#world-development
39 messages · Page 72 of 1
i created a simple script to scroll text if its too large for a given canvas/panel/rect-transform, but it doesnt run ingame, runs fine in unity game mode though
how did you make 360 flat video player for the planetarium world
probably save a video stream to a texture, cast onto a curved object
how do you do that
hello there.
does anyone know how to make a plane situated somewhere and have a projected image from a unity camera displayed on it all the time (heard people do funky mirrors with that)
i need to have 6 cameras displaying player character sheets for the game master. so he can change things on the fly without needing to go to every player
picture very related:
cameras' target texture fields are used to write that camera's view to a texture
so what you could do is create 6 textures and 6 cameras
and then assign the textures to whatever objects you need them to appear on
for performance reasons you can limit a camera's fov, depth, and all sorts of stuff, including the resolution of the texture as well
im not sure if it'd work in vrchat but that's how youd do it in vanilla unity, worth giving it a try
wait how do i attach the camera to the plane?
you need to create a sphere in blender, cut it in half, project the UV map by viewing projection from the view beneath. give the mesh itself (not the object) a name you can find easily. export it as fbx and import into unity. use any video player for vrchat that works. replace the mesh of that video player with the one from your object. scale the screen to desired size
You can drag and drop the camera onto the plane. The camera then becomes a child of the Plane
for some reason i have only none and BlueprintCam.renderTexture
ooo
imagine them as the same as any normal texture, except with extra steps
good idea to limit the culling mask as well
that is really clever
i already have a dome that is cut off of the bottom
im so confused do you have the prefab for it
you can send me the unity file for the world
Have you referenced your "Main Camera" object in your VRC_World component?
hmm don't think so, how would i go about doing so?
im kinda new to this 😄
is it this?
i have vrc scene disc
You apply your post processing to a camera, all you have to do is go to your VRC_Scene Descriptor component where you handle spawns, respawn height, ... and put your camera into the reference camera.
Yes
lol
cheers 😄
oh yeah also, is it possible to have the skybox now be affected by the post processing?
i added glow and now it looks like there's a nuke xD
I am certain there is a way, I am not sure how though, I would assume you would need to have your post processing only affect certain layers through your camera.
they're set to the same layer which is "water" but the post processing thing is set to "global" i'm not sure how to select specific layers
is it possible to make the video player show things that have an alpha value only?
I can elaborate if needed
Anyone know how to use the day night controller made by tommaier123? I have everything needed for using it, but haven't been able to make it work yet. It's this https://github.com/tommaier123/UdonSharpDayNightController
dumb question but might as well ask just incase. do you have udon sharp fully setup in unity?
Me? I do of course
Might as well ask in here
but anyone else have the problem where unity just locks up when switching from pc build target to quest build target?
When I wanted to make my udon project quest ready unity just freezes up with whatever I do
takes a full 10 to 20 minutes for it to respond again
and it only happens when the build target is set to quest
How hard is it to make a world?
I kinda want to try and make a world based off Sonic Rush because it would be obscure and cool
A basic world is pretty easy to make! You'd need Unity 2018.4.20f1 and either SDK3 or SDK2 (SDK3 is a bit more flexible than SDK2 - SDK2 also isn't getting any more content updates, though it'll still work)
I'd also recommend One's VRWorldToolkit for debugging (found in this channel's pins) and general optimization, etc c:
VRChat's documentation's a good start! https://docs.vrchat.com/docs/creating-your-first-world
Note that the home kit linked in there is an SDK2 project, though the article will apply to SDK3 as well
ah ok. Thank you!
yw! c:
is there a file size limit to how big a world can be?
I'm going to start small but I thinking of creating a pretty big world
quest has limit of 50 MB. pc is theoretically 19.9 GB. but no ones gotten past 1.16GB
preferably you should keep your world below the triple digits - def look into texture compression, audio file compression, etc o:
^^
you'd be surprised! c:
On a similar note - how was a large world like Just B Club made quest compatible?
Lower res textures and light baking
Would it be possible to have planets with their own gravity in VR Chat? Super Mario Galaxy style?
Or is that something Vr Chat can't do?
That might be possible with Udon (a thing in SDK3) o:
Udon = SDK3
Maybe by Occlusion culling? I want to tackle my first Quest world and have it be quality 🙂
Well, you'll have to sacrifice some quality
I'll look into it.
There should be the same occlusion culling in pc and quest version
Okay. I've never worked with occlusion culling, so I'm learning about it now for optimization.
oh whoop, I thought Udon referred strictly to the node-scripting thing
did you ever find out? i assume the script needs to be applied to a certain object, I'm just not sure what that object is
I have gotten it applied to an object, but all it does is make the sun in the sky. It does not really affect anything else for so reason. Its supposed to do things like change the color of the clouds and nigh sky and stuff like that, but I have not been able to get it working working yet no matter what I've tried.
I've added things like materials to clouds/moon/stars and their objects, what the light source is, ambient colors, cloud colors and all the other colors, but they don't do anything at all. I've tried to figure out what the problem is for almost a week now but just don't understand how ots supposed to work
Shoot, I want to find out too.
I wonder if there is a way to contact the creator. Let me look here...
I've tried to find the creators discord, but haven't been able to. The best way would probably be to try and friend them on vrc, but even then they most likely won't friend you back. If you figure anything out please tell me
If I cant get this to work, I'll probably have to make one myself, but I'm not the best at coding so it's gonna be shit lol
I will let you know. I found their twitter and twitch: https://twitter.com/nova_max_?lang=en
Too bad I think use either of those lol
If i wanted to create some complex 3D models for a VR Chat world, should I use Blender?
yep
are there any other superior programs or does everyone just use Blender?
Blender is free, the others aren't
ok
hi guys, how do i make my vrc video player "global" so anyone in the room can play a video? Im trying to modify the prefab example
hey! making my first world but the scene descriptor is missing. Im using the sdk 3 world package from the VRC website
Just add the descriptor to an empty object.
and add a spawn
hello can any1 help
deleted my sdk and can't add it back
deleted every file bunch of times
is it possible to cut a 3D object? i want my cylinder object to be cut in half so i can only use the top as a warehouse roof type-a-thing
i blender, you can trim the object
You can select the bottom vertices and delete them
im making the world in unity, is it still possible?
only if you were already using something like probuilder/umodeler to make the object in the first place
ah man, alright
ah in Unity ...
im trying to make a button control a mirror, and im watching a video, but her trigger menu looks way different then mine.
trigger menu ?
sdk2? check your console for errors, compile errors can break inspector UIs
check your console for errors, compile errors can break inspector UIs
i had a sdk3 avatar to test how tall things need to be or if i can fit in door ways that was prolly what broke it
and im using sdk2 world
did you add vrcsdk3 to this project?
i did but the sdk3 menu didnt have triggers so i deleted it, and imported the sdk2
or i coudnt find them
Yeah, you're not really supposed to merge SDKs as written in bold on the downloads page
okok ill just restart then i wasnt too far
how do I change shadow quality or graphics quality levels in a world with Udon? the only QualitySettings method Udon seems to support is GetQualityLevel
Please ping
Probably a question for #udon-general
Do you want to use spatialized audio ?
May be a dumb question, but I've never done this before. How would I go about having this trigger out here basically enable a 2d audio source to simulate the rain outside, and disable a 3d audio source for when inside. I'm assuming udon might come into play here?
Are you using the SDK2 or 3 currently ?
3
These features are currently available only on our Open Beta version - check our Discord for more information.
Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (aka controller vibration) and controlling Animators with Udon.
Music i...
This is for you then
Thanks!
And if you want it be fancier, i'd suggest making a small half a second animation clip where the audio from inside goes from 1 volume to 0, and the outside from 0 to 1, and then another animation that does the opposite
Which would be this tutorial https://youtu.be/D9bNwCMfueM
Part 3 of my video series for basic VRCHAT world building with the VRCSDK3 Udon kit. This series will be designed for beginners. I will try to cover every step from start to finish of each vrchat world creation tutorial. The goal of the videos is to allow users to follow and recreate the functions being demonstrated in a step by step manner when...
is it possible to make the video player show things that have an alpha value only?
or maybe make solid black transparent
is there a tutorial how to make a vrc pedestal but instead of having the preview picture i want to let people cklick on an OBJ (in this case a moddel of the avatar)
you probably have to attach the pedestal script to the OBJ (i can check real quick, never did it myself before)
i already tried that and it didnt really worked xD
hmm, it does work for me though
i just copied the components from the pedestal over to the capsule (or any other model) and it works without any problems
maybe you forgot the Udon Behaviour?
@stuck lagoon
aaah im usind sdk2 maybe thats the problem xD
gonna try it out with the sdk3 worlds then 😄
sdk2 should work the same
thx ^^
just copy the components from the pedestal over to the model you want to have it on
make sure it has a collider on it
hmmm maybe thats the biggest issue cause it dont have a mesh collider
and also it was showing the preview picture which i dont really know how to deactivate
without any collider you have nowhere to click on
uff ok then i know how to fix it xD
and how do oyu deactivate the floating preview picture? ^^
no idea honestly
but still thx ^^
aight, figured it out. you have to put an empty game object in the placement slot and scale that game object to 0 0 0
or move it somewhere you dont see it
or maybe disabling it works too
thx you very much 😄
it almost worked the rest is on my side to figure out xD
but one simply question, i uploaded a world 2 days ago i had to delete again cause i reworked it completely.
is there a 7 days counter for this one?
You'll have to wait again, yeah - also note that you can update a world by just uploading on the same blueprint ID, which won't cause the Community Labs cooldown afaik o:
jub i know it now 😄
i just want players to push a button and have a song come on
Yeah, but do you want the audio to be background or coming from a specific point in space
no i want it to be in the background, so 2D audio
Alright then you can ignore the warning
so i made trigger buttons, and connected them to the audio i dragged into my assets then the scene, and i tested the world and pushed them and nothing comes on
the clip is missing
dose the audio need to be in the clip as well?
ya click on that drop down list and choose the song you added.
okay imma try it
unity crashed while I was working on a world, re opened the project to:https://gyazo.com/b3ccaa081af6ecb28fdbcfe3f72263b4
okay so they play and work, but they wont toggle on and off @cerulean echo
got it nvm, just had to grab my scene again.
so i wanted to make them toggle and what i did isnt working, they wont even play now
I like your pfp
Ken kaneki is a babe
Yesss
hey would someone help me make a world never in my life used unity/blender but i'm a quick learner
What do you need help with
like a basic lounge/chill world for like me and my buddys
You watched any tutorial ?
watched some but they needed some other programs

What kind of tutorials did you watch ? Unity and Blender are literally the only two you need
how to make a vrchat avatar from scratch KEKW
i see 1-4 hour tutorials
should i be watching 2 hour tutorials?
I haven't really seen a full and quick UI guide in nearly a year, so I figured I'd give a nice update for any complete beginners to watch. Blender's interface can look daunting, but after watching this video you'll see it's actually fairly tame!
Instagram: https://www.instagram.com/josh.gambrell/
Twitter: https://twitter.com/josh_gambrell
Artst...
Start with this, and then make stuff
Worry about Unity once you've modelled the world in blender
will do thanks for the help
Someone please help, I don’t know code at all and I can’t get the FPS up on my scene, it’s really laggy when I boot it up in vrc
It’s worse then that at times
FPS is in game window top right corner
it's at 11.5
Can you show the rest ?
Alright, what do you have in your world ? Performance is horrible
A lot of objects and meshes but I optimized most of them and it didn’t help
Also I’m not sure if scaling something down makes performance bad, like I scaled down objects I downloaded that were too big, I’m new to all of unity so I’ve probably been piling up a lot of stuff I don’t need
The thing is that it wasn’t as laggy as when I first started out making the world but over time it started building up
I’ve had to redo a lot
@near escarp
How many realtime lights do you have ?
Anyone else having an issue where pickup objects fall through the floor?
they are set to pickup layer and the floor is default but they go right through 😦
hmm it is off but the floor is static 🤔
the floor should be static but not the objects
@near escarp is there anything i can do to help performance? i've already done all the textures and audio and pretty much everything i can to optimize it
even combined meshes
What does your hierarchy look like ?
@near escarp
nvm then, i guess you don't know how to fix it
can anyone else help me?
Could we possibly look at options for supporting World parameters? Just like Avatar 3.0 having parameters to remember states. See Canny post: https://feedback.vrchat.com/vrchat-udon-closed-alpha-feedback/p/memerized-parameters-for-worlds
There is no real easy "fix" for optimizing maps. It is a constant process that has to be kept in mind throughout your entire map making process, and not something you just quickly apply to make your map optimized. There are some things you can do to improve your map performance, but looking at the amount of draw calls, you have more concerning issues to worry about.
But to get those things out of the way.
You want non dynamic objects all set as static. I don't think you've done this as you have 0 draw calls saved by batching, and this is highly unlikely given the number of draw calls you have and I doubt every object has a unique material. https://docs.unity3d.com/Manual/DrawCallBatching.html
For dynamic objects, you want to make sure you're using gpu instancing if they are using the same mesh and material https://docs.unity3d.com/Manual/GPUInstancing.html
Bake occlusion culling, see silent's guide https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Occlusion-Culling
Bake lighting: see pins in #world-lighting
But still, you have 11.8k draw calls and 5k set pass calls. Even accounting for the additional calls those real time lights incur, that is an absurd amount of draw calls, and is the primary reason why your map performs so poorly. Personally I target 200 draw calls, and in general you really don't want to have more than 1k drawcalls, and I consider that pushing it. Given the number of set pass calls you also probably have a lot of materials.
There's no real easy way around this, you're going to need to merge meshes and atlas your textures as much as you can in a logical manner, grouping things placed near each other into a single mesh etc. You're going to need to import your models into blender to merge and atlas them. There are some unity based tools you could use, such as mesh baker and mesh combine studio 2, but they can also be a bit difficult for someone inexperienced to use, and are not free. Remember to merge them in a manner that benefits occlusion culling.
I'd start with setting things static, bake occlusion culling, then disable your realtime lights first to see what your drawcalls/poly counts look like, and start working from there.
Everything in my scene is static and I have a lot of materials on some objects and I have a lot of textures which I reduced in mb size, I’ve been combing meshes and using mesh baker(the free version), and I’ve been reducing things in my scene slowly, I think I have a couple of objects that have too many materials in it and the problem is that the main model I’m working with is a fbx that has been through blender already and I am not sure why it’s not getting better when I’m literally going back a forth trying to optimize this, I’ve been working on this project for way too long to go back to blender to try and fix it, and I don’t really know how to use blender, I got a friend to do it and I don’t think he’ll do it again, also the real-time lights are the only thing that doesn’t break the model, I’ve tried to fix the lighting so many times and it breaks everything, I have a lot of books in my scene and they are all separate meshes and I’ve optimized the ones I could to make it where they are one mesh on the ones that have one material but the ones I don’t have optimized are the meshes with more then one material on them
So, I'm trying to load up unity, the VRChat SDK 2 and the HomeKit, and I keep running into an error:
You are trying to replace or create a Prefab from the instance 'VRCWorld' that references a missing script. This is not allowed.
Please change the script or remove it from the GameObject.
Can anyone shed some light?
Just trying to follow the guide
what does your vrcworld object look like?
I think the homekit might be pretty outdated
latest sdk2?
Yeah
Are there any example worlds/projects/assets/whatever for the current world SDK version?
its fine, you can use the homekit
you just need to replace the VRCWorld object in your scene with the one from the sdk
should be under vrcsdk folder, examples iirc
somewhere there
there literally isn't anything in the scene... I imported the SDK and the HomeKit, and then the error happened...
well, not literally... there's the "SampleScene" stuff
but nothing VRChat related
you're trying to upload a scene you have open right?
Look for VRCWorld in your hierarchy
No, I want to get started learning how to make my own VRChat world...
Followed the official guide, can't even import the required items without errors
and yes, I am running the correct version of unity (2018.4.20f1)
am I not supposed to import both the SDK and the HomeKit?
Please note: The VRChat Home hasn't been updated for Unity 2018.4 just yet, but it should still work fine when imported into your project. If you have issues with newer versions of Unity, let us know!
We’ll create a Unity Project, import the VRChat SDK and Home Kit packages, and customize your home with furniture, materials, and lighting. After that, we’ll upload your world and set it as your default Home in VRChat.
you are
but make sure you imported the sdk first
yup, imported the SDK first, then the HomeKit, didn't even get to the Setting up a Scene step before I get the errors in the console
look for the VRCWorld.prefab in one of the home kit's folders and delete it
and just use the one from VRChat Examples, prefabs folder
give https://docs.vrchat.com/docs/creating-your-first-world a read if you havent
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
Yeah, that's the exact guide I'm trying to follow...
How about you try following that guide and letting me know if you hit the same problems?
Can anyone tell me what that is trying to tell me what to do?
Add the GameObject to the spawns list in the VRC_SceneDescriptor.
Good morning, does anyone know if it’s possible for the portal maker to be clickable instead of colidable?
In the folder VRchat examples is another folder named prefabs2. On there is an object named vrcworld. Drag that out to your scene and should situate asking about a scene descriptor
So, no one has made an open-source example world for the udon/sdk3?
theres a few but they cost money. sdk3 has an example scene that comes with it
open source isnt technically supposed to be used in vrc so i assumed you meant “general”
oh, ok, I didn't know that
how can i play other games
in vrchat
id suggest importing udonsharp into your udon project as it gives you a lot more ability to script or use the example scripts provided by udonsharp
...?
anyone know a good water shader that lets you controll water level for worlds in VRC?
been tryina find one
I'd be curious to know what other people have to say, but I think you would control the position of the object(water) via animators -- so it doesn't necessarily matter what water shader you use.
I mean, any water shader with a height or bump map could have the value animated, but I think just raising a water object is easier to manage.
something in between, never 8k
Ok I'll do 4k, thanks for the help
Hello, I was wondering how I could play a sound on an object in my world when I use it. I there a way to do that?
I'm sorry if I annoy, but I have an additional problem, as well...
I have zero idea how to get where you are, because I started making worlds today 😅
I know some basic Unity stuff, I just need to know how to get there and I should be good!
I'd suggest watching some tutorials on vrchat map making and udon usage^
vowgan does some really good ones: https://www.youtube.com/c/VowganVR/videos
ey, there's your problem^
😛
I've got a unity camera question...
I added a custom layer to my scene.
I have a camera set up to cull that custom layer.
I have an object on that custom layer.
In the camera, the object is hidden, but in unity playback and in vrchat, the object is visible...
Anyone know what I'm doing wrong?
I had/have the same problem, funny enough...
I dunno how to solve it either, i'm sorry
You can't change the culling layers of what the player camera sees
Only layer that is hidden in the player camera is mirror reflection
would anyone mind watching my screen and seeing why my world isn’t uploading? I’ve tried everything but not sure where I’m stuck at or went wrong 😅 I would really appreciate it
Or alternatively you would need to do custom shaders
What is happening instead?
so every time I go to upload and test the world into VRC it doesn’t take me to that world and it doesn’t upload. I’ve tried auto fixing the issues but they still appear
https://github.com/oneVR/VRWorldToolkit/releases
Well first import this and check VRWorld Toolkit > World Debugger from the top bar and see what it says
oh yes I’ve downloaded this let me check it real quick and see what it says and I’ll type it in here
Anyone know what the transparent mirror shader worlds like BClub use is?
Temporal's prefab
Thanks, that was the keyword I needed
https://twitter.com/acertainbluecat/status/1351179487191429120
Put up a prefab of my Player only transparent mirrors I've been using in my recent maps. #VRChat
https://t.co/3ix1ElZ5u9
https://t.co/Ighw8XGAfH
to be fair, the water object im tryina mess around with is some tea in a tea cup, mainly for looks though but i am messing with animators so i'll see if regular watershaders will be ok with that
oh a side note oml... i cant even model a bed for my new world without doing some extra bs. this is about the second time im modeling a bed from scratch, i mainly mess with models so this worlds ganna be my first from scratch modeled one . and im already struggling.
could you animate a blendkey to raise and lower the liquid part of the mesh?
ooo, i hadnt thought of that but that definitely could work
could someone tell me what im doing wrong? my texture on my object just appears black like everything else when i have it set up like this. im using blender 2.79
like when you render it in the 3d view?
Yeah. This is my first time making a world and I cannot figure out how to texture objects. The videos I watched were 2.80 or above so it has the right nodes by default it seems like.
but the material has stuff on it right?
the roof is supposed to have a texture but it looks like this
the tiny material icon does have texture but the preview doesnt which doesnt make sense to me either
i might just update to a newer version of blender and try it again
wait are you supposed to assign a material node to a material somehow?
Is the model UV unwrapped? o:
you might have to flip the normals, if its uv wrapped
are you talking about this?
yus - is the model unwrapped? (with seams marked, or alternatively using projection/smart UV project, etc)
no the seams arent marked
anyone know which component I need to use to fix that error? (newbie)
Ok so I'm on a new version of blender on the same blend file but all of my mesh is now invisible, how can I make it where I can see it again
it looks like this
It was hella hard but I finally fixed it
Had to find a certain graphics driver and install it and now I can see my objects
anyone here good with world optimization? ive read all the guides i can find... its just not helping and all the guides have totally different lightmapping settings lol... anyone wanna have a go at my world?
(Hope this is the right channel for this) Anyone have the prefab/tutorial for a beer tap that pours? Paid or not
It doesn't, but what's specifically going wrong? o:
like does it just send you to your homeworld, or does it try to load into the world and then kick you to the homeworld, etc?
it was giving me "last built vrchat scene could not be found" when publishing
so i thought that meant i had to test it
but yes, testing just puts me in my home world
Check the top pinned message in the channel, 1 made a guide on that
also, def make sure that VRChat's path is set correctly in the Build Control Panel's settings o:
its the skybox im using i think
considering the error is the exact same as the example
number 2
Yup, that skybox plugin can break things o:
dunno where the plugin is or how to remove it
i just went to lighting panel and changed the skybox
you can use the skyboxes in that asset
the script is just some menu thing for their demo scene, which can be deleted without issue
is the skybox itself actually good ?
Its decent for something free I guess, I have the paid version and I use some of them in my maps
I extracted the skybox and its textures itself from the folder, deleted the master folder of all the skyboxes
it built
while im here and this place is active 👀
any good suggestions for water shaders
poggers thanks
as far as uploading worlds, is it x amount of time in game after you make the account, or x amount of positive user interactions, etc?
its a combination of many factors, which we will never know to prevent people from gaming the system.
hmmmmm, so, basically, "Don't be a jerk" for long enough, and eventually (or not eventually) I'll get there? 🙂
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
suffice to say it takes many things into consideration, some more heavily than others, but no one knows for sure
I mean, I've done all that, but still my unity says I don't have rights to upload
I'm not trying to be pushy, I'm just naturally inquisitive
Just leaving vrchat running afk will take a much, much longer time than actively interacting with people, making friends etc, for example
but no one knows how "positive user interactions" is determined, we can only guess
I've been running around for a few hours at a time with my friends who also recently got VR headsets
I guess my problem is I was logging in via steam and oculus and not a VRChat account for too long
"Patience Daniel-San..." 🙂
Hey all, I've been working on getting a nice shader for my terrain that allows for height based blending and parallax/tessellation. I managed to find Microsplat, and in the editor I've been able to get some great results, but it ends up pink inside VRC when built out. Anyone have any idea why this is happening?
just found out how to take a Minecraft world and put it into Unity to make a VRChat map
Probably a legacy shader
hey all, I need some assistance here. I imported a .fbx file into unity and for some reason textures aren't working correctly. every time I apply a texture to anything, it just turns a solid color
it works if I create a new gameobject tho
Is the model UV unwrapped? o:
unsure, as I wasn't the one who modeled it, but I'll ask
if im using the character AI script from standardassets, is there any way to sync that across players or is it doomed to only be local?
does anyone know how to fix this?
You can ignore those
it dose not let me click or type anything after i press i press build and publish
how make steeling wheel can move? i use sdk2 version
Do you have Error Pause enabled in your console ?
where do i see if i have it paused?
the unity console
Yes that was the problem thank you.
why is there no "player" layer in the dropdown in the VRC_mirror component anymore?
every screenshot i see has these huge dropdowns but this is all i have
Did you actually install the layers through the SDK ?
how would i do that? ive done a udon world before but i dont remember having to do anythign to get the layers to show up last time
@near escarp
Try opening the upload window of the vrc sdk
and make sure you don't already have errors in your console
ok wait i figured it out
I've got this ongoing pet peeve about a common trend in VRC worlds, that I just wanted to just mention (mini rant) somewhere that creators might see it.
Is regarding colliders in worlds, specifically on furniture.
I'd like to ask people to question why they're adding one, to any particular object. Do you want to block passing? Do you want the player to stand on this object? Is this object an armchair? Do people stand on armchairs? Whether Desktop, VR or FBT, none of these user types need physical colliders on chairs.
The only common minority case for someone wanting to specifically stand on a couch/chair, is with very short knee height avatars. Therefore I'd argue that things like couch collider toggles should be OFF by default, if included. If no toggle is provided, then there should be no colliders on such objects. Please consider the actual reason for adding colliders to things. Too many world creators far more talented and prolific than me, seem to have this impulse habit of just slapping a mesh collider on just about everything, as if it's something you're just "supposed to do".
Beanbag with mesh collider = uncomfortable vertical sliding movement when attempting to rest on it. Beanbag is rendered a useless obstacle.
Beach deck chair with angled collider extending up the back = User bizarrely ascends into the air the moment they lay down. Ruined chair.
Coffee table with default collider layer asigned = Can hold objects but will annoyingly kick users into the air any time they come anywhere near it. Please consider using the walkthrough layer instead (collides with pickups but not players).
i agree 100%
i think people are using prefabs or assets other people made and just going with it
tables make a little sense because people can put things there and/or stand on top of the table
i wish there was a way to make colliders that actually conform to your avatar instead of a capsule though, that way you could sit on a chair with a collider and not clip through it
actually that might be doable now that i think of it, just complicated
anyone got any tips on how to make a VRC world for a beginner?
youtube tutorials helped me tbh
i wanna make like a Resident Evil world, a horror map
basically the full RPD, and you have to find keys to escape while being chased by mr X
but i dont know how to code :(
the udon node graph is easy to learn without much coding experience
The way colliders work in Blade & Sorcery is a little like that. If you lift your foot and stand on something like a bench, it will lift you up.
For tables in VRC, the method I like to use is to have two colliders.
One that conforms to the shape of the table/surface set to the Walkthrough layer. And a second one that's slightly shrunken on the horizontal axis, left on default.
The Walkthrough layer is something far more world creators could get great use of. It collides with pickups and interactive objects, but not players, making it ideal for any surface that a player might want to reach over or get close to.
By having a smaller default collider inside, you can give players a decent margin of movement to hug up to the object, whilst still preventing them outright passing through it, and also giving them the ability to stand on it.
The recent Stargazer Train world is one that I'd love to see that used on. The booths are super comfy looking, but they're painfully tight in terms of collider space. Is hard to reach objects on the table, and you can barely move whilst seated at them before your animations get frozen, and it'd be a super easy fix.
Ok so when i run into a quad or have some wonky collission why do i get either yeeted or teleported under the map? and how can i fix
Quads that have a mesh collider will end up with one sided collision. Works fine if you can only ever touch them from the front, but if you contact them from behind they will strongly "pull" the player/object through them. Same thing happens if an object somehow gets inside a box/sphere/etc collider.
So for a Quad with collision, either be careful where and how you use them, or switch them to using a squashed box collider.
Hey guys! Does anyone have any free wall textures I could use! I'm trying to create a world for my friends and I to hangout in and was wondering if there's any good wall textures. Window textures would be great too!
@tidal mountain i have a texture folder i can send you
Yeah! That would be amazing! Thank you ❤️
For some reason, the "Force Non-VR" Checkbox doesn't work when I want to test my world, so the only way I can access it in desktop is to publish it first. Is this a common issue/fix?
In the vrcsdk settings tab set the client path to point directly to the vrchat.exe
Figured I'd feel stupid afterwards... thank you very much
VrChat won't let me upload it's really annoying
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.NewMethod (VRC.SDKBase.VRC_SceneDescriptor desc) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:123)
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Thank you 🙏 You are a life saver
Can anyone point me to a good complete pool (billiards) table/game?
hello. i got a question.
with the help of some very talented individuals here i managed to implement a camera display onto plane as intended. (pic related)
it turned out this came with its own issues that the camera needed to have the camera component turned off by default and automatically enabled via a animation to work (big thanks to svel for pointing it out and helping me through it)
now, im trying to with a press of a button to MOVE the camera from one position (displaying the front of card) to another position (displaying the back of the card) but i dont see any trigger script actions allowing me for it. (also cant make a new animation on the cam cause the one enabling the camera component is playing automatically on start)
any ideas how to achieve this?
(SDK2)
you don't need to have the camera turned off by default, I recall that being a workaround for camera's on avatars but its not applicable to worlds.
it turned out i needed. in unity scene/test enviroment it worked great but it would be displayed as pitch black in vrc when testing the build
I'd say the issue might be something else, as I have a camera enabled by default working perfectly fine in one of my worlds.
Regardless, you also don't have to do it via an animation, you could have a trigger enable the the camera on network ready, or something like that.
You can also take advantage of using multiple Animator states for the camera, that turns it on, and then have different states where it is still on and in a different position
and use triggers to change the animation states
still, i'm pretty certain camera's do not need to be disabled by default
i tried with the triggers but it faled miserably, but what im seeking help is not about the animations/components.
im trying to move the camera in a 3d space with the press of a button.
Yeah, and you can move objects in an animation, so animate the camera as a child object from a parent object and move its location, and have them as animation states you can swap between for each camera position.
If the camera's position is local only, this is your best bet of achieving this.
If the camera's position is sync'd, you could use teleport triggers on it, which are only available on objects that have object sync
so make the camera a child of a empty object with the animation on the parent (6 animations to switch positions) and then have 6 buttons to torespond to the animation change position
if i understand correctly?
yeah
kk, i will try it. thanks for the help
any idea what Mudguard
mudflap? the little thing behind the wheels/tires that minimize the amount of mud that the tires kick up
i think that for steering wheel
Hello! I've never created a world myself and have ended up receiving one through supporting a world creator. I've published a world before that a friend has built for me, but this new world I received just doesn't want to upload. When I try to build and test the world it originally put me straight to my home world or threw me the "last build vrchat scene could not be found" but I fixed that error by updating the shaders.
Now after updating the shaders, building and testing once again sends me to my home world, building and publishing in the world tells me the private upload was successful but it never shows up in the "Mine" section and clicking the view in browser link gets me this.
The only red console errors are that the Triggers could not be initialized in time.
Then the error I think is the problem says HTTPRequest: Null/empty value for header.
The world contains three triggers, one for a Mirror, one for Pillows, and one for avatars and was built in SDK2 unity 2018.4.20f1
This is only a guess, but I'm thinking that if you never changed the "Blueprint ID" of the "VRCWorld" it might not be liking the exact same ID for two worlds uploaded to 2 different accounts?
go grab 1's vrworldtoolkit, it checks for common issues that can cause this https://github.com/oneVR/VRWorldToolkit among other things
if i had to guess something happened during the upload process that caused it to fail, reuploading could potentially fix it, but since your build and test send you to your homeworld, you might have some issues with the world itself
I checked the common issues already, that's why I typed it in here, and the blueprint ID was empty when I started
and I've tried uploading three times with three separate blueprint IDs
Adding the VRWorldToolkit to the project and opening the debugger doesn't give me any errors, only tips
what other errors did you have in the console aside from the trigger ones? have you tried restarting the unity editor since updating the shaders?
sometimes errors don't show up until a restart but still cause issues
I did restart unity, the only error I have other than the triggers is the "HTTPRequest: Null/empty value for header" error, it's a yellow error
So, My world for Android just doesn't want to work anymore, I was switching it to Android from Windows, and then when I uploaded the world, I wasn't able to get into the world, it just tossed me into the home world. I Checked Console after it didn't let me in, and it showed me this: Im still new to Unity as a whole, and I've been trying to get some answers on how to fix this for 3 days, and haven't got a response yet. Oh and, This bug is only in this one scene, the rest of the scenes work fine.
Did you make sure you published a PC version of the world as well? And make sure its under the same blueprint ID? You could be attempting to join your world and it may be only available for Quest users so it kicks you out
Yup I did, The PC Version of it works fine because I uploaded it to PC Before all those errors came. Its the Quest version thats kicking me out
is the quest version above 50mb? id also suggest importing 1’s vrworldtoolkit and see what it has to say
e
Its around 21ish mb, I imported the toolkit and it doesn't say anything about my Problem in the World Debugger
this is all it says in it
did you switch to android via the sdk or the build settings menu (unity)
thats the only other thing i can think of to check
SDK, Clicked the "Switch Build Target To Android"
ok, so its recommended to switch build targets manually/ with the build settings
you can find the build settings on the “file” drop down on the top left
id switch back to pc and then back to android with the build settings rather than the sdk
Hmm, Ill give that a try then
and then reupload the android build
Can anyone point me in the direction of info on making an http request from a world? Not looking to get data back, just trying to report out the in world position of players.
Disregard that question. This might be doable through the API.
It worked! Thanks!
Hey all. Recreational programmer here.. trying to make my first VRC world. It all works fine in the local build and test, and I was able to 'publish' the world once but now I'm getting an error consistently every time I try to publish. "The referenced script (Unknown) on this Behaviour is missing!"
Not sure what that means or how to fix it. Any help is appreciated, but I know that's a tall order not knowing everything. So my second question is... anyone want job?
@fathom pike i suggest importing 1’s vrworld toolkit and see if it can find the missing behaviours. and no on the final query lol
ok, thanks!
Hey there, I'm trying to understand how I can make a system of spawnable prefabs that can be destroyed by tossing them into a trash can. Right now I have a button that spawns a food prefab (OnInteract -> SpawnObject) at a location, but I'm not sure how to make that food prefab despawn if it comes in contact with a trash can prefab. Can anyone point me in the right direction for this? (Please @ me, I don't check this channel much 😅 )
Hello, question where can I find a table to see the limits we have in creating 3d worlds in terms of polycount and amount of materials and other things?
@tepid lodge worlds have far less limitations then avatars. the only real limit is quest being 50mb
thanks
World creators, what are some Udon scripts and tools you wish would come to fruition?
bowling game
does anyone know how to convert a obj file to a vr chat world
The networking beta lets you do this, but on current patch you can just make a ton of items and make them active/inactive instead of spawning/despawning. #udon-general has recently had a few questions about this so if you scroll up you can probably find the answer
thanks, but i'm making a 2.0 world, not an udon world. is it not possible in a 2.0 map?
Idk anything about 2.0. Maybe try #event-system-sdk2
My world doesn't want to load the test build anymore, it just loads an older one and now it just says Error building Player because scripts have compile errors in the editor. I have tried deleting everything but the spawning and it still doesn't work.
and I reloaded it and now the VRChat SDK bar at the top only allows me to look at utilities
this is what my textures look like before adding a material to the pink part
this is what it looks like after
does anyone know how to make the texture not effect the wall like it did in the second picture
yep
ok thank u
is it possible I can download my world on my account thats in community labs, I really messed up my world on my unity hub and I can't undo it
Not through any supported means no
awh darnit!
Does anyone know how to make an object turn to always place the player locally?
If you're using U#(UdonSharp) this is my method
// Called from update method.
public void _FacePlayer(VRCPlayerApi player)
{
if (player != null )
{
this.transform.LookAt(player.gameObject.transform);
}
}
If you have further questions, feel free to ask @ me in #udon-general 😄
I suck at and never touched the UdonGraph, so not sure how it would be done. But this method is called every frame from the "Update" method.
So do I throw that into a script and attach it to the object?
How do I make the selectionm box for avatars smaller? The photo and model are at good sizes but when I try to select an avatar i can select it from very high above it
this is what im talking about-
I'm getting a "There are 2 audio listeners..." error in my console, can anyone help me fix it?
I'm also getting a "Found 3D audio source with no VRC Spatial Audio Component..." and when I click fix, I get "Can't add script behaviour VRC_SpatialAudioSource. The script class can't be abstract!" in my console
check all your items for an audio listener. make sure there is only 1 total
that i got NO clue. im new but i manage with loads of testing XD
Usually cameras add new audio listeners to your scenes. I would check your cameras first
Found it! You guys are awesome!
The errors/warnings weren't stopping the world from working/uploading, but I dislike having too many warnings/errors
I'm getting an error for udon sharp that says this:
error CS0234: The type or namespace name 'Enums' does not exist in the namespace 'VRC.Udon.Common' (are you missing an assembly reference?)
How should I go about fixing this?
One of the lines in UdonSharpBehaviour.cs:
public void SendCustomEventDelayedSeconds(string eventName, float delaySeconds, VRC.Udon.Common.Enums.EventTiming eventTiming = VRC.Udon.Common.Enums.EventTiming.Update) { }
Any help's appreciated. This is happening on import, so it's something to do with the package itself, but I can't figure it out.
I had that too, but then I rolled back my UdonSharp for now. I think one of their packages was meant for networking beta. I had little time so I just rolled back for now on my project.
Ah alright, thanks
UdonSharp_v0.19.5 is working for me.
Cool, ill check it out! appreciate it.
Check your unity console, press clear once and show a screenshot of the errors that remain
@random owl would you like to call so I can show you maybe, I really want tihs to work and it was. I don't know what happened
Just delete that imageeffects folder
Glad you got it working
Like I love you
https://www.youtube.com/watch?v=HO-P2OqO1ac at 6 mins how is he doing that doubling drag thing with the floor?
Support me on Patreon: https://www.patreon.com/spookyghostboo
Join my discord: https://discord.gg/AF2m2uh
Download link:
https://drive.google.com/file/d/1-_LWinVCGRaUdkU-29nJrSAKmz_wRxS0/view?usp=sharing
Instructions:
Open Unity (make sure you are using the most recent version for vrchat which is 2018.4.20f1 as of may 21 2020)
Download Probuil...
I'm pretty sure that's what the face tool of probuilder she enabled at the top does ?
You must've uploaded it with a different pipeline ID, do you remember the old pipeline ID?
sadly no
Do you need to recover anything from the other world?
after baking my light, all 3 of my carpets look pitch black like this. Does anyone know a fix?
also in my console during baking, a error that said "Failed executing external processes for "Bake visibility" job" appeared
anyone know a good place i can find textures for a world
and other assets
@bold ibex i have a folder with textures you can use for walls
Yeah sure. Can i also use the unity asset store?
unity asset store also has a bunch of textures you can use
Trying to make a GameObject freeze when it hits a target (like a dart to a board) this is the code I've added to my body... doesn't seem to work.
any advice?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AxeScript : MonoBehaviour
{
Rigidbody myBody;
private bool hitSomething = false;
// Start is called before the first frame update
void Start()
{
myBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter(Collision collision)
{
hitSomething = true;
Stick();
}
void Stick()
{
myBody.constraints = RigidbodyConstraints.FreezeAll;
}
}
Hi. So i have been working on a world in sdk 2.0, and i posted it. I was working on it today and my pc blue screened. When i reopened unity, the world was gone! I saved before it blue screened and the folders were there, just not the map. Is there a way to recover the file?
MonoBehavior won't work alone, you need to use UdonBehavior, but also you'd actually need to use UdonSharpBehavior and use UdonSharp solution to make Udon code so it'll work in VRChat.
Anyone know if there's a way to pipe in a window from a user's desktop?
First time making a world, how do you enable the player to jump? Any good resources for world creation you recommend?
The Unity Asset Store i hear is good
I got a basic furniture set from there and added colliders, but can't jump onto them 😔
idrk, im new at this
Same
im currently trying to make a project right as we speak
@normal nova can you help me get started by any chance?
Well what I've done so far is added some prefabs, mirror, vid player, pool table, and furniture with colliders
I could help you with those things but beyond that I don't know lol
i need help like, creating even just the base of this thing
if you're on sdk2 you enable jumping by adding the vrc playermods component to the same object as your scene descriptor, and add jumping from it
and check enable player mods
I'm using sdk 3
on sdk3 its already set up for you in the VRCWorld prefab under vrchat examples/prefabs
i need help getting started from very begining to end
because i dont even have unity installed and i wanna get started
if anyone can help me
I'll look there thank you
look at url of the original on vrc website
Just sayin, I did some stuff and things and it works now 🙂 thanks for the help
I found it! Thanks for helping ❤️
or like
got it working
fyi in vrcsdk go to content manager and it'll list all your uploaded worlds/avatars there with a button to copy the id
This video is good, it may help you when you get around to toggles.
@hallow dust (I'm not sure if everything in this tutorial still works, but it may be of some use)
https://youtu.be/us-yO_E31gU
This tutorial shows you how to make Unity UI Text and Buttons. With the buttons you can activate different functions but these functions will be local to you only. I also show how to link these buttons with triggers to do global actions.
Official VRChat discord:
https://discord.gg/VRChat
Have questions or want to see a specific tutorial? Ask ...
My world compiles and runs just fine locally, but when I try to publish I get the error below. Can't find any info whatsoever on what it means. I've deleted and reimported the SDK, and uninstalled and reinstalled Unity... Don't know what else to try.. any suggestions would be hugely appreciated.
`[Always] Fetching fresh local config
UnityEngine.Debug:Log(Object, Object)
VRC.Core.Logger:Log(String, DebugLevel, Object)
VRC.Core.LocalConfig:FetchConfig(Action, Action)
VRC.Core.LocalConfig:.ctor(String)
VRC.Core.ConfigManager:.cctor()
VRC.Core.API:FetchApiKey(Action, Action '1)
VRC.Core.API:SendRequestInternal(String, HTTPMethods, ApiContainer, Dictionary '2, Boolean, Boolean, Single, Int32, CredentialsBundle, HTTPFormBase)
VRC.Core.<>c__DisplayClass34_0:<SendRequest>b__0()
VRC.Core.UpdateDelegator:Update()
try changing the pipeline manager ID on the scene descriptor
Thank you. I copied the world ID from the previously published version of it. Added it to the pipeline manager ID and pressed Attach. Saved. Got the same error. It's not a critical error, just an exclamation point in a speech bubble, whatever that is called. It looks like it compiles, brings up the camera view for the preview thumbnail of the world and then hangs with that alert in the console. The program is in "run" mode and just doesn't do anything else.
I also failed to mention the first time that the error pops up two times in a row every time I try to publish.
(recreational programmer only...thank you!)
any other reds in the console? i also meant completely detach the pipeline so it makes a brand new ID
id also import vrworldtoolkit if you havent
OY.... thank you for the help... apparently I was looking at Display 2 and waiting for it to give me the upload screen, but I needed to be looking at Display 1... Seems to be uploading fine now.
Quick question, how would one go about removing textures of a platform, or merging a platform?
uh, you might need to be more specific with "platform" if it's in the context of quest, we usually just duplicate the project for the other platform and use that as the platform specific version
was answered in #vrchat-general-2, presumably talking about models o:
ye i ment a 3d object. but nvm that, any chance u know a easy way to merge objects?
Aside from blender?
ye, like in unity
you could use probuilder to merge the objects in unity
ah oke, thx, now any idea where i could get some great textures?
ar ther no good ones in unity store 😮
uhm, idk if i'm honest, i only started using unity today, is it that expanded?
What is the height of the VRC player collider, if anyone knows it exactly?
2m
Ok. Thanks.
you can go to unity store and ther alot free ones ther
and not only textures alot thinks
Ah oke, u just opend a hole new world for me
Any Unity gurus here? @Content Creator Overlord Anyone here good at particle impact FX in Unity? I'm trying to make good bullet impact decal effects spawn, but I'm not really getting far. I need bullet decals to spawn on the direction of the surface they hit, and I can only get them to spawn in the direction they are fired from. Any ideas? https://cdn.discordapp.com/attachments/726605739963056209/829804556271091712/unknown.png
@spice grove yea have fun 😄
See the main problem i have with these textures is this, There all diffrent sizes, and if i change one it changes all.
afaik that's a UV scale problem, or would be if it's one model
I'd recommend downloading Blender and making the floor/walls/etc that way, to avoid issues like that o:
alternatively you could use Probuilder in Unity, though I don't know the details of that
i'm just going to try use probuilder than, i honestly don't rl enjoy blender for this stuff
For some reason almost 95% of the features of the probuilder are greyed out. . .
anyone know what could be wrong i try to upload world and it acts like it loads but kicks me to my home world any ideas
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
When you make a toggle for like music or chairs and you want it to be off by default, do you disable it in the inspector or is that not needed
If you want something to be off by default you just disable the gameobject in the inspector
Ok thank u
You are in a untitled scene find the last scene you were working on
yoo fixed thank you
Np
how do i make it where the avatar preview picture is being shown on this avatar pedestal but the circle object on the ground that i have selected is invisible?
If you were working in just the default scene that unity created for you it would be in Assets/Scenes/SampleScene.scene
okie
Just remove the mesh renderer component from that object
thank you
will it still show the preview of the avatar?
Yeah the preview isn't tied to the mesh renderer at all
ok and one last thing, if i wanted to change the size of the preview picture, would i change the scale using the thing i circled in this pic or would i change the scale of the entire object
i would think i would have to change the scale of the script
https://github.com/oneVR/VRWorldToolkit/releases
Well first import this so it will show the pedestal size when you have the pedestal selected
But it just goes to the scale of the transform on either the object the script is on or the transform you have set in the placement slot
Thanks dude ur a lifesaver
am i supposed to do something with these new features?
or is there somewhere that explains it all
That allows you to select a bunch of avatars pedestal objects at once and just copy paste a block of avatar ids to set into them if you have them saved in like a text document
Same with the copy selected it will copy the selected pedestals ids to your clipboard
oh ok thanks for this toolkit man
👌
Has anyone had any experience with the Massive Clouds asset working with 2018.4.20f1/VRChat? looks p interesting and 2018.3 is listed as supported, nothing on 2018.4 though
Uh real quick ask
How do you get a world for pc and quest?
I got my world but it's made for both desperately lol
seperatly*
upload on the same ID on different platforms
how do I add a video player in vrchat? sdk2
sorry, i am obviously new. Can someone tell me how to go faster?
add this script and adjust accordingly
ok, i will try to do that. Thank you for your help
has anyone ever got the unity asset "Living Particles" to work in game? I have it all set up in unity but when I visit the test world its like the script isnt supported in vrchat?
thats because it isnt, you cannot use custom scripts except for those white listed.
The following is the complete list of scripts usable within worlds. Components that are not in this list will not work. Unity Components WindZoneVideoPlayerTilemapTilemapRendererTerrainTreeSpriteMaskParticleEmitterEllipsoidParticleEmitterMeshParticleEmitterParticleAnimatorParticleRendererWorldParti...
if the script is simple enough, you could probably recreate it with Udon, which is vrchat's scripting solution for sdk3.
anyone got a big pack of good textures for unity?
I'm trying to use Udon Graph to sense a collision - basically throwing a dart at a target. But I don't want the dart to stick if it hits the wall, only the target.
The behavior I'm using is: Upon collisionEnter, set rigidbody constraints to FreezeAll. But I want to specify that the FreezeAll behavior should only be triggered if the collision is between two particular colliders. Any examples of this behavior you can point me to?
@fathom pike my marimba prefab is coded in udonsharp but can be used as a collider-to-specific-collider component of individual game objects. also #udon-general is cool place to ask this
cool, thanks! Is your marimba prefab available in the asset store?
nope! but i can still send it to you
that would be super cool! thank you!
i sent dm
When i place trees down on my terrain it places trees down on every terrain instance i have. (coppies for extended plane) Is there a reason why the trees are placed on every terrain object?
How do worlds have low-pass filters for certain areas? I'm making a map and I want the audio to become muffled underwater.
@harsh wagon if its an udon world. you can change how voices are projected in specific areas or all over using specific layers
Is it possible to apply a filter based on coordinates? my map has a water level at a certain height so I'd like to apply the filter once someone's camera goes under
@harsh wagon yes and no. discord will not let me send you my explanation but please look up “unity audio matrix development”
most people use trigger zones! but it is recommended to use layering!
you can treat your water as the 23rd layer:”water” and have it apply a filter thru it. can also trigger a water zone that creates an audio martix field
why do tress place on each terrain object when I just want to place it on one?
Do u guys test your worlds often?
yea
if you just made copies of the same terrain object that means they all reference the same terrain material
there a way to change that? Also how do i use area lights?
You bake the lights
how do i bake the lights
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
I cant access unity editor right now but, you basically want to create a new terrain data asset in your project and assign it to your terrain in the scene
Does anyone know how to add spawnpoints?
i got no idea what you just said. XD. i can wait.
right away it wants me to set the light to baked. but there is no option for that

if you wanna dm me go for it. but this is all i see
Area says baked only, since that's the only type it can be used with
you don't need to change that one

You go to the world descriptor and change the spawn value @cunning vapor
I'm starting to use bloom effect and the problem is I can see bloom effect in my scene in Unity but it does not work when I build & test.
Screen shoot of camera Components
Screen shoot of object with bloom effect
Make the camera the main camera in your vrcworld
oh lord. gunna take a while to bake everything.
also is this an issue ? if so how do i fix?
There are 24 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.
Generating lightmap UVs is also part of the video tutorial
Is there anyway to turn off the light ? . I have baked the light so even if i hide the light source the light is still there
the only problem is i cant find vrcworld or im just blind 😃
so will that error be fixed once i continue the video?
Well that's the goal
If you baked it you can't turn it off, that's the point of light baking
Thank you weary much in tutorial videos no one mentioned that this is a thing.
@near escarp is there anyway to load other baked ? or atleast make that area look more dark ?
Anyone know how I can make a slider work? like how some worlds have it for lighting? I have a Hydralic Press in my world and I would like to make it a slider for going up and down for greater control on how much it moves
Looking for a chess game for SDK 3 worlds, can anyone link me?
watched it but I still have the UV overlapping popup
So you generated lightmap UVs on your meshes ?
idk. maybe? its been like that before i whent into the lighting settings.
if so, how do i fix it
Are you sure you watched the tutorial ? That's literally the second step, please try a bit harder !
yep. now there are even more overlapping uvs XD. ❤️
What kind of assets are you trying to bake 
idk. This room? XD. one thing lead to another and iv just been doin my best to follow what iv been told. But all Im wanting is good lighting. Currently im here. (seen in photo) also the area lights send the baked light towards the blue arrow right?
sooo ima mess
What seems wrong with your current baked lighting ?
im not sure. THough it seems the area lights are not giving off much light. ill try increasing their intesnity. But other than area lights being mean idk
I really wanted general better lighting. (overall) and things lead to baking. I can send some photos of my world and you can see. I was inderested in a better light setting for either day or night
how do i fix this?
Error assigning texarray texture to 2D texture property '_MainTex': Dimensions must match
Also once i baked, the other half of my world was extremely dark and textures where broke. idk what happen. dang
In a world I'm working on, a quest user reported that they could only see the world out of one eye. The other eye was essentially a grey screen, except for UI elements and avatars which displayed properly. Has anyone encountered this before? Do you know what might cause it?
uhhh this toggle button works when running the in unity test, however when its ran on VrC it doesnt work. can someone assist?
i just this started this unity and i got all their error
and dont know what i can do to fix those
this is the fist time im geting those
are there bad
even bakey is fucked
how do you add a video player
Do users have individual user IDs?
Yes
so any idea how to fix at
I want to make an extremely simple world to stick my avatar in, but when I try to build test, it just plops me in the default VRchat starter world.
Are there any good guides on seperating audio?
As in, I want to have two rooms right next to eachother, but I don't want the audio to bleed/be audible between them.
Can you separate audio like that?
You would have to make the spatial audio size REeeeeaaally small
Okay say the rooms were 1m apart does that make things any better?
Is that the only way to edit the audio, making the spacial audio of all the players tiny?
@urban sorrel if its udon, you can try audio occlusion or audio matrix groups
It is udon. I'll look into it thanks!
lemme find a link to something then!
https://github.com/Guribo/BetterAudio @urban sorrel
Ooo looks perfect, thank you!
👍
So I could do some kind of toggle on an entrance or collider with a trigger, so that when the play enters the room it sets the max range of player voices? Is that the best way to do it?
that betteraudio for udonsharp actually lets you block out sound thru the walls by doing "voice occlusion", so you wouldnt have to do any trigger zones at all
Ah awesome! I don't see any direct documentation so I'm just trying to work out what's what.
do you have udonsharp imported on your project?
Yep
then you should be able to import betteraudio and theres some readmes that tells you what does wha\
I can only see the one readme that only says "# BetterAudio
'Better' audio for UDON (VRChat) based worlds. Inc. speed of sound, sonic booms, doppler, occlusion, reverb, ...
"
when its imported. but you mainly need to find the prefab with audio-occlussion in it. and thats what you can set up to block out audio thru walls
Ah got it, I'll have a play around with the prefabs then!
I assume this is also how they do the "speaker" areas in maps, where they make the audio in a small area global.
With these tools anyway
microphones and stuff. yea
they actually use a different tool. because betteraudio wasnt fully implemented when people were doing those global audio boxes. so most people have yet to try betteraudio
Ah okay, well thanks for showing it too me, I wouldn't have found it on my own.
why are my prefabs not showing up the default meshes are working like cubes but nothing shows up in the world
except the cubes n shite
I'm working on getting turrets setup to shoot down asteroids as they pass by. I have the asteroids spawning in and what not, but I'm not sure how I can do the user interaction with the turret so they can position the turret and shoot at the asteroids. Would anybody be willing to help me out with this or have any idea how I can accomplish this?
btw I split the turret model into sections in blender so the base legs can stay still, the middle section can rotate on the y-axis, and the top-gun section can rotate on the x and y axis
I had a look through the prefabs and didn't spy one with obvious occlusion in it.
Where can I go to download the VRCHAT SDK
k thank you
does anyone know why my QV pens aren't working?
are you using Unity 2018.4.20f1? o:
2018.4.20f1 is the required Unity version VRChat needs, yeah
if you're following a tutorial for something, it might be very outdated o:
where do i get that
so im moving my world to sdk2 to sdk3
how do I port all this garbage over
its not much, only pickupable items and mirrors n toggle buttons
if the lightning in scene keep flicking in unity , does it gonna affect on vrchat ?
one question why I have the ui of my world different if I didnt change it?
and I dont see anything
this is the world
nvm it works
but I dont see the texture
nvm
Problem trying to make world quest compatible. I copied project and switched build to android like it says on the website, however on the "vrchat sdk" option on top it only says "utilities", no control panel or anything. No blueprint id in descriptor either. Total n00b, tried google.
Also, I tried deleting and reimporting the sdk and it didn't help. Using unity 2018.4.20f1 and sdk3. Just want to let my quest homies be able to chill in my world too :/
If it helps, the console is flooded with U# errors as well.
Is this too broken to fix? Or am I just overlooking something
any idea why my unity hangs after setting the collision matrix up?
I was going to test the world, (it isnt that complex, basically just a stage mesh with some collision)
and realized i hadn't set the project up yet. So i did layers etc, but when i hit collision matrix it hung up.
I ended the proccess since it didnt seem like it was actually working on it, and opened it again and this time deleted everything but the vrc world from the scene and did it. then re-opened the scene. but now it hangs when i open the build tab.
I notice someone else had this issue a while back here, but there didnt seem to be any actual cause or solution found
try to port elements to a new project
do setup as soon as possible before even importing other elements in
still does it
ok so it seems to be the world mesh itself which is somehow causing it
whyyyy
think maybe it's mesh colliders I have on the map
remove them all
still does it
what gives?
When testing my vrc world i keep falling true the map, how could i fix this?
add collision
so either mesh colliders to the map meshes themselves, or box colliders placed around the map
i have a mesh collider already
So i tried checking the editor log but it doesnt seem to show anything unusual. It doesnt seem to record anything when it hangs
it doesnt even freoze, its not going "program not responding" it just... hangs and stays there locked up by not "unresponsive"
the control panel window does go white and unresponsive though
how could i fix this?
The mesh is not supposed to go like that
uncheck convex
you might want to use box colliders instead, mesh colliders can be expensive to render on complicated geometry o:
but yus, unchecking convex should fix that afaik
it's misleading because on older versions of unity, mesh collider would actually display over the mesh. But in the newer ones it does not show. Convex shows. but regular does not display. But it still works
I tried a restart of my computer even and i still cannot figure out what the fuck is causing the issue. This is absurd. There is no logical reason that the mesh should be causing this much trouble. I have had way higherpoly meshes with no issue
sad, i just found out i made the world to big 😦
Yep
So looking at the mesh in blender it is just over 300k poly. I have uploaded way higher poly meshes. What could be breaking the sdk here?
the fact it is broken up into multiple meshes? because I have a merged down version of it and it still hangs
if i try to load my world true unity it just loads me into vrc
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's debugger reports? o:
its the spawnpoint, but everytime i trow it in , load it up, same thing happends, i go back to unity and its out of the text again?
check the debugger if you haven't already - something in your world might be preventing it from compiling (if Build And Test isn't working), plus spawnpoint placement stuff should be covered by the tool too o:
also, if VRChat's path isn't set correctly, it'll tell 'ya about that too
it was a lighting effect. . . sorry its proberly a really stupid mistake again, still new to this all :/
you're fine! c:
so trying to clear user prefs and such, I can confirm it is strictly the build tab of the sdk that has an issue
I can't fathom why
I have even tried a fresh install of the sdk
nothing
still hangs
Ive tried generating lightmap uvs. thinking shit I dunno, maybe it's that. nope
any help would be appreciated because nowhere I ask has any answers
[SDK2] even though my sound source is using spatialization / spatial blend set to 1 and the spatial audio source script by vrc it is still not spatialized and played all over the world. what am I doing wrong?
IIRC there's a 2d and 3d slider and if it's on 2d it'll always go everywhere
yo would anyone know how to add a live countdown timer
is it possible for me to make a world in unity and share the project with my friends so we can all work on the world together
yea, unity comes with a collaboration feature built in
awesome good to know thank you
ok so i figured out the issue. I still dont get the issue, but I solved it
there were a ton of smaller 'overgrown grass" meshes that for whatever reason were causing trouble. got rid of them
now let me as a different question.
anyone familiar with jetdog's car prefab?
is there an easy way to do sounds? such ass engine sounds or acceleration?
I know ive seen maps do that sort of thing, though to be fair im not sure how, or what prefab
How do you make it so you can press a button and make it play/stop music?
I’m on sdk 3
i just this started this unity and i got all their error
https://media.discordapp.net/attachments/361741445352259584/830214199368089620/19377a627862b70ad43f4cf15b95bab2.png?width=1102&height=259
and dont know what i can do to fix those, are there bad, even bakey is not working
https://media.discordapp.net/attachments/361741445352259584/830215839541886996/055ec31b49d75e4818dbc0e8b6612887.png?width=1102&height=110
is their way to fix this
How do i make my world public?
When you go to upload it with an image there's a button there.
For the bakery errors it just looks like you didn't run the api updater when you imported bakery the other errors might as well be caused by the same reason
https://geom.io/bakery/wiki/index.php?title=Troubleshooting#After_importing_Bakery_I_get_errors_containing_.E2.80.9Cobsolete.E2.80.9D_and_.E2.80.9CUnityUpgradable.E2.80.9D
how do i make my worlds show here?
I need some help with changing a VRCAVProVideoPlayer's url using UdonSharp, .loadURL("url") doesn't seem to work: if I stop the player It won't have any url loaded to play
Do I have to make a new project for every new world?
Or can I just do different scenes or something?
not technically. but you can just do a new scene each time
probably should make a new project for each world for organization though o:
why would that be better organized?
the projects'd be in their own folders by definition, so they'd be a bit easier to keep seperate
plus the asset browser wouldn't be as cluttered, with the assets of multiple worlds o:
Can obv do it the way you want, I'm fairly certain just making a new scene'll work as long as you're uploading it to a different blueprint ID
oh, alright thanks!
Hey yall! Is there a simple tutorial for creating a button that sets video to a Youtube URL? I have a collection of youtube videos that I want to trigger and instead of entering the URLs I want to just hard code them into the world.
With this component being deprecated(?), is there another easy way to shuffle play different audio files in Worlds 3.0? https://docs.vrchat.com/docs/vrc_audiobank
I'm not an Udon expert so this is a little workaround-y, but I would do that by making an unlisted youtube playlist with the videos you want, and then create a button that makes a video player appear with that playlist URL loaded
Well I'm still using a SDK2 base if that makes it simpler?
ahh, unfortunately I don't remember much about using the video player in sdk2, most of the time I was making worlds then was when they kept removing it because of bugs
wish I could help, sucks to have a question go unanswered
would anyone mind looking/helping me with my world? I honestly have no clue what to do.
I can't figure out how to get the avatar descriptor to work, can someone help me out with this.
The avatar descriptor is for avatars, you need a VRC_SceneDescriptor component for worlds o:
You should just be able to drag the VRCWorld prefab into your world and have that work, the prefab contains a pre-filled scene descriptor iirc
I have the prefab in so what next?
as long as there aren't any other scene descriptors in your project, you should be good to compile o:
So I can't have more than one?
No, for other spawnpoints you'd add new gameobjects and set the names of those in the Spawns field of the scene descriptor
the Spawn Order parameter sets the order in which those spawnpoints are used o:
You don't need an avatar descriptor in a world whatsoever o:
Hey Is local testing broken? For some reason I can no longer test worlds on my system...
If you're looking to make an avatar pedestal in your world, drop a VRCAvatarPedestal prefab into your world and set the avatar's blueprint ID into the Blueprint Id field in that prefab's VRC_AvatarPedestal component
So how come when ever I try to play test my world it says that it needs an Avatar Descriptor
Try importing https://github.com/oneVR/VRWorldToolkit/releases and see what it's debugger says? there might be something in the world that's preventing it from compiling o:
not sure, that's weird - you only need either an avatar descriptor or a scene descriptor, you can't have both o:
would you mind sending a screenshot of that?
Wow, my path in unity somehow blanked... thats weird. thanks @errant beacon
yw! o:
Assuming you have the VRCWorld prefab in your scene, try saving the project, then close and re-open Unity? o:
I'll give that a try
It's still doing the same thing
weird! just to verify, are you using Unity 2018.4.20f1 and the most recent version of either SDK?
Yes I am
not super sure what it could be then unfortunately - try importing https://github.com/oneVR/VRWorldToolkit/releases into your project and see what it's debugger reports? o:
either looks good to me, though 1 seems a bit smoother? o:
Anyone here Know how to use RPC to set a video URL in Hangouts player? (SDK2)
So I am relativity new to making maps should I learn blender to make maps?
Uh, anyone have a link or somewhere to go to to find skybox or 360 photos for a map?
Try the lighting channel
Ow wauw, didn't see there were others mb
Sorry about that
Mesh colliders don't allow you to interact with objects with the VRCPickup on them, but having a box collider does?
Why is this the case?
My issue isn't actually with having the vrc pickup, but I also notice that VRC pickups won't collide with objects with mesh colliders on.
Why is this, and is there a way to fix/work around this?
How do I change render distance as a world creator? Upping clip end in the main camera doesn't seem to work
did you add the camera as a reference camera in the scene descriptor?
2 mesh colliders cannot collide with each unless at least 1 of them is convex
also
GameObjects that have a Rigidbody
component only support Mesh Colliders that have Convex option enabled: the physics engine can only simulate convex mesh colliders.
damn, dunno how I missed the ref camera, thanks a ton temporal
Thanks that helps a lot, it's exaclty what I wanted to know. I made the pickup-able object have a convex mesh collider. I think there might be a problem where you can put that object through a wall and then it bounces out on release, but I'll check it in game.
oh yeah not much you can do about that
But it's not an essential thing, just cosmetic so that should be fine.
So when you have a portal that links to another world from your world, does every instance of your world point to the same instance until that one fills up, then the portal will automatically create a new instance and send all players that enter into that new instance?
Or is it more like when a player enters a portal an instance is generated on the spot, so all players that enter that portal at that time get the same fresh new instance, or what?
How do I make my world quest compatible?
Anyone able to help?
Never tried it. on the vrchat website there is a good tutorial.
Copy project, i think you need to download something too. open in unity, switch to android build and then publish
The tutorial lost me as things are not the same as they show.
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If...
Yeah. Checked it out. But like I said. The things they say are not the same in unity anymore
is anyone available to help me with some more complicated nonsense
im working in sdk2 and im trying to add a flat keypad
but im not even sure how to make flat interactive icons
there might be a prefab for that. otherwise i got no clue
any idea on adding a video player with link posting also?
ok that i do know there is a prefab for.
the link is do a document with a bunch of prefabs. I think you will find video player there. (WOrld Prefabs)
since there are some different ones in there, is it just the standard Videoplayer uploaded dieu?
no idea. I just know they are there XD
ah no worries, thank you very much eitherway
❤️
a shot in the dark again but i cant find it on google, any knowledge on how to create voice amplification in specific areas?
Is there anyway to automatically merge overlapping meshes
hey whenever i update my world it updates the title description and picture but the world itself stays the same
Try importing https://github.com/oneVR/VRWorldToolkit/releases into your project and seeing what it's debugger reports - you might have something in your world that's preventing it from compiling o:
so i uploaded a world and i saw that my unity version was 2018.4.33f1 on accident and it uploaded but isnt in my world thing and when ever i try to join it it just kicks me out
is there any sort of guide or breakdown of the jetdog car prefab? I'd like to customize the cars but it's a bit trial and error without kind of understanding a bit how some of the settings and values work, not like something like some of the torque settings are measured in any sort of conventional measurement.
has anyone got a good free glass material i can have? been looking and cant find one 😔
Silent Glass shader is great
where can i get that? @near escarp
typing it in google ?
thanks lol
VelocityZ and those parameters, those don't exactly work outside of avatar usage do they
alternatively, how can make an object, like a vehicle, play certain sounds depending on player input? such as, if the player is holding acceleration, it plays one sound. if they release it, another, etc
would anyone know how to fix this? i cant change the bloom intensity in post processing, and the bloom in general doesnt work on my material anymore. i've tried deleting and redoing post processing but it doesnt work
would it be possible to create a sort of jigsaw puzzle that can tell when its solved in SDK2? or just something that snaps pieces into place
would probably require a lot of collision triggers and the like
So I have a bit of an odd issue,
I'm importing this from Blender, and as you can see the ceiling is at the top of the model on the top,
It ends up in the floor when I import it, and the legs of my side table seem to do the same thing where they transform in odd directions. Anybody know what might be going on?
make sure that all transforms are applied? o:
I can move it manually, of course, but the side table legs have become a challenge because they are literally morphing out of shape.
How would I go about checking that?
Select all objects in Object mode, and press CTRL + A
I'll give a shot.
So that fixed the ceiling, but my side table legs seem to still be broken ._.
They like disappear and are in the floor invisible somewhere.
odd o:
def check to make sure that their position in Blender is 0.0.0, and make sure that their normals aren't flipped?
I found them now, but they're like, tiny.https://gyazo.com/87f1ec60baa94baf4056f04da0c28af6
smol legs
Position is 0,0,0
as long as their position and rotation is 0.0.0 that shouldn't be happening afaik? If the legs have a bone painted to them for some reason, make sure to clear bone rolls
And when I unparent them from the upper part of the side table they disappear.
It's like super odd, because the above picture I found them WAY below my Unity area.
If you set their position/rotation/scale to 0.0.0 in Unity, does that fix it? not super sure o:
that's really heckin' weird
and just to verify, are the positional and rotation transforms set to 0.0.0, and scale is set to 1.1.1 in Blender?
can't really think of what's causing the issue past that