#world-development
39 messages · Page 73 of 1
Well actually,
I just found this out when I set the origin to geometry.
Might be hard to see.
Left side, little yellow dot.
And this is the parenting information.
huh
Try isolating the legs and selecting them in Object mode, switch to Edit mode and drag-select all the vertices of the legs, then press CTRL + I to invert the selection and press delete?
If there's some stray vertex somewhere off in the distance, that should get rid of it
And now my neon caps moved -.-;;;;
FFS
So managed to fix it actually, had to apply all transformations to everything and get it set to zero on the Unity scale, but for some reason Unity was still placing stuff in odd spots. Go figure, #justUnityThings
Thanks @errant beacon 💜
weird! o: and yw!
Anyone know why the menu is now a collider? ^^'
Currently am standing on it, and if i jump and open the menu i can keep climbing as it moves xD
that's...weird lmao, might want to record that and send it (along with an output log) to support?
i be climbing xD
will dig through my udon scrips first, imported one for ui
but did not think you could turn this off trigger
how come sometimes a mesh collider doesnt work and only works when its labelled as convex?
maybe it is problem with mesh?
does it work with other meshes?
change the mesh and see if it works maybe?
i think its because its also a physics object, since it requires a 'non-zero volume'
hmmmm, i am new to this also
How do I fix this? It keeps talking about "Cross Platform Input" but I'm not trying to make it Quest compatible.
hold up, why does the Sdk uploader have Content warning selections like Nsfw, blood, so on? I thought all that was not allowed, so why do they have it
It's not allowed, those are from a very old version of VRChat and don't do anything anymore
I don't know why they're still around granted, but they don't do anything afaik
is there like, a terrain builder i could use to make a world
is it possible to send api request in sdk3?
Where do you get the rain on glass material
In Blender ctrl + E, clear sharp
(I think)
Anyone around that has ported a mincraft map/structure to vrc? I have an old building that I have the obj but it has a lot of materials and faces.
built & test launches vrc in desktop then vr the next time alternating consistently. I'm not forcing desktop with checkbox and intend to test in vr. I've tried a fresh project and a fresh vrc install. I'm using steamvr. Using latest public sdk3. Known issue, fix or edge case?
Can you submit anything to Labs, and as long as it’s not malicious and it’s performant you’ll be good?
as long as it doesn't break the TOS, yup
If anyone has any info on getting microsplat's terrain to show up in VRC I'd greatly appreciate it! I know it's been used before by certain map makers, although I assume the way they get it to function is complicated.
Just need a custom shader for vertex color and blending between textures no ?
This is what I've got with microsplat and what I'm going for. Not 100% great with the terminology haha:
yeah splat, it uses vertex color and blending
Right right, so yeah that's what I'm going for
Try this one, made it for my map
Thanks! I'll see if I can set it up
Did you end up getting an answer?
@ me if you did thxx
I didnt but I purchased a unity asset called One Click Glass, its difficult to use though
I am amazed that it's this difficult to make a simple car, be it in sdk2 or udon. no matter what you do, there's some roadblock.
All I want is to make a car that runs, and has car sounds. Why is something like this so difficult to do in vrc
SDK2 leaves you without car sounds because of uncontrollable audio scripts, and the existing udon prefabs leave a lot to be desired themselves
Looked at the NotBadCar prefab ?
notabadcar isnt too different from the sdk2 jetdog prefab, but in general, the sdk2 cars suffer from the singular problem which is you can't use the standardassets car sound script, because of the way it functions- which is at runtime it will take the provided audio samples and just create 4 audio sources under itself, which are then on forever, and can't really be dealt with. Not to mention they are master audio, not world audio
Totally agree. The audio is the biggest issue with cars in vrc. I have a prefab I can send you but it'll have to wait a few hours. At work right now. It doesn't fix the global/master audio thing you mentioned but it's the best prefab I've found so far.
The issue with it generating the audio sources when it's running is by far the most annoying thing to deal with. There's no way to adjust the volume other than turning down the game's master volume.
it really is annoying. And it surprises me that noone has ever thought to really offer something that can do car audio, this goes for the udon prefabs as well, which have their own problems.
Jetdog's udon prefab doesnt seem to have wheel animation like his sdk2 one has, (and the acceleration is all kinds of sluggish- control scheme is a bit awkward too) and the Kurotori prefab is a pain in the ass to customize with your own model
Varneon's seems promising, with more than a few control options, but he has not released that yet
Yeah, can't wait for Varneon's. The one I have is one that someone sent me a long time ago for sdk2. I'll send it over when I get home. I'm mainly an audio guy so this is really frustrating for me too haha
👍
Not really the best example because I heavily altered the base prefab for this car and broke the text on the screen on the dash in the process, and modified the cars stats and sounds, but it should give an idea of how it works.
my lighting and reflection will not work at all, someone please help
And I know at low rpm it kinda sounds like a fart :l
@steel terrace Did you look at the pinned tutorial in #world-lighting ?
yes, it doesnt work.. i think it might be this error?
Is there a way I can tell a sound to automatically be stereo with no 3d space? My first thought was to just attach it to a player's head but maybe there's a better fix.
This is specifically for a music system, because I just want it to be "bgm" and it's really weird feeling music in some worlds with background music be spatial
You mean you just want 2d audio?
Well yeah with lighting disabled you won't see anything
There's a sun icon at the top left of the game window
Yep!
Well the file Ruuubick just posted is exactly what you'll want then :p
oop
I feel dumb, I glazed that because he mentioned lighting in the message above it lol
thanks, do you know why the emission on this material wouldn't work?
Is it possible to redownload a VRChat World you Uploaded?
Just curious, has anyone come up with a good way of making ambient sound zones? Like you walk from one zone to the other and the background audio smoothly fades between the two?
No unfortunately :(
So I'd have to restart all over.
This seems to happen pretty often, I hope they come up with something eventually.
Been seeing that question asked a lot lately
Really the only advice I can offer is to backup your projects frequently, whether its to another hard drive or better, a cloud service.
does anyone knows how to add neon effect? I'm adding around the window and the ceiling
That's just emission and a bit of post processing bloom
the bloom is not showing up, anyone know why?
Did you follow a tutorial ?
no, my friend showed me but what works for them isn't working for me, we're not sure what the issue is and i searched online to no avail 😦
i need help.. its not letting me click anything
Make sure your console is empty
Is there a " Camera " you can hold that will show up in like OBS or whatnot, to record off of?
That's the VR stream camera from you camera quick menu
So nothing for Desktop and no like hand held Camera with a tripod
Is there any knowledge on the default raycast offsets from a vr hand? I'm trying to match them for a dragable window and want to keep stock as possible. I'm close playing with sliders but still far from accurate
@near escarp thank you, but it doesnt work. i setup post processing with vrworld toolkit before too and doesnt seem to wwork
@steel terrace do you have a camera set in your scene descriptor? been a while since I played with pp so cannot be sure
@dapper knot i do
and that camera has the post processing layer on it too? are you able to see the effects in the camera preview?
@dapper knot yes 😦
Hmmm okok
Are there any video players that work with quest? I've seen some worlds that apparently quest users can see the videoplayers?
oooh
late reply is late, but that does seem promising
haha dont worry, I plan on (trying) to alter it as well
I just sent my world to my client, and it says "The signed in account does not have access to the blueprint associated with your VRC_Avatar(or Scene)Descriptor. Please sign in with the correct account or detach the Blueprint ID (accessible on the VRC_PipelineManager) associated with the descriptor."
i can't find a VRC_PipelineManager component in my scene tho... and i never added it either...
@tender mauve if you search in the hierarchy, i think iirc that there is a way to specify components. so maybe that component is just super hidden
from there, you should be able to detach stuff and work from there
Does anyone know which system Furality uses to verify one's VRChat account like one can log in with Google? We are working on a bot in another server for one to register their language proficiency, and it would help to have this type of authentication. I do not know where to find the documentation for this, though.
does anyone know how to add a video player with a url link option for sdk2?
hey how is everyone ? i have a quick question, so im trying to do a test build on my world and when my game launches it jsut takes me to my home world and nothing else what am i supposed to do ? ive been looking on yt and google for like and hour and a half now lol
anyone knows how to change the speed and add jumping on vrchat sdk 3.0?
grab the VRCWorld prefab from Vrchat Examples/Prefabs, it has it set up for you
thanks
Check the vrc sdk settings to see if its pointing to the vrchat executable correctly
Grab 1's vrworldtoolkit to check for common issues that may cause this https://github.com/oneVR/VRWorldToolkit
Check if there are any console errors causing build issues https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems
how do i make an animation only play when i hit a button?
Did anyone used Aura 2 in a map and if it even works with vrc ?
It doesn't
Is there other way to make God rays/sun shafts, Volumetric lights ?
there are some shaders out there for faking volumetric lights
Silent recently made one that works pretty well https://gitlab.com/s-ilent/sunshine-flare
ayyyy SO i got a bad case of the stupids, anyone got a udon teleport scrip lying around?
anyone know the possible problem I could be having with it? happening with some other items I have as well 😅 I do have mesh collider on and when I try box collider same issue. any ideas?
there is something wrong, i followed every step of how to add the glow but turns out it doesnt glow up..
i have a question... so why is it that whenever i try to upload.....it isn't showing the normal menu.....and rather this...? because of this, im unable to upload my world... and its a private world, but im trying to upload and im unable to since this is showing up.
the upload button doesn't work, and this happened after i tried to send another upload after noticing the thing i was checking out in the world didn't work.
im trying to upload my private world, but this keeps showing up
hmm
i did move to another project to see if it was a issue, but that didn't really do anything...
im not sure but if you want to check out your world or whatever i just go to vrchat sdk and then builder and local testing and just click build and test to check out the world
idk if you do that
i can do that to test...though, wouldn't i just run into the issue that, im unable to get the private world uploaded since it won't work?
im not really sure tho..
maybe try to turn off active and it wont show public
idk
im not really 100% sure because im in process building and never upload private world before
hmm..alright...ll see what i can do...
anyone know where i can find the working pool table?
thank you for the help! it worked 🙂
Hmm a world I've been trying to upload keeps getting stuck here, I can go afk for an hour and it won't of moved at all, maybe the world is just to large or something
How big is it?
Its not the largest world i've seen uploaded but once uploaded it'd probably be around 300mb ingame
the world itself is a section of an old base that i made on an minecraft server several years back that I've taken from the world file and converted into something that can be used by Unity, the actual section of the world though is around 100x200 blocks which is... very large
Have been trying to use SDK2 for it maybe SDK3 would have better success
make sure future proofing is disabled in the sdk settings
Hmm weird, it shouldn't freeze up from a map that big. I've uploaded two that are ~1.5-2km
I uploaded standard assets before qv pen and i modify it and it doesnt let me draw at all.. do you know whats the problem?
does anyone know how to randomize particles and add a fade before it disappears
Is there a good way to make tiling not as visible
Some shaders have options for that, but the performance cost isn't great, it's a tough problem to solve with tileable textures
You can try making your own texture out of the same one, but 4 rotated different ways
and use that as your new texture
you'll break the repetition a bit
but i don't know of any other simple solutions
oh play, tiling does impact performance?
another day later and I still cannot get the bloom to work on this blue material, anyone got any idea?
oh okay*
ah okay
can you show your camera object
I remember my last world I made had like rt cameras, a few lights, media player, and it was a rather large world so maybe that was why it ran like it did
if it's realtime lights, most likely
@near escarp this?
Does the default layer interact with the postprocessing layer in your layer matrix ?
um, i have no idea what that means sorry, im new to this
That's why we recommend following tutorials instead of trying random things 
you sent this yesterday, i tried it all and i havent gotten it to work. i used vrworld toolkit to set up post processing
Sure, but you also created a layer instead of doing what the tutorial suggests
ie. using the water layer
Any one has tried the Gaia 2 - Terrain & Scene Generator? how optimised is it, for VRC
Hey y'all, just want to verify this will make my audio source still 2D audio? https://i.imgur.com/6Qjmkoo.png
No, don't add it
alright, thanks
@near escarp thanks, i understand how to make the world bloom. I am trying to make a particular material emmissive, but when i increase intensity instead of glowing it turns neon
main color is a bit dark in shade, you tried changing the color to be softer ?
i have, it seems to be emmisive now but its not coming out the object?dont know how to explain it
@near escarp
Did you set the GI to realtime ?
Should be baked
but if your walls are reflective i'm not sure how that'll work
I have realtime on, should i untick it?
If your lights are supposed to be baked, yes
same thing on the material, needs to be set to baked
Then try to bake your scene
ok thank you
I need help on this light.. I added lights each corner and I made the toggle and I join with no lights til i turn on the lights and my friends can see I'm turning them on and off..
Can you show how you set up your triggers ?
Make it local instead of always buffer one
and that should solve your issue
this many realtime lights might be terrible for performance though
thank youu!
@cunning vapor question ar this light all directional lights? or you call them only so?
does anyone have an Udon prefab that moves multiple gameobjects to a location/resets position?
DND focused world, the game pieces are coming out nicely. And even the render is fantastic!
Now the only problem is that I'm running into the same problem as before, where my objects are literally getting YEETED into oblivion far off from where they are in the Blender file when compared to Unity.
It's fricking weird.
nice
Umm is there somewhere I can get a prefab for a quest media player?
ive seen quest media players before
atleast worlds that say they are quest media players
@proven glade define “media”. im assuming videoplayers but theres also quest specific photo viewing and pano techniques as well
a video player
if youre using udonsharp. i highly suggest using the architechTV instead of any of my public resources. and for sdk2, id go with the aditab or raw mp4 player
architechTV works for people on quest?
yes. and its much more futureproof than my works and i highly suggest using it for everything basically
perfect thank you, I found a ArchiTechTV 1.2 package
i suggest trying out the beta. as 1.2 is not built to be quest technically
oh where would I get the beta
it will work. but it can crash quest at will
you can find it on the discord page that is provided in the product description
ah gotcha, thanks again
you kept saying its better then your works but im sure you make some great stuff cause I would never be able to do that lol
i mainly spent 4 months actually perfecting how quest reacts to media and what shaders do what. right now im trying to figure out the trigger system of quest right now so quest is much more easier to work with
techanon however was able to push thru and make a videoplayer that can basically fix itself. so rate limiting is basically gone. you can desync from the videoplayer to play by yourself. and much more than i can implement. and i use both unityvideoplayer and avpro where as he got it all on avpro. it is the most efficient videoplayer
So I have these objects on my table, but for some reason whenever I add a pickup script to it, the object goes berserk when it's picked up. Any idea why that would be?
what kind of berserk?
Does a bit of a jig.
I've had this twice, and I don't know if it's because I have the independent pieces parented in Blender or if it's something else I'm missing with the rigidbody.
what is its mass set to?
Mass is set to 1.
I've used both the base as a collider, as well as giving it a bigger box as a collider, which the bigger box seems to cause more problems overall.
Does anybody know where to find that one animated rain window material?
iiiight so this is been long waited im ready to upload my world.no errors ive tested it many times...like to know how to do pickups trill buttt... but how do i update it n make changes afterwards cas ive tryed this b4 w a demo world n i couldent update anything i add ..162.mb the gamers lounge will be up
It seems like setting an object to "Is Kinematic" fixes the problem but...Gravity disappears then, feh.
whats a good way to get scaling right? so everything doesnt seem too big? is there a measuring method people use?
ok thanks, I didnt know if there was a better way
Can someone dm me a good tutorial on development of maps?
Maybe using blender because unitys builder is kinda trash
So I want to be able to toggle the bed mesh collider but it doesn't want to attach to these, does anyone know of a better way of making it so that the mesh collider toggles?
Do you still need help with this?
yeah
Ok, you need a MeshCollider Set Active, instead of GameObject Set Active. Then you can attach the variable there.
thank you!
Sorry! I meant to say "setEnable" not "set active" !!
I'm kind of confused on where to go from here @mild spade ^^;;
Nvm I think I may of found it out ^^;;;
If it still doesnt work, I can make you a graph real quick
Yeah it didn't work ^^;;;
If you're able to send a graph I'd greatly appreciate it though thank you a ton
This is how I do my toggles for components. idk if I can send graphs on this channel, but I will send it to you in PM if you are ok with it.
anyone kno why my coliders do this?
jumping over is fine but walking over pushes you? is that right?
You can enable the physics debugger in unity
you'll be able to see all colliders in scene
walking off the ledge seems to do it
what ruubick said
I'm guessing you're using a mesh collider for the scene and that little bit at the edge has a 1sided collider facing outwards
i fiqured it out thank u!
not sure if this is the right chat to ask a question about fixing an error code but im getting:
NullReferenceException: Object reference not set to an instance of an object VRCSDK2.
any ideas?
ok il try thanks
thanks a lot it fixed the issue you are a god. would you also know how to fix the "trigger on gameobject was not initialized in time!" error? i was told by another source this wouldnt prevent me from uploading but it seems to be.
Those errors can be ignored
But if you really wanted to get rid of them in the console #world-development message
i dont have a problem ignoring them at all, but the sdk still wont allow me to upload the world
Are you sure ?
Do you have error pause enabled in the console ?
Or are there other types of errors
im an idiot, thanks a lot Ruuubick. really appreciate your help. finally able to upload my first world after 2 days

i keep getting this error when i use CyanEmu Assets\CyanEmu\Scripts\CyanEmuPlayerController.cs(764,71): error CS0246: The type or namespace name 'HandType' could not be found (are you missing a using directive or an assembly reference?)
Is that with the latest SDK ?
no still getting that error on the newest sdk
I would like to make a map that is just a light show but I have no idea how to start, is there a tutorial for it ?
You should try the link above to see if you can uncover an error in your project that would break CyanEmu, which is hopefully also up to date, if that doesn't help, I'd resort to pinging cyan here directly
So my 1st world is now in comunity labs but question how I make it for quest users also
optimize the shit out of it and upload it for android
under the same world id of course or you end up with 2 different worlds
for my reference camera I have far clipping reduced to prevent rendering of far off rooms, but I can still see those rooms when looking in a mirror. any suggestions to prevent this?
I can't recall if I asked here... but is it possible for desktop players to hold pickups and teleport?
(autohold did not seem to work when I tested it)
They'd have to keep pressing left click while being teleported afaik
suppose that means it wouldn't work on interact teleports then :/
In Udon you might be able to parent the pickup to the player or copy transform base on player distance when teleporting ?
umm will this create optimization problems
yep
how do I help this then
You'd have to merge all these pieces
how do I merge?
If you're not using probuilder, you may have to find a free optimization tool on the unity asset store or export your scene to Blender to merge the pieces
if I merge with a unity tool will the textures be fine?
That's the hope !
hello
anyone knows where's SDK3's special layer is
cant set pickup object to walkthrough
I have dumwhat same Prob but 2000 of ground n ya
lmao
well I found a good script
So im a huge dork I must missed something bit just fixed mirrors n butto s but how I make them off by default the mirrors
Ima try it on one of em I mean my buttons do turn em on n off there just on tho runing ariund turning off mirrors
It works !!!
nice
anyone know a good spin the bottle prefab?
So I have ti re upload and publish the gaming lounge for it to update?
OMG I wish I was lookn last night
probably a question for here: I'm trying ot find out if quest supports any form of media streaming. I checked the Component guides but it loos like..anythig that plays a video or youtbelink or whatevr does not support Quest users. Is this true? I'd be fine creatinga non-quest only world but kinda would be nice if not
i think i foudn tge abswer in a differen sectiuon of the docs
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our Quest Content Optimization page.Although the ...
aaaand foudn out theres a Quest section on the server too 😅
I forget how to update worlds from Unity 2017 to 2018 and the tutorial page doesn't seem to exist anymore, can anyone help me out? I tried already but I am not getting scripts to work.
Migrating your project from Unity 2017 to 2018 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
Wow. I just tried to go to that page or similar earlier and I got a 404. Thanks!
Trying to create a teleporter but it doesn't seem to be working ?
Nvm it magically worked all of a sudden
So I did fix my issue from yesterday with objects being buggy when picked up. In Blender my origin point had been set somewhere in the world because of using Ctrl+A and then setting objects to location. Static objects are fine to do this with because it’s a permanent location they are in, but with objects that will be picked up you should either set the origin to geometry or set it to weight, because otherwise your objects will bounce around where you grab it from and go yeeting into oblivion, or may not be able to be rotated.
So I've accidentally merged all of my world assets together and my buttons don't work anymore
Is there any way to undo it?
How can I add text to a plane and make the text not all blurry?
Trying to upload my first world and I cant even test it because I get this error (My Unity console has no errors) and I am at a loss
I was wondering if there is an easy way to add text only to this white plane and not have it create a giant canvas or need to worry about the text becoming blurry if I resize it
anyone know why this normal map isn't showing in the scene, but looks fine in the shader preview
I got the canvas size plus the text and scale positions to line up almost identically but any text I type doesn't show up. Extremely new to Unity so I'm probably just dumb
Am I doing the text wrong?
If you want quick text you can try using Text Mesh Pro. Create - 3D object - Text Text Mesh Pro. You then check "auto size" then set its min. size to 1, and change its size using the "rect tool" I am not sure the difference in performance from this to using regular UI Text, but will be easier to use than a canvas.
God dangit, getting this problem again when importing from Blender...UGH
As soon as I unparent it from the base, it doesn't stretch like that, but then when I parent the two together it goes ballistic.
Does anyone know of a nice way to make a fire in VRchat?
I have a fireplace but not a good fire for it lol
I'll do as best as I can to try and explain it.
So the model has all of those already basically split up so texturing is easier ( materials and what not ). But I need to split the seats to make them separate so I can make people sit in it in VRChat. ( the circle ). So I brought it into blender, split up the seats, exported as FBX, imported it back into Unity. And this is all i got.
Don't really know where to post this. But I'm wondering if anyone has a fix?
wt is the normal height for wall?
Man, and now objects are appearing literally everywhere in my scene for almost no reason. Ugh. Anyone have any help they could DM me?
2.4m, sometimes 2.5m
i have my avatar world with the models themselves being the pedestals but i dont want the images on above them, is there a way to get rid of them? i've tried making the avatar placement being an empty game object just really high up but then i cant switch avatars when i do that
udon world if it matters
does merging objects reduce the download size of the world?
im trying to lower the download size of my world, since i know its gonna start to grow more...
what is "Unlisted" World?
I was trying to update my 2 years old world as public again but I cant make it
Also clicking Publish button couldn't solved this problem too
Probably better to upload on a new ID if it's that old
how do i reduce the size of my lightmaps?
Use Bakery, since it packs lightmaps much better than Unity does
Reduce scale on lightmap on background/larger objects
reduce texel size
I will try that 🙂
It's only necessary in places where light changes
You can have 10000 in a world, but they shouldn't be closer than 1-2 meters if the light change isn't abrupt
is the ui/menu sounds settings set to mute accidentally?
(in game)
are you using an audio matrix of some kind?
hmm, how many audio sources are playing at once?
the only real thing i could think of that causes that issue is a) a weird audio martix. or b) youre using betteraudio occlussion which is udon
try testing the world with less/none audio sources
when i move around the world, the colour on the fur material changes from white (what i want) to black or glitches. does anyone know why? is it the material, or a lighting issue?
colors alpha looks like its set to transparent but i could be wrong on if that fixes it
8 audio source limitations might be getting hit
been trying to figure out work arounds. try setting audio sources on their own layer
unity by default allows a maximum of 32 active audio sources at any one time. I'm not sure what the limit is set for vrchat, but it looks like that's whats happening. When you exceed the limit unity will start culling audio sources.
you can fire the audio sources in increments. i have a world with 122 audio sources in a 2.6 cube area. and they can play without messing with anything as long as they eventually stop. but if you play the audio sources rapidly. youll hit the limit and it can cause issues with the audio channels or worse.
but this limit is very important. i can’t remember exactly but is somewhat accepted for hardware reasons
thank you, but that wasnt it
Hello, I was Trying to make a world in unity but when I want to test it it went in VRchat made a black screen and throw me back home,help
@steel terrace is that the default “light checker” unity fur? because that will kind of flicker from having shadows and weird lighting sinces its light checking
you could also try messing with the GI of the scene to try and combat flicker
Looking for Recommendations on non- master udon video player, if anyone knows please reply or @ me. Thanks! ^-^"
Does anyone have any good world dev using blender videos?
@lapis walrus id recommend architechTV since it has an option to turn master on or off by default or an option to completely remove that button
ground deformation on a tessellation shader too resource heavy you think? tried a height/normal map comparison but it looks iffy
Awesome, looking it up now! Thank you!
Unfortunately lm having a hard time finding it. Mind if we DM, maybe link to me?
sure!
Just turned on direct msg, should be able to dm
i exported things from blender to unity but some wall r invisible from inside and visible from outside?
Make sure the normals are facing the correct way
https://i.imgur.com/WZmopkN.png it was fine in blender ;-;
in the viewport overlays in blender 2.8+ you can select show face orientation to confirm normals face the correct way. There might be a better way though
edit: ^ but that problem looks like UVmap?
I'm wanting to do some lighting with bakery, but some of the meshes with around 30 materials on are skinned mesh renderes, but I need them as mesh renderers with mesh filters on instead. Is there an easy way in unity to convert these? Or is it literally just adding one component, draggin the materials across, and removing the other?
Why do your meshes have 30 materials at all
Why are they skinned meshes ?
Please don't tell me you're trying to bake an awful avatar in your world
No no, it's just lots of posters.
You should atlas those or use a sprite render texture for those in that case
using a material per image is really poor in performance
I'm unable to join a world I've created and uploaded myself at all, it starts as if im joining, im able to click go, then it takes me home shortly after trying to load. How do I fix this?
You can have a few 2k textures, hopefully not all your posters need to be the highest quality images
Okay! You're right, I know how to fix things, thank you!
Sometimes I just need someone to say "just stop being lazy and do things properly and fix it" haha.
It do be like that sometimes
How do I het mirrors to work?
im not sure... is there one you could reccomend?
If you have 4 realtime lights or more, it'll flicker between them as you move
guys is there anyway to rest my vrchat weekly public world upload from unity or vrchat team ?
Only way is to wait sorry
I have an community they are waiting for that world
You can have that world uploaded to private and give the world link from the website to your community !
so i can make it public next week ?
yep
thanks alot
for the spotlights in unity im trying to optimize them to the best of my ability. How do I make them not cast shadows on players but on the world?
you can tell the light to not appear on the player layer. and use another light that only appears on the player layer thats set to not have shadows
layer culling
oh okay so that was what I thought it was
so for the lights that I would only want to reflect on the world I would only check enviorment right
whatever your meshes layer is set to (usually default), youd tell the light source to display for the default layer
(layer is shown at the top right corner of the inspector when clicking on it in hierarchy)
oh huh
Hey all. Dunno if this can be answered here but I have a ton of questions about Unity and building my own world. I have skyboxes in both landscape and spherical. NEITHER will apply to my world. Youtubers make it look as easy as drag and drop -- I'm not having such luck. Anyone that can help?
Anyone know why the post processing wouldnt show up in the configure world when you go to upload?
anyone know why my heightmaps do this?
warps and distorts only in very speicifc spots when you get close. is normally fine everywhere else
Different camera
heightmaps look awful most time in Unity 
so this is a problem with unity where it will just warp them where it feels like it?
is there a way to fix it? ive tried deleteing the camera and using a new one but it doesnt work
Because it's not set as the reference camera in your post processing component
Well, it still uses the height map, but even at lowest intensity it's kinda like that
so nothing I can do, atleast in 2018.
if thats the case that's good to know. just a little frustrating
@near escarp it is, i cant work out what the problem is
yep
so long as you don't look at the edge of the geometry 😛
i tried new project and the newest sdk2 still the same problem is that normal ?
Trigger on VRCChair was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType(TriggerType)
VRC.SDKBase.VRC_Trigger:OnEnable()
those don't matter
Thanks
Kinda depends what the world was supposed to be in the first place
@bold ibex website
elaborate please
You need to uncheck 'sRGB' on the height maps texture settings in Unity if you haven't already done that (but yeah, Unity's implementation in the Standard shader is not vry pretty)
so im making my first udon world and i dont want to edit it much so im making a prefabed one for now and i dont have the second package so i can put it into vrchat
the one that i have in the unity currently is the sdk3 world
not the sdk3 packaged one
wait, wheres the vrcsdk3 you used to import sdk world into your project sir?
thats the one i have in the unity currently
that one should let you upload the world. if thats what youre trying to do?
yes, sdk 3 world should have that. are you saying that the sdk control panel is missing?
is there a vrcsdk drop down at the top of unity?
nope
try reimporting the latest sdk 3 world. im assuming you dont have any udon scripts applied, correct?
here lemme send a screenshot
what version of unity you using btw
ah hah, you are on the wrong version of unity my friend! you need 2018.4.20f1. not the 2019 version you have
also appears you have a modded version of unity 2019
i can upload avatars fine with this one as well
no its not modded either
people always tell me its modded
its not i downloaded 2019 from unity
youre not supposed to be able to. so im assuming since the icons and the disable biewing button are not on the default 2019 release (afaik), theres something different here. either way. you need 2018.4.20f1 to actually do this stuff
@desert python your the same person who said it was modded in dms
also, keep in mind: force uploading certain 2019 shaders on avatars can be super dangerous
dont lie
ive talk with people who have used 2019
its not modded
all i want is the package not the run arounds
if you cant help me then stop trying
you currently have the udon vrcsdk 3 package, there is nothing more i can say then reimport and get lucky
how long do i have to play vr chat before i can miblish a world?
It's not strictly based on time - friends, worlds visited, avatars/worlds uploaded (if the account has permission) active hours and etc all help, along with not getting kicked/banned/muted/reported, etc
It's completely different for everyone, but generally just playing the game will help your rank (adding friends, hopping worlds, etc)
also note that you have to be User rank to upload public worlds, not just New User
so I've just finished this world I've been making and for whatever reason when I click the upload button, nothing happens. am I just being stupid, or is there something I need to do?
I am a trusted user, and I've uploaded a world before, but I just don't know why this time is different
also nothing seemed strange in the console, I didn't see any errors
odd o:
might want to import https://github.com/oneVR/VRWorldToolkit/releases and see what it's debugger reports?
Does anyone have a nice bloom shader for post processing?
bloom is just post processing on bright colors and lights
Well shit
Well I'm trying to use this silent profile thing but it isn't doing anything, I feel like I'm doing something really wrong haha
did you set it up on your reference camera?
Nope!
Hmm, I've followed it but it doesn't seem to work for me I guess
I'm going to try playing with it a bit more
Hey guy I need help,
When I test my world it's work fine,
but when I upload it to the public world I can't join it it keeps sending me to the home like black screen then send me back to the home
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's debugger reports? o:
Okay thanks I will try it
is it possible to have a bloom on/off toggle and a post processing toggle? how would i make that? or if possible, a slider.
yes, just toggle the PP component on and off to toggle post processing
not sure about sdk2, but with udon you can access each component and option there directly
yes, i can do a post processing toggle but i want to specifically target the bloom. I'm guessing it wont be possible then!
im pretty sure it is, i just havent worked with sdk2 in a while, so i cannot tell how to do it exactly
maybe split everything up from bloom and just disable the bloom gameobject?
im not sure how i can do that. i tried creating a second post processing volume, and then a empty game object with bloom on it but doesnt seem to work😫
yeah just have separate post process volumes
with separate post process profiles
make an animation to change the weights of the post process volume
and a slider to control the animation
you specifically want to target the animator rebind and update functions in the slider
the above is for sdk2, on sdk3, those ui events are not white listed so you have a slider with an udon behavior that manipulates the animator instead
when i try to make a seperate post processing volume what ever i edit on their effects the first one. can you get sliders on sdk2? i tried to find a tutorial but i could only find ones for udon
you need to make a separate post processing profiles
the effects are tied to the profiles, not the volumes
so, do i add a second post processing layer onto the camera for that?
this free sdk2 asset has a menu with post processing set up
you can take a look at that to learn by example etc
ooh ok thank you
no, you just make a second profile, and put that profile to the second volume
each post process volume has a profile assigned to it
and the profile is what contains the settings
thats why making a copy of the volume affects the original, they both reference the same profile
why would a object that acts as a on/off trigger disappear when used once?
if you left any targets blank, it will consider it to target itself
that'll be it lol, thank you
Servers having trouble atm try again later
oh ok
Does that go for testing worlds too? Cause I can't build and test mine. It opens vrc in vr (even though I have force Non-VR ticked) and puts me in my home world. IDK if it's on actual vrc or the unity test build version
testing should work. what are your errors? do you have vrworldtoolkit imported?
If this is a new package then no. I got sdk 3 and that's it
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Hello, I have places in my world where a player gets stuck.
Player can get unstuck when looking in a different direction.
I checked in Unity the Physics Debug and doesn't see anything blocking.
What can be the issue ?
player collider is 2m tall, make sure you have enough clearance
how do i uninstall an asset? I installed a prefab or whatever and id like ot remove it. I deleted the file it created but it still had some left over parts
do you know how to do that? ^
Yeah, that fixed my issue, guess I have to re-scale everything :c
You just delete everything you imported, there really isn't any uninstallers in unity for files
Hello there, fellow worldbuilders!
Can someone be so kind to give me an advice on world building pipeline? I've modelled the world in blender, but what about the rest? Should I use blender for UV mapping and texturing or do it in unity? Create the lights in blender or light everything up in unity? Bake lights in blender or unity? Create animations in blender or unity? 🤔 Sorry if my question is kinda stupid, but I'm pretty decent at blender and totally newb in unity, so I wanna know what unity stuff do I need to dig out. It'll be so cool if you can tell me what pipelines are you using and which software you are using for this and for that. Thank you! 
so i gotta go through and remove each peice one by one... yay
If it's some unity package that has dozens of files scattered all around, in the future maybe just don't import it
fun. fun. or is there a way to get a file of an older world version? Like for the builder there is a last build button. How can I use that build / go back to it
Sure if you are using source control for your unity project properly
no idea. tell me how XD.
Learn how to set up, authenticate, and configure GitHub Desktop to allow you to contribute to projects directly from your machine.
so where do i find my previous world version
Modeling and uvs in blender > lighting in unity > animations in either but usually in unity, is pretty usual
Well nowhere if you weren't using source control before
source control? i dont need some rando app. where in my files can i find the previous version
you can't, unless you were using source control before
fine then. can you help me get rid of this error
Assets\VRCSDK\SDK2\Editor\VRCSdkControlPanelAvatarBuilder2.cs(12,15): error CS0234: The type or namespace name 'Validation' does not exist in the namespace 'VRCSDK2' (are you missing an assembly reference?)
Is there a way to edit a mesh collider in Unity ? Or do I have to modify my mesh in Blender and re-import ?
I tried converting it to a ProBuilder object but, the mesh is too complicated so it's quite hard to move some parts of it
But perhaps there is a setting, another tool I could use that can convert that complicated mesh into simple faces I can then move ?
nvm i fixed my issue by reimporting the basic sdk to have it overwrite the previous changes
I've found how
Just create a new empty object with a mesh collider, attach the mesh and you can resize that new empty object
How do I make it so if you press a button, music plays?
been in your shoes. if you're comfortable in blender do most of the work there. Use unity for only scripting and animations. I'd recommend final passes for lighting in unity for future workflow https://github.com/rikeri/vrchat-room-tutorial/blob/master/README.md is a good guide for us blender people. vrc was the first time I did unity
while I'm here is there documentation for the last public release only? I'm running into a wall where I start building for a feature and see it's only in beta
i updated my world and unity says it was uploaded and updated. but when i check the page for it, it doesn't say it was updated recently and the world is still a different version
Ty mate! I've seen this guide before, but this dude places materials and lights in unity, I wonder if it is possible to do it in blender and import then? You say I can do most of the work in blender, so I guess I can work with materials and lights in blender too?
isnt there supposed to be a option to bring up the sdk control panel
Anybody know of a good place to find skyboxes?
Check your console for errors? o:
I got the home world from 2013 working in modern VRC
I reimported the sdk but still the same damn issue
hdrihaven?
It seems as though you have errors in your udon graph maybe
I looked there, not what I am looking for unfortunately but thanks
how do I fix it
Well I am not very familiar with Udon but you get to it by going to VRChat SDK at the top and then Udon Graph, you might have tried doing something that doesn't work
I didn't mess much with udon
what have you done since you didn't have any errors 'till now
halp
Is it pausible to have an audio source of some sort to have multiple sounds that play on trigger
you can trigger a game object with an audio source set to “play on awake” and itll replay when re enabled
this is my first world it is just a big box
@oblique musk is it sdk3?
no
is there a delay on how long a map takes to update after uploading it?
Is the QuickMenu on the UI layer? can I use that to interact with objects, like scooping up a plate using the menu?
@lyric acorn actually, i think you can. but itd be extremely weird to do so
@oblique musk it should have a debug panel you can read from
@bold ibex you should be able to update instantly if you wanted to
are you making a cross compat world? also keep in mind- the update status does not change unless it is called for
It still shows the old unity version, and it's cross compatible yes.
I updated the Windows one since last time I was using the wrong Unity version and could not load my world, so I fixed the unity version and then reuploaded it with the same blueprint ID. But it's still showing the old unity version.
And I've changed the Unity version to 2018.4.20 now.
to be honest 🤔, thats probs not going to change to the normal value
So I'd have to reupload it?
basically. but if it updated the world. then there should be no worries on if the unity version changes
Well it's an unsupported unity version and I literally can't load into it
And I can't reupload since it won't give me back my weekly labs upload, so I was hoping I could change the Unity version
you should be able to just reupload the world from 2018.4.20f1 and itll update. are you using the same pipeline ID? what does the console say?
I put the blueprint ID into the pipeline and uploaded it with that version. It gave me the box confirming the update
is this on 2018.4.33 or 4.20?
Is there a way to have an object outpust sound somewere else?
I trigger a button to play a sound, but i want that sound coming from another object
Everytime I try to build and test a world it brings me to my home
does the world your making have a spawn point
Yeah
It usually spawns on the vrc world
Oh wait
I see the problem
Wait nvm its fine wtf
Like the vrc world is fine still having issues
Ffs
If anyone knows how to get an audio bank working please ping me. Iv been following the website but that doesnt help get it working
How come I'm missing the VRChatSDK ( At the top of Unity ) and Tools ( Top of Unity )?
did you import the sdk yet?
close and reopen. or reimport sdk
what sdk are you trying to use for this project? you may also need to create a new project and import the sdk first. than the rest of your scene
It's a new everything
That's why it's blank, all I did was add a cube.
SDK2.
Was going to try SDK3 but then changed mind and didn't rename project yet.
thats super weird/unlucky that its already not letting you see the sdk panel
oh yea id make a new project. those are packages that should generate everytime you make a project but they dont seem to exist
tah dah. you probs were just super unlucky and unity desided to be a punk on you
That's tragic
hey guys, so I've been trying to upload this world for a few days now, and for whatever reason it just won't work. so today I tried uploading just a plain flat tile and it still wouldn't let me upload. it would go to the name and description tab, but when I tried to press upload, it wouldn't do anything. am I just being stupid or is there something else?
check your console for errors
grab 1's vrworldtoolkit to check for common issues as well https://github.com/oneVR/VRWorldToolkit
yeah I did do that and nothing seemed wrong
well nevermind, I think I literally just figured it out, I had 2 spawn points or something. basically I just deleted one of them and it suddenly worked. thanks for the help though!
so i opened an example scene and i think now i lost my world
wherever you created it
the hierarchy is part of the scene
you want to look for it in your assets
if you dont know, chances are you used the samplescene
i guess so
Assets>Scenes
aah there it is
thanks!
😓 👌
next question then: Can i copy things from one scene to another?
yeah
noice
does U# have issues with Vector3 positions? Instead of setting up a new Vector3 as (spawnPoint.x, spawnPoint.y, spawnPoint.z) I hard coded the coordinates and the asteroids still spawn in the wrong location, probably at 0, 0, 0.
I have the asteroids spawning in but they aren't at the gameObject I set as the spawnPoint, however when testing in unity it works fine
I need help with unity bc i cant get into my world i just made on pc or quest...
grab 1's vrworldtoolkit that can check for common issues that can cause this https://github.com/oneVR/VRWorldToolkit
What do i have to do to get it
and what do i do to use it to find the issue
labs is for first uploads
Hi~~
is there a trick to getting UdonSyncPlayer (Unity) to actually loop?
I have 'loop' ticked, but it's just stopping on the last frame
oh never mind, I just saw the docs
that's frustrating
One simple question, there is no Colliders on the world and the User is getting stuck on mid air
Any ideas?
the world was to low
i did not know that
im getting this when trying to upload a world on it's first build, any ideas?
i get this when trying to test
Check the top pinned message in this channel o:
yw!
So i did a dummy head making a world for the first time and acciedentaly posted it to community labs on the wrong unity version. Is there a way to update the unity version to 2018.4.20f1 (current) or do i have to wait to reupload it as a new project 7 days later?
someone else had the same issue but I don’t know if they resolved or not. but i think you can just reupload the project as a 2018.4.20f1 under the same world ID and itll fix itself to the correct version and not that
Ok ill try that
sadly didnt work
hmm. might need to wait the full week or maybe send a vrc support ticket
ight thank you bro
mochies Fx x isnt really getting it
Anyone know how to imitate this screenspace shader?
thats my avatar XD lol its using a few different screenspace effects to make that
i cant remember what i used currently but i can try to look into my older project to figure it out. i do know that i used Mochies for the distortion and frame lag effect tho
i will look in my projects later to get you the exact settings and shaders i used to make that 😄
Yeah I tagged you since I recognized you 
I found it
but if you can give me the exact material I would actually really appreciate that since it fits my project really well
Ye
So I'm still having this odd problem where the objects I place in Blender do not appear in the spot I want on Unity...I apply location in Blender, which then in Unity, Unity places it at the spot I want, but then VRC Pickup breaks the object and flings it all over. If I clear it, and just set the origin point to the object in Blender, it goes to 0,0,0 in Unity way off from the actual place it's supposed to be. I don't quite get why it's only with this particular project I'm running into this <.<
Are you sure it's not within another mesh's collider when placed down ?
If two colliders intersect, it usually sends things flying
I'll check and see if that's possibly the issue, but, it's just odd because it's a single object that I place on a table. When I put it on the table and don't do anything with it, it gets put into Unity at 0,0,0. Then, when I put it on the table and apply the location, it works and applies in Unity, but then it gets flung around everywhere when it's picked up, as if it's rotating off of a different point in space.
I thought I figured this out the other day but like, holy cow, it's starting to drive my brain in circles -.-;
oh yeah, you want the pickup's origin near itself
otherwise the bounds will be much bigger, and that'll make the collider even bigger to take the origin into account iirc
That's what I figured too.
...Now I put the origin on the object itself, and Unity has placed it at 0,0,0 in the Unity project. I'm literally losing it <~<
yeah if you drop it in the hierarchy that's what unity does to any object
You can't have both, unless they're under another object's transform
Well it's being imported from Blender directly, the whole world is reuploaded using the same file.
so if all your pickups had a parent that had its origin applied at 0,0,0. and then all pickups under it had their origin as themselves
Sure but you can't circumvent unity's way
But then why is it that the object, which is placed in Blender on a table, appearing at 0,0,0 when imported into Unity rewrite? Or am I missing something, because if I place the fresh project back into the viewport the room itself it appears on the table where it's supposed to be.
what's your hierarchy like in blender ?
ok so put those under an empty that has its transforms applied, and then make the pickup origin itself
In Blender, or Unity?
blender
I'm sorry, brain is dumb, Empty Collection, since it's Blender?
shift click drag it on the empty
And then apply the transforms, and use the Empty object as the origin for the pickup?
no, the pickups have their origin as themselves, they just need to be in an empty object so that it functions correctly in unity
Taking a shot at that, then.
I suppose this theoretically should work at that point then, because it kept putting the object at 0,0,0, this should put the empty at 0,0,0 and then the object in the location....
....Ugh, nope. It still places the damn thing at 0,0,0 somehow.
I don't even know how that's possible at this point <~<
yeah i'm not sure what your scene is in Unity so it's hard to tell
Well, this is about what it looks like heirarchy wise,
The "Ear2TongueUpdate" is the Blender file.
The transform axis on the left is where the Empty object put the item in question.
Hi i just now decided to make my first world and t have a question what component i need to use to turn on mirror/videoplayer etc. ?
@warped ingot sdk2 or 3? and you mean a button to toggle a mirror or you wand a ui to do that?
sdk 3 world to toggle mirror or player
sorry i cant help you on that but i know a tutorial about toggle mirror in sdk3
sure
Hey would anyone know why a mirror wouldn't reflect a particle effect (like for a campfire) but only with terrain behind it? Half of the fire with terrain behind it doesn't reflect, but the top half where there's water does.
Also a different mirror in the same world doesn't reflect the water (the mirror is partly "submerged" in it)
First time using particles or water shaders, what do
not 100% of particles but if the mirror is set to cull certain layers. it might not be culling layer the particles are on or the water so it doesnt reflect them
em i built a few areas in objects and to some of them i cant enter ( its not a teleport or portal) just simple stairs to up level room help.
how high is the roof of the ceiling?
Particles are usually not visible in mirrors because they are facing with the player camera while being single sided which when looking at a mirror will be facing the other way than visible from the mirrors direction
Oooh that makes sense
I keep getting these errors each time I start up a new unity scene
And I don't know if they're a good thing or a bad thing and I don't know how to fix it
Looks like something to do with unity hub
But I do not know where to go or how to go about fixing this
I also did the same thing that the wiki told me to do of how to fix the problem that makes bakery not work but this still does the same thing even though I just did what it told me to do to make it so it does not pop up with this error
is there a way to make the videosync prefab be able to change the url it plays ingame?
i wanted to make a little tv area where i could put on videos to watch with my friends but i havent found much on changing the url ingame
also, im using sdk3
so im not sure if theres a way to do so without udon
theres premade videoplayers that have url intake
my friend sent me one so ill see if it works
the vrchat tab is gone in my unity? like the tab to build and test and stuff
how resource intensive are triggers?
Because you have errors in your console
Did you import both SDKs in your project ?
mine also says "unity_post_processing_stack_v2" is that normal?
if you're using post processing, yeah
ive uploaded my world, but when i try to join it via vrchat and press "go," it immediately kicks me out and sends me to my home?
oh neat it worked
is there a reliable way to get rid of these weird seams in geometry that are visible from a distance?
Join your meshes in blender !
Even if connected, if there's two distinct edges, it'll look like that
hm
i think i may just not be able to fix that due to the way i made the model
meaning, its already one joined mesh
so im not really sure if i can fix it
but i guess thats alright
https://media.discordapp.net/attachments/361741445352259584/833412329437003816/6b124e8bea8c1204d1fea19088b3dab4.png?width=1100&height=338
I keep getting these errors each time I start up a new unity scene
And I don't know if they're a good thing or a bad thing and I don't know how to fix it
Looks like something to do with unity hub
But I do not know where to go or how to go about fixing this
https://media.discordapp.net/attachments/361741445352259584/833417205718188102/unknown.png?width=976&height=549
I also did the same thing that the wiki told me to do of how to fix the problem that makes bakery not work but this still does the same thing even though I just did what it told me to do to make it so it does not pop up with this error
sorry i post this 2 time now i just what to get this fix
And I really don't know where to go to fix these errors
You should probably do a full reinstall of bakery and reimport from the store
It's not just bakery in unity store I have it as an asset on my desktop
So I can just import it from there
He used to work every time when I imported it and I never got any errors when I started unity
yeah that sounds like a bad idea
But now for some reason I'm starting getting errors from unity and now I'm getting errors from Baker
I'm not just bakery now unity is giving me trouble saying something about files to unity but it's not working
That's why the rest of us get it from the official source and don't have errors 
I'm thinking that might be the case of why bakeries not working
Unity keeps saying something about unity hub
I just don't know where I need to go to find those things
And I do not know where to go to ask more of these questions of why I'm having these problems
I'm working on an in-game joystick that a user can interact with. I put the VRC Pickup script on it and I set orientation to Grip, and Pickupable to false. Now I think I might need to write my own custom script to get the joystick to actually move/rotate with the players hand motion. Does anyone have an idea on how I could do that?
As someone who hasn't ever designed anything in unity, how hard is it to design worlds? I kinda like the idea of designing a chill vibe place
Same, im interested in making my own world as well. ill fiddle around with it tommorow, i wanna do quest 2 worlds mainly (i only have quest 2 vr)
Find reference images and then start modelling piece by piece
for unitypackages what is the exe for opening them for extraction to your project?
everytime i try to import a package just by double clicking a folder
it opens up the editor for opening projects instead of the actual package prompt
Yeah i had that for a while, one day it fixed itself, and i don't remember doing anything, i imported packages via the import package menu for a whole ass year
Maybe try using the exe of the primary unity version you're using ?
i'm going to reinstall unity
and try lol
maybe unity hub
also wanted to know what the planned Unity editor we're switching to? Unity 2019 was vaguely what i remember
For now we're still on 2018
Are there any plans for upgrading to newer versions of unity ?
@quick lintel yes actually... lol
Hello, I was Trying to make a world in unity but when I want to test it it went in VRchat made a black screen and throw me back home,help
grab 1's vrworldtoolkit that can check for common issues that can cause this https://github.com/oneVR/VRWorldToolkit
Why?
how to fix this?
Rn i am using textures from cc0textures and you have multible choices on how the resolution should be. 1k.png ect
what is the recommended texture resolution that looks good and doesnt impact performance much
So 100% not VRC related but after years of using Unity I finally experienced a new issue working on a VRC project. ANY change I made to an object would revert the moment I left the inspector. Didnt notice for a while. Easy fix was a system reboot. Just throwin that out there if anyone else runs into that.
anyone has ever encountered this problem while trying to switch to android build settings
any1 gots an idea how to use sdk2 to make world objects or paticles originating from a world track and follow a player?
Hey everyone! Im trying to get this train to move forward in a straight line and loop! Managed to get it working in play mode within Unity however when I play test the world in VRChat the train doesn't move. Any ideas? Checked both the Animation and tested in play mode cant find anything wrong in Unity. No console errors either.. stuck.
@bold ibex is it using rigidbodies? animations? or both?
Thanks for getting back to me so quick!
Right now I just have a simple Animation. Point A to Point B
no rigidbodies?
Correct
hmm... is the loop animation the only thing u have on it? no other animations?
Yup! Just movement, I have some attached lights and particle effects.
Its weird and no one knows whats going on. Again moves in unity just fine! Only doesnt move when moved over to VRC
that extra bit doesnt matter. i just need to know if any other animations are on the animator that could keep it from working
is the animator enabled by default
Yup! And I have Wrap Mode set to Loop
is there anything in the game that disables ur train?
Nope, no switches or anything yet. Trains the most complex thing I've added to the world so far
oh. i suggest taking off the animator component as vrc sees it as depricated. instead use an animator controller and drag that in as ur first animation.
Gotcha ill give it a try!
kk
So instead of using the animation component, you want me to use the Animator component?
yes
u just have to make a controller and drag the animation in using the unity animator graph
hmm alright I think I understand, let me give it a try
Have it set like this, just dragged the animation into the graph?
will I notice lag in any significant way if I have a global video stream player playing in a world with 1 person vs say 40 people?
Well, you'll have to render 40 people, but the video player ? no
Hello all! I am curious to know if it comes to making a "teleport" effect on screen, would it be responsible from a Shader, or could it be a small video clip(5 seconds)? Basically I have it so that when you touch a game object with your hand, it takes you to another part of the map.
Edit: Looking at an Atlased 2D texture and just cycle through UV's, but still open to know better optimized options.
Hey, might be a dumb question but after working on a world for a little while.. the VRChat SDK drop down no longer has anything but a "Utilities" tab, could anyone help? Thank you.
Check your console for errors? o:
also, try right-clicking the VRCSDK in the asset browser and hitting Reimport
So how long does it usually take for one to load in an test the world your working on? I just feel like my VRC takes a really long time to load so I can test my world. Anyone know why?
Depends on your hardware and how many assets you're loading. But here is a trick I use. You can use CyanEmu that runs your world in the editor and loads up VRC code so you're getting close to the VRC experience right in your editor.
https://github.com/CyanLaser/CyanEmu
Load the asset and then hit play!
very interesting
No need to build and run the actual VRC client, it emulates the VRC client right in the editor.
Hallo! Does anyone have a good video player suggestion for me?
I need to be able to stream from our CDN or twitch.
I need it to use Render Texture Mode
I am using a custom shader to add video reflections to nearby materials, but I have a small dilemma.
VRC Unity Video Player doesnt seem to stream properly.
The VRCAV Pro Video Player uses Material Override and I can't switch it, so my shader doesn't work.
Any ideas? Much appreciated!
So i've seen maps before that go on forever.
last night I was on a map that was a train going in a straight line on a track with a basic cityscape around it, that went on forever. maps that do this are not new and even predate udon.
How is this done?
shader possibly. maybe a really good and seemless animation change. have multiple tracks in the world but make it so yiu can only see 1 track at a time
looping 3D skybox animation? o:
^^or that
always seemed like it might be some kind of procedural thing
im using sdk2 and when someone picks up an object nobody else sees them holding it, how do i fix?
if you use a pick up you need object sync
if you wand ppl to see that you picking it up
I've already imported other 3D .fbx models into my scene and they worked out fine but I have a joystick model that won't appear in the scene. I tried changing the default materials and that didn't work either. Any ideas why I'm having trouble with this model?
It shows up in Unity but not in VrChat
Few things you can check: Pres Play and see if the model is still where it should be, if it is not, then an animation or script is probably controlling its position.
Next add a simple cube to your scene and load into VrChat. If you dont see the cube either, then there is something wrong with your project that is not letting you update the world (maybe some bad script/shader included in the joystick model)
yeah it shows up when in Unity play mode. I have a duplicate model in the scene with no scripts on it and that doesn't show up in VrChat either, so it could be what you mentioned about it not letting me update the world. I will try adding a cube and see what happens
@mild spade Yeah I tried uploading the map with a 3D cube added and it didn't update the map
Then you have errors on your console tab. Check the pinned messages in this channel and check the first 2 posts. Is a guide on how you can fix common errors
ok thanks
Trying to upload a world and constantly getting this error. Something regarding an API? Any ideas on what to look for?
Your world might be too big o:
i was just wondering, a friend of mine said, "if you put VRIK from finalIK into a quest avatar it crashes quest games." But does it happen in worlds? (i have final ik and want to add it to my world (i cant check if vrc allows it due to unity not wanting to cooperate) i want to add it without quest players crashing)
@mild spade I imported the unity package that has world debugging and followed the steps of the wiki for the bundle but maybe I'm doing something wrong because it doesn't seem to be working. I'm not seeing any errors after uploading my world
@errant beacon Thank you very much, reimporting seemed to fix the issue. Kinda confused why it happened, but thank you!
yw! o:
If you enter Play Mode, do you see errors on the console tab? (assuming you dont have "clear on play" enabled) I am sorry, I have never used that tool, but I have hear many people fixing their problems with that package.
I will try that out here in a little bit and let you know
The vrchat world I uploaded sends me straight back to home when I join it
It worked at first but now ever since some changes it doesnt work
Do you have spawn point setup and is it colliding with the floor?
You can also get world toolkit to give you a report on any possible issues. Just Google and download unity package.
There is no errors popping up, and the spawn is above ground level and still doesnt work.
I have toolkit already. Idk what it could be
I made a backup of my project before making those changes and now opening the backup it tells me it was made in a different version of Unity which is absolutely not the case. If I go ahead and open it anyways I get an error with the CyanEmuPlayerController saying The type or namespace name PostProcessing does not exist in the namespace UnityEngine.Rendering
Make sure that train isn’t set to static either
I feel like there's something weird about the colliders in my level. I've got a level with a hallway with a ceiling. When I use CyanEmu, I can get by just fine, but when I use the "Build and Play", it won't let me past, even though my avatar is smaller than the one CyanEMU uses. Disabling the Ceiling collider lets me go through the hallway, but of course I can then jump through the ceiling, which is undesirable. Is there something I'm not understanding?
player collider is 2m tall
No matter what the size of their avatar?
it is always 2m tall regardless of avatar height
Well crap. That'd do it then. Thanks!
but you can get by in cyanemu? it should be using a 2m tall collider as well
So just to sanity check: one unity unit = 1 meter?
yeah
oh, it looks like its set to 1.6m in cyanemu
that'll do it
or I might be misunderstanding how the player collider is generated
Can you mess around with the player's height using Udon? Like, player.gameObject.GetComponent<CharacterController>().height = 1; or whatever?
(Using U# of course).
nope
Haha of course. Thanks! I've got idea of where to go from here.
Does anyone know why may baked lights are not showing up on those in VRC but they look just fine in unity?
Did you make your objects set to lightmap static?
they are
Hey what’s everybody use for a reference when building a world so it’s not too big or too small?
I just put in the fbx of my avatar
make the ceiling 2.5 unity cubes tall and door ways 2 cubes
Hey, is there a way to use physics layers to make it so players ignore certain colliders? (But that those colliders work normally on thrown objects, etc?)
Hey, If I try to do a test build I land in my home world, if I upload the world an try to join it I will land in my home world / old version of the map
But I can uplaod it
thats the console log
okay, ik what was wrong it didn't like me simple light prope asset
hey! i'm having a really weird problem i can't google particularly easily.
in my world, the lighting and everything looks fine, but as soon as I get avatars in there, sometimes the lighting on the avatar will be different per-eye as i look around the room. i can kinda manage to find sweet spots where it'll flicker on and off between the two, but i have no idea what's causing this. any ideas?
So Im considering trying to make worlds. Mostly just like chill places ie lakes/forest etc. How hard is it to do stuff like that?
vrc cam was being uncooperative when i tried to use it for the image of my world (super buggy view, slurring the image of what it sees and not seeing seemingling random things, just skybox) and now i want to try and get a better image for uploading an update, but now i cant check the "upload image" box at all :/ vrc cam still shows in the bottom right corner, still buggy as hell. anyone know what im doing wrong?
i feel dumb. i know what i did wrong now
just had to have the cursor ever so slightly to the right corner of the check box 🙃
@wispy pagoda not too bad if youre willing to put the time into it. i didnt know anything about unity when i started and just slowly learned as i went
Okay thats good, is it all from scratch everytime or is there like libraries and models that you can use
@nimble tree Import https://github.com/oneVR/VRWorldToolkit/releases into your project and see what it's debugger reports? o:
also, def check your console for errors - should be a button to open it at the top-left of the asset browser
how do you use toolkit?
Instructions are on the main page - import it and look for a "VRWorld Toolkit" tab at the top, and click World Debugger under that
i dont have any toolkit tab
just to verify, are you using Unity 2018.4.20f1? o:
also, try saving the project and reopening it
If it looks like you lost everything after you open the project again, you didn't - open the default scene
still nothin there