#world-development
39 messages · Page 57 of 1
This is in unity?
🤔
Is it better if you focus on a small gameobject?
Or still the same thing happening
What was it?
And moving from out of 0,0,0 fixed it? 🤔
That shouldn't be the case in normal conditions at least
I always parent things to 0,0,0 in my worlds
Thats why im baffled
@viral jay is it possible you had baked in occlusion beforehand and didn't rebake after moving?
@normal harness missing how? What happens if you just enter playmode in unity?
@random owl Nothing :/ Like just a mesh without any interract
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
I'll check that, thanks ^^
What am I missing here? Why is this mirror button not working?
What is that interactive layer ?
It wasn't working under default so I switched it to interactive as a test.
what isn't working exactly ? the interaction or the trigger
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?
@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
@near escarp When I click it nothing happens, the mirror doesn't become active.
I can interact with it, I see the outline and stuff.
What if the mirror is active by default, does it stay enabled ?
I'll check that.
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.
what does the mirror components look like ?
since it's rotated, are you sure it's facing the correct way ?
Fixed. It needed to be on the water layer.
I can only see out of one eye in my world and the other is just messed up pleaser someone help
How can you make it so when you fall out of the world a respawn it toggles a gameobject?
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
Unless there’s a better way to do this?
would it be on spawn?
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.
how would you do that?
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
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
no, onEnterTriger
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.
need to be trigger mode
@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
anyone know where I can find the world clock ui thing that shows how long you've been in the world?
Working video player that doesn't white screen or fail to not work upon reloading into a world/joining after the fact?
Please @ me if so.
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?
Check your console for errors
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.
it says that
nope
Hmm give me a second to check something
ok thanks
Try right clicking the VRCSDK folder and pressing reimport
That didn't bring up any new errors either?
nope just the same warning
Hmm curious I've seen this problem pop up couple this the past few days
Are you on the latest version of the sdk?
i dowloaded it week ago, was there an update since then
Don't think there has been since
Did you do anything specific before the sdk started doing this?
no i just launched it one day and it didnt appear
Didn't import any new assets or similar just before you noticed?
i can try removing the last few to see if that helps
https://docs.vrchat.com/docs/updating-the-sdk#sdk2
Might also wanna just doing the steps here and see if it fixes the issue
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. SDK3 For SDK3, you should be able to update in-place. This is especially important for SDK3-Avatars, as you may lose State Behaviors on you...
It's annoying to fix issues where there are no actual errors showing up telling what's happening
What asset @idle harness ?
It's also possible that it wasn't actually caused by that specific asset though
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
So also removing assets can force the recompile to happen
oh ok, i didnt really need that asset anyway. but if that problem did happen again how would i recompile?
Just the reimport all should do it but unity can be unity sometimes 🤷♂️
ok, well thanks
Do come back here if it happens again
~~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
I have an OnEnterTrigger set to local but when you enter it, it disables gameobjects for everyone
Is there another parameter I should set it to other than local to fix this?
I’m preventing lag by Turing off large areas when you enter a different zone, is there a better way to optimize the world?
bake lights, lower camera render distance, force all avatars to have lower shader settings when joining, and what youre doing
I just don’t know how to make the areas re-enable on respawn. It disables the other areas for other players as well.
I’ve done all of that except for the shader settings
uh, make everything locally togglible, and im not sure what youre using to make the triggers work
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.
Trigger set to local
ok, layers should be playerlocal
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!
Top one is normal atm and doesn't really affect much
Second one is also normal and a lot of unity extensions throw those because of how you usually build stuff in unity
Next three looks like unity complaining about some assets in the project which don't seem to be included with the sdk
Six also doesn't really matter
And the last one is the first one again which doesn't matter
appreciated! So none of these look like they'd be something which would prevent the SDK from functioning?
Yeah warnings in unity are usually not something you should bother with
Though the third would be fixed by adding weight paint into those missing vertices in the mesh in question
The walk really depends on what animation it is
Same with the one after it
Hi, how do we add bloom to our worlds?
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?
Hey uh, does anyone know why the VRC Object Sync isn't an option I can add?
Anyone knows why when I set this cylinder to give off light, it doesnt show up in game but it shows on unity?
follow the info on here https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
and you will be on your way 😁
Thx/
Just wanna bump this, anyone?
That really depends, have you imported the sdk, are you sure you are on sdk2, is there any compile errors in your console?
Does anyone have issues where Builder is just blank?
I can't upload anything.
Even replacing the World Descriptor, same thing happens.
I don't have errors.
Try closing out of unity going into your project folder and deleting the Library folder there and then restarting
This one right?
Yes that would be the one
can someone help me figure out how to fix UV maps? 😓
Really depends on what the problem with them is
they're stretched in unity
but then i fixed them in blender but when i imported the world it just didn't port over the UV map or something
Does the mesh have multiple UV maps?
no they all have one map
could anyone help me with this
i only restarted my pc and the menu items are gone
i've tried reimporting the sdk
Check your console
@bold ibex if that doesn’t work make a new project and import everything form scratch
im trying to reimport all rn
ive been trying to solve this for like an hour or so now lmao
That unity and sdk for ya
Don't make a new project
Show me some pictures of your console
These problems are easy to solve as long as you know what you are doing
There's only like 1% of the time where you need to make a new project
Otherwise it's just external assets, badly imported sdk or unity project settings from old projects causing problems
Which all can be solved with couple steps as long as you know what they are
Without having to go trough the trouble of creating a new project
Delete the script specified in the error
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
No worries
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.\
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.
Can someone explain this error ?
it's wont let me upload the world. it's something with the pipeline...
Must be some kind of script interfering each other. but i can't find them.
why don't point lights show up on mirror relections
@raw pivot Uncheck the disable pixel lights option on the mirror component
Thank you so much man
Internal screaming
What should you do when triggers can't initialize?
hey is anybody able to help me with my vrchat world in unity?
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
if anybody has the time I could really use the help with ur knowledge of unity to find out the problem
nobody?
Don't really have the time but importing this and checking VRWorld Toolkit > World Debugger should show your answers
https://github.com/oneVR/VRWorldToolkit/releases
You don't do anything that's normal just make sure you don't have error pause on at the top of the console
how would i run world debugger? sorry Im still new to alot of this
nvm
Got it figured out?
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
are these errors things I should worry about?
nvm
nvm Im just gonna scratch the world it isn't worth it I don't think
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
I didn't spend much time on the world so its all good thanks for the help anyways
I could help you fix it but alright
I don't know what the issue is with it are you available to vc? or we can just dm for now?
might aswell give it 1 more shot
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
Like what exactly is happening when you try to upload
The world debugger should cover almost every case of where the world just redirects you back home
idk Im scratching it. gonna start from the bottom up and rebuild dw about it anymore its not worth it sorry for the inconveniance.
Thanks for the help
No worries
your world debugger is amazing though. i didn't know a thing existed its pretty usefull
Thanks I'm the person making it 👌
Any way to reduce the pickup distance?
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.
@ruby kettle OnPlayerJoined-local > AudioTrigger
Who want's to help me make a christmas avatar world?
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
Show me the inspector of one of those?
You don't have a mesh set in the mesh collider
It won't let me set anything as a mesh weirdly
You might be trying to set a model itself as the mesh and not a mesh then
But just removing and readding it should define the mesh on the object automatically
I've tried but it wont set it
Oh and you don't have a meshfilter either 🤔
Hold on I think I fixed it maybe?
Wait it's a skinned mesh 👀
Gonna test
It works now
Still that's a nightmare for optimization
I'm not finished with the world by a long shot, just trying to get it in some working compacity right now
Alright but please at some point create the geometry again properly
Will do
hmm is it possible to record post processing and animate it?
@forest hawk plowing ahead with zero shits to give about optimisation...my hero 🌞✨
Honestly, you can figure all of that stuff out later if you feel like it.
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?
oops wrong chat
Yes
how would i do that? @open thicket
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.
🧐 ohhh, interesting. will have to try that out.
@rain shadow thank you by the way, that was extremely helpful
im trying to upload my world but the menu where u enter the world details doesnt show up when i press build and publish
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()
in the game view?
nothing it just goes to the main camera instead of spawning the thumbnail one
Some screenshots would be helpful of exactly what you are seeing
ok, ill get them now
this is the game view when i click the build and publish button
I would suggest disabling error pause from the top of your console and then trying to upload again
Hmm actually disable clear on pause
Then try again and see if something shows up in the console
am i re enabling error pause?
Nope don't re enable that
kk
Realistically should show more in the console now after you start the build
Hmm those don't really add up either
https://github.com/oneVR/VRWorldToolkit/releases
Can you import this and check VRWorld Toolkit > World Debugger?
this is what pops up
the auto fix didnt work but yeah the build size is weird
Hmm if only there was feedback on what is causing the build go weird 🤔
i tested the world and it should be 20mb
So build & test works? 🤔
yes
That's even more curious then
idk a lot of stuff about this but if i had to guess its a problem with the sdk then
Would you mind sending the project over and I can have a look?
yeah ok, but first let me see if just deleting and reinstalling the sdks works
Sure
uhm should I use sdk3 or sdk2 for worlds
depends
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?
Wrong channel #udon-general this is #world-development , but if you created your scene descriptor yourself you need to set a proper spawn point.
Also if you try this it includes detection for things going wrong under VRWorld Toolkit > World Debugger
https://github.com/oneVR/VRWorldToolkit/releases
guys i want a simple tv video for sdk 2
@neat pawn which one?
nvm man i found one thanks
ah i thought this would be the closest channel as i downloaded worlds sdk3, have not touched any udon or scripting. thanks for the debug kit! i found a few things for optimization but couldnt fix the main issue. this is what the console looks like
i created a new project from scratch with just a plane and spawn minus the textures and skybox and it worked
would i just delete the lines that these error messages point me to to fix the issue?
The build is stopped by that asset because it's broken
If you delete the script that is there it's gonna be fixed
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
holy shit it worked, thank you! @random owl
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:
I feel like I've created worlds just like this many many times, I don't think I'm forgetting anything
You didn't place your spawn under the respawn height set in scene descriptor right?
Looks like I did, interesting, thanks
How do I set up background music for a world? Proper global-audio BGM, I mean.
Cheers!
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?
How the world is supposed to look like ↓
Right eye going black can be caused by using shaders that aren't quest friendly esp grabpass ones
Might be just the skybox shader you are using or might be some other shaders as well
You should use the skybox shader included with the sdk
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?
Should I change the skybox shader to Vrchat→mobile→Skybox to fix the issue then?
Could be a bunch of reasons first I would suspect something is stopping a new build from happening and it's loading to the old one. Might wanna check your console after trying to build.
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
It could depending on if there's other problem shaders or not.
This might also help you:
https://github.com/oneVR/VRWorldToolkit/releases
You can check your latest builds details from VRWorld Toolkit > World Debugger
Also to note if you switched build target using the button in the sdk that can cause problems you should use the build switcher in unity instead.
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
Yeah that would do it
Im not sure which shaders are the problem as the entire right side is completely the same as the left Exept for the pictures(all I did was duplicate) Im gonna try and change the skybox to Vrchat→Mobile→/skybox although I didn't want to because then the skybox wouldn't move but that may be the issue
Ima test it
Well if it's a special skybox shader I could easily see that being being the problem
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?
So I don't have to change it for the pc side aww hell yeah
thanks for the help! I really appreciate it. Still learning unity Couldn't have done it without help
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
I can't make sense of this
I will check tomorow. I shut everythigoff for theight
Thank you so much I will checktoorrow
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
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?
@heavy quiver Would recommend checking the logs to make sure no unwanted behavior is occurring
Spinning in circles sounds like more than just a sync issue
it works just fine when the instance is first made
there are no issues that i can personally see
but i'm no expert, so what do i know
Do you just have an object sync on the nav mesh agent game object?
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?
And now everything broke... I really can't be bothered with these constant errors with Unity and the SDK. I'm quitting creating content.
Not possible without workarounds that would include the users running an external program reading the vrchat output log with udon
Hey I have a question
If I wanna update my world and add stuff for both the quest and windows version How would I do that?
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?
yes
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?
Best workflow is usually doing it in the same project
Not really sure why you are deleting the original windows version either
so really all I can do is just copy each thing i do to the windows to the quest right?
No way to just skip the painful process of copying the other?
Im retarded all I have to do is just delete the quest version nvm
It really sounds like you are overthinking this someway
then once im finished building in windows --> copy project ---> switch copy to quest version --. done deal i think
i may be slightly overthinking it yeh
Why copy it? Why not just swap between quest and pc on the main project?
I have two unity projects. One is windows the other is quest.
Why though?
thats how u make a quest compatible world right?
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
This can help you maintain the differences as well
i feel so fcking retarded
Did you think you can only swap to android and not back or something? 😅
thats fcking amazing Im learning so much this week
epic 
I guess I can Just ditch the 2nd vrchat world copy then. I feel like a absoulute noobie rn
Just don't use the button in the sdk
Use the build switcher inside unity
The sdk button causes problems on the quest side
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
Why would you need to remake a project because of it?
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
Fight itself? That doesn't make much sense.
And I don't see why that would make you have to remake the project
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
I still have no idea what you are talking about
rn im trying to at least get unity out of the "not responding" phase to maybe save some time
When ur saying sdk button what are you meaning?
if you go back and forth on the supports, youll eventually get i
The sdk button is the one in the control panel saying switch to android/quest build basically don'tever use that
so u mean the button in "build settings"?
hey
Hello, is it normal that the water of the standard resource is black in SDK3 when in play? problem that is not in SDK2.
sdk3 is a bit weird with lighting, still been trying to figure why myself
:/
try ticking auto lighting on and off, sometimes that fixes it sort of
on my points of light?
yes, unless the map was already baked, then something else sdk3 related has occured
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
are the animations set correctly?
Yep
in sdk2 everything works fine, but in sdk3 I have 999+ errors 😂
? what version exactly?
I use the basic sdk
that is not a version maam
if not I use the sdk3
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
....
but the sdk2 maps would not be compatible with the 3.0 animations of the avatars?
??
Hmm okay okay
are we talking about worlds or avatars miss?
Worlds ^^
3.0 avatars are seperate from 2.0 and origin avatars/worlds, you should be fine
ok gn
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
object sync
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
Quick question - does anyone know how to add a custom animation to a chair?
Can't seem to find anything about it online
Nevermind, found it! Just added a VRC station to a box and added an animation controller
Did you yet try to clear the gi cache and bake again? What about if you enter play mode in editor? I also wonder if the lightmaps are actually getting properly included in the build
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?
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? 🙂
wdym?
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
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
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
There are some on booth
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?
It's less about perf and more about the sync itself degrading
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)
Depends if they're sleeping or not
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?
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
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
50+ by yourself ?
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.
Should be 90 by yourself then
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
Master stutter is existing for everyone currently, not something you can avoid unless you have a mute user join first
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?
It won't look good
I'd suggest 30-50 as a test
but again, depends on how many are active at once
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
How does one clear GI Cache and also everything looks good in unity (playing as well) but when it goes to vrchat its black
Edit > Preferences > GI Cache
Thanks @near escarp
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
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
is there a video that better explains how to do it?
This tutorial shows you how to make another type of door, this time that teleports players around within the map simply by walking into the door. I'll also show how to lock the door so people can't walk through it. This version does not suffer from sync issues as the lock and unlock buttons are properly synced for all players.
(And I made the ...
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...
Does anyone know why a mirror added from VRCSDK would make the world flash and glitch?
did you edit it in anyway?
I changed the size
then no
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.
any errors? or warnings ig since some of those can correlate to warnings
None that mention the cube, mirror, or remote/apples
odd, what exactly happens when you build and test. and publish (privately)
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.
ohhh, wait. is there 2 mirrors or more?
only 1 mirror, and it's quite small.
hmm, ok. usually theyll flash or go black when another mirror is present or 91 degrees towards eachother
oh, interesting. it's the whole world flashing though, not just the area with the mirror, is that what you mean?
oh wait, do you have reflection probe/bake your lights?
yes!
oooh i haven't re-generated my lighting since adding a few extra lights. is this the issue?
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
ok, i will try unticking the reflection probe and see if that helps (thank you so much for helping me with this)
did it fix your issue 
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:
hmm, try rebaking the lights?
Might be just hitting the pixel light limit since you seem to have real time lights
that doesnt look like a lighting issue to me but more of clipping now
or a mirror issue
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
What's the world id?
wrld_07cb7b89-0d82-4288-b5d1-7b17f158f190
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
omg D:
Are you able to load into the uploaded version just fine atm?
That wouldn't really matter when I'm joining the world directly
ok :/ hm let me go back in and see if anything has changed
Though there's one thing that might be causing it
It might be just my end
That error is just weird
what is the error?
wth
I usually remember every common error out of my memory but this one I haven't seen before
it's also quest only at the moment, would that matter for you?
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
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.
You just gotta switch to windows building
i did try this, but it says "upload to UNSUPPORTED"
Oh yeah I did see an upload in the api to unkownplatform
yes, i tried either yesterday or this afternoon, i can't remember, all my time on here is meshing together
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
ah i see
i will do the light thing now and check back
i baked all the lighting and now it is hideous 😩
So was it all realtime beforehand? 👀
yes, and im kicking myself because i know to use baked, and just didn't think to check
Yeah if it was all realtime that explains the flickering
it was ALL realtime ;____;
😅
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
https://github.com/oneVR/VRWorldToolkit/releases
If you are completely new this might help you VRWorld Toolkit > World Debugger
i will take a look! thank you for your help
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
Well post a screenshot
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
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?
No
I had an issue with the sdk where the buttons weren't there. Reinstalled the sdk as per the documentation
Alright let me know if deleting the Library folder worked or not
I will, this might take a while
Yeah it'll need to rebuild stuff
My entire scene is gone and there is no more VRchat sdk control panel
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
Ah good scene's back
Do you want me to clear then give paste the errors that are left?
Just the general screenshot is fine after pressing clear
Could you show the full line from the bottom most one?
This was and sdk2 project right?
Yes sdk2
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
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
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
I do...
Well that would explain the errors then
Its in a demo for an asset
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
All fixed, thank you very much
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?
For some reason in the world I am creating, ui sliders are taking input from my wasd keys. How do I fix this
@fringe wren On any UI components you have set navigation to none
Ohhhhhh ok tysm
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.
My test & build for sdk2 doesn't let me test my world it just redirect me to my vrchat hub
try build and pub
In the terrain tools, there's a smooth brush
Are there any errors in the console
Does anyone know any video players for sdk2 worlds?
I have been trying to find one but cant
@fringe wren you still need one?
yes please
@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.
You'd need a texture that blends well, which are you using?
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?
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
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
8k looks good
it appears to be the best tradeoff between quality and filesize
it's only 5.4mb with these settings
8k is also terrible to decompress
There should be higher quality hemispherical skyboxes out there in 4K
i had a hell of time finding a skybox
anyway, there's no 'Wrap' option on the Wrap field
(and all of them give an identical result)
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 
Try turning off mipmaps
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 👍
hey, im trying to use a reflection probe as a skybox, but it shows up super blurry, is there any fix?
like this
its baked at 1024x1024 btw
i don't think i've seen this done before, what are you using it for ?
just messing around with things mostly, thought itd be neat to try
Try at highest res then
this looks about what i'd expect for 1024
hq skyboxes are sometimes 8k
You really need to download Sharex @full citrus
Ctrl + Alt + Print Screen captures only the active monitor
oh
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
Can anyone recommend a good video player prefab?
How much trust do you need to make a world public?
User
Oh ok thx
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.
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
Anyone know what this means and what to do
I get this message after pressing build and publish. Its a new world and has no ID on it I checked
Clear your console once try to build again and see what shows up when you try to build
Ok thanks
if i make a world quest compatiable and upload only the quest version can PC people join aswell ????
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
@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.
Gotcha, thanks for the info
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?
Custom scripts are not usable
So i don't think your game would go very far
The whitelist can be found in our documentation
Best you can do is convert to udon sharp depending on the mini game
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
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
this is vrchat
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
Is it sending you home in build and test as well or only on the uploaded version?
How old is your sdk?
Not too old but not the newest one. Let me check
Import this and check VRWorld Toolkit > World Debugger
https://github.com/oneVR/VRWorldToolkit/releases
Yoooo
ill check that out later.
Well it will give you the answers faster than me playing 10 questions to narrow down the issue
for post processing does it have to be 2.3.0 or will 3.0.1 work?
VRChat uses 2.3.0 so that would be your safe bet but in reality in doesn't matter much
bet ty
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
@normal fossil did you add a listener?
yeah
where?
did you use another audio source to do the low pass filter or are you using the basic component?
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
aight i try
ok so i updated to the newest SDK and downloaded that VRWorld toolkit and opened the world debugger, im not getting any red errors, just a yellow one about baked lights not being baked yet and how build and test wont launch on desktop even if i tell it too unless i set the path yadadada which isnt world related so.... : P
Can you give me the world id?
wait hold on, under build report its telling me something exceeds macimum size
@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
o
shrink down the area effected
blacked out because the projects not revealed yet
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
Well that would sound like your scene has too much stuff still
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
According to that message at least
@bitter idol is that also the latest build you tried when you look at the time?
today at 5:30am yeah why
Just making sure since there's always a possibility they could be silently failing
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
Remember to also clear out the dynamic materials from your scene descriptor @bitter idol
forgive me but what is a dynamic material
Check the scene descriptor and expand the dynamic materials list
Simply put it's there for worlds swapping materials
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)
Ok T_T
Console errors
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
Check for a .unity or .exe
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
Reflection probe ?
anybody know why my mirrors are all black? have all layers showing to try and fix it but it still does it.
Is your lighting baked?
it is, do mirrors need mixed/realtime?
i tried putting a realtime light behind it but no-dice
Do you have a reference camera set up and if you do can you show the settings of it?
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
@snow pawn what sdk are they for and what sdk are you using?
if they dont match, then they wont work
@random owl
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?
Sdk2
They are called QV pens
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?
@snow pawn try deleting and reimport them
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
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
that might actually work
sucks that vrchat broke this feature, but your idea seems pretty sound, no pun intended
What's the setup on the object with the audio components? If you want to use Unity's audio curves you need to add the VRC spatializer and then tell it to use Unity's instead.
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.
define your definition of "spatial curve", there might actually be one, just not exactly what youre expecting
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
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. 😅
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.
@left hollow you wanna create one of these: https://docs.unity3d.com/560/Documentation/Manual/class-PhysicMaterial.html
and apply it to your colliders
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
also @random owl thank you you fixed my world
No worries
@lethal moss Thank you
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.
The client uses the mixer to handle player volume controls afaik so we don't have access currently. You have to gain stage per source which isn't ideal, but it's a bit easier now if you download CyanEmu (pinned in this channel) because it'll use the spatializer that VRChat is using (Oculus') to let you test your spatialization in the editor.
still having the issue where none of the pens are drawing or any of that
do you have any pen recomendations other then QV Pens?
for some reason the pen just isn't writing at all
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
Compile message? where would I find that?
like the "hold on..." message will pop up
Did you import standard assets like those pens need?
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
Yeah then it wouldn't work
The description on booth should have the link for standard assets
Heres the site
Yes and now check the description for the link to standard assets
Found the standard assets I download and just import em right?
Yeah
Im so retarded 😅 I didn't even see that lol
I just download them & I should be good to go right?
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
Oof I had that issue before
it's a real killer since almost everything is done
Are you trying to make it a quest compatible world?
Do you have a spawn point set in your scene descriptor properly?
did you already publish the world? or is it just testing the world in unity?
are you trying to test the world via the VRCHAt SDK?
yeah
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger
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
they're trying to tell me that there isn't anything below my spawn
Does the thing under your spawn point actually have a collider?
i think that's the issue
It would cause you to get thrown out of the world at least
im gonna try to add in one or two sphere colliders under the spawn to see if that fixes it
If my world tools told you there was no colliders under the spawn I trust myself 😄
Except if I'm wrong 👀
it kicked me straight out again
Can you show some pictures?
Oh if you look at the top of my world debugger that would be the reason
Build result: Failed
i don't understand though
Might wanna check your console
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
it was the skybox package from the asset store that was screwing it all up
now i have to fix my spawn again 😂
Ahh that classic skybox script that is literally just a hyperlink to their website
heyo I decided it Aint worth it using qv pens. its too complicated n shit and wasn't working
now im using noenoes pen
but im having a issue
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
Did you delete the standard assets but leave some scripts that depend on them?
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
Well I would just delete that script if it's not something you need
noobie question but how would I do that lol
It tells you where its located in that error message 😊
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
ok lol
@random owl any help w my occlusion question?
Occlusion question?
"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?
I mean usually that would be occlusion culling yeah
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
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
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
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
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 😪
Well you could do that with occlusion portals
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?
@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
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.
Do you have some assets using jobs system? 🤔
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
Any rogue packages?
nothing i could think of, even then all scripts are removed on upload
Oh those are inside vrchat?
yea
My head assumed unity editor console my bad
Don't have any straight answers for that though if it's ingame
annoying thing with this warning is that it persists indefinitely once it starts
I wonder if those would start getting thrown in other worlds as well?
This could be something canny worthy
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
Still if a user error can cause an error like that they should do something to warn/stop it
last vket was fun, had log files in excess of 1-2 gb
the error persists in unity editor until restart too 
it was happening in an empty scene i just created until i restart the editor
Anything special to start it happening?
Can you repro when opening the project into the empty scene without anything else?
Oh?
at least, i think so, will try reproducing
Can you give me details on the particle system?
https://github.com/oneVR/VRWorldToolkit
I would like to add detection for it in my world tools if it was the culprit
Thank you I'll investigate at some point when I have time if that indeed was it
or maybe not, its not happening on a new scene
Rip
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 😅
That's starting to sound like a unity bug
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
Don't worry I'm clueless when it comes down to shaders as well
no wait its just a standard unity particle shader
and using a seperate material for the 2nd system still causes the error
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
That is definitely good to know
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?
is there an asset online or a easy way to make the "rain on window" effect?
@proven cliff this is because you have build errors preventing the sdk from working
anyone knows how to make it so when i walk out of the room, the bass of the music increases? like a club?
Heeey I've got this weird issue with this guitar's UV texture map being all messed up. It looks as though the import setting aren't matching up or something. Anyone had an issue like this before?
https://media.discordapp.net/attachments/779475822305345577/784167132635856964/unknown.png?width=1202&height=296
@spark bolt Your UVs have an offset ?
Yeah there's an offset option for this UV. I've tried changing it around but it just doesn't wanna match up. It's almost as if the texture mirroring isn't enabled or something.
i'd suggest checking the UVs in blender
agh jeeze blender's so finnicky and with it's dodgey ass UI and otherwordly controls
Are you using 2.8 ?
i ain't got blender installed right now, had it last year but lost it when i re-installed windows
it changed quite a bit
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
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
out of nowhere my video players giving offf a rate limit error, worked yesterday, broke today. only using 1 video player
What's the exact error?
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
Did you try a non youtube video?
yeah its an automatic playlist player, has 4 playlists on it but it wrked for like 3 hours yesterday
i didnt input any links
You can also check if they are broken in other worlds
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
i mean what exactly is rate limited
is it my account being rate limited?
or is it the world
it is when the bit rate needs to be limited...
https://github.com/ytdl-org/youtube-dl/issues/23638
Well this is the first thing that comes to mind
wdym your account?
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
Youtube-dl doesn't run trough vrchats server no servers have been changed
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"