#world-development
39 messages · Page 63 of 1
You should have pressed yes when unity asked whether or not to do the api upgrade
Just restart it should ask you again
I imported an asset into my unity, and I see it inside unity just fine but in world its not there? SDK3
I think I had this issue before, something about adding coliders to it?
(Im new to SDK3)
previously on sdk2 you did not have to do this, but now my stuff is invisible pls halp
make sure the colliders aren't intersecting at start or they'll go flying/under the ground
Do I have to add a colider to everything?
Does anyone know what the unity_builtin_extra file is and why its bigger on my Android build then my PC build?
nope, just make sure the object isn't inside another object's collider in your scene
its okay I was being dumb, I had it on a additive scene lol
thought it would work, but it has to be in your main scene IG
lmao yeah that'd explain it
😂
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
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
The udon example world, I wanted to take the URL screen from it but it doesnt actually work?
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.
Wait, I may have fixed it in the Builder settings...
Fingers crossed.
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
Yeah, no. I can't continue.
Is there a way to save the scene and bring it into another project?
uh, that seems like a different problem altogether
did you upload this before? if not clear the blueprint in your pipeline manager
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.
I'd like to do a test upload on a separate world to look for errors in-game before saving over my public version.
i mean, that screen usually shows when you have a blueprint id attached that doesn't belong to you
unless it was already cleared when this happened
Should I just get rid of the Blueprint ID?
you want to upload to a new id right? then yeah clear it
you can always find id's for your existing uploads under content manager
switch to Android via building settings, not through the sdk
there should also be an option there to download the android sdk which is what you're probably missing
That fixed it. Thanks.
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.
its an option when you install the unity editor
I'll have a look in a few. I only opened unity for the first time yesterday and made a world hah
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
Where is the UDON_behaviour part gone?
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.
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.
did you swap from the sdk earlier? theres a bug that causes that when you do
use build settings to swap to pc and back to android
yeah I just found that via google I am switching it now
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
hopefully it didn't ovewrite my pc world, but I don't think it did
it shows up on the world page as standalonepc and android so I guess that's good
Hi folks, how do I change the thumbnail of my world without changing the spawn point please?
move VRCCAM
when it switches to game switch back to scene
In my heirarchy i only have VRCworld object that sets the spawn point and thumbnail
there isn't a VRCcam object like it says in the documentation
thankyou for your help btw
when you click build it creates it
I am building through the SDK3 control panel, have published the world to community labs already, there is no vrccam though
sorry, the "VRC SDK" control panel
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
Thats where the image view comes from
ah, right, thank you folks, I will try that right now
Just remember to check the upload picture box aswell
das what I said xD
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
yes, thank you both for your help with this, very clear explanations
Also you can make the camera exactly where you look by pressing CTRL + SHIFT + F
(Make sure you have VRCCAM selected though)
Since it will move what ever is selected
love the shortcut tips
If you type in google unity cheat sheet sometimes you can find PDF with all the shortcuts
Can anyone help me, I dont seem to have udonbehaviour under here
wha about udon
ah, that's above my pay grade right now sorry
good luck though and thanks for your help
what script you using for the slider?
There should be a catagory called "udonbehaviour"
is it custom?
Nah the standard one you just create under UI >> Slider
doesnt look like you have a udonbehave on that GO
im like 90% sure you need some kind of slider unity.ui scripting helper for it to register
Im following a tutorial and the dude has udon behaviour listed here for each time he changes the runtime only function
Would UDON sharp mess with things
I imported that for a object that uses sharp
send dude, but he probs didnt show himself adding the udon behave
U# good. dont diss the sharp
JOIN MY DISCORD! https://discord.gg/nS3x5Pr
Time to get some control over your video players! This one took a bit more time for me to figure out the simplest way to convey everything and condense it down, plus the time of moving back to college. The recording for this started at 45 minutes, so this is by far my most edited video.
All in all, th...
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
remember; all udon ui must have its own UB in its GO in order for it to be utilized by ui
Ah okay thank you
also, there is udon question channel, which i thought we were in lol
mybad
Does anyone know how to immediately fix all 199 compiler errors when importing UdonSharp?
what you mean? lad?
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.
those are some odd errors to have, what version you using?
Unity 2018.4.20
You didn't import the release but downloaded the source code for it
Oh dear 🤦♂️
Use the releases page: https://github.com/MerlinVR/UdonSharp/releases
And make sure you are on the latest version of the sdk
Any sort of reasons why Unity crashes upon uploading an SDK3 world? I've been attempting to upload for the past hour.
any more errors occuring?
Nothing notable in the console. The SDK isn't stopping me from uploading. It just crashes.
im not sure, id import 1's vrworld toolkit
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
I'll give it a try.
Hey, @random owl. Thanks for the debugger. It stopped crashing entirely, and uploaded successfully!
Nice
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?
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....
uv mapping in blender
where would i find that?
@hazy pebble try looking at every mesh manually
this is my first time texturing something in Blender, so i dont know a whole lot
damn.... I have quite a few meshes T_T
wait, try reloading the uniy project, maybe the sdk isnt thinking
reimport all, yeah, I'll start there.
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
thats still not telling me how to apply said texture...like, do i drag and drop? do i do something else?
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
While you are building for quest it will show the proper locations of what the sdk is complaining about
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?
@random owl interesting, this is an avatar, will it still work?
Oh well this is the channel for world development
And no I haven't made it work on avatars yet
oh.... my bad!!! I was oblivious
this is the object. i want to apply a wood texture to all outer walls
this is the texture
imo, you should apply world textures/materials in unity
is it better to do texturing in Unity? i was told the opposite, that doing all texturing in Blender was the best option
@verbal hare You'd need to unwrap the model, apply materials to the faces you want, and then preferably atlas it
depends on your preference, thats why i said "imo"
i barely have any experience with Blender, but i have experience with Maya and Unreal
this is a simple case, sometimes textures are more complex, perhaps in more complex cases blender would be the tool to use.
This is how you'd do it in blender: https://www.youtube.com/watch?v=Y7M-B6xnaEM
^
unwrapping's hard for me to describe in text lol
i suck at unwrapping
if Unity acts similar to Unreal when applying textures (a simple drag and drop), ill do Unity
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
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
this is what my UVs look like
Click into the UV editor on the left, press A to select all, and then go up to the UV dropdown and pack islands
kk!
In the 3D viewport while in Edit mode, select the faces you want to be wooden
its not letting me select the faces...i think im in Vertex Mode
Switch to Face Select here, specifically the button marked in blue
all faces selected
kk
With the faces still selected, go down to the Materials tab, make a new material, and then click the "Assign" button
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
from there, import the texture you want
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
perfect. thanks
yw! c:
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:
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.
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.
@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?
screenshot? o:
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
alternatively, you could select all the bad verts and delete them, then make faces between the good verts by pressing F
merging worked. thanks
yw! c:
also, some of your UVs look like they're stretched/overlapping in that image o:
havent fixed all the walls yet
kk c:
so i dont think merging is working afterall...they keep stacking on top of one another
and my delete keys dont work when i try to delete the verts that way
Make sure you're merging/deleting them in the 3D viewport specifically? o:
also, you could try using Merge by Distance to fix the stacking issue but that's still odd
ah, is it only affecting your UV map? might want to re-unwrap the model o:
assuming the unwrapping was done in Blender, you could just click UV > Unwrap again
what's the issue there? o:
i need 4 verts, but theres 6
not entirely sure lol, would recommend re-unwrapping imo?
i just unwrapped again
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
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.
What’s the best way to report someone who used client tools to steal worlds and upload as their own?
#moderation-reports - also, rule 15 o:
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
Thanks
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.
@novel relic Def don't call people out by name - report as much information as you have to #moderation-reports
It’s read only though...
Read what the channel says don't post there
specifically, report it to http://help.vrchat.com/new which is linked there
is this a good place to get help? or is there a forum i need to go to?
depends what you need help with
I can't get a test world to build. It just redirects me to the default home world
I tested this with sdk2 and 3. just doring a basic setup of making a spawn. no errors show anywhere
just grabbed the latest
give me a second im getting photo
yeah. i've set it in the scene descriptor
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
what he said its a decent tool for fixing issues with the sdk
im getting it setup
damn. well that fixed it. thx alot!
that saved me probably several more hours
Ok so seriously, what is unity_builtin_extra and why is it taking up half my map size when I build it?
Do you have realtime global illumination?
I'm having problems test building my world, is there anything that could be making it not function?
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
ok I'll try that
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
is that correct?
That sounds like a warning
Press the button next to the message in world debugger for the whole guide
okey dokey will do
ah, I didn't scroll up far enough. I used Allsky which apparently causes issues, thanks for the help
ayyy that worked! thank you for your help :)
Nice
If you are asking me, then yes
If you don't know what realtime global illumination does you don't need it
Well yeah to get a new light bake without the realtime data
Can I just delete the realtime data?
If you delete it you delete all the other important lighting data as well
Why is it twice the size on Android build then on the PC build though?
The unity_builtin_extra?
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
Where would I find the file?
In your lighting window here at the top
Oh those I already changed. Guess I got no choice but to rebake
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.
That sounds like either a culling or far-z clip plane issue? o:
screenshot would def be helpful
I didn't put any specific texture yet
Here is what it looks like when I see through
Not much
Let me correct myself, everything dissapear when I look at certain walls.
I was wrong
You could try re-baking occlusion culling to see if that's it? o:
should be under Window > Render > Occlusion Culling
Does not seem to be involved with my problem, I clicked baked and even closed/reopen the project.
odd o:
Is the map made with scaled Unity cubes, or is it it's own mesh made in Blender/maya/etc?
scaled cubes shouldn't be an issue as far as I know, but that might be a cause
does it happen when you clear the occlusion bake data?
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
Could materials fix that ?
It did not fix it... not that big of a surprise.
@errant beacon Yes I made it in blender by the way
Is the origin really far away, maybe? not sure o:
na
huh o:
glad it's solved though lmao c:
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.
Snapping to Vertex is your best bet: https://answers.unity.com/questions/1628394/how-to-snap-two-obj-objects-together-in-unity-so-t.html#:~:text=Press and hold the V,other vertex on another Mesh.
This will let you push the two meshes together at a point you determine. It will auto snap
Then once they're snapped together you can group them under a parent GameObject and move them as one.
if you're already using probuilder i would recommend using progrids with it https://docs.unity3d.com/Packages/com.unity.progrids@3.0/manual/index.html
Ok! Thank you, I’ll have to try that in the morning, it’s late here
Ooo that’ll be helpful too! Thank you! :)
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.
Yikes
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
and steering is done with configurable joints connecting the handle to the seat, which should work the same in sdk2 and 3
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.
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?
Switching it to MirrorReflection will probably fix it 👍🏻
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)
thanks, I'll try that
i'll just have a trigger reset it's position, and just live without spawning
or to avoid hassle, having a world for both Sdk types doesn't seem like a bad idea
both? as in separate worlds ?
ye
Hi, do you know where to get the rain shader?
@thick musk go to shaders channel and click on pinned messages, if you need somehing better : type=vrcprefabs into google
Thank you
where can i invite people to my vr chat game
@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
to do the online instance thing, you go to website, click on instance youre in, copy that link then send it to them
Ok
When you publish a world to community labs, does that mean it's public? How are people finding that world?
@worthy knot thru community labs or your public worlds list
how do you look through community labs? Is that in-game?
yea? wdym
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?
it is? you just have to enable it
Ah, I see now. Thanks.
only i got 999+
Oh I also have 999+ xD
i woundering if i stil can see the real errors xD
LUUL
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 :/
https://github.com/oneVR/VRWorldToolkit/releases
Then check my world debugger
@hazy plover This channel is for world development - would recommend posting in #shameless-self-promotion instead c:
Yeah this is not really post your streams channel
Oh right thanks! Its sort if doing my world but will do 🙂
Can someone please help me with this!
you need a pipeline manager component
But i have one in my game already
Where ?
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 :/
thanks in advance c:
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?
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)
That's the one
I shall test. Thanks
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?
I’ve used the skybox before and it was fine so I will check the other shaders, thanks!
How did you switch build targets. Through SDK or Unity Build Settings Menu?
SDK
yeah that may cause issues on its own
Its a bug, use the build settings in unity. Switching via the SDK causes it to render in one eye only
So you have to switch back to windows and switch to android via the Unity Build settings
Also, my Unity crashed during a build and now the SDK and several other packages appear to be broken. Any ideas how to fix?
Close unity, delete the library folder and reopen
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 (?)
My Sdk menu is only showing "Utilities", anyone know how to fix this?
does it have any parent objects?
ohhhh yeah I put an empty in there as it to make a floder I bet the empty is somwhere way off
Are there any errors in the console, and are you using the most recent SDK2/3? o:
the question is how to find the empty lol
just check the hierarchy
yeah I am lol, god that was a stupid mistake, thank you
sdk3 and there are a few errors revolving around udon sharp, im not sure how to fix these
screenshot? o:
Did you import UdonSharp through the unitypackage, or did you import the source code? o:
It's reimporting everything, I guess we'll see if it is still the same.
package
Did you update from a older version?
That indeed fixed the problem with VR users not being able to interact with it. Altho now my previously local trigger is now affecting users globally 😂
Is there an alternative to MirrorRefletion layer which is still local like the PlayerLocal layer?
Can you show me the setup you have now?
We gotta start somewhere x_x
yeah :)
Sure thing currently my collision matrix looks like this:
MirrorReflection fixes the VR user interaction with UI's. With the downside of not being local like the OnlyCollideLocal layer
Is this readable. I can't tell 😂
Oh if it's udon
You need to check that the player who is entering the trigger is the localplayer
(also #udon-general for future udon questions)
I'm aware 😉 😂 it started as a general layer question not Udon
Yeah that's fair 😄
But basically take the vrcplayerapi from the onentertrigger and then do if islocalplayer
👍 thanks for the help!
Thanks, it was just a shader issue lol
I mean looking at the errors above it just looks like you imported latest udon sharp without having the latest sdk
I obtained sdk3 from the downloads page in Vrc not long ago. How could it be out of date?
Tell me the version you have
It was just updated in January
Well then that's the latest, did you import udon sharp for the first time or updated it from a older version?
first time
could the version of udon sharp possibly be the issue? v0.19.2
That's the only version that would work with the current version of the sdk
I need to update my own udon project first so I can check what's happening there properly
alright. thanks for the help.
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
Would it be in Assets or..?
Just type Microsoft in the assets search
yeah. nothing
Well yeah that would explain the errors
Okay sweet
Are you actually 100% sure this project has the latest sdk since those files were added only in the latest release?
Well then just try to import the latest sdk into the project again 🤷
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
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Will do
should I delete the original first or just leave it?
alright
sorry. I only ever used "SampleScene" so im not really sure how to get to a empty one yet. x_x
You can create new scenes by right clicking in assets
alright, so im importing the sdk into this new scene?
Well you aren't importing anything into the scene just your assets
It's just safer to be in a empty scene while importing
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.
welocme to the club
Check your console for errors after clearing it once
Yeah not sure your errors won't really go away until those things will exist 🤷
I may just download the sdk from the page again. im really not sure how they could be missing but eh...
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
it's there
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
so just what was in the Managed folder?
Basically yeah but do it trough the file explorer while the projects are closed and make sure to include the meta files
got it
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.
I would suggest looking up a tutorial that goes over probuilders functions
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!
I have never used probuilder myself so I can't really say anything more
ah ok
it's working in the empty project, but It does not have those dll files
Well it should be working since you don't have udon sharp in it
actually no, in a completely new project, it's only showing utilities
this is after downloading the SDK from the official site x_x
Hmm
is there any way you could send me the files?
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?
mmmmm, i could screen share in vc.
I literally just had to google it, sorry for being dumb lol
trying to seek the answers to things you don't know yet is the exact opposite of dumb I think
ha yeah :)
thank you this gave me some useful info and fixed my problem
Does quest support finalIK or LookAtTarget from Unity standard Assets?
whenever i try to test my world in vrchat it just brings me to the default home. what do I do?
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
hmm i put it high above the ground and it stills spawn me at home
anyone have a solution?
look for erros in console
Also the latest pin on this channel
Who is this directed at?
The person above you as the latest pin is for fixing problems like that
Oh I'm dumb and read the pins upside down
Wondering what game ripping had to do with the conversation lol
Yeah that one is from 2017 lmao
anyone have beach/ocean tropical related assets they would like to share that are not off the unity store?
try sketchfab maybe? some assets are free
will try thank
how does one assign more then one layer to a collider?
you can't
Trying to learn how to create worlds
Also how does one create a rigbody collision hitbox that is not a cube?
Either you use multiple primitives to construct the shape or convex mesh collider
Oh I will try that tomorrow
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
You do it in udon yourself
Not much of a Programmer, has anyone made an udon alternative?
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
But in anycase that's more of a question for #udon-general
Yeah
im pretty new to making worlds i only know extreme basic 2.0 is there chat send world links ?
ill ask in a bit, its just im prototyping something and dont wana invest a huge time unless my idea works
?
Seems to be pretty easy
o
And then just run it whenever you want
Ill Have a Mess around and report back
Not really sure what you are asking
is there place to send public links
Rigidbody wouldn't support a high poly mesh collider to begin with as an hard engine limit since convex mesh colliders are limited to 255 triangles for the generated convex and non convex will simply just not work
If you want to post a link to your world you can do it in #shameless-self-promotion
huh, did not know they were capped
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.
Anyone know if it’s possible to make a vrchat world with planet type gravity
Like you can walk around a sphere
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Occlusion-Culling
Check this guide on how improve your occlusion settings
Almost anything is possible as long as you take the time to figure out how to do it in constraints of vrchat
I am not experienced enough especially not in how gravity works
I know rigid body gravity that’s about it
Well yeah then it's not really the best starter project
Bit more progress on my world, gave the video player a slight glow
@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
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
yw, thank you for looking at it! I use your prefab and love how easy it is to set up. thanks for making it!
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
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?
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
You can't
They animate the layer weight
Yeah, I was able to add the followtarget and lookat scripts just fine, but it just won't work if I build and test, only if I press play in the editor
Yeah they change the layer weight using the slider
Not really sure then I haven't really touched the player tracker in ages I just checked that it still works in game
at the very least, is there a way to access this layer weight through u#? or do i have to do it on an animation
#udon-general or more specifically in Merlins discord since you are using u#
ty ty
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”
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Alright thanks
Does anyone know how to set up the UI like room of rain with the post processing settings?
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?
ty
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
Should I use different Unity projects for each world I am making or can I just use the same project for multiple worlds?
You should make a project for each world
Okay, thank you.
i use the same one but set up new scenes for each one, because i tend to bring assets, scripts, etc between worlds
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
How would make a proper working flashlight? Because I having trouble myself
make a pickup, attach a point light at the end of it, voila
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
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
progress, couches can be sat in
is that a stream of the bois playing D&D ?
@ocean igloo lmao
That's me and the bois playing D&D for one of the promotional screenshots on the Steam Store.
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..
absolutely not
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.
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/
A simple VRChat output log parser that shows you user activity in maps you have visited, as well as basic trigger, warning, error and exception summaries
does the cube have a collider
iirc 1 added a bunch of checks for spawn points being on valid ground
this is the cube
ok so most likely another error then, check out temporal's link
is vrchat home the only instance listed?
yes
Ok so i imported VRchat to my boyfriends computer and it works no issue over there
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?
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.
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?
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Was there anything special about the way it was on the other drive or the drive itself to cause it not work? 🤔
not really, just one drive for games and the other for everything else (unity, blender, etc...)
Ugh that sounds like something fun to try to repro for detection
What is keeping my world in community labs? How can I get it made public?
is it possible to have ui work with urls? or is it video players only
if by that you mean to load a web page? web views are disabled in vrchat
What the differences between SDK2 and SDK3?
SDK2 is the older deprecated version that was replaced with SDK3
SDK2 uses the old trigger system while SDK3 uses udon
So if Im starting working on new world I can just start with SDK3 with no issues right?
Yeah
Read the docs on how to get started with it and use #udon-general for any udon specific questions
Ok, thank you 😄
how do you make worlds in vr chat is it possible
Well why would there be a #world-development channel otherwise 😅
idk do you know how to make them do u need an app
Yes you make them with Unity
https://docs.vrchat.com/docs/setting-up-the-sdk
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Cur...
Huh? What are you spending money on?
it says to spend 399 on unity or somthing was it free for you
Where does it say to buy unity? Unity is free to use.
oh i downloaded unity hub then i pressed new game then it said get editor
What I linked above has all the instructions on how to get install the right version of unity
oh ok
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?
@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
Sure, but the last update I see to SDK3 was two years ago now. Unless I'm looking in the wrong place?
wdym son?
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
The SDK console's last update message was in 2019
define "SDK console"
Sorry, Control Panel
https://vrchat.com/home/download this is where you should get the latest sdk
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?
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
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.
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
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
If this was where you tripped at yeah you aren't the first to do that there
i did the same thing lol
Yup, the perils of trying to read while my dog is demanding my attention
https://github.com/oneVR/VRWorldToolkit/releases
Also import my world tools checking the world debugger from the top bar will help to figure out what is going wrong in situations
https://github.com/CyanLaser/CyanEmu
And this which will help you test in editor without building
Yeah, I saw the emulator when looking for more/better documentation. Thanks for the link to your toolkit as well
https://github.com/MerlinVR/UdonSharp
I assume you found this as well since you said you had C-like experience?
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
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
this is what i want
however, i dont want this - i want a different material for the inside
is there an easy way to fix this?
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
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
Well that's a whole separate problem you might wanna go ask in #3d-modeling
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 ❤️
SDK3 or SDK2?
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
What is saying that?
Well that's normal with sdk2 it's been a thing since over a year
any luck on finding a way to fix or get around the problem?*
i've tried publishing the world a few times but it keeps getting stuck on processing upload
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
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
Nice
Would anyone possibly know why my bushes might not be showing in the reflection of the mirror?
(2nd image is the reflection)
the bushes probs on a different layer that the mirror isnt set to cull on
Or alternatively the bushes are not double sided and face the players view causing them to disappear when not looking directly at them
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
Both of those are pretty much guesses since you didn't really provide much information on how those bushes are made
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
And what layers do you have on the mirror right now?
I have player, mirror reflection, and default ticked
Maybe enable environment as well though I can't remember what terrain stuff defaults to
Heck didn't work, i tried just ticking every box to show everything but that still wont show the bushes
cursed bushes
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
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
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
Quick question, where can i find the pen emitters ive been seeing around in worlds as a prefab?
https://booth.pm/ja/items/1555789
Well this is one that's often used
If you are on SDK2 you need to import standard assets
My world is sdk3
Then you import udon sharp and then the pens
I already did udon sharp earlier so I just need to import the pens, thanks!
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
hey!
so
if you scroll up, i actually had the same problem, but .@1 has the solution in chat!
just in case you can't/don't find it, it's right here, ^
alright ill give this a go, if it works this will be golden
thank you so far
google was absolutely no help
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
good luck!
alright im pretty sure its worked already since i can now press the upload button
thank you so much ❤️
of cours!
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
can also help to change the name in the code so you can find it in your shaders tab
does anyone know why the lights you place in unity would cause a models, shaders to start flickering / mess up?
Yeah thank you for the help!
That depends a bit on what kind of flickering it is
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
If it's a real time light it could just be flickering because of the limit on pixel lights in unity
You have multiple directional lights?
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
Directional light is meant to be the sun you really shouldn't have a bunch of suns in the building
Directional lights emit light the whole wide of the direction from where you set it to be from
oh
yeah okay this makes sense
Is vrc station currently broken? It doesn't seem to be working for any object
Shouldn't be broken
For my first unity project I like how it is looking
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
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?
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
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
Which backwall? Thanks for the suggestion
the 3 story backwall
3rd story? There is only two I think
You should look for shader that does anti-tiling, it'd help a lot with the look of your walls
sobody can help me with the audio think 😮
your second story is so tall it looks like two story
I will look into that
What are these red symbols? The portals still work
You have community labs disabled ?
does anyone know where I can find a set of stage/disco lights?
havent been able to find any
Something i'm working on in blender for a future world
Anyone know any helpful tips for porting it all to unity without rebuilding materials and textures?
You can export with textures/materials by using batch mode in the export fbx settings iirc
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?
Hello, you can dispose lightprobe in your scene threw GameObecjt>Light>LightProbGroup
a yes thank you
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?
you have to use the av pro video player for live streams
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
are you on sdk2 or 3?
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 ?
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
https://github.com/MerlinVR/USharpVideo merlin's u# video player for example, requires USharp though
thx this can be usefull
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
This is my current world looks like but when you load into it its not this update is an older one
do you have any errors in your console?
No errors
they can cause the build to fail and it just ends up uploading the old version
how would i see if there is an error?
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 !
did you run the debugger in the vrworldtoolkit?
im not sure how it works lol if you could walk me through it i would learn it better
theres really not much to run through
install the package, then click open world debugger under vrworld toolkit menu
then click open world debugger under vrworld toolkit menu
the screenshot in the page I linked shows it too
your screenshot is too small for me to ready any of the text
sorry
but it looks like the first 2 issues under general would be what you want to look at
I can not find the run debugger option
ya i have it open
ya all the auto fix things are none clickable
also show the top errors in your console
Assets\HolyShift\Scripts\CheckForStandardAssets.cs(11,18): error CS0103: The name 'AssetDatabase' does not exist in the current context
this error pops up
delete it
should i use sdk 2 or 3 currently..
eyo how do i make a an object pick up for everyone? and not just me
that depends entirely on what you want to do with your world
sdk2 or 3?
3
@dusk sapphire thank you for helping me with this
vrc pickup script, and an empty udon behavior script with synchronize position checked
what i am mostly looking to do is just make a home world that has a mirror, portals, and some avatars i have.
sdk2 is fine for that
alright
oh man i did a build test and what do you know the new world posted
what nodes do i add in the udon graph? (idk how to use the graph)
you dont need a graph for sync'd pick ups
just an empty behavior with synchronize position checked
oh i found it... Thanks Temporal
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
the light probes don't do anything if you didnt actually bake your lights
how do i bake the lights?
check pins in #world-lighting
ah, i'll go take a look
:|
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.
How? Were you working on your world in the default scene or something?
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.
That's possible as when I updated to SDK3 for my avatar, it reset my FX Animator despite it having a different name because it was a duplicate of the example animator
I just remade the important parts, but there is a bunch of coding stuff I have to relink/fix now.
What do you guys set your player audio settings as? what's the optimal settings for it
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)
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
||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?
When you select it does the panel at the bottom of the console show more info?
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
The prefab in my Project or Hierarchy?
Assets
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
well i have done that once before
Yeah 🤷
Could just replace the prefab from a working project using file explorer while the project is closed which should fix it
yeah i will try that
Or alternatively just delete the prefab and reimport sdk over
As long as the references are back the problem is fixed
Thanks man :D
(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.
Ah, I found it under rate limiting. I need to put in a work around for that then. https://docs.vrchat.com/docs/video-players
@deft sluice wait what you tryin to do rn?
Six or so video players at the same time.
6 different videos or 6 screens of the same video?
Six different videos. I am pulling in clips from http://localhost/ as background for a video project.
sdk 2 or 3? cus its possible to have multiple streams in sdk3 but idk about sdk2
SDK3. I am putting USharpVideo now and going to modify the player script to gracefully handle loading a list across multiple screens.
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
I think the ceilings should have their own materials
pillars as well
ground needs a normal and roughness map
and overall baked lighting
How would I do a roughness and normal map?
You can find them everywhere, but substance painter is often a good place for texturing
woah that helped amazingly, thanks
might wanna rotate the normal map to match the wood grain orientation
so
i made a VRChat world
and
i just uploaded it
and it has 1 report
is that normal
?
The report count starts at 1
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)
It should can't guarantee it would because we don't really know the full details on the systems
also i can't find Skybox anywhere in Unity how do i do that step the video i am watching didn't explain that?
Oh wait depending on what rank are you now?
Hmm...well, I'll have to risk it. (i know 30h is not a lot)
I didn't notice you said community labs at first
Since that's a higher jump than to just being able to upload I don't have much info on that
So not sure 🤷
You can set the skybox in the lighting window, not sure how you are trying to find it
idk how to do that as i am fairly new ti Unity ?
Trying to look up my rank on the web.
You go to Window > Rendering > Lighting Settings from the top bar then at the top of that window you have the skybox slot
ok thanks
i forgot
i don't know where she got these day textures from she linked a website but its more like for walls floors and roofs ?
how to fix this
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
ok thanks
How do I get the VRC_SyncVideoPlayer to allow players to input custom URL?
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?
I want players to load their own URL into the player. How do I do this?
https://docs.vrchat.com/docs/vrc_syncvideoplayer @warm vortex
Sync Video Player has various features, including: Allows a Video Player to be synced with others in the instanceAllows playlistsAccepts YouTube, Vimeo, and DailyMotion URLsRequires: Video PlayerRPC's are available via the SendRPC action
anyone know if your world's community lab traffic is affected negatively by marking it nsfw, gore, etc on the upload prompt?
in practice, you shouldnt want to tag it as any of those
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
Did you update udon sharp as well?
oh, no I didn't.
Make sure to read the update instructions
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
#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
oh, what part is udon specific? I didn't know
Mainly the video player part
ah okay. and the fading audio?
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
okay, thank you ❤️
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?
on the texture import settings you can change the resolution, by default unity will import at 2k resolution
Oh yeah. Should've spotted that one haha. Thanks!
if its just an audio source that fades out over distance, you just need to adjust the curves on the audio source component. it's also represented by the 2 spheres that show up in your scene when you click the audio source. You can also do it through the vrc_spatial audio source component.
https://docs.vrchat.com/docs/vrc_spatialaudiosource
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
oh that's what you meant
