#world-development
39 messages · Page 66 of 1
It shows you what your world is made out of
in terms of file size
This is also very useful
While I have people reading this I may as well ask this also:
My world is a rather large outdoor world with a couple of indoor areas set at night (like a park) - I haven't ventured into baked lighting yet because at this point it's mostly just a private world so I'm not too worried about performance or anything... is it realistic to bake a world that's a massive landscape? I've seen people say it takes like ten minutes to bake small rooms so I'm presuming it will be miserable to bake a massive landscape and provide little benefit having only like five or six different point lights in various places anyways
Thank you for the resources :0
I've downsized a few of the textures but there must be a few things in there still using up memory because even though I don't have a lot going on, the world is at like 100mb already lol
You can bake the inside rooms, and keep a realtime light for the outdoor only
obviously you'd only enable it when going outside
I see, I'll have to look into how to do that... is it really realistically going to make any difference, again being able to sufficiently light up the areas I want lit with two point lights? The only reason I would consider it maybe necessary would be to do a few neon effects I've been wanting to try but that could even be possible realtime also
difference on ?
Performance I guess
Yes, light baking is usually the largest performance boost a world can get
yus, realtime lights are big performance hits
Hmm I see... and then I would presume postprocessing effects probably recc performance
Who knows how long approximately uploading your world to VRC takes? File size is about 20mb.
Less than ten minutes if your computer and internet are decent I would say?
My world is ~100mb and it took probably twenty minutes all through
Another question which may be silly as I'm somewhat new to VRChat world creation:
When I am making a chair, is there an easier way/resource to actually position them so they sit on the model better? It's a struggle to get people not just floating in the air above the chair
And is there a nice prefab resource for a toggle button to enable/disable another element?
Is there a way to give other people moderator kick, mute, etc? Was hoping to make a selected few have permissions to prune out the toxic people from my world
@near escarp I added the vrc mirror reflection to the canvas and it didn't fix it
this is starting to wear on me
🥲
You might have understood what ruuubick said wrong
If you have any big trigger colliders around the area where the UI button is that collider needs to be set to the layer MirrorReflection to not stop the raycasts from working
I mean, it's just a keypad..the only triggers are the buttons themselves and they are all the same size
and there arent any other triggers in the area
The trigger collider doesn't really need to be directly related to the keypad as long as its encompassing it it's gonna disrupt raycasts in it
so then...how do I fix this? you are saying this is a layer issue?
Is there any like that?
there is a layer "UImenu"
Can you show pictures?
of the layer or...?
What you are looking at currently
You have box colliders on top of each UI button? 🤔
thats how the prefab came
Can you show how those buttons are setup?
Wait really? And you can immediately enter it though VRC?
Are you using SDK3? I found it was easier to adjust the enter and exit transformations through the VRC script
Well that is a really weird setup
Most likely that box collider on them is the trigger collider stopping the raycasts as I was talking above
well this prefab came with finger tracking, but I already asked the creator if getting rid of the finger tracking would cause any problems and he said no
so idk whats going on and idk what the solution is
reee
So it originally had finger tracking but you got rid of it?
yes
Well then all you should need to do is remove those box colliders on each button since that's the problem
well now it doesnt work even in desktop e.e
What layer are those buttons on?
okay, i should rephrase. the buttons still light up but the numbers aren't being inputted
they are on the default layer
It's hard for me to say since the setup on that keypad seems quite strange
How does the udon script itself look like?
A screenshot
This one as well
Not really seeing any reason why it would have stopped working after the collider got removed
You might have to go ask in #udon-general or the person who made that prefab
just in case none of this works out, I don't suppose you know where I might be able to find a different keypad, would you?
wouldnt removing the colliders cause a null exception to happen in the udon code?
well, only for the bit in start() if the user is in vr
I don't know, I'm not a coder lmao
Oh good note
it also looks like its removing them if the user is in vr is not in vr
but isnt there an issue where if IsUserInVR() is called too early it'll return the wrong value?
oh, it disables the colliders if the user is not in vr
so yeah thats why it broke in desktop because it probably threw a null exception when you removed those colliders
and if the user is in vr it disables the ui buttons instead
that would explain why it isnt working for vr
the prefab is setup so that non-vr gets ui, while vr gets physical push buttons presumably
okay so I just crtl+z'd so all the buttons have colliders again...so how do I get this to work for vr users now?
remove the colliders, and remove line 42 to 55 from start()
if this works...i'm going to owe you some pizza
fingers crossed
welp @dusk sapphire where do you want me to send the pizza? xD
holy balls it works finally, I've spent an entire week trying to figure this all out
thank you so much 
no worries
What should I be looking for in my world that would auto kick me back to home on attempted startup? I have the debugger but I don't see anything particularly anomalous
Can you show a picture of the debugger?
Oh, it was the AllSkyboxFree menu bug apparently, I got it good I think
Though I'm getting weird textures and stuff... hmm
AllSkyFree strikes again
what shader is on those?
Diffuse legacy shader. It was the default apparently
Try a different shader, I recall there being an issue where certain legacy shaders do not work in vrchat
Any specific recommendation? :0
Also like, is it possible to apply a shader to a bunch of children elements at once? It's like hundreds of distinct objects hmm
it would depend what those things are, but i'd usually stick with standard
if they all use the same material you just need to change the setting on one to affect all
I tried switching them to standard, there was a bunch but I was able to mass select them, slick
Building to see if it works
Hmm it's working but now I'm getting other weirdness
It's super billboarding the tree and the water looks really strange now
for the tree you wanna set it to cutout probably
for water, you'll want to look for a proper water shader
i would recommend silent's clear water shader https://gitlab.com/s-ilent/clear-water
I was using Sean's water and I think what did it was disabling auto-generate lighting, I forgot to generate lighting lol rip
cutout on the leaves or all of it?
if transparent is what it came with then yeah thats fine
Is it something to do with the camera then? I've never seen it billboard that close
oh, i mean, what was the leaves set to before that happened?
the leaves were not an issue earlier so you could have just left them as it was
I think it was maybe doing that before but I just didn't notice because I didn't change anything on the tree but I've been messing with lighting
Im gonna try rebuilding and just see what happens I guess
Okay that looks a lot better
Do you know if it's possible to apply like
Toggle button scripts to mesh colliders? It doesn't seem to be detecting for me
you want to use a toggle ui element through an on interact collider?
Like a U# script to enable and disable other GameObjects... I think it's because the meshcolliders were children rather than on the element with the script?
well, it would depend how that particular script was set up
Hmmm now that I've just manually added box colliders it's working good
trying to upload world, keep getting the yellow errors and and stuck here
How do I change how fast players move and if they’re able to jump in SDK2?
add vrc player mods component to your scene descriptor, check the checkbox, and add the mods for jump and speed
The standard values are 3 for jump, and 4,2,2 for speed right?
iirc they should have the default values set when you add them
Alright
I guess I’ll double them for now and see how well that goes when I test it out
Also, is it bad that it says to use a trigger in the future?
its fine, the vrc player mods component depends on it
Ah, okay
Two more questions so I can do some stuff next time --
Is there a good way to gauge seat placement? I can't ever get the avatars to actually line up with my models
Second, I have a map that's like
A whole bunch of these models
It's like eight duplicates of the same asset
Is there anything I can do to merge them to speed up performance or anything? I am getting a fair amount of framerate loss when looking at them
I presume it's them and not the water
GPU instancing o:
Is it better practice to make new project for each new world or keeping few worlds in one project? What's easier to manage in long run?
I have a get component call to a text object in the Update section of my audio player script. WIll this cause slowing of the world if there are 18 people in it as I'm hosting a live event tomorrow? some of them may have very slow computers
I also have a very basic animation controlling a light flashing, will this cause issues for folk on slow computers too?
Apologies for noob question, I'm self taught coder and new to game dev.
I have an image that is transparent in the viewer in the inspector tab, but whenever I try to put it on a plane, it keeps trying to fill that space in with a different color...
Any ideas?
so i making race car toy by use physics
does anybody have a drinking roulette table created that i could use?
hello, i got a question. how do i make it possible that when you press a button it will spawn a ledge near you and when you press it again it dissapears?
ok managed to bruteforce my way into it
im trying to publish my world and unity keeps crashing? any tips to fix this?
hi !
im french and i want to know how much time i need to play to upload my own world
?
@verbal patrol Sometimes having the option future proof can cause unity to crash when trying to publish worlds.
Yes i disabled that, still having the same issue
anyone know how to fix getting kicked out of my world every time I join? https://gyazo.com/e876e1cb3cf8d051b98a79744c35a753
It's not strictly time-based - friends, worlds visited, avatars/worlds uploaded (if the account has permission) and active hours all help, alongside not getting kicked/banned/muted/etc
It's completely different for everyone, but I'd hazard a guess and say that 10-50 hours with a decent amount of friends would sound right to go from Visitor to New User c:
getting this issue when i load unity hub... whats going on
i have the 2018.4.20f unity installed
"the editor version associated with this project is not currently available on this machine. Go to installs to download a matching version"
but theres no matching version on unity
Import this https://github.com/oneVR/VRWorldToolkit/releases and see if it's debugger reports anything o:
@verbal patrol odd o:
You could try downloading 2018.4.20f1 manually here? https://unity3d.com/get-unity/download/archive
Perhaps a stupid question, but how do you render UI into the headset? I can make it appear on the screen when I look at my desktop, but not inside my headset.
Do I have to simulate it myself using world space Canvas or something?
I will need to get back to you @fossil hull but I recall there is a property for checking if the person is in VR, and there is a binding for keeping the UI consistent in the VR canvas.
it worked thanks ! still having the issue of unity crashing when i try to upload though
i tried everything
Any errors in the console? o:
also, make sure you have future-proof publish disabled in the VRChat SDK's settings
idk what to do, i need this uploaded for tonight because i have a dj set to do. If anyone could throw in some suggestions that would be awesome and greatly appreciated.
@civic ibex Sorry, that doesn't click with me. What is a VR Canvas? As far as I know there is nothing like that.
@verbal patrol You could try importing https://github.com/oneVR/VRWorldToolkit/releases to see if there's any errors that show up in it's debugger, but past that I'm not sure unfortunately
Okay I’ll try that when I’m home, thank you for all the help
yw! hope everything works out c:
Using Udon. Why is the mirror doing this?
Looks like a badly setup mesh for mirrors
It was the default plane mesh from Unity when I placed it in the world?
I'll try again.
Fixed.
A default plane is positioned wrong on the meshes local axis to work on mirrors
is there a way to animate a component on a humanoid character, without causing them to bycicle pose?
I simply want to animate the on state of a component on an NPC, but because they are humanoid, touching anything makes them do that pose.
Have you tried animator layers?
If the animation has no information for what the rest of the body is doing, it will do that pose unless its on a separate animator layer.
Hey does anyone know what these errors could mean?
I've just updated my sdk etc and this came out
I’m trying to set up two mirrors in my world, but for some reason they don’t seem to work...
I have the trigger script, OnInteract, AlwaysBufferOne, receivers being the mirror themselves, and the operation being toggle
Okay, I just tried to publish the world and it told me that the buttons for the mirrors were not initialized in time.
How do I solve this?.. It didn’t do this before...
Try and get cinemachine from the package manager ?
There is a working prefab of a mirror with a button on the SDK, you can use that. On another note, toggles should not be bufferedOne since it might not sync correctly for late joiners, also, mirrors buttons should mostly be local only. You dont want to turn on a mirror for someone else and ruin their frames.
I used the prefab for the mirror and then maybe a button that was connected to it
So just change always buffer one to local?
Nope
Console still says not initialized in time
I tried doing what you said, but it keeps giving the same error over and over
Whenever unity goes into play mode the script turns itself off
Can I not have two mirrors or something?
Are you unable to upload? Or you can upload but cant press the button for the mirror?
Upload but can’t press button
Does it has a collider? (the button where trigger is)
You mean a box collider?
Yes
I’m not at my laptop right now, but I don’t think so
The trigger needs a box collider to be interactive. That could be the issue
@shut timber yeah setting the animation to a different layer definitely did the trick 👍
Oh
I didn’t realize it needed it
Let me log on and add it
Jesus...
The error is still popping up in the console
Im sure you can ignore that error. Try testing it in game with a collider.
Wait a minute
There’s a box that says is trigger...
Let’s hope turning this on will make it work
ive tested and compiled like it asked but im still getting the same error (image) any ideas on how to fix this?
its probably something super simple lol, im just blind
How do I make so people are unable to move after pressing an object? 🤔
Ty ❤️
I can still walk after I've pressed the button. 🤔
How did you set your trigger and what does your button do ?
Hold on I am gonna try something.
Ok I am gonna redo it till what it says on the tweet.
🤔
(I am making a world where you have to infinity walk basically)
your two actions have the same delay
they can't happen on the same both frames if you read the tweet again
oh woops
Oh I just had to make the Run,walk and strafe to 0.
And now it works
Thank you, Ruuubick.
Yay! It worked!
If you mean the way you take a screenshot for your level, it gets added when you select options for the world upload and you have to move it around by selecting it in the scene objects panel. At least, that's how I worked it out.
....I somehow made a quest only world by mistake
I ... I'm not gonna bother fixing it. Would rather just make another world
So I’m going to be getting a custom script for vehicles that works for quest and basically makes vehicles. Should I make the models have a mesh collider, or no?
Mesh colliders are vv expensive to handle - would recommend box/capsule colliders instead o:
I already have mesh colliders for some buildings and a few amount of box colliders. I think the maximum I’m at is like 5 or 6MB
By expensive, I mean expensive performance-wise - don't really know how big in mb (or kb) colliders are lol
Ah
Probably not enough to make a difference for my world then
Keep an eye on the stats tab (game view→stats) it has an fps counter
^ credit to ruuubick for showing me that
also keep an eye on the number of batches! o:
so I imported that kurotori kart prefab and udon sharp and my control pannel got deleted. what do I do now? ps. reinstalling the sdk did nothing.
console is throwing errors, i'd take a look at those.
so just to check, you're using an updated sdk 3.0 right
im not 100% certain on what's going on but i'd try seeing if it happens on a fresh project with 3.0 on it
it might be an issue with the prefab, but at the same time from personal experience 2018 unity loves to randomly break things
It has to be the prefab. This is the second time in a row I've installed an udon prefab and this happened immediately after.
yeah
when importing the prefab, just make sure it doesnt overwrite any of the sdk's files
sometimes prefabs contain the neccessary scripts with udon because they don't bundle it without it, but they're outdated versions
so when you import the prefab it overwites parts of the SDK you have with an older version
so it's like having two mixed versions at once, it's a terrible thing to have happen
always look over whats being imported, just in case
Okay Ill start a new project and see if I can keep that from happening
I'm just thankful i didn't ruin any valuable projects like that
yeah, i noticed you were using a test project
which is honestly the best thing ever to do, keep that kind of stuff up lol
no kidding
Just wondering if anyone knows how to trigger a animation via a button that the player clicks? Thanks
Generally the idea behind repeating terrain is something that is seamless on the edges, and you have the terrain moving below you at a constant speed, and then a duplicate terrain in front of you moving along - when that duplicate terrain reaches where the first one was at the start of a "cycle" you essentially "teleport" the first one to where the second one began. I've done this in the past via code but it may be doable with animation as well.
Anyone have a recommended resource for skyboxes/panoramas? Specifically real-world locations, cities and such
is anyone here familiar with the boolean probuilder tool?
Most people switched to blender for works modelling as probuilder is very unreliable and not very extensive, not sure you'll find people still dedicated to it here
I mean I use blender as well but sometimes you need to do something within unity itself to keep the scaling and conformity the same
im at a complete loss
im trying to create a one pickable object that contains within it 3 other non pickable objects (namely i wanted to make a cube, with the insides of it empty, then add three 20sided dice there). The issue is even though i have box colliders the 20dice (cause im testing with 1 for now) just clips through it. i made the cube using 6 cubes just flatted out nicely and aligned together (im NEW to unity) and idunno it just doesnt work with the 20dice :/
anyone can help me with this and give some insight of what should i do/fix?

Do you have all of the objects on layers that collide with each others?
finally made it so its not clipping through. the other issue is i used a box collider for the dice. thus it doesnt perfectly work with all the sides of the dice when rolled. when i use mesh collider the dice disappears. halp?
sphere does not exactly work aswell XD im at a loss here
Non convex mesh colliders don't work with rigidbodies you need to mark it as convex
tried it rn, the dice disappears
oh wait it works but...
there is a offset between the mesh collider and the actual dice
oh my god it works
thank you 1!!!!!!
hi guys, im green here.
i wanna ask, why cant i jump in the world im testing?
@drifting patrol did you add a player mod component?
If not I would recommend adding it to whatever object you have your vrc scene descriptor on
VRCBuildPipelineCallbacks failed to load a type in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. If this is Assembly-CSharp it's just Unity being in the middle of loading.
UnityEngine.Debug:LogWarning(Object)
VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes() (at C:/buildslave/unity/build/Editor/Mono/EditorAssemblies.cs:172)
Can anyone help?
thanks
@drifting patrol add it to the vrcWorld1
Does anyone know where I can find a good cityscape skybox?
thank you
yeah, im looking for it too
My world was fine and then out of nowhere I relaunched and I get this message and can no longer use the sdk
please help
I was almost done building:(
VRCBuildPipelineCallbacks failed to load a type in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. If this is Assembly-CSharp it's just Unity being in the middle of loading.
UnityEngine.Debug:LogWarning(Object)
VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes() (at C:/buildslave/unity/build/Editor/Mono/EditorAssemblies.cs:172)
Is Syncing the world audio music just as simple as adding a VRC_ObjectSync Component onto it?
I have an npc enemy, and i want an item to spawn from them when they die, how can I accomplish this? I tried having the item simply be part of their armature, and turn it on when they die, but then you cannot take it. you can pick it up but it doesnt budge. Any advice?
The lack of help is wonderful in here. Don't worry guys I will just figure it out myself
Someone might not know the issue - are there any other errors in your console?
Real basic question here, how do you make objects stay floating in the air when they are dropped like lots of worlds do?
Don't have gravity enabled on its rigidbody. If you don't want it to be hit by anything either, also turn on isKinematic.
too many people with questions, not enough people with answers
did you try re-importing the sdk?
you can try setting use gravity off
Ah easy enough. Is there another checkbox for stopping force from having effect on it? When I let go while moving it keeps going like newton
and from there mess with settings like drag to ensure it doesnt fly off into space
That's what isKinematic is for! It prevents physics from affecting that object, so it only moves via scripting (it can still affect other objects, however)
If you only have gravity disabled, it might fly off forever and be unreachable
It's kind of a fun effect when it flies off, but I have no ceiling in this world 😂 thanks for the help!
Hahaha no problem
Either make a copy of the texture you're trying to apply the decal to, and add it directly to that texture's image file, or make a transparent material with your decal as the color/etc map and apply that to a plane/quad
Yeah I reinstalled the sdk
any luck?
I was literally just building my world and needed to reset and when I reopened it started that and wont let me access the sdk menu stuff
No
damn
I rebuilt the world like 4 times and this time was like almost done with it
do you have any shaders like poiyomis etc?
I know sometimes the sdk can be extremely picky about weird shit
I would really hate to have to restart all over again
I just don't get what even changed
Show your console
After another reset its now showing extra stuff it was just the triangle one before
Close your project, delete the library folder and reopen unity
Yes
Okay I will check back when it is complete thank you
hey anyone who got the problem where this window dosent open? i traid to make a new project and downloade a new sdk. but it stil does this. 3.0 udon. the picture is just a random picture i found on google
Is toggling useGravity/useKinematic while interacting with a picked up object a supported thing? I've got a script that does it and have verified it sets the properties, but gravity never actually affects it even when useGravity gets turned on
Yeah so that just pretty much deleted the entire save so
My scene opened up empty
That's not what the library folder does, your scene is still in your project
but its just all gone xD
all the assets are still there but everything in the scene got deleted out
You had a scene file right ? And you saved it at some point ?
Uh I'm not sure
I saved it and also saved the library file and replaced it back in and it's all back but so are my errors
I'm basically a noob so I have like no idea what I am doing. I'm just learning as I go along
This is super irritating.
You wanted to use the SDK3 ?
I was using the sdk2
Try importing textmeshpro from the package manager ?
Nothin
Which errors do you have ?
I removed the sdk temporarily but I'm still getting the same textmeshpro errors
I didn't have those before removing and messing with the sdk
are you sure you were using the SDK2 this whole time ?
Yes

Yeah If I could find a way to get what I made into a new project somehow I think I'd be good
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 ...
I have restarted so many times now I really don't wanna redo it all haha
Try those steps
I did
Are you importing the TextMeshPro .unitypackage, or are you importing the source code? o:
That's kinda what can happen when you mess with the SDK files, not sure what you did there and for what
The only thing I did was restart my project and it was all messed up and then I just removed it like in those steps
Did you try to downgrade the version of unity or something ?
Try Help -> Reset Packages
might just be enough in this case
Hey all, does "Synchronize Position" sync rotation as well?
Deleting the library folder will close out the open scene you had but it will not delete the one unity forces you to save while closing it if you actually lost your scene you would have had to make some serious effort to do that
Okay I will try that. I'm currently away from my PC at the moment so I'll be able to check in about 25 minutes. I'm not sure I deleted the library folder in app on reopening everything inside the scene was just gone
But upon placing the library folder back everything was back again
I want to showcase my uploaded models into a world, while starting and learning sdk3. Is there a way to copy all the materials, shaders, and models from my avatar projects into my world? like, unity package or something? I tried, but messed it up.
I greatly appreciate your guys's help.
Also is there a reason why people don't use PBR materials?
tons of people do! o:
Oh okay cool. I've never seemed to find a world that has any other than on pre-made models that they imported in
The inside of the scene wasn't gone just that the scene was closed you would have had to reopen it
The library folder contains no information about contents of a scene
c.can someone tell me if there is a way to make a jump pads
Okay xD like I said noob hahahaha
You right click in your assets and export the unity package but if your unity project isn't organized then you need to make sure that everything that should gets exported into it
How?
can I dm? I just need like an example screen shot so i don't click the wrong thing
You detect the player entering the collider of the jump pad and apply force to the direction you want using udon
I don’t use udon
I only use SDK
Well then it's a lot harder 🤷
there is not alot of tutorials for those kind of things
https://github.com/jetdog8808/Jetdogs-Prefabs-Udon
You could just study how it's done it's not hard to do it with udon
There's not much you can do wrong exporting a unity package as long as you don't delete anything
I'm not the smartest. thank you for the visual ❤️
Hello,
I was working on some advanced items in my world but realised when I wanted to show my friends that the scripts ofcourse all are client side.
How would someone go about making a function happen on the server side?
( im a educated game-dev with a degree. so give me all the information you have. )
Goshie
I have the newest version of unity, is that alright to make a map?
No
normally i would use photon2 for my networking but as its vrc and I cant even parse a integer to a enum. dont think i can do fun stuff
That question should be asked in #udon-general
@random owl what v do I need?
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Ensure you are using this precise versio...
thanks
anyone familiar with setting up audio sources in multiple rooms that plays from the same stream player source?
Anyone know what would cause a text input on a VRCUrlField to not have a shader applied when typing?
When I run in the editor (CyanEmu) and type in I can see that it has no shader, then if I change basically anything in the editor the shader gets applied and I can see it and it works fine
I haven't seen anybody reply to this, but the answer is yes.
Here's a weird question - do people often forget to turn mirrors off? Would it be a good idea to add a area trigger failsafe to turn them off when the player exits the area?
Yes they do
funny timing, I already figured out how to avoid using this tickbox, and someone mentioned that syncing via that button is way heavier on the network than syncing a variable and calculating how to move the object using the variable on your client lol
Thanks, will add the failsafe then 👍
@near escarp so upon doing the library removal again and this time loaded the scene it seems to have broken like a lot more stuff xD so I am going back to the old library folder and im going to try to reset the packages
Okay so I see that doing that would just set everything back to default and it would remove all the extra plug-ins I have added
Hello.. Im trying to upload my world but whenever i press the Upload button nothing happens
What should i do please help n.n
Are you logged into VRChat on the Control Panel?
yeah sure
and i have 0 errors
idk whats wrong tbh
I'll make the whole project again tomorrow
Sounds like a good idea, afraid im not particularly knowledgeable in bugs like this :S
@spring minnow just to make sure, you're using Unity 2018.4.20f1 and the most recent version of SDK2 or 3, with future proofing disabled? o:
- Are you using the right Unity version?
- Is your trust level high enough to upload?
yes.
Trust level for uploading stuff is "User".. right?
Yup
o.o i cant be that dumb please xD
also yus, are you New User or above, and the Unity console doesn't have any errors in it whatsoever?
oh nice
Yes, iirc
anything except Visitor, I think
then whats wrong.. damn.. I'll try it again tomorrow im tired
thx for the help tho guys
appreciated
Is your SDK up to date, too?
yeah yeah.. I just downloaded it again like 1 hour ago everything should be fine
If it's not that, then you might want to try https://github.com/oneVR/VRWorldToolkit
if there's some compatibility problem then it should tell you.
but idk whats the issue.. If i can send screenshots here i'll send some if its okay "tomorrow"
^ on the VRWorldToolkit thing
also, would you mind sending a screenshot of your Unity console? o:
When does the weekly Community Labs submission limit reset btw? Is it exactly a week after you last posted something or is there a day in the week it resets?
Yes u can publish one map a week
I know i can publish once a week, im more curious about how that weekly timer resets
7 days iirc
U posted The map today u need to wait 7 more days to upload anoather one
My world is 3.34 mb large and is not available on android. It is really important to me that my world is available for quest users. The entire time while i was building it it said that it was ok to be published to android but either during one of my final changes OR when I hit upload it started saying that it isn't available on android. What's the deal? And no matter how many times I click "switch target build to android" i just get this notification. I am using VRCHAT SDK 3/Udon and Unity 2018.4.20f1
Do you have the Android Build Support module? o:
Just downloaded it and was able to convert to android build!
Any tips on next step? not quite sure how to identify the unsupported shader
In your materials, change the shader from Unity Standard to one of VRChat's mobile shaders o:
more details on the individual shaders here, along with other limitations: https://docs.vrchat.com/docs/quest-content-limitations
note that transparency isn't supported on Quest too o:
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar it will show you where the unsupported shaders are located
Thank you guys so much for both of your help!! That is a great tool 1, though I am almost certain i've been able to identify the problematic shaders!! definitely bookmarking that for next time though!
yw! and yus, 1's tool is vv helpful c:
Okay I have literally tried everything and im at a standstill. Nothing I do works. I only have 4 errors now without the sdk that are causing the skd fail. This is what im getting
Library\PackageCache\com.unity.postprocessing@2.0.3-preview\PostProcessing\Runtime\Utils\TextureFormatUtilities.cs(67,24): warning CS0618: 'TextureFormat.ETC_RGB4_3DS' is obsolete: 'Nintendo 3DS is no longer supported.'
Old ass unsupported post processing version you need to update it to get rid of the error
well I wonder why that happened
Either from the package manager or if the package manager isn't showing up manually from the package config
okay so I had no errors before adding the sdk and now I have a huge list as soon as I import it and cant use the menu
Is there a way to change the clipping range of the player camera?
Assets\VRCSDK\Dependencies\VRChat\Editor\ControlPanel\VRCSdkControlPanelAvatarBuilder.cs(10,42): error CS0234: The type or namespace name 'Stats' does not exist in the namespace 'VRC.SDKBase.Validation.Performance' (are you missing an assembly reference?)
@pure kraken Change the clipping plane of a Unity camera, then set that as your reference camera in the scene descriptor o:
stuff like that
This is sdk2?
Yes
Did you have sdk3 in the project at any point?
No
Can you show what you have in this folder?
oops wrong one sorry
thank you ❤️
yw! c:
How are you reinstalling?
Delete the VRCSDK folder, as well as the VRCSDK.meta file in the Assets folder.
I do that and then reimport
Can you scroll down and show the rest of the errors
There's no real reason why that namespace wouldn't exist when the files are in your project
YEah
That's what I was thinking
I even tried making an entirely new project and I imported a created package and reopening the scene and trying it that way and I just got even more errors
Are you importing a package that has some random sdk files in it?
No
But a empty project with just the sdk works and it breaks when you import the other package?
Let me try it like that actually
I did it the other way around
Also I restarted the project and the errors came up like this
That is where I originally started from too.
Everything was fine and I restarted my project and when it opened I had that error and it all went downhill from there
Are you building a world or Avatar? What SDK version
A world and sdk2
Ah, I am of no use then, I've only used sdk3 so far
I don't have a reference for it tbh, it's the only one I've used
I don't know if it's better or worse
Okay. Is it easy to use?
Very
Interesting
I couldn't seem to figure it out but I used it when I first started and didn't have any idea what I was doing
The only issue I've had with it (legitimate issue) was forgetting to add the scene descriptor and spawn point. Both were user error
Other than that it was just script bugs which i fixed by deleting said scripts as they weren't being used
I wonder what the differences are
Couldn't tell ya
YEah
Can't say much else for that issue except that you most likely have some scripts outside of the vrcsdk folder that are breaking things
Things breaking doesn't always appear before restarting if the scripts have been already compiled into the assembly
I tried doing a blank project and importing the sdk and it worked
I am waiting for the assets to import to see what happens
Yeah further proves what I said above then
Do you know if sdk3 is better?
I mean it's a different thing so it's kind of are apples better than oranges question, but for a lot of stuff it's easier where you would need to do a lot of workarounds in sdk2
Not that much reason to start learning from sdk2 since it's just deprecated and not getting any more features
Okay that has been more helpful than anything I've found
someone mind explaining a way around this?
thank you
I'm going to attempt to use the sdk3
now my build control panel wont show
all the SDK is giving me now is clear cache and player prefs
Check the errors again
Failed to extract System.Buffers.ArrayPoolEventSource class of base type System.Diagnostics.Tracing.EventSource when inspecting Assets/VRCSDK/Dependencies/Managed/System.Buffers.dll
UnityEditor.AssemblyHelper:ExtractAllClassesThatAreUserExtendedScripts(String, String[]&, String[]&, String[]&) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:306)
With the sdk3 I get a few errors like that
no menu access
I'm still waiting on the other option I was attempting
Did you import sdk3 into the same project that was broken?
Yeah after doing the update steps and removing everything from the sdk2
Just to try it
the blank project that had the sdk2 running is still importing my assets into it
these are the errors im getting now
Also before I put the sdk3 into it it had no errors at all
Does that include the scripting defines as well?
by that you mean?
If you add sdk3 to a sdk2 project without removing the scripting defines for sdk2 in Project Settings > Player > Other Settings > Scripting Define Symbols it's not gonna work even if there wasn't any other problems
Well the top ones might be related to onedrive messing with the project files file writing them and are you actually on the correct unity version?
That was to the person who the reply was to
would i have to be on the latest?
Oh I didn't even notice that that time
You would need to be on the correct one those errors look like you aren't
https://docs.vrchat.com/docs/current-unity-version
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Ensure you are using this precise versio...
qq: I'm pretty sure I didn't change my spawn positions, but I just hopped into a new build of my world and we were totally stuck until we first did a locomotion teleport, and then we could move around fine, even when doing a respawn.
What could cause this?
The spawn position was somewhat near the ground, so I've just raised it up and am testing but curious if there's some other potential cause of this
Some collider issues usually
then thanks for the help but i think ill just abandon this project
RG quitting never helps I have rebuilt my world almost 7 times xD
Don't give up
I'm still having problems now but you will get there
Okay so I do this and when I close it it just saves it right back in
You might need to press enter to save because of how the field works
If it's still coming back that means you have a bunch of sdk2 scripts in your project still
also the project where it was working and i imported my assets instantly broke when the assets were imported
Well yeah then you most likely have a bunch of sdk scripts in the assets somewhere not in the normal place
someone needs to make this less confusing xD
Don't import broken assets 😛
thanks, turns out somehow all the world settings for movement were zero'd out 🤷
Okay so I know for an absolute fact I have everything from skd2 out and I have no errors at all and then installing the skd3 it gives me those errors still
Does anyone know why my favorites dont show?
from what i've seen favourites update once a day, just give it a bit
Does anyone know how to turn any object into a drivable vehicle? There are bikes in a concord Dawn map by someone named Grey who has these speeder bikes where you can click a box on the handle bar to get on, click on what appears to be a start button in the middle, another box on the other handle to get out of the bike, and the bike itself uses your analog stick to move.
Any ideas?
look on booth or som for that @idle jolt
ive seen a functional flying yellow cloud from that goku show in some world if you know what its called search that up in booth too
What is the SOM website called?
I’m trying to barter with someone because they’re being a dìck and they’re claiming they’re autistic
Forget it
He blocked me
Trigger on VRChat Chair was not initialized in time error? whats the solution does anyone knows?
ok need some help cause im out of ideas on this.
i have a prop shelf. on this prop shelf are pickable props without physics and with colliders (just as intended). there is a button that removes the box collision from the prop rending it unpickable (as intended).
Now.... there is another button that spawns additional props in the location of the first one and here is where it gets complicated. when i spawn additional props (ie 2 more) and click the button that removes box collision from the props only the 1st original prop is frozen in place and the additional ones arent... how do i fix it?
@idle jolt look in the pinned messages here, in that Prefabs database is a prefab called NotBadCars made by me and CyanLaser for SDK2. That’s probably the prefab you are looking for.
@bold ibex you cannot have an in-scene button refer to a spawned object. All triggers that affect the spawned object need to be part of that Prefab itself.
@shut timber i want the game master to have 1button to lock any spawned props. if i will assign the button to the prefab itself does that mean i will need to make X ammount of buttons to lock the X ammount of props instead of just 1 button?
You might want to rethink your logic. Do they have to be spawned? Would a pool of objects you enable work better?
im extremely new to unity. what does a pool of objects mean?
You have a limited amount of objects, just enable one at a time.
the problem is we will construct tactical maps using multiple walls/boxes/other props so i dont know how many of them we will need on the fly and spawning them to the required quanity would be a better thing to do i guess
Then you might want to think of other ways you can accomplish your gameplay goal.
Put the shelf behind a wall, etc?
hmmm its just the for the purpose of seeing if it works and fast testing. it will be moved to a other place.
the issue is that if i would hide 10-20props of each model on the shelf wouldnt it increase the world loading size aswell?
cause i truly dont know how that works on more of the same prop/object
if i add 10 car props instead of 1, will the size of the world be extended by additional 9 filesizes of that car prop?
The objects should all be instanced meshes, so your world size shouldn't be affected
dont want it to be 500mb load time
oooo
thank u
but the other problem is isnt having 10x of each prop just there impact performance greatly?
Not if they're disabled. Disabled gameobjects don't have update loops executed
(though that's assuming SDK3/Udon, if you're using SDK2, I'm not sure, though performance impact of multiple instances of the same mesh is tiny)
so i could make a shelf (or 2) fill each collumn of the shelf with the props (like 10 of each of em) then disable them in unity on start. add buttons so u can enable 1-5-10 of each of them
im using sdk2
haven touched even udon so idk. im very new to unity altogether
If you want the master to be able to affect them all with one button, that's probably the best plan.
Hi! Could someone please point me into the right direction on how to make chairs with custom animations in SDK3? I want to make one of these "sit on the floor" stations.
Couldn't find any tutorial and the SDK example and documentation don't go into much detail on that.
What I tried:
- Animation Controller with one animation -> gets deleted from station on build or project reload
- Animator Override Controller -> fixed standing animation (Tried to override different controllers: sitting layer and locomotion layer)
Seems I can't find the correct one to override or I'm missing something different
Also the SDK2/SDK3 page seems to mention to import both SDKs for that. I'm a bit lost here. Help would be appreciated
Hey there, I seem to have a random collider that I can't see in my scene and that isn't in my hierarchy.
Is there any solution to finding it?
how come when I use the VRC_Pickup and VRC_Object_sync the object locks to the floor while I'm grabbing it?
any help with this? Trying to upload a fix to my world and it does this only when I use the world ID, deleting the world ID lets me upload it
how can i make a spawn
You make an empty and set it as spawn in the scene descriptor
i got it nvm
@hard arch
im clikking upload but nothing is uploadoing
upload
uploading
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Server side issue you would need to contact support to get it sorted out
is that on the website? @random owl
Is there any way to prevent portals to private worlds from creating new instances?
When making a World Space UI canvas, what should you do with the Event Camera field to make it interactable reliably? I never see it mentioned in tutorials or documentation and using the main reference camera doesn't work reliably once you have multiple Canvases
wha?
If a user goes through a portal to a non-public world, they'll often end up in their own instance of that world. I would like to prevent that. Google searches indicate that others have also encountered this, but I'm not sure if this is a VRChat "feature" or if maybe there's a way to set up portals to prevent this behavior
Making a menu with a UI Canvas on the Default layer, everything works fine in desktop but in VR the raycast laser stops six inches away from the menu itself. I can't find any collider component or anything otherwise that would let me adjust this, anybody know the fix?
check your canvas scaling and make sure the z axis isnt overly big or anything, the vrc ui shape component forms the collider for raycast detection based on those scales
you can also override it by placing your own box collider to fit the ui canvas
but you still need to keep the vrc ui shape component
Do you need an Event Camera at all for the Canvas?
thanks for the help, should the collider be a trigger or no?
trigger if you dont want the ui to physically collide with players
👍
for normal ui canvas use? nope
afaik vrchat automatically fills in the player camera there
how to make the model i imported to be solid object, like player cant go through it?
Add a mesh, box or other collider component to the game object
yeah n then?
Once added you should see a green outline of the collider on the object, so long as it's not set to be a trigger. You can adjust the size of the collider as needed to fir the object. Once that's done the player will be blocked by the green outline
Trigger on Mirror Button was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType(TriggerType)
VRC.SDKBase.VRC_Trigger:OnEnable()
im getting this error for the on/off buttons of mirrors
what should i do for solving it
yeah whenever i make a trigger button for mirrors i get errors
How can i import this stub to my unity project? sorry im kinda new in this stuff
How can i delete a Quest Version of a Map? Cause i have A Map with Quest and Non Quest Version. But i can't get the Quest Version to work right so i want to delete the Quest Version again.
Would need to contact support for that
okay thanks 😄
Trigger on VRCChair (5) was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType(TriggerType)
VRC.SDKBase.VRC_Trigger:OnEnable()
why th am i getting errors like these..
They don't do anything it's just normal with sdk2
so wait can i upload it like this then
Yeah if you don't have any actual problems
is this the same aswell?
damn... i've been trying to get rid of them since yesterday
That's the same
I recently learned that TextMesh Pro is a thing. Can somebody confirm that it works in VRChat without problems? I searched through the Discord, and it's a big mix of "use TextMesh Pro" to "it's in the VRChat whitelist, but it doesn't work."
how does one get a custom sitting animation set onto a VRC chair? not the avatar, the chair. This is for a lay down animation.
I used it yesterday in a canvas UI for a PC and Quest world, seems work fine for me 🤷
thank you!
Not sure if it matters but the world is SDK3
Is there a minimum range for VRC Pickups? I tried changing both the radius of the collider as well as the 'Proximity' range slider, but no matter what it always lights up pretty far away from where the actual object is :/
Anyone have any good video players for SDK2 and knows how to set them up?
I have a world that's an open area with just a skybox surrounding it, and I'd like to create another room that is also open people can't teleport to but won't be able to see the other.
Any ideas for how I could do that?
Something like the question asked here would be useful https://old.reddit.com/r/Unity3D/comments/2j2k1s/create_walls_that_hide_everything_behind_them_and/
im not a pro in unity by any means so maybe I missed something but I went down this path, tried everything I could find, but i never found something that worked in game (several things worked in the editor though). a reasonable solution though is to set the main camera's far plane to be much shorter (its huge by default), and also move the two areas far apart. so assuming your rooms are less than 100 units (so the camera can see an entire room at a time), set the camera far plane to 100, and set the two areas >100 units apart
You'd probably want to setup occlusion culling
^ or that, putting an "Occlusion Area" on a room should do the same thing I think
I haven't done manual Occlusion areas yet, do you mean one of those for each room? I figured there needed to be a wall or something in-between to occlude them
Hello, i've got a warning appearing when i try to upload my world, any idea how i could fix this? It started appearing when my upload started to fail and i couldn't find any fixes online.
sorry that i'm jumping in the middle of your convo
so i did the camera thing & also occlusion areas (found the hacky camera solution before the probably more proper occlusion solution) so not 100% sure but I just set a single "Occlusion area" to surround each room I have. I'm sure its probably a little more performant to mark every static object as an occluder/static but its very simple to just set 1 box around each area. depends on your world I suppose
i've seen this plenty of times before, its just a warning. i've never suspected this to be the root cause of any issue I've had
my upload suddenly takes like 20 minutes to get to the end, and this thing pops up like 30 times during that time
Like this yeah? I did that and baked but when I'm on that platform I can still see the other area, which makes sense to me since I figure there needs to be some sort of material between them
Well at least in the editor, I haven't tried actually running the game. But visualizing the occlusion definitely still shows it
in the VRCSDK-->Settings you can uncheck "future proof publish" for much faster uploads. I'm not clear on what that function does, but I've read it doesn't do anything at this time. I think the idea was that you upload your entire project to VRC and they'll recompile(?) if theres ever a major SDK change or something, but thats not implemented
i'll try if it works when i uncheck it
hmm works for me. theres a transparent window that the camera is looking out of. this shows the two occlusion areas, both well within the camera's far plane
and if I visualize the culling: the camera preview does not show the other area
oops this is the "before" showing the areas
Unchecking future proof publish worked. Thank you very much.
👍 although not to say that function is totally useless. I've never done it, but I think I read a comment somewhere that you may be able to pull your project back down from VRC servers if you ever lost it, so just FYI
Hmmm, this is my preview
That yellow box seems to be around the whole are which maybe seems different than yours?
did you clear & bake after setting up the areas?
I didn't explicitly clear but I did bake. I just did a clear and bake and see the same results. This is my "Main Camera" which is basically just the default, not sure if that might be relevant
i don't really know how occlusion culling works that well, but try moving your two areas so they are in different "yellow cubes" lol
i'm not sure if i should be asking about this here, but is there a wait time for the world to be accessible in vrchat? at the moment when i try to join the world, it just puts me back into my home world
hah yeah those are the "Camera Volumes", I've been googling but there seems to be approximately no information on more custom occlusion on the internet 😂 Every video is just like, use the defaults and you're done
I can't figure out how to get that to change just yet
moving your areas further apart will help in anycase. and the camera far plane stuff will definitely work if nothing else. but i'd just try moving the areas far apart - if there's no reason to have them close, just set them 150 units apart or something
Hello, a world i have uploaded an hour or so ago is kicking me whenever i join it. Is there any possible fix for this? I tried reinstalling the VRC SDK. When i launch it from unity, it works fine.
@ruby roost so the camera stuff is working for me, but a new problem has arrived where if I look in a mirror, it actually shows up 😂 Any idea how to fix that?
haha not sure about that one, but heres what my HQ mirror layers are set to
if you get this kit, it'll set the layers for you https://github.com/oneVR/VRWorldToolkit
Hm yeah I just tried tweaking all those in the editor and it seems like it still shows up unless I got down to low quality stuff. For now I can just cheat and reposition my rooms a bit to work around it, but interesting nonetheless lol
My objects, when dropped, are like teleporting to the ground. What's the usual amount of drag applied to most objects, as a starting point?
the default rigidbody values unity gives have always worked fine for me
do you have window or something in your map? never used it, but maybe that could effect it if you had it
ok so audio in udon, made a trigger in udon to turn on and off a song. but cannot get the audio to play when i clik
click the trigger
what does your code/graph/button look like? audio source?
it works when play on awake is on, but not when thats off.
@ruby roost
im on sdk3
yeah ill get the graph
What are the use cases for VRC Spatial Audio Source? When using a normal Audio Source for natural sound effects it's as I expect, but when I use that component with 3D Spatialization it sounds extremely compressed like it's being played on a little speaker.
@ruby roost thats the graph
all you're doing is disabling/enabling the object. you need to call Play & Stop
your public variable should be an AudioSource object, not a GameObject
then do a Branch on whether AudioSource.isPlaying(). if it isPlaying(), call AudioSource.Stop(), otherwise call AudioSource.Play()
can u send me the graph for that?
sorry, if I had that particular graph already I'd share but i don't
ok thankyou
Hello, I don't know much about unity or how things work regarding everything but I threw some stuff in a scene but everytime I go to build it wont let me get past upload and I keep getting this error thingy
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
any idea how im meant to fix it
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Ah, that fixed it, thank you :)
i got a question is ther a tutorial about sdk2 how you change in game cameras i mean the player camera what he seeng with a key?
Have a enabled gameobject with a disabled camera component and toggle the component itself on and off on runtime
That's the main thing at least I forgot if the camera needed some special settings on it
But test and you'll find out
Just wondering is there a average avatar template that I can use for world sizing?
After a year of trial and error; I finally perfected how Chuck is animated https://cdn.discordapp.com/attachments/808400851609452615/813650102446325760/Perfected_Cyber_animation.mp4
Thanks, it wouldn't be a true Chuck E. Cheese world without functional shows
bet
oh god thats creepy but perfect. I feel more horror watching that then some horror maps in this game.
Well now I'm sad
:V
FNAF both popularized and tainted the animatronic industry
Can anyone tell me why my preview window is doing this and cutting away at things before I get anywhere close to them, I can't properly place anything in the building because the entire thing disappears when I try get close
Camera clips things off that are too near. Try recentering on current object with CTRL+F
The perspective camera's near-culling distance adjusts based on the scale you initially focused on. You'll want to refocus on something smaller, or switch to orthographic view
got it, thank you :)
Is there a reason why most of my Reflect Layer on my mirror aren't appearing such as player, player local and etc.
Did you set them up in the sdk yet?
Also don't use player local in the mirrors it's only for first person view mirror reflection is what you should use
You change the scaling in the material or the UVs
3008.vrcw is a bit sus name for a folder 
Uh-huh, can you show me what values you scaled the material to?
Not seeing any materials being scaled in that picture
A gameobject being scaled isn't really a material
Not really convinced you didn't rip that stuff either with your folder structure lmao
You need to scale the main texture inside the material
That's a similar looking picture right there 
Sure you did
Everything in your pictures is named the same way as a ripped world would be you can't really come up with a plausible explanation for that
Not gonna help you any further
Bye bye
Not sure if that slipped through on Sunday or no one knows so gonna try one more time.
Base question was how to apply a custom pose to a chair in SDK3. Hope someone can help me or point me in the right direction please?
Details in the quoted message.
More likely the latter
All I can really give you is this
https://docs.vrchat.com/docs/vrc_station
Used to allow users to sit down. Example can be found in the SDK as VRCChair. This component can also be used on avatars to create seats on avatars! This component acts a bit differently in VRCSDK2 and VRCSDK3. We support SDK2 and SDK3 stations that have animations to drive either SDK2 or SDK3-based...
I tried to make sense of that and tested different animators but nothing worked -_-
The examples in the SDK don't seem to go into using these animators either
I know there are lots of worlds that have these seats on the ground and there seem to be prefabs for SDK2. But I don't know if these worlds are still SDK2 or SDK3. As far as I read SDK3 stations are different so I guess the SDK2 prefabs prefabs won't be compatible.
@bronze night what happened?
Hello~ i got problem with pickup items , they don't show ingame idk why , if i make them static i can see them but can't click if not static can't find them at all , did add coilder and mesh but still
in Unity
talk of it no further, doesnt matter
do not want to get kicked again, i love this server and the community here
oh because you were ripping worlds, i see
Empty Void, soon to be filled once the paths have been placed, even when you know noone can join it feels like your being watched
need to model things too, like bathtubs, chairs, other furnatue types
then some things for them to be on
overhead signs, roof support pillars
maybe even numbers for each path, exept they make no sense
UI Toggle?
nvm i figured it out
oh
haha thats what i do often, ill ask a question, then figure it out when someone answers me
then again i figure stuff out through trial and error
thats how my avatar got made lol
i posted this on the vrchat reddit but someone told me to post it here so imma just copy paste:
I'm trying to make several maps that connect together through portals, where you walk through one portal and spawn at a specific point in the other map. I made a diagram to show what I mean: https://i.imgur.com/rFlb1EX.png
I want to make it so that if you were on Map #1 and then went into the portal for Map #2, you would spawn at the red dot on Map #2 next to the Portal to #1. Conversely, if you were on Map #3 and then went into the portal for Map #2, you would spawn at the red dot on Map #2 next to the portal for Map #3. Essentially I guess I just want to know if you can set multiple specific spawn points in one map that connect to portals from other maps or something. Is this even possible?
hm
idk how you could make it spawn you there
but
you can have a universal spawn point
if you have two spawns, it rolls a dice to place you down, i think
i could be wrong, as i am kinda new to the world stuff
i say kinda as i know most of the basics not any advanced stuff
@bold ibex you can just use teleporters, they work exactly like you are describing. you go in and you can set where the teleporter sends the player when they exit from the teleportation.
there is a 2 way teleporter in this
they make a fair point, are the worlds nesacary?
like is their filesize high?
will that work across worlds?
oh no theyre relatively small
try just making a warp system
have each world in a different area of the unity project
or just outside them
you are trying to make it go across worlds? yeah, that would have to be a spawn thing
then have teleporters
i was just making worlds from a game that connect via zones and wanted to be accurate to gameplay lmao
but i can do that too
you could make a fake loading screen lol
use a shader than can place over screens, then have a fake loading screen area before it warps you elsewhere
it means you keep your game style with the loading, without actually loading
but youd have to make it short or people might complain haha
right ty
np
oh god this will take ages haha, took 10 minutes to get these extra pathways in and uploaded
just wanted to make sure adding them didnt break the map
now to get music working
idk what was causing crashes, maybe the reverb zone?
testing it now
if it is ill have to reverb the music manually
i just uploaded my testing world and i got 1 report? how?
Nah, it confused me too at first but it seems as though that's a normal thing that happens to everyones worlds
its part of the upload system, trust me i had a very confused face when my first world got one
i am sure my next one will probrably too as apparently its just a thing it does, might be to check it works or something?
my world works just fine
Does anyone have any experience with setting up vehicle audio in sdk2? I haven't found a solution for this in the couple years I've been fiddling with it other than just making the engine audio clips quieter manually with audacity or something.
• The engine sounds for cars are always either full volume or off. They don't seem to use a typical audio source so I don't think I can mess with the falloff ramp and lowering the world volume slider doesn't work. It seems to just emit the engine sound from the vehicle itself. So is it possible to make the car engine audio come through a normal audio source?
• Also is it possible to sync the engine sound between clients? If someone else is driving a car, all you hear is the idle sound, it doesn't raise in pitch with their rpm, though you do hear the pitch raise on your own vehicle
Hey guys, I got a request from a client to build a vrchat world for him, but from what I've read you need to have an account with trust rank to upload worlds - how much do you have to play to earn the rank that allows you to upload worlds? since I'm going to have to include that into the pricing, lol.
@tropic crater there really is no set time, its random
at most it would take a week, if not 2
ok, this is tough nut then
week but like, 2h a day, or full workday 😄
2 weeks would probably cost more than the development of the world lol, I think I'm going to ask the client to get the rank
thats probably easier, since you can just transfer the unity project file to them and they can insert the vrcsdk2/sdk3 and upload themselves
allright, thanks for the info! ❤️
@near escarp not sure if you know an answer to this but I seem to be having trouble with a UI toggle that doesn't seem to want to work
there is no collider, it's set to the UI layer and the canvas has the raycasting script attached. I don't know what could be causing this
Allez voir le nouveau tiktok les bg : https://www.tiktok.com/@alkacorp/video/6932513743763000582?sender_device=pc&sender_web_id=6932195487010457093&is_from_webapp=v1&is_copy_url=0
I was having a similar issue with my vehicle world. None of my buttons or Ui buttons would work, wouldn't even get an outline when aiming at seats. Fixed it by deleting and reimportimg the sdk and then reimporting the prefabs that relied on it.
Nope not fixed
Ah sorry, that's what worked for me, I don't honestly know what else to try 😞
lol its okay
getting there with the world now, i am adding details to the closest to spawn areas to see what i can actually do before i get lag
9 fps woo :D No attempt made at optimizing yet haha. No occlusion culling or lods yet. It's the Financial District from All Points Bulletin, a decade old game already known for poor performance so you get the full experience :p
Allie's way of doing it is smarter, I just dump everything in at once and hope it isn't too bad
hey ho, just started on trying a bit of world dev myself and had a few questions as well as problems going about.
Main opne rn is that upon testing a world player will just rotate left constantly without input. Launching vrc alone doesnt cause this issue
also is there a good place to find world prefabs? i keep seeing simalar assets used accross many maps just wondering if theyre part of a prefab
Hello builders, and script writers alike. My name's Kully and I like to consider myself a productive creator. My favorite thing to do is build, I built for admins on 7 Days to die, and I go ham in Minecraft. Finding out that creating worlds for VR chat was not as complicated as I thought was a great discovery. And that brings me to my dilemma.
I'm hoping that someone who knows how to add events, and playable objects reads this. Please work with me on this world I started. I have a plan for a story and, I want to make it interactive but I can't seem to understand the whole coding sequence involved. I will be your little Bob the builder whether it be on a new world you're doing or just something that you think you could do with a world that I've built as far as scripting and storyline goes
This is a literal call for help, I have some really cool ideas and need someone willing to help and share the glory. If you know someone that may be interested in working with me, please ask them to hit me up. I hope you all have a wonderful day and thanks for your time.
legend
hope you find what you're looking for in there
should do, any recomendations on basic prefabs that have players, mirrors and buttons etc?
VRChatのワールド制作スターターキットです。ワールド作成でまずほしいPrefabをたくさん同梱しています。 サンプルワールドはこちら↓ https://www.vrchat.com/home/world/wrld_c3f3dd70-2306-4bd4-a74b-6a6ee8d5df6c あらかじめVRCSDK2(2020.08.07.18.21以上)のImportが必要です。 Package ManagerからText Mesh Pro, Post Processing, Pro Builderを導入しておくこと推奨。 GitLabで管理しているので随時更新したい方は導入してみてください。
just looking at that one, cheers!
would recommend also look at the page with Google translate so you know what all this stuff does
would it work in sdk3?
Navmesh? That's not a built-in VRC layer, which means it likely doesn't have collisions set up properly for it.
Make your map geometry default (or environment, or something else suitable, that collides with players).
You can check layer/layer collisions with Edit>Project Settings>Physics, which will tell you which layers can collide.
all the assets claim to be missing scripts
did you check the description for any prerequisite or even making sure you're on the right SDK version
ah so it cant run on sdk3,
my bad the list you sent had nothing on sdk 3 i presumed it was bug theres a list there. thx for being patient
udon prefabs are the SDK 3 stuff
Installed all the prereqs still getting that error on everything
Are one-way triggers possible?
I'm messing with non-euclidian stuff and I'm having issues managing space
What behaviour do you mean by one-way triggers?
triggers you only collide with in one direction
In my case, I have a hallway that sends you somewhere else if you go in a different direction
You can only collide with plane colliders in one direction, but that's probably not the best way to go about it (you hit it when you pass through anyway)
Every time I try to add a scripted event into my world I get red stop signs and lose the ability to run it and test it or upload it and share it
instead, you might want to activate/deactivate two different colliders that send you to different places
The issue is that I'm working with non-euclidian space so it's very hard to make sense of it
I have 5 identical copies of a room
well, a square-shaped hallway
The illusion is that it looks like a looping hallway with 4 corners, but it actually has 8 corners when logically it should overlap itself
I'm just saying that instead of a one-way collider, it's probably best to dynamically enable/disable normal colliders to get the desired effect
A player walks through the first collider that sets the right first state, and OnPlayerTriggerEnter you set the proper hallway state, disable the first collider, and enable the second, etc.
When I try to add a button, it pulls the play button from the video player instead of creating one
Easiest thing to try would be reinstalling the SDK
This is what my setup looks like, each pair of green cubes is a teleporter (the lower one sends you to the upper one)
Do you script after you build the levels static objects or does it matter
shouldn't matter that much
I'm quite bright, if someone could show me where and how to plugin events I can build ya somethin
So your plan is to allow players to run clockwise around the hallway without teleporting, but if they run the other way they change levels?
You start at the bottom and teleport up a level once you hit the triggers
going counter-clockwise
From your perspective it's impossible to tell when you've teleported because I've used a seamless teleport script, so the hallway appears to overlap itself
I want to have a second set of triggers that take you back down if you go clockwise, to keep the illusion in both directions
Ok, I think I've got a handle on what you want, now.
Plane colliders won't work, since you collide with them as you pass through.
For each teleporter (the green colliders), you'll want an extra 2 (on each side).
The extra collider in the "incorrect" direction (clockwise), will disable the teleporter gameobject. The extra collider in the "correct" direction will enable the teleporter.
(directions flipped for the other direction, of course)
this way, if a player runs the wrong direction for a teleporter, they'll always disable it before they collide with it, so they stay put.
If they run the correct direction, the teleporter is either enabled, or nothing happens (if it's already enabled)
I kinda brought this upon myself trying to defy physics 😅
Hahaha it's what we do, and there's always a way to do it (however hacky)
anyway, hopefully my solution was somewhat clear 😅
The teleport script works really well at the moment, even if it only works one way
you can't tell at all that you're 3m above your old location
what's annoying about this is that I've already done it once
I made a test project and it worked perfectly
I just can't replicate it
In a different SDK?
It's the script demons
Hm
Same collider types?
They help you, or they eat you, no explanation, just deviance
So, I made a couple items in my world pickupable, but when you pick it up it leaves the object behind and carries an invisible one, almost like it has a second copy of the item specifically for carrying but with no visibility to it, how do I... sync it up with the materialised version so to speak, if that makes any sense at all
(plus when you let go of the ghost one i believe it just falls through the world)
if this helps at all
@past raptor do you know much about lighting?
I got the trick working but I need to fix some inconsistent lighting
Not a massive amount, unfortunately (I've been co-developing with a friend who is significantly better with the art asset and world visuals side than me, while I suffer through develop the Udon backbone)
How do I get a recently uploaded out of Community Labs and public?
get people to come and join it and preferibly keep them there. im not sure how accurate the last part is but it doesnt hurt to make people stay and just chat
It just happens after a while if there's some traffic
Does anyone know if the VRC-Trigger On Particle Collision Works I'm trying to make something that when you shoot it gets destroyed then it resets after a certain amount of time.
SDK 2 NOT UDON
looks like you might have set the pickup as static. static objects cant move.
I don't see anything that claims "static" though (unless I'm stupid, but as I said yesterday, I'm new to this world creation)
unless its the kinematic thingo
or lightmap static but I figured that applied to.. well, the lightmap
oh im dumb... It is stupidity.
Thanks x)
My world was deleted recently during a public ban. I tried making my world public again after the ban was over, but the world is gone. It reloads people to their home world and even the world preview image is gone. I get an error saying "Failed to get file record" every time I try to update it in unity.
I've been working on the world for years and I don't want to lose all my progress and for everyone who favorited it to have to refind it. Is there any way at all to reupload my world under the same ID?
Where'd you find a codeveloper
does anyone know how to make the unity fog system disable when i turn off a specific light?
my world uses a single directional light to control the day/night cycle, but the fog cannot change colors between said cycle, so when its all dark in the infinite furnature store, the fog stays bright white and allows for easy visibility, i would use particles but that would lag the world, does anyone know a way to get it to shut off then the light despawns?
just for show aswell heres it in day and night
the fog just ruins the pitch black effect
but removing it allows for you to see the whole map
You can't interact with Unity's fog at runtime in SDK2
Hello, reflections probs not working on SDK 3? because on Unity I can see the reflections, but in game there are no reflections
i am using UDON but the udon worlds dont have a general dev channel just questions, so i will just ask general unity questions here
because the fog thing isnt exactly udon related
unless udon allows for fog manipulation?
It's not a unity question in this case, it's an udon question since it can only be controlled through it
reflections probes work everywhere
Hmmm
oh okay, i didnt know fog could be controlled with udon, ty
ill ask in there then
do you have things set to reflection probe static?
you have to have things set to reflection probe static for reflection probes to work
But the static is not for the baked normally? because if we leave in realtime I don't think it is necessary to make the elements static, I will try anyway but I didn't have this problem in SDK2
whether it is static or not, the IG reflection is really not done, however on Unity compiled or not its works very well, it is strange
@pure kraken
anyone know of a video player where i put in a youtube playlist and i can pick out the songs with a keypad
kinda like a jukebox
so i dont have to inout a URL
i have seen one
@near escarp
suddenly I tried everything, but the reflection still does not work in game
😦
so is it on here
or do i have to put it together myself
xD
These are prefabs, everything is ready, so nothing has to be configured
hmm
non of those are really what i was looking for
im tryna get something where theres a list of songs
and when you type the number of the song
it will play it
ill probably have to make it myself
Heyo does anyone know why a world I published forces me into VRChat Home even though I added the spawn point and put it in VRCWorld
can someone help with installing prefabs? ive followed all prequisites and i still cant get it to open properly
what orefab you trying to import
question: what does it mean when you get an "environment-broken" tag on your world?
usually quest users report that on worlds that have the 1 eye glitch. other wise it usually means its too laggy or theres no collider on spawn
@desert python well the world is still being worked on so i guess somebody ran into a bug. i didn't know they could report in such a way that it would tag the world though.
how do you get rid of it?
ummm, ive had a few worlds with the tag but i think they go away if its updated and its been “awhile”
i cant check if they actually go away
I think it updates when heat resets so 10-14 days I think
thanks!
I actually have this in my world I’ve been working on over the past week, but yeah I had to make it. There’s nothing off the shelf for that I could find.
Happy to answer questions about it if you’re looking to do it yourself too
https://vrchat.com/home/launch?worldId=wrld_12f9c0c7-11c5-4a98-9fb4-f993a821e414
just made a new world and im trying to upload and this massage comes up can some one give me a hand with this issue.
Check the latest pin on this channel
cool thanks that did the trick
vrc starterkit for 3.0
i translated the list of prereqs. but everything still shows up with script errors