#world-development
39 messages · Page 49 of 1
Meshes are 23.5mb though. I've compressed them as well I think.
Ooh, I might be using too many Shaders. 13.2mb
Neat world though
Oh wait no, I'm only using one
Thanks, just something simple I'm starting with.
What category is "Levels"?
static batching afaik
Still can't figure out the portal spawning though.
Hmm, I can place a portal on the Balcony fine.
yeah that's an odd one
Does the ground/collider need to be a certain height thickness?
Well I can't imagine since it works on my balcony.
I have a question.
Are we allowed to sell additional elements in the world for a fee?
We will be using an external service for sales.
It's DLC-like content.
It's best to contact the hello@vrchat.com email @fervent jolt
Thank you!
I'll make it so.
RunTimeWorldCreation error. Does anybody know a solution for this? Never had this before.
Can't upload my world because of that. 😦
Disable error pause in the console
@random owl still not working. Maybe something missing. See Inspector window on the right
Might wanna restart unity and see what pops up in the console as soon as you open it back up
Okay now try uploading again
Now i can upload it. Strange. I had avatars on the map, buttons, teleports. i deleted all that and still couldnt upload it. im trying to put them back. i hope it is going to work. thank you
so I made a seperate room that people tp to and for some reason, peoples avatars shake in it?
Does the lightweight render pipeline in 2018.4.2 work in vrchat worlds ?
no
@median egret if you go too far from 0 point of the scene floating point errors will get bad and stuff starts shaking
ohh darn ok ty
didn't know
tried to make a private room far asf so I sent to 2412 Z
LOL thanks
Hey! I'm trying to be a creator, but need help learning. I'd like to start out with a map? @ me or DM please! ❤️
So, I'd like to enable some triggers to occur in my world locally for a player if they are in a certain area of my world.
In this specific case, I'd like some gameobjects/components to enable/disable locally if the player is in a certain room.
I've attempted to use a cube without a collider surrounding the room with OnEnter/ExitTrigger, but that didn't seem to function at all.
I've also attempted to set OnAvatarHit trigger on the floor, but that seems to just spam the event as the player walks around, whereas it should just fire the event once as the player enters the area
I guess the question is... how do?
do worlds support Post Processing and ProBuilder?
Yes
Alright, I have something really hacky... I disable the trigger and enable the trigger for the other rooms OnAvatarHit so it only fires once
I'm sure there's a better way to do this
Haven't made worlds before so I'm new to this but with creating objects is it ok to just use the standard 3D objects in unity? And how can I get different textures on sides of materials so I don't end up with something like this https://gyazo.com/04bf140a4d33ca7ae686836504a4b6a9
It's not a good idea to just use the default cubes and planes to build your level if that's what you're asking
It restricts you greatly, ends up making a ton of objects, and lots of faces that aren't needed. Look up probuilder or blender tutorials and build your level that way
Thanks, would you recommend probuilder or blender?
Probuilder is good for basic geometry with quick iteration inside of Unity. Blender is a different software but far more versatile. I'd recommend starting with blender so you know basics of 3d, then you can try out probuilder if you feel like you need quicker iterations
https://cdn.discordapp.com/attachments/525758451880820747/740625956271554762/unknown.png Hello, can anyone tell me how i can fix this since i cant upload/update my worlds
You have console errors
Delete the script
the second i triedt to click on that but it doesnt lead me which script needs to delete it
But i have more world scene then just only that having same issue.
Clicking on it would just open it in visual studio gotta navigate there manually
I mean if it's the same project then the same script is still in the project
Do you know which script it is so i can search for it Manually
It reads right there in the error
can constraint components be used in SDK2?
Should be SDK3 only
is there a reason to this?
They are only whitelisting new stuff in SDK3 since SDK2 is deprecated pretty much
i understand, thank you
any way to make an object look at another object in sdk2?
Standard assets look at script
thank you again 👏
No worries
@thorny wind I think you're looking for OnEnterCollider/OnExitCollider trigger, not enter/exit trigger
@frigid estuary Constraint components work just fine in SDK2
they didnt for me @fierce fractal
in play mode they did work, in vrc itself they didnt
Used constraints in 2.0 too, position, rotation, look at
help i can't find water where i can find?
you already have the water shader
just create a Water Material using the water shader
i dont know really how to make water animation
have you tried what I told you to do?
hi guys i have a question
is there any way to make a vrc_station that will allow for the player to rotate in it?
like, I want the player object to be able to rotate in the chair and rotate the chair with them
is this possible?
To rotate themselves no
is there a way to rotate the station? im trying to make a chair you sit in and when you rotate it also rotates the station to let you move around the map
sorry if that's confusing
would i want to make like a pickup or something within the player's reach to let them rotate?
like having the seat be a child of the rotation object?
Yeah that sounds doable, but that's more for avatar 3.0 imo, because you'd have a lot more control over it
does anyone know where incan find a pen or pecil prefab for my world
this is for a world
Oh, in that case yes you can do anything
okay i'll try the rotation object then
sounds less motion sickness inducing anyways lol
thanks!
As long as you give the people in the station some visual point of reference that moves with them, that should be alright
well they're in a boat im trying to make a boat so you can get around to multiple different islands in the world
When I add the VRC_Pickup to an object is 'disappears' from game.. Can anyone help me resolve this?
VRC_Pickup add rigidbody with convex collider, make sure you have proper colider or it'll fall infinitively(if respawn it'll respawn, else it'll be destroyed).
Yo how the frickk do i mak a world public
Where can I get information about Whiteboard creation?
How? Just how? Just made some Avatar Pedestal, Background Music, Buttons for mirror, avatar & music. Teleport and now can't update the world -.-
Had the same issue. Deleted all avatars, triggers etc until it worked. Aaaarrgh
Those can be ignored they happen always for triggers currently
Oh okay. But i'm still unable to upload & also as you can see, i can't put them on the Community Lab. Do you know a away to solve this?
Oh yeah didn't notice your SDK is also broken but those errors aren't the cause
Can you click the bottom error in the screenshot and show me the full stack trace of it?
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
https://docs.vrchat.com/docs/updating-the-sdk
Follow the simple steps here fully that should clear the problem up
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following process: ...
It is Unity 2018. 4.20 . and the latest sdk2 already. but i'll try it
The steps are just to properly reimport everything even if you are on the correct unity version and latest sdk
so i've been trying to open a new unity project, but everytime i click on it, it never loads
as in i click on it, it does things, then it doesnt open
Hellu~, anybody has any idea where the rock island from Fins's Deep Blue World are from? Like which asset? tyvm!
@icy swift u using NordVPN? U might want to disconnect from it
hmm
nvm reinstalling it fixed it
how do you make a skybox
So I have a question about my world I made, I uploaded it and got on it but for some reason VRChat glitches out and I only see where I placed the camera at in the world and it plays the VRChat theme in the background and idk why it does that, can someone explain why this is happening???
how do i fix this because i can pass to the bed
probably missing a collider
how do it put a collider in the model?
you select the bed and add a collider component
Probably would want to use a Mesh Collider.
Mesh
Usually the best to use for non uniformed objects. Only downside is when you walk on it, if the mesh is very bumpy, it might make your avatar spin a little when walking on it.
You need to assign the mesh of the object to it. The easier way, I think, is to go to the import for the object in the assets window and check the "Generate Colliders" box
i've checked the generate colliders
That will automatically create a mesh collider and assign it to all imports of that object.
lemme test it
After you check it and hit apply it should have a mesh collider on it with the mesh assigned
You can tell if it works if you hit play and you see this:
The green mesh box
I'm trying to fix the brightness in my world
my avatar looks bright as hell but the world itself looks fine
is there a way i can fix this without fixing my avatar shaders?
I've tried baking the map lights and the quality of the map goes down
The shadows look like crap and everything
I'm probably doing something wrong but thought I'd ask for an easier alternative
hi! im usign unity terrain and the vrchat world when up in size for 150mb how can i lower de terrain file size? if i delete it the file goes back to 5 mb
it was the terrain textures they where 8k resolution
Hey, I have made a activatable door in my world that opens and closes, But I cant go through it once I open it, Its like the collider doesnt disappear when I interact. Does anyone know the issue?
Your trigger shouldn't be on the door itself
Wait, if it's is trigger then you shouldn't collide with it
probably another collider in the way
Yeah, I checked the walls and the colliders is correct there
in your first screenshot you have a collider object in your trigger
can anyone help me with optimizing my world and making it less laggy?
rn my world is only like 30 frames max
I'm aware of the differences between SDK 2 and SDK 3 but question realistically, which one are most people using to build ther worlds ? Are most people taling advantage of udon or just sticking to the old triggers ?
For now the vast majority will keep using SDK2, but over time as Udon gets simpler to use, more and more people will attempt using it. Users will also make a lot of helpful tools and prefabs to make it even easier to use.
Also it depends what you want to make, if it's a chill world with two cushions, udon is probably unnecessary, but the more complexity you want then the more will udon be most likely be required
Main reason a lot of people are still in SDK2 is the lack of video players
yes
[SDK2] Is there a way to reset an object to its original position after it has been picked up and moved around (without object sync)? (sorry was a bit unspecific last time I asked)
how do you add background music into the world
do anyone have somthing like this ?
this one is not working for me
if anyone have pls ping me
im making a world and it works in testing but boots me out when i try to join it in vrchat, what could be the problem?
I am having the same issue
Like I try to join it and all I see is where I placed the camera
Okay I see this... idk of this is what is causing VRChat to not load my world and plus its also 285mb too so idk if that could be it or mot
Or if the video players are seperated?
Idek
@near escarp Hey thank you for your help yesterday, I managed to solve it later that night, I just forgot to add a False and True for the Box colliders 😅
@bold ibex Restart unity and remove and re add scene descriptor, Might work
Hopefully someone can help you, I dont know how to solve it tbh, Sorry
😭 ye
I have 3
Gotcha
heey dunno if i can ask here but does anyone know a good weeb karaoke world with alot of anime songs?
anyone, how do i put a working video player that can enter any yt videos?
need help rn
@bold ibex
which do i need to import? playerall or player?
playerall
Its a working video player for youtube with a controllable UI
Can anyone suggest what I can put on the second floor? Furnitures, Decorations etc
so i uploaded a world.. but cant see it in vrchat. why?
It can take a while to be visible
how long?
and where will it show up?
Its a working video player for youtube with a controllable UI
@valid umbra how do i fix it when i increase the volume, the volume bar lowers when i move
@bold ibex Try again now, by restarting vrchat and make sure its uploaded by going into Vrchat SDK>Content Manager. Also it should show up in Worlds> My worlds (Or something)
@bold ibex It should already be fixed, Since its a complete prefab
I dont understand your Q sorry
How do i make furniture colliders togglable?
You mean the collider to be togglable or the furniture itself to be toggle?
the collider @valid umbra
ill try uploading again
should i do to community labs
@valid umbra
@bold ibex If you want it in line for public worlds, then yes
@bold ibex 1. Create an object.
-
Add the Component VRC_Trigger ''OnInteract''
-
Add whichever Interaction text.
-
Add action SetGameObjectActive/SetComponentActive
-
Add Local/Always
thank you!
Glad I could help 🙂 let me know if there is any issues
Also on SetGameObjectActive, You have to grab and drop the object to Recievers that you wanna be able to trigger with a collider active.
im a little confused on how ur setting up the compent to become active?
this is what i have so far @valid umbra
Looks good,The component bar on the bottom lets you choose the component you want to be active/unactive on the object you have selected in recievers.
You mean this?
yes
No
Oh, Well you need a collider to activate the trigger you made, Im so confused right now lol
😄 yw
also do u know how to make it so that player voices cant travel past certain walls?
Im just messed in the head, yesterday I made a openable door, took me 3 hours to figure out how to disable the collider while triggering it lol
Hm.. I have never done that so Im not sure if its possible (?)
The thing I know is that you can atleast limit the voice range
yes thats prob what ill do
👍
Okay I put in a skybox in my world but now it's completely dark anyone know what to do???
VRC camera image shows up like this? how do i fix it?
have fog enabled?
disabled
have any postprocess on?
@grizzled halo it's only in sdk don't worry
ahh ok
but if you're using a very old version you should update
i was gonna test upload to see if that was the case
that's been fixed for a while afaik
it has
Is there an alternative to the video sync player that does the same thing except it's controlled locally? I basically want the exact same functionality of the video sync player but I want it to be local so it doesn't sync everyone with the host and people can have the option to change to next track locally. This is for a sdk2 world.
i can't take it anymore
my god damn world takes like 20 minutes just to get to the upload screen and then crashes
i'm creating a world and would like to add one of those video player where when you join the world, you put in the link of the video and it plays on a screen, does anyone know how to do that or can direct me to a video or website??
search for vr chat video player prefab
How do you stop Unity from using my standard shader's secondary maps UV set as the lightmap UV when I've supplied my own lightmap UV?
cannot upload my world since update 😦
Hey is there a new updated VRCSDK2-2020.07.15.12.38_public cause when i go to update & publish my world its saying that VRC_SpatialAudioSource could not be found
in the VRC Validation folder
Hey guys! I am finally finished with my world and I would love if any of you would like to visit it and take a good look at it :D
https://www.vrchat.com/i/blade-aryatime-efd47 < Link for the world
can anyone help me how to add water in my world? i don't have pbr graph in my unity
Download a water shader. There are a couple good ones here. https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
can you tell me the name of the water shader?
there are like 4 on there, maybe go with clear water.
silent's clear?
yeah
my world had uploaded onto vrc but when i try to enter it loads, shows the sky, then redirects me to vrc home. It works in VR in the build and test fine. Anyone know why this would be happening?
t:pipelinemanager in your hierarchy search, there should be only one per scene
https://github.com/oneVR/VRWorldToolkit/releases
You can also try my world tools the world debugger included can find a lot of reasons why that would happen
i made a script to make buttons for songs in my world and now when i want to name the diffrent buttons, i thought it would just work to add a vrc pickup component but that crashes the button and i will have to reapply the script for it to work again
does anyone know how to fix this or how to name diffrent buttons
you can't use custom scripts
Could be an editor script though
In that case that's a unity question
this is how it is set up
oh alright, thank you
i need help, i opened a example world to look at things and now i cant get back to my world. is this a bug or can i fix this?
@random owl how do i use the toolkit? and i cant find a pipelinemanager in my hierarchy search.. thank you
@bold ibex as long as there isn't any problems in your project the world debugger would appear here
Check it for any possible problems
If that doesn't show any major issues might need to take a closer look at your vrchat output log or give me the world id to try to load in myself
@sullen canyon you mean you opened a different scene in your project?
@random owl yeah
You would need to open the other scene you had open
How?
You can write t:Scene in the asset search to find all scenes you have in your project
I can't really tell you which one is the one you want though
ok ill try
You would get help faster by stating what you need help with
I need some help. I am trying to upload and test a world that i am creating. The world was created using sdk2 and has triggers in it. I am spammed with errors in my console saying that the trigger on trigger name here was not initalised in time. There are also NullRefrenceException errors saying "Object refrence not set to an instance of an object VRC.SDKBase.VRC_Trigger.awake () (at<ed5aea0ab5c04231bd4b85489a8cac75>:0)
pls help
this is the error
the world will not upload and whenever i try to test it it just kicks me to my home world
those don't matter
https://github.com/oneVR/VRWorldToolkit/releases
Try the world debugger in my world tools
How do I make a card shuffler in a world? I have all the cards but I just dont know how to shuffle them/randomise them
I am having a very strange issue
I have a published world that I was making changes to, but before uploading the new world I wanted to test build it
When I build and test it does not load the world as it is in unity but as it is on vrchat
Will turning things to static in my world help with fps??
I have an idea for a game world which requires players to be able to become invisible. That means no nameplates, and no selection bubble if they're highlighted. I know shaders which can hide nameplates exist and are forbidden on avatars, but I assume they'd be allowed as part of a world, and I haven't seen any which also hide a player's selection bubble, which leads me to wonder if that's possible. Is it?
I'm also unsure of whether world shaders can be blocked, but I believe they can't. Is that true?
Finally, is it possible to do this without shaders in UDON, since I don't how to create a shader which does these things? Or maybe post-processing volumes can disable whichever layers those use? I don't want to disable the player's menu of course, so any solution would need to avoid that.
Barring these options, the only other way I can think of to implement this would be to simply ask players to hide nameplates, which would make cheating really easy in public instances, and providing players with an avatar which is really small, so the bubble is small enough to not be easily targeted.
yo! i have a few questions,
-
is it possible to make an interactive book/tablet. My idea is to make a tablet or something and have manga websites on it for people in the world to use and read manga with.
-
cause I’m still really new with VRChat work creation I’ve come across a problem, I use free assets from the unity store and a lot of the assets don’t show up in game, is there a way to fix it? Do I have to use a specific file type for the assets?
Thanks
@neat badger The vast majority of worlds where that is a requirement ask players to hide nameplates, you can't control public spaces nor should you even attempt to, there's too many parameters to take into account
So I’ve been having an issue spawning in the world and I’ve tried everything from SDK deletion and replacement along with meta files. Meticulously checking for any collision that can cause this, and also placing new spawning points elsewhere in the world but I still am kicked out and sent back to my home. The bulk of the red warnings only mention the usual trigger not instanciated and other warnings that are generally normal and safe to ignore.
I went through the debug log and it gave me the error “Bad scene count” and the VRCW file was not uploaded to this API World, which I have already tried detaching the pipeline multiple times with the same error. Is there any documentation of this and how to resolve this issue?
Do you have multiple additive scenes open?
I have a variation of it where I changed the name because it told me that the name had symbols like the & sign that can mess up Visual Studio but this is still done in SDK2
Although I don’t know how to check if those other scenes are open? I thought you’re just in one scene at a time
You would see it in the hierarchy if you have
Let me check, although it’s most likely just the one scene. Do you think it would help to delete others?
Not really delete just closing them would be enough
Anyone know how to make a "player joined" thing. When they join it will make a sound to let others know someone else has joined said world?
Spank your booty (thank you)
it doesn't appear that multiple scenes were open
https://github.com/oneVR/VRWorldToolkit/releases
Feel free to try the world debugger in my world tools
If it doesn't find the problem I would love to look at stuff closer so I can program it in
sure, this is definitely something i've never come across ever
but if this can be its first documented case
im all for it
🙂 thanks
installing on scene already gave me compiler errors
these for your debugge
Oh you are on an out of date vrcsdk version
Either delete that script or update your sdk
sure
this is discussion for worlds, and I'm not versed in avatar creation @topaz junco sorry
kk
looked through the entire toolkit to have a rundown but mostly were just the tips and nothing about anything serious
Yeah in that case what is happening hasn't made it in yet
lightbake generate tooltip was really useful though
didn't realize i missed that many items without uvs
lol
sure, I'm making a new upload
one of my last resort solutions will probably be to prefab the world without the vrc component and redo triggers
but i'm interested to see what pops up and if you can solve the issue
Much appreciated @random owl
No worries I want to try having all the bigger world load in problems detected
PMed
Any good youtube player prefabs, if so; lemme know please. One ready to go, just put it in world and done.
can someone give me a hand please?
-
is it possible to make an interactive book/tablet. My idea is to make a tablet or something and have manga websites on it for people in the world to use and read manga with.
-
cause I’m still really new with VRChat work creation I’ve come across a problem, I use free assets from the unity store and a lot of the assets don’t show up in game, is there a way to fix it? Do I have to use a specific file type for the assets?
i need help, i'm trying to upload a world using the SDK2, but when i go to VRChat SDK, all i'm given is Utilities --> Clear cache and playerprefas, nothing else shows up, what should i do??
@maiden terrace 1. not properly 2. if the assets depend on scripts they won't work on vrchat as is
@tough heart check your console for compile errors
Disable the button that says error pause first
And then this picture
And do make sure you aren't on the wrong unity version
@random owl i'm not given that option that is highlighted blue
Then you most likely are on the wrong unity version
which version do i have to use??
It's written on the picture ^^
If you upgrade and use the same project you will have to follow the steps in the picture afterwards
will it affect my world in that i think will be missing or things will break??
Make a backup if you are worried before opening it in 2018
and how do i upgrade to 2018 unity, do i just download it or do i have to delete the old one??
https://docs.vrchat.com/docs/current-unity-version
You can use unity hub
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...
@random owl just so i don't this up, how do you duplicate the project??
Find the project folder and copy it
I got a layer that only collides with PickUp. but somehow ingame the player also collides with it
Is tis a bug?
please can someone tell me how i can make a "nightmode" lighting with a toggle? sorry am a noob
i'd like to know how to create a portal that will lead to the same world, but another instance ?
what do you need to fill in the inspector ?
Hey, i was wondering if anyone here can help find the original audio source of a clip.. I found some short creepy stuff on youtube, and wanna know where I can find the original audio
@bold ibex easies way would be just to make a post processing volume that darkens which most worlds do you can use a trigger to toggle the volume on and off
@remote imp add the world id to Room Id field and make sure the portal is enabled by default otherwise people will get split up
@bold ibex tbh this channel isn't really for that but google would most likely be your friend
I tried searching but came up empty. I was planning on using the audio source for a horror map, so that's why I posted here.
how long does it take until the world is public after uploading??
@random owl you mean this ? with wrld prefix ?
it will create a new instance ?
Just copy it to the room id
can i still use the vrc sdk2 for my world or should i swap to the latest?
SDK2 is still being updated if your world is made on it you should just update to the latest version of it
ah alright
thanks!
another question about mirrors.
how do i make it so the mirror is activated by clicking something instead of having it open as soon as the world loads?
here @bold ibex https://www.youtube.com/watch?v=0DTD0HfvTQ8
DO NOT SHARE OR PUBLISH IT IN OTHERS WEBSITES WITHOUT MY AUTHORIZATION !!!
Please check the description of the video to learn more about it.
Visit my world : MarriTown - [Avatar World] to see my progress :
https://www.vrchat.com/home/world/wrld_b6d9e23c-c8e0-4eb6-bcd2-e7027c04...
should explain
thanks!
Hello friends I have a problem every time I tried to update my world gets stuck in this what can I do.
that could be many issues
custom scrypts is the most uccuring
in like asset folders you downloaded
question is there anyone with a desent tutorial on skyboxes in VRChat? im trying to use this custom skybox but it wont load in vrchat? any advice or sutch
please can someone tell me how to make a slider for music/lights/bloom. I've been copying lots of tutorials but the ui slider keeps moving itself and is MASSIVE. if i change the size or move it it just goes back to ihe original size and location as soon as i click off it
i wish i could kinda new myself 😄
Does anyone here know how to set the size of a texture / material to a size? Let's say I want a 1024x1024 texture to be equal to a 1 meter square.
Well, that's not really the image that determines this, it's the mesh you apply it on @bold ibex
I'm used to 3DS max and that's how i work there. If it's the mesh, what i have to do then?
you make a mesh that's 1 meter square
You can download the pdf here: https://gum.co/texeldensity
This time I wanted to explain another crucial topic for environment artists: Texel Density!!
I got few people to read through and they like it. hope you will like it as well.
Cheers guys, feel free to contact me if th...
you might want to change the shaders they look to blindingly bright compared to everything else
the shader is fine just the fall from my table
oh btw ihave some stuff off that why its look like this
im having this issue when spawning in a object "prefab" players can walk through it while i set it up that it should not
This is clearly bigger than 1 meter and yet i can't see my texture
It's very small
The tile settings are set to 1, so it should show 1 texture to every meter
the smaller the number the bigger your texture
is there a way to make the video player local?
Am relatively new to Unity and VRChat worlds.
- Would it be possible to edit existing VRChat worlds with unity, or are they basically packaged and can not be edited without getting the raw materials used by the author?
- Would it in theory be possible to have a "browser" of sorts, so you can just browse by clicking instead of having to copy and paste youtube links into a player?
How does raycast work? I have downloaded Advanced Raycast from Prefabs and I dont know how it works
can someone explain why when i try to update my current world, it goes through in unity but when i load it in vrchat its the older version and not the one I just uploaded?
@solar flare Check your unity console for errors
Is that a SDK2 world ?
no i still use 2017 cause the new one made all my projects not usable and i couldnt figure it out
thing is i updated it earlier today (added an avatar to the world) and it worked perfectly
You added an avatar how ?
i added an avatar pedestal with an avatar to the world
nvm, it was the skybox
Is there Udon / SDK3 video player? (via url)
nope
roadmap'd?
obviously
im having a problem uploading my world, im using the old sdk2, and i added a scene descriptor, but int he build menu it says it requires a scene descriptor, ive never ran into this issue before uploading worlds
at me with answer or a question
i already tried removing it and making a new one from the vrchat examples, and resetting unity
https://gyazo.com/761ba5795d14d2b1f5418c38ed53f662 im also getting compiler issues withthe avatarvalidation, world control panel and avatar control panel
and i have been removing the files, and reinstalling the sdk fully and that breaks it all because of these complier errors
please help
and by the looks of it the lines with the sdk3 is causing the issue
I'm trying to build and test my world, but it keeps launching the game normally and just taking me to my home world
@frank geyser you most likely need to go to Project Settings > Player > Other Settings > Scripting Define Symbols and remove any mention of sdk3 or udon from there
How do I make seats not interactable when someone or yourself is sitting in it?
does anyone know of any prefabs for world controls
sort of ddrag and drop, im not looking to make a fancy world just wanna make a home for me and my homies
sidenote, could someone come and help me figure out why my world lags like a bitch
im having issues with vrc_spawnobject not having player colliders after making prefab from it. any advice?
so why are these boxes losing player collision after spawning them in
@arctic herald you still looking for help?
always
what do you meen by world controls
its like adding a low quality mirror and hq mirror
yeah among other things
VRCSDK3 seat stations have this problem where a seated player can still click on their seats. How do we fix this?
srry my pc has some hicups due to heat
im using the VRCSDK2 so i dont know
many set it to master only
might be that on master only the first player that enters the world can sit
Do Reverb Zones work in Vrchat?
@random owl That didnt do anything
could anyone help me find a video/tutorial for setting up a youtube video player in my world
Sync Video Player has various features, including: Allows a Video Player to be synced with others in the instanceAllows playlistsAccepts YouTube, Vimeo, and DailyMotion URLsRequires: Video PlayerRPC's are available via the SendRPC action
this should help
Hi! Does anybody else run into this issue when testing worlds?
it hangs here and i cant do anything
also, it uses my oculus installation instead of the steamvr one
is there a way to fix this?
something like that could be many diffrent issues or just one depends
is there any way i could narrow it down?
😄
also, would anybody happen to know why my triggers aren't working
i swear to god i'm doing the same thing i always do
but there's just no option to click it
is this vrcsd2?
yes
did you set the gameobject?
setgameobjectactive
it might be the thing your trying to spawn
the pedestals
zall the rest looks fine
if that were the case, would it not even give me the option to press it?
and i tried the same with all the others, same issue
Is your world updating? Add a random cube and see it is being updated in the game (see the new added cube) Also, are you on VR?
testing in desktop, however, i have another map that works completely fine while testing in desktop
also, how do i test that?
instead off spawning your pedestals try spawning a cube
...
i think i found the issue
it's the shader i use as the backround
everything is working fine
but in actual gameplay
it covered up both the avatar pedestals and the text
strange
im not good with shaders xD
i guess last question...
what layers should i enable if i want to show nothing but the players in the mirror?
if i toggle off everything but player you can't see anything
ah, thank you
.....and another
how do i make it only affect the player?
like make it client-side?
and vice versa
im not sure
i think its something with the local settings in the vrc_trigger
lemme know if im right 😄
Is it possible to have the UI and players be unaffected by post processing? My visuals rely on heavy post processing effects, but it translates poorly to the UI and on other players.
"Can't add script behaviour VRC_SpatialAudioSource. The script class can't be abstract!"
Anyone knows why this message could appear?
What are you trying to do ?
any other errors in the console? @hardy bay
@near escarp Enfaite, Unidelta rencontre cette erreur bizarre où Unity veut pas rajouter le vrc spatial audio sur une musique dans notre monde
Le game object
https://gyazo.com/7c69fc277227f35cbbbc6d3c2c12131e how would i fix this?
Fix the other errors
So I decided to try out sdk 3 but i keep getting these errors
I closed my project, deleted everything related to any sdk and then imported sdk 3 into the project. I did this 3 times and I keep getting the same erores, how do I fix this?
and only import SDK3 for avatars
I thought deleting all traces from the old sdk wouldnt impact it
guess I'll make a new project, thanks
Note to self: Don't stack transparent shaders, it'll cause horrible flickering.
The one shader wasn't even supposed to be transparent... So that's probably why i didn't notice until the skybox mesh started flickering between two different materials.
thanks
Mirrors in most video games, including vrchat, are faked, which means they have to be flat planes. To do otherwise would require raytracing
ok ty
can someone point me into the direction of how to make rain
In response to my question earlier about if Reverb Zones work in vrchat or not, Can confirm that they actually work really well in case anyone was wondering.
always stuck at uploading image
sweet
can't even hit cancel so unity is just playing my world's music max volume unless i alt+f4 unity
and honestly you can switch between sdk2 and 3 if you know how
Yeah sounds like your unity project is having a good time
the world got thrown in. The content seen here is considered obscene.
Uh that doesnt look right
would putting shaders on objects to make them brighter kill frames?
You mean something like emission?
yes
i have screenshots on my walls
and i wanted to make them brighter
@jolly cape
If you want them super bright use something like an unlit shader
And maybe manually reduce the inage brightness
Thatd be the most performant option I think
ofc adding emission isnt that perfomance expensive aswell and can be done on standard
nah just a tad lighter, like im using 0.1 emission
or something
and with world size do i look at compressed size or uncompressed?
within the editor log
Oh btw I recommend using compression on vrc images and lowering their resolution
Using emission will have the same effect as increasing brightness in an image editor so the image will look a bit bleached if you dont use the image itself as emission map
one question, how can I solve when I press Build and Test button on builder it only loads an older version?
Have you tried clearing your cache?
Yes, unless there is another cache for worlds
make sure you havent been editing in game mode, i did that for fucking HOURS
and i cried when i realised
Also make sure there are no errors and such in the console
No no, no problem about de play mode, because I saved the world yesterday and today tried to build an test it
I will check console
I think I found the problem, thanks, it wont clear cache, now I don't know how to solve it, but I will try something, thank you very much
Edit: solved, it was errors fault, thank you very much
i want to toggle pillows into my world. Ive get the toggle up but when i test and click it the pillows arent where i placed them they go flying everywhere randomly. does anyone know how to fix that?
good day does anyone have an idea on why my picture changer does not work
public class PictureSwitcher : MonoBehaviour {
[Header("Set the speed(It is seconds)."), Range(1, 40)]
public float speed = 5.0f;
[Header("Add Images here.")]
public List<Texture2D> textures;
[Header("Do not touch beound this.")]
public Material material;
private float timer;
public TextMeshPro text;
void Start() {
material.mainTexture = textures[1];
}
void Update() {
timer += Time.deltaTime;
text.text = timer.ToString();
if (timer > speed) {
timer = timer - speed;
ChangeImage();
}
}
private void ChangeImage() {
int index = textures.FindIndex(t => t == material.mainTexture);
if (index == textures.Count - 1) material.mainTexture = textures[0];
else material.mainTexture = textures[index + 1];
}
}
it works fine in play mode but not in a world test
Maybe you could try to change this material.mainTexture = textures[1] from the start to the update, so you can see if it works in game
does vrchat even allow scripting like this
afaik no lol
seems like it is becuse that vrchat does not like List<Texture2D>
made a switch and a lot of single Texture2D that it then changes inbetween
i know it is messy but it is the only way i could get it to work
Udon has no lists
Array should be fine for that not sure why you would need a list
Also for any udon sharp talk join merlins discord from the github
well yeah, i tried texture2d[]
but gave me the same problem, i this was the only way it would work
Anyone know how to get a vrc_pickup script to work on a parent game object that contains two mesh objects underneath it? I have an object comprised of two meshes and don't want to merge the mesh for texturing reasons... wondering if the parent object can be picked up.
I tried it but placing a box collider, vrc_pickup script, rigidbody, and object sync on a parent object causes the child object to "float away" as soon as I start the scene
is it possible to use .mp3 for world music or does it have to always be .ogg?
i mean i dont care if i must but the music file i want to use cant be converted to ogg coz all the converters tell me to buy a pro or premium package and im not going to do that for a single track ill look for a different one for that matter. so im just wondering if its possible to use .mp3's for music or if its only ogg. ty in advance
ah ok ty
.mp3 should be fine. Were you having some problem with it @mental iris?
@ashen eagle rigidbodies will use any children colliders for physics and collision, but pickup will only use colliders on the same object for grabbing. What do you mean by float away?
Got a physics question; Why would this distance be seen as a valid collision between a sphere and capsule collider?
Are you setting the position of the sphere every frame or something weird like that?
Nope, it's just a plain old sphere mesh I made in Blender, scaled correctly, with a sphere collider on it.
What is the situation that causes it to collide?
They physically touch while the ball's bouncing around the board. In this specific test, I've just got it with gravity off and bringing it within this odd detection radius everything seems to have. Here's the ball's values if it helps.
might just be how tiny everything is. I'm not sure.
Is there a way to make a wall show the skybox only and hide everything behind it?
just put a skybox shader on the object
thanks
@modern kayak yes when i ran a test instance it was mute and using the toggle wasn't making it go on at all. all i here was a tiny click noise every couple of seconds like it didn't support the file
thats why i was saying is it a format thing and is it only ogg but i got it working with that program
the conversion i mean
Could you try making it work in the editor play mode? I know for a fact mp3 works. But maybe there's something weird with your specific file, not just that it's mp3
@ashen eagle rigidbodies will use any children colliders for physics and collision, but pickup will only use colliders on the same object for grabbing. What do you mean by float away?
@modern kayak As soon as I start the scene the object starts spinning away slowly from it's origin like it's in outer space and someone gave it a light tap.. weirdest thing ever
Is it inside some other object?
Well the hierarchy is emptyGameObj->Mesh1,Mesh2
Pickup works if I put the vrc pickup and mesh on Mesh1, but if I put it on emptyGameObj it goes haywire
Do I even need a mesh collider for a pickup object? I don't need gravity or collision detection
By inside I mean physically intersecting, not hierarchy
ahh good point.. yeah the parent object is an empty object so it doesn't really have any scale
Not sure if that means it intersects or not
lemme grab a screenshot
its kind of weird tho
Any of the children intersecting with any object in the environment would do it. That's what it means for the rigidbody to use it's children for collision
If the object with the rigidbody and pickup doesn't have a collider though, that would explain why you can't pick it up
So I put a box collider on the parent (and the parent has a rigidbody)
Both children have no colliders, only mesh renderers
Oh mesh renderers don't matter at all for physics
exactly
I guess I'm saying the children don't have any physics code running on them
Only the parent
Yeah that should allow you to pick it up. Not sure why it was being bumped away. But if you don't want it to float around you might want to either enable kinematic to lock it in place, or add drag to make it more resistant to being pushed
Gotcha... if I enable kinematic, once someone picks it up they can manipulate and move it, right?
Is Kinematic only referring to physics calculations when not being grabbed?
Kinematic means that it won't move due to physics. It can't fall, it can't be pushed, and it can't drift. It can still be picked up, but it is not required to be kinematic for pickup to work
Thanks for the education
well the skybox shader renders the skybox but doesn't hide whatevers behind it
why is vrchat loading an old scene that i have deleted for the world?
oh compile error
question about onAvatarHit. let's say i have a big box collider a player can go into and walk around a bit. If a player goes in, walks around a bit, and walks out, how many times is it triggered?
is it triggered every time the avatar interacts with the bounds of the collider so once in and once when they go out?
or is it constantly triggered while they're in the collider?
Id say once
I think it stays as 1 until its reentered
depends on which trigger is used
onavatarhit does not happen on trigger colliders, it happens on normal colliders when you bump into them
for trigger colliders, you want onentertrigger set to playerlocal, which will activate once when the player first walks into it
interesting...
so this is from vrchat docs https://docs.vrchat.com/docs/onentercollider
OnCollider doesn't work with Player layers. Use OnAvatarHit instead when you want a trigger that activates when avatars collide with your collider.
OnEnterCollider is used to activate the VRC_Trigger if two colliders start interacting with each other in instances where neither of the colliders have the "Trigger" checkbox selected.If one or both of the colliders that you want to detect interaction between have "Trigger" ch...
hi all . can anyone tell me of any video player that has screen emmission and can play other sources from sites that is not youtube or twitch please?
Maybe start by deleting the modified sdk
Lmao
How long will a world stay in community labs?
I labs'd 2 worlds last month but they're still in labs
Anyone know how to or if it's even possible to have custom animations on objects? like using VRC_Station to trigger a dance animation
hopefuly this belongs here but I am trying to test a world for the first time and I get this warnings when I try to build the worlds and it doesnt build it. anyone knows why that may be?
those aren't causing any issue
I solved it by making a new project
I have a question, what version of unity are we using to upload our worlds as well as what version of the SDK
Can we use 2018.4.20
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...
@twin minnow The current Unity version in use is Unity 2018.4.20f1.
What's a good "I want to make a grey box world" video for a first time world builder?
In this video series, I show you how to create a simple hangout room for VRChat in Unity. In this video I make some walls and a floor so you can spawn into the world. You can test this world in VRChat in VR or Desktop mode. So you can create world for VRChat without a VR heads...
They're using an outdated unity version though
so has anyone actually gotten Desktop mode working when doing Build & Test?
it always goes to VR for me
headset unplugged ?
That would prevent it yeah
Trying to put a portal to another world in my world, I have the id set where it should be but in-game the portal doesn't show up
It's set as active, too
can you not put place portals to other community labs worlds?
You should be able to. I’ve done it to private worlds and it worked
weird, I copied a portal from another world i uploaded where it worked fine and it still doesn't work
wonder if I need something in my scene
world is set to none
the only other options are home world and hub, I'm trying to make portals to specific worlds
the portals do at least show up when it's set to either home or hub
maybe I need to update my sdk
updating my sdk did the trick
How old was your SDK ?!
Probably a month or two old, I hadn't uploaded any worlds since then
@simple nimbus a little bit late maybe, but here's a rundown:
Onentercollider: when two colliders bump into each other and collide, repelling each other due to physical interactions. at least one must be a non-kinematic rigidbody. For example an apple falling on the ground.
Onentertrigger: when a collider (either trigger or not) enters into a trigger collider. For example a region that turns on a mirror when you get close. Note that a rigidbody is required on any colliders that move in order for physics calculations like this to work properly.
Onavatarhit: just like onentercollider, but specifically for vrchat avatars. For when you bump into an object but it naturally pushes you back by physical interaction. Onavatarhit isn't used very often because in some cases it can be unreliable (like walking from one floor onto another seamless floor probably won't trigger it) and onentertrigger playerlocal will pretty much do anything you need in terms of detecting the player.
anyone know how to fix this? i turned off the point lights because it makes the scene so much laggy when pointing the camera
learn how to bake lighting
I suck at lighting tbh
still going to have better performance if you're not using real-time lighting
baked lighting doesn't even work for me when changing the lights
What layer is the tracker balls that show up when fbt users calibrate? I'm wanting to make an mostly optimised mirror that still shows those tracker balls
I think it's sadly on the UIMenu layer right now which is kind of stupid 😔
That kindof makes some sense, although it means I won't be able to mirror the balls without mirroring up elements like nameplates, which is annoying
Exactly why it's stupid
Do confirm though I don't really use full body often so that's just what I heard from other full body users
I will check it when I get the chance
As a sanity check, what are the layers you would enable/disable for an optimised mirror?, it occurs to me that I had just guessed it before
MirrorReflection and Player
Thanks, looks like I had a few uneeded layers enabled then
https://github.com/oneVR/VRWorldToolkit/releases
My world tools adds a quick set button for optimized mirror layers in the inspector 😉
Oh, nice, will have to check it out
Hi! does anybody have an idea how to make water visible in mirrors? I have a nice pool in my world with a mirror at one side. In the mirror only the empty pool is reflected which looks really strange.
What layer do you have the water on?
It's on the default layer
What water are you using?
I am using VR Water Shader 2 from the asset store: https://assetstore.unity.com/packages/vfx/shaders/vrwatershader-108207
that's interesting...
this is how it looks in unity (same in vrchat):
I use the Water-MiddlePool material preset from the package with minor changes to the settings
reflect layers are set to "everything" (standard VRCMirror)
btw I am using SDK3
SDK version wouldn't change much
And that's the same material preset you mentioned above
Not quite sure what else could go wrong
I just added a cube to my scene, too and I can see it in the mirror. It looks like here is also some very minimal reflection of the pool water but it is barely visible.
I have to do some more research on this.....
Anyone ever used mk glow in their world before ?
Does anyone know how to add an NPC to a world?
just started a vrchat world my first one my particles on avatar show up behind the pillars any way to fix
That seems to be an issue with the render queue on the particle halo
so would changing rendering queue on pillars to a higher number fix problem
theoretically changing render queue on the pillars could fix it but tbh the avatar itself should be fixed instead
It depends on what the render queue values on both are.
With the pillars being solid they should be on the opaque geometry queue (2000 I believe)
So as it turns out, the fbt trackerballs are on the default layer, which makes having them show up in an optimised mirror a bit difficult.
arent they on ui?
guys
i might have found the best stategy for mapmaking
you can make levels easier if you make the layout in doombuilder
export to obj
and set the export scale to 1/32
Apparently not
why is there a random collider in my world? there's no collider in unity. Ive tried so many different avatars and something is blocking it.
Is it possible to change gravity when making a world ?
like an advanced one?
@dim flare One that I can click on and it'll play some audio as a voice line.
https://www.reddit.com/r/VRchat/comments/7shuhm/help_how_to_make_audio_play_when_pressing_a_button/ just put this over a 3d model
1 vote and 2 comments so far on Reddit
I am having this issue where i am making this chair prefab, and i put in the enter and exit locations. But when I leave the prefab and go back to it the enter and exit locations are empty. any thoughts?
Does anyone know why the VRChat SDK Splashscreen isn't an option for me? I'm trying to test this world I've been working on and it's not popping up.
You have an error in your console
How do I fix it?
Dunno, what error is it ?
that's not an error so no
How old is your SDK/unity version
Remove the Unity Standard Assets package.
Just delete the CrossPlatformInput folder
Which one? There's 2.
One is Assets/Editior/StandardAssets.
The other is Assets/Editior/StandardAssets.
Ok, let me see if that fixes it!
Either it fixes it or brings us to the next problem
That just fixed it, but it messed up my lighting. Now everything is really bright.
How do I do that?
If you go to your lighting window there's the generate lighting button
Do I turn on "Auto Generate" too?
No
Ok!
Let's see if that works!
It crashed my Unity, lol.
It did end up fixing the issue though. Thank you very much my guy!!!
why is there a random collider in my world? there's no collider in unity. Ive tried so many different avatars and something is blocking it.
@bold ibex how low is the celling cuz i had an issue like that and found making the celling 3meters tall fixed my problem
does anyone know which Unity version and which SDK i should use to upload a world??
@tough heart for unity, you should be using 2018.4.20f1. For the SDK, you can choose either SDk2 or SDK3. SDK2 is all about triggers, which are easy to use and allow for quick simple stuff like "when a player presses this button, enable this object". SDK3 is a lot more advanced and allows for more complicated behavior with programming called Udon
i've used Unity 2018 and SDK2 and i've uploaded it but nothing appears and when i use the link to open an instance, it sends me to my home (default home)
check the console in unity right after trying to upload, there's probably some error
does anyone know what layer UI stuff like the microphone icon and nameplates is stored on? it would be "UI" right? maybe i messed up somewhere but i couldn't seem to hide them by unchecking it in the culling layers
controllers and labels, too
@bold ibex are you talking about a custom camera or the reference camera? you cannot change the layers of the reference camera
is there an easier way to put in gameobjects as receivers on triggers other than doing it one by one?
Can anyone here help me build a world or know someone who could build it for me?
so odd question, but how do i make a functioning tardis with working pullable levers, buttons to press, locking doors, and a premade destination system global?
And the exterior and exit teleporter object physically de and remat by doing the tardis
When I click "Build & Test" It opens vr despite enabling "Force non Vr"
@neat blade That's a ton of questions haha, Get a tardis model, I'm sure someone's uploaded one to a creative commons site. I'm not sure how vrc interacts with animations. You can use the Interact event connected to what you want to happen. A button could be disabled as a second game object so you need to add a second variable. As for "premade destination system global" spawn is just an empty game object added to the spawns list.
that sounds compliated, and i only have the models, an idea, and no clue how to do anything...
if it isn't to much to ask for, can you dm me a detailed message on how it COULD maybe be possible?
I'm not new to game making or unity but I just started using these tools less than 24 hours ago. If I were you I would just watch tutorials on vrc and unity components and basics. Udon was made for people to not need to code, if you don't understand how it works at all you may consider looking at an actual coding teaching tool like codehs which teaches how coding works more than an actual coding language itself (which is more applicable to udon)
another problem, i want to add a window to have something be bigger on the inside, i even saw a video about that a long time, but i am unable to find it again
So, I can't upload or reupload and worlds using the video player with playlists
Not sure how to fix this...
@glad hedge turn off error pause in the console
okay its off and I cleared
hit play again
wait dont tell me that option stops it from loading
OH MY GOD
why is that a thing
thank you @random owl
The errors are "normal" but having error pause on at the same time fucks up the upload
It's meant more for code debugging
so how does one make a video playlist with local files installed?
Any reason why my world is spawning me at 0, 0, 0 instead of at my vrcworld descriptor?
you likely used the default vrcworld which has it's own descriptor (you only need one)
Eh no, you can add a custom spawn location and add it inside the vrcworld prefab's world descriptor component or move the vrcworld in your scene @glad hedge
I dont have any additional spawn points and I have the world descriptor set to default for spawning. But instead of spawning at the vrcworld with the descriptor its putting me at 0,0,0
@near escarp Just confused on what I did
Where is your vrcworld in your hierarchy ?
Seperated from other objects and at the top of the project
You have the spawns drop-down at the top
is it true that if a world has been public for a few months and has a few hundred visits that it's easier to become public if you detach and upload it as a new world when submitting to community labs?
That really depends on whether it will get more visits when you upload again since hundred visits in a few months is not that much, but then again we don't really know fully how the system works
Might wanna just keep working on the world and making some updates to it
Thank you
[SDK2] Do VRC mirrors take occlusion culling into account?
If you enable it but it's pretty buggy when they do
There's the tick box for occlusion culling in the mirror settings
so i have this set on a box collider, but for some reason it will teleport everyone. what am i missing here?
"Eh no"-ruuu (I end up being right) :P
Oh and this got buryed "When I click "Build & Test" It opens in vr despite enabling "Force non Vr""
Well they have a single descriptor
how do i make a random generated picture? like i click it and it shows a random image?
shhhhh
Does occlusion culling affect player models as well?
Yeah
thanks for the help
Im having a major issue since the most recent update. My world's occlusion gets majorly broken after i change into different avatars. I can't see people that are in front of me a few feet away . it's like the occlusion becomes inverted and i don't see things that im looking at. Can anyone help me out
i think it's linked to my new avatar but i don't know why it' doing this issue. The only thing special about it is that it has a hat that can be visible from the players perspective. So is the box of the hat causing some issues with occlusion and also is there something i need to do to fix it
You may consider adding an extra camera to see if the issue persists
? an extra camera
this is what the world normally looks like
and this is what happens with this avatar
Then it's the hat
it also happens on the model that the hat is just normally placed in the hierarchy
and that it's invisible since its on the head
@simple nimbus Very likely that the object with the target layer is being seen by everyone, so everyone is activating the teleport locally at the same time. For example, a box collider (a) that when enters the trigger collider(b) will make everyone that sees that collision be teleported. If that box (a) is synced to everyone, then everyone will see the box (a) enter the collider (b) at the same time. If that makes sense.
@mild spade that makes sense. So how would I do it for just the single player to get teleported if they go into the bounds?
Should I make it a box collided and just do onAvatarHit?
You only want the player to teleport back when they enter the bounds?
Yes
If you want that, you need to have only the layer "playerLocal" collide with it. That layer will trigger ONLY when the local player touches the collider. Not when other players touch the collider.
For you, your own collider has the layer "playerLocal" while everyone else´s local collider has the "player" layer.
any idea what's happening on my end?
You probably have the layer "player" added to the "mixed" layer list on the trigger. So it will trigger when you see any other player touch the bounds.
It can be confusing.
"PlayerLocal" = Only you, and nobody else (from your point of view)
"Player" = Everyone else, except you (from your point of view)
Are area lights disabled? If so what do you guys use for basic world lighting?
Hey everyone, Im pretty new to building worlds, but giving it a go, but now Im stuck. I cant seem to make a VRC Trigger at all, it does not show up when I make a button and then search for it. Anyone have an idea?
I have a strange issue :
i tried to put a Jenga tower on a world (Rectangular cuboid stacked on top of each other)
Running inside Unity Editor is working fine, when i test it by running in VRChat with build&test , the Jenga tower is Collapsing ... Any idea why ?
i guess it come frop Physics.default solver steps ... i made it high on unity
is it fixed on vrchat ?
Question If I want to start creating rooms, is it better to use SDK 2 or SDK 3 ?
How do you get music to play in a world
@green salmon depends, if you're trying to do something related to video players you have to do 2
there's also more resources for 2 since it's been around
but if you're going to need to do some more script-like logic then probably 3
Hey quick question. How can I add things that attach to people? I'm talking similar to that collar and leash world where the person picks up an item and it locks to a specific bone after the hit use on it. ( @ me with reply please)
How do you toggle on/off a toggle inside a toggle group from a VRC Trigger component?
Use case is; I have a UI checkboxes (toggles) for some settings which physical switches (triggers) in the world also change, but I want the changes made to the settings by the switches to reflect on the checkboxes in the UI.
not sure if you can
I'm sure it's possible, it'll just require a strange workaround
Even if it requires an animator or something
So i have like 4 different prefebs of mirrors in my world with triggers for lq/hq/off. for some reason they work fine in desktop mode, but in VR some of the buttons aren't even interactable and others work perfectly fine. Anyone know what that could be from?
Figured out my issue, I just used SetUIText to make it look like that's the selected option, whereas it's not really, but ¯_(ツ)_/¯
cool eh?
So I'm working on a world and I wanted to add some fog, like I see in other VRworlds, it's not the basic unity fog, bc it has noise to move and a nice density to it...
I just learned post processing and it's working, then I imported a dynamic fog asset that uses PP as well, however when uploaded it doesn't show the fog in game, any reason come to mind on how to fix it or another way to do some nice looking fog?
I know I have everything set up correctly,bc the basic things like color grading work, it's only this fog that I added doesn't work in game, but it shows up in the scene...
The view of the VRCcamera when building a world doesn't show the fog...
Any help would be great, either to fix this issue or guide me to another way to do fog that isn't basic unity fog...I know people talked about shader fog, but I couldn't find anything on it...
let's see your reference camera @somber heart?
Try changing the volume blending layer to UI @somber heart
also show me your lighting settings
because I just use the fog in there personally
Changing both to the UI layer didn't work when uploaded...
I did use the fog in here at first, but I didn't like how it worked, especially since it didn't blend into the night sky nicely, and again wanted more of a real type fog/mist
Does anyone know where to get a working pen prefab? It seems QV hasn't updated since April, unless I'm looking at the download page wrong
@proven hearth If you mean a button make sure it has a collider. I have a script you could use.
@somber heart afaik only the native shaders for post-processing will work (they usually use compute shaders so seems unlikely custom effects would be supported)
You could make / find a shader to put on a mesh that encompasses your world to do something similar. But if you're not already using a depth buffer in your world for something, it'll be a bit slower than using Unity fog
So nobody's got anything on working SDK2 pens, then?
@smoky mountain Well I was being an idiot, im really new to this. Turns out I could not find VRC_trigger cause I was on SDK3.. and that uses the Udon Graph. xD
Glad you figured it out :D
Ya I was stuck all damn day. tried searching for an answer.. Also going to get the sdk2 triggers, this udon stuff is making my head spin.. xD
Never mind Im stuck again, the people using the sdk might have an old one, since I do not have the same stuff on mine.. 😦
Mine is for sdk3 do you want it?
Not sure what to do with it. And I just seem to have broken my SDK.. ARRRGH
Ok fixed it finally.. that was odd..
Ok im back on track.. Had to restart my project, now I can test my build out again, and the trigger seems to actually work..
Are decals accepted?
Can't tell if some worlds make good use of shaders, or just use decals
Hey, I asked this yesterday, but just in case some different eyes see it today: is there a way to toggle unity toggles from a vrc trigger?
I have some checkboxes in the UI (toggles) for some settings which interactable switches in the world (triggers) also change.
I would like the changes made to the settings by the switches to reflect on the checkboxes in the UI.
I'm guessing there's some fun workaround for this I haven't considered
Someome here who can help me build a world?
@thorny wind not that I know of
Hi, Does anyone know where to get the iwasync player? - looking for 2.2, Thanks! 😄
@near escarp looks like the only option I can think of right now is to just have duplicate toggles in the togglegroup of each state, and use the setcomponentactive to disable one component and enable another.
Managing state like this is super annoying 
I was wondering if I could use RPCs somehow and attach an event listener to the togglegroup, but tbh I don't know if VRC supports it
In the lower gif, I just used SetUIText, but the checkbox in the dropdown doesn't reflect the current setting, so I might have to decouple the checkboxes from the toggles to get this to work the way I'd like it to
Sounds like something easily doable through Udon though, but i guess those prefabs don't exist quite yet
Yah, I'll likely just port this over to Udon
Not sure how to do this in Udon either tbh
cool, so I decided to just decouple the checkmarks from the toggles, so it appears as though the item is selected now; good enough for this
Alright VRCHAT experts, thank you in advance your your time....I have animated a VRC_Station Chair to move a player via trigger button when they sit in it. Its a zipline animation but the fundamentals would be also similar to a roller coast animation. Animation works great locally!!! However globally the other players do not see this. They just see the player standing at the VRC_Station spot then suddenly teleport to where the animation ends. What should I have done differently?
Hello ! First time creating a vrchat world newbie here! Quick question, I am trying to change my skybox for my world and it shows in scene mode in unity that it is INDEED showing. But when i test out my my world in vrchat, its still the default blue. Any ideas if I probably skipped a step or missing?
@junior rampart What is the object sync component on ?
@junior rampart What is the object sync component on ?
@near escarp Thanks for the reply! I did place a VRC_Sync Animation and a VRC_Object Sync on the GameObject being animated as well as for giggles I also put it on the child object VRCChair but ended up with the same results above.
object sync should be the only required one, on the main parent object
might require a rigid body though
might require a rigid body though
@near escarp Thank you, Trying that now and removing the child sync scripts...will just leave it on the parent gameobject.
@thorny wind you can use vrc trigger to trigger UI button through animation, and UI button can call InternalToggle on UI toggle
might require a rigid body though
@near escarp Great thinking! It now works a bit better! The animation works and all players can see it BUT only if its the Master of the world triggering it. For anyone else triggering the animation it would only play locally.
Is the animation trigger local though ?
OnInteract - AlwaysBufferOne
Thanks for the advice so far! Im going to keep fiddling with it.
Yeah i'm not too sure, might wanna try MasterBufferOne in that case
@blazing laurel omg
Now you say this after hours of me implementing a workaround
Lol thanks I’ll take a look when I’m conscious tomorrow
I'm having an issue with my world
In the newest update which I just changed a texture it now crashes whenever you try to load into it now and sends you back to your homeworld
It's not just me
all my friends tried as well and the same thing happened for them
How do I fix this?
and is there a way?
I seriously need help on this
https://github.com/oneVR/VRWorldToolkit/releases/
Check the world debugger in my world tools it should tell you why that is happening
If not I can help you look more into it
For me it only shows useful links