#world-development

39 messages ยท Page 65 of 1

upper gate
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I don't know the answer there, sorry

haughty pewter
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@upper gate ever had a problem where you are updating your world but when you test your world by uploading it to the VR chat client, it doesn't show up your updated world you've done. did I do some kind of error?

upper gate
haughty pewter
upper gate
#

But what is the problem you're having?

haughty pewter
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The new things I've added to my world, it's not updating to that current version whenever I test it out or publishing it.

#

@upper gate

upper gate
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When you use the "Build & Test" button in the editor, things you've added to your World don't appear there?

haughty pewter
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Yeah, it only loads the latest version I've done before adding anything I've done.

upper gate
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That seems unlikely. Are you sure you haven't made a mistake that just makes it seem like the things you've added aren't there? What have you added that's missing?

haughty pewter
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I added like a movie theater type room into my world but it's not loading that at all.

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and I changed the skybox

upper gate
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I can't help, sorry. Someone else in this channel might be able ๐Ÿ™‚

haughty pewter
#

thanks for your efforts at least @upper gate

random owl
haughty pewter
upper gate
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I've got an issue with Build & Test too, actually. While SteamVR is running, every third time I launch a VR test build, SteamVR insists on launching VRChat in desktop theater mode, and keeps doing that each time until I restart SteamVR. Silliest thing. Anyone got a fix for that?

errant beacon
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@upper gate Make sure that "Use Desktop Game Theatre while SteamVR is active" is turned off in VRChat's general properties? o:

upper gate
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Thanks, good call. Seems like that'll fix it, but doesn't really explain why it wanted to do that every third launch ๐Ÿ™ƒ maybe we'll never know

errant beacon
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The World May Never Knowโ„ข
yw! and yeah, that's a vv weird issue lmao

upper gate
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Anyone use sprite sheets? I created a a bunch of sprites using multiple mode, then later I added to the sheet, and I want to import the new image in place of the old image without losing my configuration information

unkempt mauve
unkempt mauve
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@upper gate Im getting a โš ๏ธ error saying [637487447114354367] W [HTTPRequest]: Null/empty value for header: X-SDK-Version. I don't know if that is what is causing the message to pop up.

upper gate
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I don't know either, sorry, not an error I've dealt with personally.

unkempt mauve
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no worries

random owl
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I think you didn't read the whole guide ๐Ÿ‘€

unkempt mauve
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@upper gate I'm also getting Udon assembly errors. I don't know if you know anything about that.

upper gate
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Sorry, I actually really don't know much other than the guide exists for errors like that. When I run into them, I'll be referring to it myself ๐Ÿ˜„

unkempt mauve
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ok. that's fine. thanks anyway.

unkempt mauve
random owl
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The guide won't list all the errors the guide tells you how to locate the errors that matter

unkempt mauve
random owl
#

Then you can post a screenshot of the error

unkempt mauve
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0k

random owl
#

With those you might want to just restart unity and check if they are gone after

unkempt mauve
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Ok. ill try that and let you know.

reef yacht
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I feel like if I want to maximize the VRChat environment
that the best way is to have 1-3 players playing a game
with all the rest of the people being able to influence it
Or perhaps a gods/subjects relationship where 1-3 players can manipulate the environment to meet the needs of the players in it
anyone have good examples of this?

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I'd like to import that kart game and then make it so someone has to build the track in a little model while the "big version" gets assembled for the players as they're playing

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might be out of scope for sdk2 though

random owl
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Nothing really is out of scope for sdk2 as long as you have the time to research and make it but that's gonna be easier with sdk3

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You won't really find much examples for something that specific

reef yacht
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I'll have to build one

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could almost put a platform game in there with all the components, and then have someone else assemble them, doesn't sound complicated

shy tide
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Hey I'm having a weird issue. When I try to make a mirror in-world, it appears as black.

If I spawn a cube in the same environment, and put the same mirror script on it, suddenly both objects have a mirror on them. When I delete that cube, the first object goes black once more.

any idea what's goin on?

upper gate
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That sounds like something that happens to me. Cloning the mirror always seems to fix it. Restarting Unity might also fix it.

random owl
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How are you making the mirror?

verbal patrol
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Hey everyone, i was just creating some new things on my world, and when i went to build & test, the vrc app loads up, and i click go, and then my screen goes black. I then deleted the objects i assumed to be causing the issue, but it is still doing the same thing.

mild spade
shy tide
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maybe it's a probuilder thing?

random owl
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Well the object you have the mirror on needs to follow specific guidelines for how the mesh is rotated locally

shy tide
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Interesting. Is there any documentation on that? Or should I give something like an orientation in numbers?

random owl
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"Make sure the mirror mesh lies on XY plane in the mesh renderer's local coordinate system, and its facing direction is negative Z axis in local coordinate system" here's my copy pasta solution which I keep on hand

shy tide
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oh interesting, thanks, lemme read and see

random owl
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Or you could just use the mirror prefab in the sdk which is already setup properly

shy tide
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I could, but this is something I really want to understand

shy tide
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oh wait, DANG I read that wrong. whoops. negative Z. thanks dyslexia

shy tide
verbal patrol
frosty goblet
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How does "build and test" work? I ran it and it dumped me in my usual Home world and I didn't see the test world in my "My worlds" category...?

glacial pond
frosty goblet
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Uhh I see that it opens a command line, is there a certain command I'm supposed to run in it to get in?

glacial pond
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No. did you add anything to Steamโ€™s launch options for VRChat? I am guessing not but just in case, that would do it. If you donโ€™t know what Iโ€™m talking about then you probably havenโ€™t

frosty goblet
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No lol I haven't

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I don't entirely get what that means, so likely not

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And it seems to be trying to load into the world

upper gate
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There have been server issues for the past hour that have been screwing with Build & Test, I think? I was unable to test a build until just now

frosty goblet
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Oh, interestingly, I just got in

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Either joker and I magically picked the right time, or it was because I needed to manually select the VRChat.exe file in the VRChat Settings tab, even though it was opening the game fine with what it had before

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Thank god it worked tho cuz my values were offff xD

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Thanks for helping anyway Adeon o/

bold ibex
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Anyone else knows how to fix the spin the bottle prefab? It sometimes spin forever and never stops

trim musk
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Can i call myself the F word in my own world?

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like, on a ui billboard, is it TOS to call myself that?

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This is a genuine question

indigo widget
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i personally think it should be ok if its not a public world?

trim musk
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It is a public world,

upper gate
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Please don't, though.

barren cedar
trim musk
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a real one

indigo widget
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someones gotta asks these questions eventually

trim musk
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for world development

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im not joking

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i need to know before I do it,

barren cedar
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Just.... People... Love yourselves. ๐Ÿ˜Œ

trim musk
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i love myself, im just gay

indigo widget
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... i guess they mean they just wanna be able to call themself that without the world getting banned O.o

formal escarp
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what

torn solar
barren cedar
upper gate
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And I'm a punk. But people are affected by the words you choose, and being excellent to each other means considering that.

upper gate
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Don't underthink it.

indigo widget
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this is derailed

formal escarp
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confucius say

trim musk
upper gate
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Hold on, I have a better answer.

random owl
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Making a support ticket would get you the actual answer

indigo widget
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true ^

trim musk
indigo widget
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imma make one now cause im curious myself

upper gate
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There's a rule somewhere that asks us not to publish content that we know will inflame people, I can't find it. It might just be a community meetups rule.

barren cedar
# upper gate Hold on, I have a better answer.

I have even better of an answer. Lets not call anyone (not even ourselves) with words that are hurtful and mean. In this case theres a lot of negative history in that word so I wouldnt go for it. ๐Ÿ˜…

cosmic cloak
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Why would calling yourself inflame people? ๐Ÿค”

upper gate
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Consensual use of language is a thing. But publishing something like that in a world, publicly, is not a consensual context.

torn solar
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I dont think its bad at all to call yourself another name for your own sexuality

indigo widget
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idk whats happening here but imma head out

barren cedar
upper gate
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Do what you want, but trust me, it's a dick bonehead move.

torn solar
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to do it to himself?

upper gate
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I'm not gonna argue, hence 'trust me'.

random owl
trim musk
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still gonna make a support ticket

upper gate
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Opening a support ticket is actually-- yeah, do that.

trim musk
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i dont think the devs expect people to insult themselves

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only calling it an insult because everyone who's answering and getting upset hates the fact i wanna call myself it

barren cedar
upper gate
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Anyway, this is now 100% off-topic. Conclusion is support ticket.

ashen timber
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I call myself that too though

indigo widget
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this is no longer world support

reef yacht
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decide what kind of face you want to show to the world
what do you stand for?
what are you positive about?
what can you get people behind?
because I promise that doesn't

upper gate
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People lurking with relevant questions should now ask them ๐Ÿ™‚

median briar
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I have a question...

Unity package upload failed: Failed to create file version record.

is this a me problem, or a them problem?

reef yacht
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that appears to be a restart unity problem

indigo widget
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i think thats a servers error?

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try restarting and if that fails try redoing the pipleline id (remove then re-add it)

median briar
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yes, three failed upload attempts in a row -- and I removed the id on the second attempt

indigo widget
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hmm yea think its server side

torn solar
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imo failing to upload indicates an upload issue on vrc's side

median briar
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and restarted unity on the first attempt

indigo widget
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they just announced connection issues i believe

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likely tied to that?

median briar
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~details are probably important

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oh... maybe?

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my timing sucks XD

random owl
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The server issues should have mostly cleared by now

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But yeah might be related

bold ibex
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How do I make something glide alil bit after throwing it? So example, playing cards. I want to pass it to someone across the table by just throwing it

errant beacon
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Drag and Angular Drag should be available in the Rigidbody component

rose fractal
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A physics material can also help

bold ibex
errant beacon
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Angular drag is rotational drag, drag is positional drag
aka angular drag affects how quickly the object rotates to a stop, and drag affects how quickly the object moves to a stop

bold ibex
errant beacon
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Check Gravity if you want it the object to be affected by gravity, and yes check Is Kinematic (otherwise the object won't be driven by the physics engine)

errant beacon
verbal patrol
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is there anyway to have 2 video players going at the same time, with two different videos?

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  • e.i two different URL's
bold ibex
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One last thing, do anyone know how to teleport objects? like its a reset button

errant beacon
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for SDK2, either the DestroyObject and SpawnObject RPC calls, or the TeleportTo RPC call if you don't want to destroy the object

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def might be other ways to do it though o:
not sure if there's a easier/different method for SDK3?

stuck heath
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Does anyone know of some good non-resource intensive water prefabs

pure kraken
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Getting this error

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anyone know how to fix?

near escarp
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make sure that script doesn't exist twice

pure kraken
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not even sure how I would go about doing that

near escarp
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keypad.cs is what you're looking for

unkempt mauve
near escarp
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Warnings don't matter

prisma smelt
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anyone has a good Slider Prefab and how I would implement it with my Bloom diffusion intensity?

unkempt mauve
near escarp
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Then you have errors left

unkempt mauve
near escarp
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wtf

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How do you all manage to come up with new ways to break the SDKs after 3 years still lulw

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unkempt mauve
near escarp
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oh it's udon

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same links but top of the page

unkempt mauve
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i haven't had to migrate anything. I haven't changed unity versions. I've stuck with the same one 2018.4.20f1.

copper vault
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Has anyone ever had an issue trying to play a world they just published onto VRChats server and it would load for a split sec and kick you out to your home world

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When I build and test locally the world is running just fine, but every time I or a friend try to load in itโ€™ll just kick us back to our home world

dusk sapphire
unkempt mauve
fluid glacier
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has anyone here used the simple spectrum audio visualizer from the unity store in a VRchat world?

near escarp
unkempt mauve
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๐Ÿ‘

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how do I find what version of the sdk I'm using

unkempt mauve
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is version 2020.04.30.18.46 the current sdk version?

near escarp
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That version is outdated by a year

unkempt mauve
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ok. I just got the newest version from the vrchat site.

white bison
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Aye, so... I'm trying to make video screens in my world, but I can't quite get the video to fit my screens properly to a 16x9 resolution. Any idea..? The screens are "weird shaped" like diamonds, etc

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Main issue is it's zoomed too far in

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@ me pls

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I'm going to bed

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Ah..I'll just set the uvs to match a 1920x1080 image

broken terrace
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hey i have a weird issue where i updated my sdk but now all of my UI elements render infront of everything but only in the editor the issue disappears when i build the world, does anyone know how to fix this?

random owl
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Enter and exit play mode

broken terrace
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OK, that worked but why? ๐Ÿ˜• . Thanks!

random owl
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Unity bug

verbal patrol
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I have two video players in my world, VRC unity player, and VRC AVpro player, and it only displays one player at a time. Is there anyway around this?

indigo storm
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Uploaded worlds are only friends only access right?

errant beacon
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Private worlds aren't seen in the Worlds tab for other users too, obv

random owl
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Even if it's private if someone on your friend list or someone who visits it they can save the world id to make instances by themselves

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So if you really want to have it private only invite people you trust into the world

indigo storm
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Is it possible to have it only to your friends only without community labs?

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I just wanted to have a world where only I and friends can access without community labs

random owl
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If you give them the world id/world link to the website yeah

viscid steppe
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is anyone else having the issue with worlds updating but it not showing on the website

mortal wharf
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I'm having a problem with post processing in my unity project. Everything looks and works fine in the unity scene but when I upload the world to VRChat, post processing doesn't work. It looks like something is turning the scene lighting off when uploading. Can anyone help me out?

near escarp
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did you assign the reference camera in your world descriptor ?

glad ridge
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i have been getting these errors with all differnt Packages such as the Roomba, Norix T, VRCBillards, ArchiTechAnon Controls, Beerpong and Keypads. I have looked all over the internet for a fix and nothing works

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When i delete said mods i get the options in the SDK3 dropdown

jaunty ore
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whenver i press build and test to try to test out my first world it says i need a new app to open this vr chat link and the only option is to search in microsoft store

glad ridge
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if anyone knows a way around these script errors please let me know.

neat blade
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so I uploaded a map and it is online as the browser and unity tell me it exists, but in vrchat, I cannot find my map

median briar
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day two... still can't get a map uploaded, keeps failing with this error:
Unity package upload failed: Failed to create file version record.

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~sigh~

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updated to the latest sdk... overall map size is only 50mb

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build and test works fine

slow blaze
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Where could I go to request a commission for a world?

neat blade
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we can commision a world?

median briar
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the VRC Traders discord has a 'worlds-n-props-commission' channel

desert python
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@median briar you get any other errors?

median briar
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I can paste the log -- currently waiting on another attempt to probably fail

desert python
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ok, cus theres a few errors over the months ive seen that can cause that to happen. have youve tried detaching the world id and trying a new one?

median briar
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there are a few udon behavior errors, but they relate to them being halted in the unity playback window

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I have detached it

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I did successfully upload a tiny test world with just a floor

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and then attempted to attach my problematic one to that ID

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but it fails at the same point

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ah...

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That file is much too big
UnityEngine.Debug:LogError(Object)
VRC.Core.ApiFileHelper:Error(OnFileOpError, ApiFile, String, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1425)
VRC.Core.<UploadFile>d__22:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:784)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)```
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I don't understand how it can be too big

desert python
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is it set to quest?

median briar
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nope

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and I've uploaded it before

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this is just an updated version of the world

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which is actually about 10mb smaller than the live one XD

desert python
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hmmm, the limit for worlds is theroitically 19.90 GB, so this cant be the issue. and it works on a different world ID?

median briar
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no -- I was able to upload a test world with just a floor

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I wanted to see if my unity or sdk was borked

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that super basic world uploaded

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I'm trying to think of literally anything that might be unusual

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can one object have two udon behavior components?

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cause... I have one object with two behaviors
is there an upper limit on materials or objects?

jaunty ore
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anyone have a good tutorial on how to make a tv screen where you can paste a video link?

glad ridge
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yes look up NorixWolfeUdonVideoPlayer

random owl
median briar
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what a great tool

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is there a specific output I need to grab?

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some of those post warnings are toggle behaviors

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but I think I'll look into proximity disables for my cameras

random owl
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Nothing weird I can see there that would usually cause the file too big thing

median briar
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the pds/tiff/etc.. to dts conversion happens before the sdk or upload... right?

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I mean... I have some rather large psd files, but I figured the compression settings happened on the unity side

random owl
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Yeah those are in the converted form from import

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I could look into it more but I'm about to head to bed so I don't have much other tips rn

median briar
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no worries -- I appreciate the help

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this tool is seriously awesome for optimizing things

graceful yoke
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I keep on running into this glitch were if you hop on my world in quest you see out of like both eyes

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but the right eye is off

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and I don't know how to fix it

bold ibex
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hey anyone else that cant see the ui for uploading worlds? im tryingf to uploade but the ui wont apeare

velvet garnet
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having difficulties with box colliders attached to the mesh data just allowing you to constantly fall through the floor

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never had this issue with older vrchat world set ups

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this is all new to me on 3.0 udon enabled worlds

median briar
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I finally got my world to upload -- can't really explain how... A ton of trial and error which lead me to delete pretty much everything but the map and re-import a bunch of dependencies and the sdk files.

near escarp
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@velvet garnet what did you do with the colliders ?

velvet garnet
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attaching the box colliders under the mesh in the scene seemed to be creating the issues

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if i just make cubes as separate objects with box colliders that works

near escarp
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you shouldn't have to make colliders RuuuThunk

ruby roost
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Is there a way to put an .mp4 file onto a plane? as in an animated logo (could convert to GIF if needed)

ruby roost
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Unity's built in Video Player object accepts a MP4, and combined with a render texture, material, and plane appears to work fine in the editor (& cyanemu) but is blank in game ๐Ÿ˜ฆ

dusk sapphire
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are you on sdk3?

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if you're on sdk3, the regular video player component is not allowed

ruby roost
dusk sapphire
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they disabled the unity video player components a while back on sdk3

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you have to do video via the udon video player components

ruby roost
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ah, what little documentation they have isn't accurate. wonderful. are you aware of anyway of playing a local file using the udon player?

dusk sapphire
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I don't know if they ever reverted the change, but seeing as you cant get it to work it seems to be the case

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afaik, the udon players only work with remote files

ruby roost
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thats unfortunate, what an inefficient way to play an animated texture. i'll keep looking into other methods I guess

dusk sapphire
ruby roost
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@dusk sapphire really appreciate the help though, that'll save me who knows how much time I would have wasted trying to figure out why it wasn't working

dusk sapphire
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no worries

valid urchin
bold ibex
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Is there a prefab for a working code? Like you put a code in and it turns things on?

valid urchin
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no

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I havent written anything if that is also what you are asking

bold ibex
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Oh no I was asking something completely different sorry ๐Ÿ˜…

valid urchin
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ah

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nvm I fixed it, I had two instances of the pipline manager

inland cave
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Hey, has anyone had problems with shape key-based animation in VRChat worlds? I have a tree with a looping shape key animation that plays correctly in the Unity preview window but when run in-game it looks like all the shape keys are just being turned on before resetting.

near escarp
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How are you animating them ?

inland cave
near escarp
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You can disable the compression and the resampling

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and you should set the culling mode on the animator to Always animate

inland cave
near escarp
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Can you show the keyframes ?

inland cave
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The bone simply exists to ensure the animation actually imports, it does nothing.

near escarp
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Does each blendshape start where the previous one ends ?

inland cave
near escarp
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can you show what the anim timeline looks like ?

inland cave
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If need be i can figure out what its doing in Unity (as in the editor for it)

near escarp
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Yeah seeing it in unity would be nice, to make sure it actually behaves as expected

inland cave
near escarp
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You can shift + D to duplicate the animation within the model asset, it'll be a standalone animation

shy tide
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Hey guys, I've got a rigid body with a convex collider attached to it. it usually falls against the floor and stays that way. sometimes it'll glitch through the floor (for reasons that don't matter right now). The problem is: when it falls through the floor, it won't respawn. I have the VRC world settings set to respawn at -5 meters. floor height is 0. What's going on? it's like the object isn't recognizing that it's supposed to respawn and just keeps falling

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or, specifically, the setting for Y respawn height in VRC Scene Descriptor is -5

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Is this something that will not be effectively previewed in unity, specifically?

inland cave
near escarp
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ctrl + D maybe ?

shy tide
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@inland cave Ohh that's a good question. Well, I looked at a guide that seemed to imply that the vrc scene descriptor would respawn objects at the height specified. The option under it "Object Behaviour at Respawn Height" which seems to imply any object

dusk sapphire
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objects will respawn, but i'm not sure if that behavior extends to local only objects

shy tide
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Ohh. Hmmm!

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I have an Udon Behavior attached to it which synchronizes position

dusk sapphire
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ah, it might be a bit different on sdk3 where you would have to handle it yourself

shy tide
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Hmmm interesting, that might be the case ๐Ÿค”

dusk sapphire
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on sdk2 the object sync component has respawn rpc etc

shy tide
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Yeah, and that component I think is now missing for the 3.0 stuff

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I might have to ask in the udon development perhaps

dusk sapphire
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yeah, sync position on empty udon behaviors handle the position syncing

inland cave
near escarp
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Try with this in your project and if the behavior is the same in play mode

shy tide
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@near escarp oh that's a great thing. thanks for this link

inland cave
near escarp
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Did you check your logs when testing in client ?

inland cave
near escarp
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i'm not aware of any specific limitations with blendshapes, but there could very well be one

inland cave
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I reeeeeally hope not X)

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@near escarp Just to be clear, the logs would appear in the console when using Build and Test?

near escarp
#
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--enable-debug-gui

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--enable-sdk-log-levels

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RShift + Backtick + 3 Toggles visibility of console debug menu

inland cave
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So slip these into the standard .exe file?

near escarp
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If you're not using steam then you'd need to make a shortcut of the exe

inland cave
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I am, so I put these in the launch options in Steam I assume?

near escarp
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yep

inland cave
# near escarp yep

Is there a way to stop the cursor being locked? Got the log screen, cant scroll through them, dont see a shortcut for it

near escarp
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the logs are a file in C:\Users\xYoux\AppData\LocalLow\VRChat\VRChat

harsh wagon
#

What's the least terrible way to have about 50 transparent objects visible in a scene? I have a bunch of shop shelves that I want to load up with bottles.

near escarp
#

As long as they don't overlap too much that's not too problematic

harsh wagon
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I've already had the idea of using a script that replaces the models with sprites when you're not in the shop itself

#

so they're not ALWAYS rendered

near escarp
#

Well that's called occlusion cullind and LoD

harsh wagon
#

well yeah, occlusion culling is a given

#

I was thinking more about once you're inside and everything's visible

inland cave
inland cave
harsh wagon
inland cave
#

Have you attempted to add the bottles as a test and see if anything blows up?

harsh wagon
#

not yet, mainly because it's super late

#

I just wanted to know how much of an issue it might be

#

the lighting on the map is all baked, so I hope the transparency becomes less of an issue

inland cave
#

Keep an eye on the transparency shader mode and the rendering order, as those will be pretty important. Other than that I can't immediately see an issue with it, the scene seems simple enough.

harsh wagon
#

I don't really use custom stuff

inland cave
#

Fair enough, im trying to think with my limited experience but my scene currently only uses water and alpha cutouts for plants.

near escarp
harsh wagon
near escarp
#

So i'd say whichever setting you've changed on your tree would be the culprit

harsh wagon
#

alright then, time to work that out

inland cave
near escarp
#

It's a model so technically yes, but if you changed anything on import i'd try to reverse it if i were you

#

it still works with the model set to generic tho

inland cave
near escarp
#

Have you tried a new anim to test just three blendshapes ?

inland cave
near escarp
#

Make a new anim, enable recording, select a blendshape on the mesh, move the slider up and down to 0 to generate a keyframe, move 0.3 second ahead in timeline, set it to 100, select a second blendshape, set it to 0, move 0.3, set the first back to 0 and second to 100, etc

formal cliff
#

Hello everyone, Recently I was stupid enough to update the SDK, of my world, without backing it up before. Now, what ever I do, I get plenty of error in my console and the VRChat SDK menu, at the top, only shows me "Utilities". Many things doesn't work anymore. These errors are out of my knowledge. Anybody could help me and point me out the right way to solve this, if possible?

inland cave
near escarp
#

it could be a limitation of how many there are

#

You should try making duplicates of the main anim and remove half, see if that works

#

and then move from there

inland cave
#

Theres about 1000 particles with the animation so you could be right X)

near escarp
#

@formal cliff Were you using SDK3 ?

#

particles could be at fault too

formal cliff
#

yes, I was

#

I just updated from the second last to the latest version of the World SDK3

dusk sapphire
#

make sure you update udonsharp if you have it too

#

and other plugins

formal cliff
#

I've already updated udonsharp yesterday, but I've tried it again and it doesn't change my situation. I don't have many scripts installed other than Udonsharp. Is there a place where I can see every script installed?

inland cave
#

Thanks again ๐Ÿ‘

near escarp
errant warren
#

Is it possible to make a world where player cameras are disabled?

latent wedge
#

Hi can anyone help me? I am attempting to make new worlds but when I add the sdk into unity I can no longer view my project in vr

steel river
#

Am I allowed to post a link to my world here?

near escarp
steel river
#

Ty ty

#

Would anyone know how to setup a beer pong ball to reset into same place?

broken terrace
#

Hey I was wondering if there was anyway to set a TextMeshPro text via udon like you can with normal text ive had a look but cant figure it out

#

nevermind didnt look hard enough

neat blade
#

hey my newest world is not visible in my ingame list annd I wanna know why.
What am I doing wrong?

near escarp
#

Probably used the wrong unity version or the uploading failed

random owl
harsh wagon
#

So I added a whole bunch of new objects to my world, and the SDK window has developed a weird habit of freezing unity for a few seconds every time I click on it.

#

Is that normal?

#

By "a whole bunch" I mean a ridiculous amount by the way, I thought I'd need 50 objects per room tops

#

ended up needing 128 per room totalling 4096 objects :vrcPerfVeryPoor

#

That being said, It's all one object so I can instantiate them and they all have LODs

desert python
#

yea. thatd make stuff start to freeze up

harsh wagon
#

In VRChat I get 90FPS

#

it's just the editor itself

desert python
#

yea in unity. stuff will act different than in game

harsh wagon
#

yeah, I made sure that the object was well-optimised beforehand

#

4 LOD levels, occlusion culling, GPU instancing on the materials, batching static

#

(Apparently GPU instancing cancels out batching but I don't think it'd hurt to have both enabled)

glacial pond
#

What is the best way to add a giant / potentially infinite plane to a world that can have a material? It does not need a collider.

#

A really big 2 tri plane makes light baking never finish

#

And I wanted baked GI

errant beacon
#

Any particular reason you need an infinite plane? might be able to get away with a skybox/sphere depending on what it's used for o:

glacial pond
#

I have a floor grid I want to extend pretty far into the horizon. If I use a skybox it can go to infinity but it also looks like itโ€™s way far below you in vr

random owl
#

Just don't set it as lightmap static?

latent wedge
#

Hi can anyone help me? I am attempting to make new worlds but when I add the sdk into unity I can no longer view my project in vr

verbal patrol
#

My build & test window stopped showing up, here are the errors; how would i fix this?

random owl
#

Delete the image effects folder and restart

verbal patrol
#

Thank you!

hazy plover
#

Ive uploaded my world and it is on the site
but it now says "You don't have enough trust to publish worlds, yet."
I dont understand how can I upload it via the SDK but then cant have it public?

random owl
#

Because you need to be a user to publish worlds new user for uploading content

hazy plover
random owl
#

Yeah one rank higher to be able to have them public

hazy plover
indigo fossil
#

I aborted an upload attempt when I noticed it was taking over 30 mins and perpetually compiling the same shader variants, and when I reopened the project my VRCSDK was gone, replaced with only Utilities>Clear Cache and PlayerPrefs, and all of my Udon scripts look garbled (all the scripts are in the SerializedUdonPrograms folder). I reverted to the previous branch in Sourcetree version control, and nothing was fixed.

There are no errors in the console.

How do I get it working again?

random owl
#

Right click the vrcsdk folder and press reimport

indigo fossil
#

Thank you!! Also VRWorldToolkit has been super helpful!

random owl
#

Glad it's helped

pure kraken
#

is there anything that would prevent a UI from being able to be interacted with for VR users specifically?

random owl
#

Do you have big trigger collider covering the buttons?

lyric acorn
#

is there a method to have a clickable link to a private world (non moded client hijinks)

dusk sapphire
#

you can do it from the vrchat website itself now as well

pure kraken
dusk sapphire
#

vrc_ui shape component on your canvas?

#

That component also generates the collider for the raycast hit detection, and depending on scaling the collider sizes might not be correct. you can manually define it by placing a box collider on the component and scaling it accordingly so that it fits your UI.

#

vr ui issues can also happen when you have ui components overlapping each other potentially blocking the raycast from vr users

random owl
#

If the canvas scale isn't uniform then it can also cause issues by making the collider be wrongly scaled

cerulean echo
#

on me it was that the colider the enter trigger was on defeuld and i needet to make it mirrorreflect that was a problem on my world for vr users why the ui not worket why it was in that trigger colider was on the wronk layer

unkempt mauve
#

Where do I find the spawn point within the VRChat folders in unity?

near escarp
#

The spawn point ?

unkempt mauve
#

yea. the place where you want the user to spawn in the world.

near escarp
#

VRCWorld prefab

cerulean echo
#

vrchat examples and prefab2 is on me if you looking for the folder

unkempt mauve
#

whats the path to it?

cerulean echo
#

in udon is vrchat examples prefabs the ather was on sdk2

unkempt mauve
near escarp
#

yes

unkempt mauve
#

๐Ÿ‘

#

when I open it, is there suppose to be other prefabs inside of it?

dusk sapphire
#

you should be looking for VRChat Examples/Prefabs/VRCWorld.prefab

#

or VRChat Examples/Prefabs2/VRCWorld.prefab on sdk2

unkempt mauve
dusk sapphire
#

the VRCWorld prefab contains the scene descriptor set up for you already

#

one of the sections of said scene descriptor is spawns, and the prefab has itself set as 1 of the spawn transforms

#

so wherever you place the vrcworld prefab, is where people will spawn

unkempt mauve
#

Ok. that makes sense to me. Thanks! ๐Ÿ™‚

#

So I wouldn't need to add the VRCWorld.prefab to Element 0? I wasn't sure, so then I started watching tutorials about it.

#

Or do I add the prefab to the empty game object to make it a spawn?

dusk sapphire
#

you can just leave the prefab in the scene root hierarchy

#

i just leave it as the first item there for convenience and organizational purposes

steel sundial
#

Hey all , real simple question here, what layer does my worlds floor need to be? when i spawn in i fall thru it immediately.

unkempt mauve
dusk sapphire
#

i mean, the vrcworld object is already your spawn, why are you creating another game object?

#

or do you want multiple spawns?

dusk sapphire
steel sundial
#

As in mesh or box etc?

dusk sapphire
#

unless your floor is some complex shape, a box collider will do

steel sundial
#

Gotcha

#

Thanks!

unkempt mauve
# dusk sapphire or do you want multiple spawns?

No. I'm just adding a spawn to my first world. I just wanted to make sure I was doing it the right way. I'm still learning the logistics of world building so I may come back every now and then with questions.

dusk sapphire
#

the spawn can be anything, the slots in your scene descriptor only care about where it is, if that makes sense.
if you want to have the spawn be on a separate object from the scene descriptor, you can.

unkempt mauve
#

ok. ๐Ÿ™‚

#

Another question, how do I add land nav mesh to a plane?

dusk sapphire
#

set the plane as navigation static, then bake the navmesh

unkempt mauve
#

how do I also hide text from being seen throught other objects.

dusk sapphire
#

ui text? hit play mode and exit

#

its usually a unity editor bug that shows ui elements through objects

unkempt mauve
#

ok. It wouldn't show up like that in VR Chat?

dusk sapphire
#

did it fix itself after hitting play mode and exiting?

unkempt mauve
#

i hit play but not exit yet

#

ok. it looks fine after playing the scene.

#

Does VRC have their own nav component?

near escarp
#

nope

unkempt mauve
#

ok

modern ridge
#

Is Build & Test broke or did I mess something up

#

It keeps taking me to my home world when I use it

random owl
modern ridge
#

Ooo, I like this.

tardy wadi
#

Anyone know how to turn off spatial audio in a world... Make all voice 2d? I'm trying to make all audio mono if possible.

ashen eagle
#

Yeah in the audio source game object there is a slider between 2D and 3D

#

Not at computer now otherwise I'd send a screenshot

#

Called "Spatial Blend"

#

Oh you're asking for user audio... You using SDK2 or 3?

#
#

@tardy wadi ^^

bold ibex
#

Anyone else knows how to fix the spin the bottle prefab? It sometimes spin forever and never stops

queen obsidian
#

im trying to upload a world but it wont open at all. when i go to load it, it just 0 / 0 then 'go' but i cant connect. i tried it with the prefab that vrchat gives and it does the same thing

near escarp
bold ibex
#

Does the main camera still act up with moving objects when you sit in a vrchair?

#

Last I recall mimi had a idea that it could be linked to the pos the chair was facing in world

#

But I haven't been around so I've no idea what or if anything cane of it.

#

@near escarp your name is intimidatingly yellow now, did you get an upgraded position?

neat blade
trim sequoia
modern wyvern
#

C.Can someone help me with something

H.how to make a object trigger a door and it opens it once the object itโ€™s close to the gate

compact dove
#

As far as my simple understanding goes. You could try looking into this.

VRC_Trigger
Oninteract - to spawn or toggle a item
OnEnterCollider - to have something happen when a specific object/player touches the collider.
The latter may need some setup with the collision layer matrix.

modern wyvern
#

Ohh o.oki t.thanks

verbal patrol
#

Does anybody know why i cant find vrc_trigger in my components? running sdk3

trim sequoia
#

theres no vrc trigger in udon

verbal patrol
#

right, i figured

#

thanks!

tardy wadi
livid magnet
#

hi em can sombody help me make a world

bold ibex
livid magnet
#

i wonner make a casino

trim sequoia
short gulch
#

We can help you with questions you may have but we're not going to make it for you

#

There's people you can commission for that.

livid magnet
#

i dont know wot you need to makkem it

short gulch
#

Well to get started have you downloaded Unity 2018.4.20f1?

#

That's not a link, don't click that lol

#

If you haven't yet then download Unity Hub and look for that specific version.

#

A good starting point for making the layout of the map would be to, on the menu bar at the top go to Window>Package Manager, and in the package manager import Probuilder. Probuilder is very easy and straightforward to use, but simple so it has its limitations and sometimes causes lighting issues, so if you want to do anything more complex then you should learn how to use blender.

bold ibex
#

is there a way to get a video player that u can put a custom link to it on sdk 2.0

#

nvm

frosty goblet
#

Are there any specific "commonly used" shaders that people provide for worlds and stuff?

errant beacon
frosty goblet
#

Is it okay to use those shaders on world objects as well? I figured that most of the go-to shaders like that were primarily intended for avatars

#

My brain tells me there should be a difference between "environment" shaders and "character" shaders lol

random owl
#

Should use Standard for worlds most of the time

frosty goblet
#

On that note, I am aiming for "stylized" or "cel shaded" or what have you, scenes

random owl
#

Toon shaders aren't really built for world building purposes unless you are going for some really stylistic world style which can't be achieved by just proper texture work

frosty goblet
#

I am aiming for something along the lines of that video-gamey look lol

random owl
#

Standard would have no real problems getting that look as long as you just make the textures look like what you want them to

frosty goblet
#

Yeah, part of the reason I'm asking for shaders is because my art skills barely exist and it's hard to find "cartoony" textures. I'll keep in mind that standard is the go-to for most terrain, though

#

At least I was mostly right on not using toon shaders on environment lol

random owl
#

Yeah that's gonna be a bit ๐Ÿคท

#

At least make sure your lighting setup is proper because the problem you often see in worlds made of room shaders is that they don't light them properly and then you get people either blowing up or appearing dark

frosty goblet
#

Yeah I read something from tupper mentioning that there's a testing avatar that spawns a bunch of spheres with different shader types so you can see how various avatars would look in your world

#

That's just a reshared twitter pic on the account of that link I posted :p

random owl
#

That wouldn't even need much textures at all just standard with different physical properties

#

The testing avatar can be found in "avatar testing" on a pedestal

frosty goblet
#

Yeah, that's part of the reason I want to go for stylized, it's a "textureless" style lol

random owl
frosty goblet
#

Exactly that!

verbal patrol
#

does having 2 video players not being compatible have something to do with the video/realtimeemssive gamma being displayed on each surfaced screen

random owl
#

You really shouldn't have two video players to begin with that's gonna kill some poor persons internet, but most likely you just aren't staggering them loading since it's rate limited

verbal patrol
#

not sure exactly what you mean by staggering them, im creating a club and wanted to have visuals displayed, and then have the option to stream my twitch with audio

#

would i just have to create a trigger to have it turn on ?

#

and have one start on world startup

random owl
#

Just don't have them loading on world join at the same time

verbal patrol
#

Ahh okay, hopefully that works

short gulch
red urchin
#

Anyone know how to change clipping plane in a world? like how close you can get to something before your view clips into them?

random owl
#

You set a reference camera in the scene descriptor

red urchin
#

i've seen in some worlds you can get very close but in my world you clip in like 3 inches in

#

oh and the clipping plane there on that camera object changes it?

#

anything i should look out for there?

random owl
#

Not really if you have a default settings camera and you just change the clipping plane

red urchin
#

so just change the near plane? i imagine far wont do anything?

random owl
#

You can change either but near clip gets clamped between 0.01 and 0.05

#

And higher ratio between the two values you have the higher change you have of graphical glitching and lower floating point accuracy

red urchin
#

okidoke i'll just change near then, thank you!

compact dove
#

I'm looking to setup a URL input video player for SDK2 but can't find a relevant guide/Prefab. Could someone point me in the right direction please?

random owl
compact dove
#

Thanks

hazy vapor
#

not sure whats going on but the trigger fails to initialize

#

so when i upload it the trigger doesnt work

#

anyone able to help me out?

random owl
#

The triggers will always fail to initialise in the editor it's normal

crystal pebble
#

VRC_CustomRendererBehaviour with udon for video?

bold ibex
#

that just appeared out of nowhere while I was working on my world

worthy knot
#

are you using the right unity version?

bold ibex
#

yeah I do, using latest SDK 3 also

worthy knot
#

did the auto fix option, fix it?

bold ibex
random owl
#

The changelog is not updated

#

Can you show a uncropped picture of your unity?

bold ibex
#

oh, whoops.. I think I found the problem

random owl
#

Ahh yeah that would do it

#

The dev API is out of date

bold ibex
#

no actually I accidentally used the Dev API somehow :/

#

and it updated my SDK to Beta I believe

random owl
#

Not really how it works

bold ibex
#

Anyone know how to do render culling? where if I am in a certain room I cannot see the players in the next room? for example, Zombiedoll Lounge

errant beacon
worthy knot
#

Is there a place to see how many visits you've had on your world while it's in community labs?

random owl
#

Just check it on the website as with any world? Or would you want to see just the visits before it got made public?

crystal pebble
#

i cant seem to get my emission to glow on the floor, or show on different surfaces any suggestions?

bold ibex
#

hello there. im new to 3d modeling and world building. i have a question. for the purpose of my world which will be a pen&paper rpg world i need to obviously have rpg rice. getting them in the world is not a issue, the real one comes from the fact most of the combat in the system im porting in relies on 3d20 throws ( 3 20sided dice threw simultanously). i could as the player to throw a single d20 die 3 times or give them 3dice to throw but i want to make it into 1 dice throw. is there a way to put 3 20sided dice INSIDE a 3d cube, so when u throw the cube the dice inside would roll aswell (allowing for 1throw to display all 3 d20 results) ?

dreamy falcon
#

Hi there. Can anyone help me. I keep trying to upload and test my world and it will not update the world to the most up to date one I have created. I have never had a problem until now. It juat will not update. I have tried to reload unity and the vrc ask and it still loads a old version. Please help.

random owl
#

Read the latest pin in this channel, also don't cross post the same question across channels esp on channels where it doesn't belong

shrewd palm
harsh wagon
#

Is there a way to add 2D audio to a space without having a large radius?

#

I want to have sound playing in one room without there being a huge spherical radius.

#

I tried looking it up online and found a bunch of snarky remarks about how "that's not how sound works"

#

but it's 2D audio, I'm already defying physics ๐Ÿ˜…

ruby roost
#

@harsh wagon i had this issue too, it seems like audio sources have an infinite radius by default , despite the falloff curve. these settings allowed it to actually be limited 2D audio

#

the distance is just controlled by min distance & max distance

#

i think the key was setting ths spatial blend to 3d... even though the audio is still 2d

harsh wagon
#

but the issue is that it has a big spherical radius

#

so it overlaps with other parts of the map

ruby roost
#

ah, you're asking if there are other shapes available then over a sphere...?

harsh wagon
#

yeah, which is where the snarky responses come in about how "all sound comes from a point" and stuff

#

I know sound comes from a point in real life, but it's not even 3D sound

ruby roost
#

oh no, i totally agree. a rectangular audio source would be so useful. i understand audio comes from a point, but it doesn't need to be distributed in a sphere

harsh wagon
#

If it's 2D audio it doesn't come from anywhere since it's a constant volume all over

toxic fulcrum
#

Does anyone know of any good Udon club lighting prefabs? Happy to buy... I'm looking for some decent animated spots and lasers mostly~

ruby roost
#

i have a "never have I ever" prefab room, and I have a mic in there which amplifies a user asking questions. had to move the room away from everything due to only being able to use a sphere. a rectangle would have been ideal ๐Ÿ˜ฆ

harsh wagon
#

Sound meshes in general would be great

#

custom room-shaped audio players

#

very specific, but useful

ruby roost
#

agreed. at a minimum a rectangle would cover many use cases, as most rooms are rectangular

bold ibex
errant beacon
#

@bold ibex See the top-most pinned message in this channel o:

bold ibex
random owl
#

That's straight after trying to build?

bold ibex
#

As soon as I press build & publish, the first image shows up and that:s all that shows on my console

random owl
bold ibex
random owl
#

Click the second top most auto fix

bold ibex
#

Did that, still same messages when I try to upload

random owl
#

Okay from the root of your assets folder there is a folder called _LastBuild dm me the LastBuild file from inside it so I can check to see why it would be failing

bold ibex
#

Sent

random owl
#

Okay so the problem is that it literally doesn't set any scenes to be included in the build currently ๐Ÿค”

#

Can you show the contents of the meta file for your current scene?

bold ibex
#

I think I fixed it by making a new scene

#

Yeah it works when I made a new scene

random owl
#

Show me the meta file still for future reference

#

I want to know what went wrong

bold ibex
#

Alrighty

random owl
#

Just right click the broken scene in your assets and press show in explorer

#

And then the .meta file with the same name

bold ibex
#

I don't see the meta file

random owl
#

๐Ÿค”

#

Do you see any meta files?

bold ibex
random owl
#

It's in the project root? vrcThinking

#

Well that's a likely reason why it wasn't working

#

Did you save it in the root or did it just end up there?

daring otter
#

hey, i have a question about collisions

#

so i added the mesh of the object as a mesh collider

#

but im still falling through

#

it's definitely mapped right

bold ibex
#

Never saved it it, it was a backup from a crash

random owl
#

Ah okay well if you move it back in your assets it should start working

random owl
daring otter
#

sure, but im still trying to figure out the scene a bit, it's ripped from a unity game

random owl
#

You have the object on player layer?

#

I don't think that's set to collide with the local player

daring otter
#

it's on the player layer

random owl
#

Yeah exactly

daring otter
#

im new to udon

#

it's the environment layer isn't it?

#

yup, thanks

random owl
#

I mean anything that will collide with the players collider Default, Enviroment and so on

daring otter
#

alright one more strange thing

#

so since this was extracted from a unity project, everything already has mesh colliders

#

however, they only work when i remove them and add another

#

they are literally identical beforehand and afterwards

random owl
#

Do they actually have the right mesh set beforehand?

daring otter
#

yes

#

they actually have no mesh set, i have to add the mesh

#

you know what, fuck it, im just gonna replace them

#

thanks!

bold ibex
#

asked a while ago but no luck with responses - I'd like the UI focus glow to appear above the image in my canvas here:

#

how do I do this?

#

the image being the yellow background

daring otter
#

would anybody here know why the cyan climbing prefab throws an error btw?

royal jay
#

๐Ÿ‘€ after spending 2 years building maps for D&D i found that i can made maps for VRC.... YES

midnight vault
desert python
#

technically

midnight vault
#

right what do you mean by technically ?

desert python
#

so some players act weird when you use twitch. but they should be able to play streamed data if the player is capible. if its not, then itll most likely do nothing

harsh wagon
#

What are the default volume settings for VRChat?

#

I'm trying to get my audio sources at a decent volume without being overbearing, so I want to see what they sound like at the default volume.

left marlin
harsh wagon
left marlin
#

Iโ€™ve only recently started talking in the official discord again, but Iโ€™ve been creating worlds for the past 3 years.

harsh wagon
glacial pond
#

CyanLaser is name I seem to keep seeing popping up in the credits of uniquely scripted stuff ๐Ÿ˜Ž

shut timber
#

:cyance:

left marlin
#

Other than for CyanEmu, Iโ€™m not sure why my name would come up in udon worlds that arenโ€™t my own ๐Ÿ‘€

shut timber
#

cyan you were literally credited in Obsession yesterday

desert python
#

i ask that everytime

upper gate
#

You may not know this, but Cyan is also the name of a color

left marlin
#

I directly gave FlowersRite the timer used in the devouring.

upper gate
#

I'm planning on crediting you once for every 6 hours that CyanEmu saves me waiting to make a build before realizing I forgot to tick a box

harsh wagon
#

How come certain test builds are really quick and other take 5 minutes?

#

Sometimes I'll change one minor detail and it'll take a few minutes, and sometimes I'll change the whole layout of a world and it'll build in no time

glacial pond
#

World complexity could be very different. Also, if your lighting auto-generates, it will need to finish generating.

harsh wagon
#

sometimes just changing the volume of an audio source is enough to slow it down

left marlin
#

I recommend never having auto generate lights.
I donโ€™t make as many builds now, but shaders recompiling and also cache servers might have something to do with it.

left marlin
bold ibex
#

i've got a subtle aquarium sound - i don't understand how the audio settings work though. I'm using Volumetric Radius to make it such that the sound(s) isn't coming from a single precise point in space, but with these settings, the sound falls off instantly

glacial pond
#

Lol... the only reason I auto generate lighting is to know instantly if I added something that will stall light generation into oblivion

left marlin
bold ibex
#

i left it unchecked such that vrc spatial audio could take care of it ๐Ÿค”

#

i'll try it, thanks

glacial pond
#

I thought vrc spatial audio still uses the curve for the range between near and far

left marlin
#

If you uncheck use curve, it will generate one based on the volumetric, near, and far settings. Volumetric is 2d area, near is then 3d with high volume, and then far is sharp log falloff.

harsh wagon
#

@left marlin Would you happen to know much about seamless teleports in 3.0?

#

I've been working on an endless stairway and the current solution I have is pretty jumpy, but I was told that there's something similar for 2.0.

left marlin
#

Yes, I used the technique in sdk2 to build climbing.
In udon, it is much easier, but then again, math.

#

I know akalink created a tutorial for it in udon, although I havenโ€™t watched it.

harsh wagon
#

Got a link for it?

left marlin
#

Sorry, was watching it instead of sending

#

Itโ€™s done a little differently than mine since he let unity do the math where as I did it directly, but also had weird other cases. This is good for most things anyway.

harsh wagon
#

Should I be concerned about the warning it's giving me?

left marlin
#

Uncheck collision transfer. You would only want that for physics based games on position synced objects. At one point a bug was introduced that would cause the instances to crash if you had synced physics objects near each other, so best to not have that enabled

upper gate
#

vrcThinking what context is this? I'm doing a bunch of colliding things and transferring ownership

#

and now I am worried

harsh wagon
#

I'm following the guide CyanLaser posted

#

The world I'm working on doesn't have pickups so there aren't any physics objects to worry about

upper gate
#

Oh ok, it's a VRC Pickups option

harsh wagon
#

Well not pickups specifically

#

synced physics objects

left marlin
#

Pickups arenโ€™t required. Non kinematic synced objects bumping into each other, and other players take ownership. Pickups transfer ownership on grab. I actually havenโ€™t seen the bug in awhile, but Iโ€™m pretty sure it still exists.

upper gate
#

So is this warning regarding an option on an UdonBehaviour component, then? Still lost, if so. Are we even talking about Udon, or SDK2?

#

OH

#

This label is truncated for me and has been for so long that I completely forgot it says "on Collision" at the end ๐Ÿคฆ

#

Occasionally I would look at it and think "gee that kind of makes no sense, like obviously ownership transfer has to be allowed," but then I stopped thinking about it in order to conserve brain cycles

harsh wagon
#

1MHz brain

#

I really don't get how this teleport script works

#

I've set it up correctly I just don't get how to use it right

upper gate
#

Topic seems to have veered into purely Udon stuff, reminder that #udon-general exists

left marlin
#

The transfer ownership bug applies to both sdk2 and udon btw

#

Itโ€™s only u# that warns

lusty jacinth
#

Anyone good with the script side of world building please drop me a line. I'm a creative builder with some new ideas for world's bit can't grasp the script reference and other things like it.

mellow drum
upper gate
harsh wagon
#

For some reason, my PC's performance tanks if I use unity for more than a few hours.

#

I'll be fine for most of the day, but eventually everything becomes really slow.

#

It might be from repeatedly opening new VRChat instances to test things

#

All I know is that windows as a whole becomes unusable

scenic hare
#

does anyone know how i can for example render plant billboards on quest?

#

because my (low poly as fuck btw) trees look like this when using any of the mobile shaders, as those don't seem to support transparency

#

or am i missing something when it comes to what shaders are supported?

dusk sapphire
#

unlike avatars, quest world's don't have a whitelist for shaders, so you are free to use whatever shaders on quest, provided they are compatible, including those with cutout and transparency. However, try not to use it too much as they can be expensive on mobile hardware and should be used as sparingly as possible.

scenic hare
#

ooh thats good to know

#

i thought i was limited to just mobile shaders

#

which would really make everything look a bit too crap for my tastes :P

#

but that works yeah

upper gate
#

Go to VRChat/Mobile/Particles and you can use Alpha Blend

scenic hare
#

hmm i mean it works but it looks quite bad

upper gate
#

VRChat apparently lumps all sprites in with "particles"

scenic hare
#

thanks tho :D

#

any recommendations on what shaders i should use that support cutout but aren't as heavy as the standard shader btw?

dusk sapphire
#

I just use one of the Nature shaders that comes with unity, I have no idea how light they are but it seems to work relatively well for the foliage have in one of my quest ports.

harsh wagon
#

(should've specified avatar there, hah)

dusk sapphire
#

shrug, its white listed

#

doesn't look good though imo

harsh wagon
#

Looks better than the alternative for the model

#

water bottles tend to be transparent

dusk sapphire
#

let me guess, its fiji water

midnight vault
#

can some one help me out here when i use the unity video player i get sound but as soon as i use the other one i cant get sound working anymore

shut timber
#

Cutout is bad on quest. Alpha blended is better. But foliage with lots of overdraw (layered transparencies) of any kind is bad for Quest. I suggest replacing the trees with a different model with mesh foliage for Quest if you canโ€™t get the visuals and performance you want.

misty wave
#

Is there any way to scale players relative to a world? I have a unity project that I'd love to just drag and drop a few VRchat elements into but the scale is wrong

near escarp
#

Instead of scaling the environment ? Or do you need to scale players dynamically ?

misty wave
#

Instead of scaling the environment, yeah. If it's possible to just make the players all 50% larger it would be a lot easier than adjusting like a hundred world elements in unity

near escarp
#

There's currently no way to scale players in a world, but scaling a lot of objects shouldn't be too difficult if they're using the same parent object

left marlin
#

You can also select all root objects, set your unity cursor option to center instead of pivot and you can then use the scale tool to scale the entire world based on the center of all objects.
Putting everything under a parent object would be almost the same thing.

misty wave
#

I'll try putting them all under a root object and attempting scaling - hopefully that'll do the trick. Thank you for the suggestion!

marsh grotto
#

I'm using SDK 2021.1.19.07.28 and there doesn't seem to be a VRC_PlayerMod component

#

Oh, looks like it has to be re-created through Udon

random owl
marsh grotto
#

Ah, thanks!

gleaming terrace
#

How can I make a slider system? tried to look it up but nothing came upat all

frosty goblet
#

Is it possible to remove a custom layer from every avatar's camera, like a setting for your world somewhere?

bold ibex
#

Hey, how feasible are non-euclidean spaces such as a hallway of doors that take you to different environments like outer-space or mountain tops? Anyone think they could point me in the right direction for using this in VRChat?

upper edge
#

Hey everyone. I'm new to VR chat and really interested in building a world that functions like a co-op game experience. Are there any good examples out there currently that incorporate RPG elements? I'm imagining something like a dungeon crawler could be really fun to work on. Let me know if this is the right place to ask!

frosty goblet
#

Does anybody know of a place I could go to find stylized shaders for a cel-shaded style that are confirmed to work in VRC?

green lagoon
shut timber
#

If it is for a world, are you looking for one with lightmap support as well?

#

Some toon shaders are meant for avatars and do not support lightmapping.

manic pelican
#

I'm just not perfectly sure if this importer would work for VRC, and don't want to spend $100 until I know for sure. Thanks!

near escarp
#

Blender can import .ply

manic pelican
#

Yeah but I need it to be read and displayed in Unity.

near escarp
#

export it as an fbx ?

manic pelican
#

To clarify, I want it to stay as points, I don't want to mesh it.

near escarp
#

Well the points need to be converted to a mesh somehow to be rendered afaik, unless there's a way to do particles, but that's pretty expensive

manic pelican
#

Yeah I thought particles would probably be too expensive as well.

#

Thanks for linking that Github one, says it requiers Unity 2019.4 though and I need something that works in the 2018 build for VRC purposes.

#

I know this is possible because of that "Point Cloud Geidai -YOZAKURA-" VRC world I linked earlier.

undone dome
#

Hello. Is there a way I can add a transparent window without cutting the walls into pieces?

shut timber
#

Honestly, I bet particles would work on this.

#

Custom shader may be the โ€œrealโ€ answer though.

manic pelican
#

Yeah, each point is basically a sprite with a color, which always faces the viewer.

undone dome
#

Apologies. I'm completely new to all this. How exactly would I go on about these?

#

Just guessing (which I could be totally wrong). Create a cube, drag shader into said cube, mess with some settings.

manic pelican
#

Typically it's better technique to model in another 3D specific app and then import into Unity.

undone dome
#

Ah.

manic pelican
#

You could then use something called "boolean subtraction" in that app to subtract a shape (like a rectangle) from another (like the wall) to cut holes.

#

If your wall is supposed to have no thickness, you could texture map them so that the window is transparent using an alpha or opacity map. Make it white with a black "window" cutout and map it onto the wall.

undone dome
#

Thanks guys.

manic pelican
#

Check out Blender for modeling, lots of free tutorials out there. ๐Ÿ™‚

ruby roost
ruby roost
# undone dome Thank you much!

It occasionally fails with a buffer overflow error, but if you mess with the scaling of the objects it'll usually fix it (then just scale the items back to their original size after)

indigo fossil
#

For windows I'd typically recommend running loop cuts through the walls, it gives the most flexibility. Booleans have a tendency to wreck topology which can make editing harder

#

How do I get QvPen ink to show up on Quest? I switched the material to VRChat>Mobile>Particles>Alpha Blended and it didn't work

hardy flint
#

Ay guys having a bit of a world issue. i'm trying to upload it privately to quest so i can test it out however on the upload screen it doesn't let me type anything whatsoever (same for desktop)

#

anyone know a fix?

vale inlet
#

Currently trying to build a world that livestreams footage from a twitch channel, and am running into problems. Does anyone know any good tutorials and/or could help with the troubleshooting?

#
ruby roost
vale inlet
#

@ruby roost okay, I'll give it a try! My end goal is to be able to have a livestream play upon the start of the world, and have it so it's only that livestream/players cannot change the URL

ruby roost
#

@vale inlet yup, have a similar thing in my world, although I use it for audio only so I just hide the player out of bounds of normal users. this prefab has options to autoplay a URL though. safest way to prevent users from changing it would be to make an admin room for yourself & put the controls in there

vale inlet
#

@ruby roost I see ๐Ÿค” I'll definitely consider that if the prefab turns out to have what I want! It shouldn't be too much of an issue to implement a room (I'm guessing you mean a physical ingame room?) since the conceptual design includes a house the players can visit.

#

Thank you^^

ruby roost
#

@vale inlet yup. although the video players have a "master only" lock on them, thats only good until you crash or leave the instance. VRC doesn't have a great way to securely/persistently ID a player but you can whitelist your username to a button that teleports you to some distant location. just make some tiny hidden button somewhere that only you can press to teleport you to the "admin room"

wraith mural
#

So err, my pickup objects vanish when I run the build test of VRC, but when I play in Unity's Game viewer they act like normal

near escarp
#

Make sure they're not inside other colliders

wraith mural
#

Ive got them levitating over a table just to make sure

near escarp
#

Is there a bigger collider around ?

#

Is the table collider a mesh collider ?

royal jay
#

Does the pickup object have a Collider?

near escarp
#

ah, that's a good question lol

wraith mural
#

The table has a box collider, they over it
Yes the Pickup object have a collider, they not meant to?

near escarp
#

can you screenshot the setup ?

royal jay
#

They should, is it a mesh Collider?

wraith mural
#

oh its worked

#

I just rebuilt the lighting and now they have appeared

near escarp
wraith mural
#

Ok? Anyways, Thank you for the Help! :D

near escarp
#

Add this to your project so you can test in unity directly

royal jay
#

I'm at a point where I need someone with PC vr to performance test for me lol. My index isn't in yet

near escarp
#

What does the stat menu look like in game window ?

royal jay
#

The what....

#

I'm new to vrchat, not new to world building lol

near escarp
#

the game window, in unity, top right corner there's a Stats button

royal jay
#

There's a WHAT how have I missed this

#

Oh..

#

Well that's handy

near escarp
#

It sure is !

vale inlet
#

@ruby roost Oh, one more question: how should the UdonVideoplayer be imported into Unity since it's not an asset package?

ruby roost
#

Fyi the last package isn't current. Consider upgrading the scripts after importing

vale inlet
#

okay, thank you!

brazen cargo
#

I came back to my project and now every time I zoom in so I can view the details, this happens. If I zoom in too much, everything disappears.

royal jay
#

In your asset manager (the file system thingy, probably in a tab) double click the asset you're working on. Not a fix but a work around

near escarp
covert hornet
#

What was the rain shader that mainly was used back in the day? some people still use it, it's the one with the setting to make things on the other side into dots when you blurred it with the settings

wary breach
#

this guy ripped and reupload these 2 worlds which is created by our community with 2 accountใ€‚
we submitted a request on https://help.vrchat.com/new about mouth ago but nobody dual with itใ€‚
but i saw the worldโ€œTHE ROOM OF THE RAINโ€was ripped too๏ผŒbut
it was deleted just 1 day afterใ€‚
so what should us to do can make this gay remove those ripping worlds๏ผŸ๏ผŸ
This incident is a great blow to our enthusiasm.

subtle cradle
#

I'm not sure were to post this but 2 of my worlds I'm trying to fix but quest users see double vision of the world and i'm not sure how to fix it.

rapid skiff
unique field
#

can I put a picture of an old painting in my world

#

could it be flagged or taken down for that

#

since when you upload it asks if you have the rights to upload everything

proven aspen
#

Can anyone help with the units in unity? I'm trying to make my room in unity but cant figure out units to meters. Everywhere is said that Unity's 1 Unit is Meter even though is clearly not when it comes to vrchat

brittle idol
#

Dear fellow VRC content creators. Recently I've been working a lot on creating my own decent world and ran into the general problem of making flora assets. I saw them randomly spread around in worlds and animated. Is there a secret I don't know? Is it done by using a particle system in unity?

I used flat planes and put a transparent texture on it. Then I randomised them a little with hand, copied them and flipped around the normal's to have the visible double sided.

I appreciate every hint you can give me ๐Ÿ™‚

brittle idol
trim cedar
south path
#

i'm trying to add a water shader to my world but whenever i add one its invisible unless i merge the camera into the object the waters on
how do i fix this?

night merlin
#

Is quest players not being able to select others in a world still related to performance issues? I saw that in a new world I'm working on and some scrollback suggested that is the cause, are there others too?

idle jolt
#

I have a slight issue
I have a model that I downloaded from sketch fab thatโ€™s supposed to be a flag

The problem is that in unity whenever I put a texture on it itโ€™s completely black. I checked blender and the polygons are aligned correctly to the texture. The textures works fine in blender.

hardy flint
#

hey yall, do any of you have experience with using the notbadcars prefab? I'm having trouble getting the cars to move once i turn them on in-game could anyone perhaps let me know what i've done wrong or perhaps give a short guide on how to set it up correctly because the "how-to" built into the package is all gibberish to me. I have standard assets installed tho like it says to

idle jolt
#

After some testing, I realized that the issue was the shader. The only shader it seems to like is the standard one, which is horrible because I am a quest player.

royal jay
#

Ah quest, spent like 3 hours last night trying to port my world to quest. I eventually gave up

night merlin
#

If anyone has tips on more efficient workflows for testing on quest that would be appreciated ๐Ÿ˜„ The turnaround time between build, upload, get in headset in test takes me forever.

It'd be nice if I could patch the client and add locally built worlds like it has for "Build & Test" on PC

#

My workflow right now is to just pray

short forum
#

Porting a world to quest isnt that bad. All you really have to do is change the shaders, add occlusion culling, and, if you have to, lower the texture sizes to fit 50mb.

idle jolt
#

Question
How do you make invisible walls for quest worlds?

royal jay
#

this is what i do

idle jolt
#

Huh
So that will just make it invisible, but keep the collider?

royal jay
#

yup

idle jolt
#

Thatโ€™s really useful to know

#

Also what is that world? It looks really cool

royal jay
#

its a work in progress rn, i would show it in full but its no where near ready for viewing

idle jolt
#

Ah, okay

royal jay
near escarp
#

might wanna shade smooth that rock NepOkay

royal jay
#

still a WIP rn lol, but yeah, i will โค๏ธ ty!

#

workflow for me
get everything in, get the rough design layout for everything then work on the details and optimization, pray it works, upload

#

im not sure if thats normal or abnormal tbh

near escarp
#

That's a good workflow !

crystal pebble
#

Does volumetric light beams not wrk on vrchst?

south path
#

i ended up fixing my water shader issue

nimble swan
#

Hi. Hope to get some help here. So we've imported a wall from SketchUp, exported it as .obj. When imported to Unity, we were unable to put textures on it. Would anyone know how to fix this?

errant beacon
#

Does it have UVs? o:

#

also make sure you're applying a material to it, not a texture (image file) o:

supple drift
# crystal pebble Does volumetric light beams not wrk on vrchst?

If the volumetric solution just uses a shader + mesh, it should be fine. If you're talking about the asset on the asset store, I vaguely remember that it relied on scripts so you had to do some modifications for it to work. There's some VRC-compatible volumetric beam things on Booth now, tho!

nimble swan
#

@errant beacon Oh, let me check. :>

crystal pebble
#

Thank you @supple drift

little idol
#

I need a flamethrower effect for my world, does anyone have a Asset package? ๐Ÿค”

#

I need it for an animation for my world to sync with a music.

hoary pendant
#

does anyone have any video player reccomendations

hexed kernel
#

I'm really sorry if this is the wrong place to ask, is there anyone here who would be kind enough to help me with a problem I have? I have been working on a world it works fine when I build and test in unity. I then uploaded it which worked, but when I try open the world in VR chat it fails and just drops me back to my home world. I'm going a bit crazy trying to solve it so any help would be really appreciated.

idle jolt
#

Is there a list of things I have to do to make a world optimized for quest? I have every object have a box collider, all shaders be standard lite except for a mirror, etc.

Do I need to mess around with the lighting or anything else?

desert python
#

remember to bake lighting and occulsion culling if possible

#

@hexed kernel does your world have a spawn?

hexed kernel
idle jolt
#

Wait will box colliders make the entire boundary box of the building be unable to be walked inside of or no? Iโ€™m very new

near escarp
desert python
#

@idle jolt depends where it is. a box collider is 1 box you cannot enter/can only collide into unless it is set to do something else

hexed kernel
idle jolt
#

The building has a section where you can walk up to, but the boundary box covers everything and is high because of a satellite disk attached to the building

ruby roost
desert python
#

@idle jolt may need to lower the box some

idle jolt
#

This is what I'm talking about

desert python
#

you may want to set that back to mesh renderer

idle jolt
#

The mesh renderer will make them solid objects you can walk on?

desert python
#

i mean collider

#

sorry

idle jolt
#

Okay Iโ€™m gonna get a shower real quick then Iโ€™m gonna try to figure out which settings are the best for the mesh collider

#

No idea what Convex or Cooking options mean, or anything else

hexed kernel
ruby roost
hexed kernel
#

The fix that @near escarp recommended worked, thank you so much, I was going crazy trying to solve it by myself I had tried so many things.

misty wave
#

Just curious, in terms of finding resources for worlds from a place like Sketchfab, do I need to worry about poly count very much? Like I see items like chairs that I would love to use in my world but then they have like 70k poly count which seems way excessive. What do people generally do for that, let alone more complicated models like entire buildings and such?

idle jolt
#

I hit publish fir Android for my world, and itโ€™s been going for like 30 minutes
Did I do something wrong?..

desert python
#

what?

near escarp
errant beacon
#

^
also, you could try decimating/retopologizing it in Blender? o:

near escarp
#

i mean, 70k is nothing for pc

languid terrace
#

how can i upload my world

#

im clue less

desert python
#

build and pub

languid terrace
#

okay

#

i clicked that

#

now what

#

can i go into it in vrchat

#

and yes im thid dumb

desert python
#

no you need it to load then fill the stuff then hit upload

languid terrace
#

what

#

oh wait

#

nvm ik

#

now i havent uploaded anything for a while thankyou

#

npthing popped up

#

whjat do i do

#

i clicked build na dpub and nothing appeard

#

to name it

desert python
#

did it load anything at all?

scenic hare
#

Does anyone know what could cause players with small avatars to spin when falling?

#

I'm thinking theres something messed up in my world settings but i don't know what it'd be

languid terrace
#

@desert python NO

pure kraken
#

@near escarp not sure if you would know anything about this but I seem to be having some raycast/detection issues. A keypad UI I'm using just doesn't work for VR users but works just fine for desktop users.

near escarp
#

You'll need to make the larger collider around your UI MirrorReflection

#

The tool can fix it automatically for you

pure kraken
#

okay, thank you!

#

are there any tutorials on this? or how do I even use this? lol @near escarp

near escarp
#

You can find the instructions on the main page of the repo

pure kraken
#

right...me being stupid lol

#

ty again

misty wave
#

In regards to my poly count question before, I'm mostly curious in regards to PC. I don't think 70k poly is much, but I've heard varying things about hard limits for poly count to get worlds approved out of labs... and 70k for one chair in a larger world seems like it would reach astronomical levels if I were to drop in a prefab city or something... but is a generally good rule of thumb, if it runs okay in a normal unity scene it'll be okay for VRChat?

near escarp
#

There is no such restrictions on worlds

#

You can have millions of polygons in frame without much impact

#

but optimization is always good when possible

errant beacon
#

^
def keep your materials down though

misty wave
#

Okay thank you, that reassures me a lot. World size and poly size has always stressed me out a bit because it seems to get annoyingly high even with very little added, but it's good to know

#

Yeah I think textures are mostly what's beefing up my world size

near escarp
#

You should use this too