#world-development

39 messages · Page 57 of 1

viral jay
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get closer

random owl
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This is in unity?

viral jay
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its like a bounding box issue but they dont have one

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yes

random owl
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Ahh I though you meant in game

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Select a object and press F to focus on it

viral jay
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I know

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it goes away for no reason now

random owl
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🤔

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Is it better if you focus on a small gameobject?

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Or still the same thing happening

viral jay
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🤦‍♂️

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I fixed it

random owl
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What was it?

viral jay
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It was too close to 0,0,0

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I guess

random owl
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Being too close to 0,0,0 shouldn't matter 🤔

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Usually it would be best to stay close

viral jay
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I know, thats why i moved it

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it messed stuff up though

random owl
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And moving from out of 0,0,0 fixed it? 🤔

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That shouldn't be the case in normal conditions at least

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I always parent things to 0,0,0 in my worlds

viral jay
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Thats why im baffled

random owl
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@viral jay is it possible you had baked in occlusion beforehand and didn't rebake after moving?

viral jay
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I...

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have no clue

normal harness
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@normal harness missing how? What happens if you just enter playmode in unity?
@random owl Nothing :/ Like just a mesh without any interract

random owl
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You might have a large are trigger collider in the area those block raycasts from happening properly if you set the large trigger collider to be on the mirror reflection layer that works around the issue

normal harness
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I'll check that, thanks ^^

storm sedge
near escarp
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What is that interactive layer ?

storm sedge
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It wasn't working under default so I switched it to interactive as a test.

near escarp
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what isn't working exactly ? the interaction or the trigger

wooden marsh
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I have an OCD problem with Stairs, hope someone can answer. (Assume I'm using ProBuilder & Meter Units)
Depending on walk or run speed of the world, the VR character will constantly "fall" down into the steps, as opposed to a smooth transition, and I've always found that to be annoying.
Has anyone found a good ratio for Length/Height/#Steps for level design?

autumn umbra
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@storm sedge You have "is trigger" checked on the box collider, but it looks like it's meant to be a button. It should work if you uncheck it

storm sedge
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@near escarp When I click it nothing happens, the mirror doesn't become active.

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I can interact with it, I see the outline and stuff.

near escarp
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What if the mirror is active by default, does it stay enabled ?

storm sedge
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I'll check that.

storm sedge
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So the mirror shows in my scene in unity but when I actually go into the world in VRChat even if I left the mirror on in unity it doesn't show. I have no idea what would cause that.

near escarp
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what does the mirror components look like ?

storm sedge
near escarp
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since it's rotated, are you sure it's facing the correct way ?

storm sedge
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Fixed. It needed to be on the water layer.

bold ibex
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I can only see out of one eye in my world and the other is just messed up pleaser someone help

viral jay
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How can you make it so when you fall out of the world a respawn it toggles a gameobject?

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I have a button that turns off the spawn area an teleports you somewhere else. But when you respawn or fall out of the world you fall infinitely

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Unless there’s a better way to do this?

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would it be on spawn?

lethal moss
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Sponge you could animate the spawn game obect if you wanted, so when you teleport to this new location, it also moves the spawn to the new location (locally) as well. then if you ever hit respawn on menu or fall out of world u respawn in a safe spot.

viral jay
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how would you do that?

lethal moss
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if you would like to leave the spawn where it is, simply have a trigger collider at spawn, that collides with playerLocal layer which activates the spawn room again

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you would use an animator on the VrcWorld object and transition between different animations upon user teleporting. those animations are just the different locations for your spawn

viral jay
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which trigger would it be to activate it on collision?

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OnAvatarHit?

lethal moss
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no, onEnterTriger

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AvatarHit requires that the trigger is a collider NOT in trigger mode so you'll actually jsut hit it and glitch out if u respawn inside it.

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need to be trigger mode

viral jay
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it still just stays the same

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I'm very new to world creation, I apologize

rain shadow
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@viral jay If you are trying to detect the player you need to set the OnEnterTrigger layers to have either playerlocal or mirrorreflection checked in the layers list

viral jay
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alright

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hey I did it! Thanks guys!

elfin latch
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anyone know where I can find the world clock ui thing that shows how long you've been in the world?

digital basin
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Working video player that doesn't white screen or fail to not work upon reloading into a world/joining after the fact?

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Please @ me if so.

idle harness
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hey, i was making a world but after a while i noticed that that the vrchat panel on the side was missing and i cant select it using the top menu, how do i get it back?

random owl
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Check your console for errors

idle harness
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Cannot add menu item 'VRChat SDK/Utilities/Clear Cache and PlayerPrefs' for method 'VRC_SdkBuilder.ClearPlayerPrefs' because a menu item with the same name already exists.

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it says that

random owl
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That's a warning

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Any errors?

idle harness
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nope

random owl
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Hmm give me a second to check something

idle harness
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ok thanks

random owl
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Try right clicking the VRCSDK folder and pressing reimport

idle harness
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nope it didnt work

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and just in case i also tried the reimport all button

random owl
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That didn't bring up any new errors either?

idle harness
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nope just the same warning

random owl
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Hmm curious I've seen this problem pop up couple this the past few days

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Are you on the latest version of the sdk?

idle harness
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i dowloaded it week ago, was there an update since then

random owl
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Don't think there has been since

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Did you do anything specific before the sdk started doing this?

idle harness
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no i just launched it one day and it didnt appear

random owl
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Didn't import any new assets or similar just before you noticed?

idle harness
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i can try removing the last few to see if that helps

random owl
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https://docs.vrchat.com/docs/updating-the-sdk#sdk2
Might also wanna just doing the steps here and see if it fixes the issue

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It's annoying to fix issues where there are no actual errors showing up telling what's happening

idle harness
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ah that fixed it

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it was an asset

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thanks

random owl
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What asset @idle harness ?

idle harness
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it was called wetstuff

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supposed to make materials look wet

random owl
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It's also possible that it wasn't actually caused by that specific asset though

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Before when I was debugging this issue for someone the issue just seemed to be that unity stopped compiling the sdk scripts for some reason

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So also removing assets can force the recompile to happen

idle harness
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oh ok, i didnt really need that asset anyway. but if that problem did happen again how would i recompile?

random owl
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Just the reimport all should do it but unity can be unity sometimes 🤷‍♂️

idle harness
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ok, well thanks

random owl
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Do come back here if it happens again

jolly mango
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~~I'm having an issue and im sure it's somewhat related to what I did with the .meta file that @random owl suggested.

The world uploads just fine but the moment I enter into the world it instantly pops me out of the world and back to the homeworld, I've attempted to create a new scene and new blueprint ID to no avail~~

I found the issue, I had some pipeline managers randomly in the scene which were conflicting

viral jay
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I have an OnEnterTrigger set to local but when you enter it, it disables gameobjects for everyone

viral jay
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Is there another parameter I should set it to other than local to fix this?

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I’m preventing lag by Turing off large areas when you enter a different zone, is there a better way to optimize the world?

desert python
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bake lights, lower camera render distance, force all avatars to have lower shader settings when joining, and what youre doing

viral jay
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I just don’t know how to make the areas re-enable on respawn. It disables the other areas for other players as well.

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I’ve done all of that except for the shader settings

desert python
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uh, make everything locally togglible, and im not sure what youre using to make the triggers work

viral jay
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On Trigger Enter, so whenever the avatar enters the area everything outside should get disabled Locally. But instead it does it globally and I don’t know how to fix it.

near escarp
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Trigger set to local

viral jay
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this is what I have currently

near escarp
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ok, layers should be playerlocal

viral jay
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oh my god

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thank you.. I feel really stupid now

frail spire
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Hi there, just forwarding an acquaintance's map making woes here to see if anyone has any helpful advice.
https://twitter.com/JMobile_Bio/status/1330218270708928512
She's apparently getting all of these errors on a fresh install of Unity 2018.4.20f1 with the latest version of SDK2 from the VRChat site. These errors pop up even on an empty project when importing the SDK. Any advice would be appreciated, thanks!

Anyone working on VRCSDK2 maps deal with this problem? I submitted my ticket already but even on a fresh project and fresh install of the proper Unity version/SDK, itll throw these warnings. Its frustrating. Might consider installing Unity on another computer to see what it does

random owl
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Top one is normal atm and doesn't really affect much

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Second one is also normal and a lot of unity extensions throw those because of how you usually build stuff in unity

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Next three looks like unity complaining about some assets in the project which don't seem to be included with the sdk

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Six also doesn't really matter

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And the last one is the first one again which doesn't matter

frail spire
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appreciated! So none of these look like they'd be something which would prevent the SDK from functioning?

random owl
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Yeah warnings in unity are usually not something you should bother with

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Though the third would be fixed by adding weight paint into those missing vertices in the mesh in question

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The walk really depends on what animation it is

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Same with the one after it

void bison
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Hi, how do we add bloom to our worlds?

floral pond
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How do you hide the 'interact' outline on objects in-game? Like if I hover over an interactable object and it makes a highlighted outline around that object, how do I keep that outline from showing up?

gusty cape
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Hey uh, does anyone know why the VRC Object Sync isn't an option I can add?

bold ibex
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Anyone knows why when I set this cylinder to give off light, it doesnt show up in game but it shows on unity?

lethal moss
void bison
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Thx/

gusty cape
random owl
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That really depends, have you imported the sdk, are you sure you are on sdk2, is there any compile errors in your console?

sacred zodiac
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Does anyone have issues where Builder is just blank?
I can't upload anything.

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Even replacing the World Descriptor, same thing happens.

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I don't have errors.

random owl
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Try closing out of unity going into your project folder and deleting the Library folder there and then restarting

sacred zodiac
random owl
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Yes that would be the one

sacred zodiac
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Alrighty.

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Thanks It worked!!

unborn pilot
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can someone help me figure out how to fix UV maps? 😓

random owl
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Really depends on what the problem with them is

unborn pilot
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they're stretched in unity

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but then i fixed them in blender but when i imported the world it just didn't port over the UV map or something

rain shadow
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Does the mesh have multiple UV maps?

unborn pilot
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no they all have one map

bold ibex
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could anyone help me with this

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i only restarted my pc and the menu items are gone

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i've tried reimporting the sdk

random owl
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Check your console

bold ibex
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@bold ibex if that doesn’t work make a new project and import everything form scratch

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im trying to reimport all rn

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ive been trying to solve this for like an hour or so now lmao

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That unity and sdk for ya

random owl
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Don't make a new project

random owl
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These problems are easy to solve as long as you know what you are doing

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There's only like 1% of the time where you need to make a new project

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Otherwise it's just external assets, badly imported sdk or unity project settings from old projects causing problems

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Which all can be solved with couple steps as long as you know what they are

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Without having to go trough the trouble of creating a new project

random owl
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Delete the script specified in the error

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I can't really tell you why it's there but it seems to be referencing some stuff that isn't really supported in unity 2018 and aren't supported in vrchat either

bold ibex
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oh wow that actually fixed it

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thanks

random owl
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No worries

rotund arrow
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hey guys I'm having problems with Pickup.
I'm building a tabletop game world. So there will be lots of stuff to pickup. Is there a way to reduce the pickup distance? Because otherwise you have a difficult time picking up the thing you want to.
I tried changing proximity but it seems like it does nothing.
Same thing with interactable buttons.\

supple sparrow
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Can someone help me, when i try to upload my world an older version of the World is uploaded or shown when i go on "Test" it just wont sync with my updates i tried to change the World ID but it just wont work.

latent bobcat
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it's wont let me upload the world. it's something with the pipeline...

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Must be some kind of script interfering each other. but i can't find them.

raw pivot
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why don't point lights show up on mirror relections

rain shadow
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@raw pivot Uncheck the disable pixel lights option on the mirror component

raw pivot
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Thank you so much man

tidal juniper
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Internal screaming
What should you do when triggers can't initialize?

snow pawn
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hey is anybody able to help me with my vrchat world in unity?

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for some strange reason whenever I try joining my world it automatically redirects me back to my home (tested 2 days in a row) and its happening for others not just me

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if anybody has the time I could really use the help with ur knowledge of unity to find out the problem

snow pawn
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nobody?

random owl
random owl
snow pawn
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nvm

random owl
snow pawn
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I've done the world debugger rn just uploading and gonna see if the windows version works and then make it quest compatibile so give me a few

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are these errors things I should worry about?

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nvm

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nvm Im just gonna scratch the world it isn't worth it I don't think

random owl
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Something else going wrong?

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Those not initialized errors are normal

snow pawn
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still having the same problem. constantly getting redirected to home world whenever im trying to build and test. Now the world won't even upload to vrchat

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I didn't spend much time on the world so its all good thanks for the help anyways

random owl
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I could help you fix it but alright

snow pawn
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I don't know what the issue is with it are you available to vc? or we can just dm for now?

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might aswell give it 1 more shot

random owl
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I'm commuting to work but as long as you give me a description and some pictures on what exactly is happening I should be able to name the issue

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Like what exactly is happening when you try to upload

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The world debugger should cover almost every case of where the world just redirects you back home

snow pawn
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idk Im scratching it. gonna start from the bottom up and rebuild dw about it anymore its not worth it sorry for the inconveniance.

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Thanks for the help

random owl
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No worries

snow pawn
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your world debugger is amazing though. i didn't know a thing existed its pretty usefull

random owl
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Thanks I'm the person making it 👌

rotund arrow
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Any way to reduce the pickup distance?

ruby kettle
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would any one know how to add a global audio que to your world for when someone joins? i'm trying to have a little audible bell play when a new person enters the world but i'm unsure how to do it.

rain shadow
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@ruby kettle OnPlayerJoined-local > AudioTrigger

half grotto
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Who want's to help me make a christmas avatar world?

forest hawk
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So I'm working on a world that is pretty much complete but issue is that it has colliders for everything but none of them are working and I just fall through the floor indefinitely

random owl
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Show me the inspector of one of those?

forest hawk
random owl
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You don't have a mesh set in the mesh collider

forest hawk
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It won't let me set anything as a mesh weirdly

random owl
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You might be trying to set a model itself as the mesh and not a mesh then

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But just removing and readding it should define the mesh on the object automatically

forest hawk
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I've tried but it wont set it

random owl
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Oh and you don't have a meshfilter either 🤔

forest hawk
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Hold on I think I fixed it maybe?

random owl
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Wait it's a skinned mesh 👀

forest hawk
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Gonna test

random owl
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There's so much wrong

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You really shouldn't have your building as a skinned mesh

forest hawk
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It works now

random owl
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Still that's a nightmare for optimization

forest hawk
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I'm not finished with the world by a long shot, just trying to get it in some working compacity right now

random owl
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Alright but please at some point create the geometry again properly

forest hawk
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Will do

bold ibex
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hmm is it possible to record post processing and animate it?

tidal ridge
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@forest hawk plowing ahead with zero shits to give about optimisation...my hero 🌞✨

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Honestly, you can figure all of that stuff out later if you feel like it.

stoic hound
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I'm trying to hide parts of my avatar w alpha masks, I copied a material and put a different alpha mask in to hide a different part of the mesh, but its only reading the one alpha mask. does anyone know how to fix this?

stoic hound
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oops wrong chat

bold ibex
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how would i do that? @open thicket

lethal moss
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also curious how to do that. I've only ever animated the post processing volume up and down to fade it in and out of effect on the camera, but I remember changing bloom or other effect values alone never did anything on the animation tab.

open thicket
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You do it via weight

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Individual volumes for specific parameters animated by weight

lethal moss
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🧐 ohhh, interesting. will have to try that out.

ruby kettle
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@rain shadow thank you by the way, that was extremely helpful

idle harness
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im trying to upload my world but the menu where u enter the world details doesnt show up when i press build and publish

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this is the only error i get 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()

random owl
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That's a warning and unrelated

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What shows up instead of the world details?

idle harness
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in the game view?

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nothing it just goes to the main camera instead of spawning the thumbnail one

random owl
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Some screenshots would be helpful of exactly what you are seeing

idle harness
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ok, ill get them now

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this is the game view when i click the build and publish button

random owl
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I would suggest disabling error pause from the top of your console and then trying to upload again

idle harness
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ok trying that now

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nope nothing changed

random owl
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Hmm actually disable clear on pause

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Then try again and see if something shows up in the console

idle harness
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am i re enabling error pause?

random owl
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Nope don't re enable that

idle harness
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kk

random owl
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Realistically should show more in the console now after you start the build

idle harness
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yeah it didnt fix it but there is more in the console now

random owl
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Hmm those don't really add up either

idle harness
random owl
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Try the top auto fix

idle harness
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the auto fix didnt work but yeah the build size is weird

random owl
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Hmm if only there was feedback on what is causing the build go weird 🤔

idle harness
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i tested the world and it should be 20mb

random owl
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So build & test works? 🤔

idle harness
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yes

random owl
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That's even more curious then

idle harness
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idk a lot of stuff about this but if i had to guess its a problem with the sdk then

random owl
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Would you mind sending the project over and I can have a look?

idle harness
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yeah ok, but first let me see if just deleting and reinstalling the sdks works

random owl
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Sure

clever karma
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uhm should I use sdk3 or sdk2 for worlds

desert python
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depends

lofty notch
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when i hit build and test it launches me into my home world instead of the unity scene, im on sdk3 but looked at 2 different tutorials and they were pretty much the same across sdks. Just bare bones basic setup spawning onto a simple plane, anyone seen this before?

random owl
neat pawn
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guys i want a simple tv video for sdk 2

desert python
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@neat pawn which one?

neat pawn
lofty notch
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i created a new project from scratch with just a plane and spawn minus the textures and skybox and it worked

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would i just delete the lines that these error messages point me to to fix the issue?

random owl
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The build is stopped by that asset because it's broken

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If you delete the script that is there it's gonna be fixed

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The script itself is literally just a web link and it's so annoying that it's there because people come asking why their builds are broken because of it 1 to 3 times a day

lofty notch
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holy shit it worked, thank you! @random owl

real moth
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I'm having an infinite respawn issue or something, even when I try a very minimal world:

New Unity Project
Import SDK
Create Plane
Place VRCWorld
Build and Test

and then I get:

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I feel like I've created worlds just like this many many times, I don't think I'm forgetting anything

random owl
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You didn't place your spawn under the respawn height set in scene descriptor right?

real moth
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Looks like I did, interesting, thanks

sudden lily
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How do I set up background music for a world? Proper global-audio BGM, I mean.

near escarp
sudden lily
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Cheers!

snow pawn
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hey Im having a issue with my vrchat world
My world is quest & windows compatible and quest users are having a issue where their entire right eye is completly black and when they look in their left eye they can't see the skybox
when they look through the mirror in my world everything is perfectly fine though. their able to see the entire world when looking in the mirror which is wierd.
Anybody else having these issues aswell? and able to help me?

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How the world is supposed to look like ↓

random owl
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Right eye going black can be caused by using shaders that aren't quest friendly esp grabpass ones

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Might be just the skybox shader you are using or might be some other shaders as well

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You should use the skybox shader included with the sdk

mellow talon
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new bug i found dont know if its SDK or Unity. This world. Completely empty. No skybox no nothing only the VRC spawn. 140 mb? Did someone encounter this before?

snow pawn
random owl
snow pawn
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Sorry If im annoying & seem retarded I'm a newbie to unity and just started using it about 3 days ago so still got alot to learn

random owl
random owl
random owl
mellow talon
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nah man figured it out. Its was the VRC Spawn. It saved 140 mb of data. I already checked for it. It always loaded the newest version because the size changed when i added stuff and it also showed up. Something was being saved in the VRC Spawn script i dont know what it was though... My guess is the attached screenshot. The list didnt dissappear. It stayed even though i deleted all objects

random owl
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Yeah that would do it

snow pawn
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Ima test it

random owl
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Well if it's a special skybox shader I could easily see that being being the problem

snow pawn
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A noobie question here but I have to do the exact same thing for the windows version right? change the skybox for both the unity projects?

random owl
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Nah

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They are separate

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If you want the fancy skybox shader on pc go for it

snow pawn
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So I don't have to change it for the pc side aww hell yeah

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thanks for the help! I really appreciate it. Still learning unity Couldn't have done it without help

cloud niche
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I can't load into my world I've just made, It's not big, I've checked that all colliders are correct, I've checked that there are no empty triggers and the spawn point is above ground and isn't obscured by anything. Yes, I am running the correct version of Unity and I've reinstalled the SDK

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I can't make sense of this

bold ibex
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Is possible to set the Quality Levels in game with panels???

cloud niche
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I will check tomorow. I shut everythigoff for theight
Thank you so much I will checktoorrow

wispy cloud
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I don't think you can change the quality levels like that through worlds. Each world is essentially just another scene inside of the project that is VRChat, and I don't think you can redefine quality settings for specific scenes only. At most you can adjust the post processing and then of course optimize the hell out of your world, but I think that's about as far as you can take it

heavy quiver
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Alright, so I have an issue with syncing. I have an enemy that wanders around the map endlessly, and when someone gets nearby, they follow them and start attacking them. Thing is, after the master of the instance leaves, the enemies start teleporting everywhere and spin in circles. Does anyone know how to fix this?

rain shadow
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@heavy quiver Would recommend checking the logs to make sure no unwanted behavior is occurring

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Spinning in circles sounds like more than just a sync issue

heavy quiver
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it works just fine when the instance is first made

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there are no issues that i can personally see

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but i'm no expert, so what do i know

rain shadow
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Do you just have an object sync on the nav mesh agent game object?

vestal ore
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Excuse me, can the web page address be put into the module of the map and then click to jump to the browser to open the corresponding page?

cloud niche
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And now everything broke... I really can't be bothered with these constant errors with Unity and the SDK. I'm quitting creating content.

random owl
snow pawn
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Hey I have a question

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If I wanna update my world and add stuff for both the quest and windows version How would I do that?

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Like persay i wanna add a second floor to my world. Do I have to do the exact same to the quest version of the world?

desert python
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yes

snow pawn
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Could I just build the 2nd floor on the quest version & then copy the quest version unity project --> Switch it to windows version & I would be all good right?

random owl
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Best workflow is usually doing it in the same project

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Not really sure why you are deleting the original windows version either

snow pawn
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so really all I can do is just copy each thing i do to the windows to the quest right?

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No way to just skip the painful process of copying the other?

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Im retarded all I have to do is just delete the quest version nvm

random owl
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It really sounds like you are overthinking this someway

snow pawn
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then once im finished building in windows --> copy project ---> switch copy to quest version --. done deal i think

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i may be slightly overthinking it yeh

random owl
#

Why copy it? Why not just swap between quest and pc on the main project?

snow pawn
#

I have two unity projects. One is windows the other is quest.

random owl
#

Why though?

snow pawn
#

thats how u make a quest compatible world right?

random owl
#

Some people do, but it's kind of a waste of time spending time working on two separate projects and not just using a single project and swapping between the builds

snow pawn
#

oh my fcking god u can do that?

#

holy shit

random owl
#

This can help you maintain the differences as well

snow pawn
#

i feel so fcking retarded

random owl
#

Did you think you can only swap to android and not back or something? 😅

snow pawn
#

yes

#

so like... I can just use 1 unity project instead of having 2?

random owl
#

Well now you know 🙏

#

Yeah

snow pawn
#

thats fcking amazing Im learning so much this week

#

epic emoji

#

I guess I can Just ditch the 2nd vrchat world copy then. I feel like a absoulute noobie rn

random owl
#

Just don't use the button in the sdk

#

Use the build switcher inside unity

#

The sdk button causes problems on the quest side

desert python
#

id be careful going back and forth from android support to windows over and over, i had to remake several project (including rn possibly) from doing so

random owl
#

Why would you need to remake a project because of it?

desert python
#

because unity likes to fight itself if the support transition fails... which it is doing to me rn and it just kind of sparked on me to probably say something about it

random owl
#

Fight itself? That doesn't make much sense.

#

And I don't see why that would make you have to remake the project

desert python
#

so when i program does not resource itself, it will try to compromise, and transitions are very very hard to compromise.

#

i dont have to remake, i just have to copy the files and reset the address point in the file explorer

random owl
#

I still have no idea what you are talking about

desert python
#

rn im trying to at least get unity out of the "not responding" phase to maybe save some time

snow pawn
desert python
#

if you go back and forth on the supports, youll eventually get i

random owl
snow pawn
#

so u mean the button in "build settings"?

random owl
#

If you are using this you are good

snow pawn
#

hey

void bison
#

Hello, is it normal that the water of the standard resource is black in SDK3 when in play? problem that is not in SDK2.

desert python
#

sdk3 is a bit weird with lighting, still been trying to figure why myself

void bison
#

:/

desert python
#

try ticking auto lighting on and off, sometimes that fixes it sort of

void bison
#

on my points of light?

desert python
#

yes, unless the map was already baked, then something else sdk3 related has occured

void bison
#

bah to test, I recreated a virgin project, put the sdk3, the standard asset, the water and that's it, as a light point I only have the directional lite, to tell you, not only the water is black, but there are no even animations

desert python
#

are the animations set correctly?

void bison
#

Yep

desert python
#

and compatible,

#

try settings auto generate on and off

void bison
#

in sdk2 everything works fine, but in sdk3 I have 999+ errors 😂

desert python
#

? what version exactly?

void bison
#

okay okay I find it or this option?

#

Unity ?

desert python
#

sdk maam

#

and lighting?

void bison
#

I use the basic sdk

desert python
#

that is not a version maam

void bison
#

if not I use the sdk3

desert python
#

well i suggest using a slightly older sdk3 if youre not doing anything big or using off-udon scripting

#

it sounds like sdk2 is your better sdk to use

void bison
#

....

#

but the sdk2 maps would not be compatible with the 3.0 animations of the avatars?

desert python
#

since you also seem to not know what versions mean

#

wdym maam?

void bison
#

??

desert python
#

you will need udon to make 3.0 animations on avatars

#

ie: radical and float menu

void bison
#

Hmm okay okay

desert python
#

are we talking about worlds or avatars miss?

void bison
#

Worlds ^^

desert python
#

3.0 avatars are seperate from 2.0 and origin avatars/worlds, you should be fine

void bison
#

Okay

#

I'm just going to go to bed it's very late I'm dead xD anyway thank you!

desert python
#

ok gn

fervent phoenix
#

Hello! I have an animation on the object in the world. Now it starts playing separately for each player from the moment he enters the world. How to make the animation start playing with the first player who created the room and then synchronize for everyone who came in later? I do not use udon, I would like to do it for SDK2

near escarp
#

object sync

bold ibex
#

Anyone knows why when I upload my world the baked settings dont show up? On unity, it looks fine but when I upload.. Its dark

#

Everything I want to be baked is static and these are my settings

cosmic cairn
#

Quick question - does anyone know how to add a custom animation to a chair?

#

Can't seem to find anything about it online

cosmic cairn
#

Nevermind, found it! Just added a VRC station to a box and added an animation controller

random owl
fervent phoenix
#

about animation sync- I tried it - strange, but the animation changes its position a little when there are a lot of people in the room. This is especially noticeable, because, for example, my ship goes under water, since my animation is the movement of the landscape and water around a static ship.

#

After all, I should apply VRC_objectsync only on an animated object?

livid current
#

Anyone know how to make a functioning URL in a world, so you can copy and paste in it, so it trigger it to show on the videoplayer? 🙂

desert python
#

wdym?

livid current
#

I made a videosyncplayer, how do I make a trigger for a working URL slot, so people can add their link and it shows on the videosyncplayer? 🙂 @desert python

desert python
#

im not sure how to add one manually in sdk2, but there are premade video players for sdk2 that is able to take links and play them

mental steeple
#

is there someplace I can buy pre-built worlds that I can personalize and upload? I'm trying to host a music festival and I'm trying to figure out a world for hosting it

near escarp
#

There are some on booth

ashen eagle
#

So for a world that will allow 40 people, are there any guidelines on how many Objects can have Sync on them before performance starts to tank?

near escarp
#

It's less about perf and more about the sync itself degrading

ashen eagle
#

I have something ridiculous like 40 glow sticks in a club area, but with 40 people in the world that is a huge amount of sync traffic... which will likely account for the majority of data transfers (minus avatars of course)

near escarp
#

Depends if they're sleeping or not

ashen eagle
#

Sleeping... as in inactive. But let's say I pick up an object, then throw it on the ground. Does it go back to sleep?

near escarp
#

If they're all being moved all the time it won't affect performance much, but they might not sync very well

#

yes if it stops moving it sleeps

ashen eagle
#

yeah by "performance" I really mean the accuracy of the sync'd world

#

My fear is 40 people will come into my world that has like 100+ available network objects and it'll instantly crash once people start interacting

#

Any experience / guidance on that? The world is already optimized from a vertex perspective, getting 50+ fps most of the time, have aggressive occlusion and level of detail.

#

But worried about lagging

near escarp
#

50+ by yourself ?

ashen eagle
#

yes. and it's 72 (Quest with Virtual Desktop) in almost all places

#

I've had 10 people in there before and fps is fine, it's just that network events get glitchy.

near escarp
#

Should be 90 by yourself then

ashen eagle
#

Friends say (I'm the master) that I stutter a bit when speaking (I have gigabit internet at home) and some objects will get stuck in space until someone interacts again with them

#

I've also got performance options in the spawn room, so there is definitely a potato mode for folks

near escarp
#

Master stutter is existing for everyone currently, not something you can avoid unless you have a mute user join first

ashen eagle
#

Roger that. So essentially I'm on the fence whether or not I should start removing a large percentage of my object sync objects... but unsure if that'll make a huge difference.

#

I do plan on going to the community event this sunday to try out the world, performance test it.

#

But just curious if there is any guidance. Is 50-100 objects with object sync in a world crazy?

near escarp
#

It won't look good

#

I'd suggest 30-50 as a test

#

but again, depends on how many are active at once

ashen eagle
#

I can make that work. About 15ish of those are animations that I want to sync with everyone (NPCs walking around) so I'd rather not cut those

#

Yeah I'm going for worse case... the world is a convention themed world with 2 dance clubs so in theory we'd have a full house if folks liked it

#

Ok thanks for the feedback. I'll focus on 30-50 and see where that lands me

bold ibex
near escarp
#

Edit > Preferences > GI Cache

bold ibex
#

Thanks @near escarp

summer thicket
#

how do I do teleporting doors where you press on the door or button it teleports you to a location? ive been struggling to figure it out

#

all the videos ive watched are out dated

random owl
#

Triggers haven't really changed in forever any video should be good to learn from even if it's on an older version of unity

summer thicket
#

is there a video that better explains how to do it?

random owl
grand bough
#

So I'm trying to figure out how when you place your streaming camera inside a sphere, and you can show it on stream. so you can toggle different camera...(Like a podcast as to say...) I'm not sure If I'm explaining it right...

golden storm
#

Does anyone know why a mirror added from VRCSDK would make the world flash and glitch?

desert python
#

did you edit it in anyway?

golden storm
#

I changed the size

desert python
#

then no

golden storm
#

Hhm 😦 ok. I haven't had this issue before. I'm also now experiencing issues with pickup and triggers as well that haven't given me trouble before. A basic cube i was able to add a pickup to. But adding a pickup to a remote control or bowl of apples will not work with the same settings applied. I'm so confused, maybe this is a problem with my unity file and not the SDK.

desert python
#

any errors? or warnings ig since some of those can correlate to warnings

golden storm
#

None that mention the cube, mirror, or remote/apples

desert python
#

odd, what exactly happens when you build and test. and publish (privately)

golden storm
#

i load into the world normally, it begins to flash and looks as if it is just about to crash. movement is off, and you can see black screen in your peripheral view. when i remove the mirror and reload into the world, it functions properly.

desert python
#

ohhh, wait. is there 2 mirrors or more?

golden storm
#

only 1 mirror, and it's quite small.

desert python
#

hmm, ok. usually theyll flash or go black when another mirror is present or 91 degrees towards eachother

golden storm
#

oh, interesting. it's the whole world flashing though, not just the area with the mirror, is that what you mean?

desert python
#

oh wait, do you have reflection probe/bake your lights?

golden storm
#

yes!

#

oooh i haven't re-generated my lighting since adding a few extra lights. is this the issue?

desert python
#

try removing the reflection probe/unticking it, thats how i solved my flickering issue

#

that can also be an issue if all the lights havenot been baked

golden storm
#

ok, i will try unticking the reflection probe and see if that helps (thank you so much for helping me with this)

lethal moss
#

did it fix your issue vrcThinking

golden storm
#

i'm about to check, i will let you know in about 5 min

#

i hid / un-ticked reflection probe instead of deleting it, it still is doing the same glitchy flashing thing.

#

i tried to record a video, but it doesn't look as messed up in the recording as it is in the headset:

desert python
#

hmm, try rebaking the lights?

golden storm
#

i will try that next, here is the video

random owl
#

Might be just hitting the pixel light limit since you seem to have real time lights

desert python
#

that doesnt look like a lighting issue to me but more of clipping now

#

or a mirror issue

golden storm
#

ok, thank you. im going to make sure everything is set to baked lighting and try again.

#

oh wait, you said it doesnt look like a lighting issue

random owl
#

What's the world id?

golden storm
#

wrld_07cb7b89-0d82-4288-b5d1-7b17f158f190

random owl
#

I'm gonna have a quick look

#

Huh it's not allowing me to load into it

#

Seeing an error in my log that I haven't seen before

golden storm
#

omg D:

random owl
golden storm
#

yes

#

it is not public, is that why?

random owl
#

That wouldn't really matter when I'm joining the world directly

golden storm
#

ok :/ hm let me go back in and see if anything has changed

random owl
#

Though there's one thing that might be causing it

#

It might be just my end

#

That error is just weird

golden storm
#

what is the error?

random owl
golden storm
#

wth

random owl
#

I usually remember every common error out of my memory but this one I haven't seen before

golden storm
#

it's also quest only at the moment, would that matter for you?

random owl
#

Yeah that would def matter if I'm trying to load in on PC 😄

#

Didn't really check if it was quest only before trying to load in

golden storm
#

i forgot to mention that i'm sorry!! i haven't yet learned to upload for PC 😩 i am working on unity on an imac, and will not have access to a PC until saturday.

random owl
#

You just gotta switch to windows building

golden storm
#

i did try this, but it says "upload to UNSUPPORTED"

random owl
#

Oh yeah I did see an upload in the api to unkownplatform

golden storm
#

yes, i tried either yesterday or this afternoon, i can't remember, all my time on here is meshing together

random owl
#

But if this is a quest world even more reason to bake all your lights I'm seeing seemingly multiple shadows being casted in your video

#

And adding the extra cameras that need to be rendered with the mirror

#

That can def cause problems

golden storm
#

I am going to bake all of the lights and see if this fixes it.

#

cameras?

random owl
#

Mirrors are running their own cameras

#

Behind the scenes

golden storm
#

ah i see

#

i will do the light thing now and check back

#

i baked all the lighting and now it is hideous 😩

random owl
#

So was it all realtime beforehand? 👀

golden storm
#

yes, and im kicking myself because i know to use baked, and just didn't think to check

random owl
#

Yeah if it was all realtime that explains the flickering

golden storm
#

it was ALL realtime ;____;

random owl
#

😅

golden storm
#

so i suppose i will delete the mirrors, change my lighting back to realtime (no mirrors + realtime in my previous save loaded and operated fine). and i will start a new world with the proper lighting settings. ughhhffffff

random owl
#

You could just fix that up though

#

Do those walls have proper lightmapping uvs?

golden storm
#

i'm unsure, i'm still learning 😳

#

im quite new to unity

random owl
golden storm
#

i will take a look! thank you for your help

errant pine
#

Hello, I'm having trouble building my world. Still new to unity but have a beginners grasp. I have several errors in console but no idea what they mean

random owl
#

Well post a screenshot

errant pine
#

Give me a sec, getting it

random owl
#

Is that all of them? Do any of them disappear if you press clear?

#

Usually you want to work them from top to down and that scroll ball seems quite large

errant pine
#

Those ones I sent you disappear

#

Oh no 999+

random owl
#

Close out of Unity go to your project folder delete the Library folder in the root of it and reopen the project

#

Did you at any point open this project in newer unity versions than 2018?

errant pine
#

No

#

I had an issue with the sdk where the buttons weren't there. Reinstalled the sdk as per the documentation

random owl
#

Alright let me know if deleting the Library folder worked or not

errant pine
#

I will, this might take a while

random owl
#

Yeah it'll need to rebuild stuff

errant pine
#

My entire scene is gone and there is no more VRchat sdk control panel

random owl
#

Deleting the Library folder closes the scene you were in before

#

You need to open it again

#

Not having the sdk control panel just means there is still errors

errant pine
#

Ah good scene's back

#

Do you want me to clear then give paste the errors that are left?

random owl
#

Just the general screenshot is fine after pressing clear

errant pine
random owl
#

Could you show the full line from the bottom most one?

errant pine
random owl
#

This was and sdk2 project right?

errant pine
#

Yes sdk2

random owl
#

I might have to hop out really soon but let's see if I can quickly solve this

#

Go back to the Project folder and go into folder Packages and send me the manigest.json

errant pine
random owl
#

Ahh yeah I think I see the problem

#

Oh wait I might have sent the wrong one

#

No actually everything looks alright with what packages you have in the project 🤔

#

Show me the extra info from any of the higher up errors

errant pine
random owl
#

That's a weird conflict 🤔

#

This might be far fetched but you don't have a random UnityEngine.dll in your assets?

#

Otherwise I gotta hop out

#

If you still need help with it later I can help more either in like 4 hours or tomorrow

errant pine
#

I do...

random owl
#

Well that would explain the errors then

errant pine
#

Its in a demo for an asset

random owl
#

Assets 😔

#

Yeah those assets are pesky that have their demos in the unitypackage

#

Guaranteed to break your stuff until removed

#

Just get rid of the whole demo folder

errant pine
#

All fixed, thank you very much

bronze saddle
#

trying to figure out how to make a chair that shrinks a player when they sit. i know i've seen a couple avatars that have something like that. what do?

fringe wren
#

For some reason in the world I am creating, ui sliders are taking input from my wasd keys. How do I fix this

rain shadow
#

@fringe wren On any UI components you have set navigation to none

fringe wren
#

Ohhhhhh ok tysm

tidal marsh
#

Is there some kind of plugin or mod that can help with really bad tiling when using new terrain types? Like a smoothing button to "get rid of the creases" of the tiled terrain?

#

Using Unity 2018 and the latest version of SDK2.

keen galleon
#

My test & build for sdk2 doesn't let me test my world it just redirect me to my vrchat hub

desert python
#

try build and pub

errant pine
errant pine
fringe wren
#

Does anyone know any video players for sdk2 worlds?
I have been trying to find one but cant

desert python
#

@fringe wren you still need one?

fringe wren
#

yes please

tidal marsh
#

@errant pine I’m sorry, I meant to smooth terrain texture.
Most terrain texture is a square, which causes a “tiling” effect.
I tried to play with the tiling, but I can’t get rid of it unless I set the tiling to 0.
But by then the texture is featureless, just a solid ugly color. I don’t think the Smoothing tool will help with the texture.

#

I want to be able to “blend” the texture in or something, to get rid of the tiling effect to make it look more natural.

errant pine
#

You'd need a texture that blends well, which are you using?

tidal marsh
#

I dunno if I am or not.

#

But that’s what I’m asking about, to blend in the texture (to make it look natural).
Is there something that can do that?

mental verge
#

Hey i was wondering if anyone know how the elevator world makes the floors it goes to? is it done with a camera texture? or is it something else

bold ibex
#

What can I do to remove the seam on my Skybox? I've tried other Wrap Modes but nothing is making any difference it se||a||ms

near escarp
#

Don't use 8k and use wrap instead of clamp

#

@bold ibex

bold ibex
#

8k looks good

#

it appears to be the best tradeoff between quality and filesize

#

it's only 5.4mb with these settings

near escarp
#

8k is also terrible to decompress

#

There should be higher quality hemispherical skyboxes out there in 4K

bold ibex
#

i had a hell of time finding a skybox

#

(and all of them give an identical result)

near escarp
#

texture type is set to default, i think it should be skybox ?

#

Unless you're using this texture onto a skybox mesh for some reason RuuuThunk

bold ibex
#

i'll try both, thanks

#

texture type 'skybox' also does not exist

#

nice, mipmaps solves the 'physical' seam

#

i still have a weird block but i'm guessing that's because the texture itself would need adjusting to align perfectly, somehow?

#

oh, that's only on my night sky edit - the original panorama doesn't have the block. So I should be able to remedy it 👍

mental verge
#

hey, im trying to use a reflection probe as a skybox, but it shows up super blurry, is there any fix?

#

its baked at 1024x1024 btw

near escarp
#

i don't think i've seen this done before, what are you using it for ?

mental verge
#

just messing around with things mostly, thought itd be neat to try

near escarp
#

Try at highest res then

#

this looks about what i'd expect for 1024

#

hq skyboxes are sometimes 8k

full citrus
near escarp
#

You really need to download Sharex @full citrus

random owl
#

Ctrl + Alt + Print Screen captures only the active monitor

full citrus
#

oh

full citrus
mental verge
#

does puppetmaster work in sdk2 worlds out of the box? ive had it for a lil while and only just found a world using it, i didnt know it was compatible with vrc

full citrus
errant pine
#

Can anyone recommend a good video player prefab?

fringe wren
#

How much trust do you need to make a world public?

full citrus
fringe wren
#

Oh ok thx

steel badger
#

I've got a mesh that I want to have a looping animation play on (to change its position), however it's animation just refuses to play on awake, any idea why and how to fix this? Also removing it from a rigged parent object and enabling root motion just makes it all through the ground and into the void.

graceful eagle
#

I'm trying to make a lockable door that auto unlocks once the room has no players in it. but it keeps unlocking once one player leaves instead of when the room is empty. how do i make it so it only unlocks when the room is empty?

#

here's a screenshot of collider's vrc_trigger script I'm using to detect players

bitter idol
#

I get this message after pressing build and publish. Its a new world and has no ID on it I checked

random owl
#

Clear your console once try to build again and see what shows up when you try to build

bitter idol
#

Ok thanks

near nova
#

if i make a world quest compatiable and upload only the quest version can PC people join aswell ????

random owl
#

If you only upload the quest version to a world id then only quest people will be able to join

#

Unity can't load assetbundles build for a different platform than the one you are on

solid helm
#

@mental verge @near escarp Late but, if you're using a reflection probe as the skybox you'll need a shader that forces the highest mipmap level available to be used.
The reason for this is that when the texture is rendered at a lower size on screen, your GPU will automatically use the mipmapped version, because on normal textures the mipmaps are just pre-filtered scaled-down versions of textures. However, reflection probes use mipmaps as references for how rough reflections should look and as a result are extra blurry.
In this case, resolution won't matter because reflection probes always store 7 mipmaps from glossy to rough.
The simple way to work around this is to use a seperate texture.

mental verge
#

Gotcha, thanks for the info

distant ivy
#

Hello everyone!
I haven't been here for a long time and I have a question. Is it possible to upload another mini-game made on Unity as a world for VRChat? 🤔

#

and if it possible, what are the restrictions there?

near escarp
#

Custom scripts are not usable

#

So i don't think your game would go very far

#

The whitelist can be found in our documentation

random owl
#

Best you can do is convert to udon sharp depending on the mini game

distant ivy
#

this minigame.. Well, I must to try

#

the character runs away from the death ray and jumps from planet to planet

#

that's all, I thought to implement it in the form of an arcade machine or something like that in VRChat

bold ibex
#

Anyone knows why that my world appears completely black when it looks fine in unity? I baked lights and it doesnt show in vrchat

This pic is unity

bitter idol
#

anyone know what these errors are about and if it will stop my world from working (sending me home) in vrchat? this is in play mode btw and everytime i update my world it sends me home. i have no red errors and i made sure the VRCWorld and spawns are set up correctly, ive made worlds before. im so confused aaa

random owl
bitter idol
#

Uploaded version

#

I don't build and test because it always launches in vr lmao

random owl
#

How old is your sdk?

bitter idol
#

Not too old but not the newest one. Let me check

random owl
bitter idol
#

Yoooo

bitter idol
#

ill check that out later.

random owl
#

Well it will give you the answers faster than me playing 10 questions to narrow down the issue

bold ibex
#

for post processing does it have to be 2.3.0 or will 3.0.1 work?

random owl
#

VRChat uses 2.3.0 so that would be your safe bet but in reality in doesn't matter much

bold ibex
#

bet ty

normal fossil
#

does anyone know how to use audio low pass filter in world, i already put it but it doesn't apply in game

#

its for muffled sound effect in dj world

desert python
#

@normal fossil did you add a listener?

normal fossil
#

yeah

desert python
#

where?

normal fossil
#

on audio source

#

and main camera

desert python
#

did you use another audio source to do the low pass filter or are you using the basic component?

normal fossil
#

this one

desert python
#

yea, that doesnt work, and you might need something to tell it to play on awake if you dnt have any already

#

add a new game object, give it listener and the low pass filter

#

and untick "play on awake"

#

and see if work

normal fossil
#

aight i try

bitter idol
random owl
#

Can you give me the world id?

bitter idol
#

wait hold on, under build report its telling me something exceeds macimum size

normal fossil
#

@desert python it worked but it completely muffled the stream sound at all places, i just want to make it muffled sound at the entrance

snow pawn
#

o

desert python
#

shrink down the area effected

bitter idol
#

by the way the fact its only 0.5 gb is amazing because it was like 4gb+ when i started. i made all the textures 1k instead of 4k

#

@random owl

random owl
#

Well that would sound like your scene has too much stuff still

bitter idol
#

yeah...

#

you think if i get it to 4 or less there itll work?

#

cuz it uploads and everything its only 0.5gb in vrchat but it just sends me home. i hate it

random owl
#

According to that message at least

bitter idol
#

hmm ok ill try

#

i really cant remove much but thanks for your help

random owl
#

@bitter idol is that also the latest build you tried when you look at the time?

bitter idol
#

today at 5:30am yeah why

random owl
#

Just making sure since there's always a possibility they could be silently failing

bitter idol
#

yeah no 5:30 sounds right

#

its not like it stopped working, it never worked lol

#

ok im removing a bunch of stuff, like almost half and seeing if it works. if it does, its because i have too much stuff. if it doesnt then its something else

random owl
#

Remember to also clear out the dynamic materials from your scene descriptor @bitter idol

bitter idol
#

forgive me but what is a dynamic material

random owl
#

Check the scene descriptor and expand the dynamic materials list

#

Simply put it's there for worlds swapping materials

errant pine
#

Hello, so I'm trying to get a Nice front wall of my structure but if I want a door I have to have 3 cubes to make a wall but I can't for the life of me get the textures to map up due to size differences. Anyone have any pointers? (I'm new to unity)

bitter idol
#

make it a custom mesh in blender and then have fun UV mapping it

#

@errant pine

errant pine
#

Ok T_T

near escarp
#

Console errors

bitter idol
# errant pine Ok T_T

i mean you could try playing with the texture tiling on multiple materials but i doubt itll be perfect. your best option if you want it perfect is still making your own mesh and UV mapping it

errant pine
#

Check for a .unity or .exe

final pine
#

hey anyone know why my ice is still reflecting my old skybox?. i cant see anything in the shader to do it and it does it with the standered shader

near escarp
#

Reflection probe ?

raw yoke
#

anybody know why my mirrors are all black? have all layers showing to try and fix it but it still does it.

solid helm
#

Is your lighting baked?

raw yoke
#

it is, do mirrors need mixed/realtime?

raw yoke
#

i tried putting a realtime light behind it but no-dice

random owl
snow pawn
#

Hey is anybody available to help me out with qv pens?

#

I can't seem to get them to write anything at all

#

not sure how to make them work considering qv pens is in a different language

desert python
#

@snow pawn what sdk are they for and what sdk are you using?

#

if they dont match, then they wont work

raw yoke
#

i have baked occlusion culling to help with some shader inconsistencies so I wonder if that could be it?

#

although when i toggle that it doesnt change the preview

#

or do you think disabling pixel lights on the mirror would help possibly?

snow pawn
#

They are called QV pens

north flare
#

Hey there! Just a quick question for the dev community. I was wondering if the Unity audio mixer is usable in SDK2. I've been trying to mix my sounds through the mixer, but it seems that the changes aren't being reflected when I build the VRC world. Is this expected behaviour?

desert python
#

@snow pawn try deleting and reimport them

analog tangle
#

does anyone know how to have an audio source fade between 2D and 3D spatialized audio depending on player distance? I used to be able to set this using the audio source's graphic audio curves, but this no longer seems to function properly in vrchat. is there a way to get it to work?

#

for context, I am trying to add audio to an energy bridge in a vrchat world I'm working on. In the Unity editor, I have a functioning spatial curve which makes the bridge audio sound as if it's coming from the entire length of the bridge, then once off, it sounds spatialized. However, when loading into vrchat, the game ignores this curve entirely, and turns into a point audio source in the center of the bridge, which ruins the intended effect

lethal moss
#

the audio source could have 2 animations and transition between using a trigger collider encompassing the bridge. one anim has the audio in 2D the other has the audio in 3d and it switches between them using OnEnter/onExitTrigger

analog tangle
#

that might actually work

#

sucks that vrchat broke this feature, but your idea seems pretty sound, no pun intended

slow orbit
analog tangle
#

I did. vrchat will use the audio curve, but ignores the spatial curve

slow orbit
#

Ah, that's some bullshit then.
What you could do, is grab the player tracking prefab and find some way to have the audio source track the player and keep it locked within a planar region under the bridge.

desert python
#

define your definition of "spatial curve", there might actually be one, just not exactly what youre expecting

analog tangle
#

within a specified distance, the audio source will sound like it's coming from both ears, or everywhere. Outside of that distance or area, the audio source starts to sound like it's coming from a specific point/location

#

this works in unity, but doesn't when loaded into vrchat. I may have to do a weird workaround like Gallium and PopStep suggested

lethal moss
#

I honestly didnt realize one could change that green spatial curve in the graph thingy to achieve that effect. I'm suprised it doesnt work. 😅

left hollow
#

So I got what I image in a simple question but for some reason I can't figure it out. What are the rigidbody/pickup settings to make a object bounce in game? I have messed around with a ping pong ball for about 30 minutes and can't find any settings to make it bounce. I'm using it for my own beer pong and no matter what I'm trying it just rolls on contact with the table or floor.

lethal moss
bitter idol
#

also @random owl thank you you fixed my world

random owl
#

No worries

left hollow
#

@lethal moss Thank you

neat badger
#

I have a physics question as well. How do I make it so players can knock things over? I've added a lot of pickups to my world with rigidbodies and the default settings, but it doesn't seem like players can interact with these aside from picking them up and throwing them... usually. Sometimes a player will be able to knock something around somehow with their hands (perhaps they have colliders on them?) but running into the object with their body is like hitting a brick wall. Is the issue the mass? Is the player's default mass far less than the 1.0 that's assigned by default to objects? Or is there something else going on here? I want to be able to have the player knock over something and trigger a particle effect and sound effect with Udon when they either touch it, or if it just in general collides with something at a certain speed. I can probably figure out the Udon part, but first I need to get the physics working.

supple drift
snow pawn
#

do you have any pen recomendations other then QV Pens?

#

for some reason the pen just isn't writing at all

desert python
#

select them in the hiearchy and see if a compile message appears, if not. the only other pens i can suggest are udon or u# only

snow pawn
desert python
#

like the "hold on..." message will pop up

snow pawn
random owl
#

Did you import standard assets like those pens need?

snow pawn
#

Probably not. All I did was import the QV Pen Unity Package and the Materials for quest and plopped the QV PenSet prefab right into the world

#

Not sure if thats all I had to do because QV Is written in japenese

random owl
#

Yeah then it wouldn't work

#

The description on booth should have the link for standard assets

snow pawn
#

Heres the site

#

VRChatのワールド用のペンセットです。 消しゴム機能も付いています。 Quest向けマテリアルに差し替えた場合はTrailRendererのWidthの値を0より大きい値にしてください(0.005など) 完璧に同期が取れるというわけではなく、速めにペンを運ぶと同期が取れにくくなります。その場合はゆっくり書くなどしてください。 Presentation RoomなどのようなLate Joinerへの同期は取れません。 デスクトップモードの人が書いた文字はVRモードに比べるとあまり同期しません。 ※ExMenu用最小限アセット ExMenu(拡張メニュー) (

random owl
#

Yes and now check the description for the link to standard assets

snow pawn
#

Found the standard assets I download and just import em right?

random owl
#

Yeah

snow pawn
#

Im so retarded 😅 I didn't even see that lol

#

I just download them & I should be good to go right?

random owl
#

Technically yeah

#

If not might need to reimport the pens

snow pawn
#

ight hell yeah!

#

Thanks for the help

bold ibex
#

trying to build and test or publish a world and i keep getting the same error where it flashes to the loading screen then sends me home instead

snow pawn
#

Oof I had that issue before

bold ibex
#

it's a real killer since almost everything is done

snow pawn
#

Are you trying to make it a quest compatible world?

bold ibex
#

no

#

just a personal pc world

random owl
#

Do you have a spawn point set in your scene descriptor properly?

snow pawn
#

did you already publish the world? or is it just testing the world in unity?

bold ibex
#

i believe i do have a spawn set

snow pawn
#

are you trying to test the world via the VRCHAt SDK?

bold ibex
#

yeah

random owl
snow pawn
#

Have you tried uploading your world to vrchat ---> going into vrchat ----> and testing it from their?

#

I have the same issue where I can't even test any of my worlds in unity

bold ibex
#

they're trying to tell me that there isn't anything below my spawn

random owl
#

Does the thing under your spawn point actually have a collider?

bold ibex
#

i think that's the issue

random owl
#

It would cause you to get thrown out of the world at least

bold ibex
#

im gonna try to add in one or two sphere colliders under the spawn to see if that fixes it

random owl
#

If my world tools told you there was no colliders under the spawn I trust myself 😄

#

Except if I'm wrong 👀

bold ibex
#

it kicked me straight out again

random owl
#

Can you show some pictures?

bold ibex
#

wait wait

#

lemme see something real fast :3

#

jk it kicked me out again

random owl
#

Oh if you look at the top of my world debugger that would be the reason

#

Build result: Failed

bold ibex
#

i don't understand though

random owl
#

Might wanna check your console

bold ibex
random owl
#

Usually after trying a build unity will put in couple errors for what caused said build to fail

#

Those are all fine

#

Anything else?

#

It helps if you clear it once then try to build and check afterwards then you should have less stuff confusing you there

bold ibex
#

it was the skybox package from the asset store that was screwing it all up

#

now i have to fix my spawn again 😂

random owl
#

Ahh that classic skybox script that is literally just a hyperlink to their website

bold ibex
#

jfc lmao

#

but yee it works now!

#

thank you so so much

snow pawn
#

now im using noenoes pen

#

but im having a issue

bold ibex
#

Anyone know how to make it so other players despawn if they're in a separate area?

#

@snow pawn clear your console and send a Screenshot of the errors

snow pawn
#

I didn't have this issue the last time I imported noe noes pens

random owl
#

Did you delete the standard assets but leave some scripts that depend on them?

snow pawn
#

I had no scripts that depended on the standard assets. I only downloaded standard assets to use qv pen but I changed my mind due to implications with the unity package

random owl
#

Well I would just delete that script if it's not something you need

snow pawn
#

noobie question but how would I do that lol

bold ibex
#

It tells you where its located in that error message 😊

random owl
#

You read the error message you posted above and use it to either search for the script name or navigate your folders to find it and delete it

snow pawn
#

ok lol

bold ibex
#

@random owl any help w my occlusion question?

random owl
#

Occlusion question?

bold ibex
#

"Anyone know how to make it so other players despawn if they're in a separate area?"

#

I have occlusion all set up but I've seen worlds where after you move past a certain area it despawns or hides other players?

random owl
#

I mean usually that would be occlusion culling yeah

bold ibex
#

Hmm, I've seen people set it up to do it in "chunks" so even if I'm looking right at them if I move out of that zone they despawn

random owl
#

Well you could bake those chunks into your occlusion culling and have the "chunk" objects set to be editor only so they don't get uploaded

bold ibex
#

So if I set them to editor if I go inside of that area people would spawn in?

#

Sorry, occlusion is still def one thing I'm shotty at

#

"Zombie doll lounge" is a good example of what I'm talking about if you've been there

random owl
#

Well basically the objects you bake into the occlusion don't need to be in the same position or at all there when you upload it if you already baked it

#

There's also occlusion portals

#

Which as far as I remember you can control from animations with sdk2

bold ibex
#

Oof okay, I'm gonna have to play around with that one haha

#

I wish there was just a box that I could place with on enter/exit triggers that culled out players 😪

random owl
#

Well you could do that with occlusion portals

bold ibex
#

I think that portal is what I'm looking for though

#

You're a Saint lol

golden storm
#

I have a world built for Android, and it works fine in game for Quest. When I change my build settings to PC, it will not allow me to upload to VR Chat. I use Unity on a Mac — is this why?

rain shadow
#

@golden storm I would imagine you would need to go to your unity install on the unity hub and select the add modules option and add windows

golden storm
#

Ah! Yes! Thank you 🤦🏻‍♀️

#

Yup that worked great, thank you @rain shadow 💘

dusk sapphire
#

2020.12.04 13:27:26 Warning - Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
2020.12.04 13:27:26 Warning - To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
does anyone know what might cause a map to spam this warning constantly? started work on a fairly basic map, only a few simple triggers.

random owl
#

Do you have some assets using jobs system? 🤔

dusk sapphire
#

i dont even have any standard assets or anything lol, just started work on this map yesterday

#

just terrain and some buildings

#

havent optimized or baked lights or anything, test scene has no realtime lights

random owl
#

Any rogue packages?

dusk sapphire
#

nothing i could think of, even then all scripts are removed on upload

random owl
#

Oh those are inside vrchat?

dusk sapphire
#

yea

random owl
#

My head assumed unity editor console my bad

#

Don't have any straight answers for that though if it's ingame

dusk sapphire
#

annoying thing with this warning is that it persists indefinitely once it starts

random owl
#

I wonder if those would start getting thrown in other worlds as well?

#

This could be something canny worthy

dusk sapphire
#

eh, its more likely i have something wrong on my end

#

i've seen these pop up occasionally while world hopping

#

though they really should add something to rate limit repeated warnings/errors

random owl
#

Still if a user error can cause an error like that they should do something to warn/stop it

dusk sapphire
#

last vket was fun, had log files in excess of 1-2 gb

random owl
#

😅

#

But still I would like to know what the cause is if you figure it out

dusk sapphire
#

the error persists in unity editor until restart too vrcWOAH

#

it was happening in an empty scene i just created until i restart the editor

random owl
#

Anything special to start it happening?

#

Can you repro when opening the project into the empty scene without anything else?

dusk sapphire
#

ok found the culprit

#

it was from a particle system

random owl
#

Oh?

dusk sapphire
#

at least, i think so, will try reproducing

random owl
#

Can you give me details on the particle system?

dusk sapphire
#

3Dエフェクト「金木犀の飾り」 制作:藍夜野雑貨 【概要】 Unity2018に対応した3Dエフェクトです。 Unityのパーティクル機能で、金木犀の花のモデルがひらひらと舞います。 後述の利用規約を確認の上ご使用をお願いいたします。 なお、本モデルをダウンロードした時点で後述の利用規約に同意したものとします。 【使い方】 Effect_kinmokusei.unitypackageを開きUnityへインポートしてください。 Aiyonozakka/Effect_kinmokusei/Scenesフォルダ内にあるEffect_kinmokusei.unityを開くと

random owl
#

Thank you I'll investigate at some point when I have time if that indeed was it

dusk sapphire
#

or maybe not, its not happening on a new scene

random owl
#

Rip

dusk sapphire
#

ok it happens in the new scene when i copy over the one i have from the other scene

#

all i did was have 4 copies of the particle system in different places of the map hmm

#

it happens when i have more than 1 copy of this particle system at the same time 😅

random owl
#

That's starting to sound like a unity bug

dusk sapphire
#

i dont think i've seen this happen with any other particle system

#

if i had to guess its because the prefab in question requires custom vertex streams from the particle system, and doesnt like it when unity tries to gpu instance the same material across 2 different particle systems? though i'm mostly clueless to shaders and just a wild guess

random owl
#

Don't worry I'm clueless when it comes down to shaders as well

dusk sapphire
#

no wait its just a standard unity particle shader

#

and using a seperate material for the 2nd system still causes the error

dusk sapphire
#

ok, its Particles/Standard Unlit that's causing the issue

#

I'm guessing its related to the required vertex streams, and having more than one particle system with different instances of those streams

#

I probably would have ended up with just 1 particle system with a custom mesh for its emission shape, but still good to know

random owl
#

That is definitely good to know

proven cliff
#

so i went to upload my world and when i clicked on the sdk drop down menu there weren't any options. im on the correct version of unity and ive even tried installing a fresh version of the sdk, but when i did that the new sdk download wouldnt even give me a drop down menu. what am i doing wrong?

left thistle
#

is there an asset online or a easy way to make the "rain on window" effect?

short forum
#

@proven cliff this is because you have build errors preventing the sdk from working

bold ibex
#

anyone knows how to make it so when i walk out of the room, the bass of the music increases? like a club?

spark bolt
near escarp
#

@spark bolt Your UVs have an offset ?

spark bolt
near escarp
#

i'd suggest checking the UVs in blender

spark bolt
near escarp
#

Are you using 2.8 ?

spark bolt
near escarp
#

it changed quite a bit

spark bolt
#

it's UI is absolutely crazy, i'm real used to 3DS Max and the method of smacking a texture on an object in blender is so crazy i still don't fully understand it

random owl
#

You have your textures import settings right?

#

A certain big company which I'm not allowed to say in this context sets up their uv's creatively that need correct settings for things to display correctly

foggy frost
#

out of nowhere my video players giving offf a rate limit error, worked yesterday, broke today. only using 1 video player

random owl
#

What's the exact error?

foggy frost
#

Rate Limited please try again in a few seconds and then it just says video player error

#

only thing i did was upload a test build for a new world within the last hour and when i went i made two instances of my home world due to a disconnect

random owl
#

Did you try a non youtube video?

foggy frost
#

a playlist that worked yesterday

#

it auto plays when i enter the world

desert python
#

youtube maam

#

is it?

foggy frost
#

yeah its an automatic playlist player, has 4 playlists on it but it wrked for like 3 hours yesterday

#

i didnt input any links

random owl
#

You can also check if they are broken in other worlds

desert python
#

also, ive only found a fix for it for udon vp. vrchat messed with their servers a bit yesterday and theres been a few problems occuring now, but if its not a youtube vid then i cant help

foggy frost
#

i mean what exactly is rate limited

#

is it my account being rate limited?

#

or is it the world

desert python
#

it is when the bit rate needs to be limited...

random owl
desert python
#

wdym your account?

foggy frost
#

wouldnt that error of occurred the multiple times i visited my world yesterday if it was a fault of my own when making the world

desert python
#

they changed servers at night

#

or "modified"

random owl
#

Youtube-dl doesn't run trough vrchats server no servers have been changed

foggy frost
#

^ was gonna say

#

i just simply thought my account was being rate limited

desert python
#

the rendering protocal from what ive seen and fixed is from the server forcing it to infinately expanding the cache flow. which may also cause the rate limited glitch because it is. well "infinate"