#world-development

39 messages · Page 75 of 1

near escarp
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You can always overwrite it

glad nova
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I'm not sure if i don't understand you - or if you didn't understand me, but when I paint a texture on terrain like this, it resets back to before I started painting when I close unity

errant beacon
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ah sorry, I meant texture paint mode in Blender, not sure about Unity sorry o:

glad nova
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this problem has been keeping me from uploading my world for like a week

slow comet
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So I think the issue, where I was seeing outlines through the mirror is still happening. Enabling Pixel Lights fixed the lighting not updating with the mirror though

near escarp
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What shader is are your avatar and environment using ?

slow comet
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Not sure about avatar, but the world is mostly all Standard

near escarp
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are you maybe using postprocessing AO or another effect ?

slow comet
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I do have post processing in the scene

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But I've used this same post processing setup with another world, granted it was SDK2. Didn't seem to cause issues with the mirror

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Well it seems to be fixed now, thanks for the help

dusk sapphire
glad nova
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and yes on the prefab thing

knotty crescent
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Hello. Could someone advise me how to make the avatar pedestal into a model I insert in the world.

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Or like an avatar pedestal but without the ui showing above it

minor nexus
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dose anyone know how to make buttons and other interactions be set only by the master of the world

bold ibex
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i tried uploading my world 10x times, still its old in vrchat

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really 0 information why that happens and that thing is very bad

short forum
minor nexus
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@bold ibex i have been having the same problems with mine and on top if that build test dont work either its frustrating

dusk sapphire
cunning vapor
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does anyone knows how to fix this.. it does not show panel

dusk sapphire
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you have console errors, see the link above on fixing build issues

lyric acorn
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Looking into Gaia to help me develop terrain but I’d like to generate from a stencil, does anyone know if that’s supported? For example, constraining terrain generation as a shape of a star, or other design with negative/positive space or whatever like if a mask or stencil is used

short forum
meager moon
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My world isn't uploading becuase it says the VideoPlayer cannot read my Vimeo link? i uploaded to vinemo instead of youtube for quest compatibility

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any ideas why this might be the casE?

cold lake
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Is it possible to set launch options for Build & Test? If I target VRChat.exe in the installed client path it ignores the launch options set on steam. However, if I target a batch file the launch options work but it places me in my home world instead.

viscid carbon
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hey guys, im having troubles testing my world, it basically won't let me enter, it takes a while to "build & test" and then it launches up the game, then the screen goes black for about a minute and then i get kicked back to my home world

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(using udon btw)

near escarp
viscid carbon
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hows that going to help? i've made worlds before, i know how to do it

dusk sapphire
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It checks for common issues, including what you are experiencing

viscid carbon
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hmm i think i might be able to figure it out myself hopefully, i dont really feel like downloading a program that ill prob never use after that

errant beacon
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It's a vv helpful plugin to Unity for world-building, which does a lot more than just troubleshooting too - nonetheless, it could def fix the issue you're having o:

bold ibex
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one of my worlds keeps kicking me out whenever i try to join it, it will load for a second but then stop and send me to my home world, any idea why?

kind leaf
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So if I pickup a flat object in PC mode I can manipulate it just fine. In vr the object deforms until its placed back down. What? I'm guessing a simple fix might be to just place the fbx inside a blank object with the collisions/pickup on the blank object? right? Why would vr deform the object in the first place?

meager garnet
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yo, anyone know what layer a player falls into when they're seated/in a VRC station?

I'm setting up some trigger-based proximity lighting with the PlayerLocal layer, but when the player uses a seat inside a trigger the light will turn off while they're seated. There's gotta be some layer that they're thrown into when the player uses a seat/station. Anyone know what that might be?

olive glade
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im having a bit of a complex issue, in my world i havent really changed the geometry, lighting, grass, or shaders, but somehow ive lost about 30fps on average in my world. i havent really been able to diagnose whats wrong yet but my number of batch calls is almost exactly the same as it was before my update.. idk how to really give more info concisely because honestly idk what i couldve even done to cause the performance drop

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i guess my question is: what can I look for for things that cause performance drops? all of my lights (except a small dynamic light on the front of a train) are baked, and everything that should be static is set to static, and my occlusion culling is baked in

olive glade
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already have it

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would number of lighting probes affect performance?

near escarp
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unless you have tens of thousands very close to each other, no

olive glade
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1053 total, so i guess not then

errant beacon
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can't really think of what's causing the issue, sorry - iirc there's a render budget thing in Unity somewhere in play mode, but it's name is escaping my brainium

olive glade
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could it be a poyomi shader thing? i use poyomi on some small parts of my world just bc the default shaders didnt cut it, but they are locked in and w/e

near escarp
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is it with any avatar ?

olive glade
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no, world geo

dapper knot
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soz to butt in. did something go terribly wrong? I'm missing the usual private options and see some interesting alternatives

near escarp
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Make sure you don't have errors in your log, but i think it should be fine

near escarp
olive glade
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when? during upload, or just in general?

dapper knot
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Aah of course ty. Scene works and tests locally just fine but now I remember i had some http errors a few hours ago (and still getting them) guess it's a bad time of the week. works after a unity reload

olive glade
near escarp
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ah, if it's Udon it could be a lot of stuff KonCry

olive glade
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nah its jsu that some of my pickups dont actually have a script inserted really

near escarp
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how are they pickups then ?

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if they're not kinematic until picked up then that could be the reason

olive glade
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would that cause my gpu usage to increase that much thoguh? that seems like a cpu issue

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for reference, the increase in render strain is almodt 100% gpu

near escarp
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Poiyomi does a lot of things, so i'm not sure, most likely gpu related in some way though

olive glade
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i tried removing the poyomi shaded stuff but no change

near escarp
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What else is in your world ?

olive glade
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unity grass ig, but the render distance and density are below half

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i have realtime GI on, but thats been the same since the start

near escarp
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grass is pretty heavy in itself but 30fps is a lot to lose at once

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you can disable it

olive glade
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i have changing skyboxes, so i can yes, but the terrain light wouldnt update then

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unless thats possible without realtime gi, im fairly new to unity so if there is im unaware

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i did notice a new error saying there was an error at runtime that couldnt be caugt because i dont have client debug active, but idk what to make of that

short gulch
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Poi's shader shouldn't destroy your performance like that if everything is locked in. I'm using it in a world and it performs just as well as before I started using poi for nearly everything. Doesn't perform well by any means, but no worse than before I imported the shader and used it on everything.

olive glade
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i would assume not, but i honestly dont know what else ive changed

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would shadowmask vs baked indirect make a difference?

soft cedar
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on the quest version of my world all of my pickup objects are all in randomized order despite not being like that in the hierarchy

errant beacon
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If your hierarchies differ whatsoever between your PC world and your Quest one, pickup oddities like that may happen iirc

soft cedar
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like

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does it have to exactly the same everywhere

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because the pickups are in the same hierarchy wise

errant beacon
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not sure, but potentially o:

soft cedar
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im allowed to delete certain objects for quest worlds right

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like lights

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that doesnt mess anything up

lyric acorn
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disable them, if you change the hierarchy it won't match for synching

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it may also mean you may have to have quest-specific objects disabled in your pc build

meager garnet
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bumpin' my question:

Anyone know what layer a player falls into when they're seated/in a VRC station?

I'm setting up some trigger-based proximity lighting with the PlayerLocal layer, but when the player uses a seat inside a trigger the light will turn off while they're seated. There's gotta be some layer that they're thrown into when the player uses a seat/station. Anyone know what that might be?

olive glade
dusk sapphire
# soft cedar im allowed to delete certain objects for quest worlds right

As others have said, the entire hierarchy on your PC and Quest world needs to be 100% identical, as network id's are generated based on your hierarchy in a specific order, and any differences however small will mess that up. Its not in alphabetical order or anything like that, but probably some internal unity hashing, so having the hierarchy be identical is the best means of mitigating network id mismatches from happening.

If you have objects you want to remove on either version, you can just use empty game objects as placeholders and it will be fine, as it only cares about the hierarchy, and not whatever components those game objects have.

dusk sapphire
olive glade
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no, i think i had just bugged up the settings somewhere, but no gi emissions

dusk sapphire
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iirc some of the video player prefabs have scripts that call RenderExtensions.updateGIMaterials(), so if you have those enabled it might be the source of your additional gpu frame times regardless if you actually have real time gi emissions baked.

median briar
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is there an easy way to see how many drawcalls a world is making in unity or vrchat?

dusk sapphire
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yeah, in unity game view, enable the stats button on the top right

olive glade
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stats button in the game view

dusk sapphire
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also unity's performance profiler

median briar
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nice, thanks

median briar
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oh jeez... is an average of around 80 "SetPass calls" ok?

dusk sapphire
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yeah that's fine

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your drawcalls are the number of batches

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SetPass refers to the material setup, and DrawCalls refer to each item submitted for rendering. When batching is enabled, Unity can perform a single SetPass call, and then submit multiple draw calls, re-using the same material state.

median briar
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roughly the same

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thanks for the info

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haven't been able to exceed 136 or so

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and some areas dip down to 24, which is nice...

gloomy zodiac
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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

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i know i allready asked this

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i just wanne see i i can get input on that ^^

dusk sapphire
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you can define multiple spawn points in your scene descriptor and people loading in will spawn at random or in order depending on what setting you chose

lilac wing
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Hi, I recently start creating worlds, and decided to get into making world with Blender instead of unity.

Would it be best to create the objects such as bathtubs, beds etc in Blender or to add them using unity?

lyric acorn
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I normally hear 500 or less is good for batches. more than that then it's optimization time (join meshes, get gpu instancing on shaders, occlusion, checking if something really needs to be on a reflection probe or lightprobe)

pure kraken
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is there a way to see which files in a given project are the biggest?

coarse forum
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Space sniffer

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Or disk space analysis tool I think it's the same

dusk sapphire
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you can check your editor log for the build report, or more conveniently use 1's vrworldtoolkit https://github.com/oneVR/VRWorldToolkit that can show the build report among many other things

GitHub

Unity Editor extension for making VRChat worlds. Contribute to oneVR/VRWorldToolkit development by creating an account on GitHub.

pure kraken
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@dusk sapphire didnt know the world toolkit had that, just found it. ty

coarse forum
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What version should I use for world development

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I think 2018 lts right?

dusk sapphire
coarse forum
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So avatars are different version?

dusk sapphire
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no, the same

coarse forum
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hmm

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Can I not use 2018.4.34

dusk sapphire
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no

coarse forum
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Alright thanls

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Which sdk do you recommend for doing both world and avatar

pure kraken
frosty goblet
leaden hazel
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Actual question, does anyone here have experience with setting up background sounds? Despite the fact the player is well outside the 'sphere' for the sound, its continuing to carry far beyond that.

coarse forum
desert python
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what are your bubbles set to?

coarse forum
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The sphere isn't where you can hear the sound I think

leaden hazel
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Yes, I've got areas with nice windows and views to outside so I want you to be able to hear natural sounds and such, but once you enter the deeper interior I want those to all be gone. But for some reasons the sounds are carrying beyond their 'max distance' settings on the audio source

coarse forum
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Are you using VRC_SpacialAudioSource>?

leaden hazel
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Yes

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The player is the camera dot currently in the large room to the right. The sound is playing from the currently highlighted globe.

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Can reverbs mess with anything? I tried telling it to ignore those too

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Gain on the VRC_SpacialAudioSource is set to 25, Far to 30, same as the regular source settings

coarse forum
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Idk it looks pretty big for it to be noticeable right?

leaden hazel
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I've set it to a test sound and I can hear it very clearly

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Hmm.. turning off 'Use Audio Source Volume Curve' seemed to work as it then has VRC's script take over setting the curve.

coarse forum
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Sorry yeah I didn't know what to do

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Which SDK is good

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for worlds?

errant beacon
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SDK3-worlds, or SDK2

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SDK3 is more complex and flexible, SDK2 is older and more dilapidated but still works

coarse forum
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I think that honestly I only need to use sdk2

hollow fjord
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If you're starting from scratch

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I recommend using sdk 3 actually

coarse forum
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for like a normal room no fancy stuff,

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I know they used sdk3 or udon for the portal room

coarse forum
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Since like it's probs better to learn the new thing

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But i had some experience with sdk2

errant beacon
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would also recommend SDK3, even if you don't plan on using Udon extensively

hollow fjord
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Sdk3 is easier when working with pre-made stuff cause you can just edit the pre made script variables

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plus if you know unity# its a lot more comfortable to work with

coarse forum
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yeah I did a lot of like vr dev and stuff

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Thank you

errant beacon
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also UdonSharp is good if you don't want to work with the node view, and instead want to use a subset of C# directly

coarse forum
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Ohh cool yeah so with that I could do stuff like custom scripting?

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I was thinking about like hiding stuff if the user is in VR or etc

errant beacon
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It lets you do the same stuff you could do with Udon natively, just using C# instead of the visual node graph

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Udon's vv flexible, would recommend checking out the VRChat documentation on it o:

coarse forum
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Oh yeah visual scripting isn't my kinda thing

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Thank you I will

leaden hazel
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I found UdonSharp to be a little more reliable too.

vestal karma
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Does anyone know of any methods to add fog to a world aside from Unity's default fog?

leaden hazel
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Sometimes the node system just fails to compile and goes odd

hollow fjord
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@coarse forum you can also use unity's build in stuff with udon#

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@vestal karma can use a particle system

frosty goblet
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Out of curiosity, is there any ETA or anything for giving Quest users support for higher quality shaders?

errant beacon
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Quest worlds can use shaders besides the VRChat-Mobile ones iirc? otherwise certain shaders might hit the limitations of the Quest's hardware and won't render correctly/at all

proper wolf
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How does one add a toggle that disables all chairs in sdk3?

leaden hazel
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@proper wolf I'd have an udon script which has an array containing all the chairs in world, then loops through that on Interact and activate/deactivates them

frosty goblet
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Because for instance even Standard shaders aren't supported... it would be nice to know why

errant beacon
coarse forum
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How can I build and test my world without launching vr

errant beacon
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should be a checkbox to not launch in VR in the build control panel o:

coarse forum
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I have non-vr ticked

errant beacon
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not sure then - make sure VRChat's path is set correctly in the build control panel's settings tab?

coarse forum
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So that should be in my steamapps common

errant beacon
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(drive letter):\Steam\steamapps\common\VRChat iirc yeah

coarse forum
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Seems that worked thanks a bunch

errant beacon
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yw! c:

frosty goblet
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@split saffron Heya, are you the VRC creator of Manhunt?

stuck heath
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So I put my avatar world in labs and someone reported it and now it has the tag for content_gore. My world has absolutely no gore at all. What do I do?

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I’m worried it won’t get published now...

errant beacon
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Nothing you really can do afaik, though those content warning tags are only visible to the world author afaik, don't worry c:

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Troll reporting's a thing unfortunately, but lots of worlds have gotten out of Labs with those reports

hollow fjord
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it'd be nice if user reports expire after some time

remote hare
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when i go to build and test my world it loads and then it just doesnt loads and brings me back to my home worlds

remote hare
errant beacon
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Import it, and then look for a VRWorld Toolkit tab at the top, and open the world debugger from there - should tell you what the issue is

errant beacon
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yw!

remote hare
errant beacon
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tick IsRoomPlayerMods

remote hare
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thank you

fast python
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I'm trying my hand at making a Quest world and I got a question

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How do I do transparecny on materials?

errant beacon
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You can't, the Quest version of VRChat doesn't support transparency - you can try using the additive shader though o:

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Z-testing is vv hard on the Quest

stuck heath
errant beacon
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yw! what did you use to get GPU particles to work? o:

stuck heath
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I got a prefab from the guy who made it and then fixed the animator for AV 3.0

fast python
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But I have seen some Quest worlds with transparent shaders before?

errant beacon
fast python
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Gotcha

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Right now I'm porting some DS game maps and the sprites need transparency

errant beacon
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If you can open the models in Blender, I'd recommend cutting the mesh around the transparent bit if possible

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yeah all those transparent textures would crash a Quest lol

fast python
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Gotcha

leaden hazel
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Also, has anyone here had experience with trees in Unity? I've put down a few in my world. Some are having normally, others are ripping themselves apart in the wind!

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But... only when exported, when I play in the test player, they look normal

gray sleet
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when updating a world to me both pc and quest compatible do i need to switch to that platform and publish it. (Publish twice)

gray sleet
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also why does it limit my quest size to 50mb when I see lots of other worlds larger then that but are quest compatable

errant beacon
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You're seeing the PC version of the world, which is much larger than the Quest version

gray sleet
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oh. lol. makes sence. so do i need to upload both versions? (upload twice) once i upload the windows i switch platforms and upload that?

errant beacon
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yus, to update both the Quest and PC versions of your world, you'll need to upload both

gray sleet
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ok. and then. how to I make things different for the versions? LIke how do i hide something for quest but let PC see it

rare flame
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Remember they use different shaders though so you'll have to change the pc to vrchat mobile shaders 💜

gray sleet
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it seams if i change something in the quest platform it also shanges it in my pc platform. how do i stop that

errant beacon
gray sleet
errant beacon
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Switch to PC and duplicate your world project's folder entirely, and make a seperate Quest version of your world in that duplicate rather than just switching the build platform of the same project o:

rare flame
lethal iron
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enter and send

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aaa mosra o rosto aaa

gray sleet
# rare flame You gotta switch them individually for all I know, however its not as bad as it ...

i think some of the textures are auto switched. some at-least.

i got a couple gifs in my world that works for pc. but doesnt work for quest. How can i change thoes to normal photos for quest only. I tried this once but it also changed the pc platform to normal photos.

so any info on how to make certain objects only show on Pc or quest. (how to change the world up for certain platforms)

bleak birch
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how would i begin creating my world? not sure about first-time-setups

cold lake
bleak birch
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thank you :D

bleak birch
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hm.. why does show control panel not appear?

errant beacon
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Right-click the VRChat SDK in the asset browser and hit Reimport? o:
Also, make sure that you're using Unity 2018.4.20f1 and the most recent version of either VRChat SDK

bleak birch
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strange.. im gonna try to reopen

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ah doing reimport all seemed to work instead of just reimport

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thank you!! im gonna work on this tommrow

errant beacon
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cool! and yw c:

gray stratus
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how do I fix this?

dusty magnet
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I've got a world that's been stuck in Labs since January. It's had like 1100 visits, over 30 fav's, and I've updated it like 14 times. What am I doing wrong?

kind leaf
kind leaf
dusty magnet
kind leaf
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I also imagine the list grew quickly after "covid".

leaden hazel
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Hmm. I'm going to need to fiddle with my texture things and work out the best settings. I had crunch compression on and it made my lovely floor textures like a smudgy mess.

short forum
short forum
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Huh weird

gray sleet
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this is telling me to remove the sync video player. But i cant. the delete button is not clickable for it. https://docs.vrchat.com/docs/vrc_syncvideoplayer

hazy plover
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Does anyone know how many hours it is now to get your world public? cos I have them in private but now the community rule where you have to play amount for it to be public

frosty goblet
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I'm not really seeing this... are there any quest-supportive shaders I can use that can be completely transparent?

gray stratus
frosty goblet
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I'm trying to take a mostly-transparent PC shader and have a script auto-switch its mat to just completely transparent for quest players

desert python
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@frosty goblet define what kind of transparency? cus the pass trhu is what screws quest performance so if you can have 100% not there materials. then you should be fine. if its like half ransparent. thatll be a big nono

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ohhh

frosty goblet
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Yeah I just want it completely nothing

desert python
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id just disable the mesh render

frosty goblet
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oh fuk

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sorry omega

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(I forgot about that)

desert python
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oop

errant beacon
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in short though, just play the game normally and add people, you'll get to User before you know it c:

gray stratus
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is there any way to fix this?

frosty goblet
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err.. I think this is my first time checking to see if you're quest lol

desert python
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im not, i just make a lot of stuff for quest and have learned a few random tricks

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@gray stratus what happened?

gray stratus
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I tried to add a public variable but I cannot put anything there

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In udon

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When I try to select an object it does nothing

gray sleet
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anyone know how to delete vrc_syncvideoplayer?

gray stratus
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Oh wait, I needed to just select the object through the udon behaviour in the button

patent merlin
bold ibex
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how does one select a vrc_trigger in the sdk3/ or do I have to write something custom> string_script/trigger_use?

errant beacon
bold ibex
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ty I just found a vid! udon graph

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wow much easier than I thought ty!

ocean sparrow
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Is it possible to have a world-based particle emitter follow the player?

bold ibex
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when I hit build and test nothing happens but I can press all the other buttons and even publish, does anyone have an idea why?

errant beacon
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Make sure that VRChat's path is set correctly in the Build Control Panel's settings o:

bold ibex
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pretty sure it is

errant beacon
bold ibex
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oooh shit

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I think You are right I'll update

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hmm still not loading

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it's only in 2 places on my pc

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in my oculus vr folder

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and steam common/vr chat

errant beacon
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Try the Steamapps > VRchat one and see if that works? o:

bold ibex
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anyone ever had this problem?

errant beacon
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If that directory doesn't work and if VRWorldToolkit doesn't mention anything about it, I'm not sure, sorry o:

digital widget
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Does anyone know how to fix this

errant beacon
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Check the top pinned message in this channel o:

digital widget
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How do I do that

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I’m new

errant beacon
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To check pinned messages though, there should be a thumbtack icon at the top-right of the Discord client on desktop, otherwise it might be in the triple-dot dropdown menu at the top-right on mobile iirc? o:

bitter silo
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Any tutorials out there for making classic trigger to teleport doors in udon?

median briar
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you don't necessarily need the sound part after the TeleportTo node

bitter silo
median briar
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I've got this odd issue where water just doesn't seem to render right. That is... it only renders if I zoom way in, and it seems to only render the edge. Almost like a busted depth situation. In the past, I've solved it by exporting my assets and starting a new unity project, but having had it happen several times, I figure there's got to be an explanation/fix.

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anyone know what's happening? -- it's not limited to any specific water shader, so far as I can tell... I've tried at least three so far

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same object, slightly further away

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oh dang.. just switched my camera rendering path to Deferred, and it works... I guess I just need to see what's broken in my "Use Graphics Settings" option.

median briar
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hmm... but that doesn't fix it in game

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I believe the issue was created by importing the unity particle pack which, admittedly, warned me that it would change my project settings. (thus affecting the render settings)

A proper solution seems out of reach... So for now I'll export my stuff to spin up a fresh project.

median briar
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darn... new project, same issue

median briar
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Solved! -- apparently Unity doesn't calculate depth without realtime shadows enabled.

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some ugly WIP water for yas

bold ibex
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hey guys I'm having a weird Issue I have completely changed my design and everything is running well and published but when I load into the game I dont see any changes It's still the same version with the updated photo.

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are updates instant? to your world or do they take time

errant beacon
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They might take some time, but should be pretty quick - check VRWorldToolkit though, you probably have something in your map that's preventing it from compiling, so you're seeing the older version o:

bold ibex
errant beacon
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If you're uploading your world to Quest, make sure that there aren't any unsupported shader warnings in the build control panel? not super sure o:
on Quest worlds you are allowed to use shaders besides the VRChat mobile ones, but maybe some shader isn't compatible?

bold ibex
#

It's all pc stuff and things I got from the asset store

#

it's odd because everything is updating fine even the picture as if it was new but when I load into it in game it's the first design

errant beacon
#

odd then - what shows up in VRWorldToolkit's world debugger? o:

bold ibex
#

I tried to set it up I couldnt get it working

#

Does it get dragged into the project folder itself? thats what I did

#

oh I have it now

#

never mind

dusk sapphire
frosty goblet
#

Oh yeah, for future reference how does one enable asset caching?

violet finch
#

my world sdk is borked and i cant upload anything im missing a script and ive redownloaded the sdk 4 times and still the same result

#

its none not even missing

#

gonna try a new project

frosty goblet
#

Different question, a bit more pressing on my mind... are there any built in/default materials that support transparency for quest? I’m having some issues making something invisible (disabling mesh renderer doesn’t do anything) and I’m thinking the next best thing would just be swapping its material with a pre-set that’s completely transparent.

#

But none of the shaders under VRC’s Mobile category offer transparency from what I saw

violet finch
#

i think i was outof date

dusk sapphire
dusk sapphire
violet finch
#

right im sorry my sdk was out of date

frosty goblet
dusk sapphire
#

yeah

frosty goblet
#

Because from scene view I’ve toggled the mesh renderer back and forth and nothing changes

#

It’s still visible even when disabled

dusk sapphire
#

are you sure thats the correct/only mesh renderer?

frosty goblet
#

Yeah, there’s only one mesh renderer on the object and it was the one I was toggling

dusk sapphire
#

what happens if you disable the entire object?

frosty goblet
#

Still visible, I tried that too

dusk sapphire
#

I would check if you have any duplicate objects

frosty goblet
#

I’m going to hope and pray I accidentally had my inspector locked and had the wrong thing selected

#

I’ll try that tomorrow

#

But thanks for the info that I should be seeing it happen live in the scene view

#

That alone is enough to help with troubleshooting it tomorrow

dusk sapphire
#

disable the object, and try selecting it from the scene view, and see what it selects

gray stratus
#

how do I fix the lighting to not make avatars dark

upper pendant
#

Put on some lit shader or use poiyomi and turn up emission

dusk sapphire
#

If this is in a mirror and you are using real time lights in your world, you need to enable pixel lights in the mirror setting
If this is a world with baked lighting, you need to have light probes to light up dynamic objects and avatars based on baked lighting

gray sleet
dusk sapphire
#

right click it in your scene hierarchy, and select unpack prefab completely

#

then you should be able to remove components from it

gray sleet
dusk sapphire
#

what are you trying to do exactly?

gray sleet
#

Here. Go to your world. Search for vrc_syncvideoplayer and try to delete it

#

The vrchat document says to delete it for quest worlds. But you can’t delete it for some reason. https://docs.vrchat.com/docs/vrc_syncvideoplayer

dusk sapphire
#

you delete it if its in your scene

#

if its not in your scene aka hierarchy

#

you dont need to do anything

tawdry cave
#

Hey since I have the avatar thing down finalIy. I was thinking of creating a world. Is there a rule sheet anywhere of what we can abs can’t create? Like how big the world should be etc ?

desert python
#

id reference the vrc docs. most people get mad if a world is above 70 mb but if youre planning on doing quest. i highly suggest checking the ”quest limitations” page on the docs and follow those

gray sleet
#

the 50mb limit for quest is annoying af. XD. i can hardly get my world below 50mb. if i contionue to add onto the world i wont know how to compress it any more

gray sleet
dusk sapphire
#

may want to scroll up to see the other error

dusk sapphire
#

no, scroll all the way up, there are 4 errors total, and you can only see 3 there

dusk sapphire
#

were you deleting files in the vrcsdk folder?

gray sleet
#

nope. they are all there

#

or should be. i havnt touched it. let me reimport it rq

gray sleet
dusk sapphire
#

are you able to go into play mode?

gray sleet
#

yeah i checked that out. im lost. lol. and let me check play mode

gray sleet
dusk sapphire
#

any errors when entering play mode?

gray sleet
#

other than a thing for _MainTex no

#

also being told there are two audio listeners. cant find the second one. mmm

frosty goblet
#

@gray sleet do you have multiple cameras?

random owl
#

Just search for "t:audiolistener" in the hierarchy

gray sleet
frosty goblet
#

Woot!

gray sleet
#

so i can run play mode. but when i click build in the build setting sit still gives me thoes three errors.

#

this is the first error and i got no idea how to fix it. Iv reimported the vrcsdk thing and that didnt help

random owl
#

Can you show what the actual errors are from the build?

random owl
gray sleet
#

it says no messages show

random owl
#

Did you select the windows build?

gray sleet
#

yep

random owl
#

Because according to your previous picture

gray sleet
#

yea. but no messages show./ here.

runic epoch
#

what is the world border

#

at what Y value do players respawn

gray sleet
random owl
#

Can you send me the build report from _LastBuild/LastWindowsBuild.buildreport

gray sleet
dusk sapphire
runic epoch
#

thanks babe

random owl
#

Delete the Assets\NatureStarterKit2\Standard Assets\Effects\ImageEffects\ folder from your project

gray sleet
random owl
#

Actually show the errors and not just say you have them

gray sleet
bold ibex
#

good kit

#

lots of errors tho

#

remove it

gray sleet
#

i removed it, thats why im getting the errors

bold ibex
#

had the same issue unfortunately

#

try reimport assests

random owl
#

How are you getting errors from the folder if you deleted it?

#

Oh that's a second one

#

Delete that ImageEffects folder as well

gray sleet
#

i removed the image effects folder like you said to. and i get thoes errors i sent

bold ibex
#

are their still prefabs or items in the world

#

looking to be called?

#

maybe

#

has anyone added spacial sound correctly I seem to be having an issue with no sound in game but I can hear it when it's built

gray sleet
#

i use several nature starter kit things in my world. I get a few errors that i dont know what they mean. I sent the report to 1. he told me to delete a folder from it. i did then. and then i get thoes several errors after i deleted it.

random owl
dusk sapphire
#

yeah, delete the second image effects folder under Editor as well

gray sleet
# random owl

ok i deleted both image effect folders. still getting errors. will send. 1 sec

#

well i mean its only thoes 3 first errors.

random owl
#

Def seems to be the error you have highlighted but I don't have more time to look into it rn as I need to get back into my work

quartz merlin
#

hi, I have a bit of a strange issue where if I go to test my world with a terrain in, it will load infinitely in vrchat

#

can someone help me fix this?

#

it seems to be ok without the terrain

quartz merlin
#

oop nevermind lol, I had the descriptor on a hidden object

#

fixed now

short gulch
#

Don't know if this would be the right place to ask or if #udon-general would be more appropriate. I'm planning on converting a world from sdk2 to sdk3. Is there anything I need to watch out for other than VRC_Triggers not working? So far all I've got in terms of triggers are a few ladders that teleport players to the top so remaking those won't be an issue, and vehicles which are gonna be redone anyway. The plan is to just copy the project folder and make a new project out of it, then delete all sdk2 related stuff. Will CyanEmu still work in sdk3?

desert python
#

stations. i think cyanemu will work. but reimport that JIC! teleport triggers will have to be replaces. any animators may need tweaking. other than that. it should work (there may be some internal settings that im forgetting)

short gulch
#

Alrighty, what will need fixed with Animators? I have a day/night cycle running off of one.

desert python
#

oh yea, day night cycle will need some help as well. unless the day night cycle is local and doesnt need to have sliders correct?

short gulch
#

Correct. It's just an animation that automatically starts when you load in that pretty much controls the rotation of the sun and its intensity.

#

I'd like to have that synced but I'm not sure how because I haven't done anything with sdk 3 yet

desert python
#

I think 🤔 youre safe there then. but im not 100% if youre going to need to script something small to make the animator fire

#

id wait a few weeks for UNU to be updated before you start learning synced stuff like that

#

lol. someone on my end said to tell you to use a videoplayer in the sky to sync the day and night cycle lmao

#

like have a video of the sky changing and put it up there

short gulch
#

Holy shit lol

#

It being synced isn't too important, it would just be nice for everyone to be seeing the same thing

desert python
#

ic. i actually kind of agree on the videoplayer sky actually now. you can have the sky be a 24 hour clock that is relative to an irl location

short gulch
gray sleet
desert python
#

@short gulch that should carry over. worst case would be needing a small script to start the animator

gray sleet
#

anyone got a link to the unity version. 2018.4.20f1?

short gulch
#

Alright nice, thanks!

short gulch
gray sleet
#

oldest version is 2018.4.34f1

#

i found the link. so nvm

#

sdk2 or sdk 3 for worlds btw

desert python
#

i recommend sdk 3. sdk2 if you plan to stay on unity 2018

gray sleet
#

whats the benefits for them.
and the vrchat document says vrchat is compatible with 2018.4.20f1 so wouldnt the sdk3 also be that version of unity

desert python
#

sdk3 currently does 2018. but they plan to go up to 2019 eventually

gray sleet
#

ok. so what would i be losing if i use sdk3 world instead of sdk2

desert python
#

sdk3 is also more code-able so you can technically do more things. but its a little dificult for new users imo for worlds

#

sdk2 is forced to use the basic triggera

gray sleet
#

do you have to use coding in sdk3

#

-like do i have to use udon stuff or can i just use the basic stuff from sdk2

short gulch
#

CyanLaser just released the beta for his Udon trigger system for his patrons. It mimics the old sdk2 trigger system for people who don't know how to code.

gray sleet
#

so i fi use sdk3 i have to use udon and code stuff?

#

I think sdk2 is broken rn.
i keep getting this error. can a vrchat team help this?

short gulch
#

As of right now if you want your world to have any extra functionality yes

gray sleet
#

ill stick to sdk2 then for now. But i think sdk2 is broke. if i install the sdk2 module it tells you to download this happens

desert python
#

i have like a ghetto trigger system from me trying to copy sdk2, but it looks nothing like sdm2

short gulch
#

Or you could use other people's prefabs

gray sleet
#

who can i ping for this. i think the sdk2 they give us is broke. i keep getting a vrcsdk error

desert python
#

what version unity you have?

gray sleet
#

2018.4.20f1

desert python
#

never mind 😐 doont answer

#

are you actually unable to upload the world?

gray sleet
#

lol. and what do you mean?
im not sure. im not trying to upload it rn. this is a brand new world and io imported the vrcsdk2 (version 2021.03.22.18.27) and when i go to build settings, i click on build, and then i get all thoes errors

short gulch
#

Oh. That's what you're trying to do. Don't do that lol.

desert python
#

well thos errors may mean nothing. hit clear and see if they go away

#

omg i just reread that. just use the sdk panel

#

not unity build

short gulch
#

If you're doing what I think you're doing then you're trying to build a game client haha

gray sleet
#

i press clear and they go away.
if they were to stay would that mean they were real issues?

desert python
#

ye. if they stay that means big issues

gray sleet
#

so i just ignore thoes cuz im using the wrong build button?

#

got it. dont press dat button cuz im not trying to create a game

short gulch
#

👍

#

You'll want to go to your menu bar at the top and find the VRCSDK drop down

#

Then click Control Panel

gray sleet
#

lol alrighty. ty

harsh wagon
#

Is it possible to make something invisible that culls?

#

It's counter-intuitive I know, but I need something to be visible from one position and not another

dull island
#

Hello! Recently I updated the picture so that there was nothing indecent on it. When will the inscription with the report disappear and will it disappear altogether?

unkempt turtle
#

im more worried about the 7 reports

#

but probably some troll

gray sleet
#

When i use the play button to test my world, my lamp turns off even though i have it on by default.... wa?

desert python
#

1 of my worlds have like 30ish reports. nothing really happens

#

also you have smoke in your image

unkempt turtle
#

whats wrong with smoke in an image?

dull island
#

What's wrong with him? Smoke comes out of the chimneys.

desert python
#

fire. I don’t know why but if you put fire or anything close to that. people report the world image like crazy

#

but its most likely trolls unless this image isnt what they see when they join

gray sleet
#

my last world only had one report and thousands of visits and 80 favorites. :p 10/10

unkempt turtle
#

one report is normal for whatever reason

desert python
#

yea, 1 report is for community labs or something. idrk actually, theres some reason

dull island
#

In my world, there is a fire in a campfire and in fireplaces in the house. This is bad?

desert python
#

no. only in the world image

#

if its in world. no one should care

unkempt turtle
#

no one cares about the image anyway

#

maybe nitpicking trolls, but thats about it

desert python
#

theres actually a lot of people who care about images lately. I don’t know what their motive is. as most of them are new users. but theres def people who dont appreciate certain things as of lte

unkempt turtle
#

best is to confront them probably

#

i havent been on lately much though, so no idea how things evolved while i was gone

dull island
#

We changed the subject a bit ._. Will the inscription with the report in the description of the world disappear or not?

desert python
#

well all i can say is that the reports dont really do to much. it just helps you get an idea of whats wrong. but theyre never always accurate

#

the only moderation based reports would be avatars. so if my world with 30 reports had a avatar report since it has 2 avatars. it has a risk of getting removed even tho the avatars dont work on pc so the only true people who can report it is on quest

#

but the likelyhood of getting into that much trouble is very-very low

#

like youd have to try to actually get a world in trouble to truely get that serious

coarse forum
#

Is anyone having problems with scaling

#

I measured my bedroom and recreated it but the scaling and position seems to be all wrong

#

And my avatar is the same height as me, I made sure when I uploaded it?

bold ibex
#

Just wondering with the unity engine you download do you need vr plus to upload stuff?

coarse forum
#

No

#

You need to be trusted user

bold ibex
#

hello someone speaks spanish

short forum
#

No

bold ibex
#

I'm new

short forum
#

The required rank is New User to upload

rugged spruce
bold ibex
#

Good to know how to be a trusted user?

short forum
coarse forum
bold ibex
#

Is it a sertin hours played?

#

Certin

bold ibex
short forum
coarse forum
#

1 unity unit = 1metre so it's all accurate

rugged spruce
#

The basic unity cube is 1x1x1 meter and position are also in meter, but scale only multiplies whatever the objects original size is

#

If you want to accurately size objects, make an enveloping cube of the right dimensions

short forum
#

^

#

I just eyeball it to my avatar lol

rugged spruce
#

Yeah it works for most objects, being accurate is pretty much only important for recreations

bold ibex
#

Ok im using SDK3 How do i make it so on some floors i walk fast and on others i walk slow?

gray sleet
#

is there an easy way to remove assets im not using. I know the delete option is there but i dont wanna go through each asset file and delete stuff one by one and then make sure im not deleting anything i need or have

near escarp
#

Why do you need to delete assets ?

upper pendant
#

So I try to playtest a world in SDK 2 and it started doing this - it hangs when loading at this point, then it stops and following error messages pop up. Any ideas how to solve this ?

#

And when I kill the process with task manager (because it hangs for a long time) it messes up the SDK and I have to put it in again

gray sleet
near escarp
#

And ? Your world is uploaded, not your project

errant beacon
#

Try reducing your texture scales if possible with your world's art style, optimise sound files if you have them and use crunch compression (note that crunch compression only affects the size on disk, not the size in memory - world'll be physically smaller but won't perform better!)

gray sleet
errant beacon
#

Select your textures in the asset browser, compression/size options will be at the bottom of the inspector

#

as for sound, try setting it's compression format to Vorbis and change the quality o:

near escarp
#

if you say "asset file" you're implying in your project, which isn't what is required

gray sleet
#

oh. so only stuff that is put into the world counts towards world size. okie.

...great so wtf is making it so large XD

near escarp
gray sleet
errant beacon
# gray sleet huh?

If you're not using sound files in your world, don't worry about that part

gray sleet
errant beacon
#

For that texture, try setting it to something lower like 1024x1024 or lower and see if it still looks fine - I'd also recommend turning on crunch compression after you've made the texture size smaller, to get a better idea of how big it'll be in memory pre-crunch

gray sleet
errant beacon
#

Changing size definitely affects filesize along with resolution - the image might have been smaller than 2048x2048 to start with though maybe, try setting it to something lower? o:
not personally sure on the format setting, would recommend leaving it at auto probably

gray sleet
#

or how can i use the tool kit to auto compress very large files. Like the world debugger says this file is huge. (5.3 mb) anbd there are many textures that size too.

this is what i got set currently for the mass texture importer.

errant beacon
#

That depends a lot on the textures lol, I'd recommend just going through your textures and setting them to be as small as you're comfortable with, without harming your world's artstyle/making it look too low-res, etc

#

and def use crunch compression after you've set the resolution down, as well

gray sleet
#

.. so go through manually and set things that way.

errant beacon
#

pretty much lol

gray sleet
#

yay! (╯°□°)╯︵ ┻━┻

upper pendant
#

I get stuck on this, using SDK 2. Any Ideas ?

gray sleet
#

Iv had countless problems but never have i gotton stuck on a builder loader

errant beacon
gray sleet
#

oh. would you know why the document says to delete vrc_synvvideoplayer from quest worlds but you cant delete that asset?

harsh wagon
#

I just came in to ask about it, hah

errant beacon
upper pendant
harsh wagon
#

Spent a good 10 minutes on the screen

upper pendant
#

@harsh wagon allright mate thanks for letting me know

bold ibex
#

best ideas to srink my project from 60mb to 50 without deleting stuff?\

errant beacon
#

above conversation about optimization might help o:

desert python
#

compression!

bold ibex
#

I'm seeing if there Is anyway to just drop it

errant beacon
#

tl:dr make textures as small as you're comfortable with without hurting your world's artstyle, compress audio files, use crunch compression, etc

bold ibex
#

ok ty I will try all of this it's so annoying it's 50mb

gray sleet
#

is there a way to disable the Light or AUdio source image so i can see whats behind it? lol

gray sleet
#

anyone got a few mins to help me debug something or fix my video player menu area

copper compass
#

i tried uploading an update to my world, but it boots me back to home, there aren't any errors in unity, any ideas as to what that may be?

#

i have probuilder and bakery in the project, most recent udon sdk too

random owl
copper compass
#

console had 2 missing behaviour warnings, not errors
something about visual damage, which didnt point me to an object, and one it gave like no info on

random owl
#

So the build failed?

copper compass
#

and your tool didnt give me any serious looking errors
once the bakery pass is done ill get a screenshot of your tool

#

let me build with the report running, one sec

random owl
#

You can press the more info button to read the whole guide which should help you find the right info

copper compass
copper compass
random owl
#

Can you show all the errors that popup while building?

copper compass
#

there aren't

random owl
#

This wasn't from the build process?

copper compass
#

no

#

i turned off Clear On Pley

#

caught something then it deleted, one sec imma see what it is
it's related to ht8b
i dont think it appreciates that i duplicated instead of creating a unique instance each time

#

wall of that

#

im gonna get rid of the extras and try again

random owl
#

Could just try restarting unity

#

Build failing can be just weird sometimes

copper compass
#
  1. delete the entire ht8b folder out of the project
    if that doesnt work
  2. restart unity
    if THAT doesnt work
  3. move all related assets to a new project except SDK, import SDK, and try again
#

about to try all that

#

.>

#

and there the gemlin is finally found

#

*gremlin

wild schooner
#

Ok so i did my world i was ready to test, but the VRSDK doesnt work today. Reinstalling doesnt work. Normaly i would start on a new project but now i would loose my world right ? i dont want to do that. X_X

random owl
copper compass
#

didnt wanna poke it's head out until just now, should have remembered cuz i had this problem a couple months ago

copper compass
random owl
wild schooner
random owl
#

I asked for the errors in the console

#

Error = red
Warning = yellow

wild schooner
#

ok i know, but there is not error

random owl
#

According to your screenshot you have 6 of them

wild schooner
#

ah ok they were furter up

random owl
#

Did you swap sdks from 2 to 3 or the other way around at any point in this project?

wild schooner
#

yes yes i did because i really tried to understand udon but it just coudnt get in. Unless i can do a world in sdk3 without udon (wich i dont think so) i rather go with sdk2

gray sleet
#

how do you increase shadow quality

random owl
wild schooner
random owl
#

If there's no errors should be fine

wild schooner
#

than thank you save my project, lets get back to it :3

gray sleet
#

..so is ther away to increase shadow quality? it looks very pixely

gray sleet
sacred orchid
#

Not sure if this is the correct place, so apologies in advance if not
I'm trying to test a world and this is one of the errors I got. I was able to auto-fix the rest, but both the Select and Autofix buttons do nothing and I'm not sure what it means. Can anyone help me out?

wild schooner
#

uhhh so my bear that is suppose to be here at this cornor it doesnt apper at all :

mild spade
sacred orchid
wild schooner
mild spade
#

That looks fine. Capsule colliders are round, so when you enter the game the bear will roll on its side xD You can test how it will behave by pressing PLAY instead of uploading every time. (and yes, the server disconnects for a bit for me too)

wild schooner
wild schooner
errant beacon
#

You need to have User rank to upload a public world o:

wild schooner
#

Nice victory ! Also i am user so thats fine
next question is there a way to not have to guess what size you should put object or wherever to not look like a ant in a huge house ?

errant beacon
#

One unity unit is a meter by default, the player collider is always 2 meters tall regardless of avatar height, and 1.75 Unity cubes would be the average US height c:

#

also-also, your doorways should have slightly more than 2 meters of clearance

wild schooner
#

so then the bear said on scale 1x1x1 so its 1m x1m x 1m ?

#

wich mean its way too big for a plushie

errant beacon
#

1x1x1 would be 100% of it's imported scale iirc, a default Unity cube is 1m in all directions so that might help o:

wild schooner
#

apparently its 1 unit = 0.03m ? whatever it mean

desert python
#

anyone know how to make a pick up stationary? im trying to make a foosball table and am wondering how to lock the rods in place

errant beacon
#

a position and rotation constraint that only locks two axis (axes?) axisesses might work lmao o:

desert python
#

ok! so i was using the rigid body locked positions and such. but theyre ignored for some reason if you pick them up

#

but someone told me to try constraints. so ill probs try that next

errant beacon
#

weird o: and I have no idea if constraints'll work either lol, but it looks like they might?

desert python
#

hopefully

#

i think if i contrain the rod to 2 game objects without rigid bodies. itll be stuck in place hopefully

waxen kernel
#

Are the objects child of the pickup?

desert python
#

the rod itself is 1 mesh with pickup

upper pendant
#

I cannot squish my world size under 200 mb, any advice how to do that

desert python
#

compression

upper pendant
#

I tried this

desert python
#

set them to normal quality

#

wait. what on earth is that lol

errant beacon
#

Make your texture sizes as small as you're comfortable with, use crunch compression (which will only make the filesize smaller, it won't lower the memory overhead) and try setting audio files to Vorbis compression, and mess with the quality slider

#

also try selecting the textures in your asset browser and checking their settings? those settings you're looking at may not be applied to them, or at least all of them

dawn grotto
#

check your build report via VRWorldToolkit

#

that way you can see what takes up all that space

upper pendant
random owl
#

Might want to try to build again

#

There's some weird cases with builds sometimes

upper pendant
#

I tried it right now and it does not change anything in the world debugger

random owl
#

Did the build done time change?

upper pendant
#

Ye

random owl
#

Can you send me the build report from _BuildReports/LastWindowsBuildReport.buildreport

waxen kernel
#

btw you can compress meshes as well.

near escarp
#

(never do high compression)

random owl
#

Builds weren't working because unity decided haha let's not set platform group name properly

#

And there ended up being model with legacy blend shapes not enabled

waxen kernel
# near escarp (never do high compression)

yes high compreession redoes uv's which can cause issues, however you can calculate light and then swap to high if needed, it can still cause too much deformations to be useful tho.

gray sleet
#

how do you improve shadow quality

waxen kernel
#

for one, if you are not using it the editorplugin called bakery is very helpful with that.

#

without it you can access the lighting panel found in windows and increase parameters.

near escarp
#

(if you have a nvidia gpu)

waxen kernel
#

additionally you can make certain objects have higher resolutions of shadows by increasing their lightmapscale in their meshrenderer.

gray sleet
#

so my 2080ti should work just fine then. ill check it out

waxen kernel
#

yup, do poke around the lighting panel tho, it can be worth a shot, its not necessarily bad.

gray sleet
#

oh. oof. its paid D:.
is there a free way to improve shadows? lol

waxen kernel
#

ya, the lighting panel, ill show ya where it is in a moment

gray sleet
#

i know were the lighting panel is. just now sure what things i need to tweak in it

waxen kernel
#

oh unless, did you bake shadows or not?

gray sleet
#

no. nothing is baked rn. its all realtime

waxen kernel
#

in that case your settings are in the light panel but also in the directional light of your scene.

#

generally realtime isnt very much recommended as its perf heavy. opening unity rn.

#

ok so your main setting would be lightmap resolution, you also wanna bump up lightmapsize (that wont change quality but helps with load in some cases)

gray sleet
#

my directional light is very dim rn. set at .5. im mainly having things dark as if its nighttime and using lights for indoors or lit areas

waxen kernel
#

hmm

#

honestly if you are not changing daytime etc, baking is recommanded.

#

the lighting if baked tends to look more right and higher quality usually.

gray sleet
#

this is what i got rn.

waxen kernel
#

put resolution to 50 and try baking it.

#

Itll require objects be marked as statics and lights set to baked tho.

#

let me know if you need help with any of that.

gray sleet
#

i just click the generate lighting button right?

waxen kernel
#

ya, if objects are marked as static and light set to mixed or baked.

#

otherwise it has nothing to bake.

gray sleet
#

its baking now. But should I use progressive cpu or gpu? if gpu would it still work if my gpu is external

waxen kernel
#

honestly just go with whats selected rn, and if you feel like it, swap and see if you prefer the result.

gray sleet
#

ok. so what should I do if my lighting changes. Like the room i sent you. the lamps have a bright / dim option.

waxen kernel
#

an option is to use postprocessing to take the dimming.

#

however you can also set the dimmable lights to realtime and all others to baked.

errant beacon
#

For a Quest world especially though, I'd very much recommend baking all the lights

gray sleet
#

how do you do postprocessing?

and the other way would be to change the bright light settings to baked, and the dim to realtime.

also one of my lamps seams to flicker. idk why

near escarp
#

This tool does it for you

gray sleet
#

does what for me. these are the messages it gives

waxen kernel
#

probably pixel light settings due to a lot of realtime lights.

random owl
#

If you look in the VRWorld Toolkit menu from the top bar it has the post processing section

waxen kernel
#

Are you using sdk 2?

gray sleet
#

yes sdk2. the latest one they released like yesterday

waxen kernel
#

You'll have to install post processing manually in that case.

gray sleet
#

were do i find that. lol

random owl
gray sleet
#

oh. the import. ok. doin that now

#

ok. done. But still wondering why this lamp wants to flicker. its the same as all the others, just moved and the lighting only shows up when im right next to it

waxen kernel
#

It is probably this

#

The pixel light count, but it also indicates there may be a lot of realtime lights trying to render at once.

gray sleet
#

my light count thingy is set to 3. so what should i do

waxen kernel
#

try 5

gray sleet
#

oh wow. that fixed it. why though

waxen kernel
#

as said too many trying to render at once.

random owl
#

In game it will still be set to 4 or 8 depending on the settings the person is running

near escarp
#

I'm not sure that'll work in vrc tho ?

waxen kernel
#

ya ultimatively, space out lights or bake em.

near escarp
#

If it's flickering it's not baked, and if it's not baked, bake it

gray sleet
#

it was baked but still blickering. But after i increased that number it was fixed. Rebaking now

waxen kernel
#

so there is a panel called light explorer, try opening that, it lists all lights with their type.

#

you can change it from there too.

gray sleet
#

but thats only the lights that are on. the bright. when i go ingame i can press a switch to turn them off and turn the dim lights on

waxen kernel
#

scroll to the right.

gray sleet
#

in the tester now. did the switch and the dim seems to work? i guess. lol

and here is the rest

#

just a look at the dim

waxen kernel
#

ya like every one of your lights is realtime

#

change that!

gray sleet
#

what to what.
Sun to baked?
Bright to baked?
Dim to realtime?

errant beacon
#

Preferably bake everything and just dim the lights with postprocessing, realtime lights can be very perf intensive

waxen kernel
#

yes

gray sleet
#

yes to what he said or to what i said. lol

waxen kernel
#

you can do what you said but what zuvali said is more clever.

#

I'd like to stress tho that non moving objects in your world need to be marked as static in order to render lightmaps.

gray sleet
#

yep. litterally everything is static XD. nothing moves or has animations

errant beacon
#

are all the static things marked as static in the inspector? o:

#

there's a checkbox at the top-right of the inspector to mark it as static

gray sleet
#

yep. things ar emakred at static.

waxen kernel
#

then make your lights baked and go for baking.

errant beacon
#

specifically, tonemapping might be what you're looking for

gray sleet
#

everything is set to bake now. do i need to turn on the dim lights and turn off the bright and bake thoes?

#

post processing stack v2? thats what i installed or that another thing i need to install

errant beacon
#

Probably just bake everything with your bright lights on and the dim lights off, don't worry about the dim lights

#

shouldn't have to be anything else you need to install, assuming you setup postprocessing with 1's VRWorldToolkit o:

gray sleet
#

yep. so i guess ill go through this guid and do what it says now... yay lol

gray sleet
errant beacon
#

I'd say don't have the dim lights enabled whatsoever, only bake the lighting with the bright lights on

#

and obv set the bright lights to Baked o:

gray sleet
#

strange. dim lights are not on. only the bright. but now everything is black

errant beacon
#

is it black after baking completes, or is it only while it's baking? not super sure o:
also as an aside, you might want to look into light probes after the all-black baking issue is fixed

gray sleet
#

when i click generate lighting everything turns black, and stays that way

errant beacon
#

I'm not personally sure of what could cause that, sorry - #world-lighting might? o:

gray sleet
#

darn. ill mess around a bit. and ill ping you when its fixed. then we can do the light probes?

errant beacon
#

sure! o:

gray sleet
#

of course no one is on in the world lighting section. so this coul dbe a long while....

#

i did change some of the shadow settings before it happen. but idk why that would cause it or how. or what ones i changed. XD. here is the shadow settings.

gray sleet
errant beacon
#

I don't think you need to use light probes for lighting to work - light probes let dynamic objects (avatars, pickups, pretty much anything that isn't marked as static) to get lighting information from the baked lights around it iirc

#

They're required if you want those aforementioned dynamic things to respond to baked lights properly, but not required for static geometry
also, could def try messing with the shadow options and see if that helps, not sure o:

gray sleet
#

ill try but everything turns out the same. this is what it looks like btw

near escarp
#

you're still baking ?

#

also your lightmaps shouldn't be 256x256

errant beacon
#

lightmap should def be a bit higher than 256x256 lol

near escarp
#

also don't use 50 texels for test bakes

gray sleet
#

what should i use

near escarp
#

4096

gray sleet
#

for tests..? that seams high

#

should the sun be static btw?

near escarp
#

yeah

gray sleet
#

ok. so what settings and i setting to what. lol. i set the lighting settings the way the video had

#

also soft or hard shadows

#

these for testing? it takes an hour to bake now

cold lake
#

bring down the lightmap resolution when you're testing

gray sleet
#

anything else?

#

i just turned off shadows completely and now the room bakes correctly but now doesnt have shadows...

#

would something be covering the light that should be turned off? or static turned off?

errant beacon
#

If there's something covering the lights, try making them not static o:

#

using a lightprobe to light that object instead might work better

gray sleet
#

so the objects / lamp covers. turn static off

errant beacon
#

yus, try that

gray sleet
#

alright. testing. hope that works. they come out of the prefab as not static...

#

it works (╯°□°)╯︵ ┻━┻

#

ehh there are a few bugs. a couple lamps are dimmer then the others.. so gunna find out whats causing that

#

now my dim lights seem to be brighter then my bright lights XD

gray sleet
# errant beacon yus, try that

ok. lamps fixed and working.
only issue now. bright lights are a bit too dim so now the dim lights look like the bright lights

errant beacon
#

make sure that the dim lights aren't enabled instead? o:
you should only have the bright lights on in the bake (or in the scene entirely) since you can use postprocessing to dim the world's lighting later

#

otherwise, could try making the bright lights a bit brighter to compensate? not sure o:

gray sleet
errant beacon
#

yus, do a Save-As to make a new scene first, but delete the dim lights from the scene

gray sleet
#

also for shadows, should it be soft or hard shadows.

errant beacon
#

depends on how you want the shadows to look lol

#

soft shadows will feather out a bit, hard shadows will have harsher lines

gray sleet
#

oh. so hard = better performance but looks sharp.
soft = lower performance but looks better?

errant beacon
#

afaik it doesn't affect performance whatsoever, it's entirely just up to whatever you want the artstyle of the world to be

gray sleet
#

oh. ok. lol

errant beacon
#

If a light's going through a diffuser (like a lampshade or frosted lightbulb) it'll have soft shadows, wheras if it's just a bare filament lightbulb or flashlight, it'd have harsher shadows

#

also a cloudy day would have very soft shadows, wheras a day with no clouds in the sky would have much sharper shadows o:

gray sleet
#

i made the bright lights a big brighter but the dim lights are still even brighter... waa

#

also there was comments on the light settings. what of these should be changed and to what

languid salmon
#

anyone know why build and test isnt working? i do have the vrchat.exe path setup. when i click on build and test, udonsharp compiles its scripts, but then nothing happens. not even a log or anything in the console

errant beacon
errant beacon
languid salmon
#

reimport all didnt work, me and my buddy have the same issue

#

ill try the vrworldtoolkit in a bit

gray sleet
errant beacon
#

The lightmap size should be bigger, and the lightmap resolution (50 texels per unit in your image) should be lower afaik

#

sorry lmao

gray sleet
#

haha ok. got it now. lol

#

so i can bake easily. and only got two issues now. yay!

  1. dim lights are brighter then main lights.
    might just make a new save-as and try using the other thingy you said.

  2. a couple objects in my room show up pitch black

gray sleet
errant beacon
#

On the second one, what objects are they? Small objects in the room like plants, things on desks, paintings, etc can probably be made not static and instead be lit with a light probe
and yes delete the dim lights lol, you won't be using them if you go with the much more performant post processing method

gray sleet
#

my light switch was too dark to see. so i added a teeny tiny .1 size light on it to just make it pop out a bit more. uwu.

also. am now ignoring dim lights.

and that object is a metal beam

errant beacon
#

light switch thing can be fixed with a light probe instead of adding another light o:

gray sleet
#

ohh. ok we can work on dat leter. uwu.

lets fix this beam

#

i have a couple other metal objects that are simular to that one. very dark

errant beacon
#

According to the inspector, that model has overlapping UVs - in the asset's mesh file in the asset browser, click "Generate Lightmap UVs"? o:

gray sleet
#

it doesnt have a mesh file in the asset browser

#

this is all there is for it.

errant beacon
#

It might be in one of the Prefabs or Models_Hom... folders? o:

gray sleet
#

in the model folder it comes as a whole room / building. so its part of that..... yeah uhhh got it... uhh yeah.. XD

#

well this is all i see though

errant beacon
#

right-click it and see if you can unpack it? not sure

gray sleet
#

no. only thing close to unpack is export

#

so should i just do the entire home model?

errant beacon
#

sorry for the delay, looking into it a bit - could try that though? o:

gray sleet
#

so what do i do to it again?

errant beacon
#

Generate Lightmap UVs, though that's already ticked apparently

#

not super sure then, it recommended enabling something that's already enabled lol

#

could try checking the lightmap UV settings but I'm really not sure past that, sorry

gray sleet
#

it looks good before its baked. (the metal objects)

or could it be one of the sub textures in it? here is its stuff

errant beacon
#

that model's UVs might just be derped
could try fixing it in Blender, or you could probably just approximate that object with a couple metal cubes lol

gray sleet
#

would the detail mask, occlusion or thoes effect it at all?

also im not even sure if i put thoes texztures in the right spot. lol.

there is the base metal texture and there is another one that looks blue called normal import settings

errant beacon
#

the textures shouldn't affect the positions of the UVs, the model'll just look weird if the wrong textures are used lol

gray sleet
#

mmm there are a bunch of light settings when i click it though. would any of thoes make sence?

errant beacon
#

not personally sure, though I'm fairly certain that the overlapping UVs is at least heavily related to the issue - might want to ask in #world-lighting though o:

gray sleet
#

that chat not very good imo. but ill post it

#

well ignoring thoes for now.
whats next. now do i do that link for the post processing. or now we do light probes?

bold ibex
#

could someone please help its not letting me upload my world it just plays my world when i press publish

errant beacon
bold ibex
errant beacon
# bold ibex

Disable future-proofing in the build control panel's settings o:

bold ibex
#

let me try that out

bold ibex
errant beacon
#

Check your Unity console for errors? You also seem to have the VRWorld prefab in your scene and another scene descriptor object - you only need one

bold ibex
#

i am new lol so some stuff you say are confusing but here are the errors

#

there are no errors

mild spade
#

Your scene is paused, maybe you have "Error Pause" enabled??

#

along with "clear on play"?

bold ibex
#

hmm let me see

errant beacon
#

^
also here's what I meant about having two scene descriptors - you can only have one in your project, so check to make sure that both of these don't have scene descriptor components on them o:

bold ibex
#

okay i checked there is only 1 scene descriptor

mild spade
# bold ibex hmm let me see

Make sure you disable "clear on play" this will erase any errors when you enter play mode, also enable the (!) Error tab if you dont have it enabled. Then press play, or try to upload to see what errors come up (they will be red)

bold ibex
mild spade
#

yes

bold ibex
#

okay let me try this out thanks

#

yes its still not working

mild spade
#

Did it show any red errors this time in the console tab?

bold ibex
#

nope

bold ibex
#

sdk3 worlds i am using sdk2

mild spade
#

SDK3 uses udon instead of triggers like the SDK2, if you are familiar with Unity c# you can use it. Can you show a picture of the console tab (entire tab with all buttons showing) after you press play ?

bold ibex
mild spade
#

That is the same picture you posted above (since you still have "clear on play" enabled.

bold ibex
#

oh okay let me ss the new one

#

give me a second

mild spade
#

ok, make sure you include the entire window, showing these in red

bold ibex
#

okay

#

should i disabled clear on play

mild spade
#

Yes, like I said earlier, Disable "clear on play" and enable the (!) button next to the Yellow icon on my picture (looks like a stop sign). (those are errors that causes the upload to fail sometimes)

gray sleet
bold ibex
#

if i need anything i will come back

#

but i appreciate the help thank you

mild spade
#

oh no! They are not compatible with each other :( hmm hope you get it fixed! and dont worry!

bold ibex
#

thank youu

gray sleet
#

I read the document. wasnt very helpful just how ot make them really.

so i got them in my room. its a box. what shoul di do with them now.

errant beacon
#

Make a new light probe group and then click Edit Light Probes, then click Add Light Probe - distribute light probes around your level and in front of/near non-static objects, in shadowy areas, big color/constrast changes, etc o:

#

Once they're in your world, bake the lighting again and that should be it afaik

idle jolt
#

I’m trying to make a flying vehicle for my VRChat world that can shoot. I know there’s a simple flight system out there, but I also know that there is one system that will let you shoot people. Does anyone know anything whatsoever about this?

gray sleet
#

oh! side note. I fixed the metal objects being black. added a reflection probe. its what runs the metals. so that part is fixed

errant beacon
#

ah, cool o:
and in the light probe component itself there should be a button to edit the light probes

#

click that, and then start adding some light probes in your level in shadowy areas and places with big color/contrast changes

gray sleet
#

should i also place probs in each corner of the area

errant beacon
#

to clarify, you should place light probes throughout your world, not just in the box made by the light probe group lol

#

generally you could place light probes anywhere, but you probably shouldn't spam them and you should be reasonably sure they'll be useful

gray sleet
#

do i need to organize them well and nice and neat?

i dont have much in the world currently. just the room and a gazebo thingy im workin on for video player and music player

errant beacon
#

They don't strictly have to be organized neatly, but it couldn't hurt lol

gray sleet
#

this is what i got currently. look ok?

errant beacon
#

light probes being in the very corners of the room might not work well lol

#

they should be more in the center of the room, around where dynamic objects (avatars mainly) may go o:

gray sleet
#

fok. so put them in areas were things move or could change.

errant beacon
#

also, keeping one or a couple near small non-static world objects (like the lightswitch or smaller world objects like paintings/rocks or something) might help as well

#

and yus

errant beacon
#

probably move some of the lightprobes out/away from the floro a bit and have some in the middle of the room o:

gray sleet
#

should there be any in dark corners that are like behind objects or so on

#

also oof. lol.

#

should there be a lot more?

errant beacon
#

that's fine if a little overzealous lol, and yeah having one in dark spots might be a good idea if they're accessible o:

gray sleet
#

so there shoul dbe a lot less.. wish there was an auto place tool

#

i moved and deleted some. so no wi got this

errant beacon
#

kk - bake the lighting again and that should work

gray sleet
#

side note: why this closet dark af

#

just baked btw

#

how do i get the reflection probe, sound, and light icons off the screen

errant beacon
#

Select the Gizmos dropdown at the top of the viewport, and deselect whatever you want to hide

gray sleet
#

tried that but a few still stay. or i donjt know what they are called

errant beacon
#

deselect the reflection probe, i.e select something else in the viewport? o:

gray sleet
#

yep. got it. lol

#

so nowe we gunna do the post processin stuffs?

errant beacon
gray sleet
#

yep. going through that now. but i may get stuck sometime. lol

errant beacon
#

you would then likely control that color grading/tonemapping post process with a button to dim your lights o:
I know notably less about post-processing stuff though, lol

gray sleet
#

well im reading through this. you may need to also read through it to help out with the lights. lol

gray sleet
#

the post processing thing has lost me.

#

so anyone able to assist with light dimming?

gray sleet
errant beacon
#

Yes lol, delete the dim lights entirely if you're going for the postprocess route

gray sleet
#

i would but idk how to do the post processing way. it tells me nothing on how to do it

errant beacon
#

It does, that tutorial tells you exactly how to do it o:

gray sleet
#

ill double check. im likely blind af

#

side note. when installing the post processing. does it auto make a post processing volume thingy?

errant beacon
#

afaik no, that's a component you add yourself to a new gameobject

thick gale
#

Lol so I got kinda a funny q was pointed out to me..alot of my pickups in world dissapear after u move em so far

gray sleet
thick gale
#

I got many like stacks of plates u can pick up n throw

short forum
#

Is there a character limit to the Title for worlds? If so what is said limit?

gray sleet
errant beacon
#

First line says to add a post-processing layer (component) to your main camera - make a Unity camera if your scene doesn't have one already, add a post processing layer component to it, and set it to be your reference camera in your world's scene descriptor o:

gray sleet
errant beacon
#

ah - are you using SDK2 or SDK3? o:

gray sleet
#

sdk2

cerulean echo
#

or he coult use the world toolkit and press a button and get set up post processing would be faster 😄

gray sleet
errant beacon
#

Make a button and set it to toggle the post processing volume gameobject maybe? o:

cerulean echo
#

toggle button

#

local

gray sleet
#

oh. you right on that. I was thinking of having it on by default and having a button change the settings of that object. tf wa si thinking