#world-development

39 messages · Page 63 of 1

unborn pilot
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heres the console

random owl
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You should have pressed yes when unity asked whether or not to do the api upgrade

unborn pilot
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ah woops

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one sec

random owl
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Just restart it should ask you again

unborn pilot
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k

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cool the sdk menus there now thanks

dapper shadow
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I imported an asset into my unity, and I see it inside unity just fine but in world its not there? SDK3

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I think I had this issue before, something about adding coliders to it?

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(Im new to SDK3)

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previously on sdk2 you did not have to do this, but now my stuff is invisible pls halp

near escarp
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make sure the colliders aren't intersecting at start or they'll go flying/under the ground

dapper shadow
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Do I have to add a colider to everything?

thorn latch
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Does anyone know what the unity_builtin_extra file is and why its bigger on my Android build then my PC build?

near escarp
dapper shadow
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thought it would work, but it has to be in your main scene IG

near escarp
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lmao yeah that'd explain it

dapper shadow
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😂

median egret
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What would be the best way to change a material emission based off another material? basically changing colors of things to match a video player

thorn latch
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Anyone know why n one of my world object spawners, only the person who spawned the prop can actually interact with it, but on the other anyone can? Its confusing the hell outta me

dapper shadow
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The udon example world, I wanted to take the URL screen from it but it doesnt actually work?

cyan herald
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I'm trying to create an SDK3 world. I keep getting this "does not exist in the namespace 'VRCSDK2'." error.
I got rid of every mention of both VRCSDK2 and 3, and reimported the SDK3 World unity package several times, but the error keeps showing.

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Wait, I may have fixed it in the Builder settings...

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Fingers crossed.

near escarp
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there's one way to do it but if specific steps aren't followed then the project breaks, so you'll most likely have to make a new one

cyan herald
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Is there a way to save the scene and bring it into another project?

dusk sapphire
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uh, that seems like a different problem altogether

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did you upload this before? if not clear the blueprint in your pipeline manager

bold ibex
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I tried to switch my world into android but it always goes on about android player not running and then it doesn't switch. So I'm not sure how to even start making it for quest.

cyan herald
dusk sapphire
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i mean, that screen usually shows when you have a blueprint id attached that doesn't belong to you

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unless it was already cleared when this happened

cyan herald
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Should I just get rid of the Blueprint ID?

dusk sapphire
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you want to upload to a new id right? then yeah clear it

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you can always find id's for your existing uploads under content manager

dusk sapphire
cyan herald
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That fixed it. Thanks.

bold ibex
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Yeah that's what I'm pressing and yeah probably missing that since I didn't know about it because I didn't see it under downloads on the website so I assumed it was in the other sdk.

dusk sapphire
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its an option when you install the unity editor

bold ibex
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I'll have a look in a few. I only opened unity for the first time yesterday and made a world hah

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First I'm gonna copy the project folder since that's the first step it says on the vrchat page for making cross platform worlds brb

dapper shadow
bold ibex
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hmmm, the only thing that I need to fix is a bunch of unsupported shaders. Though this time there is no select or auto fix options so I don't even know where they are haha.

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Nice. The world is 4mb on my quest and it gets 72fps which is max at the moment. Only problem is in left eye is the world and right eye is some other stuff. Guess I'll try to get rid of that stuff and see.

dusk sapphire
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did you swap from the sdk earlier? theres a bug that causes that when you do

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use build settings to swap to pc and back to android

bold ibex
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yeah I just found that via google I am switching it now

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so that's what a lot of worlds I've been to had, a few of them had that issue and people thought their quest were bugged

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hopefully it didn't ovewrite my pc world, but I don't think it did

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it shows up on the world page as standalonepc and android so I guess that's good

woeful carbon
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Hi folks, how do I change the thumbnail of my world without changing the spawn point please?

dapper shadow
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when it switches to game switch back to scene

woeful carbon
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In my heirarchy i only have VRCworld object that sets the spawn point and thumbnail

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there isn't a VRCcam object like it says in the documentation

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thankyou for your help btw

dapper shadow
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when you click build it creates it

woeful carbon
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I am building through the SDK3 control panel, have published the world to community labs already, there is no vrccam though

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sorry, the "VRC SDK" control panel

thorn latch
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Once it gets to that screen with upload description playercount etc, if you switch back to scene from the game tab there should be an object called VRCCam

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Thats where the image view comes from

woeful carbon
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ah, right, thank you folks, I will try that right now

thorn latch
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Just remember to check the upload picture box aswell

dapper shadow
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das what I said xD

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On this screen, make sure you have upload image ticked also, see the VRCCAM you can move that when you change from game to scene

woeful carbon
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yes, thank you both for your help with this, very clear explanations

dapper shadow
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Also you can make the camera exactly where you look by pressing CTRL + SHIFT + F

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(Make sure you have VRCCAM selected though)

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Since it will move what ever is selected

woeful carbon
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love the shortcut tips

dapper shadow
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If you type in google unity cheat sheet sometimes you can find PDF with all the shortcuts

dapper shadow
desert python
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wha about udon

woeful carbon
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you mean you can't add it as a component?

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@dapper shadow

dapper shadow
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My unity crashed lol one secon

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So on a UI slider

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I want to add an udon function

woeful carbon
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ah, that's above my pay grade right now sorry

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good luck though and thanks for your help

desert python
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what script you using for the slider?

dapper shadow
desert python
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is it custom?

dapper shadow
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Nah the standard one you just create under UI >> Slider

desert python
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doesnt look like you have a udonbehave on that GO

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im like 90% sure you need some kind of slider unity.ui scripting helper for it to register

dapper shadow
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Im following a tutorial and the dude has udon behaviour listed here for each time he changes the runtime only function

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Would UDON sharp mess with things

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I imported that for a object that uses sharp

desert python
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send dude, but he probs didnt show himself adding the udon behave

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U# good. dont diss the sharp

dapper shadow
desert python
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yea, youll need to add the udon behave into “screen” and that “slider” will aslo need a UB with the volume or timeskip controller script added

dapper shadow
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It works now lol thanks

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I must have missed that bit

desert python
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remember; all udon ui must have its own UB in its GO in order for it to be utilized by ui

dapper shadow
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Ah okay thank you

desert python
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also, there is udon question channel, which i thought we were in lol

dapper shadow
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mybad

cyan herald
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Does anyone know how to immediately fix all 199 compiler errors when importing UdonSharp?

desert python
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what you mean? lad?

cyan herald
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I only got these errors when importing UdonSharp by MerlinVR (not vanilla Udon). There weren't any errors prior, but still. I want to find a way to fix this, because there's Udon prefabs I want to use, and are only compatible with this extension.

desert python
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those are some odd errors to have, what version you using?

cyan herald
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Unity 2018.4.20

random owl
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You didn't import the release but downloaded the source code for it

cyan herald
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Oh dear 🤦‍♂️

random owl
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And make sure you are on the latest version of the sdk

cyan herald
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I found the real download.

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Thanks!

cyan herald
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Any sort of reasons why Unity crashes upon uploading an SDK3 world? I've been attempting to upload for the past hour.

desert python
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any more errors occuring?

cyan herald
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Nothing notable in the console. The SDK isn't stopping me from uploading. It just crashes.

desert python
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im not sure, id import 1's vrworld toolkit

random owl
cyan herald
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I'll give it a try.

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Hey, @random owl. Thanks for the debugger. It stopped crashing entirely, and uploaded successfully!

random owl
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Nice

verbal hare
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i wanna apply a texture to a wall in Blender, but i have no idea how to actually get it to show up on said wall...any suggestions?

hazy pebble
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I'm trying to publish my avatar for the quest, but.... the vrchat sdk keeps saying I have an unsupported shader called 'standard', but I went on the "all materials" section and set them all to "standard lite" and it still says the same thing....

verbal hare
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where would i find that?

desert python
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@hazy pebble try looking at every mesh manually

verbal hare
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this is my first time texturing something in Blender, so i dont know a whole lot

hazy pebble
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You can map an image to an object

hazy pebble
desert python
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wait, try reloading the uniy project, maybe the sdk isnt thinking

hazy pebble
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reimport all, yeah, I'll start there.

desert python
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wait what no

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like save proj, close it, then reopen

hazy pebble
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I've done that before, I've started the reimport process, hopefully that will jolt things. I know it takes a while, but it's quicker than manually checking all the meshes

verbal hare
random owl
hazy pebble
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well it's not the most straightforward thing, it also depends on whether you have a single object or multiple ones, perhaps try and post a screenshot of the object you are trying to texture?

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@random owl interesting, this is an avatar, will it still work?

random owl
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Oh well this is the channel for world development

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And no I haven't made it work on avatars yet

hazy pebble
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oh.... my bad!!! I was oblivious

verbal hare
desert python
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imo, you should apply world textures/materials in unity

verbal hare
errant beacon
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@verbal hare You'd need to unwrap the model, apply materials to the faces you want, and then preferably atlas it

desert python
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depends on your preference, thats why i said "imo"

verbal hare
hazy pebble
errant beacon
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^
unwrapping's hard for me to describe in text lol

verbal hare
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i suck at unwrapping

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if Unity acts similar to Unreal when applying textures (a simple drag and drop), ill do Unity

errant beacon
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basically, you're marking seams to fold a flat material around your model
Once your model is unwrapped, select the faces you want to affect, make a new material, and then click Assign to assign that material to those faces

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For optimization, it'd prob be better to apply all the materials to the mesh in Blender and then atlas it, though it'd be simpler to just make a bunch of empty materials on the faces you want, and then just apply the materials in Unity later

verbal hare
errant beacon
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Click into the UV editor on the left, press A to select all, and then go up to the UV dropdown and pack islands

verbal hare
errant beacon
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kk!
In the 3D viewport while in Edit mode, select the faces you want to be wooden

verbal hare
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its not letting me select the faces...i think im in Vertex Mode

errant beacon
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Switch to Face Select here, specifically the button marked in blue

verbal hare
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all faces selected

errant beacon
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kk
With the faces still selected, go down to the Materials tab, make a new material, and then click the "Assign" button

verbal hare
errant beacon
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That'll assign your newly-made material to those faces you have selected - from there you can either apply the textures you want in Blender, or do so in Unity
kk! Click the yellowe dot next to "Base Color" in the material tab, and switch it to an Image Texture

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from there, import the texture you want

verbal hare
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already had the wood texture set up

errant beacon
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cool! should be fine o:
If you can't see the material on the faces, switch to either Material Preview or Render in the 3D viewport

verbal hare
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perfect. thanks

errant beacon
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yw! c:

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once your model is finished and all your materials are added on, you can atlas it with CATS to reduce the material count down to one
def a later stage thing though o:

storm badger
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I have a problem where I can't change the Interaction Text for any of my avatar pedestals in Unity. When I click the Play button (or try to upload it), it changes the text back to whatever it was before.

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Actually, it seems I can change the text if I switch the inspector to Debug mode, but not if it's in Normal mode. I think changing the text outside debug mode was something recently added in the SDK.

verbal hare
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@errant beacon so it appears that i have a few extra verticies on one of my walls...do you know how to delete bad verticies?

errant beacon
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screenshot? o:

verbal hare
errant beacon
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I'm assuming you mean the verts on the wall with the windows?
select two verts you want to merge, and then press M to merge them

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alternatively, you could select all the bad verts and delete them, then make faces between the good verts by pressing F

verbal hare
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merging worked. thanks

errant beacon
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yw! c:
also, some of your UVs look like they're stretched/overlapping in that image o:

verbal hare
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havent fixed all the walls yet

errant beacon
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kk c:

verbal hare
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so i dont think merging is working afterall...they keep stacking on top of one another

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and my delete keys dont work when i try to delete the verts that way

errant beacon
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Make sure you're merging/deleting them in the 3D viewport specifically? o:

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also, you could try using Merge by Distance to fix the stacking issue but that's still odd

verbal hare
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thats the thing - they dont show up on the 3D viewport

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at least, not that i can see

errant beacon
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ah, is it only affecting your UV map? might want to re-unwrap the model o:

verbal hare
errant beacon
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assuming the unwrapping was done in Blender, you could just click UV > Unwrap again

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what's the issue there? o:

verbal hare
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i need 4 verts, but theres 6

errant beacon
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not entirely sure lol, would recommend re-unwrapping imo?

verbal hare
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i just unwrapped again

errant beacon
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odd o:
Merging/deleting vertices in the 3D editor should affect the UV editor, from what I'm seeing
sorry lol, not super sure what to suggest

bold ibex
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I have a problem in Unity 2018.4.20f1, using the latest version of VRChat SDK2. Adding the VRC_Pickup component to a object makes the object really dark. Any ideas why this is happening?

I'm also having problems of my old world suddenly being out-of-sync for late joiners, after having updated it from Unity 2017. It's as if the trigger actions don't work with late-joiners anymore.

novel relic
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What’s the best way to report someone who used client tools to steal worlds and upload as their own?

timid knoll
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I didn't knew this was a thing wow, if you have the username of the person you can submit a ticket here https://help.vrchat.com/new make sure to select VRChat Moderation - MOD

novel relic
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Thanks

novel relic
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Lol never talked to this dude In my life. If this isn’t an admission of guilt I don’t know what is. Everyone beware what’s going on out there. Doesn’t make me want to keep creating content for this game.

errant beacon
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@novel relic Def don't call people out by name - report as much information as you have to #moderation-reports

novel relic
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It’s read only though...

random owl
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Read what the channel says don't post there

errant beacon
novel relic
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I’m on it

hushed jacinth
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is this a good place to get help? or is there a forum i need to go to?

bold ibex
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depends what you need help with

hushed jacinth
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I can't get a test world to build. It just redirects me to the default home world

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I tested this with sdk2 and 3. just doring a basic setup of making a spawn. no errors show anywhere

bold ibex
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do you have cuurent sdk

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and do you have the spawn point set up correctly

hushed jacinth
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just grabbed the latest

bold ibex
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give me a second im getting photo

hushed jacinth
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yeah. i've set it in the scene descriptor

random owl
bold ibex
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what he said its a decent tool for fixing issues with the sdk

hushed jacinth
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im getting it setup

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damn. well that fixed it. thx alot!

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that saved me probably several more hours

thorn latch
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Ok so seriously, what is unity_builtin_extra and why is it taking up half my map size when I build it?

random owl
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Do you have realtime global illumination?

rocky siren
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I'm having problems test building my world, is there anything that could be making it not function?

random owl
rocky siren
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ok I'll try that

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Ok so it said to check my console, and my console said this "null/empty value for header: X-SDK-Version UnityEngine.Debug:LogWarning(Object)" and as far as I understand it's a problem with my sdk

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is that correct?

random owl
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That sounds like a warning

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Press the button next to the message in world debugger for the whole guide

rocky siren
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okey dokey will do

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ah, I didn't scroll up far enough. I used Allsky which apparently causes issues, thanks for the help

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ayyy that worked! thank you for your help :)

random owl
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Nice

thorn latch
random owl
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Well that would cause it to be big for one

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Do you actually need it?

thorn latch
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Even if the only realtime light I have is directional?

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EVen then its mixed

random owl
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If you don't know what realtime global illumination does you don't need it

thorn latch
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I mean there is ambient light

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Do I have to rebake lighting if I turn it off?

random owl
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Well yeah to get a new light bake without the realtime data

thorn latch
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Can I just delete the realtime data?

random owl
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If you delete it you delete all the other important lighting data as well

thorn latch
random owl
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The unity_builtin_extra?

thorn latch
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Yes

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On PC its 17mb, on Android it is 34mb

random owl
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Maybe some difference in compression of the realtime global illumination that I'm not aware of since I don't really use it at all

thorn latch
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Where would I find the file?

random owl
thorn latch
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Oh those I already changed. Guess I got no choice but to rebake

wooden matrix
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I seem to have messed up something because when I am in my world if I change my camera angle I can see through certain walls, is it a very specific issue? I wish to fix it if anyone knows. Thank you.

errant beacon
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That sounds like either a culling or far-z clip plane issue? o:

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screenshot would def be helpful

wooden matrix
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Not much

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Let me correct myself, everything dissapear when I look at certain walls.

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I was wrong

errant beacon
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You could try re-baking occlusion culling to see if that's it? o:

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should be under Window > Render > Occlusion Culling

wooden matrix
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Does not seem to be involved with my problem, I clicked baked and even closed/reopen the project.

errant beacon
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odd o:
Is the map made with scaled Unity cubes, or is it it's own mesh made in Blender/maya/etc?

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scaled cubes shouldn't be an issue as far as I know, but that might be a cause

dusk sapphire
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does it happen when you clear the occlusion bake data?

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theres an issue with unity occlusion culling in perfectly sealed rooms where it'll sometimes think the inside of the room is a solid object and hence cull things if you're inside incorrectly

wooden matrix
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Could materials fix that ?

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It did not fix it... not that big of a surprise.

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@errant beacon Yes I made it in blender by the way

errant beacon
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Is the origin really far away, maybe? not sure o:

wooden matrix
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na

wooden matrix
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Okay, I don't want to talk about how I solved it

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I literally "did nothing"

errant beacon
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huh o:
glad it's solved though lmao c:

rocky siren
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Is there a way in unity to connect 2 sides of the same wall? I used ProBuilder to make a whole in my wall and i can't figure out how to fix the gap in between the two sides.

ashen eagle
# rocky siren Is there a way in unity to connect 2 sides of the same wall? I used ProBuilder t...
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This will let you push the two meshes together at a point you determine. It will auto snap

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Then once they're snapped together you can group them under a parent GameObject and move them as one.

dusk sapphire
rocky siren
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Ok! Thank you, I’ll have to try that in the morning, it’s late here

rocky siren
proper notch
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This is an older Prefab i'm trying to get to work in my world, although all the necessary scripts appear to be missing. i'm assuming that this could function in a Sdk2 world, but I'm using Sdk3. My question is... Is there any way to add the scripts to have this thing function properly in a Sdk3 world? Stumped.

dusk sapphire
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these prefabs utilize sdk2 triggers

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you would have to remake them in udon

proper notch
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Yikes

dusk sapphire
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it's not too bad, the prefab is mainly using the triggers for activating the constant force unity component which is what causes that flight prefab to move

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and steering is done with configurable joints connecting the handle to the seat, which should work the same in sdk2 and 3

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oh, spawning them might be an issue, as udon doesn't deal well with spawning prefabs with udon behaviors, you'd have to use an object pool.

supple torrent
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A trigger I'm using in my world is blocking an interactive button, but only in vr for some reason. Is there a specific layer the trigger should be on to prevent this?

supple drift
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1's world toolkit warns you about that + does some autofixes too i'm pretty sure (it's in the pins if you're not already using it)

supple torrent
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thanks, I'll try that

proper notch
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or to avoid hassle, having a world for both Sdk types doesn't seem like a bad idea

dusk sapphire
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both? as in separate worlds ?

proper notch
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ye

thick musk
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Hi, do you know where to get the rain shader?

desert python
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@thick musk go to shaders channel and click on pinned messages, if you need somehing better : type=vrcprefabs into google

thick musk
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Thank you

umbral copper
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where can i invite people to my vr chat game

desert python
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@umbral copper click menu button, do social and go down to "online friends" then click one of them and there should be an invite button

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to do the online instance thing, you go to website, click on instance youre in, copy that link then send it to them

umbral copper
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Ok

worthy knot
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When you publish a world to community labs, does that mean it's public? How are people finding that world?

desert python
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@worthy knot thru community labs or your public worlds list

worthy knot
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how do you look through community labs? Is that in-game?

desert python
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yea? wdym

worthy knot
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I'm confused on like the difference between community labs and public. I assumed it was like a browser based thing where people viewed worlds. If it's in-game then wouldn't it be public then?

desert python
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it is? you just have to enable it

worthy knot
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Ah, I see now. Thanks.

void bison
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795 errors 😦

cerulean echo
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only i got 999+

void bison
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Oh I also have 999+ xD

cerulean echo
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i woundering if i stil can see the real errors xD

void bison
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LUUL

random owl
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The trigger related errors are normal

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Is there any actual problem that's happening?

cerulean echo
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not on my map

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antil now

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lets hope it stay like this

void bison
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We want to yeah, but how can we see the real mistakes? this would not be a problem to correct on the SDK?
And no, but if I ever got one I wouldn't know which one would be bothering :/

random owl
void bison
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hooow

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Thx!

errant beacon
random owl
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Yeah this is not really post your streams channel

hazy plover
sinful laurel
near escarp
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you need a pipeline manager component

sinful laurel
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But i have one in my game already

near escarp
#

Where ?

somber crater
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hi! i guess that you guys get this question a lot but... could you tell me how do I add pens to a world? :c
I didnt found any video about it :/

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thanks in advance c:

thorn latch
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There are a couple pen prefabs in there

somber crater
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thanks mate c:

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im new in all this :_D

lament wind
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What could be a reason why a UI would be clickable in desktop mode but not in VR? (SDK3) I was thinking of my trigger box collider? But does that matter if the UI and player are both inside of the trigger box collider?

mild spade
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I heard you can change the layer of the collider to "MirrorReflection" to avoid that problem for vr users ( i think it was that layer)

near escarp
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That's the one

lament wind
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I shall test. Thanks

robust moat
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Hey guys, so I’m making a world and for whatever reason, when I upload it to quest, the screens don’t align properly and it looks like it’s two worlds, does anyone know the cause of this?

near escarp
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most like a shader not meant for quest

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skybox is likely

robust moat
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I’ve used the skybox before and it was fine so I will check the other shaders, thanks!

thorn latch
robust moat
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SDK

near escarp
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yeah that may cause issues on its own

thorn latch
# robust moat SDK

Its a bug, use the build settings in unity. Switching via the SDK causes it to render in one eye only

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So you have to switch back to windows and switch to android via the Unity Build settings

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Also, my Unity crashed during a build and now the SDK and several other packages appear to be broken. Any ideas how to fix?

near escarp
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Close unity, delete the library folder and reopen

rocky siren
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I have a weird bug where my light's visual is off by like 10-15 blocks. I have it's position set to 0,0,0 here and it's all the way over there. The block is where 0,0,0 actually is. Is there a way to reset it's origin (?)

proper notch
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My Sdk menu is only showing "Utilities", anyone know how to fix this?

proper notch
rocky siren
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ohhhh yeah I put an empty in there as it to make a floder I bet the empty is somwhere way off

errant beacon
rocky siren
#

the question is how to find the empty lol

proper notch
rocky siren
#

yeah I am lol, god that was a stupid mistake, thank you

proper notch
errant beacon
#

screenshot? o:

proper notch
errant beacon
#

Did you import UdonSharp through the unitypackage, or did you import the source code? o:

thorn latch
proper notch
#

package

random owl
#

Did you update from a older version?

lament wind
random owl
proper notch
rocky siren
#

yeah :)

lament wind
#

MirrorReflection fixes the VR user interaction with UI's. With the downside of not being local like the OnlyCollideLocal layer

random owl
#

Just a picture of the onentertrigger

#

Full inspector

lament wind
random owl
#

Oh if it's udon

#

You need to check that the player who is entering the trigger is the localplayer

lament wind
random owl
#

Yeah that's fair 😄

#

But basically take the vrcplayerapi from the onentertrigger and then do if islocalplayer

lament wind
#

👍 thanks for the help!

robust moat
proper notch
random owl
# proper notch

I mean looking at the errors above it just looks like you imported latest udon sharp without having the latest sdk

proper notch
random owl
#

Tell me the version you have

thorn latch
#

It was just updated in January

proper notch
random owl
#

Well then that's the latest, did you import udon sharp for the first time or updated it from a older version?

proper notch
#

could the version of udon sharp possibly be the issue? v0.19.2

random owl
#

That's the only version that would work with the current version of the sdk

proper notch
#

gotcha

#

im just stumped on this

random owl
#

I need to update my own udon project first so I can check what's happening there properly

proper notch
#

alright. thanks for the help.

random owl
#

Search for the Microsoft.CodeAnalysis.CSharp.dll in your project

#

Would like to see it's location and how it's setup in the inspector

proper notch
random owl
#

Just type Microsoft in the assets search

proper notch
#

yeah. nothing

random owl
#

Well yeah that would explain the errors

proper notch
#

Okay sweet

random owl
#

What do you have in this folder?

proper notch
#

I have none of these

#

wait

random owl
#

Are you actually 100% sure this project has the latest sdk since those files were added only in the latest release?

proper notch
random owl
#

Well then just try to import the latest sdk into the project again 🤷

compact edge
#

Don’t mean to interrupt but I’m having an issue new 3.0 world with udon sharp first time installed when I test world I spawn into my home world instead of the world I’m testing. I’m sure you need more info not sure what else you need

random owl
compact edge
#

Will do

proper notch
random owl
#

Go to a empty scene and import over

#

And then back to your main scene

proper notch
#

alright

#

sorry. I only ever used "SampleScene" so im not really sure how to get to a empty one yet. x_x

random owl
#

You can create new scenes by right clicking in assets

proper notch
#

alright, so im importing the sdk into this new scene?

random owl
#

Well you aren't importing anything into the scene just your assets

#

It's just safer to be in a empty scene while importing

proper notch
#

oh

#

i find that odd considering I clearly have files missing entirely x_x

half solstice
#

for some reason the Sdk builder isnt showing up, I've imported the latest one. it's only showing up for this project, other maps I made has the builder.

random owl
#

Check your console for errors after clearing it once

random owl
proper notch
#

I may just download the sdk from the page again. im really not sure how they could be missing but eh...

errant beacon
#

@proper notch Try re-downloading the SDK from the website?

#

oop, too fast lol

proper notch
#

yas

#

it still says nothing to import

#

is there any way to get the files individually?

#

like maybe you could toss them my way or something x_x

random owl
#

Can you show me what you have in this folder?

proper notch
#

it's there

random owl
#

Just that?

#

What's in my picture

proper notch
#

yeah

random owl
#

I haven't really run into this situation before so hard to say what is actually happening without having proper look

#

But I guess you could just try importing the latest sdk into a empty project and copying the two dll's and their meta files into this one

proper notch
#

so just what was in the Managed folder?

random owl
#

Basically yeah but do it trough the file explorer while the projects are closed and make sure to include the meta files

proper notch
#

got it

rocky siren
#

I've already asked about this here, but phrased it poorly. Is there a way to connect the two sides of the mesh? I'm trying to make a wall with a door in it. IDK if I have to make 3 separate cubes to do that, or if I can do it with one.

random owl
#

I would suggest looking up a tutorial that goes over probuilders functions

rocky siren
#

ah ok, I've tried a few of them, but none of them seem to have done anything, maybe I'm doing something wrong. Thanks!

random owl
#

I have never used probuilder myself so I can't really say anything more

rocky siren
#

ah ok

proper notch
#

it's working in the empty project, but It does not have those dll files

random owl
#

Well it should be working since you don't have udon sharp in it

proper notch
#

actually no, in a completely new project, it's only showing utilities

#

this is after downloading the SDK from the official site x_x

random owl
#

Hmm

proper notch
#

is there any way you could send me the files?

random owl
#

I mean I could but I'm not so sure anymore if that would fix the actual problem you have

#

You have parsec or something so I could just remote and fix it from there?

proper notch
#

mmmmm, i could screen share in vc.

rocky siren
proper notch
compact edge
thorn latch
#

Does quest support finalIK or LookAtTarget from Unity standard Assets?

grizzled portal
#

whenever i try to test my world in vrchat it just brings me to the default home. what do I do?

thorn latch
#

make sure your VRCWorld object is where you want players to spawn. I had an issue where I accidentally had it under the mesh and it kept doing that

grizzled portal
#

hmm i put it high above the ground and it stills spawn me at home

#

anyone have a solution?

thorn latch
#

look for erros in console

random owl
#

Also the latest pin on this channel

thorn latch
random owl
#

The person above you as the latest pin is for fixing problems like that

thorn latch
#

Oh I'm dumb and read the pins upside down

#

Wondering what game ripping had to do with the conversation lol

random owl
#

Yeah that one is from 2017 lmao

bold ibex
#

anyone have beach/ocean tropical related assets they would like to share that are not off the unity store?

proper notch
bold ibex
#

will try thank

thorn latch
#

how does one assign more then one layer to a collider?

near escarp
#

you can't

proven glade
proven glade
#

Also how does one create a rigbody collision hitbox that is not a cube?

random owl
#

Either you use multiple primitives to construct the shape or convex mesh collider

proven glade
#

Oh I will try that tomorrow

ripe garden
#

one thing, if you use a mesh collider create another mesh fir the object that has the basic shapes of the object, dont use the high poly version of the object mesh as a collider as it can create problems and its not very performance friendly

bold ibex
#

is VRC_CustomRendererBehaviour not in SDK 3?

#

Or does it have an alternative

random owl
#

You do it in udon yourself

bold ibex
#

Not much of a Programmer, has anyone made an udon alternative?

random owl
#

I mean it's basically just running the update thingie on a mesh so it should be pretty simple even if you aren't a programmer

#

Don't know if anyone has prefabbed anything

bold ibex
#

Yeah

wet furnace
#

im pretty new to making worlds i only know extreme basic 2.0 is there chat send world links ?

bold ibex
#

ill ask in a bit, its just im prototyping something and dont wana invest a huge time unless my idea works

wet furnace
#

?

bold ibex
#

o

random owl
#

And then just run it whenever you want

bold ibex
#

Ill Have a Mess around and report back

random owl
wet furnace
#

is there place to send public links

random owl
random owl
ripe garden
#

huh, did not know they were capped

mossy heath
#

Hey guys! So I finally made progress on my world (in terms of optimization) but I'm not sure If i messed something up when I was doing the Occlusion Culling, it seems like an area (kinda far?) is getting culled while in game. Navigating the scene in unity at the effected area, you can see it being wonky. disappearing walls objs, etc etc like its being culled, Does anyone have an Idea why that may be happening D: ? heres some pics.

bold ibex
#

Anyone know if it’s possible to make a vrchat world with planet type gravity

#

Like you can walk around a sphere

random owl
random owl
bold ibex
#

I am not experienced enough especially not in how gravity works

#

I know rigid body gravity that’s about it

random owl
#

Well yeah then it's not really the best starter project

proven glade
wraith field
#

@bold ibex Hi! I just wanted to let you know that your video player prefab seems to have stopped picking up audio over the past few days. I checked your demo world to make sure it wasn't just mine

#

@bold ibex I am currently on desktop using a pair of Drop + THX Panda headphones

bold ibex
#

is there a way for avatar 3.0 blendshape to work with 2.0 SDK ? vrc station

#

MMD dance only work with 2.0 for now but not 3.0 facial expression not working

wraith field
#

yw, thank you for looking at it! I use your prefab and love how easy it is to set up. thanks for making it!

proven glade
#

Oh you're the person who made the video player in the map

#

Nice work

chilly hinge
#

is it possible to make your post processing ignore media players? for example what if i want a toggle or a slider for world brightness and my media player to remain bright

#

i've seen this done in other worlds, but i have no idea how it's done

alpine flare
#

Does the playertracker from Hardlight's Toybox prefab not work with the latest SDK2? I followed CyanLaser's tutorial and it works if I press play in the editor, but not if I build and test?

random owl
#

Should still work

#

Did you import standard assets?

chilly hinge
#

okay i figured out how to separate them on their own layers. does anybody know anything about udonsharp? i just need to know how to access the post processing tonemapping exposure

#

i can do the rest from there

#

like what includes do i need

#

or what would it be called

random owl
#

You can't

chilly hinge
#

whaat

#

how do people make post processing sliders then lol

random owl
#

They animate the layer weight

chilly hinge
#

really? what about for exposure

#

seen sliders to make the world darker..

alpine flare
random owl
chilly hinge
#

damn alright

#

ty

random owl
chilly hinge
random owl
chilly hinge
#

ty ty

bold ibex
#

I tried to build/publish my world but it won’t let me add a name of the world or fully upload any fixes?

#

On the bottom it says “[always] Fetching fresh local config”

random owl
bold ibex
#

Alright thanks

compact edge
#

Does anyone know how to set up the UI like room of rain with the post processing settings?

bold ibex
#

Hi hi, Ive been trying to upload my world and for some reason the vrc spawn wont work properly

#

Does anyone know how to fix this?

near escarp
#

add this to your project

bold ibex
#

ty

chilly hinge
#

how do i drive an animator state through a slider? everything should be set up properly, i have my animator and my animation and the animation works fine but idk what to do to get the slider to scrub through it

dapper bluff
#

Should I use different Unity projects for each world I am making or can I just use the same project for multiple worlds?

near escarp
#

You should make a project for each world

dapper bluff
#

Okay, thank you.

chilly hinge
#

i use the same one but set up new scenes for each one, because i tend to bring assets, scripts, etc between worlds

proper notch
#

anyone know how to Sync a video player? I can't get it to work globally, but it works fine locally

#

and im using Sdk3

near escarp
woeful tide
#

How would make a proper working flashlight? Because I having trouble myself

near escarp
#

make a pickup, attach a point light at the end of it, voila

woeful tide
#

I mean like having it so you can press trigger to have it turn on and off. Right now I have it where you need to pick up and drop the flashlight to turn off or on

near escarp
#

In that case you'd use OnUseDown to do those action instead

#

and of course you can use a single trigger action as a toggle

#

starts off disabled, every time they click, it toggles

woeful tide
#

okay

#

thanks

proven glade
near escarp
#

is that a stream of the bois playing D&D ?

proven glade
#

Default video from a video player

#

So idk

near escarp
#

@ocean igloo lmao

ocean igloo
#

That's me and the bois playing D&D for one of the promotional screenshots on the Steam Store.

proven glade
#

Oooh

#

Well it was in the default video for norixwolfie's video player

white bison
#

Should VRC worlds be all 1 mesh? (base building, not other stuff in it) cause if I make everything 1 mesh I get weird black squares everywhere when light baking..

near escarp
#

absolutely not

hasty crest
#

Im having issues with a new project, whenever i click the "Build & Test" button, it takes me to a black screen before defaulting to the homeworld. I know this is a common problem so I tried some of the previous solutions. Stuff I already tried:
-Installed Unity 2018.4.20f1, VRchatSDK and VRWorldToolkit today
-VRC Toolkit World Debugger has 0 errors and 0 warnings, only some tips about lights
-Unity Console no errors or warnings, only the unity config fetch
-VRchat Client Path is correct
-Spawn is set
-Reference Camera is set to the Main Camera
-There are only 5 objects in the scene: Empty Object(the SceneDescriptor), Main Camera, Directional Light, Empty Object (set as the spawn), a Cube (just a platform to stand on)
-these objects are above the Respawn Height
Any help would be appreciated.

dusk sapphire
#

Could take a look at the vrchat logs to see if there is any error and or cause for not loading into the test build

#

my parser can make reading it a bit easier if you prefer https://nyanpa.su/vrchatlog/

near escarp
#

does the cube have a collider

dusk sapphire
#

iirc 1 added a bunch of checks for spawn points being on valid ground

hasty crest
near escarp
#

ok so most likely another error then, check out temporal's link

hasty crest
dusk sapphire
#

is vrchat home the only instance listed?

hasty crest
#

yes

#

Ok so i imported VRchat to my boyfriends computer and it works no issue over there

dusk sapphire
#

maybe manually check the logs to see if it actually tried to load your test build, as i may not correctly account for situations like this

#

oh, so its not an issue with the map then

#

the builds are stored in the %TEMP% folder iirc, maybe an issue with the vrchat client trying to read from it?

hasty crest
#

i think its just a hardware issue, my pc is way older than his. oh well

#

Fixed it:
Reinstalled a second instance of VRchat on a different drive and it worked. Originally it was on a different drive (where I set steam to install games) so i installed it to my base C drive and set the path to that install. Pressed Build & Test and it worked. yay.

fossil dagger
#

hi, i am new at making worlds. I have used the vrchat homekit vrchat itself offers, edited that, and it works just fine. Then i found another world that i edited to my own wishes, but for some reason it redirects me to the vrchat home world when i try to spawn in. Why is this?

random owl
random owl
hasty crest
#

not really, just one drive for games and the other for everything else (unity, blender, etc...)

random owl
#

Ugh that sounds like something fun to try to repro for detection

woeful carbon
#

What is keeping my world in community labs? How can I get it made public?

misty timber
#

is it possible to have ui work with urls? or is it video players only

dusk sapphire
#

if by that you mean to load a web page? web views are disabled in vrchat

mellow drum
#

What the differences between SDK2 and SDK3?

random owl
#

SDK2 is the older deprecated version that was replaced with SDK3
SDK2 uses the old trigger system while SDK3 uses udon

mellow drum
#

So if Im starting working on new world I can just start with SDK3 with no issues right?

random owl
#

Yeah

#

Read the docs on how to get started with it and use #udon-general for any udon specific questions

mellow drum
#

Ok, thank you 😄

bold ibex
#

how do you make worlds in vr chat is it possible

random owl
bold ibex
#

idk do you know how to make them do u need an app

random owl
#
bold ibex
#

thank you

#

but i gave up already im not spending 399 on a game creator

random owl
bold ibex
#

it says to spend 399 on unity or somthing was it free for you

random owl
#

Where does it say to buy unity? Unity is free to use.

bold ibex
#

oh i downloaded unity hub then i pressed new game then it said get editor

random owl
#

What I linked above has all the instructions on how to get install the right version of unity

bold ibex
#

oh ok

wintry karma
#

So let me know if I have this straight... SDK3 hasn't had a direct update since 2019. I'd assume they'd prefer if we all use SDK3 now, no? Yet trying to follow their tutorials, I am running into "For SDK2 only" such as Home kit. Is there an updated Home Kit that is compatible with SDK3? Or am I left to figure some things out on my own if I want to start fresh with SDK3 being new to building for VRChat?

desert python
#

@wintry karma sdk 3 is technically "not finished"

#

so making a tutorial for stuff like that could become pointless if a drastic update/change occurs

wintry karma
#

Sure, but the last update I see to SDK3 was two years ago now. Unless I'm looking in the wrong place?

desert python
#

wdym son?

wintry karma
#

Your point seems to be that SDK3 is not finished, and implies it is constantly changing. I see no changes to SDK3 here. Sure the client has seen updates, but that is the client. And I'm not your son, just because I'm new here, doesn't mean I'm young

desert python
#

or sir, but where exactl are you looking at?

#

and why do you want to use sdk3?

wintry karma
#

The SDK console's last update message was in 2019

desert python
#

define "SDK console"

wintry karma
#

Sorry, Control Panel

desert python
wintry karma
#

sigh Look, I already did that.

desert python
#

never trust the vrchat docs

wintry karma
#

Let me be far more direct than questioning why tutorials haven't been updated. Are there community based resources for getting started with SDK3 or am I to figure out the differences in the tutorial on my own?

desert python
#

they are usually not updated or just incorrect

#

sdk 2 and 3 are vastly seperate on how the set up works. however there are prefabs like video players and toggles on how to do things. you can also looking up udon tutorials as well

wintry karma
#

And to answer your earlier question, I am starting with SDK3 for exactly the reason you just stated. There is no direct migration path for worlds to be updated from SDK2 to SDK3, so I don't see a point in starting with SDK2. Further, I have decades of experience with C-like scripting and programming language, so I figure Udon will be a quick pickup. But none of the Udon tutorials I've scanned through have basic scene and world setup. Though I am pretty sure while waiting for my question to be answered, I've figured that out based on existing documentation.

random owl
#

Basic scene setup is basically the same in both SDKs you just pop out the VRCWorld prefab from inside the sdk in your scene and you are pretty much done

wintry karma
#

Yup, I've done that. After the docs had me create a SceneDescriptor from scratch... then told me to add the VRCWorld Prefab. Became clear the former was unnecessary when I got to the Build tab

random owl
#

If this was where you tripped at yeah you aren't the first to do that there

desert python
#

i did the same thing lol

wintry karma
#

Yup, the perils of trying to read while my dog is demanding my attention

random owl
wintry karma
#

Yeah, I saw the emulator when looking for more/better documentation. Thanks for the link to your toolkit as well

random owl
wintry karma
#

Hadn't gotten that far. To be clear, my C# experience is limited compared to C, C++, and C-like scripting like NWScript.

#

Mostly a matter of lack of use. But I'm a quick learner

random owl
#

If you have programming experience you might find U# easier than graphs

#

I def do lol

verbal hare
#

so i made a material, and applied it to my structure, but i only want it to only apply to the outer walls, not the inner walls

#

however, i dont want this - i want a different material for the inside

#

is there an easy way to fix this?

random owl
#

You need to map out the materials in blender

#

So you would want to make a new material there and assign it to those faces

verbal hare
#

thats the thing...i had a difficult time texturing in blender, cause a few of my faces didnt want to have a texture applied to them

random owl
#

Well that's a whole separate problem you might wanna go ask in #3d-modeling

median cradle
#

hi! sorry i'm not trying to interrupt

#

i was wondering if any of you fine gents could help me out with a problem i'm havin in unity?

#

I've been stuck trying to fix my mirror switch since last night and have no idea why the trigger is failing to work

#

since 2am

#

i'd appreciate any help if any of you guys got any ❤️

random owl
#

SDK3 or SDK2?

median cradle
#

k2

#

it just keeps sayin it over and over

#

i've deleted assests, gotten new ones, made buttons from scratch

#

nothin is working, it just keeps saying that it's failing to trigger for all 3, enabling, destroying, and disabling

random owl
#

What is saying that?

median cradle
#

i have no idea

#

it just keeps saying the trigger wasn't initialized in time

random owl
#

Well that's normal with sdk2 it's been a thing since over a year

median cradle
#

any luck on finding a way to fix or get around the problem?*

random owl
#

You ignore the errors

#

They don't cause any problems

median cradle
#

i've tried publishing the world a few times but it keeps getting stuck on processing upload

random owl
median cradle
#

alright

#

i downloaded it and now i'm going through the bugs

#

thank you so much

#

i've been going crazy lookin for fixes <333333

random owl
#

Nice

ivory storm
#

(2nd image is the reflection)

desert python
#

the bushes probs on a different layer that the mirror isnt set to cull on

random owl
#

Or alternatively the bushes are not double sided and face the players view causing them to disappear when not looking directly at them

ivory storm
#

Im not sure how to check if they are on a different layer :0
but i think it might be that second one but im not sure how i'll fix that either

random owl
#

Both of those are pretty much guesses since you didn't really provide much information on how those bushes are made

ivory storm
#

Tbh im not sure either how the bush is made

#

Well i do but i dont know what it would be called

#

Sorry i don't know much about unity im still very new

random owl
#

And what layers do you have on the mirror right now?

ivory storm
#

I have player, mirror reflection, and default ticked

random owl
#

Maybe enable environment as well though I can't remember what terrain stuff defaults to

ivory storm
#

Heck didn't work, i tried just ticking every box to show everything but that still wont show the bushes

#

cursed bushes

random owl
#

Can you show that material in the use for the bushes?

#

If it's not the layer it's most likely more what I said

ivory storm
#

yeah i was thinking it might be that too

#

it came with the assets so they are kinda simple and i don't see many options

random owl
#

Looking at the shader source it does seem that what I said is what is happening

#

You would need to manually edit the shader to set the cull off

#

It's technically easy

#

But I don't really touch shaders so I can't really say for sure where you need to add the Cull Off

proven glade
#

Quick question, where can i find the pen emitters ive been seeing around in worlds as a prefab?

random owl
#

https://booth.pm/ja/items/1555789
Well this is one that's often used

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

#

If you are on SDK2 you need to import standard assets

proven glade
#

My world is sdk3

random owl
#

Then you import udon sharp and then the pens

proven glade
#

I already did udon sharp earlier so I just need to import the pens, thanks!

silent plinth
#

Excuse me, anyone lend a quick mind to me, im trying to upload my first world but it wont allow me to if i have chairs or mirror buttons

#

just the trigger functions are broken

#

but they worked perfectly fine during offline testing

median cradle
#

hey!

#

so

#

if you scroll up, i actually had the same problem, but .@1 has the solution in chat!

median cradle
silent plinth
#

alright ill give this a go, if it works this will be golden

#

thank you so far

#

google was absolutely no help

median cradle
#

of course! I was dealing with the initialization since this morning at like, 3 am and i was up googling all night

#

^

#

exactly

#

but i downloaded the debugger and after i imported and ran the tool, it started fixing up things like crazy and now everything works ❤️

#

boutta finish putting the last touches to upload

silent plinth
#

wow that just sounds too good to be true

#

but im going to give it a go

median cradle
#

good luck!

silent plinth
#

alright im pretty sure its worked already since i can now press the upload button

#

thank you so much ❤️

median cradle
#

of cours!

ivory storm
#

Turns out my bushes were not appearing because the default unity leaves shader had culling to back :^)
Just incase anyone has this issue again with their leaves not appearing in their mirror because of the default unity shader https://unity3d.com/get-unity/download/archive
Download 2018.4.20 built in shaders, go to nature>treecreator>treecreatorleaves.shader
move that shader into your unity package.
and add cull off to both passes in the code for the shader

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

#

can also help to change the name in the code so you can find it in your shaders tab

random owl
#

Nice, you got it 👌

#

I wasn't sure if my theory was correct

median cradle
#

does anyone know why the lights you place in unity would cause a models, shaders to start flickering / mess up?

ivory storm
#

Yeah thank you for the help!

random owl
median cradle
#

it's like

#

it looks like tiles on the model flickering on and off

#

when running past certain light sources when testing it'll come and go next to the light from the ceiling, but have had no luck in finding the problem

random owl
#

If it's a real time light it could just be flickering because of the limit on pixel lights in unity

median cradle
#

it's pointed one

#

directional

random owl
#

You have multiple directional lights?

median cradle
#

yeah 👉 👈

#

but it's like

#

i made a minuture building

#

and i put lights in the windows to make it look like people are living in it

random owl
#

Directional light is meant to be the sun you really shouldn't have a bunch of suns in the building

median cradle
#

oh

#

oh wait it says the sun source is

#

the directional light, sorry

random owl
#

Directional lights emit light the whole wide of the direction from where you set it to be from

median cradle
#

oh

median cradle
#

yeah okay this makes sense

cunning belfry
#

Is vrc station currently broken? It doesn't seem to be working for any object

random owl
#

Shouldn't be broken

proven glade
green lagoon
#

definitely off to a good start I might suggest doing something with that back wall as it's been empty at the moment and the tiling is quite noticeable

copper quartz
#

is there an upper limit to the amount of materials i should be using when making a world and how many different shaders should i limit myself to?

random owl
#

Well that is a question that doesn't really have a definite answer, as little and light as you can for the wanted fidelity and performance of the world

#

Atlasing is always a good thing where you can do it

cerulean echo
#

i got a question i added a audio reverb zone i can hear sounds like hall but wen you talk i cant hear that hall do i need to add samthink? on sdk 2

proven glade
green lagoon
#

the 3 story backwall

proven glade
#

3rd story? There is only two I think

near escarp
#

You should look for shader that does anti-tiling, it'd help a lot with the look of your walls

cerulean echo
#

sobody can help me with the audio think 😮

green lagoon
glacial pond
near escarp
#

You have community labs disabled ?

pure kraken
#

does anyone know where I can find a set of stage/disco lights?

#

havent been able to find any

shrewd palm
#

Anyone know any helpful tips for porting it all to unity without rebuilding materials and textures?

near escarp
#

You can export with textures/materials by using batch mode in the export fbx settings iirc

fossil dagger
#

avatars are appearing black in my mirror. it's saying there are no baked light probes in the lighting data... how do i get baked light probes?

low lake
fossil dagger
#

a yes thank you

low lake
#

np! I got an issue with the stream video. I got a VRC Unity Video player in my scene and when I make a Build to test my world I can play youtube video but not my youtube live stream and no youtube live too, I also cannot launch content from twitch. Do you know what this is due to?

dusk sapphire
#

you have to use the av pro video player for live streams

low lake
#

Thx!

#

you add in on top of the VRV UNity Video Player or you remplace it ? AV pro video player don't seems to have render Mode, target texture , ect

dusk sapphire
#

are you on sdk2 or 3?

low lake
#

On the 3, okay I put a AV pro video player and a AV pro video screen on an element to get the render of the video I need to test it out in a build

#

but got multiple mesh where I need to diffuse the video, is that possible to pass the AV pro video player in a render texture or I need tu put an AV prov video screen on each mesh ?

dusk sapphire
#

you just use the VRCAV Pro Video Screen component on each screen mesh

#

that component just needs a reference to your av pro video player

#

the sdk has a example player set up

#

though you might also want to look at some other prefabs people in the community have made

low lake
#

thx this can be usefull

lime pasture
#

For some odd reason my vrchat world will not update to the lastest map build, keeps updating to an older one and i am getting fustrated

#

The Unity editor i am using is Unity 2018.4.20f1 Personal - [PREVIEW PACKAGES IN USE] - SampleScene.unity - ObiJ3ffs Chillpad

dusk sapphire
#

do you have any errors in your console?

lime pasture
#

No errors

dusk sapphire
#

they can cause the build to fail and it just ends up uploading the old version

lime pasture
#

how would i see if there is an error?

dusk sapphire
#

in any case, grab 1's vrworldtoolkit, it checks and fixes most common issues

lime pasture
#

Trigger on VRCWorld was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType(TriggerType)
VRC.SDKBase.VRC_Trigger:OnDestroy()

#

I get this

#

as a Red !

dusk sapphire
#

did you run the debugger in the vrworldtoolkit?

lime pasture
#

im not sure how it works lol if you could walk me through it i would learn it better

dusk sapphire
#

theres really not much to run through

#

install the package, then click open world debugger under vrworld toolkit menu

lime pasture
#

I did install it in the unity editor

#

how do you start the world debugger?

dusk sapphire
#

then click open world debugger under vrworld toolkit menu

#

the screenshot in the page I linked shows it too

lime pasture
dusk sapphire
#

your screenshot is too small for me to ready any of the text

lime pasture
#

sorry

dusk sapphire
#

but it looks like the first 2 issues under general would be what you want to look at

lime pasture
#

I can not find the run debugger option

dusk sapphire
#

..you have it open?

#

read what the items says and follow the instructions

lime pasture
#

ya i have it open

dusk sapphire
#

hit auto fix on what you can

#

click info on the first thing in general

lime pasture
#

ya all the auto fix things are none clickable

dusk sapphire
#

also show the top errors in your console

lime pasture
#

okay

#

How do i complie without uploading?

dusk sapphire
#

read this guide

lime pasture
#

Assets\HolyShift\Scripts\CheckForStandardAssets.cs(11,18): error CS0103: The name 'AssetDatabase' does not exist in the current context

#

this error pops up

dusk sapphire
#

delete it

errant mason
#

should i use sdk 2 or 3 currently..

idle shell
#

eyo how do i make a an object pick up for everyone? and not just me

dusk sapphire
idle shell
#

3

lime pasture
#

@dusk sapphire thank you for helping me with this

dusk sapphire
#

vrc pickup script, and an empty udon behavior script with synchronize position checked

errant mason
#

what i am mostly looking to do is just make a home world that has a mirror, portals, and some avatars i have.

dusk sapphire
#

sdk2 is fine for that

errant mason
#

alright

lime pasture
#

oh man i did a build test and what do you know the new world posted

idle shell
#

what nodes do i add in the udon graph? (idk how to use the graph)

dusk sapphire
#

you dont need a graph for sync'd pick ups

#

just an empty behavior with synchronize position checked

idle shell
#

oh i found it... Thanks Temporal

fossil dagger
#

i am still seeing a black avatar in the mirror, and the world debugger is giving this message:

#

i do have multiple light probes tho

dusk sapphire
#

the light probes don't do anything if you didnt actually bake your lights

fossil dagger
#

how do i bake the lights?

dusk sapphire
fossil dagger
#

ah, i'll go take a look

deft sluice
#

:|

#

I just updated to the newest World SDK3 and it managed to overwrite my scene somehow with the default Udon example scene. I am not fucking kidding. The entire thing is gone.

#

What the fuck. It really is fucking gone.

random owl
#

How? Were you working on your world in the default scene or something?

deft sluice
#

My best guess: I copied and renamed the example scene. However, I am guessing it kept the same GUID in the asset manifest on disk. So... Technically Unity's fault, I guess.

thorn latch
deft sluice
#

I just remade the important parts, but there is a bunch of coding stuff I have to relink/fix now.

cunning belfry
#

What do you guys set your player audio settings as? what's the optimal settings for it

idle shell
#

guys umm so i was making a world and it started to have some issues. i was using SDK3 worlds and when i fixed most of the stuff and tried to upload. there where some settings i never got. i did reimport the SDK3 but nothing changed. I also cant press upload for it for some reason

#

I only have 2 errors. 1 saying about objects not being cleaned up and this
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:87)

random owl
idle shell
random owl
#

Hmm 🤔

#

I'll need to check that quickly

#

What's the full stack trace on that error?

idle shell
#

||NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:87)|| This thing?

random owl
#

When you select it does the panel at the bottom of the console show more info?

idle shell
#

no that is the hole thing

random owl
#

I need to check some more things then

#

I think I have a possible theory on what happened though

#

Find a prefab named VRCSDKWorld and show a screenshot of how it looks in the inspector

idle shell
#

The prefab in my Project or Hierarchy?

random owl
#

Assets

idle shell
random owl
#

And that is the problem right there 🤔
It lost all the references for some reason

#

Get the references in that prefab back and the problem will be fixed

#

I don't see why reimporting the SDK wouldn't fix it

idle shell
#

well i have done that once before

random owl
#

Yeah 🤷

#

Could just replace the prefab from a working project using file explorer while the project is closed which should fix it

idle shell
#

yeah i will try that

random owl
#

Or alternatively just delete the prefab and reimport sdk over

#

As long as the references are back the problem is fixed

idle shell
#

Thanks man :D

deft sluice
#

(Now that I am done recreating my world.) Is there a known issue with videos from a URL with auto-play turned on that actually automatically playing on world load? Granted, I could be doing this wrong. It works fine in Unity's run mode.

desert python
#

@deft sluice wait what you tryin to do rn?

deft sluice
#

Six or so video players at the same time.

desert python
#

6 different videos or 6 screens of the same video?

deft sluice
#

Six different videos. I am pulling in clips from http://localhost/ as background for a video project.

desert python
#

sdk 2 or 3? cus its possible to have multiple streams in sdk3 but idk about sdk2

deft sluice
#

SDK3. I am putting USharpVideo now and going to modify the player script to gracefully handle loading a list across multiple screens.

desert python
#

ok, and yea: a rate limit will occur if 6 videos fire at once, youll want to add a timer after the instance is formed to delay the auto player function event

proven glade
#

thoughts so far? im open for suggestions or tips since it's my first time

desert python
#

reminds me on an empty main event

#

make a good bowling alley

near escarp
#

I think the ceilings should have their own materials

#

pillars as well

#

ground needs a normal and roughness map

#

and overall baked lighting

proven glade
#

How would I do a roughness and normal map?

near escarp
#

You can find them everywhere, but substance painter is often a good place for texturing

proven glade
near escarp
#

might wanna rotate the normal map to match the wood grain orientation

proven glade
crude nacelle
#

so

#

i made a VRChat world

#

and

#

i just uploaded it

#

and it has 1 report

#

is that normal

#

?

random owl
#

The report count starts at 1

knotty plaza
#

That explains a lot.

#

Question:
With 30h of vrchat, if I upgrade to vrchat+, does it guarantee that I can enter into community labs to make my world public? (9$ mo right now is a bit steep for my unemployed ass)

#

(It's an engineering experimental hub to do workshops and talks)

random owl
#

It should can't guarantee it would because we don't really know the full details on the systems

crude nacelle
#

also i can't find Skybox anywhere in Unity how do i do that step the video i am watching didn't explain that?

random owl
#

Oh wait depending on what rank are you now?

knotty plaza
#

Hmm...well, I'll have to risk it. (i know 30h is not a lot)

random owl
#

Since that's a higher jump than to just being able to upload I don't have much info on that

#

So not sure 🤷

random owl
crude nacelle
knotty plaza
random owl
crude nacelle
#

i forgot

random owl
#

Those make the skybox

bold ibex
near escarp
#

remove the event handler ?

#

and activate the checkbox on the playermods component

random owl
#

Well you can't remove the event handler since the player mods depend on it but do delete the stuff in it since it should not be used anymore

#

Very old legacy stuff

warm vortex
#

How do I get the VRC_SyncVideoPlayer to allow players to input custom URL?

crude nacelle
#

Make six Textures that correspond to each of the six sides of the skybox, and put them into your Project’s Assets
folder. I don't know how to do this step?

warm vortex
#

I want players to load their own URL into the player. How do I do this?

crude nacelle
bold ibex
#

anyone know if your world's community lab traffic is affected negatively by marking it nsfw, gore, etc on the upload prompt?

desert python
#

in practice, you shouldnt want to tag it as any of those

random owl
#

The tags are a legacy thing usually if you see them it means you are on some ancient version of the sdk or you have a problem in your project

pure kraken
#

I'm having some of these errors pop up after I updated the sdk

random owl
#

Did you update udon sharp as well?

pure kraken
#

oh, no I didn't.

random owl
#

Make sure to read the update instructions

pure kraken
#

works now, ty. I'm in need of other help though, I have been trying to find a tutorial for fading audio, I'm in need of a live stream player and I need to figure out how cameras work so I can send their feed to a display

random owl
#

#udon-general <- for any udon specific questions

For cameras though you just need to create a render texture and make the camera output to it

#

And then put the render texture on whatever material you want

pure kraken
#

oh, what part is udon specific? I didn't know

random owl
#

Mainly the video player part

pure kraken
#

ah okay. and the fading audio?

random owl
#

If you are just asking about audio source setup then it would be fine here

#

I'm not really a sound guy though so I'm not the best person to answer

pure kraken
#

okay, thank you ❤️

green crypt
#

Just imported a house I was working on and when I put it into Unity and put the material on it, the texture came out super low quality like this. Anyone know a fix?

dusk sapphire
#

on the texture import settings you can change the resolution, by default unity will import at 2k resolution

green crypt
#

Oh yeah. Should've spotted that one haha. Thanks!

dusk sapphire
pure kraken
#

I'm totally unsure about this, but what about player audio? I'm not sure what the default is, but I don't want people to hear each other from across the map, they should be relatively close to each other @dusk sapphire

dusk sapphire
#

oh that's what you meant