#world-development
39 messages · Page 42 of 1
Yes. But a good option is to just hide the sound source and make the button toggle the sound source and leave play on wake on
HO yeah thats smart
Delete the post-processing-2 folder
then i would not have post processing tho?
You have it two times in your project currently
You only need the one from the package manager
arh okay perfect that worked, did not know what the package was, thank you for the help
yo, im trying to upload a world so that i can test it in verchat, but teh vrcsdk3 keep bugging out whenever i go to hit the upload button, can someone help me?
Whats going on @woeful crest
I'm trying to upload a world and teh vrcsdk3 keeps bugging out
Wdym bugging out?
i think im forgetting something in teh game, but i have no clue what teh console is saying
so like, i hit upload and nothing happens
then i cant acess anything else in unity
so i have to close it with task manager
yea, but normally there would be something to signify that its building, correct?
Those are just warnings. It will still work
first time ever doing something like this so
ive done avatars before but not full maps
But at the top, click on the play. Normally, it should bring you to the game menu in unity. If it doesnt, then unity isnt building the map correctly
wdym by game menu?
In your window, there should be three tabs. Editor, game, and asset store.
So when you hit "Build & Publish" it will build the world and it takes a bit, and it will bring you to the game screen with options to upload the world
yes
when i fill out everything in there and click on upload, nothing happens
i left it for a while the first time, came back 30 min and nothing
tried again
still nothing
so
did you click on the checkbox and add in tags @woeful crest ?
yes
are you able to build and test properly?
wdym?
for options, there's build and test and build and publish
Select "Build & Test" instead
ok
Compared to avatars, worlds give the option to test them locally
if that doesn't work, there's something wrong with the VRCWorld prefab.
Yes
after a while, yes. you will be put into a local test version of your world that cannot be reloaded or joined on. It is purely a build for testing to see if your world is working
ok so i clicked the test thing, but its only allowing me to open it through the microsoft store
your unity or sdk are set up incorrectly
what do i do?
reinstall vrchat, make a backup package of your world so you don't have to go through the process of remaking it, make a new project, put in the recent SDK after your vrchat reinstalls, and check the pathing to make sure the sdk is set up to open vrchat, then try again once you import the sdk then the new package you made of your world. An easy way to do that is to save it all as a scene, then once that scene gets put in your assets folder, click on it, go to Assets tab in top left selections, then export package and put it in a folder that you will remember to grab it from.
oh
somethign i forgot to mention
the map is being made as a group file
through teh unity teams thing
would that have anythign to do with it?
no.
sry for my spelling, happens when i type fast
i've used unity assets for my worlds before. it does not affect the sdk in that way
You can just run the install.exe in the vrchat folder if the app linking isn't working
oh right, i forgot about that
Probably where vrchat is installed
i might be a whiel cause i need to go search for it
I forgot how small vrchat actually is wow
ok
ran it
ok so
it runs now
now i got more problems
so
when spawning in, teh player falls through teh floor
how would i add a collision box?
ok
wold i have to do it to every single part one by one or could i add it to its main folder in teh hierarchy and fix it that way?
*would
Well depends if all the objects have a collider on them or not
no clue
You can click on multiple objects and add a mesh collider to any of them all at once
So long as the object is suppose to have a mesh collider
ok
thx
is there anything additional i need to do after adding the mesh coillider
or just add it and be done?
Just be aware that when you eventually add buttons to your map they shouldn't use a mesh collider. Use a Box Collider or Sphere Collider instead
But for the basic level collision mesh colliders are typically fine
ok, thx
also, if teh spawn area for my map has a ceiling, would you guys recommend that i leave it without a collider or should i add them
I think I missunderstod what you should do to upload your world to quest users. I took android
@woeful crest I typically prefer to have collision on objects, since players don't expect objects to be collisionless. If you leave collision off your ceiling, some people will fly out of the spawn room
But certainly make sure your ceiling is high enough so players don't get claustrophobic lol
Actually you can use mesh colliders for anything interactable. They just have to be convex and select "is trigger"
so i notice that the collider mesh has taken priority of teh render mesh on the objects, should i remove teh render mesh from teh objects or leave it
But typically, a box/sphere collider will do as well
Yeah you can mark them as convex. Shouldn't need to mark "is trigger" though? That's just for if you want collision or not
@short forum when you upload your world do I take android if I want it for quest users?
Correct
yes
@woeful crest there's no such thing as priority, you're fine if you have a mesh renderer + mesh collider
When I did that and joined with quest I could only see with 1 eye
I'm not sure what you're looking at. Where's the priority?
wait, i just had an idea
what if when making an avatar, the mesh type is set to collision mesh
and then two players with collision mesh avatars attempted to interact with each other in game
would the two playermodels collide with each other or no?
LOL the world crashed when I used the pen
No blockking, you can't collide with avatars but you can interact with dynamic bones using colliders on the same layer. Some worlds have avatars where you can mess with other people's hair and whatnot
^
But you have to be using special avatars with colliders on the hands set to that layer, so it's not very common
VRChat is looking to implement some form of player interaction in the future, it's in the Canny somewhere
Guess that one isn't planned actually
wait
so dynamic bones can interact between players if collisions are enabled for both sides?
is it normal for teh player to be unable to jump when in testing mode?
@woeful crest Are you using the VRCSDK2 or VRCSDK3
vrcsdk3
Ok so if you find your VRCWorld, it should allow you to edit the jump player mod automatically. Make sure it isnt 0
Search it in your Hierarchy. This is your spawn point.
hey, how would i add in a skybox in unity
in the skybox field, lighting window
thx
@woeful crest remember to set your reference camera to VRCWorld or the jump won't work
ok
I'm trying to download Unity Standard Assets but when I go to download packages it doesn't appear in the menu
There's only the Custom Package option
Anyone know how I can get the standard assets?
I'm using SDK3
I'm trying to download standard package but I can't find the option
If I am not mistaken, I read somewhere that the standard assets package currently doesn't work with the SDK3
Oh, well
There's a standard asset package in the Asset Store but it's for Unity2017 so I don't know if it works for 2018
where would i find the reference camera
It's your main camera in Hierarchy
Actually it can be any camera, but this one is the default
Yeah standard assets aren't whitelisted in sdk3
ok, thx
ok, im in teh main camera, but i dont understand how im setting it to vrcworld
In VRCWorld, you will see a spot to plop a reference camera in. Just drag and drop your Main Camera to the reference camera spot.
I can't get object respawn to work in SDK3 when they fall off the map
I have not got that to work either. My current world I am building, players shouldn't be able to throw objects off the map so I didn't really worry about it.
My world is in the sky so that's an issue for me
What's the best workaround? An object respawn button?
I was thinking of building my own collider for respawns instead of using the one built in to the vrcworld but hey, have not done that yet so idk
Ok
Is there a way to make objects always face camera?
I wanted to try a prefab to do that but it seems like it's incompatible with SDK3
And I tried to use a LookAt component but it didn't work
ok, but where is vrcworld XD
im sorry im asking so many questions, i just legit dont know what im doing
let me DM you
@woeful crest Search it in your Hierarchy. It is also your spawn point
Correct. Vrc Scene Descriptor is attached to VRCWorld
Hello all! I'm having a bit of a nightmare with a particular aspect of making VRChat world - I'd like to have some 3D ambience audio, but I just can't get the sound to play - I've dragged the sound I'd like to use onto my hierarchy and added the VRC Spatial Audio Source script, the sound is unmuted and set to start on awaken, but it's just not working - is there anything else I need to do?
Did you put your Audio file in the AudioClip section in your Audio Source?
Yup - uh... don't laugh, the second I sent that message it started working???? I'm not sure what I did but it's fixed 😂
I think I had it set to be fully 2D, so I shifted the spatial blend to 3D
Lol welcome to unity when sometimes it works and sometimes it doesnt
Can I have objects follow the camera in SDK3?
Has anyone made a grayskull world yet?
How does one make UI buttons/toggles/canvases interactable in VRCHat v3?
does the canvas need a collider or script of some kind?
@pallid hazel you would need to write a script for that
I would recommend using SDK2 though, you could just use the LookAt script from standard assets
Plus in SDK3 pickups are pretty wonky- if you try to teleport them bad things will happen
(In your scenario, you would need a large box collider below the map that teleports the objects back when they fall off)
@autumn talon the canvas needs a box collider on it (can be set to trigger) as well as the VRC_Uishape component
it's the same in SDK2
awesome, thanks
np
You have errors in your unity console
im having problems testing my map
everytime i go to test the map I've made in vrchat, all teh changes and additions I've made aren't saved and wont upload with teh map when i go back to test again
what should i do
@cobalt sluice thanks. I already started building my world in SDK3 for now, but I might rebuild to SDK2 if there's no other way
Sure, make sure you take a look at Merlin's U# compiler for if you're looking to do anything somewhat complicated in sdk3
Graphs work fine for simple buttons and whatnot, but you're far better off writing scripts for any sort of logic
@cobalt sluice do you know why the toggle works on desktop but in VR the pointer won't focus on it
it moves all around it and i can't click it in vr it's weird
I want my objects to be picked up but I dont want them to be colliding with each other
Alright, serious post update issue.
Entering a chair that is connected to a fixed joint/rigidbody set up, sends the object flying with player in tow. The object remains still and functional otherwise.
The application is a vehicle with a chair using a fixed joint to follow it.
Functioned flawlessly before todays update.
Is there any way to get tiling/offset on VRC_Video Screen?
@autumn talon that looks like it's working? When you click the trigger does it toggle?
no
It acts like there's something in the way, i can't actually toggle it
works on desktop though
do the buttons need to be outside the collider?
Here's a better view, it feels like there's an odd box around the text stopping me from clicking it
Is the collider just on the canvas and set as a trigger?
Take the collider off, looks like mine works without it actually
I think if there's no collider the VRC_Uishape component just adds one when you build? Just guessing though
i tried without the collider and couldn't get it working in desktop. I'll try again though
Make sure your toggle is set up properly
It needs to span the whole distance, not just the "Background" and "Label" children
Also you should really put your Canvas on the "Default" layer if it's not already
Or maybe "Interactive" or similar if you want to hide that layer in mirror reflections
oh dear, removing my collider makes my fly when i move around, I think i'm colliding with the one added automatically
lol
well keep a trigger collider on it. That makes sense that the one added via the script has collision
I forgot your canvas is set to Screen Space - Camera
yup, set to that, and layer default
I'm going to try to move the button just above the canvas
nope, it's weird it's like something's blocking it.
Uh....
VRChat is automatically changing the size of the collider 😕
before play:
it modifies it and makes it unclickable D:
does it force set the value if yours is too small?
Anyone know why it's resizing? D:
IT resizes the collider no matter what it seems, but the auto resize is blocking itself in some weird way idk
putting it above my user works, i think the collider blocks itself if it's at a strait line angle like that
huh weird
you could test with a world space canvas, I've never messed with screen space before
my rave world
so I am trying to make a mirror that you can move around the world. That much was easy. But I want it to be prevented from rotating sideways, and moving up or down. I know this is possible, but so far my attempts have failed. does anybody know a way to do this? (please ping me if anyone responds)
When I have a canvas UI, I noticed that if there's any objects in front of it, like actual interactable clickable buttons (not UI elements), they can't be clicked at all until the canvas element isn't behind it (not even in the same vicinity). Why is this?
Are you able to upload at all?
I had that problem, and I realized there was a script which was interfering with the SDK. Once I took it out, everything went back to normal
does vrchat not support vertex painting in worlds?
hello yall, working on a map and tried to bake the lighting to see how it would look, and while that was a disaster, the biggest problem is that it broke my water. it seems to only be rendering in very small area around the camera. ive tried restarting the the project and messing with a few settings and nothing seems to be working. if any one knows how it might be possible to fix this, please @ me.
im using the amplify water prefab as the water asset just so its clear.
i managed to fix the problem, just had to reset the light to directional instead of baked
Yeah if you are using a directional light, id recommend keeping it as realtime.
Okey so now I have a world for pc and one for quest. How do I make it both, pc and quest.
The world should be set for pc and quest. Im unaware if there are quest only worlds
Hmm when I drop the portal the icon above say only quest
but idk maybe pc can join to xD
Its been a while since ive done a pc and quest world. From what i remember, both worlds have to have the same ID and the servers will automatically choose the world
trying to emulate this with reflection probe but my reflection is not really working out. any thoughts?
the back side of the panelsare transparent so these are not reflections of the other sides
I think I know Why I only can see with 1 eye on quest in this world. The file is not there. How do I get it there I have it in unity hub
:
im having problems testing and uploading my world from unity into vrchat, every time i go to test my map, vrchat load me into an older version of the map i've been creating instead of loading the newest version of the map
@simple nimbus How is your reflection probe placed ?
@woeful crest You still have console errors
ive deleted and redownloaded the sdk and have tried deleting and placing new scene descriptors and vrcworlds, but it still keeps loading the old map
none
Then upload on a new ID
tried that too
That's not possible then
Whatever you have in your console is the reason
most likely error pause + clear on play or something
nope
if it was then the map would clear when i hit play, to what vrchat is showing me when i test
@near escarp
but it isnt
that's not how caching works sadly
o
and this is light probe
Any reason the reflection probe is on the ground ?
And doesn't match the square size
I had it matching the size before but I was getting same result
what should i be looking for
It’s like that now because I’m just trying anything lol
@simple nimbus You tried having the probe in the middle and set to box projection instead ?
Another thing to note is that reflective surface is a little below the floor sky panel
No
@woeful crest can you show your unity window with your console after you uploaded your world ?
Will try now
remove the skyfree folders
ok
its already on sdk3
that was a new project with SDK3 ?
yes
what's the last error left ?
i cleared the console and just uploaded it again and these are the console errors i get for testing
are you uploading or testing, two different things
testing
yeah, try to upload
ok
its not allowing me to
im clicking on upload and nothing happens
im goign to try swapping the scene descriptor to a vrcWorld
I changed a whole bunch of values on teh VRCworld and gave it a new pipe manager and now its working
thanks for helping me
@near escarp kinda helped but still not reflecting from correct point
What's the point you want to reflect from ?
that's where the probe would need to be
but i feel like you're trying to get two different perspective at the same time and i don't know if that's possible
essentially i want the effect that the vertical panel is emitting onyo the ground
as if the vertical panel is the light sourceand everything else is dark and there's no other light source
i have Emission on the panel, but from what i've read emission doesn't actually apply reflection?
Oh i see, in that case the probe would be on the ground, but that seems difficult to do
I cannot for the life of me find a consistent way to get interact triggers to show up in vr mode
I understand something is blocking the raycasts, but what can it possibly be?
There's nothing to block it, the center of the volume is floating away from any collision geometry
Works fine in desktop mode
is youtube very finnicky on sync video for anyone else since the update?
@split tinsel Mirrorreflection
You need to use that layer for colliders around interaction triggers
Button was wayyy too big, so I scaled it down, however the text is squashed now
While it's possible to scale up the text to compensate, it changes the border and thus, if you click anywhere on that portion, the button activates.
How can I get non-squished text WITHOUT increasing the active click border of the button?
I'm not sure what happened, but it seems that suddenly all player interactions in my world don't work in vr. At first I thought it was an issue with the Unity UI, but I can't use regular interactable objects either. Everything still works fine in desktop mode though. What could be going on??
When I've made my world in blender, how would I be able to export it all together? I'm not sure how to explain it. My object hierarchy looks like this
I'm trying to get Spawned Objects to Reap/Destroy when they touch a collider/Trigger But can't seem to figure it out. Anyone tell me what to do for that?
Ah, I figured that would happen - setting my level geom to the mirror reflection layer just made it invisible outside mirrors and I still can't use my interactive triggers. Maybe the other way around? (Setting the triggers to mirrorreflection?)
How do I add seperate tags to my world from the browser
@vale sigil Login to the page, Worlds, My worlds, Select your world. Edit (upper right side), Scroll down to Tags. Edit from there.
ah okay thank you @compact dove
is there a way to cut shapes with probuilder?
I want to remove the excess from the round bit
Anyone know how to move this text? It will not line up with the actual vrc chair object and it makes it difficult that you have to phase through a wall to see the "Use" option to sit in the chair.
I've tried moving the text point all over (up to x=1000 away), scaled it, rotated, nothing will move it.
I'm trying to import some furniture for my world, but this error keeps popping up for some FBXs I try to import, how can I fix this
I usually use the FBX Converter by Autodesk for stuff like that
alright ty
how do I make a pickup object with a physics rigidbody unable to be thrown? (just picked up and dropped)
How do you attach a custom UI to the in-game menu?
this happens when i hit play
@humble lance Occlusion my man. Otherwise the light does not bounce around the scene.
but when i upload it its like that
Did you forget to bake the occlusion?
do i just let it autobake?
No, disable autobake. Bake it manually.
No problem.
i just had to generate the lighting again
problem is my project is from 2017 so i don't have thoses
Hey is anyone able to me me with some assets i downloaded as i'm trying to use someones custom menu to change the bloom and toggle and toggle a mirror and what not however they don't have any instructions for it
might be more of a unity problem, but i just upgraded this world to 2018.4.20f1 and now the apply button is gone for the texture settings ? anybody know what could be wrong, i don't get any errors anywhere and everything else seems to work fine
Is it possible to make the follow target script for vrchat follow your head rather than your full body?
I want to make a ui-type system
I have a U# script that follows the bone or controller part you choose.
thanks but i'm still using sdk2 for simplicity sake
On another note, if anyone has any idea
I have a particle system "bullets" with two sub-emitters - blood splatter and blood pool
When the bullets collide with layer PlayerLocal they're supposed to unleash the sub-emitters.
The bullets damage players just fine, however, the only person who can see the sub-emitters/blood splatters is the player being shot at. The player shooting at them and everyone else can't see the blood splatters...
Why is this happening? I know there are avatars in vrchat with guns that can cause blood to come out. Is there a setting I'm missing?
anyone know where i could get the pong prefab found in gen's chill room?
anyone know why when i build and test my world in unity, vrchat keeps throwing me back to my home world?
The VRCWorld gameobject is set up correctly
try resetting your computer
Been doing this for a few years but this is a first surprisingly. No matter what I do, I always get a broken lookin New World screen when I try and publish an update to my world. Nothing in the console seems to point to any specific issue that would cause this. Doesn't matter what world ID I put in, always get the same screen. I restarted, reloaded the SDK, and tried a few things but I always get the same screen. Build and Test works fine. But the New World screen is borked and doesn't even work. I've seen this screen before, but normally it only flashes it for half a second before all the info from the world ID pops in and the normal Upload screen shows up. Never had it persist like this
That can happen if you have multiple pipeline manager scripts in your scene
I don't
Did you actually try searching for it? "t:pipelinemanager"
I don't. Thanks tho
SInce I only changed like two things today I just scrapped it and pulled a backup from yesterday. Who knows. Oh well, Always backup.
Why is in Unity the Post Processing showing up, but not ingame?
Anyone have experience with putting web players in worlds? Trying to find out how to link a video player in my world to my plex >.>
How do you put your own Unity UI along with the in-game UI menu (the one you get with pressing Esc)?
Anyone got an idea why the walls in a level I'm making would pop in and out like this?
either mesh rendering or some kind of toggle trigger that was meant to make the wall disappear being broken or something
@bold ibex
Or weird occlusion culling settings
Have anyone experiencing the issue where builder freeze up with large project?
I'd really appreciate any insight into this if anyone has seen this before. I have a room made with probuilder meshes. Four walls, ceiling and floor. They're the only things in the room marked as static, and on the environment layer. If I try to set occlusion culling to keep the rest of the world from rendering, I get this. The occlusion settings are default, and trying to move the settings up and down before baking doesn't seem to do anything. The world shows up properly when I look through a VRCMirror. Any ideas what I should check next?
Could anyone please possible dm me and explain to me how i'm supposed to use a menu panel i found for my vrc as it seems i'm not allowed to post links here thanks ❤️
Is there a world with an avatar that has pen writing (girl) and possibly a keyboard but thats not nessacary, would really help alot
are the standard unity water shaders not compatible with vrchat? the water appears fine in unity, but is just black in game
Do you have the vrcwater component on the water mesh?
no i don't, i'll try that
stupid question, but i'm not seeing it in the components list, is that only in sdk2?
You have sdk3?
yeah, probably should've clarified that earlier
Yeah I have Sdk2
is there any way to convert a scene from sdk3 to sdk2? i've got a lot of the world already built up so far
i've seen that you can just delete sdk3 and import sdk2 so i'll make a backup and try that
How does one make a chair where people can sit in it with this new update
@deep bluff VRC_Station component like before, with two empty objects as the enter and exit point, but you have to add a udon behavior component as well with the station script. Its done for you so you dont have to make it yourself
Hey, quick question for anyone who can answer- Should I be using SDK 3 or 2 for just a basic world?
Either or will work. One of my basic worlds is using udon, but the sdk2 will work fine. Its all up to preference
Alrighty thanks. I think I'll use the SDK2 because SDK3 is giving me crap
Hey guys, I am using SDK2 and am wondering how I can make a button start an animation, and have that button repeat the animation each time button is clicked 🙂
@strange adder I'm pretty novice, but it sounds like you just need a VRC_trigger on the button and an animation trigger tied to that
@bold ibex I am going to try that right now
https://i.imgur.com/x1jvnBp.png
Because currently I have this
Basically, I am trying to have to be a train system. You push a button, the train comes and takes you to your destination. and I seem to be having a very hard time figuring it out
You want an animation trigger like in the screenshot above
Alrighty! And the trigger would be just the button, correct?
Yes
Oh boy! Here I go then! Hope this works haha
Good luck! 😄
I was wondering if anyone could help me with this issue or has any idea how to fix this, I've had this issue many times where, even while I have to world ID set up for an already existing world, it reacts as thinking it's a new world. It pops up this screen and I am unable to publish it even as this way. Last few times it eventually fixed itself after removing the sdk and replacing it again a few times but I have tried time and time again and it still hasn't worked... Any ideas as to how I could possibly fix this so I don't have to start over??
I just looked up and saw someone else had the issue oops haha
Can someone explain to me how I put avatars on the pedestals?
@frosty oar When you drag the prefab into the scene, you'll need to add the blueprint ID to the description in the pedestal's inspector tab. That's about it.
You can grab your id from your content when you go into the sdk
is there ANY way to see how big the avatar pedestal preview is before getting in game?
i'm unable to join the world i just uploaded, but can join all others
it just flashes the skybox for a few frames then kicks me back to the home world
really frustrating me at this point, it works fine in testing and i'm not getting any errors
it just won't let me load into it
Anyway to get an image slideshow working in a world? VRC_slideshows seems to be deprecated, found another git hub script but that doesn't work either
Question: anybody in here used Massive Clouds Assets in there worlds?
Guys anybody knows how to put a Gif into here
´?
or just import a gif into unity
and it will work
Hi All, just a quick one at the moment i am a new user but how long will it take me to get to the status so i can make my world public?
or to become a trusted user? i have a friend that has like 500 friends and been playing for a year but he is not a trusted user so what is the process for becoming trusted?
Does anyone know how to make a tv that works? A tv that plays anything and everyone in that world can see it. If yes please send me a model or a kit.
does anyone know where i can get the prefab that lets people send a message to discord from the world?
Hey guys, I'm following along with a tutorial over at https://www.youtube.com/watch?v=1VW0NXr6eUg. at about 7:30 he goes on to add a VRC_Trigger component. But this isn't showing up on my list. When I search my project, I find the vrc_trigger, but it looks empty. There is a vrc_trigger editor with data in place..
This tutorial shows you how to make another animated door, this time showing how to setup the animation controller to allow the door to be lockable and play sounds when opened and closed. I mentioned that the on interact to open the door and lock the door can cause sync issues...
If you are using SDK3 then you can no longer use triggers, everything must be done with Udon
ahhh nuts... I really wanted something that could lock
You can always just use SDK2 if you want, but we can do mostly everything that we could do with triggers with Udon
Ok cool. I am going to dig into udon. I'm on a new tutorial https://www.youtube.com/watch?v=Bw4uvjrvdbU that helps with opening the doors... this one looks promising
Accessing and controlling an objects animator is incredibly easy through Udon. Here's a short tutorial on how to go about about utilizing it through the example of a basic door. Assets for this and future videos will be available for download over on my Patreon, so if you'd li...
Yeah, also theres a ton of stuff here: https://ask.vrchat.com/c/udon/5
i am going to bookmark that, thank you so much Scionzenos!
Good luck!
Can anyone send me the unity version that I need to upload my world?
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use is Unity 2018.4.20f1. Unity Hub To install the cu...
I don't know what it's meant to look like.
@bold ibex what do you mean? what doesn't look like this?
🤷♂️
have you tried moving the camera?
🤷♂️

have you tried turning it off and then on again?
I'm all out of ideas
I cannot build test my world and I am getting this error when trying to publish
still cannot click upload
but fixed the camera
@bold ibex What sdk version are you using? This looks pretty old
i just installed the newest one
Usually, new worlds give an option to make a world public via community labs now
I would double check your version, and reinstall the sdk if you have to. Usually the upload button wont do anything if you click on it on older versions of the sdk
Did you go to vrchat.com and download the latest sdk (either sdk2 or sdk3) after you uninstalled the sdk?
I uploaded a world last night, but have been unable to join it in game, but it works fine in local testing. any suggestions?
Did you upload on the correct unity version? (2018.4.20f1)
yeah
Unable to join as in crash on start/sent back home or just not in the list?
This is not working at all. I cannot even test build it.
If I do, it loads quickly two times in-game, then goes back to my default home.
You have errors in your unity console
pretty much everybody does
this is kinda why I left vrchat and decided to do my own thing
Gonna ignore those compiler errors?
good luck
Look, even if I delete those scripts it will still fail for some reeason
Look, scripts gone. Still fails
shit
@bold ibex those are "Warnings" check your errors (red hexigon) to see if something is off
It was a compiling error. I fixed it. Thanks for the suggestion though.
good job on the work!
www.twitch.tv/cunningraven hey guys, I need a hand with this... I've been trying to get this door to work since 6am... it's now noon... if someone who knows a thing or two about door animations, that would be amazing. I am following this tut, but something is going wrong and I can't put my finger on what
https://www.youtube.com/watch?v=Bw4uvjrvdbU and here is the tutorial
Accessing and controlling an objects animator is incredibly easy through Udon. Here's a short tutorial on how to go about about utilizing it through the example of a basic door. Assets for this and future videos will be available for download over on my Patreon, so if you'd li...
^ this guy is a legend
Yes. One thing to note about programming is tutorials should be noted as references. Everyone does their code differently so you should experiment a bit and see if you get better/different results
I think also that sdk's can go out of date as well. I'm noticing some differences from one tutorial to the next
Udon will def change a lot while its in alpha
So I want to use this prefab since it's like the vket4 menu but simpler, seen it working in a world before Unity2018. I have standard assets imported yet the menu spawns in the floor each time I open my menu.. even happens with the demo scene that comes with it https://booth.pm/en/items/1376293
@fluid cipher it kicks me back to home after a second or so
Which trust rank do I have to be to publish worlds?
Cools
is there any alternative to post processing's ambient occlusion effect? since it looks bad in vr
still entirely unable to enter my world i published, it just kicks me back to the home world immediately after loading
@uneven depot baked lighting has AO
my friend tried to join the world and was also kicked back to his home too
Since I can't get a certain prefab dedicated to the task to work correctly, how would I get my own basic UI to appear when pressing menu with SDK2 (basically like the vket menu)
I wanted to know about the limitations of what you are able to create and a single World entity upload so that way I can pre-design without worrying about hitting any snags with limitations
There is a world that I have successfully uploaded in the past. I recently made changes to it involving major changes to a certain portion of the model. upon testing I fall through the map and when I look around many pieces are not where they should be. Any leads?
There is a world that I have successfully uploaded in the past. I recently made changes to it involving major changes to a certain portion of the model. upon testing I fall through the map and when I look around many pieces are not where they should be. Any leads?
@royal bay maybe look into moving your spawn point so that way you can take a better look at what happened?
I think I figured it out. somehow an animator got onto the scene that gets everything all screwy.
I'm new to creating world's so it would all be a wild guess for me LOL
I have an idea for a big project but I don't know how I should approach it because I do not know what I can and cannot do
Worlds in some ways are much easier to create than avatars in my opinion.
If I had someone holding my hand it would be a little easier, I have never touched single piece yet because I'm still writing it all out on paper
And I didn't know if I should just make like a hub thing and break out the project into many pieces or if I am able to push my luck with limitations and make it all one big world
Feel free to DM me and we can discuss stuff. I by no means am a professional but I do know my way around unity a bit.
I too am working on a larger scale project, so we can talk about that a bit 😄
@royal bay sure thing
@royal bay mind if I hook myself into your conversation as well?
I'm also struggling with unity a bit
Does anyone know the world that looks like winter lodge ?
I have been trying to find this world for a while
you probably had searched for something in the scene view or hierarchy
would actually someone have like an "old" project file of a somewhat working "Testworld" with some udon stuff in it? I would like to browse through it and just have a look at how people used udon in general as I think that would be a great example for me
@opaque ledge would you like to see some of my scripts ive used in my current world? It includes toggling gameobjects, proper setup for ui buttons, and spawning in objects.
They are in Udon Sharp so keep that in mind
that would actually be helpful, so yeah!
I'm pretty new to this whole content creation for vrchat specifically and I want to learn. This will be helping so much! :D
@opaque ledge my DMs are open, my friend. 😄
Np man. Currently out of the house but ill dm you some copies and put in some notes for you
Udon is new to everyone
take your time and absolutely thank you, man
Hi all! Could you help me with next isue. How make right moving platform. When i add animation to object avatar is slide and drop down. How can i attach avatar to moving platform?
Thanks.
As far as I know you can't really do that with standard animation. I've actually never seen it done in VRChat but that may be fixed with udon
Udon can allow the player to essentially "Stick"
Heyy all, Just a quick little question here... If I wanted to make a clear glass floor in the middle of a cylinder platform, how would I go about doing so?
Probably simple af, but am getting into this and am more used to the UnrealEditor that came with the Unreal Games, which had a method of cropping out a section of a shape with using another shape.
Unity ProBuilder has that bool tool you require - or just do it with blender - if you have some money UModeler is fantastic bolt on for unity
How do I attach custom sitting animation to a station and keep the avatars hand gestures still working? SDK3
Hand movement should override all animations
Will look into it, thanks, @woven condor!
Is there any way to remove the 1 second global cooldown for spawning objects? Haven't done a world using spawned objects in quite some time and remember there didn't use to be a global cooldown
It's causing some trouble for me since it doesn't queue the spawn or anything, just discards it
on sdk2, if it makes a difference
deleted the previous rant... i found the MultiExample scene
How do people put a Unity UI right beside the game menu (the one you get when you Esc)?
so if i make a world in blender how would colliders work? for walls/floors/items/etc
you can either reuse the world geometry as mesh colliders, or you could add in primitive colliders directly in unity to approximate the world collisions
mesh colliders are less optimised than primitive colliders
alternatively, u can also model a low-poly mesh for the world to use as a mesh collider
has anyone else had issues with props in worlds fusing into each other and causing massive amounts of lag?
New to world creation, I do not have the required amount of time played to upload worlds, can I still play them locally? I am using VRchat for a school project
@wraith ruin Far as i know when you use a custom animation on chair, all your gestures/emotes will be replaced if you use animator controller or vrchat's gestures and set animation to idle.
not sure if sdk3 does it differently (barely touched it)
You can test world local without rank (was blue before i tried that though) https://i.gyazo.com/27be62a7e2a45126c3309e6e29a70207.png
if it still starts in vr , you have to set the path to vrchat.exe in the sdk settings/client path
Wish i knew that awhile ago instead of uploading same world 200+ times :p
@ripe flower Yes you can. In Unity, you can build and Test locally (probably still need to be connected to internet though)
dose the SDK 3 and Post-Processing work? i try to test my map with Post-Processing on but it don't want to render or not load when i start my map.
what does it mean if i upload a world, but in vrchat has the world 71,44kb and if i try to join i get immediately forced back to my home world? (vm simple light probe from assetstore made the error :I)
@tame marsh Which tutorial are you following ?
no tutorial iam mostly just trying out with Post-Processing and sdk 3.... havent found any tutorial on Post-Processing for vrc
ok.... i will try that thanks
is it already possible to play a youtube video with vrcsdk3?
spent the last hour searching it up 😄
I've seen a world with a door that only allows specific user or specific avatar pass through ( also user specific pedestal )
Is this possible in VRCSDK3?
The new Blender release has VR scene inspection! This means you can view your map in VR within Blender before importing to Unity. It's not available for Vive and Index headsets though because Valve hasn't provided OpenXR inplementation
Whoops, sorry and thank you. I forgot
Sooo... oculus and wmr only?
I couldn't seem to find anything about it while searching google and the discord, so asking here. Is there any way to change the scale of avatars opposed to the world?
eg, say the character was too short and had to be taller, is there no way to make people spawning in the world, have their height/scale adjusted opposed to the world?
If they are humanoid and you have the ability to make them play a humanoid animation, humanoid animations can scale humanoid armatures up and down.
I don’t know if IK will work right or not, I’ve only seen it done on posed stations
Like someone carried an Easter basket that shrink you 1:1 while sitting in it
Standing up you were full size again
That’s all I got
I remember this Udon world where you go on a pedestal and it shrinks you and teleports you to a table
But if you fall off the table you respawn in normal size
so my video screen seems to be showing videos darker then they actually are? anything that would cause that? tried with no post processing so its not that
Does anyone have any documentation or videos on occlusion culling? I'm on day like, 5 of trying to understand this and what I'm breaking and I'm so confused.
Hello, I need help, I want to be able to manipulate an object in a wall that I can rotate on both directions, also an object that I can slide from left to right with a constraint limitation.
The idea is when I select the object, the object stay in the wall but can be manipulated, thanks everyone.(I try VRC_Pickup but the object detach from the wall, I want it to stay there)
Vrchat rotate slide
Hi guys any tips to reducing world size? I have all my textures at 256 but my world size is at 40mb despite being small.
You can use tools like Amplify Imposter to get the poly count down low. You can group assets together using Easy Combine. You can limit your polys by decimating models that are seen at a distance. Research FOV and Blender. In Unity, have your occlusion window open and use it. Bake your lighting when you can.
Thank you <3, Much appreciated
@hidden wolf Check pins in #world-optimization
@near escarp Thanks!
I do not understand how I uploaded a world to see how it would work and end up purple 30 minutes later.
Hi guys, this might be a dumb question but what does the heat rating on a world in community labs indicate, like what generates this heating? visits per hour? favourites? length of stay?
@near escarp thanks that work... i didn't have the VRC_Scene Descriptor and sett it to the camera.
Bckface, I'm not sure its ever been disclosed so its mostly all speculation on the heat stat I think
but the things you listed would make sense
Thanks man, yes does not seem to any documentation on it
try set your volume blending layer to post processing
@wise hill
Rotation constraint component and position constraint component 💯 @cinder sparrow
Lets you lock an object to follow the position or rotation of another game object. If it does not move, it’s effectively a value lock
So for example the slider that can move only left and right needs a position constraint that locks the two other axis and lock rotation on all three. The one that spins locks all three position axis and two rotation ones
Is the progressive CPU lightmapper better than enlighten? 👀
@wise hill make sure your pp volume script is set to "global" and the camera is set it should be working for PP 2.x
It is
if you can see the bloom in the scene - and the VRC scene descriptor has the camera attached _ global is set in the PP volume script then it should work - try turning the bloom up a bit after checking
how do you prevent people from walking on top of every object that has a collider
Remove the collider if you dont need it or change the collision layer if you do. Alternatively, if its a trigger you can check the box in the component, is trigger
set the layer of the object to walkthrough i think
whats the default voice talkdistance without playermods?
anyone know what i can do to have this render texture not only show in the middle and then stretch all the way out to the edge?
its a camera looking at the screen and then the material is on the groud
it looks fine if i put it onto a square plane
Hi Im trying to add lighting to my world but for some reason when i use the point lighting it seems to not change and the whole world seems to black out to where you cant see it when i add night and stars to the world
Ok what's the replacement for teleporting a player using a trigger in SDK3?
@rapid bear #udon-general
Oh it's an udon thing
Sdk3 is udon
@vivid monolith Welcome! 🙂
@cinder sparrow I'm just impressed you went and made a full animation just to explain
Rotation constraint component and position constraint component 💯 @cinder sparrow
@glacial pond Thank you Adeon I will give it a try, main goal is that the object is on the wall and with controller I can rotate it in place(wall) not pick hold follow, thanks:)
@cinder sparrow I'm just impressed you went and made a full animation just to explain
@bold ibex Yes, sometimes for me is better to me explain it visually.:)
<@&397642795457970181> clean up please ^^
got it
Why Twitch/Youtube live link are not working anymore? few days ago it was working fine and now videoplayer only want to play normal video
there is a stream player and a regular player, make sure you dont use the wrong one.
yes, used stream one
however video players are also a constant work in progress and at least rn seem to frequently break, specifically with youtube.
yea big oof i guess
i think i heard some talk about video players getting a overhaul sometime
so i noticed my and other world's live stream players don't work anymore, anyone know what might have happened?
Twitch changed how their API works so youtube-dl had to be patched, and for VRChat they should update the youtube-dl binaries with next update hopefully
Am I able to use probuilder to create a world then import the sdk for vrchat?
y or n ?
Well, yeah, you can use ProBuilder to make worlds
ye
I'll post a picture of the progress sometime today/tomorrow to see what all of your take is on it
So ever since the move to 2018 my private homeworld has been broken. I can reupload it just fine without any errors, and can go to it without issue. The momet you try to leave it, however, VRChat will crash. Anyone ever ran into this? Its definitely the world (took me awhile to figure that out). Only thing special in it it a single mirror and some pens. I did have a video player but I already disabled that thinking it may be the issue. What else should I look for?
!outputlog
Oh bot is dead
"You can find your output log at C:\Users%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt"
That's a good place to look
Only on leaving summer solitude? @dark charm
I crash when I leave my personal, private homeworld. It doesn't matter what the destination is. It worked pre-2018 upgrade. I tried reuploading it and it still happens. I removed the video player and it still happens. The only other "special" stuff it has is a mirror and a couple pens. But there are no errors with uploading it.
interesting
ill check your log
There is a ton of missing script errors.
Whats your homeworld called?
I just tested and I couldn't replicate the crash on my machine
Those seem to be for Solitude though if Im reading it right. I crash regardless of the world i try to go to though. The common factor is im leaving my world.
you are right
My world is called Kitty Club
its a bit strange tho, i dont think summer solitude has this many errors
When you reuploaded your world, was it udon or sdk2?
sdk2
crashed again?
Yep same thing.
Oh nvm I managed to replicate the crash 🤔
so then its mosty likely something in your world that doesnt unload right hmm.
is there any trigger or other stuff in it rn?
There was a teleport button but I think I removed it.
Yeah I removed it and the video player during my own testing
Gotcha. Well thanks for taking a look. I got the original world from someone else and just added my own art so I don't know too much about worlds.
Doesn't seem to give a crash log either
hmm mb some old stuff from previous unity then. prefabs, blend files or such. Its a odd issue for sure.
Strange thing is the original world I got from them works still. Other than putting more art up on the walls though, I'm not sure what else I changed. I guess I need to see if I can find the original files.
what unity version did you upload with?
It's the latest version
i was wondering mb its due to some format differences etc
Yeah it should be the current with the newest upload.
So the only different I see besides the extra art on the walls is I swapped out a bunk bed for a different bed. Can that be the cause? It doesn't have any triggers or anything.
It shouldnt be tbh.
hey uhhh... how do i set the players camera clipping distance in a SDK2 world?
I increased the clipping distance on the main camera, but it doesn't seem to have any effect...
You need to set the camera as a reference camera in the VRCWorld's Scene Descriptor component
question so in my world i have 4 different songs but when i start the world they are all playing at the same time how can i set it so just one or none are playing when you join into the world
can anyone help as to why i get this error when importing sdk2 to my project
Assets\VRCSDK\Dependencies\VRChat\Scripts\Validation\AvatarValidation.cs(191,82): error CS0234: The type or namespace name 'SDK3' does not exist in the namespace 'VRC' (are you missing an assembly reference?)
That happens when you import sdk3 and afterwards import sdk2 without clearing the scripting defines here's how to clear them:
https://docs.vrchat.com/docs/sdk-troubleshooting#im-getting-errors-related-to-sdk3-or-udon-in-a-project-using-sdk2-or-vrc_spatialaudiosource-in-a-project-using-sdk3
cool think i cleared it right thank you
How do you do a custom menu in a world? A custom menu that stays with the VRChat menu when you press Esc
I know how to use canvas, but I'm not sure how to make it stay with the VRChat in-game menu
sdk2 or 3?
i'm trying to map this render texture onto this low poly cloud, i'm trying to go for it to be wrapped around the cloud, or every surface having the texture, whichever is easier. would anyone be able to help me?
video players are broken again and we need to wait for an update
@simple nimbus you need to open your cloud mesh and use a proxy texture that you map however you want. Then you export it back into unity and apply your render texture material on it. Also maybe smooth the normals
thank you!
Hey. Anyone know how to fix this 'camera culling mode' when in the Scene? I've seen it before, but it's been over a year since I worked on a world (and forgot what key to fix it).
Basically you fly around in the scene and try to get close to an object, but it gets 'culled' instead of being able to do what you need to do.
Using Unity 2018.
make a cube
select with doubleclick
itll zoom onto it which resets the zoom and makes your cull be gone
does it show right in editor?
what shader does it use, standard?
what file format is the texture? maybe try convert it to like jpg, png etc
unsure what could cause that rn tbh.
it shouldnt be the texture or shader at fault here.
I have some toggles here on my UI canvas that don't work. The buttons do work (I have added vrc ui shape to the canvas). What do I need to change to make the toggles work?
maybe the child images are in front of the switches?
no
the toggles work in the editor's play mode
pls help
looking for some pillows asset for my world....any suggestions?
ive got this issue last night and its not the first time. it happened after i generated lighting and now im not sure on how i can fix this grey screen so i can see my world. any one else have this issue or is it just me?
@bold ibex what layer is it on?
@sleek vector i made some, you can get them in this pack https://github.com/floofytsuna/tsuna-prefabs-shaders
@sinful hinge right click on the scene tab and close it. then go to windows -> scene to open a new one. if that doesnt suffice select a object in the hierarchy then go into the 3d view and press f to focus the camera on it.,
oh cool thanks!
you mean like removing the scene right?
oh i fixed it
i just clicked on the main camera
lmao
are video players allowed
sdk2 or 3?
@waxen kernel Where you replying to me?
@waxen kernel UiMenu
@bold ibex i think that will only work when the quickmenu is open.
yeah. put it to a different layer that isnt UI
Does anyone know any good avatar worlds 
i had the menu open
but i'll do that for the canvas anyway
i'll have to switch to buttons if i can't figure this out and i'd rather not compromise on something that should be just working :sadcat:
question so in my world i have 4 different songs but when i start the world they are all playing at the same time how can i set it so just one or none are playing when you join into the world
I need something that allows me to make UI text visible from only one side (and behind objects like a normal object would be)
@remote hare disable the game objects the audio is on, or untick: play on awake
ok...now I am missing a good collection of skyboxes
is there a way to identify colliders in the unity editor?
Window > Analysis > Physics Debugger
there's one in front of my UI canvas (though weirdly, the button still work, while the switches don't)
ty
uh
doesn't seem to show it
I was wondering if somebody could tell me how I add a skybox with udon, can't find anything about it online
Figured it out, for anybody who doesn't know you go to "Window > Rendering > Light Settings > Environment > Skybox Material" 🙂
i moved the canvas away from the wall and the collider followed it
v confused
it's all UI stuff inside the canvas
@remote hare disable the game objects the audio is on, or untick: play on awake
@waxen kernel how do i disable it again sorry
untick this thing @remote hare
ok thank you
i've found that the vrc shape component adds a box collider to the canvas on Play
it's because the z-scale was left at 1 on the canvas, and the vrc_shape adds a box collider with respect to this scale
so i guess Switches just don't work in vrchat then
beh
*Toggles don't work in vrchat
that didnt really help i want it so when you join the world all the music is turned off and you can turn it on if you want to
What's up with my reflection probe looking so funky in the window?
Also, why don't I see the reflection in-game? I already baked everything, so..
I don't think my reflection probe's settings are odd
The choice of realtime on awake is kind of odd, just set it to baked and bake it.
If you feel like it's looking odd I've seen some people add reflection probes that are just for the window to have it more accurate
Oh yeah, that's why I didn't set it to baked before.
It's not reflecting the inside, I don't know why
Is your house set to be Reflection Probe Static?
Reflection probe static is a different thing
'
Better picture if you don't know where to find that menu
The one above it next to the static text
I can see the - so you most likely got reflection probe static off
Ahh , there we go
Yup, that was it
Reflections are working in-game now thanks to your help. Now just gotta figure out why the the vertices look skewed in the reflection probe
If you feel like it's looking odd I've seen some people add reflection probes that are just for the window to have it more accurate
@random owl Ah, I'll try that then
?
Try again?
Disabling box projection fixes the UV distortion for me
In case anyone wanted to know that
still not working
SkyAtlas here giving you a short VRChat Tutorial On How To Fix Last Built VRChat Scene Could Not Be Found. Please Test/Compile Full Scene (Slow) error. This error is REALLY annoying especially as a beginner.
Discord link: tinyurl.com/vrchatmakers
@graceful arch
getting these errors
One of your assets is causing errors
Try removing it / reimporting
Make sure you have the latest version
If it works after removing it, then might not be able to use it anymore as it'll keep causing errors
i did remove assests and getting the same thing also have latest version
Try in a new project
As a test
You can determine whether it's your project or the asset itself
@red fable @graceful arch it literally says the error is caused by the poiyomi folder
what's the difference between Master and Owner when talkin about triggers?
master is the instance master, owner is the owner of the object
it literally says the error is caused by the poiyomi folder
@near escarp right, that's what I meant
delete it
Anyone ever run into an issue where a voice priority collider will work for some users and not others?
it almost seems like it doesn't work on users who have visited a previous version of the map
but we've all reset our caches in and out of vrchat
nope, apparently that's not it >.< a fresh user has the same issue. But the priority consistently works for the same users and does not work for the same users across different instances
Solved it by renaming the colliders 🤷 must have been some wack caching persistence
Excuse me, how do I paint the terrain texture to become ground/grass? I appreciate the help so much
Get out blender and paint it in UV editing mode
It's by far the most intuitive in the actual modeling program as far as I'm concerned
Unless your tool has a special function for it
@thorn scaffold See the brush? That
Unity terrain is far more efficient than using a giant mesh, so no need for Blender.
@cedar nebula lmao
is there any way to check how many mb my world will be before upload?
does anyone have a bean bag prefab they could lend me
quick question...does the proximity option in vrc_pickup do anything now?
is the unity hd render pipeline compatible with vrchat?
and would it be possible to create a photorealistic vrc world?
ye
or is it at least possible to use the unity post processing stack with vrc?
i'm getting ready to create a new vrc world
and i want to make it look as nice as possible
VRChat uses the built in render pipeline which supports the post processing v2 stack
To set it up for vrchat either refer to this guide:
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
Or try my world tools which has a quick auto setup function for post processing:
https://github.com/oneVR/VRWorldToolkit/releases
I'm starting a new world - before I get too deep into this do video players work in sdk3?
Currently no
cool, thanks
how do I use multiple audio files in one audio source to play different sounds?
@dire vigil You can also just follow this video:
https://www.youtube.com/watch?list=RDCMUCdedu-nAwMACE5WbVcmp3Bg&v=Ts2F2SxeRSY&feature=emb_rel_end
Then after that, just add the camera to the reference camera in VRCWorld
FYI, I checked the global option instead of putting the camera inside the box collider. But if you're not checking that option, you need the camera inside the box collider. The video will explain it
hmm
ok
i'm getting ready to design a snowy enviroment in unity, throw a bunch of fancy postprocessing and particles on it, and set it up for vrc
hopefully it wont run horribly in vrc
I'm using the post processing bloom right now. I get a solid FPS on it
So I guess it just depends on your implementation details
ah yes, snow
can you launch instances of worlds that arent public?
I want people to test my world without committing it to the community labs yet
I mean launching instances from your browser
how do I use multiple audio files in one audio source to play different sounds?
@frigid estuary have a script with multiple public AudioClips. Call audiosource.playSingleShot() and give it one of the AudioClips
thanks @proper lion !

very helpful! thank you
anytime
can you launch instances of worlds that arent public?
I want people to test my world without committing it to the community labs yet
@proper lion You can upload it as private and no one else can see it unless you invite them
And you can launch it from the browser from vrchat.com
If you're the owner, you can see your own private worlds, including on vrchat.com
It's private
Private means only the owner
Unless you want to invite somebody there of course, but that's the only time
alright, thank you
Yes, people can join it and test if you give them an invite, even though it's not public and no one else can see it
I'm thinking whether I can fake the outside scenery of a window (as viewed from the inside) by using some cameras attached to the in-game outside window location, making it look more realistic than throwing a cubemap onto the window
Would it be performance heavy if I added like 30 cameras to a scene, but only ever use 6 at a time?
Would rendering 6 cameras to a screen (not the same mesh/texture, so no problems there) at a time be performance heavy?
@proper lion if you give them the link to the world id on the website they can launch into the world whenever they want even if it's private
@red fable even if it goes into the same render texture that's still gonna be all the cameras rendering stuff at the same time adding all the drawcalls they have happening to what needs to be rendered
So I guess I should just stick to a pre-rendered cubemap and cubemap shader then
Yes having 6 cameras for just windows sounds like a horrible idea performance wise
i'm using SilVR water rig v3.4 and have never had issues with it, but for some reason now the SilVR tab isn't showing in unity so i can do the autoconfig
anyone have any experience with this?
nevermind, i noticed VRCSDK was giving itself errors in the console so it wasn't compiling
Hello, how do I make everything black? (I meant the background of the whole world)
what layer should I put a Canvas on to allow Raytracing to hit it (i.e. to allow interaction with it) but not have it collide with Pickups?
right now my Pickups are able to collide with the canvas and I'd rather not have that happen
For people who don't want to spend hours writing the shader for a rainy window, I wrote it and here's the download for it !
Hey guys, I have a question about the hinge joint and rigid body. Those are doors out by those clouds. Those doors are meant to be attached to an airship. However! The airship has left it's doors behind. Is this because of rigidbody or am I missing a step here?
I'm thinking whether I can fake the outside scenery of a window (as viewed from the inside) by using some cameras attached to the in-game outside window location, making it look more realistic than throwing a cubemap onto the window
@red fable I've seen video on how they made the Spiderman game on ps4 and they made a window shader that faked the 3d interior.
They made like 5 of them, that's why every window shows one of 5 interiors
That's exactly what I was referring to in fact 😄
Only I'm reversing mine to get on "outside" look from the inside
Ah, I didn't know much much about it. I wouldn't even know how to make a shader like that
Actually, one is already made, so that's 100x easier 😉
And the Youtube video for setting it up
https://lmhpoly.com/how-to-generate-the-environment-cubemap-in-unity/
A text tutorial on the first part on generating the cubemap (in case the video isn't clear?)
how do you change the seat height in the vrc station?
Make an empty seat position object and bind it to the seat location property, then move it up or down
Thanks for the link
@proper lion You're welcome 😉 I figured you might want it so you could use it in your projects
Not sure what the property is called @odd rock
@proper lion You're welcome 😉 I figured you might want it so you could use it in your projects
@red fable absolutely. I just avoided shaders altogether in the past. Might be a good opportunity
facepalm
You're welcome @odd rock 
I've learned that shaders are surprisingly powerful to do things you need. For example, I made one crystal glow (and oscillate the glow), and another crystal change through rainbow colors
Like this. In the end, it was pretty simple once you know how to do it
Looks super cool. At some point I'll be looking into them
that looks awesome! (and I love the music)
wow that's super nice
I actually used to write a ton of shaders in college for some classes I took; I think I might have an idea of how that's done
guessing shaders get absolute world time passed into them, and you can base the hue off of that and the normal-camera azimuth?
ah, interesting
Just set an emission / glow. Give it a rainbow texture. Then set the tiling super small so it'll only see one color at a time. Up the emission. Use center out emission to make it flow
I'm not sure if my head can take it Indominale, right now I am working through how my world keeps crashing... it's not incredibly detailed.. everything is baked, occlusion is working...
In mine, I set the tiling so it would see a little more than one color at a time. That's how I get it to meld different colors. But if you make it smaller, you can make it purely one shade changing at a time
If you want to do something interesting, you can download different kinds of rainbow images online too
When you enable a gameobject's parent, does it also receive an onEnable trigger, even if it was already enabled as a child?
@reef sparrow https://stackoverflow.com/questions/50968256/unity-parents-setactive-influences-child
tl;dr: yes, it will trigger
@proper lion thank you very much
Is there a tutorial somewhere on how to make a vehicle?
anyone know why i am getting these errors periodically? if i delete VRSDK and reimport they go away but come back later on
