#world-development
39 messages · Page 75 of 1
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
ah sorry, I meant texture paint mode in Blender, not sure about Unity sorry o:
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
What shader is are your avatar and environment using ?
Not sure about avatar, but the world is mostly all Standard
are you maybe using postprocessing AO or another effect ?
I do have post processing in the scene
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
Well it seems to be fixed now, thanks for the help
your terrain object looks like its a prefab instance? have you tried unpacking it?
im pretty sure this is whats causing my problem, but I havent figured out how to resolve it
and yes on the prefab thing
Hello. Could someone advise me how to make the avatar pedestal into a model I insert in the world.
Or like an avatar pedestal but without the ui showing above it
dose anyone know how to make buttons and other interactions be set only by the master of the world
i tried uploading my world 10x times, still its old in vrchat
really 0 information why that happens and that thing is very bad
Make sure your sdk is up to date and you do not have any compile errors
@bold ibex i have been having the same problems with mine and on top if that build test dont work either its frustrating
check 1's guide on fixing build issues https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems
these are typically symptoms of those
their vrworldtoolkit is also useful to have for checking common issues https://github.com/oneVR/VRWorldToolkit
does anyone knows how to fix this.. it does not show panel
you have console errors, see the link above on fixing build issues
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
Im don't think so? Id recommend looking up the documentation on unity's site.
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
any ideas why this might be the casE?
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.
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
(using udon btw)
hows that going to help? i've made worlds before, i know how to do it
It checks for common issues, including what you are experiencing
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
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:
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?
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's debugger reports? o:
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?
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?
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
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
Might want to import https://github.com/oneVR/VRWorldToolkit/releases and see what it says? o:
unless you have tens of thousands very close to each other, no
1053 total, so i guess not then
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
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
is it with any avatar ?
no, world geo
soz to butt in. did something go terribly wrong? I'm missing the usual private options and see some interesting alternatives
Make sure you don't have errors in your log, but i think it should be fine
What does your scene look like ? Did you check your outputlog ?
when? during upload, or just in general?
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
looking at the log, theres only https warnings and warnings related to udon scripts
ah, if it's Udon it could be a lot of stuff 
nah its jsu that some of my pickups dont actually have a script inserted really
how are they pickups then ?
if they're not kinematic until picked up then that could be the reason
would that cause my gpu usage to increase that much thoguh? that seems like a cpu issue
for reference, the increase in render strain is almodt 100% gpu
Poiyomi does a lot of things, so i'm not sure, most likely gpu related in some way though
i tried removing the poyomi shaded stuff but no change
What else is in your world ?
unity grass ig, but the render distance and density are below half
i have realtime GI on, but thats been the same since the start
grass is pretty heavy in itself but 30fps is a lot to lose at once
you can disable it
i have changing skyboxes, so i can yes, but the terrain light wouldnt update then
unless thats possible without realtime gi, im fairly new to unity so if there is im unaware
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
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.
i would assume not, but i honestly dont know what else ive changed
would shadowmask vs baked indirect make a difference?
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
If your hierarchies differ whatsoever between your PC world and your Quest one, pickup oddities like that may happen iirc
like
does it have to exactly the same everywhere
because the pickups are in the same hierarchy wise
not sure, but potentially o:
im allowed to delete certain objects for quest worlds right
like lights
that doesnt mess anything up
disable them, if you change the hierarchy it won't match for synching
it may also mean you may have to have quest-specific objects disabled in your pc build
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?
figured it out! it was the videoplayer fsr. as soon as i disabled it i got almost double frames.
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.
were you using real time gi emissions with your video player? video players alone wouldn't be that costly, but having real time gi emissions are really expensive on the gpu side as it has to update gi materials every frame.
no, i think i had just bugged up the settings somewhere, but no gi emissions
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.
is there an easy way to see how many drawcalls a world is making in unity or vrchat?
yeah, in unity game view, enable the stats button on the top right
stats button in the game view
also unity's performance profiler
nice, thanks
oh jeez... is an average of around 80 "SetPass calls" ok?
yeah that's fine
your drawcalls are the number of batches
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.
roughly the same
thanks for the info
haven't been able to exceed 136 or so
and some areas dip down to 24, which is nice...
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
i know i allready asked this
i just wanne see i i can get input on that ^^
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
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?
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)
is there a way to see which files in a given project are the biggest?
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
@dusk sapphire didnt know the world toolkit had that, just found it. ty
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Ensure you are using this precise versio...
So avatars are different version?
no, the same
no
there are separate SDKs for both, you can find them on the vrchat website under your account
Mmm, this dude knows what's up https://i.imgur.com/KS2R6g2.png
Tempting to visit just to report it :| That's kind of lame
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.
Hmm idk I think I don't know what udon is
what are your bubbles set to?
You mean the 3d audio?
The sphere isn't where you can hear the sound I think
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
Are you using VRC_SpacialAudioSource>?
Yes
The player is the camera dot currently in the large room to the right. The sound is playing from the currently highlighted globe.
Can reverbs mess with anything? I tried telling it to ignore those too
Gain on the VRC_SpacialAudioSource is set to 25, Far to 30, same as the regular source settings
Idk it looks pretty big for it to be noticeable right?
I've set it to a test sound and I can hear it very clearly
Hmm.. turning off 'Use Audio Source Volume Curve' seemed to work as it then has VRC's script take over setting the curve.
SDK3-worlds, or SDK2
SDK3 is more complex and flexible, SDK2 is older and more dilapidated but still works
I think that honestly I only need to use sdk2
for like a normal room no fancy stuff,
I know they used sdk3 or udon for the portal room
This is what i was wondering
Since like it's probs better to learn the new thing
But i had some experience with sdk2
would also recommend SDK3, even if you don't plan on using Udon extensively
Sdk3 is easier when working with pre-made stuff cause you can just edit the pre made script variables
plus if you know unity# its a lot more comfortable to work with
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
Ohh cool yeah so with that I could do stuff like custom scripting?
I was thinking about like hiding stuff if the user is in VR or etc
It lets you do the same stuff you could do with Udon natively, just using C# instead of the visual node graph
Udon's vv flexible, would recommend checking out the VRChat documentation on it o:
I found UdonSharp to be a little more reliable too.
Does anyone know of any methods to add fog to a world aside from Unity's default fog?
Sometimes the node system just fails to compile and goes odd
@coarse forum you can also use unity's build in stuff with udon#
@vestal karma can use a particle system
Out of curiosity, is there any ETA or anything for giving Quest users support for higher quality shaders?
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
How does one add a toggle that disables all chairs in sdk3?
@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
Is there anywhere one can go for a comprehensive explanation of the exact limitations of the hardware?
Because for instance even Standard shaders aren't supported... it would be nice to know why
How can I build and test my world without launching vr
should be a checkbox to not launch in VR in the build control panel o:
I have non-vr ticked
not sure then - make sure VRChat's path is set correctly in the build control panel's settings tab?
So that should be in my steamapps common
(drive letter):\Steam\steamapps\common\VRChat iirc yeah
Seems that worked thanks a bunch
yw! c:
@split saffron Heya, are you the VRC creator of Manhunt?
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?
I’m worried it won’t get published now...
Nothing you really can do afaik, though those content warning tags are only visible to the world author afaik, don't worry c:
Troll reporting's a thing unfortunately, but lots of worlds have gotten out of Labs with those reports
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
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's debugger says? o:
just import it and then build again
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
i got it to work thank you
yw!
tick IsRoomPlayerMods
thank you
I'm trying my hand at making a Quest world and I got a question
How do I do transparecny on materials?
You can't, the Quest version of VRChat doesn't support transparency - you can try using the additive shader though o:
Z-testing is vv hard on the Quest
Thanks! I really hope it can make it out of labs as it’s my first world that I made with a bunch of my cool avatars with GPU particles and such
yw! what did you use to get GPU particles to work? o:
I got a prefab from the guy who made it and then fixed the animator for AV 3.0
But I have seen some Quest worlds with transparent shaders before?
ah right, forgot that shaders aren't blocked on Quest worlds only avatars - still though, I'd heavily recommend against using transparency in the Quest version of your map (or at least keep it very limited), try the VRChat mobile additive shader o:
If you can open the models in Blender, I'd recommend cutting the mesh around the transparent bit if possible
yeah all those transparent textures would crash a Quest lol
Gotcha
I'd send a support ticket
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!
But... only when exported, when I play in the test player, they look normal
when updating a world to me both pc and quest compatible do i need to switch to that platform and publish it. (Publish twice)
also why does it limit my quest size to 50mb when I see lots of other worlds larger then that but are quest compatable
You're seeing the PC version of the world, which is much larger than the Quest version
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?
yus, to update both the Quest and PC versions of your world, you'll need to upload both
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
Remember they use different shaders though so you'll have to change the pc to vrchat mobile shaders 💜
is tehre an easy way to do that? Or do i need to go to each texture in the world and change to mobile shaders
it seams if i change something in the quest platform it also shanges it in my pc platform. how do i stop that
Your hierarchies need to be 100% the same between your PC and Quest versions - if you need to delete something in your Quest version, add some empty gameobjects to make the hierarchy lengths the same
...so... wa? XD. 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
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:
You gotta switch them individually for all I know, however its not as bad as it seems! Just go down the list and click each, there may be less time consuming ways but thats how I do-
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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)
how would i begin creating my world? not sure about first-time-setups
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
thank you :D
hm.. why does show control panel not appear?
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
alright im reimporting right now, i hope it works :D
strange.. im gonna try to reopen
ah doing reimport all seemed to work instead of just reimport
thank you!! im gonna work on this tommrow
cool! and yw c:
Here's some guides and stuff that might be useful for later too:
VRChat world info, optimization and tips: https://docs.vrchat.com/docs/submitting-a-world-to-be-made-public
Starting with Unity: https://docs.unity3d.com/2018.4/Documentation/Manual/UnityOverview.html
Optimizing graphics performance: https://docs.unity3d.com/2018.4/Documentation/Manual/OptimizingGraphicsPerformance.html
also lastly, 1's VRWorldToolkit is vv useful for debugging, optimization tips, and just general world development o: https://github.com/oneVR/VRWorldToolkit/releases
how do I fix this?
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?
nice stats. whats the world size?
save and restart but 3hrs later i bet you already did that.
Do you mean like how many people can be in there or the size to load? 15 people can be in at a time and it's 32 mb. It's an avatar world.
yeah naw I meant world file size. 32mb is good. anything over 200 makes it harder to get cleared. Your probably just in a really long queue. Not sure what your options are because the wiki says not to msg (them directly*) about getting cleared.
I also imagine the list grew quickly after "covid".
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.
Sometimes when you reduce the resolution of a texture below 1024, it will look like this but never had crunch compression do something like that though
They were all set 2048 so...
Huh weird
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
Sync Video Player has various features, including: Allows a Video Player to be synced with others in the instanceAllows playlistsAccepts YouTube, Vimeo, and DailyMotion URLsRequires: Video PlayerRPC's are available via the SendRPC action
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
I'm not really seeing this... are there any quest-supportive shaders I can use that can be completely transparent?
Restarting didn't fix it
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
@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
ohhh
Yeah I just want it completely nothing
id just disable the mesh render
oop
There's no set time limit - things like friends, worlds visited, avatars/worlds uploaded (if the account has permission) active hours and etc all help, along with not getting kicked/banned/muted/reported, etc
Note that you have to be New User to upload private/public avatars, but you need User to upload public worlds o:
in short though, just play the game normally and add people, you'll get to User before you know it c:
is there any way to fix this?
err.. I think this is my first time checking to see if you're quest lol
im not, i just make a lot of stuff for quest and have learned a few random tricks
@gray stratus what happened?
I tried to add a public variable but I cannot put anything there
In udon
When I try to select an object it does nothing
anyone know how to delete vrc_syncvideoplayer?
Oh wait, I needed to just select the object through the udon behaviour in the button
6,500 visitors so far. Thank you all for the support and guidance so far!
https://en.vrcw.net/search?keyword=Deaconline&mode=world
how does one select a vrc_trigger in the sdk3/ or do I have to write something custom> string_script/trigger_use?
VRC_Triggers aren't a thing in SDK3 - this might help o: https://www.youtube.com/watch?v=95jRByYHE4Y
Is it possible to have a world-based particle emitter follow the player?
Among?
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?
Make sure that VRChat's path is set correctly in the Build Control Panel's settings o:
pretty sure it is
odd - could try importing https://github.com/oneVR/VRWorldToolkit/releases and seeing what it's debugger says?
oooh shit
I think You are right I'll update
hmm still not loading
it's only in 2 places on my pc
in my oculus vr folder
and steam common/vr chat
Try the Steamapps > VRchat one and see if that works? o:
If that directory doesn't work and if VRWorldToolkit doesn't mention anything about it, I'm not sure, sorry o:
Check the top pinned message in this channel o:
sorry - here's what the message links to: https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems
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:
Any tutorials out there for making classic trigger to teleport doors in udon?
you don't necessarily need the sound part after the TeleportTo node
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.
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
same object, slightly further away
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.
hmm... but that doesn't fix it in game
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.
darn... new project, same issue
Solved! -- apparently Unity doesn't calculate depth without realtime shadows enabled.
some ugly WIP water for yas
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.
are updates instant? to your world or do they take time
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:
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?
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
odd then - what shows up in VRWorldToolkit's world debugger? o:
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
just delete the component? if your object is a prefab, unpack it completely first
Oh yeah, for future reference how does one enable asset caching?
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
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
i think i was outof date
disabling the mesh renderer should work, may want to check your setup for that
you used the wrong prefab, that one is for the vrcsdk's internal use for the upload screen, you want to grab the "VRCWorld" prefab found in Assets/VRChat Examples/Prefabs
right im sorry my sdk was out of date
That’s what everybody says, but it isn’t working for me...in your scene view when you disable your mesh render should you be able to see your mesh disappear?
yeah
Because from scene view I’ve toggled the mesh renderer back and forth and nothing changes
It’s still visible even when disabled
are you sure thats the correct/only mesh renderer?
Yeah, there’s only one mesh renderer on the object and it was the one I was toggling
what happens if you disable the entire object?
Still visible, I tried that too
I would check if you have any duplicate objects
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
disable the object, and try selecting it from the scene view, and see what it selects
how do I fix the lighting to not make avatars dark
Put on some lit shader or use poiyomi and turn up emission
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
Can’t. It’s in the assets folder in scripts. But I can’t delete it. For some reason. The delete button is grey
right click it in your scene hierarchy, and select unpack prefab completely
then you should be able to remove components from it
It’s not in the hierarchy.
what are you trying to do exactly?
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
Sync Video Player has various features, including: Allows a Video Player to be synced with others in the instanceAllows playlistsAccepts YouTube, Vimeo, and DailyMotion URLsRequires: Video PlayerRPC's are available via the SendRPC action
you delete it if its in your scene
if its not in your scene aka hierarchy
you dont need to do anything
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 ?
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
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
do you know what this error is?
may want to scroll up to see the other error
this?
no, scroll all the way up, there are 4 errors total, and you can only see 3 there
oh. this. dont know
were you deleting files in the vrcsdk folder?
reimported but still get error
are you able to go into play mode?
also take a look at https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems
yeah i checked that out. im lost. lol. and let me check play mode
yes i can run play mode
any errors when entering play mode?
other than a thing for _MainTex no
also being told there are two audio listeners. cant find the second one. mmm
@gray sleet do you have multiple cameras?
Just search for "t:audiolistener" in the hierarchy
...yea....just found it. XD
Woot!
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
Can you show what the actual errors are from the build?
no idea
it says no messages show
Did you select the windows build?
yep
Because according to your previous picture
yea. but no messages show./ here.
the world borde ris litterally just a few invisible walls.
Can you send me the build report from _LastBuild/LastWindowsBuild.buildreport
.25
respawn height is defined in your scene descriptor and has a default value of -100
thanks babe
Delete the Assets\NatureStarterKit2\Standard Assets\Effects\ImageEffects\ folder from your project
did that and now i get 14 errors
Actually show the errors and not just say you have them
i removed it, thats why im getting the errors
How are you getting errors from the folder if you deleted it?
Oh that's a second one
Delete that ImageEffects folder as well
i removed the image effects folder like you said to. and i get thoes errors i sent
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
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.
yeah, delete the second image effects folder under Editor as well
ok i deleted both image effect folders. still getting errors. will send. 1 sec
well i mean its only thoes 3 first errors.
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
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
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?
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)
Alrighty, what will need fixed with Animators? I have a day/night cycle running off of one.
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?
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
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
Holy shit lol
It being synced isn't too important, it would just be nice for everyone to be seeing the same thing
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
Here's a sped up version of that DN cycle. It normally takes about 30 minutes to make a complete rotation.
anyone know how to fix these errors? I made a fresh new scene but i still ge these errors.
@short gulch that should carry over. worst case would be needing a small script to start the animator
anyone got a link to the unity version. 2018.4.20f1?
Alright nice, thanks!
You can get it in Unity Hub
its not there
oldest version is 2018.4.34f1
i found the link. so nvm
sdk2 or sdk 3 for worlds btw
i recommend sdk 3. sdk2 if you plan to stay on unity 2018
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
sdk3 currently does 2018. but they plan to go up to 2019 eventually
ok. so what would i be losing if i use sdk3 world instead of sdk2
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
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
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.
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?
As of right now if you want your world to have any extra functionality yes
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
i have like a ghetto trigger system from me trying to copy sdk2, but it looks nothing like sdm2
Or you could use other people's prefabs
who can i ping for this. i think the sdk2 they give us is broke. i keep getting a vrcsdk error
what version unity you have?
2018.4.20f1
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
Oh. That's what you're trying to do. Don't do that lol.
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
If you're doing what I think you're doing then you're trying to build a game client haha
i press clear and they go away.
if they were to stay would that mean they were real issues?
ye. if they stay that means big issues
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
👍
You'll want to go to your menu bar at the top and find the VRCSDK drop down
Then click Control Panel
lol alrighty. ty
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
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?
When i use the play button to test my world, my lamp turns off even though i have it on by default.... wa?
1 of my worlds have like 30ish reports. nothing really happens
also you have smoke in your image
whats wrong with smoke in an image?
What's wrong with him? Smoke comes out of the chimneys.
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
my last world only had one report and thousands of visits and 80 favorites. :p 10/10
one report is normal for whatever reason
yea, 1 report is for community labs or something. idrk actually, theres some reason
In my world, there is a fire in a campfire and in fireplaces in the house. This is bad?
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
best is to confront them probably
i havent been on lately much though, so no idea how things evolved while i was gone
We changed the subject a bit ._. Will the inscription with the report in the description of the world disappear or not?
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
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?
Just wondering with the unity engine you download do you need vr plus to upload stuff?
hello someone speaks spanish
No
I'm new
The required rank is New User to upload
Good to know how to be a trusted user?
Just play
Thanks, I'm Spanish: D
Scaling in Unity compared to the real world is different, but everything is based upon meters, however, as long as you are making things like basic shapes. Prefabs from any source might not be measured properly and just required eyeballing
1 unity unit = 1metre so it's all accurate
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
Yeah it works for most objects, being accurate is pretty much only important for recreations
@coarse forum
Ok im using SDK3 How do i make it so on some floors i walk fast and on others i walk slow?
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
Why do you need to delete assets ?
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
because my small world is 72 mb XD
And ? Your world is uploaded, not your project
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!)
the world is uploaded. its a new world. and i up[loaded lots of assets to use like 1 or two things from them XD.
how i do dat
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:
Then this question isn't correct, you're trying to delete stuff in your world, only you know what you need or don't
if you say "asset file" you're implying in your project, which isn't what is required
oh. so only stuff that is put into the world counts towards world size. okie.
...great so wtf is making it so large XD
huh?
\
If you're not using sound files in your world, don't worry about that part
i am but i compressed thoes myself to 1-2 mb and i can understand them
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
got it for that one. does changing the size of it even change anything other than resolution? doesnt seam to change the file size at all.
also, what format should be used? its on auto
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
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.
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
.. so go through manually and set things that way.
pretty much lol
yay! (╯°□°)╯︵ ┻━┻
I get stuck on this, using SDK 2. Any Ideas ?
Iv had countless problems but never have i gotton stuck on a builder loader
whoop - for audio file compression, select the audio clip in your asset browser and set the compression format to Vorbis, and try changing the quality
would also recommend looking at this: https://docs.unity3d.com/Manual/class-AudioClip.html
oh. would you know why the document says to delete vrc_synvvideoplayer from quest worlds but you cant delete that asset?
I've got the same problem on SDK 3, I think it's a problem on their end
I just came in to ask about it, hah
def see back to Temporal's comment on it here: <#world-development message>
If you really do need to delete it though, try unpacking the prefab and then deleting it
Oh okay that is good to know.. I will just sleep on it for now then lol
Just wait it out, mine started working
Spent a good 10 minutes on the screen
@harsh wagon allright mate thanks for letting me know
best ideas to srink my project from 60mb to 50 without deleting stuff?\
above conversation about optimization might help o:
compression!
I'm seeing if there Is anyway to just drop it
#world-development message and down
tl:dr make textures as small as you're comfortable with without hurting your world's artstyle, compress audio files, use crunch compression, etc
ok ty I will try all of this it's so annoying it's 50mb
is there a way to disable the Light or AUdio source image so i can see whats behind it? lol
anyone got a few mins to help me debug something or fix my video player menu area
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
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
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
So the build failed?
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
You can press the more info button to read the whole guide which should help you find the right info
i've already checked that, none of them apply
Can you show all the errors that popup while building?
there aren't
This wasn't from the build process?
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
- delete the entire ht8b folder out of the project
if that doesnt work - restart unity
if THAT doesnt work - 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
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
That one would be listed in my guide yes
Check the console for errors
didnt wanna poke it's head out until just now, should have remembered cuz i had this problem a couple months ago
tyty
You are only displaying the warnings in that picture
im not sure what you ask then, you ask for the console
ok i know, but there is not error
According to your screenshot you have 6 of them
ah ok they were furter up
Did you swap sdks from 2 to 3 or the other way around at any point in this project?
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
how do you increase shadow quality
Then you just simply need to remove the VRC_SDK_VRCSDK3 scripting define from Edit > Project Settings > Player > Other Settings > Scripting Define Symbols so the sdk stops loading in the wrong code, just clearing the whole field and pressing enter should be fine
did that now it says this but the is no error
If there's no errors should be fine
than thank you save my project, lets get back to it :3
..so is ther away to increase shadow quality? it looks very pixely
sorry for ping. how do i fix this? my terrains are not connecting
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?
uhhh so my bear that is suppose to be here at this cornor it doesnt apper at all :
Try adding a box collider (also vrc pickup components need colliders to be able to pick up)
so nevermind on this, i managed to fix it
but now i'm just pressing Build & Test but nothing is happening. I tried launching VRChat and then clicking it, but still nothing
like that ?
also does anyone else having VRchat discord server disconnecting because all the rest of my discord is going fine but that one
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)
oh i didnt know it would do that. I just figure capsule fited more the bear since hes round but ok box it is then
umh also im already able to upload avatar do you need higer level for world or is it the same?
You need to have User rank to upload a public world o:
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 ?
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
so then the bear said on scale 1x1x1 so its 1m x1m x 1m ?
wich mean its way too big for a plushie
1x1x1 would be 100% of it's imported scale iirc, a default Unity cube is 1m in all directions so that might help o:
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
a position and rotation constraint that only locks two axis (axes?) axisesses might work lmao o:
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
weird o: and I have no idea if constraints'll work either lol, but it looks like they might?
hopefully
i think if i contrain the rod to 2 game objects without rigid bodies. itll be stuck in place hopefully
Are the objects child of the pickup?
the rod itself is 1 mesh with pickup
I cannot squish my world size under 200 mb, any advice how to do that
compression
I tried this
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
check your build report via VRWorldToolkit
that way you can see what takes up all that space
Uh
I tried it right now and it does not change anything in the world debugger
Did the build done time change?
Ye
Can you send me the build report from _BuildReports/LastWindowsBuildReport.buildreport
btw you can compress meshes as well.
(never do high compression)
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
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.
how do you improve shadow quality
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.
(if you have a nvidia gpu)
additionally you can make certain objects have higher resolutions of shadows by increasing their lightmapscale in their meshrenderer.
https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 but as ruubic said nvidia only.
so my 2080ti should work just fine then. ill check it out
yup, do poke around the lighting panel tho, it can be worth a shot, its not necessarily bad.
oh. oof. its paid D:.
is there a free way to improve shadows? lol
ya, the lighting panel, ill show ya where it is in a moment
i know were the lighting panel is. just now sure what things i need to tweak in it
oh unless, did you bake shadows or not?
no. nothing is baked rn. its all realtime
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)
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
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.
this is what i got rn.
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.
i just click the generate lighting button right?
ya, if objects are marked as static and light set to mixed or baked.
otherwise it has nothing to bake.
its baking now. But should I use progressive cpu or gpu? if gpu would it still work if my gpu is external
honestly just go with whats selected rn, and if you feel like it, swap and see if you prefer the result.
ok. so what should I do if my lighting changes. Like the room i sent you. the lamps have a bright / dim option.
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.
For a Quest world especially though, I'd very much recommend baking all the lights
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
does what for me. these are the messages it gives
probably pixel light settings due to a lot of realtime lights.
If you look in the VRWorld Toolkit menu from the top bar it has the post processing section
Are you using sdk 2?
yes sdk2. the latest one they released like yesterday
You'll have to install post processing manually in that case.
yep. in that section is says post processing package not found in this project
were do i find that. lol
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
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.
my light count thingy is set to 3. so what should i do
try 5
oh wow. that fixed it. why though
as said too many trying to render at once.
In game it will still be set to 4 or 8 depending on the settings the person is running
I'm not sure that'll work in vrc tho ?
ya ultimatively, space out lights or bake em.
If it's flickering it's not baked, and if it's not baked, bake it
it was baked but still blickering. But after i increased that number it was fixed. Rebaking now
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.
found it. this what i got
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
scroll to the right.
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
what to what.
Sun to baked?
Bright to baked?
Dim to realtime?
Preferably bake everything and just dim the lights with postprocessing, realtime lights can be very perf intensive
yes
yes to what he said or to what i said. lol
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.
yep. litterally everything is static XD. nothing moves or has animations
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
yep. things ar emakred at static.
then make your lights baked and go for baking.
kk, baking should be fine - Silent has a p good wiki on postprocessing, once you have that installed: https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
specifically, tonemapping might be what you're looking for
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
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:
yep. so i guess ill go through this guid and do what it says now... yay lol
the dim lights set to baked right? i baked everything and everything is black / no light now. (dim lights are not on)
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:
strange. dim lights are not on. only the bright. but now everything is black
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
when i click generate lighting everything turns black, and stays that way
I'm not personally sure of what could cause that, sorry - #world-lighting might? o:
darn. ill mess around a bit. and ill ping you when its fixed. then we can do the light probes?
sure! o:
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.
i got a response from someone saying you need to probe it.. uhh that right?
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:
ill try but everything turns out the same. this is what it looks like btw
lightmap should def be a bit higher than 256x256 lol
also don't use 50 texels for test bakes
no. i just keep doing it multiple times to try and fix this blakness
what should i use
4096
yeah
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
bring down the lightmap resolution when you're testing
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?
If there's something covering the lights, try making them not static o:
using a lightprobe to light that object instead might work better
so the objects / lamp covers. turn static off
yus, try that
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
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
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:
yep. only the bright lights are on.
so you think I should just turn off / delete the dim lights?
but ill try making them a bit brighter first
yus, do a Save-As to make a new scene first, but delete the dim lights from the scene
also for shadows, should it be soft or hard shadows.
depends on how you want the shadows to look lol
soft shadows will feather out a bit, hard shadows will have harsher lines
oh. so hard = better performance but looks sharp.
soft = lower performance but looks better?
afaik it doesn't affect performance whatsoever, it's entirely just up to whatever you want the artstyle of the world to be
oh. ok. lol
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:
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
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
50 texels for test bakes is kinda high, and your lightmap size should probably be higher - past that my knowledge on that ends lol
Try right-clicking the VRChat SDK in the asset browser and hitting Reimport All? also, try importing https://github.com/oneVR/VRWorldToolkit/releases into your project and seeing what it's world debugger says o:
reimport all didnt work, me and my buddy have the same issue
ill try the vrworldtoolkit in a bit
the taxels is the lightmap resolution though. or do you mena the lightmap size should be larger
The lightmap size should be bigger, and the lightmap resolution (50 texels per unit in your image) should be lower afaik
sorry lmao
haha ok. got it now. lol
so i can bake easily. and only got two issues now. yay!
-
dim lights are brighter then main lights.
might just make a new save-as and try using the other thingy you said. -
a couple objects in my room show up pitch black
should i just forget about the dimj lights and use the other thingy?
also this object just appears as black
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
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
light switch thing can be fixed with a light probe instead of adding another light o:
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
According to the inspector, that model has overlapping UVs - in the asset's mesh file in the asset browser, click "Generate Lightmap UVs"? o:
It might be in one of the Prefabs or Models_Hom... folders? o:
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
right-click it and see if you can unpack it? not sure
sorry for the delay, looking into it a bit - could try that though? o:
so what do i do to it again?
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
it looks good before its baked. (the metal objects)
or could it be one of the sub textures in it? here is its stuff
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
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
the textures shouldn't affect the positions of the UVs, the model'll just look weird if the wrong textures are used lol
mmm there are a bunch of light settings when i click it though. would any of thoes make sence?
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:
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?
could someone please help its not letting me upload my world it just plays my world when i press publish
probably light probes to fix the light switch and etc - this might help c: https://learn.unity.com/tutorial/configuring-light-probes-2019-3#5e2f10daedbc2a39a9fe4b0b
guide's for a later Unity version, but should still apply
let me try that out
it still does not work it just plays my world when i press publish
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
i am new lol so some stuff you say are confusing but here are the errors
there are no errors
Your scene is paused, maybe you have "Error Pause" enabled??
along with "clear on play"?
^
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:
okay i checked there is only 1 scene descriptor
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)
okay to disable it do i click on it
yes
Did it show any red errors this time in the console tab?
nope
should i dry sdk3?
sdk3 worlds i am using sdk2
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 ?
That is the same picture you posted above (since you still have "clear on play" enabled.
ok, make sure you include the entire window, showing these in red
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)
wanna go over probes wit me? i might be lost
sorry i kinda wasted ur time the project is all messed up now i tried to upload sdk3 and they were both imported together and everything just messed up i cant even open the sdk splash screen so i am just going to make a new build
if i need anything i will come back
but i appreciate the help thank you
oh no! They are not compatible with each other :( hmm hope you get it fixed! and dont worry!
thank youu
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.
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
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?
.....i just took an exam. too much reading XD.
i made them. so now i gotta box. so i place these 8 dots were
oh! side note. I fixed the metal objects being black. added a reflection probe. its what runs the metals. so that part is fixed
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
should i also place probs in each corner of the area
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
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
They don't strictly have to be organized neatly, but it couldn't hurt lol
this is what i got currently. look ok?
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:
fok. so put them in areas were things move or could change.
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
is a spider web. :p any changes?
probably move some of the lightprobes out/away from the floro a bit and have some in the middle of the room o:
should there be any in dark corners that are like behind objects or so on
also oof. lol.
should there be a lot more?
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:
so there shoul dbe a lot less.. wish there was an auto place tool
i moved and deleted some. so no wi got this
kk - bake the lighting again and that should work
side note: why this closet dark af
just baked btw
how do i get the reflection probe, sound, and light icons off the screen
Select the Gizmos dropdown at the top of the viewport, and deselect whatever you want to hide
tried that but a few still stay. or i donjt know what they are called
deselect the reflection probe, i.e select something else in the viewport? o:
if you want! would recommend following https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing, it goes over it way better than I could lol
yep. going through that now. but i may get stuck sometime. lol
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
well im reading through this. you may need to also read through it to help out with the lights. lol
also came to the conclusion that i couldnt do anything about the dim lights cuz the other lights are baked. so the other lights would just be adding into that
Yes lol, delete the dim lights entirely if you're going for the postprocess route
i would but idk how to do the post processing way. it tells me nothing on how to do it
It does, that tutorial tells you exactly how to do it o:
ill double check. im likely blind af
side note. when installing the post processing. does it auto make a post processing volume thingy?
afaik no, that's a component you add yourself to a new gameobject
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
never messed with pickups so i got no clue
I got many like stacks of plates u can pick up n throw
Is there a character limit to the Title for worlds? If so what is said limit?
nope. cant find it
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:
yea. I got all that set up. and i can freely use it to make the scene darker or so on. But idk how to set it on a trigger so a player can press a button and it gets darker for them
ah - are you using SDK2 or SDK3? o:
sdk2
or he coult use the world toolkit and press a button and get set up post processing would be faster 😄
They did already lol
i got post processing installed and set. The question IS. How do i put it on a button
Make a button and set it to toggle the post processing volume gameobject maybe? o:
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

