#world-development
39 messages · Page 62 of 1
That screen doesn't really show much for anyone to help with however, too busy.
I do maybe see some bounding boxes going at an angle though that seem to correspond to the slope. You'll just need to manually inspect each object in your hierarchy one at a time. check canvas/text fields as well and ensure they are on a layer that doesn't collider with player layers.
yeah i think i see some sloped colliders there
You should also consider putting your Post processing on it's own layer
do install the vrworldtoolkit
even removing the colliders except for the floor didnt do it. i think ill just start again xD. trial and error is -so slow- with unity.
Hello, I'm trying to achieve an effect where when the player enters a trigger box it enables a Low Pass Filter on the camera, and it disables it when the player is out of it(I'm trying to achieve a underwater sound effect). I have done this as a setup, but I think I've missed some steps since it doesn't work in the editor, anyone knows how I could do?
(Don't mind the Eevee lol it's a Shimeji)
your layers are incorrect
you're supposed to be triggering on the PlayerLocal layer
right now you have them on default and muffler respectively
Oh ok, so I have to switch them, I'll do it and I tell you. Thank you!
You can also use this tool to test your world in Unity directly
I was just about to ask for this! Thank you so much!

@near escarp Sorry for the ping, I'm not very familiar with github project thought... Should I just drag and drop those files into the Unity Editor folder or is there an executable or script to run?
it's a unity package
Oh ok, thank you very much!
This'll probably make me sound like an idiot, but I'm very new to the SDK, and I couldn't find anything on google to help. Every time I attempt to locally test the game, it will load me into my home world in VRChat, instead of the one I'm building. I already checked and made sure that the SDK is up-to-date
any console errors? i would also recommend grabbing 1's vrworldtoolkit, it'l help fix common issues https://github.com/oneVR/VRWorldToolkit
and it'll also tell you if your last build was successful
Theres a console error in console saying "Error building player because scripts had compiler errors". Hopefully re-importing the SDK will help
Well, I'm not exactly sure what I did, but something worked. Thank you so much for the help!
Anyone know how to fix text showing through walls?
use textmesh pro
idk what that is
@dusk sapphire look any better? been working on it for awhile now, also do you know how to make an object collide?
while red isn't exactly my choice of light colours it looks fine i guess, no roof?
add colliders to objects
i really like it being as though its my first time, theres no roof while im making the inside for now but im gonna be adding one soon
i can keep u updated if you want
when possible stick to primitive colliders like box colliders
Hello! I am trying to make one of my worlds quest compatible. I was wondering if it's mandatory to switch all the material's shaders to VrChat/Mobile or I can just leave the default ones 🧐
by default ones you mean standard? you could, but it would be better if you switched those you can.
I see, thank you so much!👍
@dusk sapphire thanks for being patient with me i know iit can get annoying, ive finally made a mirror!
you should also look into baking your lights, theres some guides pinned in #world-lighting
but thats the final step after everything else is done i suppose
Why when I click "Force Non-VR" and "Build & Test" it launch in VR and connect me to my home world, SDK broken or it just me? (Im using SDK2)
Well the first happens usually if you haven't set the client path in sdk settings to point directly to the VRChat.exe
Second one has a bunch of different reasons why it can happen
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
ok thanks, already have VRWorld Toolkit but it the first time I have this issue so I was not sure if that was me or sdk issue
im reimporting the sdk currently to see if it will be fix
https://nyanpa.su/vrchatlog/
Could also check your logs
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
yea the issue was that I reinstall VRChat to a different directory, fixed. Thanks
Ahh yeah that would do it
I managed to get it working, I just added a spawn room that disappears when you leave and reappears when you spawn
that way I can have all the other rooms inactive
how do I get Avatar ID's?
Go into the sdk
Then go into your creations then there should be a button saying copy I think
for ones I haven't created tho
Hello, I would like to know if a player activates his no clip but tries to cross a wall with an OnAvatarHit trigger which will teleport him to the spawn point by default, will it work?
@bold ibex The Website Shows the ID when you are wearing an avatar HA
Ah.
Can someone help me please?
Is there a simple way to disable spatial voice inside a trigger?
Looking to make a VRC World is anyone willing to help me as YT tutorials are useless
Which video player is good for worlds? For streams and for youtube videos? SDK2 btw
@bold ibex i got you
Wah?
I am tryina out the hangout house player rn and it works but like for stream videos.. audio cuts out
@bold ibex that was the exact thing i was gonna send
It works for videos but when I do streams it just dies
Ahh
Oki, imma try the other one ❤️ thanks
the hangout player shouldnt be too bad, but tbh with you, the servers have been a bit wonky lately
oh, that might be the audio quality glitch
I built a terrain in Blender and imported as a mesh. Is it possible to build a brush that paints my foliage onto another mesh, lik ein Unreal Engine?
Quake in VR audio RIPPED from different version next week or this week. SDK2

Does anyone know if there is a launch command that can be put inside steams launch settings for launching a specific instance of a world? Or is this only something that can be done through the web browser? I don't see anything on the vrc website with what I'm describing but I thought I'd ask anyway
I want to create a home world that friends can load into basically
I guess this would be the link I need, but does each user have to enter their own id? And does that allow them to enter the same instance?
https://www.reddit.com/r/VRchat/comments/8uisvd/tutorial_set_your_spawn_world_as_public_friends/
I'm pretty new to VRChat, but I'm interested in potentially using it to host some multi-user worlds made from 3D scans we've taken of our facilities where I work. I'm decent with Unity and VR development in general. But I'm struggling with the trust system where I have to reach some unknown threshold of activity before I'm allowed to upload content. I've spent a few hours generally interacting with people, but I don't know how much more I need to do before my trust level increases. Anyone have any tips?
@finite iris upload to you're main * private account worlds to you're accounts and ask you're friends to join or random people to join doing fps test before making it go public
then you can make it public later
I don't think I can eevn get that far. When I open the VRChat control panel in Unity, I get this message about not being able to create worlds yet.
or that you need couple 100 hours on vrchat stats be fore it triggers
i think you need to be orange rank
100 hours?! Damn. That's a big commitment.
No, just new user
Nope
I think I've spent maybe 10 hours or so
But that won't take a lot of time either way
Any idea what the criteria is to get from Visitor to New User?
favorite avatar slots friends listed favorite worlds i think
AH, okay. I've added 2 friends and a dozen favorite avatars, but I don't think I've favorited any worlds yet. I'll try that tonight. Thanks!
no problem
it doesn't take very long to get new user, you'll get it fairly quick
but that is a pretty cool idea with the 3D scans
I've seen a few 3D scanned objects and rooms in VRC before, with varying degrees of quality
Yeah, if it goes well it should be pretty sweet. We're using Matterport for a 3D virtual tour system, and it's working pretty great, but has no social features. So I'm thinking we might use VRChat to host some of our meeting rooms and classrooms.
the only thing i want to try in unity but i don't want to tell its due to the fact i don't wan't to give out the effect due to i don't know it will work.
There's no actual criteria of having to have some specific things to get new user
You can get new user by just having a single friend and going to couple worlds
is there a way to do zero gravity in a VRChat map
I’m using sdk2 and For some reason there are 2 scene descriptors, how can I fix this?
can someone help me? i want a video player in my vr world but i dont know how to do it?
delete one
I can’t
why not
It won’t let me
uh, why are you trying to delete a script
That’s the scene descriptor
the script yes, why are you trying to delete that
Because it says there should only be one
in your scene, not assets
you either have two vrcworld prefabs, or added the component yourself
Expand that one... Is there another one nested underneath it?
So just as a matter of sanity, you'll want to keep all of those objects at the top level
It definitely is a bit risky to build your world inside the sdk prefab
Ok...
You can just search "t:vrc_scenedescriptor" in the hierarchy search to find where the other one is
What error are you getting when you try and save and test your world?
Is it a console log error?
Just click the setup button
Reading goes far
Did it already. Thanks for the help!
trying to get a video player to work right im using sdk3 worlds and its not playing videos when the url is put in and all that
and yes i am the world owner too
Isn’t that sdk2 only?
no sdk 3 has video players
Oh
sdk3 video players might just be more of a pain to deal with if anything
can someone help me? i want a video player in my vr world but i dont know how to do it? im using sdk2
Look up Jetdogs Prefabs
Or HangoutPlayer SDK2
Will get you what you need
Merlin's UdonSharpVideoPlayer works very well for SDK3 I highly recommend it
where and how do i get that?
it's on Merlin's github page i beleive.
Is there a way that someone could possibly implement world particles like these: https://medium.com/@rafalwilinski/tutorial-particle-sea-in-unity3d-70ff1350fa9e#.a2obqtys6. Working on a show set and I'm wondering if an effect like this could be created for the background.
@tardy wadi Hello, I don't know how to do it, but I know it is possible: You need to create a shader that has this thing into it, I really don't know how to do it thought... Hope this helps
When the shader is done you apply it to a mesh like a sphere or a cube and it should work, that's all I know :/
If I can give you a website, it's ShaderToy, you can download shaders like that there. Or you can ask in #shaders
where do i go to sell vrchat worlds
Anyone know how to make a video show up on 3 different screens?
@desert python How would i do it?
@bold ibex what sdk and video player you use?
@bold ibex what video screen are you using?
Currently using Iwashi
SDK2
xD I am trying out abunch of different players
Honestly, rn, ahzkwid is the top
@bold ibex have youve tried copying the screen 2 more times and see if theyll all sync with the controller?
You might be better off modifying ahzkwid's video player for that
They all played the same thing. Not like 3 screens 1 video. It did 3 screens 3 videos
Alright, Imma use ahzkwids then
iwashi uses a lot of advanced techniques and can be difficult for people to modify if they are not familiar with it
also don't just duplicate the prefab, you just want to make a copy of the screen component
unpack the prefab first
if I copy the screen itself over 2 more times, wont it make all the screens play the exact video? but unlinked?
isnt that what you wanted?
oh
well, you'd typically use a mesh thats split into 3 parts and just put the video screen component on that
I did but the mesh that I used got messed up cause it only shows 1 corner of the video
you could have 3 screen components and adjust the tiling on the material settings so they lined up
your mesh needs to be uv mapped properly
I will go and figure that out thanks ❤️
anyone know how to add reverb to a video player? attempted to add reverb through a audio mixer but with no luck
yea, but to set it up so its just world audio is somewhat very difficult. but add a game object and make it a child of audio source, add component “audio listener”,”audio reverb filter”,”audio reverb zone”
this method will not work for stereo or higher systems, and requires more editing
if you still want to use the moxer, add an audio source to the game object
you just need an audio reverb zone where the video audio source is
audio listener components are automatically removed except for the one and only player camera audio listener
though I think Audio reverb filter is better, as reverb zone might reverb player voices as well
unless that is what you want
not sure if this is fixed yet
@dusk sapphire @desert python thanks for the info, will get back to you on it
audio listeners are utilizible in worlds
after abunch of trial and error, still cannot get it to work on 3 screens. Ill come back to it again eventually xD
3 screens with one video or 3 screens woth 3 different videos?
3screens that make up one video
I made a plane and cut it and tested the uv with a picture
it looked good but when put video in, it just shows a small part of the video
ah so like each screen does a 3rd?
yep
can you post a screenshot of the material settings on the mesh
Oop I deleted it, one sec. Ima remake it quick
All I did was took the main screen and changed the mesh of it to fit my screens mesh (3 screen in 1 mesh)
might be better to just copy the components over with the same settings than replace the mesh filter
replace as in? i just dragged the new mesh on the original mesh
also i took a random pic and put on the 3 screen mesh and it looks like it connects
but like the video dont do that xD
and what does it look like with a video?
it shows the top left corner of the video which example if the corner has alil red
the whole screen will just be red
i dont know how you just dragged the mesh over but
its best to create it as a new mesh object
then copy the same components over
Possible if I call you or screenshare somehow? so i can show u my steps
I'd rather not sorry
but still, just place your mesh on the scene
and copy whatever the original screen has, except for mesh renderer/filter
for Screen you just need to put the same material on your new mesh
Screen_Stream just copy the VRC_Video screen component over
yes
does my mesh have to be in the same group
group?
parent
best for management
and lastly, you need to replace some triggers under tr_change
so they point towards your new mesh
still does the corner thing
so i need help with getting the usharpvideo player to work right in the world and not have it break it to where i cant open the control panel
keeps saying all compiler script errors hafta be fixed before it can enter playmode
idk thats the wierd thing ._.
look at the console
something about cso246 the type or namespace name udonsynced could not be found same with udon synced attribute
i have no clue what that even means tbh ._.
paste a screenshot with the topmost errors
Idk how to do screenshots on pc so i took the pic with my phone hopefully its good enough
scroll to the top
also just to be sure, you did download the latest version of the SDK3 for worlds and UdonSharp right?
yeah the issues started after i put in the video player but if i take out the video player everythings fine
so im confused on whats going on as to why the video player thing would be buggin out and breaking the world
any ideas cause if u want u can dm me and i can screenshare through a discord call everything ive done and such
windows key + shift + s
to take a screenshot with a box you draw
and ctrl+v to paste it in here
show the top most error, i can't help you otherwise
go to package manager and install cinemachine
wheres package manager and im pretty sure i have cinemachine as its popping up as a tab in the thing beside component
Windows > Package manager
but if its already installed then hm
you did install udonsharp right?
USharpVideo player requires UdonSharp
ok i added it do i need to do anything else with udon sharp?
no, try playing now
nope didnt work
what are the errors now?
hold on gonna try removing something with it to see if i can get it to work
yeah idk why its bein a huge pain tbh
i would try deleting usharpvideo and reimporting it
nope same thing
well i just got it to work by only importing the asset folders apparrently but who knows how well itll work
importing the what?
the asset folders in the usharp and u sharp video
did you clone the repository and copied everything over?
you should be downloading the release unitypackages
yeah i have both of those
all the folders and everything
if anything i feel like a call would be alot easier for me cause i do better hands on then texting
i dont do calls sorry
but i can see where you went wrong
you download the .unitypackage files from the release page and import them
not download a zip of the whole repo and import it all
does it need to stay in a zip folder?
no, like i said you download the .unitypackage file from the release page
and just drag it into unity
and unity will import it automatically
still errors
did you clear out the old things you imported
did you install both UdonSharp and UdonSharpVideo?
yes
once again, top most errors
check if cinemachine is installed in window > package manager
its downloaded and up to date
did you import the packages before or after clearing out the old imports
after clearing out the old imports
unity version?
2018.4.20f1
im gonna hafta head to bed soon ive been screwing with this all day and im gettin tired as well so yeah idk what to even do -_-
is this a new project ?
yeah i made most of it today and its still in community labs too so im just updating it by switching out the dumb video player with a "better" 1 that someone reccomended but its been being a pain in the butt to deal with
if anything ill hafta deal with it tommarrow im needin some sleep its 3 am rn so yeah gonna hafta head off
One of my worlds was tagged with "environment-malicious" ... anyone know what that means exactly? 🤔
it means someone reported your world under that category
those reports are only visible to the author
Oh, good. Do these get reviewed, or does that just stay there now?
Can't possibly think why anyone would report that. 🤔
if theres nothing wrong with your world I wouldn't worry about it
90% sure there's nothing malicious there. Couple of Udon prefabs that I didn't make... but you can't even fall out of the world, it's all enclosed. XD
have you reported other worlds while in your own world?
not sure if this has been fixed yet
I don't think I've ever reported a world, no.
I'm not going to worry about it then I guess. It's 1 report out of like, 7k visits and nearly 500 favs. Someone just having a bad day I suppose. :B
some people mistakenly report a world if someone in the instance has a bad avatar too
so i wouldn't worry about these too much 🙂
its one of the subs
So I been developing my first world with SDK2 and im trying to publish it and i keep getting this error and i'm not sure how to fix it, any ideas? " NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82) "
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger form the top bar
alright doing it now
thank you so much. that fixed it!
Am I the only one who has never been able to build and run a vrchat world project SDK2 or 3 and has to publish it to VRC first in order to test it
I feel like I might be
can any one help me?
You probably have all sky free skyboxes right
nah ive got starfield skybox
Sometimes the scripts can cause that error so just delete the scripts you find in your skybox folder
nah still the same
Cant help beyond that sorry f
Check the latest pin on this channel
Hello! I'm currently having some issues with pickup items (I'm using sdk2). For some reason, when I respawn, I can't rotate items anymore. I have no idea why this happens😅
I cant test my world for some reason, but its fine to publish. Is there anything i can do to fix this? Im using SDK3
@split elm I had something similar that happend to me a while ago, what fixed it is firstly try to disable "Future proofing" in the VRChat SDK settings, and try uploading again
If it doesn't fix it then try to re-install your SDK in your Unity Project and upload it again afterward
ok
There is one report that happens automatically, it's nothing bad.
Can someone help with getting a chair on my avatar? I keep crashing when I add a chair to my avatar (interestingly the crash only happens when someone else is in the room)
How would I go about setting pickup-able items to not collide with each other?
Any help would be super appreciated
if i wanted to build a map, which program would i do it in? Unity, or Unreal?
Unity
ight, thanks
You would need a new layer for them which you set to not collide with itself
https://docs.unity3d.com/2018.4/Documentation/Manual/LayerBasedCollision.html
Thank you so much <3
@cunning belfry what game type? Empty 3D?
Make sure you're using Unity 2018.4.20f1, then when you go to your projects in Unity hub, click the arrow next to new, click the appropriate version of Unity and click 3D
ight, thanks
Can someone help with getting a chair on my avatar? I keep crashing when I add a chair to my avatar (interestingly the crash only happens when someone else is in the room)
@hazy pebble Hello, some people had a glitch with this a while ago and there is a fix for it: you need to animate the chair in order to activate it (hand gesture or action menu). If you're using avatar 3.0 you can put the chair on your avatar like usual, but instead of letting it activated all the time set the gameobject deactivated by default, and create a section in the action menu to activate it trough it, and if you use avatar 2.0 make a hand gesture animation to activate it, it should work fine with this
Also make sure that there is no world related component on your object
Maybe it can work without this method but I only know this one so I hope it helps
hi i would like to understand why vrchat sends me back to my homeworld when i try to build and test the world im making.
i am using sdk3-world
@random owl Sorry for the ping, I think I understand, but i'm still a bit confused over what boxes to check and uncheck with my new layer. There's not a lot of documentation on it online.
Try importing VRWorldToolkit and see if it's debugger brings up anything? o:
where can i find this (VRWorldToolkit)?
kk meanwhile im reimporting all the libraries
cus i removed some and i think there are leftovers
btw i dont use bakery
hey there im having a problem where i try to upload a new version of my world but it keeps loading the old one in vrchat.
I have both tried uploading it to local testing and online publish but nothing works yet
Import VRWorldToolkit and see if it's debugger reports anything, something in your world is likely breaking something o:
would recommend clearing the broken scripts, or potentially making a new project and importing just what you need
as for VRWorldToolkit, look for a dropdown menu at the top called "VRWorld Toolkit" and click "Open World Debugger"
kk i dont see it tho
is it for sdk2 or 3?
make sure you've imported the unitypackage o:
and it should work for either
no menu at the top either
im just going to start a new project and see if it fixes it
ayy c:
@errant beacon thanks debug shows now :)
yw! c:
Hello, I'm wondering if anyone could help kick me in the right direction with a problem I'm having, it has to do with camera stacking...
I made a post on the VRChat forums a while back that describes my problem, and I've been breaking my brain trying to crack this nut https://ask.vrchat.com/t/multi-camera-effects-in-vrchat/2964
I’m asking this here since it might be useful to other people… I’ve seen a couple of worlds in VRChat that make use of multiple cameras to create effects where the geometry of the world is simultaneously rendered from two or more different perspectives. I’ve been looking at this for days now and it’s left me scratching my head because I can get ...
It does exactly what I want in Unity, but it doesn't work in VRChat, and I'm not sure why at all.
Thank you!!!!! How coincidental: I actually intended set the chair as a toggle in the action menu, but for testing purposes I have just been leaving it on by default -_-'
sooo im only familiar with Maya and Unreal, so im thinking Unity might be easy for me, but idk (never used it before)...does Unity do Image Planes?
Ohhh, nice! Glad to hear it worked 😄
@verbal hare Yes, for this you just need to import your texture/image in Unity, then you create a material with the picture in it then you apply the material to the plane
I dunno if an image plane would suffice for what I'm trying to do, which is basically what Merlin did for Camera Test World https://www.vrchat.com/home/world/wrld_91805f98-fd56-497a-bf7e-772e434efb84
So I can insert an image, ie blueprints for a house, and build on top of said blueprints in the Top View?
Oh I'm dumb that wasn't meant for me, haha.
In theory yes, but for 3D modeling Unity isn't the best... You can use Blender, a free 3D modeling software that you can use for exactly what you described
What if I build in Unreal, and export to Unity?
Unity is very limited for modeling, you can't edit the mesh, just place primitives
I guess it would work
If you export it as an FBX yes it will work I think
Alright, cool. Thanks
ok so i have a strange question thats hard to explain
how would i add a way to detect controllers so that a user could select what controller they want to use to interact with diffrent parts of a world
like if i wanted to allow users to use a flight stick controllers to move a plane, drum pad to controll a ingame drum pad, ect...
Could you use Input.GetButton or Input.GetAxisRaw for the particular inputs of your controller?
i could/have
but users in vr complain that when they use it things go heywire
i dont know if its due to vrcontrollers giving input.getaxisraw data
That seems likely!
thus was why i am looking to see if i could allow users to select what controller it pulls from
@civic orchid also i know there are midi in/out refrances but i have no clue how they work
This is a little hacky, but maybe you can make a string variable that subs in the appropriate axis name
hmm
@verbal hare You could put those on a plane, then place cube that you would resize according to this blueprint, but expect some stretching of the textures since the UVs are not unwrapping, it's locked to a square format
im not the best at programing AT ALL
Like Input.GetAxisRaw("AxisName")
wouldent that still have the problems i already have though
Or you will have to create many material and play with the X and Y tiling DireWolfPvP
so taking it into Unreal, then exporting it as an FBX, would be the best bet then?
Yes, I don't know much about Unreal but if it allows you to create and unwrap your model then yes
Or you could try Blender
This might be a bit outside of my expertise cuz I'm not sure how VRC handles new inputs in the input manager
Blender is good now imho
same as i said my only knowladge in programing extends to basic if then loops which are not the best for vrchat
@verbal hare I'd recommend just making a plane in Blender, making a material with an image texture and putting the blueprint on that, and then making the model on top of that o:
welp rip... i have no clue and the limited documentaion we have doent help much :/
im trying to avoid using blender, as...
- i dont have it
- i havent used it before
but, ill try it, if it comes to it
It's free and doing that would be relatively simple o:
would recommend #3d-modeling if you go down that route c:
It's free, at least.
alternatively if you have a CAD program that can export to a model file, you can just build it in there and export it that way
So um, is my camera problem something I should take to #udon-general? I'm really stumped, but I feel like it's not an issue with UDON
assuming that house blueprint has a model
I've been having a hell of a time finding a solution by searching Google and banging my own head against the wall
same swatcher
@worthy relic i have two floor blueprints i wanna use to make a house with, for VRChat. I wanna know the easiest way for me to go about building the bare bones structure first, before i go in and start decorating the place.
i have access to Unreal Engine, and Maya to do so
@civic orchid not entirely sure if this helps, but there's a list of whitelisted world components in the documentation o:
https://docs.vrchat.com/docs/whitelisted-world-components
oh lets move to #3d-modeling dire
Oh wait can't you just import your image, apply it to a plane, and then use ProBuilder inside Unity?
^ that too! though if you know Maya, you could very well do it that way too
i wouldnt know, as ive never used Unity before
ight
You had bakery in the project at some point and removed it leaving behind the scripting define for it which made my tool think bakery is still in the project causing the errors
Alright just mentioning for the future 👌
It's good to know those scripting defines exist in the project settings
kk
Hello, I have a problem with a snowball system I'm working on: I made a system for shooting snowballs, autohold is enabled, and I've used OnPickupUseDown and OnPickupUseUp to change the value of my toggle in my animator (because I use animations to enable/disable the emission of my particle system). When I test manually my animator (by toggling the value manually) it enables and disables perfectly, but in game it won't work... Any idea?
EDIT: Nvm, turns out the CyanEmu I'm using is glitched and Vrc_triggers doesn't works in it, works fine in game
yeah just add the components "vrc_pickup and "vrc_Object sync"
im going to guess it doent have a collider
box or mesh
ye i never us mesh
does anyone know how to do a trigger script on the SDK3 .. im making a sdk3 world for the 1st time and i cant see the trigger script
SDK3 uses udon
i see there is a pikcup component in sdk3
Also #udon-general
does anyone know how to enable scripts for prefabs on building the world? From what information I have gathered is due to security reasons most scripts are disabled
https://docs.vrchat.com/docs/supported-assets
Only the scripts that are whitelisted are able to be used
You can use certain external assets that use scripts in VRChat worlds. To see a list of precise components permitted in VRChat worlds, please see Whitelisted World Components. Dynamic Bone "Dynamic Bone applies physics to character's bones or joints. With simple setup, your character's hair, cloth, ...
thats what I thought, thanks
Dumb question, but I have a pickupable stool that I want short avatars to be able to move and then stand on. Problem is that the box collider doesn't seem to let anyone stand on it. Is this normal, if so is there a way to overcome it?
You need to set the pickup to a layer which players collide with
It defaults to pickup which doesn't collide with players when you add the pickup script
That is the layer of the gameobject yes
thank you @random owl
anyone know how to toggle scripts with prefabs? I have seen worlds with the prefabs that I am using toggle the script for it on and off. I have not found much in the stance of toggling scripts only toggling objects
SDK2 or 3?
but regardless, you can toggle components on and off, rather than the object itself
@dusk sapphire SDK3
I have a toggle udon graph script for toggling objects. What would I need to change so I can toggle components?
i'm not the best equipped to answer udon questions, best to go to #udon-general
alright, thanks though
Where do I post images and videos of worlds in what section want to show demo.
Ty
How would one go about adding a second grab point on gun>
a 2nd pickup object that's connected to the grab point on the gun via a fixed joint, or constraint if you're on sdk3
Anyone know why a particle on a world pickup gun wouldn't go straight? Mine are going off in random directions
I noticed if Iwalk backwards he particles go in the correct direction
My friend and I are building a world together through collab and he is getting this error when he downloads my project
@winter stump Go in your VRC Udon script on your objects and enable "unsafe" on all the objects to fix the issue
how to fight with water shaders in unity 2018 ? 🤔
Fight?
im trying to make nice water material / shader
but its either unity no cooperating or in vr it doesnt look the same as in unity
🤔
ok so ive asked 2 people for help with this already and im still needin help with it but i feel like a call with screenshare would make it alot easier but ive been trying to make merlin usharp video work and i am running sdk3 world and have everything up to date and such so hmu if ur able to help pls cause i wanna get this to work
cause ngl im still new to this and have no clue what to even do XD
Does anyone know why the particles on my pickup gun go every direction except the one they are supposed to go?
I have a rigid body and such, and the muzzle flash and smoke particles work fine, but the bullet particles go out at random angles to the sides
since our last convo i'm told the error you have is from not having the latest version of the sdk3
as the prefabs you downloaded require the latest
i should have the latest version of the sdk i downloaded the sdk 3 worlds like 4 days ago
i want to make a world but i suck at 3D modelling, are there any good tools that i could use to help make a basic structure?
Probuilder
Thanks, ill see if i can make something using that, hopefully
Hello, I have an issue with my world camera: I noticed that there are lines appearing on top of my grass, which I thought was caused by my textures, so I corrected them to not have pixels on top or at the bottom. But the issue was still there. So I looked at my camera instead and noticed something: Whenever MSAA is enabled there is this line issue, and when I disable it no issue.
This is with MSAA enabled
And this is without
Any idea on how to disable MSAA in game?
when i import an asset from blender how do i make it so i can edit the materials in unity?
@unborn pilot You mean the material on the prefab? You can click the arrow next to your model to show your materials, then select them and right click on them and click on "extract from prefab"
ah thanks
All you really should need to do is change the texture from repeat to clamped
wheres that at?
That was to veeon
ah ok nvm
@random owl Thank you, I already did this to all of my textures but the issue is still there :/
I've updated my details to make sure but nothing changed
I just corrected again all of my textures, and the issue is less now, but still there :/ Strangely it is only affecting grass that is far away from the camera, not the one close to it, but it's still noticable in VR. Pretty sure it's the MSAA super sampling my texture but then somehow it offsets it as well...
Nvm I found it, it was one of the texture but wow, I had to remove like 2/8 of the pic bottom to get it corrected
how do i flip uv's or whatever so things aren't one sided like this
@unborn pilot I don't know how to flip uv's inside Unity, but I know in another software. What type of object is this object you want to flip the UV's (OBJ, FBX...)
Because I only know how to use Blender, and you can import many 3D object files type in it and flips every normals for every side
Or you could use a material shader that has no backface cuilling enabled, but depending on your scene it might not be the best option
Hey, Quick Question, This is my 4th day trying things out in Unity, so Im very new, but Im using SDK 3, and for some reason I don't see VRC_Object Sync in my Add Component Section? Im trying to make it so Other people in my world can see the Item im holding but for them its still on the location I picked it up from.
Would be really cool if you could use Hammer to make worlds
hi guys! I'm new to vr chat. how much coding / gamdev experience does it take to recreate something from IRL in a VRchat world using the unity engine?
anyone know how to get models without unity asset store, off google for eg
i know i want the final world to be in Unity, but could i construct said world in, say, Unreal, then export it to Unity for VRChat?
If you really want to make your life difficult there's nothing really stopping you
i wanna do it the simplest way possible
Well then you would do it in unity
For world creation you would usually want to download the source for standard shader and edit the code to remove culling
You just want to add a empty udon behaviour on them and tick the sync box (also #udon-general for udon related questions)
Ah Alright, Thanks! (Didnt Know it had something to do with Udon, Sorry about that)
the average height for a VRChat user is Unity-Chan, yeah?
Average height is like 150 cm, the player collider on the other hand is 2 m always
so is Unity-Chan a good reference to have on hand?
If it's somewhat normal sized why not
I would say you should usually scale your world to real world sizes
But that's really upto you what you do with your world
i was told yesterday to use Unity-Chan as a reference for scale, i just wanted to ask again to make sure it was a good idea before i started mucking about
Hello!
I am doing my first SDK3 world, but Im getting a error that I dont know what it means
can someone helllpp?
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Thank u!"
@bold ibex what kind of triggers? and also sdk3 is udon
I'm trying to figure out how I can make a Text Mesh Pro's text change when I pick up an object
But I feel like it might have to be a C# script to get it to work instead of running an udon graph
nevermind im just making a basic world im just gonna stick with sdk2 for now @desert python
hmm
hey guys, new here and quick question for my first world, is there a good technique to make a world feel endless, trying to make it look like something stretches out pretty far
could i get someone to help me fix the house i made? unity doesnt like it when i try to edit verticies...the base model is almost done, but theres areas that cant be modelled, without having access to verticies
does anyone have any knowledge of pens? im having some trouble
Does anyone know any video tutorial for that? Like random cards spawn whenever you click on something? I'm working on a monopoly world
How do you do a teleport player object like the knife in murder 2 or 4? where it doesnt teleport player using it but it teleport player that it gets affected by it?
my world got published out of labs today and now it wont let me update it, it says its an unpublished world?
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)```
can anyone tell me how to fix this? i cant update my world
line 82 of that script is
```desc.PositionPortraitCamera(imageCapture.shotCamera.transform);```
ive comepletely reinstalled the VRchat sdk and udon already
uh, that looks like vrcsdk2? and udon?
Ah that would certainly cause many problems on their end
How would one go about making it so that if a person has say 2 of a spawned object on the map, it would delete one of those objects if they spawn another?
no i imported sdk3 thats all i have installed, thats all i built the world on
Is sdk2 still in your project?
huh, a quick check on sdk3 shows it using VRCSDK2 namespace lol
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
i let it auto fix all the errors and im gonna retry now, but pretty much it would go all the way through the publish stage but then the upload button did nothing
If you did all the red auto fixes it should let you upload now
Depends on what the errors said in the world debugger
the only thing that changed was i removed a collider from something, added BGM and it went public this morning at 2am EST?
multiple pipeline managers was one of the only two bugs
the other was "future proof builds is still enabled"
Yeah somehow the rouge pipeline manager snuck in then
How to make a trigger teleport other player instead of owner/myself?
any idea hwo to make items respawn from falling out of the world easily?
Hello, I hope this is the correct channel for this.
I'm going to start building own worlds. As I'm not that good at modelling objects I want to use (for the first attempt) some assets from the unity-store.
I'm wondering whether this would comply with licensing etc. or whether I'm forced to create everything on my own.
Can somebody give me some advice?
if you own the license to assets in the unity store you are free to use them
Well most of them require credits I think.
can always have a little sign at the entrance of the map crediting them
Ah, thanks! That's a good hint
uhhh
i'm having a weird random issue uploading my world
all scripts are on and the world still has its ID, no console errors, but when trying to upload the world, its treating it as if its an entirely new world
including new settings there that i've never seen before
uh ok thats weirder as soon as i sent this screen shot it fixed???
it's back to normal now for some reason
it just shows that while its loading your world info
so if theres a network hiccup it takes a bit longer
must be slow internet then?
huh i was just concerned cus i've never seen it before, thanks!
Hello, I would have liked to know one thing, when we upload a map, its exports only what is in the hierarchy or its also exports all the assets that have put it even those that we have not used?
Just what's in your scene
Okay thx!
Hi!
I have a noob question.
So I want to use these particular free catwalks, but before I was using them with mesh colliders and copypasting them around.
Should I instead make 3 box colliders (floor, rails) but still copy paste them around, or use none, and then create single box colliders as big as possible to cover the area?
Before, when I used about 30 or something, I broke the worlds a few times, they would not load in vrchat
even if sizewise, they were not particularly large (30Mb or whereabouts)
(oh, I just realized the catwalks already had box colliders in them)
Did anyone answer u on this? Theres actually a whole pen pack prefab up for free on booth if u want it
https://gyazo.com/12e46e72f8bb96dfe31befa8dde05078
Hello again! 👋
Can anyone tell me why the stuff is doing this? They are vanishing in many angles, they do the same ingame and its very annoying on the eyes for them vanishing and reappearing
might need to edit your occlusion culling
anyone had an issue where saving the project, it will get stuck at "importing small assets" and not progress from there?
for some reason, i cant access my move tools in Unity...i was able to yesterday, but i couldnt do so this morning
I need people to help test my Halo WIP PvP world. Anyone wanna help later today? I want to see how many people I can have before performance issues start to occur
Silly question, but how did people get a hold of the HarryT's 8ball world prefab. I have the prefab with the pool table, but there's no world or more specifically no other meshes surrounding it, was that created by someone else or?
Not sure there. I'm still trying to figure out how to replicate the Halo 3 ODST nighttime skybox
is there a way to make holes in cube primitives for doors and windows?
in blender?
could just use a Boolean modifier
directly in unity
essentially use one object to cut a shape into another
the model i have, is directly in unity
i'm not too sure why you're trying to do 3d modeling in unity
it's a game engine
not a 3d modeling tool lol
VRChat
I know, but you can import any 3d model in unity
there is nothing stopping you from creating things in blender, exporting an FBX, and then chucking those in unity
and using that in your world
the model i have is too far gone to try and recreate
@near escarp Sorry for the ping! I just wanted to know if we are able to use Substance Painter scripts in Unity or is that a banned script? https://assetstore.unity.com/packages/tools/utilities/substance-in-unity-110555
Substance creation takes places in unity, nothing to do with vrchat, you just create a material
I know it uses scripts to function, which is why i was wondering if that would work or is the sdk going to rip those out before upload?
Ah alright, just wanted to make sure, thanks
is there any good size references to the default vrchat avatar size i can use in blender?
blender has a ruler tool, or you can scale up a cube
i got this yesterday also but it wont even let me interact with the menus at all
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
just wait a while it worked for me after a bit it looks like
thats odd though ;/ its never done that before ill try just keeping it open for a while XD
okok ill get that goin
i found the problem and now its alll back to normal working order thanks to that tool ... heck thats handy
Great 👌
thank you very much!
So I have a question,
I need to have objects active, But I can't have them set as "invisible" / "off" in Inspector because then they wont work, So they need to always be on.
But I don't want them to render for the user,
Is there a way to do this?
Can I for example place the object so far from the screen that it wont load for user or is there any tricks?
It's a lot of items that will be called from a script when needed.
If the items are "Turned off" they wont work for some reason, Even if you activate them afterwards. So they must be on from a player loading in to the world.
However it's a lot of items so the load is longer than usual.
I want to speed up the load in time by "hiding" these for the user so it wont render at all, But still be active.
Maybe it isn't possible?
Just use a empty game object with the stuff that you need always on
I have
``
- Gameobject
** GameObject.List
*** GameObject.Items
``
Hiding any of these will disable their function
Is it possible to like have it active, But disable rendering for the list?
Or would that still cause the increased lag because it still needs to load it in?
What's their function even? What do you have rendering on them to begin with?
Disable the mesh renderer perhaps?
Do they even need a renderer?
Unfortunately they do for the menu to work
Then you should offload the menu logic onto a different gameobject
Hey everyone! I need some help with a world I'm currently working on, for some reason after staying a bit on the world, the world would suddenly be very very laggy. I'm pretty sure it has to do with respawning objects in the world but I'm not sure how to fix it or go about it, does anyone have any suggestions? I would very much appreciate it o.o thank you guys! I'm making the world with SDK 2.0
i would enable debug menu and sdk log levels in your launch options https://docs.vrchat.com/docs/launch-options
There are several launch options available for VRChat. If you are using Steam, you can set these easily in the Properties for VRChat, found by right-clicking on VRChat's entry in your game list. After clicking Properties, click on Set Launch Options, then put your desired launch options in. If you ...
and take a look at your logs to see if anythings a miss, like lots of warnings/errors being thrown
you can use my parser to make it easier to read 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
Awesome! I appreciate it 😄
in sdk3, is there a way to where if a player is hit by the same box collider a certain set on times, for example 3, it enables a local trigger?
Hello Im working in sdk 2, my world is like 2 mb but send me back home when I try to go into it
What should I do
i even tried taking out pick ups and post processing with no luck
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
where?
If it did not show up at the top check if you have any errors
Alright so your sdk is almost a year old version so you should update
so I do the override it or do I delete and reimport the sdk
i dont wanna mess up my stuff
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 ...
Check under sdk2 part
?
If you scroll up what's the topmost error there in the world debuggers messages
uh I guess ill delete probe positions since everything is where it should be ig
ok, I wanna make a plain, flat, simple world to show off all the rediculous number of avatars I've made over the years. does anyone have a step-by-step instruction manual? I'm as dumb as they come with stuff like this
Well you should just delete the whole simple light probe placer asset, I was just seeing if the topmost error would help you figure out the problem yourself since I have that particular asset listed on the page where the info button links you to or if I need to make it more clear.
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
im in
none of that tells me how to load avatars though
You still need to setup the world if you want to place any pedestals in it
All you need to after is just search for the avatar pedestal prefab in your assets and start placing and setting the avatar ids in them
and how do I get avatar ids?
Either in the content manage in sdk or the website
Sorry if this has been asked before, I haven't seen it mentioned anywhere yet, but I'm trying to upload a world with vehicles in it, and when I enter the world, it's like the seats on them just don't exist. I aim at where they should be and they don't highlight or anything. Only started happening recently. Any idea what might be preventing them from showing up?
i think the last update kind of broke most seats, atleast on avatars. i hope im wrong though, and hopefully someone will be able to help you.
Would recommend looking at the documentation page for stations (https://docs.vrchat.com/docs/vrc_station) - stations changed a bit after the underscore networking change @short gulch
Thanks guys! I'll look into it and see if I can figure it out. Wasnt aware of an underscore networking change
yw! to clarify by underscore networking change, I mean build 2020.4.4, details listed at the bottom of https://docs.vrchat.com/docs/vrchat-202044
Does URP Decals work in VRChat?
probably not considering that vrchat doesn't use Universal rendering pipeline as it's on 2018 Unity vrc
Is there a way to use Decals in VRChat?
So what is unity_builtin_extra, and why is it almost twice the size in my project on the android then it is for the PC, with the same exact scene.
I did a build of the quest world and it was bigger then the PC World despite nothing having changed
Except build target
How do you make a worl :0?
You have to be at New User to be able to upload avatars/worlds, by the way
@outer herald I have no idea but I just opened unity for the first time and now I'm watching videos on how to navigate around it... Maybe I will get a world built eventually. But so many small tedious questions about how to use the program at the moment. Hah.
Aah ok!
Interesting, still getting the hang of trying to put walls together where they line up and I don't take like 15 minutes to do it. Ahah.
How does one delete the previous build for a VRChat world?
If you upload with the same blueprint ID it'll just update (upload over) the world, with no deletion necessary - if you do want to manually delete the world though, go up to the VRChat SDK dropdown in Unity and click "Manage Uploaded Content" c:
when I am making a world should I use sdk2 or sdk3, what is the difference
how do I change transparency of blocks in unity
Either is fine, though SDK2 might be easier to learn, while SDK3 is def more flexible
and the transparency'd be handled by the material that's applied to the block
I just added a texture to my block, I clicked the block, clicked the dropdown arrow under shader, changed it to standard and mode transparent. Then I clicked on the box beside albedo and changed the A value to whatever looked good. Though before doing that I made a light blue texture and named it window and unity kinda automatically made it see thru for me. But not enough.
My issue at the moment is none of my floor or walls are hard so I just fall through haha. I didn't know how to install the probuilder addon when I started and I think those are automatically hard and static cubes. But now I need to make mine hard.
I added a mesh collider as suggested by google but it didn't work for me
@bold ibex In the Inspector on the right, click "Add Component" and then add a Box Collider
they all have box collider already, but I guess I have to do something with it
and def wouldn't recommend using a mesh collider, they're v expensive o:
on a hunch, try deleting the box collider on the floor and adding a new one
assuming that probuilder made it's own collider for it, it might be derped?
I didn't have probuilder installed when I made it
I will try that, and then try another with a probuilder cube or something just to see
maybe the spawn point is under the floor, half the time I can't tell where my stuff is lined up ahah
That was definitely it!
nice! o:
yeah I never used unity before, but I almost have this world finished after a couple of hours. Don't know if I should publish it or not after. We'll see.
finishing a world in your first few hours of Unity is vv cool regardless! c:
So Unity won't let me upload because it it saying my world is too big. I've completely altered the scene. but when I hit build & upload it immediately says the scene is too large and lists the same file size as before. Is there a way to clear this cached world build that it is trying to use?
well, it's more like a room ahahaha
a room with a few chairs, cups, table, mirror, carpet. The only thing I actually made myself was the walls and windows and those type of shapes
@thorn latch How big is the filesize listed? o:
also, right-clicking on the VRChat SDK and reimporting might help
if it is an actual filesize issue, using crunch compression and using textures no bigger than 1024 (preferably no bigger than 256 for everything except normal maps) would definitely help
still a cool accomplishment! c:
now if only there was a way to grab the center of my roof and turn it from a flat roof into a roof like shape with one drag
Thats why its weird because I just did all the compression and such, so the file size should definitely have changed.
huh, odd o:
would recommend re-importing the VRChat SDK and seeing if that helps, and also restarting Unity if you haven't already?
I'll try reimport, as I've restarted Unity twice
anybody here know how to setup a infinity mirror? ive got them all positioned but like what layers do i need to make/assign to them
@inland steppe Here's a list of what each of the mirror layers affect - if you're using the default VRCMirror prefab, you'd want to enable Water I think http://vrchat.wikidot.com/worlds:layers
but from what ive read on the vrchat website is that in the water layer it wont render mirrors in reflection
huh, never noticed that sorry
its all good
i tried creating a new layer and assigning that in an attempt but it renders bits then in areas i see the skybox and nothing else so im stumped right now
An infinity mirror might not be possible due to performance issues (presumably mirror reflections in mirrors would have a limit, but they might not so it's just disabled instead?)
assuming it is actually disabled for that reason, might be a good thing to make a Canny post for o:
ive seen it in a world before but for now i guess ill just have to settle with what ive got lol
and yeah it does effect performance a bit but ive had the request for a world
ah
if possible, you could try contacting the creator of that world to see how they did it? o:
Ya'll ever have unity just freeze on opening a project?
hey how do i put avatar stand on walls like in the default vrchat home
dunno, mine came with an avatar pedestal in the prefabs
Is there a way to select all textures of a specific type?
So my world jumped from around 20mb to 50 very fast and idk why can someone explain why and how i can massively cut down the size of the world easily?
Without having to delete anything in the world as well too pls
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar then look at the build report what's taking space
Then compress, crunch, optimize, fix and so on
Aha. Thought my chairs were good. Perfect height for sitting with normal sized avatars. But any smaller ones pretty much sit under the chair. Will have to figure that out later. A couple of spots where stuff didn't line up too since I can't test inside vr before publishing. But not bad for first time using unity. I guess.
Hello. Im following this youtube video: https://www.youtube.com/watch?v=95jRByYHE4Y
These features are currently available only on our Open Beta version - check our Discord for more information.
Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (aka controller vibration) and controlling Animators with Udon.
Music i...
When i have dragged my door object into the udon graph at the beginning of the video, mine shows as a variable "GameObject" and not "Transform". Any reason why?
did you make sure it was correctly set in the door trigger ?
yes
how do i do this with avatar pedestals
@raw zinc I'd suggest asking in #udon-general they might be able to figure it out faster
So I have the Sukiyaki prefab (https://booth.pm/ja/items/1819648)
The issue is that I cant get any of the triggers to work, I can pick the chopsticks and bowl up, their particles are working, but I cant use the chopsticks to pick up any food, an animation to gran on the chopsticks doesnt even play when I click trigger too
すき焼き鍋の3Dモデルです。 VRChatのワールドの添え物としてご活用下さい。 VRChat以外にも使用できます。 現在のバージョン:ver1.1.0 VRChatに設置したときのイメージはこちらで確認できます。 ギミックのデモも導入しております。 https://www.vrchat.com/home/world/wrld_86b39e34-922b-4abf-98fe-8acbadb4892c (または [Sukiyaki]などで検索) 本モデルには以下のシェーダーが必要です。 お手数ですがあらかじめインポートしてください。 ◆Unitychan Toon Shader 2.0
@drowsy laurel Try to debug it with this added to your project https://github.com/CyanLaser/CyanEmu
Those errors shouldn't cause any issue
Make sure the layers and trigger colliders are correct
Did you add the prefab to an existing world ?
yes
You can check the animators in play mode while using the chopsticks, and check the console whether you get an error from it or not
is any of the params being set to true ? That's where the specific food you picked should have been
one was set to true here, which is what should happen cause I believe it grabs food at random
Imma just reimport the items
there we go
I honestly wish I knew what happened lol
is it possible to have it so certain people can have permission to enter certain rooms? (username based)
Like for example, someone named Nacho (me) can enter a room that is locked for everyone else unless u have that exact name?
Working on locking systems
Udon btw
@near escarp Hey Ruuuu, i ended up fixing the issue but now the door animation plays automatically when i load into the map or run it. It doesnt wait until i enter the trigger to play.
Well this doesn't make sense. I built the world for PC, size comes out to be 74mb. I switch build platform to android, change texture compression on all files to Crunched ETC2, and use ASTC 4x4 for the Lightmaps. I then hit build and BOOM. It says the build size is 82mb. How is it Bigger 🤔
Compression to be like that sometimes
Yes ( #udon-general )
I have a weird issue.
I have for example a object (Like a Chair) in the world, But sometimes when you look at it, Look to the side, Tilt your head etc it just dissapears (But it still there).
Then if you move forwards / backwards etc you can see it.
I am probably bad at explaining, How can I fix this?
Anyone know how to make it so every avatar sits at the same place on a chair? I did the one where you put an empty object for entry and exit points. It's perfect for an average sized human but short avatars all sit under it since I had to lower the entry point to fit taller avatars. I also tried just making some cube seats with entry and exit but it's the same thing. It does seem to work if I use the vrc prefab chair and swap the model, but can't seem to change the texture after I do that.
its because chairs use the foot joint to position avatars on a chair
you can try this prefab(for sdk2) for customisable chairs which uses an animator on the chair to position you correctly:
https://github.com/splinks/VRChat-Customizable-Fixed-Chair
however, I haven't checked if its still working with avatar 3.0 changes, this is a pretty old prefab from a few years back
Do you have occlusion culling baked in your project by any chance?
ah I am using the sdk 3 so I dunno if that will work? I could try I guess.
Hi sorry, Is there a easy way for me to check if I have it?
ah ok, that prefab is using the sdk2 chair component so it won't work. But with udon you should be able to replicate what that prefab does I hope 🙂
That question tells me you haven't, its not something you can do by accident 😄
I have a world from a prefab, Not from scratch!
but if you still want to check, its found on the right hand side of your unity, or accessed from window menu
ooh ok, I'm not sure if prefabs can retain occlusion culling data
but you can check it by looking in the occlusion tab and checking the bake data at the bottom of the panel
it'll look like that if you don't have any occlusion (at the bottom it says no data has been baked)
if the prefab did come with occlusion culling data, it'll give you details on the bake size
this is the only reason I can think of that would cause random objects to blink in and out
ooh, unless its LODs 🤔
i'll be offline for a bit so hopefully someone else can help you with that if that is the case 🙂
ooh ok it does
hit clear
and now check your scene to see if things disappear
Occlusion culling is important to optimize a world, but in this case the one provided with the prefab may have been too strong
Ah I see, Is that why things pop in and out from the picture?
yes, it stops rendering things you can't see
but in this case, the settings might have been too strong
so it thinks you're not seeing that chair when you should be 😛
Can anyone else me? My automatic door doesn't work. When i enter the trigger it doesn't open the door, even when the animation in unity works and its hooked up to the trigger.
sdk2 or udon
udon
Ah I see, Thank you so incredible much, Is it easy to redo it?
I was thinking maybe it is that high to prevent lag?
But I think it's too high, Like sometimes you can stand infront of the object, Tilt your head and it just poofs gone
so you dont know?
Have you done Udon Graph for it as well or only animation?
Go to #udon-general
Hello, I have a problem with my world, I have a ocean plane with a material on it (Silent Clear Water 2 Refractive) and since I baked my reflection the shader is broken, it only displays a line when close to it. Here is a before/after picture to show the problem
Does anyone knows why it is doing this?
(I'm on a Quest port, so perhaps some shader doesn't work on Android since it works fine with PC version?)
ah, that'd explain it lol
I'm pretty sure Quest only supports VRChat's built-in Mobile shaders and not anything else?
On VRChat documentation it says this is only for avatars, for world you can have custom shaders, but maybe Unity mobile shader language is different so it breaks the shader...
ah o:
also keep in mind that transparency is very expensive to render on Quest, so that might be a cause?
Yes, I think it might be it. I will make a full reflective moving surface instead. Thanks!
yw! hope everything works out c:
I hope so too lol 😄
Anyone know if I need to edit any of these settings in Unity for a world?
https://i.imgur.com/zGcT7ty.png
Or are these only if you build a standalone application, and not a world in VRChat?
Ah, I see, Thanks
yeah occlusion culling is pretty easy to set up 🙂 Plenty of tutorials online to help you understand how it works.
but basic premise of it is:
- set Occluder static on any object that is big enough to hide stuff behind it. An Example is the Walls of a room.
- set Occludee Static on objects you want to disappear if they are hidden behind something out of view
place an occlusion area box around your world (from the occlusion panel), which tells unity where to focus when baking it.
choose the bake values you want and hit bake.
bake settings is where you'll need to do a little trial and error if you find objects disappear when they shouldn't
equally make sure that small objects don't have occluder static ticked either
(occluder and occludee static are found in the static drop down options per object like where you can choose "light static" for baking lights)
I've seen some really cool mahcanichs in the VRchat game worlds. Got me thinking... Would it be possible to make a Zelda dungeon in one? With switches, chests with keys and items to help you get around the dungeon? I seen one world with Hookshot-like items. Just how involved can you get using the SDK?
How far fetched would a boss fight be? Lol
The person above (Lakuza) is the god of vrchat boss fights, definitely possible to do if you have the time to spent learning and making them
should def be possible yeah! would be quite the project though o:
just updated Luxerion World fixing the broken boss battle at last! You can finally complete the main quest line again and enter the Hall of heroes. Only 2 slots left there btw. Once we hit that limit, the hall will be expanded for more slots + a community reward portal. #vrchat https://t.co/omUWskYP6g
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I'm going to assume that uses Udon, because otherwise that would be impossible
I've considered making covie AI on my world that will shoot at you but I have no idea where to even start
wat
Nothing is impossible in sdk2 as long as you have the time and patience to make it
First actual tutorial on VRChat triggers. Goes over creating an object to act as a door, animating the object, adding triggers to make the object open on player enter area, and close on player leaving area.
In the next tutorial, I will go over how to make a lockable door and show how to use an object to unlock it, similar to how my world "Lab E...
so on windows side my world is 50 mb but on quest its over 100 mb how do i fix that?
That really depends on what's taking the space
stuff i apparently deleted but says its still there in the toolkit so i think something is bugged or glitching out o3o
Well my toolkit is just reading the build reports generated by unity
Did you actually build again after removing them?
its more like i deleted unused texture files that weyre just sittin there taking space
Were they in use in the world?
nope
If something isn't used in the world they wouldn't be included in builds
now it says there gone but how do i crunch or compress a avatar model in the world cause apparently the wickerbeast is taking up alot of the 100mb and idk why or how
Show me a screenshot the messages side of the world debugger
Messages side
i only have 1 wickerbeast in the world too
lol
how do i crunch or compress that
wow! Zelda VR could be a thing. lol
Okay you see that top most message? Press the show separate messages on it.
ok its now fixing it lol
There is a world that is literally the tutorial for Breath of the Wild, but the only enemy is a turret
lol
i did this house in Maya, and I want to bring it into Unity for texturing/extra details (stairs and windows). it isnt one giant piece, its all modular pieces as one...what'd be the best way to do so?
for some reason when i import the sdk i dont get the vrchat window in the top left of unity anyone got ideas?
Are you on Unity 2018.4.20f1 and are you using the most recent version of SDK2/3? o:
yeah on 2018.4.20f1 and literally jsut redownloaded sdk2 to check
are there any errors in the console? o:
I have a small question, Is there a way with SDK2 to set up proximity sensors that can both enable something when near it and then disable something when leaving its proxy range?
Yes, that'd be controlled by a collider trigger c:
I am looking at the doc page and seing OnEnterCollider and OnExitCollider but apparently they don't interact with players, it then says to use OnAvatarHit which is the same as OnEnterCollider but for players from what its telling me so i'm a bit confused on hit to get the exit part to work for players without it just being a timer from when it was first interacted with
(I'm a first time Unity user and i'm learning how to use it as i'm making the world)
You could have the trigger enable on avatar hit, which also enables another trigger which also has an OnAvatarHit output
that second trigger would be your 'exit' trigger - also, make an output on the exit trigger that disables itself once it's triggered
Does anyone know if there is a way to turn this gray sphere thing off? It keeps popping up when I select certain small objects and it's really difficult to interact/move the object when I can't see it because of this sphere.
hmm, sounds like a good way to do it but, idk how to set something like that up rn (triggers that enable/dissable triggers)
That shows the light probes affecting the selected object you need to turn them off in the scene view visibility options if you want them gone
If i mess around enough i could probably figure out how to do this in a few hours worth of time
I also just realised i should of asked this in #event-system-sdk2 my bad
ohhh ok, thanks @random owl
I'm downgrading from SDK3 to SDK2, I deleted all the sdk3 stuff and didn't use anything udon as I just started with the world and I'm getting an error message with the SDK when I try to play. Any suggestions?
You also need to remove the scripting define symbol that's used to load the correct parts of the code
So remove the sdk3 one and udon one
Its working! Thanks!
Does anyone else have a problem with post processing stack v2 installing to packages and being unable to remove the tests folder from there?
If you installed it from the package manager you shouldn't be touching any files in it
Oh then the tests folder in the packages directory wont cause compile issues like it says on the documentation?
What documentation are you reading?
the official vrchat documentation
Link me the page, that's old information
You can use certain external assets that use scripts in VRChat worlds. To see a list of precise components permitted in VRChat worlds, please see Whitelisted World Components. Dynamic Bone "Dynamic Bone applies physics to character's bones or joints. With simple setup, your character's hair, cloth, ...
Ya I am not supprised
so the tests folder is fine then?
Just follow what silents guide says also you can try my world tools to help you set it up faster
https://github.com/oneVR/VRWorldToolkit/releases
ok then the sdk has an issue then since it wont let me test my world
What is stopping you?
I don't know I press the test world button and it does nothing
i going to try and reinstall the sdk
You can also import what I linked above and check VRWorld Toolkit > World Debugger from the top bar
will do gana open up the origional project first
I will also update to the latest version even if that breaks all my scripts each time I do this
SDK3?
yes
If you go into a empty scene before you import the new sdk over it should stop that from happening
Well atleast make it less likely
head to desk
that would be nice to know from the documentation
anywho let me try that
thank you for your help this has been an issue for the past 5 days
for some reason my VRCWorld gives me these errors can someone help?
Check your console for said compile errors, pressing clear once helps to narrow it down
Hey if yall know roughly how many tris are in a world or one's you make ?
I'm just wondering. Rn I'm making my first large vrc world
Unless you are making a quest world and you properly static, optimize and occlude stuff tri count isn't much of a worry
Bigger worry is the amount of materials, textures and drawcalls
But good always to have as little tris as you can for the world, fidelity and look you are going for ofc
You can do a lot with a little amount of tris if you know what you are doing
Thank you m8! will keep in mind
yes
Optimisation is a great skill to possess
@random owl It's working now, thank you so much, here is an internet gold nugget :3
if i wanted to scale something to an exact length in blender (ie 10 meters), is there a way i can directly type it in?
in unity, click mesh, go to inspector, and on the top there should be a scaling box for xyz coordnates
im doing scaling in blender, before i bring into unity...i find it much easier that way
the snap ruler tool if 2.8-2.9 blender still has it
where would i find that?
uhhhh, its usually on the bottom left, but i use a very old version of blender so im not sure where itd be now
gotcha
