#world-development

39 messages · Page 56 of 1

strange adder
#

Wow where was that program hiding! Thank you man!

muted ravine
elder reef
#

I just started making a world today for the first time and I just run into problem after problem lol, it has been a headache for sure

velvet forge
#

*9.

runic epoch
#

So I have a world I've built in blender

#

Was wondering if there is a way to port it into unity (eventually vrc)

#

without having to painstakingly redo the hundreds of textures

near escarp
#

You can try to export as gltf, but that'd require a specific addon in Unity to import back

stable tulip
#

@muted ravine Looks really clean and I'm glad you didn't go too far with Post Processing

#

Good job

#

How big is your world file size though?

elder reef
#

Hello! I have been having massive issues with uploading my world to VRChat, is this the right place to ask?
I can't upload my world into VRChat no matter what I do, I have been sat here for hours and no tutorial is helping, nor uninstalling and reinstalling the application
Everytime I click "Upload World" It just dosen't do anything, and when I load into vr chat I don't see it anywhere
The world works perfectly fine in the test in the private offline instance, but I literally cannot upload it. Any suggestions? I use Unity Version 2018.4.20f1

#

Thevermind, I may have fixed the problem by completely restarting and making a new file for it

bold ibex
#

is anyone free to quicly call as i have had this problem for some time now you dont havre to speak but i will

bold ibex
maiden briar
#

Uh what’s the name of those avatar thingies where you can just click them and you turn into them and how do I add them to my world-

fossil estuary
#

Anyone having issues selecting avatar peds in their worlds? I'm on SDK2, and I cannot select any of my pedestals

#

they're setup like this

#

I was thinking I have to have "change avatar on use" but havent tried that yet

lethal moss
#

@maiden briar an avatar pedestal.hackspanner its a prefab, jsut add the avatar ID to it

tidal marsh
#

Anyone having any issues uploading? Getting an Internal Server Error when I just tried.

quiet yarrow
#

someone else is apparently yeah

#

I'm having a script issue if anyone is willing to help out

arctic herald
maiden briar
#

@lethal moss how do I get an id

maiden briar
#

Does anyone know how to get a blueprint Id? The only source I found didn’t help, I think it was using an old version of vrchat

bold ibex
#

Can anyone help explain to me how lod group components work in worlds and how to set it up automatically? I’ve noticed some stuff you can get off the asset store that are capable of doing this but will it work with vrchat?

elder reef
#

Does anyone have a clue what is going on?

#

For some reason I cannot update or upload another vrchat world whatsoever, I have made tons of changes to one of my worlds but everytime I try to test it, it brings me back to my old world

#

And if I upload it and enter through vr chat, it crashes

near escarp
#

What does the console look like after upload

elder reef
random owl
#

Delete the AllSkyFree_Menu.cs and disable error pause at the top of the console

elder reef
arctic herald
#

why is pro builder doin this?

elder reef
#

@random owl done and done, anything else I should do or should I try it again?

random owl
#

Just try again

elder reef
#

Just try again
@random owl It worked on the build and test, but do I have to reupload it in order for it to update to vrchat?

random owl
#

I mean yeah, how would it update on the server if you don't upload it again?

elder reef
#

I mean yeah, how would it update on the server if you don't upload it again?
@random owl Thank you so much

modern ridge
#

how can i make the banners stop being occluded when the camera is too low but still should be able to see the banners

near escarp
#

you can remove them as occludees

burnt pilot
#

Hi all , how can one use cinemachine to move objects in a world?

#

somebody here told me to use cinemachine

near escarp
#

never heard of that

burnt pilot
#

I meant cinemachine my bad @near escarp

near escarp
#

that's in Udon

burnt pilot
#

I can move an object with Cinemmachine ? @near escarp

#

and if so is there a guide or a starter point somewhere? a video maybe?

near escarp
#

Great questions for the correct channel

short gulch
#

Ran into a little issue with a youtube player in my world, it seems to be playing some videos twice for some reason. I have a tracklist of 8 songs, and for some reason it'll play some songs twice, but its kinda inconsistent. Sometimes it goes to the next song, sometimes it doesn't. The player is the default VRC_videosync prefab from the sdk. Anyone else run into this before?

#

-Also is it possible to make the sound from the video player come from two audio sources? I have two different buildings that have screens in them showing the same video feed. The original one in the cafeteria works, but the duplicated one in the warehouse doesn't put out any sound.

umbral needle
#

Ello folks! I'm having a bit of trouble getting a YouTube music stream going for my SDK2 world - the default archive.org videos that get automatically added when you make a video player work just fine, but as soon as I replace any of them with a YouTube link they stop working - any idea what's going on here?

autumn umbra
#

@umbral needle Often the problem is due to the YouTube downloader needing an update, but YouTube links do appear to be working in my worlds at the moment. One thing to check is that you're using the full link youtube.com/... and not the shortened youtu.be link

umbral needle
#

@autumn umbra Oooh interesting! Sadly, yeah, I am definitely using the full YT URLs - I did have https:// etc at the start though, could that be an issue?

autumn umbra
#

no, I usually leave that in

bold ibex
#

Does anyone know how I'd go about making something clickable thats animated and have it change animations upon click?

autumn umbra
#

I guess you already tried other URLs in case it's just one bad one? Also, your VRChat is up to date?

#

(i mean, i don't know why it wouldn't be, but just in case 😅 since the youtube fix was only last week iirc)

#

@bold ibex you can use animation bools & triggers, funnily enough i was just doing one, so here is a screenshot

bold ibex
#

Ooh thank you! that's ironic! ❤️

#

So it'd have just the normal anim on it that I want and then id just put the override I want it to change there into it?

#

ALso how would both overrides be able to be on there? 🤔

autumn umbra
#

sort of yeah, in your animator, you can set a bool parameter set to false by default. your normal "idle" anim can then be playing, and when the user presses the trigger it changes to "true" and changes the anim

#

one sec

bold ibex
#

i have the normal idle playing atm and this is on the one i want it to change to

autumn umbra
#

something like this

#

so on the transition between idle>giantcat, i set the condition "giantcat" to "true", so it will only change when the trigger makes it true

bold ibex
#

hmm coz I have three animations as layers, would all of this be on one animator? o:

#

and then the one i wanna switch to so thats technically 4 anims?

#

but id only want the one animation to transfer over

#

aa would it be possible to maybee voice chat or something coz i wanna make sure im doing this right eek. of course if youre not busy! ;v;

#

Coz I'd want three of the layers to be turned off on trigger so that only one animation plays

autumn umbra
#

on the vrc trigger, you drop in the gameobject which has the animator, so the bool change will apply to all the layers that are using that bool (hope that makes sense)

#

so yeah if you only want one animation to change, you can just use the bool on that one layer and you will be fine

#

sorry, can't voice chat atm!

bold ibex
#

well i want all of those to change and stop, i wonder if i can send a gif of what im trying to achive 🤔

autumn umbra
#

cool, so all you'd need to do is use that one bool parameter on each layer. So each layer will have a state called "animplaying" or something and then when the bool changes, they will all stop

bold ibex
#

Also how would I go about putting the parameters on each layer? coz the parameters dont seem to change with my changing the layer

autumn umbra
#

ah i see so it's for the hair/skirt moving, etc? the parameters are usable on all the layers on that animator. you would just need to set up the states/transitions for each layer

bold ibex
#

ive never done somethin this complicated before so im a bit slow on this and I apologize ;;; 💔

#

its for the hair, the breathing and then the skirt and those are all the layers for that

autumn umbra
#

No problem! So on the parameters tab, you can add a parameter by clicking the + . I like to use true/false bools. Let's say you have a bool called "stop". Then for each layer, you can set your states for each one. So on the skirt layer, you would have two states: a "skirtmoving" state and a "skirtstopped" state, with the relevant animations playing for them. Between those two states, you have the transition. (right click on a state and click "make transition"). On that transition, you can set the condition for "stop" to "true".
then on your button object or whatever, you can make a vrc trigger like in my screenshot, with "stop" in the variable name, and operation as true.

#

I gotta go now but I hope that helps! 😄

bold ibex
#

I'll see if I can follow this! uvu thank you

#

Ah I doubt you're still here but I still don't understand what to do with that transitions coz i dont want them to transition right away or at all until its clicked x.x

lethal moss
#

#world-development message
if you look at that pic you cna see when you click on the transition, the window on the right should show info about it, you may want to uncheck the "Has Exit Time" box so the animation transitions when you want it to, and not when it ends. ION that same window"Conditions" section. You click the + and add a condition. Use the parameter you made as the condition, and choose for that Transition to occur when the parameter is set to true or false (if your paramater was a bool). ON the objects that you click to make this animation change youll want to put a trigger with AnimationBool action, and then as a receiver put the object which will be changings its animation, as shown in this pick #world-development message . The variable is the parameter you made.

bold ibex
#

but i dont see a nything with conditions on this page ;;

autumn umbra
#

click on the arrow between her and stop

blazing crescent
#

now how do you get the player to spawn

#

i can make the map i just need the info

bold ibex
#

Ohh I seee ok ok uvu

#

Also a completely unrelated question but how complicated would it be to have voices echo in a world?

#

ive seen one world do it where you could hear two people talking and it'd echo

cursive seal
#

Im having some issues with my world and wondering if I can get some support. I cant seem to test or upload my world. All Ive changed is adding reflection and light probes.

#

Two errors in particular keep repeating in the console

Two delegators in existence.
UnityEngine.Debug:LogError(Object)
VRC.Core.UpdateDelegator:OnEnable()

Destroy may not be called from edit mode! Use DestroyImmediate instead.
Also think twice if you really want to destroy something in edit mode. Since this will destroy objects permanently.
UnityEngine.Object:Destroy(Object)
VRC.Core.UpdateDelegator:OnEnable()

vernal prism
#

Is there an FAQ for SDK 2? I'd like to ask about how to set up mirrors with toggle on/off but feel thats probably been asked a million times.

near escarp
#

many many tutorials either on youtube or scattered across our documentation

#

The more specific you're trying to do things, the less reliable outside sources are and instead should be asking users themselves

bold ibex
#

For some reason, I'm trying to upload a world and I can't do anything with the icon ;;

near escarp
#

Is the window paused and if not, check your console for errors

bold ibex
#

hmmm these seem to be on the things I have with my triggers but im not sure what it means ;;

near escarp
#

those can be ignored, you sure the window was not paused ?

#

If you have error pause enabled in the console it would be

bold ibex
#

im pretty sure the window wasnt paused but ill have a look

#

i would mention i used an old world but detached the id

#

i dunno if thatd do anything

#

its completely new otherwise

cursive seal
#

Im struggling here. I cant figure out whats wrong. Did I accidentally break my world somehow?

bold ibex
#

its not paused as you can see @near escarp uvu

near escarp
#

Why is the window size all weird

#

Are you using 2018.4.20 ?

bold ibex
#

hmm that could be it, i may have an outdated sdk

near escarp
#

@cursive seal Check that you don't have two world descriptor or pipeline managers

cursive seal
#

I only have the one

near escarp
#

The error would suggest otherwise

cursive seal
near escarp
#

now check the doubles of the components that vrcworld uses

#

do t:nameofthecomponent

#

in the hierarchy search bar

cursive seal
#

Not exactly sure what you mean by that, sorry

#

I could screenshare or something if that would help. Ive been trying to figure this out nearly all day

random owl
#

You have error pause on

bold ibex
#

and it only shows utilities whenever i try to open up the vrcsdk window

cursive seal
#

Ive tried both with and without Error Pause

random owl
#

Well I mean you should only be trying with it off

#

@bold ibex check your console for errors

near escarp
#

Also worth making a new project with the latest SDK

bold ibex
#

but id have to restart wouldnt i then in a new project?

#

oh i think it might be poyoimis acting up

cursive seal
#

My head is going to explode

bold ibex
#

and there are no errors

near escarp
#

that's a new project with the latest sdk ?

bold ibex
#

not a new project but i could try removing things it could be

#

Wouldn't I have to entirely restart if I made a new project?

#

i think maybe it could be a scriptt

near escarp
#

yeah, what exactly do you need poiyomi for in a world project ?

random owl
#

I use poiyomi in worlds for sfx

cursive seal
#

I looked up my issue and Ive only found one person who had the same issue as me. It seems to be caused by Light Probes

indigo pagoda
#

I use standard on everything trust me

bold ibex
#

i was testing something out with a vertex glitch effect uvu

#

but i dont need it anymore so i could remove it 🤔

#

also on build and test it instantly kicks me out

cursive seal
#

I found this thread on my issue, it seems to have a solution but im not sure how to implement it myself

random owl
#

@cursive seal if it's the simple light probe placer usually the first thing in debugging would be to check any packages since you last managed to build the console itself will have errors as well for what is stopping unity from building

bold ibex
#

should i just be deleting any and all scripts in my project?

#

other than vrc scripts?

random owl
#

You can always try but if they aren't throwing errors on build or normally might not help it's very hard to see much in your screenshots because you crop them so randomly

bold ibex
#

Well I wasn't sure how to show what people are looking for

#

¯_(ツ)_/¯

random owl
#

Good practice is to show the full unity window

cursive seal
#

Okay, so, the solution Im being told is
"This asset is a great time saver for creating light probe volumes. However, there are two errors when building for PC (not tried any other platforms).
To fix this for PC builds (other platforms untested)(until an official fix):
Put #if UNITY_EDITOR and #endif defines around line 61 and lines 34-35 in LightProbeGroupControl.cs. This will exclude the lines causing errors from builds. (These are only run in the editor anyway.)"

Which is great. I have the .cs file open in Notepad++ but I dont have experiance with these types of files. It says to add the change "Around line 61 and lines 34-35". I tried that but I dont think Im adding them the way it wants me to

#

The example given to me says
#if UNITY_EDITOR
... code that is being wrapped...
#endif

random owl
#

Yeah that's how you would add it hard it so if you are doing something wrong if I can't see what you are doing

cursive seal
#

Id be more than happy to show you

#

Thats what Im looking at. I just am not sure where to add the #if UNITY_EDITOR and #endif

devout parrot
#

So im trying to publish a world and whenever i click "show control panel" to upload the world my unity freezes and i have to restart it, this happens everytime i click on it

random owl
#

You see those numbers on the left that's the line numbers the instructions tell you to add the #if around lines 34 and 35 so you add the first thing above 34 and the last thing under 35

cursive seal
#

So on lines 33 and 36?

lethal moss
#

ya, but make sure those curley brackets { surround the #if statements too

random owl
#

Same as the example you have don't edit existing lines but add lines to where you need them

cursive seal
#

?

#

Sorry I feel like Im being a idiot with this

random owl
#

That formatting hurts but I guess that should work, I don't know if defines needed to be on their own lines

cursive seal
random owl
#

That would cause an error

#

Swap the curly brackets with the defines

cursive seal
#

ok

random owl
#

Swap them not remove them

cursive seal
random owl
#

That looks good

cursive seal
#

Okay let me try to build and test now

random owl
#

@devout parrot some scenes make vrcsdk chug when doing the scene check I would help further but I gotta sleep

#

@cursive seal did you also add the #if to the other line from the instructions

cursive seal
#

yeah

random owl
#

Then it should be fine

cursive seal
#

Well, that drastically cut down the "Two delegators in existance" error, but one still remains and its not building

random owl
#

That error would not stop you from building unless you had error pause on

cursive seal
#

Error Pause isnt on anymore

random owl
#

Well then there's something more blocking the build

#

But I need to wake up for work in 3 hours so I need to sleep

cursive seal
#

Thanks for your help. Im looking threw the errors now. I have others but those are all errors that existed before this issue and it built fine then

#

I notice now that every time I go into Play mode, the error duplicates an additional time each time I run play mode.

bold ibex
#

I had it but everything kinda exploded and now I have to restart, how would I put fog on a camera? coz I did it before but I wasn't sure how

#

its like depth of field

cursive seal
#

Window > Rendering > Lighting settings I believe

bold ibex
#

ah yesss thank you uvu

cursive seal
#

I feel like my brain is actually going to explode. I wish these errors would just point me to whatever it is theyre referring to

bold ibex
#

No matter what I do, I can't reachieve how I did this in unity before everything died while trying to transfer to another project

#

i used standard on the body but

#

now its way too shiny and i cant fix that

#

and i dont have any of the baked data. does anyone have any ideas on how to reachieve this ?

#

post processing and all? just the look of it?

near escarp
#

You should be able to copy over any post processing setup you made

bold ibex
#

It wasn't just post processing, everything to messed up when i tried moving over. but i just meant how to recreate this

near escarp
#

I would need to know how you created it in the first place taurishrug

bold ibex
#

Is it possible to take some kind of guess to how it feels from the look of things? at least the materials? coz its so much softer than what im doing now

#

coz i cant even remember exactly what i did and thats my issue

near escarp
#

You can export what you have in your scene as a unity package

#

take the whole scene

bold ibex
#

That one was broken

#

as soon as i tried

#

it broke when putting it into a new project

#

i dont have the old scene anymore coz something happened in between

near escarp
bold ibex
#

I was very afraid of this happening when I tried moving and i can't get it back to the way it was coz I don't have anything from the og anymore

#

not to mention removing shaders n such trying to figure out the uploading issue messed with things somehow too

near escarp
#

A good reminder to always use the latest SDK i guess

bold ibex
#

Well even then it shouldn't have messed up my scene

#

not like this

#

and im pretty sure that wasnt the issue either

#

Well I can't figure out why the shadow isn't showing up behind my model now on the floor and thats the one thing i liked about it

wintry shore
#

shadow type: no shadows?

bold ibex
#

oohh i see~ ok thats weird coz i had it turned on before. my brains all scattered from the mess up x.x

bold ibex
#

hmmm still having an issue where I instantly get booted out of the world ( at least in testing )

#

NO console errors either that would matter ( I believe as far as I was told from earlier )

#

I also tried to upload the world and still can't put a picture

outer terrace
#

I need help very badly, I am very familiar with world creation but suddenly a new world I made keeps kicking me right back to my home and my Unity gives me this error:

System.NullReferenceException: Object reference not set to an instance of an object.
  at DžDŽDŽDŽDžDžDžDžDŽDŽDŽDžDŽDžDžDžDŽDŽDžDžDŽDŽDžDžDžDžDžDŽDžDŽDžDŽDžDŽDžDžDŽDžDžDžDžDŽDŽDŽDŽDŽDž.DžDžDžDŽDžDžDžDžDžDžDŽDžDŽDŽDžDžDŽDžDŽDŽDŽDŽDžDŽDžDŽDžDžDŽDŽDžDŽDŽDžDžDŽDŽDŽDŽDžDŽDŽDžDžDŽDžDž (UnityEngine.Transform[] DžDžDžDŽDžDŽDŽDŽDŽDŽDžDŽDŽDŽDŽDŽDŽDŽDžDŽDžDžDŽDŽDžDŽDŽDžDŽDžDŽDžDŽDŽDžDžDŽDžDžDžDŽDžDžDžDžDžDŽ) [0x00000] in <00000000000000000000000000000000>:0 
  at DžDŽDŽDŽDžDžDžDžDŽDŽDŽDžDŽDžDžDžDŽDŽDžDžDŽDŽDžDžDžDžDžDŽDžDŽDžDŽDžDŽDžDžDŽDžDžDžDžDŽDŽDŽDŽDŽDž.DžDžDŽDžDŽDžDžDŽDžDŽDžDŽDŽDŽDŽDžDŽDŽDŽDŽDžDžDŽDŽDžDŽDŽDžDžDŽDŽDžDžDžDŽDžDžDžDŽDžDŽDžDŽDžDŽDŽDž () [0x00000] in <00000000000000000000000000000000>:0 
  at VRCFlowManagerVRC+DŽDžDŽDŽDžDŽDžDžDžDžDŽDŽDŽDžDžDžDŽDžDžDžDŽDŽDžDŽDŽDžDŽDŽDŽDžDžDŽDŽDŽDžDžDŽDžDžDžDŽDŽDžDŽDžDžDŽ.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 
  at DžDŽDŽDŽDžDžDžDžDŽDŽDŽDžDŽDžDžDžDŽDŽDžDžDŽDŽDžDžDžDžDžDŽDžDŽDžDŽDžDŽDžDžDŽDžDžDžDžDŽDŽDŽDŽDŽDž.DžDžDžDŽDžDžDžDžDžDžDŽDžDŽDŽDžDžDŽDžDŽDŽDŽDŽDžDŽDžDŽDžDžDŽDŽDžDŽDŽDžDžDŽDŽDŽDŽDžDŽDŽDžDžDŽDžDž (UnityEngine.Transform[] DžDžDžDŽDžDŽDŽDŽDŽDŽDžDŽDŽDŽDŽDŽDŽDŽDžDŽDžDžDŽDŽDžDŽDŽDžDŽDžDŽDžDŽDŽDžDžDŽDžDžDžDŽDžDžDžDžDžDŽ) [0x00000] in <00000000000000000000000000000000>:0 
  at DžDŽDŽDŽDžDžDžDžDŽDŽDŽDžDŽDžDžDžDŽDŽDžDžDŽDŽDžDžDžDžDžDŽDžDŽDžDŽDžDŽDžDžDŽDžDžDžDžDŽDŽDŽDŽDŽDž.DžDžDŽDžDŽDžDžDŽDžDŽDžDŽDŽDŽDŽDžDŽDŽDŽDŽDžDžDŽDŽDžDŽDŽDžDžDŽDŽDžDžDžDŽDžDžDžDŽDžDŽDžDŽDžDŽDŽDž () [0x00000] in <00000000000000000000000000000000>:0 
  at VRCFlowManagerVRC+DŽDžDŽDŽDžDŽDžDžDžDžDŽDŽDŽDžDžDžDŽDžDžDžDŽDŽDžDŽDŽDžDŽDŽDŽDžDžDŽDŽDŽDžDžDŽDžDžDžDŽDŽDžDŽDžDžDŽ.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 

I am having a pretty serious panic attack because my Labs world is getting reports now because people can;'t go to it
I can't take it down because I won't get my labs slot back

bold ibex
#

mm im back to here now this doesnt seem to work, the trigger shows up but it wont activate it

near escarp
#

Are you sure you're on the correct version of unity ? Are you using an editor tool ? The animator icon of your component is odd

bold ibex
#

Ah I fixed it, the parameter was wrong uvu

#

though I had one last question, is it possible to show post processing in the vrccam?

cursive seal
#

So, I got some sleep and Im here back at it. If anyone would be willing to help me out with my issue, I would be very appreciative

fluid tulip
#

Can get get channels updated x...x where do i even post support questions involving sdk3 worlds when it's not udon related

#

Have same question posted in user support, just no clue where it belongs 🤷‍♂️
Does anyone know how to limit range of worldspace ui ?

cursive seal
#

Im really worried that Im going to have to scrap my world and start over

late valve
#

Okay idk what's going on because this is the second time this happened, I am literally tried to publish my world and for like the 5th or 6th time it keeps getting an error when I try to publish so I reimported my stuff and now the vrcsdk control panel option is gone and everything and I only have Utilities option on it, I need someone's help bc idk why it keeps doing this.

random owl
#

I'm honestly not even sure what steps you exactly did to end up with two copies of vrcsdk in folders named like that

#

The errors you posted really tell you all you need to know if you read them

#

@fluid tulip don't think there's much way except to have invisible colliders blocking the raycasts from too far away

#

@cursive seal what is the actual problem you still have left

blazing crescent
#

its glitching out

devout parrot
#

I have my world imported and its not that big of a world itself, but as soon as i set up colision matrixes my unity gets incredibly laggy, and sometimes freezes. Pls help

#

build and test button also dosent work

astral turret
#

The lighting in my map goes through the walls and i have no idea why.

#

Can someone pls help?

arctic herald
#

any clues why frames drop ffrom 90 to 10 when i turn the mirror in my world on

desert python
#

@astral turret have you tried ticking “two sided” for shadows?

#

@astral turret if the mirror uses alot of antialaising, it may have to buffer a bit, you should be able to lower it in its vrc mirror reflections

astral turret
#

@desert python It doesn't work but I have tried that, Also there is no mirror.

desert python
#

i meant apples woops lol

astral turret
#

Apples?

desert python
#

@arctic herald if the mirror uses alot of antialaising, it may have to buffer a bit, you should be able to lower it in its vrc mirror reflections

#

yeh

#

@astral turret are you baking the lights?

astral turret
#

I think I have.

desert python
#

all of the walls and objects were set to static? and if so, what lightmap res are you using @astral turret

astral turret
#

I have to check again

#

So I can fix my issue if I set all the walls to static?

desert python
#

it might fix it, moght also be how youre baking the light as well

cursive seal
#

@random owl Thanks for all of your help the other day. Ive finally sorted out the issue and was able to upload my world. Im not exactly sure how I fixed it, but I guess I did somehow lol

blazing crescent
#

so i cant do anything any more with unity i cant make maps with unity any more there was an error with unity it crashed and i lost all my struff so im gnna have to re install unity

#

idk what happen but the only thing i know is it stopped working

orchid laurel
#

Does changing the Clipping Planes on the main camera in unity change the distance people can see when they are in my world?

tawdry surge
tawdry surge
#

VRChat Christmastown 1.0 is published! I'm not a high enough rank to make it public yet, but here's the invite link if you want to join >>> https://vrchat.com/i/darth-julypanic-1a3ad Please ping me if there's any issues with the world! (also i will be in the world to accept invites but i am currently not wanting to interact so i am hiding somewhere in the world rn and will not voice chat)

Welcome to Christmastownǃ Donw here at the North Pole‚ you'll find several reindeer avatars to choose froma s well as a cave home to hang out in․ Feel free to explore the map as you wish and fly arou…

random owl
#

@orchid laurel as long as you have the main camera set as your reference camera in the scene descriptor

crystal seal
bold ibex
#

i dont know what im doing wrong but i cant get box coilder to turn on lights help

livid current
#

I dont understand what I should do, there are 3 error codes

desert python
#

it is correct

livid current
#

@desert python it doesnt work when uploading, the error codes tells me to do something, but I dont understand what

desert python
#

the yellow are warnings

#

it shoukd work

livid current
#

uploaded, and the world doesnt work when joining, I think it is because of the avatarvalidation

desert python
#

is it world or avatar?

mighty spire
#

What is the upload limit

#

for worlds

random owl
#

@livid current the avatar validation warning is only telling you that the variable isn't used currently which is normal since you are using sdk2 and not sdk3

#

And as literally said warnings don't really cause problems

desert python
#

theres none, but quest world limits are 50 mb @mighty spire

mighty spire
#

@desert python when does it become unplayable?

desert python
#

uhhh

mighty spire
#

I have a RTX 2080

#

So Im just wondering

desert python
#

i mean, the biggest world file size ive gotten to is like 230 mb, so probably around 1872.8 mb? thats probably when my old gpuless pc would start loosing frames? but performances is based on how you optimize

#

and how much ram the world is asking for

mighty spire
#

Ahhhh

#

F

#

I'm making like a kinda realistic one

desert python
#

how big is it? uploaded into vrchat i mean

mighty spire
#

I'm not

#

sure

#

I'm asking first

#

then making it

#

I'm a smart boy...I wouldn't want to waste my time modeling only to find out

desert python
#

ok, well if it goes like 500+ mb, I think 🤔 it cant be published to the public

mighty spire
#

I can't upload it

#

That's fine it's only for me to enjoy

desert python
#

theres no real limit, its just if you want it to be public or for quest, you have to start shrinking

mighty spire
#

I see

desert python
#

yea im also making a world for my self right now that is like 230 mb with it only being 10% complete

quasi owl
#

does anyone know where i can get help making a car in unity for vrchat?
like maybe a discord or sum

umbral needle
#

@quasi owl Jetdog's Prefabs has a car example prefab, I haven't explored it myself though so I can't say how good it is to learn how to make them!

quasi owl
#

it doesnt work i tried it

umbral needle
#

Aaaah dang, not sure then, sorry ><

quasi owl
#

all good

near escarp
#

@quasi owl There's the Not Bad Car prefabs in database pinned in channel

quasi owl
#

tired that too

#

doesnt work

near escarp
#

you're doing something incorrectly then, they've been working for everyone else so far

blazing crescent
#

fuck is

#

this

#

im just trying to build a map

#

.

#

.

wise plaza
#

You need to put a scene descriptor on it

blazing crescent
#

can u tell me ho

#

how

#

to do this

#

with a picture

wise plaza
#

You have the vrc sdk imported right?

blazing crescent
#

yes

wise plaza
#

okay so you see the search bar at the bottom in your asset tab

blazing crescent
#

if ur telling me to put vrc worlds in the thingy i did and it keeps getting deleted

#

idk why

wise plaza
#

no in the search type in descriptor and you should find a scene descriptor

blazing crescent
#

were do i put this

#

descripter

wise plaza
#

just drag it into the scene

blazing crescent
#

i cant

#

i tryed

#

it wont let me

wise plaza
#

like on the world itself?

#

In the scene tab and not your hierarchy?

blazing crescent
#

its not letting me do anything with it

#

i cant even take a picture

#

this?

wise plaza
#

by the looks of it its the one all the way on the right

#

with the c#

blazing crescent
#

i cant do anything with it

lethal moss
#

are you sure your seen descriptor is deleted

#

im almost certain my wndow says the same thing, right before you go to the game window to add information about the level

blazing crescent
#

i cant even

#

do anything

#

idk shit

wise plaza
#

in the scene tab can you see your world?

blazing crescent
#

yes

lethal moss
#

you gotta take a screen shot of the whole window once it gets to that point where the window pops up and you think its stuck

blazing crescent
#

ok

#

here it is

wise plaza
#

have you tried dragging the scene descriptor on the house itself?

blazing crescent
#

i tryed everything

#

i borke my keyboard my other one i had

#

because i was pissed off

lethal moss
#

can you show me the vrc worldobject, what it shows when u click on it

blazing crescent
#

yeqah

#

here it is

lethal moss
#

try deleting hat vrc world object and adding a fresh oen to your scene

#

the try to build it

blazing crescent
#

?????????

#

ok

lethal moss
#

ya if it stops anywhere you can send a screenshot and I'd like to see wheres its stopped or if there errors

#

might be able to help, or others here

blazing crescent
#

delete what???

#

were ?

lethal moss
#

VRCWorld

#

that object in your scene

blazing crescent
#

???/

lethal moss
#

uhh

#

not the prefab

#

oof

blazing crescent
#

well ill just reinstall unity and delet all my projects then

wise plaza
#

doont do that

lethal moss
#

not needed

blazing crescent
#

...

#

so what now

lethal moss
#

well you wil need to import te vrchat SDK again

#

because i think u deleted the vrcworld asset

blazing crescent
#

ok

#

i did tht

#

now

#

?

lethal moss
#

you reimported the sdk?

blazing crescent
#

right i did tht

#

and now

#

put the

#

?

lethal moss
#

put the vrcworld prefab into your scene

blazing crescent
#

this thing dosent work

#

anymore

lethal moss
#

ya you might have to delete the whole VRCSDK folder before importing it in again.

blazing crescent
#

im sorry man but im not gnna get mad anymore im gnna re install fucking unity

#

thts it

lethal moss
#

your unity isnt the issue. It would work just as well to start a new project

#

you have thr correct version

blazing crescent
#

well im sorry to make you feel like ur dum or what ever but i removed it so ill just reinstall it

#

work on a world

lethal moss
#

I dont feel like that at all lol

blazing crescent
#

im pissed off

#

tbh

#

but

lethal moss
#

understandable

blazing crescent
#

but i do need help tho i tryed the videos so

lethal moss
#

it onyl takes one small thing wrong for it not to work right

blazing crescent
#

ok how about this

#

you take me thu the proses

lethal moss
#

when you have a new project, just import the vrchat sdk ad make sure your scene has a VRcWorld object inside. Dont worry about that window that came up saying "A VRC_SceneDsecritper or VRC Avatardescriptor is required"

#

it always says that

#

all u need to upload a world is that vrcworld, and it will work

blazing crescent
#

can u send a video

#

so my autistic brain can understand

#

ok new scene

lethal moss
#

just add vrcSDK

#

to your assets

#

and add your vrcWorld prefab to your scene

blazing crescent
#

so were do i download from

#

sdk2 or 3

#

from the websight right?

#

well srry to say to you lovely ppl but i got hacked offline

#

so fuck vr

#

i guess

lethal moss
#

oh nooo 😦

#

it was sdk2, ya from the website

livid current
#

"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.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions"

#

I dont understand whats wrong

near escarp
#

is that preventing you from uploading ?

livid current
#

@near escarp it doesnt prevent me from uploading, however, when uploaded, it prevents me from joining the world, When I try joining it, I get kicked out immediatly, not even finished loading, just instantly joins back to the world I was in before

#

I can join it no problem when build and test, but when uploading, thats where the problem starts

near escarp
#

Make sure your vrcworld is properly setup with at least one spawn location, if that's correct then I'd suggest updating the SDK by following the steps in our documentation

livid current
#

I fixed it, it was a renderpipeline problem 🙂

#

BTW the bloom effect I can see in unity when I am creating, but it doesnt take effect when I upload the world, also not in Build & Test I cannot see the blooming effect in VR, no glowing, is there something I need to enable for VR to be able to see it in VR?

near escarp
#

@livid current Make sure the reference camera is set in the vrcworld prefab

tawdry talon
#

clicking build and test seems to do nothing? I know im on SDK3 but udon chat seems more alligned to udon coding right now im just trying to upload a test world

near escarp
#

check for console errors

tawdry talon
#

I dont have any errors

#

which is also why its puzzling to me

#

I have like yellow alerts but no errors

near escarp
#

how many yellow ones ?

tawdry talon
#

10

#

they seem to be related to shaders

#

but they dont really seem to be critical errors

#

in fact when I hit clear the console and try again i get no errors

#

my last project randomly had this same problem

#

i made a new one and reinstalled the latest SDK

#

my game is routed correctly

#

im unsure of whats happening :/

near escarp
#

What about log messages generated when you click build and test ?

tawdry talon
#

log?

near escarp
#

the white ones

tawdry talon
#

im not super new to unity nor am i very advanced

#

yeah nothing

near escarp
tawdry talon
#

whats weird is that if i hit in settings

#

like extra buttons on build page

#

i get the last build button

#

if i click that it will run but gives me a seemingly older save of the project..?

#

idk

near escarp
#

How up to date is your SDK ?

tawdry talon
#

the latest one

random owl
#

Definitely sounds like something is stopping unity from building

#

Can you show some pictures of your unity

tawdry talon
#

for sure but idk what

#

nothing crazy

#

just a avatar for scale ref and some random objects

random owl
#

Click to the console tab and show a full picture again

near escarp
#

there's a world descriptor on something i assume ?

tawdry talon
#

yep there is

near escarp
#

You tried with the normal vrcworld prefab ?

tawdry talon
#

yeah VRC SDK3

#

wait

#

sorry misread that

#

well i will say that when i use the last build button

#

it will spawn me in like normal so it seems like my vrc scene descriptor works (worked?) fine

random owl
#

Nothing in the scene descriptor should be able to stop building from happening 🤔

tawdry talon
#

i just cant build and test what i have now

random owl
#

Can you import this and go to VRWorld Toolkit > World Debugger and show a picture of that

tawdry talon
#

will do

#

this works with SDK3 right?

random owl
#

Yeah works with both

tawdry talon
#

oop

random owl
#

oop?

#

Well that's three issues at least

tawdry talon
#

yeah

near escarp
#

future proof publishing is not default right ?

tawdry talon
#

ok auto fixing all those

random owl
#

@near escarp think it still is

tawdry talon
#

man this tool should just be in the sdk by default

random owl
#

Last time I looked the code was like if future proof publish setting is not found as set in unity settings it's always on

tawdry talon
#

seems to be booting now finally

random owl
#

😄

tawdry talon
#

wow that easy

near escarp
#

yeah 1 can you apply for an unity engineer position pls

tawdry talon
#

now only thing is i can't jump

near escarp
#

that needs to be built in udon

random owl
tawdry talon
#

yep

#

thank yall !!

random owl
#

@near escarp if there was one open I would try to apply but I still got a lot to learn 😅

tawdry talon
#

a little off topic

#

but what shaders do you guys like to use for worlds

random owl
#

Standard

near escarp
#

standard is the most reliable

#

i use noenoe for toon since it supports lightmapping too

tawdry talon
#

nice

#

thank you guys again !

silent adder
#

I want to make a UI slider for the updates of my world. Should I use a vertical Slider? And how could I make it move the text itself up and down?

#

(I am using TextMeshPro right now, which will be changed for UI)

tawdry talon
#

Question, best way to make a wall with a window?

woeful tide
#

When trying to bake my world whether it is Lighting or Reflection Probes it crashes and I don't know why it is crashing my unity

#

Yet I can upload it without problem

silent adder
woeful tide
#

@silent adder Thank you, That work

hard crane
#

Is there an existing UV problem when publishing worlds?
Same UV, Unity vs. In-Game, I've "Fixed" this 10+ times and it still refuses.

near escarp
#

they're the same

#

except the top one is not lit as much

hard crane
#

The lines aren't straight like they are in Unity. Lighting of the Game Object does nothing to accommodate nor fix the issue.

#

Speaking of the black grout lines on the bricks.

near escarp
#

with a different angle it's kinda weird to see

#

but no, UVs don't change like that

hard crane
#

Okay..

#

The bottom appears to slant upwards from left to right, and the top is completely straight.
My entire issue, that in Blender & Unity both UV's are compliant and look how they should, then by revising the world build through Build & Test, or completely uploading it results in this oddity that is on 3-4 wall joints.

random owl
#

On my monitor that picture is almost completely black so it's hard for me to see the issue

#

But static batching can cause uvs to shift slightly

hard crane
#

Really..?

#

I'll re-bake and Build & Test to see.. if that's the case I don't want to contemplate why it does that.

random owl
#

I mean I would just ignore the issue if it's that

steel badger
#

I've got a pickup item, is there any way to whitelist/blacklist what it collides with?

random owl
#

It's easier to be bothered by these issues when you are making the world vs people visiting it

hard crane
#

Very true.. I just want it to be as clean as possible.

random owl
steel badger
#

Thanks

hard crane
#

Okay, disabling Static batching fixed that issue but prompted another giant issue that a realtime light is now massively well shining.

hard crane
#

Fixed this issue too, with disabling the light re-baking the scene and enabling it again. Unity. Weird.

vapid badge
#

How can I get an object to follow the player camera?

#

So where the player looks, the object follows their view

near escarp
#

In SDK2 that sounds painful to attempt

#

udon would be trivial ?

wispy cloud
#

yeah Udon makes that pretty easy to accomplish

obsidian crystal
#

my friend try to upload a world with the SDK2 but when she get to the point where she have to put a name for the world, she not able to interact with the text place for some reason?

rain shadow
#

Could try disable everything in the scene when on that screen as something could be interfering with it

bold ibex
#

Do any of you know exactly what the dimensions of a portal are?

devout parrot
#

so i have some front face/back face culling issues on my world. I tried using a shader with culling options (Poiyomi toon) and just didnt like the look of it in my world. I want to keep the look of the unity standard shader. Is there a unity standard like shader that has culling options??

near escarp
#

rero standard might work for you

devout parrot
#

@near escarp would you mind sending me a link to it if possible

near escarp
devout parrot
#

thank you!

steel badger
#

I have an object with a box collider that is being moved and resized throughout an animation, I want it to kill the player upon being hit by it. Should I use OnAvatarHit, or OnEnterTrigger (or if neither of those, what should i use)?

near escarp
#

@steel badger OnAvatarHit might be best

#

@bold ibex Use the correct unity version and it'll work

steel badger
#

Thanks @near escarp

candid wigeon
#

I cant find any tutorials or documentation on the JukeBox component?? Does anyone have a guide on how to make it work :<

edgy wolf
#

ehh most of the problems i have aside does anyone know a way to have exclusion in the mesh collider ? like a whole wall with collider and a hole in it for a door also i might not be around soon so if you could pm me the solution please and thank you

random owl
#

Mesh collider is based on the mesh you have set in it

#

If you need a hole in it you need to set a mesh with a hole for it

jovial storm
#

how do i fix the effect on worlds where it looks ok in the left eye but not the right

desert python
#

in the camera doing the effects, you should be able to set to display on both eyes

random owl
#

@jovial storm since you seem to be building for quest, did you use the button in the sdk to swap between android and pc? Using that button is known to cause that problem you should use unitys built in dialogue for swapping the build platform to avoid it.

west salmon
#

I'm trying to work out how to make a vehicle, but all the guides I can find are outdated. Could somebody point me in the right direction

edgy wolf
#

Not sure tbh but I think its an avatar with a car model

random owl
#

The prefabs database in pins has a vehicle prefab listed

west salmon
#

Thank you!

short gulch
#

This one isnt on the prefab database and I personally think its better than the ones on there. You can switch between normal and sport mode, add a music track for a radio that you can toggle, I recommend removing the mirrors though.

spiral dawn
#

Very new to VRChat looking for someone to build a world for me

desert python
#

@spiral dawn do you need help building one?

spiral dawn
#

Yes, I have no idea where and how to start, I would rather just pay someone to do it

desert python
#

ohhh, then you should go to VRC traders, theres a lot of people you can comission there

spiral dawn
#

Thanks!

#

Is that located in this discord?

desert python
spiral dawn
#

Thanks again!

desert python
#

np

short gulch
#

Just to give an idea of what they're like :3

west salmon
#

Thank you so much

bold ibex
#

Upon opening a Unity 2018.4.20f1 project with the most recent SDK2,these warnings pop up.

#

Thought it was nothing to worry about but upon trying to test the world it crashes,giving me another warning that i've never seen before.

#

Any idea on what's wrong with the files?Everything worked fine before that and the only things that i remember doing were changing the resolution of a few textures and making animations for multiple pieces of scenary through a single game object.

lethal moss
#

I dont think a warning like that will stop you testing your world. Are there no critical errors that happen

near escarp
#
manic raft
#

How do I fix the virtual keyboard typing double characters when in seated mode in desktop.

bold ibex
#

does anyone know how to make a video player because ive been trying for hours so far today and still no success?

#

it does have a pre made player but that isnt the one imma be using

#

thats why i need help

desert python
#

@bold ibex do you already have a prefab for the one you like or need one that works?

bold ibex
#

i need one that works?

#

@desert python

desert python
#

@bold ibex sdk2 or 3?

bold ibex
#

sdk 2 @desert python

desert python
#

@bold ibex i might have a unitypackage that works for sdk2 but ill have to send it tomorrow, it has a vol scroller and time scroller if thos are the aspects youre wanting

bold ibex
#

yes just the volume and video input search

#

@desert python thank you

#

anyone knows why i cannot fetch records? on the vrccsdk

desert python
#

whichs sdk?

bold ibex
#

then at the bottom of my unity screen, it says error fetching your uploaded avatars? so maybe i cant fetch anything?

#

2

#

I am trying to copy the blueprint id of a world i made awhile back but it doesnt let me fetch any records

desert python
#

oh, in sdk3, you usually dont fetch, ao im not sure what sdk2 does to fetch stuff, sorry

bold ibex
desert python
#

ohh, did you update your sdk?

bold ibex
#

yes

desert python
#

use the older one

bold ibex
desert python
#

theres a glitch currently

#

or an “error set” that makes the sdk require you to use a new onternet connection each time your refresh the list

bold ibex
#

waiit i think i got it

#

Yep it works, thanks for trying tho ❤️

desert python
#

good job 👌🏻

#

lol

#

well, maybe that error set is gone right now

odd stratus
#

hey i have a problem, i cannot build and test my world.. every time i try to build and test it goes directly into my home world in vrchat... not the world that i wanna test.. can u guys help me?

random owl
blazing crescent
#

i got it working

#

finnally

#

i just need a skybox to go with the map

#

i dnt have one yet

#

i dont know how to do tht

blazing crescent
#

man i dnt get it

latent bobcat
#

any 1 knows how to fix this error ?

blazing crescent
#

dude im done with unity

#

fuck it

random owl
#

@latent bobcat I would suggest closing unity going into your project folder then deleting the Library > PackageCache folder

latent bobcat
#

Yes i did that and it fixed now . i didn't delete the entire folder only the errors, if i delete evreything will that effect my project ?

random owl
#

@latent bobcat anything in the Library folder inside your project is safe to delete and will be rebuild next time you open Unity

edgy wolf
desert python
#

id ask in animation sdk2

edgy wolf
#

The animations work but the texture isn't moving:c

random owl
#

@edgy wolf you most likely have the door set as batching static

#

Those can't move around

edgy wolf
#

it works !!! ❤️

tawdry surge
#

How do I fix the virtual keyboard typing double characters when in seated mode in desktop.
@manic raft if anyone knows a fix please ping me i would like to know too i have the same issue

fossil dock
#

any idea how to make an item spin on interaction with sdk 2

frosty matrix
#

no clue if this is the right place to ask, but I've seen these buttons around in a few different world, and can't seem to find them online. If anyone knows where i can find them, that would be greatly appreciated

random owl
#

VRChat向けにデザインしたスイッチの3Dモデルと、簡易的な機能を内蔵したPrefab集です。 1マテリアルでまとまっているので軽量です。 ・Mirrorスイッチ ・AvatarDirectionalLightスイッチ(5段階) ・PostEffectスイッチ(5段階) ・照明スイッチ ・ビデオプレーヤー用スイッチ ・ベッド用スイッチ ・椅子用スイッチ ・汎用オブジェクトスイッチ ・ボイスチェックスイッチ ---------------------- ver1.2 アップデート ・ボイスチェック機能のついたスイッチが追加されました!

frosty matrix
#

thank you so much!

sacred warren
#

Does anyone know of a spritesheet shader that allows for emission?

trim musk
#

so installing the SDK didn't give me the layers, like Environment

random owl
#

Did you set them up from the sdk?

trim musk
#

they would always just appear

#

i never had to

random owl
#

The sdk has never set them up automatically you always had to go into the the sdk tab and press setup layers 🤔

trim musk
#

what? no?

random owl
#

Yes? You sure you just didn't press it without thinking about it?

trim musk
#

i dont even see a setup layers button

random owl
#

Show me what you see?

trim musk
#

WAIT...

#

okay honest to god i never had to press those 2 buttons

#

i've been doing this for 3 years, i never EVER seen that big red exclamation mark triangle

random owl
#

I feel like you might have always just pressed trough them without thinking about it?

#

Since you don't usually setup new projects that often

trim musk
#

never

random owl
#

Like I can import an old sdk and show you if you want

trim musk
#

i would've remembered the 2 buttons and then having to press "Do It"

#

it's fixed now, anyways. thanks for the help

random owl
trim musk
#

it always did it for me, i'd install my sdk and change layers for a gameobject. they're just there after the install

#

thats why i was so confused

random owl
#

I just checked how it works 2 years ago 😅

#

It's always been behind the button press

trim musk
#

okay, but im telling you i never setup the layers with a button

#

so maybe it's an sdk fault

random owl
#

Have you been using a modified sdk that was doing it automatically?

trim musk
#

no

random owl
#

Well it's always been manual setup 🤷

sacred warren
#

Am I being dense? I see Worlds-SDK2 but no "Worlds-SDK3" or just "Worlds". Am I being blind?

slow orbit
#

All SDK3 (udon) stuff is in the Udon category, after general and before Avatars 3.0

sacred warren
#

Hmmm, but what if it's a question about an SDK3 world, but not Udon specific?

near escarp
#

What kind of questions would you have that are general but not about Udon or wouldn't fit better into the other channels ?

bold ibex
#

Anyone knows how to make a working bar tap? Like I press it and when i put a cup underneath it, It will fill. Do I have to use a bool for that?

tight dirge
#

Is anyone having issues with uploading worlds in SDK2? They are brand new but I can't upload to my account or my friends(tested it to see if it was just an issue with my account). Please @ me otherwise I won't see replies

near escarp
#

With a material, and a reflection probe

elfin latch
#

ah, thank you! I wasn't sure if I had to do anything else besides the reflection probe

manic raft
#

How do I fix the virtual keyboard typing double characters when in seated mode in desktop.

steel badger
#

Is there a way to make a box collider collide with "Pickup" layers but not with the player?

jolly mango
#

hmm, what is a way to lock an object's rotation definitively.
I'm using IsTrigger on my boxcollider as to not allow rotation by collision
And im locking rotation on the rigidbody
I want a cube to stay upright no matter what the player does

near escarp
#

Rotation constraint on an empty ?

jolly mango
#

ah that seems to have worked, thank you

jolly mango
#

alright upon further testing, it didn't work. I'm still able to rotate it in game

near escarp
#

If the player has the main object held, then that wouldn't work

#

they'd need to grab an invisible object, and the other object you want to not rotate might need a location and rotation constraint ?

jolly mango
#

I'll try that and get back to you in a bit

#

It still appears to be rotating

near escarp
#

How did you set it up ?

jolly mango
#

I put a cube with all the vrc_pickup script stuff
and gave it a child of a cube with a rotation constraint on a non-parented empty

elfin latch
#

anyone have good dust particles they can share?

woven condor
#

should i be using gpu instancing when building my maps - i never have

random owl
#

GPU Instancing only works when you have repeating identical meshes that aren't static batched

#

But if that's the case in most cases yes you should

woven condor
#

ahh ok that would be a no then - thank you

#

@elfin latch what type of dust - floating small particles in the air ? or surface dust - i try sending you yt tut link via DM but cannot

elfin latch
#

small floating dust particles! @woven condor

sacred warren
#

So Unity crashed when VRC was building it and now the VRC SDK options have disappeared except for the "Clear Prefs" one (typically what happens when a script error occurs) but there are no console errors either (of any type). Adding the SDK back in makes no difference as the importer implies everything already there and fine. Any ideas?

random owl
#

Could try the old restart unity trick

#

And can you show a picture of the full unity window with console visible so I can double check stuff for you?

sacred warren
#

Restarting Unity was the first thing I tried as I know reinitialising the whole thing can sometimes fix it. Let me do another clean restart and get the console from that.

#

@random owl Nothing in the console at all, which is suspicious in itself.

random owl
#

Yeah these are always fun

jolly mango
#

When that happens I normally just delete the VRCSDK file and reimport it
works for me

random owl
#

You did try importing the latest version of sdk2 right?

jolly mango
#

i normally just copy and paste in the vrcsdk folder from a backup project

random owl
#

That was to enverex

jolly mango
#

oh lol :P

random owl
#

And just copying it from a different project wouldn't be what I usually suggest you to do

jolly mango
#

what works works 🤷🏻‍♂️
also I'll put that my question still pends above as for it not to get too lost

random owl
#

Mainly just because it adds more things that can go wrong and they did say that they reimported the sdk already

jolly mango
#

well they said they reimported without removing any files. If you wanted to reimport fully
You'd delete vrcsdk file and the .meta
then reimport

random owl
#

Yeah that's true but in that case there would be plenty errors in the console

jolly mango
#

I've had the exact same issue before, crash during playerbuild/failed to upload half way through the upload
With similar results and fixed it through my method without any issues afterwards

random owl
#

Yeah I'm not really trying to say it didn't fix your problem

#

If the control panel button is missing it just generally means scripts aren't compiling and with unity there's thousand and one ways to make that happen

#

Most of those not related to the sdk itself

#

But also most of them would throw an error to the console

#

Console is always the best starting point to debug since when the issue is caused by some other asset than the vrcsdk it saves a reimport when you just fix that specific issue

sacred warren
#

Deleting the SDK and reimporting it fixed it, but yeah. Weird that it breaks like that with Unity seemingly completely oblivious to the fact it's dead.

random owl
#

Unity can be unity

sacred warren
#

I've had to remove and reinstall the SDK before when things broke, but it was never in this weird "silent" state.

random owl
#

I've seen it happen before but it's pretty rare for it to be completely silent

jolly mango
#

This problem is actually easily reproducible, just build any world and close out of unity/cancel any time during the build/shader bar and you'll get the exact same result

I wonder what the actual cause is

random owl
#

That's just the sdk 😂

#

Dw about it

#

They have the class defining the menu item twice in the sdk code for a while now

#

Which always makes it throw that warning

jolly mango
#

yeah but aside from that using those steps you can create the exact same issue without fail

random owl
#

Yeah since it's just a fault in the sdk

#

But it doesn't really do anything except throw the warning

jolly mango
#

meanwhile i still struggle to get my cube to stay upright vrcSad

random owl
#

Or wait did I misunderstand you above message? You mean that the control panel always disappears after force closing unity?

jolly mango
#

after force closing unity during it's initial build process yes

#

I've also had that happen occasionally during a "failed to upload" error thrown out like 3/4th of the way through the upload

random owl
#

Hmm then that sounds like it silently stops unity from building scripts and the reimport refreshes things to force the recompile

#

I've definitely had to do my fair share of force closing unity during those steps but haven't run into that issue

#

Is it a recent issue?

jolly mango
#

might be? version 2020.05.06.12.14
is the version im able to consistently create the result

random owl
#

Then it sounds like an old issue since that sdk is around 6 months old 😄

jolly mango
#

lol

random owl
#

Next time it happens you might get away with just right click reimport on the vrcsdk folder though

jolly mango
#

Can confirm it does indeed work.
Now im having another strange issue where the sdk is uploading a scene that is not active :P

random owl
#

That is another rare issue

#

And to fix it you gotta go out of unity

#

You know which the inactive scene is?

jolly mango
#

just restarted unity and it's still happening,
oddly joining into the world brings me into the unloaded scene then instantly boots me out into home world, and yeah i do know

random owl
#

Find the .meta file in the project folder for that scene

#

You need to edit it with a text editor to remove a line from it

jolly mango
#

which line?

random owl
#

Line six in this example

jolly mango
#

got it ill test it out

#

Don't think it worked, uploading it begins building the other scene and compiling shader variants of that scene

random owl
#

If you didn't close out of unity while editing the meta file it might have not registered

jolly mango
random owl
#

So you closed unity removed the line and restarted?

jolly mango
#

correct, i removed the line from both the scenes now and ill test it again

#

that seemes to have worked

random owl
#

I've only seen this issue happen once before so results may vary

#

Took me a week to find that line in the meta file

elfin latch
#

is there any way to move grass distance higher than 250?

random owl
#

It should be in the terrain settings

#

Though I don't recommend raising it too far

elfin latch
#

the grass is rendering at that distance but it's weirdly faded; is there a way to fix that?

random owl
#

Hmm not sure of the top of my head since I avoid unity terrain usage

#

Might be just the way the shader handles it

mental verge
#

is there any way i could make a large eye that looks at the player in sdk2?

random owl
#

That could be done by just using a shader

tidal marsh
#

Mirrors from my pre-SDK2 world are broken; they have serious rendering issues (even low quality mirrors are doing the same thing).
Recreating the mirror by hand doesn't fix the problem.

#

Anyone else maybe possibly having this issue?

random owl
#

What is the issue?

#

And a picture would be helpful for me to know what's going wrong

tidal marsh
#

Hopefully that helps.

random owl
#

In unity

#

With the inspector visible and the object selected

#

As little cropping as possible so I can see the whole unity window properly

random owl
#

Did you use the prefab in the sdk to make those mirrors or from scratch?

#

Not seeing any of the usual problem causers at least in those pictures

tidal marsh
#

It was from scratch. I placed MirrorReflection in Mesh Render, and added the VRC_Mirror Reflection script (exactly as it was done before, essentially recreating the mirror without copying any components over).

#

I do not know how long it's been since it "was working before", but I made no changes to the mirrors before.
All I had to do was reinstall the SDK.

random owl
#

Just to make sure is that quad a default unity quad?

tidal marsh
#

That is correct.

random owl
#

Do you have a reference camera setup?

tidal marsh
#

If you're talking about the Main Camera of the world, that would be a Yes.

random owl
#

That only acts as a reference camera if you set it in the VRCWorlds scene descriptor

tidal marsh
#

That has been set, yes.

random owl
#

Can you show me your camera settings?

tidal marsh
#

The clipping plane is specifically set for the Day/Night switch.

random owl
#

Yeah that should be alright as well

#

Main thing here was that setting crazy values for far clip can cause that kind of rendering problem in mirrors

tidal marsh
#

That has to be set like that, as I said for the Day/Night switch. But that never caused an issue with the mirrors before.

#

A friend who helped me set that up uses the same thing, and his world is based on mirrors.
His world is fine.

random owl
#

Well that's all the main things that could go wrong checked now

tidal marsh
#

Do you think this could be VRChat itself?

random owl
#

It always could be but I haven't seen it happen quite like this before

tidal marsh
#

What do you think it could be then?

random owl
#

I might just try dropping the default prefab mirror from vrcsdk in the middle and seeing how that looks in build & test

tidal marsh
#

Build & Test sadly isn't an option for me, as it will force VR to initialize.

#

And I've been testing in desktop.

random owl
#

If you set the client path in settings to point directly to the VRChat.exe the non-vr checkbox will work

tidal marsh
#

In Unity?

random owl
#

If the path doesn't have the full path and is the shortened version non vr testing will not work for build & test

#

So basically it should look like in my screenshot

tidal marsh
#

Got it.

#

See if this works.

#

....Aaaand VR is enabling.

#

That doesn't work for me. I put in the exact path.

random owl
#

Is your sdk up to date? 🤔

tidal marsh
#

"pre-SDK2"

#

I said earlier.

random owl
#

But you haven't updated to latest version of the sdk?

tidal marsh
#

This world cannot handle the latest version.

random owl
#

What do you mean?

tidal marsh
#

It was made when Unity 2017 was out.

#

It's old.

random owl
#

Yeah? My worlds made in unity 5.6 are on unity 2018 and running the latest sdk2.

tidal marsh
#

So wait.. it could possibly support SDK2?

random owl
#

Yeah I mean you are just basically on old version of sdk2

tidal marsh
#

I'm using the version just before the SDK2 update was released.

random owl
#

What unity version are you on?

tidal marsh
#

2018.4.20f1

#

Typos.

random owl
#

Yeah I would just update your sdk to avoid possibly unnecessary debugging

tidal marsh
#

Hmm. I'll consider it. Because I feel this world is held together by duct tape at this point.

random owl
#

Make a backup first if you are worried

#

Main thing is this if it's an older world

tidal marsh
#

Thank you for that info.

tidal marsh
#

Same thing, even with the latest version of SDK2 (also I'm a huge fan of the 'Force Non-VR' checkbox).

#

This is the Prefab of VRCMirror.

#

So we know for a fact it's not the SDK causing it. And yes I did a clean install.

#

...Something in the world, then. Maybe. I dunno. I've never had this issue before, and I've made no major changes to the world.

random owl
#

Hard to say honestly I would need to have a proper first hand look over at your project and see whether it happens on my end

tidal marsh
#

I do have a question though; does the reference camera have to face the same direction as the spawn point?
I'm thinking it might be the camera, that if I spin it around 180* it might fix the issue. But I wanna know first hand.

random owl
#

Position of the reference camera doesn't matter

#

It's just used to copy the values over to the player camera

#

Hence reference camera

tidal marsh
#

Hmm. Alright.

random owl
#

Though actually do you have the clear flag set to Don't clear on purpose on your camera?

#

And not Skybox

#

@tidal marsh oh yeah actually that could be it

#

Try setting your clear flag to Skybox

tidal marsh
#

Ok.

#

I'll try that.

#

That.. worked.

#

Nice!

random owl
#

Good, I didn't realize to look at that setting earlier

tidal marsh
#

Hmm. I'm not 100% sure if my friend said to set it to Don't Clear or I did it myself, but I'm very glad that was it.

storm sedge
#

I am trying to test my world on desktop and it keeps opening in vr even though I have Force non-VR on. Any idea how to fix that?

bold ibex
#

I made a world 3 months ago and I'm still in community labs so I'm wondering what is wrong

tidal marsh
#

I'm getting messages of "Trigger of 'ItemNameHere' was not initialized in time!" when uploading my world (all warnings).

woven condor
#

anyone know how to get the animation preview window back - reset layout to default - reinstall - nothing works - all installs effected - there must be a common file or reg key i need to remove or change - so annoying

near escarp
#

@tidal marsh they don't cause any issue

#

animation preview is on the animation file

tidal marsh
#

Thanks for clearing that up.

woven condor
#

reinstalling very animation fixed the missing preview window - thanks @near escarp sort of helped track it down

random owl
#

@storm sedge the client path in the sdk needs to be pointed directly to the VRChat.exe for the button to work like in this picture

bold ibex
#

Could anyone give me a hand as to why my UI button only works if I'm super far away?

elfin latch
#

how do i set up fading audio

near escarp
#

@bold ibex How far away ? There's most likely a limit

#

@elfin latch wdym by fading audio ?

bold ibex
#

I had a collider box in the way lmfao

elfin latch
#

like, I have a video player set up and I'm trying to figure out how to make it so that when you walk away, it fades like normal audio would instead of playing globally @near escarp

near escarp
#

What does your current audio curve look like ?

#

Only adjustment to the default would be to take the very end point and drop it down to 0

elfin latch
#

Current audio curve settings

near escarp
#

500 is a bit far

elfin latch
#

what's a good setting?

#

I keep going too high or too low

near escarp
#

Well, depends on what the size of your world is

normal harness
#

Hi ^^
I have a lil' problem with my world, I made a trigger and I animated it, but when the animation was add, the trigger seems missing in Vrchat, but not in unity, I'm pretty sure i've made something wrong, but what ? ^^'

past wave
#

was updating one of my worlds to unity 2018 today and everything was going fine, fixed up some bugs. and then i got to the end when i realized that my builder menu is completely blank... never had this issue before. nothing else is broken

random owl
#

@normal harness missing how? What happens if you just enter playmode in unity?

#

@past wave does that also happen in an empty scene?

past wave
#

if i make an empty scene it tells me i need a world descriptor, and then if i place in the vrcworld object the error goes away but returns to being blank

random owl
#

Well then we know it's not your scene causing it, did you update your sdk according to the correct steps?
https://docs.vrchat.com/docs/updating-the-sdk#sdk2

past wave
#

yep

#

exactly as it told me to, absolutely everything else is fine. no broken scripts or weird anomalies i can tell. just this menu is broken.

random owl
#

Anything particular in your console?

past wave
random owl
#

It's been a while since I debugged this problem last so I would need to read trough the sdk code again to check which situation causes this

#

But sadly I'm not on my computer atm

#

Do the other tabs show up correctly?

past wave
#

yep

random owl
past wave
random owl
#

Oh 🤔

#

Sounds like the same problem the sdk is having

#

Just a sec I'll check my own code

#

Huh this is actually interesting

past wave
#

hm?

random owl
#

So the problem seems to be when the sdk tries to check whether the collision layer matrix is setup yet

#

Do you know where to find that?

past wave
#

isnt that one of the first things it tells you to press before you can even publish the world?

#

that would have been done quite awhile ago

random owl
#

The sdk always checks for if it's already done while doing the other checks

#

If you go to your project settings you should find the collision layer settings there

#

Can you show a picture?

past wave
random owl
#

Yeah

#

Have you set any of your own settings there?

past wave
#

i doubt i ever would have

#

i dont even know what it does

random owl
#

Also check your console select the error thrown and screenshot me the full stack trace from the additional info it gives you when you select something

past wave
random owl
#

There should be a reset button for the collision matrix

#

I wonder if that would fix this issue

past wave
#

i cant find any

#

and looking it up i cant find it either

random owl
#

Hmm

#

This is harder when I don't have access to unity first hand right now

past wave
#

is there a default i can refer to? do i just turn them all off / on?

random owl
#

I'll dm you

viral jay
#

Whenever I press upload nothing happens, does anyone know what's causing this?

random owl
#

Could you define nothing? As in you are able to press the button but nothing shows up in the console or elsewhere?

viral jay
#

25 errors, no clue what any of them mean

random owl
#

Screenshots please

viral jay
random owl
#

I'm gonna assume you have the error pause button enabled at the top of the console

viral jay
#

i do not

random owl
#

Can you show me just to make sure?

viral jay
#

the error number has gone up

#

slightly

random owl
#

None of those aren't really out of the normal

#

Can you show the full unity window?

viral jay
random owl
#

Yeah not seeing anything out of the normal yet

#

All those errors are normal with the sdk and don't cause any problems

viral jay
#

thats what I thought

random owl
#

Though since it throws the errors I would assume it at least tries to enter playmode when you press upload?

viral jay
#

it does

#

after putting in the name and description it does nothing

#

yes I agreed to the rules

random owl
#

Can you show a picture of that view

viral jay
#

give me a bit

#

I have future proof off as well

random owl
viral jay
#

alright, ill check this out

random owl
#

Yeah importing the above should show you the issue

viral jay
#

alright

#

thank you

#

found the issue im pretty sure, tysm

#

aaaand now things disappear when I get too close

random owl
#

How exactly do they dissappear?

viral jay
#

If I zoom in within a certain distance its like the mesh renderer turns off

#

theres just nothing there

random owl
#

Zoom in?

viral jay
#

scroll in