#world-development

39 messages · Page 62 of 1

inland oasis
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this is just a prefab i have played with since i dont know what im doing at all ^^'

stone marsh
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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.

dusk sapphire
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yeah i think i see some sloped colliders there

stone marsh
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You should also consider putting your Post processing on it's own layer

dusk sapphire
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do install the vrworldtoolkit

inland oasis
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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.

timid knoll
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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?

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(Don't mind the Eevee lol it's a Shimeji)

near escarp
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your layers are incorrect

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you're supposed to be triggering on the PlayerLocal layer

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right now you have them on default and muffler respectively

timid knoll
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Oh ok, so I have to switch them, I'll do it and I tell you. Thank you!

near escarp
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You can also use this tool to test your world in Unity directly

timid knoll
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I was just about to ask for this! Thank you so much!

near escarp
timid knoll
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@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?

near escarp
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it's a unity package

timid knoll
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Oh ok, thank you very much!

bitter hound
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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

dusk sapphire
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and it'll also tell you if your last build was successful

bitter hound
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Theres a console error in console saying "Error building player because scripts had compiler errors". Hopefully re-importing the SDK will help

bitter hound
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Well, I'm not exactly sure what I did, but something worked. Thank you so much for the help!

civic sorrel
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Anyone know how to fix text showing through walls?

desert python
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use textmesh pro

civic sorrel
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idk what that is

gaunt edge
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@dusk sapphire look any better? been working on it for awhile now, also do you know how to make an object collide?

dusk sapphire
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while red isn't exactly my choice of light colours it looks fine i guess, no roof?

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add colliders to objects

gaunt edge
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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

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i can keep u updated if you want

dusk sapphire
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when possible stick to primitive colliders like box colliders

gaunt edge
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gonna test the box collider now

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yeah they work thanks @dusk sapphire

remote bison
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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 🧐

dusk sapphire
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by default ones you mean standard? you could, but it would be better if you switched those you can.

remote bison
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I see, thank you so much!👍

gaunt edge
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@dusk sapphire thanks for being patient with me i know iit can get annoying, ive finally made a mirror!

dusk sapphire
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you should also look into baking your lights, theres some guides pinned in #world-lighting

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but thats the final step after everything else is done i suppose

sand fossil
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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)

random owl
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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

sand fossil
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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

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im reimporting the sdk currently to see if it will be fix

random owl
sand fossil
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yea the issue was that I reinstall VRChat to a different directory, fixed. Thanks

random owl
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Ahh yeah that would do it

harsh wagon
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I managed to get it working, I just added a spawn room that disappears when you leave and reappears when you spawn

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that way I can have all the other rooms inactive

ripe ravine
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how do I get Avatar ID's?

bold ibex
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Go into the sdk

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Then go into your creations then there should be a button saying copy I think

ripe ravine
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for ones I haven't created tho

bold ibex
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Ah.

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Not sure

void bison
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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?

ripe ravine
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@bold ibex The Website Shows the ID when you are wearing an avatar HA

bold ibex
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Ah.

chrome cairn
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Can someone help me please?

tardy wadi
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Is there a simple way to disable spatial voice inside a trigger?

crude nacelle
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Looking to make a VRC World is anyone willing to help me as YT tutorials are useless

bold ibex
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Which video player is good for worlds? For streams and for youtube videos? SDK2 btw

desert python
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@bold ibex i got you

bold ibex
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Wah?

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I am tryina out the hangout house player rn and it works but like for stream videos.. audio cuts out

desert python
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@bold ibex that was the exact thing i was gonna send

bold ibex
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xD

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Do you get that issue?

desert python
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there is another tho, made by awkzid that might be better

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nah, i use sdk3 now

bold ibex
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It works for videos but when I do streams it just dies

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Ahh

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Oki, imma try the other one ❤️ thanks

desert python
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the hangout player shouldnt be too bad, but tbh with you, the servers have been a bit wonky lately

bold ibex
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maybe thats why

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i mean i do see the stream on player but audio just vanishes

desert python
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oh, that might be the audio quality glitch

cyan gorge
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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?

faint wren
lofty bramble
minor finch
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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

finite iris
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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?

faint wren
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@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

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then you can make it public later

finite iris
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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.

faint wren
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or that you need couple 100 hours on vrchat stats be fore it triggers

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i think you need to be orange rank

finite iris
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100 hours?! Damn. That's a big commitment.

near escarp
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No, just new user

faint wren
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oh

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they change it then

near escarp
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Nope

finite iris
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I think I've spent maybe 10 hours or so

near escarp
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But that won't take a lot of time either way

faint wren
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true

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so just hit new user then yea

finite iris
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Any idea what the criteria is to get from Visitor to New User?

faint wren
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favorite avatar slots friends listed favorite worlds i think

finite iris
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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!

faint wren
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no problem

old robin
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but that is a pretty cool idea with the 3D scans

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I've seen a few 3D scanned objects and rooms in VRC before, with varying degrees of quality

finite iris
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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.

faint wren
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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.

random owl
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There's no actual criteria of having to have some specific things to get new user

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You can get new user by just having a single friend and going to couple worlds

faint wren
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@finite iris check out my worlds = D

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same name in vrchat

vagrant anchor
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is there a way to do zero gravity in a VRChat map

chrome cairn
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I’m using sdk2 and For some reason there are 2 scene descriptors, how can I fix this?

gaunt edge
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can someone help me? i want a video player in my vr world but i dont know how to do it?

chrome cairn
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I can’t

near escarp
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why not

chrome cairn
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It won’t let me

near escarp
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post screenshots

chrome cairn
near escarp
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uh, why are you trying to delete a script

chrome cairn
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That’s the scene descriptor

near escarp
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the script yes, why are you trying to delete that

chrome cairn
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Because it says there should only be one

near escarp
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in your scene, not assets

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you either have two vrcworld prefabs, or added the component yourself

chrome cairn
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Just the one

ashen eagle
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Expand that one... Is there another one nested underneath it?

chrome cairn
ashen eagle
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So just as a matter of sanity, you'll want to keep all of those objects at the top level

random owl
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It definitely is a bit risky to build your world inside the sdk prefab

chrome cairn
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Ok...

random owl
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You can just search "t:vrc_scenedescriptor" in the hierarchy search to find where the other one is

chrome cairn
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Ok...

ashen eagle
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What error are you getting when you try and save and test your world?

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Is it a console log error?

chrome cairn
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Wait I fixed it on accident

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New errors

ashen eagle
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Just click the setup button

random owl
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Reading goes far

chrome cairn
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Did it already. Thanks for the help!

lone oxide
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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

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and yes i am the world owner too

chrome cairn
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Isn’t that sdk2 only?

lone oxide
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no sdk 3 has video players

chrome cairn
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Oh

lone oxide
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sdk3 video players might just be more of a pain to deal with if anything

gaunt edge
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can someone help me? i want a video player in my vr world but i dont know how to do it? im using sdk2

ashen eagle
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Or HangoutPlayer SDK2

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Will get you what you need

ashen eagle
lone oxide
lethal moss
tardy wadi
timid knoll
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@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

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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 :/

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If I can give you a website, it's ShaderToy, you can download shaders like that there. Or you can ask in #shaders

viscid apex
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where do i go to sell vrchat worlds

bold ibex
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Anyone know how to make a video show up on 3 different screens?

desert python
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@bold ibex yes

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@viscid apex booth

bold ibex
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@desert python How would i do it?

desert python
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@bold ibex what sdk and video player you use?

tardy wadi
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@bold ibex what video screen are you using?

bold ibex
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Currently using Iwashi

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SDK2

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xD I am trying out abunch of different players

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Honestly, rn, ahzkwid is the top

desert python
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@bold ibex have youve tried copying the screen 2 more times and see if theyll all sync with the controller?

dusk sapphire
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You might be better off modifying ahzkwid's video player for that

bold ibex
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They all played the same thing. Not like 3 screens 1 video. It did 3 screens 3 videos

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Alright, Imma use ahzkwids then

dusk sapphire
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iwashi uses a lot of advanced techniques and can be difficult for people to modify if they are not familiar with it

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also don't just duplicate the prefab, you just want to make a copy of the screen component

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unpack the prefab first

bold ibex
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if I copy the screen itself over 2 more times, wont it make all the screens play the exact video? but unlinked?

dusk sapphire
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isnt that what you wanted?

bold ibex
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something like this

dusk sapphire
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oh

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well, you'd typically use a mesh thats split into 3 parts and just put the video screen component on that

bold ibex
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I did but the mesh that I used got messed up cause it only shows 1 corner of the video

dusk sapphire
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you could have 3 screen components and adjust the tiling on the material settings so they lined up

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your mesh needs to be uv mapped properly

bold ibex
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I will go and figure that out thanks ❤️

brisk widget
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anyone know how to add reverb to a video player? attempted to add reverb through a audio mixer but with no luck

desert python
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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”

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this method will not work for stereo or higher systems, and requires more editing

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if you still want to use the moxer, add an audio source to the game object

dusk sapphire
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you just need an audio reverb zone where the video audio source is

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audio listener components are automatically removed except for the one and only player camera audio listener

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though I think Audio reverb filter is better, as reverb zone might reverb player voices as well

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unless that is what you want

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not sure if this is fixed yet

brisk widget
desert python
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audio listeners are utilizible in worlds

bold ibex
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after abunch of trial and error, still cannot get it to work on 3 screens. Ill come back to it again eventually xD

desert python
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3 screens with one video or 3 screens woth 3 different videos?

bold ibex
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3screens that make up one video

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I made a plane and cut it and tested the uv with a picture

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it looked good but when put video in, it just shows a small part of the video

desert python
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ah so like each screen does a 3rd?

bold ibex
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yep

dusk sapphire
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can you post a screenshot of the material settings on the mesh

bold ibex
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Oop I deleted it, one sec. Ima remake it quick

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All I did was took the main screen and changed the mesh of it to fit my screens mesh (3 screen in 1 mesh)

dusk sapphire
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might be better to just copy the components over with the same settings than replace the mesh filter

bold ibex
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replace as in? i just dragged the new mesh on the original mesh

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also i took a random pic and put on the 3 screen mesh and it looks like it connects

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but like the video dont do that xD

dusk sapphire
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and what does it look like with a video?

bold ibex
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it shows the top left corner of the video which example if the corner has alil red

the whole screen will just be red

dusk sapphire
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i dont know how you just dragged the mesh over but

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its best to create it as a new mesh object

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then copy the same components over

bold ibex
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Possible if I call you or screenshare somehow? so i can show u my steps

dusk sapphire
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I'd rather not sorry

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but still, just place your mesh on the scene

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and copy whatever the original screen has, except for mesh renderer/filter

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for Screen you just need to put the same material on your new mesh

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Screen_Stream just copy the VRC_Video screen component over

bold ibex
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this is screen_stream

dusk sapphire
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yes

bold ibex
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does my mesh have to be in the same group

dusk sapphire
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group?

bold ibex
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parent

dusk sapphire
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best for management

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and lastly, you need to replace some triggers under tr_change

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so they point towards your new mesh

bold ibex
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got it

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Imma try that thanks

bold ibex
dusk sapphire
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material settings?

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also is that the original screen below?

lone oxide
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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

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keeps saying all compiler script errors hafta be fixed before it can enter playmode

dusk sapphire
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well, you need to fix those errors

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what are they?

lone oxide
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idk thats the wierd thing ._.

dusk sapphire
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look at the console

lone oxide
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something about cso246 the type or namespace name udonsynced could not be found same with udon synced attribute

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i have no clue what that even means tbh ._.

dusk sapphire
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paste a screenshot with the topmost errors

lone oxide
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Idk how to do screenshots on pc so i took the pic with my phone hopefully its good enough

dusk sapphire
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scroll to the top

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also just to be sure, you did download the latest version of the SDK3 for worlds and UdonSharp right?

lone oxide
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yeah the issues started after i put in the video player but if i take out the video player everythings fine

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so im confused on whats going on as to why the video player thing would be buggin out and breaking the world

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any ideas cause if u want u can dm me and i can screenshare through a discord call everything ive done and such

dusk sapphire
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windows key + shift + s

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to take a screenshot with a box you draw

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and ctrl+v to paste it in here

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show the top most error, i can't help you otherwise

lone oxide
dusk sapphire
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go to package manager and install cinemachine

lone oxide
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wheres package manager and im pretty sure i have cinemachine as its popping up as a tab in the thing beside component

dusk sapphire
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Windows > Package manager

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but if its already installed then hm

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you did install udonsharp right?

lone oxide
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yeah i just had port it rn

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and udon sharp?

dusk sapphire
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USharpVideo player requires UdonSharp

lone oxide
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ok i added it do i need to do anything else with udon sharp?

dusk sapphire
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no, try playing now

lone oxide
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nope didnt work

dusk sapphire
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what are the errors now?

lone oxide
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hold on gonna try removing something with it to see if i can get it to work

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yeah idk why its bein a huge pain tbh

dusk sapphire
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i would try deleting usharpvideo and reimporting it

lone oxide
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nope same thing

dusk sapphire
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whats the top most errors?

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and you are on 2018.4.20f1 right?

lone oxide
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well i just got it to work by only importing the asset folders apparrently but who knows how well itll work

dusk sapphire
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importing the what?

lone oxide
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the asset folders in the usharp and u sharp video

dusk sapphire
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did you clone the repository and copied everything over?

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you should be downloading the release unitypackages

lone oxide
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yeah i have both of those

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all the folders and everything

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if anything i feel like a call would be alot easier for me cause i do better hands on then texting

dusk sapphire
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i dont do calls sorry

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but i can see where you went wrong

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you download the .unitypackage files from the release page and import them

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not download a zip of the whole repo and import it all

lone oxide
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does it need to stay in a zip folder?

dusk sapphire
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no, like i said you download the .unitypackage file from the release page

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and just drag it into unity

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and unity will import it automatically

lone oxide
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still errors

dusk sapphire
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did you clear out the old things you imported

lone oxide
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yep

dusk sapphire
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did you install both UdonSharp and UdonSharpVideo?

lone oxide
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yes

dusk sapphire
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once again, top most errors

lone oxide
dusk sapphire
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check if cinemachine is installed in window > package manager

lone oxide
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its downloaded and up to date

dusk sapphire
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did you import the packages before or after clearing out the old imports

lone oxide
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after clearing out the old imports

dusk sapphire
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unity version?

lone oxide
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2018.4.20f1

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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 -_-

dusk sapphire
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is this a new project ?

lone oxide
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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

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if anything ill hafta deal with it tommarrow im needin some sleep its 3 am rn so yeah gonna hafta head off

toxic fulcrum
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One of my worlds was tagged with "environment-malicious" ... anyone know what that means exactly? 🤔

dusk sapphire
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it means someone reported your world under that category

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those reports are only visible to the author

toxic fulcrum
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Oh, good. Do these get reviewed, or does that just stay there now?
Can't possibly think why anyone would report that. 🤔

dusk sapphire
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if theres nothing wrong with your world I wouldn't worry about it

toxic fulcrum
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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

dusk sapphire
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have you reported other worlds while in your own world?

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not sure if this has been fixed yet

toxic fulcrum
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I don't think I've ever reported a world, no.

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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

ornate turret
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some people mistakenly report a world if someone in the instance has a bad avatar too

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so i wouldn't worry about these too much 🙂

bold ibex
blazing root
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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) "

random owl
blazing root
bold ibex
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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

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I feel like I might be

gaunt edge
bold ibex
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You probably have all sky free skyboxes right

gaunt edge
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nah ive got starfield skybox

bold ibex
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Sometimes the scripts can cause that error so just delete the scripts you find in your skybox folder

gaunt edge
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nah still the same

bold ibex
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Cant help beyond that sorry f

random owl
remote bison
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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😅

thorn latch
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I got a report the moment I uploaded my world to community labs

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like automatically

split elm
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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

timid knoll
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@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

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If it doesn't fix it then try to re-install your SDK in your Unity Project and upload it again afterward

split elm
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ok

lethal moss
hazy pebble
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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)

cunning belfry
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How would I go about setting pickup-able items to not collide with each other?

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Any help would be super appreciated

verbal hare
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if i wanted to build a map, which program would i do it in? Unity, or Unreal?

cunning belfry
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Unity

verbal hare
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ight, thanks

cunning belfry
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Thank you so much <3

verbal hare
cunning belfry
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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

verbal hare
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ight, thanks

hazy pebble
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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)

timid knoll
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@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

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Maybe it can work without this method but I only know this one so I hope it helps

bold ibex
#

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

cunning belfry
#

@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.

errant beacon
bold ibex
#

where can i find this (VRWorldToolkit)?

bold ibex
#

kk meanwhile im reimporting all the libraries

#

cus i removed some and i think there are leftovers

#

btw i dont use bakery

digital lark
#

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

errant beacon
bold ibex
#

how can i see what vrworldtoolkit reports?

errant beacon
# bold ibex

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"

bold ibex
#

kk i dont see it tho

digital lark
#

is it for sdk2 or 3?

errant beacon
#

make sure you've imported the unitypackage o:
and it should work for either

digital lark
#

no menu at the top either

#

im just going to start a new project and see if it fixes it

bold ibex
#

made new project, no errors so far

#

ill see if it still does it

#

NOPE

#

Yay

#

thanks

errant beacon
#

ayy c:

digital lark
#

@errant beacon thanks debug shows now :)

errant beacon
#

yw! c:

civic orchid
#

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

#

It does exactly what I want in Unity, but it doesn't work in VRChat, and I'm not sure why at all.

hazy pebble
verbal hare
#

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?

timid knoll
#

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

civic orchid
verbal hare
civic orchid
#

Oh I'm dumb that wasn't meant for me, haha.

timid knoll
#

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

verbal hare
#

What if I build in Unreal, and export to Unity?

timid knoll
#

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

verbal hare
#

Alright, cool. Thanks

worthy relic
#

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...

civic orchid
worthy relic
#

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

civic orchid
#

That seems likely!

worthy relic
#

thus was why i am looking to see if i could allow users to select what controller it pulls from

verbal hare
worthy relic
#

@civic orchid also i know there are midi in/out refrances but i have no clue how they work

civic orchid
#

This is a little hacky, but maybe you can make a string variable that subs in the appropriate axis name

worthy relic
#

hmm

timid knoll
#

@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

worthy relic
#

im not the best at programing AT ALL

civic orchid
#

Like Input.GetAxisRaw("AxisName")

worthy relic
#

wouldent that still have the problems i already have though

timid knoll
#

Or you will have to create many material and play with the X and Y tiling DireWolfPvP

verbal hare
timid knoll
#

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

civic orchid
#

This might be a bit outside of my expertise cuz I'm not sure how VRC handles new inputs in the input manager

civic orchid
worthy relic
#

same as i said my only knowladge in programing extends to basic if then loops which are not the best for vrchat

errant beacon
#

@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:

worthy relic
#

welp rip... i have no clue and the limited documentaion we have doent help much :/

verbal hare
#

but, ill try it, if it comes to it

errant beacon
#

It's free and doing that would be relatively simple o:
would recommend #3d-modeling if you go down that route c:

civic orchid
#

It's free, at least.

errant beacon
#

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

civic orchid
#

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

errant beacon
#

assuming that house blueprint has a model

worthy relic
#

wait what are you trying to do @verbal hare ?

#

i can kinda help with modeling tips

civic orchid
#

I've been having a hell of a time finding a solution by searching Google and banging my own head against the wall

worthy relic
#

same swatcher

verbal hare
#

@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

errant beacon
worthy relic
civic orchid
errant beacon
#

^ that too! though if you know Maya, you could very well do it that way too

verbal hare
verbal hare
random owl
bold ibex
#

ahhh ok

#

thanks

#

problem solved tho

random owl
#

Alright just mentioning for the future 👌

#

It's good to know those scripting defines exist in the project settings

bold ibex
#

kk

timid knoll
#

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

bold ibex
bold ibex
#

i cant grab the cube i made pickupable, any idea?

final pine
#

yeah just add the components "vrc_pickup and "vrc_Object sync"

final pine
bold ibex
#

it has a collider

#

im on sdk3

final pine
#

box or mesh

bold ibex
#

mesh

#

should i use box instead?

final pine
#

ye i never us mesh

bold ibex
#

there

#

lod, mesh collider, vrcpickup

#

gotta go eat tho,

#

dm me if u want

final pine
#

just use a box collider

#

also

bold ibex
#

ok

#

quickly cus i gotta go

#

i been called

final pine
#

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

random owl
#

SDK3 uses udon

bold ibex
#

i see there is a pikcup component in sdk3

brisk widget
#

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

random owl
#

https://docs.vrchat.com/docs/supported-assets
Only the scripts that are whitelisted are able to be used

brisk widget
#

thats what I thought, thanks

scenic plaza
#

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?

random owl
#

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

scenic plaza
#

thank you for the link to the docs regarding it

random owl
#

That is the layer of the gameobject yes

scenic plaza
#

thank you @random owl

brisk widget
#

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

dusk sapphire
#

SDK2 or 3?

#

but regardless, you can toggle components on and off, rather than the object itself

brisk widget
#

@dusk sapphire SDK3

brisk widget
dusk sapphire
#

i'm not the best equipped to answer udon questions, best to go to #udon-general

bold ibex
#

Where do I post images and videos of worlds in what section want to show demo.

dusk sapphire
bold ibex
#

Ty

thorn latch
#

How would one go about adding a second grab point on gun>

dusk sapphire
#

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

thorn latch
#

Anyone know why a particle on a world pickup gun wouldn't go straight? Mine are going off in random directions

thorn latch
#

I noticed if Iwalk backwards he particles go in the correct direction

winter stump
#

My friend and I are building a world together through collab and he is getting this error when he downloads my project

timid knoll
#

@winter stump Go in your VRC Udon script on your objects and enable "unsafe" on all the objects to fix the issue

ancient gust
#

how to fight with water shaders in unity 2018 ? 🤔

rose fractal
#

Fight?

ancient gust
#

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

#

🤔

lone oxide
#

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

thorn latch
#

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

dusk sapphire
#

as the prefabs you downloaded require the latest

lone oxide
#

i should have the latest version of the sdk i downloaded the sdk 3 worlds like 4 days ago

split elm
#

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?

near escarp
#

Probuilder

split elm
#

Thanks, ill see if i can make something using that, hopefully

timid knoll
#

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?

unborn pilot
#

when i import an asset from blender how do i make it so i can edit the materials in unity?

timid knoll
#

@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"

unborn pilot
#

ah thanks

random owl
#

All you really should need to do is change the texture from repeat to clamped

unborn pilot
#

wheres that at?

random owl
#

That was to veeon

unborn pilot
#

ah ok nvm

timid knoll
#

@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

timid knoll
#

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

unborn pilot
#

how do i flip uv's or whatever so things aren't one sided like this

timid knoll
#

@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

unborn pilot
#

how do i disable backface culling

#

i think that might be what i meant

#

maybe

marsh mauve
#

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.

south pagoda
#

Would be really cool if you could use Hammer to make worlds

brittle venture
#

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?

gaunt edge
#

anyone know how to get models without unity asset store, off google for eg

verbal hare
#

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?

random owl
#

If you really want to make your life difficult there's nothing really stopping you

verbal hare
#

i wanna do it the simplest way possible

random owl
#

Well then you would do it in unity

random owl
random owl
marsh mauve
#

Ah Alright, Thanks! (Didnt Know it had something to do with Udon, Sorry about that)

verbal hare
#

the average height for a VRChat user is Unity-Chan, yeah?

random owl
#

Average height is like 150 cm, the player collider on the other hand is 2 m always

verbal hare
#

so is Unity-Chan a good reference to have on hand?

random owl
#

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

verbal hare
#

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

zealous sierra
#

Hello!
I am doing my first SDK3 world, but Im getting a error that I dont know what it means vrcSad can someone helllpp?

random owl
zealous sierra
#

Thank u!"

bold ibex
#

is there anyway of doing triggers in SDK3

#

that isnt too complicated

desert python
#

@bold ibex what kind of triggers? and also sdk3 is udon

glass ether
#

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

bold ibex
#

nevermind im just making a basic world im just gonna stick with sdk2 for now @desert python

glass ether
#

hmm

crystal sparrow
#

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

verbal hare
#

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

jagged canyon
#

does anyone have any knowledge of pens? im having some trouble

frozen marsh
valid urchin
#

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?

undone canyon
#

my world got published out of labs today and now it wont let me update it, it says its an unpublished world?

undone canyon
#
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

dusk sapphire
#

uh, that looks like vrcsdk2? and udon?

rose fractal
#

Ah that would certainly cause many problems on their end

thorn latch
#

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?

undone canyon
#

no i imported sdk3 thats all i have installed, thats all i built the world on

rose fractal
#

Is sdk2 still in your project?

undone canyon
#

never imported it to begin with

#

i never downloaded it

rose fractal
#

Hmm

#

That's indeed bizzare

dusk sapphire
#

huh, a quick check on sdk3 shows it using VRCSDK2 namespace lol

random owl
undone canyon
#

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

random owl
#

If you did all the red auto fixes it should let you upload now

undone canyon
#

oh it did

#

why did it break though

#

?

random owl
#

Depends on what the errors said in the world debugger

undone canyon
#

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"

random owl
#

Yeah somehow the rouge pipeline manager snuck in then

valid urchin
#

How to make a trigger teleport other player instead of owner/myself?

undone canyon
#

any idea hwo to make items respawn from falling out of the world easily?

thick pilot
#

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?

dusk sapphire
#

if you own the license to assets in the unity store you are free to use them

thick pilot
#

Well most of them require credits I think.

dusk sapphire
#

can always have a little sign at the entrance of the map crediting them

thick pilot
#

Ah, thanks! That's a good hint

red urchin
#

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

dusk sapphire
#

it just shows that while its loading your world info

#

so if theres a network hiccup it takes a bit longer

red urchin
#

must be slow internet then?

#

huh i was just concerned cus i've never seen it before, thanks!

void bison
#

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?

dusk sapphire
#

Just what's in your scene

void bison
#

Okay thx!

knotty plaza
#

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)

zealous sierra
rose fractal
#

might need to edit your occlusion culling

desert python
#

anyone had an issue where saving the project, it will get stuck at "importing small assets" and not progress from there?

verbal hare
#

for some reason, i cant access my move tools in Unity...i was able to yesterday, but i couldnt do so this morning

thorn latch
#

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

urban sorrel
#

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?

thorn latch
#

Not sure there. I'm still trying to figure out how to replicate the Halo 3 ODST nighttime skybox

verbal hare
#

is there a way to make holes in cube primitives for doors and windows?

old robin
#

could just use a Boolean modifier

verbal hare
#

directly in unity

old robin
#

essentially use one object to cut a shape into another

verbal hare
#

the model i have, is directly in unity

old robin
#

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

verbal hare
#

VRChat

old robin
#

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

verbal hare
#

the model i have is too far gone to try and recreate

simple arrow
near escarp
#

Substance creation takes places in unity, nothing to do with vrchat, you just create a material

simple arrow
#

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?

near escarp
#

yes

#

but they're not required after you've generated the material

simple arrow
#

Ah alright, just wanted to make sure, thanks

verbal hare
#

is there any good size references to the default vrchat avatar size i can use in blender?

near escarp
#

blender has a ruler tool, or you can scale up a cube

hollow knoll
# red urchin

i got this yesterday also but it wont even let me interact with the menus at all

random owl
red urchin
#

just wait a while it worked for me after a bit it looks like

hollow knoll
#

thats odd though ;/ its never done that before ill try just keeping it open for a while XD

random owl
#

It depends on what the problem is

#

Which is why I posted the link above

hollow knoll
hollow knoll
random owl
#

Great 👌

hollow knoll
#

thank you very much!

fossil wolf
#

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?

https://i.imgur.com/qvEZBYw.png

#

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?

random owl
#

Just use a empty game object with the stuff that you need always on

fossil wolf
#

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?

random owl
#

What's their function even? What do you have rendering on them to begin with?

rose fractal
#

Disable the mesh renderer perhaps?

random owl
#

Do they even need a renderer?

fossil wolf
random owl
#

Then you should offload the menu logic onto a different gameobject

mossy heath
#

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

dusk sapphire
#

i would enable debug menu and sdk log levels in your launch options https://docs.vrchat.com/docs/launch-options

#

and take a look at your logs to see if anythings a miss, like lots of warnings/errors being thrown

mossy heath
#

Awesome! I appreciate it 😄

bold ibex
#

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?

drowsy laurel
#

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

random owl
drowsy laurel
#

where?

random owl
#

If it did not show up at the top check if you have any errors

drowsy laurel
random owl
#

Alright so your sdk is almost a year old version so you should update

drowsy laurel
#

so I do the override it or do I delete and reimport the sdk

#

i dont wanna mess up my stuff

random owl
#
#

Check under sdk2 part

drowsy laurel
#

alrighty imma test rn

random owl
#

Did you read the topmost error?

#

In the world debugger that is

drowsy laurel
#

?

random owl
#

If you scroll up what's the topmost error there in the world debuggers messages

drowsy laurel
#

uh I guess ill delete probe positions since everything is where it should be ig

rugged fox
#

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

random owl
random owl
drowsy laurel
#

im in

rugged fox
#

none of that tells me how to load avatars though

random owl
#

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

rugged fox
#

and how do I get avatar ids?

random owl
#

Either in the content manage in sdk or the website

short gulch
#

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?

viscid carbon
errant beacon
short gulch
#

Thanks guys! I'll look into it and see if I can figure it out. Wasnt aware of an underscore networking change

errant beacon
tawdry sparrow
#

Does URP Decals work in VRChat?

green lagoon
#

probably not considering that vrchat doesn't use Universal rendering pipeline as it's on 2018 Unity vrc

tawdry sparrow
#

Is there a way to use Decals in VRChat?

thorn latch
#

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

outer herald
#

How do you make a worl :0?

errant beacon
#

You have to be at New User to be able to upload avatars/worlds, by the way

bold ibex
#

@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.

bold ibex
#

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.

thorn latch
#

How does one delete the previous build for a VRChat world?

errant beacon
weary smelt
#

when I am making a world should I use sdk2 or sdk3, what is the difference

weary smelt
#

how do I change transparency of blocks in unity

errant beacon
#

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

bold ibex
#

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

errant beacon
#

@bold ibex In the Inspector on the right, click "Add Component" and then add a Box Collider

bold ibex
#

they all have box collider already, but I guess I have to do something with it

errant beacon
#

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?

bold ibex
#

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!

errant beacon
#

nice! o:

bold ibex
#

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.

errant beacon
#

finishing a world in your first few hours of Unity is vv cool regardless! c:

thorn latch
#

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?

bold ibex
#

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

errant beacon
#

@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

errant beacon
bold ibex
#

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

thorn latch
errant beacon
#

huh, odd o:
would recommend re-importing the VRChat SDK and seeing if that helps, and also restarting Unity if you haven't already?

thorn latch
#

I'll try reimport, as I've restarted Unity twice

inland steppe
#

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

errant beacon
inland steppe
#

but from what ive read on the vrchat website is that in the water layer it wont render mirrors in reflection

errant beacon
#

huh, never noticed that sorry

inland steppe
#

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

errant beacon
#

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:

inland steppe
#

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

errant beacon
#

ah
if possible, you could try contacting the creator of that world to see how they did it? o:

thorn latch
#

Ya'll ever have unity just freeze on opening a project?

bold ibex
#

hey how do i put avatar stand on walls like in the default vrchat home

bold ibex
#

dunno, mine came with an avatar pedestal in the prefabs

thorn latch
#

Is there a way to select all textures of a specific type?

lone oxide
#

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

random owl
#

Then compress, crunch, optimize, fix and so on

bold ibex
#

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.

raw zinc
#

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?

near escarp
#

did you make sure it was correctly set in the door trigger ?

raw zinc
#

yes

bold ibex
near escarp
#

@raw zinc I'd suggest asking in #udon-general they might be able to figure it out faster

drowsy laurel
#

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

near escarp
#

Those errors shouldn't cause any issue

drowsy laurel
#

how does it work?

#

Cause I still cant pick up the food

near escarp
#

Make sure the layers and trigger colliders are correct

drowsy laurel
#

???

#

wdym?

near escarp
#

Did you add the prefab to an existing world ?

drowsy laurel
#

yes

near escarp
#

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

drowsy laurel
#

this mean anything to you?

near escarp
#

is any of the params being set to true ? That's where the specific food you picked should have been

drowsy laurel
#

one was set to true here, which is what should happen cause I believe it grabs food at random

drowsy laurel
#

Imma just reimport the items

#

there we go

#

I honestly wish I knew what happened lol

bold ibex
#

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

raw zinc
#

@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.

thorn latch
#

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 🤔

random owl
#

Compression to be like that sometimes

fossil wolf
#

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?

bold ibex
#

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.

ornate turret
#

its because chairs use the foot joint to position avatars on a 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

ornate turret
bold ibex
#

ah I am using the sdk 3 so I dunno if that will work? I could try I guess.

fossil wolf
ornate turret
ornate turret
fossil wolf
ornate turret
#

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 🙂

fossil wolf
#

Ah okay, I will check around and see if I can find something for occlusion

ornate turret
#

what does it say at the very bottom of that?

#

does it say no data is baked?

ornate turret
#

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

fossil wolf
ornate turret
#

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 😛

raw zinc
#

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.

raw zinc
#

udon

fossil wolf
#

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

raw zinc
#

so you dont know?

fossil wolf
fossil wolf
timid knoll
#

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?)

errant beacon
#

ah, that'd explain it lol
I'm pretty sure Quest only supports VRChat's built-in Mobile shaders and not anything else?

timid knoll
#

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...

errant beacon
#

ah o:
also keep in mind that transparency is very expensive to render on Quest, so that might be a cause?

timid knoll
#

Yes, I think it might be it. I will make a full reflective moving surface instead. Thanks!

errant beacon
#

yw! hope everything works out c:

timid knoll
#

I hope so too lol 😄

fossil wolf
#

Or are these only if you build a standalone application, and not a world in VRChat?

random owl
#

You can't override the settings VRChat uses

fossil wolf
#

Ah, I see, Thanks

ornate turret
# fossil wolf Ah I see, Thank you so incredible much, Is it easy to redo it?

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)

stuck bronze
#

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

random owl
#

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

errant beacon
#

should def be possible yeah! would be quite the project though o:

random owl
thorn latch
#

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

random owl
#

No lol

#

That's 2 year old world using sdk2

thorn latch
#

wat

random owl
#

Nothing is impossible in sdk2 as long as you have the time and patience to make it

thorn latch
#

Tutorial where?

#

XD

random owl
lone oxide
#

so on windows side my world is 50 mb but on quest its over 100 mb how do i fix that?

random owl
#

That really depends on what's taking the space

lone oxide
#

stuff i apparently deleted but says its still there in the toolkit so i think something is bugged or glitching out o3o

random owl
#

Well my toolkit is just reading the build reports generated by unity

#

Did you actually build again after removing them?

lone oxide
#

its more like i deleted unused texture files that weyre just sittin there taking space

random owl
#

Were they in use in the world?

lone oxide
#

nope

random owl
#

If something isn't used in the world they wouldn't be included in builds

lone oxide
#

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

random owl
#

Show me a screenshot the messages side of the world debugger

lone oxide
random owl
#

Messages side

lone oxide
#

i only have 1 wickerbeast in the world too

thorn latch
lone oxide
#

how do i crunch or compress that

random owl
#

Click here and show me a new screenshot

lone oxide
stuck bronze
#

wow! Zelda VR could be a thing. lol

random owl
#

Okay you see that top most message? Press the show separate messages on it.

lone oxide
#

ok its now fixing it lol

thorn latch
stuck bronze
#

lol

verbal hare
#

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?

unborn pilot
#

for some reason when i import the sdk i dont get the vrchat window in the top left of unity anyone got ideas?

errant beacon
unborn pilot
#

yeah on 2018.4.20f1 and literally jsut redownloaded sdk2 to check

errant beacon
#

are there any errors in the console? o:

novel lance
#

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?

errant beacon
#

Yes, that'd be controlled by a collider trigger c:

novel lance
#

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)

errant beacon
#

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

silk osprey
#

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.

novel lance
#

hmm, sounds like a good way to do it but, idk how to set something like that up rn (triggers that enable/dissable triggers)

random owl
novel lance
silk osprey
#

ohhh ok, thanks @random owl

kindred bramble
#

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?

random owl
#

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

kindred bramble
#

Its working! Thanks!

analog parcel
#

Does anyone else have a problem with post processing stack v2 installing to packages and being unable to remove the tests folder from there?

random owl
#

If you installed it from the package manager you shouldn't be touching any files in it

analog parcel
#

Oh then the tests folder in the packages directory wont cause compile issues like it says on the documentation?

random owl
#

What documentation are you reading?

analog parcel
#

the official vrchat documentation

random owl
#

Link me the page, that's old information

analog parcel
#
#

Ya I am not supprised

#

so the tests folder is fine then?

random owl
analog parcel
#

ok then the sdk has an issue then since it wont let me test my world

random owl
#

What is stopping you?

analog parcel
#

I don't know I press the test world button and it does nothing

#

i going to try and reinstall the sdk

random owl
#

You can also import what I linked above and check VRWorld Toolkit > World Debugger from the top bar

analog parcel
#

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

random owl
#

SDK3?

analog parcel
#

yes

random owl
#

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

analog parcel
#

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

unborn pilot
#

for some reason my VRCWorld gives me these errors can someone help?

random owl
#

Check your console for said compile errors, pressing clear once helps to narrow it down

frank owl
#

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

random owl
#

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

frank owl
#

Thank you m8! will keep in mind

arctic current
#

yes

wraith mural
#

Optimisation is a great skill to possess

analog parcel
#

@random owl It's working now, thank you so much, here is an internet gold nugget :3

verbal hare
#

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?

desert python
#

in unity, click mesh, go to inspector, and on the top there should be a scaling box for xyz coordnates

verbal hare
#

im doing scaling in blender, before i bring into unity...i find it much easier that way

desert python
#

the snap ruler tool if 2.8-2.9 blender still has it

verbal hare
#

where would i find that?

desert python
#

uhhhh, its usually on the bottom left, but i use a very old version of blender so im not sure where itd be now

verbal hare
#

gotcha