performance in unity?

onyx kindle
#

can you use vrcsdk2 on a 2018 unity world?

autumn umbra
#

it could take a while to bake if it's a big scene. but once it's done, you may find it's a little faster if anything. Generally for vrc you want to use baked lights when possible, it helps performance a lot.

#

@onyx kindle yes

onyx kindle
#

Well for some reason I can't upload my world

autumn umbra
#

getting any error message?

onyx kindle
#

yes

#

all i get is the clear cache thingy

visual swan
autumn umbra
#

@onyx kindle that seems weird that it's referencing sdk3 if you're using sdk2. I'd suggest deleting the VRCSDK folder altogether, restart unity and then reinstall SDK2

onyx kindle
#

ive done that

#

same thing happens

autumn umbra
#

@visual swan yeah that's normal, it won't look right until it's finished. you can see the progress in the bottom right

visual swan
#

@autumn umbra thank you

visual swan
#

i fear that the baking process is stuck

#

I have these arrors -are they affecting the baking process?

autumn umbra
#

it shouldn't stop it from actually baking... has it progressed at all? maybe unity died :/

visual swan
#

how can i see the progress?

#

its been gong for almost an hour

#

it says preparing baking and then baking

hard crane
#

@visual swan Try setting your baking to โ€œProgressive CPUโ€ with Real-time GI turned off. This will give you an estimate of completion time- and is generally better for quality controlled baking.

visual swan
#

@hard crane should I cancel my current baking? is there a way a special way to cancel it or should i just quit unity?

hard crane
#

Iโ€™m not sure, if you want to: Quit Unity -> open lightmapper settings and clear any lightmap data that is present โ€œ.

visual swan
#

this are the settings i had

hard crane
#

Then switch from Enlighten to Progressive CPU

#

^ Exactly how 1 has it should work.

random owl
visual swan
#

I cancel the generate thing and quit without saving - I no longer have red errors. Perhaps it was affecting the baking process?

#

@random owl I will check it out thank you

random owl
#

Tell me if there's any problems with it if you ๐Ÿ‘

#

And the errors wouldn't necessarily do something by just being in your console log, though can't say without seeing them

visual swan
#

@1 this one for example - now that I've reopened it I don't have it anymore

random owl
#

That is usually from having the wrong scripting defines in your project

visual swan
#

any idea what it could be? i've only used probuilder and I've added textures to it

#

I've not done anything major

random owl
#

But if the errors are gone now you should be fine

visual swan
#

just imported props

hard cedar
#

I saw some people mentioning the use of VRC_Panorama with Udon on the Udon feedback site. How is that done? I can't find the VRC_Panorama prefab or component anywhere in the V3 SDK, but the documentation specifically warns against mixing the two SDKs

random owl
#

Yeah that shouldn't be a thing ๐Ÿค”

#

Are you sure they weren't just requesting to have it?

hard cedar
#

Creators have already altered the VRC_Panorama server system to return data directly through images, which can then be processed through Texture2D functions in Udon.

#

(implying that it has been done already, given the past tense)

random owl
#

That sounds like he is saying what has been done in the past and how it could be improved with udon

#

There is gonna be a new component for udon that has the same functionality as panorama but that hasn't come out yet

hard cedar
#

ah, damn. well, it's gonna be immensely more difficult to populate content in the world I'm working on with no way of fetching structured data from the internet or parsing structured data pasted into a text field

#

probably going to need to write my own data format and a parser for it in Udon until we get Web and/or JSON

rough wedge
#

Anyone know if particle forcefields work in worlds?

fluid cipher
#

They specifically whitelisted them so I'd find it hard to believe they wouldn't work

pale willow
#

Hello. i have a question. Last time i updated my world was about a month ago and the triggers would not activate with vr, desktop was fine. If i update to te newest sdk2 will it be fixed?

#

i am having "not initialized in time" and " object reference not set to instance of an object errors for every trigger including chairs and pedestals.

bold ibex
#

those are fine @pale willow . they are common errors that dont really impact the world that much. What is the trigger that cannot be activated with VR? (OnInteract? OnEnterCollider? etc)

pale willow
#

on interact

#

all of my triggers are set to on interact

bold ibex
#

so the interact works for desktop but not vr? what event is the OnInteract triggering? (SetGameObjectActive, Teleport player, Etc.)

pale willow
#

yes and teleport and setgameobjectactive all interact triggers

bold ibex
#

which one is the one that doesn't work for vr?

pale willow
#

destroy game object, spawn prefab, teleport player, set game object active and pedestals and chairs. none of them work for vr

fierce jackal
#

had a world where i had to remake the triggers other places to make them work, they didnt want to be in this gameobject i had them in for some reason

bold ibex
#

for teleport player, is the checkbox for Lerp on remote clients turned on, and is set to toggle @pale willow ?

onyx kindle
pale willow
#

what is the lerp on remote clients?

#

im using the normal triggers

#

no it wasnt. i found it

bold ibex
#

usually is a trigger is tagged as true instead of toggle, some users may experience difficulties with getting the event to happen.

lyric yew
#

@onyx kindle looks like your issue is directly connected to the sdk. like you imported a new one over an old one or deleted an old one and added another. Look at the link he posted under you and properly refresh your sdk not just a reimport

pale willow
#

so what about toggling game objects?

#

and also i was not even able to highlight my recent trigger buttons to try and interact with them

onyx kindle
#

thank you @lyric yew

visual swan
near escarp
#

you mean lights ?

visual swan
#

yeah I used point lights

#

in game they show up on the walls

#

the walls look shiny too

near escarp
#

Well, either make the wall not reflective or move the light

visual swan
#

how do i make it non reflective?

near escarp
#

change the material properties

#

roughness to max

#

smoothness to 0

#

either available

visual swan
#

smoothness to 0 seems to have fixed the problem

#

thank you

umbral reef
#

dose enyone know mully

#

dose he still need help with his avtars

pale willow
#

Hello again. Will somebody please help me with the issue of not being able to highlight or select the objects set for triggers in vr?

near escarp
#

Can you show how you set up your objects ?

pale willow
#

it will not highlight in game for vr users but it will for desktop users

near escarp
#

Did you test yourself on both ?

pale willow
#

yes and so did 2 other users

#

this was on the older sdk 2 and i want to prevent it from happening on the newest sdk2

near escarp
#

change the action alwaysbufferone to local first

pale willow
#

ok i did that now

near escarp
#

make the button static just in case

pale willow
#

how do i do that?

near escarp
#

top right corner

pale willow
#

ok got that

near escarp
#

k upload and test

pale willow
#

what does the static do?

pale willow
#

@near escarp It did not work. the buttons are still unselectable in vr.

near escarp
#

what layer is the object on ?

pale willow
#

layer?

#

What are the layers? I did the thing the sdk said with layers but i dont remember what it said.

#

ok i looked and they are on default layers

#

do they have to be on interactive, player or player local?

near escarp
#

they need to be default, i assume you have tooltips enabled in your vrchat settings ?

pale willow
#

yes

#

i do have tooltips enabled

near escarp
#

in that case i'm not sure, could be a vr specific bug, worth looking at the vrchat canny to make sure it's not an already existing report

pale willow
#

ok ill look. it does tend to happen only with my world though

#

it does not seem to be a bug that has been put there. it happened with the last sdk as well. so i do not believe it is a bug rather an error in the project itself since changing the uploading component has not resolved the issue.

#

what would changing the layers of the buttons do though? along with items that can be held?

near escarp
#

nothing changed, do you have a picture of your button in vrc ?

pale willow
#

i do not but i have tested it again with a changed layer to no avail.

#

it is set how you said to set it. all buttons are this way and nothing.

#

what about the tags? do i need to change those?

#

i could get a picture if need be

hard cedar
#

Google is being absolutely worthless right now; is there a way in Unity to just move selected objects by a certain amount?

#

I have several objects selected, I just want to move them -5 on X

#

literally every single google result is about doing this at runtime; I just want to do it in the editor

random owl
#

Just add -5 to the value in the inspector and press enter

hard cedar
#

even if some objects aren't currently at 0? it'll do it relatively?

#

I just answered that with a hard "no"; it put everything at -5 X

random owl
#

Hmm that's a good question I usually do it on single objects

hard cedar
#

I don't want that; if something's at 20 X I want it to end up at 15 X

random owl
#

Yeah doesn't seem to be possible normally

#

Only if the objects are at the same level on that axis

hard cedar
#

that's ridiculous...

random owl
#

It'll go under Tools > Object Mover

hard cedar
#

ah cool, thanks

random owl
#

Then just select the objects you want to move and write how much to which direction and press button

sinful moss
#

most consistent stream player set up/prefab is which right now?

random owl
#

@hard cedar I noticed I left a single layout in there so it would keep throwing errors here's fixed one

pale willow
#

Any luck figuring out my situation?

random owl
#

Can you enable the Physics Debugger from Window > Analysis > Physics Debugger and show an overall picture of what's happening around the button?

pale willow
#

sure gimme a sec

#

its for all triggers though

random owl
#

Yeah I wanna see if there's something obstructing interacting with the button you have

pale willow
random owl
#

Do you have any trigger zones or anything around it

pale willow
#

nope

random owl
#

Do you have a test version uploaded you could give me the world id to?

pale willow
#

it is public

#

Planet Wisp Updated Version 10

random owl
#

Can't find it in the search for some reason can you give me the world id?

pale willow
#

sure but in a dm ok?

random owl
#

If it's a public world the world id is something everyone can see

pale willow
#

yeah true ok wrld_71c4c872-0e78-4d45-8fcd-095b61f0268f

#

sorry this is my first world ive had functional for a long time and its only 65% ish functional since the udon update

#

items falling through the ground to never respawn and this vr non selectable stuff

random owl
#

You might wanna set the colliders as triggers on your rings

#

Or set them to Pickup layer

pale willow
#

they are supposed to be interacted with destroyed and a jingle plays. they are not supposed to be picked up

random owl
#

Yeah but that stops the player from colliding with them

#

Maybe set them to triggers and change the trigger to be onentertrigger so they get collected when you run trough them

#

That's how I expected them to work and got thrown off when I ran at them

pale willow
#

makes sense

#

ok got that on enter collider now

random owl
#

OnEnterTrigger might be a lot better just make sure to set all the colliders to be triggers as well

pale willow
#

ok

random owl
#

And set the layer it detects to be PlayerLocal

pale willow
#

gotcha

random owl
#

Not sure why the mirror wouldn't work on vr though

pale willow
#

well the toggling of anything with a buttton or teleporting is broken in vr

#

there is three total sections but vr users are stuck at the main one

random owl
pale willow
#

Yeah ill try

#

importing now

#

imported, what should i do now?

random owl
#

VRWorld Toolkit > World Debugger from the top bar

pale willow
#

got it

#

the only thing that pops up is the ring on enter collider you said i should have

random owl
#

You can press the autofix button for those so it changes the layer to a better one

pale willow
#

and that i have no post processing and three mirrors on by default

random owl
#

Hmm yeah not sure at all why the mirror button wouldn't work in vr

pale willow
#

its all the buttons not just the mirror. the check point bar, the ring by the mirror. The floating cubes are supposed to toggle the music on and off. The button by the changelog

#

none of it works in vr but fine on desktop.

random owl
#

The only thing I can really think of that might cause that is you have a big trigger collider around everything for some reason

#

Can you open the Physics Debugger again and show a picture of the whole starting around

#

So I can see the outside as well

pale willow
random owl
pale willow
#

ok

random owl
#

But keep collider types

pale willow
random owl
#

Yes

#

And now show a picture of the starting area again

pale willow
#

this has the avatars

bronze granite
#

Anyone having problems with SDK2?

#

I can't sign in.

random owl
#

@bronze granite check your console when you try to login

#

@pale willow can't see anything atleast from those picture try zooming in into the first area so I see around this

pale willow
random owl
#

Hmm

#

Yeah I can't think of much else why they wouldn't be working

pale willow
#

Well what i did was make a new project, put in the new sdk2 then take all the assets from the old version of the world except the vrchat folder and sdk folder and meta files and import them to the new project. thats what i had to do to fix the sdk breakage when they updated to udon

random owl
#

What kind of sdk breakage?

pale willow
#

the world crashed multiple times and same with unity and the world never wanted to load in unity afterwards

random owl
#

๐Ÿค”

pale willow
#

yeah udon update broke this bad.

#

not blaming udon just the update it came with

random owl
#

I mean Udon wouldn't really do anything to a SDK2 world

pale willow
#

maybe the unity update or sdk update. something like that

#

all i know is when the multi big update happened, my world broke for a while

random owl
pale willow
#

im reading through this now and i did follow all the steps

#

and i never had any post processing that i know of

#

ive also compared the triggers of my world to the functioning counterpart of my friends world and they are identical except for the names interaction text and the object being affected.

random owl
#

Yeah I couldn't see any problems either with what you have

pale willow
#

should i just start from scratch?

#

considering ive had it up and running for more than two years

random owl
#

It most likely will fix your issue

#

And if it somehow happens again at least you can follow back on your steps and see how it happened

pale willow
#

i guess so.

hard cedar
#

is there really no way to set the text on TextMesh Pro from Udon?!

random owl
green sparrow
#

Is it possible to do a lightswitch with baked lighting?

hard cedar
#

oh, didn't see the udon category

random owl
#

Not really a proper way no since it get's baked in

#

Some people use an animator to switch around between two versions of meshes with different lightmaps but that can't change lightprobes so it usually just looks off

green sparrow
#

Yeah.

#

I made an attempt like that last year, but gave up and use real time, I'd rather just avoid realtime.

random owl
#

But ofc if you want to start having a lot of point lights it get's expensive fast

#

Single directional light that's well configured can still be practically free in some cases

green sparrow
#

Oh is that his fancy skybox?

tough fractal
#

Hi guys :3 im super super baby fresh to unity and blender and all, but I have a world i want to make. Remaking some local buildings and im wondering what do you guys recommend. Making the building in blender and importing as an asset, or hand building it in unity? Im looking to mostly just make the front, and im thinking blender for the sake of some "important" details. but I dunno :3

#

im figuring making the detailed front in blender, and blocking in the halls with unity as needed

green sparrow
#

Could go the ProBuilder & ProGrids route in Unity to get a general layout and structure in place, then export the mesh to blender and do your more detailed work in there.

#

Saves time really since you can prototype a general look/layout without having to handbuild all the mesh in blender.

tough fractal
#

Sweet :) thanks for the info, I have some googling to do :D

pale willow
#

ok one issue i cant seem to resolve rn

green sparrow
#

Yeah, watch some tutroials, Probuilder is definitely the way to go if you want to be a bit more involved on the Unity side. Don't use Unity base objects though, they suck... so terrible.

pale willow
tough fractal
#

can do :D!

green sparrow
#

The pink?

pale willow
#

no half the inspector missing

#

and or squished plus loads of lag

green sparrow
#

Oh, weird, what version of Unity?

pale willow
#

2018.4.20f1

#

newest sdk2

random owl
#

Might wanna check your console too

green sparrow
#

Huh, that is weird. I don't know, never had an issue like that. You could try changing your layout from the top right there.

#

And that. lol

pale willow
random owl
#

Yeah that definitely looks like your problem

pale willow
#

happened at the other two sections of the world prior

#

so how do i fix this?

random owl
#

Try restarting your unity first and seeing if it goes away

pale willow
#

ill try that

random owl
#

I found this in the unity error tracker

#

But it's marked as Won't Fix

green sparrow
#

Someone suggested just restarting Unity in one thread, though I assume you already did that.

random owl
#

This one's marked "By Design" ๐Ÿค”

#

Could be related to you having the error shaders in that inspector view

pale willow
#

i mean i just put this in he scene and bam it was there

green sparrow
#

Don't suppose there is a searchable term for what I have seen some people do with animations on mirrors?

pale willow
#

So my errors in unity are just caused by unity errors and thats maybe why my world broke... idk

random owl
#

@green sparrow can you explain more what you mean with animations?

green sparrow
#

Well, I have some mirrors that when you toggle, they have a little animation that places and steadily makes them appear.

#

seen some*

#

My typing is bad today....

#

Basically. Some worlds have a mirror that have an effect when toggled on or off.

random owl
#

An animator that animates the mirror?

green sparrow
#

I guess.

random owl
#

With custom shader and setup if it has any special effects

green sparrow
#

Tried Googling, but didn't come up with much.

random owl
#

Haven't really seen any of those around most of them are made by the people who made the world

green sparrow
#

Oh boy, looks like I am making my own shader.

pale willow
#

ok just to say i reimported the two other areas and both were doing the exact same as before.

#

even on the prior project

green sparrow
#

So it happens only with those objects?

pale willow
#

yep the main one is fine.

#

so im getting rid of both and replacing one

livid sun
#

Is there a video player prefab out there that can mirror what it plays?

#

i.e. reverse left/right on playback

rancid acorn
#

Hello, everyone.
I'm wondering which SDK I should use when developing the world.
Can anyone tell me?

near escarp
#

it's written on the website where you download the SDKs

#

if you want to use triggers, SDK2, if you want to use Udon, SDK3

rancid acorn
#

@near escarp thank you๐Ÿ‘

pale willow
#

ok new area just made from models resource put through blender, meshes joined, exported, put into unity and THE EXACT SAME ISSUE as the other two areas. WTH?

#

i did no changes to shaders or anything. this is put straight in with it being moved out of the way of the main area.

#

this is also a brand new project, brand new fbx for the island and brand new sdk2. Is my unity corrupt, glitched and or bugged?

pale willow
#

turns out it was not bugged because i uninstalled and reinstalled unity and nothing changed

pale willow
#

So I have an update on the subject
Part 1 I uninstalled and reinstalled unity 2018.4.20f1. I made a brand new project with no sdk.
I then imported 3 fbx files: planet wisp, Station Square, and Angel Island, 3 material folders one for each fbx and same for texture folders.
(Keep in mind there was no meta files imported whatsoever.)
When put into the scene Planet wisp material inspector works as normal
When Angel Island was put into the scene the inspector was glitched.
When Station Square was put into the scene the inspector was glitched.
Part 2
I then proceeded to remove and delete each fbx and corresponding textures, materials and all meta files from all so only one fbx and folders were in the project at any given time.
I opened the scene again and the same inspectors were glitched as before for the exact same fbx files.
I had each of the fbx opened and separate from the others and the results were the same. Two fbx files had glitched inspector while one remained intact.
I had each of the fbx and corresponding folders open in seperate projects with the same inspectors being glitched.

#

So in the end, once you get this glitched inspector, there is no fix.

#

Also, these fbx files, texture folders and materials folders all fully functioned in the previous version of unity used by Vrchat.

bold ibex
#

anyone knows the closest font for vrchat nameplates? trying to add fake nametags

lapis jacinth
#

Hey does anyone know if this is something I should be worried about? And if so how do I fix it? Along with that the publish menu is no longer showing when I attempt to publish it either.

bold ibex
#

Added avatar models to my world and my world went from 30mb to a 100mb anyone knows how to fix this

near escarp
#

Did you optimize them at all ?

#

What do you think your avatars file size was ?

bold ibex
#

Do anyone know where I can find a working tv with a url

lapis jacinth
#

Speaking of avatars, would there be a reason why I cant upload my vrc world with mini versions of avatars of made? It threw up the error about the vrc_avatar descriptor and that I couldnt upload, but they didnt have the descriptor on them in the world

honest spade
#

Need some help on VRC_Station.
Since VRChat made many updates on the SDK. The VRC_station might have some problem on "Animator Controller" because I try to put in any pre-made animator controllers (Custom sit animations, dance, etc,.) to it. It will change back to prefab or none all the time. I have no clue to fix it.

visual swan
#

how do I add lights like the ones at the void?

#

the laser type

bold ibex
#

Hi, got question about VRC_PlayerAudioOverride, got no such Component. SDK Version 2020.05.06

#

Another question is SDK Version, what is the difference between version showed in VRChat Build Settings and SplashScreen. On Splash I got 2019.2.4

wraith ruin
#

I would need to toggle multiple things with one button. Is there premade scripts for it? Like i would be able to switch between lq and hq mirrors

#

udon

civic totem
#

Hi, I got a question regarding bringing Lidar data/point clouds into VRC, has any one here tried this before? I have the unity workflow down but its just not work when I build to VRC

dusty spruce
#

So I've been getting these console errors after publishing, and while the upload worked, the world itself is a bit broken. Anyone know how to fix this?

#

tl;dr "Triggers not initialized in time."

#

I might try putting in the newest SDK.

fierce jackal
#

ignore that, its 'normal' now

#

there's also that 'destroyed object' also normal , should still work

#

But you might need to move the triggers somewhere else if it still being wierd, i had to move 60+ triggers to somewhere else before they behaved, still gave that error

upper meteor
#

hello everybody.. i have a audio source in my scene and i can hear it in editor but after compilation its disappears. Spatial blend is 3D and Vrc_spatial audio Source(script) are enabled

#

can somebody help me with that?

dusty spruce
#

@fierce jackal Move the triggers? You mean actually move the game objects itself?

fierce jackal
#

had to recreate them on other gameobjects before mine worked again

dusty spruce
#

Hmm...

#

I'll try reimporting a new SDK for now.

visual swan
#

Hi

#

does anyone know why the qv pens don't work?

#

when i add them to the world and spawn they dont write

lapis jacinth
#

I cant put mini versions of my avatars in my world, anyone know why? It keeps talking about the vrc avatar descriptor not matching, but that script did not exist on any of the models

north parrot
#

@lapis jacinth have you uploaded these models ever at any time?

lapis jacinth
#

Yes, but in the world I brought them into, the avatar descriptor was removed

north parrot
#

Well, it sounds like it isn't.. an error like that would mean you still have 1 somewhere that does... at any rate.. i would use the original model prefab that you have of every avatar..

lapis jacinth
#

Alright, ill upload one at a time and make sure to double check each one

north parrot
#

Not an already uploaded version

#

What i did was kept a base model of all my avatars BEFORE I put the descriptor on them... basically a copy.. so it hasn't ever had an avatar id attached to it..

lapis jacinth
#

Alright, ill grab the fbx's then instead from their respective files on my pc

north parrot
#

Let me know if that works for you

lapis jacinth
#

Will do, might be a little bit but I will @ you most likely. Thank you for the help btw!

north parrot
#

No problem..

glacial pond
#

Is there any way to offset the mirror reflection location so it works as a portal?

dusty spruce
#

So I have no idea what causes this to happen.

I update my world, and it worked before, but then this new vrchat update comes along, and now it's broken:

Frozen loading bar above my head.
Hand Gesture Triggers crash VRChat,
Mirrors don't reflect players, (I have MirrorReflection on.)
Other players avatars are in a perminant idle stance, but can still move. (Also have a frozen loading bar above them.)

Otherwise everything still works in the world, it's just these few issues that seem to ruin it.

I would really appreciate it if someone could help me with this, or if VRChat does another update which fixes this bug.

#

I'm using SDK2, by the way.

nocturne steeple
#

question
how do i use the videoplayers?cause i put youtube links but they dont work

elfin ravine
#

What's the best avatar world with particle and shaders?

chilly tendon
#

Is there a render distance setting or limit? I have some meshes far out not appearing.

near escarp
#

350 default afaik

rain shadow
#

@dusty spruce That can be caused by having a playermods component that adds health when you don't have a combat system component in the scene also

green sparrow
#

I feel like the inspector is slowly growing... Doesn't even scale properly since making it any smaller adds the scroll bar at the bottom.

#

Ah, ok. Seems to only be that way for stuff with Udon on it.

turbid scaffold
#

So using SDK2 I'm trying to make a counter by having a button that updates a text to increase its number by one every time it is pressed. Any ideas on how I can do that?

dusty spruce
#

@rain shadow I'm pretty sure I have a combat system component already.

chilly tendon
#

@near escarp can I increase it?

near escarp
#

Yes in your reference camera

chilly tendon
#

yeah its right there on the wiki doi thanks man

winter wigeon
#

Im getting compiler errors when trying to upload my world, yet its not giving any details, just had to move to another project since SDK 3 wasnt working for me

#

Found the fix

green sparrow
#

What render pipeline does VRC use?

random owl
#

The default built-in one

green sparrow
#

Doesn't Unity 2018 have others like LWRP?

random owl
#

Yes but that's not what VRChat is built on and changing into a new one would require all content to be wiped basically

bold ibex
#

Hey guys, I'm trying to make a audio effect work in a v2sdk world I'm building. I can't for the life of me get it to play, and I feel I'm missing something really simple. I have a VRC_spatial audio source, but the only audio plays if I uncheck "enable spatial audio".

green sparrow
chrome vector
#

@bold ibex Are you placing the audio in the world or in an object? Also, make sure you change it from spatial blend 2d to 3d!

bold ibex
#

@chrome vector The 3d blend was it, thank you so much for the help ๐Ÿ˜„

chrome vector
#

Np!

#

It's easy to miss, haha!

bold ibex
#

Yeah, I don't think I touched that slider and I woulda never thought to look at it.

chrome vector
#

Honestly, it threw me for a loop when I encountered it my first time. After I read the documentation, I realized it was all there in front of me.

spring linden
#

does someone know if the grappling hook function like in the world "hook junkers" is open source and can be download somewhere??

terse fossil
#

Im trying to setup an area that when entered it will change the game object status to be off so the top area wont be loaded when they are in the area below, I've been trying to do a OnTriggerEnter and it doesnt seem to work, I have a trigger box collider surrounding the area at the bottom and it wont change the game object to be set active when I enter the trigger area. any way to set this up another way?

chrome vector
#

Maybe you could do culling?

earnest anvil
#

So im trying to add cards into my world, and You know how in Drinking Night they have a button where it resets the cards position?
How do I do that?

wraith ruin
#

Heres the setup for the image

near escarp
#

@spring linden I believe it's on the vrc ask forums

sinful acorn
#

Is it possible to make a world where the player can walk on a sphere like in Mario Galaxy?

wraith ruin
#

@sinful acorn Yes. I've seen that in vrchat.

sinful acorn
#

What world?

wraith ruin
#

No idea. Was in world hopping rampage then

bold ibex
#

Mapping out a room. Would the lighting be good in a closed off room made in blender, or should I use the walls as a reference in Unity?

#

Like should I make the whole room in one mesh (walls), or multiple?

bleak moat
#

Not sure how Unity would handle a convex object like that, just in case I'd split it in multiple faces

compact dove
#

Anyone using 'Qv PenSet_v2.1.2.1' in their world know how to make them functionable or a better pen set in general?

quartz topaz
#

Anyone know a world which has a small set of cubes or something with physics that you can just play with, like stack them and what not? Tag me please.

visual swan
jolly cape
#

Missing material/shader

visual swan
#

I'm also applying mesh colliders but Im still able to walk through things

jolly cape
#

Make sure they are on a layer that cllies with the player and are set to static

#

I recommend the default layer

visual swan
#

I've just remembered that the legacy shaders cause this

#

i've set them to standard now

#

thank you

jolly cape
#

np

empty umbra
empty umbra
wicked crown
#

is there a way to script the cutoff value of a low pass filter on an audio source? I've seen it done but can't figure out how to do it with an animator

simple nimbus
#

a world i had no problem wiht no longer runs when i hit build & test, anyone have any ideas?

#

it looks like none of my projects are building...

earnest anvil
#

ANyone got a beer pong prefab thats actually decent?
The ones I've found are not available / broken link.

simple nimbus
earnest anvil
#

thats the one I found but I cant seem to download it.

simple nimbus
#

that just means you can't preview

#

try hitting ellipses at the top right

#

ohh wait i see at the top it says it's in trash

rotund plume
#

Hello everyone. Iยดm making a world for my friends and I had an idea to put a Cinema on the second floor. Everything was going Ok but the standard video player I have is too small for the cinema Iยดve made. Going trough public cinema worlds in VR chat I saw this type of control panels and I really would like to add It to my world. Is there any Assets for Unity of this type of control panels including the screen? I didnยดt found any.

torpid pivot
#

Hey can anyone help with VRWorld tool kit? I've imported it but World Debugger is blank? Do I need to set something?

random owl
#

@torpid pivot can you show me a picture of your console? Might be some error state I missed.

torpid pivot
random owl
#

Ahh I forgot a null check there, I'm gonna fix it right now

jolly heart
#

Quesiton about triggers. Im trying to get particles trigger to do damage. But its not activating the damage. Does the particle object need to have a collider? Does the Fx need to have collider set up in a specific way? I have the combat script set up, in a separate object in scene. The particle trigger is on the VFx object. Should it be somwhere else?> I appreciate the helP! ๐Ÿ™‚

near escarp
#

OnParticleCollision with the correct layer will work

#

Particle does not need a collider

odd swallow
#

Am I allowed to upload a world only with the purpose to celebrate the birthday of a friend?

random owl
#

Yes you are

#

By default unless you submit it to community labs it's just gonna be private on your account where only you and the people you give the world link to can create instances of it and invite friends to them

jolly heart
#

whats the correct layer? I have it on player

#

@near escarp

near escarp
#

playerlocal, the trigger should be on the capsule itself i think ? I'm not too knowledgeable about the combat system

rotund plume
#

Question: In a custom world (private) is it possible for my friends to put their own youtube videos on the video player? Because Iยดm always the
Master Client but I would like them tu put their own songs on video whenever they want, Iยดm the only one who can do that in the world

random owl
#

Just have your friend load into the world first by dropping a portal and waiting a second

rotund plume
#

Yeah I know, but If there is another way to do this and I can make everyone "admins" , It would be better

#

Like in some public worlds that everyone can put a youtube video whenever they want

random owl
#

Just get an prefab that supports everyone putting urls in

#

Here's a prefab of the hangout houses player that should have a non master switch

rotund plume
#

Thatยดs was what I was looking for like 1 week. Thanks !

bold ibex
#

can anyone help me with post processing in dms?
i just need someone to look over my scene and check if everything is correct

#

cuz everything works, but when i upload it, i can't see the post processing in game

random owl
#

If it doesn't I can have a look myself

bold ibex
#

ok

#

how do i use it, does it just tell me?

random owl
#

After you import it go to VRWorld Toolkit > World Debugger and look under the Post Processing section of it

bold ibex
random owl
#

Up at the top ^^

bold ibex
#

oh okok

random owl
#

Your modified sdk is really out of date so that's why it's not working, I suggest deleting it and getting the official sdk

solar adder
#

If ur making a world, I think SDK3 is the one you need

random owl
#

Not if you want to use triggers or are working on an old world

solar adder
#

Ah true

bold ibex
random owl
#

Go to your console press clear once and then show a screenshot

bold ibex
#

still dosent work

random owl
bold ibex
random owl
#

Go back to where my picture up above instructed you to go and screenshot what the scripting defines says

bold ibex
random owl
#

I'm gonna dm it to you since the bot isn't gonna let me copy it here

bold ibex
#

ok

turbid thorn
#

hey, does anyone know what the maximum number of players per room is? assuming a really basic world

random owl
#

What you set in the world settings is the softcap which can be max 40 and the hardcap of how many players can be in the room will always be the softcap x 2 so 80

chilly tendon
#

Can you increase the step up amount?

nimble echo
#

SDK2: how would I make something that spawns for only the master of the world, maybe passes off to the next master on playerleave?

jolly heart
#

Anyone know of an tutorial to set up a bow?

jolly cape
#

@nimble echo What about a button that is local and master only that toggles an object?

sleek willow
#

If anyone knows where I can get a rain shader for windows, please send it my way!

drowsy laurel
#

I still want working audio on my videoplayer

cyan needle
#

Hi, soo I updated my SDK and now I get this error which I have no idea why does it happen

#

Assets/VRCSDK/Dependencies/VRChat/Scripts/ShaderStripping/StripPostProcessing.cs(10,30): error CS1644: Feature `expression bodied members' cannot be used because it is not part of the C# 4.0 language specification

random owl
cyan needle
#

Thank you

#

@drowsy laurel audio on my video player is not working aswell only in older versions which I can't seen to figure it out

drowsy laurel
#

yea

#

When I was first woprking on my project testing it worked fine

#

at the end it stopped working

#

really sucks

nimble echo
#

oh, wait

#

@drowsy laurel you still having issues?

drowsy laurel
#

yes

inner phoenix
#

Does anyone know if there's a way to open a link from vrchat? Or is it too sketchy? I just wanted to do a button that when it's pressed it opens a discord url

hot forge
marble minnow
#

idk if this is the right place to post this but i keep getting this error when trying to import the vrchat sdk

#

what does this mean?

random owl
#

Looking at that you most likely tried to import a new sdk on top of an old one without going trough the proper steps

#

Best to follow these steps when updating your sdk
https://docs.vrchat.com/docs/updating-the-sdk

marble minnow
#

okay ill try that thankyou

shell frost
#

Do you have to make a new project for every world? I made a new scene to upload a new world but it's just kicking me back to my home world when I try to open it.

bold ibex
#

Anyone know why when I generate lighting for bake lights (with everything static enabled) it doesnt show light in my unity project?! The lights are also set to baked

coral raven
#

Is there anyway to exclude object from post processing global such as VideoPlayer?

near escarp
#

Nope

quartz hinge
#

With custom animations on stations I can't move my fingers. I there an easy way to fix that?

bold ibex
#

Anyone know why when I generate lighting for bake lights (with everything static enabled) it doesnt show light in my unity project?! The lights are also set to baked

grave mesa
#

Im trying to find this thing for my world, like a discord feedback thingie, but i have no idea what to search for or how to find it, and im not even sure if this is the correct place to ask, but can anyone guide me the right way?

grave mesa
#

Like this

potent girder
#

so i was trying to update a world of mine but i cannot seem to upload it.
the upload bar simply does not move at all
i uploaded this same world just fine yesterday and have not had a problem like this before

my best hint is this error message but i really have no clue what it means let alone how to do anything about it

terse fossil
#

I believe that was custom code tbh but im not fully sure because the SDK doesnt allow to much custom code but if anything its a custom trigger setup and connected to a discord account or bot for sending msgs @grave mesa

#

I cant really read that error @potent girder its really blurry on my monitor

potent girder
#

ah strange... looks fine on my end

#

let me see if i can do something about it

terse fossil
#

let me turn on my main display, my secondary sucks. So I'll check it out and tell you want I think it could be

#

Is that the only error or is there more in unity?

potent girder
#

it is the only one

#

also only seems to appear after the upload has been frozen for a while

terse fossil
#

it seems to be a connection error if you ask me as it is a HTTPRequest

#

How long have you been trying to upload it?

grave mesa
#

@terse fossil yeah, i thought so, but do you have any sources for where i could get my hands on that, booth? or?

potent girder
#

left it for about an hour just to be sure it wassn't just being slow

#

tried a few shorter sessions after that

#

also checked to see if there's anything wrong with my net... as far as i can tell anyway my own connection is fine

terse fossil
#

@grave mesa Custom trigger setup prolly set up by the creator, if you could try to ask them about they may be kind enough to send you how to do it or a unity package with an example for you to copy from.
@potent girder I would say give it a SDK reimport as it might fix it as that fixes a lot for some reason or see if there is any other asset from the store that might be messing with it if you installed anything fomr the assetstore

potent girder
#

welp.
its certainly worth a try

#

thanks for now... will go see if that fixes it x)

terse fossil
#

Alright do give an update when you find out anything

potent girder
#

well... i reimported the sdk
that seemed to make it worse for a moment since i couldn't open the control panel
gave unity a restart just to be sure.

and now its uploading (so far) without issue :3

terse fossil
#

good, hopefully all works out

potent girder
#

certainly x)

#

well... i will assume it works for now