#world-development

39 messages · Page 51 of 1

near escarp
rare sedge
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does anyone have a tutorial or something on how to implement a videoplayer into a room? can't find anything on the internet
@noble mica
Have you tried youtube? I wont believe that you wont find anything !
There is couple videos, I dont know how good those are

noble mica
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I stg I couldn't find a video for what I'm trying to do on yt

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only things on how to fix problems about the player

maiden terrace
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im having some terrain problems. ive textured and made hill with the terrain tool and i built and tested it for vrchat but it was just a flat white area. any ideas on how to fix?

the problem is still there even after pressing build and publish

covert timber
latent swift
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How can I create a door that has to be physically pushed open? I don't want a button that makes it play an animation, I want to be able to simulate an actual object on a hinge.

stable tulip
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Probably but they might be too detailed and it could be bad on performance @covert timber

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This file size looks big too so you will probably have to compress some textures

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at least down to 512 or 1024

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You are probably looking for this one

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or maybe "Perfect Doors"

latent swift
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Thanks!

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Am I the only one who can't seem to get Force Non-VR to work?

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The only way I think I have ever gotten it to work when testing a world is if my VR headset is unplugged.

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What layer does an object have to be on so a player can interact with it without pressing buttons?

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I am working on creating a hinged based door but the player just walks right through it.

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Also I already checked to make sure it has colliders.

latent swift
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I have no idea what's going on with it now.

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I can open the door with a pickup-able object but I can't open it by walking into it. I can move it by walking into it if it's already open though.

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Please if someone can help me, I have no idea how to fix this.

fading ginkgo
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is there a layer in unity that wont render to the VRC cameras?

covert timber
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thx Kadeko

bold ibex
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Hey, I'm trying to get on OnEnterTrigger event working. Are these the right settings, or no?

mild spade
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They seem right, -Kasai. Are you having any trouble with it? (the sphere collider is not active)

bold ibex
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That would be OnEnterCollider Squall

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this is OnEnterTrigger

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basically as soon as the player enters in this invisible sphere, an event is supposed to trigger. But its not

mild spade
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The "isTrigger" on the collider checked or unchecked decides whether it will be an "onEnterTrigger" or "onEnterCollider" You still need to have the collider active for it to work.

obsidian crystal
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Hello everyone vrcHandWave, so i'm trying to make my first World map and a try to make a pick able object but when i or someone else move it people other than the one who move it can't see it move. how can i make it globalvrcQuestion

bold ibex
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objectsync @obsidian crystal

obsidian crystal
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is it with Udon for the Objectsync?

bold ibex
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@mild spade the problem with having a collider tho is that it will prevent me from going into the sphere like intended, where Enemy1 is located. And with it having an animation set to run after the player when player gets within the sphere, that will cause the player to get pushed around by the collider. YOu dont need it for OnEnterTrigger events. I did it before with AddDamage

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SDK2 ObjectSync @obsidian crystal

obsidian crystal
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oh i only get the SDK3 that why i dont have it

bold ibex
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so you're using udon? therefore this isnt the channel for you

random owl
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You most definetly need the collider active for onentertriggers

mild spade
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When "isTrigger" is selected on the collider, it will lose any physics interactions with any other collider. When you activate the collider, does it pushed the player around? And when you deactivate the collider it doesnt?

obsidian crystal
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oh ok thank @bold ibex and sorry

bold ibex
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ok ,i guess it worked, but now there's 3 enemies instead of 1 for some reason

tulip arch
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Is there any prefabs for video screens with a searchbar ? So you could play your own Videos from like yt and stuff.

bold ibex
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every video player prefab has that function. Just choose which one you like the most

tulip arch
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Do i have to enable it somewhere? I got a screen in my world but there is no search function.

bold ibex
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i think so? I haven't used any of the prefabs yet, so i cant help here. But it should be in the folder somewhere?

tulip arch
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I found a screen, it was in the Poiyomi shader pack ^^ Im gonna see if that works

tulip arch
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Nah its not working, sad. Anyone know how to make a Video Player with search function?

stable tulip
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You can search it up on internet. There are a lot of them that has video player with search bar

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It doesn't need to use custom shaders in order to use video player. SDK has it's own shader for that.

placid cape
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Heyo, anyone know what the most efficient and cost effective way to host video files with special encoding for a movie world would be? I'm thinking Amazon cloudfront but I was wondering what other people think

bitter sentinel
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Does anyone here has experienced pickup objects suddenly flies everywhere like a poltergeist causing huge fps drop spike? is there any fix for it or should i just turn on kinematic?

near escarp
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if they fly everywhere it means they're colliding with something on start

ashen eagle
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@near escarp You know anything about baked lighting? Got a couple of meshes that are showing up black even though they're set static and 'Generate Lightmap UVs' is checked.

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All other meshes look good. Just two imported FBXs giving me trouble

fossil estuary
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So - I'm also having a small issue - on some of the meshes in my world, they are flickering - when I move around , I'm thinking it's a lighting issue, but I don't know too much about lighting to potentially fix the problem

near escarp
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@ashen eagle make sure their scale in lightmap isn't too big, that the shader they have supports lightmapping and that there's no error in console for them

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@fossil estuary Only s few realtime lights can affect an object, only solution is to bake

ashen eagle
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@near escarp lightmap size is 1024 (although I've tried as low as 64), resolution is 1, no errors, and normal albedo shader with texture

near escarp
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resolution ?

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you means scale on lightmap ?

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what's the "normal albedo shader"

ashen eagle
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pics incoming

near escarp
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1 texel is not gonna give any result

ashen eagle
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I've tried up to 10, no dice

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You'll also note the mesh next to her (giant robot) is rendering just fine

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Whether I mark her static or not, comes out black

near escarp
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and no warning either ? what does the mesh renderer component look like

bitter sentinel
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@near escarp no it didnt happen on the start, it usually happens every 10 minutes or so, just starts poltergeist-ing everywhere and cause the fps drop

near escarp
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@ashen eagle Did you enable Swap UVs for a reason ?

ashen eagle
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oh yeah, was getting desperate 🙂 I've put it back, no change

near escarp
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Now i'm wondering what else you could have changed lol

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@bitter sentinel They might be better off as kinematic then

ashen eagle
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That was it really...

bitter sentinel
near escarp
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@ashen eagle Reimport it then, but post screenshot of the inspector view of the object in your scene too

ashen eagle
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Roger that

bitter sentinel
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also is there any idea on how to fix chair interacts appearing as 1x1x1 box?

ashen eagle
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Weirdly enough an hour age the girl to the left (in red) was also rendering pitch black, no idea why she started working again 😦

near escarp
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It says the object has overlapping UVs

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also not sure why you'd need a realtime lightmap

ashen eagle
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Yeah I think realtime GI was enabled by default... doesn't matter if i switch it off or not

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Also my console warns "There are 1086 objects in the scene with overlapping UVs" but this is the only one causing me issues

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Almost all my assets are imported FBX's so not really surprised.

near escarp
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what's the mesh simplify script ?

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also black outline material ?

ashen eagle
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lowers mesh count (as opposed to going into blender and decimating)

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Black outline is a mat on the the fbx itself, gives it a cell shaded look

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it's literally just a black albedo opaque shader, nothing serious

near escarp
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that seems like a lot of stuff that could potentially mess with lightmapping

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it's usually pretty straight forward

ashen eagle
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I just removed the mesh simplify script, no change sadly

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And I agree... usually it should be!

near escarp
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are you baking that quickly ?

bitter sentinel
ashen eagle
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baking takes a while (~10 minutes) but you know within 30 seconds if it's going to work because everything else in the scene BUT that one mesh starts illuminating

near escarp
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static batching breaks this @bitter sentinel

ashen eagle
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Even if I let it finish it'll stay pitch black

bitter sentinel
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static batching ?

near escarp
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Are you using a mesh collider or box ?

ashen eagle
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I'm going to delete the entire mesh, reimport, reskin, and try again... fingers crossed

bitter sentinel
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im using box collider

near escarp
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Try without doing anything first, no material, no script, just generate lightmap uvs @ashen eagle

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@bitter sentinel well then you get a box collider lol

bitter sentinel
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also you mention something about static batching

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i think i tried static-ing all the stuff besides the pickup, so maybe that?

near escarp
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yep

ashen eagle
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Ok just with model only it seems to be baking correctly... gonna add back layers until I'm finished. Something must have gotten borked in unity 😦

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FYI that AudioBank trigger thing was a total bust... way too complicated and finicky. Went back to video sync and life is much better

white scarab
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Does anyone have any idea why some of my buttons (interact triggers) work fine on desktop but they don't highlight or otherwise appear interactable in VR? All actions on the trigger work flawlessly as designed, on desktop. Other triggers, seemingly doing identical things, with identical component configs, work normally in VR as well as desktop.

World is on the current version of SDK2. The trigger is a component on a regular cube. It is set as MasterBufferOne, and has two actions, SetGameObject active with a single object set as false, and then another SetGameObject active with a different single object set as true.

near escarp
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Are your triggers within a bigger collider ?

white scarab
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Yes, there is a collider on an empty game object that detects when someone re-enters that area (re-spawns) so it can set that area of the world as active again, and make the other areas inactive.

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But the collider itself encompasses that whole area.

near escarp
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alright, in that case you need to set that collider to the MirrorReflection layer

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The tool from 1 that is pinned in this channel can detect those and fix them automatically

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if you're using the latest SDK2, that should work perfectly ^

white scarab
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Awesome! Thanks for the help, it was driving me crazy! I'm glad to know there is a tool for detecting this kind of stuff in the future. It seems really unintuitive that the issue would be what you describe, but I am sure that is what's going on.

outer terrace
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Hey there, experts...I'm uploading my first world (and I've put a ton of work into it!) and the uploader says it was uploaded successfully, but when I try to follow the link, or launch the world from inside VRC it immediately kicks me to my home

near escarp
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Make sure there's no errors in unity console

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make sure your spawn is also unobstructed

minor mica
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hey so is anyone having this uploading problem? ive changed some stuff in my world and running test build or uploading the world publicly isnt applying any of the changes i made... does anyone know a fix or is it some crap i have to wait for a day or just wait for the servers to realize "oh hey look i've been updated" type deal

harsh wagon
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I have 2 questions

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2: what do I put in this map I've started working on? It's going to be a home world I think.

near escarp
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Do you use the denoise fix bright edges option ?

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also you need to make sure those walls are perfectly placed

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well it's your world so you should probably figure that out before making the world lulw

harsh wagon
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I just got bored and started throwing something together

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The walls are all perfectly aligned, I used the grid in blender to make sure of that

near escarp
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are you sure its height is correct as well ?

harsh wagon
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So the bright edges are meant to be a denoising issue right?

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I disabled denoising just to check and they're still there.

near escarp
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no this is probably due to hos it's built

harsh wagon
near escarp
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Then make sure the vertices of your corners are merged

harsh wagon
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apparently I was just dumb and forgot to generate lightmap UVs

near escarp
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That'd do it

harsh wagon
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I needed to add some thickness to the walls anyway, I just had an idea for a second floor

ashen eagle
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hey so is anyone having this uploading problem? ive changed some stuff in my world and running test build or uploading the world publicly isnt applying any of the changes i made... does anyone know a fix or is it some crap i have to wait for a day or just wait for the servers to realize "oh hey look i've been updated" type deal
@minor mica I've never had an issue with delays... confirmed it's uploading to the same world ID?

tardy iron
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What's the secret behind those worlds that allow you to stream movies? Is there a script I should look at, and a way to connect it to my own server for friends?

harsh wagon
near escarp
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they're usually terrible for perf

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because they're not meant for that

harsh wagon
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It's running pretty well actually, my PC isn't high-end by any means and I'm getting a solid 90

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I struggle to get 60 in a decently populated pug

near escarp
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getting 90 solo doesn't mean much, it's the lowest bar for a world

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you could be barely holding 90 vs way above 90 in terms of what you can handle

harsh wagon
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I'll load a few clients up

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Keep in mind though, this is a home world so I don't expect much traffic

near escarp
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fair enough, but i think you can find a much better looking grass shader

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like Xiexe's

harsh wagon
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got a link?

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I've been using this fur shader because I couldn't find a good grass-specific shader

solid helm
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Depending on what the fur shader does it might not be bad as grass. After all, grassy terrain will typically have less polygons than a character model and people are less likely to shove their faces into it.

harsh wagon
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It's quite an old shader, made by a game studio who gave it away last year or so.

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Link's dead unfortunately, they made a pro version and then stopped distributing the free one

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apparently they made the free version specifically for VRChat

harsh wagon
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Oh! before I forget

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do you know what's up with your fake glass shader @solid helm? I want to use it but it's broken for me.

solid helm
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Broken how?

solid helm
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What's broken about it?

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Are you sure your scene isn't broken?

forest forum
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Is it possible to get particles to show up in a mirror? I made a fire effect but I can't seem to figure out how to get it to show up, so it looks a bit off,

random owl
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Needs to be two sided particle shader since most just face your camera which causes them to face the wrong direction in mirrors

latent swift
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How do I add a Boolean on a ProBuilder cube?

wraith ruin
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Audio filters on VRCVideoSyncStream audio source. I have not got it to work no matter what i try. Am i doing something wrong or should it work even?

vale loom
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Does anyone happen to know where I can find the rain-on-glass shader that's used in a lot of worlds?
They seem to use the same one but I've been unable to find it so far~

lyric acorn
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Is this a good channel o talk about spookality eligibilityrequirements, if not, where?

desert raft
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Got a problem where particle effects get smaller the closer you get.. and big from a distance.. Where do i fix that?

wispy cloud
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Max and Min size settings under the Renderer tab I believe.

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@desert raft

faint wren
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Does any one know how to fix this world glitch i have where avatar sounds are muted but the world sound is not.

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My world pretty much finish was fixing that problem for last.

latent swift
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What layer do I put a door on? If I want the player to be able to push the door open with their hands or just by walking into it what layer would that be put on?

wispy cloud
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Player and PlayerLocal at the least, but I'm not sure if that would work by itself. I think you'd need to somehow put colliders on players, but I'm not too sure on that one. Might work without it though I don't know

latent swift
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Okay, thank you.

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I am not sure though, I have never had a problem like that before.

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Does anyone else here know how to fix that issue?

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How do I add a object to players that join my world, specifically colliders. I need the colliders to be on the players hands and feet when they join.

minor mica
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yeah so ive trying so to upload my world and it wont update at all and just incase i made sure the idea is the same, and that wasnt the case plus i deleted the sdk and full wiped it to make sure and reuploaded the sdk to my unity after closing and reopening and it still wont update. https://vrchat.com/home/launch?worldId=wrld_f14e6461-9b3b-47e6-9430-5ac0850975c8 this is the world but any update i try to make or test build i try to run on it will not update or work at all...

The Elf Creator brings de ELVES

tardy iron
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that's a cool looking world. Sorry I can't help

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I'm new to worlds and have a question: What's the secret behind those worlds that allow you to stream movies? Is there a script I should look at, and a way to connect it to my own server for friends?

latent swift
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Normally you would use a addon for that. In the latest version of SDK3 then all of that stuff is broken though.

oblique sparrow
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i cant find the vrc_trigger in add component with the new sdk

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is there somthing else is should be using or did i mess somthing up

jolly cape
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sdk3 has no triggers

oblique sparrow
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what do i use instead

jolly cape
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if you wanna use triggers, sdk2

oblique sparrow
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my fist time making a world just trying to set up a mirror button

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first*

jolly cape
oblique sparrow
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oaky

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okay*

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thanks

desert raft
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Got a problem where particle effects get smaller the closer you get.. and big from a distance.. Where do i fix that?

I tried to change the min/max particle size but it didnt fix it all, just made it a little better

manic sonnet
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So I didn't know that the trigger component was downgraded in VRCSDK2, I have no idea how to use this, I can't even find where to put the actions and receivers. Help?

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I want to implement trigger based occlusion.

near escarp
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Are you using SDK2 or SDK3 ?

manic sonnet
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Did my SDK get messed up? I don't even have the option to publish the world now...

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SDK2

near escarp
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yeah you have console errors

manic sonnet
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all i did was drag the new SDK into unity, and the previous version was SDK2 as well

near escarp
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yeah that's sadly not how you update the sdk

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manic sonnet
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vrcThinking swear ive done it like that before

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thanks ill look at that

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oh so you remove the old one first

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ahh

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thanks

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I have another question; can you replace SDK3 with SDK2?

near escarp
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not easily

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it's not really a supported workflow

manic sonnet
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uhhhh

lyric acorn
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For Spookality event, is unity/booth/or other free distributed assets a valid use, or do I have to sit and model cabinets and cups myself. A bit unsure on the terms, I don't know what full rights are involved with things like that other than credits

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I guess related, any license-free music sources? Most I can find are for live streaming

manic sonnet
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oh... it was SDK3...

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well I don't know how to do occlusion with udon

copper prairie
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How do you update a map made with an old version of Unity? Mine was made in 2017.4.28f1. Also what is the best video player right now?

near escarp
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@lyric acorn "If you've got the rights to upload to VRChat (and therefore grant us a license via our Terms of Service), then you can use it in spookality"

manic sonnet
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So I tried slapping the mirror material onto a plane... that doesn't work.. How do I make a mirror?

thorny wind
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vrc_mirror component @manic sonnet

manic sonnet
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oh right

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thank you @thorny wind

thorny wind
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here's one of mine for ref

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it may be slightly different in sdk3, I don't have a screenshot to hand for that

manic sonnet
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Thank you, that helps

exotic tartan
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had to redownload unity and SDK to create a new world and I am pretty sure I have the correct versions downloaded but when I try to test build it won't work, it keeps saying my computer cannot find an app to run it..... not sure what I am doing wrong

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I lost my HDD that had all my old unity stuff on it and hadn't used it in the while... maybe I downloaded the wrong version? I dunno

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nevermind I am an idiot, my path wasnt set up

orchid verge
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Does anyone know how to add animations to chairs so that you change the pose?

wraith ruin
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Audio filters on VRCVideoSyncStream audio source. I have not got it to work no matter what i try. Am i doing something wrong or should it work even?
I'm struggling

arctic herald
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how do i make a button display a random like object, im making a triva thing and id like to make a button display a random question

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plaese @ me if you can explain

tardy iron
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A version of my world worked and I'm able to do Built & Test, but I made changes, changed the skybox, baked a new lightmap, and now when I do Build & Test it only loads the old version. what might this indicate?

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oh, I missed errors in the console. The skys I added are throwing errors. Would that prevent a proper build?

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the answer is yes

arctic herald
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do you know how todo the objecct thing im referring too? id love to help but its a little more complicated than my knowledge base

tardy iron
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I do not, if your'e asking me. I'm very new to creating worlds

arctic herald
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same xD i know how to make them small files and optimised and shit but yeah cool stuff nah

bold ibex
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Does anyone know why the VRChat SDK panel isn’t showing “Open Control Panel”?

near escarp
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@bold ibex You have to fix the errors in the console

bold ibex
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@near escarp The one I can't figure out how to fix says "Assets\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(91,17): error CS0619: 'BuildTargetGroup.WebPlayer' is obsolete: 'WebPlayer was removed in 5.4, consider using WebGL'". How would I fix that?

near escarp
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Are you using the latest sdk ?

bold ibex
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I beleieve so, I downloaded the one I'm using on August 15, 2020.

near escarp
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How did you update the SDK ?

bold ibex
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I deleted the one I had before and just installed the most recent one on the website. But I did that before making this world.

near escarp
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bold ibex
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I beleive so.

near escarp
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Are you trying to make something for the quest or trying to use a webplayer component in your world ?

bold ibex
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  1. I'm not trying to make it quest compatible, I'm trying to make it for PC.
  2. By webplayer do you mean a YouTube video player? If so, then no.
near escarp
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Try deleting the script in this case

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CrossPlatformInputInitialize.cs

bold ibex
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Which one?
The two folders are called "CrossPlatformInput".
The note is called "CrossPlatformInputGuidelines".
The left script is called "CrossPlatformInputInitialize".
The script all the way to the left is called "CrossPlatformInputManager".

near escarp
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the script CrossPlatformInputInitialize.cs

bold ibex
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Ok so that made it so I could press "Build and Test" but when I tested the world it just sent me to my home world. Did I do something wrong?

random owl
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Check if you have a empty spawn point in your scene descriptor

bold ibex
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How would I do that?

near escarp
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your vrcworld prefab in your hierarchy

bold ibex
random owl
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There's the spawns section at the top of the scene descriptor component

bold ibex
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Where? I don't see it.

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Is it under the arrow for the Spawn section?

near escarp
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yes

bold ibex
near escarp
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Do you have a collider below your spawn ?

bold ibex
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Yeah, a mesh collider

random owl
bold ibex
random owl
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Doesn't seem to be building properly then

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Might wanna clear the console once and after that doing build & test and checking trough if there's something off

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If nothing there then checking the vrchat output log after it's thrown you back home

bold ibex
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When I did that, it sent me back to my home world again and put these 4 errors in the console:

random owl
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Well that would do it then

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Delete that script to fix unless there's more issues

bold ibex
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Which script?

random owl
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The one specified in the error

bold ibex
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So I have to delete 'MenuItemAttribute' and 'MenuItem'?

random owl
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At the start of the error it says a path and a script name

bold ibex
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So I just delete 'ObjExplorer'?

random owl
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ObjExporter.cs yes

bold ibex
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THAT WORKED!!! THANK YOU SO MUCH @near escarp @random owl YOU GUYS ARE AMAZING!

lunar sedge
near escarp
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you have console errors

lunar sedge
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oh i see

deep nymph
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error says"Cannot add menu item ‘VRChat SDK/Utilities/Clear Cache and PlayerPrefs’ for method ‘VRC_SdkBuilder.ClearPlayerPrefs’ because a menu item with the same name already exists."

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And it leads my uploading scene pause.

random owl
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Disable error pause in console

idle shell
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could somebody help me with the VRCVideoSync in unity?
I have 2 buttons that is suppose go to the next song and go to the previous song.
I have 3 URLS placed but in game the 2 buttons dont work at all

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but the videos DO play and do play all 3 of the songs i have

fringe wave
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I'm trying to test my world, but I just get suck on the logging in screen, with this error in my unity console

short forum
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There are issues with the vrc servers rn @fringe wave

fringe wave
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ah okay

proven hearth
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Is it just me, or is chairs behaving odd? Had no problem in sdk3 with stations, and not I tried sdk2 and chairs, and nothing works as it should. My avatar is just standing up in the chair

bold ibex
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Can someone explain to me how to move meshes from 3Ds max to unity with a good texture? Because I'm having A LOT of trouble with this. I already saw that pdf about texel density but I still can't do it in practice. And it’s too frustrating. Now I can understand why 90% of the worlds on vrchat have horrible textures.

near escarp
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what do you consider a good texture ?

bold ibex
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A texture that works as planned. If I made a texture of 2048px for 1 meter of mesh, when I am in unity I want 2048px for 1 meter and not something different.

near escarp
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If you have an example of the difference i'd be interested, sounds like just the difference with having proper UVs and not having any

supple drift
#

Yeah, using trim sheets or base materials to get a higher TD ends up being a hand-in-hand workflow between the textures themselves and having proper meshes/UVs. Worlds generally don't have "horrible textures", just a lower or uneven texel density because there's obviously a lot of kitbashing going on.

#

but I wouldn't get too fussy or beat yourself up about sticking to a target TD because it's just not usually gonna happen through the iterations (especially when you're dealing with the current size expectations of worlds) but even attempting to keep it cohesive should help visually

vale thicket
#

So i believe @minor mica had this problem yesterday which i am getting now. (or maybe its something else idk)
Im uploading an update to my world, the vrchat website shows its updated, my sdk controll panel shows its updated, but when i get in game its stuck in the old version. making new instances of the world doesnt help. and i tested it a few hours later and still didnt update in game.

#

any ideas?

near escarp
#

Check console after upload

#

it may have successfully failed

vale thicket
#

nothing

near escarp
vale thicket
#

like i say it says version 3 of world in the sdk and on the website

#

when in game its still version 1

#

(i uploaded it again to see if just another upload would fix it)

near escarp
#

no warnings and no errors ?

vale thicket
#

nope

near escarp
#

Try upload to a new ID then just to test

vale thicket
#

yeah that was gonna be my next step, but i thought i should atleast raise attention to this considering it happened to other people
as thats not an option for published worlds

#

but yeah ill come back once fresh upload is complete

#

now thats interesting, i guess it must be something my end as the separate upload, uploaded loading the world kicks me to my home

#

well mb maybe the spawn location is in the floor or something dumb, i did move everything

#

actually ive no clue what it could be, i guess while im here, you have some ideas ?

near escarp
#

Any screenshot ?

vale thicket
#

of? ^^

near escarp
#

your scene, your vrc world etc

vale thicket
near escarp
#

well i can already see some errors

vale thicket
#

i have errors from some buttons from pens which i didnt get around to fixing yet and they didnt cause trouble in v1

#

unless i missed something

near escarp
#

are you using a lightprobe asset ?

vale thicket
#

i am

near escarp
#

simple light probe placer ?

vale thicket
#

indeed o -o

near escarp
#

yeah, that has caused a ton of uploads to fail in the past

vale thicket
#

ah oof

near escarp
#

can't say why for sure

vale thicket
#

well, that sucks xD ill yeet that and do it the old fashion way or not at all

near escarp
#

If you've generated the probes, deleting the asset should be fine, and then try uploading again

vale thicket
#

oh, fair enough ill try thanks

near escarp
#

making sure to remove the component on the light probe group too

short forum
#

Question about the Spookality Competition: If my current world is already cross-play, can I just mention it is meant for the PC only contest?

vale thicket
#

still getting sent back to home, thats unfortunate

near escarp
#

and you have a single spawn right ?

vale thicket
#

yes

near escarp
#

Try resetting the transform component on the vrcworld

vale thicket
#

we have found success thank you :) i did also discover a hidden chair left ontop of the spawn location, maybe that had something to do with it, regardless thanks for helping my mess up ^^

latent swift
#

How do I delete one of my worlds from my account?

near escarp
#

Content manager in SDK

latent swift
#

Oh duh, thank you*!*

short gulch
#

This is a general question for both worlds and avatars, is it possible to set an audio source as a one shot audio clip? That way it could be retriggered without cutting off the previous one.

near escarp
#

For worlds yes, avatars i don't think so

#

Since it's done through the audio bank component which isn't whitelisted on avatars

spare bridge
#

Does any one know why my world is 39.19 Mb even though i only have a floor and mirror in the world?

near escarp
placid cape
#

hiya, I'm making a movie world but I'm having issues with long videos, for some people it stops working halfway through a movie at the same time but for me it keeps playing, any ideas?

ivory swift
#

I'm trying to build a vrchat world is saying I need a new app to open this

#

im trying to test it

bold ibex
#

🥶

near escarp
#

@ivory swift any screenshot ?

random owl
#

You need to run the install.exe inside the vrchat installation folder @ivory swift

candid wigeon
#

Is there an easy way to make the skybox rotate? I want me sky to look animated without actually doing animated textures (please ping if replying)

near escarp
#

@candid wigeon make a giant inverted sphere

candid wigeon
#

i

#

why didnt i think of that

#

lol thank you ill try it//

thorny wind
near escarp
#

Yeah I'm using that myself, but beginners have a hard time with unity add-ons

#

I guess I'll pin this instead of my tweet

random owl
#

Theres also the official build report viewer from the package manager

#

That's what I use myself usually

keen gust
#

what is the name of the world attack on titan

proper gulch
indigo scaffold
#

i created a simple avatar world and wanted to make it quest compatible but it doesent load on the quest at all

#

somebody know what i have to do

main mantle
#

Ott : That PDO example is really bad, it's clearly 2 different meshes... Anyways, I'd say work on the normal maps first, they should help you make a proper "fake depth"

short forum
#

@indigo scaffold Did you follow all the steps on making a cross-play world in the vrc documentation?

slow orbit
#

@proper gulch If you need PDO you'll need to do it in the shader itself.

#

@main mantle Normal maps aren't going to help much if at all when parallax offset is involved.

urban sorrel
#

I'm making my first world and doing the awful thing of simply scaling cubes to act as walls, instead of having sensible models. I then add a window in and layer cubes around it and to not have seems I end up with z-clipping. What's the best way around this? Can I use probuilder to merge the meshes or something? Can I get unity to snap to other objects when playing them, and measure specific distances?

short forum
#

You can use probuilder to merge meshes. And dont worry, my first world i did the same thing lol.

urban sorrel
#

I tried merging the meshes, but it seems to more "group" them than cull the overlapping meshes into one.

#

So the Z fighting was still happening

short forum
#

You can hold down ctrl to move objects in your scene by 1 on the x,y,z axis to make things more precise, then go into the inspector and edit it by decimals instead.

urban sorrel
#

Okay thanks!

ivory swift
#

@random owl I was looking at a solution to open my world in test mode and it just says it should automatically open when I click Build & Test

random owl
#

Yeah as long as you have set done the install.exe at some point

ivory swift
#

were is it?

random owl
ivory swift
#

thx

manic sonnet
#

Could someone point me in the direction where I can learn how to add occlusion to my world with SDK3? Like an Udon tutorial or something?

near escarp
#

I don't think that has anything to do with Udon, that's just a Unity thing

proper gulch
#

@slow orbit are custom shaders allowed in worlds?

ivory swift
#

how do I make a custom deck of cards for vrchat world

proper gulch
#

i guess they're more heavily moderated

near escarp
#

Yes custom shaders are allowed in worlds

#

Try to use performant ones though

short forum
#

please use that

manic sonnet
#

I wanted to make it so I spawn in a room and theres a cube in the shape of the room. When I am in the cube it would not render whats outside the room and when I step out of the cube it would render the rest

#

You are saying that is all Unity?

bold ibex
#

I guess im really stupid. How does someone actually make world audio for... worlds?

#

Hey all, I'm having a problem uploading an update to a world I've been working on. The editor control panel shows the right world ID and stuff, ut after I click publish, the upload page says "new world creation" and I can't actually click anything.

manic sonnet
random owl
#

You can search your hierarchy for t:pipelinemanager and check if you see multiple objects coming up @bold ibex

#

Also make sure you have error pause off in your console

bold ibex
#

@manic sonnet Well, you see, it is there

#

do i not use spatial audio component and only use audio source?

manic sonnet
#

you will want both @bold ibex

bold ibex
#

its still only going to one spot, in unity it works FINE with 2d spatial blend, but in vrchat it forces it to 3d and it gets quieter the more i go away

manic sonnet
#

So you want it to be the same volume no matter where you are?

bold ibex
#

yes

manic sonnet
#

Do you have this checked?

short forum
#

@bold ibex go to your audio source, add the vrc spatial audio, and disable spatialization

bold ibex
#

@1 thank you, the error pause was the issue on my end. All good now, Rock on 😄

#

... uhh im assuming thats inAdvanced options?

short forum
#

Yes

#

Uncheck what @manic sonnet sent

bold ibex
#

the component is broken

short forum
#

Broken?

bold ibex
#

yeah everytime i click the down arrow it just does nothing

#

i will reinstall sdk

manic sonnet
#

Just remove the component and re-add it

bold ibex
#

ive probably done that thousands of times through various projects

#

that worked, thank you the component i guess wasnt installed correctly

lean mortar
#

Hey, does anyone know if you can make audio sources local?

short forum
#

@lean mortar Like triggered locally using a button?

lean mortar
#

sort of like where one person could here one song and another could trigger another song and the other would only here the song they chose

short forum
#

Your triggers need to be set to local. If your using sdk2, there is an option next to the interact, like advanced mode?, that allows you to change the triggeres between local, global, owner, ect.

#

For udon, its set automatically to trigger locally only

lean mortar
#

So would this allow someone to cycle through songs locally, such as like a local tracklist player?

short forum
#

Eh, not really. I have not really messed with the track component on audio sources, but i know you can have multiple audiosources for all your songs, then just hide/unhide the sources you want for the song and set it to local so the trigger is only activated locally

lean mortar
#

Aah ok thank you!

lean mortar
#

Do you know if you can have a local video player aswell? that lets each user play their own video on it?

near escarp
#

make every interaction local

lean mortar
#

Ah! Thank you!

faint wren
#

my world pretty much done but i have a glitch where avatar sounds are muted but world audio works any one hade this issue before?

near escarp
#

either reduce the priority on world audio sources, or reduce the amount of audio sources active

faint wren
#

so there is to much audio that it can't compute with the avatar sounds

near escarp
#

there's a limit of 64 active audio sources in unity

faint wren
#

ah now i see ill count my audio sources then

near escarp
#

including player voices

faint wren
#

got it

#

ill do patch next week

manic sonnet
#

What do these 2 settings need to be in order to hear the audio fully?

#

I keep adjusting them because I can barely hear my audio

#

I have the spatialization off

near escarp
#

what are you trying to do ?

manic sonnet
#

I want to hear the audio at full volume throughout my whole world

nimble cedar
#

Anybody familiar with animators?
Looking to try have a slider control which keyframe a certain animation is at

short forum
#

@manic sonnet Change the volume slider not in that script. Those two are used for spatialization

manic sonnet
#

If I have spatialization off, then those settings dont matter, right?

near escarp
manic sonnet
#

I have the volume slider at 1 and yet I still can't hear it..

near escarp
#

use this

#

be aware that if it's too loud, it'll be reduced automatically

manic sonnet
#

I will try that

#

Do I need the spatial component?

near escarp
#

nope

manic sonnet
#

Doesn't work

#

with the prefab you sent

#

Can't hear it one bit

near escarp
#

With the volume set at 1 ?

#

Sounds like your audio track is too quiet

#

what does it look like in the unity preview ?

tawdry narwhal
#

hey I have the same problem, I can't hear my sounds

manic sonnet
#

No I did not set it to one, I left your prefab as it was

near escarp
#

can you post a screenshot of the audio track preview in unity

manic sonnet
#

I set it to 1 and I can hear it now, but it is still too quiet

#

This what you mean by preview?

#

When I press the play button there, it is the right volume

#

Oh

#

I opened it again and now it works

near escarp
#

yeah that's suuuuuper quiet

manic sonnet
#

It sounds good now

#

I have one more question.

#

My mirror is super dark

#

but the actual room isnt

near escarp
#

What mirror options do you have enabled

manic sonnet
near escarp
#

enable pixel lights ?

manic sonnet
#

Oh...

#

Yes.

#

Thank you

iron surge
#

I'm having trouble updating a world. Each time I hit 'Build and Test' it processes, launches the game and starts up with a previous build / version of the world without any of my recent changes. I'v removed and reinstalled the SDK. I've cleared the cache in-game. I have no custom scripts.

random owl
#

Clear your console once do test & build and afterwards check for any weird logs there

iron surge
#

Nothing with a 🛑 . Plenty of yellow though. I hadn't looked at them while it was working.

random owl
#

There was some other people mentioning that the new patch caches things differently so test and build wasn't working properly though

#

Could be that as well

iron surge
random owl
#

Oh disable error pause

#

And then try to upload again

iron surge
#

It's still giving me the old build when I 'Build & Test' with 'Error Pause' off.

random owl
#

Could be the new patch 🤷

#

Can't spot anything else off

iron surge
#

No change from changing, adding, removing Blueprint ID.

#

No change from replacing / reimporting the VRCWorld object.

#

No change from exiting and restarting Unity.

#

I think I got it!

#

In the VRCSDK Control Panel settings, I didn't have the Client set.

iron surge
#

Nope, updated once, then more of the same.

tall coral
#

I'm having the same issue too. And what makes it even more odd is when I load a different scene it still gives me the old build of the original world. And even when I load a completely different project and do 'Build & Test' I still get the old build of the world in the original project.

near escarp
#

Sounds like vrchat caching ?

#

i think we found a bug with that today

tall coral
#

Maybe but I tried clearing my local cache and it still didn't give me the correct build. I'm going try Build and Publish and see if that at least gives me the right build.

near escarp
#

yeah iirc the bug is that clearing local cache actually doesn't clear it

#

i'd only be suspicious if it was happening on another ID completely

green niche
#

why isn't none of my changes applying when I save the project?
I went on ahead to build & test but found out that none of the things that I changed actually appeared in-game

near escarp
#

@green niche @tall coral @iron surge For the moment you can delete the vrchat cache folder manually

green niche
#

done, still didn't work out ;-;

near escarp
green niche
#

still an older version of my world, I don't know if I may have missed anything..

#

did something wrong,etc

#

is there anything I can do at this point or do I have to start all over? .-. rip

near escarp
#

i'd suggest waiting for now

tall coral
#

it worked for me but I have to delete the folder every time I do a 'Build and Test' for any changes I make. However 'Build and Publish' worked just fine although I rather not build and publish every time I want to test something.

green niche
#

well the only thing i've done was clear the cache, i've heard there are other methods but don't know how to execute them

near escarp
#

it's until we push a patch to fix it

#

@green niche manually or in vrchat ?

green niche
#

manually

near escarp
#

Then it could be your content, check your unity console

green niche
#

ah yes, 46 errors, 3 of them are marked red

#

monkaS

near escarp
#

yellow are warnings

#

but yes, that could result in your upload to fail silently

green niche
#

mb, 46 warnings.

#

alright, I see, i'll try to fix it judging by the error message

#

how do I uninstall stuff I got from the unity store? it seems to mess up my world with all the errors it's giving me,
I don't know why it even appears despite me making a whole new project..

#

like, assets, i mean, something i subscribed to from the unity store began to screw up every project of mine with errors I don't even know how

near escarp
#

yes

green niche
#

Ok so I fixed the errors, still got the older version of the world.
Just got plain old warnings.. do they matter? Oh, deleted the cache again and it updated.

simple nimbus
#

SyncVideoStream component with 4 livestreams. it is set to autostart and when you load into the world everything works fine. I have a cube to act as a trigger to SendRPC different indexes of the playlist and it just doesn't work and I have no idea why... can anyone help?

bold ibex
#

I created a new world and finished uploading it, but why can't I enter that world? (Create the World for the first time)

near escarp
neat blade
#

I am having problems with animating the tardis i have created...
I don't know even after watching a few tutorials, how to do stuff

#

can someone help me?
I want to make it, so once you "take off" the door locks, and the lever/button cannot be pressed again for around 20 seconds...
A tardis movement system I am needing help with as well, same goes to exterior alpha...
IF that is possible(which i think isn't)

arctic herald
#

Can someone help me do something? i want to make a button display a random object. not just toggle it but i want to make a button for a trivia game and im trying to figure it out

near escarp
#

What's the difference between toggling and displaying ?

#

@arctic herald

arctic herald
#

so i meant i dont want just one object, i want it to randomly pick one of many objects

#

for like a random trivia question

#

@near escarp

near escarp
#

Yeah, there's the randomize function in the vrchat trigger component

arctic herald
#

i was playing with that, does it just select a random object or randomly decide if it turns on/off

near escarp
#

Depends what you set it to do

#

it choses one of the items listed randomly

arctic herald
#

okay thats easy xD

would you recommend just doing like 30 objects of questions sort of thing or would their be a more efficient way

#

Any got any clue why it doesnt update the world when i test build?

real moth
#

Using sdk2 Build & Test no longer works. Everytime I use it, it is stuck on an old build. There are no errors in the console, I've restarted Unity, restarted windows, re-imported a fresh download of the sdk, even re-installed vrchat

arctic herald
#

yo i just discovered this too

gusty trench
#

guys, my world isnt building and i have no console errors aswell

real moth
#

It's been happening since at least 6 pm for me

#

meraning 6pm pdt

#

so 6 hours ago

arctic herald
#

i did it like 30 mins ago now i got nothing

gusty trench
#

im guessing its for everyone then

arctic herald
#

might be part of the server issue

gusty trench
#

Might be the new update

real moth
#

Building and uploading works, but that's no way to develop

indigo scaffold
#

Have an issue with my world, tried making a tiny avatar world but everytime I load it on quest it bounces you back to your homeworld, does someone know a fix?

gusty trench
#

Lodax, only sdk2 build & test?

#

so uploading works?

real moth
#

Yeah, uploading works

#

for me at least

gusty trench
#

Ill try, ill let you know about it

#

it only happened after i updated vrchat

real moth
#

Since it's the weekend I suppose it probably won't be fixed until at least Monday unless someone can come up with a workaround

arctic herald
#

that sucks

#

i cant work on anything during the weekk

real moth
#

Like maybe we can just manually delete the old build or something

#

I am just a unity/vrchat noob though

gusty trench
#

alright so this is weird, when i build & test only trigger colliders get built

simple nimbus
#

SyncVideoStream component with 4 livestreams. it is set to autostart and when you load into the world everything works fine. I have a cube to act as a trigger to SendRPC different indexes of the playlist and it just doesn't work and I have no idea why... can anyone help?
This got buried so im bringing back

simple nimbus
#

looks like this may be because my world isn't updating when i build... this is all i have in the console i don't see any errors

real moth
#

Try MasterBufferOne instead of AlwaysUnbuffered

#

Might also need to resync as another OnInteract

simple nimbus
#

yea i was just messing with that to see what was working

#

it was the same issue as above people

#

build & test not working

#

gg

#

published it and it's fine

proven hearth
#

Hey everyone, so I now suddenly cant seem to add anything to my scene.. I add something, its there, but when I build and launch the things I added is not in the world.. Any ideas?

random owl
#

Build and test is broken atm

#

Patch coming monday most likely

proven hearth
#

Is that why its missing on my side.. cause im super confused ATM

random owl
#

Most likely

proven hearth
#

Hmm ok.. well will be waiting then. was confused about my table missing the other day, but now it just seems super broken, as I only have clear cache in the VRCsdk tab

random owl
#

That would be a different issue

#

Compile errors in your console most likely

#

@proven hearth

proven hearth
#

Arrrrgh.. I have no clue how to fix these things

random owl
#

Post picture of the errors here

#

Warnings aren't important though just the errors

proven hearth
random owl
#

@proven hearth you can start by removing the textmesh pro package from your package manager under Window > Package Manager

#

It will most likely bring up new errors

proven hearth
#

Hmm there is no package manager there.. wth happened.. lol

random owl
#

That's gonna be a bit more annoying of a problem to deal with then

#

You can try making a new project and seeing if it's happening there as well or alternatively closing unity and deleting the Library folder inside your unity project

proven hearth
#

I did not even touch anything, its like i left it yesterday, just broke.. what the hell

analog path
#

Build and test not working ?

random owl
#

Yeah build and test broken atm

analog path
#

ah...

proven hearth
#

Ok ill look into doing a new project otherwise delete..

#

Ya making a new project put the manager back

random owl
#

Okay that's a good thing

proven hearth
#

but not in the project where I need it.. lol

random owl
#

You can try fixing the old project by deleting the Library folder like I mentioned above

proven hearth
#

Ok trying that

random owl
#

If that doesn't work I don't sadly have time for more involved project fixing right now

proven hearth
#

Ill give it a go..

#

thanks for the help though

#

ugh

real moth
#

It must be holding on to an old build then? Is there a way to just delete that old build to force a new one?

#

I tried deleting the files that the console points to when it launches, but they just get replaced with the same version so there must be a source somewhere

#

oh lol

#

you already answered it my bad: "delet[e] the Library folder inside your unity project"

proven hearth
#

Well I did that.. And be sure to back stuff p

#

up

#

Cause my whole project went bye bye

real moth
#

womp womp

random owl
#

@proven hearth just deleting the library folder wouldn't cause the whole project to dissappear it would just cause everything to be reimported and built from the assets folder

proven hearth
#

Well It for some reason did. Could no longer get access to anything for some reason, was just a camera and a light in the world when loading it

random owl
#

You would need to load the scene you had open before

#

Because otherwise it just opens into a empty scene

proven hearth
#

I tried. Not sure wth is going on. I had a backup though

#

Just without all the changes I did

real moth
#

Dox, are you sure you don't have to just re-open the scene? deleting the Library folder makes unity forget which scene to open it looks like

proven hearth
#

I thought I did..

#

But as Im a total damn unity noob, I might have just not done it right.. 😦

real moth
#

Sadly even after rebuilding the Library folder mine is still using the old build

proven hearth
#

But even if I did mess up, I still did not have show the control panel or the packet manager

#

so I was still stuck

random owl
#

@real moth the build & test problem is on vrchat's side

real moth
#

Yeah, but it's pulling the build it uses from somewhere... right? If I knew where that was stored, wouldn't deleting it force a new build?

#

Or is it actually stored on the servers?

random owl
#

You can clear the local cache manually which should make it update

proven hearth
#

Btw, if 1 object, say a table, shows up in your scene, but not when you test or publish it.. what can it be?

random owl
#

Most likely the same problem as Lodax caching bug on vrchat's side

#

But there can also be other reasons

proven hearth
#

ok good then.. I did upload yesterday though. its in my scene, and when I test it, I can stand on it, but its not there..

random owl
#

Do build & upload if that works then it's on vrchat's side

proven hearth
#

I did upload yesterday with the table there, but its no there on the vrchat side either.

#

not*

real moth
#

That works for me, too bad it's such a painful workflow. I'll just hang up the world building for the weekend I guess

urban sorrel
#

When I'm running "local test" it's not updating the world from the previous version, is there a common reason for this?

analog path
#

Build and test work for me after deleting my cache 👍

random owl
#

@urban sorrel caching problem on vrchat's side with the new update as we are discussing here right now

#

You can clear your cache manually and try again

urban sorrel
#

Ah okay thanks!

proven hearth
#

Im so confused now the prior I build and tested show up, and not what I just did.. lol.. I think ill just wait until it actually works.. and yes cleared cache aswell

analog path
#

I think we have to delete the cache each time that we do a build and test. I added a cube in my world, build and test again and the world was not updated

#

😕

proven hearth
#

Ahh make sense.. 😦

misty marsh
#

delete the cache as in deleting it inside the game?

analog path
misty marsh
#

I see, and if I were to do that everytime I try and test the world it should work even with the current issue?

proven hearth
#

I tried ingame, I cant get that to work. so need the manual way..

analog path
#

Ok, I delete my cache (manual method) again and the cube is here

proven hearth
#

I must be doing something wrong

#

I tried that too.. and still the old old one I had done before

analog path
#

close VRChat (and maybe unity just for this time), delete your cache, build and test

proven hearth
#

ok ill try that

#

Shit

#

ok should not have done that

analog path
#

?

proven hearth
#

Now the showing the control is going from the VrchatSDK tab.. 😦

analog path
#

hum I'm not sure I understand

proven hearth
#

you know where you have to build and test.. I cant access that

analog path
#

Are you log in ?

proven hearth
#

Yes.. but the only thing I can access now in the VrChatSDk tab is "Utilities" which has Clear Cache and PlayerPref

analog path
#

check your console if you have errors 🤔

proven hearth
#

I have a few

analog path
#

with red sign ?

proven hearth
#

most are textmesh which I removed

#

and then this..

#

ups

analog path
#

send me a screenshot in private I will help you

proven hearth
#

I have the entire code copied, its just one error that has nothing to do with textmesh as I can see

magic vessel
#

i am trying to build and test my world, but the changes i make are not reflected in-game. instead, vrchat opens an older version of my world. i have no errors in my project. is there some way to fix this?

proven hearth
#

you have to wait until vrchat fixes this.. or delete your cache each time you need to test it

tame reef
#

This happen to me aswell. I've been working on my world for several of hours today and it worked fine. Then all the suddenly it refuse open the newest version of my world when I build and tested it.

magic vessel
#

@proven hearth i deleted my game cache, and also reinstalled the game, and i still have the same issue. is there some sdk cache that I don't know about?

analog path
#

Go back in the conversation and look the screenshot I posted, you have to delete your cache with manual method.

magic vessel
#

i have already done so

bold ibex
#

Anyone here that would take a minute to help me solve something?

Problem explanation: An Old edition of the map continues to upload
Unity, 2019.4.20f1, SDK 2

I have just resetted my PC, and I Installed Unity and the SDK. Got In and installed QV Pen/standard assests.
I uploaded It (Build & Run) to try It, worked fine.
I got out, add a button/skybox and hit build and run agin. Not added In.
Created a new project and added only the SDK 2 Into It and a spawn point and hitted build & run. The old project Is uploaded, any Ideas?

https://gyazo.com/b2e83d8f1b471438f7348a7bcc516bc4

#

renew the world id?

random owl
#

It's a bug with the latest vrchat update you can try manually clearing your cache to help the issue

#

If you scroll up this chat is literally all just people having this problem

bold ibex
#

Allright, will take a look @random owl Thank you, will return soon :3

#

@magic vessel
I would have uninstalled the other unity version you would change out and Install the correct one (2018.4.20f1)

magic vessel
#

i am using 2018.4.20f1

bold ibex
#

Then which version of Unity does It open up for you?

magic vessel
#

i've always been using 2018.4.20f1

bold ibex
#

Allright, then let's have a recap of the Issue. You told me you hit the build & run and It opens up the wrong unity version, or am I wrong?

magic vessel
#

it opens the wrong version of my world

#

i create a world with a plane, and i hit build & run, and it works correctly

bold ibex
#

Then It's the same Issue that I'm currently on. Will ping you If I manage to solve It with with some help from here

magic vessel
#

but then i add a cube, and when i hit build & run, the cube does not appear in-game

bold ibex
#

Yeah, and If I understand what 1 Just said. Than It's an bug which Is for the latest SDK update. So I'm clearing It manually now to check It.

#

@random owl Manually cashe clear from Ingame does not work. Is that the Issue with the newest update?

random owl
#

The issue is caching inside vrchat is broken currently

#

You can also just build & upload which should work

bold ibex
#

Thank you, solved the simple Issue.
Got It, and you just explained it pretty simple. Just the cashe part that was the Issue all along. Just made myself rip 4 weeks of works xD

#

@magic vessel There you go, try that explanation and see If It solves your Issue

#

Wouldn't it be easier just to renew the world id before uploading to test? World id can be renewed from the scene descriptor. Logically if it hasn't got a cache it won't fall back to the previous one. I don't pretend to know how it all works though.

bold ibex
#

Might be, just thought It was strange. But I'm fine with clearing the cache manually before uploading one change I want to check

tight cloud
#

I am trying to build a local test world but it is only loading the previous build. I am only getting warning messages. Is there a way to enable a more detailed error messages?

narrow breach
#

I'm gettin gthe same issue right now Ponzis. It's not uploading any changes I've made in the past 30 or so mins.

#

reading up it looks like cache is broken?

random owl
#

Yes

tight cloud
#

So I need to clear cash every time I change something?

random owl
#

Or just work on the unity side until the problem get's patched most likely on monday

#

Build & Publish should work better for now

narrow breach
#

That's unfortunate. I'm just getting ready to upload a world, and doing some last minute tweaks. Time to blow the cache away. 😄

random owl
#

Good luck 😅

short forum
#

Thankfully, I finished my bug fixes Yesterday, before everything went south.

narrow breach
#

Just to clarify, you're saying build and publish is not affected because it downloads the world each update, right?

random owl
#

Yeah afaik the problem is just that the build and test world get's cached wrong causing you to load into the same world everytime

#

No one has reported having problems with build and publish so far

narrow breach
#

that's what I thought.

#

Cool, thanks. 🙂

split hare
#

anyone know a decent fog particle or shader? I'm trying to hide the edges of my terrain and give the appearance that "you can't progress past this" so I wanted to add like a fog effect to the border of the region used as the map but I didn't account for this when the terrain was made so I need to hide the edges

manic sonnet
#

For some reason my audio stops playing after about 500 meters from its location. Why?

subtle garnet
#

is the audiosource set to global?

manic sonnet
#

Oh I might have found why

subtle garnet
#

as for the boundary mist, I'd design the world to not let players go far enough to see the edge of the terrain by designing in physical boundaries like walls and fences.

#

The mist idea seems harder to achieve and more costly perf wise

heavy quiver
#

Hi! Just small question. Anyone else who knows how fix problems with Unity making VrChat load old world project than open new one? In local world testing I mean

bold ibex
#

I had the same audio problem in one of my worlds, i'm not sure what caused it. The audio only seemed to work when i was right on top of it.

random owl
#

@heavy quiver caching is currently broken with the new patch so local testing can be a bit broken

heavy quiver
#

Oh...

random owl
heavy quiver
#

Well I checked with cleaning VrChat cache and still does launch old world

random owl
#

But did you clean it manually or in game?

heavy quiver
#

in game

#

but can try manual now

random owl
#

That's why I specified manually above since that seems to be working for people

heavy quiver
#

Ok let me try now then

#

ugh still happens

#

Still opens the old world even when removed cache

short forum
#

^ This also can happen if you have build errors, regardless if you cleared your cache or not

heavy quiver
#

Maybe...

#

I only have like one platform there

heavy quiver
#

Like I tried do new world with only one platform and it continue to load deleted project

analog leaf
#

its gonna be a long weekend lol

#

i got a big update to my world i really wanna test but cant

fallen knoll
#

for some reason my world is not updating when I go to test it, it's not saving any of the changes when I upload it for offline testing

#

detaching the blueprint ID did nothing to help

near escarp
urban sorrel
#

@near escarp ty deleted

fallen knoll
#

for some reason my world is not updating when I go to test it, it's not saving any of the changes when I upload it for offline testing
detaching the blueprint ID did nothing to help

raw siren
#

i have no idea what this means im new to unity and trying to figure it out as i go but this makes no sense to me

solid atlas
#

i got a question is it possible to have a audio visualiser in a world ?
like any song thats played through a video window gets a audio bar animation ?

tight cloud
#

When VRC is building they are improperly setting the graphics device for mac builds. This is nothing to worry about.

raw siren
#

well how do i join a local world cuz i dunno how to test my worlds whem i dont see a away of joining it

fallen knoll
#

for some reason my world is not updating when I go to test it, it's not saving any of the changes when I upload it for offline testing
detaching the blueprint ID did nothing to help

raw siren
tulip arch
#

How can i Prevent Smoke/Fog from Rotating with the Head in VR? I got these Settings, Particle system is set to World and "Allow Roll" is off!

lean mortar
#

Hey, is there anyway to mute an audio source with a vrc trigger?

near escarp
#

@tulip arch vertical billboard is the one i think

tulip arch
#

Thanks!

near escarp
#

@lean mortar yep, SetComponentActive

lean mortar
#

does that mute it and keep the song running in the background? or would it restart when activated again?

near escarp
#

the song stops and yes it'd restart

lean mortar
#

hmm, do you know if there is a way to keep it running in the background?

near escarp
#

Don't turn it off

lean mortar
#

Is that possible do you know? Thank you!

near escarp
#

I don't think there's a way in SDK to sync songs already being played. You could turn on the song for whoever, but it would start from the beginning for them locally

lean mortar
#

hmm okok thanks for the help!

#

how about if i made an anim that triggers mute? would that play locally? or would that mute for everyone? @near escarp

near escarp
#

Depends if the trigger is local or not

lean mortar
#

so a local trigger to play an anim would play the anim locally?

near escarp
#

yep

lean mortar
#

nice! ok thanks ill try that

stable tulip
#

I found an issue that whenever I try to build and test the world, it takes me back to the old version of the map (No new changes) I checked if I have any console errors or models that causes the issue, but no result.

tulip arch
#

Try reinstalling the SDK

stable tulip
#

okay

analog path
#

You have to delete your cache manually

stable tulip
#

Already tried that

analog path
#

I have the problem with the build and test and when I deleted my cache the build and test work but I have to do this each time

stable tulip
#

It's strange I don't have too many things in my world

#

I just started with a new project and I already have issues

analog path
#

I hope that the vrchat team will fix the build and test quickly

stable tulip
#

Okay I tried to reinstall SDK, but didn't fix

#

I guess Ill make a new project

analog path
#

if you have vrchat open, close vrchat, delete cache in "%AppData%..\LocalLow\VRChat\vrchat" and you can build and test

stable tulip
#

I think I had an error somewhere in my project so that rejected the build

fallen knoll
#

for some reason my world is not updating when I go to test it, it's not saving any of the changes when I upload it for offline testing

stable tulip
#

So you are running into same issue like me?

magic vessel
#

everyone is aving this issue right now

stable tulip
#

and I thought it was my world, oh my god

magic vessel
#

clear cache manually like so

stable tulip
#

Okay that worked. Thank you cellomonster and xCommando

lean mortar
#

@near escarp sorry ive got one more question, is there a way i can teleport the player when they enter an area? ive been trying with onentercolider and onenterinterract but none of them teleport me

near escarp
#

OnEnterTrigger on the PlayerLocal layer

lean mortar
#

oh ok, Thank you!

raw siren
#

well i found the issue and made progress but it loaded the world and tried to initialize but kicked me back to my home

#

😢

proper gulch
#

how can I get canvases to be completely diffuse and not glow in the dark?

#

hmm

#

it looks like when I set the shader to UI/Lit/Bumped it gets lit but not shadowed

stable tulip
simple palm
near escarp
simple palm
#

thanks

arctic herald
#

so, ive figured out the randomiser on the trigger but how to i make it toggle one object, basically i have 3 objects and i want it to randomly pick one of them but have them all able to be turned on

arctic herald
#

nevermind

spark thunder
#

can i make it where..when u click a seat it makes u lay down?

#

i think ive seen it but idk how to do it

arctic herald
#

i want to figure that out too

#

i think if you add an animator to the seat

#

and make the animation that thingy it might work

candid wigeon
deep charm
#

Does anyone know how to fix these errors? They show up when I try to Build and Test my world.

#

This is my first time making a world using the new SDK, this never happened before and unfortunately I'm a noob at this, so any help would be very much appreciated.

random owl
#

Those are warnings not errors they can be ignored

deep charm
#

Yeah that normally is the case but for some reason my test build won't load up like it normally do.

deep charm
#

ooooh thanks!

viscid elbow
#

where is the best place to post worlds?

random owl
#

Would need something like this

lean mortar
#

Is there any way to rotate the seated direction of a vrc station?

random owl
#

@lean mortar you would just need to rotate the chairs station enter player location

lean mortar
#

oh ok, Thank you!

lone shell
#

do physic materials work on players?

#

like, can I put physics materials on objects and have them affect players 🤔

proven hearth
#

Is it still not worth working on your world? Meaning is it still broken?? lol

late flume
#

Anyone know how to add a singular photo into a world, such as a group photo for example ? whenever i try to atach it to something like a plane it always repeats itself over the plane

mild spade
#

Carlos, on the material you used to show the photo, do you have this set to 1,1 and 0,0?

random owl
#

Quad would be better also

tidal axle
#

is the unity chan model good for getting the scale of stuff in your world right?

near escarp
#

the sample avatar in the SDK is 1.8m

candid wigeon
near escarp
#

@candid wigeon someone already pinged you yesterday for that

candid wigeon
#

:( and nothing worked

near escarp
#

Which steps did you follow ?

bold ibex
#

i keep getting flung out of the world i built like there is a collider box covering the entire thing

charred nexus
#

hi guys, is there some reason why my world, when i click build and test, just loads up an older version of the world?

#

i've made numerous changes to my world

#

but when I hit build and test, it loads up a previous revision

#

should I reset my vrchat cache?

#

ah shoot, other people have had this issue too, found the fix. thanks!

terse terrace
#

ah shoot, other people have had this issue too, found the fix. thanks!
@charred nexus How did you fix this, I just came here to look for a fix or post to ask?

Edit sorry for the ping I found the announcement.

late flume
#

Is there a current way to fix this issue ? the whole Udon thing confuses me and i couldn't find a way to allow my world to have looping music by myself, so I've come to ask if anyone knows what to do!

charred nexus
#

add a VRC_SpatialAudioSource

#

the auto fix button doesn't work unfortunately

#

at least on my end

late flume
#

do you know where that is located ? i dont see it in my prefabs

charred nexus
#

add the component to your audio source

#

you click add component

#

and add a VRC_SpatialAudioSource

#

no prefab

late flume
#

You are a genius LMFAO, thank you so much!

charred nexus
#

no prob

late flume
#

Also @charred nexus , i hope I'm not bothering you with asking this but do you know why on only one floor model the light flickers on it when moving around? its like its only on one section of it and when you move away from it, it goes back to normal

charred nexus
#

nope, never had that problem

stable tulip
#

@late flume Are you using Realtime lighting?

bold ibex
#

Umm I have a question

#

So I'm trying to put a texture on a plank but it keeps coming out to big

#

Can someone help please 🙏

#

:3

near escarp
#

too big ?

bold ibex
#

Like

#

I made this

late flume
#

@stable tulip for the directional lights yes i am

bold ibex
#

And it just is to big for the plank but I wanna make the texture fit perfectly

near escarp
#

any more context on what *this *is ?

bold ibex
#

Yus 1 sec

remote vigil
#

I'm having a strange bug.

bold ibex
#

I wanna make the textures on the box smaller

remote vigil
#

When I build and test, it's building a previous version of my world. Lemme screencap

stable tulip
#

@remote vigil There is a current issue with the newest update so if you want to fix this, delete your cache by following this step:

near escarp
#

@bold ibex Change the tiling of the texture

bold ibex
#

How do I do that

remote vigil
#

ty, that worked

near escarp
#

@bold ibex it's on your material

bold ibex
#

I'ma try

worthy kite
#

@bold ibex look for tiling

bold ibex
#

Just now

#

It's back words

near escarp
#

tile is the other waythen

#

or flip the texture in paint

bold ibex
#

Ty

summer peak
#

is there a tutorial on how to make bloom lighting in your world?

hushed quiver
#

I am experiencing a rather odd issue at the moment anytime I try to test my new map it loads a old version. Is there a fix?

scenic flume
#

I have the same damn issue, you have to delete cache as defined in the VRC FAQ. Its the only way I've found to fix it and you have to do it every time....

hushed quiver
#

oh thanks I have been stuck

scenic flume
#

Yeah, it sucks because Ill forget about it then have to rebuild a big scene -.-

hushed quiver
#

Thanks it worked

vestal karma
#

Can anyone help with this door animation?

#

I've made sure that it's not set to static, but it still does this.

#

It plays correctly in Unity

near escarp
#

How is it setup in unity

vestal karma
#

Heck, first I have another problem. When I try to Build and Test, it seems to keep building an older version of the world. It keeps showing the version with the baked lighting like in my example video, but I've since cleared the baked data and restarted Unity.

scenic flume
#

@vestal karma see my previous response.

#

Like a few mins ago

vestal karma
#

Ahhh, thank you

scenic flume
#

I actually wonder where tf that bug came from because I wasn't having that issue until yesterday.

vestal karma
#

So I did fix my door problem, I just couldn't see it.

scenic flume
#

RIP lol

#

I wonder how many ppl gunna have similar issues until they fix that... I noticed that as long as you clear cache before VRC loads it works OK

#

So its literally a bug in VRC itself

#

Its like VRC is stuck pointing at you're old world instead of updating to the version you just built

near escarp
#

Yes, it broke with the latest patch, we'll have it fixed on monday

scenic flume
#

I'm just glad I'm not going crazy and its not just me because I thought for sure I was yesterday xD

#

Also, thank youuu

placid cape
#

Hey is build and test not working properly for anyone else? it puts me into the world but not the latest build

#

oh wow I literally just have to read up lmao

lyric sluice
#

omg no way

#

does it not work for anyone?

#

nvm ignore me

#

actually no dont ignore me

I have the same damn issue, you have to delete cache as defined in the VRC FAQ. Its the only way I've found to fix it and you have to do it every time....
@scenic flume
how do you delete the cache im not having any luck finding that faq

mild spade
lyric sluice
#

thank you

analog leaf
#

i cleared my cache both ways and still have the same issue, could it be my symlink?

stable tulip
#

Using the "clear cache" button does not work. You have to do it manually.

#

If you are still running into same issue, check console errors.

pulsar escarp
#

I also had to remove *player directories for it to work. but well, I wait for fix. cleaning this every time when doing fine tuning is too annoying

stable tulip
#

Yeah, I agree

#

It seems like they are still having network issues

pulsar escarp
#

yup, I even have lower fps since update. seems there are more deeper issues with last update. but well, they will have it fixed, it was weekend after all

lone shell
#

Is local testing still broken for anyone else?

stable tulip
#

Yeah it still is broken

#

They probably fix this soon enough because it was weekend

lone shell
#

hopefully

#

currently I have to wait 45 min for my world to upload to test it cuz of slow upload speed :(

stable tulip
#

@lone shell

#

you have to do this every time you build and test your game

sleek oracle
#

Hello guys! I have one problem - maybe you can help me - World not updating when I try to test it - even when i create a new scene from scratch , it still shows my the prev world

random owl
#

Read the messages just above your message

#

Getting patched most likely today though

sleek oracle
#

Oh you think its an error between Unity and VRchat? I just started making world yesturday

random owl
#

It's a caching issue in vrchat

sleek oracle
#

so i just need to wait?

random owl
#

Or do what the above messages say

sleek oracle
#

Welll, i cleaned cash in settings, but VRchat still opens the prev scene

#

😦

remote vigil
#

To whoever helped me last night, thanks. I finally got trusted after uploading that world

random owl
#

@sleek oracle it doesn't work from the settings it needs to be done manually

sleek oracle
#

Oh GOD! it worked

#

thank you !)

quasi tusk
#

I wasn't able to find any water shaders, or physically make one from scratch, so I ended up using Poimoi Shader, and it works successfully and moves.. Although it doesn't have any depth (Its just a plane)

bold ibex
#

For anyone who is too lazy to do it manually, i made a button for the vrchat sdk that removes the vrchat folder in locallow. In unity open the vrc menu and press clear cache. Then you can test your world

random owl
#

@bold ibex you could have also run it on build callbacks so then you wouldn't need to press a button

bold ibex
#

yeah that could work too

#

but i dont wanna force it xd

random owl
#

Wouldn't need to force it necessarily just ask on build if the user want's to

bold ibex
#

mehhh too much work it will get patched today hopefully

random owl
#

It would be quite simple actually

lone shell
#

SO um, I have a question

#

but this is how it looks like in vrchat

#

anyone knows what causes this? 🤔

simple arrow
#

@lone shell What shader are you using for those materials?

lone shell
#

unity standard shader

simple arrow
#

Hm, do you get any errors in the console?

lone shell
#

only standard errors I get in every project for the vrc triggers

simple arrow
#

Thats odd, i remember i got similar issues like that and it was because of my shader.

lone shell
simple arrow
#

Was this the first bake or after numerous times?

lone shell
#

numerous times