#world-development
39 messages · Page 74 of 1
Is there a template avatar world that I can download? Trying to upload some avatars
just make a cube man
Hey there, just started messing around with world creation, I loaded the sample scene from sdk3, then try build and test, it builds but it starts vrchat in VR and in my normal home world. Yes, I have "Force Non-VR" checked. I already made a new project to see if the old one was just broken, but I still get the same issue. Does anyone know why this could be happening?
Check to make sure VRChat's path is set correctly in the build control panel's settings? o:
could also def try importing https://github.com/oneVR/VRWorldToolkit/releases and checking it's debugger too! c:
it was the correct path, but on the wrong drive 🤦♂️
I just looked at the path, and that was correct...
thank you very much ^^
yw!
i am having issue with audio slider. It move by itself during run time and changing volume. I cannot find any correlation between movement or anything that could be changing it.
if anyone has any ideas, it would be much appreciated
is there an estimate on Graphics.Blit I saw in a recent post? Thinking I should put a pause on what I'm doing since speed is key.
reading and writing pixels to modify the alpha on a 512 texture takes a second -.-
could you have a this = that backwards and it's writing.value in a function?
maybe
it doesnt work until i change the vaule from the initial 0.5
its kinda quite but you can hopefully see the movement of the slider
unclear right now. are you dragging it in the video? is it moving randomly based on your movement?
i am not dragging it, it is affect even when all the way across the map and my mouse is not clicked
it seems to change based on the direction i am facing in the video i sent
i figured it out
everything i press the 'd' key, it goes up and everytime i press the 'a' it goes down
oh of course yes its known. hang on finding the remedy. I use the same prefab I made a year ago so forgot how to fix
ok, i am sure it is just my mistake lol
@queen sandal Set this to NONE, basically it allows you to move UI items with arrow keys, for navigating menus in games.
ok, i will try this
^ perfect fix. should solve all your issues. as a good side quest set the audio volume on start from the slider value to sync. only have one value to change then
it worked, thank you
thank you guys for your help
also with default made UI canvases the raycast can be offset only apparent in vr due to the collider volume. the fastest solution is to make the depth axis scale 0.001
when the canvas outline appears to match the plane of the sliders in editor you know it's pretty much okay for VR. seen this problem too many times not to say something
im making a world and all of asuden when i try to go in and test it out it well not let me in there
if anyone would be able to help ping or dm me
I have made some UI buttons for a mirror
but i can only click on the buttons whenever i have the menu open
And i believe that setting the layer of the canvas and buttons to " default" would fix it but apparently not
hah found fix
@mizuki
I have a map that is built for Android for Oculus support and when I upload the map I receive a console log that says CreateOptimizedFile: Android unsupported. Is that normal?
@mild spade If I press play mode or upload the world neither gives me errors that tell me what's preventing me from updating my world
Something is preventing me from updating my world on VrChat. Like it uploads but when I go to see the changes they are not there.
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says? o:
yeah I'm doing that now, I don't see any errors that could be preventing me from updating the map though
@mild spade Sorry I'm an idiot, there is a VRWorld menu item that I have to click on to see the information I was looking for
What errors are you getting? o:
I see an error after uploading the world - Runtime error detected, but the client has not been launched with '--enable-udon-debug-logging' so the error cannot be traced. Add the argument to your client startup and try again.
that comes up in the console
I mean what errors/warnings are you getting in VRWorldToolkit specifically? also, --enable-udon-debug-logging is a Steam launch option
show a screenshot of your entire console
the Unexpected Crunch texture format just came up after I auto-fixed textures in the vrWorldDebugger and then tried to publish my world
are you able to go into play mode?
also show a screenshot of some of your texture import settings
@dusk sapphire Yeah I'm able to go to play mode and is this what you meant by a texture import setting?
also just to be sure, you are testing on a quest/quest 2 for updated changes right?
no I'm testing on vrChat with my computer
did you upload the world with PC build then?
cause you're currently in android build for quest
^ note that PC/PCVR can't see Quest content
also, real time lights and 2 active mirrors is really bad for quest
Hey umm. Anybody knows where can I get the assets for world creation? Like the 8 ball pool table, cool mirror animations, buttons, Furniture, skyboxes?
check pins in this channel for vrcprefabs database
various authors also host their projects/assets on booth.pm, https://booth.pm/en/search/VRChatワールド
BOOTH(ブース)とは、pixivと連携した、創作物の総合マーケットです。無料で簡単にショップを作成でき、商品の保管・発送代行サービスも提供しています!
as well as unity asset store
Yeah but the 8 ball pool table that you see on vrchat worlds, where can you get it?
there's https://github.com/FairlySadPanda/vrcbce, though you need the Udon networking beta for that
@dusk sapphire thanks for the help, it works publishing the pc build. So I guess I need to keep two different builds for making updates
yeah you do
Is it saying I should play vr chat more often or for me to use unity more often
vrchat
I am trying to add pens to my world. I downloaded NoeNoe pens but whenever i place the Full_Pen_set prefab into the world. It does nothing. Cant pick it up or anything.
It does say per pen that there are scripts missing
But i have no idea how i should fix this
the most commonly used pen prefab these days are qvpens https://booth.pm/en/items/1555789
my items wont respawn respawn is picked in scene descriptor
everytime when im importing qpens my sdk3 just break
qvpens require udonsharp make sure you imported that
pick ups need sync position from udon behaviors to respawn
qvpens require udonsharp, so its going to cause issues if you imported it without udon sharp
i meant respawn
add an udon behavior component to your pick ups and check sync position
ok thanks man
Can someone dm me if They can make a world for me?
how to compress your world
Crunch compress textures and lower the resolution
May anyone link me a video or tell me how to add a "timeline" so that I could skip through a youtube video inside vrchat?
How may I give my world to a friend of mine without making it public?
you publish it privately and send them the world link from the website
You can upload the world, just dont check the community labs checkbox. Once uploaded, you can go to the "Mine" row and setup a instance up to Friends+ and it acts just like any other world @south elk
And the timeline thing i believe is only possible in Udon. I have no idea how to do it though
Hey all, I need help with an SDK2 world.
I have audio I’m trying to get to be heard throughout the whole world and it is stuck in one spot. I have it set to 3D audio and have the spatial audio component added. What do I need to do for it to be heard throughout the whole map rather than just one spot?
Thank you, is it possible to just send a world file to them and it'll appear on their "mine" list by any chance?
Thank you for the suggestion but I wanted to keep it private 😄
no. then it wouldnt be “mine”
alright, cheers
Oh wait i miss read the statement. You can just do the same but do it on their account. Send them the files and they can upload it themselves and it would appear as a private world on their account.
So I got a question since been doin great ..was working on intractable n seats n got the floor done n all worked so started nxt floor finished tested n nothing I did on nxt floor shows or works.i checked baked idn whats goin on HELP
So they would have to go through unity and stuff right?
yes
I see, thank you very much 👌
👀
So I got it....had use a flying avatar to check but everything works
Its after u use the teleport that interacts stop working.....whhhhhhy?
Hey I’m kinda wanting to get into building assets to later use in my worlds. Does anyone know the best program to use? Ive seen people use Blender but I have no experience in blender. Is there any other options, if there are someone please let me know.
blender is the simplest option
There is also Probuilder (free) or UModeler (Paid)
Probuilder is a crutch, i wouldn't promote it personally, learning blender would be a much better use of someone's time and future proof
Got it yeet .n now I have a world banner for when u join it links to the worlds discord..
How do u import to blender been try in learn it? Im now 163.68mb im grttn Down still havent figured out baked lights yet tho
I would recommend to those who have experience using Hammer in Source Engine. Or for blocking
Hi! Could I use community avatars on pedestals on a private world?
is there any way to play a php file in a world? I want to use a ambiance generator from mynoise.net
that wasn't spam, bot...
This player is intended for myNoise contributors, and offers a way to play different generators at once.
that one, specifically
Hey is there a way to make it so you go into a room and all of the voices of that room don’t go outside of it
How can I create a toggle-able glowing object? I have a little cube that I want to be able to click, and it turns on a light/glow, and then I can click it again to turn it off. I also want to be able to pick it up and stuff. Help please!
@tidal mountain sdk2 or 3?
Hey, were could I find a good videoplayer for Udon?
@shell trail i recommend the architechTV for udonsharp
okay thx
The problem where my project kept crashing trying to generate lightmap finally subsided, able to upload
not sure what the problem was
How network performant is the dart game prefab? Can it handle full instances without a large network burden like a pool table can?
Is it possible either in sdk2 or sdk3 to disable the respawn button? If not I've seen worlds that immediately teleport you back to where you were before respawning. How would I go about doing that? I'd just like to avoid people hitting respawn to cheese their way out of gunfights.
Ooh good idea
I was kinda afraid to do that because I wasn't sure if others would spawn on top of some random player or not.
as far as each person is concerned, the spawn point is a local object
unless you make it non-local of course
Mkay thanks, I'll see how it works out.
Hoping to upgrade my world to Udon as soon as Cyan releases his trigger prefab publicly
what happens if the person falls off of the world with the spawn point following them lol
also cyan triggers was released yesterday I think 🤔
$10 iirc
Oh shit you're right haha. There's currently a lot of spots where that could happen too.
And oh sweet, wasn't actually paying attention to my email lately
Sdk2
um. the best thing you can do is make a trigger area for each room that makes your voice quieter or louder but idk if the “material low pass” is achievible on sdk 2
Oh okay
you can also just space the rooms far apart
Yeah that’s what I’m thinking
Hi! i need help with making PVP world
there used to be a discord on it but i left a while back
any tips?
or prefabs
Well if using SDK2, its all about the combat system. SDK3 uses Udon and im still learning myself with that
ahh ok. but i know there was a prefab a long time ago. i was hoping to make it toggleable to be attackable ya know?
and im using sdk 2 but ty for reminder! forgot about combat system in sdk 2 haha
I dont remember there being a prefab, but i dont tend to make combat based worlds 🤷
Jetdog had some gun prefabs in his pack a long time ago. Haven't updated it in forever so I don't know if they're still in there or not
Probably still there though
ahh youre right. I was gonna make it based on individuals' avatars collider effects hehe my world is ATLA avatar the last airbender world
Only issue I really noticed with those guns is that sometimes if you are running away from the person shooting at you then the shots may not register
Usually works pretty good though
So only question I got is...been tryig out I fire in my fire place .n it seems to work but i get an audio error missn script so i add n still no 🍅
When i try and join a world it loads me back into the hub
ive reinstalled and restarted the game
and nothing has worked
Lol so after I hit play all my pickupable scatter all over lol
is there a guide how to make pressable buttons like in just b club
theres a physical button prefab for sdk3 udonsharp, if thats what youre looking for?
are you using sdk3?
yes
Touch Controls Prefabs for VRChat w/ Udon. Requires SDK3.0[Udon] (last tested w/ v2020.4.4p1) and UdonSharp[U#] (last tested w/ v0.18.8). View the README.md file in the package for more information. Models by Yodokoro (source https://booth.pm/en/items/2458051) The model is included with their
thanks alot
Is it safe to make avatar pedestals smaller in SDK3? I don't know if that breaks the script.
you can
Hi all! So I have a world I created a long time ago that is still in Labs, its very optimized and great lightning and such, but I want it public since no one can find the world, it kinda sucks, I know that the world must become ''Popular'' before becoming public but can I submit the world in any way to make it public? Its impossible otherwise :I
@valid umbra nope hass to pass through labs first, posting the link to the world on twitter and stuff does help get people to test it
Oh okay, Can you guys help me out if I post the link here? i would really appreciate it
doing portal hubs might help. but if its super old. it may be locked
Its 5 months old
xD
^
ty
get some friends there and have them favorite it, run a little world hop tour and show it off with other worlds
also, performance itself isn't everything, if your world doesn't get 35fps on vr it'll be in the pits of labs for a while as well
Speaking of popularity
Late night question: but how is heat measured?
visits per day
Thanks! I'll remember that for when I need a bit more space.
You get steady frame rate of what the vr headset supports in the world
in my case, 80 fps, Rift S
cause I've seen that my public world "know your friends in space" has been at a 5 hear rating for the past week or two, but it dropped to 2 heat today, despite still getting 300+ visits a day

heat resets every 10? 14? days
ok. so sometimes youll get a day where itll go straight to the drain. like i have 1 that is usually at 6 heat thingies and randomlly itll say 0 for a whole day
guess it's the hamsters in vrc's servers that don't feel like working that day
heat changes daily. there is a website that helps keep track of traffic. almost like youtube
yeah using vrcw.net for that
even though I feel like it should be build into the vrc website to be honest
it'd also be useful if we could get performance stats on that page with a break down per platform
so I know if my new shaders are tanking performance for just myself or everyone else as well

thatd be impossible to get that specific unless youre talking the just “general knowledge” but thatd be a bit odd to do. but i do agree if there was a way to see for QC and PC world sizes instead of just pc
but i think vrc goal is to not make it that simple. at least on qc side
I'm mostly talking about ballpark estimates and averages
everyone's hardware is different after all
I guess 🤔 what you could do is have like an avatar performance system. but thatd be a bit revealing as well
ballparks ye
it'd be a good system for users as well
cause they'd be able to see how well optimized a world is before loading into it
well. theres a lot of change coming up but i def feel like a auto-survey would be nice. since no reports on a world ever goes away. so i can never tell what they mean by “worldimage inappropriate”
Oh by the way @valid umbra correctly labelling your worlds also helps
but i dont think most people care about optimization unless theyre super new or think they have god hardware. so that also makes things tough
i.e. mine has the games label so it shows up under the games category, but other labels helps as well
i had to create an army or quest testers to do my quest videoplayer and udon-menu system charades for 5ish months because i needed accurate data lol
man. remember when the games tab and avatar tabs were randomized and not organized by heat level?
It'd be nice if it would add a few "new" things in there though. Like "new games world of the day" thing
so newer devs also get the spotlight
kinda feel those categories are dominated by the same games over and over again
not saying they're bad, it just gets boring
Maybe a "worlds of the week" thing would work wonders as well
exactly. i added like 2 quest only avatars to one of my worlds so i could get the tag and it was 5-6th in the avatars tab. like how?/why?
that seems so unfair
worlds of the week sounds pretty cool. and a more frequently updated random world list
Anyway, I can't complain, getting 300+- visitors a day. Not too bad for my first public worlds.
And for those reading, the most important thing about making a world is the "fun" factor. Grab a few buddies when working on your world while it's on labs and see what makes your world unique and fun
that's the quickest way out of labs as well, since it sees your world is active and it sees you're actively improving it
Plus it'll help you spread your world as well
or portal hubbing if you can
idk if thats still a thing people do to get out of labs
Eh I just had like 20 updates in the week I was working on it while it was in labs, so it also kept getting on the "recently updated" tab on labs

Though I'll admit, 13 of those 20 updates were just me being stupid with udon# and messing up code
the remaining 7 were lighting related
recently updated just says that it was updated and itll appear in the recently updated tab if it was fully public
does the pool and media player works for quest?
yesh
is there a white-listed method to comine two mix audio sources into one
the lighting bleeds thru this mc pyramid in spots where the blocks are diagonal (if u know what i mean) is it possible to fix this? and no there is no gap inbetween them that's visible in unity
bake light with extra static geometry around the edges (and disabled after bake)?
🤔🤔
go into the mesh renderer settings and try telling it to use two-sided shadows
wher
in the material?
also does the pool works with sdk2 or 3
ty
Heya, how do I add and make world particles on my SDK2 world such as water ones steam ones and others
i really need help with my world its really not leting me go in and test it what so ever it loads and sends me to the defalt world
Import that
ok now what?
Now use it
Check the documentation on the page if you need it, it's pretty self explanatory, the toolkit shows your what's wrong and how to fix it
I am having an issue updating my world, everything runs smoothly until this point where Unity just seems to hang and nothing happens (I've left it for a couple hours) I updated the world a few hours before this first occurred just fine and this update is a few small changes, has anyone here run into this issue before?
Hey everyone, quick question if you can? Is build and test not working for your worlds as well?
Make sure that VRChat's path is set correctly in the build control panel's settings? o:
odd - try importing https://github.com/oneVR/VRWorldToolkit/releases and check it's debugger? def make sure that you're on Unity 2018.4.20f1 with the most recent version of the VRChat SDK, and also check your console for errors
yah im to smooth brain and not making any seance of this took kit at all
trying to put the world debugger on in the project and its doing nothing
Will do! Thx!
You know the front page of the repository has instructions on how to use it. The open button shows up in the top bar.
I'm having an issue with alwaysbufferone triggers only activating locally. does anyone know why this could be? i dont see any corresponding errors in-console.
show a screenshot of your trigger setup?
it is a very simple one that toggles on one gameobject when interacted with. I haven't had issues like this up until today ;3;
as simple as it gets yet
it doesnt want to work globally ;3;
and you tested this in game with someone else yeah?
yeah :(
is this a cross-platform map?
yes
was the other person on a different platform?
so you were both on PC?
yeeee
try again but have debug ui and sdk log levels enabled https://docs.vrchat.com/docs/launch-options
There are several launch options available for VRChat. If you are using Steam, you can set these easily in the Properties for VRChat, found by right-clicking on VRChat's entry in your game list. After clicking Properties, click on Set Launch Options, then put your desired launch options in. If you ...
i will try! thank you
have both your consoles open with shift + ` + 3
when clicking a trigger a corresponding message and or error if any should show up
see if that gives you any insight
okies
can we use unity C# to script things in a world or is it just locked down to udon?
You can use U# which is a compiler, but you cannot directly use C# scripting
could you link me to some documentation please?
k thanks
How do I make a transparant videoscreen?
make alpha lower
I cant because its the emission shader thats needed for the player
are you using avpro?
hmm. im not 100% versed on avpro. but what you could do is put an avpro screen somewhere on a map and have a camera infront of it. put both the screen and the camera on a new layer and make them only visible on that specific layer. then use the rendertexture on a normal material
but im not sure if thats a good idea at all
no that probably results in a lot of unnessecairy work
Yes the unity screen isn't compatible for my purposes
im not sure exactly. try asking in shaders. they probs have more of an idea on what black magic is needed to make that see thru
if I would use the unity player I can just make the alpha lower?
yes. but live streams wont work if thats what youre looking for
yeah that was my problem, but I can get rid of that if this works
so how do I set the unityplayer to transparant?
so unity videoplayer component feeds into a rendertexture that can then be fed into a standard shader material. and you can control it however way you want
you change the colors for different audio values. you can make it 3d-ish. whayever
that material isnt going to do anything unless it has an emitter updater of some kind
A what? 😛
Im sorry Im a real noob when it comes to this
https://www.youtube.com/watch?v=LUd4VC7gZVk Like I already have this
yes and no
but I want to add lights that are transparent that have the same screen texture
I don’t know what that youtube link is so I don’t know what youre trying to tell me
what?
So I have my screens set up
they use the UnityVideoPlayerScreen material
but what do I need an emitter for?
does it have an emitter updater? does it actually work woth that material? what viceoplayer are you using?
It works
and I have the unity one now
I dont know if it has an emitter
It has emission turned on
it might have a material override then
you can set alpha on that material to a lower value and see if it follows suit
Okay let me test that
should I change the rendering mode to transparant?
that seems to work!
huzzah
The problem I have now is that it also makes my big screens transparent
how do I make it so I can assign like 2 materials to the player?
do I need to make another input in the script?
also I turned the alpha down to like 2 and it still only a tiny bit transparent :\
might be overpowered by emmissive if you never changed emmissives
um. im not exactly sure since it is doing a material override. or at leadt i think thats what its doing
Also the unity player only gives me one screen to work with :/
theres gott be a way to get mor than 1
yeah thats what I was thinking
For that I need to add more inputfields in the script wont I?
im not sure what script or what exactly the script is doing atm lol. id assume itd allow you to choose how many materials youd want to override
I can only give it one mesh to render
the AVPro lets me give and number for how many inputs I need
or shared material
I cant open or find the script that it uses, weird
avpro imo is semi hard to understand but im sure theres ways to make it do what you want. if its sdk3, you could probs ask in udon-questions
okay, thank you anyways!
I've found a solution but I need to hook up one inputbox to both AVPro and unity, but I can't seem to make it work
like they still use their own inputboxes even when I change them in the Inspector
Does anyone know how I make it so the UnityVideoPlayer and AVPro VideoPlayer use the same inputfield?
how do you make worlds using the sdk3
Make a unity project, import the SDK3, look at tutorials and make the world !
I wasnt able to find sdk3 tutorials and I dont know if sdk2 and 3 are different or not
Sdk 3 uses visual scripting to make things happen instead of the old Trigger system that SDK2 used. Sdk2 is easier to grasp if you don't know anything about scripting.
can you use sdk2 and put sdk3 avatars in the world?
you can put SDK2 and SDK3 avatar blueprints into avatar pedestals in SDK3 worlds, yus
same thing c:
yesss thank you
hii
do anyone know how to play short music whenever someone join the world ? or maybe his name also
SDK 2 btw
Can't do their name in SDK2, but playing music would just be enabling an audio source with OnPlayerJoin trigger
How would you go about adding fog to a world?
You enable the fog checkbox in Unity lighting window
thank you !! ^_^
How can I create a toggle-able glowing object? I have a little cube that I want to be able to click, and it turns on a light/glow, and then I can click it again to turn it off. I also want to be able to pick it up and stuff. Help please! @ me if you respond also.
OnKeyDown is for toggling things when pressing the trigger on your controller
Thanks! Is there any way to just add it in a specific area?
nope, or you'd need a volumetric fog shader solution
My Control panel for the VRChat SDK disappeared
and I just saw this after hours of work
anyone got fixes?
so ive tried pretty much everything including joining all the vertices and setting anti aliasing to off in the URP, and yet there are still these weird seams visible in my map
will this help fix the issue?
yes
you need proper UVs
they ARE joined though, which is really weird
I ended up fixing it but now I can't find the VRC_Trigger component
and yes I am using SDK 3
There is no trigger component in sdk3
I'm pretty proud of my first ever map for VRChat. I went for a conference room and office type deal, the desks were all designed by my friends, I just put them into the map. Of course, I have a desk too.
The posters are pretty silly, though
ngl
Unfortunately, my account isn't at the level to actually publish it yet
So it isn't currently available.
Feel free to provide criticism, I'd love to improve my mapmaking skills!
Proper lighting would make a big difference !
Your ceiling lights should be emitting the light, and it should be baked in the world
They're all emitting light, but I made them all point lights because I got a bit lazy there
I kinda want to make the ceiling tiles smaller, too
if you have a single point light for every single light in the ceiling and this isnt baked, its going to perform really poorly if you have shadows enabled.
You could probably get away with using a single area light for the entire roof, with baked lighting. You'll also want to edit the textures on the lights in the ceiling so it looks like they're lit up rather than what they are right now.
Thanks for the advice! I think I'll try that now
check pins in #world-lighting to get started with baked lighting if you're not familiar with it
Thx
hey so i have a world that works fine on desktop but when i hopped in to test it in vr with friends we couldn't pick up any of the pickups. thoughts for a fix?
if you have any trigger colliders set them to mirror reflection layer
So im about fully optimized .published for quest n now cant find my world in comunity labs....
Your world should be under my worlds or whatever it's named
It is but after I converted to quest I dont show in comunity labs now
My new favourite thing is wondering why performance and lighting is suddenly terrible and realising I accidentally duplicated the root node of my world, resulting in double geo and double lights everywhere.
Probably because the list updated and yours went off the list, that is really just for recently published lab stuff I think.
That would do it
I thought I'd just turned on too many dynamic lights but suddenly 'wait, why is there a second copy of that.. wait, what... oh oops'
Lol I would probably make the same mistake
Ok cas when I search for The Gamers lounge I still cant find its listing even tho its there
Anyone know of a good method of using post processing to mimic the look of 90s photographs/movies?
Color grading !
Has anyone here experienced Interact behaviours that were working previously suddenly stopping working when you add more interactable buttons to your world?
stopped working in what way? if you arnt able to interact with them at all you might have a trigger collider overlapping them, and you just need to set the trigger colliders layer to mirror reflection
@dusk sapphire The interact overlay suddenly just stops working on buttons that previously worked entirely fine.
i did that 3 time ;-;
and um do anyone know how to created a sakura tree? or anyone model i can use?
hmm, you have a stable internet connection?
then i guess thats fine
so is that mean i have to reupload it again untill it work?
do you have the same problems in other projects as well?
no only this one
does the console say anything?
it say about like trigger error and stuff but i dont how to fix it
Trigger on Base was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
that is the error
you can ignore those
and this
Building AssetBundles was canceled.
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
VRC.AssetExporter:ExportCurrentSceneResource()
VRC_SdkBuilder:ExportSceneResource()
VRC_SdkBuilder:ExportSceneResourceAndRun()
VRCSDK2.Editor.VRCSdkControlPanelWorldBuilder2:OnGUIScene() (at Assets/VRCSDK/SDK2/Editor/VRCSdkControlPanelWorldBuilder2.cs:99)
VRC.SDKBase.Editor.VRCSdkControlPanelWorldBuilder:ShowBuilder() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelWorldBuilder.cs:127)
VRCSdkControlPanel:ShowBuilders() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:323)
VRCSdkControlPanel:OnGUI() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:200)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
nothing wrong with this either
have you tried uploading to a new world id yet?
ummm that mean i have to wait a week
@dusk sapphire THANK YOU. O_O That was it, that has been bothering me all bloody night and causing untraceable random bugs. I can ship this world in time for a deadline and actually get some sleep! Thank you!
click clear on play, and try to upload again and show those errors
like play in the game?
ohh ok
actually while we're at it grab 1's vrworldtoolkit to check for common issues https://github.com/oneVR/VRWorldToolkit
and look at his guide for fixing build issues https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems
the point was you have errors from multiple sessions piling up so its difficulty to look through that, clear on play clears it up so you only see the errors from the last session
click collapse too
then screenshot the console again
but really, look at the 2 links I gave above
also is that a real link or
its github
ohh yeah
they're also pinned in this channel...
and umm do you guy have any video player i really need cuz the one that i use didnt work
also one more question
dose unity have a limit stuff you have in the world?
if you go far enought out, the screen becomes shakey due to floating point precision
and dont put more than 3 real time lights in one scene or they will start flickering
and most 3rd party assets that rely on custom scripts wont work
but aside from that you can do pretty much everything
What color grading do you guys think would be perfect for that 90s picture/movie look?
any idea why the plants with tall vases are blacked out? They look fine in Unity, but when I go into the test client, they are blacked out
does anyone know why only quest users fall through the floor in my world? i have mesh colliders on the floor and walls, i just can't seem to figure out why quest users fall through the floor.
Never mind. I figured it out. It was stupid legacy shaders lol
Check the spawn? Make sure it’s above the floor
hmh, yeah the spawn is above the floor.. im so confused on why its only happening to quest users lolz
As a Quest user, I have no idea why lol. I've never had any problem with falling through the floor lol
I'm still new to world building, so hopefully, someone will help you soon.
How do you combine meshes together in VRChat
Unless you're using ProBuilder or something similar, you'd have to use Blender or some other modelling software o:
not sure personally, sorry - apparently there should be a Merge Objects tool somewhere in ProBuilder though, https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/Object_Merge.html
Unity doc is real 'helpful' on where it is though lol
okay thank you ❤️
Hey does anyone know why my VRChat SDK won't let me open the menu anymore when I click on it, it just says Udon graph and Utilities which gives me the clear cache thing
Add this to your project
most likely console errors
I remember your first world ruby.. it's something I will never forget at dev meet up.. a cube we all stood in with a translucent surface, fun times.
I added that to my project now what?
Check it's debugger - look for a VRWorld Toolkit tab at the top, and open the World Debugger
I put it in my project but don't see a tab for it
Did you import the .unitypackage, or the source code? o:
unitypackage
odd - make sure that you're using Unity 2018.4.20f1?
I am
My VRChat SDK used to work but then I went to test build my world and while doing that Unity Crashed and since then when I click on VRChat SDK I can't open the menu 😕
ah - right click on the VRChat SDK in the asset browser, and hit Reimport
I did same thing also which SDK should I use 2 or 3?
depends - SDK2 is older and dilapidated but still works, and uses triggers - SDK3 is newer, uses Udon (or UdonSharp, i.e C#) doesn't use triggers (yet, CyanTriggers are gonna be a thing) and is just generally more flexible
not sure on the issue though, sorry - check your console for errors? o:
Your sdk version is over year old, update to the latest sdk2/sdk3 which ever you are using
I put in the SDK3 and the VRWorldToolkit in my project and neither are appearing at the tab on top
Looking at that you had sdk2 in the project before?
I honestly don't remember what I had at first
Well according to that you started with sdk2
So should I get sdk2 again
Well that's one option to remove all sdk3 stuff and import sdk2 again
What sdk3 stuff would I need to remove the VRCsdk3 folder?
Otherwise you need to remove the scripting define symbol for sdk2 in your project settings > player > other settings > scripting define symbols
Udon, VRCSDK, VRCSDK Samples
I think
I don't really have unity open right now
Can I maybe screenshare to you my unity so you can help me because I've been trying to do this for awhile now and I'm confused and don't know what to do
Can't right now, I'm busy currently
Oh, okay no problem
Is being able to jump a standard thing or do i have to add it myself?
you have to add it, playermods component
I fixed it my SDK works I just had to look at console and delete the things that had errors and restart unity
That's more of a dodging the problem than fixing it so you might get more problems in the future
ah, cus one day i could jump then i couldnt then i could again
very weird but alright
So I'm working on a world- I wanted to add in some pickup items, and I've set them up according to some youtube vids with the mesh collider option & convex is checked. Also have object sync on them. They work for a little while, and then totally stop. You can't pick them up any more unless you bump one object with another, and they usually all stop after a while so you can't even do that.
Any idea what's causing this? I wanted them to use gravity so you can throw them. It doesn't seem to happen if I have them set to kinematic.
I'm on desktop so I'm not sure if the same is true in VR, but I'd imagine so.
Not using Udon. I think I have SDK 2 in it.
And it's multiple mesh objects doing it. A stuffed animal and a magical girl rod.
Mesh colliders can be pretty expensive, do you strictly need to use them? o:
would recommend trying with just box/capsule colliders and see if the issue is fixed
I'd prefer to keep them mesh colliders if I can, but I'll give that a try. The poly count on them is really low, so I didn't think it'd be all that expensive
It's also only 4 objects total
def depends on model complexity yeah, v low poly objects shouldn't be too expensive afaik, though obv depends on how many polygons the models have? o:
nonetheless though, if the issue's fixed by using box/capsule colliders, you could try approximating the shape of the object with a couple colliders?
I didn't consider that o: didn't think it'd work with extra colliders
I think I could make it work with a couple capsule ones. The plush object is star shaped.
I have added this and the jump works now
but now whenever i sit on a chair i cant get out of it
anything i am missing?
if it's the default vrchat chair prefab i'm not sure
yea its only when i have the playermods component enabled
Hey had anyone converted a STL file they have into a OBJ file? I’ve heard it done before but I haven’t done it yet. And am wondering before I do if anyone else has?
STL to OBJ works fine - Blender can import STLs natively too o:
same with cinema 4d
hey, is there a way to make an object only render in one eye? Like left or right. I'm trying to set up a 3d video effect.
You'd need a camera for each eye to overwrite the main camera and set them to render on a specific eye
Under "Target" in the camera settings, not sure what the full name is
How would i set up a camera to replace the default one? I have two cameras for left and right, i just dont know where to go from here.
Is there a way to have people spawn randomly on multiple pre-defined empty gameobjects when they first join the instance?
Meaning, even if alot of people join at once, they dont spawn ontop/inside of each other and it doesnt affect their performance to the point to where they crash
Btw: im working with sdk3 :3
Is there a way to set a separate Left and Right eye reference cameras?
Hey, were trying to publish a world but we started the scene with a little platform and ball to test the pickup stuff, but now we built a whole world...but every time we built and test it takes us to the beginning structure even though we've saved it and built the new one- anyone know how to fix it?
There's probably something in your map that's preventing it from compiling - try importing https://github.com/oneVR/VRWorldToolkit/releases and checking it's world debugger o:
Thank you so much 😭😭💜
yw! o:
So I'm looking at making it so that people who are in a "Box" trigger can't be heard but don't want them to be able to hear anyone else on the outside of it, would this be a possibility with anything in PlayerAPI for Udon? Or would it require something more than that? I need it so that ONLY the players in the interior of the trigger get set to the far range.
We have a box Collider on the floor but its saying its an error, do we need a different Collider?
It's saying that it doesn't have a collider under it, which means that the spawnpoint is probably inside/under it - try moving your spawnpoint up o:
granted though, that shouldn't prevent your map from compiling afaik
It wouldn't, but then you'd be sent to the error world
is there a way I can lift up other players by press the trigger button inside of them and be able to pick them up
VirtualFurence does that, though I'm not exactly sure how o:
Thank you by the way!
How long is the wait time for publishing worlds? Ive got a few hours in the game but is that how they allow you to publish?
You need to be User rank to upload public worlds o:
Also it's not strictly based on just 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 everybody, but I'd hazard a guess and say it'd take 10-50 hours with a decent amount of friends added to get to New User, and probably 70-100ish total hours to get to User? o:
big exceptions can and do happen though!
Yeah I knowww
We double checked all the shaders and there are no error messages but for quest, one eye is black and the lighting sucks. Any tips? :)
if your sdk is outdated, it might be from before an update that fixed an issue with switching platforms causing 1 eye vision problems
the work around was to switch manually through build settings instead, but if you're on the latest sdk then it shouldnt happen
other reasons for 1 eye vision problems are incompatible shaders in the world
also in your earlier screenshot you are using real time lighting, which is really, really bad on quest which probably also has a lower pixel light count, which means it can only show a lower number of real time lights at the same time.
Thank you!
Is there a way to recover unity files from a lost map ?
I made a map like 2-3 months ago and I lost all the files from it
After unity crashed everything just disappeared
check your unity project again, sounds like it just unloaded the scene, and you just need to open the scene file again
if you're not sure what a scene file is, chances are you were just using the SampleScene in Assets/Scenes
Hey! When we upload the world it keeps giving us a picture error
The world runs fine its just the thumbnail is gone, any idea on how to fix it?
Just wanted to tell you your suggestion fixed my issue! Thank you! My pickups work great now!
o: yw!
Does anyone know how I make it so that the AVPro videoscreen and the unity videoscreen use the same inputfield?
URL Input fields can be created as separate things and use code to hook to whatever player objects you have?
yeah I know but when I hook a unity screen and a av screen to one only on e of the two works
I admit I've only used the Unity player so far myself, but I did so with a from scratch thing and hooking up my own in-world UI. I was going to play with the other player later to see if it was that different to use.
with the unity player I can only hookup one screen
but I want more
do you know how to make more then one screen on the unity player @leaden hazel??
Ah yes :) I did this recently.
First Create your object you want to render on. I recommend creating something square shaped, then rescale it in Unity to 1 by 1 by 1.77 to get the correct 16:9 aspect ratio.
I have all my screens setup already
also they are UV mapped
so I only need to know how to get the source material onto multiple screens
Great, next you'll need a RenderTexture Asset. Create one in your assets folder. I have the following settings on my one:
Then create a Material. I recommend an unlit one so its not affected by world lighting and is always clear. Choose the RenderTexture as the source.
(This one is currently set to a static texture and I swap the texture when I start playing a video)
I got this
Then go to the object with your MediaPlayer on it:
And set these two options
Choose your RenderTexture and bingo, everything with that texture should play the content.
ahhhhh
im gonna try
OHH SHI
It works
thank you sooo much man
I was trying to figure something like this out for the past 3 days
seems so logical now....
haha, no prob, someone else helped me out on here in a bind on Saturd.. err.. I guess early Sunday morning when I was at my whits end so this is like, me paying off the karma. :D
@leaden hazel do you also know how to make it so the screen emits light?
if thats possible, like light thats reactive from the vidoe?
Hmm.. if you switched back to a standard shader and set Emission to the render texture it would do that but unless you have live reflection probes (expensive!) I'm not sure if objects in the room would be affected by that.
I have been to other worlds that did have video light affecting the room around them, I'm not sure how they did that yet.
hmmm okay, thank you anyways!
now I have to figure out how to make stage lighting reactive to the screen 😛
Its a nice effect, if I work out how they did it, I'll let you know!
Hmm.. @mystic leaf This unity thread is how to get the average colour of a texture. https://forum.unity.com/threads/average-color-from-texture.145331/
If you converted that to udon you'd get the colour you wanted for the lights.
I'd check how performance intensive that is mind! But it could get what you're after.
You might want to have a number of emissive light objects but only one large actual dynamic light for example.
I've kinda set those light sup already but I need them to be transparent
but the I dont want the screens to be transparent, thats more what im after
Ah, do you mean reactive in terms of like, moving with the beat, etc?
nooo I have them so they have the average color now
but I want the light beams to be transparent
Ah, I see, not sure on that one I'm afraid! But hope that got you a bit further! 😅
So I made another material which I also assigned the texture to, but I cant get it transparent
omg I stupid
forgpt to set render mode to transparent....
Ah yes. That's a good start. X3
still kinda hard to make it so I see the texture but its still transparant... :\
Is 1 unit in Unity related to 1 meter? Or is the scale different? I'm not sure what the standard avatar height is exactly either
By default it's 1 meter iirc - the average US height would be 1.75 Unity cubes c:
Also note that the player collider is always 2 meters tall regardless of avatar height, so your doorways should be taller than that
Do you know how wide the character is? And thank you :))
Anyone looking for a VRChat world project?
been having some fun with this today https://streamable.com/zf7ang
Question for anyone using the go-kart prefab. When I leave the car I get stuck in the seat. Ive debugged the U# and see no issues. Anyone else notice this? Was working just fine a couple months ago for me. Might this be the vrc station bug?
Anyone know how many VRChat units 1 imperial foot is?
By default, 1 Unity unit is a meter - the player collider is 2 units tall and 1 unit wide regardless of avatar height, and your doorways should probably be slightly higher than 2m
also. 1.75 Unity units/cubes would be the average US height c:
Awesome, thanks!
yw!
Anyone know the best settings for the user settings under the andriod port? also any info to lower world size.
In this Dec 2020 TLX session, Jordo encourages world creators to pay more attention to the Quest ecosystem, explaining its challenges, drawbacks and what can be done to mitigate them
Learn more about Prefabs TLX at https://tlx.dev
Follow TLX on Twitter: https://twitter.com/tlxconf
Prefabs TLX is a fully VR-centric Developer Conference aimed a...
quick question. should I have Auto Graphics API on? ...haha...
never heard of that
first screen. under inspector. settings for android. rendering, Auto Graphics API. I got no idea. I clicked it. and its loading
its auto so i assumed its decent.
i don't think you should be messing with the vast majority of these settiings
¯_(ツ)_/¯
is there a way to revert the build from android
without going into the file
because i try to upload a world for quest users, but i switch the build to android and now the project doesnt respond whenever i open it
i whent through the vid. doesnt show too much that helps. so watchin another vid. to compress some textures and such. a few larg texture files id like to compress, but the apply button to apply the compression doesnt show up. would you know why?
sorry if reply wasnt needed
i'm pretty sure it depends on the compression type
the default for this was 2048. id like to change it to the 1024. under that i checked all the formats and compression settings. nothing let the apply button show up
is that your window screen resolution ? Looks like a layout issue
huh? i have it windowed normally. seems like the rest of the inspector isnt showing? how do i fix that
or can i not?
I have no idea how to fix that issue sorry, layout issues are very specific
mmm do you know how to open up the script? or what file controls the inspector? if so I could wipe it and do a clean install
I don't think this is script based, Unity has its own layout system
how was it changed or so on then? If i make a new project it works just fine
a new android project ?
You seemed to have messed with project settings earlier so if that was the cause you'd have to revert it
huh? idk. I just make a new basic windows project in unity and everything seems fine. not sure what messed up in this current project. if you can find out please let me know
Anyone else have issues like this with text?
letters just randomly nope out
AAAaahhh why
Can I add fog in a world build in blender and it translate well into VRC?
the fog would be added through shading nodes btw
like textured fog? idk
yeah and alrighty danke. maybe this should be in lighting but I feel it's more of a texturing thing.. what about emissions?
So uuhh, yeah this is irritating
hello everyone i started making a VRChat world for the first time as a surprise gift for my girlfriend
i got it done but when i click publish i get this
i dont see the menu anywhere for title, player count and all that
it might be minimized
anyone know what these weird line things and are they an issue?
@near escarp Will that help my text issues, or is that for someone else?
for the person above my post
do i have to do anything once i imported it? im not good with this stuff so
it's explained in the main page https://github.com/oneVR/VRWorldToolkit
real time emissions from emissive textures like video player screen emissions for example are done using enlighten's precomputed real time global illumination
You need to bake lighting with enlighten with realtime gi enabled in settings, a compatible shader on the material such as standard with real time emissives, and if you're on sdk2, you need a "VRC_Custom Renderer Behaviour" component on the emissive mesh, if you're on sdk3, you need an udon behaviour calling RendererExtensions.updateGIMaterials() in update(). Take note that real time emissions are expensive performance wise.
I know its a repeat question but anyone know how to fix the error where the thumbnail of the world will not show (but the world works fine and there are no error messages other than that)
Have you tried reuploading the thumbnail?
@dusk sapphire I don't suppose you know where I could find a decent waterfall wall, do you?
nope
oh my bad @near escarp thank you so much
what was the tool you can use to go back to a previus save / file? may get that
nope
oh. thought you or someone said there was a tool for that... mmm
They were most likely talking about using some form of version control with your project, in which case you need to have used it from the start to roll back to a previous version in the first place.
I would like to ask a question, I created a world but I don't know how to put my avatars in it, I searched the internet about it, but I didn't find anything about it. I already know how to put everything but avatars.
Can I use pure unity player with embedded video file in the world?
I've tried, it works in play mode, but not in VRChat
VRChat shows black screen
Do I always have to use external hosting? I want to minimize delay of video activation
It's a short video to rehearse and record a dance
if you're on sdk3, you can't use the default unity video component
which means sadly, you can't have embedded videos in sdk3 worlds atm
Thanks for the info
found the cause of the issue. poiyomiToon Shaders. when installed it bugs the inspector thingy. I updated the pack and its fixed now. strange
why can't I make my world public?
While uploading, make sure that the check box for community labs is checked. That will essentially make public.
so at Unity the option to publish in the lab is unavailable, as if I couldn't brand it
@flint hearth are you at least a new user?
Yes
during the tests I left it unchecked.
Does poiyomi shaders support android? i converted my world and now some gifs are not working
nvm. it doesnt
Did you manage to fix? are you using textmeshpro? (oops I hope that didn't ping you both)
I cannot see meshes on one object suddenly. Any ideas why ?
you need to be "user" to be able to publish to labs
I'm New user
user is a rank after new user
so you need to rank up to user before you can publish to labs
I told you already, you need to be "User", not "New User"
"User" comes after "New User"
the upload screen also tells you you do not have sufficient trust rank for labs
Will pushing updates on my community labs world delay my world's publication to new?
i've noticed that it takes a bit longer, but thats totally anecdotal on my part
Yeah, I noticed it too, but I thought it was just in my head. I've seen some maps loiter on there for weeks
So a really odd question, what would be a good way to go about having animated rope?
I've tried a few rope like shaders but had no good luck
The plan is to have the rope lower itself through a ceiling and then come back up, kinda like its yanking something up
Wasn't sure if perhaps I should go for a rigged rope mesh or perhaps there was some sort of other rope like shader I could go for
So...question... Is there a way to remove the quest version from a world without having to go through labs again? The one I'm working on is starting to grow too large, that it will likely soon not work properly for quest anymore.
Might want to contact #vrchat-support about that? o:
It would be nice to have that ability to split off the quest version to it's own thing
replace the quest bersion with either a plane. a non-compile shader. or move the quest map 1000 unity cubes away so quest users dont show up on the pc area
other wise. labs or hope vrc support has that power
that would be a weird and very commonly used feature. but im pretty sure the main idea is to have both pc and qc be the same world
however. most people would probs use it to remove quest support all together since thats what most creators have been trying to do this year
I saw this world called caffee caffee with running water and stuff and I wanted to do something similar but idk how
(Like I want to do the running water to clarify)
I have this material wich uses the videoscreen texture. I want to make it semi transparent so you can see the color but you can see through it. I can't seem to do it, could anyone help me out?
also when I set rendering mode to transparent I dont see anything at all
Particles, animated textures, and/or flowmaps are all some methods of making moving water o:
hello
I've only made a vrchat world once before and it was kinda garbage
I decided on a whim that I'd like to make a much prettier looking avatar world/hangout for myself and my friends
for now I'm aiming to start with developing it for just the quest version
and then I'll up-port it to PC once I'm done
this is because quest is my main platform
here's what I've got so far
(my concept sketch)
everything on my base model is coming along pretty well but.. I have no idea what I'm doing really
I'm just good at making avatars
not worlds
so does anyone have any tips for starting out like this?
...i know i'm going to be using a lot of prefab stuff....
like pens and chairs and pickup-able objects and a video player and shit like that
I just
I'm ambitious but idk where to start once I actually get this into unity
#community-servers-old, VRCTraders or https://ask.vrchat.com/c/commissions/world-commissions/34 would be the places to look c:
Is there a video teaching others how to add a custom UI for a video player? planning to make my own, but have no experience whatsoever
anyone know a good tutorial to add the video player?
Was just scrolling through and saw this, just wanted to let you know that the struggle is real. I have 5 maps in labs, one that is relatively popular, and they've all been there for 4+ months
dose anyone have a solution to fixing my audio being too quiet i have it set to 2D audio and its cranked up to max volume and its still quiet
Im suffering. I wanna start pushing out updates, but I also dont want to reset the imaginary timer
I don’t think it dose not reset any waiting times it’s all depends on how many visits your world gets and if you don’t get any bad reports on the world
The algorithm is some magic voodoo that only the old gods can understand. I've seen worlds with <200 visits and 5 favs leave labs in 2 days, and other worlds with the same stats leave after 6 months
Question UwU I was wondering where people get sky boxes/ hdris of citys. QwQ
The Internet
What are you typing in google ?
Thats the thing... I kinda don't know what to type
"sky boxes/ hdris of citys"
Or 360 cityscape skybox unity
Hello ! I would like to know, how can I synchronise the "player action" for preventing lag from someone ?
how can I explain that...
if someone shoot someone
I want him dead immediately,
that he doesn't have time to retaliate (because of lag)
How do people make worlds over 50mb that are Quest (Android Target) compatible?
They don't, or at least I don't think they're supposed to.
Anyway, are windzones supported in VRC? My trees all appear to be static but it works fine in the editor and the only information I'm seeing is this would happen when no WindZone (a Unity standard feature) aren't configured.
Hmm, it's whitelisted according to the VRC docs.
The issue I'm having is this: In scene editor mode, the trees/bushes move in the wind, but the grass doesn't. In Play mode (and in VRC itself) the grass moves, but not the trees/bushes. It's a bit weird. Anyone aware of a common cause?
hey uh i think i did a shortcut and my unity is stuck like this
am i in some kind of free mode?
nvm i just somehow removed all my windows
Hey everyone
I have a crush who has her birthday in October, I was wondering if anyone on here could help me with creating a VRChat world for her. She's always wanted to visit Japan, so that's what I'm creating. due to covid and not enough funds, she can't. So I wanna make her dream come true however possible. It's not gonna be all of japan just parts of it and I wanna get as much done as possible up to that day. so please if anyone is willing to help me, I'll gladly appreciate it, and when i can I'll give some sort of compensation. I think i truly love her, and I just want her to be happy, she deserves this gift
@near escarp can't don't got high enough reputation
Hi does anyone know where to get better res mirrors instead of using the one provided in the sdk? When I move away from it, my avatar gets blurry. :/
You can reach out to those creators
With the unity spring sale, what are some recommendations to pick up? I see bakery, magic light probes, dynamic bones, and some asset packs. Anything other to note?
I was hoping for a procedural music generator using sound samples but they likely would require conversion to udon
Hey so, i just now realized, deep into the creation of a world, that I put Udon package instead of the 2.0 one. i already tried removing everything from udon and replacing it with 2.0, but it keeps giving me errors, is their any way to fix this? i really dont want to restart.
help would be really appreciated.....
you cant really replace a sdk with the other one
my terrain paint keeps resetting when I close unity. Anyone know what the problem is? the only solution I found online was making sure your control texture resolution isnt lower than your base but that didnt do anything
How do I fix my builder looking like this? Whenever I click build and publish the future-proofing window pops up and when finished loading does absolutely nothing
Disable future proofing
That didnt fix anything
Ok I got it working but I'm having problems with collision, would you know how to set that? i.e I fall through the floor of the world on spawn
Use this tool https://github.com/oneVR/VRWorldToolkit/releases
Would just importing the unity package work or is there more that I need to do
The main page of the git has some instructions to it
After importing the main thing will appear in the top bar under VRWorld Toolkit > World Debugger
Alright, Thank you!
Hey so...
I set up a room where a trigger box gets enabled, then disabled at the push of a button. However, the trigger box appears to be interfering with VR players ability to push the button when they are either pointing through or inside of the box. Would there be a reason for this, or a fix for it possibly?
The reason the box appears on the player is because it sets everyone inside of it to have a quieter voice to those further in the room, so I can't really "move" the trigger anywhere except the space it's in.
If you need an example of what I mean, I can get some pictures...
Set the trigger collider to mirror reflection layer
Hey, does anyone think they can help me? When I try to "build and test" my world, it just loads me into a blank world.
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
Alright!
Is there any way we can make world files save anywhere other than the temp files I'd like to be able to clear them without losing my 8gb worth of worlds
Ok I'm having another problem with the colliders where I cant stand on where the spawnpoint puts me but the second I move I get teleported under the map
player colliders are 2m tall so make sure the distance between floor and ceiling is more than 2m
my avatar doesnt have lighting in mirrors?
i noticed it said this but im not sure what a baked light probe is or how to fix this
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
how to set canvas render mode overlay visibility only one local player?
what exactly will happen if the layers arent set correctly
i transfered my world file to a new pc and when i loaded it up in sdk it said something about layers and matrix
anybody know how fix qv pens not working? they leave behind ink in unity play mode but not in game
I believe that my world debugger is working incorrectly because I still seem to be falling through the floor
Can you show where your spawn is?
Like the xyz?
In the scene
The message would only not show if there isn't any colliders below the spawn point
I have the sphere set as the spawn point
You are spawning the player inside a sphere? If that has it's own collider the message might not show up.
Does the floor there actually have a collider?
It does
Can you show the inspector for that sphere?
🤔
Can you give the world id of the world so I can try loading into it myself to see what sup
Sure ill dm
ok i got the pens to work but my post processing doesnt work
I ran into an issue like this on a world I was dabbling with a few months ago, everything had full collision, but VRC ignored it and you'd fall right through. I never spent the time to diagnose the issue, so I'm interested in what y'all find there
nvm
@stone salmon try making it a convex mesh collider instead of a box collider
anyone know how to make a toggle when you get too far from a mirror
so it turns off automatically
Trigger volume around the mirror:
OnPlayertriggerEnter = turn mirror on
OnPlayerTriggerExit = turn mirror off
And set the trigger volume to the LocalPlayer layer
can someone help me on the post prossing thing i did all of those main camera and layer but it isnt showing in game
Make sure the post processing volume is set to the post processing layer
Whoops
You literalyl just said that it was, haha
Post a screenshot of your post processing setup in the editor?
how do i set a specific area for the mirror toggle?
Create an empty gameobject, add a box collider (set it to trigger), and then size that to the area you want it to trigger on. Then you'll add the triggers to that gameobject
ah awesome thank you very much
No problem
Ah, change the main camera layer back to default, I think
I'm not at my main rig to double check, but that's the only thing that jumps out at me
Does anyone know if the VRC video players can work on a sphere mesh?
do you have something like emm that might make it disable bloom
emm that mod
note that any modification to the game client is against TOS and is bannable, regardless of intent or use
no i dont use mod just heard of it but no
guessing OnPlayertriggerEnter is a 3.0 map script
if so im pooped
or is the layer supposed to be player / playerlocal
There are tutorials on YouTube for that exact thing btw
if that was directed at my message, i tried to find said tutorials but i was unsuccessful so i came to the next best thing
the experts
Anyone know a good resource for 3d models? Looking to see what niknaks I can add to my world
With the recent Udon updates, some of the basics have changed, so here's my most basic tutorial redone with the new editor, and not recorded at 2am! If I get enough requests, I'll redo my "Contextual Buttons" video as well, which will give me an excuse to just rename them "Event Buttons" which actually makes sense.
00:00 - Intro
00:20 - Udon Gr...
These features are currently available only on our Open Beta version - check our Discord for more information.
Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (aka controller vibration) and controlling Animators with Udon.
Music i...
do anyone no how to make good chess board or have any good animation for it to?
i know its a late response but im not using udon
thank you for the help either way though
what are you using then?
sdk2
what are you having trouble with then ?
i was having trouble with the collider exit trigger but after a little bit of hassle ive worked it out
but then ive fallen into another which is the box collider on the empty is interfering with the buttons
set that object to mirrorreflection layer
the empty ?
the object with your collider
alright ive just done that
anything else i should do before testing or you reckon that will sort it
You can test in editor ^
Also this tool helps with some of the classic mistakes people make https://github.com/oneVR/VRWorldToolkit/releases
seems like that mirror reflection layer sorted it haha
strangest fixes or the weirdest problems
thank you very much
Heyo, having issues with publishing my world. Getting the following error message:
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
Builds and tests just fine, but can't get past upload screen
does anybody know whats a better compression (lowest MB compression) low or high compression quality?
Been getting a lot of stuff done with my new world https://streamable.com/f2qjr9
Is it possible to have world-side particle emitters follow the player?
anyone know why text mesh pro text would be invisible ingame? set it up yet i cant see it ingame, nor can i see it inside CyanEmu in unity
Double check you're using the correct shaders
it should be on the default settings for it mostly, but lemme see if something is wrong there
it was on TextMeshPro/Mobile/Distance Field
i tried the non-mobile one but that didnt work either
By Invisible, do you mean you cant see the text in play mode? Or that the gameobject completely disappears from the scene? I would double check the gamebject the mesh pro is on, and see what changes between play and non playmode. Perhaps it is inside a parent object that has some rigid body with gravity enabled? Or an animation or script that moves its position
the text entirely vanishes, lemme try another test to see what it might be
yeah its just that the text vanishes, anything i put under stays just fine
So you are saying that the Text becomes empty when you press play mode? (like in image) Do you have any scripts? Did you made the text mesh yourself, or was that a prefab from the unity store? If you add another mesh pro, does the same happens to those, or only specifically this one you are saying? (sorry very hard to know the problem)
what max triangles for world pc&quest
afaik there isn't a max amount of triangles, but you're limited to 50mb for a Quest world
generally you should stay below the triple digits for PC worlds as well, though there's no hard cap on PC worlds afaik
no the text is there on the object, it just doesnt render at all. theres actually two text meshes there, both do the same thing.
i guess for another test ill see if the problem starts with only one of them there
yep still occurs with only one
the only text related script in here would be a digital clock udon prefab i guess. but it just does normal text not text mesh pro
and yes i made the text mesh myself
hmm If you could post pictures of before and after or a small video showing what happens, it would help. (showing hierarchy, and the components in the mesh pro gameobject would help too) By the way, it is a 3d object, or GUI ( on canvas)?
Hmm, what happens if you move it forward, in front of all the objects? Do you see the same thing out of play mode on the Scene and Game tab? Could be a "order" problem, like the text rendering behind other canvas objects.
tried moving it out of the way yet that still doesnt seem to fix it. however i only just noticed that it always works in the scene view, just not the game view
Looking at google, it seems this problem (text showing in scene only) happens when you use a GUI (canvas) text mesh pro and a normal 3D text mesh pro sharing the same material. Do you happen to have that too? Seems to be very common problem. https://manuel-rauber.com/2020/05/07/how-to-fix-text-mesh-pro-showing-in-scene-view-but-not-in-game-view/
hmm
its only these two in the entire scene that use this material
the second one was duplicated from the first so they shouldnt be any different
Did you try what the blog said? Creating a new material preset seems to fix it for many. If that still doesnt help, I am not sure what the problem might be, sorry.
nope.. still not rendering
ill try asking a few other places to see what some other people think, thanks for the help
just removed it and reimported it and now it works.
Hey, I had a question about 2 things. 1. I have a light slider in my world that just controls the intensity of 2 point lights, well I've noticed in the mirror this doesn't seem to get updated or change.. anyone might know why? (Ex. Dark on join, open mirror and it reflects how the world looks normally. Then I turn the lights on, but the mirror still shows the darker version of the world without lights on) 2. I've noticed for some reason I'm seeing outlines of objects BEHIND the mirror in the mirror.. I will provide a picture. Anyone know what might be causing this? Thank you~
[SDK2] When I am uploading my world, I see a black upload picture for the worlds thumbnail, even though my actual camera preview for VRCCam is showing the scene. What am doing wrong?
Did you enable pixel lights on your mirror ? What are your settings and shader on it
Can you share your screen at the moment of the upload ?
You should have it enabled
Wow.. well that was a super easy fix for both issues. Thank you so much!
that's while uploading
oh sorry, that's the right one instead of the first picture
the world uses black fog, but the issue persists even when it is switched off and the camera is orthographic (instead of perspective as shown in the screenshot)
anyone know why terrain texture paint resets when I exit or reload the scene? The unity project isnt in a protected folder and everything else saves when I hit ctrl-s
Does the thumbnail display correctly on the content manager tho ?
whats the content manager?
Click the "Fake User" shield icon on the image/texture and save the image itself from time to time o: (UV/Image Editor > Image > Save As)
In the SDK, one of the tabs, that's where you see all your uploaded content
you mean after uploading?
yeah
i didnt try yet because i dont wanna loose the preview picture