#world-development
39 messages ยท Page 64 of 1
this is probably more #udon-general related as you'd change it using that
okay, thank you โค๏ธ
at least i think so? in sdk2 its just adjusting place voice fall off in scene descriptor player mods
Players have two sources of audio: the voice coming through their microphone, and sounds attached to their Avatar. With Udon, you can change how a Player hears other players' voices and avatar sounds. For example, this graph makes it easier to hear another specific Player, boosting their audio by 5 ...
Yeah in sdk3 you adjust it with udon
kk ty
I'm trying to atlas the textures for the house I'm trying to import, but for some reason when I atlas it with Cats, the texture ends up having a massive area of completely empty space. Is there any fix for this?
Add more textures in your atlas or scale up some of the textures
it only uses the resolution of the images that exist, so if it doesn't fill up the result atlas, then it'll be transparency leftover
not sure i can ask at this time of night but ive ran into a very weird problem, i have doors that teleport you when you walk into them but they arent rendering the mesh but still function
invisible doors more or less
Were they Visible before you added the VRC Trigger?
yes
and they were visible earlier but something has changed their mind
but i havent touched them since i placed them
Is Mesh Renderer Checked?
Does the trigger still work?
lemme try quick, its been a long night when a simple fix could've helped >_<
tried 2 different things and nothing
does it still show up in your editor in play mode?
can you show a screenshot of the components on the door
wait hold on...i think i cracked the code
it changed the door from default layer to...mirror
right
thats exactly what i wanted
well there you go
thank you for the help both of you
unity is an absolute nightmare sometimes
you generally do want on enter trigger colliders on mirror reflection layer so they don't interfere with interacts, pick ups and raycast
so they should be on their own object, and not on the actual meshes
ill keep that in mind, im very new to world modeling
so anything is appreciated
thank you
so having a very odd and frustrating bug for uploading worlds console has not errors dosn,t say if its conflicting with anything but when i join the world it immediately blacks the screen and sends you home and now its ses its 200mb map when i know its 30mb with all the lighting baked even.
iv tried sdk2 and sdk 3 udon same results i prefer using sdk2 for the world.
import https://github.com/oneVR/VRWorldToolkit it automatically detects and helps fix common issues
also I hope you didn't install both sdk2 and 3 into the same project
does it say the build was successful?
yes
i try to join the world it crashes you and sends you home theres literally nothing in this world
is your world public?
no i wont public it till i can get it to work for my self
put your vrchat logs into https://nyanpa.su/vrchatlog/ and see if it says any errors when trying to load your map
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
uh remind me how to get logs again havnt had to do that in a year or 2
also if you can, a screenshot of the vrworldtoolkit debugger
instructions are on the site
models are way more simple and never had issue with those but updating a avatar maps been a living hell right now
still dont know whats causing it to be over 200mb when the file of the map its self is 10 to 20 mb
but yes no visalbe errors in it
that build window doesn't look correct at all
i suspect you do have errors in your console
is that the latest version of the debugger?
and sdk?
can you show a screenshot on the console in unity
hit play
sure
moment hit build so now i have to wait till i can cancel it now
just one error on a simple button in scene
yeah that doesnt look right, restart the unity editor and hit play again
sometimes the console doesn't work right
also do you have any unity store assets in that project?
things known to cause issues are light probe placer, all sky
Hey, dose anyone don't mind if I created and develop a studio Backlot in vrchat
is there more?
For the purpose of film and for my favorite YouTubers too who would like to film in the Backlot of vr Hollywood
thats literally all thats there
have you gotten your vrchat logs yet
no i have not ill have to figure out how to get em then
the page i linked you tells you exactly where they are
Aw crap, dose anyone know what version of unity works for vrchat?
it might just be faster if you dm me that world's id so i can quickly look
2018.4.20f1
Thx
how would you even check a none public world
k ill loading into world see if i get a new log
okay got it put it in the log thing you suggested
what am i looking for
yeah thought so
your build failed, and it uploaded the last thing that was built successfully
i see an old id there which i dont use
i see you have a 200mb public avatar world and thats what got uploaded instead
well im not using same id or same unity prodject all clean unity file
so i dont under stand y its showing my old id ?
builds are stored in a temp folder
it uploaded the last successful built thing there
if the toolkit didnt pick this up it means there are some scripts causing errors in your project
what other 3rd party assets do you have?
maybe just poiyomis but i'm not even using it in there just standard shaders and bake lighting i haven't even put pedestals yet sinc enothing sbeen working
yeh i keep up to date with that one
i can remove it i guess i dont need it
but thats it i have tool kit sdk2 and a model
and just to check, unity 2018.4.20f1?
yes its current version
try hitting build and upload and see if any more errors show up
dont upload, just get to the upload screen
just get the trigger warning
Wait so that version doesn't work??
i dont have issues uploading avatars so maybe i can some how wipe world temp files
no that is the correct version
you can try clearing them, they're in %TEMP%/DefaultCompany i believe
but you're likely just going to get a different error instead when trying to upload
are you sure you don't have anything else installed?
maybe try reimporting the sdk
does the toolkit say anything different now?
Have you guys ever heard of 3d warehouse sketchup? Cause I wanna Barrow there 3d model for buildings and props
Not to mention unload it to unity
well re imported tool kit
now its saying this
wont let me bak occlusions either now
reimport the sdk if you havent
have i rebooted unit y now theres only this warning
since i removed all my triggers and shaders
you didnt need to remove triggers
well im stumped its way late at night now been trying to upload a box basically for 3 hrs
at this point just reimport the sdk and try uploading again
i dont see anything that should be wrong either
i need rest for work now but thanks for trying to help im tired and frustrated need to sleep on it for now
re-imported sdk still same thing still so ill sleep on it will update if i ever get it to work ill stick with models for now
Ayo! Does anyone know how to make a mirror local instead of global? ^^
Yes please sorry I just got it lol Thank you though!
@random owl upgrading to VRChat+ granted the access to Community Labs. ^^
is the VRChat Home Kit good ?
blender question...i have missing faces on this model, but they are there in Maya (the program it was built in). the import method was FBX. the faces are also fine in Unity
hi guys i have a quick question, im new to VR Chat and cant upload content yet, but am i able to upload and view it from myself to see it alone or not at all?
you need to be at least New User, i think @glad ridge
is there a way you can download a world a view it in unity?
yeah
like this
Not without breaking the TOS (and thus getting your account banned)
@verbal hare It's a longshot, but try going Edit Mode > A (Select all) > Alt + H, just to check it's not hiding those individual faces for some reason.
that wasnt the case
I asked this in #user-support-old but I'm a newbie to world development. In short, when I test build my world, VRChat does open but immediately crashes when trying to load the world.
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
If it doesn't find anything might be just something you are doing in the world that's crashing the client
what the hell? it says im a new user
i've been using this account for a long time
so thats where my problem is
Well fix the issues and see if things work
After it usually goes into things like if you have million polygon mesh colliders or a lot and or long audio with bad import settings
Turns out it was the mirror
Yeah that can happen
i hope there would be a genshin impact udon world
Does anyone know of a list made by vrchat explicitly stating what isn't allowed in worlds you publish to community labs? I cant find it
I mean anything that breaks community guidelines and or terms of service as with other areas of the game
alr ill take off the community guidelines then thanks
๐ค
One simple trick lol
Someone can help me, I've no idea why i cant type for put the name of the world and the other things, if someone can help me pls, I've restart 2 times Unity
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Ok, i will try, thank you very much for the help
This may be a stretch, but I'm attempting to make Wheel of Fortune with a wheel you can grab/drag. However, my hinge doesn't stay flush with the floor and fixates above. I've tried moving the connected body under the floor but it always stays in that position.
Yeah it worked, thank you very much sir
Unity crashed while uploading an update to my world, it seems to have gone through however the "Last Update" still says a month ago. Does that just take a while to update or did something bug out and should I try reuploading again?
what would be the easiest way to make stairs and windows - blender, or Unity?
You'll need to use Unity to build worlds
Hey in unity I saw on some of the worlds they have those flying vehicles that you can sit in one of them had the nimbus with one controller and another had regular spaceship with two ball controller things I was wondering how I would be able to make that and if there's a video tutorial out there I have not found one yet but if you guys have one could you please link it to me, sorry I'm still very new to making maps so if it's something simple I'm very sorry.
can i use the sdk 2.0 for videos and pens or will i have to make a udon or 3.0?
Pens and video players are def possible in SDK2 c:
ive looked apon google and it has been an absolute waste of time
how do i add them do you know?
@silent plinth Do you want to make them from scratch? Or just having problem making them work on your world? Or are you just trying to find them? https://tinyurl.com/vrcprefabs This link has a lot of prefabs you can add to your world (including video players) (link is in the pined messages on here)
that link is an absolute gold mine
i wasnt sure about how to get my hands on pens that i see in alot of worlds but maybe there is one here
thank you very much squall
what about externally through a browser?
with the exception of vket who were allowed the function to open a link in game, we do not have that
project:full blown computer in vrc
Where can i search for Skybox's?
how do u make pick ups and other things not local only
trying looking up "night city skybox" into google or bing and see if any for unity pop up
same thing goes for the asset store
i will check
i meant how to make them not only move for you, i have them with the pick up script but for some reason everyone only sees them locally
you sdk2 or 3?
3
ah, add component : udon behaviour > do not add any scripts, but click sync position and it should move for everyone
thank you
Helloo, I'm curious about something. I'd like to make my floor wooden and I was wondering if there is any way of making it look more..'wood-ish/realistic' like you can do in blender, having small creaks instead of just a flat texture, is that even possible in vrc/unity?
Example below, thanks in advance!
yeah height maps but dont ask me how they work or how to make em I just know what they do
Ooh! I think I know what you mean
! Thank you so much, I'll do some research on it
Height maps, normal maps, roughness maps, etc
Hopefully quick question, I recall in the past seeing chairs that didn't override your IK and still allowed you to move a limited amount (at least when using FBT, never tried it without) Was there a certain trick needed to get that to work?
might wanna check out the documentation page on stations, SDK3 station might be what you're looking for o: https://docs.vrchat.com/docs/vrc_station
I have questions. Is it possible with sdk3 to generate units you can ride on. Say a horse stable.
Yes, it's vv possible to make vehicles in SDK3 (and sdk2 for that matter, though likely with some more difficulty) c:
Sweet, thanks @errant beacon, I will research vehicles
I looked at those docs before, but I don't think it was SDK3 stations, because I recall seeing the same behavior on some chairs on avatars back in June. Although it is always possible that the behavior was a bug, as I don't recall seeing it recently
ah
SDK2 station with the Seated property unchecked might be it then? o:
yw! c:
I swear I tried that, but will test again
I have another question regarding what might be possible with the engine. I would like to pilot a ship with multiple people on board. My past experience has lead me to believe that it's difficult. Avatars tend to rubber band and unless you are seated, it becomes a somewhat vomit inducing voyage. However, what if the only object you could technically be on is the ship and you were able to move the world beneath you. Would this be possible?
graphic for reference
That would be possible yes, but keep floating point stuff in mind
you might want to look into 3D skyboxes for that? (basically have a tiny version of your map that's blown up in the skybox that you move to "fly" the ship around, rather than moving a massive full-scale world model instead) o:
How are normal maps in VRChat these days?
heyo, im trying to use common tools & toys for my map, VRCSDK3 + Udon, but so far any package I try to use has "missing script" on every prefab. I suppose Im missing some required library/package but I do have udonsharp imported so im not too sure what im doing wrong. Any help welcome.
define normal map? o:
Are you using Unity 2018.4.20f1 and the most recent version of SDK3? o:
2018.4.20f1 yes, SDK3 yes but not sure how to check the version
(world build/test/publish works fine btw, i just cant get community assets to work)
The .unitypackage for the most recent version should be called "VRCSDK3-WORLD-2021.01.28.19.07_Public"
also, is it all community assets or just one? might wanna make sure that the asset is compatible with SDK3 and is the most recent version of said asset o:
according to the version file in /VRCSDK I have the right one, and yes so far it seems any prefabs I import that dont rely on udonbehavior visual script will have the script missing
Maybe I messed up with UdonSharp import ? Not sure how to check what is wrong
odd o:
Did you import UdonSharp as a .unitypackage, or did you import the source code as a .zip? o:
also, having a screenshot of any console errors could be helpful
Height maps, maps that allow for the illusion of depth. If I can make a sphere and apply a normal to that sphere, and then just apply a color ramp to the depth. I can make a fairly low poly solution.
Ah - in that case yeah, normal/height/AO/etc maps are def allowed in VRChat lol
would recommend keeping your textures below 256 pixels for pretty much everything except normal maps, which shouldn't go past 512 imo
Oh god
128 and 256 for albedo/color and normal maps respectively might be a better target actually
Sounds low, but you'd be surprised at how much detail fits in 256 pixels lol
texture sizes bloat map files v quick
also, keep the Crunch Compression option in mind in the texture's settings too! c:
won't reduce memory overhead, but it can reduce filesize drastically
I deleted UdonSharp and reimported the package, looks like its better - ill test that, thank you
hmmm I have used crunch compression before.. I am using 16x16 maps atm...
each pixel is a color, then i just put the quad in the proper pixel
oh in that case you're fine lol
thanks Zuvali, I will consider 512 for the normal when I go to build the world I'm thinking about.
yw! would probably recommend 256 with 512 as a cap for normal maps specifically
That's still honestly horrible general recommendation
I mean, with albedo maps at 128 or lower, leaving the normal maps at a higher res seems like a decent idea to me o:
absolutely wouldn't recommend going past 512 though, as 256 would def be good for pretty much anything
Any kind of recommendation that you give to someone without having any idea of their world style is horrible
512 is way too low for any properly atlased pbr textures
should clarify then lol - for tiling, repeated PBR textures with seperate (non-atlassed) maps, 128/256 then imo
hmm
for atlassed stuff though yus, def more pixels to actually fit the detail in
That still depends on how their textures are made
If someone is using asset store stuff or making their textures in substance painter that recommendation does not work
sorry, just recommending what works for me - def lots of ways to optimize textures lol
Well I use substance painter, but not for this application
Yeah but the point is that you should not recommend something that depends on 100 of different factors
Like let's take this vhs cassette for example at 1k texture size and crunch compression the textures are 150 kb
Ok. I will work on some ideas i have on this end. I think there are valid points made regarding compression and load.
Now let's put it down to 256 sure it's 125 kb less but it's also unreadable
Always set the import settings based on the individual texture as low as it goes depending on how much you are willing to compromise or how low it goes without losing any quality
Aim for the smallest file size I can get without sacrificing quality.
^ the jist of what I was trying to say yes, sorry lol
hey, i got a problem when i try to upload my world, the upload menu doesnt appear. when i click build and publish it it goes throught the process and then just takes me to the main camera with no menu to input the name or upload the image. and it not giving me any errors in the console either
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
already did
this is what it says
maybe its the lights?
but when i bake them, they just stop emitting light
Can you show the settings on the camera that's view you see in the game window?
this?
Hmm yeah -1 shouldn't overrender the upload camera
Try to upload again and then check if the upload screen is spawned in properly at the bottom of your hierarchy
nothing appears at the top of the hierarchy when i try to upload
nope nothing at the bottom either
That's a mysterious one then since there's no errors and nothing get's spawned ๐ค
Anything interesting in the warnings?
oh well i just tried to delete the sdk and re import it, and now when i try to upload it i am getting some errors
maybe it just didnt show them before
Unity do be like that sometimes
Did you move your VRCSDK folder?
In my file explorer?
Well in general inside your assets
Like is it in the place it originally imported into
yeah i havent moved it
Show me that Assets/VRCSDK/Dependencies/VRChat folders contents
Now the good question is why does it think that the folder doesn't exist
is that why its not working? hmm idk
is there a way to manually input the path it needs?
It wouldn't really solve the actual problem here
Can you clear the console and try to build again and see if that error comes up again?
That one is just a normal one the sdk throws by default
oh so we got nothing to go off?
probably let me go check if they've updated since i last dowloaded it
You can try making a empty scene adding just the vrcworld prefab and trying to upload that to see if it's just something in your current scene stopping it
Then if that also doesn't work you can try making a new empty project and seeing if you can upload there
If you have some external assets that aren't namespaced correctly or such they can create weird issues like this
ok so i added the uppdated sdk and for some reason it had compiling errors with ur toolkit, so after i deleted that it still doesnt work but im not getting any errors either
I had to release a patch for the latest sdk so I guess you were on a older version of my tools and sdk
and idk if this is any help but the list that shows the name and stuff doesnt appear
That's alright I think it just got lost from the cache or something while you updated
You can try making a empty scene adding just the vrcworld prefab and trying to upload that to see if it's just something in your current scene stopping it
Then if that also doesn't work you can try making a new empty project and seeing if you can upload there
Try these steps next ^^
I'm going towards it being some random script with some assets you imported breaking things
yeah it does work on the empty scene
this why i never import scripts wen i use assets from store i all ways test stuff in a test world
Okay if it works in a empty scene ๐ค
ill try and delete the external assets to see if that works
Then it's something in the scene itself
I would love to know what it is so I can add a check for it
yeah ok ill tell u if i find out
i hope you find the problem
so i've deleted all the external assets but it still doesnt work
Duplicate your scene, try to upload the duplicated scene, then start cutting out game objects and trying to upload again
how would i duplicate my scene?
Select it in your assets and ctrl + d
You can just do the half and half to find it quick
Start by deleting the top half of gameobjects see if it uploads
If it doesn't do the same again
That helps you narrow down slowly where in the hierarchy the problem is residing
well just to see if it was an object i first just deleted everything except for the game object that had the vrcprefab and the spawn point and it still doesnt upload
so it seems its not a object
Can you check the meta file for the scene?
where is that?
You need to go trough file explorer to the assets folder
And there will be a file named the same as the scene with .meta at the end
theres no file with the name of my world but there is a _lastbuild.meta
two little questions :
1- is there any good "all in one" pack for things like drawing pens, flashlights, toys & tools for players ?
2- im using NorixWolfeVideoPlayer out of the box (just moved some interface elements arround) and videos works fine but I have no sound. Speaker from the prefab is there, active and seems to be set up properly. Any suggestion on what I could check ?
oh and how would i open it?
Looking at your screenshots there should be sound.unity.meta file there
oh yeah i see it
You would just open it in notepad
this is what comes up
fileFormatVersion: 2
guid: 99d1806238ae5384992b58c0169170c9
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Usually since people focus on making a single asset there really isn't any all in one packs
I'm not really that familiar with video players in general nor that asset so I'm not so sure could possibly get in contact with the person who made it
That looks normal
It's a bit annoying trying to find the issue in cases like these
In this case might be honestly ๐คท
yeah well thanks for trying anyway, this is the second time youve helped me
Hopefully it wont happen again after you remake ๐ค
yeah hopefully
does anyone know if the vrcbilliards asset would break if u try to have more than one table
It would
Hey guys, I'm pretty new to world building, but how high do you make your walls/ceilings? I know about some cube technique, but how many cubes would one average avatar be? 
I'm fairly certain one default Unity cube is a meter in all dimensions, so roughly 1.79 meters/cubes would be the average US height for scale c:
don't strictly know the average avatar height since they vary wildly, but that might be a good start to experiment with o:
Player collider will always be 2 m tall
I am trying to upload a map but sdk is trying to upload a non active/not opened scene with my current scene.
You need to go trough the file explorer and edit the meta file of that scene to empty the asset bundle name
Oh boy..I made my world way too small then
Thanks a lot!
Meta for both or one?
yw! and yus player collider itself is 2m like 1 said c:
Mainly just remove it from the wrong scene
Because that's what is causing it to get included in the build
Yeah it's a rare thing
There's at least one unity asset store asset that has a broken scene included with it
And it can happen if unity crashes while you are going trough the build & publish
oh.
Inb4 you got the palm trees
that explains it
my unity crashed while build & publish and i had to reimport my assets yesterday
and its trying to upload thats maps assets
so makes sense
Yep that would do it
Whew
Usually you should be able to fix stuff like that without complete reimport but that depends on what exactly happened
is there a light shader for object that I could download that anyone has or a tutorial or some kind to make a moving object luminous?
An emissive or unlit shader might be what you're looking for - Unity should have some built in, and Poiyomi's toon shader def has emission channels o:
which unity built in shader is it tho?
can't personally remember, but keywords to look for would be "Emissive" "Illuminated" or "Illum" for emissive ones, and just "Unlit" for unlit shaders o:
If you want the things to actually glow you will need post processing
Uploaded a world fresh but keep falling through the ground. I searched and tried what I could, but I can't figure out how to resolve the issue. If I put Respawn Height Y at -100, I endlessly fall. If I put Respawn Height Y at 110 (above ground), I float in a nauseating state and can't do anything. Installed latest VRC SDK from the website (2021.01.28.19.08)
Looks like this in Unity:
Show me the collider you have under the spawn point?
in theory if your temp banned from worlds, is there a way to build and test worlds without it sending you to the deserted island
Ok so guys, I had a really great idea for a VR world, tell me what y'all think, positive feedback only please
interesting for sure
I feel it should be a paid world for sure. $70 a month would cover the experience of the raw emotional energy
anyone happen to have a hammock asset thats free by chance
well heres a hammock if anyone ever needs one https://opengameart.org/content/hammock download and open it into blender change the color and export to obj
Will a low pass filter on a video stream speaker work?
I'm having trouble with it.
is there any way to lock a gameobjects proportions when scaling?
so basically, don't have the parent selected, but the children instead
is that what you mean? @near escarp
ah if it's not the main object yes
ok ty
Question:
Is it possible to make a button in vrchat, call a particular discord chat/room for the user? Anyone can point me to a guide about it? (i haven't had much luck searching for that)
That isn't possible
Daaaamn
So probably pasting a (discord) link to a user clipboard won't work either, right?
Aren't there browser objects?
Like that open websites?
I haven't done any room development but I thought I saw those
That was pulled off because had security issues.
I understand, but I wish so much they could bring it back soon.
are new sdk2 worlds no longer supported? i cant upload anything, i keep getting "failed to optimize file for upload"
what are you trying to upload ?
at this point just a quad with a standard material
2018.4.20f1 and i just downloaded the sdk from the website. so yeah
could it be because im working of a NAS?
What's that ?
a storage device on the network
ah sure, anything out of the ordinary is often the cause
yeah was going to say I just recently uploaded a sdk2 world
Hi, I want to create a comfortable world in VR, how much fps should I get?
I think that depends on how many polygons are on the screen at any given time coupled with the resolution of the textures you decide to use.
For VR, aim for the highest you can get - your FPS is locked to your headset's refresh rate in VRChat, too
Yeah, if your world can't get 90 fps on a good computer alone in the world don't make it public
Hiya! Is there a channel I can request a quest user to check out if my world's particle system works for them?
hello all, i'm running a minimalistic copy of windows 10 that breaks the 'Build & Test' option and i'm wondering if anyone can tell me/screenshot what the command line flashes up to launch vrchat in the local world so i can manually do it :)
Hai-, I'm having an issue with finding a good sdk2 streaming video player that doesn't stutter for late joiners of an instance. Any help would be great! ^-^ thanks
@cold hound Check the top pinned message in this Discord channel o:
SDK2 should work fine with video players o:
Check this message #world-development message and see if it helps any c:
Then why i'm having that problem i mean i'm using one that's working on my other world
i just copy and pase
i guess i will need to use SDK3 T____T
Check the message and see if it helps lol, there's a guide linked for this exact kind of issue c:
Is it possible to see the source of world reports to better understand and remedy them? (Eg. platform they were reported on)
What happens to world reports after any outstanding issues are corrected?
not sure if the world reports go away, though I'm fairly certain that they're only visible to the world creator
Oh I guess the text being wrong way around
https://github.com/oneVR/VRWorldToolkit/releases
Use my world tools and it'll draw you the helpful indicator showing where the pedestal image will be in game ๐
i edited the prefab and rotated the model so the "VRChat" logo faces forward & Udon logo on top is readable
your tool is even better lmao
is there a good video for how to use and navigate sdk3 worlds, as ive been using sdk2 and updating to that version is a drastic change
is there a way to get UI to layer behind VRChat's Interact glow?
it gets hidden by the yellow image
also
the screen is on the layer Default
and the camera is set to show Default
so why is it a black void in the camera?
do objects have to be static for them to not move?
Anyone know how to make an annimation sync with everyone else?
Everytime someone joins they dont see the animation, I have to press the button again for them to see the animation SDK2
Does the object with the animator have an object sync component ?
How do I make a mirror start off?
Don't enable it ?
how does one do that because im new to all of this
Disable the gameobject at the top of the inspector o:
where do people find the pool table I've been seeing everywhere? I want to put one in my world ._.
Does anyone have a spin the bottle preset that I could snag?
How would I make a dance floor? In unity
vrc dev who made this eye killing place should get a big bonk. Dumdum who has never had an HMD on their face.
Hey my low mirror keeps doing this thing where it won't show players
Which layers are selected ?
Player and playerlocal

Maybe it will be fixed once I upload it?
PlayerLocal should be changed to Mirror Reflection
Are you sure no one showed or only you didnt ?
Only I didn't, again still testing
The skybox did show
Ah ha the mirror reflection helped
help plz
i did big oopsie
first time screwing with terain and i set grass texture as grass texture
help pls
Do u guys know how to play multiplayer in local testing ?
just spend time
to be able to publish anything to vrchat, you have to be above the โvisitorโ rank
its like 12h or something
just send random friend requests
you will have it in no time
there is no way to play with 2 personns locally ?
because we can launch multiple clients
trust me its not worth it
can I invite my friend in a local testing world ?
you can't. it says it right there.
how long is the cool down for the recently updated tag (how long before it goes back in that tab again)
anyone know how to increase the draw distance?
my world gets cut off after a specific point which i really do not like
make a camera, set the clipping plane as far as you like and add it as your reference camera in the scene descriptor
ohh ty
I'm unable to trigger a sound from, say, a cube (OnInteract). Does anyone have a linkt to a guide about that, or can share how do they do it?
I just can't make it work for the life of me (and I made a light switch on my own, so it's not like triggers won't work)
Get the audio source component of the game object and run the command Play (a method of Audio Source)
Wait this isnโt the udon channel
Which triggers do I use to make it where if a player walk into a certain location it triggers an event (SDK2)
That would be OnEnterTrigger with the layer "PlayerLocal" on it. You will then need to add a collider with "Is Trigger" checked to the same game object. The broadcast type is up to you.
Then yeah it won't sync
Anyone have a recommended prefab for a video screen? I'm trying to use tsuna's but it's giving a script error
I just tried Merlin and it worked great, for the record
how in sdk3 do you make it to where one button turns off other objects?
#udon-general for sdk3
yeah your gonna have to do udon node stuff its so much fun
i have a question yall
so if i update my world on Unity and save it, do i need to reupload it to the VR chat servers for it to be in sync?
yes
how do i make a mirror
thanks @dusk sapphire
search for the vrc mirror prefab from the sdk and drag it into your scene
but since i've uploaded it on community labs, does it replace that world with the newer version? @dusk sapphire
yeah, it just updates it
as long as you keep the same world id in pipeline manager
ok cool. one more thing if you dont mind me asking
gotcha
i added a song for my audio source, is there a way to add multiple song files?
so after one song ends, it plays the next one?
sdk2 or 3?
sdk2
you can use the VRC_Audio Bank component for it
the mirror prefab is invisable
rotate it
ok
it only reflects on one side, make sure you're looking at the right side ^
Can used to play sounds easily in a sceneRPC's are available via the SendRPC action Quickstart Guide First, create an audio source in your Unity project and turn off the "Play on Awake" feature in the inspector. Create an empty object (position is not important) and add VRC_AudioBank component to...
lol thank you
how do i make a spawn with the scene descriptor
the vrcworld prefab already has the scene descriptor set up for you with itself as the spawn
im not using the vrc world prefab
you just need a transform in the spawns slot, you can use the object your scene descriptor is on as one
then place it wherever you want the spawn to be
ok
it doesnt say that
it doesnt have element zero
@dusk sapphire it doesnt have element 0
Where it says SIZE put "1" it will add one element
^
I'm getting this weird light and line down the middle of my floor
I have no idea how to fix it
hey @dusk sapphire
sorry to bother you but i feel like you might know the answer to this question
how do i add an image on a VR chat world like if i wanted an image on the wall for people to see?
ive tried the image components but i feel like im doing something wrong.
temporal knows all
mhmm
Just make a quad and put the texture on it
^
There's also the VRC_Panorama component, but I have no idea how that works lol
@dusk sapphire could you help me out too, if you don't mind?
that sounds interesting @errant beacon
Is that baked lighting? Increasing padding can help
https://docs.vrchat.com/docs/vrc_panorama Seems to load images from either a texture or a URL, though I personally haven't used it - is def interesting though! o:
It looks like there is a source of light there but there isnt..there is emissive light on the far right as you can see but thats far away from where that random patch of light is in the middle
vrc panorama is mainly used as a means to load images remotely, or as its original intended use, for panoramas. not a need if it's part of the map.
ah
like Temporal said though, a quad with the image on it is probably sufficient
temporal when you mean by making a quad, are you talking about creating a new single object then applying the texture?
If you have baked lighting sometimes the generated light map uvs have areas too close to each other which can cause a bleeding effect.
Yes
If you really want to optimize you'd make your map in blender and add your images accordingly with your own uvmaps but this is a bit out of scope and a much longer discussion.
okay, ive done that but then i duplicated the object, then im wanting to put a different picture on the duplicated object, but.. when i apply the different image, it also copies onto the original object for some odd reason
You need to make a separate material for each quad
Hello, I noticed something when creating a loop with a timer on the SDK, once in game and that we trigger this loop, at certain times it is not possible to stop it, obviously the speed of the loop is 0.03, but it should still be possible to stop it.
I increased the padding to 4 which solved the random patch of light there, but there is still that hard line that seems to be dividing, since they were originally 2 separate objects then I merged them via probuilder
I am not familiar enough with probuilder to give an adequate answer
So I'm trying to make an item pickupabble that has an emitter attached to it. Is this just not possible? I've been messing with this for like an hour now and now I've gotten it so the collider is all good but when I grab it, it just moves the emitter and not the item. I feel like I'm going crazy lol
By emitter, do you mean a particle ?
Yeah
I even disabled the emitter and it's not letting me pick it up, I'm not even sure what's going on with this item, how weird
No, and I've not done anything different than what I've done for all of the other items I have that are able to be picked up fine. Dropped in the prefab, added the PickUp and Udon component... This one is just being very weird
so the emitter which is a child of the object moves, but not the object itself?
can you show a screenshot of the components on the object?
Now with the emitter disabled it just grabs nothing... the collider/click here to pick up box is working fine but it's just grabbing nothing and leaving the actual model there
Yeah holdon one sec
after grabbing the "mug"
A bit on the top got cut off as well
?? Where
top right
...thank you so much
for the record I didn't enable that lol
Whoever made this prefab of a.. mug
decided it would best be static
that literally wasted me an hour :^) the wonders of a fresh set of eyes, lol thank you sm
Works great with cute smoke now and all, thank you so much ;--;
I recently built a world and found out that the camera position is slightly infront of the avatar
is there a way to manually adjust this easily?
Someone told me that I would have to move the whole scene to 0 0 0
to rectify it
but thats not possible without having to do a lot of work, rearrange a ton of stuff
I looked at stuff like https://i.imgur.com/oCfhtLi.png in the scenedescriptor
but wasn't able to come up with any changes
UPDATE: it is not my issue, it is very likely a vrchat issue
how do i report this to vrchat
Das someone know how to fix this: TV works with normal videos but when i change to Steaming mode only one will work
@neat shale what exactly is wrong?
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
I says that the spawn doesn't have a collider under it even tho it does
take a screenshot of the inspector of the object that has a collider
turns out what i thought was a bug was probably just a change in the default rendering distance from the camera, which i solved by lowering the clipping plane in the main camera and having the main camera be the reference object of vrcworld
make spawn slightly higher
And can you show the exact position of the "Spawn"? I trust the world debuggers assessment on there not being anything under it since I just checked the logic a bit ago.
Like where it's actually located in the scene
do you mean this?
In the scene view
Does the message disappear if you raise it higher?
Hmm 
Can you upload a version of it and give me the world id so I can try loading in it myself?
Can't upload because of a new account i had to make because i play with steam account
What if i upload the unity project folder to some place
can you use it with your unity
I mean sure if you zip up the project folder
you should zoom to the spawn why like the foto now you cant see it for sure it look maybe ok but if you zoom to it it may be more down then you think be sure that you see the right locasion
It was just colliders overlapping the spawn point figured it out in dms
o ok sorry i miss that then
i got also i question if i use 2 coliders same position and change one on and one off with animation same time is that a problem? in unity i test it i not fall down
I'm not sure where to ask. but if anyone knows and could help me... I imported what I created in Blender to Unity and the hole (circular window) in my wall became grey. Is that normal? any way of getting rid of that?
you should be able to create a new material in unity thats transparent to be like glass and then it should work properly
thank you.
How difficult is it to make just some floating text in world space that DOESN'T align to a camera
Like I just want some Text near a door, but there are no clear examples anywhere, just loads of tutorials doing crazy stuff
It is very simple, with UI text. This video (first minutes) teaches you how to do it https://www.youtube.com/watch?v=us-yO_E31gU
This tutorial shows you how to make Unity UI Text and Buttons. With the buttons you can activate different functions but these functions will be local to you only. I also show how to link these buttons with triggers to do global actions.
Official VRChat discord:
https://discord.gg/VRChat
Have questions or want to see a specific tutorial? Ask ...
UI is visible through meshes though
That's just a editor bug to see them properly enter and exit playmode
Anger
Thank you, I was fairly annoyed by this xD
Def is quite a annoying bug
Aye xD
Does this method still work to make objects pickupable? I canโt find those scripts anymore. Is there a new method now?
That's some pretty old instructions
Gonna depend on if you use sdk2 or sdk3
Pickup script is the same at least
Object sync on sdk2
And for sdk3 you use a udon behaviour
Shouldn't use special layer anymore
Since post processing gets applied post rendering things and we can't have custom scripts no
is there way to un-Labs a world lol
my friend wants to make the world I created to his homeworld but it doesnt let him
wait and pray to the vrchat devs it makes it public. ive had worlds get out of labs in 2 days, and worlds stuck in there forever hhahaaa
๐
ouch
So I builded my world, all good working fine but, my avatar continue respawing non stop
Make sure your world isn't built below the respawn height that is in the world descriptor
Fixed it, thank you for fast reply ๐
If someone's world gets taken down, can it be reuploaded using the same blueprint id?
Yes, if it's been privated you can republish it from the website
The world was taken down because my friend got banned for "nsfw content", even though he was told no other info could be provided. He went ahead made edits and changed textures to try not to leave any room for anyone to call his avatars nsfw.
I asked because he wants to make his world public again now that the ban is over. He can do that through the website?
He should be able to yeah, right side of the world page should have a publish button
there any prefabs or anything out there to replace the old default vrc jukebox? updating an old world that uses it, and I remember it not being very reliable
thank you~ ^^
Would there be a reason when i upload my world from unity that says its been uploaded, but does not show up in my browser list or on vrchat itself?
Main reason would be if you aren't using the correct unity version
Iv been using the correct unity version. Iv been uploading maps for a while. Just some reason it says its uploaded but nothing shows up on vrchat.
Can you tell me the world id from the pipeline manager?
wrld_a9f58172-9652-474e-9999-edc7b658a7ed
So it has this. Do i need to just delete the vrchat world and make a new one?
Since the api doesn't return anything for that id something went wrong at least try this first:
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Will do. Thank you for the help.
After the world got republished, neither of us can load into it. Instead we get reloaded to our homeworlds. How do we fix that?
You uploaded the world again to republish it or?
He used the website to republish
The world was taken down after a ban
would he also have to reupload?
Possibly not sure without seeing any logs what happens when you try to load there can also check this on the scene if there's any problems:
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Hey, does anyone know where to find the chair prefab that allows you to adjust your height? It's extremely useful for quest (no place space mover). I'd love to add it to my world. Not sure where to post this, but since I'm developing a world, and there's no thread for prefab requests, this seems like as good a place as any...
So, he's not able to reupload his unity project. so even though he republished his world through the site, its not letting him actually upload
That's really strange. I've never heard of that happening before...
What's preventing them ?
You're a legend, you just saved me like 3 hours.
It says "Failed to get file record"
is there anything he can do to fix?
in my world i put a blender creation but it doesnt have colliders how do i fix that
uh I'm planning some ideas for my first world but have no vr, it might be an underground club or a slum alley? Idk what I'm doing but I'm having fun drawing things out? I guess I'd just want someone to check it out in vr?
What's the world ID ?
wrld_d5d83c18-2b9d-41e1-9b36-3749e69619ea
I started to work on vrchat world building but when I build the offline version it forces my headset. How can I keep desktop for the offline test?
Set the client path in the sdk settings to point directly to your vrchat.exe
Made the world public, let me know if that worked, thumbnail does seem to be missing however
@random owl How do I do that?
Go to the sdk settings tab, edit the client path and set it to point directly to the vrchat.exe on your computer
@random owl Thank it worked!! Is there a point system on this server? Or a Good help thingy?
If there isn't then thanks 1!!
https://github.com/oneVR/VRWorldToolkit/releases
Use my world tools that's enough thanks
Will do!
It's still giving the same upload error
and we can't join the world in vrc
Seems i can't republish it either, if the world contained anything NSFW then the mod team most likely took it down completely, you'll have to republish to a new ID
alright who wants to help me with something? lol
@haughty pewter what b
how do i add a volume bar for music playing in my world @desert python
depends if sdk 2 or 3. im sure theres tutorials for either one that should be able to help and explain better
yeah, ill keep looking. im on sdk2 right now
just make a ui slider and set on changed value to the audio source's volume
AudioSource.volume is also an allowed ui event on sdk3 so its the same way there
i dont need to do anything on "No Function" right? @dusk sapphire
i added my audio source to the on value changed
yeah i just did that @dusk sapphire
tested my world and my UI slider isn't appearing in the world
oh, is this your first time using ui?
i believe so
make sure the ui slider has a parent "panel" object with these components
ahh okay
right click in hierachy and create new ui > canvas
then add what you dont have
i think maybe the sdk has some example ui panels, cant remember
okay ill try that now
jetdogs prefabs has a bunch of example ui elements you can take a look at https://github.com/jetdog8808/JetDogs-Prefabs among other things
I've got an issue with an image I'm trying to import. It's got some serious artifacting. Anyone have any ideas?
Well it's extremely tiny
Should that matter though? It's meant to have a transparent background
Did you enable alpha is transparency in the image settings ?
That fixed it. Thank you!
um
you make the panel with the components i showed, then put the slider as a child of that panel
it might just be easier if you took an example slider prefab from jetdogs prefabs that i linked earlier
when you mean child of that panel, having it being created under the panel section on the heirarchy
yeah i have that downloaded, let me check to see if its in there
would it be under the UI section in prefabs because im looking around everywhere for this slider in Jetdogs files
@dusk sapphire
he doesn't have a standalone one, you can just look at one of the video players
they also have volume controls
ah okay
I've added colliders to the floor in my map and raised the spawn point so you dont clip through the ground when you spawn, but i keep falling through my map
i spawn in, collide on the floor for a second and then fall through
when i change the size of something in unity then re upload it, it doesnt change the size in vrc
is it being animated? that might be why. does it revert size in play mode?
ill check
if you havent fixed it yet it, it sounds like maybe the roof collider is too low pushing the player down? the player collider is 2m
Where right texture?
Looking for the person who ripped the Sword and Shield: Isle of Armor. I'm wanting the model so I can potentially make a Dojo interior world.
Additionally I'm looking for some headway of the locations of World of Warcraft world models (specifically taverns).
I'm struggling to get the Interact text/Highlight UI on an object to render on top of some sprites that I have. I added all the sprites to sorting layers and put them earlier in the list than the Default sorting layer, but it doesn't work. Anyone help?
Just change all the pink material to standard
like when you press the button it changes color? or when you highlight - the whole button changes colors as if highlighted?
Me? I'm taking about the VRC light blue highlight when you hover over an interactable trigger, and also the interaction text. Those won't render on top of sprites I have behind the object
i believe you need the vrc ui shape component. or a box collider on the canvas that โis triggerโ
ive done both and never did one with just collider or with the ui shape so im not sure which one does it
um... I don't see VRC_Trigger in my list of scripts for some reason. I suppose it should still be there?
Oh I have the trigger, and it triggers just fine on Interact, and the UI does appear when parts of the world that aren't sprites are behind it.
I don't know much about VRC_Triggers, but I know they only existed in SDK2. Are you using SDK3?
SDK2
I tried to delete and reimport but that kinda screwed everything up. ๐ (It seems I loaded sdk3 by accident. silly me.)
I'm new to vr chat, where do I find out how to build world, things that you can pick up, etc in vrchat? What would be the first steps? Can anyone help with that plz!! ๐
could try lowering the render queue on the sprites shader
In VRChat you can create custom worlds! Check out the articles below to learn more. Creating Your First World Whitelisted World Components Supported Scripted Assets World Submission and Optimization Guidelines
Probably a good thing to try. Looks like it's 3000 right now. So lower means lower, like, I should make it 2000 or 1000?
going that low would cause other issues, i'd just try -1 (2999)
it was just a shot, its likely its just that sprite shader doesnt work well with the interact highlight
Oh it looks like the dropdown gives me some sensible options. I'm gonna try setting it to Geometry, which is 2000
could someone point me to equivalent of objectpickup and toggles in sdk3?
vrc_pickup and for toggle, youll do a udon behaviour with a toggle script added
thanks.
i am animating an object that will play through a flying away animation when the world loads (to make it seem like its just dropped you off) but i encountered a small bug on the animation and i am new to the animations tab so have no idea why its doing it, but in short, the engine should rotate upwards slightly, but instead, the engine spins a entire circle then goes to that point
is the audio bank script broken?
I can't seem to get it to work at all
Tried 2001, 2450, 2451, 2800, 2900, 2999, a couple others. Some of those values appear to make the sprites render earlier than the skybox. At least, they don't appear at all, in which case I can see the highlight I'm looking for. But when they do render, they cover the highlight
so im trying to create a simple world and when i try to join it it shows a loading screen then cuts to black and puts me at my home any help?
do you have the vrcworld component?
added in the scene?
and enabled?
I have my audio bank set up like this, on the same gameobject that has the audio source. what am i missing here? it refuses to play
Import https://github.com/oneVR/VRWorldToolkit/releases and see if it's debugger brings up anything? o:
If I modify VRChat's physics collision matrix for my World.... how much trouble am I in?
Well you can't modify the stuff that vrchat has set themselves since it will just get replaced by the actual one ingame and the sdk will complain unless you edit the scriptable object that stores the correct values
But if you edit the collisions on your stuff that works ofc not sure which one you mean
hi i was wondering if anybody knew how to import some sort of audio system that i can link my dj board to irl and have it input inside my world
does anyone know how to export a texture from Blender? im trying to get windows done for Unity, but when i import the entire building i have into Unity, the windows just come in as the default material
this is how it is in Blender, and how i want it in Unity
however, this is how it comes in as, in Unity
@verbal hare you have to tell the material to be transparent
thats what i did in Blender
no
in unity
then is there something im missing? cause i dont see a transparency option, and everything under the actual material is greyed out
you have to extract the material
how would i do so? is it in here?
click the prefab
hold on one moment
alright...this is my first time doing windows, so step by step would by handy, lol
you know the bottum windo with the files? the "project" window? you need to navagat to the file where your house is
yeah now in the "inspector " window you should see info on your model
click materials and you will see something that says "extract" do that and put it in the same folder as your house
i dont see Materials in the inspector
gotcha...im clicking on the material, but "Extract" is not popping up
like, nothing happens when i click on it
can you show me ?
unless if you mean the small circle icon, that brings up the Select Material option, nothing else happens
that just created a new house, and windows are still bugged...the material/texture for the windows were made inside Blender
its not something like an image texture, like the rest of my house
Wow well i am sorry i have no clue what is going on with that
Do you have the texture on your PC? You can just drag it and create a new material (right click, create material) and just drag the material to the window on the house and the texture to the material "albedo" slot
its definitely still in blender...i followed this tutorial -https://www.youtube.com/watch?v=CtfNtpJa3hU
Today, I create a simple realistic glass material - and shed some light on how to get an actual transparent glass shader in Blender 2.8 Eevee !
If you'd like to help support my channel, please consider making a donation! It helps more than you know โ https://www.paypal.me/2kai
โถ๏ธ DOWNLOAD MY FREE "asTro" GFX PACK: (coming soon)
โถ๏ธ FOLLOW ME:
...
I believe that is a shader specifically for blender. There are some "glass" shaders for unity that will give you a similar effect, but you will need to look for them. If you want a simple transparent-like-glass shader, you can use the default "transparent" included in the Standar shared with high smoothness
you probably want on network ready to be local rather than alwaysbufferone since its fires for everyone locally when they load in, and would cause the play rpc to fire every time someone joins for everyone. this repeatedly playing might also trigger a stop and play, and your empty on stop callback is probably throwing an error in the audiobank causing it to break.
in the end I used the jukebox.
seems to work for now
Thanks 1. Damn. I've got an issue where a collider is attached to my hand and is not on the MirrorReflection layer, and is thus blocking the UI laser raycast. The collider is on the PickupNoEnvironment layer, because it kinda has to be. I already tried adding my own custom collision layer earlier, but that didn't work at all. I might be out of options with this.
Is there no way to modify a layer to allow the UI laser raycast through it?
what are you trying to do?
It's a hand collider. I want to use it to push around objects on the Pickup layer, but not collide with the environment. So the walkthru layer won't work.
But because I'm attaching it directly to hand tracking location, the UI laser's raycast origin immediately collides with iti
ah
I need something that
- Doesn't collide with Walkthrough
- Doesn't collide with the player
- Doesn't block UI raycast
I don't think any such thing exists outside of a custom collision layer, and those seem bugged. I made a layer that collided with nothing at all, and it still intermittently pushed my player around. Made a note to repro it and report it when I get some time.
to my knowledge mirror reflection is the only thing that doesn't block raycasts
and you cant modify collision matrix of layers used by vrchat
and I think that extends to any layer that interacts with the player layer
it might always be set to collide? could be wrong
I suppose the convoluted workaround to this would be to offset the colliders on your hands and the objects, and have them connected with position constraints to the real hands/objects
or you could sculpt a mesh collider for the hand precisely so that it leaves a hole just for the raycast to go through
would that work?
I could make a mesh collider that just has a tiny hole where the UI laser can raycast through ๐
yeah
hahah
unless you have tiny objects that could go through the hole its not a problem
Yeah....but I'd know what I did
the question is
and I can't live with that shame ๐
is the positioning of the raycast relative to the bone position fixed? or does it scale with player size
I don't think bone position is a factor. I'm tracking the controller tracking data, and I assume that's where the UI raycast starts.
hm
i've noticed its a bit different depending on your controller
hopefully its consistent
the controller to hands, not raycast
Im making a pool and I want to make it so when they dip there head under the water that it will get a screen effect, how do I get screen effects?
you put a post process volume encompassing the water
Oh? may I get a little more detail if its not to much to ask?
post processing is used to get full screen effects for worlds typically for things like colour grading, bloom, etc
you make post process volumes to tell unity where you want the effects to be at
typically people just check "global" to make it map wide
but you can make a volume where the effect will only turn on if you're in it
so you can make a volume that encompasses the body of water
and have effects that try to mimic underwater
like a bit of dof for blurriness, blue tinting, etc
Nice! Thank you so very much!
theres also a prefab you can use in the vrcprefabs database https://vrcprefabs.com/browse called immersive water if you're on sdk2
uses player tracking to more accurately turn on the effect, as well as some splash sounds iirc
Will check it out, again thanks a lot!
@dusk sapphire I removed it entirely to see and im still being dropped through
what does your floor collider look like?
What's with unity making cameras cast light onto objects
casting this on metallic objects when theres no lights nearby
does the cam have a light source script for some reason?
thats odd, double check
make sure its not attached to anything with light sources as well
not seeing any lights attached to any cameras
One camera in scene and nothing, then doubling check the Vrcworld spawner and nothing
i mean, thats super weird, is it attached or has a mesh renderer? might just be reflecting that. if not. id just move that cam somewhere hidden
because i cant really think of anything else thatd cause that
Sounds like whatever environment reflections, skybox or reflection probes have something bright in them on one sight properly baked reflection probes should help
I thought it might have had something to with do with the reflection probes, so everything is currently disabled
huh
Its the directional lights
and changing their intensity doesnt do anything
ue and unity have a very way of lighting things im learning
Like how am I meant to light character models ambiently? Unity doesn't have a skylight object, so if I don't use directional lights character models end up dimly lit, and I can't have my point and spotlights running in real time or else it ruins performance
Do area lights even work in Unity? As I understand it, they are meant to project light straight forward, but they seemingly do nothing?
area lights are baked only
they wont show up unless you actually bake the lights
I have
are the objects set as lightmap static?
and if you want baked lights to affect dynamic objects and players, you need to have light probes
anyone having problems updating their world when uploading it?
Nope, everything fine on my end
Looking for something to place on the blank island and am planning on redoing the houses
has anyone ever had the issue of build and test not doing anything? It seems to build it for me but it doesn't open VRC
I did uninstall VRC on steam which may have caused it (I usually play on Oculus), but I've since reinstalled it and it still doesn't launch
@thick flint If the builder is blank you may have two vrchat Sdk in and you may have to delete from folder system open file location and re insert the up to date sdk
The second sdk maybe hidden in another folder
Or re set world ID and re new the instance
Since you reinstalled the sdk might be looking for the executable in the wrong location change the client path in the sdk settings tab to point directly to the oculus VRChat.exe
does anyone know how to do collisions for things?
That's a pretty broad question ๐ can you get more specific?
collisions for walls and windows, for example. i can clip through my building currently
Is your building a mesh that you imported, or did you build it by spawning 3D shapes in Unity?
imported
You've got some options, then. You could add a component to the mesh called a "Mesh Collider" that will shape a collider exactly the shape as the mesh. Any polygon that's a part of the geometry will be a collision surface.
I don't know much about Mesh Colliders. They might be expensive physics-wise, and you don't have much room to change them
Your other option is to add a bunch of box colliders and change their dimensions to fit what you need. The easy way to do that is to add a bunch of 3D cubes, scale them how you want, and then just delete their mesh renderers so they're invisible
this may be my best bet...is it possible for it it to ignore doors?
