#world-development

39 messages · Page 72 of 1

atomic prawn
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also, did i do something incorrectly or are c# scripts just not meant to run at all when built

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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

tawny slate
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how did you make 360 flat video player for the planetarium world

atomic prawn
tawny slate
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how do you do that

bold ibex
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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:

atomic prawn
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cameras' target texture fields are used to write that camera's view to a texture

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so what you could do is create 6 textures and 6 cameras

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and then assign the textures to whatever objects you need them to appear on

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for performance reasons you can limit a camera's fov, depth, and all sorts of stuff, including the resolution of the texture as well

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im not sure if it'd work in vrchat but that's how youd do it in vanilla unity, worth giving it a try

bold ibex
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wait how do i attach the camera to the plane?

atomic prawn
frigid estuary
# tawny slate how did you make 360 flat video player for the planetarium world

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

real leaf
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You can drag and drop the camera onto the plane. The camera then becomes a child of the Plane

bold ibex
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for some reason i have only none and BlueprintCam.renderTexture

atomic prawn
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to create a render texture

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you create them in your project files

bold ibex
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ooo

atomic prawn
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imagine them as the same as any normal texture, except with extra steps

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good idea to limit the culling mask as well

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that is really clever

bold ibex
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OH MY LORD

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i love u guys

tawny slate
bold ibex
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thank u svel thank u catalyst

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<3<3<3<3

tawny slate
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you can send me the unity file for the world

south elk
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any idea why my post processing effects don't shot up in vrchat?

mossy fog
south elk
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hmm don't think so, how would i go about doing so?

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im kinda new to this 😄

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is it this?

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i have vrc scene disc

mossy fog
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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.

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Yes

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lol

south elk
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cheers 😄

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oh yeah also, is it possible to have the skybox now be affected by the post processing?

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i added glow and now it looks like there's a nuke xD

mossy fog
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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.

south elk
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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

south elk
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is it possible to make the video player show things that have an alpha value only?

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I can elaborate if needed

grim crest
kind tide
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dumb question but might as well ask just incase. do you have udon sharp fully setup in unity?

grim crest
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Me? I do of course

hollow fjord
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Might as well ask in here

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but anyone else have the problem where unity just locks up when switching from pc build target to quest build target?

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When I wanted to make my udon project quest ready unity just freezes up with whatever I do

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takes a full 10 to 20 minutes for it to respond again

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and it only happens when the build target is set to quest

indigo frigate
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How hard is it to make a world?

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I kinda want to try and make a world based off Sonic Rush because it would be obscure and cool

errant beacon
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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)

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I'd also recommend One's VRWorldToolkit for debugging (found in this channel's pins) and general optimization, etc c:

indigo frigate
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ok

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can you link me to a good guide to get started with?

errant beacon
indigo frigate
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ah ok. Thank you!

errant beacon
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yw! c:

indigo frigate
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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

desert python
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quest has limit of 50 MB. pc is theoretically 19.9 GB. but no ones gotten past 1.16GB

errant beacon
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preferably you should keep your world below the triple digits - def look into texture compression, audio file compression, etc o:

desert python
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^^

indigo frigate
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ok

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50MB seems awfully small for a world

errant beacon
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you'd be surprised! c:

graceful sigil
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On a similar note - how was a large world like Just B Club made quest compatible?

near escarp
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Lower res textures and light baking

indigo frigate
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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?

errant beacon
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That might be possible with Udon (a thing in SDK3) o:

near escarp
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Udon = SDK3

graceful sigil
near escarp
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Well, you'll have to sacrifice some quality

indigo frigate
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I'll look into it.

near escarp
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There should be the same occlusion culling in pc and quest version

graceful sigil
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Okay. I've never worked with occlusion culling, so I'm learning about it now for optimization.

errant beacon
graceful sigil
grim crest
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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.

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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

graceful sigil
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Shoot, I want to find out too.

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I wonder if there is a way to contact the creator. Let me look here...

grim crest
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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

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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

graceful sigil
grim crest
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Too bad I think use either of those lol

graceful sigil
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they turned off twitter messages 😅

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Best bet might be their twitch, I'll try it 🙂

indigo frigate
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If i wanted to create some complex 3D models for a VR Chat world, should I use Blender?

near escarp
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yep

indigo frigate
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are there any other superior programs or does everyone just use Blender?

near escarp
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Blender is free, the others aren't

indigo frigate
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ok

pseudo pasture
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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

mental steeple
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hey! making my first world but the scene descriptor is missing. Im using the sdk 3 world package from the VRC website

pine dirge
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Just add the descriptor to an empty object.

desert python
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and add a spawn

dense oak
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hello can any1 help
deleted my sdk and can't add it back

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deleted every file bunch of times

near escarp
fiery creek
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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

desert python
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i blender, you can trim the object

near escarp
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You can select the bottom vertices and delete them

fiery creek
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im making the world in unity, is it still possible?

dusk sapphire
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only if you were already using something like probuilder/umodeler to make the object in the first place

fiery creek
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ah man, alright

near escarp
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ah in Unity ...

fiery creek
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im trying to make a button control a mirror, and im watching a video, but her trigger menu looks way different then mine.

near escarp
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trigger menu ?

dusk sapphire
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sdk2? check your console for errors, compile errors can break inspector UIs

fiery creek
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its supposed to look like this

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but mine looks like this @dusk sapphire

dusk sapphire
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check your console for errors, compile errors can break inspector UIs

fiery creek
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and im using sdk2 world

dusk sapphire
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did you add vrcsdk3 to this project?

fiery creek
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i did but the sdk3 menu didnt have triggers so i deleted it, and imported the sdk2

near escarp
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Yeah, you're not really supposed to merge SDKs as written in bold on the downloads page

fiery creek
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okok ill just restart then i wasnt too far

indigo fossil
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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

near escarp
fiery creek
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so im getting this error and im not sure how to react

near escarp
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Do you want to use spatialized audio ?

analog leaf
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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?

near escarp
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Are you using the SDK2 or 3 currently ?

analog leaf
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3

near escarp
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This is for you then

analog leaf
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Thanks!

near escarp
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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

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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...

▶ Play video
south elk
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is it possible to make the video player show things that have an alpha value only?

south elk
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or maybe make solid black transparent

stuck lagoon
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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)

unkempt turtle
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you probably have to attach the pedestal script to the OBJ (i can check real quick, never did it myself before)

stuck lagoon
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i already tried that and it didnt really worked xD

unkempt turtle
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hmm, it does work for me though

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i just copied the components from the pedestal over to the capsule (or any other model) and it works without any problems

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maybe you forgot the Udon Behaviour?

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@stuck lagoon

stuck lagoon
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gonna try it out with the sdk3 worlds then 😄

unkempt turtle
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sdk2 should work the same

stuck lagoon
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thx ^^

unkempt turtle
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just copy the components from the pedestal over to the model you want to have it on

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make sure it has a collider on it

stuck lagoon
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hmmm maybe thats the biggest issue cause it dont have a mesh collider

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and also it was showing the preview picture which i dont really know how to deactivate

unkempt turtle
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without any collider you have nowhere to click on

stuck lagoon
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uff ok then i know how to fix it xD

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and how do oyu deactivate the floating preview picture? ^^

unkempt turtle
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no idea honestly

stuck lagoon
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but still thx ^^

unkempt turtle
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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

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or move it somewhere you dont see it
or maybe disabling it works too

stuck lagoon
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thx you very much 😄

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it almost worked the rest is on my side to figure out xD

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but one simply question, i uploaded a world 2 days ago i had to delete again cause i reworked it completely.

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is there a 7 days counter for this one?

errant beacon
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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:

stuck lagoon
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jub i know it now 😄

fiery creek
near escarp
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Yeah, but do you want the audio to be background or coming from a specific point in space

fiery creek
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no i want it to be in the background, so 2D audio

near escarp
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Alright then you can ignore the warning

fiery creek
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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

cerulean echo
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the clip is missing

fiery creek
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dose the audio need to be in the clip as well?

lethal moss
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ya click on that drop down list and choose the song you added.

fiery creek
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okay imma try it

cerulean echo
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yea you need it

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it need to know what audio it play

fiery creek
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all of them play at once xDD

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my fucking eardrums

crimson valley
fiery creek
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okay so they play and work, but they wont toggle on and off @cerulean echo

crimson valley
fiery creek
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so i wanted to make them toggle and what i did isnt working, they wont even play now

fiery creek
steep oyster
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Yesss

hazy socket
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hey would someone help me make a world never in my life used unity/blender but i'm a quick learner

near escarp
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What do you need help with

hazy socket
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like a basic lounge/chill world for like me and my buddys

near escarp
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You watched any tutorial ?

hazy socket
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watched some but they needed some other programs

near escarp
hazy socket
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but i havent watched how to use blender/unity

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🐨

near escarp
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What kind of tutorials did you watch ? Unity and Blender are literally the only two you need

hazy socket
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how to make a vrchat avatar from scratch KEKW

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i see 1-4 hour tutorials

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should i be watching 2 hour tutorials?

near escarp
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Start with this, and then make stuff

hazy socket
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oh noice

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thanks

near escarp
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Worry about Unity once you've modelled the world in blender

hazy socket
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will do thanks for the help

gritty fossil
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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

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It’s worse then that at times

near escarp
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FPS is in game window top right corner

gritty fossil
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it's at 11.5

near escarp
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Can you show the rest ?

gritty fossil
near escarp
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Alright, what do you have in your world ? Performance is horrible

gritty fossil
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A lot of objects and meshes but I optimized most of them and it didn’t help

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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

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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

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I’ve had to redo a lot

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@near escarp

near escarp
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How many realtime lights do you have ?

gritty fossil
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3

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two point lights and one directional

radiant blaze
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Anyone else having an issue where pickup objects fall through the floor?

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they are set to pickup layer and the floor is default but they go right through 😦

gritty fossil
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turn static off

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on the pickups

radiant blaze
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hmm it is off but the floor is static 🤔

gritty fossil
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the floor should be static but not the objects

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@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

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even combined meshes

near escarp
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What does your hierarchy look like ?

gritty fossil
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@near escarp

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nvm then, i guess you don't know how to fix it

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can anyone else help me?

civic ibex
dusk sapphire
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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.

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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.

gritty fossil
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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

rustic loom
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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?

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Just trying to follow the guide

dusk sapphire
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what does your vrcworld object look like?

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I think the homekit might be pretty outdated

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latest sdk2?

rustic loom
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Yeah

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Are there any example worlds/projects/assets/whatever for the current world SDK version?

dusk sapphire
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its fine, you can use the homekit

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you just need to replace the VRCWorld object in your scene with the one from the sdk

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should be under vrcsdk folder, examples iirc

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somewhere there

rustic loom
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there literally isn't anything in the scene... I imported the SDK and the HomeKit, and then the error happened...

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well, not literally... there's the "SampleScene" stuff

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but nothing VRChat related

dusk sapphire
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you're trying to upload a scene you have open right?

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Look for VRCWorld in your hierarchy

rustic loom
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No, I want to get started learning how to make my own VRChat world...

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Followed the official guide, can't even import the required items without errors

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and yes, I am running the correct version of unity (2018.4.20f1)

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am I not supposed to import both the SDK and the HomeKit?

dusk sapphire
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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.
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you are

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but make sure you imported the sdk first

rustic loom
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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

dusk sapphire
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look for the VRCWorld.prefab in one of the home kit's folders and delete it

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and just use the one from VRChat Examples, prefabs folder

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rustic loom
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Yeah, that's the exact guide I'm trying to follow...

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How about you try following that guide and letting me know if you hit the same problems?

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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. 
cinder raven
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Good morning, does anyone know if it’s possible for the portal maker to be clickable instead of colidable?

cinder raven
rustic loom
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So, no one has made an open-source example world for the udon/sdk3?

desert python
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theres a few but they cost money. sdk3 has an example scene that comes with it

rustic loom
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open source and costs money don't belong in the same sentence together...

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🙂

desert python
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open source isnt technically supposed to be used in vrc so i assumed you meant “general”

rustic loom
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oh, ok, I didn't know that

amber sedge
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how can i play other games
in vrchat

desert python
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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

cyan socket
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anyone know a good water shader that lets you controll water level for worlds in VRC?

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been tryina find one

median briar
bold ibex
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Should I use 1k textures or 8k

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Or something in between

near escarp
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something in between, never 8k

bold ibex
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Ok I'll do 4k, thanks for the help

versed cobalt
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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?

median briar
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make a 'playoneshot' udon script and slap it on your object^

versed cobalt
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I'm sorry if I annoy, but I have an additional problem, as well...

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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!

median briar
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I'd suggest watching some tutorials on vrchat map making and udon usage^

versed cobalt
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Thank you!

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oh i feel dumb

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I'm using SDK 2, I thought I was using Udon

median briar
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ey, there's your problem^

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😛

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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?

versed cobalt
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I had/have the same problem, funny enough...

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I dunno how to solve it either, i'm sorry

random owl
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Only layer that is hidden in the player camera is mirror reflection

bold ibex
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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

random owl
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Or alternatively you would need to do custom shaders

bold ibex
# random owl 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

random owl
bold ibex
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oh yes I’ve downloaded this let me check it real quick and see what it says and I’ll type it in here

modest patio
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Anyone know what the transparent mirror shader worlds like BClub use is?

near escarp
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Temporal's prefab

modest patio
cyan socket
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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.

median briar
cyan socket
bold ibex
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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

glossy bane
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like when you render it in the 3d view?

bold ibex
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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.

glossy bane
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but the material has stuff on it right?

bold ibex
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the roof is supposed to have a texture but it looks like this

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the tiny material icon does have texture but the preview doesnt which doesnt make sense to me either

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i might just update to a newer version of blender and try it again

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wait are you supposed to assign a material node to a material somehow?

errant beacon
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Is the model UV unwrapped? o:

cyan socket
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you might have to flip the normals, if its uv wrapped

bold ibex
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are you talking about this?

errant beacon
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yus - is the model unwrapped? (with seams marked, or alternatively using projection/smart UV project, etc)

bold ibex
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no the seams arent marked

bold ibex
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anyone know which component I need to use to fix that error? (newbie)

near escarp
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Mesh collider

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But it may just mean you need to raise your vrcworld object

bold ibex
#

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

bold ibex
#

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

glacial yew
#

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?

patent yacht
#

(Hope this is the right channel for this) Anyone have the prefab/tutorial for a beer tap that pours? Paid or not

north hinge
#

does vrchat require you to test your world now

#

because testing does NOT work for me

errant beacon
#

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?

north hinge
#

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

errant beacon
#

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:

north hinge
#

its the skybox im using i think

#

considering the error is the exact same as the example

#

number 2

errant beacon
#

Yup, that skybox plugin can break things o:

north hinge
#

dunno where the plugin is or how to remove it

#

i just went to lighting panel and changed the skybox

near escarp
#

delete the script

#

Actually, the whole folder

#

since you won't be able to use it

dusk sapphire
#

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

near escarp
#

is the skybox itself actually good ?

dusk sapphire
#

Its decent for something free I guess, I have the paid version and I use some of them in my maps

north hinge
#

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

dusk sapphire
north hinge
#

poggers thanks

rustic loom
#

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?

dusk sapphire
#

its a combination of many factors, which we will never know to prevent people from gaming the system.

rustic loom
#

hmmmmm, so, basically, "Don't be a jerk" for long enough, and eventually (or not eventually) I'll get there? 🙂

dusk sapphire
#

?upload

odd roverBOT
#

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

dusk sapphire
#

suffice to say it takes many things into consideration, some more heavily than others, but no one knows for sure

rustic loom
#

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

dusk sapphire
#

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

rustic loom
#

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..." 🙂

vast nacelle
#

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?

sour scaffold
#

just found out how to take a Minecraft world and put it into Unity to make a VRChat map

pure kraken
#

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

errant beacon
#

Is the model UV unwrapped? o:

pure kraken
#

unsure, as I wasn't the one who modeled it, but I'll ask

vapid badge
#

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?

toxic axle
#

does anyone know how to fix this?

near escarp
#

You can ignore those

toxic axle
#

it dose not let me click or type anything after i press i press build and publish

shut lichen
#

how make steeling wheel can move? i use sdk2 version

near escarp
toxic axle
#

where do i see if i have it paused?

near escarp
#

the unity console

toxic axle
#

Yes that was the problem thank you.

gleaming nest
#

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

near escarp
#

Did you actually install the layers through the SDK ?

gleaming nest
#

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

near escarp
#

Try opening the upload window of the vrc sdk

#

and make sure you don't already have errors in your console

gleaming nest
#

ok wait i figured it out

rough wedge
#

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).

gleaming nest
#

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

bold ibex
#

anyone got any tips on how to make a VRC world for a beginner?

gleaming nest
#

youtube tutorials helped me tbh

bold ibex
#

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 :(

gleaming nest
#

the udon node graph is easy to learn without much coding experience

rough wedge
#

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.

bold ibex
#

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

rough wedge
#

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.

tidal mountain
#

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!

desert python
#

@tidal mountain i have a texture folder i can send you

tidal mountain
#

Yeah! That would be amazing! Thank you ❤️

stoic totem
#

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?

random owl
#

In the vrcsdk settings tab set the client path to point directly to the vrchat.exe

stoic totem
#

Figured I'd feel stupid afterwards... thank you very much

tidal mountain
#

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)

random owl
tidal mountain
rustic loom
#

Can anyone point me to a good complete pool (billiards) table/game?

bold ibex
#

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)

dusk sapphire
#

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.

bold ibex
#

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

dusk sapphire
#

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

bold ibex
dusk sapphire
#

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

bold ibex
#

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?

dusk sapphire
#

yeah

bold ibex
#

kk, i will try it. thanks for the help

shut lichen
#

any idea what Mudguard

rustic loom
#

mudflap? the little thing behind the wheels/tires that minimize the amount of mud that the tires kick up

shut lichen
#

i think that for steering wheel

crimson olive
#

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

rustic loom
#

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?

dusk sapphire
#

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

crimson olive
#

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

dusk sapphire
#

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

crimson olive
#

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

marsh mauve
#

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.

short forum
#

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

marsh mauve
#

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

desert python
#

is the quest version above 50mb? id also suggest importing 1’s vrworldtoolkit and see what it has to say

sullen kite
#

e

marsh mauve
#

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

desert python
#

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

marsh mauve
#

SDK, Clicked the "Switch Build Target To Android"

desert python
#

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

marsh mauve
#

Hmm, Ill give that a try then

desert python
#

and then reupload the android build

sharp moon
#

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.

marsh mauve
fathom pike
#

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?

desert python
#

@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

daring patrol
#

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 😅 )

tepid lodge
#

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?

desert python
#

@tepid lodge worlds have far less limitations then avatars. the only real limit is quest being 50mb

tepid lodge
#

thanks

civic ibex
#

World creators, what are some Udon scripts and tools you wish would come to fruition?

near escarp
desert python
#

bowling game

bold ibex
#

does anyone know how to convert a obj file to a vr chat world

leaden lion
daring patrol
tidal mountain
#

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

bold ibex
#

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

near escarp
#

they 're the same mesh

#

so they use the same material

bold ibex
#

so go into blender and separate them

#

?

near escarp
#

yep

bold ibex
#

ok thank u

tidal mountain
#

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

near escarp
#

Not through any supported means no

tidal mountain
#

awh darnit!

bold ibex
#

Does anyone know how to make an object turn to always place the player locally?

civic ibex
#

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.

bold ibex
#

So do I throw that into a script and attach it to the object?

gray sleet
#

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-

rustic loom
#

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

gray sleet
gray sleet
mild spade
#

Usually cameras add new audio listeners to your scenes. I would check your cameras first

rustic loom
#

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

fading spade
#

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.

civic ibex
#

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.

fading spade
#

Ah alright, thanks

civic ibex
fading spade
stray turtle
#

Finally got my windshader working, im crying

tidal mountain
#

why?

#

can someone help please

random owl
#

Check your unity console, press clear once and show a screenshot of the errors that remain

tidal mountain
#

@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

random owl
#

Just delete that imageeffects folder

tidal mountain
#

brooo

#

lets gooo

#

@random owl You are the best person ever

random owl
#

Glad you got it working

tidal mountain
#

Like I love you

gilded totem
#

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...

▶ Play video
near escarp
#

I'm pretty sure that's what the face tool of probuilder she enabled at the top does ?

tidal mountain
#

does anyone know how to fix it creating a whole new world

civic ibex
#

You must've uploaded it with a different pipeline ID, do you remember the old pipeline ID?

tidal mountain
#

sadly no

civic ibex
#

Do you need to recover anything from the other world?

bold ibex
#

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

desert python
#

@bold ibex i have a folder with textures you can use for walls

bold ibex
desert python
#

unity asset store also has a bunch of textures you can use

fathom pike
#

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;

}

}

sage apex
#

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?

civic ibex
leaden lion
#

Anyone know if there's a way to pipe in a window from a user's desktop?

normal nova
#

First time making a world, how do you enable the player to jump? Any good resources for world creation you recommend?

bold ibex
normal nova
bold ibex
#

idrk, im new at this

normal nova
#

Same

bold ibex
#

im currently trying to make a project right as we speak

#

@normal nova can you help me get started by any chance?

normal nova
#

I could help you with those things but beyond that I don't know lol

bold ibex
#

i need help like, creating even just the base of this thing

dusk sapphire
#

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

dusk sapphire
#

on sdk3 its already set up for you in the VRCWorld prefab under vrchat examples/prefabs

bold ibex
#

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

hard crane
normal nova
tidal mountain
#

or like

#

got it working

dusk sapphire
#

fyi in vrcsdk go to content manager and it'll list all your uploaded worlds/avatars there with a button to copy the id

bold ibex
#

@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 ...

▶ Play video
fathom pike
#

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()

desert python
#

try changing the pipeline manager ID on the scene descriptor

fathom pike
# desert python 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!)

desert python
#

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

fathom pike
spice grove
#

Quick question, how would one go about removing textures of a platform, or merging a platform?

hollow fjord
errant beacon
spice grove
hollow fjord
#

Aside from blender?

spice grove
#

ye, like in unity

cerulean echo
#

you could use probuilder to merge the objects in unity

spice grove
cerulean echo
#

ar ther no good ones in unity store 😮

spice grove
rough wedge
#

What is the height of the VRC player collider, if anyone knows it exactly?

random owl
#

2m

rough wedge
#

Ok. Thanks.

cerulean echo
#

you can go to unity store and ther alot free ones ther

#

and not only textures alot thinks

spice grove
bold ibex
cerulean echo
#

@spice grove yea have fun 😄

spice grove
#

See the main problem i have with these textures is this, There all diffrent sizes, and if i change one it changes all.

errant beacon
#

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

spice grove
spice grove
main bronze
#

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

random owl
bold ibex
#

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

random owl
#

If you want something to be off by default you just disable the gameobject in the inspector

bold ibex
#

Ok thank u

tidal mountain
#

sooo for some reason everything is gone in my unity project

random owl
#

You are in a untitled scene find the last scene you were working on

random owl
#

Np

bold ibex
#

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?

random owl
# tidal mountain

If you were working in just the default scene that unity created for you it would be in Assets/Scenes/SampleScene.scene

tidal mountain
#

okie

random owl
tidal mountain
#

thank you

bold ibex
#

will it still show the preview of the avatar?

random owl
#

Yeah the preview isn't tied to the mesh renderer at all

bold ibex
#

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

random owl
#

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

bold ibex
#

Thanks dude ur a lifesaver

#

am i supposed to do something with these new features?

#

or is there somewhere that explains it all

random owl
#

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

bold ibex
#

oh ok thanks for this toolkit man

random owl
#

👌

errant beacon
#

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

crystal sun
#

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*

near escarp
#

upload on the same ID on different platforms

tidal mountain
#

how do I add a video player in vrchat? sdk2

queen sandal
#

sorry, i am obviously new. Can someone tell me how to go faster?

median briar
queen sandal
#

ok, i will try to do that. Thank you for your help

lament sand
#

why wont the build and test work?

#

im on the right ver

#

but it loads then nothing

strange scroll
#

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?

dusk sapphire
#

thats because it isnt, you cannot use custom scripts except for those white listed.

#

if the script is simple enough, you could probably recreate it with Udon, which is vrchat's scripting solution for sdk3.

spice grove
#

anyone got a big pack of good textures for unity?

fathom pike
#

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?

desert python
#

@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

fathom pike
#

cool, thanks! Is your marimba prefab available in the asset store?

desert python
#

nope! but i can still send it to you

fathom pike
desert python
#

i sent dm

gray sleet
#

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?

harsh wagon
#

How do worlds have low-pass filters for certain areas? I'm making a map and I want the audio to become muffled underwater.

desert python
#

@harsh wagon if its an udon world. you can change how voices are projected in specific areas or all over using specific layers

harsh wagon
desert python
#

@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

gray sleet
#

why do tress place on each terrain object when I just want to place it on one?

spice grove
#

Do u guys test your worlds often?

gray sleet
#

yea

dusk sapphire
gray sleet
#

there a way to change that? Also how do i use area lights?

near escarp
#

You bake the lights

gray sleet
#

how do i bake the lights

near escarp
dusk sapphire
#

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

cunning vapor
#

Does anyone know how to add spawnpoints?

gray sleet
gray sleet
near escarp
gray sleet
near escarp
#

Area says baked only, since that's the only type it can be used with

#

you don't need to change that one

cunning vapor
near escarp
#

You go to the world descriptor and change the spawn value @cunning vapor

quick lintel
#

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

near escarp
#

Make the camera the main camera in your vrcworld

gray sleet
#

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.

near escarp
#

Generating lightmap UVs is also part of the video tutorial

mortal tulip
#

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

cunning vapor
#

the only problem is i cant find vrcworld or im just blind 😃

gray sleet
near escarp
#

Well that's the goal

near escarp
quick lintel
mortal tulip
#

@near escarp is there anyway to load other baked ? or atleast make that area look more dark ?

near escarp
#

with post processing maybe

#

You can't load other baked environments

gleaming terrace
#

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

rustic loom
#

Looking for a chess game for SDK 3 worlds, can anyone link me?

gray sleet
near escarp
#

So you generated lightmap UVs on your meshes ?

gray sleet
#

idk. maybe? its been like that before i whent into the lighting settings.

gray sleet
near escarp
#

Are you sure you watched the tutorial ? That's literally the second step, please try a bit harder !

gray sleet
near escarp
#

What kind of assets are you trying to bake sweat

gray sleet
#

sooo ima mess

near escarp
#

What seems wrong with your current baked lighting ?

gray sleet
#

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

gray sleet
#

how do i fix this?
Error assigning texarray texture to 2D texture property '_MainTex': Dimensions must match

gray sleet
ruby gale
#

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?

gray sleet
#

uhhh this toggle button works when running the in unity test, however when its ran on VrC it doesnt work. can someone assist?

pallid dove
#

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

tidal mountain
#

how do you add a video player

pure kraken
#

Do users have individual user IDs?

tidal mountain
pallid dove
#

so any idea how to fix at

hybrid seal
#

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.

hybrid seal
urban sorrel
#

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?

tidal mountain
urban sorrel
#

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?

desert python
#

@urban sorrel if its udon, you can try audio occlusion or audio matrix groups

urban sorrel
#

It is udon. I'll look into it thanks!

desert python
#

lemme find a link to something then!

urban sorrel
#

Ooo looks perfect, thank you!

desert python
#

👍

urban sorrel
#

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?

desert python
#

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

urban sorrel
#

Ah awesome! I don't see any direct documentation so I'm just trying to work out what's what.

desert python
#

do you have udonsharp imported on your project?

urban sorrel
#

Yep

desert python
#

then you should be able to import betteraudio and theres some readmes that tells you what does wha\

urban sorrel
#

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, ...
"

desert python
#

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

urban sorrel
#

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

desert python
#

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

urban sorrel
#

Ah okay, well thanks for showing it too me, I wouldn't have found it on my own.

lament sand
#

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

stark talon
#

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

urban sorrel
dull stone
#

Where can I go to download the VRCHAT SDK

dull stone
#

k thank you

tidal mountain
#

does anyone know why my QV pens aren't working?

dull stone
#

where is the VR chat SDK window

#

i imported it

errant beacon
#

are you using Unity 2018.4.20f1? o:

dull stone
#

2017.4.28f1

#

do i need to update

errant beacon
#

2018.4.20f1 is the required Unity version VRChat needs, yeah

dull stone
#

oh

#

so uh

errant beacon
#

if you're following a tutorial for something, it might be very outdated o:

dull stone
#

where do i get that

errant beacon
#

click 2018.x, then scroll down to 2018.4.20

candid plover
#

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

mortal tulip
#

if the lightning in scene keep flicking in unity , does it gonna affect on vrchat ?

dapper swan
#

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

normal nova
#

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

vapid badge
#

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

vapid badge
#

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?

spice grove
#

When testing my vrc world i keep falling true the map, how could i fix this?

vapid badge
#

add collision

#

so either mesh colliders to the map meshes themselves, or box colliders placed around the map

spice grove
#

i have a mesh collider already

vapid badge
#

is the spawn point set somewhere above it?

#

could try moving it up

spice grove
#

ah i found it, forgot to put a ✔️ somewhere

#

Srry, stupid mistake

vapid badge
#

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

spice grove
#

how could i fix this?
The mesh is not supposed to go like that

vapid badge
#

uncheck convex

errant beacon
#

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

vapid badge
#

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

spice grove
#

sad, i just found out i made the world to big 😦

vapid badge
#

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

spice grove
#

if i try to load my world true unity it just loads me into vrc

errant beacon
spice grove
errant beacon
#

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

spice grove
errant beacon
#

you're fine! c:

vapid badge
#

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

vapid badge
#

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

frigid estuary
#

[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?

bold ibex
tidal mountain
#

yo would anyone know how to add a live countdown timer

mighty cairn
#

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

desert python
#

yea, unity comes with a collaboration feature built in

mighty cairn
#

awesome good to know thank you

vapid badge
#

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

polar palm
#

How do you make it so you can press a button and make it play/stop music?

#

I’m on sdk 3

pallid dove
#

is their way to fix this

bold ibex
#

How do i make my world public?

crimson valley
#

When you go to upload it with an image there's a button there.

bold ibex
#

AH

#

how do i make it so it shows on my account

random owl
bold ibex
#

how do i make my worlds show here?

sullen iris
#

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

bold ibex
#

Do I have to make a new project for every new world?

#

Or can I just do different scenes or something?

desert python
#

not technically. but you can just do a new scene each time

errant beacon
#

probably should make a new project for each world for organization though o:

bold ibex
#

why would that be better organized?

errant beacon
#

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

bold ibex
#

oh, alright thanks!

tardy wadi
#

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.

stoic totem
stoic totem
tardy wadi
stoic totem
#

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

tardy wadi
#

It's ok

#

thank you.

bold ibex
#

would anyone mind looking/helping me with my world? I honestly have no clue what to do.

mortal flower
#

I can't figure out how to get the avatar descriptor to work, can someone help me out with this.

errant beacon
#

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

mortal flower
#

I have the prefab in so what next?

spice grove
#

i'm having this akward corner in a room, how should i do this? Got 2options really

errant beacon
mortal flower
#

So I can't have more than one?

errant beacon
#

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:

mortal flower
#

Ok well what about the Avatar Descriptor?

#

Thats my main problem

errant beacon
#

You don't need an avatar descriptor in a world whatsoever o:

tardy wadi
#

Hey Is local testing broken? For some reason I can no longer test worlds on my system...

errant beacon
#

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

mortal flower
errant beacon
errant beacon
#

would you mind sending a screenshot of that?

tardy wadi
#

Wow, my path in unity somehow blanked... thats weird. thanks @errant beacon

errant beacon
#

yw! o:

mortal flower
errant beacon
#

Assuming you have the VRCWorld prefab in your scene, try saving the project, then close and re-open Unity? o:

mortal flower
#

I'll give that a try

spice grove
#

i'm having this akward corner in a room, how should i do this? Got 2options really

mortal flower
#

It's still doing the same thing

errant beacon
#

weird! just to verify, are you using Unity 2018.4.20f1 and the most recent version of either SDK?

mortal flower
#

Yes I am

errant beacon
errant beacon
tardy wadi
#

Anyone here Know how to use RPC to set a video URL in Hangouts player? (SDK2)

nocturne dagger
#

So I am relativity new to making maps should I learn blender to make maps?

cinder spade
#

Uh, anyone have a link or somewhere to go to to find skybox or 360 photos for a map?

urban sorrel
#

Try the lighting channel

spice grove
#

Sorry about that

urban sorrel
#

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?

stoic totem
#

How do I change render distance as a world creator? Upping clip end in the main camera doesn't seem to work

dusk sapphire
dusk sapphire
stoic totem
#

damn, dunno how I missed the ref camera, thanks a ton temporal

urban sorrel
dusk sapphire
#

oh yeah not much you can do about that

urban sorrel
#

But it's not an essential thing, just cosmetic so that should be fine.

frosty goblet
#

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?

gray sleet
#

How do I make my world quest compatible?

gray sleet
#

Anyone able to help?

topaz basin
#

Copy project, i think you need to download something too. open in unity, switch to android build and then publish

gray sleet
#

The tutorial lost me as things are not the same as they show.

topaz basin
#
gray sleet
#

Yeah. Checked it out. But like I said. The things they say are not the same in unity anymore

silent plinth
#

is anyone available to help me with some more complicated nonsense

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im working in sdk2 and im trying to add a flat keypad

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but im not even sure how to make flat interactive icons

gray sleet
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there might be a prefab for that. otherwise i got no clue

silent plinth
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any idea on adding a video player with link posting also?

gray sleet
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ok that i do know there is a prefab for.

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the link is do a document with a bunch of prefabs. I think you will find video player there. (WOrld Prefabs)

silent plinth
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since there are some different ones in there, is it just the standard Videoplayer uploaded dieu?

gray sleet
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no idea. I just know they are there XD

silent plinth
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ah no worries, thank you very much eitherway

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❤️

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a shot in the dark again but i cant find it on google, any knowledge on how to create voice amplification in specific areas?

bold ibex
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Is there anyway to automatically merge overlapping meshes

bold ibex
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hey whenever i update my world it updates the title description and picture but the world itself stays the same

errant beacon
remote hare
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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

vapid badge
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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.

steel terrace
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has anyone got a good free glass material i can have? been looking and cant find one 😔

near escarp
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Silent Glass shader is great

steel terrace
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where can i get that? @near escarp

near escarp
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typing it in google ?

steel terrace
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thanks lol

vapid badge
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VelocityZ and those parameters, those don't exactly work outside of avatar usage do they

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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

steel terrace
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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

hot pilot
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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

vapid badge
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would probably require a lot of collision triggers and the like

silent night
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So I have a bit of an odd issue,

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I'm importing this from Blender, and as you can see the ceiling is at the top of the model on the top,

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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?

errant beacon
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make sure that all transforms are applied? o:

silent night
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I can move it manually, of course, but the side table legs have become a challenge because they are literally morphing out of shape.

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How would I go about checking that?

errant beacon
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Select all objects in Object mode, and press CTRL + A

silent night
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I'll give a shot.

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So that fixed the ceiling, but my side table legs seem to still be broken ._.

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They like disappear and are in the floor invisible somewhere.

errant beacon
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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?

silent night
errant beacon
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smol legs

silent night
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Position is 0,0,0

errant beacon
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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

silent night
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And when I unparent them from the upper part of the side table they disappear.

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It's like super odd, because the above picture I found them WAY below my Unity area.

errant beacon
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If you set their position/rotation/scale to 0.0.0 in Unity, does that fix it? not super sure o:

silent night
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This is where they end up

errant beacon
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that's really heckin' weird

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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?

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can't really think of what's causing the issue past that

silent night
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Current Blender position and scale.