#world-development

39 messages Β· Page 46 of 1

random owl
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πŸ˜…

bleak moat
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Technically maybe copying the scene and assets may work...? not sure...

dry mica
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it's good practice i'm fine with it

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I have like 20 worlds ready to be moved over.

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Textures don't load in Quest. I suppose thats the same shaders

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and the quest had this weird double vision thing on the go

random owl
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Make sure you are using shaders that are supported on the quest properly for example the shaders included with the SDK

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Can't remember what other reasons there were that would cause double vision on the quest though

sinful hinge
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how can i fix ui text from going through walls

random owl
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From what I remember you just need to go into play mode and exit for it to render as it should

magic forge
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Anyone have an ideas why I can walk right through my beds?

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its a prefab free asset

random owl
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There's no collider on it

magic forge
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is there a way to make a collider?

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all of my prefab assets dont have colliders

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:pepehands

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maybe add a block under it?

random owl
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You press add component and add a collider to it

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Best thing would be multiple box colliders or other primitives to construct the object and lazy and unoptimized way is a mesh collider

magic forge
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ima try out the mesh collider first than afterwards mess with multiple box colliders

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Thanks πŸ™‚

unborn gate
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is there someone that can tell me how to set up post processing in my world

random owl
unborn gate
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ty

median egret
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I had a big question for people, not sure if there is a prefab or only a private thing. I have seen worlds before with their own menus, is that something worth setting up and how would I go about doing it? I just hate having global options all the way back at spawn and I would prefer people to have them

bold ibex
near escarp
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Looks like occlusion ?

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Unless all those objects are pickups ?

bold ibex
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yes those objects that disappear are pickups

craggy silo
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Build and test ain't workin for me. At first it just launched VRC in vr (despite having force non-vr on) , then a windows command prompt lookin thing pops up, then just puts me in my home. Changed the client to the folder and click on the vrcexe, force non vr works but no more command prompt and still in home world. I tried running that install thing but nothing happened. Pops up with errors but to be frank idk what to do about said errors

random owl
sinful hinge
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ok now my ui text isnt showing up in vch

craggy silo
random owl
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More broken scripts πŸ˜„

craggy silo
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moved it and the program doesnt work in unity now but I can get into the world

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so I guess move back n forth?

random owl
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"Program" doesn't work?

craggy silo
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the light probe script I mean

random owl
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It should work as normal once moved

craggy silo
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1 sec let me show

bold ibex
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hey 1, remember the video player you suggested me to use? is it me or are they buggy?

craggy silo
bold ibex
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i saw 2 prefabs on the package and have them both on the scene

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and they tend to play one video and pressing delete will remove the player

random owl
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@craggy silo did you get it from the github or asset store?

craggy silo
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asset

random owl
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@bold ibex I think you put down the wrong thing in that case those prefabs are spawned by the main player that you should put down

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Also need to put the prefabs in the scene descriptor

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@craggy silo I'll try myself quickly since I haven't used it in a while

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@craggy silo seemingly the asset store should have the scripts in correct locations now, might wanna try deleting the whole folder and reimporting

bold ibex
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im seeing the 2.1 and the 2.3

craggy silo
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I just got it last night you sure?

random owl
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Atleast for me when I just imported it, stuff got imported into different locations as in your screenshots

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You are on the correct version of unity right?

craggy silo
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yeah

random owl
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Can you link the asset store page

craggy silo
random owl
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Also I'm checking the video player atm

bold ibex
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ok

random owl
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@craggy silo interesting it's working from the get go for me even though it shouldn't but yeah you have the right one

bold ibex
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@random owl is there any defects with the player? or is it just me that i did not properly set it up?

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idk if 2 video players would interfere with eachother under the same world

random owl
bold ibex
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oh ok cool ill give this a shot

random owl
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@craggy silo yep for some reason I can't recreate it erroring out even though I know it shouldn't work properly in unity 2018

bold ibex
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whats it trying to say with the red x on the right of the image instructions?

random owl
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Don't touch these basically

bold ibex
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oh ok

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just simply dragout the prefab?

random owl
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Yep put the prefab in your scene

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And then from it drag the two things to your dynamic prefabs

bold ibex
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oh ok

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theres 2 prefabs, is there a difference with these or one that i should use?

random owl
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It's the two different players you can do in vrchat

bold ibex
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i can use any huh?

random owl
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There's the buttons on the player "Live" and "Video" that selects which is spawned

bold ibex
random owl
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Just the 2.2s

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Then from your hierarchy do as the picture says from inside of the 2.2s

bold ibex
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oh ok

outer onyx
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I appreciate it if anyone can give me a pointer on where to look for the cause of this issue? basically texture/mesh is moved once uploaded to vrchat. but in unity they look fine.

bold ibex
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hello?

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can anyone help me with making a toggle button to turn of and on a mirror i cant find the vrc triggers in the add component section

jolly cape
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make sure you are using sdk2

reef yacht
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any thoughts on how to fix this?

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I tried reimporting the sdk
the issue is in VRCSdkControlPanel

bold ibex
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is there anyway to wipe it and reinstall the sdk?
I tried and the splash screen doesn't show up and when i try to upload something it just shows utilitys

reef yacht
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Yeah you need to close unity and delete assets/vrcsdk and assets/plugins/vrcsdk @bold ibex

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Then reinstall

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I just did that and it did not fix my issue however.

topaz basin
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How i make a good looking window(glass)? maybe with raindrops. Mine looks like shit

dry mica
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Thanks for everyones help the other day

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This is a 4 mb world so far i'm having some issues getting textures on the quest

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everything is black and white

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even with VRchat mobile settings

frigid estuary
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Does anyone have a prefab for wearable hats?

neat zodiac
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Anyone know of any good tutorials on how to set up Monster AI that works for vrchat?

exotic vault
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Does anyone know where to get the video player from the Room of the rain or the iwasync video player

frigid estuary
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I just cannot fathom how much work and trickery it takes in SDK2 to make a hat.

near escarp
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Make a hat ?

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If you mean the stuff that's in the hub, it's a system made by Cyanlaser

frigid estuary
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I know, I am watching one of his tutorials but its so advanced I just can't keep up with it @near escarp

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I just wish there was a prefab where you only have to set 1-3 things, instead of building every single component and object from ground up

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the multitude of components made me loose overview and now I'm kinda lost in trying to find out what made it not work

near escarp
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That's Cyan's tutorials in a nutshell, he's big brain

frigid estuary
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that's nice, but I just wish there was an easier way for me πŸ₯Ί

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I understand most triggers and all but spending time with this for 4 hours now and I ran out of power to stay busy with it

bold ibex
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When ever I try to enter my world I crash

arctic herald
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hi, im learning to make a world, where can i get world assets like 3d models to put in the world

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and can i use any 3d models that i already have

near escarp
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the internet !

arctic herald
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literally any 3d models work?

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i know that sounds dumb but im an audio guy

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i dont know anything about unity and game stuff

near escarp
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Most file types work yeah, same as an audio software

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fbx, obj, dae

arctic herald
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sick

flint loom
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you shouldn't use driver4vr tbh

cold token
sinful hinge
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the UI text isnt showing in m world and im not quite sure on how to fix it

reef yacht
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Anyone got a bathroom prefab I can have? ^ ^

median egret
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so I'm using a bunch of baked lights for my world but I'm having a issue with some avatars not working well with the lighting :/ any advice?

bleak moat
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If lights are set to baked then they won't light the players, you need either some mixed/dynamic lights or light probes

reef yacht
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@bold ibex open the demo home in the vrc home kit and build&test it and see if it breaks

neat zodiac
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Is there a way to shuffle cards in SDK 2.0?

near escarp
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There's the randomize function for picking them up from a stack

frigid estuary
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I have an object that anyone can pickup and use while holding (it's a camera). No matter what I do, on the local end, it's getting triggered only once, but for everyone else it is triggered twice. First while being hold and activated, second time when being put down. I should be triggered only one time. Did anyone have this kind of issue yet?

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The entire animation starts with activating everything necessary for shooting the camera and ends with switching everything off. In the animator it gets played by a trigger parameter in the transition from "New State" (which is just empty) to "photograph" which is the animation and then exits.

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It seems to have something to do with the trigger itself though, because it happens regardless of what type of trigger I use, for example OnInteract or OnPickupUseDown, they all cause the same problem

slate maple
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Hello! I just unlocked the ability to create worlds and avatars. I was wanting to make my own private room space. Is it possible to purchase/download assets from places like Sketchfab to build a world and have it work inside VRC? Sorry for the super noob question, but I'm curious how much complications I'll be having by doing that.

tardy agate
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How am I able to allow players to jump in a custom world? Whenever I go into testing, I'm unable to jump and don't really want it to be that way

runic wyvern
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^ Add component "VRC_Playermods" to the scene and then add "Jump" from the dropdown

tardy agate
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Where can I find the scene?

runic wyvern
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scene is where you are making your world in Unity, just put the component "VRC_Playermods" on your gameoobject where "VRC_SceneDescriptor" is or something

tardy agate
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Do I need to check "isRoomPlayerMods"?

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It works now, ty for the help!

sudden lily
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What's the layer I should set a collider trigger to in order to detect a player entering/exiting an area? Because I've tried both Player and PlayerLocal and neither seem to work.

little niche
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hey everyone. I've also just been granted world/avatar creation access - however when I click publish from Unity I'm unable to to click on any of the fields in the submission form.

I've tried looking around for answers but none of those seem to apply to me. Anyone got any ideas that could help?

thanks!

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Hello! I just unlocked the ability to create worlds and avatars. I was wanting to make my own private room space. Is it possible to purchase/download assets from places like Sketchfab to build a world and have it work inside VRC? Sorry for the super noob question, but I'm curious how much complications I'll be having by doing that.
@slate maple this should be possible - just bear in mind a lot of the content from sketchfab may not be optimised for realtime or even for mobile. Have a look at the wireframe versions of the models and a simple top-line rule is, if all you can see is lines and points at the scale you want to view it at, then it's probably too heavy!

woven condor
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@sudden lily try removing the default layer / have only player and player local

sudden lily
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Already tried just Player and PlayerLocal.

runic wyvern
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What layer is your collider itself is actually set to

sudden lily
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Ahhh, dammit. That'd certainly help.

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It's always the dumb simple stuff that gets me with bugtesting, I swear.

potent torrent
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Trying to use the iwasync video player for streaming youtube as discussed above, and having no luck getting stream to play. I wanted the stream hard-coded, and assumed the url could be entered under SyncVideoStream, but it does not play.

spiral copper
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how do i enable jump in my world?

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i have this setup on my VRCworld but it doesnt work

mild spade
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You dont need a trigger to activate it. Just check (true) "isRoomPlayerMods"

spiral copper
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ty

mild spade
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You can ignore that for most parts

spiral copper
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cheers

open thicket
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@slate maple yes, just credit assets that need them. Any repository of assets is there to your disposal

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@potent torrent make sure to include the spawnvideo and spawnstream gameobjects in the dynamic prefabs list in the scene descriptor. And make sure this is all done in SDK2

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@sudden lily don’t forget istrigger for the collider

potent torrent
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Thanks @open thicket. I was fooling around with the example scene that includes this in VRCWorld by default. I'm going to reset the example scene and start from scratch.

open thicket
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@frigid estuary maybe the animation is looped?

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A good way so animation isn’t triggered and hectic is to disable the collider within the animation state until the animation is complete too. So you don’t spam it

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With things needing colliders you can make a seperate dummy collider as well parented to the hierarchy

hexed pond
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question

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I have seen "vrc_webpanel" , does this still work? can i put a web browser in my home room?

frigid estuary
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@open thicket the animation is not looped. thanks for the advice about the collider, I will try that. if it still does that I must try to make subanimations that are not handled by the parent I guess.

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Another question: Anyone know how to lower the radius of this Player Audio Override? The Volume is perfectly fine.

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Would it just be the Volumetric Radius?

bold ibex
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hello can anyone know how to fix this error ?

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Last Built VRChat Scene Could Not Be Found

near escarp
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You have console errors

bold ibex
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how to slove it

near escarp
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Won't know until we see it

dire pulsar
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What would be the best way to build terrain for a world that has buildings with underground levels and possibly caves etc? vrcThinking

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Or would having entrances that are simply portals leading to the "interior" areas work better?

median egret
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so i'm trying to use video players as my main sort of music in the world but my video player constantly is black screen and takes forever to load? I tried the google fix already and not sure what else it would be

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its usually always on my side only

abstract jolt
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i am downloading unity rn how should i start with making a world. any good videos i can watch?

near escarp
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Yeah

bold ibex
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I can't find any good volumetric lights that I could put in my world and or how they work, every time its either the asset takes way too long to import or doesnt work

near escarp
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Try Xiexe's volumetrics

median egret
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so i'm guessing all the video players work the same? no matter which I get? @near escarp

near escarp
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no clue

median egret
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darn I just really need help with them

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just seems like they are all based off the same one though

bold ibex
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Hmm @near escarp I'm goin for something like.. maybe not lights but like ive seen in multiple horror maps where its darker the farther everything is?

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i dont think i can do that with xiexes?

near escarp
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Fog ?

bold ibex
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Yeah, would that go into post processing?

near escarp
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That's an option in Unity's lighting window

bold ibex
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Ohh, really? so it'd work like fog then I assume?

near escarp
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yeah, hence the name

bleak moat
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@dire pulsar Use probuilder for the ground so you can make holes, default terrain doesn't support holes in this version of unity

near escarp
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Please don't use Probuilder for terrain CryingWeeb

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Just use Blender, it's so much easier and so much more performant

bleak moat
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Why shouldn't you use it for terrain?

near escarp
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It's a crutch

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Any second you spend away from learning blender is doing yourself a disfavor

bleak moat
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It's a mesh with a mesh collider either way so I don't see why making it in probuilder vs blender would change anything, unless there's something i'm missing

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Oh

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Ok so it's just so you learn blender

near escarp
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Yes

bleak moat
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I find probuilder far easier & faster to prototype/setup stuff with, even though I have a pretty decent knowledge of Blender

near escarp
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Probuilder is fun at first, but eventually you just need to remove the side wheels

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If you wanna go back after i guess that's fine, but i've seen too many people use probuilder for too long, then trying blender and then never going back

bleak moat
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Yeah, generally I'll do base probuilder layout -> start making modular assets in blender (maybe even export some of the probuilder meshes to edit them in blender) -> set up everything in unity, but the probuilder meshes generally stay there

bold ibex
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@near escarp Hmm I tried xiexes volumetrics for a window but it worked fine until a minute ago, it just suddenly disappeared like its invisible now

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and im not sure why

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the prefabs look fine in other scenes

near escarp
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Not sure, could be your skybox material, could be the fog if you're using it

rustic mantle
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Doesn't it rely on real time directional light?

near escarp
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at least a depth buffer

median egret
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would someone be able to help me with a video player world? can't seem to have a working one

bold ibex
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I asked before about a BGM solution which played infinitely, and allowed the player to pick a song to play at any time - I was given a prefab to a music player, but it's a 'dumb' system that literally just enables gameobjects with audio sources on it

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i've been told that audiobank = bad but i don't see anything (including audio triggers) that can handle BGM as well as it. The only problem I have with it is that it doesn't continue to play after the final song in the playlist, and that issue combined with the audiobank = bad is why i'm trying to find an alternative which does what i need

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without resorting to manually timing events based on the lengths of each song (since audiobank is smart enough to trigger events when a song ends)

weak sage
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I need help why i can upload

slate anvil
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anyone have this? i cant upload my world, and these are the only things to pop up, it wont let me upload it will only allow me to the area but not to fully upload the button does nothing

weak sage
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Same here. I be the same problem

gloomy cipher
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Question, how does one get a world public nowadays? Does it have to be in the community labs for a bit?do I have to contact a Mod and get it approved. Or do I just have to get on my vrc account on a webbowser and after its uploaded, change it to public?

median egret
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community for a bit, more popular the higher chance for it to become public faster

rotund ferry
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qq all

bold ibex
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what's a decent limit for polys in worlds

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?

gloomy cipher
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Lower is always better but no more than 1m tri's should be a good start, though textures, mesh counts, lighting, vrc triggers, ect also play on the performance on the world

flint loom
bleak moat
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did you assign it?

flint loom
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wdym

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its the first time i try to apply textures on a map

bleak moat
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Did you assign the material to the faces you want it to show up on?

flint loom
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yes

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but don't show the texture , it just changed the color

bleak moat
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Then you probably haven't unwrapped it

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look up UV mapping

flint loom
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the map is rlly huge *

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gonna be hard for uv mapping

bleak moat
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You generally don't want to do the entire map in one mesh

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but if you do, yeah it'll take time

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though if your textures are simple then you can start with Cube-projected UVs and tweak from there

flint loom
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or maybe i should do it on unity

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just need to know how to edit the textures

bleak moat
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You can do basic geometry with probuilder but anything more complicated will need to be made with blender

flint loom
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do you have a tutorial for that ?

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(the easiest way if possible , im lazy af)

bleak moat
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look up the brackeys tutorial on probuilder

flint loom
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omg this looks so long

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yeah i'll do it later

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(in 5 months)

bold ibex
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Let's say I wanted to turn off climbing when you climb up a ladder and into a room without touching a button or turning it on, and then when you fall back through the hole, it turns back on. How would I do something like that?

near escarp
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You're using cyanlaser's prefab ?

bold ibex
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yep I am uvu @near escarp

near escarp
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Why do you want to turn it off ?

bold ibex
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Because I don't want the little balls vibrating at my ears while inside this room

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Or me accidentally grabbing them while in the room itself

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coz there's no point to climb in the room

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only up the ladder that leads into it

near escarp
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In that case you might want to try disabling the prefab entirely with a zone trigger when you get up the ladder, and zone trigger that enables it when you fall down the hole

bold ibex
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Would I put those on planes perhaps?

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Coz I'm not very good with triggers necessarily

near escarp
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A cube without the mesh renderer

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And the collider set as "Is Trigger"

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Then vrc trigger on that object with OnEnterTrigger on layer PlayerLocal > SetGameObjectActive on the prefab to false

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And same thing in the hole but to True

bold ibex
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so the mesh renderer would be turned off? or with an invisible material?

near escarp
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Just removing the mesh renderer component does it

bold ibex
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So do I add a VRC trigger to the cube? or is there something specifically called a "zone trigger"

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ohhh i read that sorry

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i was confused on the collider part but i see now

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I'm sending what it looks like right now

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Do I set the layer from default to playerlocal as well?

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that little one above actions?

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Coz when you fall through I want it to also turn back on if that makes sense

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So you can get back up the ladder

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would i set it to an on exit to turn back on?

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I'm tryna think of the logic but its makin me confused coz im wondering how that'd work with a cube @near escarp

near escarp
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The object one stays on default

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aside from that it's perfect

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the object itself is on a layer, and with the trigger you're telling it "if you touch something on playerlocal, then you trigger"

bold ibex
near escarp
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If the object was set to playerlocal then it would just detect itself and do nothing

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Yep that seems good !

bold ibex
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Hmm so would I still be able to climb through the collider?

near escarp
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I would hope so, unless you configured the prefab to use the default layer for climbing

bold ibex
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I just tossed in the prefab and then set up the hand layers o: i havent changed anything yet on it

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So if I were to climb through it'd turn off, but what if I were to fall back through it? would it turn back on?

versed garden
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Does someone knows a working car prefab because the fionna prefab is not working in the 2018 version

bold ibex
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Also would I possibly have to set all of them to walkthrough @near escarp ?

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Or would I perhaps get a plane so when you fall through it it turns on?

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like just before the ladder ends at the hole

near escarp
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@versed garden not working how ?

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@bold ibex it wouldn't since you set it to false

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it'd turn back on if you had set it to toggle

bold ibex
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Should I do it like this then or should I do it using toggle?

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coz wouldn't it only toggle when I'm on the inside of it?

near escarp
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If you don't want them to be able to use it for the small duration of being in the whole, yeah sure, but it'd be better to just not use the climbing layers on your meshes instead ?

bold ibex
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Coz it would stay being true so if i went through it, it wouldnt do anything except when you go through the false cube it turns off

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Well then the balls would still be at the sides of the head

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and i dont want it bothering me or other players

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I could make it true until the very top?

near escarp
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you plan on staying in that hole ?

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If so yeah, the current setup is fine

bold ibex
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it's more like you climb through the hole, and then into the room

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while in the room its off

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but when you climb out again, itll turn on so you can climb back up if you need to

near escarp
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Then you need a delay on your false trigger

versed garden
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@near escarp it seems that the prefab worked in the 2017 version and i know because i made a world with bumpercars and now i downloaded the prefab again and it is not working

near escarp
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a few seconds so that it doesn't disable climbing while they're going into the room

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yeah but not working how ? @versed garden are there any errors ?

bold ibex
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Hmm alrighty. Also, im unsure if this is how everything should be set up with the prefab or not πŸ€”

near escarp
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If that's the default prefab then yeah

bold ibex
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I wouldn't have to change any of the layers or anything?

near escarp
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I don't think so no

bold ibex
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Alrighty, then i think it might be good to go maybee, ill go give it a test

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thank you so much q-q

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<33

versed garden
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No no errors the cars from her prefab are not driving at all. I noticed that the standard asset with the carprefabs are not supported anymore

near escarp
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Are you using the sdk3 ?

versed garden
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No sdk2

near escarp
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RuuuThunk @shut timber any idea ?

weak sage
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i need help with lighting

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everytime i move my head it glitches the light

near escarp
shut timber
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@versed garden The car prefab should still work. I suggest re-installing standard assets. Do not move the Standard Assets folder. Do not remove any of the components in the prefab such as the Wheel Effects scripts.

bold ibex
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@near escarp I tried testing it but climbing doesnt seem to work

near escarp
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Did it work before ?

shut timber
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@bold ibex @versed garden Also, Cyan and I always take care to include a README or Instructions text file with our prefabs. If you haven't read them, please do!

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The climbing prefab does require you to click the setup buttons. You also have to have vrchat layers set up, meaning doing a build at least once first.

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(Actually I may be wrong on setup buttons, he updated it since I last used it. Check the README)

bold ibex
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Also random question, for buttons do they need to have the mesh collider on to work?

shut timber
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Also @versed garden you said "the fionna prefab"...are you talking about NotBadCars? I hope you aren't using Pizzacar

versed garden
#

@shut timber I downloaded the standard assets from the assetstore but there was the message that it was for 2017 version

#

Yes the notbad cars

shut timber
#

Yeah, it should still work though. You don't need the entire package, just mainly the stuff in the character controller examples that includes the vehicle scripts.

#

Also always good to keep the Utility section, I don't remember if we used those scripts too.

versed garden
#

I will look it up tomorrow. Thanks for the replay. I hope it will work again because i need it badly.

shut timber
#

I know a few people have got it working recently, don't worry!

bold ibex
#

To add, my animations don't seemed to be synced up with each other whenever i load into the world

weak sage
#

i now cant get the pedestal to work and to make it exclusive to only a set of people

near escarp
#

you put it in a private world and give the world link to those people

bold ibex
#

I also followed the instructions @shut timber but for some reason it still isn't working properly. i cant climb even though ive followed what its said uvu

near escarp
#

You're missing a step, we updated 15 worlds recently that use the prefabs, and had no issue

weak sage
#

so how do i get the pedestals to even get clicked on

bold ibex
#

I'm just not seeing what step clearly coz it says its working in game

#

but i cant climb

#

It says "press 1 to climb" in desktop mode and i press 1, and then it says press e to climb

#

i go where i need to climb

#

no ball or anything shows up

shut timber
#

On desktop you just click on the surface you want to grab

bold ibex
#

Yep, and I do that but it doesnt work as far as i can tell

#

no balls no anything showing up

#

ive yet to try it in normal vr

near escarp
#

@weak sage it's automatic, drop the prefab in your scene, add the avatar ID and that's it

weak sage
#

when i try to click on it to test it it dont work

near escarp
#

test it in a vrchat world you uploaded ?

weak sage
#

yes and nothing

near escarp
#

Is the avatar ID in it ?

#

Are you on SDK2 ?

weak sage
#

Yes it is but No im using udon. I also tried sdk2 and it also didnt work

near escarp
#

I have no idea how you're setting it up, working for me and everyone else currently

weak sage
#

Im dragging the pedestal prefab in the vrc pedestal cube

near escarp
#

?

#

Just drop the prefab in the scene

uneven magnet
#

Hey all, I'm trying to learn how to make an NPC's head track the player's view point. I've seen this in a lot of worlds, but not sure where to start. Can anyone help?

near escarp
#

@uneven magnet Follow target on the NPC's head bone i believe

light bluff
#

Hey guys can anyone point me in a direction to make a "yeet seat"? Like the one in the vrchat promo video where Tupper gets yeeted at the end. I think I'm just searching the wrong keywords. I'v tryed adding pickups/special layers/ sync objects/ triggers but I'm sure I'm just 1 step off.

mild spade
#

A chair you can throw around? Is that a "yeet seat" xD? (btw dont ever use "special layer" it can break triggers)

@uneven magnet This video should cover player tracking https://www.youtube.com/watch?v=Yik63cfyuD8

This tutorial goes over how to create a player tracker and 3 examples of how to use it. The player tracker was first created by HardLight and released in his Toybox prefabs. The link to download Toybox as well as a link to the Prefab Database can be found below.

The examples...

β–Ά Play video
uneven magnet
#

Thanks @near escarp and @mild spade

light bluff
#

@mild spade yes thats a yeet seat. I guess the special layers is why all my trigger object disapear

bold ibex
#

is it possible to have abunch of gameobjects moved into a trigger without dropping it in 1 by 1?

#

i have to move 30 into a trigger

modern kayak
#

You could have them all be children of one specific gameobject, then just reference that parent and have the script get children and loop through them

#

Best not to do too many of these because they will cause a prolonged black screen when joining the world

wet hawk
#

okay so im haveing trouble figuring out how to get some video player prefabs to work. im trying to use the hang out house video player. it wasnt loading videos for me. also MOST of all. i really want it to auto play a group of videos in order as soon as you join the world.

#

If anyone can help please Private message me and i will get back to you.

wet hawk
#

ill be checking back here too. if you have any info on what im supposed to do to get videos to play when people spawn in please say something and speak up

devout plume
#

Anyone using probuilder for unity? I changed the probuilder version, not it looks like this

#

How do I get rid of those blue icons..

dry heron
#

somebody help
i was testing my world it worked fine at first but now when i try to build & test it shows this

bold ibex
#

is there a way to have an audio clip (a club mix) for about 2 hours and not have my mb count sky rocket?
No video players because, I want it to be quest compatible

open thicket
#

You can try using unity’s default audio compression

#

And cut back 60% or above until you notice audible quality loss

#

But I recommend initially using a DAW (if you have one or audacity) then using exporting settings that have at least 128 kbps CD quality. But in general lowering the bitrate of your audio is the main way to reduce file size. Also I recommend you just do an hour long set instead of two. That would greatly reduce the size and you’d be able to swap out sets in the future if you wanted.

#

@bold ibex

#

@devout plume in general you could probably disable the widgets showing up in the gizmos tooltab

bold ibex
#

Alright, thank you @open thicket

open thicket
#

Np

#

@dry heron If youre using SDK2 and there’s scripts in your scene you won’t be able to use them unless they’re whitelisted. Also building if the scripts are conflicting with each other they may cause compiler errors in general

#

Any new imported assets you use though might have scripts added so you might want to sort through the asset folders you have and delete any scripts you see that aren’t necessary for your map

jovial arch
#

Gonna have to put VRChat world building on hold for a while. I got called back to work. I'm still going to use it, just won't have as much time anymore.

forest patio
#

Was just curious, would making a sort of sea of clouds that seems to just go on be possible to make without killing the average computer?

bleak moat
#

depends how you do it I guess

#

you want moving clouds or is static fine?

#

static would be easier, you can probably project some cloud pngs on some geometry and use that as clouds

forest patio
#

Just a vague idea that popped into my head, a repeated flow could be nice. I saw a world where you could change the landscape to some really amazing looped stuff and was a lil curious. Ideally it'd be fun to make them look a little cartoony. It's just an idea, I don't expect to get it done anytime soon.

jovial arch
#

VRChat: pretty much. Whole night of random world hopping and hanging out with some 30 people: Take headset off: Older bro with his hair all f**ked up telling me - "Hey bro, don't do that again, you're being too loud, I'm trying to sleep"

#

Good times.

forest patio
#

Oof. Glad I moved out early.

bold ibex
#

what are the support VRC shaders

#

thanks

#

is there a list somewhere

little niche
#

hey everyone. I've also just been granted world/avatar creation access - however when I click publish from Unity I'm unable to to click on any of the fields in the submission form.

I've tried looking around for answers but none of those seem to apply to me. Anyone got any ideas that could help?

thanks!
@little niche Just because I hate it when people solve things and don't notify future searchers when they discover the answer - the issue here was that the project needs to have TextMesh Pro Essentials and Extras installed for the form to work

jade leaf
#

I am building a vrchat world, and I can't access my private world. The certain scenario goes as follows; 1. vr cat opens 2 i logs me in 3 it loads my HOME rather than my PRIVATE WORLD. Plz help.

normal pine
#

I making mt first world and i have swords to fight with but i dont know how to make it so you can block with the swords. can someone point me to a guide or something?

bold ibex
#

hey guys I have an issue when I imported the vrc sdk all my specular got bumped up super high

#

was a lot lower before importing

near escarp
#

You shouldn't be using most of those post processing options

#

Not only does it look and feel terrible in VR, it'll make your world look way different than it should

bold ibex
#

even when I turn off the post processing the specular is still of the charts

near escarp
#

Which shader are you using

bold ibex
#

autodesk interactive

#

only pbr I have

near escarp
#

Unity does it

bold ibex
#

there are no roughness maps in the standard shader

near escarp
#

Also there's a big different in substance exports for specularity/metalness

#

You can use rero standard too

bold ibex
#

ok but still idk why importing the sdk did this

near escarp
bold ibex
#

is there an option that it turns on or something ?

near escarp
#

the vrchat sdk did that ?

bold ibex
#

yeah because i didn't change anything in between

#

I'll try with rero and see if I can figure this out

jade leaf
#

I possibly found a solution to my problem, consider it resolved.

frigid estuary
#

Is there a movie player prefab that is working currently? (tried hangout player, doesnt work smh for me)

upper orchid
#

I'd just like to confirm because I can't find it officially documented, are video players not support in SDK3 currently?

near escarp
#

correct

upper orchid
#

I know that it's still in alpha, but it's recommended on the "choosing your sdk" page to use sdk3 for worlds, and I haven't been able to find an official list of unsupported features in sdk3. IMO it makes sense to have a "Hey, this is what you CANT do with SDK3 currently" on that page because that would have greatly influenced my decision when building this world

#

Thankfully my world isn't too far along or complex so moving to SDK2 shouldn't be hard

#

Actually, even in the "whitelisted world components" page the video components are listed as part of sdk3

bold ibex
#

how do I get post processing to work in vrc?

near escarp
bold ibex
#

thank you

tawdry gorge
#

my whole unity crashed while uploading a world, as I reloaded it my VRC SDK only had the utility option now I redid VRCSDK and now he sees my world as a brand new, is there a way to overwrite a "old world"/"existing world"?

little parrot
#

On the vrcworld prefab, under the scene descriptor, what is a reference camera?

upper orchid
#

my whole unity crashed while uploading a world, as I reloaded it my VRC SDK only had the utility option now I redid VRCSDK and now he sees my world as a brand new, is there a way to overwrite a "old world"/"existing world"?
@tawdry gorge I believe you should be able to grab the ID of your world from the "content manager" of the control panel in unity and add it to the pipeline manager in your VRCWorld

tawdry gorge
#

Ah thanks I will try it

neon parrot
#

Does anyone know how to use a video from my drop box (I have the professional - 100gb transfer pack) and stream it to the VRC_SyncVideoPlayer?
Simply uploading it to my file transfers folder and grabbing the download link isnt working.

dry mica
past sorrel
#

I have been searching and am still searching for a solution for "trigger on XXX was not initialized in time!" issue

#

Does anyone know how to solve it other than starting a new project?

#

It's with "null reference exception" also

#

VRC.SDKBase.VRC_Trigger.Awake () (at <2d6d92e096074fa9b84121bc5cb358de>:0)

neon parrot
#

Nerver mind! After much trial and error I figured it out

past sorrel
#

brand new map with only a cube and a trigger to toggle the cube still causing the same error

#

official SDK2 trigger script broken?

#

I'm starting a new project to try

#

welp! officially SDK2 trigger is broken

#

brand new project with only SDK2 and a cube and a trigger

random owl
#

Those errors are normal and can be ignored they don't cause any problems expect for log spam

past sorrel
#

nope. won't upload

#

it's read

#

red

random owl
#

In that case those errors are a false lead and you need to find the actual reason it won't upload

past sorrel
#

well.

#

a map with only VRCWorld, Cube, and a cube with trigger

#

I know how trigger work. I've made more than 5 maps with triggers

random owl
#

"Won't upload" doean't really describe to me what's happening

green lagoon
#

what happens when you click the play button in general

past sorrel
#

trigger error

#

note this is a brand new project with just downloaded VRCSDK2 to make sure I have everything clean

#

no shader used

#

just standard shader

#

no shader installed either

#

this basically reduced the issue to only the trigger script reference issue

random owl
#

Do you have error pause on in your console?

past sorrel
#

it's off

#

the problem will be if I upload it, the map will never load in game

#

it will just be in a loop of loading and clicking ok

#

then back to loading

random owl
#

Clicking ok on what?

past sorrel
#

in the game after loading the world

#

click ok to get in the world

random owl
#

Ahh

#

It just loops the loading and doesn't throw you back to home world?

past sorrel
#

oh you can choose not to click ok and click "back to home world"

#

well that's not really the problem. Problem is that SDK2 trigger is broken XD

#

I don't really want to go to UDON just for triggers....or maybe it's time for me to learn

random owl
#

Like I said above the trigger errors in console are normals and have been there ever since update to 2018

past sorrel
#

You know what? I haven't really tried uploading it. I've only tried to Test it and it was constant load

#

I'll try that in a bit then. I didn't bother to try because I was helping another friend with the same issue before

vivid harness
#

anyone know how to get rid of invisible colliders that dont show up in the unity editor?

#

its probrably caused by probuilder

#

but i replaced the floor and it still persists

#

im getting a gyazo video of it now

#

i can get through it with a bit of jumping but still

dire pulsar
#

Been awhile since I dug into making a world for vrc but if I made terrain in say 3DS or Blender to use in unity what would be the best method of adding/having a collider on it? Terrain will have hills/mountains etc so quite a few ups and downs so using a metric fuckton of box colliders is just gonna be painful so would prefer to avoid that method πŸ‘

vivid harness
#

on the model file in the inspector there is a option named generate colliders

dire pulsar
#

I'll give that a shot πŸ‘

errant prism
#

you can search for colliders in the editor

#

in the hierarchy tab search field, type t:collider and it will only show objects that have colliders on them in the list

#

select each object until you find the 'invisible' one

vivid harness
#

ah, ill try that

#

it doesnt show up . . .

bold ibex
#

is there a way to play twitch livestreams through a video player that you place in a world that you made?

#

im trying to have a video player play what im streaming while im in the world taking to people

past sorrel
#

Like I said above the trigger errors in console are normals and have been there ever since update to 2018
@random owl It actually worked. Just annoying that I can't really test it before uploading. Not sure why it didn't work for my friend before.

devout plume
#

@devout plume in general you could probably disable the widgets showing up in the gizmos tooltab
@open thicket I tried, but did not find it

shy storm
#

Hey so, I just got Unity up to date and imported VRC SDK3 but I think I'm missing some options? There's no build panel or login to access/ upload new worlds

devout plume
#

Hey so, I just got Unity up to date and imported VRC SDK3 but I think I'm missing some options? There's no build panel or login to access/ upload new worlds
@shy storm I had same issue before, check the version of unity or delete this SDK then re-import again, that's how I got mine fixed

#

Maybe not works for you, but worth a try

shy storm
#

Yeah 2018.4.20
I'll try it out in a bit, thanks

#

When imported, everything seems like it's there. All contents and their children are visible in the assets folder.
Though I still have only two options as before. So I still can't login and upload worlds

main mantle
#

Any errors in the console tab?

bronze smelt
#

@vivid harness anything you want to go through have to be 2.01+ meters

#

The invisible collider is the player collider

#

Which is about 2 meters

shy storm
#

.......
The console pointed out a red boi about a script within some pens I downloaded and now it somehow works after deleting the c# script

vivid harness
#

Aah, I’ll use pro builder to check the height then

shy storm
#

w h y

#

@main mantle
That somehow did the trick, thanks!

main mantle
#

't is how I got Shader Forge to work too, just 1 small fix in a script πŸ˜›

median egret
#

is anyone here familiar with vrc_syncvideoplayer and how to use the addurl?

vale flame
#

what is vrc_metadata listener?

normal pine
#

Can anyone point me to a guide on how to make a beer pong game or where to find a prefab of one that someone made for the Community?

main mantle
#

Doubt it, but it's likely a mesh collider for the cup with a trigger capsule collider inside it that triggers the ball respawn and gameobject disable for the cup itself and the ball is just a sphere with rigid body, pickup script, object sync script and sphere collider. Sounds rather simple to set up

normal pine
#

@main mantle ok thanks

main mantle
#

@regal cobalt EZ, you need the station script, the event script and the trigger script to even make it work, so you change the text in the trigger that sends the UseStation RPC

tawdry gorge
#

@tawdry gorge I believe you should be able to grab the ID of your world from the "content manager" of the control panel in unity and add it to the pipeline manager in your VRCWorld
@upper orchid uhm where do I find the pipeline manager?

#

its a question for everybody who knows

upper orchid
#

It's a component of the vrcworld prefab

#

Not at my PC but I can get a screenshot of it once I'm back if nobody else posts

main mantle
#

Yup

upper orchid
#

Yep!

tawdry gorge
#

Thanks so much it worked TuT

#

oh another question if you dont mind, my Vrccam doesnt show the image in the "game" window it shows in the Scene Preview

main mantle
#

IIRC you have to check the "Upload Image" box, then you can change the camera to the view you wish

sonic pebble
#

Hi ^^ I'm making a small room and I have a HUGEEEE problem with VRCHAT SDK (SDK 2.0)

#

basically, my room is stuck in a older version. If I do any modification and I "test and build", the modification won't show, even if we can see them in unity

#

but when I publish it or test it, the room is fully empty without any lighting

#

also with an object I deleted and doesn't exist in the project anymore

#

Okey, I found the issue

#

It was because my skybox asset was buggy, so I just deleted it and now it's working fine :3

bold ibex
#

Does anyone know how to get twitch links to work with video players?

dry heron
#

Sup guys does someone here have a video player prefab for a Karaoke player?

dusty sequoia
wet hawk
#

please help

#

is there anything i can use on my world like a script for wind that affects cloth physics? i am making a one piece world of the pirate ship they sail on and i want wind to affect cloth on the sails and flags

#

maybe there is a shader?

near escarp
#

@wet hawk shader or animation yeah, plenty of those

plain girder
cold zealot
#

Does anyone know how to add shadows to textures? This is for my VRC world that i'm making

bleak moat
#

Wym add shadows to textures? To materials?

cold zealot
#

shadows to materials

#

so its like a kind of a gradient effect

#

as if you shine a light on it, and part of it is darker than the rest

main mantle
#

Give it a read πŸ™‚

median egret
#

would someone be able to help me with a texture/shader

#

I have a floor part with a separate transparency file and i'm not sure how to use it.

bleak moat
#

you can just apply the transparency to the texture with photoshop or gimp

median egret
#

how do I do that?

#

I have like one texture of the room and one that is transparency for some of the glass

bleak moat
#

Wait what does the texture look like

median egret
#

I tried using a shader for the transparency but it make it so u can see through the world :?

#

one sec

#

for example I have a base color

#

and also a transparency which is seperate

#

bc part of the world has like glass areas for the transparency

#

so I was able to get it to work in some spots

#

like this

bleak moat
#

select the spot you need to be transparent opaque on the alpha texture and use it as a mask for the main texture

#

then export and use the texture with the standard shader

median egret
#

wait maybe I'm sleepy and don't understand

faint wren
#

release friday 17th public.

weak sage
#

How could i go to make a food item get eaten every time i put it close to my mouth. Dm me if you got an idea.

near escarp
#

@weak sage There's a prefab for that in the database, pinned in this channel

weak sage
#

No i don’t see any

#

That would work

mortal plover
#

How to fix world jump when it’s not working

near escarp
#

How did you set it up ?

mortal plover
#

I added vrc player mod added jump, jumpPower 4 when i tested it don’t work

faint wren
#

Don’t insert mods on the vrcworld add player mods on to empty game object position x y z 0 0 0

mortal plover
#

How

near escarp
#

@mortal plover Did you enable "is room player mod" ?

faint wren
#

Hierarchy create empty game objects name it to mods add component mods

mortal plover
#

Don’t think so? @near escarp

faint wren
#

It breaks if it’s on vrcworld

mortal plover
#

Ok @faint wren

near escarp
#

If you haven't then it won't work

faint wren
#

It all most broke my world and I just figure that last night at 4 am

normal pine
#

This may be a Stupid question but how realistic dose realisic violence count as? i have sword fighing in my world shood i check it just in case?

near escarp
#

that's fine

faint wren
#

My map it’s check to blood and gore realistic violence due it’s quake with jump scares

near escarp
#

Also the player mods component can be on the vrc_world

#

if your map broke that's due to something else

faint wren
#

Well when I did that change it fixed it

#

@near escarp do you think we should have a check box for weapons on map like just a check box for weapons.

#

For the upload page

#

Just suggesting.

normal pine
#

How do i get the vrccam to use the preview image it shows on the scene tap

faint wren
#

Left click on it and small cams appears on bottom right corner

#

And check update picture box

#

And use mouse to drag position it

#

It’s called vrcam

#

It always goes on bottom

#

In scene

#

Of hierarchy

normal pine
#

Ok thanks

faint wren
#

No problem

near escarp
#

that doesn't seem necessary no

faint wren
#

All right k.

bold ibex
#

does anyone have some good worlds for me to check out?

faint wren
#

My new map been release tomorrow

bold ibex
#

ok

bold ibex
#

How would I go about making a playlist background music instead of just one song

jolly cape
#

there is a music player that allows playlists but i dont know if its broken

#

another option would be compiling a mix and uploading it to youtube and just making a video player play it

bold ibex
#

or making a soundfile but I think that'd take a lot of space

#

thanks

jolly cape
#

np

late steppe
#

Does anyone know what's the largest world currently ?

jolly cape
#

theres a map thats around a gigabyte

#

afaik

late steppe
#

Wow ok , I'm thinking of doing one bit all my ideas just seem to big right now ...but a gigabyte is alot ...I'm guessing its PC only as well

bold ibex
#

can i ask for someone's help with my world? it's just a basic few platforms with a mirror but something seems to be wrong with how it looks inside of vr causing like a flicker wave effect within the right side of the headset only in that world.

jolly cape
#

deffo

bold ibex
#

hopefully i can find the help?

lime horizon
#

i cant interact with the check boxes

#

weird af

jolly cape
#

you sure its not paused?

lime horizon
#

yep

jolly cape
#

huh

near escarp
#

@bold ibex Did you add post processing ?

#

@lime horizon Show your screen with console

lime horizon
#

i dont know if its something to do with i'm only uploading a big ass plane so i can use my giant avatars with it

bold ibex
#

@bold ibex are you on quest by chance? because back then when I used shaders that are unsupported by quest, my friends starts having flicker effects on 1 eye

near escarp
#

ok, remove all the components you added to your plane'

#

and instead add the vrcworld prefab to your scene

lime horizon
#

ah

#

alright

#

the only components i have on it are the descriptor, pipeline manager, and mesh collider

#

dont i need those for it to even upload?

near escarp
#

that's the point of the vrcworld prefab

lime horizon
#

ah

#

i saw what i did wrong lmao

#

had the wrong prefab in

bold ibex
#

anyone knows how to use the seamless teleporter from vrcprefabs

#

i placed it in my world to test it and it didnt work?

near escarp
#

Isn't there a readme file in the package ?

bold ibex
#

i dont think so

near escarp
#

Requires standard assets and toybox

#

you're not doing that in udon right ?

bold ibex
#

nope

#

right now all it does is teleport me to desired location

#

without any fade

near escarp
#

How is it setup in your world ?

bold ibex
#

i just placed the prefab in my world

near escarp
#

yeah but that requires a bit of an adjustment

#

if you just teleport someone to two different looking places then you'll notice it

bold ibex
#

its 2 different places

#

i will mess around with settings

near escarp
#

are you sure you need the seamless teleport ? it's for a very specific usage

bold ibex
#

what i need is a teleport that teleports people with a fade effect

near escarp
#

ah, then that's not what it does at all

bold ibex
#

oh?

near escarp
#

the fade that people do is with a screenspace shader

bold ibex
#

screen space?

near escarp
#

and then they animate the values

void quiver
#

hey

near escarp
#

screen space means on your eyes directly, not on the environment

bold ibex
#

is there a video on this somewhere?

near escarp
#

doubt it, it's not a big thing, but you can probably find one if you ask in #shaders

wanton forge
near escarp
#

@wanton forge You're not using the vrcworld prefab ?

upper orchid
#

Is this tutorial up to date? I can't get audio to play from the video https://docs.vrchat.com/docs/vrc_syncvideostream

wanton forge
upper orchid
#

@dark kernel I think it's technically possible to have 2? And to make it so they can't hear you can just change the audio source settings

#

I know for a fact you can have multiple screens for a single video player, and you can either make the audio 2d and have the audio just always on for everyone in the world, or have 2 audio sources and each just pointing at the parent

#

The guide on the docs theoretically would let you do that easily but I think something's broken because I'm having trouble getting audio to play

#

The one I linked above

upper orchid
#

@dark kernel

Okay so I literally just figured out how to do multiple screens:

Create a Render Texture (Right click in assets > Create > Render Texture) name it whatever
Make it 1920x1080, not sure what other settings matter but play around with them.
Create a Material, set the shader to Video/RealtimeEmissiveGamma
Set the render texture you created to the material's texture

Grab the VRCVideoSync.prefab from the VRC examples
Change the Render Mode of the Video Player to Render Texture
Drag your previously created Render Texture into the new field

Now, you can change the prefab's texture to be the material you created, but you can also create any object now and put it on and it will work

I don't think I missed any instructions?

#

These are currently my settings for my Render Texture, however I'm noticing it's a little too contrasty so I'm going to play around with it a bit

#

Okay, disabling "Apply Gamma" on the material itself made it better

#

The vrc prefab has nothing added to it, so you have to build the controls yourself. If you don't want to do that I'm assuming you can do something similar with other prefabs

dry heron
near escarp
#

@wanton forge I don't think it should be inside of another gameobject

#

@dry heron You have console errors

bold ibex
#

@bold ibex Ah yeah. I am on quest

#

Sorry for such a late ping

wanton forge
#

@near escarp still didnt work. il just give up on uploads

onyx shell
#

Anyone know where I can find a world mapper and a avatar modeler that I can hire?

radiant bloom
#

whats a good horror map?

bold ibex
#

Lost Teddies

radiant bloom
#

ive tried that one its hard xD

bold ibex
#

it really is

#

if anything and you get creeped out by whispers and the thought of being alone, i'd suggest the backrooms

radiant bloom
#

ive also did big sisters dungeon

bold ibex
#

it's not a true horror map

radiant bloom
#

heh

bold ibex
#

oh havent heard of it

#

but yee

#

the backrooms are just creepy

radiant bloom
#

haven't done backrooms yet sounds interesting

bold ibex
#

also i resolved my issue! seemed to be a lighting issue

plucky dagger
#

I can't upload my world,now
Error

Unity package upload failed: Failed to create file version record..

I could upload my world 3 weeks ago.
my world data is the same as 3 weeks ago.

Why?

near escarp
#

Other errors in console

plucky dagger
#

Other Error

That file is much too big

bold ibex
#

Alright on Unity how do I make a object walk through?

near escarp
#

Walkthrough layer

bold ibex
#

Yes

near escarp
#

I meant that as an answer to your question

bold ibex
#

Oh

#

Lol

#

Oooooh ok never mind I get it now

#

Thanks

upper orchid
#

Is there a way to only render particles from a particle system within a certain distance of the player in SDK2? I have a particle system that is world-wide (dust), the player is realistically only going to see like 500 particles at a time but I have a total of 10k throughout the world and it's hurting performance

bold ibex
#

is it possible to play a video as a skybox

#

It's just using standard shader

upper orchid
#

@bold ibex Yes, sort of. You can set your video to output as a render texture and then use that texture in your skybox material. It looks a little wonky though so you'll need to play around with it

upper orchid
#

Is there a way to only render particles from a particle system within a certain distance of the player in SDK2? I have a particle system that is world-wide (dust), the player is realistically only going to see like 500 particles at a time but I have a total of 10k throughout the world and it's hurting performance
The only way I can think to do this currently is to have multiple copies of the same particle system that are enabled/disabled based on proximity to them since scripting is limited in VRC worlds. Is there an easier/built-in way to do this though?

faint wren
#

put triggers on the particle and have them of so people can turn on the dust instead so when they load in they don't lag in the world with the dust on so you make trigger then have the dust of

#

and they have the option to turn it on

mystic mesa
faint wren
#

@mystic mesa you may have to make them out of cubes

#

and put the image on the cube

upper orchid
#

put triggers on the particle and have them of so people can turn on the dust instead so when they load in they don't lag in the world with the dust on so you make trigger then have the dust of
@faint wren The world is supposed to be visual first, so I'd rather have the dust on at first, there's a toggle to disable the dust

#

I'm just trying to optimize it at this point, I ended up removing the particles from the floor reflection of the world, need to test but I'm hoping that improves performance. Still going to look into a solution to only render some of the particles though

faint wren
#

yes but its VR its not like a normal pc game VR people like to click and interact have objects to work with if nothing in the world to do then they will get bored of it right away

#

we like menu to work with

near escarp
#

@upper orchid the dust shouldn't have an inpact don't worry

upper orchid
#

@near escarp would having to reflect the particles affect it? I'm assuming most of the performance hit is from the mirror

#

@faint wren there is a control panel in the world however everything is enabled by default because the point of the world is to be pretty

near escarp
#

Yes, mirror renders everything at least once more

faint wren
#

@upper orchid post processing

#

Its a bit more hard to set up now.

near escarp
#

@upper orchid put your particles on a specific layer and make the mirror not use that

upper orchid
#

Ya, that's what I ended up doing, thanks @near escarp, interested to see what frames I get now in VR

cosmic cairn
#

Hey all, quick question

#

I found a VRchat compatible water shader for my world but apparently it requires the Unity camera to be on deferred rendering

#

But it doesn't show up in VRchat, I'm assuming cause VRC typically uses forward rendering (I'm not familiar with the difference between the two)

#

Is there an easy fix to make objects of this type visible in VRC?

near escarp
#

nope

#

plenty of existing vrchat compatible water shaders to chose from already

random owl
#

Yeah if it needs deferred to work that's not really a VRChat compatible water, though if you are doing baked lighting you still need the depth pass for most water shaders.

cosmic cairn
#

Alright, thanks guys!

#

I know Sil's shader is the most common, but even with the tutorial it's just so complicated to setup

random owl
#

I usually use Silent's

nocturne solstice
#

whats the vrc trigger called now?

near escarp
#

same name

nocturne solstice
#

everytime i try posting the world or checking the build it opens for like 1 seconf and then it closes

nocturne solstice
#

it just doesnt wanna publish the world at all

main mantle
#

Anything in the console tab?

#

red == no upload

nocturne solstice
#

oh uhm..i have one but idk what the error is for

#

actually have like 5 of them

#

mainly for pick up objects

frigid estuary
#

which trigger type is the best to lock a door in a world with a toggle?
"Always" or "AlwaysBufferOne"?

dry heron
nocturne solstice
#

same here

#

this is so annoying @-@

#

bruh no one ever helps. its not like yt is any better either..

#

imma just start another world since im getting no help whatsoever

near escarp
#

You need to click on them to get more information, and you can also google the text in them

upper orchid
#

I'm trying to use a box collider to trigger the UI for my world to pop up, however the box is preventing me from pressing any of the buttons on my ui. Anyone know of a way to have something pop up with proximity like that and be able to use it?

near escarp
#

It needs to be set to the layer MirrorReflection

upper orchid
#

I played around with layers and I didn't even think to try that one! Thanks @near escarp

neon bluff
#

is VRC_SyncVideoPlayer deprecated or not included in sdk3? sorry im extremely new

#

i have editor scripts in my assets with the names but no components

distant gale
#

I saw a cool goku avatar for quest and it could do the kamehameha and I will trade an avatar or two for it and I really want it but I don't know the world and it would be a real help if someone knew were it was

fair ice
#

Hmmmmmm vrcThinking
I think I’ll try make my personal ”home world” as a starter...

green lagoon
#

that's definitely a decent place to start with learning world-building

near escarp
#

@neon bluff It's being built for udon atm

blazing folio
#

Whenever I join a world even when it says there's people in it, no one is there.
Is it some kind of server syncing? or me not being logged in?

#

. . .
I honestly can't join anyone either, every world I join is empty for some reason and idk if its something on my end or whats wrong.

bold ibex
#

Hello, I have a problem with the unity that my SDK simply freezes at the moment in the image below, the unity itself does not stop responding or hangs, just the SDK, I tried to take the SDK and replace it, but it didn't work, I did test in a world with nothing and the SDK worked normally. . .
Anybody know what that might be?
Sorry my bad English, I'm not very familiar.

main mantle
#

No worries. Did you try stopping the play state and looking for errors in the "console" tab?

bold ibex
main mantle
#

Hm... The trigger inits were safe to ignore AFAIK.. Memory and CPU both good too?

bold ibex
#

I think so.

neon bluff
#

i had the baked light problem too. the shadows came out ugly and everything just looked dirty, even when uncompressed. I went back to real time because waiting 25 mins after changing an option was just too much for me. ill have to take a look at the world that thibmorozier posted

reef yacht
#

opinions or suggestions? Should I continue this? πŸ‘ or scrap it and do something else? πŸ‘Ž

past wave
#

Which bridge is that? Don’t recognize it

near escarp
#

@blazing folio Force update VRChat

blazing folio
#

How do I force-update?

near escarp
#

uninstall/reinstall usually

blazing folio
#

...

#

bruh

#

thanks for the info -.-

reef yacht
#

it is from sketchup 3dwarehouse....I don't think it's a specific starship

bold ibex
#

how do you add that rain effect on windows?

reef yacht
#

Don't because it makes my pc sound like an airplane taking off lmao

#

@past wave I have a long range shuttlecraft and an enemy bridge too ^ ^
If you see me in-game hmu

#

The bridge looks gorgeous, I found a material that looks exactly like that plastic
And sci-fi interiors from those days are all really, really evenly lit to make the vfx cheaper so the lighting is a cinch vrcSunglasses

shell zinc
#

Hi, I'm kinda new to worldbuilding and i've animated different objects but when I build only 1 of them moves. It's like its building an older version when i had only animated 1 object. Can anyone help?

warped swift
#

Does anyone know the Club Volt Discord channel?

near escarp
#

@shell zinc Make sure there's no console errors

shell zinc
#

@near escarp I'm not getting any

near escarp
#

detatch the world id in that case

shell zinc
#

It's not working 😦 I'm sorry I don't really know what I'm doing

maiden terrace
#

i have a problem, im trying to make my first VRchat world and im using free assets from the unity store, when i press "build and test" to go into vrchat thw assets dont appear, neither does the skybox

timber solar
#

My mirror seems to not want to work anyone know how to fix it?

oblique aspen
#

Is it possible to just make the world in blender and import it and just add a colider or something would that work?

spare field
#

it should

#

anyways, im trying to find out how to make running water run down a wall and im not sure how to do that

#

tutorials give me waterfall tutorials instead

blazing folio
#

@near escarp
can I just update it from Steam? or do I HAVE to uninstall and reinstall it entirely?

near escarp
#

Does it give you the option to update ?

crisp saffron
#

how do i make like a zone where people enter the radius becomes muffled and like voice reduced

#

cuz im trying to make a small room that has a muffled affect and people wont disturb from the outside to the inside of the radius zone

near escarp
#

it should work

random owl
#

If you are trying to look at mirrors to see the difference real time lights are disabled by default in mirrors because of performance reasons and for mirrors the layer is MirrorReflection

#

PlayerLocal for first person view and Player for other people

#

And default real time lights are called Pixel Lights which you can see the toggle on the mirror

#

As I said in my messages above MirrorReflection is the layer needed for the "player" in mirrors and you need to enable pixel lights in said mirror otherwise they won't show real time lights expect for vertex lights.

#

You don't really want everything set in the reflect layers

#

And yeah those layers should be fine

#

Light layers yeah for mirror layers if you use default for scenery just have Default, Player and PlayerLocal and for the last question there's a lot of failure points there so can't really say much with what you showed me so far

#

Don't have PlayerLocal in the mirror that is what the MirrorReflection is for, PlayerLocal is only meant for first person view

#

Is there a reason you aren't just using light probes?

#

Well they are what you are supposed to use to light up a player in baked lighting

#

Yes that is what you would normally do

#

That would be the best there's a reason why real time lights are disabled by default in mirrors usually

#

Most cases yes unless you need more layers

#

Yes

#

You just need to place them and bake the lights again

#

I usually use AutoProbe for placing them fast but that costs 40€

#

Yeah that works as well

#

The light bouncing gets baked into Lighting Data using the locations you set with what you placed which gets referenced by the mesh renderer on the players

#

The amount doesn't really matter though ofc more provides better accurate lighting in places where the light colors or shadows are

#

If you are placing them by hand you most likely don't need to worry about it

#

I don't have exact numbers but I've done 50k before without seeing much performance drops if you are under 20k you most likely don't need to even think about it

#

It can lag out in the editor though

#

Just because it's rendering the locations

#

No worries

random owl
#

Post processing is not super expensive but that will depend on what features you use

#

Around 10-20 drawcalls more normally

#

Expensive as in performance

#

Try my tool that I linked above ^^ πŸ˜‰

arctic herald
#

what shaders do i use on worlds?

random owl
#

Standard

#

If on quest VRChat Mobile Lightmapped ideally

#

Make sure your stuff got lightmap uvs

#

Good

#

You can up the texel count in your lightmapping settings

#

If that wall is part of a really big object it can still end up small on the lightmap

#

I would look at how much space your lightmaps take as a whole and decide based on that

#

What lightmapper are you using?

#

It's gonna get compressed somewhat when uploading but that is a lot

#

I usually use 20 texels and manually adjust single objects to be bigger or smaller in the mesh renderer settings

#

But I also use bakery which gives a lot better results

#

You can try

#

Would go a lot faster with bakery if you feel like getting it

#

Bakery isn't just for saving time though, but I just like shilling bakery πŸ˜„
https://twitter.com/Sackboy_1/status/1283118739848863744

Here's a preview of a new #VRChat world I've been working on. I think I got the general layout down just gotta plan out the smaller details and any possible interior areas.

Lighting done using Bakery by @guycalledfrank. Without it I would just give up on most of my scenes.

#

Depends on the world

#

If there are things to occlude other things yes

#

Like multiple rooms

median egret
#

could someone help me with vrc_pickup problems? I put them on a few cards and when I pick it up, the object doesn't move but a invisible box gets picked up

random owl
#

"When should you use Occludee Static? Completely transparent or translucent objects that do not occlude, as well as small objects that are unlikely to occlude other things, should be marked as Occludees, but not Occluders. This means they will be considered in occlusion by other objects, but will not be considered as occluders themselves, which will help reduce computation." ideally you would set it up like this

#

@median egret you have the cards set as static

sudden lily
#

Got a basic Blender question; I'm trying to just unwrap a circle, but the uvmap comes out rotated at an angle. Is there some quick way to fix this?

near escarp
#

Did you try project from view from above ?

#

otherwise i think 10 degrees should rotate it perfectly @sudden lily

sudden lily
#

That did it. I knew it had to be something simple I was missing, cheers!

fresh wraith
#

what unity version is used for making worlds, I tried 2017.4.28f1 but that version doesnt let me open the sdk

random owl
#
fresh wraith
#

thanks @random owl

blazing folio
#

@near escarp
On steam yea it gave me the option

#

I already updated

#

srry for late reply, kinda tuned out into other social media

midnight flame
#

is there a fix when trying do build & test keeps open last build even world been edited?

1 my friends getting that issue and i tried find what might happening. i have no input what might causing not build new world?

found out issue, SDK didnt like skybox so keeps decline build

bold ibex
bold ibex
#

the bottom part is completely fine when moving it stays how its supposed to be but the duplicated version does this

mild spade
#

That would be possible with animations. One animation turns HQ mirror on while the LQ off. The other animation does the opposite while the last animation turns all off. You then call each animation with animations triggers @dark kernel

#

Sure! I could help. Have you used animations/animator controllers before? If you have the time I could go step by step in DM right now to avoid flooding this channel with pic after pic.

random owl
#

I would advise against having hq and lq mirrors on the same button it's usually horrible to have to toggle trough the hq mirror to get to the lq in laggy conditions

#

Then in that case you would still have to go trough hq mirror to turn it off πŸ˜…

#

The problem is just in cases where there's a lot of people and alternatively people with bad computers

#

Just my advise on it

#

Otherwise though animators as squall suggested is the best way

mild spade
#

Dont worry, this thing you are trying to do is very easy to do.

random owl
#

With an animator managing multiple buttons is quite easy

mild spade
#

I would recommend making a parent object with only the two mirrors as a child like

#

do they mirror objects have animators on them?

#

you can only animate objects that are a child of the animator

#

You just create 3 clips. ON OFF, OFF ON, OFF OFF.

#

I dont think that matters. I always copy the keys on 0 and 1 frame just to make sure

random owl
#

Don't really need to make 3 clips when the default state already is Off Off

mild spade
#

Oh yes, assuming they have the objects off to begin with.

random owl
#

Which people really should πŸ˜…

#

Flashbacks to joining a world with 7 mirrors on by default πŸ˜“

#

You also don't need to set the mirror off when it's already off but that doesn't really matter

#

You need to go into the animator window to set that part up

mild spade
#

Oh the animator you will see the 2 animations. How i would do it is create a new empty state and set that as "default state"

#

that will be your "off off" or reset state

#

Animator window.

random owl
#

Window > Animation > Animator

mild spade
#

do you see your 2 animations that you created? One of them will be orange, it means that is the animation it will play at the start (when the object is turned on)

#

you basically connect animations with the little white arrows.

#

Oh so you made an OFF OFF animation ok

#

right click on the OFF OFF and select "set as default state"

#

or that xD dont worry

#

dont worry about it.

#

So since it is a new state, it doesnt have an animation associated with it, so nothing will play. (objects will be at their default state, which means mirrors will be off)

random owl
#

It automatically creates the state in the animator so that just left an empty state behind in the animator after deleting the animation itself (Off Off)

#

Yes

mild spade
#

now right click on new state, select "make transition" and your mouse will have an arrow, connect that to the first animation you want it to play and from there to the next

#

so basically, it will play from orange, to the next to the next, following the arrows until there are no arrows (transitions) left

#

Right now, the animations are free to move because there are no "conditions" to pass form one animation to the next. Like a gate open. You want to create "gates" with triggers so it only goes to the next animation when some things happens (like pressing a button)

#

you can create another one that leads to "exit" so the animation restarts again

#

Now you will create one condition. (parameter)

#

name it anything you want, something simple like "mirror"

#

It is case sensitive so be careful

#

No you just create it

#

you can create as many as you want. But we will need one for this

#

now you will click on each arrow and check the "inspector"

#

Right now, it has no condition, so the animation will pass on when you press PLAY. SO add one by pressing the PLUS icon on "conditions"

#

and select yours (since you only have one, it will select it automatically)

random owl
#

(Also untick exit time if you want it to transition instantly)

mild spade
#

"exit time" means it will go to the next animation only when the current animation is done playing

#

After you do that to all the arrows (transitions) you are done

#

Add a condition to every arrow, press the plus icon again

bold ibex
#

How do I add an "avatar stand", that I can choose which avatar should be on it ect for people to click?

random owl
#

@bold ibex avatar pedestal prefab in the sdk files

bold ibex
#

Thanks a ton

mild spade
#

done with animator. If you want to test it in play mode, you can!

#

Just keep the animator window open and click the trigger you created, you will see it all in action

#

(AnimationTrigger) and on receivers drag your object that has the animator

#

yes.

#

on the trigger add the name (string) of the trigger you made in the animator (remember it is case sensitive

#

yours is called "Mirror"

#

Yes

#

that should do it.

#

You do that in the animator tab

#

press this and you will see it going

#

Right? Animations are very cool ! You can do so many things with them

random owl
#

You just do the same trigger and target the animator again with the same animator trigger on it

#

In your case no since you have the whole animator under the button

#

Just make a new button and do the same trigger targetting the previous button

#

Yeah

#

You can duplicate the whole shebang and just move to a different place

#

Structuring it properly makes it easier basically

MirrorRoot > AnimationRoot > Mirrors
             ButtonsRoot > Buttons

Then you can just copy and move the MirrorRoot around and name it whatever

#

MirrorRoot just being an empty GameObject and AnimationRoot (That has the animator that controls the mirrors parented to it) and ButtonsRoot (That has the buttons to control the animator on AnimationRoot) which are children to MirrorRoot

#

That might make it easier

#

AnimationRoot is where you create the animations as you did above

#

And then the buttons just make the triggers the same way and target the animator on AnimationRoot

#

It's just a different way of organizing it

#

Then you can easily duplicate the MirrorRoot and move it around and also move the ButtonsRoot and AnimationRoot if needed

#

Also helps to keep the connected things together

#

Yep

#

Oh yeah actually let me make sure

#

I just copied the dummy objects I made to show the organization to you and was wondering why they didn't have any components πŸ˜…

#

Okay yeah it works as I said above

#

Because you duplicate the animator it's gonna be it's own separate gameobject even though it's using the same animator you created before

#

So it controls the gameobjects under that new one

#

Yeah you create the first one and then just duplicate in your hierarchy with Ctrl + D

#

The buttons might need to be retargeted though to the new one because they might retain their connection to the old animator

#

But the animator needs no changes after created once

#

Which part doesn't work?

#

Yep otherwise it wouldn't change the animator target πŸ˜„

#

I usually just put stuff at 0,0,0 if they are for organization