#world-development
39 messages · Page 44 of 1
Ok I'll try that
Also, Unity discord may be able to help you better than here
Considering it's their package
ye I guees
hmm I re-imported it into a blank project, and it seems like it doesn't even have a "material" tab.. weird..
Man, sounds like a real bug
Does VRChat support native Unity terrain objects? Or does it have to be exported as a mesh first?
Uhhh am I the only one that doesn't have a VRC_Trigger available?
Unless I'm following a really outdated tutorial
is the tutorial for the right version of the SDK?
I just found out, apparently not
How would I go able making a holdable mirror on a toggle system? is there a step by step / a recommended video?
Is the prefab video player still the best way to play world music?
hey uh ive been making a world (a simple house) and it was working fine yesterday....and then i decided to test it again and i cant see the house at all. im just falling through the void. anyone know anything about that?
Is there a way to export terrain data from a newer version of Unity to an older version?
hey uh ive been making a world (a simple house) and it was working fine yesterday....and then i decided to test it again and i cant see the house at all. im just falling through the void. anyone know anything about that?
@steel hatch probably need to add a mesh collider
yea i added that to all the things
How about the floor
yea
How about your spawn location? It's above the floor?
yea (i checked it a bunch of times and repositioned it in lots of different places)
Can you send a picture of the settings of your object? VRCWorld, the floor, and the house
the house is a bunch of different objects
but they all have mesh colliders/renderers
Hmm, not seeing anything overtly wrong..
i can see everything in scene and game mode, but when i actually play it in VRChat, its all just a void
Invisible?
theres nothing im walking on, im just falling and respawning
If you are using a cube there is no reason to have mesh collider. Set it to "Convex" or add a box collider instead. Try setting your spawn point just a little above the floor. Maybe you are spawning inside the floor so you fall through.
Question on my first world building attempt. I'm currently stuck on step 3 "Descriptor settings" or step 4 "Setting up the Scene" using https://docs.vrchat.com/docs/creating-your-first-world as step 3, I don't see these in the inspection panel. (Reference Camera, Respawn Height -Y, Update Time in MS) & step 4, I don't see any of those options either.
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you nee...
These prefab is an old fbx I started to learn to build a VR game in Altspace years ago.
When I build it locally, I can only rotate my camera up & down and no movement.
Update Time in MS was removed from the SDK a while back so you can ignore that one
The layers can be set up by going to the Builder tab in the VRChat SDK panel, where it should give you an option to set up the default layers
I don't see layers in VRChat builder either.
I'm trying to publish it only to see if navigation is local issue.
I uploaded it into a private world onVRChat and only up.down camera rotation as well.
You have your respawn height set to 0.1 meaning the game is constantly respawning you stopping you from moving properly
Oh, I thought that was above 0 reference. I set it to .1 to spawn above to prevent spawning below the floor... I'll change that to 2 and see if I fall abit and move.
If you set it two it will be even more above the where you are standing causing the issue again it needs to be below the world so negative value depending on how deep your world is
A negative Y for spawn won't make me fall? Ok, trying -2.
What I mean is the respawn height y value in your scene descriptor.
@grizzled violet Just to clarify "respawn height" is not the height the object is respawned at, but the height below which an object is forced to respawn if below
Ok, thanks for the help. However, respawn height wasn't the issue as much as I missed an instruction in Step 1, "Place the VRCWorld prefab in the scene". After doing that and deleting the VRC_SceneDescriptor & spawn point I created, everything worked. Now that I have a working idea, I'll going to make a blank world template (with a instruction text file) so I don't have to go through all that.
For some reason when i load my world it will load and then send me straight back to the vrchat home
please help this is my first time making a world and it's immediately broken and since it's already uploaded i don't know how to fix it
im having a little trouble in my work creating a volume slider, everything is setup and working with the volume slider, but it only works when the menu is open in VRC, is there an option to disable that and make it interactable without the menu being open?
fixed it, had to set layer to default instead of UI
Is Ambient Occlusion in Post Processing expensive?
Don't use AO in post processing, it sucks really hard in VR
a reflection probe
having your typical "world works when going through build and test but fails entirely when trying to upload as public world" issues, can i get any help?
you can report worlds but only after you reach a certain rank iirc lol
if i recall correctly @bold ibex there should be a report world button in your quick menu or in the world's details page (or whatever it's called)
Can also do #moderation-reports if it's tos breaking stuff
that is also true
i think it very serious instead just hitting a report button...
someone forced teleport me to the other world (dark world) can't do anything besides restarting the VRchat
that sounds more like a modified client problem
Send in a #moderation-reports with your output log included like instructed and description of what happened
will do thank you #1 XD
yea if you see the name of "SICK KITTY'S AVATAR WORLD" DON'T JOIN just a heads up
How does the Randomize feature work for trigger actions? What do the sliders and checkboxes for each action mean?
checkbox randomize enabled
slider = % chance of happening
I added a water plane (actually, it's a cube), but for some reason it's invisible, except at the very edge (if you put the camera at the intersection, you can barely see it)
Any ideas why it's invisible everywhere else?
I made a separate project to do the terrain. The water looks perfectly fine in there, not invisible. But after importing, it doesn't look right
My test water object does the same thing
Hi. I'm making my first world at the moment. I've added two planes and now everytime I try to build and test, I get stuck in a loading loop for loading the world. How do I fix this?
@latent cape Servers are down right now, just bad timing.
@latent cape Servers are down right now, just bad timing.
@hearty tartan Are they? Seriously?
Yup. Check #vrchat-general-1 , everyone’s freaking tf out
I was sleeping actually and the sound of the menu over and over again woke me up
lol yea
What horrible timing >_< I was just getting started on my world and wanted to see if I made my plane too big...
Yeah, I was testing just now and I couldn't even test my world
Damn, that’s really bad timing
AHAHA oh god I’m saving this
;_; I'm just upset that it happened JUST as I was editing a world.
Sweet. Now i know that my plane is too big.
Anybody know how to do water ? I tried it, but it seems the shader only shows up in deferred rendering. So I changed my camera to deferred, but it still refuses to show up in VRChat. The craziest thing is, this is a water shader that was made FOR vrchat
is it silent's ||(spelling?)|| water shader? I remember this one working really well so unless an update broke it I'd recommend that one...
Your scene has a directional light right?
Yeah
Oh if it's supposed to distort underwater stuff then it's normal (i guess?)
I think something is wrong with my project settings
I don't see the preview for silent's either
cause to distort what's under the water you need to render it first so 2 renders, that's why it needs deferred rendering
uh?
ok well that's probably something with your projects settings
Yeah, I can't figure out what it could be...
Switching the camera to deferred rendering makes it show, but when I build it , it wont' show in-game
Right here
Just changing the camera to deferred won't change vrchat from running in forward rendering
(you can see the water because I changed it to deferred, but the problem is still here)
The thing is, this is a shader meant for VRChat, so I shouldn't have to change the rendering setting
Surely the shader supports whatever rendering mode VRChat works
I've tested red_sims water without any problems
Can't really spot any problems from just those pictures
Yeah. There should be nothing wrong with the shaders, so, I really can't figure out what setting could cause this
Do you have a reflection probe setup?
Silent's water atleast needs a reflection probe to work properly
Even then, it shows up perfectly fine in deferred. So it seems to be another issue.
I mean deferred vs forward works completely differently on how things render out
I would just start by setting the camera back to forward to be in line with vrchat and adding a baked reflection probe
I'm about to sleep though so I don't have more time to debug, hope you figure what exactly is causing it not to work
Thanks for trying 🙂
It didn't show up in the same way even in a new project, not until it was deferred. So I'm really curious what's going on
hey, i want to trigger between two animation states for the same object using a button.
i have an 'off' and two other animation states.
i have set up a vrc_trigger to trigger the animation transitions.
this doesnt seem to work.
these animations all work if i set them to the default state but not when i use the button
have i missed something important? the trigger activates the transition to 'spiderweb'
Did you set up the parameters?
ah havent touched any parameters. you mean for the animation state?
yeah rexx is right
it told you in the panel: https://i.gyazo.com/db03f0a500c2d2b4f8bdf09f215486ea.png
ive set one up and testing, thank you
@red fable two major things
Yes you do need reflection probes to make the water look good
And you also need a depth buffer for the water to appear in forward
Hmm. I have the depth buffer setup ..
Deferred is not the camera rendering mode supported by Vrchat
It must not be set up properly..
Make sure the buffer is .001 intensity
Hard shadows
Low quality
Ignore raycasts layers only
Also on the surface water
Click on the object
Look in the inspector and disable dynamic occluding in the mesh renderer
Sometimes it bugs out the view
Thanks for the detailed description. I'll test this out right away 🙂
No worries
Also sometimes weird things can happen when entering play mode with static batching on
Does it matter where the z-buffer is placed?
No
It’s a directional light meant to only make the water appear with the depth buffer
I'm following a relatively old/previous SDK tutorial. I'm looking for VRC_Trigger in SDK3? Just trying to have a mirror button that turns On and Off.
So what do I do? ._.
Head over to the #657394610913411084 channel
There's a VRC example Udon script you can use
Check in the examples folder
But you will have to ultimately learn Udon
Fuck.
Or you can use SDK2
Will I have to replace anything? So far I only have VRCWorld and Spawn.
Just delete your SDK/meta files off your scene and reimport SDK2
Spawn and scene descriptor are relatively easy to replace so you’ll be good
Just worried about if the SDK will become outdated once Udon is fully implemented.
No you’ll be good
It is fully implemented
There are just two different systems now
Okay. All good, then! 🙂
🤘
I just want to note that the docs say you should use SDK3 if you're making a new world
I am making a new world ._.
SDK2 if you are maintaining a world or creating avatars
Since SDK3 doesn't support avatars yet, you have to use SDK2 for that
Should I still keep using SDK2? Will that become outdated once Udon is fully implemented?
Based off what the docs say, I can surmise it probably will (maybe they'll even stop new uploads?), but SDK2 will probably continue being supported for a a bit since there are so many SDK2 worlds
Alright. I guess for now I'll use SDK2.
You don’t need to upgrade to SDK3 if you don’t want to
The push for udon is for C# scripting and people who are capable of utilizing that workflow that peel back layers before trigger systems
This is probably what you want to see
So, it'll still get security and maintenance patches
The suggestion for SDK3 is mainly to improve overall content creation and up the scaling for more innovative worlds
Ah. Well I ain't doing anything too innovative, really. Just a basic world.
Yeah you’re fine with SDK2
An udon requirement conversion from SDK2 worlds all around vrchat would undoubtedly cause many people to quit and be angry
True that, it would break many worlds and be a headache.
So I expect it to stay supported, at least with maintenance
Udon is an extremely powerful system but isn’t a requirement for basic world building.
However if you’d like to learn more about it definitely check out the #657394610913411084 channel and watch some tutorials by Vowgan or other notable creators
Hm. This VRC_Trigger script in the video I'm using has different buttons to the VRC_Trigger I'm looking at.
Definitely. Actually, somebody is hosting a Youtube class this Wednesday
All about beginners and Udon
If you're interested, check it out
Because I'm trying to have the VRC_trigger as a button that "On Interact" turns on the mirror or turns the mirror off...
For a basic mirror toggle create a gameobject with any sort of collider and add an on interact function
Is that through Add Component?
Just .001
For a basic mirror toggle create a gameobject with any sort of collider and add an on interact function
@open thicket I've put in a VRC_Trigger but there's no way I can set it to "On Interact" there's nothing that lets me change that.
Screenshot
You add the vrc_teigger and under it should be something you can use to change it to oninteract function
@red fable you’ve set your intensity to .0001
@latent cape send a picture of what your vrc trigger looks like
Just .001
My bad, I changed it to this just now and rebaked, but still same thing -_-
You might have some things with SDK3 still
yeah something broke. Did you close unity, delete the SDK, udon, and meta files, and then relaunch unity?
you need to follow that process for a clean install
So make sure you completely delete all files associated with SDK or Vrchat
@red fable have you set reflection probes properly
Make sure that the probe touches the water
anything to do with vrchat, vrcsdk, and udon
Only SDK and your udon files
VRCSDK Meta files too
A good trick is to go to the search bar and search up SDK or VRC
Sometimes there are some files that hide in weird folders
I deleted the ones there that had VRC or SDK in them.
Make sure the meta files too
Nope still didn't work probably didn't delete enough
that was quick, did you close unity before deleting?
Yes
@red fable @ornate turret thanks, my animations are working now. appreciate the help
and you reimported vrcsdk2?
Yes
have you set reflection probes properly
I have the reflection probe registered with the water surface yes
usually it takes a couple minutes to import
Muzz, good to see its working, I just echoed what Rexx advised 😛
I know, it still didn't work.
do you have any errors in your console? Clear it and see if anything red still sticks around
But this was all in the Assets folder. I'm guessing there's more?
@red fable PM me screenshots of your water
Inspector
Lighting tab
And possibly occlusion
@latent cape if you haven’t started your world yet really you can just start a new project with no other VRC data
...
I have stuff built.
Well, foundations, really.
Is there a way I can copy those 3D Objects over?
if you right click the scene and export package, you can then just import that package into a new project
Just unclick VRC folder in the export options
when exporting, you can deselect vrcsdk
Okay.
When I export, it just has the scenes so I guess that should be fine.
Yup! Got it! Thanks gents!
Happy building
Please, can anyone tell me how to make players take on custom animations in a station?
@reef sparrow there’s an option in the station where you can put a custom override animator
And then open your animator and import a humanoid animation into the pose
Got the first floor of my little house all built up.
ive done it bois
watches the flames emitting from my laptop from afar
im actually genuinely curious how well i could run it
bout 14 fps, even less so with the mirror on, color me impressed
well im reuploading... turns out I had "optimized mesh" turned on on the .fbx import. so lets see what happens.
oh dear
Why have I seen your name before, Pikapetey?
hes a youtube animator
yeah its cool to see guys like him play stuff like this, i guess a bit of knowledge here and there transfers over
Anyways, I’m not at my pc right now but I’m worried my world is gonna be a bit... cubic. Not a lot of spherical objects. Considering it’s just a house.
awkard moment where you spent 4 hours working on somthing and forget to add the two most imporant thing to project for it to work 😭
Still no Parasite Eve world, dang.
that sdk version date though 
and the unity version aswell, you seriously need to update your stuff my dude
Haha Iv not done this stuff in years slow getting back into vr and world stuff
I get a glorious 30fps very cool, im interested to see how high other people can get their frames.
44fps with GTX 1060 6gb desktop mode. Thought it would be lower
So my world isnt ulpading(updating) for some reason. The image is updated, The builder says it's been successfuly updated and all. But when i load it up, the world is an old version, only with an updated world image. Any ideas?
well now it just crashes everytime i try to load in
trying to update my unity but it says need Unity 2018.4.20f1. but I can only find Unity 2018.4.23f1. LTS on the Hub thing?
thanks
Hello there folks. Just got in to World Building in VR. Exciting stuff! Hope to begin releasing something soon. Here's an image of my first creation, a small cabin in the woods. Going to continue working on it through the week.
does anyone know about reference cameras how to use them and how they work ?
Is there a tutorial for how to make a waterfall / moving water?
@red fable that's usually just a scrolling texture
that plus good UVs
UVs set up properly on a mesh shaped like a waterfall
then a water shader should work
a tree like this with good UV's ensure the water shader wraps around it perfectly
then you set the water to scroll down a certain axis
Anyone know of any underwater shaders?
@reef sparrow there’s an option in the station where you can put a custom override animator
@open thicket Thanks for answering my question! How do I get a humanoid animation? Or can I make one in the editor?
You can get many of them in mixamo
@reef sparrow
@red fable red sims is currently of my favorite underwater shaders to use
Yo. So staircases; guessing it's just 3d objects in a stair-like fashion that aren't too tall? Has anyone made prefabs for staircases or something? Just curious.
Besides that you can also fake it with post processing volumes affecting DOF slightly and bluish tinge
But I like red sims option because you don’t have to do any weird stuff when it comes to lightbaking
@latent cape very easy to create through blender but there are many assets you can find in the unity store or 3D asset libraries online like sketchfab and Free3D
Just find them in the right format; FBX
Fair enough. I just want to be able to texture them to something I like too.
I haven't really done any sort of map making besides Hammer SDK years ago
How tall does a 3d cube need to be to allow someone to walk up it without jumping?
is there any way to make an object that will only collide with players?
nvm i think i think i found a workaround
How would I go about making windows?
depending on whether you will see both sides you can just use a cube or a plane and assign a partially transparent texture to it
Ah. Alright.
Well, I've shrunk my house and added a second floor with a staircase. I wish it was easier to make things symmetrical. Got a feeling I'm gonna have a few "not exactly perfect" moments =/
blender would certainly help in making things symmetrical but i usually just try to make everything in unity nice numbers that i can add, subtract and mirror easily. like just duplicating a wall and setting its x position to be negative of the other
I'll probably have to go back through and fix everything so it's all symmetrical >_< But for today, I think I've done enough.
yeah take your time, nothing worse than chuggin through a world too fast and getting burnt out on it
i wanted to ask, is there a point where its better to merge objects in a world than to just leave them unmerged if there are alot of them
It all depends on your occlusion
You want to merge everything that would get occluded at the same time
everything that can be batched/instanced shouldn't be merged either
ok
just trying to import a map where basically every piece of wall is a seperate object and thought that it might be a problem if i didnt merge them
has anyone seen this issue and know how to fix it? https://gyazo.com/f6e0abbebbf8709bf2ecf5b245b296d6
turn off future proofing maybe
also if you're migrating worlds
make sure you've updated the editor player project settings scripting runtime .NET 4.x Equivalent
thats an error i receive when migrating old worlds and forgetting to change the runtime scripting
First and foremost look into your editor for runtime errors
@sterile urchin
console tab shows the bold red errors that you should be looking at causing errors
slowly doing these steps now to get it to work ill let you know as well if i got it working
Arug! just when I was think am making progress this popped up 😦 https://gyazo.com/f5ae82d05727a4170ddf2e54c9753695
is there a way to have a 'mic' in one room, play in another room?
for example, have a player talk in room A and people can hear him in room B through a speaker
That would require some kind of mic API access, which doesn't exist yet
Hey guys, does anyone know to fix the problem with unity UI overlapping other materials? I already tried to apply on the background material the same render queue as the unity UI default material, but it does not work.
[SDK2 question] How do I keep a door in its place, rotating around its own axis while the door knob is being held to open/close it? (door center is already set up)
Hey guys, if you design a world for both PC and Quest and the quest version turns out to be glitchy, how do we remove just the quest version?
You'd need to email support or take the world down and only reupload the PC version
Thanks @near escarp. I might as well just delete and reupload
does anyone know how to recreate something like this?
like where i can start off at ?
maybe a parallax
Would anybody know about this? I already have a scene descriptor assigned to VRCWorld, and I've checked all of my game objects to make sure none of them mistakenly had the script. I've tried deleting VRCWorld and putting it back where it was, and reimporting the VRSDK3. Nothings worked so far and im completely lost
Could try searching for "t:VRC_SceneDescriptor" in hierarchy
I did try that as well, the only object in the hierarchy list that has the script is VRCWorld
🤔
yahhh idk im completely lost
https://github.com/oneVR/VRWorldToolkit/releases
Wanna try my editor tools to see what it thinks of the scene
My world is already done, uploaded and published, I was just updating it and went to push the update, then this happened
sure I'll give your toolkit a shot
Just open up the world debugger from the menu and see what shows up
Which version of unity is it designed for?
The current one unity is using aka 2018
hmm, I've imported it but the toolbar icon is nonexistent, I'll try a reload real quick
actually, I've got an error
Can you show it?
Oh I wonder in that case your scripting defines might be messed up
and for context, this is the first world I've ever made
Go to your project settings and show me what is in this field
And you are using sdk2 right now?
No, I just noticed that the script define is set to sdk2 while im using sdk3
Yeah just remove the sdk2 from there if you are on 3
seems like something got jumbled up, I have 2 projects: 1 using sdk2 for avatars and 1 using sdk3 for worlds
Most likely that should only end up there if you imported sdk2 and sdk3 at different points
hmm
Im noticing in my assets there is Udon, which is vrsdk3
but also VRSDK
is that the default asset folder name for vrsdk2?
VRCSDK folder is for both
ah
The scripting defines just handle which part of code is loaded
So you removed the part from your scripting defines that had "VRC_SDK_VRCSDK2" in it right?
And made sure to press enter to save the changes
It should afterwards recompile stuff and get rid of the errors
It keeps automatically getting added back...?
I've had the field sometimes not save properly but it's also possible you managed to import both sdks on top of each other 🤔
I don't think that would add it back because it can't really do that with errors present though
I dont think I have, I have both sdks in separate projects entirely
If you don't mind screen sharing that would prob faster to resolve the issues with
yeah I don't mind
@simple arrow look into skyboxes
I'm gonna make it a parallax
skybox wouldn't really make it as good as i want it to be
Don't know what you mean by parallax but technically just stacking planes with different layers and at different distances from the player should do the trick
What's up folks. I'm new to the VRChat commuity. But I've been around for a while. I created the Northern Springs Mod for Fallout 4.
I've been working on my first VRChat project since last week.
I want to ask: how do I get the ability to upload my VRChat World? Can someone help me with this?
Here's the progress so far. It's just a small cabin in the woods. But hopefully a start, to more in the near future.
?upload @jovial arch But in case of worlds you would need User rank, the one above New User in order to publish your world to Community Labs.
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
Oh, should be no prob, been spending many hours on it daily. Met a few people on there too. I'll give it a try tonight.
how do I make mirrors not start as on?
select the mirror - in the inspector uncheck the box next to it's name.
thanks. Been a while since I've used unity
yw
I want to find out how to add that video player input panel myself. I can't seem to find it.
I got Youtube working, but no video panel, just the videos.
how can I insert a waiting time after an OnInteract trigger so a button cant be spammed? [SDK 2]
You could make an animation for the trigger collider to only be on after an allotted time given the presses @frigid estuary
Animation trigger
ah thats a good idea @open thicket , thank you!
hey guys hows it going
any links or examples to adding markers that draw in 3d to my world?
crayons or whatever they are called
I can’t find the world I uploaded earlier today. I have the right version of Unity, but I don’t seem to have a “mine” tab in worlds?
Likely your build is failing
Go to your temp cache, delete the DefaultCompany folder (that's where the build cached world is), then build again. Likely it will load into the default VRChat room (because it didn't find your world now)
If that happens, you will know your build is failing, if not, your build isn't failing
If that's the case, it's because you either have:
- An error which is causing the build to fail.
- Scripts which are messing with VRChat
if 2, then find what script is conflicting and remove it from the project.
if 1, find out what's causing the error and fix it
Does anyone know what this error is?
ty
@open thicket what keyword should i be looking for here?
thanks
Is there a way to have a bunch of words randomized into different orders? like example Dog, Cat, Mouse and once i click the button it randomises it to Cat, Mouse, Dog
I saw someone here say something about merging objects? How would I go about doing that? Once I get everything realligned, of course.
Which is difficult considering all the numbers are... weirdly different?
Can someone help me im Trying to make a MMD Dance world and i have Trouble setting up the sit event eather the viwe point is way out of location or the arms and head are still as VR trackd. Please i need help
hey, where do you guys take your world prefabs from? cuz in unity there are only limited free stuff
Blender has infinite possibilities 🙏
prefabs from blender?
Depends on what you mean really the prefab term is so bastardized I just assume anyone who asks that is asking for models
https://vrcprefabs.com/browse
Has a bunch of different types of prefabs though
i mean like objects
So you want 3d models? 🤔
yeah, like doors, tables that kind of stuff
I mean the best thing to do is to learn blender and you can make anything you want for free and use without copyright problems
Otherwise you can google for those things
hmm, ok thank you very much ^^
How long does it take a world to appear once uploaded? It’s been almost 24 hours and my world hasn’t appeared nor has a Mine tab. My unity is the right version.
it always seems to be pretty quick for me
@gloomy mesa if its the right version and all that then it comes in a instand
Damn. I wonder what’s happening then. When I go to download, unity, it’s the same version.
I'm just getting started with vrchat and exploring features (my Unity chops are intermediate). I'm really interested in livestreaming performances into a world; I see that this is done with VRC_syncvideostream and VRC_videoscreen.
Here's the question- is it possible to add a greenscreen to the video feed so that the human performer on the screen appears embeded in the vr world?
Linked is an example of the type of effect I'm interested in. https://www.youtube.com/watch?v=gR1EZCKJAFk
This is the alpha, alpha, super alpha version of the House of Sacred Noise. The plan is for it to grow into a larger environment and eventually audience members will be able to explore the complex with an avatar while enjoying performances.
[[Please note, I put together th...
@hearty hamlet you basically need a greenscreen-ish shader then?
I had done something like it in shadergraph but you'd need to adapt it for the default render pipeline
(linking relevant twitter post on how I did it, hope it's alright : https://twitter.com/Rells_Parker/status/1224438232743440386?s=20 )
Finally happy with my video integration ""pipeline"". I know it's probably not the best way but this is where I'm at ...
#madewithunity
(Forgot to say that you need the video to play to a render texture first and use it as the texture, but otherwise here's how I did it: ) ...
You just need to have the video slightly darker than the background and it should work properly
That works for a basic rendertexture tho, you may have to tweak it to work with the VRC_syncvideostream and VRC_videoscreen components (haven't touched those yet)
@bleak moat Thanks that's helpful. There are tools in Unity for this, that's how I did the video I linked. But that was a long time ago and I don't remember it too well.
Progress. Because I can.
Anyone know where i can get q city skyline sky box? Someone told me google maps but im not sure on how and if anyone knows where else i can get them
As an example, lets say I want to make a little house in unity.. I've figured out there's a Snap feature for moving objects (like pressing down V and hovering over one of the vertices, and then dragging it and that'll snap to another vertex..).. Is there a way to do something like this with sizing an object? Like have the size snap to a the next objects face or something?
hey times a question in the round someone of you knows a free or cheap asset pack with standard textures ?
@green salmon what do you mean standard textures?
There's a lot of PBR textures on cgbookcase.com, and textures.com has some nice stuff too
Yes, I mean thank you for the answer
😀
how can i make world private without deleting it?
I could really use some help on hinges.
I am having an issue where 2 hinges are connected to 1 item and it is favoring 1 over the other, but it's favoring the wrong one
Hello, can I know how to create an npc in the vrc world?
I have been searching for a long time and have not found the relevant tutorial.
@zealous lion Just add one. Use the VRC Interact script as a reference if you want to add dialogue or something. It's going to require you to do some coding yourself.
Think more along the lines of how you make an NPC in a game than VRChat and you might have better luck finding tutorials
Hi there peeps :)
I am wondering if anyone knows how to have the OnExitTrigger cancel if player enters the box collider shortly after another player leaves it?
For context, I have an object set to when a player enters the collider an animation triggers for a platform to move to the player, then when they leave the collider it moves back.
The main issue I am coming across is when a player leaves the collider the platform stays for about 2 seconds then triggers the return animation, but when another player enters the collider before the 2 seconds is over and another player already exit the collider the return animation still is triggered.
If anyone could give me a tip that would be greatly appreciated, I am mostly learning unity and the SDK on the fly as I am primarily an artist 😛
My world auto sent me back to my home after loading, anyway I can check what went wrong?
Output logs at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat
Can happen in case you have your spawn points set incorrectly or having multiple pipeline managers in your scene messing up the build
I have a very strangely behaving trigger. For some reason it works just fine for the instigator (the master) but on anyone else only the AnimationTrigger part works. The SetParticlePlaying and AudioTrigger actions do not work at all for anyone but the instigator, despite all being part of the same trigger. Anyone ever encountered this before?
The objects being triggered are not effected by any other triggers or animations, they are on by default not tampered with by anything else.
It's worth noting that I've tried switching it to AlwaysUnbuffered in case MasterUnbuffered was broken, but the results are the same.
How would one go about reflecting the global skybox onto water?
You can bake a reflection probe
If it's only for the actual skybox it should work, but other stuff might look weird if you move away from where the reflection probe is
I have a dynamic moving sky, but for some reason the reflection probe I've put on it isn't reflecting
The probe is set to realtime
My camera has clear flags skybox too
The reflective surface needs to be in range of the probe too
does the probe touch the water?
Yes it is
weird
The water reflections are enabled in the shader
Smoothness at 80%
I would think it should be reflecting by now
have you tried to increase the light probe importance?
I'm thinking I need to use a different shader variant
Perhaps this specific variant wasn't meant for that purpose
Hmm, still not quite right lol
Have you checked ingame?
Anyone able to help with this weird bug I'm hitting in Unity?
I've set the target object, but when I go into Play mode, or test/build the map, the target changes, and I've no idea why.
https://gyazo.com/1e53dc29eae8981a8d15be87a48d14f0
Hard to tell without code snippet. It seems like the target is settable from the outside.
Maybe you have a comparison check somewhere and wrote "=" instead of "==" somewhere?
I've no idea, it's never done this before and works just fine in my other project.
Standard Assets still work in VRC, so that's all that script is.
Btw, how can you use regular C# scripts with the VRC SDK? I have to use U# and udon is very crippling in function coverage
You have "Auto Target PLayer" enabled. Perhaps the "Car" is considered the player?
It is in fact so, I unchecked it and it's no longer resetting the target.
Annoying, since I wanted the turret to target the player, but I might just have to use the PlayerHandle system instead >_>
I pulled this asset over from another project and it didn't do that, so that's weird. Didn't think anything about it.
There may be more than one player anyway~ and in the case of turrets, if the projectile moves over time, you have to aim ahead anyway
It doesn't really matter if there was more than one player, as it's going to be local anyway, and there is only going to be 1 person in the room where this little doodad is going to be contained.
I feel a bit silly, but thank you ^^
Best of luck with your project~ 🙂
best not to use the auto target player part of that script anyway since it isn't guaranteed that it will target the local player, it can target any player in the world
if you need do to more flexibility than the playertracking ui canvas system will allow you can always use autocam in conjunction with it
just put the target under the playertracking object
Can happen in case you have your spawn points set incorrectly or having multiple pipeline managers in your scene messing up the build
@1.#0001 Thank you
Update on my cabin project.
Created that fence this morning. Going to make a ranch in there.
Could add some dirt paths and wear to the ground to imply animals stomp around in there.
Probably will. Might add a barn later.
Did you rip the model from someone else? Just detach the pipeline manager.
It’ll automatically generate a new one for the account your using when you upload, I believe.
so is there anyone here who can tell me how to make doors move open when i get close to them?
@past wave https://www.youtube.com/watch?v=A70dtbfZeK0
First actual tutorial on VRChat triggers. Goes over creating an object to act as a door, animating the object, adding triggers to make the object open on player enter area, and close on player leaving area.
In the next tutorial, I will go over how to make a lockable door and ...
not sure what caused this to pop up when i do a local test of my world. the only things i've done today on it are add in some trees and bushes and put a jump mod on the vrcworld object.
Is it possible to make a self-contained world that has views of different cities? For example, you go into one room and the windows show outside that it's NYC, and then go into another room and the outside is Tokyo, etc?
You could use a reflection probe to capture an image of a city model from the windows point of view, then use a shader to apply it to the window
https://www.youtube.com/watch?v=MLqi5b26DDA
See this for how to do it
While this is about a fake interior, there's no reason why you couldn't do it for a fake exterior
Bonus: Since it's only an image, you don't need to load any actual city model into your map, so you can save some FPS
@wanton mural
ok so apperently that error was caused by the trees somehow
@red fable Oh nice, thanks!
Anyone know anything about scripting and switching skyboxes with two local buttons (to switch from night and day)?
Or am I going to have to continue waiting in #world-lighting for a response? I've been waiting for almost a month to get the help I need.
I keep being told to put a script in a GameObject (yet the script to do it keeps changing). But do I put both Directional Lights inside of it?
@tidal marsh You need a script with 2 gameobjects (your lights) that switches on/off from one to the other.
HOWEVER this means using realtime lights which can and will be performance intensive. You should rather just make 2 maps.
Well the lighting doesn't use shadows
It uses Baked Indirect lighting.
And what do you mean by "make 2 maps"?
Where should I go to check the World Commission?
In sdk3, switching skyboxes is super super easy
has there been an established new working videoplayer since the update? if yes, where can i find it?
Did they disable it on sdk2? Or do you mean sdk3?
Where can I leave the World Commission?
are the other Fog modes (like exponent^2 or linear) disabled in VRC?
@bleak moat, could I get some help please?
Doesn't matter, you can still upload
but won t let me click on the upload screen
Something else is the issue then
You need to unpause the window
Is that after you "unpaused"? It looks like you hit the play button on accident
yeah
Did you click the middle button? Not the play button?
and when i it from when it was done building and said something was wrong
it was on the play when i tried published it nd i got that error

sigh
Something must've gotten messed up in your project
Every time I try to adjust the side handles on this Text Mesh Pro object, the square scales up to be super wide, instantly. If I try to move the top and bottom handles it works fine. Any ideas what's going on?
Click the rectangle tool
I should also mention that adjusting the handles doesn't affect the Height parameter on the right, but adjusting the Height parameter changes the location of the handles. Why is that?
Okay I did that... But I seem to have messed something up because the rectangle that appears does not match up with the yellow rectangle:
Also, what is the rect tool, and why I am I using that and not the handles on the yellow rect, and why are there handles on the yellow rect if I'm not supposed to use them? What are they for?
One other issue...
The text is rendering through the floor. Surely there's a way for it to be blocked by world geometry?
Using the TextMesh Pro/mobile/distance field (surface) shader seems to do the job, though at the cost of the text no longer being fullbright, but instead lit by the world lighting. Which I suppose is okay in many cases, but having unlit text that doesn't render through the floor would still be desirable.
Is there a way to toggle unity’s fog?
new here, does emissive lighting count for #world-lighting ?
im not sure if i should ask for help here or there
@spare field either is fine
okay thanks
im really new to unity, and ive been playing around but i can't seem to get emissive light to show up on black material
I have no idea why, but when i upload my world. It doesn't work. I got in it fine earlier, but now it loads 2 times and kicks me back to home. If it does end up loading, it'll put me in my old upload where the changes i made aren't there. I have no clue how to fix it and tried searching everywhere.
an asset is probably bugging your unity
if you imported something recently, try removing it and see if it works
i had a similar problem too
Alrighty, i'll try that.
@carmine rune Hello! I just wanna say that your jet world is amazing and fun. I couldn't stop myself from going into your world at least once whenever I hop into VRC. Now I'm not an aircraft enthusiast nor am I an expert, but I do love jets ever since I was a kid simply because they're cool and majestic. Couple years back in the good old days of VRC I always thought it would be cool to fly jets especially in VRC and it looks like my dream came true. I was really hyped when I came across your world and it's also thanks to Sacchan. I love flying through the gorge and the cool HUD with the 1.16 update and I will always be looking forward to your future updates. It would be nice if there were clouds to fly above and I'm not sure if you do plan to add in different aircrafts but if you do, I would be really excited to fly them. Of course, these are just my personal opinions so no need to feel the rush or pressure. Do take your time and do whatever you plan to do, it is your world after all! Have a really nice day! :D
wholesome
Do you see the blue circle
Click that to resize it
@neat badger
If the yellow border doesn't match, drag it to make them even
In the future, don't resize it any other way except with the two tools on the right I had you use
Otherwise you'll encounter issues like what you just did
The proper way is with those tools on the right
how do i get the file size of my world down? the one im working on now is around 250gb and im not sure why, its a very small world compared to others.
textures
wait 250gb? That's gigantic wtf
maybe he means mb?
250gb lol. That's like 2 GTAs
three GTA's
yeah mb, sorry im a bit tired
Compress textures. That usually turns out to be the main culprit.
highlight your textures in your assets, go to inspection and you can compress them
Also I recall hearing that prefabs could be heavy
textures are like 2-5mb each for some reason, so you probably used like 50 of them or something
(not sure tho)
My cabin progress. I finally received my upload privileges yesterday. Will likely release an alpha later today. Will be a work in progress as I learn how to make new stuff and hope to make lots more.
I think you can tag prefabs to be ignored but I'm not sure
My world is huge too. It's over 300mb, so I'll be doing some optimizing as well.
Inspector\ change the dimensions to a lower number.
1024/1024: 512/512
and use crunch compressor iirc
Anything higher is not necessary.
do i have to go into the prefab or the texture to do that?
Texture
highlight the texture in your assets
ah ok
you can do multiple at once if you shift
btw im very new to unity so i dont know much yet
I still recommend leaving some really detailed ones higher. A good mesh can be blurred out pretty good if done wrong.
I learned that the hard way 😫 💩
im not seeing the resolution of the texture anywhere
in inspection when you select the texture
wait are textures and materials different?
Yes.
ah thats why
Materials are made from textures as prefabs are made from meshes and other things.
so i gotta find the texture that was used to make the material?
i found it :3 thanks ^~^
niceu
so its the max size i change right?
I think that's right. Then hit apply.
no wonder the file was so big, some of the smaller assets were on 2048
Yeah that's huge.
Don't apply to all of them though. See which ones work well, and which ones blur out too much.
yeah i think ill do most of the small assets like that and leave the bigger ones, like my tank and the hanger, a bit higher
play around with the crunch compressor too
ok
you probably noticed by now, but when you see the texture preview after you highlight it, you can see the size of the texture on the bottom of the preview
yeah eventully i need to learn to make my own assets, but for now ill just be using stuff form the unity store
oh 0-0
yeah, some assets from unity store make it incompatible with VRChat, so if you import that stuff and try to test/build after adding new stuff
it'll only test the build from before you imported it
idk, it's really weird
oh yeah i had that happen with my first world
I used to use 3dsMax to make my models. Now I've had to switch over to Blender. It's like I'm starting all over
.
But it's necessary.
I still use assets in combination from the unity store to speed up my workflow.
blender kinda fun tho
my bf is learning blender for avatar creation so when i start using it i should be able to get some tips from him
yeah i can tell you that one of the best ways to learn blender is to have someone with you guiding you along, theres always going to be something that youll miss in a tutorial or some problem that they didnt have
hey i mean if thats how you learn things best then just roll with it
unfortunately, it makes me want to rip out my hair
oof
Udemy. It's how I'm learning.
It been helping greatly. Jumping off the deep end without knowing what you're doing would be a real hassle.
Just UVediting on it's own is it's entire hot mess universe.
You know what makes me furious? How different Unity and Blender's viewport shortcuts are. Switching between them is confusing and I always end up messing up one thing or another.
can we use animation overrides in worlds?
Can anyone tell me why my hinge joint is obeying its constraint range, but between the actual angle limits it's supposed to?
Figured it out; I am dumb and didn't think where the actual 0 degree angle is relative to the flipper.
hey how are u doing? Im trying to develop a map for VRC and when i hit build and test on unity, it runs my older build, and the final build that im tryibg to run just doesnt work, can you guys help me with that?
detach pipeline manager and try again, could be the case
Thanks! Ill try when i arive at home
Has there been anyone who put in a dance dance revolution type world for full body users?
Hours I'm really not sure man, I've been a trusted user since the whole levels thing came out
I want to make something like this
(Put VR Camera to it and VR Cam will replace with specify world camera)
But how to make it?
its a shader. There's one on booth for it but I think jetdog might have one too in his prefabs pack (in pinned)
the one used in that world specifically is the one from booth though.
this is the link @random owl sent me a few days ago regarding the screenshot:
https://booth.pm/en/items/1002225
So, I uploaded the first alpha of my world. https://vrchat.com/i/littlefinger-spearerang-4c711
Although, when I try to load up.. it keeps send me back to my home world? Is there something I might have misstepped along the way?
Maybe it takes a while before I can access it online?
you might wanna check if your spawn is set up correctly
Okay so I've looked all over and I still need help. I've got these textures that come with alpha maps(?) and I don't know how to make them work in Unity
I've messed with a couple of alpha mask shaders with no luck
Hmm, that might be a good point. I'm going to try that thanks.
@slow rampart use photoshop or gimp to set the second image as the first image's alpha
haven't used gimp in years but it shouldn't be too hard
just look for a way to select the white in the second image, invert the selection and erase everything selected in the first image
Gotcha
HOLY
Thank you
Hmm... it's not perfect, but it might have to do for now
Wait it's not exporting
Krita, cool.
Wait nvm
Yeah, the back is the alpha channel, export to png.
Well, with that out of the way, does anyone know how to make a plain black skybox that doesn't affect lighting?
Or should I take this question to #world-lighting ?
Nvm
did the mirrors settings for players and playerlocal got removed?
is there no way to make low performance mirror anymore? or whats the right way now?

@near escarp question ruuubick, do you know why flashlights don't work in a baked lighting world?
They should work, make sure it's the correct layer that is affected
okies
Finally! I got it to work!
Feel free to try it out. I was able to invite people and all that. Alpha is up.
https://vrchat.com/i/antonio-nanohearts-ad736
i cant build the test because it has 180mb and it can be bigger than 50mb
but
i delete the assets from the scene
and it does not changes the size of the scene
anyone can help?
After you build it, go to your console tab, click the hamburger menu, click open Open Editor Log
@sly quiver
Then search in notepad from the bottom of the document upwards for "fbx"
You will see a list of the size of all your assets in the build
Then you can figure out what's taking up your space
found nothing on editor.log called fbx
neither any objects
doesnt matters how many assets i take delete from the scene, it still says that my world is 179mb when im openning vr chat
Did you build before you opened it?
yes
i tried even search for Mb or MB
I'll show you what it looks like
anyway
Let me build my project first
i deleted all assets
but the build still said that
i still have 179 mbs
do i need to update something to the servers?
Where did you search?
on the notepad
but that does not matters
even if there are no asstes on the scene
still counts as 179mbs for the server
Did you see the progress bar ?
If you didn't see it, you world didn't build
wait let me try agin
again
just to be sure
wait a min
you are right
there is no build progress bar
It looks like this
there is no build progress bar
The reason your world is so big is because it's using a cached version
It's not actually building
The reason it's not building is because you have an error in your project
You need to figure out what script or editor script is causing the error
So just remember, if you never see the progress bar when you build it, there's a problem
theres a bunch of errors
ok thanks for the advice
now i fixed some of these and i can see the progress bar
thanks Rexxx
ure the best
!
released a small world i hand made some time ago
its an ode to an remix event by john
uh, how do i add a tv
hi, I'm just getting into VRChat and making worlds for VRChat and I was wondering how versioning or such works? Like, if I have a published world that I want to update, how would that work from both developer and player perspectives?
(or I guess "world-creator" might be a better word than "developer" in order to not be as confusing =P)
@mortal canyon You publish it again and it'll update it
awesome, so I can build my world incrementally basically?
Also, I was wondering if there are any disadvantages with going with Udon (UdonSharp specifically) from the get go? Nvm, just saw it's in alpha. Though I guess it might still be ok to only use Udon moving forward? My impression was Udon is the new "proper" way once it's more stable?
in a way yes
anyone here?
if you have a genuine world building question, ask that instead of asking if anyone is here
you'll get help way faster 😉
i have a box collider on the chess piece tho for some reason when i try to pick it up in vrc it only pics up the collider box and not the model itself, why?
Most likely you have your chess pieces set to be static
ah alrighty
Everything should be there but whenever I test my world it’s not there the couch should have a collider and the two guitars should have a collider too but no I have everything connected but it’s not showing when I test it same wit the edges
Is it possible to set player model's render queue with in a world?
@mortal plover make sure they’re on a layer like default
And also might be set as a trigger
Which it shouldn’t
@rain heart like how far you can see others in the world?
Ah afaik no
But their not set as trigger?
Yea that's what I though
What are you trying to achieve? @rain heart
What you might have also done is put the collider on a gameobject without a mesh filter @mortal plover
We have decal projectors set up in my world, I want it to project it only targeted object because if player pass though them it will cause decal to project on to player
So the collider doesn’t adhere correctly
My was think about geometric at 1998, decal projector at 1999
But my friend says it might be better to set player to 2001
With the projector you should be able to cull the player layer
Player local and player layers
We have a custom volumetric projector, not sure if that will works
Can you post a pic of that?
Yea
Static
Maybe you can just make a plane instead of using a projector
With a png cutout
That would be much easier and is less costly
Some times it need to be project on to a complex geometric so that won't works
Hmm for the ones that aren’t complex I would suggest that maybe
It won’t let me put mesh filter
@mortal plover what you can do is make a box collider game object
Fit it to the guitar as a child object
Then you’ll have a dummy collider
A more complex way if you know how to do it is also look at the texture itself on object @rain heart and edit the texture in photoshop
Make guesswork of where the UV map is laid out
I just think decal projectors on gameobjects can be more CPU intensive than texture files themselves
But how do I make it show in game
Oh the meshes aren’t showing in your world?
I see @mortal plover
Take a pic of your inspector clicking on those objects
Also if you have occlusion culling setup take a pic of those settings too
Sometimes the meshes you also choose might not be in the best format either. Hopefully those meshes are in .fbx format. Things like .blend and .max files work but would much better be in fbx format
I'm having trouble loading into my world, its my first time building so I don't know what to do. I published my world but everytime I start loading into it I get a black screen and it sends me to the main hub? I can load into all other worlds just fine
@mortal plover try convex
@civic jay likely you’re spawning into a collider or there’s no collider to place your avatar in
Make sure to scene descriptor is placed on top of your ground
And also make sure there’s not random colliders or terrain preventing you from spawning in
I have 3 spawn points which are just empty game objects, they're all away from anything with a collider, and above the ground
When I tested it it didn’t show like the objects aren’t there @open thicket
Can you click on the mesh in the mesh filter and look at the actual mesh in the inspector?
Also if they are on the mirror reflection layer they disappear
Make sure they’re on the default layer
@civic jay select all the objects in the scene and look at where the colliders are placed, you could possibly have one set as convex
Also helps to look at the console log and see if you’re getting any weird red errors
Nah, not getting any errors
Yes
Did you define all of them in your scene descriptor?
Mhm
Try out 1 for now and see if it works
Troubleshoot each individual one and see if there’s a problematic point
ight
Currently trying to upload a world and for some reason my windzone is not making it through the build process.
My windzone and everything works perfectly fine in unity, but when testing the world it does not for some reason.
I am usuing the SDK3 and build the world with gaia in case that matters.
Anyone knows what the issue could be?
(no console output or anything)
@open thicket Thank you so much ❤️ finally got it working! I'm such a fucking noob at unity 😂
Something with the spawn points, all I did was delete them all and use the VRCWorld as the spawnpoint
A more complex way if you know how to do it is also look at the texture itself on object @rain heart and edit the texture in photoshop
@open thicket Textures were reused across different objects so I can't do that
i can not upload my world as i play on quest meaning i dont have any hours on pc vrchat. Is there any chance someone could upload it for me 🙂
Ah it was atlased, I still recommend using planes for simple meshes
But complex, maybe find a proper projector which you can cull the player layers
@full plaza
I'm trying to port my world to quest, and I'm getting double vision -- google says it's unsupported shaders. i do have a shader warning -- but I can't find the shader anywhere in my scene! is there an easy way to do this? i went through and turned all objects off, still can't find it
change the build settings to pc and then back to android via unitys built in switcher, if i were to have a guess im assuming you used the switcher thats in the sdk menu
ahhhh yes, I did. thank you very much!
yeah somethings a little buggy about it
Hey! I was wondering if anyone knows of any quest compatible pen kits that work with the most recent version
The new vrchat home has working pens but no idea how to get them in my current world
Hey all. Is there a blackjack, poker, etc world?
Hey guys, could any of you recommend some tutorials for world creation? I'd like to start learning the basics.
Oh hey J xD... Didn't realize that was you who just posted. Had to take a double take.
Lol. Hey Flinchy. Yeah I'm here too.
For World Creation this should be able to get you started: https://www.youtube.com/watch?v=HO-P2OqO1ac
Support me on Patreon: https://www.patreon.com/spookyghostboo
Join my discord: https://discord.gg/AF2m2uh
Download link:
https://drive.google.com/file/d/1-_LWinVCGRaUdkU-29nJrSAKmz_wRxS0/view?usp=sharing
Instructions:
Open Unity (make sure you are using the most recent versi...
Sweet! Thank you so much. It'll take me some time to get started, but i'll walk through this one and give it a shot!
Hey, does someone have a world idea ? (Ping me)
does anyone know how to make this shader (fake glass) look less dark and green?
Any know who’s a good tutorial for world building? I’d like to make a home for myself to load into
So I'm trying to update my world, but every time I load into it, VRChat tries to redownload the world, and then kicks me back to my home. Anyone know why?
@turbid estuary scroll up a bit, one was just posted for me
Okay thanks
If you have any luck with it let me know, I'm trying to learn too lol
Ok will do
@dusty spruce check out your C:\Users\ Windows username \AppData\LocalLow\VRChat\VRChat folder. it has output_log .txt files that tell you what happened the last few times your VRchat was started.
it usually tells you if something breaks a map or VRchat in general for you. I've used that to good effect often when a buggy avatar or world causes VRchat to crash entirely
Most of the issues that kick people out of worlds is either insanely unoptimized performance or
MOST likely to be a collider issue at spawn
Hmm
Wherever you’re spawning in can be inside a collider
Outside of bounds of your map
You could also have started your map creation way outside the origin of 0,0,0
But look at spawn first
And where you’re placing it
And whether or not you can even stand inside of it
Not really, it's still at 0, 0, 0. The spawn point is a bit higher but not really that far.
Spawn should be above the ground good, and not that much higher
But also check the ground of the world
To see if you’re not spawning inside some sort of collider
Sometimes you can have meshes with colliders that are set to convex
Any scripts that aren’t whitelisted by vrchat should be deleted
Doesn't look like there are any colliders in the way.
A couple, but they're only errors caused from the sdk. Like saying something wasn't initialized in time.
But nothing other than that?
Not really, no.
I’ve also had other things in my scene like standard assets or simple lightprobes placer cause issues with builds
Well I’m my projects folder
I don't use light probes.
SDK2 or SDK3?
SDK2.
Look at scripting runtime version as well
But maybe try changing the spawn point
For now maybe put a spawn area above your map area
And then put a plane under you
It's worked before though. At it's current spawn point.