#world-development
39 messages Β· Page 46 of 1
Technically maybe copying the scene and assets may work...? not sure...
it's good practice i'm fine with it
I have like 20 worlds ready to be moved over.
@random owl thanks for helping a smooth brain like me out!
Textures don't load in Quest. I suppose thats the same shaders
and the quest had this weird double vision thing on the go
Make sure you are using shaders that are supported on the quest properly for example the shaders included with the SDK
Can't remember what other reasons there were that would cause double vision on the quest though
how can i fix ui text from going through walls
From what I remember you just need to go into play mode and exit for it to render as it should
Anyone have an ideas why I can walk right through my beds?
its a prefab free asset
There's no collider on it
is there a way to make a collider?
all of my prefab assets dont have colliders
:pepehands
maybe add a block under it?
You press add component and add a collider to it
Best thing would be multiple box colliders or other primitives to construct the object and lazy and unoptimized way is a mesh collider
ima try out the mesh collider first than afterwards mess with multiple box colliders
Thanks π
is there someone that can tell me how to set up post processing in my world
This guide tells you how to setup post processing for vrchat:
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
You can also try my tools which includes an auto setup button for post processing π
https://github.com/oneVR/VRWorldToolkit/releases
ty
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
anyone know a fix about this?
yes those objects that disappear are pickups
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
Delete this file
ok now my ui text isnt showing up in vch
@random owl still not working, new list
More broken scripts π
You can move this one inside any folder you name "Editor" and it will work
moved it and the program doesnt work in unity now but I can get into the world
so I guess move back n forth?
"Program" doesn't work?
the light probe script I mean
It should work as normal once moved
1 sec let me show
hey 1, remember the video player you suggested me to use? is it me or are they buggy?
i saw 2 prefabs on the package and have them both on the scene
and they tend to play one video and pressing delete will remove the player
@craggy silo did you get it from the github or asset store?
asset
@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
Also need to put the prefabs in the scene descriptor
@craggy silo I'll try myself quickly since I haven't used it in a while
@craggy silo seemingly the asset store should have the scripts in correct locations now, might wanna try deleting the whole folder and reimporting
im seeing the 2.1 and the 2.3
I just got it last night you sure?
Atleast for me when I just imported it, stuff got imported into different locations as in your screenshots
You are on the correct version of unity right?
Can you link the asset store page
Also I'm checking the video player atm
ok
@craggy silo interesting it's working from the get go for me even though it shouldn't but yeah you have the right one
@random owl is there any defects with the player? or is it just me that i did not properly set it up?
idk if 2 video players would interfere with eachother under the same world
https://github.com/ziritsu/SyncVideoPlayer_iws/blob/master/iwaSyncVideo_v2.2s.unitypackage
Delete the old one and try this one instead and with this follow the picture instructions
oh ok cool ill give this a shot
@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
whats it trying to say with the red x on the right of the image instructions?
Don't touch these basically
Yep put the prefab in your scene
And then from it drag the two things to your dynamic prefabs
It's the two different players you can do in vrchat
i can use any huh?
There's the buttons on the player "Live" and "Video" that selects which is spawned
Just the 2.2s
Then from your hierarchy do as the picture says from inside of the 2.2s
oh ok
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.
hello?
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
make sure you are using sdk2
any thoughts on how to fix this?
I tried reimporting the sdk
the issue is in VRCSdkControlPanel
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
Yeah you need to close unity and delete assets/vrcsdk and assets/plugins/vrcsdk @bold ibex
Then reinstall
I just did that and it did not fix my issue however.
How i make a good looking window(glass)? maybe with raindrops. Mine looks like shit
Thanks for everyones help the other day
This is a 4 mb world so far i'm having some issues getting textures on the quest
everything is black and white
even with VRchat mobile settings
Does anyone have a prefab for wearable hats?
Anyone know of any good tutorials on how to set up Monster AI that works for vrchat?
Does anyone know where to get the video player from the Room of the rain or the iwasync video player
I just cannot fathom how much work and trickery it takes in SDK2 to make a hat.
Make a hat ?
If you mean the stuff that's in the hub, it's a system made by Cyanlaser
I know, I am watching one of his tutorials but its so advanced I just can't keep up with it @near escarp
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
the multitude of components made me loose overview and now I'm kinda lost in trying to find out what made it not work
That's Cyan's tutorials in a nutshell, he's big brain
that's nice, but I just wish there was an easier way for me π₯Ί
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
When ever I try to enter my world I crash
hi, im learning to make a world, where can i get world assets like 3d models to put in the world
and can i use any 3d models that i already have
the internet !
literally any 3d models work?
i know that sounds dumb but im an audio guy
i dont know anything about unity and game stuff
sick
Full body tracking on a budget. https://www.youtube.com/watch?v=yuDC0WvFXgc
Links:
Kinect 360 Drivers: https://www.microsoft.com/en-us/download/details.aspx?id=40278
Kinect Xbox One Drivers: https://www.microsoft.com/en-us/download/details.aspx?id=44559
Driver4VR download: http://www.driver4vr.com/download/
nom: http://rezero.wikia.com/wiki/Ferris
Ocu...
you shouldn't use driver4vr tbh

the UI text isnt showing in m world and im not quite sure on how to fix it
Anyone got a bathroom prefab I can have? ^ ^
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?
If lights are set to baked then they won't light the players, you need either some mixed/dynamic lights or light probes
@bold ibex open the demo home in the vrc home kit and build&test it and see if it breaks
Is there a way to shuffle cards in SDK 2.0?
There's the randomize function for picking them up from a stack
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?
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.
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
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.
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
^ Add component "VRC_Playermods" to the scene and then add "Jump" from the dropdown
Where can I find the scene?
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
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.
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!
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!
@sudden lily try removing the default layer / have only player and player local
Already tried just Player and PlayerLocal.
What layer is your collider itself is actually set to
Ahhh, dammit. That'd certainly help.
It's always the dumb simple stuff that gets me with bugtesting, I swear.
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.
how do i enable jump in my world?
i have this setup on my VRCworld but it doesnt work
You dont need a trigger to activate it. Just check (true) "isRoomPlayerMods"
ty
i get this if i dont have a trigger? not to worry about?
https://gyazo.com/0df46a6e42765e30d44b21baf491e1af
You can ignore that for most parts
cheers
@slate maple yes, just credit assets that need them. Any repository of assets is there to your disposal
@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
@sudden lily donβt forget istrigger for the collider
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.
@frigid estuary maybe the animation is looped?
A good way so animation isnβt triggered and hectic is to disable the collider within the animation state until the animation is complete too. So you donβt spam it
With things needing colliders you can make a seperate dummy collider as well parented to the hierarchy
question
I have seen "vrc_webpanel" , does this still work? can i put a web browser in my home room?
@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.
Another question: Anyone know how to lower the radius of this Player Audio Override? The Volume is perfectly fine.
Would it just be the Volumetric Radius?
hello can anyone know how to fix this error ?
Last Built VRChat Scene Could Not Be Found
You have console errors
how to slove it
Won't know until we see it
What would be the best way to build terrain for a world that has buildings with underground levels and possibly caves etc? 
Or would having entrances that are simply portals leading to the "interior" areas work better?
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
its usually always on my side only
i am downloading unity rn how should i start with making a world. any good videos i can watch?
Yeah
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
Try Xiexe's volumetrics
so i'm guessing all the video players work the same? no matter which I get? @near escarp
no clue
darn I just really need help with them
just seems like they are all based off the same one though
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?
i dont think i can do that with xiexes?
Fog ?
Yeah, would that go into post processing?
That's an option in Unity's lighting window
Ohh, really? so it'd work like fog then I assume?
yeah, hence the name
@dire pulsar Use probuilder for the ground so you can make holes, default terrain doesn't support holes in this version of unity
Please don't use Probuilder for terrain 
Just use Blender, it's so much easier and so much more performant
Why shouldn't you use it for terrain?
It's a crutch
Any second you spend away from learning blender is doing yourself a disfavor
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
Oh
Ok so it's just so you learn blender
Yes
I find probuilder far easier & faster to prototype/setup stuff with, even though I have a pretty decent knowledge of Blender
Probuilder is fun at first, but eventually you just need to remove the side wheels
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
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
@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
and im not sure why
the prefabs look fine in other scenes
Not sure, could be your skybox material, could be the fog if you're using it
Doesn't it rely on real time directional light?
would someone be able to help me with a video player world? can't seem to have a working one
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
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
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)
I need help why i can upload
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
Same here. I be the same problem
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?
community for a bit, more popular the higher chance for it to become public faster
qq all
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
does anyone know why the texture isn't showing up ?
did you assign it?
Did you assign the material to the faces you want it to show up on?
You generally don't want to do the entire map in one mesh
but if you do, yeah it'll take time
though if your textures are simple then you can start with Cube-projected UVs and tweak from there
You can do basic geometry with probuilder but anything more complicated will need to be made with blender
look up the brackeys tutorial on probuilder
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?
You're using cyanlaser's prefab ?
yep I am uvu @near escarp
Why do you want to turn it off ?
Because I don't want the little balls vibrating at my ears while inside this room
Or me accidentally grabbing them while in the room itself
coz there's no point to climb in the room
only up the ladder that leads into it
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
A cube without the mesh renderer
And the collider set as "Is Trigger"
Then vrc trigger on that object with OnEnterTrigger on layer PlayerLocal > SetGameObjectActive on the prefab to false
And same thing in the hole but to True
so the mesh renderer would be turned off? or with an invisible material?
Just removing the mesh renderer component does it
So do I add a VRC trigger to the cube? or is there something specifically called a "zone trigger"
ohhh i read that sorry
i was confused on the collider part but i see now
I'm sending what it looks like right now
this is what it looks rn
Do I set the layer from default to playerlocal as well?
that little one above actions?
Coz when you fall through I want it to also turn back on if that makes sense
So you can get back up the ladder
would i set it to an on exit to turn back on?
I'm tryna think of the logic but its makin me confused coz im wondering how that'd work with a cube @near escarp
The object one stays on default
aside from that it's perfect
the object itself is on a layer, and with the trigger you're telling it "if you touch something on playerlocal, then you trigger"
so like this?
If the object was set to playerlocal then it would just detect itself and do nothing
Yep that seems good !
Hmm so would I still be able to climb through the collider?
I would hope so, unless you configured the prefab to use the default layer for climbing
I just tossed in the prefab and then set up the hand layers o: i havent changed anything yet on it
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?
Does someone knows a working car prefab because the fionna prefab is not working in the 2018 version
Also would I possibly have to set all of them to walkthrough @near escarp ?
Or would I perhaps get a plane so when you fall through it it turns on?
like just before the ladder ends at the hole
@versed garden not working how ?
@bold ibex it wouldn't since you set it to false
it'd turn back on if you had set it to toggle
Should I do it like this then or should I do it using toggle?
coz wouldn't it only toggle when I'm on the inside of it?
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 ?
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
Well then the balls would still be at the sides of the head
and i dont want it bothering me or other players
I could make it true until the very top?
it's more like you climb through the hole, and then into the room
while in the room its off
but when you climb out again, itll turn on so you can climb back up if you need to
Then you need a delay on your false trigger
@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
a few seconds so that it doesn't disable climbing while they're going into the room
yeah but not working how ? @versed garden are there any errors ?
Hmm alrighty. Also, im unsure if this is how everything should be set up with the prefab or not π€
If that's the default prefab then yeah
I wouldn't have to change any of the layers or anything?
I don't think so no
Alrighty, then i think it might be good to go maybee, ill go give it a test
thank you so much q-q
<33
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
Are you using the sdk3 ?
No sdk2
@shut timber any idea ?
@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.
@near escarp I tried testing it but climbing doesnt seem to work
Did it work before ?
@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!
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.
(Actually I may be wrong on setup buttons, he updated it since I last used it. Check the README)
Also random question, for buttons do they need to have the mesh collider on to work?
Also @versed garden you said "the fionna prefab"...are you talking about NotBadCars? I hope you aren't using Pizzacar
@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
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.
I will look it up tomorrow. Thanks for the replay. I hope it will work again because i need it badly.
I know a few people have got it working recently, don't worry!
To add, my animations don't seemed to be synced up with each other whenever i load into the world
i now cant get the pedestal to work and to make it exclusive to only a set of people
you put it in a private world and give the world link to those people
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
You're missing a step, we updated 15 worlds recently that use the prefabs, and had no issue
so how do i get the pedestals to even get clicked on
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
On desktop you just click on the surface you want to grab
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
@weak sage it's automatic, drop the prefab in your scene, add the avatar ID and that's it
when i try to click on it to test it it dont work
test it in a vrchat world you uploaded ?
yes and nothing
Yes it is but No im using udon. I also tried sdk2 and it also didnt work
I have no idea how you're setting it up, working for me and everyone else currently
Im dragging the pedestal prefab in the vrc pedestal cube
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?
@uneven magnet Follow target on the NPC's head bone i believe
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.
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...
Thanks @near escarp and @mild spade
@mild spade yes thats a yeet seat. I guess the special layers is why all my trigger object disapear
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
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
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.
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
Anyone using probuilder for unity? I changed the probuilder version, not it looks like this
How do I get rid of those blue icons..
somebody help
i was testing my world it worked fine at first but now when i try to build & test it shows this
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
You can try using unityβs 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 youβd 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
Alright, thank you @open thicket
Np
@dry heron If youre using SDK2 and thereβs scripts in your scene you wonβt be able to use them unless theyβre 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 arenβt necessary for your map
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.
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?
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
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.
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.
Oof. Glad I moved out early.
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
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.
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?
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
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
even when I turn off the post processing the specular is still of the charts
Which shader are you using
Unity does it
there are no roughness maps in the standard shader
Also there's a big different in substance exports for specularity/metalness
You can use rero standard too
ok but still idk why importing the sdk did this

is there an option that it turns on or something ?
the vrchat sdk did that ?
yeah because i didn't change anything in between
I'll try with rero and see if I can figure this out
I possibly found a solution to my problem, consider it resolved.
Is there a movie player prefab that is working currently? (tried hangout player, doesnt work smh for me)
I'd just like to confirm because I can't find it officially documented, are video players not support in SDK3 currently?
correct
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
how do I get post processing to work in vrc?
thank you
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"?
On the vrcworld prefab, under the scene descriptor, what is a reference camera?
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
Ah thanks I will try it
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.
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)
Nerver mind! After much trial and error I figured it out
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
Those errors are normal and can be ignored they don't cause any problems expect for log spam
In that case those errors are a false lead and you need to find the actual reason it won't upload
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
"Won't upload" doean't really describe to me what's happening
what happens when you click the play button in general
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
Do you have error pause on in your console?
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
Clicking ok on what?
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
Like I said above the trigger errors in console are normals and have been there ever since update to 2018
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
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
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 π
on the model file in the inspector there is a option named generate colliders
I'll give that a shot π
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
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
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 in general you could probably disable the widgets showing up in the gizmos tooltab
@open thicket I tried, but did not find it
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
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
Yeah 2018.4.20
I'll try it out in a bit, thanks
Seems I'm unable to import the Udon folder? π€
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
Any errors in the console tab?
@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
.......
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
Aah, Iβll use pro builder to check the height then
't is how I got Shader Forge to work too, just 1 small fix in a script π
is anyone here familiar with vrc_syncvideoplayer and how to use the addurl?
what is vrc_metadata listener?
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?
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
@main mantle ok thanks
@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 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
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
Yep!
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
IIRC you have to check the "Upload Image" box, then you can change the camera to the view you wish
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
like this is how my room looks like ATM
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
Does anyone know how to get twitch links to work with video players?
Sup guys does someone here have a video player prefab for a Karaoke player?

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?
excuse me, did anybody know how to solve this problem?
Does anyone know how to add shadows to textures? This is for my VRC world that i'm making
Wym add shadows to textures? To materials?
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
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.
you can just apply the transparency to the texture with photoshop or gimp
how do I do that?
I have like one texture of the room and one that is transparency for some of the glass
Wait what does the texture look like
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
other spots tho you can see through the world :/
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
wait maybe I'm sleepy and don't understand
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.
@weak sage There's a prefab for that in the database, pinned in this channel
How to fix world jump when itβs not working
How did you set it up ?
I added vrc player mod added jump, jumpPower 4 when i tested it donβt work
Donβt insert mods on the vrcworld add player mods on to empty game object position x y z 0 0 0
How
@mortal plover Did you enable "is room player mod" ?
Hierarchy create empty game objects name it to mods add component mods
Donβt think so? @near escarp
It breaks if itβs on vrcworld
Ok @faint wren
If you haven't then it won't work
It all most broke my world and I just figure that last night at 4 am
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?
that's fine
My map itβs check to blood and gore realistic violence due itβs quake with jump scares
Also the player mods component can be on the vrc_world
if your map broke that's due to something else
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.
How do i get the vrccam to use the preview image it shows on the scene tap
Left click on it and small cams appears on bottom right corner
And check update picture box
And use mouse to drag position it
Itβs called vrcam
It always goes on bottom
In scene
Of hierarchy
Ok thanks
No problem
that doesn't seem necessary no
All right k.
does anyone have some good worlds for me to check out?
My new map been release tomorrow
ok
How would I go about making a playlist background music instead of just one song
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
np
Does anyone know what's the largest world currently ?
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
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.
deffo
hopefully i can find the help?
you sure its not paused?
yep
huh
@bold ibex Did you add post processing ?
@lime horizon Show your screen with console
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 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
ok, remove all the components you added to your plane'
and instead add the vrcworld prefab to your scene
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?
that's the point of the vrcworld prefab
anyone knows how to use the seamless teleporter from vrcprefabs
i placed it in my world to test it and it didnt work?
Isn't there a readme file in the package ?
i dont think so
How is it setup in your world ?
yeah but that requires a bit of an adjustment
if you just teleport someone to two different looking places then you'll notice it
are you sure you need the seamless teleport ? it's for a very specific usage
what i need is a teleport that teleports people with a fade effect
ah, then that's not what it does at all
oh?
the fade that people do is with a screenspace shader
screen space?
and then they animate the values
hey
screen space means on your eyes directly, not on the environment
is there a video on this somewhere?
So im unable to type the world name, can anybody help
Is this tutorial up to date? I can't get audio to play from the video https://docs.vrchat.com/docs/vrc_syncvideostream
Similar to VRC_SyncVideoPlayer, this component provides the control center and playlist options for your video. Each entry now has a SyncType which supports the following modes: Normal - this is a normal playback video whose timecode is synced among viewers.LiveStream - this...
I am using vrcworld
@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
@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
HELP PLEASE Does somebody know where can i find my control panel?
@wanton forge I don't think it should be inside of another gameobject
@dry heron You have console errors
@near escarp still didnt work. il just give up on uploads
Anyone know where I can find a world mapper and a avatar modeler that I can hire?
whats a good horror map?
Lost Teddies
ive tried that one its hard xD
it really is
if anything and you get creeped out by whispers and the thought of being alone, i'd suggest the backrooms
ive also did big sisters dungeon
it's not a true horror map
heh
haven't done backrooms yet sounds interesting
also i resolved my issue! seemed to be a lighting issue
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?
Other errors in console
Other Error
That file is much too big
Alright on Unity how do I make a object walk through?
Walkthrough layer
Yes
I meant that as an answer to your question
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
is it possible to play a video as a skybox
idk what, but this wall is literally overrendering the UI
It's just using standard shader
@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
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?
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
Does anyone know where I can find these pens and how to set them up? I gave up on trying to set up a keyboard for the world. π
new update in Quake VR Horror Mode No Lights trigger.
@mystic mesa you may have to make them out of cubes
and put the image on the cube
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
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
@upper orchid the dust shouldn't have an inpact don't worry
@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
Yes, mirror renders everything at least once more
it's a one click button operation with https://github.com/oneVR/VRWorldToolkit/releases
@upper orchid put your particles on a specific layer and make the mirror not use that
Ya, that's what I ended up doing, thanks @near escarp, interested to see what frames I get now in VR
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?
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.
Alright, thanks guys!
I know Sil's shader is the most common, but even with the tutorial it's just so complicated to setup
I usually use Silent's
whats the vrc trigger called now?
same name
everytime i try posting the world or checking the build it opens for like 1 seconf and then it closes
it just doesnt wanna publish the world at all
oh uhm..i have one but idk what the error is for
actually have like 5 of them
mainly for pick up objects
which trigger type is the best to lock a door in a world with a toggle?
"Always" or "AlwaysBufferOne"?
pls help i cant build my world
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
You need to click on them to get more information, and you can also google the text in them
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?
It needs to be set to the layer MirrorReflection
I played around with layers and I didn't even think to try that one! Thanks @near escarp
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
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
Hmmmmmm 
I think Iβll try make my personal βhome worldβ as a starter...
that's definitely a decent place to start with learning world-building
@neon bluff It's being built for udon atm
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.
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.
No worries. Did you try stopping the play state and looking for errors in the "console" tab?
@main mantle No fatal errors
https://catlikecoding.com/unity/tutorials/custom-srp/baked-light/
Think this might help a bit. Mainly shader talk
Hm... The trigger inits were safe to ignore AFAIK.. Memory and CPU both good too?
I think so.
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
opinions or suggestions? Should I continue this? π or scrap it and do something else? π
Which bridge is that? Donβt recognize it
@blazing folio Force update VRChat
How do I force-update?
uninstall/reinstall usually
it is from sketchup 3dwarehouse....I don't think it's a specific starship
how do you add that rain effect on windows?
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 
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?
Does anyone know the Club Volt Discord channel?
@shell zinc Make sure there's no console errors
@near escarp I'm not getting any
detatch the world id in that case
It's not working π¦ I'm sorry I don't really know what I'm doing
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
My mirror seems to not want to work anyone know how to fix it?
Is it possible to just make the world in blender and import it and just add a colider or something would that work?
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
@near escarp
can I just update it from Steam? or do I HAVE to uninstall and reinstall it entirely?
Does it give you the option to update ?
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
it should work
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 40β¬
This one is free but needs to be fixed to work with unity 2018 (https://github.com/AlexanderVorobyov/simple-light-probe-placer/issues/1)
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
Post processing is not super expensive but that will depend on what features you use
Around 10-20 drawcalls more normally
You can try my world tools to quickly add post processing to your world
https://github.com/oneVR/VRWorldToolkit/releases
Expensive as in performance
Try my tool that I linked above ^^ π
I mean that's fine, though there isn't really anything malicious included it's even pinned in #world-optimization
But if you want to just follow a guide to manually set one up:
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
what shaders do i use on worlds?
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 π
https://twitter.com/Sackboy_1/status/1283118739848863744
Depends on the world
If there are things to occlude other things yes
Like multiple rooms
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
"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
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?
Did you try project from view from above ?
otherwise i think 10 degrees should rotate it perfectly @sudden lily
That did it. I knew it had to be something simple I was missing, cheers!
what unity version is used for making worlds, I tried 2017.4.28f1 but that version doesnt let me open the sdk
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use is Unity 2018.4.20f1. Unity Hub To install the cu...
thanks @random owl
@near escarp
On steam yea it gave me the option
I already updated
srry for late reply, kinda tuned out into other social media
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
https://gyazo.com/c46a18b73cbf40073d84414d72c96fb0
can anyone tell me why the light is changing when moving it
the bottom part is completely fine when moving it stays how its supposed to be but the duplicated version does this
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.
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 π
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
Dont worry, this thing you are trying to do is very easy to do.
With an animator managing multiple buttons is quite easy
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
Don't really need to make 3 clips when the default state already is Off Off
Oh yes, assuming they have the objects off to begin with.
Which people really should π
Flashbacks to joining a world with 7 mirrors on by default π
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
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.
Window > Animation > Animator
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)
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
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)
(Also untick exit time if you want it to transition instantly)
"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
How do I add an "avatar stand", that I can choose which avatar should be on it ect for people to click?
@bold ibex avatar pedestal prefab in the sdk files
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
on the button you will add this 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
Next time you can overcomplicate it to do more π
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 π
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 π
I usually just put stuff at 0,0,0 if they are for organization