#world-development
39 messages ยท Page 54 of 1
ofc
k
good luck charlie
wait, how do you know my name?
Can i make a working microphone somehow? Like route sounds from certain place to speaker
if anything, it most likely wont be quest compatible
@chilly trellis You have facebook connected to DC
lmao
i check everyone lol
just messing with u charlie smith
also isnt the point of linking it so people can check or am i mistaken?
its more for friends imo
so we arent friends?
well i legit just met you
and one of the first things youve said was for me to pay you
thats preposterous
idc
something is lagging the crap out of my unity and i cant figure out what it is
propably delete unnessecary files from the computers file tab. you can also have a friend who you can send files to and pin them for use in the future so you dont have to find them again.
is there a way to edit your map once you publish it
I may have forgot to listen to the lofi track at the end I put in and I didnt realize that it kept spamming the N word. i wanna dieee
just upload the map again, it will update the one already there as long as u dont change the blueprint id
alrighty
Real quick: how do i have my point light cast real time shadows? i can't seem to figure out how to do that
sooo to get shadows i have to use something else you say?
when i tried it in a previous test i had one rotate around a pole and the shadow would move so i'm confused why this one doesn't even cast any shadows
they are turned on
i think every setting was used at some point with the amount of trying out i did
those are the setting right now
it still wont work. i replaced it with the one on your settings on both soft and hard shadows and it still won't show any shadows
Is it possible with sdk2 to make an object set off a trigger? For example if I wanted to make pumpkins smashable with a bat, would I be able to make it so that when the bat makes contact with the pumpkin, it deactivates the model of the pumpkin and activates a model of a smashed one in its place, along with a particle emitter (for the pumpkin goo). Basically can I make the collider of a specific object activate a trigger when it comes into contact with another collider/trigger?
when i build my word in vrchat i cant see all the post processing like in the scene view any help pls?
So I uploaded my first world (without any help) but thereโs 2 issues, the vision of the world is messed up and the mirror is broken
Vision in the world is probably because of your skybox
The mirror i'd need more info
The mirror was pink
Do what about the vision? How do I fix that?
Use a vr compatible shader
On?
the skybox
Soooo how do I fix the skybox?
so my map is ignoring post processing for some reason. it works fine in unity.
I cranked the bloom up to max just to show- it works fine here
https://media.discordapp.net/attachments/676922803781500938/760995650291892294/Untitled.png
why is this?
im pretty sure it's the same setup ive used for other maps and it's worked fine there
it's also weirder that it works in unity yet not in game
Probably not the best place to ask this, but does anyone knows if there's an easy way to batch convert .ply to .fbx? I need some objects on my map but they are all on .ply and unity can't read it as far as I know :/
And it's a lot of objects so converting one by one will be a pain
could try to look for a converter online
I found one but it couldn't btach convert
Can someone help me with the skybox thing?
Player vision is busted, left is fine but the right is wobbly
I dragged a video screen from the examples and now my world doesn't upload. sdk2.... any ideas?
Anymore news on the audio override being fixed?
How do you make a non square mirror
since i cant use the vrchat mirror texture on non square planes
yo, soooo my world's skybox is f*cked idk what tho
i went to my world after uploading a different skybox but i dont know what to do.
the skybox only showed up in the mirrors and the player vision was wobbly in the right eye
@chilly trellis make sure you have your reference camera set up correctly and assigned in the vrc_world inspector.
wait how do i do that @sinful moss
@untold fossil will most likely be part of the next update tommorow
@chilly trellis Create a camera in your scene, (where doesn't matter) and name it whatever you want. Open the object you applied the sdk's world script to and drag the camera into the reference camera slot.
Back in the camera, ensure that it's set to skybox. The default settings for a fresh camera spawn are usually okay.
Anyone know if SDK2 supports RTMP for VRC_SyncVideoStream ?
I know it just got added to Udon, wondering if it already existed in sdk2
Thank you Ruuubick
Azii. . . That's not helpful to anyone.
@chilly trellis , sorry i don't have any experience building for quest.
the skybox only shows up into the mirror
If your a quest please visit my world to understand it better. Idk what I can do to fix it
can maps be too big? everytime i try to load and test my map it loads to exactly 69.14mb when it looks like there should be more, goes into black screen for about a minute and then puts me into my home world
The biggest ive seen is a 1gb world.
maybe thers an error with your world, wrong sdk? an issue with spawn?
it's possible that it could be the skd cuz i reimported it after it just randomly removed the control panel but thats all
the map has a lot of edges and i mean a lot, idk if that in any way affects it or not
the startup process of starting it in unity to test and joining it in vrc to explore is the same right? so publishing would be stupid
is there a good way to counter unity freezing when attempting to upload a really complex world?
Optimize the world !
Yeah that's really bad
yeah XD
oh shoot, found out where it all is.
I left the entire city rendered and everything outside the building
makes sense...
:/
so i have a world that is ignoring post processing and I can't figure out why.
it's got the same setup ive used in other maps. it shows up fine in unity, but ingame? nothing.
to make an example, I set bloom real high.
https://media.discordapp.net/attachments/676922803781500938/760995650291892294/Untitled.png
not sure if this is the right place to post this, but i made a world and whenever you join it, you get kicked out and sent back to your home world. is there any way to fix this? i swear i've set up everything correctly, and i'm using the right unity version
Check the console
can anyone tell my why my map doesn't load when i press Build & Test
whenever i press it, it loads but then it goes into black screen and loads me into my home world
https://www.youtube.com/watch?v=sh-0Pux9zcc&ab_channel=MIBITRECORDS
Map is now Public to the world Demo Video.
Quake In VR
Horror Map
Now Out public VRCHAT
this is the closest i get to see my map, it's just the loading screen with the skybox, does that mean it's too big and can't load? or is that an issue with pressing build & test in unity?
Got a question for you guys. How would I go about having a pickupable object that if it interacts with a different static object then the pickup disappears and a video appears and plays?
Ping me if you respond please!
question for yall: do video players just send a get http request out to whatever url I put in it?
dont want to spin up a server and set up a player in a world just to test
Which layers should I use? @near escarp
i'm not seeing anything in the console
And would the enter trigger be on the pickup or the other thing?
Sorry for the bombardment of questions
Press play first at least once, might be cleared automatically @meager badge
@bold ibex the trigger would be on the pickup, and the static object would have a collider set to trigger as well
Use any layer that match in the collision matrix
that's all there is in my console
Well that's the issue
You have two vrc world or at least to many components of the same type for upload
Only one pipeline manager
So check your scene
So basically, make the pickup the same layer as the static object and have the vrc trigger component with onentertrigger on the static object?
Both need a box collider with is trigger checked as well?
Ok. So then what components do the static object need?
Thanks for the help btw
I don't know if the one of the pickup needs to be Is Trigger
The static component just needs a collider and the proper layer
Any layer that can interact with the pickup layer
You can check the collision matrix in project settings and physics I think
Or you can Google it real quick
as far as i'm concerned i only have one pipeline manager and thats in my only vrcworld
what exactly do you mean by "too many components of the same type for upload"?
It's somewhere in the menus, admittedly not obvious to find
Gotcha, thanks again!
@meager badge The upload fails because there's too many components of the same type related to uploading the world, so it silently fails
is this too much? i labeled everything to have it easier to understand but to me it doesn't seem like a lot, except the first 6 main parts because they are huge
Can you try importing this?
https://github.com/oneVR/VRWorldToolkit/releases
And showing a screenshot of the world debugger afterwards
@meager badge ^
this?
Can you press that auto fix on the top warning and try build & test again afterwards?
the same thing happens still
Also build size 1.1kb 
If you can send me the whole project I can have a better look for you what's happening with it
is it bad if the build size is 1.1kb
It should never be able to go much below 4 kb and even in that case it would be just an empty world with absolutely nothing in it with no textures or anything
If you go into the folder _LastBuild in your assets and then send me the LastWindowsBuild file I could see if there's any clues on what's happening
is there a way to have a pickup highlight/outline smaller than the actual bounds of the object?
Is there any way to have objects with colliders not collide with each other?- trying to make pickupable objects without collision
btw i tried is trigger but it just falls through the world
Ah ok Thanks!
at runtime ?
Can anyone help me? Whenever I build and test my world most of the textures, lighting and props are all gone. The first picture is what it looks like in unity, and the second one is what it looks like in game. Thanks.
Wdum?
What are the errors in your console
what video hosting site can i use besides youtube and twitch to host a video for the sync video streamcomponent?
Alright, it's been a week or so since i asked last, still haven't found a solution.
I need a way to resolve avatar jittering/stuttering while in vehicles. It's hampering play as the avatars seem to induce drag based on position and interfere with vehicle handling at high speeds.
@simple nimbus , you can set the site you want it to search from as far as i'm aware, but people largely stick to Twitch and YouTube, so you may just have to experiment. :3
Also, How are creators spatializing the unity standard assets car audio?
Using the spatialize vrc audio component ?
It doesn't apply to the standard assets car script because the audio sources are applied at runtime. you can't assign them before hand sadly. @near escarp
I tried adding a line to the script to enable spatial audio, but it doesn't stick once uploaded.
Interesting 
Does anyone know how to make a working melee weapon?(if someone is touched by it they die) Please @ me if you respond.
hi all :)) i just published my first ever world in labs, but i'm having an issue with avatars getting stuck on invisible edges and not being able to walk forward when getting close to the mirror. any ideas? im a noob and have no idea why it's happening ;-;
Can't say much from that picture but Unity has a tool just for that under Window > Analysis > Physics Debugger
thank you 1, i'll check it out
so i'm trying to have the syncvideoplayer component play a video from vimeo and i'm not having much luck... the docs say it supports youtube, vimeo, and dailymotion, but with the vimeo just gives me nothing. I tried a youtube video and that worked fine
is there a way to make it so the skybox can be switched? I'm unsure but I'd really like to have a nightmode in my daytime world that switches to a starry night skybox. ty for any help that can be offered <3
how do i bind sound effects to certain areas? like if i have a generator or a radio, how can i have it that it only play the generator or radio noise when i'm close to it
have the game object with the audio turned off. then have a collider shaped as the zone in which that audio should play, and set it to turn on the audio's game object when a player enters it (OnEnterCollider) and turn the object off when the player exits the collider (OnExitCollider)
@meager badge
I have no Idea what happened but my world is doing a double rendering glitch on quest now, the world was perfectly fine before an update I just put out and now its unusable, no shaders were changed and nothing to my knowledge is using grab pass, in game it is no longer rendering the skybox unless I stand in front of a mirror. I swapped out the skyboxes thinking that was the issue but it did not help. All I did was add a new mirror with a second area but its turned off by default
I'd be very appreciative of any help due to me already having to remake a good chunk of the world today after unity just decided to scrap everything randomly and I had to redo a lot from and older build
I've tried looking but I can't find anything that would have caused this
I don't know why but I deleted a vrc chair and it fixed it
I've added an audio source to my world, but I hear it everywhere i the world within the editor when I turn the audio on. Is that normal? Will it have falloff in the game?
Is it possible to add a moveable chair? I want to add the VRCChair to my chair and be able to move it around and sit in it.
It is possible... I've seen it done in Room of the Rain. But I don't know how to make a regular object movable, let alone a chair.
pickup component
Let's say I have a container with objects in it, which are children of it. Is it possible to allow players to pick up the container with the objects, and/or pick up the objects inside the container easily, or would that require Udon coding or trying to make it work janky with colliders and physics?
Hola
if the objects are children of the container they will move with the container when one picks it up
@lethal moss But what if one then picks up the children? What happens then? Will they be able to pick them up? If they put them down will they behave as if they're still parented to the container, and move with it?
I suppose if this doesn't work, since I'm using UDON it might be possible to use constraints to constrain the children to the parent object, and then remove those constraints when they are picked up... Not that this is a big priority for me, but its an interesting problem. ๐
@neat badger the child object does not have the pickup script so nothing happens
@near escarp I gave the children pickup scripts.
yeah that's the issue
@neat badger I'm not sure how giving both children and parents pickup scripts would work, I never tried that before. Did you give it a shot? how did it turn out?
Need help from someone who's worked with cars via standard assets, having some pretty severe sound issues. I still can't get the audio to spatialize.
@lethal moss I did give it a shot an hour ago and... Well... The container was nowhere to be found. It apparently exploded. Some of my other objects also disappeared. Perhaps their colliders were inside of the objects and terrain they were sitting on? This is my first time adding physical objects to a world. My chair, which I thought was nothing more than a static object with an udon chair prefab as a child of it also decided to disappear the moment after I got up out of it. It did apparently have a rigidbody on it, so perhaps that explains that behavior.
Anyway... back on the subject of the container... while it had gone bye bye, the objects it previously contained remained right where I'd placed them. But they were shaking uncontrollably. I was able to pick them up and place them down in another location, but they continued to shake violently. The container also had a rigibody on it, with gravity enabled, as did the objects I placed in it. I believe the VRCPickup script automatically adds those because one of the objects I know for certain didn't have a rigidbody before I added the script, but it does now. So that must be required. Anyway, I'm at a loss to explain the shaking behavior. It does make sense from the perspective of them being parented to the object containing them, that if it was shaking, they would be as well, but it does not make sense from the perspective that if they're shaking its probably because the container left the world and was falling forever, but they are not falling with it. Or maybe they are, but they are unable to penetrate the ground? But if so I'd expect gravity to be applied twice to them. But I didn't exactly do a scientific test to see if that was the case because that possibility only just occurred to me.
In any case... I'm not sure trying to do this was a good idea. I suspect part of the reason the container was gone was because its collider was colliding with the colliders of the child objects it contained and the physics system didn't like that. But at least two of the children were right where they should be, and I'd have expected them to be gone as well if that was the case.
You're doing it in udon? i've only used SDk2. YA the VRC_Pickup does add a rigidibody automatically. But that shaking does sound wild, i'm not sure whats doing that.
Well it's an SDK3 world, but I haven't actually had to touch UDON yet. VRC_Pickup exists within SDK3 and can be put on objects, it seems.
I'm not sure if it would be possible to make this work even with Udon. In theory, you'd probably want to disable the rigidbodies on the children until they're picked up, but if VRChat is adding them they're probably needed to interact with the objects at all. So there would be no way to trigger the script to then re-enable the rigidbodies. Anyway I'll probably just make the container a static object on the ground or make the objects in it static. It's not really worth all the effort since I have limited time to finish this world before Halloween.
it migt help to make the container wihtout gravity, so its physics are not so janky when interacting wiht the child objects. it might work this way: you can have a trigger inside of the container. use the OnPickup trigger for the container. When you pick it up, it enables this trigger/collider iside the container . Any child objects inside this trigger (OnEnterTriiger for your objects) has its gravity disabled, its colldier component disabled, and becomes kinematic. Then reverse it wth a OnDrop for the container that disables the trigger, and the objects and a OnExitCollider trigger reinstate their gravity and colliders, etc
Oh that reminds me. VRChat seems to have a bug where the outline of an object you can pickup will be defined by all of its LOD levels instead of just the current one. I noticed this on a beer can which had a weird spiky outline when I highlighted it.
but ya i think if you move the container, the children will also be effected no matter what
so ya, maybe better to make the container a static object
Is there a world limit for unique camera render textures for a static โphotoโ image? Are they subject to late-joiner synching?
i've had cam photos synced for quite a few people, there are a few shooting range worlds that manage it as well in sdk2.
@lyric acorn
Just make sure it has a sync component etc
For late joiners, it may remain black until a fresh image is stored.
As far as world limits, as long as the performance still holds up, it's basically uncapped
click on "SetGameObjectActive"
no worries, take your time
I am basicly trying to make a gun that fires a particles as fast as you can click (every click equals one particle emitted). Since I only want it to shoot once I set the particle to burst fire. Also the particles are simulated in a world space and pretty slow, therefore enableing and disabling the particle system itself it not an option as I want the particle to continue flying. I can not get my particle system to emit a single particle on click, any Ideas how?
(i have never tried this before), have you tried using the action "SetParticlePlaying"? I am not sure if it fires another particle or if it repeats the particle, but you could try it.
I tried using said action with no success
Only thing I can think of is to spawn a particle system on click which would then delete itself via Stop Action after all particles have died.
But that just doesnt seem right.
So if you use the "setParticlePlaying" it does not shots another one? I just remembered I have a world what uses particles that you spawn using the trigger, and it fires a single one each time I press the trigger individually. I have push trigger to setParticlePlaying as true, and button trigger pull (OnPickUpUseUp) setParticlePlaying as false.
Let me try once again, if it doesnt work I ll make a few screenshots of my trigger aswell as the particle.
How do you treat the Particle System itself, will it be active all the time?
(resulting in firing once when you load into the world?)
Mine was ON at all times and "Play on awake" to off
Okay, I got it working with the "SetParticlePlaying" action, thank you very much.
Probably had the particle system disabled when I tested it the first time. ๐
ah xD glad it worked
I ll now work on limiting the amount of particles that can be created per second, that should be fairly easy though.
Or so I thought ...
Here is how I tried to solve it
Gun Trigger:
Custom Trigger:
I tried disableing the VRC_Trigger component and triggered an external custom trigger who then enables the VRC_Trigger component after 1 second.
If you spam real fast you can break this though
Any ideas anyone?
Hmm, what is the purpose of having it fire another custom trigger? sorry I am confused. Also, you should not call a buffered action within another buffered action. If the first one is buffered, the second one should be local since everyone will buffer the first one, so there is no need to buffer that one to everyone again.
True
The purpose of the second custom trigger is the implementation of a delay.
Fire on click, but with one second cooldown essentially.
hey all question for anyone:
i'm trying to make a remote (bunch of buttons/flatcubes on a flat cube) that is a pickup. i have them all under an empty game object called remote and i've applied the mesh collider/rigidbody/vrc_pickup/objectsync to that parent object but it isn't being pickup-able when i test, is this method going to work?
Could be a problem with the collider. Since it is a rectangle, I would suggest just adding a cube collider (with is trigger ON) instead of the mesh collider. On your picture, I cant see the collider outline on the remote parent. @golden heart
I did what you did with my little gun prefabs @golden heart. Though I left the Box Collider component Is Trigger off, otherwise it falls through the floor.
okay cool ill try the box collider, ty both
hopefully i can still use the buttons when its picked up lol haven't even gotten that far but they work when its not picked up so far
You should be able to.
Question. Im trying to upload a world. And when i try to Build and Publish. It goes through the Future Proofing and such, then rather switching to where i can name the world etc, it just makes a windows noise and does nothing.
Disable Future Proofing. If I'm not mistaken that doesn't quite work like it's supposed to or isn't supposed to be used yet. You can find it in the settings of the control panel @wise pier
Okay Ill give that a shot thank you
Anyone know how I could emulate this look on Unity? (lighting, shaders, etc.)
Low res textures, no normal map, heavy black fog, purple colored light source in the middle and orange lights by the torches
I've seen a shader used on an avatar before that makes your polygons wiggle slightly, but I don't know what it's called or where to get it
Hi, i have been on VRchat as a Oculus User for weeks, ive just now wanted to create my own world for importing avatars, so ive made a vrchat direct login. However, it thinks i havent been playing vrchat and wont let me upload a world, how do i fix this?
Link your accounts. Go into your settings on your Oculus account, hit Upgrade Account and follow the steps from there. It can take some time for the accounts to merge but shouldn't be much longer than a day at most @autumn raft That and you need to make sure that your account is at least a New User rank in order to upload content at all.
alright, i did link the accounts already but i guess i have to wait a bit
can somebody help me with 3.0 worlds? how do i sync items
@ me
@bold ibex #udon-general
yapyap
does anybody know a good tutorial for 3D audio that's just in certain parts of the world and not played everywhere or can anyone explain it in an easy to understand way?
some items that i turned into pickups just fall through the map when i press play and some stay, i believe to have done everything the same on all of them but they still fall sometimes, anyone know why?
Are they on different layers?
wdym?
they're all in the same scene, have colliders and everything, barrels for example work but a hammer doesn't
Are the gameobjects on different layers
At the top of the gameobject there's the layer selector
Only one layer?
Unless you want something specific pickups are usually good to be on the pickup layer
And does it fall trough?
yes
Show some pictures
this
Where's the collider for that?
Non convex mesh collider won't work for a non static object
Should be warning about it in your console as well when you enter play mode
so what do i do about it
Either change it to convex or use a primitive collider
ok it works now thanks
one more question
i have this bat and every time i press play it detaches from the nails and is a normal bat
If you keep cropping the pictures like that I really can't see everything I need to
that better?
And what exactly do you mean by detaching from the nails?
the nails stay where they are and the bat moves
What gameobject are the nails on then
they were default
So when i start making a world how do i know how big i should make it so it doesn't feel too small?
Will try that
if you have your own avatar, or an avatar from online u can drop it in your world to get that sense of scale
Weird one again, from your resident weird problem encounter expert:
Created a large map, (i mean large), It ran fine before i baked occlusion, average 60-75 fps when i was alone. So i decided to bake a decent occlusion map to improve performance. Now whenever i turn toward the city vrc crashes completely. On occasion even taking out steam vr with it.
Nothing has changed beyond the occlusion map now existing.
I have screenshots of me in the world before hand
Anybody have any ideas why occlusion data might be crashing me?
frame rate in unity play mode
should be fairly functional.
Not sure if this is the correct place for this but
I need help with **VRC_SpatialAudioSource **
I'm trying to figure out how this works to say If a DJ is playing music from the stage and only that area can hear it, when you get closer toward it.
You'd have to mess with the audio source curve itself
and then add "use audio source curve" setting in the spatial audio source component
Is there like an example of it?
I have an axe which I've stuck in a log, and I want that axe to collide with the log and have gravity ONLY after a player has picked it up. How can I do this?
It seems like it should be possible with Udon, except Udon apparently has a bug with setting gravity and kinematic on objects so it only works locally.
is there any way to copy an avatar or an avatar pedestal id from another world to put in your own without having to ask the creator what it is?
know how?
@edgy citrus No, that's what avatar pedestals and favorites are for
wish we could have a lot more favorites then
Follow this for any update
Yes, that is literally against our TOS, on top of many other reasons why you shouldn't do that
Lag isn't the reason for the limit, otherwise the same limit would be everywhere
That's not something i can discuss 
You're free to think whatever you want 
niceeee. How's it controlled? Doesn't seem to be anything obvious
๐
you cant see them from the cams because of backface culling
Nice
is timing out when pressing build & test a cause of pc problems or problems of the world being too big?
There's a bunch of reasons why that can happen
which would be easiest to spot?
If in your scene descriptor you have a null spawn point that's one cause
where do i find that
If you just dropped in the VRCWorld prefab then it shouldn't be the issue
Since that by default has stuff setup right
i did right at the beginning
i did test the maps a few times before but now after adding a bit more stuff i time out
The world debugger in my world tools covers all the usual causes for it happening though
https://github.com/oneVR/VRWorldToolkit/releases
this is what it says
Yeah I should be covering all the problems on vrchats side
Though there's some server outage going on atm so it could be causing you to time out
Just 300 mb size shouldn't cause problems
ok good, thank you!
But depending on what you have in that size it can
what exactly would be bad to have in that?
VRChat might be doing a sanity check for some stuff when loading in
But it's a bit too vague for me to start naming stuff
oh so stuff like moving lights with shadows and a few bunch of pickups (like 20 or so) won't be a problem right
As long as the world is looking better than the last one I looked at from you no ๐
how can i check the polygons and vertices
and if you're talking from a visual standpoint i think it looks a lot better
Go into play mode and move the camera around while looking at the stats panel is a good sanity check
Just mainly talking about performance
Since just as it was the last world wasn't gonna run well
this is what you'll see when spawning in and it isn't 4.3B
Yeah that looks very alright
Batches could be lower but not the worst
Also last time the extremely high numbers were partly just unity failing to calculate them properly
this is looking at most the map from the outside
Like very simply put it's just how many different things your gpu needs to get done
For proper optimization you atlas things to get and combine stuff
Oh yeah and you have realtime lights as well
Multiple real time lights ups stuff considerably
You can try turning them all off and checking the stats again
i have 12 real time lights being turned on at all time and 8 flashlights with real time light being turned off by default
that too much?
3 of the lights also have little animations
now its at 741
i tried to place the camera as close to the point where i took that other image as well so that might alter the result a bit
but will turning off the shadows suffice to make it run better?
is that some crazy process or is it just putting the mode from real time to baked?
cuz i think i remember someone saying something about that in a tutorial i've watched but i might've just misheard stuff
Just setting it to baked basically does nothing
how do i bake it then?
There's some guides pinned in #world-lighting
Also you can have a look at this video
https://youtu.be/dKgUJccjWRU
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 genera...
hi guys a quick question about osc in sdk2. am I right in thinking that any osc signals from my machine will only propagate to users in the same world instance?
or to put it another way is it at all possible to propagate my osc signals to all instances of my world? for example say putting on a little vj act to hundreds of users simultaneously
Yeah there is no connection between world instances in vrchat
You can do video player trickery and such though if you want to do stuff on all instances
cool thought that was the case.. thanks for the info
just to confirm when you say video player trickery do you mean encoding your data as pixels and reading back in each instance from the video stream?
Basically people have been using shaders to read data from videos in sdk2
Here's IK done using a shader and a video stream
interesting thanks
you said โand suchโ are there other hacks that you know of?
i have an issue with the vrchatsdk control panel it won't open up when i click on it
@charred turtle I mean if you run a external program for all attendees that you control remotely doing the osc commands for everyone or something similar by that
Ok thank you
I have a very odd bug/issue with updating my world. I can upload new updates and changes but for whatever reason both in-game and on the webpage, The information doesn't change or show as recently updated.
I tried putting in a support ticket but unfortunately the support team wasn't able to figure out the issue.
Has anyone else seen or run into this bug and if so. Was you able to fix it and how?
For some reason, PC and Quest users see pickup objects differently. For example, PC User holds an apple but Quest user sees something else. I think the problem is only happening when you delete certain pickup objects in Quest world but you keep them in PC World, it will break the sync between PC and Quest. Is there any way to fix this?
welp I need some help if anyone can help me fix this or i can use another vid. play it would be awsome,
so i downloaded the NEW SDK after the last update and welp... now my player dosent work anymore
sound works just... well no Viedeo
Anyone have an Idea what could be the problem or could anyone send me a fixed version or another player they know that works
What videoplayer are you using
Depending how the player was made, it's possible that it's misconfigured, most players are behaving completely fine, i'm using one under the latest SDK and working as expected
if you know who made the prefab i'd suggest reaching out
tried reaching out but the creator dosent care about the project anymore
So basicly im trying to fix it myselfe or get another player that is known for working with the current version and the latest update
Does anyone know how to get QV Pengs to write> cant find any tutorial on it so if anyone can help dm or @ me
@near nova I took the hangout player updated and simplyfied it (no playlist and no streams, only youtube and video links), if that works for you.
If you still need it, msg me.
@compact dove I've had the same experience, it usually updates after a while (about 1-2h) for me though.
Did it never update?
Nope. Even now it's still showing the older info
I've updated/Uploaded many times since
still no change
I updated the description of one of my worlds recently using the webpage, it did not change the description immediately but was upadted after 2-3 hours. Did you try that too?
I've tried a multitude of things.
Description, Tags, Player limit, Unity world uploads.
Nothing seems to work but the world itself does upload the newer versions.
Hmmm .. I have no ideas other than removing the blueprint ID and uploading the world as a new project then.
Yea... I don't wanna lose the following it's picked up. A lot of folk have it favorited and such.
Well, you could upload a second version as newer version and put a sign in the old one explaining the circumstances, then delete the old one after a week.
@compact dove We're working on solving this issue
Oh cool. Nice to know. Thanks for informing me.
Does anyone know what might be causing this weird issue? I've made no changes to my world for months, now this is happening when I try to upload it;
The VRCCam (in Game view) is flickering between this and what it should be showing.
There are no other cameras outside of the main camera.
Make sure you're using the same world ID as the world you're trying to update @tidal marsh
Both are already. Just checked, that's sadly not the issue.
If the previous thumbnail looks like that as well, then that's not a new issue
i'd suggest checking your console too
There's a UI menu prefab in the database
you can configure it at your will
link pinned in channel
How do I import music and make it work?
And where can I find the correct music files?
Also does anyone have any space skyboxes they can give to me?
you can find all that on the internet, they're often free
For the music you place an audio source in your world
add the audio track in it
does anyone know why with having a video player in the world, touching other ui messes with the video player's volume randomly?
Trying to make a more accurate damage indicator for a combat world, anybody have ideas? The VRC damage prefab is much too limited sadly.
Posting this here just in case, not sure if this is specific to SDK3, or universal. Getting string of errors when attempting to upload world.
It loops on Creating File Version Record
When the world loads in local test client it's roughly 340Mb, but following the file path I see a .vrcw file that is 450Mb, but then the .unitypackage is a chonky 2.5 Gb
Why is it so large ?
Tracked the issue back to textures, should be good now! Well, we'll see once I fix up my textures.
I rarely am around, but anyone know of any issue relating to VRCSDK2 where I can't upload worlds with the latest VRCSDK2-2020.09.25.00.08_Public due to the reason once I hit the Build & Publish I cannot interract with the "Game" screen.
Check your console
Thanks @near escarp & @random owl was getting upset and forgot to check such things, after my project crashed twice due to text/texture issues while optimizing I was getting frustrated.
Does anyone know what is doing this to the pc players in my Ava world?
I heard that the only things that arenโt trippy asf like that is the floor and mirror
And another thing, does anyone have a space skybox they can give me so I can import it into that world? Heard it can be a skybox issue, also space is nice :3
No idea, never used UI menus myself, worth asking the person who made the prefab directly
maybe try Jet's https://github.com/jetdog8808/JetDogs-Prefabs/releases
Well I looked at everything I think and itโs all mobile standard lite
Probably the skybox in that case
Do you have any skyboxes i could use?
They're all over the internet, look for cubemaps
likely not since they are your avatars
how do i change the animation of sitting on a chair?, like i want to make my character lay down on the couch
So Im trying to update one of my worlds but VRChat doesn't even recognize it anymore? It says "unpublished vrchat world" when I look at the build screen. I tried detatching the world ID and re-attatching it with the one from my already made world that's in the content manager section but even when I do it still says "unpublished vrchat world" and doesn't recognize. I want to update it but I dont really want to use my "once per week" privilege for a world I already used it for...
Does anyone know why this might be happening or how to fix it?
There's no other solution? I'd have to wait weeks as I have other workds to upload ใ ใ กใ
I dont think that will fix the problem?
what's the ID ?
Hey everyone! I am attempting to put together an escape room. I have a good chunk of it finished, but could use some help with the scripting side of things. Would anyone be interested in helping me out?
So I play vrc a lot and I'm an historian and want to create a ww1/ww2 museum world which includes historically accurate ww2 symbols but I don't want to get banned for doing so because someone got offended by a symbol. How would I go about doing this?
@unkempt pilot Scripting would be SDK3 and Udon
@serene obsidian You can email moderation to get answers for that kind of stuff
Whats the email?
Thank you my good sir
@bold ibex I donโt friend people i donโt know. But i do have mutual servers open to messages if you want to message me through dm. Im assuming you are still needing help with ui?
I have 2 questions. 1. I have a particle on my teleporter but it doesn't show up in the VRChat world, any reason why? 2. How can I make my model solid on the floor so I can stand on it and walk on it instead of falling through it.
Does the particle show up in unity? Also if you add a collider to your floor that should fix it.
what's the ID ?
Its the same one that's attached to the one i previously uploaded
is there a plain basic world set for download? I've got a metric butt ton of halloween avatars I want to upload to the public
Yes in Unity when I click on the Particle in Hiearchy.
probaly the wrong channel but how would i rig somthing so if you interact with it you get teleported ?
like for my world i want a bottle that telaports you to a difrint part of the map
is there a plain basic world set for download? I've got a metric butt ton of halloween avatars I want to upload to the public
You can probably find some in the asset store. Besides that, its easy to just put a floor and walls and set up the avatars if you dont care how your world looks.
probaly the wrong channel but how would i rig somthing so if you interact with it you get teleported ?
You have to add a vrc trigger component to the bottle's collider and set the trigger to 'teleport player'
Make an empty game object and set it to where you want the player to be teleported
Then put that "spawn" in the vrc trigger component on the bottle that you added earlier
Make sure the collider is set to 'is trigger' also
Yes in Unity when I click on the Particle in Hiearchy.
I'm not sure then. Maybe some problem with the particle's shader? Try changing the shaders, I'd guess.
I had some problems with planes and what not just disappearing in VRC and figured out it was a shader incompatibility thing
Thanks @golden ridge
npnp
My Builder Panel is extreeeeeemely slow, does that happen to anyone else?
It makes Unity Freeze for about 10 minutes until i get to upload the world
Iโve experience some slowness as my project got bigger @frigid estuary but nothing like 10 minute freeze
I still have the same issue I looked deeply into stuff to fix my issue and I can't seem to understand or how to fix it
My issue is still my control panel is not popping up and the errors that I encounter
maybe try to re-import the sdk
what do i need to tick on the mirror to make a "low mirror" aka one that only reflects players and nothing else
Round 2, I'm hoping someone else has run into this issue at some point. Trying to get my world to upload, but it fails at Create File Version Record every attempt. I just finished manually going through all my textures to make sure they were crunched properly and got my world from 880 Mb uncompressed, down to 271.3 Mb.
Fails with this error message, on a loop:
https://cdn.discordapp.com/attachments/657394772603830360/764285944026497054/unknown.png
World size stats:
https://cdn.discordapp.com/attachments/657394772603830360/764285847692378112/unknown.png
I tried reimporting it but just more errors
can somebody help me with a vrc world very quick simple question: When i wanted to upload it i pressed the automatic ligh thingy but i dont want it where do i turn it off or like where are the options for it? 
what do i need to tick on the mirror to make a "low mirror" aka one that only reflects players and nothing else
Mirror reflection and Player
@near escarp Idk if you ever saw my message ;_;
Particles don't show in VRChat -
of course they dont
?
there is a script on the object, and vrc wont allow them to run/get uplaoded, try without the script and upload again
The polyfew script?
yeah, and all other scripts that are not from vrc or whitelisted
Take off all scripts except ones whitelisted for vrchat
Is the Unity Particle System allowed in VRChat
You removed ALL the scripts that aren't whitelisted?
Particle Systems definitely are allowed in VRChat cause I put them on almost all of my avatars and made them in all of my worlds too.
It'd be easier for you to see the stuff I click through
Can someone help me?
We are trying to help you. A lot.
My world question also was never answered...
I need a combat system. Feel free to dm me.
I don't know where to post general questions but why is my control panel disappearing? And the builds fail to build complaining of compiler errors but there are no compiler errors.
Even deleting the SDK folder and re-importing the package does nothing. It was there, then I changed the build target and it disappeared.
If you absolutly cant get it to work. Create a new Unity project, import the Sdk first, pack all the files from your old project, but exclude any vrc files/components and import it into your new project. @vagrant shale
Does that include my Udon graphs? I know the broken prefabs will work again when I add in the SDK but I would prefer not have to redo all my scripts. Are there specific folders that need to be removed? I appreciate the help. I guess that would be better than nothing.
sadly I cant tell you what is going to happen to your Udon graphs, go ask in #udon-general for that.
@knotty bane here is an old but still very good tutorial https://www.youtube.com/watch?v=eqFsSfXrJt4
Tutorial goes over the basics of creating a combat system. This includes setting up the VRC_Combat System script, an object to inflict damage to the player, and how to setup spawns for a team based map.
The map shown off in the beginning is called Archery. Version 1.2 is pub...
thanks
@golden ridge a few days back, someone had a simular problem when updating their world and the guys from VRC are aware of that issue and are working on it. (to my knowledge)
A thanks...No one seems to know the problem so it seems like I just have to upload it again whenever Im allowed. But im kind of scared of it happening with my other worlds? Suddenly not being able to update...
You can scroll up until you see the name Sinba, this is what I was refering to.
You said delete scripts, I did.
Yes but we only have so much to go off of without screenshots and such.
Hey so i'm really new at this but is there no sdk3 help here i downloaded that one to make a new world but i'm having some issues with jumping and stuff and i wanna know if i should be using the sdk2 instead? can you pls ping me if you have the answer thanks
In the heiarchy if its under something thats being blocked it'll be blocked too
Im not sure why you crop the screenshots
Hey so i'm really new at this but is there no sdk3 help here i downloaded that one to make a new world but i'm having some issues with jumping and stuff and i wanna know if i should be using the sdk2 instead? can you pls ping me if you have the answer thanks
I'd ask in #udon-general
@boreal lava
Yes, do any of the parent game objects have any scripts?
is there a fix to this control panel im clicking it and doesn't open i did what i was told and looked at the sites that was sent to me and still nothing
does anyone know what i can do to get started on making a vrchat world?
Check the channel's pins
How do i change sitting animation for chairs, so I can have laying on couch animation and sitting on floor.
can someboddy help me?
i've been having issues with the sync video stream component on sdk 2 lately. has anyone else run into the following issues and/or have potential fixes?
- new players joining world just experience the video stopping and starting until the next video begins (or doing next then previous to go to the original video)
- inputting a url (by deleting all current videos in playlist and then adding) and then playing as masterUnbuffered causes video to work for everyone but master
- for some users i've seen video working but no sound as well
- Resync using local just doesn't seem to do anything
My test & build function isn't working. When I try to test my world, it just loads right into the old version without building , doesn't update. I tried making a new basic world and still fails. Does anyone know a fix for this? thx
Something is stopping the build from being done properly so it's loading you to the old one, you console should have more information on what is causing it
ok thanks yes I did take a look at the console, it does give me this error a lot "CS0618: 'WWW' is obsolete: 'Use UnityWebRequest, a fully featured replacement which is more efficient and has additional features'"
I am not advanced yet enough to know what to do with that.
Those are warnings and can be ignored
There should be a few red errors after trying to do the build
Also make sure the box at the top saying error pause is ticket off
thank you for your reply, i am getting this still even though i deleted all those assets
sorry i am new to this
If that specific error is still appearing when building it doesn't sound like it was deleted
You can try restarting unity
ok
oh! i thought if i just deleted from the scene it was enough but i deleted it from the project and it worked again , thank youu.
Just it being in the project will cause the error to happen while building
i see, good to know
Anybody have any creative solutions for attaching things to avatars or tracking things like foot/hand positions?
i remember an older component that did it, but i can't seem to find it anymore
i assume it's been removed
here's a question.
If i have a room, with another room on top of it, Is there a way to make an audio source fill the lower room, without making it also audible in the room directly above?
Hello everyone, I need help, so I ask.
Even if I press the test button, it does not enter vrc
How can I fix it?
check the unity console
Unity version is 2018.4.20f1
Unity console is the tab next to asset
I finally fixed it! Thank you
Does anyone know of a way to script for the player to change the skybox, or alternatively, make a world with a bunch of rooms that have different skyboxes? I want to make a solar system exploration world where players can navigate to different regions
@sinful moss I remember something like that too, but depending on what you want to do, udon might be better for this.
@sterile niche You could create big spheres/cubes around your individual rooms/player areas and attach custom skyboxes to those.
@vapid badge I might just have an idea how, but I need to test that first. Creating some space between your rooms would be the easiest solution.
Having the option to switch the skybox would probably be better then
@uneven trail Message me when you have some time and we can take a look at it together.
so far this is what I got for the world, but I don't imagine it'll be all that fancy looking, the scripting would probably do the heavy lifting
So I'm thinking the player can touch the pedestals and change the skybox corresponding to it, and also get some text and details about the planet
@vapid badge I figured, I ll test something, but just for clearances, explain your setup in more detail, I assume you have an audio source playing somewhere and an appartment/house with 2 floors, right?
@mossy fog I sent you a DM
@sterile niche I can't think of a way to do it right now, but it should be doable. Please let me know when you solve your issue and how you did it.
Haha will do, I might pick some other peoples brains about it. Google searches tend to be too broad
top is top floor, bottom is bottom floor, there's a fireplace and the top obviously has a video player
@mossy fog
@vapid badge I have a solution for you.
First I recreated your scene
I added a box collider on the lower level with an OnEnterTrigger and OnExitTrigger action
These are controlling a boolean parameter that is called FullAudio and depending on the state of this value 2 different animations will be played, AudioFull (when true or OnEnterTrigger) and AudioHalf (when false or OnExitTrigger)
The Animations themselves controll the Volume of the Audio Source going from 0.1 to 1.0 and the other way around with Loop Time disabled. (I know the value of 0.1 isnt half the Audio, I realized 0.5 was barely noticable so I changed it to 0.1 without renaming the animations)
Hey everyone, Ive been getting reports about player teleports having the following issue (as visualized in paint): https://cdn.discordapp.com/attachments/702657446606405642/765194187959828480/unknown.png
Does anyone have an idea, that might fix this issue?
@mossy fog make absolutely sure you have Align to Room turned off
it does more than just align... it also offsets you by your playspace
I have no choice here, I need the player to face a certain direction.
try the teleport without Align to Room just to see if it works well enough
If you're really stuck, you can do a multi-teleport strategy
so teleport with Align to Room, then immediately teleport again without Align To Room
it shouldn't cause any trouble because it won't run physics if you do both teleports in the same frame
teleporting the player multiple times per frame is a common approach in several SDK2 player locomotion systems
Yea, I was thinking that might be a way, I ll do that then, thanks!
can I use a vrchat sdk with another sdk
No
@sterile niche you can use an inverted sphere as your skybox and change that with multiple spheres, etc.
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml
^about 18 entries down on the table you can find an inverted sphere model.
Wow this is awesome, thank you
The issue i seem to be running into now is all of the spheres that I duplicate share the same shader, so when I change the cubemap they all change.
fellas, approximately how tall and wide do you guys make your doorways? just want to make sure they are actually usable
the player capsule is ~2m tall so anything over that should be fine
Getting a lot of errors from VRC_water script. It's not even in my hierarchy as far as i can tell. Material doesn't have a color property 'WaveSpeed'
UnityEngine.Material:GetVector(String)
VRC.SDKBase.VRC_Water:Update() ... Material doesn't have a float or range property '_WaveScale'
UnityEngine.Material:GetFloat(String)
VRC.SDKBase.VRC_Water:Update()
Wondering if this is normal?
im trying to put pickup objects in my new world (specifically 4 sets of DnD dice) and it looks fine in unity, but when i test the world, all the dice are gone?? the rest of the world is fine, its just the dice that are missing
If they're set to use gravity by default, they could be colliding with something else at spawn and that makes them fly away
make sure they're above whatever surface they're meant to land on
i just looked at the console and it says "a polygon of [dice name] is self-intersecting and has been discarded"
it says that a bunch of times for all the dice names
yep, can you take a screenshot of the dice in the environment ?
hello i want help
i have problem in my world
when i run the world i can't get in
how i can fix it ?
@steel hatch What are the collider options on these ?
@pastel burrow check your console
Hello I want to help ; ;
I don't understand the meaning of creating the world for the first time...
@austere bluff Only keep the errors in editor and take another screenshot
@steel hatch Oh, i just re-read the warning, looks like the mesh itself might be an issue
yea maybe, but idk how i would fix it (im assuming i would use blender?)
oh damn, these are very very high poly
oh yikes
Those 6 dice are 200.000 triangles
damn
with mesh colliders that's really really bad
yeah
You could very easily remake them and use textures instead of geometry for the numbers
yea ok
ok i will run again
Is this okay?
that's the only error ?
its sdk2
Then you imported the wrong SDK in your project
You can go to Project Settings > Player > Other Settings > Scripting Define Symbols and remove any mention of SDK3/Udon
same 2 Error...
sdk : VRCHAT SDK2
Unity Ver : Unity 2018.4.20f1
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. SDK3 For SDK3, you should be able to update in-place. This is especially important for SDK3-Avatars, as you may lose...
looks good
so i downloaded a new set of dice (i suck at 3d modelling) and theyre still disappearing when i test the world. there's no more errors in the console tho
what are the pickup component settings ?
Sorry about the delay, what about the rigidbody ? @steel hatch
Ok, change the collision detection to continuous detection and try again
if that still doesn't work, try placing your pickups 30m above the spawn, and if you can't see them fall then something else in the world is messing with them
ok thanks!
Good day all. I just wanted to find out if there is a way to enable multiple Skyboxes via a button? Up until now I have been using a double sided sphere for additional skyboxes via a button.
Not in SDK2
Ah okay thanks ๐
why I can't go test world in unity?
when I push to test,load just default world,not my(what i'm just created)
anone have an in depth video on word creation and optimization? ive been looking but all the ones i can find are rather confusing
i guess i should be more specific, im looking for one on lighting occlusion and other optimizations things mostly
oh wrong chat
can someone help me figure out why my avatar pedestals are selectable from arbitrarily far away, from certain angles?
Might not wanna make your avatar pedestals always unbuffered
Not so sure about the far away selection though
Is there a larger collider around the world ?
no, but i think I figured it out
having them as trigger colliders was the problem I guess.
and thank you for the tip 1.
it wasn't causing any issues but ๐คทโโ๏ธ
Using that with multiple people in the world should be changing everyone's avatars when one person selects it @primal sequoia
it doesn't though X)
yep
Trying to Upload an SDK 2 world and it won't allow me,
It's also a world I've uploaded before a while ago and Im trying to
update it basically but whenever I press the button Nothing Happens at all
Why is this happening and why won't it just upload as the same world
I even have the same Blueprint ID on the world. https://gyazo.com/84cc62d255b7dc3ae548d478730cab20
I am using the latest instance of the VRChat SDK
and the Console isn't telling me anything that really jumps out at me
No errors ?
That usually happens when you have multiple pipeline managers
Search for "t:pipelinemanager" in hierarchy
Multiple delegators in existence error then
That is not really related

Is there a specific searchbar I can use to look for components?
would it just work in the hierarchy searchbar?
The search query I typed above ^^
@random owl it worked
I had 2 pipeline managers in the project. I had this unity package I imported while trying to add an NPC with an animation to my world and I forgot to remove the avatar pipline manager
-facepalm. Thanks
Nice ๐
anyone have any experience with Bakery?
i seem to just get stuck at like 15/16% and for at least an hour when trying to render
i have the settings on the lower end so not sure what the issues are
Hi. I've been trying to use some custom collision layers in my world, but far as I can tell they seem to be getting overridden as default when in game.
Is there anything else I need to be doing in order to assign objects to a custom layer?
@simple nimbus Check your console
in some worlds, i see a keyboard/chatbox that allows mute people to talk. how would i have this in my worlds? is it downloaded from somewhere?
@steel hatch https://tinyurl.com/vrcprefabs in here you'll find a keyboard. It's called Keyboard World Assets
ok thank you!
Possible to make a cinema using plex ?
is there a way to remove the quest build from a blueprint?
@simple nimbus Check your console
@near escarp managed to have time to check. don't get much besides
UnityEngine.Debug:Log(Object)```
It is. Besides that thereโs no errors or anything
Which settings do you have ?
the lowest stuff and then i think the default for bounces and the other thing
on simple mode
it's only gotten to 22% now
after over an hour
How is the proximity for the on interact trigger calculated? I feel like it's being super inconsistent
does it scale based on parents and local object scale?
@simple nimbus how complex is your scene ? aka how many lights/objects
@sinful moss it is very inconsistent in some case
especially if you're inside another trigger
About 7 point lights and maybe 250 light probes total
But thatโs probably on the lighter end
Objects I guess there are a decent amount, but when I do a clean generate with just unity it takes maybe 20 minutes total
You should ask Mr F
he might have some insight
make sure to post screenshots of your scene and settings there
thanks
So i made a world with the sdk3 (i didn't upload it bc it was just a test) but i didn't like how it didn't have trigger support so i made a new project with the sdk2 and was wondering how do i get the in game url input for the video sync like in the sdk3 which has it in the prefab
Solved
Im trying to test a world, it builds but it wont load in vrchat, what causes this
or common causes
Check your console log
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Unity Hub To inst...
Wrong unity version for starters
Wrong channel as well this is for sdk2
#udon-general for sdk3
whoops thnaks
why does my unity crash when I generate new baked lighting (@ me or dm pls)
How do I get audio to not sound like itโs coming from a specific block?
Thanks
I can not here the music, any suggestions.
Discard that last message. Sound is working now but still sounds like itโs coming from a object.
If you added the spatial component yes
Yep
Iโll try that again
Audio is working now but it still sound like itโs coming from a object.
What am I doing wrong?
And now itโs working and I didnโt change anything
getting these errors when i try to build my world, it just kicks me to my homeworld and i have no other errors. anyone know why?
my unity version is fine and im using the sdk2 thats listed on vrc
This isn't the reason
is there any more info i can provide?
Check your spawn locations, check your outputlog for when you joined your world
how do i check outputlog?
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
i just changed my spawn location now im getting these errors
ill check outputlog as well now
[Always] Error Downloading or Instantiating Custom Scene
does this mean there are some issues with the files i have imported or something?
Most likely
removed everything i had imported, more of these errors appeared
what does this mean exactly
im using pro builder to make my shapes which might have something to do with this idk
Probuilder is its own issue 
nevermind, the reason its crashing completely isnt probuilder its this error
tried to make a world with literally just the sdk and a spawn cube and it still doesnt work
so confused
can someone help
i've been having issues with the sync video stream component on sdk 2 lately. has anyone else run into the following issues and/or have potential fixes?
- new players joining world just experience the video stopping and starting until the next video begins (or doing next then previous to go to the original video)
- For some users i've seen video working but no sound as well
- Resync using local just doesn't seem to do anything
I wanted to bump this. Experienced all these yesterday in an instance with 20ish people in it. Anyone know why? Or even workarounds?
could somebody help me with the sdk 3.0 , If i press non-vr mode it still starts in vr its so annoying i dont want to upload it everytime
This channel is for sdk2 #udon-general is for sdk3, but you need to point the sdk settings directly to the vrchat.exe for the non-vr button to work
huh? @random owl
Hey, everyone working with SDK2. Download this and test your stuff in Unity. Save so much time debugging.
https://github.com/CyanLaser/CyanEmu
https://twitter.com/CyanLaser/status/1317561242727243776
CyanEmu is a VRChat client emulator in Unity. Includes a player controller with interact system. Works with SDK2 and SDK3. - CyanLaser/CyanEmu
Have you ever wanted to test VRChat worlds in Unity? Well, now you can! Introducing CyanEmu! Fully supports SDK2 and partial support for Udon. Just import into your project and press play. #CyanEmu #VRChat #Unity
https://t.co/c6QKvDN7PP https://t.co/uGgS0Ad4Kj
oh my lord where has this gem been hiding
Ohhh dope thank you!!
Yo
anyone know where i can find a climbing system prefab
looking to make a climbing map :p
Can anyone help?
@runic epoch look here https://tinyurl.com/vrcprefabs
its called Cyan Climbing.
look in the pins for other useful stuff
ty
anyone know why when i go to test a world it doesn't load in it just sends me to my home world?
your console might show errors that say why. possibly wrong sdk
so i have a twisted hallway and wanna add "gravity" to it, so you walk on the "floor" and not the walls
is that possible?
is there a way to change the player size in the world?
like your avatar will be scaled up/down when joining
hey real quick what do i need to do to reinstall the vrc sdk, i forgot what i had to do
I'm having a problem where I don't see the Community Labs option when trying to upload a world
im having that same issue
Hmm
i dont want my world to go into community labs luckily however when i press publish it doesnt really upload and it just hangs
It has to go into Labs before anything
Understandable
I think it still needs to go into Labs? I don't know cause I literally can't post worlds and this is my first one
I've only ever done Avatars
no anythign that is in labs is public
labs is like the first step to becoming public
well right now, I cant upload anything, because that error we are having where labs option doesnt show up is also preventing an upload
not even private worlxds
because it just says publishing world for an eternaty and nothing happens
@frozen glade nope
ah that sucks. If only Unity would move the colliders perfectly when increasing the size of a whole house
yay its fixed
Huh?
Hi! I am EXTREMELY new to VR Chat and I haven't explored it very far, however don't know really how to explore it. I was hoping to use VR Chat to create a very minimal VR concert experience, hoping to build it using assets created in Maya then plugging into unity and vr chat to test it out. If anyone has done something similar before or could offer some advice/resources that may be of good help, I'd greatly appreciate it. This will be a class project, I have around two months to complete it, and don't know if it is something I can accomplish in that time period. and I apologize if this is not what this chat is meant for or if I were to publish this in the wrong channel. Thank you in advance!
As long as you export as an fbx, the workflow should be the same
make sure to export as binary instead of ascii though
do you have any resources for how to actually explore worlds in vr chat? it says I haven't used it long enough so it would let me upload into it, however i don't know how to access worlds. Idk if thats a dumb question, im still trying to learn the program and am teaching myself the majority of it so i could be speaking nonsense
If you open the menu with escape in vrchat, worlds is the top left icon, click on anything, either join a public instance or create your own and click go
top right corner of the worlds menu has a search bar
thank you!
even when I hit "launch" its not allowing me to do so
or am i using the wrong menu?
On the website or app ?
website
my professor advised me to do through steam vs oculus until i get the hang of it, should i be launching through steam?
i'd suggest making a vrchat account, but launching and then closing vrchat should prompt you to install the link launcher
that's what allows you to use the launch function on the website
I have an account, i don't think that prompted for me though
If it's not automatically prompting you can find the install.exe in the vrchat install folder
ive downloaded the sdk3 worlds as well
@lethal moss late response to what you said but i do have the latest sdk for it so Idk if that's it but I'll check it when i get home
does it matter the browser? safari vs chrome vs firefox?
It shouldn't
what about if its because i have a mac? would that f it up?
as in do i need to have a pc to be able to use it?
anyone know why when i go to bake my room it closes unity? i asked in the lighting channel but dont even know if thats the right channel to post in
is there a confirmed bug list of the current sdk anywhere?
@timber pecan ^
Not everything is under review
only when we've confirmed the issue ourselves and have an internal task for it
Is there a easy way of using a collider to see an amount of people in a room and show it as a number? I know colliders will mess with the whole being able to grab and use certain ui's so I was iffy about that
anyone know what these errors mean i get them when i go to test a world
Thoughts on why some users can smoothly watch a vrc_syncvideostream and for others it stutters? Seems random, not always the same folks
hey everyone, had a basic question about syncing objects in my VRchat world, basically have a complex object that has a button on the object and will enable and disable parts of itself based on pressing the button. In this case its a box that opens its lid and changes the contents inside. Unfortuantely it seems like for other users it's falling out of sync and the lid is showing up at weird angles while it looks fine for me.
Do i need to sync every child object as well or will just syncing the parent work?
by attaching the VRC_objectsync script to them
Does anyone know if there's any good text chat prefabs to use? I tried udonchat but it was giving me weird issues with my player being flung all over the map I have no idea why, only stopped when I removed the prefab
Hello! Im having a problem with the VRC Scene Descriptor, for some reason the reference camera isnt pulling the custom fog script i have set to the camera it is referencing in the scene. any idea how to fix this?
Custom scripts that aren't whitelisted will not work
How do I make my world for Quest people as well?
https://docs.vrchat.com/docs/quest-content-optimization have a second copy of the project that set to Android for the bill Target that meets the performance guidelines guidelines
Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile. Here, we'll give ...
So 2 separate worlds?
No need to really do two separate projects either, just as long as you upload a world to the same world id using the android and pc build targets it will be quest compatible
Using something like https://github.com/JordoVR/EasyQuestSwitch makes it easy to switch compatibility stuff around when you switch between building for pc and quest
how can i set this up to be a "clicked only once" button?
OnInteract, disables itself
World ID?
ill set it to destroy itself
@random owl
@uneven trail when you upload your would it puts a number to it otomatuickly so all you need to do is swap build
when you go to upload you should see a menu that asks what you want it to be for
@runic epoch Do you mean this whole object ?
It's not great but you can have another trigger on it that have OnInteract with a very low delay that deletes it
Is there any way to get the sdk to not check the name of every gameobject, it's causing unity to hang a lot for me
@knotty bane make sure your vrcworld script is not borked
Messed or missing stuff
Make sure your spawn point is set and everything. Because if you keep getting sent home that's usually an issue with the VRCworld component
Put your main camera in reference camera, then under spawns make sure you have a spawn point
Do you have a spawn point?
@knotty bane
Well damn I'm just tryna help
Sometimes things get messed up and you find out the element is empty
Might also be that dynamic prefabs thing is messing it up idk what that is. If it doesn't work still. You're better off just deleting the entire VRCworld game object because I can't see where it is, and making a new game object on the main root with the scene descripter script on it,( this will be your vrcworld again) and make another empty game object and move it as your desired spawn point. (This object will be your spawn location) Then move the spawn point game object into the element under spawns.
Also low key I think there's a vrc world prefab in the sdk but idk
Yeah
So i was wondering if choosing the SDK will restrict some avatars if they are made in the SDK 3 Avatars?
Is there a way to have dynamic bone colliders in my world to affect player dynamic bones?
fair enough
@bitter idol Sorry for asking these kinds of questions but do i NEED to use the version of unity that the VRChat website says?
I don't think you have too? But it's recommended
I can still use the old 2017 unity to upload stuff from my old projects and it tells me I'm not using the correct version but it still works
Okay
Cause i was wondering if it would be smart to use a newer version of unity but i am not sure
@remote summit no it would be best to use the one vrchat recommends to minimize glitches and errors
Incompatibilities
Hey could someone help me with chairs? They arent coming out right for me
Ok thanks
hi, a friend of mine is having trouble getting in the world she just uploaded. the second she gets on and checks the worlds menu she scrolls down to the ''mine'' tab and it disappears. she tried going into it through vrchat.com but it just sent her back to her home world, tried everything i could think of but im stuck at this point. anyone know what to do?
So only one chair works in my world, I don't know what the problem is
This may sound stupid, but does anyone know how to make it so a noise plays when I have someone click something?
Hello, I'm new here and don't know where to post help/questions does anyone know how to fix this error
okay thanks @near escarp
does anyone know how I might get rid of these annoying boxes when using probuilder?
gizmo menu, top right corner of game window
Does anyone know how to fix "error CS1041: Identifier expected; 'in' is a keyword"?
In what context
Well, whatever those scripts are, they're most likely not needed
I don't know which script it is though.
the whole folder
Oh! Everything in the "Assembly-CSharp" folder?
That's my assets folder though...
Ah, I fixed it.
Custom scripts don't work in VRC FYI
I was importing the assets from my other PC to this one and I accidentally misnamed a few folders.
Ah, that makes sense too!
Thanks!
@near escarp so I'm not sure if this is me or not but I uploaded a world and I can't join it at all but I can join other worlds is there a reason why I can't?
Check your unity console
Where's that
next to asset tab
it's literally visible on the screenshot in the area you circled
also very likely you're using the wrong version of unity
im using 2018.4.20f1
