#world-development
39 messages ยท Page 65 of 1
@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?
I don't really understand what you're asking
Whenever I test out my world, it would start up VR Chat of course like it should but then I would hear a sound from my computer as if you were disconnecting a USB cable of some sort.
But what is the problem you're having?
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
When you use the "Build & Test" button in the editor, things you've added to your World don't appear there?
Yeah, it only loads the latest version I've done before adding anything I've done.
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?
I added like a movie theater type room into my world but it's not loading that at all.
and I changed the skybox
I can't help, sorry. Someone else in this channel might be able ๐
thanks for your efforts at least @upper gate
Check the latest pin on this channel
thanks i will check it out
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?
@upper gate Make sure that "Use Desktop Game Theatre while SteamVR is active" is turned off in VRChat's general properties? o:
Thanks, good call. Seems like that'll fix it, but doesn't really explain why it wanted to do that every third launch ๐ maybe we'll never know
The World May Never Knowโข
yw! and yeah, that's a vv weird issue lmao
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
Could anyone tell me how to fix this? it's my first time uploading a world.
Pinned message
#world-development message
@upper gate Im getting a โ ๏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.
I don't know either, sorry, not an error I've dealt with personally.
no worries
I think you didn't read the whole guide ๐
@upper gate I'm also getting Udon assembly errors. I don't know if you know anything about that.
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 ๐
ok. that's fine. thanks anyway.
I don't see my error within the guide.
The guide won't list all the errors the guide tells you how to locate the errors that matter
yes, I'm not sure how to fix the errors.
Then you can post a screenshot of the error
With those you might want to just restart unity and check if they are gone after
Ok. ill try that and let you know.
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?
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
might be out of scope for sdk2 though
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
You won't really find much examples for something that specific
I'll have to build one
could almost put a platform game in there with all the components, and then have someone else assemble them, doesn't sound complicated
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?
That sounds like something that happens to me. Cloning the mirror always seems to fix it. Restarting Unity might also fix it.
How are you making the mirror?
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.
I believe it is the servers for now, as many experience the same thing. #announcements
The mirror is on a ProBuilder plane object
maybe it's a probuilder thing?
Well the object you have the mirror on needs to follow specific guidelines for how the mesh is rotated locally
Interesting. Is there any documentation on that? Or should I give something like an orientation in numbers?
"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
oh interesting, thanks, lemme read and see
Or you could just use the mirror prefab in the sdk which is already setup properly
I could, but this is something I really want to understand
So I went into the probuilder "select plane" option and rotated it so it was in the XY plane facing positive Z and it LOOKS like it might work now. I'll give an update once I test in-world. that's super interesting info you gave though. I couldn't find any explanation like that anywhere.
oh wait, DANG I read that wrong. whoops. negative Z. thanks dyslexia
Thanks! it works now. I oriented it the proper way XY -> negative z and everything works as suggested
Thank you, sorry i am blind
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...?
Do you have a command line to dump you into a custom instance? That will override build and test
Uhh I see that it opens a command line, is there a certain command I'm supposed to run in it to get in?
No. did you add anything to Steamโs launch options for VRChat? I am guessing not but just in case, that would do it. If you donโt know what Iโm talking about then you probably havenโt
No lol I haven't
I don't entirely get what that means, so likely not
And it seems to be trying to load into the world
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
Oh, interestingly, I just got in
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
Thank god it worked tho cuz my values were offff xD
Thanks for helping anyway Adeon o/
Anyone else knows how to fix the spin the bottle prefab? It sometimes spin forever and never stops
Can i call myself the F word in my own world?
like, on a ui billboard, is it TOS to call myself that?
This is a genuine question
i personally think it should be ok if its not a public world?
It is a public world,
Please don't, though.
What kind of a question is this....
a real one
someones gotta asks these questions eventually
Just.... People... Love yourselves. ๐
i love myself, im just gay
... i guess they mean they just wanna be able to call themself that without the world getting banned O.o
what
bruh same
Im just gonna say this from basic human knowledge.... Dont risk it my dude.
And I'm a punk. But people are affected by the words you choose, and being excellent to each other means considering that.
don't overthink it.
Don't underthink it.
this is derailed
confucius say

Hold on, I have a better answer.
Making a support ticket would get you the actual answer
true ^
probably the best course of action,
imma make one now cause im curious myself
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.
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. ๐
Why would calling yourself inflame people? ๐ค
Consensual use of language is a thing. But publishing something like that in a world, publicly, is not a consensual context.
I dont think its bad at all to call yourself another name for your own sexuality
idk whats happening here but imma head out
Same โ๏ธ
Do what you want, but trust me, it's a dick bonehead move.
to do it to himself?
I'm not gonna argue, hence 'trust me'.
If we take community guidelines at face value it would pretty much be a no but since we aren't on the moderation team hard to say how they would judge it
still gonna make a support ticket
Opening a support ticket is actually-- yeah, do that.
i dont think the devs expect people to insult themselves
only calling it an insult because everyone who's answering and getting upset hates the fact i wanna call myself it
Fuck it. Im just gonna ask it. Need someone to talk to? Wanting to insult yourself is never a good thing so if you need someone to talk to then im here.
Anyway, this is now 100% off-topic. Conclusion is support ticket.
I call myself that too though
this is no longer world support
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
People lurking with relevant questions should now ask them ๐
I have a question...
Unity package upload failed: Failed to create file version record.
is this a me problem, or a them problem?
that appears to be a restart unity problem
i think thats a servers error?
try restarting and if that fails try redoing the pipleline id (remove then re-add it)
yes, three failed upload attempts in a row -- and I removed the id on the second attempt
hmm yea think its server side
imo failing to upload indicates an upload issue on vrc's side
and restarted unity on the first attempt
~details are probably important
oh... maybe?
my timing sucks XD
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
Air drag/resistance sounds like what you'd want maybe? o:
As in, have a zero-gravity object that has a relatively high amount of drag on it
Drag and Angular Drag should be available in the Rigidbody component
A physics material can also help
Whats the difference between drag and angular drag
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
Do I have to check Gravity? or Is Kinematic
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)
didn't know about that actually, cool! c:
is there anyway to have 2 video players going at the same time, with two different videos?
- e.i two different URL's
One last thing, do anyone know how to teleport objects? like its a reset button
for SDK2, either the DestroyObject and SpawnObject RPC calls, or the TeleportTo RPC call if you don't want to destroy the object
def might be other ways to do it though o:
not sure if there's a easier/different method for SDK3?
Does anyone know of some good non-resource intensive water prefabs
make sure that script doesn't exist twice
not even sure how I would go about doing that
keypad.cs is what you're looking for
the error messages are gone but I'm still getting the same warning messages.
Warnings don't matter
anyone has a good Slider Prefab and how I would implement it with my Bloom diffusion intensity?
ok. when trying to publish my world, I'm still getting this message.
Then you have errors left
wtf
How do you all manage to come up with new ways to break the SDKs after 3 years still 
Try to follow those steps https://docs.vrchat.com/docs/updating-the-sdk#sdk2
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
these were my last errors
I literally have no idea.
i haven't had to migrate anything. I haven't changed unity versions. I've stuck with the same one 2018.4.20f1.
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
When I build and test locally the world is running just fine, but every time I or a friend try to load in itโll just kick us back to our home world
grab 1's vrworldtoolkit and see if it spots any issues https://github.com/oneVR/VRWorldToolkit
any other suggestions?
has anyone here used the simple spectrum audio visualizer from the unity store in a VRchat world?
update the sdk following the steps on the page at the top
is version 2020.04.30.18.46 the current sdk version?
That version is outdated by a year
ok. I just got the newest version from the vrchat site.
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
Main issue is it's zoomed too far in
@ me pls
I'm going to bed
Ah..I'll just set the uvs to match a 1920x1080 image
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?
Enter and exit play mode
OK, that worked but why? ๐ . Thanks!
Unity bug
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?
Uploaded worlds are only friends only access right?
If they're set to private, only you can make new instances of it (but you can make any type of instance except Public, meaning you can invite friends) - if the world is set to Public, it's entirely public and anyone can visit it/make new instances of it
Private worlds aren't seen in the Worlds tab for other users too, obv
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
So if you really want to have it private only invite people you trust into the world
Is it possible to have it only to your friends only without community labs?
I just wanted to have a world where only I and friends can access without community labs
If you give them the world id/world link to the website yeah
is anyone else having the issue with worlds updating but it not showing on the website
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?
did you assign the reference camera in your world descriptor ?
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
This is also another problem is i dont get the whole list for the SDK
When i delete said mods i get the options in the SDK3 dropdown
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
if anyone knows a way around these script errors please let me know.
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
day two... still can't get a map uploaded, keeps failing with this error:
Unity package upload failed: Failed to create file version record.
~sigh~
updated to the latest sdk... overall map size is only 50mb
build and test works fine
Where could I go to request a commission for a world?
we can commision a world?
the VRC Traders discord has a 'worlds-n-props-commission' channel
@median briar you get any other errors?
I can paste the log -- currently waiting on another attempt to probably fail
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?
there are a few udon behavior errors, but they relate to them being halted in the unity playback window
I have detached it
I did successfully upload a tiny test world with just a floor
and then attempted to attach my problematic one to that ID
but it fails at the same point
ah...
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)```
I don't understand how it can be too big
is it set to quest?
nope
and I've uploaded it before
this is just an updated version of the world
which is actually about 10mb smaller than the live one XD
hmmm, the limit for worlds is theroitically 19.90 GB, so this cant be the issue. and it works on a different world ID?
no -- I was able to upload a test world with just a floor
I wanted to see if my unity or sdk was borked
that super basic world uploaded
I'm trying to think of literally anything that might be unusual
can one object have two udon behavior components?
cause... I have one object with two behaviors
is there an upper limit on materials or objects?
anyone have a good tutorial on how to make a tv screen where you can paste a video link?
yes look up NorixWolfeUdonVideoPlayer
https://github.com/oneVR/VRWorldToolkit/releases
Can you check what my world debugger says?
what a great tool
is there a specific output I need to grab?
some of those post warnings are toggle behaviors
but I think I'll look into proximity disables for my cameras
Nothing weird I can see there that would usually cause the file too big thing
the pds/tiff/etc.. to dts conversion happens before the sdk or upload... right?
I mean... I have some rather large psd files, but I figured the compression settings happened on the unity side
Yeah those are in the converted form from import
I could look into it more but I'm about to head to bed so I don't have much other tips rn
no worries -- I appreciate the help
this tool is seriously awesome for optimizing things
I keep on running into this glitch were if you hop on my world in quest you see out of like both eyes
but the right eye is off
and I don't know how to fix it
hey anyone else that cant see the ui for uploading worlds? im tryingf to uploade but the ui wont apeare
having difficulties with box colliders attached to the mesh data just allowing you to constantly fall through the floor
never had this issue with older vrchat world set ups
this is all new to me on 3.0 udon enabled worlds
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.
@velvet garnet what did you do with the colliders ?
attaching the box colliders under the mesh in the scene seemed to be creating the issues
if i just make cubes as separate objects with box colliders that works
you shouldn't have to make colliders 
Is there a way to put an .mp4 file onto a plane? as in an animated logo (could convert to GIF if needed)
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 ๐ฆ
are you on sdk3?
if you're on sdk3, the regular video player component is not allowed
:/ the website says it is https://docs.vrchat.com/docs/whitelisted-world-components
The following is the complete list of scripts usable within worlds. Components that are not in this list will not work. Unity Components WindZoneVideoPlayerTilemapTilemapRendererTerrainTreeSpriteMaskParticleEmitterEllipsoidParticleEmitterMeshParticleEmitterParticleAnimatorParticleRendererWorldParti...
they disabled the unity video player components a while back on sdk3
you have to do video via the udon video player components
ah, what little documentation they have isn't accurate. wonderful. are you aware of anyway of playing a local file using the udon player?
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
afaik, the udon players only work with remote files
thats unfortunate, what an inefficient way to play an animated texture. i'll keep looking into other methods I guess
but yeah they were removed here https://docs.vrchat.com/docs/vrchat-202011p5 and replaced with the udon wrappers to them
@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
no worries
can anyone help me solve this error while trying to upload?
Is there a prefab for a working code? Like you put a code in and it turns things on?
no
I havent written anything if that is also what you are asking
also when I click on the error it highlights "VRCSDK"
Oh no I was asking something completely different sorry ๐
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.
How are you animating them ?
(apologies for my ignorance, havent used Unity long) Imported a shape key animation from Blender as an FBX file, applied using an Animator on the base object.
You can disable the compression and the resampling
and you should set the culling mode on the animator to Always animate
Thanks for the tips, not sure if you suggested that as a fix but that didn't fix the issue </3
Can you show the keyframes ?
The object is comprised partly of three tree meshes with the same number of blend shapes. The animation slides them up and down in sequence from top to bottom, essentially.
The bone simply exists to ensure the animation actually imports, it does nothing.
Does each blendshape start where the previous one ends ?
If you mean what I think you mean, yes. The first blend shape is turned up to max, then it is blended down back to 0 while the next blend shape increases until it hits the max value, and the pattern continues.
can you show what the anim timeline looks like ?
Yeah seeing it in unity would be nice, to make sure it actually behaves as expected
I cant find anywhere that would let me see the raw animation data, but I can see the animation datablock and inside the preview in the Inspector it looks as it should.
You can shift + D to duplicate the animation within the model asset, it'll be a standalone animation
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
or, specifically, the setting for Y respawn height in VRC Scene Descriptor is -5
Is this something that will not be effectively previewed in unity, specifically?
This is potentially a stupid question, but are rigid bodies supposed to respawn as part of VRChat's default behaviour or is it just avatars that are affected?
Shift+D does not work T _ T
ctrl + D maybe ?
@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
objects will respawn, but i'm not sure if that behavior extends to local only objects
ah, it might be a bit different on sdk3 where you would have to handle it yourself
Hmmm interesting, that might be the case ๐ค
on sdk2 the object sync component has respawn rpc etc
Yeah, and that component I think is now missing for the 3.0 stuff
I might have to ask in the udon development perhaps
yeah, sync position on empty udon behaviors handle the position syncing
Looks about right
Try with this in your project and if the behavior is the same in play mode
https://ask.vrchat.com/t/using-udon-to-pick-up-items/1073/2 it looks like even with udon, a vrc pickup + rigid body and collider are needed. Here's a screenshot for what I've got so far.
@near escarp oh that's a great thing. thanks for this link
-
Oh boy I need this thanks for the link
-
The animation plays back perfectly when testing with this
Nope, lets take a look...
i'm not aware of any specific limitations with blendshapes, but there could very well be one
I reeeeeally hope not X)
@near escarp Just to be clear, the logs would appear in the console when using Build and Test?
There are several launch options available for VRChat. If you are using Steam, you can set these easily in the Properties for VRChat, found by right-clicking on VRChat's entry in your game list. After clicking Properties, click on Set Launch Options, then put your desired launch options in. If you ...
--enable-debug-gui
--enable-sdk-log-levels
RShift + Backtick + 3 Toggles visibility of console debug menu
So slip these into the standard .exe file?
If you're not using steam then you'd need to make a shortcut of the exe
I am, so I put these in the launch options in Steam I assume?
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
the logs are a file in C:\Users\xYoux\AppData\LocalLow\VRChat\VRChat
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.
As long as they don't overlap too much that's not too problematic
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
here's one shop, the map has a few
Well that's called occlusion cullind and LoD
well yeah, occlusion culling is a given
I was thinking more about once you're inside and everything's visible
Had a look through, dont notice anything weird. Do you need me to send you the log or is there a specific thing I should be looking for?
The sprites would be pretty noticeable from that distance though?
I'm pretty sure anything would to be honest
Have you attempted to add the bottles as a test and see if anything blows up?
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
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.
I intend to use all standard shaders
I don't really use custom stuff
Fair enough, im trying to think with my limited experience but my scene currently only uses water and alpha cutouts for plants.
I've tried something basic and it works
does VRChat use the normal Unity LoD system?
So i'd say whichever setting you've changed on your tree would be the culprit
yes
alright then, time to work that out
I wish I knew what setting got changed
. Did you import the blend shape animation with a root bone? Thats the only thing I can think of right now.
Worst case scenario, ill reconstruct the animation in Unity.
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
Tried a fresh export, reimported, ensured all import values are default, re-added it to the scene with the basic animation tree asset, same problem.
Thank you so much for your time though, there was a lot of useful development tips there too :)
Have you tried a new anim to test just three blendshapes ?
Will do once I work out how
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
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?
That worked, guess theres something seriously spooky in that animation for whatever reason :S
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
Theres about 1000 particles with the animation so you could be right X)
yes, I was
I just updated from the second last to the latest version of the World SDK3
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?
t h i s w o r k e d !
Split the particles and bare tree into two separate exports
Thanks again ๐

Is it possible to make a world where player cameras are disabled?
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
Am I allowed to post a link to my world here?
If you're having an issue with it yes, if not then #shameless-self-promotion
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
hey my newest world is not visible in my ingame list annd I wanna know why.
What am I doing wrong?
Probably used the wrong unity version or the uploading failed
Your errors are telling me that you didn't do read the update notes for the required step in updating to the latest udon sharp version
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 :
That being said, It's all one object so I can instantiate them and they all have LODs
yea. thatd make stuff start to freeze up
yea in unity. stuff will act different than in game
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)
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
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:
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 itโs way far below you in vr
Just don't set it as lightmap static?
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
My build & test window stopped showing up, here are the errors; how would i fix this?
Delete the image effects folder and restart
Thank you!
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?
Because you need to be a user to publish worlds new user for uploading content
Oh so it says I'm new ATM so I can upload them but can't have it public as of yet?
Yeah one rank higher to be able to have them public
Gotcha :)
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?
Right click the vrcsdk folder and press reimport
Thank you!! Also VRWorldToolkit has been super helpful!
Glad it's helped
is there anything that would prevent a UI from being able to be interacted with for VR users specifically?
Do you have big trigger collider covering the buttons?
is there a method to have a clickable link to a private world (non moded client hijinks)
https://thegreatpug.com/vrchat-link-generator/ sounds like what you're looking for maybe? o:
you can do it from the vrchat website itself now as well
I do not, no
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
If the canvas scale isn't uniform then it can also cause issues by making the collider be wrongly scaled
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
Where do I find the spawn point within the VRChat folders in unity?
The spawn point ?
yea. the place where you want the user to spawn in the world.
VRCWorld prefab
vrchat examples and prefab2 is on me if you looking for the folder
whats the path to it?
in udon is vrchat examples prefabs the ather was on sdk2
Is it the prefab asset?
yes
you should be looking for VRChat Examples/Prefabs/VRCWorld.prefab
or VRChat Examples/Prefabs2/VRCWorld.prefab on sdk2
I found that but then I'm not seeing anything that mentions VRC Spawn
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
Ok. that makes sense to me. Thanks! ๐
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?
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
Hey all , real simple question here, what layer does my worlds floor need to be? when i spawn in i fall thru it immediately.
ok. so it doesn't matter if I create an empty game object as the spawn or not?
i mean, the vrcworld object is already your spawn, why are you creating another game object?
or do you want multiple spawns?
your floor needs to have a collider component
As in mesh or box etc?
unless your floor is some complex shape, a box collider will do
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.
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.
how do I also hide text from being seen throught other objects.
ui text? hit play mode and exit
its usually a unity editor bug that shows ui elements through objects
ok. It wouldn't show up like that in VR Chat?
did it fix itself after hitting play mode and exiting?
i hit play but not exit yet
ok. it looks fine after playing the scene.
Does VRC have their own nav component?
nope
ok
Is Build & Test broke or did I mess something up
It keeps taking me to my home world when I use it
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Ooo, I like this.
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.
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?
Players have two sources of audio: the voice coming through their microphone, and sounds attached to their Avatar. With Udon, you can change how a Player hears other players' voices and avatar sounds. For example, this graph makes it easier to hear another specific Player, boosting their audio by 5 ...
@tardy wadi ^^
Anyone else knows how to fix the spin the bottle prefab? It sometimes spin forever and never stops
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
@queen obsidian Add this to your project https://github.com/oneVR/VRWorldToolkit/releases
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?
thing is, it never had a problem before with different Unity version, and I used 2017 before, and it can't have failed, the website and in unity info show my map
Im struggling to use the standard asset ai character control, does anyone know how to set it up w/o udon?
C.Can someone help me with something
H.how to make a object trigger a door and it opens it once the object itโs close to the gate
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.
Ohh o.oki t.thanks
Does anybody know why i cant find vrc_trigger in my components? running sdk3
theres no vrc trigger in udon
Actualy I'm in Sdk2 right now.
hi em can sombody help me make a world
what kind of world?
i wonner make a casino
so?
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.
i know bod i dont know anyfing..
i dont know wot you need to makkem it
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.
is there a way to get a video player that u can put a custom link to it on sdk 2.0
nvm
Are there any specific "commonly used" shaders that people provide for worlds and stuff?
Poiyomi's Toon Shader is pretty common! c:
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
Should use Standard for worlds most of the time
On that note, I am aiming for "stylized" or "cel shaded" or what have you, scenes
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
I am aiming for something along the lines of that video-gamey look lol
I might actually have answered my own question though, cuz I found this dude that has been posting how-to shaders for the past year at least and it's all stylized terrain https://halisavakis.com/category/blog-posts/my-take-on-shaders/
Standard would have no real problems getting that look as long as you just make the textures look like what you want them to
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
Yeah that's gonna be a bit ๐คท
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
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
Also, on the topic of "stylized", I'd love if I could get something like this
That's just a reshared twitter pic on the account of that link I posted :p
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
Yeah, that's part of the reason I want to go for stylized, it's a "textureless" style lol
Yeah that's about my style as well so I get you
Exactly that!
does having 2 video players not being compatible have something to do with the video/realtimeemssive gamma being displayed on each surfaced screen
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
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
Just don't have them loading on world join at the same time
Ahh okay, hopefully that works
I've been using Poiyomi's shader for this world. Poi's shader is really flexible and does realistic just as well as it does toon, but if you're going for something that simplistic then Standard should be usable.
Anyone know how to change clipping plane in a world? like how close you can get to something before your view clips into them?
You set a reference camera in the scene descriptor
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?
Not really if you have a default settings camera and you just change the clipping plane
so just change the near plane? i imagine far wont do anything?
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
okidoke i'll just change near then, thank you!
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?
Thanks
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?
The triggers will always fail to initialise in the editor it's normal
VRC_CustomRendererBehaviour with udon for video?
uhh, can someone tell me what's going on??
that just appeared out of nowhere while I was working on my world
are you using the right unity version?
yeah I do, using latest SDK 3 also
did the auto fix option, fix it?
wait, how did it just downgraded the SDK..?
no actually I accidentally used the Dev API somehow :/
and it updated my SDK to Beta I believe
Not really how it works
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
That'd be called Occlusion culling o: https://docs.unity3d.com/2018.4/Documentation/Manual/OcclusionCulling.html
Is there a place to see how many visits you've had on your world while it's in community labs?
Just check it on the website as with any world? Or would you want to see just the visits before it got made public?
i cant seem to get my emission to glow on the floor, or show on different surfaces any suggestions?
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) ?
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.
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
Blender progress: https://twitter.com/ItsHAMMY_TIME/status/1361641990652313605?s=20
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 ๐
@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
That's what I normally do, switch to 3D right at the end of the range and turn the volume down fully
but the issue is that it has a big spherical radius
so it overlaps with other parts of the map
ah, you're asking if there are other shapes available then over a sphere...?
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
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
If it's 2D audio it doesn't come from anywhere since it's a constant volume all over
Does anyone know of any good Udon club lighting prefabs? Happy to buy... I'm looking for some decent animated spots and lasers mostly~
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 ๐ฆ
Sound meshes in general would be great
custom room-shaped audio players
very specific, but useful
agreed. at a minimum a rectangle would cover many use cases, as most rooms are rectangular
anyone knows why ths is showing up
@bold ibex See the top-most pinned message in this channel o:
I'm not getting any errors tho or am I reading this wrong
That's straight after trying to build?
As soon as I press build & publish, the first image shows up and that:s all that shows on my console
https://github.com/oneVR/VRWorldToolkit/releases
Can you import this and show a picture of the VRWorld Toolkit > World Debugger from the top bar
Click the second top most auto fix
Did that, still same messages when I try to upload
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
Sent
Okay so the problem is that it literally doesn't set any scenes to be included in the build currently ๐ค
Can you show the contents of the meta file for your current scene?
Alrighty
Just right click the broken scene in your assets and press show in explorer
And then the .meta file with the same name
I don't see the meta file
its the one called 0.unity
It's in the project root? 
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?
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
Never saved it it, it was a backup from a crash
Ah okay well if you move it back in your assets it should start working
Can you show more information?
sure, but im still trying to figure out the scene a bit, it's ripped from a unity game
You have the object on player layer?
I don't think that's set to collide with the local player
Yeah exactly
I mean anything that will collide with the players collider Default, Enviroment and so on
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
Do they actually have the right mesh set beforehand?
yes
they actually have no mesh set, i have to add the mesh
you know what, fuck it, im just gonna replace them
thanks!
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
would anybody here know why the cyan climbing prefab throws an error btw?
๐ after spending 2 years building maps for D&D i found that i can made maps for VRC.... YES
question can you also somehow use a twitch link in this ?
technically
right what do you mean by technically ?
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
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.
World volume defaults to 75 for new users. Itโs probably best to aim for around the volume as it provides people the ability to turn it higher if they are having trouble hearing it too.
Yeah, that's what I was thinking. Your name sounds familiar by the way, I think PikaPetey told me about you the other day.
Iโve only recently started talking in the official discord again, but Iโve been creating worlds for the past 3 years.
Yeah, he was talking to me about you and Fionna
CyanLaser is name I seem to keep seeing popping up in the credits of uniquely scripted stuff ๐
:cyance:
Other than for CyanEmu, Iโm not sure why my name would come up in udon worlds that arenโt my own ๐
cyan you were literally credited in Obsession yesterday
i ask that everytime
You may not know this, but Cyan is also the name of a color
But that was sdk2
I directly gave FlowersRite the timer used in the devouring.
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
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
World complexity could be very different. Also, if your lighting auto-generates, it will need to finish generating.
This is within the same world with baked lighting
sometimes just changing the volume of an audio source is enough to slow it down
I recommend never having auto generate lights.
I donโt make as many builds now, but shaders recompiling and also cache servers might have something to do with it.
Iโm now imagining a wall of credits just for this.
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
Lol... the only reason I auto generate lighting is to know instantly if I added something that will stall light generation into oblivion
You have use curve unchecked in the spatialization on settings. It will overwrite through curve. I tried my best to figure out the algorithm in cyan emu, so you can see how the curve results in play mode.
i left it unchecked such that vrc spatial audio could take care of it ๐ค
i'll try it, thanks
I thought vrc spatial audio still uses the curve for the range between near and far
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.
@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.
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 havenโt watched it.
Got a link for it?
You can support me on my pateron
https://www.patreon.com/mcphersonsound
A no frills take on seamless teleport. Its a little bit nicer than regular teleports as you won't have everyone piling on top of each other when you reach the target position. This can also be done with a interact, just change the method to interact and remove the local pla...
Sorry, was watching it instead of sending
Itโs 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.
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
what context is this? I'm doing a bunch of colliding things and transferring ownership
and now I am worried
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
Oh ok, it's a VRC Pickups option
Pickups arenโt required. Non kinematic synced objects bumping into each other, and other players take ownership. Pickups transfer ownership on grab. I actually havenโt seen the bug in awhile, but Iโm pretty sure it still exists.
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 ๐คฆ
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
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
Topic seems to have veered into purely Udon stuff, reminder that #udon-general exists
The transfer ownership bug applies to both sdk2 and udon btw
Itโs only u# that warns
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.
Hm... What can cause this problem?
Check the pinned messages
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
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?
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.
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
You have transparency options with the mobile shader list, too.
Go to VRChat/Mobile/Particles and you can use Alpha Blend
hmm i mean it works but it looks quite bad
VRChat apparently lumps all sprites in with "particles"
thanks tho :D
any recommendations on what shaders i should use that support cutout but aren't as heavy as the standard shader btw?
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.
I once used the quest particle shader to add transparency to an avatar, am I a bad person?
(should've specified avatar there, hah)
Looks better than the alternative for the model
water bottles tend to be transparent
let me guess, its fiji water
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
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 canโt get the visuals and performance you want.
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
Instead of scaling the environment ? Or do you need to scale players dynamically ?
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
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
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.
I'll try putting them all under a root object and attempting scaling - hopefully that'll do the trick. Thank you for the suggestion!
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
You can just use the VRCWorld prefab included in the sdk which already has jumping and everything setup
Ah, thanks!
How can I make a slider system? tried to look it up but nothing came upat all
Is it possible to remove a custom layer from every avatar's camera, like a setting for your world somewhere?
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?
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!
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?
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.
Hey guys, I'm hoping to make a world full of point clouds!
Like this: https://en.vrcw.net/world/detail/wrld_9fed48c5-1d44-438f-8df5-1c33e46535a5
But am unsure of the best way to do it.
My files are .ply although I can convert to others if needed.
I saw this suggested for point clouds in Unity, but not in the context of VRC. https://assetstore.unity.com/packages/tools/utilities/point-cloud-viewer-and-tools-16019
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!
Blender can import .ply
Yeah but I need it to be read and displayed in Unity.
export it as an fbx ?
To clarify, I want it to stay as points, I don't want to mesh it.
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
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.
Hello. Is there a way I can add a transparent window without cutting the walls into pieces?
Honestly, I bet particles would work on this.
Custom shader may be the โrealโ answer though.
Yeah, each point is basically a sprite with a color, which always faces the viewer.
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.
Typically it's better technique to model in another 3D specific app and then import into Unity.
Ah.
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.
Thanks guys.
Check out Blender for modeling, lots of free tutorials out there. ๐
Look at probuilder for unity. It includes an experimental tool to do boolean subtraction right it unity. It's worked great for me https://docs.unity3d.com/Packages/com.unity.probuilder@4.2/manual/boolean.html
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)
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
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?
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?
I was following this guide: https://docs.vrchat.com/docs/vrc_syncvideostream
Similar to VRC_SyncVideoPlayer, this component provides the control center and playlist options for your video. Each entry now has a SyncType which supports the following modes: Normal - this is a normal playback video whose timecode is synced among viewers.LiveStream - this is a live streaming so...
I can only suggest using one of the pre-made ones. this is one of the most popular https://github.com/VrcUdon/UdonVideoplayer
@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
@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
@ruby roost I see ๐ค 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^^
@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"
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
Make sure they're not inside other colliders
Ive got them levitating over a table just to make sure
Does the pickup object have a Collider?
ah, that's a good question lol
The table has a box collider, they over it
Yes the Pickup object have a collider, they not meant to?
can you screenshot the setup ?
They should, is it a mesh Collider?

Ok? Anyways, Thank you for the Help! :D
Add this to your project so you can test in unity directly
I'm at a point where I need someone with PC vr to performance test for me lol. My index isn't in yet
What does the stat menu look like in game window ?
the game window, in unity, top right corner there's a Stats button
It sure is !
@ruby roost Oh, one more question: how should the UdonVideoplayer be imported into Unity since it's not an asset package?
@vale inlet there's a package on the releases page https://github.com/VrcUdon/UdonVideoplayer/releases
Fyi the last package isn't current. Consider upgrading the scripts after importing
okay, thank you!
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.
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
Press F after you selected your object, usually rescales the view for the target object
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
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 worldโTHE ROOM OF THE RAINโwas ripped too๏ผbut
it was deleted just 1 day afterใ
so what should us to do can make this gay remove those ripping worlds๏ผ๏ผ
This incident is a great blow to our enthusiasm.
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.
Perhaps try contacting support@vrchat.com directly by email?
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
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
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 ๐
I found out that 1m in blender equals 1m in unity. going further to have the feeling of space in vr roughly double your measures.
Tho 1m is enough to fit your avatar on a tile.
Thank goodness, I remember having to fiddle with that hundreds of times back before Blender 2.8
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?
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?
I have a slight issue
I have a model that I downloaded from sketch fab thatโs supposed to be a flag
The problem is that in unity whenever I put a texture on it itโs completely black. I checked blender and the polygons are aligned correctly to the texture. The textures works fine in blender.
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
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.
Ah quest, spent like 3 hours last night trying to port my world to quest. I eventually gave up
If anyone has tips on more efficient workflows for testing on quest that would be appreciated ๐ 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
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.
Question
How do you make invisible walls for quest worlds?
this is what i do
Huh
So that will just make it invisible, but keep the collider?
yup
its a work in progress rn, i would show it in full but its no where near ready for viewing
Ah, okay
might wanna shade smooth that rock 
still a WIP rn lol, but yeah, i will โค๏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
That's a good workflow !
Does volumetric light beams not wrk on vrchst?
i ended up fixing my water shader issue
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?
Does it have UVs? o:
also make sure you're applying a material to it, not a texture (image file) o:
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!
@errant beacon Oh, let me check. :>
Thank you @supple drift
I need a flamethrower effect for my world, does anyone have a Asset package? ๐ค
I need it for an animation for my world to sync with a music.
does anyone have any video player reccomendations
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.
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?
remember to bake lighting and occulsion culling if possible
@hexed kernel does your world have a spawn?
Yeah it does have a spwan
Wait will box colliders make the entire boundary box of the building be unable to be walked inside of or no? Iโm very new
@hexed kernel Add this to your project https://github.com/oneVR/VRWorldToolkit/releases
@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
Ok, I'll give that a go thank you.
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
is your spawn point (vrcworld) placed appropriately? does the ground that its over have a collider enabled on it?
@idle jolt may need to lower the box some
This is what I'm talking about
you may want to set that back to mesh renderer
The mesh renderer will make them solid objects you can walk on?
Okay Iโm gonna get a shower real quick then Iโm 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
Yep there's a collider enabled and I think the placement is fine, it works when using build and test in Unity. But I will try changing the placement just in case.
how about what layer the ground is in? did you mess with layer physics collision? if you don't solve, please show the location of your spawn point & also the ground object components (show that it has a collider, what layer, etc.)
Sure will do thank you ๐
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.
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?
I hit publish fir Android for my world, and itโs been going for like 30 minutes
Did I do something wrong?..
what?
Is the world aimed at the quest platform ?
^
also, you could try decimating/retopologizing it in Blender? o:
i mean, 70k is nothing for pc
build and pub
okay
i clicked that
now what
can i go into it in vrchat
and yes im thid dumb
no you need it to load then fill the stuff then hit upload
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
did it load anything at all?
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
@desert python NO
@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.
You'll need to make the larger collider around your UI MirrorReflection
The tool can fix it automatically for you
okay, thank you!
are there any tutorials on this? or how do I even use this? lol @near escarp
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?
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
^
def keep your materials down though