#world-development
39 messages · Page 60 of 1
do you have any direct mp4 links you could test?
i mean, couldve used like a cached videoplayer instead of a sync, but try on board videos if possible
yea mp4
you could try this
Real 4K HDR Dolby Test ultrahd movie for 4k oled tv (ULTRAHD HDR 10BIT Dolby Atmos)
*** Disclaimer *** YouTube not supports Real Dolby sound and downscale quality of video. But its good enough to fast test your TV. You need to watch on HDR supported device!
You can download Dolby Atmos demo 4k right from here: https://adshr.ink/obvL
Amazing ...
thats... not going to help
this video works on every videoplayer
ignore that, ytdl lowers the res anyway
(sad)
the point of playing a direct mp4 file is to see if its a more fundamental issue that they have
sending them another youtube link when they cannot play any right now is not helping
well i dont seem to have any mp4 or .mov that fact on me
i have this playing on one of my quest maps so it should really work on everything
yeah this seems like a more fundamental issue
any video files you play are cached locally
(quest?)
livestreams handled by avpro are likely not cached, at least not in the same manner
i would suggest clearing your cache file, but i'm not entirely sure where the video cache files are
I think the video cache files last i checked were in some temporary internet files folder
something is really wrong though if you cant play a direct mp4 file
most web services use h264 mp4 or vp8 webm of the sorts
but anyway its like past 1am for me, and i gotta head off, good luck solving your issue.
I would most likely make sure nothing happened to your installed codecs or reinstall them depending on your os version and such but you seem to be pretty reluctant on going trough my troubleshooting steps
could someone help me set up a screen in my world for playing videos?
@grim mortar that video player i sent you should work
Can someone help me figure out what's wrong with my world? It's my first world upload. I watch alot of different tutorials on YT. I just cant seem to figure out why the world won't load and it sends me back to the default vrc home.
https://vrchat.com/home/world/wrld_359cd0eb-7a5c-4a05-aab9-d57dce6e17bf
@brisk gazelle console errors?
@grim mortar you able to import it fine?
yeah
@brisk gazelle in console
I imported it
I don't know of any console for vrc. So please elaborate alittle more than in console. @desert python
@brisk gazelle i mean, if you can use the vrc console when joining, thats cool, im talking about unity tho
try reuploading it and see what appears
can i scale up the screen to size if needed?
@grim mortar yea, just dont delete anything. you can move anything and change the size to whatever you want
whatever you want, most likely the screen part but you can do the whole thing
alrihgt
@brisk gazelle
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger
also, how could i add all wall to the room, since the original model lacked all wall since you could never see the wall at the angle in the game
you could i add a wall?
@grim mortar define “all wall”
a wall
where?
hmm, well that doesnt look too good, is the whole room one big object?
no, it is seperated into multiple polygons, i just took the one which is the main room part
the table and some other stuff are separate parts
I wonder what i should do about it
what you could do, is spawn a few quads, and try to cover up that wall
what is a quad
I don't know what these mean or how to resolve them
@grim mortar put them around where the wall is missing
alright
try and angle them so it seems like its rounded
None of those are abnormal
Doing this should find your problem
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger
If you aren't sure show a picture of it
Your sdk is really old
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. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
Update to the latest sdk2 first
How do I see what version I am using within the sdk? @random owl
Don't really need to see it in this situation those errors tell me the version is over 7 months old
i can't seem the wall and roof to look right
i might make the back of the room square
make the quads go into each other/ make them bigger
just to make it easier
sure
i also want to have a space for a portal to connect to the room i made yesterday
i mean, if you make those quads into a hallway into a portal. that might look better
huzzah
need help
oh sorry i just need help with unity i uploaded a world and when i try to join it i get put back to vr chat home world
what are errors for the world?
none
are you sure?
yes
not even: warnings?
nope
is “clear on play” turned on?
whats that
console my boy
plz check for errors in the console
you may find it, in unity
it is a tab that should never be closed
um would you be able to help in a dm call
sir, im sorry
download one's vrworldtoolkit and check for errors https://github.com/oneVR/VRWorldToolkit
and in the mean time check your output log for errors with https://nyanpa.su/vrchatlog/
A simple VRChat output log parser that shows you user activity in maps you have visited, as well as basic trigger, warning, error and exception summaries
you just install it like any other unitypackage
im new to unity
so do i download it as a zip
download it as a unitypackage
go to vrworld toolkit in your menu bar and select world debugger
no i set a sawn point
proof
i'd just hit the auto fix buttons
if there are no more errors then yeah
Hey so everytime I try to build and test my world that’s in progress it just puts me into my home world and not bringing me to the world im building in unity. Is something wrong? I put everything I’m supposed to put like the scene descriptor and everything
I’m having this problem where when I try to update my world it won’t let me it just gets stuck on this one part it won’t let me upload it unless I removed the world ID and publish it as a different world
Same scene
Hello, I have a problem with my interactions, anyone can interact from a great distance, it is fine to lower the proximity but nothing changes, I can do how to fix this?
I really need help i made a trigger that turns of and on music but my problem is the button only works if i have the sound set to play on awake which i dont want to do. Is there a way to make it so i can have a button that plays music but it downt have to be set to play on awaek?
anyone???
why?
So now i have made it so i can turn on the music but when i click the button again to turn it of it just restarts the msuic
@desert python could u help me with this
im not good with sdk2, but it seems like its doing what its supposed to do, how would you go about making it play on awake if it does automatically even tho its unticked?
so my problem is that when the audio is not on play on awakew i cant turn it of then back on again but when it is i can turn the audio of and on fine
That doesn’t work :((
Idk
i mean the audio should auto be ticked to play on awake, but to keep it playing you should tick loop play
otherwise, i see nothing wrong
you usually shouldnt need to have it play on awake (for udon) but for sdk2, you might
@bold ibex try telling it to loop and see if it works
also, what exactly is the trigger doing
Literally do u use sdk 3?
I can switch to that could u tell me how to make it so I can toggle music on that?
change the rolloff to custom
Roll off?
go to the audio source
Yep
below all of it there is a rolloff selection tab as well as a graph
Ahh yep I’m on that
change volume rolloff to custom
I have done that now
then rightclick somewhere on the line to add key and drag that key to the 1.0
also the option above called spatial blend
is that set to 2d or 3d?
hold up
does thw whole line have to be on 1.0
I have a question
I am using cyan emu to test my world before importing
and when hoping into a car prefab and using the wasd keys to move around, I move the car like it should
but then when I go into the worl in pc or quest and mash buttons on my controllers to see what works, the car doesn't move
so if any of you know this, in cyanemu what are the keys wasd mapped to on a vr controller such as the quest?
Has anyone made an Ames room world?
Is there any way to get "Test Non-VR" checkbox to work? it's always launching VR
https://github.com/oneVR/VRWorldToolkit/releases
Importing this and checking VRWorld Toolkit > World Debugger will help with that and more 😄
Otherwise though setting the client path manually in the vrcsdk settings will fix it
Noob question: will all libraries from the unity asset store work in a vrchat world? (except scripts) I'm looking to buy some things during the sale but don't wanna waste money if they won't work.
all object and skyboxes should work, just depends how optimized I guess 🤔, some might crash, some might not
Thanks for the response literally!
So im making a item that teleports a player 20 m forward, currently im using a Prefab from ToyBox 2.1V called Player Tracking which basically gives me the position of a player to which i just add 20 m and it teports me just fine ,but there is a small thing that doesn't work. The Player tracker doesn't rotate so that means i cannot teleport nowhere but along the x axis. I have been looking all over the internet , but nowhere is there anything mentioned about the rotation of the prefab or how to add it. Does anybody know how to fix this issue and if so please tell me how to fix it myself?
whenever I try to build & test a world I'm making I just get loaded into the VRchat home instead of my world
@gray turret is a spawn point set?
yes
import this https://github.com/oneVR/VRWorldToolkit/releases and see what it says
ok, will do
I don't know if it just supposed to tell me errors or fix the problem, but its fixed the problem
thanks mate
good job 👌🏻, sometimes it does
its also supposed to tell you tips and extra errors that might need fixing
ah I see
Am I able to update a world after its been uploaded?
yes\
I'm trying to add multiple songs to my world, and was told by the VRChat documentation to use an Audio Bank. When I follow the guide it says for setting up an audio bank, and then going into the world, I do not hear any audio playing. None of the songs are triggered by a button as well when attached to a trigger.
Yes, I do have an audio source set up and attached to the bank as well.
How do I have floating visible text in my world?
UI Elements, possibly using Text.
I tried that but when I build and test the text completely disappears
did you put the text on a canvas?
Yeah, I decided to go with another option though
Second thing though, how do I update a world that’s already uploaded and published?
@bold ibex reupload it
Okay thank you
has anyone created a userlist prefab of some sorts yet? not exactly sure how to accomplish this.
hey any1 know whay some materials get confused when making a test build?
materials just swap material slots out of nowhere
Hello, for optimization, is it better to light the players with ProbLight or with a Directionnal Light?
@void bison explain?
If I replace the ProbLight with a directional light, will the players gain in performance?
light probes baked would be better, and more better looking, whereas a directional light (assuming realtime) woud most likely increase realtime draw calls
But if I put directional light only for players, with no shadow, will that have a negative or positive impact on performance?
negative
Okay thx
@desert python
And the best it would be to put more ProbLight or as little as possible for optimization?
@void bison well theoretically you could do with no light probes, as the bake lights will react already as if mixed in game unless deactivated
however, light probes never hurt
Unless you get to hundreds of thousands light probes they won't affect performance much
For proper baked lighting always do light probes and reflection probes
So that's what I did, but in VR in some places there are heavy drops in FPS and we don't know where it came from
possibly have a realtime light active
I love ant to make a world and need help can anyone help me?
Quick question, I dont have VRC_audiobank as an option in components, is there something else I need to download?
SDK2 or 3 ?
IS there supposed to be a MirrorReflection Layer here?
i have newest SDK and proper unity version, my other projects have that layer
DOo i just use IgnoreRaycast im guessing
ahh nevermind, i didn't setup the collision matrix and layers yet
if you don't mind you can just upload to a new world id, otherwise you'll have to contact support as its a server side issue
my world is failing to upload.
It always hangs on a part and ive already waited 10 hours since it should be a pretty big world.
Currently it's stuck on Creating File version record
There's no errors in the log or console
upon removing blueprint id and trying reupload now i get an error
Edit: Found the issue
Error: Failed to create file version record.
That file is much too big
how big was your world lol
don't know, it just failed to upload
install 1's vrworldtoolkit https://github.com/oneVR/VRWorldToolkit
run the debugger and check for errors
it also shows the size of your last successful build
I'll do it after this build attempt.
I removed some stuff and compressed textures
Got it to upload after that step, mostly downscaling textures
So I'm having another issue that im currently troubleshooting.
When I reach a part of the map it simply respawns me.
I've attempted bypassing that point using a teleport but to no avail.
Is the part below the respawn y height set in your scene descriptor?
Ah!
That could be the issue!
I'll test it
Upon height testing. Yes that would be the issue
My new map part is lower than the rest
Thanks!
im looking for a water shader that dosent "fudge" in VR anyone know such shader ? maybe in the Asset store etc.
since the standart asset water dosent work for my world
silent's clear water shader is a popular choice and my go to https://gitlab.com/s-ilent/clear-water
thanks for the tipp ! @dusk sapphire
would anyone be able to tell me why my lighting is doing this to the walls
Hello, I wanted to inquire about something, so here we are, I created a UI where the player must enter his password to enter his private room, basically he enters his password, and he will then be teleported to his private room, but I would like to know if it was possible that when he enters a password that his teleports all players around him within a certain radius. is it feasible in your opinion?
@median egret
You have to put your lighting in an important mod
is there a way to change post processing bloom with a slider as well?
Did you checked "Generate Lightmap UV's" in the mesh inspector?
it's possible ? > #world-development message
Gonna be more work with sdk2 but not impossible
What would you guys consider to be good "user performance" as far as visits and favorites for a brand new world?
Getting out of community labs is already a good indicator
im able to build and test my world perfectly fine, but i just uploaded it to labs and now every time i join the world in-game and click "go" it just sends me back to the default home world
Make sure you have no duplicate spawns in the world descriptor
like this?
Is there actually a label for something that's in community labs vs public? Is it that things in community labs are labeled "system labs" and things that are public aren't?
correct
Wait, so my world is already public?
@hot pilot Is your world above -100 ?
If it doesn't have the labs tag, yep
WELL, that's uh... Rad haha
yeah, its all around the 0,0,0 coordinates
What else is in your world ?
it defaulted to -100, should i put it closer to 0?
No, check your console in unity for any potential issue
is there a way to check that in-game? because it runs perfectly fine in unity and when i build & test
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger
Yeah so 1's tool will most likely tell you why your upload failed
blueprint id mismatch is usually because you have an error/exception in your project preventing your world to build, and by default it will upload the last successful thing you've built, and if this was a different scene or had a different world id, you get this
Well not usually but also that
how do i run the debugger?
After you import it from the top menu VRWorld Toolkit and then World Debugger
ohhh i didnt even see that, my bad
alright, it seems to be fixed, is there an easy way for me to reupload this fixed version of the world, or do i have to wait the 1 week before being able to put it in labs again
Is it possible to use video textures in VRChat?
(And would a world using video textures be quest-compatible?)
Yeah, that's the UVs for your lightmap overlapping
by video textures do you mean an embedded video or like an animated image/spritesheet? both are possible on quest as well, but on sdk2 you won't be able to sync the videos on quest.
Either make sure that Unity is set to generate a UV set for the lighting, or that you add a second set of UVs for the lightmap if you're importing from a modelling package.
also for quest you're probably better off hosting the video somewhere rather than embedding it as part of the map
Yeah looking to use a video as an animated texture
doesn't matter if it syncs across different users
how big of a video are we talking here?
but using a low-res video is quite an easy way of faking lights synced with audio
Hmm, nothing particularly high-res
low resolution with audio playing over the top
used as an emissive to throw light about in time to music
Ahh, that's what I wasn't sure about
I know it can be done in unity, cause I've done it before
just wasn't sure how VRChat—and the quest in particular—would handle it
yeah its doable, but i don't think the quest would be able to handle it
I mean even then, a lot can be faked in, just with some clever UV mapping I guess
playing the video is fine and all, its not a matter of uv mapping or anything thats the trivial part
I'm assuming the quest doesn't handle dynamic lighting particularly well?
for context, when I talk about video emissions, i mean the video affecting the lighting in the map through the use of precomputed real time global illumination that updates map lighting + light probes
I haven't tried it on quest, but it is taxing, even on PC
because with video emissions, you're not just adjusting the intensity of the light, it has to update the gi materials constantly to update the lighting based on whats the texture
you do that with https://docs.vrchat.com/docs/vrc_realtimegiupdate
This script is used to apply custom renderer behaviours to an object. Currently, the only supported custom renderer behaviour is "Update GI Materials". This enables the object's GI attribution to be updated in real time. This is useful if you have objects that change their emission attribution and y...
God I can't wait for raytracing to be standard on all platforms 😅
if this was udon you could use RendererExtensions.UpdateGIMaterials and set your own custom update frequency so its less intensive
but real time lighting is expensive on quest regardless
so its probably best if you just keep that for the PC versions
Ahh that's fair enough
you can still have the video textures on the quest of course
Yeah, I mean I can probably fake most of it with some video textures and bloom
haha sorry, no post processing on quest
T_T
okay, I can probably fake most of it with some clever video textures 😂
Don't suppose there's any comprehensive documentation of what you can/can't do on either platform?
I'm a bit out of the loop
last time I looked into making anything for VRChat was well over a year ago
Want to get started making some content for VRChat on the Oculus Quest? You've come to the right place! This page will consist of navigation to various other pages concerning content creation for Quest, cross-platform setup, and other related guides. Our documentation on creating content for the Ocu...
you'll want to pay particular attention to the documents on optimization and limitations
Ah awesome, thanks
oh god, I'm gonna have to work to a polycount, aren't I?
that's something I'm not used to... 😅
Also, feel like I know the answer here, but
I'm assuming that if I try to upload anything using copyright music, it's gonna get rejected, right?
also with regards to video format, quest 1 is snapdragon 835 https://nyanpa.su/i/xAp01PRU.png
Ah awesome, thanks
Will probably encode to h.264 anyway, just purely cause of how ridiculously small I can make things without ruining the quality
usually a pretty safe bet
i'd argue hevc/h265 has better quality/compression ratios but a lot of pc users don't have hevc extensions installed so unity cant play them lol
Haha yeah, in terms of compatibility it's not often I have any issues with H.264
Finally got a few ideas for stuff to make, so... might as well while I'm off work, right?
idk if it works
trying to test it just sends me to my home
Anyone knows how to make it so if I click a button, an object will be teleported there?
Working on a Beerpong table and I want to make it so if it goes out of bounds, it teleports to its spawn point
Wip
ok its not even sabrecsg that kicks me out
i tried with just a floor and build and test kicks me out on load
to my home
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger
@bold ibex You can usually get away with copyrighted music. According to the ToC, VRChat could take down your world; but they’ll only do so if the copyright holder flags it. In practice, this has almost never happened. The likelihood that a record label would know, care about, or even be able to find your world is next to none.
Hell, a good portion of the avatars & worlds are based on copy-written content (games, shows, OC’s used without permission).
You’re hardly the first person that they’d come after.
What shader is the best for making worlds?
Standard
Even in case of looks?
I swear that's the best thing I've ever read in my life
Can someone plz tell me how to fix a brush in unity c.cause it’s doing this like stretching
hi. I am trying to use vrc_MidiNoteIn with my keyboard. Does anyone know how to get this working?
Anyone ever get a bug with unity where you can't select materials or the textures directly? Clicking "Select Material" yields nothing now, and my console is completely empty when doing so.
Im startin up a project rn, but can anyone help me with somethings? I dont know how to make things pick up-able, i dont know how to use colliders, and there might be other things in the near future. but can anyone help me out?
Also how do i start the project?
@chilly trellis to add mesh colliders, click on the mesh and go to add component and type in “mesh collider”
to make things pickupable in sdk2, i believ you do the same but this time type “vrc pickup”
pick ups require the vrc pick up script, as well as a rigid body and collider
ideally you want to use simple colliders for your pick ups like box colliders, but if your mesh is complex, you can use the mesh collider but do check the Convex checkbox to simplify the mesh, as complicated meshes can be expensive and cause issues on pick ups especially.
if you want pick ups to be sync'd with other players, you need vrc object sync script as well.
anyone know how to make working pens? i have the obj just not the particle or whatever the ink is.
are you using a prefab?
hm?
the pens, did you get them from a package?
unless you really want to make one yourself, its easier to just drop in a package
qvpens are a popular choice https://booth.pm/en/items/1555789
requires standard assets from the unity store first
you can just replace the model
first one
this requires standard assets so make sure you install that first https://assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2018-4-32351
the first one will work for both quest and pc right?
eh, i wouldnt recommend these for quest but i believe the second download is materials for the quest version
Hello, for an active game object, can we put more than 2 receivers? because when I put more than 2 and that I test in game, only 2 are counted
@modern wyvern Did you scaled your terrain in Transform Component?
does anyone know how to add vrc world to your world? everytime i use it, I cant upload my world because of a object not a reference to an object error
dose anyone know how can l make sound proof rooms for VRChat as l need help with that ping me
i keep getting booted to the VRC home world instead of the one i have made. why does this keep happening?
install https://github.com/oneVR/VRWorldToolkit and check for errors, it'll spot common issues that cause this such as duplicate pipelines in your scene
ive also got this:
68% of the textures used in the scene have not been crunch compressed. Crunch compression can significantly reduce the size of the world download. It can be found in the textures import settings.
im still getting booted to the VRC home world.
idk what the hell is going on so im just leaving the debugger here if anyone can help
do you have any errors in your console?
idk
this is the only thing that comes up
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.
how do i find?
Select your VRWorld/scene descriptor and copy the id from the pipeline manager next to it
wrld_a848f459-dad5-4139-bf80-c7b5fb24f399
You are using the wrong version of unity
sdk wouldnt work on 2019 version for me for some reason ._.
Well 2019 is also the wrong version
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Ensure you are using this precise versio...
The page I linked has everything you need to know
Hello, I would like to put a sound that triggers in the world for everyone when a player connects to this one, it works, but the sound in question is repeating in a loop, however I put on OnPlayerJoined, I would like the sound to run only once, can someone help me please?
So even if I put it locally, will all players still hear the sound?
In fact it's good I found, it was not the local that was the problem, it is the fact that it is with a Youtube link, when it is a direct source no problem, but with the Youtube link its repeats itself over and over again, it looks like the trigger does not support youtube urls, weird
@dusk sapphire but thanks anyway !
i just uploaded a world and it ends up being a infinite load loop, how do I fix this?
Hello, I added a trigger with the OnPlayerLeft event, but the event of this one fires when a player joins, can I explain to fix this?
When I go to check the box saying "Force non-vr" when building and testing, it still launches in VR. I have no idea what to do
In the sdk setting set the client path to point directly to the VRChat.exe
I know this is the wrong channel, but where is the #worlds-sdk3 channel?
So uh, any reason the Builder tab of the SDK Control Panel is blank for me? This is a world I upgraded from 2017 and it's already been published previously
That usually happens when a file in the sdk "corrupts" you can try re importing the sdk but I can't guarantee it will fix the issue, I can also send you a dev version of my world tools which includes a one click fix for that without reimporting.
Just ping me if you want the latter option and I'll package it and dm it to you
Good evening, do you know where I could find a password prefab with a keyboard attached?
hello, my research is still relevant if ever, thanks in advance!
Anyone know of a good guide to sounds for worlds?
this maybe? https://booth.pm/en/items/1737416
how do i create a teleporter to a room?
also how do i make a button for a mirror
I'm having touble of making my world?
I try to fallow the steps but it's a bit outdated.
Haha look it's Nanachi
@dusk sapphire Hi ! sorry for the late reply I just got home from work, I test what you sent me and I tell you that, thank you in advance for looking it's nice!
i keep getting the error, 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. what does this mean?
it shows up in console whenever i import the sdk
It's normal just ignore it
VRChat is just defining the menu item in two places for whatever reason 🤷
wack, ty
how do you measure how big the world is going to be compared to the player?
sample avatar in the SDK
you'd have to find an appropriate sized avatar first to compare with then use that maybe? idk i dont make worlds but it seems sensible to me
oh yea i sed that but with more words
Open VRCWorld object and add player mods component and then add a new mod called Jump
UI Menu should be
Or UI can't remember out of memory atm
https://github.com/oneVR/VRWorldToolkit/releases
You can also import my world tools to get this nice information message in your mirror editor 😉
thanks @random owl
How do I publish my avatar as a new avatar? (I'm updating to 3.0 and I don't want to mess up my 2.0 published version)
Thank you so much, will do!
would anyone know how to help with my issue? ;w;
ive been fighting with it for days... i have no idea how to code in unity either...
@craggy dragon Whats the issue?
If its just that error you can ignore it
unless its actually causing broken behavior
wont allow me to publish... it keeps me frozen at the screen where you name the world and such
ill let it run for a few minutes and nothing will happen. ill try again tho just in case
well it seems to be working this time. hopefully it works when i update it. thanks ^^
I'm trying to upload my first world but when I click "Build & Publish for Windows", it future-proofs my content for a bit, but when the screen for entering the world name and stuff should come up, it doesn't, instead I get an awkward camera view of part of my world, both of the musics play at once (they are in separate regions I've extensively playtested the world and got it how I wanted it) and I can only zoom in and out of that view as if it were an image. Like so:
That's what I see instead of the world naming screen
Find any cameras in your scene and make sure the depth is 0
Also you should just disable future proof publish in the sdk settings
Anyone got any good methods to simulate grass other than using terrain?
Lights in Source are automatically free to render (baked, as long as they aren't named/spawnflags aren't set), wheras in Unity you'll have to set all of those to Bake manually
bro idk what that meansd
i don't own the source engine, it's like $25 to use
i lied
If you have any Source game, you already have the Hammer editor lol
You only have to buy the Havok license if you want to sell a Source game, and even then the Havok money isn't going to Valve
i really dont know how to use the hammer editor
there's plenty documentation and tutorials
^
that said, you could also try porting over a much more simple map to try and figure out the process first, if you don't want to start using Hammer
in TF2's case, something like Itemtest
i got this
Does the 'OnParticleHit' Trigger not trigger if it is hit by a subemitted particle?
out of curiosity is it a bad idea to use higher quality images for textures(Floors, counters, paintings etc.) for a vrchat world? I'm not sure if all the worlds I go to use low quality textures as a performance necessity or by choice, and wanna know if I should be looking for lower quality texture images
You can use higher quaility textures but it's definitely a performance and filesize thing lol
also note, crunch compression is great for filesizes but it'll still load the full-size texture in memory
for PBR (in my experience anyway) would probably recommend lower image resolutions (at or lower than 256) for color/albedo maps, and higher (512ish) for normal maps, in my opinion
it really depends after all
if your texture's are highly stylized resolution might not have as much of an impact vs something pbr
good point, haven't really worked with anything besides PBR stuff lmao
hmm, looks like I have a lot of research to do on texturing. For now, matte colors! Appreciate the help my dudes
Alright, got an Issue. I uploaded an world a few months ago and reuploaded It today at 1.33 AM.
The old world/name Is uploaded and not possible to enter while the new Information of It Is replaced with the old one. Any Ideas?
I got my first world uploaded yesterday but I'm confused as to if it is actually gonna show up in searches. It says I don't have enough trust for labs, but I thought that if that was so I wouldn't be able to upload at all?
You can upload private worlds even though you don't have enough trust to use labs yet
I'm not really sure from your description what the actual problem is?
You are uploading to the same world id but can't change the name/description?
Gonna need some more details on what your steps are and what is fully happening
Does anyone know if the one community lab 1 new world a week restriction gets lifted a week after your last world was published? or is it lifted on a certain day of every week at the same time?
anyone know how to make animations that play on a chair effect an sdk3 avatar?
hmm one of the vrchat patches made it so my audio doesn't sound global anymore, instead it's coming from a specific direction (where the audio source is
and i want it to just be global again
sounds like you need to set it to 2d miss
correct maam, and make sure the bubble is set to custom and the min and max are the same, covering the whole map miss
remember: the definition of spatial blend is super botched in unity, and will work differently thn expected
okay so i put down the spatial blend down to 2D and min max both to 60 at the bottom
hmm it was working fine before as 3D all the way up tho, i never touched that
it probably defaulted to 2d, and all the sudden it mustve changed nd realized it was 3d
So I have a question.... is there a prefab or starting point that anyone has that allows you to display a twitch chat in world? Just to display the IRC text stream?
so what i did was enough yah?
Read only is fine... I just want everyone to see the chat inworld
@opaque chasm should be, if it still acts stupid, make sure spread is at 360, and make the bubble very big
@tardy wadi iicr, thats technically an illegal concept
kk Just wanted to know if that was something doable. Thanks @desert python .
the best you can do is stream on one video player a stream overlay using a faster stream service (may no work in sdk2) or just stream the whole stream like most people do
Well I'm working on my TV set and i'm looking for an easy way to have show guests see the chat.
I can throw up a VR overlay but i was just looking for a mutual display
could also make a quad with the uvs cropped on the chat right. and put that in tyhe world so when you stream, itll so the chat. but ofc, the latency for twitch is swollen, so id use a faster stream servic (may not work in sdk2)
right
the problem is i'm trying to keep complexity down, so I wont bother for now. That would mean that as I stream I would be running one stream to capture chat and deliver that in world and then an actual stream for my talkshow and that's to many points of failure. Thank you for the advice though @desert python
very fair, but would be epic tho
IKR?
how do i update an existing world im so confused
Have you updated your project already?
@uneven crescent So If you are using the same project that you used to upload the world originally you should be able to go through the same steps and it will upload in place. If you are using a totally new project folder you would need to log into your account to get the world ID to manually set that so it replaces the original world.
when i go to build and publish and press upload nothing seems to happen
@uneven crescent you have to wait for it to loa
alright
i waited after clicking upload so i dont think thats it
not sure im doing this right
elaborate
Excuse me. I can not World upload. help and advice. I can not Click.
do you have any console errors?
You have the play mode paused right now, you should also disable Error Pause in the Console and change Aspect Ratio
Im making a puzzle where you can “mix” potions to activate a animation to spawn a potion and when click on it it removes a game object. I have it working when you do it right but if I were to reset it the animation bugs out
So I'm currently trying to upload my first world but I keep getting the following error:
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
hi so I only have experience with setting up world scenes in unreal engine, can I add the 3D models to a scene in ue4, export it, and import it into unity to do the final tweaks and such?
hello, yesterday i was trying to build a world in sdk2, and earlier that day i was able to do a toggle button for the mirror, and was able to privately upload, but later that day, i would get lots of trigger on [object] was not initialised in time kind of errors along with a null reference exception, i tried following online tutorials and videos steps by steps even from a fresh reinstall on and it would still throw this error, im at a loss for what next to try. help?
Yeah those errors are normal they will always happen
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger
not sure why but now it uploads, so do i just ignore the nul reference exception and the not intialised in time erros? cus theyre red.
these are the worst kind of times when it works, because i dont understand why it works now
The errors are normal and are caused by the triggers logic not existing in editor in game it will exist any sdk2 world by default will get them for every trigger in the world
Hey all, I'm looking for a little help! I'm creating a world for my friends and I to hang out in, and when trying to upload, I fill out the basics, World Name, player limit, etc, but when I hit Upload, nothing happens? There's no error, just let's me press it with no response. Any ideas?
@long canyon unity version?
Unity 2018.4.20f1
clear the pipeline manager and import vrcworld toolkit and see what it says
vrcworld toolkit?
https://github.com/oneVR/VRWorldToolkit/releases/
Import it and check VRWorld Toolkit > World Debugger from the top bar
How do I import the Zip?
From github you almost always want to download the unitypackage
You didn't click any autofixes before taking the picture? 🤔
only lighting ones, other thanthat, nothing
Try to build & publish again and take a non cropped picture after trying to hit upload
Seems to be working now, I guess it was a lighting issue with the skybox
Still have these though
Those are just because the other uploads failed
Is it better to build your world in blender then move it to unity?
Hello could someone help me please, I am brand new to making a world, I have an issue with the VRC_Trigger. I am trying to add interaction text to a button which toggles a mirror, simple, but it doesnt seem to be working.
Am I even doing this right lmao?
whatever your trigger object is, make sure it has a collider with is Trigger checked
yes
I just tried still no text showing up
are you able to interact with it?
Yeah the button works fine
oh huh, that's weird, does it just say Use or nothing at all
It says nothing at all
oh, do you have anything in front or behind the button that's transparent? transparent objects might "overwrite" that text
No nothing in the way
also, there is a setting in the menu i believe for this, you might just have it off
Which setting
"show tooltips"
Oh wait ivrc?
I think i remember disabling that for some reason lmao
Ill test that now
yeah
Well now I feel DUMB lol
When I saw that setting in vrc, I thought it meant like help tooltips -.-
I have another question, the tutorial im following says to put a newly created material onto the material part of a sprite renderer for an image on a wall, on the video it makes the lighting interact with the photo, but for me when I do this it completely disappears
I solved it, the Issue was the SDK file had to be re-imported so I just deleted the plugin & Imported it agin which made it work.
Thanks
Is there any website where I can find things for Unity?
For example browse around after created items
Sketchfab if you want props and items
hi! im looking to make a zero gravity map but i havent seen any tutorial or prefab to learn more about it, does someone knows how to achive that? (plus the idea is to use the climbing prefab to grab to the walls)
How do I make a join audio that plays once for every player joined to everyone
you don't, preferably lol
that said, I'd recommend looking into syncing, https://docs.vrchat.com/docs/vrc_objectsync
Used to sync transform values of a game object as well as animations using animatorsActions available via TriggersRPC's are available via the SendRPC action
Anyone know how to fix this pop up. trying to work on world but can't find a fix for this?
From that message it seems that you downgraded your project from sdk3? Even if not you might wanna double check what scripting define symbols your project has set.
@random owl so mine has this for some reason?
Yeah
ok
so now it's looking for udon files even though this project doesn't use udon in it? @random owl
Ahh yeah you need to also remove the UDON one peeking at the end of it
In the scripting define symbols
the smallest things cause thi biggest issues haha
@random owl ok it is all good now. thank you 👍
No worries
Hi, does anyone here know how to limit voices to a certain room in SDK2? I'm guessing it has something to do with VRC_PlayerAudiOverdrive
If the room is seperate, it's usually far away enough from other rooms that voices cant be heard with normal voice range.
I played this game with my friends a lot, and we were working on a world project, like a home for us, yes that sounded sweet but my pc got viruses a few days after that, because it's a ransomware so i cannot do anything except reinstalling my Os, twice.
After i reinstalled my Os (windows 10 x64), all the files stored in documents included the unity files are gone. I tried to use 3rd party data recovering software like EaseUS, Crashplan, Polygon, etc. but it seems all the old data were gone.
Can anyone know how can i get this back? even it just the file models, textures, anything so that me and my friends can start the project all over again with the old assets, because we put most of our time on the assets.
I hate to say it but you can't really get your stuff back from the vrc devs unfortunately 😕
My advice for the future would be to invest in cloud storage or maybe even a repository so you know everything is secure.
i found the send rpc add URL trigger for the vrc video sync player, but i am unsure how i would enter that url at runtime. so my question is: what tools or workflow do i need to get my video player run urls that are entered by the user at runtime
How would you make a mirror that fades as you get farther away from it?
Hello, I'm making a world that I was able to get a rotating skybox working in Unity, but during testing the skybox isn't rotating. I made a C# Script to make it rotate, seems to work fine, but, yeah. Test is a no-go. Any possible world makers who have a rotating skybox have any pointers? Been trying to get this to work for the last week and this is the farthest I've gotten lol (So close)
You could try making it rotate using Udon/UdonSharp instead of a direct C# script, maybe? o:
yeah you cannot use c# scripts directly in vrchat, but for sdk3 worlds, there is udonsharp which transpiles from c# with some caveats
if you need it to be in sdk2.. you could probably just modify the skybox shader itself for the rotation if its just constant
Good evening, I would like to put a sound emitter on my map, in 2D on only one area and not the whole map, my concern is that the sound in question is heard on the whole map, do you know what parameters should I make for correct that please?
Darn it. Lol Alright, thanks for the advice nonetheless!
If it's 2D, it's 2D. If it should only be heard in an area then you should enable and disable that object locally when entering/leaving that area
Ok so that's what I thought ... and another question, would it be possible one day to put more than 2 active objects in toggle?
what do you mean? you can put as many objects as you'd like
Not in toggle, on toggle it's only 2
are you refering to the toggle operation in SetGameObjectActive or SetComponentActive?
GameObjectActive
you can most definitely add more than 2 https://nyanpa.su/i/q7Mu1av4.png
Yes, but only 2 will be taken into account, trial in game you will see
I am pretty certain they work, otherwise I would have broken worlds
I guarantee you its not working, I tried 1000x
I don't know what to tell you. I have worlds where I use toggles on more than 2 items at once and they have always been working perfectly fine
So I don't know what I'm doing wrong... For some reason a volume control just breaks on me and follows my control stick
is there something I'm missing?
turn navigation off
why does it keep saying this? I have a VRC_SceneDescriptor. Its constantly saying this when trying to test it.
hold up, I think I found the fix
Okay, it works now :/
so my world is public, but it enables the mirror for everyone when someone else clicks it. how do i make it client only?
this is the issue and i dont know how to make it client sided ._.
i may have fixed it
change AlwaysBufferOne to Local
So i'm trying to compress some image files, but i don't have the confirm button anymore?
Does that happen if you make a new completely empty project where you just import one texture in?
@random owl no it works in a new project for some reason
Does it work in the original project if you restart unity and go check the settings without touching other things?
it doesn't i tried that
not sure if it's a script error or not cause i'm not seeing any prompts
More likely some script overwriting some styles causing that to happen
I can't name any of the top of my head though
do you know if i compress the image in one project and transfer it to another if it will keep the edit?
You can zip up the project folder and send it to me and I'll have a look
Well if you export it in a unitypackage yeah but that's a lot of effort for something that should be just fixed more preferably
I would also prefer to know what causes that for future reference
@random owl so i found this.
Hmm
Is that the latest version of probuilder from the package manager?
I don't think that would be really related
so it wasn't that. i put in project that worked, and it still good
Yeah there would be a lot more people having that problem if probuilder caused it
Since it's more likely just the matter of styles being overwritten you most likely won't get anything in the console
dam
I can't say much else without knowing everything that is in your project 🤷
i'm making a package now @random owl
yea so my world basically randomly warps u back to the world spawn. how the hell do i fix that?
@ruby sonnet can you elaborte
like
you join the world, it works fine. then at the most random point it just warps u back to spawn
thats weird, what does the scene look like? is there any teleport player objects?
and no. its just spawn and the world. it just boots u back to spawn randomly and its confusing
odd
@ruby sonnet is the random point below the respawn height set in the scene descriptor?
i dont believe so.
but where is random point located? im having trouble seeing shit today
Trying to make my world using probuilder, but... when I made it, I didn't make everything perfectly square (like in units)
so now things won't line up completely "properly" or whatever, should i just restart...?
kinda just seems too far gone :/
i mean, you could keep try to fit the seems. itd be nice if unity had a constraining tool of some kind
but unity isnt technically for modeling
i.e this issue here
Just seems hard to make multi-story worlds properly, like how do you make everything line up perfectly?
and what about when you add stuff on?
guess ill just restart
try blender or a extrusion program of some kind
anyone know how to make a pickup have a button, like if I were to put a light on something but only have it toggle on/off but ONLY while somebody presses a trigger while they hold the pickup
@ me if ya know
you can use progrids with probuilder which lets you do things like snap to grid based on adjustable distances etc which should make lining things up a bit easier
https://docs.unity3d.com/Packages/com.unity.progrids@3.0/manual/index.html
on the pick up object, set auto hold to yes, then add the triggers OnPickUpUseDown and OnPickUpUseUp which will fire when someone presses the trigger and lets go while holding it
How good are you with progrid/probuilder?
I don't really use it, but did some prototyping with it and progrids a while back
but having snap to grid certainly made things a lot easier
What are the best shaders to use for worlds?
Standard is the usual way to go
cool, thanks a ton
but im running into a maaaajor issue now with some other stuff, hell i might even need a moderator or somebody who knows world stuff well as I'm very unsure why this is happening NOW and never before
there's a shader I'm using for this plugin called MTree. Basically it allows somebody to generate their own trees with a bunch of elaborate settings and transform those builds into prefabs to place all around a map. They even come with LOD.
I've used the plugin since about early 2019, and I've uploaded TWO worlds which both utilize these trees. I'm heavily remaking an old world of mine, with insane optimization with baked lighting and a lot more features and stuff. But the ONLY issue with it now, is the trees, and their reaction to a directional light. In the editor they look like this:
but i hit upload, and all of a sudden they look like this ingame.
for whatever reason, vrchat is entirely ignoring any directional light shadows for the shading on the trees, this never happened before and I have no idea why it's breaking all of a sudden. I get this EXACT same effect if have "Recieve Shadows" toggled off on any of the affected meshes
and it's only on this shader, I did a test with standard shading, and the shadows work fine.
I have no idea why it's breaking now, as it worked 100% fine about a year ago. I tried updating the unity package from the asset store and everything, nothing. Static settings do nothing, even with baked lightmaps turned off.
I have jsut one guess though- this shader does move slightly, MTree uses something to move their trees around to emulate wind through their shaders. THat's all I can think of.
But, the crazy shit is that I have two worlds currently uploaded that I can look at right now, which have this exact same shader, one with the exact same material even, and they look the same as they do in the engine.
TL;DR: the shaders of MTree for some reason ignore directional light (and possibly all lights) shadows in VRChat exclusively. This didn't happen before, and is only a problem when the world's emulated in VRC. Any word on shadows breaking with semi-custom shading, or am I alone here? Or is there an argument/edit I can make to the shader file to fix this?
i know there's a lot of deets but if there's any info i can get for fixing some weird problem like this please @ me
hell if I need to I can pastebin the shader code or something if somebody needs to look at it
i reaaally want to get this shader working again because it looks spectacular and sacrifices next to no performance compared to other methods of making trees look lifelike
Hmmm weird, what SDK do you use?
the latest
Yes, 2 or 3 ?
I mean.. triggers are only on sdk2
Han okay i see
Does anyone know why my walls keeps dissappearing like this? x.x https://gyazo.com/885222fa52f8847c8f56e1fb68df92aa
@minor ocean you have occulsion culling son?
how do i change how sensitive it is?
occulsion bake settings
okie, thanks!
I made a simple world with SDK2 and I got into the world in VRChat and four problems; I can't move, I can't jump, I can only move my camera angle up and down, and my quick menu only stays for a second once when I'm in the world. How would I got about fixing these issues?
This is in the Hierarchy tab
And this is in the VRC_Scene Descriptor
Add a VRC_PlayerMods component to the world to enable jumping/running, and make sure the spawnpoint isn't inside something
You have your respawn height set to 1
So the world forces you to continually respawn assuming you have your floor at y 0
My floor is at Y 0
Yeah so you should have your respawn height below a place you want to stand on
So I should set it to a negative number?
Yes the default is -100
Okay, I added playermods (jump, voice, and speed), moved the GameObject that I use as spawnpoint, and changed the spawnpoint to -100 and everything works as it should
ayy c:
figured out all this shit from before. Somehow reimporting the entire package for MTree worked out. I guess VRChat was reading something differently that wasn't showing up in Unity??? never seen a shading issue like that before- typically it's visa-versa, where unity has an issue but vrchat does not.
Why are my mirrors so blurry even though i've enabled everything on the reflect layers
I'd recommend turning up the resolution of your mirror, enabling all the layers just makes the mirror much more expensive to render
Actually allow me to rephrase, it's not very blurry, but you can definitely still see the pixels
Is it a dropdown, or a textbox? o:
if it's just a textbox, you could just manually type in 2048
You could try setting it to Auto to see if that helps? assuming your VR headset's resolution is higher than 1024
Yeah
I've set it to auto and I can see the difference, I'm just wondering if it'll be different for other players?
Auto will set it to whatever that user's headset resolution is, as far as I know? o:
Rift DK1 or something would be quite low wheras someone with an Index would have a much higher resolution mirror, etc
Alright got it! Thanks.
yw! c:
How do I get it so that the mirror won't be visible when players join
In other words disable it
but they will be able to activate it with a button
SDK2 or SDK3?
SDK2
https://vrcat.club/threads/basic-button.491/ might help! c:
This is how to create a basic button inside vrchat.
prefab:https://vrcat.club/threads/simple-button-prefab.489/
1.you will need a 3d object that the...
in your case, OnInteract would toggle the Mirror gameobject, and it should be local only
I know that, but how do I have it disable when you first spawn in?
Disable the gameobject in Unity before you upload I think? There should be a checkbox to the left of the gameobject's name in the Inspector
Yeah just literally disable the gameobject
im trying to test a world but i cant get the build window to come up in my unity project.
ive redownloaded the 2020.12.09 package twice and im using unity 2018.4.20f1.
any thoughts, or something im missing?
As in you press the control panel button but it doesn't show up?
yep
i stole a working sdk from another project (v2020.4.3), but it might be a bad file in the newest sdk/ bad upload
something to look into
Well the first would be to check if there's errors in your console with the other sdk
there was one, something about the clear cache and playerdata existing
That one is normal
This is the main thing that comes to mind with your description but since you said it works with another version it's not as likely that it would be the actual problem
it may have been bakery/autosaver i had in the project
i forgot how annoying that could be
In Unity my Post processing Settings are good, But when I go to test them, all my bloom is completly gone, reason behind this and how to fix?
Did you set the reference camera in scene descriptor?
I did not let me try that
Thank you very much!
I'm trying to create a mirror that is transparent aside from the avatars in front of it. I've tried messing with the Reflect Layers of the script... and I've even tried making a camera/rendertexture version but can't seem to get the alpha working on either.
Anyone have any ideas?
any tipps or maybe even experience with working with Unity terrain in VRC for quest, and how to make it stable and get the worlds under 50mb ? still having functions etc.
You can do it with a camera and render texture. On the camera you want the Clear Flags to be solid color, and set the color to be fully transparent, moving its alpha slider down to 0. Then change the cameras culling mask to Player layer only, so it only shows the player layer, and the rest is some transparent color. Your screen that shows the cameras view should have a material with the Standard shader set to cutout (or fade i think) or any shader that supports cutout/tranparency. It will cutout everything but the player layer.
hey guys whenever i go to upload my world instead of bringing me to the upload screen it brings me to the game tab like i pressed play normally
@bold ibex set the main cam to display 2
Check your console
@bold ibex i ment the main cam in the hierarchy
oh
Do you have multiple vrcworld/world descriptors ?
Your main camera has depth over 0 most likely
how do i change that
Find the camera whichever that on you are seeing on the upload screen is and change the depth value on it
Though I'm a bit confused what your exact steps are after reading the above
-1 🤔
is that a issue
Just change it to 0 try to upload again and show a non cropped screenshot
Ah so the upload screen isn't even getting added
no
Didn't see that from your first picture
should i try importing vrcsdk again
https://docs.vrchat.com/docs/updating-the-sdk#sdk2
Yeah this is the rare case where I would suggest starting with that
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. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
ok thx
daddy
What version of unity are you on?
What's the world id?
So you have nothing set in the pipeline manager in your vrcworld?
What kind of error?
Like what did it actually say
Was it this https://i.imgur.com/JKYbaKl.png
I just got that after I changed the names, but then I noticed I Was logged out of my SDK somehow.. I'm trying again
I'm in the middle of an upload now... hoping it works this time..
There has been log out problems past few days so could be related to that maybe(?)
I think so, I've been noticing constantly being logged out
Apparently they did something to fix that just an hour or so ago but could take a bit before it takes effect
@bold ibex was in here helping me with my upload actually, the problem he describes was mine. I had originally uploaded the world and taken it down to do some adjustments and then it was doing this successful upload without appearing thing.
I can say right now, I got the successful upload notification, but it is not in my Content Manager
Has the world properly updated before, and have you added anything since then?
That was just server side stuff
could recommend adding VRWorldTools to your project and checking the errors from inside the tool then, it might not be uploading the new version
I think I only messed with lighting, but I did ntoice I had an empty script under a light, which I've not deleted
Also I deleted my world from Content Manager, I didn't know there was a way to update it
yup! If you reupload on-top of the same blueprint ID, it'll update the world
https://github.com/oneVR/VRWorldToolkit/releases
You almost wrote it right 😄
That is almost never right
i tried to be sneaky with the edit, how dare you
lmao
But you still got it wrong after the edit 😄
ik rofl
also @bold ibex are you running Unity 2018.4.20f1?
They are that's the first thing I asked
oh pfft
then yeah, that's weird
lmao
but yeah, besides adding VRWorldToolkit to find world issues you could also try completely deleting then reimporting the VRChat SDK to maybe fix that?
assuming the weird update thing is actively a problem lol
I'll probably try that
The text file the update checker pulls from is almost never updated
This was my first upload and I was finally going to show it to a friend and then it wouldnt work. I thought I was going mad. haha
OOH. I had them in the other animations as markers but forgot to remove them
Ok so that solved the console error, but would you know why the mesh collider be moving and not the actual mesh?

Haven't fixed the uploading issue yet, but am trying to remove and reimport the SDK. I do have to say this Toolkit is awesome
Glad to hear, I'm working on trying to get a new version out this week
Thanks a lot for that, as a new user to Unity I am totally baffled by these errors and things
Update- removed and reimported SDK, same thing... uploaded successfully, but nothing there.
Show a screenshot of your vrcworld?
what specifically do you want in the screenshot?
Just the whole inspector for it
Press detach and try to upload again
ok
As a side question, I have the pendesk in my world and I get about 800 errors about them not initializing on time
That's just how sdk2 is
Am I supposed to fix that? They seem to work in the build and test
lol ok
GUESS WHAT
Detaching the blue print fixed it
I must've junked it up when I deleted it to fix instead of overwriting the update
Thank you, I'm so happy I found this discord.. I was at my wit's end
Glad you got it working
Thanks to you. I'll be using that Toolkit on all my worlds too
can anyone send me a video player prefab with a URL player? I have been looking for one but i cant find one that actually works
Does anyone know how to fix sync issue for avatar 3.0 when one or two people dances it does not sync
Hello - hoping somebody can give me a steer on something. I am looking to either create a very simple PoC myself for a small music venue for streaming performances from Twitch onto the big screen on a stage. Following on from the PoC, I'm looking to potentially commission the services of a software engineer to develop it.
Performances will consist of live music and DJ sets.
Primarily these will be broadcast on twitch.tv/deepradiolondon, from which I want to extract the stream URL and then play this on a media player in a custom world.
I'm wondering if there is something similar that I could pinch for the PoC and then customise for the first release. Depending on the level of moderation available, we could have an instance available to the public, or run ticket sales outside of VRChat, for guests to obtain their invitation.
I saw an old VRChat presentation where they were talking about extra controls geared towards stage performances. I would want to be able to have a VIP room, and a green room for performers.
During a live music event, the plan is also to use another Twitch channel to stream the first person capture of the host's VRChat character, with maybe a couple of other ones for different camera angles within the VRChat environment. I would the use Twitch Squad stream to allow the consumer to choose whether they want to just view the raw performance stream or go through the VRChat video capture. I am hoping that this Hybrid approach will entice more people into VRChat who would normally only view on Twitch.
does anyone know how to properly setup physsound on pickup objects?
I'm creating my first world, trying to figure out water specifically. I want it to be visibly purple, but it takes the color of the texture it renders over way too easily. Using Unity's built-in water4 prefabs. Any guidance on how to make it look more purple even over this texture?
dont use those, ever
i can't remember which one it was but one of the default unity water shaders doesn't work right in vr
Hi everyone,
Is it possible to change position of a GameObject?
I have a GameObject with multiple files inside of it,
I want to have a button to reset the GameObject to a default positon (x=0, Y=0, Z=20)
(You can move the GameObject, But not the files inside to clarify)
I have tried adding a button but I can't see anything that has like a name called "Transform Position" etc.
How can I do this?
what video player works with sdk2?
vsync does
is that the default one from the sdk?
@visual swan oh you want like a nicer vp?
just one that i can watch utub vids with
hey whenever i log into the world im making, it just sends me to my home world
I'm using the sdk3 worlds thing, but couldn't find a channel. I'm trying to port a map from 3dsmax to unity
but somehow my textures go from this in 3DSMax
to this in Unity
#udon-general might be close? Udon's a system in SDK3, so pfft
that or #user-support-old
Well I figured since this is model related SDK doesn't matter
ah, in that case #3d-modeling
@visual swan ill send you one
Not sure what channel to put this in so let me know if I should ask this somewhere else:
I'm trying to push out a hotfix for a map I published to community labs, but the upload fails to generate a version record, saying that the version record file "is much too big"
How big is the build? 🤨
the build size didnt change between updates, I was just changing some scripts and added a new included layer to a mirror. both builds are 197mb, under the 200mb warning limit
https://github.com/oneVR/VRWorldToolkit/releases
Can you import this and check VRWorld Toolkit > World Debugger from the top bar and show a picture of it
but its also not referencing the build sice, its referencing the version log. at least thats my understanding of the debug message
sure, give me a minute
Do the top auto fix
that did seem like that could be it
also, your tool found a huge texture I wasnt using that I can now yeet, so cheers!
Nice 👌
I got an issue, this is happening with any NEW project i start with/without SDK in , when i do put SDK in nothing happens, i close and open and it only gives me only gives me Utilities > clear cache and playerpref
and says "Cannot add menu item 'VRChat SDK/Utilities/Clear Cache and PlayerPrefs' for method 'VRC_SdkBuilder.ClearPlayerPrefs' because a menu item with the same name already exists."
On quick look I would just say your file path is too long
mmm ill try moveing my unity hub folder back a bit
Can't really see anything else that could be wrong in the path
yeah i moved the unity stuff folders back by 2 or 3 and im not getting that errors anymore
Does PhysSound still work for vrc?
last i checked still works for sdk2 for one of my worlds, but its not white listed for sdk3
I can't click the upload button on the SDK2. Nothing happens i got this errors:
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
Trigger on Cube (6) was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType(TriggerType)
VRC.SDKBase.VRC_Trigger:OnDestroy()
idk really what to do lmao it's 3 third time I retry doing everything
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Does VR Chat, Altspace or any of the other major VR social apps have a option where your world only shows up in searches for users within, say the same city of your choice? I love meeting people from around the world but sometimes I would also like to make/check out a room where I know everyone in there is likely someone I hang with outside of VR in IRL.
No
Thanks Temporal, I'll give it a try and see. Kinda need impact sounds for cars :)
Hmm. Straight "no" for all the popular social VR platforms? Seems like it would be a fairly popular feature. No creative way? For example the low tech way would be to simply name the room by the city or posting a private invite to the room on certain community pages that are somehow related to a common geographic location. However it would more effective if some kind of geographic filter was a option natively Within any of these apps themselves.
hello, so im trying to make a world using sdk2 since i dont know to much about udon, i noticed with the installer thee are all sorts of models, do i need to install anyof them like windows build support or MVSC?
You need to look at your console and find/solve the compile errors
It's just a bit counterintuitive for a social app to implement some sorta geo blocking for worlds as an official feature. Like sure there will always be certain worlds that you can go to meet people from certain country which there already are a bunch in vrc, and of course the country specific communities that also exist.
Cool. Country/language would be the natural filter there for sure. Anyway having the option is nice because sometimes you want VR not to be a replacement for real life but a extension of it. Thats my reasoning.
It's just highly unlikely a platform will want to implement features to restrict people from content based on their country
What settings do you have in your scene descriptor?
Well I would just recheck your collider in the world with physics debugger
Yeah it's pretty old at this point
desktop is more "still" compared to vr. if ive read correctly, it sounds like theres things that spawn above or near you that may cause to be pushed in a certain direction when you move slightly
however. ive never heard of a "home kit" before. but id assume if its for vrc that it would react normally
It's the official home kit on asset store
VRChatのワールド制作スターターキットです。ワールド作成でまずほしいPrefabをたくさん同梱しています。 サンプルワールドはこちら↓ https://www.vrchat.com/home/world/wrld_c3f3dd70-2306-4bd4-a74b-6a6ee8d5df6c あらかじめVRCSDK2(2020.08.07.18.21以上)のImportが必要です。 Package ManagerからText Mesh Pro, Post Processing, Pro Builderを導入しておくこと推奨。 GitLabで管理しているので随時更新したい方は導入してみてください。
If you don't mind a bit japanese this one is a much better starter kit
Just import the stuff in the description from asset store first
https://github.com/oneVR/VRWorldToolkit/releases
Also this which is my world tools the world debugger in it help find problems in your scene and other stuff
Welcome to vrchat content creation lol
The world above?
That can happen if you use the button inside the sdk to change between pc and android building
shaders if its happening on quest 1
need standard lite or only the vrc mirror will work
quests done exactly have the proper double rendering like pc or quest 2
correct sir
Just normal standard as long as you aren't using it with a grabpass wouldn't break rendering as long as you aren't abusing them too much
https://github.com/JordoVR/EasyQuestSwitch
Use this to maintain the quest and pc differences though