#world-development

39 messages · Page 44 of 1

red fable
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In the end, you may have to try rebuilding your project and re-importing the scene

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Perhaps a re-import will fix whatever broken references there are

sand orchid
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Ok I'll try that

red fable
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Also, Unity discord may be able to help you better than here

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Considering it's their package

sand orchid
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ye I guees

red fable
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Man, sounds like a real bug

red fable
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Does VRChat support native Unity terrain objects? Or does it have to be exported as a mesh first?

bold ibex
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Uhhh am I the only one that doesn't have a VRC_Trigger available?

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Unless I'm following a really outdated tutorial

bleak moat
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is the tutorial for the right version of the SDK?

bold ibex
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I just found out, apparently not

elfin latch
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How would I go able making a holdable mirror on a toggle system? is there a step by step / a recommended video?

vivid storm
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Is the prefab video player still the best way to play world music?

steel hatch
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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?

red fable
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Is there a way to export terrain data from a newer version of Unity to an older version?

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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

steel hatch
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yea i added that to all the things

red fable
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How about the floor

steel hatch
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yea

red fable
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How about your spawn location? It's above the floor?

steel hatch
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yea (i checked it a bunch of times and repositioned it in lots of different places)

red fable
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Can you send a picture of the settings of your object? VRCWorld, the floor, and the house

steel hatch
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the house is a bunch of different objects

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but they all have mesh colliders/renderers

red fable
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Hmm, not seeing anything overtly wrong..

steel hatch
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i can see everything in scene and game mode, but when i actually play it in VRChat, its all just a void

red fable
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Invisible?

steel hatch
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theres nothing im walking on, im just falling and respawning

mild spade
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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.

grizzled violet
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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.

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These prefab is an old fbx I started to learn to build a VR game in Altspace years ago.

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When I build it locally, I can only rotate my camera up & down and no movement.

chilly grove
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Update Time in MS was removed from the SDK a while back so you can ignore that one

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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

grizzled violet
grizzled violet
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I'm trying to publish it only to see if navigation is local issue.

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I uploaded it into a private world onVRChat and only up.down camera rotation as well.

random owl
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You have your respawn height set to 0.1 meaning the game is constantly respawning you stopping you from moving properly

grizzled violet
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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.

random owl
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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

grizzled violet
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A negative Y for spawn won't make me fall? Ok, trying -2.

random owl
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What I mean is the respawn height y value in your scene descriptor.

reef sparrow
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@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

grizzled violet
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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.

fluid mirage
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For some reason when i load my world it will load and then send me straight back to the vrchat home

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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

bold ibex
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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?

bold ibex
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fixed it, had to set layer to default instead of UI

bold ibex
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Is Ambient Occlusion in Post Processing expensive?

near escarp
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Don't use AO in post processing, it sucks really hard in VR

final trail
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does anyone know how i do something like that? just ping or DM me

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(the reflection)

near escarp
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a reflection probe

agile otter
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and an material with high smoothness

frank kayak
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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?

bold ibex
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is there a way to report the world?

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please @bold ibex when replying me

frank kayak
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you can report worlds but only after you reach a certain rank iirc lol

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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)

random owl
frank kayak
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that is also true

bold ibex
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i think it very serious instead just hitting a report button...

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someone forced teleport me to the other world (dark world) can't do anything besides restarting the VRchat

frank kayak
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that sounds more like a modified client problem

random owl
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Send in a #moderation-reports with your output log included like instructed and description of what happened

bold ibex
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will do thank you #1 XD

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yea if you see the name of "SICK KITTY'S AVATAR WORLD" DON'T JOIN just a heads up

bold ibex
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nvm it finally passed

reef sparrow
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How does the Randomize feature work for trigger actions? What do the sliders and checkboxes for each action mean?

near escarp
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checkbox randomize enabled
slider = % chance of happening

cyan fern
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(╯°□°)╯︵ ┻━┻

red fable
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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)

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Any ideas why it's invisible everywhere else?

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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

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My test water object does the same thing

bold ibex
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oh god help

latent cape
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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?

hearty tartan
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@latent cape Servers are down right now, just bad timing.

latent cape
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@latent cape Servers are down right now, just bad timing.
@hearty tartan Are they? Seriously?

hearty tartan
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I was sleeping actually and the sound of the menu over and over again woke me up

bold ibex
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That's fun

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Well

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Might as well sleep now

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lol

hearty tartan
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lol yea

latent cape
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What horrible timing >_< I was just getting started on my world and wanted to see if I made my plane too big...

red fable
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Yeah, I was testing just now and I couldn't even test my world

hearty tartan
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Damn, that’s really bad timing

red fable
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I guess I'm done developing now since it's impossible to test it

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@hearty tartan

hearty tartan
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AHAHA oh god I’m saving this

red fable
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Hey, look at that

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I got through even though its down

latent cape
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;_; I'm just upset that it happened JUST as I was editing a world.

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Sweet. Now i know that my plane is too big.

red fable
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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

bleak moat
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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...

red fable
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It's this one

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I may just have to go with silent's then if it works

bleak moat
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Your scene has a directional light right?

red fable
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Yeah

bleak moat
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Oh if it's supposed to distort underwater stuff then it's normal (i guess?)

red fable
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I think something is wrong with my project settings

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I don't see the preview for silent's either

bleak moat
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cause to distort what's under the water you need to render it first so 2 renders, that's why it needs deferred rendering

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uh?

red fable
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Same issue as the other one

bleak moat
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ok well that's probably something with your projects settings

red fable
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Yeah, I can't figure out what it could be...

bleak moat
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where's your directional light?

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(your scene looks really dark)

red fable
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Switching the camera to deferred rendering makes it show, but when I build it , it wont' show in-game

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Right here

random owl
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Just changing the camera to deferred won't change vrchat from running in forward rendering

red fable
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(you can see the water because I changed it to deferred, but the problem is still here)

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The thing is, this is a shader meant for VRChat, so I shouldn't have to change the rendering setting

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Surely the shader supports whatever rendering mode VRChat works

random owl
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I've tested red_sims water without any problems

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Can't really spot any problems from just those pictures

red fable
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Yeah. There should be nothing wrong with the shaders, so, I really can't figure out what setting could cause this

random owl
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Do you have a reflection probe setup?

red fable
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I don't have a reflection probe setup

random owl
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Silent's water atleast needs a reflection probe to work properly

red fable
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Even then, it shows up perfectly fine in deferred. So it seems to be another issue.

random owl
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I mean deferred vs forward works completely differently on how things render out

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I would just start by setting the camera back to forward to be in line with vrchat and adding a baked reflection probe

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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

red fable
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Thanks for trying 🙂

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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

tawny ermine
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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

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have i missed something important? the trigger activates the transition to 'spiderweb'

red fable
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Did you set up the parameters?

tawny ermine
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ah havent touched any parameters. you mean for the animation state?

red fable
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The parameters in the animationcontroller

tawny ermine
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oh shit

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thats probably it

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let me look

ornate turret
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yeah rexx is right

tawny ermine
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ive set one up and testing, thank you

open thicket
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@red fable two major things

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Yes you do need reflection probes to make the water look good

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And you also need a depth buffer for the water to appear in forward

red fable
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Hmm. I have the depth buffer setup ..

open thicket
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Deferred is not the camera rendering mode supported by Vrchat

red fable
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It must not be set up properly..

open thicket
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Make sure the buffer is .001 intensity

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Hard shadows

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Low quality

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Ignore raycasts layers only

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Also on the surface water

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Click on the object

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Look in the inspector and disable dynamic occluding in the mesh renderer

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Sometimes it bugs out the view

red fable
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Thanks for the detailed description. I'll test this out right away 🙂

open thicket
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No worries

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Also sometimes weird things can happen when entering play mode with static batching on

red fable
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Does it matter where the z-buffer is placed?

open thicket
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No

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It’s a directional light meant to only make the water appear with the depth buffer

latent cape
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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.

red fable
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There is no VRC trigger in SDK3

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SDK3 is all about Udon

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Trigger is deprecated

latent cape
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So what do I do? ._.

red fable
latent cape
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_< Shit...

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Thought it would be as easy as attaching a VRC_Trigger.

red fable
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There's a VRC example Udon script you can use

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Check in the examples folder

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But you will have to ultimately learn Udon

latent cape
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Fuck.

open thicket
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I think he just wants to use the old system

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Just download SDK2

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Lol

red fable
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Or you can use SDK2

latent cape
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Will I have to replace anything? So far I only have VRCWorld and Spawn.

open thicket
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Just delete your SDK/meta files off your scene and reimport SDK2

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Spawn and scene descriptor are relatively easy to replace so you’ll be good

latent cape
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Just worried about if the SDK will become outdated once Udon is fully implemented.

open thicket
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No you’ll be good

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It is fully implemented

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There are just two different systems now

latent cape
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Okay. All good, then! 🙂

open thicket
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🤘

latent cape
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Rock and roll.

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That's gonna make things WAY easier!

red fable
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I just want to note that the docs say you should use SDK3 if you're making a new world

latent cape
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I am making a new world ._.

red fable
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SDK2 if you are maintaining a world or creating avatars

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Since SDK3 doesn't support avatars yet, you have to use SDK2 for that

latent cape
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Should I still keep using SDK2? Will that become outdated once Udon is fully implemented?

red fable
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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

latent cape
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Alright. I guess for now I'll use SDK2.

open thicket
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You don’t need to upgrade to SDK3 if you don’t want to

red fable
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@latent cape

open thicket
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The push for udon is for C# scripting and people who are capable of utilizing that workflow that peel back layers before trigger systems

red fable
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This is probably what you want to see

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So, it'll still get security and maintenance patches

open thicket
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The suggestion for SDK3 is mainly to improve overall content creation and up the scaling for more innovative worlds

latent cape
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Ah. Well I ain't doing anything too innovative, really. Just a basic world.

open thicket
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Yeah you’re fine with SDK2

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An udon requirement conversion from SDK2 worlds all around vrchat would undoubtedly cause many people to quit and be angry

red fable
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True that, it would break many worlds and be a headache.

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So I expect it to stay supported, at least with maintenance

open thicket
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Udon is an extremely powerful system but isn’t a requirement for basic world building.

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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

latent cape
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Hm. This VRC_Trigger script in the video I'm using has different buttons to the VRC_Trigger I'm looking at.

red fable
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Definitely. Actually, somebody is hosting a Youtube class this Wednesday

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All about beginners and Udon

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If you're interested, check it out

latent cape
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Because I'm trying to have the VRC_trigger as a button that "On Interact" turns on the mirror or turns the mirror off...

open thicket
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For a basic mirror toggle create a gameobject with any sort of collider and add an on interact function

latent cape
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Is that through Add Component?

open thicket
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Then set it to toggle, set it as local

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Yeah in the inspector

red fable
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Errrrrrr

open thicket
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Just .001

latent cape
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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.

open thicket
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Screenshot

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You add the vrc_teigger and under it should be something you can use to change it to oninteract function

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@red fable you’ve set your intensity to .0001

modern kayak
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@latent cape send a picture of what your vrc trigger looks like

latent cape
red fable
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Just .001
My bad, I changed it to this just now and rebaked, but still same thing -_-

open thicket
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You might have some things with SDK3 still

modern kayak
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yeah something broke. Did you close unity, delete the SDK, udon, and meta files, and then relaunch unity?

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you need to follow that process for a clean install

open thicket
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So make sure you completely delete all files associated with SDK or Vrchat

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@red fable have you set reflection probes properly

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Make sure that the probe touches the water

latent cape
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Do I delete all of them?

modern kayak
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anything to do with vrchat, vrcsdk, and udon

open thicket
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Only SDK and your udon files

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VRCSDK Meta files too

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A good trick is to go to the search bar and search up SDK or VRC

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Sometimes there are some files that hide in weird folders

latent cape
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I deleted the ones there that had VRC or SDK in them.

open thicket
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Make sure the meta files too

latent cape
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Nope still didn't work probably didn't delete enough

modern kayak
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that was quick, did you close unity before deleting?

latent cape
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Yes

tawny ermine
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@red fable @ornate turret thanks, my animations are working now. appreciate the help

modern kayak
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and you reimported vrcsdk2?

latent cape
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Yes

red fable
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have you set reflection probes properly
I have the reflection probe registered with the water surface yes

modern kayak
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usually it takes a couple minutes to import

ornate turret
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Muzz, good to see its working, I just echoed what Rexx advised 😛

latent cape
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I know, it still didn't work.

modern kayak
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do you have any errors in your console? Clear it and see if anything red still sticks around

latent cape
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But this was all in the Assets folder. I'm guessing there's more?

open thicket
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@red fable PM me screenshots of your water

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Inspector

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Lighting tab

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And possibly occlusion

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@latent cape if you haven’t started your world yet really you can just start a new project with no other VRC data

latent cape
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...

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I have stuff built.

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Well, foundations, really.

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Is there a way I can copy those 3D Objects over?

open thicket
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Noted, but yeah mainly those 3 things, udon, sdk, and vrcsdk meta files

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You can

modern kayak
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if you right click the scene and export package, you can then just import that package into a new project

latent cape
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But wouldn't that bring over that VRC data too?

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Or just the 3D objects?

open thicket
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Just unclick VRC folder in the export options

modern kayak
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when exporting, you can deselect vrcsdk

latent cape
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Okay.

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When I export, it just has the scenes so I guess that should be fine.

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Yup! Got it! Thanks gents!

open thicket
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Happy building

reef sparrow
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Please, can anyone tell me how to make players take on custom animations in a station?

open thicket
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@reef sparrow there’s an option in the station where you can put a custom override animator

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And then open your animator and import a humanoid animation into the pose

latent cape
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Got the first floor of my little house all built up.

fervent scarab
past wave
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watches the flames emitting from my laptop from afar

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im actually genuinely curious how well i could run it

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bout 14 fps, even less so with the mirror on, color me impressed

fervent scarab
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well im reuploading... turns out I had "optimized mesh" turned on on the .fbx import. so lets see what happens.

past wave
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oh dear

latent cape
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Why have I seen your name before, Pikapetey?

past wave
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hes a youtube animator

latent cape
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Oh yeah!

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Sounded familiar

past wave
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yeah its cool to see guys like him play stuff like this, i guess a bit of knowledge here and there transfers over

latent cape
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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.

sterile urchin
native cobalt
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Still no Parasite Eve world, dang.

past wave
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that sdk version date though vrpill

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and the unity version aswell, you seriously need to update your stuff my dude

sterile urchin
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Haha Iv not done this stuff in years slow getting back into vr and world stuff

fervent scarab
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I get a glorious 30fps very cool, im interested to see how high other people can get their frames.

unborn elk
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44fps with GTX 1060 6gb desktop mode. Thought it would be lower

red fable
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Yeah, I got like 5fps

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Love the sound effects

uneven cypress
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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?

uneven cypress
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well now it just crashes everytime i try to load in

sterile urchin
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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?

open thicket
sterile urchin
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thanks

jovial arch
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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.

hexed summit
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does anyone know about reference cameras how to use them and how they work ?

red fable
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Is there a tutorial for how to make a waterfall / moving water?

near escarp
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@red fable that's usually just a scrolling texture

open thicket
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that plus good UVs

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UVs set up properly on a mesh shaped like a waterfall

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then a water shader should work

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a tree like this with good UV's ensure the water shader wraps around it perfectly

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then you set the water to scroll down a certain axis

red fable
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Anyone know of any underwater shaders?

reef sparrow
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@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?

open thicket
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You can get many of them in mixamo

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@reef sparrow

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@red fable red sims is currently of my favorite underwater shaders to use

latent cape
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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.

open thicket
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Besides that you can also fake it with post processing volumes affecting DOF slightly and bluish tinge

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But I like red sims option because you don’t have to do any weird stuff when it comes to lightbaking

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@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

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Just find them in the right format; FBX

latent cape
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Fair enough. I just want to be able to texture them to something I like too.

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I haven't really done any sort of map making besides Hammer SDK years ago

latent cape
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How tall does a 3d cube need to be to allow someone to walk up it without jumping?

past wave
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is there any way to make an object that will only collide with players?

past wave
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nvm i think i think i found a workaround

latent cape
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How would I go about making windows?

past wave
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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

latent cape
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Ah. Alright.

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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 =/

past wave
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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

latent cape
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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.

past wave
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yeah take your time, nothing worse than chuggin through a world too fast and getting burnt out on it

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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

near escarp
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It all depends on your occlusion

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You want to merge everything that would get occluded at the same time

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everything that can be batched/instanced shouldn't be merged either

past wave
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ok

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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

sterile urchin
open thicket
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turn off future proofing maybe

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also if you're migrating worlds

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make sure you've updated the editor player project settings scripting runtime .NET 4.x Equivalent

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thats an error i receive when migrating old worlds and forgetting to change the runtime scripting

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First and foremost look into your editor for runtime errors

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@sterile urchin

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console tab shows the bold red errors that you should be looking at causing errors

sterile urchin
#

slowly doing these steps now to get it to work ill let you know as well if i got it working

sterile urchin
bold ibex
#

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

red fable
#

That would require some kind of mic API access, which doesn't exist yet

bold forge
#

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.

frigid estuary
#

[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)

odd rock
#

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?

near escarp
#

You'd need to email support or take the world down and only reupload the PC version

odd rock
#

Thanks @near escarp. I might as well just delete and reupload

simple arrow
#

like where i can start off at ?

#

maybe a parallax

quaint halo
#

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

random owl
#

Could try searching for "t:VRC_SceneDescriptor" in hierarchy

quaint halo
#

I did try that as well, the only object in the hierarchy list that has the script is VRCWorld

random owl
#

🤔

quaint halo
#

yahhh idk im completely lost

random owl
quaint halo
#

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

random owl
#

Just open up the world debugger from the menu and see what shows up

quaint halo
#

Which version of unity is it designed for?

random owl
#

The current one unity is using aka 2018

quaint halo
#

hmm, I've imported it but the toolbar icon is nonexistent, I'll try a reload real quick

#

actually, I've got an error

random owl
#

Can you show it?

quaint halo
#

seems like its because im using sdk3

random owl
#

Oh I wonder in that case your scripting defines might be messed up

quaint halo
#

most likely

#

sdk3 and udon have been causing me nothing but trouble

random owl
quaint halo
#

and for context, this is the first world I've ever made

random owl
#

Go to your project settings and show me what is in this field

quaint halo
random owl
#

And you are using sdk2 right now?

quaint halo
#

No, I just noticed that the script define is set to sdk2 while im using sdk3

random owl
#

Yeah just remove the sdk2 from there if you are on 3

quaint halo
#

seems like something got jumbled up, I have 2 projects: 1 using sdk2 for avatars and 1 using sdk3 for worlds

random owl
#

Most likely that should only end up there if you imported sdk2 and sdk3 at different points

quaint halo
#

hmm

#

Im noticing in my assets there is Udon, which is vrsdk3

#

but also VRSDK

#

is that the default asset folder name for vrsdk2?

random owl
#

VRCSDK folder is for both

quaint halo
#

ah

random owl
#

The scripting defines just handle which part of code is loaded

quaint halo
#

still getting those same four errors from before

#

gonna do a full reload

random owl
#

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

quaint halo
#

It keeps automatically getting added back...?

random owl
#

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

quaint halo
#

I dont think I have, I have both sdks in separate projects entirely

random owl
#

If you don't mind screen sharing that would prob faster to resolve the issues with

quaint halo
#

yeah I don't mind

bleak moat
#

@simple arrow look into skyboxes

simple arrow
#

I'm gonna make it a parallax

#

skybox wouldn't really make it as good as i want it to be

bleak moat
#

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

jovial arch
#

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.

pale thorn
#

?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.

odd roverBOT
#

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

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

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

jovial arch
#

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.

gloomy mesa
#

how do I make mirrors not start as on?

jovial arch
#

select the mirror - in the inspector uncheck the box next to it's name.

gloomy mesa
#

thanks. Been a while since I've used unity

jovial arch
#

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.

frigid estuary
#

how can I insert a waiting time after an OnInteract trigger so a button cant be spammed? [SDK 2]

open thicket
#

You could make an animation for the trigger collider to only be on after an allotted time given the presses @frigid estuary

#

Animation trigger

frigid estuary
#

ah thats a good idea @open thicket , thank you!

trail hound
#

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

gloomy mesa
#

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?

gusty trench
#

when i try to build test its not updating the new stuff i added in

#

weird

red fable
#

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:

  1. An error which is causing the build to fail.
  2. 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

bold ibex
trail hound
#

ty

trail hound
#

@open thicket what keyword should i be looking for here?

open thicket
#

marker

#

you'll find several there

trail hound
#

thanks

bold ibex
#

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

latent cape
#

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?

dawn vault
#

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

normal knot
#

hey, where do you guys take your world prefabs from? cuz in unity there are only limited free stuff

random owl
#

Blender has infinite possibilities 🙏

normal knot
#

prefabs from blender?

random owl
#

Depends on what you mean really the prefab term is so bastardized I just assume anyone who asks that is asking for models

normal knot
#

i mean like objects

random owl
#

So you want 3d models? 🤔

normal knot
#

yeah, like doors, tables that kind of stuff

random owl
#

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

normal knot
#

hmm, ok thank you very much ^^

gloomy mesa
#

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.

past wave
#

it always seems to be pretty quick for me

dawn vault
#

@gloomy mesa if its the right version and all that then it comes in a instand

gloomy mesa
#

Damn. I wonder what’s happening then. When I go to download, unity, it’s the same version.

hearty hamlet
#

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...

▶ Play video
bleak moat
#

@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: ) ...

▶ Play video
#

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)

hearty hamlet
#

@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.

jovial arch
sinful hinge
#

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

rigid lava
#

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?

green salmon
#

hey times a question in the round someone of you knows a free or cheap asset pack with standard textures ?

bleak moat
#

@green salmon what do you mean standard textures?

green salmon
#

Yes, I mean thank you for the answer vrcEretNice 😀

strange garnet
#

how can i make world private without deleting it?

nimble echo
#

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

zealous lion
#

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.

trail hound
#

whats up

gloomy mesa
#

@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

zealous lion
#

Thanks.

#

Is it vrchat npc spawn?

#

But it doesn't work on the model.

left depot
#

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 😛

rain heart
#

My world auto sent me back to my home after loading, anyway I can check what went wrong?

random owl
#

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

tidal jackal
#

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.

red fable
#

How would one go about reflecting the global skybox onto water?

bleak moat
#

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

red fable
#

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

bleak moat
#

The reflective surface needs to be in range of the probe too

#

does the probe touch the water?

red fable
#

Yes it is

bleak moat
#

weird

red fable
#

The water reflections are enabled in the shader

#

Smoothness at 80%

#

I would think it should be reflecting by now

bleak moat
#

have you tried to increase the light probe importance?

red fable
#

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

bleak moat
#

Have you checked ingame?

junior glacier
dark sleet
#

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?

junior glacier
#

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.

dark sleet
#

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

junior glacier
#

I'm using SDK2

#

Standard Assets from unity are allowed.

dark sleet
#

You have "Auto Target PLayer" enabled. Perhaps the "Car" is considered the player?

junior glacier
#

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.

dark sleet
#

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

junior glacier
#

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 ^^

dark sleet
#

Best of luck with your project~ 🙂

tidal jackal
#

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

rain heart
#

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

jovial arch
#

Created that fence this morning. Going to make a ranch in there.

subtle garnet
#

Could add some dirt paths and wear to the ground to imply animals stomp around in there.

jovial arch
#

Probably will. Might add a barn later.

trail hound
#

what is this error telling me about my pipelinemanager?

gloomy mesa
#

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.

trail hound
#

just started making a world in the homekit from the docs

#

thanks that fixed it

past wave
#

so is there anyone here who can tell me how to make doors move open when i get close to them?

fluid idol
tidal axle
#

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.

wanton mural
#

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?

red fable
#

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

#

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

tidal axle
#

ok so apperently that error was caused by the trees somehow

wanton mural
#

@red fable Oh nice, thanks!

tidal marsh
#

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?

bleak moat
#

@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.

tidal marsh
#

Well the lighting doesn't use shadows

#

It uses Baked Indirect lighting.

#

And what do you mean by "make 2 maps"?

hollow hornet
#

Where should I go to check the World Commission?

red fable
#

In sdk3, switching skyboxes is super super easy

timber pecan
#

has there been an established new working videoplayer since the update? if yes, where can i find it?

red fable
#

Did they disable it on sdk2? Or do you mean sdk3?

hollow hornet
#

Where can I leave the World Commission?

dreamy orchid
#

are the other Fog modes (like exponent^2 or linear) disabled in VRC?

tidal marsh
#

@bleak moat, could I get some help please?

shrewd lintel
#

for some reason this keeps happing

#

say the pedestal not got in time wth

#

help

near escarp
#

Doesn't matter, you can still upload

shrewd lintel
#

but won t let me click on the upload screen

near escarp
#

Something else is the issue then

shrewd lintel
#

idk what i could be tho

near escarp
#

You need to unpause the window

shrewd lintel
#

i just did

red fable
#

Is that after you "unpaused"? It looks like you hit the play button on accident

shrewd lintel
#

yeah

red fable
#

Did you click the middle button? Not the play button?

shrewd lintel
#

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

red fable
#

Something must've gotten messed up in your project

neat badger
#

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?

red fable
#

Click the rectangle tool

neat badger
#

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?

#

The text is rendering through the floor. Surely there's a way for it to be blocked by world geometry?

neat badger
#

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.

dusty spruce
#

Is there a way to toggle unity’s fog?

near escarp
#

In Udon yes

#

Not in SDK2

dusty spruce
#

Hmm, guess it’s back to writing scripts to toggle it.

#

Thanks for letting me know.

spare field
#

new here, does emissive lighting count for #world-lighting ?
im not sure if i should ask for help here or there

near escarp
#

@spare field either is fine

spare field
#

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

humble spire
#

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.

spare field
#

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

humble spire
#

Alrighty, i'll try that.

umbral rock
#

@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

spare field
#

wholesome

red fable
#

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

tidal axle
#

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.

spare field
#

textures

bleak moat
#

wait 250gb? That's gigantic wtf

spare field
#

maybe he means mb?

jovial arch
#

250gb lol. That's like 2 GTAs

spare field
#

three GTA's

tidal axle
#

yeah mb, sorry im a bit tired

jovial arch
#

Compress textures. That usually turns out to be the main culprit.

spare field
#

highlight your textures in your assets, go to inspection and you can compress them

bleak moat
#

Also I recall hearing that prefabs could be heavy

spare field
#

textures are like 2-5mb each for some reason, so you probably used like 50 of them or something

bleak moat
#

(not sure tho)

tidal axle
#

everything in my world is a prefab lol

#

except the terrain

jovial arch
#

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.

bleak moat
#

I think you can tag prefabs to be ignored but I'm not sure

tidal axle
#

ill try compressing the textures

#

wait how do i do that .-.

jovial arch
#

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.

spare field
#

you know the [number]x[number]?

#

try reducing it to like 512 or something

jovial arch
#

1024/1024: 512/512

spare field
#

and use crunch compressor iirc

jovial arch
#

Anything higher is not necessary.

tidal axle
#

do i have to go into the prefab or the texture to do that?

jovial arch
#

Texture

spare field
#

highlight the texture in your assets

tidal axle
#

ah ok

spare field
#

you can do multiple at once if you shift

tidal axle
#

btw im very new to unity so i dont know much yet

jovial arch
#

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 😫 💩

tidal axle
#

im not seeing the resolution of the texture anywhere

spare field
#

in inspection when you select the texture

tidal axle
#

wait are textures and materials different?

jovial arch
#

Yes.

tidal axle
#

ah thats why

jovial arch
#

Materials are made from textures as prefabs are made from meshes and other things.

tidal axle
#

so i gotta find the texture that was used to make the material?

#

i found it :3 thanks ^~^

spare field
#

niceu

tidal axle
#

so its the max size i change right?

jovial arch
#

I think that's right. Then hit apply.

tidal axle
#

no wonder the file was so big, some of the smaller assets were on 2048

jovial arch
#

Yeah that's huge.

#

Don't apply to all of them though. See which ones work well, and which ones blur out too much.

tidal axle
#

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

spare field
#

play around with the crunch compressor too

tidal axle
#

ok

spare field
#

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

tidal axle
#

oh no i didn't, neat :3

#

compressing the textures got me down to exactly 100mb

spare field
#

naisu

#

must be the prefabs then

#

iirc, you can also compress the models

tidal axle
#

yeah eventully i need to learn to make my own assets, but for now ill just be using stuff form the unity store

spare field
#

careful

#

when using stuff from the unity store, it can break unity

tidal axle
#

oh 0-0

spare field
#

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

tidal axle
#

oh yeah i had that happen with my first world

jovial arch
#

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 vrcCrying.
But it's necessary.

#

I still use assets in combination from the unity store to speed up my workflow.

spare field
#

blender kinda fun tho

tidal axle
#

my bf is learning blender for avatar creation so when i start using it i should be able to get some tips from him

past wave
#

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

spare field
#

lol rip

#

im learning blender without a guide because im too stubborn

past wave
#

hey i mean if thats how you learn things best then just roll with it

spare field
#

unfortunately, it makes me want to rip out my hair

past wave
#

oof

jovial arch
#

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.

jovial arch
#

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.

bold ibex
#

can we use animation overrides in worlds?

sudden lily
#

Can anyone tell me why my hinge joint is obeying its constraint range, but between the actual angle limits it's supposed to?

sudden lily
#

Figured it out; I am dumb and didn't think where the actual 0 degree angle is relative to the flipper.

sly quiver
#

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?

uneven depot
#

detach pipeline manager and try again, could be the case

sly quiver
#

Thanks! Ill try when i arive at home

median lily
#

hi

#

can anyone know how much gameplay hours required to reach in known user

quasi tusk
#

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

loud swan
neat aspen
ornate turret
#

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.

jovial arch
#

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?

fallen wave
#

you might wanna check if your spawn is set up correctly

slow rampart
#

I've messed with a couple of alpha mask shaders with no luck

jovial arch
#

Hmm, that might be a good point. I'm going to try that thanks.

bleak moat
#

@slow rampart use photoshop or gimp to set the second image as the first image's alpha

slow rampart
#

@bleak moat That's not a bad idea. How do

#

*I do I that in GIMP?

bleak moat
#

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

slow rampart
#

Gotcha

#

Thank you

#

Hmm... it's not perfect, but it might have to do for now

#

Wait it's not exporting

jovial arch
#

Krita, cool.

slow rampart
#

Wait nvm

jovial arch
#

Yeah, the back is the alpha channel, export to png.

slow rampart
#

Well, with that out of the way, does anyone know how to make a plain black skybox that doesn't affect lighting?

#

Nvm

warm bear
#

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
#

Did you set the layers first ?

#

in the SDK tab

warm bear
#

ahh no i haven't

#

there we go!~

jovial arch
warm bear
#

@near escarp question ruuubick, do you know why flashlights don't work in a baked lighting world?

near escarp
#

They should work, make sure it's the correct layer that is affected

warm bear
#

okies

jovial arch
#

What version of unity are you using?

#

I need a link to 2018 4.20f1

jovial arch
sly quiver
#

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?

red fable
#

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

sly quiver
#

thanks

#

ill try that @red fable

sly quiver
#

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

red fable
#

Did you build before you opened it?

sly quiver
#

yes

red fable
#

Search for another search term

#

Hold on

sly quiver
#

i tried even search for Mb or MB

red fable
#

I'll show you what it looks like

sly quiver
#

anyway

red fable
#

Let me build my project first

sly quiver
#

i deleted all assets

#

but the build still said that

#

i still have 179 mbs

#

do i need to update something to the servers?

red fable
#

Where did you search?

sly quiver
#

on the notepad

#

but that does not matters

#

even if there are no asstes on the scene

#

still counts as 179mbs for the server

red fable
#

Did you see the progress bar ?

sly quiver
#

no

#

what is that

red fable
#

The green progress bar you should see when it builds in unity

#

To show the progress

sly quiver
#

oh ok

#

yeah i so that

red fable
#

If you didn't see it, you world didn't build

sly quiver
#

wait let me try agin

#

again

#

just to be sure

#

wait a min

#

you are right

#

there is no build progress bar

red fable
#

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

sly quiver
#

hmmmm ok

#

how do i fix that?

red fable
#

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

sly quiver
#

hm ok

red fable
#

So just remember, if you never see the progress bar when you build it, there's a problem

sly quiver
#

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

#

!

waxen trellis
#

released a small world i hand made some time ago

#

its an ode to an remix event by john

small coral
#

what are ur guys' fav worlds

#

same 🙈

eternal bluff
#

uh, how do i add a tv

mortal canyon
#

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)

near escarp
#

@mortal canyon You publish it again and it'll update it

mortal canyon
#

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?

near escarp
#

in a way yes

bold ibex
#

anyone here?

ornate turret
#

if you have a genuine world building question, ask that instead of asking if anyone is here

#

you'll get help way faster 😉

vague obsidian
#

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?

random owl
#

Most likely you have your chess pieces set to be static

vague obsidian
#

ah alrighty

mortal plover
#

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

rain heart
#

Is it possible to set player model's render queue with in a world?

open thicket
#

@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?

rain heart
#

No

open thicket
#

Ah afaik no

mortal plover
#

But their not set as trigger?

rain heart
#

Yea that's what I though

open thicket
#

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

rain heart
#

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

open thicket
#

So the collider doesn’t adhere correctly

rain heart
#

My was think about geometric at 1998, decal projector at 1999

#

But my friend says it might be better to set player to 2001

open thicket
#

With the projector you should be able to cull the player layer

#

Player local and player layers

rain heart
#

We have a custom volumetric projector, not sure if that will works

open thicket
#

Can you post a pic of that?

rain heart
open thicket
#

Ahh

#

So those are basically decals put on top of the object?

rain heart
#

Yea

open thicket
#

Is that object changing dynamically

#

Like animated

rain heart
#

Static

open thicket
#

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

rain heart
#

Some times it need to be project on to a complex geometric so that won't works

open thicket
#

Hmm for the ones that aren’t complex I would suggest that maybe

mortal plover
#

It won’t let me put mesh filter

open thicket
#

@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

mortal plover
#

But how do I make it show in game

open thicket
#

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

mortal plover
#

So if I did the table

#

@open thicket

#

Did through phone btw

civic jay
#

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

open thicket
#

@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

civic jay
#

I have 3 spawn points which are just empty game objects, they're all away from anything with a collider, and above the ground

mortal plover
#

When I tested it it didn’t show like the objects aren’t there @open thicket

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

civic jay
#

Nah, not getting any errors

open thicket
#

So you said you have 3 different spawn points

#

?

civic jay
#

Yes

open thicket
#

Did you define all of them in your scene descriptor?

civic jay
open thicket
#

Try out 1 for now and see if it works

#

Troubleshoot each individual one and see if there’s a problematic point

civic jay
#

ight

west blade
#

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)

civic jay
#

@open thicket Thank you so much ❤️ finally got it working! I'm such a fucking noob at unity 😂

open thicket
#

What was the issue? Np!

#

@civic jay

civic jay
#

Something with the spawn points, all I did was delete them all and use the VRCWorld as the spawnpoint

rain heart
#

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

bold ibex
#

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 🙂

open thicket
#

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

spare field
#

@full plaza

fluid idol
#

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

past wave
#

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

fluid idol
#

ahhhh yes, I did. thank you very much!

past wave
#

yeah somethings a little buggy about it

brazen crystal
#

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

vivid brook
#

Hey all. Is there a blackjack, poker, etc world?

jovial arch
high arrow
#

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.

jovial arch
#

Lol. Hey Flinchy. Yeah I'm here too.

high arrow
#

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!

subtle cradle
#

Hey, does someone have a world idea ? (Ping me)

normal knot
subtle cradle
#

Change the shader or the texture

#

You can apply a white texture

turbid estuary
#

Any know who’s a good tutorial for world building? I’d like to make a home for myself to load into

dusty spruce
#

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?

high arrow
#

@turbid estuary scroll up a bit, one was just posted for me

turbid estuary
#

Okay thanks

high arrow
#

If you have any luck with it let me know, I'm trying to learn too lol

turbid estuary
#

Ok will do

sage saffron
#

@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

open thicket
#

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

dusty spruce
#

Hmm

open thicket
#

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

dusty spruce
#

Not really, it's still at 0, 0, 0. The spawn point is a bit higher but not really that far.

open thicket
#

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

dusty spruce
#

Doesn't look like there are any colliders in the way.

open thicket
#

Console log when you build

#

Red errors?

dusty spruce
#

A couple, but they're only errors caused from the sdk. Like saying something wasn't initialized in time.

open thicket
#

But nothing other than that?

dusty spruce
#

Not really, no.

open thicket
#

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

dusty spruce
#

I don't use light probes.

open thicket
#

SDK2 or SDK3?

dusty spruce
#

SDK2.

open thicket
#

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

dusty spruce
#

It's worked before though. At it's current spawn point.

open thicket
#

Yeah, could possibly be an asset you have as well that might be causing so issues

#

Do you have many objects in your scene?