#world-development

39 messages · Page 67 of 1

thick crane
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Prereqs in order
tmp, posprocessing, probuilder
SDK3
UdonSharp
USharpVideo
The starter kit

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do you need to compile scripts for each indavidual scene?

desert python
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i dont think so, is it stopping you from entering playmode?

thick crane
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lets me get into play mode

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havent put any of the rpefab assets in yet will try now

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yeah i can get into play mode

desert python
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do you know what/where the missing scripts are?

thick crane
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no this is my first time trying to use this prefab

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its in the controller for the mirrors prefab

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and the button

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complains about event camera too

desert python
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i dont think that mirror is for sdk3

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how did you import? did you import a unitypackage or folders?

thick crane
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open the unity package from github

desert python
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may i see the github

thick crane
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gitlab atleast, asper the vrcprefabs db

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might be out of date or i fucked the translation

random owl
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What are the errors in your console?

thick crane
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amusingly enough i dont get any errors, i just dont thing the prefab is loaded properlly, or has everything it needs

random owl
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Can you show a screenshot of your console?

thick crane
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no fatal errors,

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the warnings are all missing scripts for the prefab

random owl
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Right click on the vrcsdk folder and press reimport

thick crane
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not seeing any changes

random owl
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Have you restarted unity yet? That can sometimes help the errors show up.

thick crane
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still nothing, getting these usharp errors though

random owl
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Warnings wouldn't really stop scripts from compiling

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You are importing the latest version right?

thick crane
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the latest i can find

random owl
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Did you import anything else except what you specified above?

thick crane
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i imported only what was specified and looked at the sample scene in the starter kit, everything still seemed to be missing scripts, i then opened the packae with my world, which at the moment is nothing but 3d models

random owl
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Do the prefabs inside the sdk have the script references properly?

thick crane
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actually looking now the assets look fine in the sample scene

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but the sae ones in the folders all show missing scripts

thick crane
random owl
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Wouldn't be the first time unity loses prefab references inside the assets folder 🤷

idle jolt
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How do I add audio to my world? I tried to follow this tutorial https://youtu.be/9DcFpsAcz98 and somehow it made the world go over 50MB...

For SDK3 (Udon) see my new series
https://www.youtube.com/watch?v=xlBo_2XbyqA
THIS STILL WORKS WITH 2018.4.20 - REQUIRES VRCSDK 2 (not udon compatible)
Stop by my discord at discord.wifipunk.com
or my twitch stream at http://www.twitch.tv/wifipunk

Download for 2D Audio Prefab (drag/import this into your project)
http://www.mediafire.com/file/1d...

▶ Play video
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Never mind I find out, and never have I felt more satisfied

strong jungle
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if i try to upload a vrchat world in unity my unity editor crashes

night merlin
cerulean echo
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@night merlin i found the problem he hatet the future proofing on that was crashing him

trim cloak
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hey! is anyone else having issues uploading worlds today or is it just me? 🤔

frosty goblet
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Is it generally frowned upon to place shader effects on spheres tracked directly on the player's head, like a blue tint/slight blurriness when you go underwater, etc.?

past raptor
# frosty goblet Is it generally frowned upon to place shader effects on spheres tracked directly...

I'd say it depends on how you do it. You should probably consider using a HUD-like effect instead (since objects tracking bones/parts of a player don't always correspond perfectly).

You can have one or two planes set up (needs to be large enough to cover any headset resolution - if one, or large enough for each eye, and spaced by IPD - if two) under a parent object with a Canvas component that has Screen Space - Camera set as its render mode

frosty goblet
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I didn't even think of making it a UI lol that's a good idea

past raptor
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that way it's always rendered at the exact same point, with no possible unexpected movement

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No problem - I had the same issue!

Plus you can include any effects you'll want as additional planes, that you can enable/disable as the player moves through the environment

frosty goblet
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On that note, how do I tell it to be attached to the player camera? I thought most player components weren't accessible by udon

past raptor
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It'll use the Main Camera with the Screen Space - Camera setup

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and, I think, the VRC Ui Shape component

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this is the setup in my world (under construction)

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it should also be on the UI layer, iirc (it got set up a while ago 😅)

frosty goblet
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Alrighty, then my only other question is how do I test it on/off? I see you're likely toggling it with an animator?

past raptor
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Exactly! Alternatively, you can enable/disable through Udon as well (if you're on SDK3)

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Just be careful if you're trying to display text (or anything that needs to be properly aligned in both eyes - like you'd want in a HUD, which is my example), since you'll want to make sure the horizontal distance between the planes is adjustable, so all avatar heights are functional (because IPD varies with height and the avatar itself, but there's zero reference for us to use to calculate the distance ourselves).

frosty goblet
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Currently I mostly care about visual effects over the player's vision like being underwater and maybe other things in the future...

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What exactly am I toggling to make it show up? I'm using Udon because I am in love with programming lol

random owl
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You could just do that with post processing volumes

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As most worlds do

dim totem
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if i wanna make it so i can walk through my mirror

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do i just untick the box colidor

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collider

frosty goblet
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I have no idea how anybody does anything here, I'm just figuring it out as I go

random owl
frosty goblet
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oop, it says I should use it on everything lol

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Thanks for the tutorial, I'll devour that after my walk

past raptor
frosty goblet
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Last I checked, I recall post processing being frowned upon in VRChat, I thought, in the way past (pre SDK3 I think)

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Maybe that's all changed now though lol

dim totem
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can anyone answer my question 🤣 sorry to sound impatient im just in a rush

random owl
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Well yeah if you remove the collider or disable there's nothing to collide with

dim totem
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ight

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just double checking

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ya know

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xD

random owl
remote summit
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Anybody know how to set up a video player whitout using udon in the SDK 2?

past raptor
random owl
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A link I just linked above for them 😄

past raptor
blissful remnant
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I'm trying to push an old sdk2 world and when I enter it in game I..lose the ability to turn with my right controller. I've tried updating to the latest sdk with no changes. Anyone seen this bug before?

ruby roost
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i have an audio question: i would like to use the low pass filter in one room, but I really wish I could control this from a "zone" object like the AudioReverbZone. whats a good way to do this, if at all? I could programmatically turn it on when someone enters the room, and off when they leave, but I don't want to deal with the edge case like someone hitting the respawn button while in the room. the ultimate effect I'm going for, is just for the audio to be "muffled"

near escarp
frosty goblet
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Tryna figure out post processing but this tutorial is like "you should see this happen the moment you do this!" and I see 0 change xD

near escarp
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Also check the pins for CyanEmu tool to test your world in editor to see if the same thing happens there

frosty goblet
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aha I found my mistake, a step I didn't read smh

hard crane
past raptor
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Yup, it's working fine in a world that's currently under development.
My screen space canvas isn't linked to any camera, and also has a VRCUi shape (most likely important, too).

The actual HUD planes (since I'm doing per-eye) are in the hierarchy beneath that object.

blissful remnant
hard crane
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This is what I have-

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When I load into my world, i can neither see it on headset or monitor.

near escarp
past raptor
# hard crane

The raycaster isn't needed.

Did you include a Canvas Renderer?

blissful remnant
hard crane
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Canvas Renderer?

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I dont follow .-.

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i have one now lol

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All UI text has one, the canvas obj didnt until now-

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Yours didnt have it , so i assueed it isnt needed

past raptor
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the OverlayUI object is what I posted earlier. The HUD VR object only has a centered rect transform. HUD R and HUD L are just positioned with a rect transform to the R and L sides of this.

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There's a text object in HUD R and HUD L that has "test" in red, and it shows up perfectly (it also has a canvas renderer)

hard crane
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Okay.

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im guessing r is positive 1040?

past raptor
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exactly

hard crane
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ok! irs rendeing! but its behind mesh walls

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i can see it when o stare nto space, but not looking at an obj.

past raptor
hard crane
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it is

past raptor
hard crane
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Yes, that as a test, it has since been changed

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im now messing with sorting layer

past raptor
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If you have Sorting Layer as an option, it's not rendering as Screen Space - Camera.

hard crane
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mesnt order, switching to vr confused me.

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does the canvas need to be closer, or moved in spsce?

past raptor
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Make its Z position 0

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That's the depth - because it's SS-Camera, the UI is rendered at the given Z distance from the camera.

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That's why the walls are being shown first.

hard crane
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All transform options are grey.

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I switched it to world space, reset transforms - when i swap it back to camera it inputs random values.

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After re centering main groups, it is now 0

past raptor
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Ok, that's good. I was looking through to see if there was anything that could affect it.

Try it now - it should be rendered on top of everything

hard crane
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still through walls, but now its horizongal

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instead of flat to my eyes its a thin plane, but if i look straight up, its flat

past raptor
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The rect transform has a rotation too. Could that be causing it?

hard crane
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i fixed the odd rotation kssue

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but its still through walls unfortunately

past raptor
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The overlay canvas has no parent in the hierarchy, right?

hard crane
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It has 2

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Well a parent thats a child but both have 0,0,0 , and scale of 1,1,1 with no rotation.

past raptor
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Make the overlay canvas object top-level in the hierarchy. See if that changes anything.

hard crane
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ok

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Still through walls, the walls basically cut the text.

past raptor
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What do the components look like now?
Can you include the hierarchy view?

hard crane
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So I found that I use another object, "Map" as a general workflow helper. I throw anything Mesh, Light, Etc related under that- for a clean hierarchy

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it had a position of -17, so I've taken the Canvas object outside of the ENTIRE hierarchy by itself, and .. no luck

past raptor
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welp, I'm not sure what the problem is, then. I guess check the material for the walls and make sure they're in the 2000 render layer and not above the 3000 used for UI?

hard crane
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All standard shader.

past raptor
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Well RIP, I'm not sure what the problem is then, sorry.

hard crane
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Welp, I guess its something random >-< ty , ill keepmtrying

hard crane
idle jolt
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Can audio add to the size of the world? If so, then that is ridiculous

desert python
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@idle jolt i mean, yea? how that reidculous

idle jolt
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It’s just audio though...
How does it add to the world size?.. That makes no sense

desert python
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audio has file size, so it is added into the world file size

idle jolt
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Still...

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Maybe that’s why it took so long for the file size to load into unity, since it was an hour long...

desert python
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i mean, you can lower the audio quality and compress it but i mean. audio takes a bit of space. but why are you interested in how big the world gets? do you not like downloading it?

idle jolt
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The world was at 7Mb, so I was extremely confused when it told me the file size was too big

past raptor
dusk sapphire
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you'd be surprised how much of a difference audio and the correct import settings make

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this blog goes into good detail about it

idle jolt
vale inlet
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I'm having trouble finding a good tutorial for the 2018 version of Unity that explains how to add a custom texture onto a custom model; I originally used Unity's terrain tool to create the world's base landscape before exporting it over to Blender and utilized Blender's smart UV unwrapping and texture painting tools. Now I'm trying to add that texture to the model in Unity

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What's more frustrating is since Unity made the model a high poly count model, I had to use UV smart unwrapping so my UV map was generated at the computer's whim and isn't the easiest to work with

vale inlet
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I tinkered around a bit on my own so I'm a step closer but still needing some advice

random owl
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Legacy shader diffuse will always appear pink in game

vale inlet
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yee im late to mention this but i recently figured it out ;v; good to know though!

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ill probably just stick to the standard shader from now on

lyric acorn
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Turn “is kinematic” on

calm plinth
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I have a quick question (Maybe?)
Having a box collider as floor, Does size affect performance?

Will a example 5x5x1 have the same performance as 10x10x1 (When it's just empty space)

desert python
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depends. but usually no

calm plinth
# desert python depends. but usually no

Thanks! I had some people asking just to expand the empty space floor so they can move a bit more but I didn't knew if it affected the performance, It's just empty space with nothing in it so not more to things to render (I Box collider has no mesh so invisible floor)

desert python
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box colliders are also considered more optimized by default so you should be good either way

fresh abyss
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Not sure if thats the right point to ask but many people seem to use the same way to create those fairy lights that you can find in a lot of worlds at this point. Does anyone know how they're created? they seem to be very similar every time so i'd assume there is a tool/plugin to create them.

edit - they are made from RED_SIM and can be found on his patreon

desert python
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what do they look like?

fresh abyss
desert python
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check unity asset store. bet thats where theyre from. if not, try booth

lyric acorn
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If you want to go the extra mile, tilt brush has a brush that paints similar strings of lights, can import your boundary there, paint the strings of lights exactly how you want them to be, and export the lights into unity

fresh abyss
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turns out it is a unitypackage from RED_SIM that you can find on his patreon. has a free version too. gonna put this to the other post in case people ever search for it.

tropic crater
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hey, how do I sync objects for all players? For example, in the udon example scene there is a toggle button that enables/disables the mirror. Does it automatically enable /disable it for all world players?

desert python
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you can. I don’t know what the example scene is but you can

gentle inlet
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does anyone know of a good water shader or package fit for use with quest?

desert python
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noriben water shader looks pretty cool on quest

gentle inlet
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life saver =3

desert python
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kids section

bold ibex
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hi how do i make my world get out of labs... i put it on labs 12 days and still on labs while my friend released a world and it got out of labs 5h later

desert python
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i still got worlds in labs from 5 or more months ago

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its pretty weird how its set up

bold ibex
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i mean its got 853 visits and 6 fav idk if thats good for it being out of labs

bold ibex
desert python
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i usually get like 200 visits and 10-20 favs and then it just goes to the “never return” zone in labs

neat zodiac
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Silly question I am sure, but I do not understand.
What does the room Align mean?

Does it mean that it will TP the persons mesh/collider to that TP point if set to true? To avoid spawning in walls if the player is out of their Playspace?

Also does the Lerp when checked mean you can see the direction someone is being TPed to?

simple meadow
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My world has 8 favorites and 124 visits and hasn't been out of community labs yet

It used to be easier for worlds to be public but nowadays it seems to be much harder

Anyone know an approximate number count for these things?

desert python
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its random, sometimes you need 50 visits and 4 favs, sometimes you need 500 and 36

gilded quail
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Hello. Has anyone else ran into this specific issue?

I am using VRCSDK3-WORLD-2021.02.23.11.40_Public to create a world. I have set my VRChat client path to the correct folder in my Steam Library. When I attempt to Build and Test the world, the world loads in, but I am quickly Disconnected with the message "Unusual Client Behaviour". I can play VRChat normally by launching through Steam, and I have no issues being disconnected. I have cleared my cache in AppData, as well as restarted my computer.

wraith bough
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does anyone know about udon update nodes?

gilded quail
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that's fair it was quite long

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Okay then, abbreviated version

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I narrowed down my issue. Checking VRChat logs, it says my world doesn't exist so it kicks me out.

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It does load the one Plane and model.

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I'll try that. Dunno what went wrong.

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Thanks

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Should I re-import the SDK first?

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VRCSDK3-WORLD-2021.02.23.11.40_Public

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Yeah, world.

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Not even the default Example Udon World scene tested properly either

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Same error

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2018.4.20f1

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I hadn't created any custom Udon scripts in the world either.

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In addition to starting over or

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I mean, "completely from scratch" isn't that terrible considering my world consisted of a single Plane and that's it.

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Will do

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It sounds more like a VRChat spaghetti network issue more than anything to be honest.

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Is the test world stored locally on my computer?

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Any idea where?

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Ok, new error after starting over with a new project, importing SDK, and shoving a VRC Scene Descriptor Component into a game object.

I don't even get to see the world, it's just black, and now the failed world check happens earlier with

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"World temporary_ban_check not found"

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What even is that

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"message":""World temporary_ban_check not found"","status_code":404|

it is status code 404, which I don't know much about, but I remember it's bad.

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Ok, I guess I'll build and publish every time I want to test it. Assuming that works...

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Well it's a GameObject with the Scene Descriptor, and then the Cube as a floor, and that's it.

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Camera and Directional light yes

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Unless I can find whatever folder is holding the local world data I think I'll just have to suffer.

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Thanks, it'll be my first test attempt at a world.

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i

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O KAY

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I built it and published it

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I went to join it

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and then I got immediately booted back to home world.

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I'll try testing the Sample scene

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for Udon stuff

nocturne dagger
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How does one make it so these textures are the same scale? Allie said "thats easy, look in your material shader, then look for Tiling, theres two options X and Y, alter both till you get your desired size" in #udon-general is their a better solution?

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this one?

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it says standerd

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also ok

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ok thanks

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so yeah they are all moving

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yes

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I have to make a new texture to do this?

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I mean like make a copy

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thats cringe

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Hammer literally has a tool for textures being continues

gilded quail
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Ok I think I found a solution and I hate it.

nocturne dagger
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what are you talking about?

gilded quail
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Yes that's my issue Carson

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Ignore me and continue your conversation, I just about resolved my issue.

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Though I hate the solution.

nocturne dagger
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just change the install client path

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if that is what you are talking about

gilded quail
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I have my Unity on D: and VRChat on I:

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That's the issue

nocturne dagger
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I have my unity on c and games on d

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so

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no

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Get an SSD at least

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get another one

gilded quail
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I have like 5 drives and 7 partitions lmao

nocturne dagger
gilded quail
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Not the place to discuss further, but it's because I have had many a computer and I hoard my data because I might need that book report I wrote in 6th grade someday.

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Let me install VRChat through Oculus on my D Drive.

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Wait why the f

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There was a seCOND INSTALLATION of VRChat AlL ALoNG!

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in the G DRIVE

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scream

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i dont. know.

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But again this should probably not be droning on and on in World Development

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A mod is probably gonna come and smack us.

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Is it because directional lights don't go radially

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Because think about it

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If the light rays are all going down parallel to the Y-axis, how is the light supposed to hit a vertical wall also parallel?

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Try a big f@$%-off point light lol

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Oh

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Oh it's that IKEA

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What if you had four directional lights in the same spot but slightly off axis

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damn

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Quarter the intensity?

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woohoo

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Same as here

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ye

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wait

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who are ye

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Ah ok

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I kinda blindly accepted the request without reading

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You want me to come test now or some other time?

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Would you prefer I test in Desktop or VR

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Desktop it is: I'm lazy.

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Just make a new instance and invite me again

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Probably the easiest way I guess

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Ok, tell me when I should join.

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VRChat social is slow to update

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I sent a request

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loading in now

bold ibex
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hi how would one disable a specific world object collision with the player? im using sdk3 udon

zealous coyote
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Hey, just a quick question, if I have a prefab and I open it and add an empty object on it then make the original prefab able to be picked up when it's picked up will it move the empty object with it (just to be clear I don't want that to happen, I wanted to use that empty object for respawning/teleportto purposes)

silver hollow
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Hi all, ive got 2 questions. Does anyone have a list of commonly implemented features that are quality of life or needed toggles for a world? ie different variants of mirrors and if so are there any tutorials or the like to create them?

zealous coyote
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Most people turn mirrors off and make a button that activates them with 2 existing, one which only shows players and one which shows the world too, there's a tutorial that shows you how to do an easy trigger for one out there, with a little experimenting you can figure how to make them toggle each other and switch between versions without causing them to collide.
I used this at first https://www.youtube.com/watch?v=JbFfjIfFvWE @silver hollow

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There's probably better stuff but when you're just starting out with it that's what i worked from. ¯_(ツ)_/¯

grizzled urchin
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My world is getting like flase report raided, uh what do I do

zealous coyote
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define false report raided...
1 or 2 is perfectly normal from what I hear, I uploaded mine to private and it had a report practically instantly, I don't think it'll be players.

grizzled urchin
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I uploaded my world and all of a sudden like 300 people joins saying they were gunna report and now I'm banned-

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Litterally nothing was wrong with my world

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Joined*

zealous coyote
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bizarre.

grizzled urchin
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This is fucked how do I contact vrchat

zealous coyote
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Figured as much

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Is there a way to remove this bubble thingo over a selected object?

near escarp
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Gizmo and light probe

zealous coyote
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ohh thank you~

zealous coyote
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What's the approach when the sdk just decides to crap itself and just leave you with the option to clear cache and playerprefs?

dreamy beacon
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hey... so I'm currently trying to make a world. I built it for the most part (even though I'm pretty sure that I'm going to have to downsize cause I made it wayyyyy too large), and I dragged the SDK file from the website into my project. I'm trying to find where the player spawn is so I can input it into my world, but I can't seem to locate it anywhere... does anyone know where I'd find that?
Also, when I go to the VRChat SDK tab on the right, then go to builder, it says "A VRC_SceneDescriptor or VRC_AvatarDescriptor is required to build VRChat SDK Content", and doesn't allow me to preview the world in VR. What can be done about this?

supple drift
supple drift
# dreamy beacon hey... so I'm currently trying to make a world. I built it for the most part (ev...

this should get you on the right track, it's a bit old now but should still be relevant https://youtu.be/xPdlNJ9rUNQ

First in a series of tutorials on creating trigger based worlds for VRChat. This tutorial goes over creating a basic world to upload to VRChat, includes spawns, jumping, and a pickup object.

Unity Download:
https://unity3d.com/unity/qa/patch-releases/5.6.3p1

VRChat sdk:
https://www.vrchat.net/login?from=sdk

Unnecessary timeline!
00:00 - Unity...

▶ Play video
dreamy beacon
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Okay I’ll give it a look, thank you!

zealous coyote
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Reimporting the sdk folder did nothing.
I created a new project, imported the sdk first, the stuff I was using.
Went back to my old project to make some prefabs of the stuff I'd put together, reopened the new project and the sdk is broken again, the only things in the console are related to a few things from packs im using.

civic ibex
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Do you have the same low poly dungeon asset sames in another asset?

random owl
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Delete the post processing folder

zealous coyote
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I don't even have a post processing folder

dusk sapphire
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its in the LowpolyDungeonAssets/Demo Scene
folder as seen in your error

zealous coyote
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Oh so there is

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that was killing the sdk... fun

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was gonna start a new world anyway since I didn't want to use the vrchat home kit this time
can get back to it, thanks folks~

zealous coyote
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Why is it that everything works fine while I'm building but the moment I open the sdk it freaks out then locks up and gives me 999 red warnings of stuff like this

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yknow what, im not gonna make much sense of it, im about 40 hours without sleep, if anyone has an answer please ping me so I can read it when I wake up (and yeah I tried reimporting everything)

blissful remnant
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damn, the bug is back...anyone ever experienced that your right hand loses the ability to turn in some vrchat worlds? notably the one I'm working on now, sdk2...only thing special about it is using vrcdn's low latency media player

desert python
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did you reload game?

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me neither. screener gang

blissful remnant
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it works before I enter that world and stays broken after

desert python
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ive never seen the vrcdn media player in action before or its hierarchy but im sure thats not the case

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@blissful remnant do other players on the map have the same issue?

blissful remnant
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@desert python yes another player reported "weirdness" but we're not using the same controllers

desert python
#

hmm. thats weird but its probably something on a player controller. try reuploading with the player disabled

#

if the weirdness is gone, then theres something on that mplayer thats causing mobility issues

gaunt sedge
#

Hey! Sorry for sounding dumb, just wanted to ask if you believe it will be easy to find people to test a world I'm making once it's done. vrcCatThink

dull bear
random owl
gaunt sedge
#

makes sense, thanks

upper gate
#

Just be polite, you might get silence or ignored, but like 2 in 10 people will kinda shrug and say "sure, I'm not doing anything else anyway"

simple meadow
#

Is there something up with uploading worlds right now? I updated mine and it hasn't updated in game, waited half n hour

simple meadow
#

let me reupload it one more time

bold ibex
#

is it possible to have multiple different 2d sounds covering certain areas in a world as opposed to just one 2d sound that can only cover the whole thing

random owl
#

Sure, for example having some bgm manager udon behaviour running that changes the music depending on where you are

pure kraken
#

does anyone know why multiple toggles for the same object would break the function?

random owl
#

Would need to see how you are doing it

pure kraken
#

what would you need to see?

random owl
#

Well I don't know since you didn't really say how you are doing it and and how it's breaking

pure kraken
#

its just a toggle, theres nothing else to it lol

#

gameobject.setactive

#

there is a main toggle and a secondary toggle for a different area

random owl
#

Well toggle could be done with a trigger, ui or udon and a bunch of other ways I don't really know without you specifying
Is this sdk2 or sdk3?

pure kraken
#

oh, they are UI toggles. its sdk3. basically, the secondary toggle will work the first time, but if you try to use the toggle again it wont toggle and you have to go back to using the main toggle.

random owl
#

Can you show a picture of the inspector for the toggle?

pure kraken
random owl
#

Oh you are using the wrong toggle

#

You need to select the dynamic one

pure kraken
#

dynamic?

random owl
pure kraken
#

thats what it is set to

#

give me one moment

random owl
#

SetActive (bool) vs SetActive is what got me suspecting that 🤔

pure kraken
#

i had the 2nd toggle set to the other one 😅

#

it works now though, thank you ❤️

random owl
#

Nice

waxen radish
#

So I need some help. I have a world I uploaded and It won't let me join it no matter what I do.

#

It just keeps directing me towards my home or the VrChat Home world..

random owl
waxen radish
#

I think I found the problem. I think it was the skybox was in a seperate scene and I cannot have 2 scenes at the same time.

#

Thanks for the help.

#

Oki so it worked

#

BUT I am having a problem with my models and building. It makes me go right through it.

#

like it has no collider.

#

and I dunno how to fix that.

random owl
#

Well does it have a collider?

waxen radish
#

I added a collider to it I think but, it seems to do nothing.

#

what collider should it be called becuz I think I have a mesh collider on it.

random owl
#

Show the collider

#

Inspector of it

waxen radish
#

Alright

random owl
#

You have no mesh set in the collider

#

If you add a mesh collider to something that doesn't have a mesh on it it'll just be empty unless you set something manually to it

waxen radish
#

hmm yah I just realized that was the problem but, why can't I select a whole group and put a collider for it all.

#

becuz now I have to do it all manually brick by brick

#

is there a way to save time?

random owl
#

Well you can select all the gameobjects with a mesh and then add the mesh collider component to them all

pure kraken
#

whats this about a GrabPass?

waxen radish
random owl
#

Select all with either ctrl + click or shift + click and then

#

Add a mesh collider

random owl
# pure kraken whats this about a GrabPass?

Having a GrabPass will always incur some more performance cost because it having to grab the whole screen to manipulate but if it's sensibly used it's alright unless you are really starved for performance

pure kraken
#

what sort of things would happen if I removed the grabpass? would the material/shader act different?

random owl
#

Water shaders usually use it for the distortion effect

#

The message is more of a you should be aware of this hence it being "Info" so you most likely won't need to worry about it in this case if that's the only grabpass you have

pure kraken
#

gotcha ty

waxen radish
#

How do I make it so jumping is enabled?

random owl
#

SDK2 or SDK3?

waxen radish
#

I think it is SDK2??? not sure

#

yah its 2

random owl
#

Add player mods component to your scene descriptor and add the jump component

waxen radish
#

also how do I get a seat to work becuz I wanna put a seat on this chair

random owl
#

You already have a disabled vrchair prefab in there?

waxen radish
#

mhm i think, if u can look right under it

random owl
#

So enable it? vrcThinking

waxen radish
#

but how would I make it so i don't see the chair

#

will this show up in game?

#

or is it invisible

random owl
#

The easiest will be to just disable the mesh renderers

waxen radish
#

Kk thanks, ima publish it and see if it works

wind wraith
near escarp
#

It's all pinned in this channel !

waxen radish
#

Thanks, no worries. I added some cool particles and stuff now that the world is finally crafted to how I wanted it to be.

#

Anyways thanks for all the help. ❤️

terse orchid
#

Hey Guys. Fairly new to 3D development and built a couple of VRChat worlds. Wanted to learn and start using probuilder in unity, but I can't get past this issue. When ever you approach a probuilder object and press up against it, you can see through the object. This happens as well when I apply a new material. Does anyone know how to resolve this issue? I apologize in advance if this is a stupid question.

nocturne dagger
near escarp
#

If you've already made a couple worlds, i highly suggest you start looking into Blender instead of learning probuilder

terse orchid
terse orchid
nocturne dagger
stable birch
#

Hey there. I'm trying to upload my first world. But everytime i try to Build and Test it, It just straight sends me back to the Home World. I have no idea how that's possible. I read the instructions on the VRC site. But it still won't work.

fringe brook
#

My skybox make my avatars and some textures of my world all black? In quest

#

Do you guys know whats skybox i can use ?

#

To fix that

bold ibex
#

jumprivate world

unique field
#

why does it take so long to upload my world

#

then VRC tells me it can't upload anyways

#

it really wastes a lot of time

#

any idea why it is not uploading? i click upload at the part where you select an image and it doesn't do anything

#

doesn't even show the default image i already uploaded, i'm also using SDK3 and it says SDK2 in there

#

i could upload it before and now i can't

random owl
#

Most likely the server problems

frosty bone
#

I want add layer to make it invisible for player view but not invisible by camera with special layer enabled. But Physics settings: does it apply also to visuals or only for collidings? Where can i setup to make sure it's invisible for player view?

#

ah MirrorReflection seems the answer

frosty bone
#

Hmm, can i make own layer like MirrorReflection, but stay separated from my handheld cam?

#

Just because it's now visible in my handheld cam.

unkempt turtle
#

i think im somewhat stupid, but why doesnt have the android player settings have the lightmap encoding? my lighting has some serious artefacts (Bakery and Unity Lightmaps) and i read that this should fix it. was it added with Unity 2019 or something?

#

and its this bad if anyone wants to know

random owl
#

You'll just need to enable the android override on the lightmaps and set the texture compression to ASTC

unkempt turtle
#

android override?

random owl
#

When you select the texture in your assets there's the little android dude in the corner for the compression settings

unkempt turtle
#

oooooh thanks a lot

random owl
# unkempt turtle oooooh thanks a lot

The higher the block count you select the less space it will take but also lower quality so I would suggest to test out the best compromise of space and quality for your lightmaps

unkempt turtle
#

thanks a lot! now it works! ^^

void bison
#

Hello, I would like the full body tracking calibration balls to be displayed on the mirror, which mirror option is showing this?

random owl
#

It's on the default layer sadly

proper blaze
#

it wont cut that much

#

I have no idea what kind of size we're talking about here

#

if I had numbers, I could tell you if its worth it.

#

vorbis can compress about twice as much as mp3 without losing quality

#

You should definitely play with the quality target

#

my recommendations would be Paint.NET and Lunacy

#

pdn isnt as advanced as gimp, but its also infinitely easier to grasp

lone shard
#

im gonna try using blender GIS to make a world

#

nope

proper blaze
#

and Lunacy is like Sketch on Mac, but Windows and free. And it's sweet for graphics

#

So if you need to make a lot of consistent signs

lone shard
#

ok ty

#

thanks imma do that now

drifting patrol
#

anyone have free model for DC power supply?

proper blaze
#

WOOOO you just need to type a longer sentence after it.

unkempt turtle
#

usually as soon as you have the layer MirrorReflection added, it should reflect

#

you can try uploading it and see if its still black

wet furnace
#

wtf

#

last night there servers broke causing this bug where there version is "9" even tho im on 6

random owl
#

You'll need to contact support to resolve it or upload to a new id

wet furnace
#

and i used my 1 comunity labs on this world

#

if i was to delete this from my user name

#

does that refund the comunity lab ?

random owl
#

Nope

spring gull
#

how do i create a world

random owl
lyric acorn
#

how do you get the avatar thumbnail to be hidden on an avatar pedestal (udon), have an object with the interact to change, but I don't want the thumbnail displayed

#

I think the Location transform in the script, I think I can just set an object with y=600 or something so the thumbnail is in space

random owl
lyric acorn
#

perfect thanks

unkempt turtle
#

aight, i am loosing braincells again. Why doesnt my Canvas Menu work ingame. I added the UI_Shape component to the canvas object and changed layer to Default already. It wont let me point on it and use my toggles ;-;

#

I use SDK3 and Udon# btw

#

these are my toggles (all 3 selected)

random owl
#

For one you seem to be using the wrong event if you want the same button to toggle the gameobject on and off needs to be the dynamic one

#

Second try adding a box collider to the canvas

unkempt turtle
#

did this change between SDK2 and SDK3? cuz my last SDK2 project had a canvas menu and it did work without any colliders added

random owl
#

There was something about when you don't have a collider on it the game defines it itself and that can cover the whole thing wrong sometimes if there's weird scaling or something

#

I haven't investigated this myself that much since I just always reuse my old templates and don't create new UI panels so I don't really need to ever think about what causes these

unkempt turtle
#

i see, maybe i could try moving the canvas itself back a bit/move the toggles forward a bit?

random owl
#

I always have the positions zeroed so that shouldn't be the problem

#

Though I guess that could be the problem 🤔

#

I'll be going trough all these problems for the next release of my world tools so 1 click fix for these problems soon ™️

calm plinth
#

If I have a open area, a rectangular area which is open,
The area is maybe medium sized,
How would I add lightprobes around it? Just 2 in each corner? Add some here and there?

random owl
#

If the light is even trough the area then just adding the 2 probes in each corner one near the ceiling and other near the floor is enough

#

You mainly need the probes around areas where light is changing

calm plinth
#

If I don't have a ceiling, What do I do?
I currently have 1 probe above the floor, One below it

random owl
#

You def shouldn't have one below it the floor unless you are gonna have players under the floor

#

https://youtu.be/pzbebc0Ryv8?t=197
This should explain pretty well how you should have them set

Unity 2017.2.0 Light Probes Tutorial. In this video tutorial, I will show you how to set up Mixed Lighting (using Baked and Realtime Shadows). How Light Probes work and how to use them. More info about Light Probes: https://www.lmhpoly.com/tutorials/unity-2017-tutorial-light-probes

--DOWNLOADS--
Unity 2017 Tutorial - Light Probes.unitypackage a...

▶ Play video
#

Having no ceiling doesn't really matter

#

Just cover the area where you except players to be

#

So like 1 probe a bit above the floor and other like couple meters above it at the same position

calm plinth
#

So let's say I have a cube like that, Should I place these probes around all the cubes, or just in the corners of the open area? (Looking at video)

random owl
#

Depends completely on your lighting

#

If you watch the whole video from where I linked it should tell you the whole thought process on where you should have them

calm plinth
#

Will do, Thank you

harsh wagon
#

Which is better, one material for multiple meshes or multiple materials applied to one mesh?

#

for context, I'm adding paintings to a room and all the frames are going to look the same

#

so I can either make one painting model and have various painting textures, or have one atlased painting texture with multiple painting meshes (with the UVs adjusted)

random owl
#

What's stopping you from doing one material one mesh?

harsh wagon
#

You tell me, that would be ideal

#

because of the nature of the map, I need multiple unique paintings

#

if there was some kind of system to have variants, that would be ideal

#

like skins in a source game

random owl
#

If they are not too high poly and in the same room I would most likely do one material one mesh if they are high poly I might separate the meshes for culling and still have same material

harsh wagon
#

I'd like them to be fairly detailed, mainly because you'd need to be pretty close to them

random owl
#

Detailed doesn't really need to be high poly

harsh wagon
#

Would it be possible to use multiple UV maps and select one? that could work

#

If I make one atlased texture of all the paintings, I could make the painting frame and have a UV Map for each one

random owl
#

I mean you just need to UV the paintings not to overlap don't really need multiple UV maps

#

If you want to use multiple UV maps then that needs to be changed in shader which one it is accessing with the limit of 4 maps in unity 2018 which UV2 is dedicated to lightmaps

#

But I guess could be reused as long as you map it out properly

split flare
#

i'm having a weird issue with testing a world, it tries to load the world but then it just resets the loading and loads the home world (sdk3)

random owl
glacial pond
#

If I have someone else's world blueprint UUID, is there a way to use that to display their world's blueprint image in my world on a webpanel or etc?

random owl
#

Not easily no since I assume you mean you want it to be dynamic, closest sure working thing would include running an external server

lyric acorn
#

so I have an unpublished world. is there a way I can generate a clicklable link to it? I tried on a generator and it just hangs on initializing world

#

I have it since it's my world, but when I generate link it hangs at initialize when I gave it out

#

I really don't want to labs this while in development :/

#

I'm throwing 60 people in there and discord link/join on friends only goes so far, I'd like to do a hard link fo rthem

near escarp
#

You shouldn't put something unfinished in labs

lyric acorn
#

I don't want to

#

discord will fill to 40, then it's "well find someone who you are freinds with" hmm

#

it works it's just not like the quality I would want to publish

#

yes adjust the culling to Player and Mirror Reflection, and probibly take down the Anti Aliasing

#

on the mirror script it has a culling option, it should say Mixed, adjust that to only select Player and MirrorReflection

#

just the first one, "Player", not Player Local

wet furnace
#

hey

#

since this is local id error is therefile that casn be tweaked to fix this

#

like mannauly changing it to 10 on my side

random owl
#

It's server side

wet furnace
#

rlly?

wet furnace
#

i deleted that id

#

then re uploaded now i gotta wait 5 days thx vrc

celest bramble
#

does anyone have an idea what the error is and how I can fix it?

steel badger
#

Every-time I try to make a custom mirror (turning custom geometry into a mirror, as appose to using the prefab) it ends up not working, typically being completely black; what steps are there to making one, as i assume i'm missing something?

celest bramble
steel badger
#

Yes, I have both

celest bramble
#

then the question what exactly is black? the avatars after the upload? or just everything?

steel badger
#

The entire mirror/mesh

#

Basically like looking at a wall

celest bramble
#

have you looked at the back of your object once

steel badger
#

Yes, it's fully invisible (backfaces are culled)

celest bramble
#

hmm... wait give me a second

celest bramble
# steel badger Yes, it's fully invisible (backfaces are culled)

i just tried the same also with different objects. they all have the same problem. What I just don't fully understand is that when I put a normal mirror, i.e. the prefab of vrc into the scene, I then briefly go through the object which mirror should go through, I see in the object which was black the last one reflection of the vrc_prefab mirror. this picture is not updated and is tied to the camera and also very large

In short, no matter what I try, no matter what I use for an object, every object has this problem, no matter how it is shaped or cut

so i guess you have to use some custom shader for that. Unfortunately I can't think of anything else. would have liked to help you

steel badger
#

Damn that's unfortunate but thanks for the help @celest bramble , IK it's possible as I've seen some worlds with it before but whatever ig. Though do you have any ideas for the other issue I posted in #event-system-sdk2?

lyric acorn
#

we did fine with just me throwing the discord link then joining off friends in the end, didn't need to publish or hard link to the unpublished world. Had 150+ rotate in over the night too without the map crashing so I guess it worked out! some bugs but nothing that can't be fixed. I really wish I knew more about debug logs to see what udon events potentially added to any lag

hasty heron
#

Asset bundle upload failed: Failed to delete previous incomplete version! (C:/Users/rfox/AppData/Local/Temp/DefaultCompany/Funday Pawpet/wrld_724b1ffa-ebaa-422a-bd76-d980e2842f90_38_2018.4.20f1_4_standalonewindows_Release.vrcw) => [id: file_aab6c432-f7f8-4377-8385-d680d035097a; name: World - Funday Pawpet Show - Asset bundle - 2018․4․20f1_4_standalonewindows_Release; mimeType: application/x-world; extension: .vrcw; ownerId: usr_ed75ff09-3db3-4ae8-9144-7a972281566b]
UnityEngine.Debug:LogError(Object)
VRCSDK2.<>c__DisplayClass34_0:<UploadFile>b__1(ApiFile, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeAPICreation.cs:264)
VRC.Core.ApiFileHelper:Error(OnFileOpError, ApiFile, String, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1427)
VRC.Core.<UploadFile>d__22:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:422)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)

#

and I just even updated to the new SDK from the website that was about a month newer than the version I was running

#

local testing works fine.

blazing root
hasty heron
#

I even tried disconnecting the pipeline, and repasting the blueprint ID

#

to no avail

blazing root
#

i think its somthing wrong on their end. as i uploaded this world an hour ago, went to make an update and now im getting that error.

hasty heron
#

I tried to upload like 4 hours ago and this had started.. (right before VRC crashed)

blazing root
#

guess all we can do is wait.

hasty heron
#

interesting.. I Detached the pipeline, and the world uploaded ok..

#

(private world)

#

so yeah it's stuck on trying to upload to a previously published world

#

sigh

dusk sapphire
#

Its a server side issue that can happen when uploading while theres server issues. Its tied to your world/avatar id, and afaik you need to submit a ticket to have it resolved, or upload to a new id.

hasty heron
#

definetly don't wanna do a new world ID.. I just got the world out of communtiy lab 😛

#

so I guess I'll open a ticket 😛

#

or maybe just wait till tommorrow, to see if it self resolves..

#

cuz.. bed time now 😛

vale inlet
#

does anyone know any good Udon unity tutorials involving sand and water simulations?

random owl
steady lance
#

Quick question, are you not allowed to set culling masks for world reference cameras?

#

id like to have a certain layer to be invisible to the player in this specific way if possible.

#

When I try to disable a layer from being seen it still shows it ingame but in the editor it works just fine

#

Idk if there's a different way of doing it in vrc other than udon

random owl
#

The reference camera only copies certain values

#

Mirrorreflection layer is usually your best bet for gimmicks like that

steady lance
#

I dont understand

#

you mean cull mirrorreflection from the players view?

#

I have a custom layer with a few objects on it that i want to be completely disabled and gone from the view of the player

#

its one of the only layers I have set off for the world reference cameras' culling mask.

random owl
#

Yeah and Mirrorreflection layer by default is not shown in players view

#

You can't change the layers shown on the player camera otherwise without using janky methods

boreal trellis
#

When I tried to update a published world
"Asset bundle upload failed: Failed to delete previous incomplete version!"
and I can't update.
This has been happening since 2/27 when the server became unstable during the update.

I was able to change the world ID and upload a new one.
I tried everything I could by googling (re-installing the SDK, rebuilding the project).

Is there any way to update the world without changing the ID?

random owl
#

The problem is server side so you would need to contact support to get it fixed on that ID

boreal trellis
#

How do I contact support?

random owl
boreal trellis
#

Thank you

modern wyvern
#

Can someone tell me how to make a spawn like if someone press respawn you’ll not go back to the normal Spawn point but a another one

upper gate
#

oh wait

#

Are you talking about the Respawn button in the menu?

#

That one can only ever go to the world's spawn

random owl
#

Usually you would move the spawn location for example

upper gate
random owl
#

Just move the transform that is set as the spawn point to a different location

#

In SDK2 it was usually done with just animator moving it

upper gate
#

True, you can do that

#

but not on the event of a user pressing their Respawn button, since there's no such event

#

So I'm not sure how you'd apply that in practice in a way that's different than just making teleport destinations

random owl
#

The only event you would need is check when the player joins the world and move it after they've spawned

upper gate
#

Oh ok, so that's for a situation where you want to have like a tutorial lobby or something, and then when people get into the game proper the respawn point changes

#

Smart, thanks 1

random owl
#

Yeah plenty times and events to move the spawn point when you need it moved after the original spawning has happened

modern wyvern
#

I did try ubon it’s confusing alot, so i am using SDK2 alot of people use that too if they don’t know little coding plus it helps

random owl
#

I mentioned above how it would be done with sdk2

modern wyvern
#

Oki thanks

hidden wagon
#

Hey I'm new to vrchat could I get some help in making my own world.
I've downloaded one of the worlds.
I just don't know how to upload it and use it on vrchat.
Just @me any help is appreciated

mighty tulip
#

hi i been getting this error when i try to upload on a world. Does anyone know how to fix it? :3

#

NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)

random owl
wraith field
#

Hi world devs, I have a UI component that works great except you have to be over a foot away from it in order to use it (in VR). What might be causing this? cc @west blade

random owl
#

Is the canvas scaling non uniform? That causes the collider to be weirdly sized afaik.

wraith field
#

it is very non uniform. I'll try that

#

@west blade FIXEDDDD 😄 thank you 1

west blade
#

👍

marsh mauve
#

Hey, Im having some trouble here, Im trying to update my world, but I keep getting this error

hasty heron
marsh mauve
#

Ah Alright, is this a bug atm?

hasty heron
#

seems to be.. I've opened a ticket on mine

#

I wonder.. if I copy my blueprint ID.. then delete all world content from content manager, and then reupload the world with that content ID... Will I maintain the published status?

silver hollow
#

Hi all, can anyone point me to any tutorials on how to make a bed that people can use to lay down on? in the same manner as chairs are used to sit. I've done some checking and i think i vaguely get the jist of it but not 100% plus it seems i need a anim to force onto the people using it?

wraith field
#

How can I stop my UI from showing through the wall?

random owl
#

Enter and exit play mode

steel badger
random owl
steel badger
#

Alright thanks

torpid sentinel
#

hello, i really need help, i imported assets / prefabs etc to my vrchat map and it asked me "are you sure to import this without making a backup" so i said no but it does import it anyway. Now I can't upload my world anymore (VRhat SDK) someone can help me save my world please 😢

#

i manage to get that but still cant build the world in the sdk

vapid wedge
#

I got a error that now wont let me set up my world to vrchat

#

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)

#

What do i Do?

wet furnace
#

hey i deleted a world that i used my 1 communitylabs on thx to vrc server breaking for 2 days straight,the server id said version 9 but my unity said version 6 so i couldnt update world ,how do i sebd suport ti have them give me anaother comunity labs use

#

called hoppou emporium there is a working version id like to publish so i can accauly use the world

#

cause private world disables the public avatar pedastals

#

where do i send suport ?

dusk sapphire
wet furnace
#

sent one in

#

can they refund or send comunity labs to diff world since they were reason had to delete id and reupload it ?

#

feb 26 and 27 server broke mid upload causing incomplete upload

#

sent them proof

quasi owl
#

ok so i have a world uploaded to my account on vrchat but i lost the unity project, is there anyway i can re upload the world into a unity project to edit it?

gritty fossil
#

Try looking in your recycle bin and see if you can get the project from there

#

@quasi owl

quasi owl
#

nope

unique field
#

any way to stream a spotify playlist rather than youtube for music

#

would be cool if I could change the playlist without uploading a new version of my world

dusk sapphire
#

you would have to upload your music tracks to a hosting service or server you own and change them there so that the same urls will play a different track when you change them

dim yarrow
#

So I just updated two of my worlds, went to view them and the results are me getting booted back to my home world and one didn't change. Anyone else?

dusk sapphire
#

also look out for any errors in your console that would have caused build issues

dim yarrow
#

They run fine when I try Build & Test, even updating the map images failed

#

They now just say No Image Found

#

I've cleared my cache, reinstalled VRChat, restarted my PC

vapid wedge
#

I Think Everyone is having a issue with loading their test worlds on vrchat

gaunt minnow
#

Is it possible to create a room of "invisible walls" using a single box collider?

#

im just looking to find out how to keep people from walking off a floating platform using minimal resources/game objects

#

anyone know?

random owl
#

Just use 4 box colliders you don't really need to care about the performance of 1 vs 4 colliders when they are just the box colliders

torpid sentinel
#

@vapid wedge i had the same problem, right click on asset -> show in explorer then close unity, delete the VRCSDK folder and VRCSDK.meta then open your project and reimport the sdk

#

Hope it works for you

cold hound
#

it's possible to execute a button with another button?

#

I'm using a video player and i want to use a button to pause the video on global and another one on local

drifting patrol
#

when i make the 4th (left one) and so light it wont reflect the ceiling like the 3 other before. how to fix it?

dry vale
#

It should work if you set it to baked and then bake the lightmaps

#

I hope you're not planning on running that many realtime lights

drifting patrol
#

oh nvm, its the light pixel lol

#

thanks ❤️

bold ibex
#

so I'm trying to upload the world but when I click the button to do so nothing hapens

#

I get no errors or anything

desert python
#

what button exactly?

bold ibex
#

the Build and publish

desert python
#

close and reopen the sdk panel

bold ibex
#

ah okay

#

thx

#

new problem, I uploaded it but when I try to go to it I get kicked out

tropic crater
#

hey, can I test my world locally in goggles? I've unchecked the "force non vr" opition, but my test build still opens with keyboard & mouse. I'm using OQ2 with link cable

ocean grove
#

For objects that can be interacted with, is it possible to control where the Interaction Text shows up? I have a tall cylinder and the Interaction Text always seems to show up at the top. I'm using SDK3.

random owl
random owl
random owl
#

Can you show a picture of the debugger?

bold ibex
random owl
#

Your world size is 13kb?

#

What does the build report way

bold ibex
random owl
#

Yeah that doesn't look right

#

Can you dm me the build report from Assets/_LastBuild/LastBuild.buildreport

ruby roost
random owl
dim yarrow
#

Even still, VRC is having issues at the moment

random owl
#

Sure? But that doesn't mean the cause for it is that, if you just assume without checking what's going wrong that's just random guessing. Hence I checked above what was going wrong.

dim yarrow
#

Nono I wasn’t referring to just this situation, sorry.
I know even Jar’s worlds are busted at the moment, so it seems anything uploaded after a certain time is broken

random owl
#

Yeah I know that one but that's also a completely separate problem to those two

#

Maybe related to the other problem but only if they uploaded the world for the first time before the world id got busted

dim yarrow
#

They did say they were using Build & Publish..
Idk, I won’t try to but in, sorry vrcAevSip

random owl
dim yarrow
#

I’m experiencing it too, and I’m starting to see others are getting affected by it too, that’s why I said something ^-^”

chilly oasis
#

Heyaa =] I wanted to know if it's possible to create a rhythm game to my VRChat world which people can play it using the keyboard arrows =']

near escarp
chilly oasis
#

Oh, yeah
but is it possible to make something similar on SDK2.0?

near escarp
#

It would be overtly complex

runic epoch
#

crashes on world upload

#

every time

errant beacon
#

@runic epoch just to check, are you using Unity 2018.4.20f1 and the most recent version of SDK2 or SDK3? o:
also, def check your Unity console for other errors

runic epoch
#

@errant beacon SDK2, 2018.4.20f1

errant beacon
#

Check your Unity console (top-left of the asset browser) for other errors?

runic epoch
#

the program closes

errant beacon
#

that's..odd lol

#

have you been able to upload things successfully before?

runic epoch
#

yeah

errant beacon
astral saffron
#

A friend of mine is having a problem in getting in his world, so does everyone else. What is the possible fix for that?

runic epoch
#

already tried, didnt report anything last night

#

tried reinstalling sdk, now it wont reimport

errant beacon
errant beacon
# runic epoch

that's odd - I'm not super versed in what could be causing that, sorry

astral saffron
dim yarrow
errant beacon
#

Check the console (top-left of the asset browser) and see if there's any errors there? o:

dim yarrow
#

Legit, nothing has changed since before this whole server stroke

#

And again, it Builds & Tests fine when I do offline, but when it’s online and published VRC’s not having it
Well.. they just posted an update to the game

errant beacon
#

Also note, there was just an update yeah, so might want to wait a bit to see if that fixes it o:

dim yarrow
#

I’m being patient ^-^””

random owl
dim yarrow
#

It complete's the upload, says upload complete, but then players are unable to join the world

#

It's the "VRChat Kmart" map

random owl
#

Can you show what the world debugger says?

dim yarrow
#

Let me reboot Unity

#

I'm gonna do another SDK reimport then run the debugger

#

So far only warnings, no errors, same as before

random owl
#

I coded the whole thing so the messages tell me a lot more

dim yarrow
#

It's refreshing, one sec

#

Sorry my PCs a bit slow running this project ^-^"

#

Besides the spawn box being further out, no issues that I could find

random owl
#

Yeah that looks alright can you dm me your output log from trying to load into the world?

dim yarrow
#

I've gotta get to my class, but afterwards I'll be glad to

random owl
#

Alright there is couple cases I can't easily cover which would only be seen in the output log

earnest grotto
#

How is it possible that in some worlds there's inputs of 1,2,3,4,5,F9,etc.? I've seen this in the Miku Miku Dance world. And how come the dances get injected into any avatar whatsoever? I'm really impressed with how that works, but I'm wondering if any of that functionality could be possibly brought to the avatar system because I'd love to have 1,2,3,4,5 keys control my 3rd person camera rather than my Shift+F combinations and the R-Menu.

pure kraken
#

is anyone familiar with animations?

#

i have one created that I'm trying to apply to an object but its not working for some reason

nocturne dagger
#

How do you make your worlds quest compatable?

#

Because my "Switch Build Target to Android" doesn't work

errant beacon
#

Make sure that you have the Android Build Support package installed for 2018.4.20f1 o:

dim yarrow
#

So uh, tried updating my one Quest compatible world, tried updating the thumbnail and got this recurring error

random owl
#

That error is the server side one, need to contact support or upload to a new id

dim yarrow
#

Think that would have anything to do with the #server-status announcement they made?

#

Maybe it'd just be best to wait it out?

random owl
#

To fix it for everyone they would either need to do a batch run of all worlds or release a new sdk and server side patch to fix it

#

So I mean waiting it out might work but they might also just fix it so that would not happen anymore in new cases and leave the old cases that didn't contact support in limbo

#

Hard to say

near escarp
pure kraken
#

@near escarp either, though I may be doing something wrong. I created the animation using a different object just to test but then it ended up working out really well, so I kept it and tried to apply it to a different gameobject

near escarp
#

Yeah you would have to rename the object that is animated in the animation itself

#

and use an animator component

pure kraken
#

so basically I would just have to re create the animation

#

thats okay

errant beacon
#

You apparently can just run the Unity installer again and add Android support from there? o:

nocturne dagger
#

Really?

#

ok

sharp bloom
#

im being stupid and cant solve this very simple thing

#

im trying to have the sound in this play at max in the distance of 3 while fading to 0 at 5

#

but cant get it to work with the source and spacial source

near escarp
#

Bottom checkbox

#

also set it to linear on rolloff

sharp bloom
#

oh

torpid sentinel
#

hello i have a lot of lights in my world, like 30 lights in realtime, my game is realy lagy with that, is there a way to improve performances ?

errant beacon
#

Set the lights to be baked, and then bake the lighting! o:

#

definitely look into light and reflection probes too

steady lance
#

is there a reason why vr users can't use UI buttons on my world but desktop users can?

#

I think its a layering issue but Ive already tried setting the ui's to all possible layers

#

sometimes it works when their quick menu is out when the layers of the canvases are set to layer UIMenu

errant beacon
#

@torpid sentinel Is your world all one model, or is it multiple seperate meshes? o:

torpid sentinel
#

multiple mesh

errant beacon
#

Are your objects set to static, with "Recieve Shadows" enabled?

#

also, you could try clearing the lightmapping data - go to Window > Lighting, then try clearing the baked light data from there o:

torpid sentinel
#

no there are not set to static : o

errant beacon
#

try setting the objects to be static in the top of the inspector and see if that helps o:

torpid sentinel
#

oh that froze my unity and at botom right its loading "baking" is it supposed to do that ?

errant beacon
#

yup! might take a bit for 30 lights though lol

torpid sentinel
#

okay lol thank you !

errant beacon
#

yw! Hope everything works out c:

steady lance
#

Can someone help me with my issue above

torpid sentinel
#

omg i have 2 hours of baking 😂😭

near escarp
pure kraken
#

okay so...what would make an animation jitter?

#

because thats what I'm experiencing

near escarp
steady lance
#

Ok i will do that

pure kraken
near escarp
#

Why do you have to put it in a parent object ?

#

What are you animating and how ?

pure kraken
#

thats the only way I've been able to get the animation to work

#

and its just meant to be floating icons above peoples heads

near escarp
#

How is it jittery though ? Any video ?

pure kraken
#

I'm not sure how I would share video

errant beacon
#

Streamable could work o:

narrow lantern
#

so this has started happening out of nowhere, i have no clue what caused it. when everything is filled out and ready, trying to press upload does nothing

narrow lantern
#

might have fixed it

tame wasp
#

I have a dumb question y'all but i cant seem to get more than 1 mirror to work in a world, anyone have an idea why? i tried google and got nothnig

vapid wedge
#

I keep having this one problem and it has something to do with the sdk file, cause when i take it off the yellow error is gone, but when i put it back on its back.

#

Im lossing my mind because no one seems to know how to fix it and i spent 12 hours bulding this

shut timber
#

Read the errors. Is Cinemachine installed?

vapid wedge
#

uh whats that?

#

sorry im really new to unity

thorn badge
#

can you use post processing on worlds or broke?

desert python
#

you can

thorn badge
#

okay how tho i dont remeber what thing to use

dusk sapphire
#

silent's guide on post processing is good

dusk sapphire
# vapid wedge uh whats that?

go to Window > Package Manager, and check if cinemachine is installed, and install it if it isnt
Also check for other errors in your console, specifically any other scripts throwing errors. Certain unity store asset scripts will cause errors as well.
If you are using udonsharp, make sure it and the sdk are on the latest version as well.

torn mason
#

Hey everyone, it has surely been asked before, but does anybody has an idea how to create a title for the world image without it actually being visible in the world itself? I mean glowing titles such as "Cosy Cabin" etc.. appearing on the uploaded image from vrccam...

dusk sapphire
#

I imagine they took a screenshot and added it in photoshop or some other image editing software

#

if you add something into the scene in play mode it wont get added into the world when its uploaded so you can just add the edited screenshot onto a quad and point the camera (set to orthographic) at it

torn mason
#

You are a life saver. I've totally forgotten about it 🙂 Quite embarassing. Thanks a million!

gritty fossil
#

how do i add a audio source to an object prefab i have with tracks on it? like all the tracks are on the playlist prefab but i don't have a speaker/audio source hooked up to it

#

how would i hook it up up or connect it if i can't find it in my scene when i know it's in my scene

shut timber
#

@torn mason just put the image on a quad in your scene anywhere, and set the tag to Editor Only.

#

Anything tagged Editor Only won’t show during runtime.

gritty fossil
#

wait @shut timber are you the one that made the eatable food world in vrc? if so how do i apply that to apples in unity? i already have a package i downloaded but i don't know how to use it

shut timber
#

Which SDK are you using?

#

You should be able to use the prefab and just replace the visuals in the prefab with your "apples". There is an instructions text file in the package.

gritty fossil
#

i'm using the sdk2 and i am not fully familiar with unity so i didn't fully understand it completely

#

like i'm new to world building

gritty fossil
#

in the mesh?

shut timber
#

The entire gameobject that the hamburger or whatever is

#

just drag yours to where it is in the hierarchy, make sure it is positioned correclty, and delete the hamburger.

#

I think. It's been years since i made that

#

If I didn't do it well you replace the mesh in the mesh filter component.

#

If I did it that way, I apologize.

gritty fossil
#

what if what i want to use is already an object in my scene? like i already have it as a pickup object

shut timber
#

Depending on how complicated yours is, it might be easier to re-create it in the prefab.

gritty fossil
#

would an object go into the mesh? like if i put an apple in the mesh in the prefab?

shut timber
#

click on your apple. See what object is in the mesh filter component. Drag that one into the mesh filter on the hamburger. Then put the apple material on it.

gritty fossil
#

Is this correct?

#

so do i just put the reset location in the place i want it then also put the apple in the same location?

#

@shut timber

shut timber
#

unless I open the prefab, sorry I don't remember exactly how that worked. But sounds about right. The text file will be more helpful than me

gritty fossil
#

okay, thanks for your help with your own prefab lol, i was looking for the tutorial world today but couldn't find it

shut timber
#

should be under my username, hopefully

#

The prefab might have the sample scene in it

gritty fossil
#

i think it does but i'm using the object prefab you provided

#

the none hamburger one lol

gritty fossil
#

do i also need to put in the player tracking prefab?

#

or does the one eatable food prefab already have that?

bold ibex
#

can i toggle an animation of an object on and of with a button ?

copper cliff
#

Not sure if this is the error, but when loading into world for Build & Test through control panel, it cancels loading then sends me home, this is the only error in the console I have, any ideas on what I might be missing or have done wrong?

random owl
#

Def shouldn't be the only error you have if you have that one

copper cliff
random owl
#

Can you show a non cropped screenshot of your unity window with the error visible

copper cliff
#

You dont believe me?

random owl
#

Seeing non cropped pictures will help me find the problem faster, if you don't want help I can just go away.

copper cliff
#

Not even 100% sure what I did but it fixed it, loaded up, the lighting is very subpar though

#

Keep seeing all this stuff about baked lighting, is that once learned the best way to go about lighting my world, it's a small room, not sure if something simpler would be better?

random owl
#

Baked lighting is always ideal as long as it's possible

thick crane
#

would someone be able to setup a unity package with the sdk3 and sdk3 starter kit prefab loaded properlly? ots been a week and i still cant get it to work

analog parcel
#

Are the servers still having issues with uploading worlds?

random owl
#

Not really except if you tried to upload during the server problems and the ID got broken server side then you would need to contact support or upload to a new ID

random owl
analog parcel
#

thank god I uploaded my main world to a beta id

#

It was saying something about old version couldn't be deleted

random owl
#

If it's just a beta id or something unimportant yeah just upload to a new id and delete the old one

analog parcel
#

Ok I will check that and see if it works. thank you.

#

huh as I say that my debug for the beta id is uploading.

thick crane
# random owl Gonna need some information as to how it's not working

just that none of the assets in the prefab work or load properlt, i think theres a script componet missing from the instructions. the starter kit prefab translated prerequisites only lists udonsharp, usharpvideo, vrcdk3 ive gone through it on a new project step by step each time witg no success in my own scene, only the sample scene seems to work

random owl
#

Gonna need some actual screenshots of what is happening

thick crane
#

searcg images from me in this channel, there should be a few from a week ago

random owl
#

Oh yeah it was that problem

#

The required assets also have pro builder listed but you didn't mention that above?

thick crane
#

from the package manager? yeah i got al those installed

#

atleast i think i did, i assume you jsut install them from the window and once they say istalled its all good

random owl
#

And this was the link you used to download the package?

#

Importing the package I see that there's two scenes one for the old sdk2 version and one for sdk3 did you open the right scene?

robust moat
#

Hi, so I’m trying to add a link into a world. I’m trying to add a discord link into my world that people can just click on and it would take them to the join page on their monitor. Is this possible and how could I do it?

dusk sapphire
#

not possible at this time

#

vket worlds are the exception to this

thin token
#

ok sooo im setting up a world for my podcast and this are the renders

#

the problem: i cant get the lighting to look good in unity

thick crane
random owl
#

What's not working with them?

torpid sentinel
#

hello i have a question, i am baking lights loading rn (2 hours) I wonder if after the loading, i add a light, is it going to reload all of that ?

lone shard
#

it's the start of shibuya crossing :P

errant beacon
thin token
#

it works! Ty

errant beacon
#

cool! and yw c:

bold ibex
#

hey anbody can help me making a toggle for a skybox

#

i have the button setup

#

but how do i make the skybox change

errant beacon
#

keep rule 15 in mind o:

bold ibex
#

but i want a nightmode ;/

#

nvm just uses a small sphere

hexed pond
#

I have a couple questions about SDK2. In my world model, there are a couple robotic arms. Currently they are just static pieces of the model, but i would like to rig them if possible, and make them have some sort of animation system to move about and do stuff. Is this possible? is there a tutorial for it?

Secondly, i made a button in my world and in the collider settings i saw "is trigger", is it possible to make it so that another object can be placed on this button to make it trigger, rather than using a hand-click?

hexed pond
#

nope! world

near escarp
#

That's just basic rigging fr the arms as well as animating, lots of tutorials on youtube

hexed pond
#

...for arms in a WORLD

hexed pond
#

not on my avatar.

near escarp
#

Yes, you still need to rig a thing to have it move

hexed pond
#

ya know, like arms on an assembly line. I just don't know how to do it and was hoping for a tutorial

near escarp
#

Look up rigging tutorial blender

hexed pond
#

i mean, i get how to rig an avatar. I have a friend who's shown me that.. i just don't know how i would apply that to a world piece, and make it move from there

near escarp
#

You bring that piece in blender, rig it, and animate it there, then export back to Unity, duplicate the animation within the object, create an animator, drop the animation in it, add the animator component on your object in your world, add the animator you created inside the component

fair falcon
#

Hello, can someone please assist with Quest compatibility ?

I just made my world Quest compatible, but the physics object in my world are not synchronized properly for both PC and Quest users, and i don't have a Quest to test it anytime i want.

Both PC and Quest users now see the game dice and their chess pieces as a different physics object, and it is invisible for the other platform. What could be the issue and possible fix ? Thank you for any assistance.

random owl
#

If your hierarchy is not identical on the platforms that happens basically you can't have any gameobjects missing between the platforms

hexed pond
#

oh that's your game, cool i've been there

fair falcon
random owl
#

Yep

fair falcon
upbeat flax
#

Not sure if this is the right channle for this but here it goes . in my unity the stuff in my world looks good but in the actual vrchat world everything looks over sturated

bold ibex
#

anyone know how i add a inverted sphere

#

cause i need a skybox night toggle

frosty flicker
iron island
#

why i can't update my world from unity 2018 to 2017? i want to rollback 😦

near escarp
#

Not supported

iron island
#

ahh really hurmm. 🥲

gloomy salmon
#

this channel says SDK2 but can i ask about SDK3

near escarp
#

SDK3 is Udon, it has its own channels

gloomy salmon
#

ohhh

fair falcon
#

Hello, anyone experience an issue where some objects in the World cast dynamic shadows, while others don't ? Unity is showing me the ledges should cast shadows, but in-game, they don't.

#

Solution found: set Shader to Standar (Specular)

snow ivy
#

what layer should I be enabling to reflect in the VRC mirror script in order to show tracker balls when calibrating

iron island
#

why when others player joining my world then my world suddenly start stuttering for a sec?

glacial pond
#

My particle system works when the gameobject is selected but as soon as I deselect it’s the particles vanish. I have then as play on wake - is something else going on?

glacial pond
#

Many simple ones ignore it

near escarp
#

@fair falcon Make sure your light is set to Mixed, your environments objects set to Static and adjust the layer culling mask to only Default, Player and PlayerLocal

fair falcon
#

Thank you sir for your tips, greatly appreciated !

near escarp
#

Also try to find a wood plank normal map for your floor, so that it looks better

cold hound
#

Das someone know what happened here?

#

it's blender

#

i'm trying to export to FBX

near escarp
#

Can you should your blender window ?

#

Select all and apply all transforms ?

cold hound
#

Transforms

#

Can you send me a screen shoot where is that?

near escarp
#

ctrl + A

cold hound
#

this?

near escarp
#

All transforms is at the top

cold hound
#

done

#

and try now?

near escarp
#

Yep

cold hound
#

here all like this?

near escarp
#

Any reason you have collections inside of a collection btw ?

cold hound
#

For management

#

just my TOC

#

ahahha

#

same problem :/

near escarp
#

Make sure your objects are a normal scale and that nothing is too far away

#

And modifiers applied

cold hound
#

Everything fine

#

it was a object idk why

near escarp
#

Yeah i assume it was the one at nan that prevented export

modern geyser
#

so uhm anyone able to assist me i got like 999+ errors in my console and idk what todo XD

near escarp
#

Hold on, i'm using my telepathic super powers to guess which errors you're talking about

modern geyser
#

alright lets see

#

:3