#world-development

39 messages · Page 66 of 1

errant beacon
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preferably keep your polys down too, but having a bunch of materials can bulk up draw calls, and make the world perform worse
Def look into crunch compression and such too on textures! o:

near escarp
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It shows you what your world is made out of

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in terms of file size

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This is also very useful

misty wave
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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

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Thank you for the resources :0

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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

near escarp
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You can bake the inside rooms, and keep a realtime light for the outdoor only

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obviously you'd only enable it when going outside

misty wave
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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

near escarp
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difference on ?

misty wave
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Performance I guess

near escarp
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Yes, light baking is usually the largest performance boost a world can get

errant beacon
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yus, realtime lights are big performance hits

misty wave
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Hmm I see... and then I would presume postprocessing effects probably recc performance

verbal patrol
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Who knows how long approximately uploading your world to VRC takes? File size is about 20mb.

misty wave
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Less than ten minutes if your computer and internet are decent I would say?

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My world is ~100mb and it took probably twenty minutes all through

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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?

leaden hare
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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

pure kraken
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@near escarp I added the vrc mirror reflection to the canvas and it didn't fix it

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this is starting to wear on me

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🥲

random owl
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You might have understood what ruuubick said wrong

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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

pure kraken
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I mean, it's just a keypad..the only triggers are the buttons themselves and they are all the same size

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and there arent any other triggers in the area

random owl
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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

pure kraken
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so then...how do I fix this? you are saying this is a layer issue?

random owl
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Is there any like that?

pure kraken
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there is a layer "UImenu"

random owl
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Can you show pictures?

pure kraken
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of the layer or...?

random owl
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What you are looking at currently

pure kraken
random owl
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You have box colliders on top of each UI button? 🤔

pure kraken
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thats how the prefab came

random owl
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Can you show how those buttons are setup?

verbal patrol
verbal patrol
random owl
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Well that is a really weird setup

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Most likely that box collider on them is the trigger collider stopping the raycasts as I was talking above

pure kraken
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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

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so idk whats going on and idk what the solution is

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reee

random owl
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So it originally had finger tracking but you got rid of it?

pure kraken
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yes

random owl
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Well then all you should need to do is remove those box colliders on each button since that's the problem

pure kraken
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well now it doesnt work even in desktop e.e

random owl
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What layer are those buttons on?

pure kraken
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okay, i should rephrase. the buttons still light up but the numbers aren't being inputted

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they are on the default layer

random owl
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It's hard for me to say since the setup on that keypad seems quite strange

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How does the udon script itself look like?

pure kraken
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would you like a screenshot?

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or just the file itself?

random owl
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A screenshot

pure kraken
random owl
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This one as well

pure kraken
random owl
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Not really seeing any reason why it would have stopped working after the collider got removed

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You might have to go ask in #udon-general or the person who made that prefab

pure kraken
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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?

dusk sapphire
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wouldnt removing the colliders cause a null exception to happen in the udon code?

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well, only for the bit in start() if the user is in vr

pure kraken
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I don't know, I'm not a coder lmao

random owl
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Oh good note

dusk sapphire
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it also looks like its removing them if the user is in vr is not in vr

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but isnt there an issue where if IsUserInVR() is called too early it'll return the wrong value?

random owl
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There is

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In start

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So another good note 😄

dusk sapphire
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oh, it disables the colliders if the user is not in vr

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so yeah thats why it broke in desktop because it probably threw a null exception when you removed those colliders

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and if the user is in vr it disables the ui buttons instead

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that would explain why it isnt working for vr

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the prefab is setup so that non-vr gets ui, while vr gets physical push buttons presumably

pure kraken
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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?

dusk sapphire
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remove the colliders, and remove line 42 to 55 from start()

pure kraken
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if this works...i'm going to owe you some pizza

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fingers crossed

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welp @dusk sapphire where do you want me to send the pizza? xD

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holy balls it works finally, I've spent an entire week trying to figure this all out

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thank you so much vrcLove

dusk sapphire
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no worries

misty wave
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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

random owl
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Can you show a picture of the debugger?

misty wave
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Oh, it was the AllSkyboxFree menu bug apparently, I got it good I think

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Though I'm getting weird textures and stuff... hmm

dusk sapphire
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AllSkyFree strikes again

misty wave
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Any idea what would lead to these pink textures? It works fine when I build in unity

dusk sapphire
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what shader is on those?

misty wave
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Diffuse legacy shader. It was the default apparently

dusk sapphire
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Try a different shader, I recall there being an issue where certain legacy shaders do not work in vrchat

misty wave
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Any specific recommendation? :0

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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

dusk sapphire
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it would depend what those things are, but i'd usually stick with standard

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if they all use the same material you just need to change the setting on one to affect all

misty wave
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I tried switching them to standard, there was a bunch but I was able to mass select them, slick

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Building to see if it works

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Hmm it's working but now I'm getting other weirdness

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It's super billboarding the tree and the water looks really strange now

dusk sapphire
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for the tree you wanna set it to cutout probably

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for water, you'll want to look for a proper water shader

misty wave
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I was using Sean's water and I think what did it was disabling auto-generate lighting, I forgot to generate lighting lol rip

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cutout on the leaves or all of it?

dusk sapphire
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the leaves

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unless the tree itself has cutout bits too

misty wave
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It looks like they're set to transparent by default

dusk sapphire
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if transparent is what it came with then yeah thats fine

misty wave
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Is it something to do with the camera then? I've never seen it billboard that close

dusk sapphire
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oh, i mean, what was the leaves set to before that happened?

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the leaves were not an issue earlier so you could have just left them as it was

misty wave
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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

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Im gonna try rebuilding and just see what happens I guess

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Okay that looks a lot better

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Do you know if it's possible to apply like

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Toggle button scripts to mesh colliders? It doesn't seem to be detecting for me

dusk sapphire
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you want to use a toggle ui element through an on interact collider?

misty wave
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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?

dusk sapphire
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well, it would depend how that particular script was set up

misty wave
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Hmmm now that I've just manually added box colliders it's working good

median egret
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trying to upload world, keep getting the yellow errors and and stuck here

idle jolt
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How do I change how fast players move and if they’re able to jump in SDK2?

dusk sapphire
idle jolt
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The standard values are 3 for jump, and 4,2,2 for speed right?

dusk sapphire
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iirc they should have the default values set when you add them

idle jolt
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Alright
I guess I’ll double them for now and see how well that goes when I test it out

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Also, is it bad that it says to use a trigger in the future?

dusk sapphire
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its fine, the vrc player mods component depends on it

idle jolt
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Ah, okay

misty wave
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Two more questions so I can do some stuff next time --

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Is there a good way to gauge seat placement? I can't ever get the avatars to actually line up with my models

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Second, I have a map that's like

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A whole bunch of these models

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It's like eight duplicates of the same asset

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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

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I presume it's them and not the water

errant beacon
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GPU instancing o:

wicked rapids
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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?

woeful carbon
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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.

idle jolt
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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?

shut lichen
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so i making race car toy by use physics

verbal patrol
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does anybody have a drinking roulette table created that i could use?

bold ibex
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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?

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ok managed to bruteforce my way into it

verbal patrol
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im trying to publish my world and unity keeps crashing? any tips to fix this?

plush pivot
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hi !

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im french and i want to know how much time i need to play to upload my own world

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?

short forum
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@verbal patrol Sometimes having the option future proof can cause unity to crash when trying to publish worlds.

verbal patrol
brisk citrus
errant beacon
verbal patrol
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getting this issue when i load unity hub... whats going on

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i have the 2018.4.20f unity installed

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"the editor version associated with this project is not currently available on this machine. Go to installs to download a matching version"

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but theres no matching version on unity

errant beacon
fossil hull
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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.

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Do I have to simulate it myself using world space Canvas or something?

civic ibex
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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.

verbal patrol
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it worked thanks ! still having the issue of unity crashing when i try to upload though

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i tried everything

errant beacon
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Any errors in the console? o:

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also, make sure you have future-proof publish disabled in the VRChat SDK's settings

verbal patrol
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yes i have that disabled

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ill check, one min

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thats all that shows

verbal patrol
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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.

fossil hull
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@civic ibex Sorry, that doesn't click with me. What is a VR Canvas? As far as I know there is nothing like that.

errant beacon
verbal patrol
errant beacon
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yw! hope everything works out c:

cyan herald
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Using Udon. Why is the mirror doing this?

random owl
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Looks like a badly setup mesh for mirrors

cyan herald
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It was the default plane mesh from Unity when I placed it in the world?

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I'll try again.

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Fixed.

random owl
vapid badge
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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.

shut timber
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Have you tried animator layers?

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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.

obsidian wadi
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Hey does anyone know what these errors could mean?

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I've just updated my sdk etc and this came out

idle jolt
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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

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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...

near escarp
mild spade
idle jolt
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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?

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Nope
Console still says not initialized in time

bold ibex
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hi

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i need help trying to make a vrc world camera

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can anyone help me

idle jolt
mild spade
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Are you unable to upload? Or you can upload but cant press the button for the mirror?

idle jolt
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Upload but can’t press button

mild spade
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Does it has a collider? (the button where trigger is)

idle jolt
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You mean a box collider?

mild spade
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Yes

idle jolt
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I’m not at my laptop right now, but I don’t think so

mild spade
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The trigger needs a box collider to be interactive. That could be the issue

vapid badge
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@shut timber yeah setting the animation to a different layer definitely did the trick 👍

idle jolt
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Oh
I didn’t realize it needed it
Let me log on and add it

idle jolt
mild spade
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Im sure you can ignore that error. Try testing it in game with a collider.

idle jolt
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Wait a minute
There’s a box that says is trigger...

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Let’s hope turning this on will make it work

royal jay
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ive tested and compiled like it asked but im still getting the same error (image) any ideas on how to fix this?

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its probably something super simple lol, im just blind

royal jay
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ty

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ty! its fixed now

little idol
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How do I make so people are unable to move after pressing an object? 🤔

near escarp
little idol
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Ty ❤️

little idol
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I can still walk after I've pressed the button. 🤔

near escarp
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How did you set your trigger and what does your button do ?

little idol
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Hold on I am gonna try something.

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Ok I am gonna redo it till what it says on the tweet.

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(I am making a world where you have to infinity walk basically)

near escarp
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your two actions have the same delay

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they can't happen on the same both frames if you read the tweet again

little idol
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oh woops

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Oh I just had to make the Run,walk and strafe to 0.

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And now it works

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Thank you, Ruuubick.

inland cave
royal jay
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....I somehow made a quest only world by mistake

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I ... I'm not gonna bother fixing it. Would rather just make another world

idle jolt
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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?

errant beacon
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Mesh colliders are vv expensive to handle - would recommend box/capsule colliders instead o:

idle jolt
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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

errant beacon
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By expensive, I mean expensive performance-wise - don't really know how big in mb (or kb) colliders are lol

idle jolt
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Ah
Probably not enough to make a difference for my world then

royal jay
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Keep an eye on the stats tab (game view→stats) it has an fps counter
^ credit to ruuubick for showing me that

errant beacon
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also keep an eye on the number of batches! o:

silent tartan
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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.

patent arch
silent tartan
patent arch
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so just to check, you're using an updated sdk 3.0 right

silent tartan
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I downloaded it like a week ago I think

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should I redownload just in case

patent arch
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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

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it might be an issue with the prefab, but at the same time from personal experience 2018 unity loves to randomly break things

silent tartan
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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.

patent arch
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yeah

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when importing the prefab, just make sure it doesnt overwrite any of the sdk's files

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sometimes prefabs contain the neccessary scripts with udon because they don't bundle it without it, but they're outdated versions

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so when you import the prefab it overwites parts of the SDK you have with an older version

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so it's like having two mixed versions at once, it's a terrible thing to have happen

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always look over whats being imported, just in case

silent tartan
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Okay Ill start a new project and see if I can keep that from happening

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I'm just thankful i didn't ruin any valuable projects like that

patent arch
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yeah, i noticed you were using a test project

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which is honestly the best thing ever to do, keep that kind of stuff up lol

silent tartan
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no kidding

hazy plover
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Just wondering if anyone knows how to trigger a animation via a button that the player clicks? Thanks

misty wave
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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.

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Anyone have a recommended resource for skyboxes/panoramas? Specifically real-world locations, cities and such

pure kraken
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is anyone here familiar with the boolean probuilder tool?

near escarp
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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

pure kraken
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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

bold ibex
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im at a complete loss

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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?

random owl
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Do you have all of the objects on layers that collide with each others?

sudden lily
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Why not just use a mesh collider on the dice?

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Oh wait, I misread.

bold ibex
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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?

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sphere does not exactly work aswell XD im at a loss here

random owl
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Non convex mesh colliders don't work with rigidbodies you need to mark it as convex

bold ibex
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tried it rn, the dice disappears

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oh wait it works but...

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there is a offset between the mesh collider and the actual dice

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oh my god it works

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thank you 1!!!!!!

drifting patrol
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hi guys, im green here.
i wanna ask, why cant i jump in the world im testing?

pure kraken
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@drifting patrol did you add a player mod component?

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If not I would recommend adding it to whatever object you have your vrc scene descriptor on

latent wedge
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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)

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Can anyone help?

bold ibex
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@drifting patrol add it to the vrcWorld1

sleek willow
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Does anyone know where I can find a good cityscape skybox?

drifting patrol
drifting patrol
latent wedge
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My world was fine and then out of nowhere I relaunched and I get this message and can no longer use the sdk

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please help

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I was almost done building:(

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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)

novel lance
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Is Syncing the world audio music just as simple as adding a VRC_ObjectSync Component onto it?

vapid badge
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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?

latent wedge
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The lack of help is wonderful in here. Don't worry guys I will just figure it out myself

errant beacon
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Someone might not know the issue - are there any other errors in your console?

night merlin
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Real basic question here, how do you make objects stay floating in the air when they are dropped like lots of worlds do?

past raptor
vapid badge
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did you try re-importing the sdk?

vapid badge
night merlin
vapid badge
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and from there mess with settings like drag to ensure it doesnt fly off into space

past raptor
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If you only have gravity disabled, it might fly off forever and be unreachable

night merlin
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It's kind of a fun effect when it flies off, but I have no ceiling in this world 😂 thanks for the help!

past raptor
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Hahaha no problem

errant beacon
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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

latent wedge
vapid badge
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any luck?

latent wedge
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No

vapid badge
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damn

latent wedge
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I rebuilt the world like 4 times and this time was like almost done with it

vapid badge
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do you have any shaders like poiyomis etc?

latent wedge
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I played it safe so it wouldn't mess up

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no

vapid badge
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I know sometimes the sdk can be extremely picky about weird shit

latent wedge
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I would really hate to have to restart all over again

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I just don't get what even changed

near escarp
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Show your console

latent wedge
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After another reset its now showing extra stuff it was just the triangle one before

near escarp
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Close your project, delete the library folder and reopen unity

latent wedge
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the library folder where at?

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Like in the project files?

near escarp
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Yes

latent wedge
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Okay I will check back when it is complete thank you

bold ibex
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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

night merlin
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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

latent wedge
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My scene opened up empty

near escarp
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That's not what the library folder does, your scene is still in your project

latent wedge
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but its just all gone xD

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all the assets are still there but everything in the scene got deleted out

near escarp
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You had a scene file right ? And you saved it at some point ?

latent wedge
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Uh I'm not sure

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I saved it and also saved the library file and replaced it back in and it's all back but so are my errors

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I'm basically a noob so I have like no idea what I am doing. I'm just learning as I go along

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This is super irritating.

near escarp
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You wanted to use the SDK3 ?

latent wedge
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I was using the sdk2

near escarp
#

Try importing textmeshpro from the package manager ?

latent wedge
#

Nothin

near escarp
#

Which errors do you have ?

latent wedge
#

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

near escarp
#

are you sure you were using the SDK2 this whole time ?

latent wedge
#

Yes

near escarp
latent wedge
#

Yeah If I could find a way to get what I made into a new project somehow I think I'd be good

near escarp
#
latent wedge
#

I have restarted so many times now I really don't wanna redo it all haha

near escarp
#

Try those steps

latent wedge
#

I did

errant beacon
#

Are you importing the TextMeshPro .unitypackage, or are you importing the source code? o:

latent wedge
#

I never even imported it in the first place

#

Idek where it came from

near escarp
#

That's kinda what can happen when you mess with the SDK files, not sure what you did there and for what

latent wedge
#

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

near escarp
#

Did you try to downgrade the version of unity or something ?

#

Try Help -> Reset Packages

#

might just be enough in this case

frosty goblet
#

Hey all, does "Synchronize Position" sync rotation as well?

random owl
latent wedge
#

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

obsidian ridge
#

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.

latent wedge
#

I greatly appreciate your guys's help.

#

Also is there a reason why people don't use PBR materials?

errant beacon
#

tons of people do! o:

latent wedge
#

Oh okay cool. I've never seemed to find a world that has any other than on pre-made models that they imported in

random owl
#

The library folder contains no information about contents of a scene

modern wyvern
#

c.can someone tell me if there is a way to make a jump pads

latent wedge
#

Okay xD like I said noob hahahaha

random owl
modern wyvern
#

How?

obsidian ridge
random owl
# modern wyvern How?

You detect the player entering the collider of the jump pad and apply force to the direction you want using udon

modern wyvern
#

I don’t use udon

I only use SDK

random owl
#

Well then it's a lot harder 🤷

obsidian ridge
#

find a tutorial either on yt of google

#

now that you kow what you're looking for

modern wyvern
#

there is not alot of tutorials for those kind of things

random owl
random owl
obsidian ridge
#

I'm not the smartest. thank you for the visual ❤️

shell steeple
#

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. )

modern wyvern
#

Goshie

swift knoll
#

I have the newest version of unity, is that alright to make a map?

random owl
#

No

shell steeple
#

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

random owl
swift knoll
#

@random owl what v do I need?

random owl
valid creek
#

anyone familiar with setting up audio sources in multiple rooms that plays from the same stream player source?

night merlin
#

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

past raptor
inland cave
#

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?

near escarp
#

Yes they do

frosty goblet
inland cave
latent wedge
#

@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

spring minnow
#

Hello.. Im trying to upload my world but whenever i press the Upload button nothing happens

#

What should i do please help n.n

inland cave
spring minnow
#

yeah sure

#

and i have 0 errors

#

idk whats wrong tbh

#

I'll make the whole project again tomorrow

inland cave
#

Sounds like a good idea, afraid im not particularly knowledgeable in bugs like this :S

errant beacon
#

@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:

past raptor
#
  1. Are you using the right Unity version?
  2. Is your trust level high enough to upload?
spring minnow
spring minnow
#

o.o i cant be that dumb please xD

errant beacon
#

also yus, are you New User or above, and the Unity console doesn't have any errors in it whatsoever?

spring minnow
#

oh nice

past raptor
#

Yes, iirc
anything except Visitor, I think

spring minnow
#

then whats wrong.. damn.. I'll try it again tomorrow im tired

#

thx for the help tho guys

#

appreciated

past raptor
#

Is your SDK up to date, too?

spring minnow
#

yeah yeah.. I just downloaded it again like 1 hour ago everything should be fine

past raptor
spring minnow
#

but idk whats the issue.. If i can send screenshots here i'll send some if its okay "tomorrow"

errant beacon
#

^ on the VRWorldToolkit thing
also, would you mind sending a screenshot of your Unity console? o:

inland cave
#

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?

bold ibex
#

Yes u can publish one map a week

inland cave
#

I know i can publish once a week, im more curious about how that weekly timer resets

near escarp
#

7 days iirc

bold ibex
#

U posted The map today u need to wait 7 more days to upload anoather one

exotic ridge
#

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

errant beacon
#

Do you have the Android Build Support module? o:

exotic ridge
#

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

errant beacon
#

In your materials, change the shader from Unity Standard to one of VRChat's mobile shaders o:

random owl
exotic ridge
#

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!

errant beacon
#

yw! and yus, 1's tool is vv helpful c:

latent wedge
#

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.'

random owl
#

Old ass unsupported post processing version you need to update it to get rid of the error

latent wedge
#

well I wonder why that happened

random owl
#

Either from the package manager or if the package manager isn't showing up manually from the package config

latent wedge
#

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

pure kraken
#

Is there a way to change the clipping range of the player camera?

latent wedge
#

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?)

errant beacon
#

@pure kraken Change the clipping plane of a Unity camera, then set that as your reference camera in the scene descriptor o:

latent wedge
#

stuff like that

latent wedge
#

Yes

random owl
#

Did you have sdk3 in the project at any point?

latent wedge
#

No

random owl
#

Can you show what you have in this folder?

latent wedge
#

oops wrong one sorry

errant beacon
#

yw! c:

latent wedge
#

there

#

here is some of the errors

#

I've reinstalled the sdk like 4 times

random owl
#

How are you reinstalling?

latent wedge
#

Delete the VRCSDK folder, as well as the VRCSDK.meta file in the Assets folder.

#

I do that and then reimport

random owl
#

Can you scroll down and show the rest of the errors

latent wedge
random owl
#

There's no real reason why that namespace wouldn't exist when the files are in your project

latent wedge
#

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

random owl
#

Are you importing a package that has some random sdk files in it?

latent wedge
#

No

random owl
#

But a empty project with just the sdk works and it breaks when you import the other package?

latent wedge
#

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

royal jay
#

Are you building a world or Avatar? What SDK version

latent wedge
#

A world and sdk2

royal jay
#

Ah, I am of no use then, I've only used sdk3 so far

latent wedge
#

Is sdk3 better?

#

I have been having a lot of problems

royal jay
#

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

latent wedge
#

Okay. Is it easy to use?

royal jay
#

Very

latent wedge
#

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

royal jay
#

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

latent wedge
#

I wonder what the differences are

royal jay
#

Couldn't tell ya

latent wedge
#

YEah

random owl
#

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

latent wedge
#

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

random owl
#

Yeah further proves what I said above then

latent wedge
#

Do you know if sdk3 is better?

random owl
#

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

latent wedge
#

Okay that has been more helpful than anything I've found

left canyon
#

someone mind explaining a way around this?

random owl
left canyon
#

thank you

latent wedge
#

I'm going to attempt to use the sdk3

left canyon
#

now my build control panel wont show

#

all the SDK is giving me now is clear cache and player prefs

random owl
#

Check the errors again

latent wedge
#

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

random owl
#

Did you import sdk3 into the same project that was broken?

latent wedge
#

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

left canyon
#

these are the errors im getting now

latent wedge
#

Also before I put the sdk3 into it it had no errors at all

random owl
latent wedge
#

by that you mean?

random owl
#

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

random owl
latent wedge
#

ah

#

I am on 2018.4.20f1

random owl
#

That was to the person who the reply was to

left canyon
#

would i have to be on the latest?

latent wedge
#

Oh I didn't even notice that that time

random owl
# left canyon would i have to be on the latest?

You would need to be on the correct one those errors look like you aren't
https://docs.vrchat.com/docs/current-unity-version

night merlin
#

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

random owl
#

Some collider issues usually

left canyon
#

then thanks for the help but i think ill just abandon this project

latent wedge
#

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

latent wedge
random owl
#

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

latent wedge
#

also the project where it was working and i imported my assets instantly broke when the assets were imported

random owl
#

Well yeah then you most likely have a bunch of sdk scripts in the assets somewhere not in the normal place

latent wedge
#

someone needs to make this less confusing xD

random owl
#

Don't import broken assets 😛

latent wedge
#

Okay so I got the sdk3 in but now I am back to this error

#

wait

night merlin
random owl
#

Well that would def do it

#

Holoport resets those

latent wedge
#

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

grizzled urchin
#

Does anyone know why my favorites dont show?

dusk sapphire
#

from what i've seen favourites update once a day, just give it a bit

spring minnow
#

can someone explain please ? ;-;

idle jolt
#

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?

bold ibex
#

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

idle jolt
#

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

spring minnow
#

Trigger on VRChat Chair was not initialized in time error? whats the solution does anyone knows?

bold ibex
#

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?

shut timber
#

@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.

bold ibex
#

@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?

shut timber
#

You might want to rethink your logic. Do they have to be spawned? Would a pool of objects you enable work better?

bold ibex
#

im extremely new to unity. what does a pool of objects mean?

shut timber
#

You have a limited amount of objects, just enable one at a time.

bold ibex
#

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

shut timber
#

Then you might want to think of other ways you can accomplish your gameplay goal.

#

Put the shelf behind a wall, etc?

bold ibex
#

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?

past raptor
#

The objects should all be instanced meshes, so your world size shouldn't be affected

bold ibex
#

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?

past raptor
#

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)

bold ibex
#

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

past raptor
hard arch
#

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

pure kraken
#

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?

plush canyon
#

how come when I use the VRC_Pickup and VRC_Object_sync the object locks to the floor while I'm grabbing it?

median egret
#

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

languid terrace
#

how can i make a spawn

hard arch
languid terrace
#

i got it nvm

#

@hard arch

#

im clikking upload but nothing is uploadoing

#

upload

#

uploading

random owl
random owl
median egret
#

is that on the website? @random owl

random owl
marsh grotto
#

Is there any way to prevent portals to private worlds from creating new instances?

pulsar nest
#

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

marsh grotto
# obsidian wadi 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

livid sun
#

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?

dusk sapphire
#

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

pulsar nest
#

Do you need an Event Camera at all for the Canvas?

livid sun
dusk sapphire
livid sun
#

👍

dusk sapphire
#

afaik vrchat automatically fills in the player camera there

drifting patrol
#

how to make the model i imported to be solid object, like player cant go through it?

pulsar nest
drifting patrol
pulsar nest
#

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

spring minnow
#

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

near escarp
#

This error doesn't matter

spring minnow
abstract marlin
#

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.

random owl
#

Would need to contact support for that

abstract marlin
#

okay thanks 😄

spring minnow
#

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..

random owl
#

They don't do anything it's just normal with sdk2

spring minnow
#

so wait can i upload it like this then

random owl
#

Yeah if you don't have any actual problems

spring minnow
#

damn... i've been trying to get rid of them since yesterday

random owl
#

That's the same

bold ibex
#

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."

plush canyon
#

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.

night merlin
night merlin
#

Not sure if it matters but the world is SDK3

frosty goblet
#

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 :/

hoary pendant
#

Anyone have any good video players for SDK2 and knows how to set them up?

night merlin
#

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?

ruby roost
# night merlin I have a world that's an open area with just a skybox surrounding it, and I'd li...

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

near escarp
#

You'd probably want to setup occlusion culling

ruby roost
#

^ or that, putting an "Occlusion Area" on a room should do the same thing I think

night merlin
#

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

worthy shuttle
#

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

ruby roost
# night merlin I haven't done manual Occlusion areas yet, do you mean one of those for each roo...

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

ruby roost
worthy shuttle
#

my upload suddenly takes like 20 minutes to get to the end, and this thing pops up like 30 times during that time

night merlin
ruby roost
worthy shuttle
#

i'll try if it works when i uncheck it

ruby roost
#

and if I visualize the culling: the camera preview does not show the other area

#

oops this is the "before" showing the areas

worthy shuttle
#

Unchecking future proof publish worked. Thank you very much.

ruby roost
night merlin
#

Hmmm, this is my preview

#

That yellow box seems to be around the whole are which maybe seems different than yours?

ruby roost
night merlin
ruby roost
#

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

worthy shuttle
#

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

night merlin
#

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

ruby roost
#

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

worthy shuttle
#

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.

night merlin
#

@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?

ruby roost
night merlin
frosty goblet
#

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?

ruby roost
#

do you have window or something in your map? never used it, but maybe that could effect it if you had it

crystal pebble
#

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

ruby roost
crystal pebble
#

it works when play on awake is on, but not when thats off.

#

@ruby roost

#

im on sdk3

#

yeah ill get the graph

inland cave
#

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.

crystal pebble
#

@ruby roost thats the graph

ruby roost
#

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()

crystal pebble
#

can u send me the graph for that?

ruby roost
crystal pebble
#

ok thankyou

zealous coyote
#

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

random owl
zealous coyote
#

Ah, that fixed it, thank you :)

cerulean echo
#

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?

random owl
#

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

cerulean echo
#

yea that worket thx i woundering how you add it to the player

#

so it move with him

frosty goblet
#

What exactly does "On collision" mean in this context?

hazy plover
#

Just wondering is there a average avatar template that I can use for world sizing?

near escarp
#

it's in the sdk2

#

avatar sample

gleaming quarry
desert python
#

good job 👌🏻 man

#

thats really good sync too

gleaming quarry
#

Thanks, it wouldn't be a true Chuck E. Cheese world without functional shows

desert python
#

bet

gleaming quarry
#

lol

#

I bet a nickle

lethal moss
gleaming quarry
#

Well now I'm sad

#

:V

#

FNAF both popularized and tainted the animatronic industry

zealous coyote
#

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

hard arch
#

Camera clips things off that are too near. Try recentering on current object with CTRL+F

past raptor
zealous coyote
#

got it, thank you :)

woeful tide
#

Is there a reason why most of my Reflect Layer on my mirror aren't appearing such as player, player local and etc.

random owl
#

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

random owl
#

You change the scaling in the material or the UVs

#

3008.vrcw is a bit sus name for a folder vrcTrollThinking

#

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 vrcThinking

#

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

hard arch
random owl
# hard arch Not sure if that slipped through on Sunday or no one knows so gonna try one more...

More likely the latter
All I can really give you is this
https://docs.vrchat.com/docs/vrc_station

hard arch
#

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.

shell dawn
#

@bronze night what happened?

amber schooner
#

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

bold ibex
#

do not want to get kicked again, i love this server and the community here

shell dawn
#

oh because you were ripping worlds, i see

bold ibex
#

dont mention it youll get kicked

#

just leave it where it was

bold ibex
#

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?

pure kraken
#

nvm i figured it out

bold ibex
#

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

pure kraken
#

@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

bold ibex
#

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

pure kraken
#

you are trying to make it go across worlds? yeah, that would have to be a spawn thing

bold ibex
#

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

drifting patrol
#

i just uploaded my testing world and i got 1 report? how?

short gulch
#

Thats normal

#

There's always at least one report for any world

drifting patrol
#

oh okay

#

i thought i was breaking law or something lol

short gulch
#

Nah, it confused me too at first but it seems as though that's a normal thing that happens to everyones worlds

bold ibex
#

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?

drifting patrol
#

my world works just fine

short gulch
#

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

tropic crater
#

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.

pure kraken
#

@tropic crater there really is no set time, its random

#

at most it would take a week, if not 2

tropic crater
#

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

pure kraken
#

thats probably easier, since you can just transfer the unity project file to them and they can insert the vrcsdk2/sdk3 and upload themselves

tropic crater
#

allright, thanks for the info! ❤️

pure kraken
#

@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

short gulch
short gulch
#

Ah sorry, that's what worked for me, I don't honestly know what else to try 😞

pure kraken
#

lol its okay

bold ibex
#

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

short gulch
#

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

thick crane
#

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

green lagoon
lusty jacinth
#

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.

green lagoon
#

hope you find what you're looking for in there

thick crane
#

should do, any recomendations on basic prefabs that have players, mirrors and buttons etc?

green lagoon
# thick crane should do, any recomendations on basic prefabs that have players, mirrors and bu...

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。

thick crane
#

just looking at that one, cheers!

green lagoon
#

would recommend also look at the page with Google translate so you know what all this stuff does

thick crane
#

would it work in sdk3?

past raptor
#

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.

thick crane
green lagoon
#

did you check the description for any prerequisite or even making sure you're on the right SDK version

thick crane
#

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

green lagoon
#

udon prefabs are the SDK 3 stuff

thick crane
#

Installed all the prereqs still getting that error on everything

harsh wagon
#

Are one-way triggers possible?

#

I'm messing with non-euclidian stuff and I'm having issues managing space

past raptor
harsh wagon
#

In my case, I have a hallway that sends you somewhere else if you go in a different direction

past raptor
#

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)

lusty jacinth
#

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

past raptor
#

instead, you might want to activate/deactivate two different colliders that send you to different places

harsh wagon
#

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

past raptor
#

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.

lusty jacinth
#

When I try to add a button, it pulls the play button from the video player instead of creating one

harsh wagon
harsh wagon
lusty jacinth
#

Do you script after you build the levels static objects or does it matter

harsh wagon
lusty jacinth
#

I'm quite bright, if someone could show me where and how to plugin events I can build ya somethin

past raptor
harsh wagon
#

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

past raptor
#

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)

harsh wagon
#

I kinda brought this upon myself trying to defy physics 😅

past raptor
#

Hahaha it's what we do, and there's always a way to do it (however hacky)

#

anyway, hopefully my solution was somewhat clear 😅

harsh wagon
#

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

past raptor
#

In a different SDK?

harsh wagon
#

same SDK, same script

#

I just can't tell what I did wrong

lusty jacinth
#

It's the script demons

past raptor
#

Hm
Same collider types?

lusty jacinth
#

They help you, or they eat you, no explanation, just deviance

harsh wagon
#

oh, might have spotted something

#

hang on

zealous coyote
#

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

harsh wagon
#

@past raptor do you know much about lighting?

#

I got the trick working but I need to fix some inconsistent lighting

past raptor
simple meadow
#

How do I get a recently uploaded out of Community Labs and public?

desert python
#

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

harsh wagon
primal pier
#

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

dusk sapphire
zealous coyote
#

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)

pale geyser
#

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?

lusty jacinth
bold ibex
#

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

near escarp
#

You can't interact with Unity's fog at runtime in SDK2

void bison
#

Hello, reflections probs not working on SDK 3? because on Unity I can see the reflections, but in game there are no reflections

bold ibex
#

because the fog thing isnt exactly udon related

#

unless udon allows for fog manipulation?

near escarp
#

It's not a unity question in this case, it's an udon question since it can only be controlled through it

void bison
#

heuuuu

#

help pls xD ?

near escarp
#

reflections probes work everywhere

void bison
#

Hmmm

bold ibex
#

ill ask in there then

pure kraken
void bison
#

No

#

full realtime and not static

pure kraken
#

you have to have things set to reflection probe static for reflection probes to work

void bison
#

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

void bison
#

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

dim totem
#

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

dim totem
#

god dammit your good

#

xD

void bison
#

@near escarp
suddenly I tried everything, but the reflection still does not work in game

#

😦

dim totem
#

or do i have to put it together myself

#

xD

void bison
#

These are prefabs, everything is ready, so nothing has to be configured

dim totem
#

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

sage kraken
#

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

thick crane
#

can someone help with installing prefabs? ive followed all prequisites and i still cant get it to open properly

desert python
#

what orefab you trying to import

civic matrix
#

question: what does it mean when you get an "environment-broken" tag on your world?

desert python
#

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

civic matrix
#

@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?

desert python
#

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

lyric acorn
#

I think it updates when heat resets so 10-14 days I think

civic matrix
#

thanks!

night merlin
zinc venture
#

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.

random owl
#

Check the latest pin on this channel

zinc venture
thick crane
#

i translated the list of prereqs. but everything still shows up with script errors

desert python
#

do you have sdk 3 imported? do you know if it needs udonsharp?

#

try compiling all scripts. if you still cant enter playmode. send a ss of the errors